Fixes games that have some elements flickering on the screen, such as Kirby Star Allies and others, without impacting performance.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2605
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
This fixes a bug in the buffer cache that caused flickering in some games when using fast buffering. This fixes Kirby Star Allies, Yoshi's Crafted World, and possibly many others.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2584
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
a bank could be (incorrectly) considered a superset if it had enough image buffer descriptors but not enough storage image descriptors, causing the allocator to pick a bank that can’t actually satisfy VK_DESCRIPTOR_TYPE_STORAGE_IMAGE demand resulting in sham allocations and creation of new pools.
Note to testers,
please look for any regressions in terms of visuals and most importantly please test the performance and ram usage.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2564
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
This improves the asynchronous shader building description.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2568
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
This improves the asynchronous shader building process.
Fixes a TOTK inventory bug that caused some icons to be missing under certain circumstances when using asynchronous shader building.
Fixes an issue in Kirby and the Forgotten Land where arriving at the checkpoint would cause a graphical bug in the building when asynchronous shader building was enabled.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2560
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Uses an FFmpeg CI for Android and Windows, also available for Linux. Saves compile time on Linux and is more consistent on Windows/Android.
Also, updates VVL and FFmpeg to allow for a fully 16kb-compliant Android build. Bonus: APK size is down 30%
Updated all localization files for Transifex while I was at it
TODO for future: Android 8.0 with vp9_vulkan et al.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2543
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
temproary non-msaa images used for msaa uploads were being destroyed before the GPU finished using them, causing validation errors/crashes.
This keeps the temp image alive until the GPU finishes and switches the aspect-mask check to bitwise so the MSAA path only runs when needed.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2550
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
Example game was Mario+Rabbits Kingdom Battle. It crashes when reaches that part of copy image. Also put NIFM requests to log in DEBUG due to request spam and not being useful in debugging at all.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2549
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
There is no Color_attachment happening here only transfer operation and hence the gpu should only wait for transfer not color_attachment_output_bit(may fix async presentation, not likely though)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/315
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
This adds the ability for integrated devices to control the amount of memory used by the emulator.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2528
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Compilation and CMake fixes for both Windows on ARM and clang-cl, meaning Windows can now be built on both MSVC and clang on both amd64 and aarch64.
Compiling on clang is *dramatically* faster so this should be useful for CI.
Co-authored-by: crueter <crueter@eden-emu.dev>
Co-authored-by: crueter <crueter@crueter.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/348
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
I promise I'm a UI developer
- mbedtls can now be used as a system package
- zycore can now be used as a system package
- cleaned up dynarmic externals
- fixed libusb incorrectly showing as bundled
- add version/tag formatting to JSON
- add custom GIT_HOST option for packages
- moved some of my repos to my new git
- slightly better version identification
- combined VUL/VH since they are codependent (using my combo vendor)
- fix cpmfile inclusion
- remove libusb submodule
This PR succeeds #383 since it includes it
Co-authored-by: SDK Chan <sdkchan@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/392
Co-authored-by: crueter <crueter@crueter.xyz>
Co-committed-by: crueter <crueter@crueter.xyz>
This fixes the crashes on game launch caused by MacOS not being present in host_manager.cpp and enables primitiveRestart for MoltenVK to suppress a bunch of errors given in the log about MoltenVK requiring primitiveRestart. Fixes an crash when switching kingdoms in Mario Odyssey as well
EDS is forced to 0, otherwise games do not show graphics
Note: For now only dynarmicc is working, performance will be slow
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/372
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@outlook.com>
Co-authored-by: innix <dev@innix.space>
Co-committed-by: innix <dev@innix.space>
This patch completely removes the Custom Sub allocator with VMA and delegates everything to the VMA.
Overall, the patch integrates VMA and simplifies memory management.
Once these changes pass the testing, it will be used as a base for further improvement.
Note to testers, test for stability and performance.
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/362
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@outlook.com>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
Validation flagged writes to a VK_DESCRIPTOR_TYPE_STORAGE_IMAGE descriptor because the bound VkImageView had a non-identity component mapping and hence the vuid-00336 error, this fixes the said error.
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This commit helps to fix some graphical issues on games like Trident's Tale, where game didn't render anything than just plain terrain, helps to stabilize Nier Automata graphical issues, meanwhile the most annoying glitches are gone, there's still remain other issues.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/321
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: wildcard <nubieluv@gmail.com>
Co-committed-by: wildcard <nubieluv@gmail.com>
These adjustments enhance memory management,
While increasing shader performance across all GPU types, including iGPUs.
This commit fixes a bug in Super Mario Odyssey where loading into a new area or pausing the game
Would cause the whole game to slow down (Most noticeable on RDNA 2 GPUs like the Steam Deck)
Thank you to all of our testers for helping eliminate this bug,
And thank you to Camille for the instructions/commit and to Zephyron for addressing this in Citron.
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/334
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: JPikachu <jpikachu@eden-emu.dev>
Co-committed-by: JPikachu <jpikachu@eden-emu.dev>
only applies vertex input state if the pipeline was created with it
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/295
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-committed-by: Shinmegumi <shinmegumi@eden-emu.dev>
fixes this error [ 18.505526] Render.Vulkan <Info> video_core/vulkan_common/vulkan_debug_callback.cpp:DebugUtilCallback:59: Validation Information: [ UNASSIGNED-BestPractices-SemaphoreCount ] | MessageID = 0x6cfe18a5 | pSubmits[0].pWaitSemaphores is set, but pSubmits[0].waitSemaphoreCount is 0.
This patch is only corrective in nature and is trivial and should not fix or break anything just one of the best practices in vulkan. It nulls pWaitSemaphores / pWaitDstStageMask / pSignalSemaphores when the corresponding counts are zero.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/285
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
This adds an option to control the DMA precision level at runtime.
Co-authored-by: crueter <crueter@eden-emu.dev>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/304
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
This updates the Vulkan Extended Dynamic State settings and descriptions to improve and make it more clear how it works.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/292
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
This improves DMA logic and add an option to sync memory operations.
Thanks to Higgs for the new DMA logic.
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/276
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Some TIC entries are tagged Texture1D but actually use array layers so previously it was marked as simple 1D and hence the assert, this fixes the said issue(Depth > 1 or baseLayer != 0).
Games fixed- God Eater 3
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/274
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
Completely replaces vcpkg with CPM for all "system" dependencies. Primarily needed for Android and Windows. Also uses my OpenSSL CI for those two platforms.
In theory, improves configure and build time by a LOT and makes things much easier to manage
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/250
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
seems to improve perf, this bit is basically useless outside of debugging
credit: wildcard
Signed-off-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/243
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
The changes noted below bring Vulkan closer to 1.3 spec and get rid of validation errors and enable us to properly use one or two more functions.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/180
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-committed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Maxwell format `VK_FORMAT_A8B8G8R8_SRGB_PACK32` does not support storage. However a `A8B8G8R8_UNORM` view is created for a image with that format which supports storage. The previous patch ignored image view format usage making it impossible for the pipeline to render to the texture.
This commit reverts the image usage override. However, there is still a mismatch between image format usage and image view format usage.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/241
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: weakboson <weakboson@quantum-field.net>
Co-committed-by: weakboson <weakboson@quantum-field.net>
> The shared_ptr<Image> capture ensures the temporary image outlives all queued GPU work (both the upload/download step and the MSAA compute copy). Without this, drivers read freed memory
> The temp image always has STORAGE & TRANSFER usage, matching what the compute MSAA path actually binds.
> Since this only a temp fix ontop of the previous commit, we only use the MSAA path for color; depth/stencil still use the original safe route.
> Should still be reworked though, as seen in the other MSAA commis that are open.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/245
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>