httplib doesn't like when you include the protocol, as it would seem
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3558
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Just displays min, max, avg frametime/fps, alongside a chart of FPS in
the last 30 seconds.
Notes:
- Qt Charts is now required
- FPS/frametime collector now runs 2x as often. TODO: keep status bar at
500ms, but put perf overlay at 250ms
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3537
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
This improves frame pacing control, fixes accumulated drift, and adds the ability to change it while the game is running.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3535
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
<video src="/attachments/9a1b2e43-0acf-4a40-9be5-db93b1164111" title="Regressions" controls></video>
This PR fixes Sonic's broken graphics.
- EDS3 hard coded as _WIN32 default broke graphics and was the issue. Manually adjusting EDS[0-3] per-game/global settings can not fix graphics.
- EDS2 hard coded as _WIN32 default fixes graphical issues. Manually adjusting EDS[0-3] per-game/global settings works as intended.
- EDS0 as _WIN32 default was also tested and works. Old logic behavior before #292 regression.
Co-authored-by: DraVee <dravee@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3532
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
should make JIT translation a bit faster - especially for non-fastmem
test if thumb still werks
previously:
we read 32-bits one by one, and do translation **for each u32 we read**
now:
one big read of 4096 bytes (aligned of course), only 1 VAddr translation
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3459
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
results in way better codegen (less noise for movs and all dat)
i think it was removed by accident by me, oops
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3519
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Allows regalloc to more aggressively take on registers for immediate codepath; also uses lea for stc/adc (since carry can equate +1 in some cases)
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2958
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
this results in removed reloads for any code that uses those heavily :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3518
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Closes#3344
Adds slow and turbo modes with configurable speeds that can then be
toggled by the user. Behavior is:
- Standard/slow limit, toggle turbo = turbo
- Turbo limit, toggle turbo = standard
- Standard/turbo limit, toggle slow = slow
- Slow limit, toggle slow = standard
Enabling the turbo/slow mode enables the frame limiter unconditionally.
This has some conflicts with VSync. For example when I set my refresh
rate to 60hz and enable vsync, turbo mode does nothing. Not sure how to
go about fixing this, @MaranBr probably knows better the proper
solution.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3525
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
This allows users to choose how the emulator manages frame pacing to reduce stuttering and provide a smoother and more consistent frame rate.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3494
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
dont have AVX512CD to verify the change; but should[tm] work
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3499
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
PLEASE test, & provide gdb logs kthx!
mainly because there is a bug with pop/push for r8-r15:
94f6fe6941
(may have been linked as to why Engage had SCREECH when doing xmm spills!)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3505
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
fixes VVL, but doesnt make it a hard requirement so drivers which cant load it for some reason just, dont
Validation Error: [ VUID-vkCreateInstance-ppEnabledExtensionNames-01388 ] | MessageID = 0xe5e52180
vkCreateInstance(): pCreateInfo->ppEnabledExtensionNames[3] Missing extension required by the instance extension VK_EXT_surface_maintenance1: VK_KHR_get_surface_capabilities2.
The Vulkan spec states: All required extensions for each extension in the VkInstanceCreateInfo::ppEnabledExtensionNames list must also be present in that list (https://docs.vulkan.org/spec/latest/chapters/initialization.html#VUID-vkCreateInstance-ppEnabledExtensionNames-01388)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3514
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This PR removes the obsolete logic of LRU-cache within, removing old and dead code, allows Android to avoid unnecesary usage of memory caching, aside to prevent some old bugs to arise in other systems that allows NCE, improves a small margin of performance and makes memory ram consumption overall better, by 300 - 500mb, revealing that part of the code was still active, even if LRU wasn't enabled.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Signed-off-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3500
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
mainly doing this to reduce memory footprint; we all know how nice ankerl::unordered_dense is
in theory 4x faster - in practice these maps arent that "hot" anyways so not likely to have much perf gained
i just want to reduce mem fragmentation to ease my porting process, plus it helps other platforms as well (ahem weak Mediatek devices) :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3442
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This environment variable fixes some glitches in OneUI 7 and HyperOS 3.
Thanks StevenMX for letting me know.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3493
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: MrPurple666 <antoniosacramento666usa@gmail.com>
Co-committed-by: MrPurple666 <antoniosacramento666usa@gmail.com>
we shall see if the original code was put there for a reason
or if the microsleeps actually are horrid
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3498
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
nce patcher was extended to support modules larger than 128MB due to ARM64 branch limit. now added a pre-patch and (existing) post-patch module code. Allowwing MRS/MSR/SVC handler to remain within branch branch range
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3489
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>
- Move Game Icon Size to the main toolbar. It's cleaner that way
- Add a "Show Game Name" toggle that does as it says. Disabling it
basically creates an "icons-only" mode. Useful for controller-only
nav with big icons (TODO: maybe make a 192 size?)
- Fixed a crash with controller nav. Oops
- Rounded corners of the game icon in grid mode
- Fixed the scroll bar creating extra clamping range on the grid icons
- Item can be deselected if user clicks on the blank space outside of the view
As a bonus fixed a crash on mod manager
Future TODOs for design:
- [ ] Row 1 type. Not sure what to do here tbh.
- [ ] Move around game list settings in configure_ui to make it clear
that nothing there affects the grid view.
- [ ] 192x192 size? 256 feels too big on my 1440p screen whereas 128
feels too small.
- Set text space as a function of fontMetrics.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3485
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
the function generated the value but we never stored it effectively discarding the result.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3464
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
It should work now, I hope.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3487
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Changes ExitProcessAndReturn to terminate process if caller is available (e.g. a parent applet) and start program_index 0 if not.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3486
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
Closes#3441
Basic impl of a grid view on the game list. The ideal solution here
would be to use QSortFilterProxyModel and abstract the game list model
out to a QStandardItemModel, but that is too much effort for me rn.
Adapted the "card" design from QML, can 1000% be improved but QPainter
is just such a pain to deal with. Implanting a Qt Quick scene into there
would legitimately be easier.
Anyways, margins and text sizes lgtm at all sizes, though please give
feedback on both that and the general card design.
Future TODOs:
- [ ] Auto size mode
- [ ] Refactor to use models
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3479
Adds the capability to add DLC and Updates without installing them to NAND. This was tested on Windows only and needs Android integration.
Co-authored-by: crueter <crueter@eden-emu.dev>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-authored-by: nekle <nekle@protonmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2862
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
Closes#3125
Adds buttons to the addons page that imports a mod (or mods) from zip or folder.
Currently known to work with mods that provide proper romfs/exefs things, unsure about cheats and such. Also works on mods that just stuff things into the root of the zip.
TODO:
- [ ] test folder more thoroughly
- [ ] cheats
- [ ] test all sorts of mod pack types
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3472
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
A few things noticed on "Super Mario Allstars", this stubs SetGpuTimeSliceBoost and adds a fix for the "Return to title selection" menü.
Basically ExitProcessAndReturn now starts/restarts the process on program_index 0 (main menu / title screen) and fixes a device memory clear when using that method.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3475
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
while we dont support MSVC on ARM64 yet, one day we may, and when that day comes someone will be annoyed their vulkan sdk won't install properly
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3201
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Improves performance and stuttering in MP4 noticeable on the Steamdeck.
https://git.eden-emu.dev/eden-emu/eden/pulls/3456#issuecomment-19064
LM3 Fixed in #3457
Attempt to fix a flickering issue noticed with LM3
<video src="/attachments/6bf12c4b-a67b-469a-9806-db8390be02ff" title="Flicker" controls></video>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3456
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
+ make filename be a const char
also mark as `noexcept` to avoid emission of uneeded unwind paths :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3409
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@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>
basically i want to see the modified options first :)
one of the few times i use deque without resorting to boost::container::deque, haha
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3132
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
There could be an issue with save files being wiped if updating from an older version, this is due to profiles being hard set on android previously but am not sure, needs testing
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3461
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: nekle <nekle@protonmail.com>
Co-committed-by: nekle <nekle@protonmail.com>
It seems too easy, the specification does not state anything more to be done for it towork.
Requires performance testing on android.
Co-authored-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3318
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
Rather than having that hardcoded one like before. Also adds
infrastructure which should make it easier to setup defaults at runtime
(e.g. GPU stuff?)
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3462
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reimplements GetBufferHistory, enabling tracking and retrieval of recent buffer states. This can improve rendering performance and stability in some games.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3394
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Intercepts Qt's awful scroll wheel handling and passes it off to a
continuously self-integrating animation on the scroll bar positions.
Code kind of sucks right now and I think has a bit of a perf bottleneck,
but that's somewhat expected in the way I implemented it. Maybe look for
a better sln? QScroller?
Also while I was at it I added shift scrolling.
TODO:
- [ ] TouchGesture? With overshoot off
- [ ] Perf
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3452
VUL version mismatches are solved upstream. Anything else is user error,
not that the prior solution really helped let's be real.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3450
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
QuaZip lets you disable QTextCodec now so we can use it.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3447
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Removes the need for those MSVC/ARM patches
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3448
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Added a check to see if a folder actually exists before adding it to the watcher. fixes a nasty infinite refresh loop in the interface when a network drive or usb stick is disconnected but still in the config.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3434
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: rayman30 <silentbitdev@gmail.com>
Co-committed-by: rayman30 <silentbitdev@gmail.com>
without it, some games prevent booting into it
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3443
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
Since Android is a pain when it comes to checking GPU logs in more depth, this is a better way to see what's going on, especially for testers...
This should be expanded to Mali, Xclipse, and Tensor in the future. Since I don't own any of these devices, it's up to developers with similar capabilities to add support for this system.
~~The GPU log sharing button should also be added in the future... For now, they are available in the same location as the traditional logs.~~ Added on 572810e022
Co-authored-by: DraVee <dravee@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3389
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: MrPurple666 <antoniosacramento666usa@gmail.com>
Co-committed-by: MrPurple666 <antoniosacramento666usa@gmail.com>
no significant performance gains expected
reduces memory (4096 word managers are active at any given time, this reduces total amount of memory used by a tiny margin)
also reduces code duplication due to templatery fuckery
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3221
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
this basically allows the threads to exist in these logical CPUs, undisturbed, and without trashing each other's cache
this could improve performance, very tricky thing to pull off correctly, but again, this is mostly an experiment
will mainly benefit: Linux, Android, FreeBSD, Windows (not ARM)
Additionally, this means no context trashing :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3121
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
- Trivial dead code removal, also these shaders are useless
TODO: maybe in a future do YUV280 or whatever in shader for vic :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3432
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
The `NIGHTLY_BUILD` option changes the app name to "Eden Nightly" and
changes the auto-update URL to use our new Nightly repository.
This needs added to Android, but I can't right now as I have to leave.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3431
This fixes an annoying warning when opening any game using OpenGL.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3429
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>
On macOS, adding paths to QFileSystemWatcher can trigger immediate 'directoryChanged' signals (likely due to FSEvent behavior or .DS_Store updates during directory access). This caused a recursive loop where PopulateAsync would trigger itself indefinitely, leading to constant UI refreshing and high CPU usage.
This fix addresses the issue by:
1. Temporarily blocking QFileSystemWatcher signals while the watch list is being populated.
2. Correcting the usage of QList::mid() in the loop (passing length instead of an end index) to avoid massive path duplication.
These changes are isolated to macOS using #ifdef __APPLE__ to ensure no side effects on other platforms.
Authored-by: rayman30
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3418
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: rayman30 <silentbitdev@gmail.com>
Co-committed-by: rayman30 <silentbitdev@gmail.com>
Forgot to disable this. Will be re-enabled when UUID changing can become
a thing
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3428
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
One of those annoyances that stubs your toe
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3420
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Classic case of double-emission of signals. Epic
Also fixed a bug that caused profile manager to not immediately update when a profile was deleted from Qlaunch.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3422
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
mdlint, AI policy, and an actual release policy that doesn't suck.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3423
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Automatic translation update for Jan 29
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3417
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: Eden CI <ci@eden-emu.dev>
Co-committed-by: Eden CI <ci@eden-emu.dev>
Metal validation requires fragment shader output types to strictly match the render target format (e.g., writing float to RGBA32Uint is invalid).
This commit:
1. Adds color_output_types to RuntimeInfo.
2. Detects Integer/SignedInteger render targets in the Vulkan backend (MoltenVK only).
3. Updates the SPIR-V emitter to declare the correct output type (Uint/Sint) and bitcast values accordingly.
This fixes the VK_ERROR_INITIALIZATION_FAILED crash on macOS.
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3414
Co-authored-by: rayman30 <silentbitdev@gmail.com>
Co-committed-by: rayman30 <silentbitdev@gmail.com>
"So, found another macOS crash while testing Luigi's mansion 2. It looks like Metal is pretty picky about types and was crashing because the texture gather offsets were being passed as unsigned integers instead of signed ones.
I made a small tweak to the shader recompiler to force them to be signed, and the game boots fine now. Most other drivers usually handle signed offsets anyway, so it should be a safe fix for everyone." - rayman
Authored-by: rayman
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3404
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
- registers .nca/.nsp/.nsp/.xci file extensions under eden
- we use com.yuzu-emu.yuzu because 3rd party programs, mainly
- should work fine
- also gamemode enabled!!!
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3369
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Adding and editing users is now done in a single dialog rather than all those other individual buttons and dialogs like before.
Fixed some bugs with profile management too, and made edit/delete a right-click menu.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3415
"The issue is that MoltenVK needs the raw CAMetalLayer, but Qt 6 wraps it. I fixed it by making GetWindowSystemInfo search for the sublayer. Here is the patch file. It tested it on my Mac M1 Pro just now, and Eden plays the games now instead of crashing." - rayman
Authored-by: rayman
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3403
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Lets you build ONLY the necessary targets to get a statically linked
room executable.
Only intended to be used on musl targets due to getaddrinfo et al.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3411
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Patch from Lizz
Fixes out of bounds read/writes from vector implementation of the VIC decoder
Authored-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3412
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
Fixes build on Visual Studio 2026, aka MSVC 18. Just updates spirv stuff
since Khronos implemented some build fixes there as it would seem.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3401
Lets you correctly play games in qlaunch on NCE
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3391
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
This was tested on Smash Bros when you change the language in the game settings. The app now restarts and with correct params. Also, this made me realize that overlay was starting double and thus crashes the emulator.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3392
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
- Toggle partially removes blur in Link's Awakening (LA) and Echoes of Wisdom (EOW) for turnip and stock drivers from A7XX and below.
- Burnout screen blur fix is now controlled by this toggle
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3359
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
This fixes weird lines at 1x resolution without impacting performance in some titles.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3385
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
JackBox games broke again, this makes it work again. Forces Verify Option to be 0
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3386
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
About overlays: just as the title suggest. added to avoid misleading user feedbacks, as now captures can bring proof of build and driver in use.
About driver version: Android always showed stock driver version (major.minor.patch) as 0.x.x and that because getSystemDriverInfo() from GpuDriverHelper driver version getter has no proper treatment for qualcomm driver version values. BUT getVulkanDriverVersion from NativeLibrary does! So i just migrated to Native's getter.
A low prio todo would be to merge all VersionString getters into a single centered one inside vk device class. Suit yourselves.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3381
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
This fixes qlaunch "+ Options" :)
More:
- Remove Starter-Applet from menu (Starter is started by qlaunch)
- Stub OLSC cmds and add IStopperObject
- Fail-safe invalid handle return for system applets
- Stub IHomeMenuFunctions::IsSleepEnabled (closes qlaunch now when hitting sleep)
- Lower BuiltInNews timeout from 10s to 2s
- Use proper Event instead of KEvent in npns
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3376
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
Makes games like Alien Hominid let you skip with only 1 user enabled :)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3374
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
Some blit paths could be recorded while a render pass was still active, which is undefined behavior in Vulkan.
Depending on driver behavior and timing, this could result in intermittent visual artifacts, incomplete frames being presented, or issues with capture paths.
Explicitly request an outside render pass operation context before issuing blit commands, ensuring all rendering has fully completed before presentation or readback.
This does not change intended rendering output, but fixes a class of synchronization and command buffer state issues.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3355
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
this can be seen immediately on startup of switch sports where the passthru geometry shader will spectacularly fail to compile because the driver complains about re-declaration
this is just a simple and quickie fix for that
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3357
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
the mfer straight up doesn't exist anymore in the .frag shader - probably a leftover, but right now spams a bunch of errors under graphics debugging on switch sports
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3358
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
The gray one is not displaying correct on qlaunch, so why not use a eden one :)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3350
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
Mostly just jpeg being weird. Also, due to the way I've built it, we
don't need all those system libs anymore because they are bundled into
the Qt build.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3352
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Only merge once we find out wth is causing the crashes [we know it's fsr]
This reverts commit 82f9d489e7.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3250
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Your radioactive computers get beat by an intel i5-2540M on a 5400RPM
hard drive that exploded in my sleep btw
Also sets mainline to default and gets rid of the horrific naming logic
I had before.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3340
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
The issue occurs because shaders generated without RescalingPass are too simple, triggering driver optimization bugs on some GPUs.
Fixes rendering issues in Luigi's Mansion 3 and possibly other games as well.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3346
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
fixes linking + comp issues but not the test themselves, who have now became invalid
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: DraVee <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3345
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This pr is another set of fixes for the system driver (stock) on Qualcomm devices, mostly taking into consideration drivers from series 512.800.0 and on, reduces unwanted loads in the GPU by allocating properly features that were forced available, when they weren't, generating wrong commands between shader recompiler and Adreno's compiler; also this pr has a bunch of small fixes on games that some textures were displayed wrongly due to double swizzling during the creation of shaders, which allows serveral games to be fixed:
- Zelda: Link's Awakening (no blur, hearts properly displayed, flickering highly reduced on NCE)
- Zelda: Echoes Of Wisdom (no blur, hearts properly displayed, reduced highly flickering, rift properly rendered)
- Mario Kart 8 Deluxe (no longer wrong blue texture on icons of the cups or countdown marker, no longer freezes when compilling shaders on game versions below NCE update to bring more compatibility with CTGP MOD)
- Naruto's Ninja Storm series (no longer blue texturing on Naruto or main character on the screeen)
- Pokemon Scarlet/ Violet (no longer missing characters or npc)
- And many more games that are missing from our scope of testing.
But not only that, but also improved GPU - CPU synchornization for better performance (by 15% compared to previous builds) more stable shader compilations and removed unneeded emulation paths; making games as Breath Of The Wild less stuttery than it was used to; along some cleaning from dead code, allowing mobile devices to go brrrr, always long live to the Snapdragon Master Race, it's needed to explain that devices from A7XX need to use the driver 819.2, meanwhile A8XX can use 842.9 to obtain all the benefits from VK 1.4 allowed in Eden.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3334
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
fixes joypad overlay autohide during holding actions
suppose holding right to move character. that wouldn't clear autohide countdown, and it also would deny other touches to do so.
i guess this was buried coz those who truly use joypad overlay don't use autohide.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3337
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
first of all it makes UI a tad bit more simple and benefits the end user
second, it allows to add new backends a bit more easily
and also, there was a shader backend option in android... we don't use opengl in android
so may as well save ourselves the trouble, aye

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3313
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This make slowdown on:
- Mario 3D World (path from World 6 to World 7)
- Okami HD (On Docked)
Should check the cause for such regression
(Maran's Note: looks like VRAM allocation is not being freed?)
This reverts commit ea29f169e6.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3333
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
this revert is intended to bring back the original behavior (throw exception) for untracked bindless textures.
reason: this was a mock intended to extend ender magnolia's mean time to crash.
by reverting it we will be able to identify more games which rely on bindless textures, and avoid to obfuscate visual issues investigation on them.
this is super safe to merge. if any game that was benefitting of it gets visual regression, we will know immediately via the throw message in logs.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3331
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
I added a batching/ coalescing of ranges in WordManager to reduce calls per pages in UpdatePagesCachedCount, also a test to verify if FlushCachedWrites coalesced (reduces callings to UpdatePagesCachedCount) callings and register each of them to inspect them.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3288
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
As stated by @PavelBARABANOV when joypad overlay was being hidden via quick toggle or autohides (time/input), touchpad was being disabled along (hiding via original show/hide checkbox was working ok).
This PR fixes this by centering all joypad overlay toggling paths, and using correct method to not disable touchpad.
Additionally, mirror state variable was removed for better sync, and also touching screen will only unhide if hiding was triggered via autohides.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3315
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
This is a trivial change to remove turnip from some of my clamps for qcom hardware, fixes crashes of turnip drivers in recent nightlies.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3325
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
This pulls eden releases changelog & text from our github releases.
We don't store the msgpack file but rather generate them in-memory for the News Applet.
Uses cache folder. Files generated are:
- cache/news/github_releases.json
- cache/news/eden_logo.jpg
- cache/news/news_read
Additional changes:
- Proper TLV returning for online web applet, to open external URL
- Add applet type `LHub` to properly close, as it also uses TLV return
- qlaunch app sorting, adds another cached .json to track last launched app timestamps and sort them accordingly
Co-authored-by: crueter <crueter@eden-emu.dev>
Co-authored-by: DraVee <dravee@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3308
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
for core stuff:
just remove unique ptrs that dont need any pointer stability at all (afterall its an allocation within an allocation so yeah)
for fibers:
Main reasoning behind this is because virtualBuffer<> is stupidly fucking expensive and it also clutters my fstat view
ALSO mmap is a syscall, syscalls are bad for performance or whatever
ALSO std::vector<> is better suited for handling this kind of "fixed size thing where its like big but not THAT big" (512 KiB isn't going to kill your memory usage for each fiber...)
for core.cpp stuff
- inlines stuff into std::optional<> as opposed to std::unique_ptr<> (because yknow, we are making the Impl from an unique_ptr, allocating within an allocation is unnecessary)
- reorganizes the structures a bit so padding doesnt screw us up (it's not perfect but eh saves a measly 44 bytes)
- removes unused/dead code
- uses std::vector<> instead of std::deque<>
no perf impact expected, maybe some initialisation boost but very minimal impact nonethless
lto gets rid of most calls anyways - the heavy issue is with shared_ptr and the cache coherency from the atomics... but i clumped them together because well, they kinda do not suffer from cache coherency - hopefully not a mistake
this balloons the size of Impl to about 1.67 MB - which is fine because we throw it in the stack anyways
REST OF INTERFACES: most of them ballooned in size as well, but overhead is ok since its an allocation within an alloc, no stack is used (when it comes to storing these i mean)
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3306
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
this should fix issue where you couldn't connect more than 4 controllers at once
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3305
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Support for bundled Qt, not through aqtinstall but rather my CI. Multimedia is
implemented too, works on both Windows and Linux, though we don't
actually use it so it doesn't really matter. Contains Declarative and all that so the Quick frontend will work once it becomes a thing.
Some options have changed, notably w.r.t LTO and faster
linker, which are now handled directly in the modules.
CPMUtil also has support for custom dirs (`PackageName_CUSTOM_DIR`) now. Probably most useful for adding external fragment shaders and whatnot.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3289
- [Added] a new compute shader to handle block-linear unswizzling on the GPU, reducing CPU overhead during texture uploads
- [Implemented] BlockLinearUnswizzle3DPass to take advantage of the new compute shader, unimplemented for OpenGL
- [Implemented] texture streaming and queue system for large sparse textures to prevent hitches
- [Implemented] aggressive garbage collection system to eject large sparse textures to save on memory (Unused)
- [Added] user settings to adjust the streaming unswizzle system for low-end machines
- [Improved] slightly the ASTC GPU decoding system
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: DraVee <dravee@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3246
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: Forrest Keller <forrestmarkx@outlook.com>
Co-committed-by: Forrest Keller <forrestmarkx@outlook.com>
Alder Lake/Tremont or superior feature only, based on archived UMWAIT by @Wunkolo. With some fixes due to register corruption/clobber (regalloc was blind to this)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2614
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
basically nobody ever used that path, we instead soft-crash upon not being able to allocate **backing** storage, we do still attempt to allocate a virtual base through, but if backing storage fails for any reason whatsoever, we pretty much cant run the emulator anyways
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3133
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
supercedes #3295
Intel Atom N450 6 billion fps
also for the note, host calls are expensive as fuck
please test i didn't break other games kthx
Test with both a pre-AVX2 CPU (like i5-3th gen) AND a AVX2 cpu (like a i7-4th gen)
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3297
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Raises the size of each page entry to 32 bytes, however, it merges them into a single structure
THEORETICALLY this is better since the access pattern observed corresponds to the program wanting backing_addr/pointers/blocks immediately after one another.
This may improve performance at the cost of some extra memory.
Another implementation would be to structure only backing_addr/blocks within the same virtual buffer.
Alas spamming virtual buffers is evil since each of them is a cache trasher (imagine jumping from wildly different block to wildly different block immediately).
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3215
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
user doesn't need it and just wastes resources
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3293
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This PR adjust resources usage of Eden based on driver specification, improving stability and smarter resources usage, extends the amount of TotalPipelineWorkers on Android.
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3280
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
"Eden" is still shown when user is idle

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2828
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: festivity <festivity@eden-emu.dev>
Co-committed-by: festivity <festivity@eden-emu.dev>
(Hopefully last regression from #3074)
Fixes Super Mario RPG and rain on Pokemon Arceus
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3292
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: DraVee <dravee@eden-emu.dev>
Co-committed-by: DraVee <dravee@eden-emu.dev>
- each time you reference TLS data the compiler generates calls to register _atexit() for them
- it also uses `mov %fs:%rax` or whatever, segmented moves are EXPENSIVE since they break pipeline
- occupies less TLS slots for windows :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3283
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
16 for SwizzleImpl
another 16 for SwizzleSubrectImpl
another 2 for Swizzle
while yes, inlining can be good, I think this kind of templatery fuckery is a bit excessive
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3263
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
clang and gcc appropriatedly generate paths... but you msvc? you generate NOTHING
* This PR fixed regression introduced on #2856 and fixed stuttering/low fps on Megaman Battle Network Legacy Collection v2 and also Sonic Racing Crossworld.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3285
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This PR brings a feature that has been needed for some time in the Android Switch emulation community: environment variables for Turnip/Freedreno drivers. These are available in PC emulators and can help fix some problems, especially the TU_DEBUG function, which can be set to gmem (thus allowing Adreno 710/720 users to run Turnip correctly), and noubwc, which fixes some problems for OneUI users.
This could also help us debug Turnip in a "better way" in the future.
Attached is a screenshot of a user, Ivan albio, using the gmem function on Adreno 710.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3205
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: MrPurple666 <antoniosacramento666usa@gmail.com>
Co-committed-by: MrPurple666 <antoniosacramento666usa@gmail.com>
* the issue fixed by this PR (EDS Disabled) is the same as the one on 3096 (All EDS)
Signed-off-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3281
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Fixes perfomance regression on Xenoblade Chronicles DE and Pokemon Scarlet (among other games)
It should be investigated the reason why such perfomance loss (more than ~10% in some case)
At core it partially reverted the following commits:
Reverts "[vk] Introduce Ring Buffers for Uniform Buffer (#2698)"
This reverts commit 776958c79d.
Revert "[vk] Bring Vulkan closer to Spec (#180)"
This reverts commit c8d6f23129.
Revert "[VK] PR 180 extension (#257)"
This reverts commit 444b9f361e.
Revert "[vk] Fixes regression of PR #180 vk_scheduler.cpp for AMD GPU and Windows OS (#3071)"
This reverts commit be218cc020.
Signed-off-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3270
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
This PR rewrites the DynamicState, ExtendedDynamicState and VertexInputDynamicState logic:
- Adds proper handling on how features should be loaded based on driver available features for ExtendedDynamicState/ VertexInputDynamicState.
- Fixes some old regressions with emulated formats for Android.
- Adds better formatting for tiling format features.
- Adds better formatting for format features.
- Adds NonWritable buffers handling for Spir-v.
- Updates Maintenance features calling.
- Adds new features: Multidraw, Robustness2, Image Robustness.
- Removes dead code/ duplicated on Vulkan device related to ExtendedDynamicState handling.
- Adjusts and conditions with better handling for some features callings: SwapchainMaintenance1, ConditionalRendering, ShaderExtencilExport, CustomBorderColor, TransformFeedback, VertexInputDynamicState.
- Removes some older feature ban logic.
- Adds hardware resolve path for MSAA Image Blits on Nvidia cards.
- Adds flat decorations for input interfaces on Spir-v.
- Reduces flushwork within drawcalls.
- Clamps render limits on out-of-area for rasterizer.
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: DraVee <dravee@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3074
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
https://git.eden-emu.dev/eden-emu/eden/pulls/3183 removed the
`project` command from the dynarmic CMakeLists.txt. This causes
CMake to assume the default languages for the project which are C
and C++, however, dynarmic_tests has some parts written in assembly
(`src/dynarmic/tests/rsqrt_test_fn.s`) which causes linking failure.
Signed-off-by: Marcin Serwin <marcin@serwin.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3256
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: Marcin Serwin <marcin@serwin.dev>
Co-committed-by: Marcin Serwin <marcin@serwin.dev>
added a new RendererHacks category, moved them to the Extensions tab and
renamed that tab Extras. Should fit in smaller screens now
also Performance -> Fast, GPU Accuracy -> GPU Mode
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3245
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
The static theme color picker doesn´t do anything when Material You is selected, so it´s better to hide it.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3244
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: Mike22 <misakupka@gmail.com>
Co-committed-by: Mike22 <misakupka@gmail.com>
This fixes an issue where game cards can stack focus highlights by touching and sliding in Grid/List views. Running and exiting the game by touch leaves a sticky focus that is not cleared. It is again possible to stack focus highlights that way.
The first commit fixes the bug, the second refactors and simplifies the state management in GradientBorderCardView.
WIP for now, until I thoroughly test it.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3242
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: Mike22 <misakupka@gmail.com>
Co-committed-by: Mike22 <misakupka@gmail.com>
2048 bytes of static storage (128 threads) is more than enough for most applications
Highly hit or miss (most likely miss) - check with TOTK beforehand, should bring perf stuff to Android; in theory
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3025
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Rewrote the entire tooling scheme. That's about it, just make sure
tooling works as expected everywhere.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3183
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
This PR fixes the real culprit for the crash mentioned in #3212 (which has its value coz it fixes other layout's minor navigation issues)
The reason was not the carousel, but the joypad overlay autohide instead.
To reproduce the crash, just enable autohide, launch the game, and leave before overlay gets hidden. eden should crash in few seconds.
The fix was adding barriers to ensure fragment is currently attached to its activity and the binding is not null.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3243
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
fixes cheat_xxx.txt not appearing in Qt frontend - the cheat gets enabled but won't be able to be disabled from UI
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3223
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
removed descriptions for options that are extremely self-explanatory:
- Show frametime
- Show battery temperature
- Show system specifications overlay
- Show device model
- Show GPU model
- Show firmware version
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3214
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
The new changes are in the input overlay section
Known issues:
- Auto hide, also hides the overlay in gameless edit mode
- Same goes for the controller auto hide option
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3234
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: kleidis <kleidis1@protonmail.com>
Co-committed-by: kleidis <kleidis1@protonmail.com>
- remove leftovers
- update script to update all Eden related icons
- using base_named rather than base on About page
- TODO: Reduce size of the icons even more and add Monochrome variation
Signed-off-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3184
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
- use std::optional instead of std::unique_ptr for the Antialias (FXAA, etc) passes to avoid the extra deref
- use a pattern for deferencing the IR pointer chasing loop as suggested on the intel optimization manual
- this also removes std::vector<> overhead by using boost::container::small_vector<> (not a silver bullet but in the case of this function reduces access times)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2565
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This removes all redundant code and improves the logic of the biquad filter.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3235
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
This reworks the logic to improve performance in many games that heavily rely on DMA. It can help all platforms, but on desktop the performance boost can be noticeable, especially on dedicated GPUs. The option Sync Memory Operations must be enabled.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3179
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
general sanity checks for both vk and opengl to see i didn't mess up any format and/or introduce regressions
likely not, thanks `paste -d" "` for existing :)
Signed-off-by: lizzie lizzie@eden-emu.dev
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3060
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
- Fast GPU now defaults to 256, removed 128 since it's useless.
- Completely reorganized graphics and CPU settings on both platforms.
Also got rid of Eden's Veil
- Merged some "use ..." settings that weren't really necessary.
- Changed ExtendedDynamicState to be a combo box
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3233
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
on LM3 the log file can be up to 20MB/per minute
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3227
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
* adding another toggle is not the right way
and need to be investigated why it's crashing things out
* this toggle should be removed when this is properly fixed
Co-authored-by: MrPurple666 <antoniosacramento666usa@gmail.com>
Signed-off-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3140
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
This will fix 1 of 2 performance regression to LM3 introduced between 0.0.2 and 0.0.3rc1.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3218
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
This fixes the broken biquad effect.
Thanks to Forrest Mark X for showing us where the problem was occurring in the code.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3225
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
fellow mike22 pointed out some vulnerabilities related to layout mode transitions.
let us give it a go!
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3212
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
This function is a copy-cat implementation of Ryujinx's method
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3217
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
Yxzx presumes this:
// The NVN driver buffer (index 0) is known to pack the SSBO address followed by its size.
But in MCI i`ve discovered that there are no sizes, both registers are GPU addresses (hence the 2.8gb allocation, it was an address actually)
Method could be much simpler but for safety i`ve routed both old and new worlds.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3206
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
why was disable-postproc added? either way this fixes build errors not only on PS4 but also on Haiku i think
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3203
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
notably adds access to `VK_KHR_maintenance10` :)
I'm not sure if we want to update vk as regularly as with other deps as the only worthwhile change I saw was the addition of maintainance10
Signed-off-by: lizzie lizzie@eden-emu.dev
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3202
Reviewed-by: Caio Oliveira <caiooliveirafarias0@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>
The old style `add_test` invocation is not target aware which means that
trying to run the test via `ninja test` results in:
Could not find executable dynarmic_tests
Signed-off-by: Marcin Serwin <marcin@serwin.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3192
Co-authored-by: Marcin Serwin <marcin@serwin.dev>
Co-committed-by: Marcin Serwin <marcin@serwin.dev>
Clang seems to complain that fmt doesn't have a member named join so, it fails to build.
Including fmt/ranges.h fixes that, and lets eden be buildable again.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3188
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: SDK Chan <sdkchan@eden-emu.dev>
Co-committed-by: SDK Chan <sdkchan@eden-emu.dev>
* also update script to generate Legacy Android Icon
* now default background on Android is black (inspiration come from white background on nightlies from pflyly@GitHub)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3182
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Hand rolling memcpy like this is always frowned upon because the compiler has more insight on whats going on (plus the code resolves to a worse version of itself on assembly). This removes some branches that are just straight up redundant. May save stuff especially for systems without fastmem enabled.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2639
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Adds more Firmware 20+ related service commands.
Renames existing service commands according to switchbrew docs,
Unstubs new parental service stuff.
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3175
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
This may reduce total overhead (as benchmarks show boost::container::deque being better performing than std::deque, especially with the limited set of ops like push_front and pop_back
May actually not help at all and be worse through, as always, performance tests are welcome
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3120
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
No badges.io yet, no new SVG logo from them
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2656
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: Lizzie <lizzie@eden-emu.dev>
Co-committed-by: Lizzie <lizzie@eden-emu.dev>
as seen in repeated epic games api connection in sonic
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3172
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
This should fix the issue with, for example, ToTK running at 60 FPS when overlay applet is running.
This also should always run the overlay as actual overlay and not in the back.
Stubs RequestListSummaryOverlayNotifications in friends
Syncs Language of the Emulator, when setting language, this is used in Starter Applet
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3123
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
Setting `HIDE_OVERLAY_ON_CONTROLLER_INPUT` in *Advanced settings → Input Overlay*
**Behavior:**
- First controller input -> hides overlay
- Controller disconnect → shows overlay again
- Subsequent controller inputs → ignored (already hidden, so no retrigger needed)
- Touch screen → does **not** show overlay (so you can use a controller and touchscreen to interact with games)
- Sidebar "Show/Hide controller" button → still works as master toggle
**State reset: The "first input" detection resets when:**
1. Controller disconnects
2. Overlay is shown via sidebar button
3. Controller reconnects
**Interaction with other settings:**
- Requires `SHOW_INPUT_OVERLAY` to be enabled (basicaly a master switch)
- Independent from `ENABLE_INPUT_OVERLAY_AUTO_HIDE` (timer-based hide, was already implemented)
- When both are enabled, touch-to-show is disabled (controller-hide takes precedence)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3127
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: Producdevity <y.gherbi.dev@gmail.com>
Co-committed-by: Producdevity <y.gherbi.dev@gmail.com>
Adds a place to override specific game settings for specific vendors
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2963
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: Kleidis <kleidis1@protonmail.com>
Co-committed-by: Kleidis <kleidis1@protonmail.com>
## Overview
Adds guides relating to the multiplayer components of Eden, which will serve as a quick reference for users to get started.
### Guides added
- Multiplayer FAQ
- Hosting a Multiplayer Room
- Joining a Multiplayer Room
- Access Your Multiplayer Room Externally
- Finding Multiplayer Server Info
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3167
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Evilperson1337 <Evilperson1337@proton.me>
Co-committed-by: Evilperson1337 <Evilperson1337@proton.me>
MediaCodec needs some jvm shenanigans to work, but the others should
Just Work(TM). Need tests on Windows (AMD/Intel), macOS
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3156
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
This change makes firmware 20+ show icons in qlaunch and adds a way for ApplicationViewWithPromotion to handle below 20 and upwards struct
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3153
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
We had the same struct for v1 and v2 - this was tested only with MP4, should output correct sounds now and boot it.
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3142
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
The GPU Accuracy level is now divided into Performance, Balanced and Accurate.
1. Performance prioritizes speed at all costs. It's faster, but it can be unstable and may have some bugs (which is expected).
2. Balanced maintains excellent performance and is safer against bugs and shader corruption.
3. Accurate is the most precise and the most expensive in terms of hardware. Only a few games still need this level to work properly.
The Release Early Fences toggle has also been removed by @PavelBARABANOV, as it's not needed anymore.
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3129
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Fixes an issue where selecting EDS 0 for a specific game would incorrectly disable VIDS globally.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3148
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
From my tests this decreases JIT latency twofold, may be placebo.
saving reg_alloc while having it readily available is certainly a very interesting choice... afterall saving it onto %rdi is way more cheap isn't it? :)
Please test any performance rgressions, I got +20 FPS on Rain World (unlocked) off this change alone
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3150
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Both options do nothing, however one was exposed to the user making them think it actually helps.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3152
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: Kleidis <kleidis1@protonmail.com>
Co-committed-by: Kleidis <kleidis1@protonmail.com>
## Overview
Adding Markdown, simplified versions of the docs hosted on [External Site](https://evilperson1337.notion.site/Eden-Guides-2b057c2edaf680149310edee3024565d).
### Guides Added
- Adding Games into Steam with Steam ROM Manager and Eden
- Adding Eden as an emulator into Steam ROM Manager
- How to modify the Date/Time in Eden
- How to configure controller profiles
- How to set controller profiles per game
- Eden fails to launch but does not leave a log (Windows)
- How to configure motion/gyro controls on steam deck
- How to access logs
- How to import saves into Eden (windows)
- How to install Atmosphere mods
- How to install Updates/DLC
- Quick Start Guide (Steam Deck)
- Quick Start Guide (Windows)
- Allowing Eden to Run on MacOS (MacOS)
- Sync Game Saves with Syncthing (General)
- Sync Game Saves with Syncthing (Windows)
- Sync Game Saves with Syncthing (Linux)
- Using Amiibo with Eden (Windows)
- Using Cheats with Eden (Windows)
- Using Cheats with Eden (Android)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3139
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Evilperson1337 <Evilperson1337@proton.me>
Co-committed-by: Evilperson1337 <Evilperson1337@proton.me>
more of the mbedtls trying to make macro magic even through they do runtime checks
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2793
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Should improve performance of SVC by a very, very tiny margin. Codegen seems to be better from the exclusion of all domains beyond >=0x92
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3023
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
rationale:
- some drivers will not outright crash (and keeping a list of those who don't crash is tedious)
- if it does crash we can get a log line saying "hey, this driver? unsuitable"
- makes lfie with lavapipe a tad bit easier
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3087
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
No need to have those nano-sleeps for these threads...
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2982
Reviewed-by: Caio Oliveira <caiooliveirafarias0@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>
basically a check runs that depends on the instance being created, but instance isnt created yet so check fails
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3134
Reviewed-by: Caio Oliveira <caiooliveirafarias0@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>
Fixes the weird Metal shader crash we saw previously, so now macOS works again. Hooray!
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3141
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Successor to that old MoltenVK PR. Does a lot of cleanups within root CMakeLists.txt, hands over MoltenVK and VulkanValidationLayers to CPMUtil, and separates out common operations into my modules.
Hopefully reduces the monstrosity that is root CMakeLists.txt. Please test:
- builds on all platforms
- VulkanValidationLayers
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3126
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Updates all of our bundled CI deps to support android x86_64, adds a
build flavor thereof (`chromeOS`), and also adds sirit mingw support.
The new FFmpeg package is built in a much better way that actually makes
it identically built to the other CI packages, meaning we now have real
8.0.0 support, no need for libvpx/cpu_features/all that other crap.
PLUS, we can now statically link it! Hooray! It's also built with
MediaCodec support so in the future we can work on that.
Rewrote the android build script too, plus added a copyFlavorTypeOutput
target that assembles and copies the APK. The code behind it sucks
because I'm not great with Gradle but hey, it works.
Testers: please test everything related to video decoding. VP9 and h264, games that normally suck with their prerendered stuff, make sure I didn't nuke it to oblivion, etc.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3086
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
test no perf regressions for games when saving settings
ALSO:
- the old logic made some settings not save
- if stop_token is true
- if the time was less than 1 minute
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3118
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Easiest change in the world, will help to pinpoint asserts quicker, it's just a relatively small thing so doesn't even need testing.
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2997
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
So when libc starts it has to start at an entry point located into crt0, now most OSes will do "enough" setup to allow mprotect() and mmap() to be called in static ctors (remember they're called BEFORE main)
By some stupid miracle, NetBSD doesn't; this means that using those functions on NetBSD will result in spurious results
The reason why is still unknown to me, but this is also combined with the fact that allocating a big chunk of memory for the JIT will make NetBSD refuse to mprotect()/mmap() it in low memory situations (even when space is available); so I take the same approach as with solaris
Also I now make it so fastmem handlers are NOT registered for OSes that disabled fastmem, this is because they pollute sigsegv and makes debugging stupidier
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3092
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
ATOM should be NOP in these cases
May break games? May not break games! - But it **should** be correct to do this
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2907
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Adds fully functional overlay display.
- Enable Overlay Applet via "View" -> "Enable Overlay Display Applet"
- Open the overlay by pressing the home button for over 1s
- Can adjust volume
- Can toggle airplane mode (if on WiFi, maybe if overlay is enabled pretend to be on WiFi?)
- Future TODO(?): Adjust Brightness implementation for host system
- Inputs are properly registered. e.g. if overlay open, application does not register inputs.
You can control volume and airplane mode outside of the emulator window
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3080
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
Should result in very marginally small performance gains. Basically removes the deref of vtable for EmitX64 on lto builds, so in THEORY it should be better than having to defer w.r.t all terminal handlers.
aka. we just like, inline them in one big function and keep CPU away from deference hell.
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3033
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Never in my lifetime will I ever need to revise anisotropy levels; I hope :)
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3019
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
**Aims to dismiss the needing of developers to wait for someone to provide new toggles only to test temporary stuff**
This is a classic debug knob set for development use.
Developers will be able to call Settings::getDebugKnobAt(0 to 15) to pick one of the 16 bits of that setting, allowing users to easily enable or disable multiple features in testing builds, by entering values instructed by the developers.
Co-authored-by: Allison Cunha <allisonbzk@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3076
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
This issue has like 15 different causes, and I'm surprised it took this
long to pop up.
1. LoadString had a hack *specific* to the AudioEngine enum. Why?
Solving this was easy, just use the explicit type ctor. -_-
2. The LoadString hack was abused in configure_audio.cpp to get around
the canonicalization infrastructure that was explicitly put in to
make this exact operation easier. Why?
3. ToString was also broken because of LoadString's garbage output.
Technically it might work now, but it's better to just use the
canonicalization infrastructure that was made specifically for this
purpose.
Also did a few tiny optimizations in config/settings cuz wynaut.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3083
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Also removes "use dev keys" option since it's not even present on UI and it's just a file redirection anyways
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2813
Reviewed-by: Caio Oliveira <caiooliveirafarias0@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>
NOTES:
regs.window_origin.flip_y MUST flip the y coordinate of any given FragCoord, we don't emulate this, this is the root cause of the error, but I'll just revert for now since it's easier
DON'T MERGE unless it's near 0.0.4 and I (or someone else) hasn't tackled this yet properly
This reverts commit 17fe74ef11.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3075
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Fixes AMD + Windows because it forces barriers to include the fragment test and color output stages explicitly, ensuring that all render pass writes are visible before later commands. Without it, AMD’s driver sometimes skipped synchronization, causing broken rendering in Final Fantasy Tactics.
PR #3069 also fixes this regression by reverting vk_scheduler.cpp in PR #180.
This PR fixes PR #180 and may be the better solution.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3071
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
This might need a test run before merging. Just to make sure.
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2987
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: kleidis <kleidis1@protonmail.com>
Co-committed-by: kleidis <kleidis1@protonmail.com>
This change is intended to fix two regressions:
1. Fixes the issue where `EDS3` + `Vertex Input Dynamic State` being enabled prevented some games from launching correctly.
2. Fixes the issue with broken water in `Super Mario Party Jamboree`.
This complements #3042.
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3068
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
flip_y means "flip the Y coordinate of the triangles"; however, right now we just update the front face... this "emulates" the raster flip in the viewport itself, not the best solution but it's one solution :)
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3058
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Improves EDS logic and fix some inconsistencies.
Removes a lot of unneeded code.
Adds an option to control the `Vertex Input Dynamic State` extension.
Fixes issues in Pokémon Legends: Z-A on any EDS level.
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3042
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
kleidis found a rare condition that pops when using gesture navigation, in which by the lack of bottom inset availability in time, carousel sizes get oversized. then i've put some non zero value backup to cover.
Co-authored-by: Allison Cunha <allisonbzk@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3028
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
- Icons that adapt nicely to dark and bright backgrounds (thank you qt)
- Went for a "Vaporware but chill" style
- Is actually properly formatted SVG :)
- Doesn't need a small variant
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3034
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
A permanently dismissible warning dialog is shown to let the suer know of this change
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2984
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: kleidis <kleidis1@protonmail.com>
Co-committed-by: kleidis <kleidis1@protonmail.com>
Thanks to https://github.com/RPCSX/rpcsx for their CPU information detecting code which was used as reference here.
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2995
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: kleidis <kleidis1@protonmail.com>
Co-committed-by: kleidis <kleidis1@protonmail.com>
If `USER` was unset, logging would crash immediately. `USER` is *not* a guaranteed variable, so to get around this we add a null fallback and also prefer `LOGNAME`, which is "standard" on POSIX systems (yet half the time isn't set because fuck me I guess)
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3021
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Automatic translation update for Nov 17
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3040
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: Eden CI <ci@eden-emu.dev>
Co-committed-by: Eden CI <ci@eden-emu.dev>
Very small code cleanup, also remove `[[unlikely]]` because it doesn't matter + increase latency of audio render when shutting down
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3030
Reviewed-by: Caio Oliveira <caiooliveirafarias0@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>
This commit should ensure that GPU error handling is handled correctly.
Replace some unimplemented stubs with PostErrorNotification.
I believe this should mitigate some hiccups encountered in unreal engine based games.
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2500
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: SDK Chan <sdkchan@eden-emu.dev>
Co-committed-by: SDK Chan <sdkchan@eden-emu.dev>
FFmpeg:
- builds for FreeBSD, OpenBSD, Solaris
- minsizerel
- Proper system lib linking on MinGW
- removed shared stuff entirely outside of android because their build system SUCKS
OpenSSL:
- macOS universal
- Proper system lib linking on MinGW
SDL2:
- macOS universal
Both are now based on branches/commits rather than tags (since their respective release branches have a ton of new stuff lol)
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3003
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Games usually rely on either 1 of this services or both.
The last call adjusts channel_timeslice.
This behavior closely resembles Ryujinx accurate behavior for setting the channel_timeslice accordingly to the situation.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3017
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: SDK Chan <sdkchan@eden-emu.dev>
Co-committed-by: SDK Chan <sdkchan@eden-emu.dev>
When viewport_scale_offset_enabled is disabled, the fallback path
previously assumed a top-left origin for both viewport and scissor.
This caused incorrect positioning or inverted geometry when the GPU
state expected a lower-left origin.
This change:
- Adjusts viewport setup: if window_origin is lower-left, shift Y and
flip height negative to emulate lower-left in Vulkan’s top-left space.
- Updates scissor setup: recalculates Y for lower-left origin and
ensures width/height fall back to 1 if zero, avoiding invalid extents.
This aligns Vulkan’s viewport/scissor behavior with Maxwell state,
fixing rendering issues in paths without scale/offset enabled.
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/294
Co-authored-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-committed-by: Shinmegumi <shinmegumi@eden-emu.dev>
this pull should impact ninja gaiden ragebound only! it makes it playable past stage 4-1.
it contains a workaround for missing maxwell_3d's iterated_blend functionality, which fixes several graphics all over the game.
the issue causes transparency enabled blends (mostly lighting fx) to be wrongly blended into destination, turning textures into black frames.
in stage 4-1 there are lighthing layers in the foreground, causing sprites layer to become overlapped by these opaque black frames, including entire screen in a mid boss fight, making it unplayable* (players maneuvered by turning immortal option on and swinging sword all around until defeating it).
also only in stage 4-1 the fix has a short drawback: when you buff up next attack these problematique blends will be drawn back as black frames, but only for a split second, so no big deal.
this workaround was already discovered and available in PR 302, but in an unconventional way for a game specific override, so we did forbidden it. now it uses classic game specific override solution exampled in core.cpp's System::Impl::LoadOverrides method, so now i guess it's worth to merge it and deliver this to players until we harness iterated_blend control.
additionally I've slightly reworked vk_rasterizer.cpp's RasterizerVulkan::UpdateBlending, if (state_tracker.TouchBlendEquations()) {...} session.
it was made in a way that for a single blend, it exhaustly calls 48 (6 x 8) MaxwellToVK redundant functions, and declared a lambda function inside a 8 laps loop.
reworked it so that instead of 48 calls it makes only the necessary 6 calls, and then merely safely copy the result for the other 7 times.
Co-authored-by: Allison Cunha <allisonbzk@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2934
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
This version of the icon is mainly so the main one doesn't look like it has been compressed like a JPEG when shown on the taskbar :)
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3006
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
SURED does NOT have a binding register and stuff, it is strictly just a binding-offset * 4
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2983
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This cleans up the code and fixes some inconsistencies in the EDS settings.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3015
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Requires qt6-static, obviously... at least for eden. eden-cli also can
be built fully static
Notable challenges n such:
1. VkMemAlloc conflicts with Qt, since it embeds vk_mem_alloc.h in
qrhivulkan; we can get around this by conditionally defining
VMA_IMPLEMENTATION; that is, define it in the SDL2 frontend and undef
it in the Qt frontend. It's not ideal, but I mean... it works, no?
2. find_library, pkgconfig, and some Config modules will always look for
a .dll, so we have to tell CMake to look for .a
3. In spite of this, some will end up using .dll.a (implib) as their
link targets; this is, well, bad, so we create a find_library hook
that rejects dll.a
4. Some libraries have specific configs (boost lol)
5. Some libraries use _static targets (zstd, mbedtls)
6. Some extra libraries need to be linked, i.e. jbig, lzma, etc
7. QuaZip is sad
Needs testing on all platforms, and for both frontends on desktop, to
ensure Vulkan still works as expected.
(also: CI). Resulting executables are:
- 71MB for eden.exe
- 39MB for eden-cli.exe
Considering the entire libicudt is included (thanks Qt), that's a great size all things considered. No need to bundle all those plugins and translation files too.
Theoretically, this lays the groundwork towards fully static executables for other platforms too; though Linux doesn't have a huge benefit since AppImages are needed regardless. eden-room though maybe?
Fixes comp for clangarm64 because -msse4.1
Also allows macOS to build with qt6-static. macOS can't build static executables, but with these changes it ONLY relies on system libraries like libc and frameworks. So in theory we don't even need macdeployqt.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2994
Some genius decided to put the entire MainWindow class into main.h and
main.cpp, which is not only horrific practice but also completely
destroys clangd beyond repair. Please, just don't do this.
(this will probably merge conflict to hell and back)
Also, fixes a bunch of issues with Ryujinx save data link:
- Paths with spaces would cause mklink to fail
- Add support for portable directories
- Symlink detection was incorrect sometimes(????)
- Some other stuff I'm forgetting
Furthermore, when selecting "From Eden" and attempting to save in Ryujinx, Ryujinx would destroy the link for... some reason? So to get around this we just copy the Eden data to Ryujinx then treat it like a "From Ryujinx" op
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2929
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
No one uses it and knows how to use it. So, remove it and replace it later with something more useful :)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2949
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: unknown <sahyno1996@gmail.com>
Co-committed-by: unknown <sahyno1996@gmail.com>
The first attempt missed a few files and did not move it properly.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2986
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
Move the save option further away from the shader option to help alleviate users accidents when deleting data.
(I slipped and I accidentally deleted all my saves instead of shaders when testing so many builds)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2985
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
Function polymorphism where it wasn't needed? especially on tight code loops like translating code and whatnot?
You may think the compiler was fine with this but nah, it just made codegen for all those paths; I didn't check LTO but I'd assume it behaves the same (since the "black box" from most walkers suck) - basically bunch of code that isn't longer used
Also uniformly declaring all functions (i.e same args, return value) makes the entire switch statment way nicer
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2972
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This fixes the audio reverb issue acording to specs. Known for affecting The Legend of Zelda: Echoes of Wisdom.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2976
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
May be a complete hit or miss on performance with NCE
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2857
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Eventually we'd want cmake to do the build for us (as a build step) instead of having git be polluted with commits to update the autogenerated file...
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2791
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Patience is key when building from source on an Intel Atom N455.
Of course, no SSE4.1 is in an atom... which is so unfortunate :(
We only get SSSE3 - but CI handles for building better codegen doesn't it?
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2872
Reviewed-by: Caio Oliveira <caiooliveirafarias0@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>
Eventually we shall use std::unreachable() ONCE all platforms support it :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2889
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Uh - the other pr that had "Fix dragonfly" got commits lost and I didn't notice... oops; cherry picked them back through :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2860
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
* this PR need more work (as it break Eden on Windows+AMD)
Signed-off-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
---
Revert "[vk] Add back VIDS but disable on EDS0 (#2957)"
This reverts commit 1c4dae066b.
Revert "[vk] disable VK_EXT_vertex_input_dynamic_state again (#2954)"
This reverts commit 9406438d51.
Revert "[vk] Clean up Extended Dynamic State code (#2947)"
This reverts commit 612da00d1b.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2970
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
This increases MAX_MIP_LEVELS from 14 to 16, according to specs.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2965
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Should fix regressions from removing it while also fixing black screen with it enabled
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2957
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: JPikachu <jpikachu@eden-emu.dev>
Co-committed-by: JPikachu <jpikachu@eden-emu.dev>
DO NOT REMOVE THIS! EVER! EVEN IF MESA CLAIMS TO FIX IT!
A few months ago, Aleksandr and I did extensive testing on a 6600 and
6950XT and were able to confirm that VK_EXT_vertex_input_dynamic_state
is indeed broken beyond repair on RADV. MESA has claimed multiple times
to fix this, yet it's never budged once (average GitLab users)
Most games literally do not work without this. DO. NOT. REMOVE.
EVER!
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2954
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
- Removed forced dynamic state 0 logic
- Restore and update the removal of broken states on certain drivers
- Inside 'vk_rasterizer.cpp' make 'UpdateDynamicStates' only check device
capabilities directly instead of relying on user settings.
- Add a 'Force Unsupported Extensions' toggle that:
"Bypasses all driver workarounds and safety checks.
May cause crashes, graphical glitches, or instability.
Only enable for testing purposes."
Cleans up EDS logic and adds new 'Force Unsupported Extensions' toggle,
Fixes vertex explosions in 'Pokemon: Legends ZA' when EDS is set to 0.
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2947
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: JPikachu <jpikachu@eden-emu.dev>
Co-committed-by: JPikachu <jpikachu@eden-emu.dev>
A bit improper of an ASLR - it does something but something good? Who knows...
All I know is that there is a non-uniform distrobution for rand() and that rng_seed is likely a better solution?
I don't know
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2945
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Some lore:
On Android, whenever you pause emulation, next you will a lot likely move your phone, and then proly cause a rotation.
Unpause upon rotation makes me unpause my games accidentally very often.
I acknowledge that as a bug, and believe most will agree.
Co-authored-by: Allison Cunha <allisonbzk@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2938
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
This slightly increases audio latency to prevent audio skipping in some games, such as Super Mario Odyssey when playing videos.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2944
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Basically this just makes functions that go into zero-page or invalid addresses "bounce" back (with a return err of 0) such that it emulates a subroutine returning appropriatedly... this is mainly inspired by [this particular commit](fbb4f5c015); with the key difference of accounting for the scheduler fucking up some random bs.
I don't like this hack but anyways maybe it fixes something?
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2943
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
- Using I2F cbuf variant (packed 32x2 aka. U64)
- Code will call IAbs() if some conditions are met (signed + abs bit)
- Uh oh we don't have a variant for 64 bits!
- Fuck now we just made BAD ir code :(
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2918
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
I believe this is the final battle with OpenSSL
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2932
Reviewed-by: Maufeat <sahyno1996@gmail.com>
The compiler is very smart, I trust the compiler to make a proper decoder selector rather than rolling our own.
Probably mostly benefitted on PGO builds.
Directly affects cache recompilation times (test with pipeline shaders OFF to force shaders to rebuild :)
Also restores CCTLT so we have the full ISA (or do we? Is ISBEWR missing? - someone should run fuzzing :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2915
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This will bypass the check and continue execution,
preventing crashes in cases where games (like CTGP-DX) may request
more mip levels than supported. This is a temporary solution to bypass
instead of ending the crashing when asserts fail.
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2914
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: JPikachu <jpikachu@eden-emu.dev>
Co-committed-by: JPikachu <jpikachu@eden-emu.dev>
- Add debug logging for 32-bit syscall argument tracking.
- Add CodeStartOffset constant (0x500000) applied to only 32-bit code address space
types in KProcess::LoadFromMetadata.
- Replace CheckMemoryStateContiguous with two-stage CheckMemoryState
in KPageTableBase::UnmapCodeMemory to discover and verify memory
state more accurately.
Based on similar fixes in Ryujinx (commit 5e9678c8fe)
Fixes compatibility with:
- Skyline 32-bit modding framework
- CTGP-DX (Mario Kart 8 Deluxe mod)
- Other homebrew using 32bit Skyline
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2858
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: JPikachu <jpikachu@eden-emu.dev>
Co-committed-by: JPikachu <jpikachu@eden-emu.dev>
This removes unused files left over in the project and makes audio rendering more safe to avoid any kind of desynchronization or muting.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2903
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
- replace instances of ASSERT() with those where UNREACHABLE() should be used instead
- debuggers exist for a reason, you can't just debug an issue in dynarmic with just printing fancy text... you need to inspect values and alldat - while yes the asserts are "useful"; there is this beautiful thing called backtraces
- this will indirectly speedup the main decoder loop because of the added UNREACHABLE()
- this also removes a bunch of macros that were redundant
- the weird trick of [&](){}() is really funky, just do what everyone has done for the past 30 years and use a `do { <thing> } while(0)` :)
I may or may not have missed one assert or messed up my regex substitutions...
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2890
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
- Dont just tell the compiler what to inline/what not to inline; the compiler will be pissed off and make bad codegen
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2908
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Some weird edge cases of "phantom" profiles that are actually needed
for... reasons I guess
Also, fixed some of the logic w.r.t empty checking, plus added a help
page
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2894
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reverts the "problematic" part of the pr (swap of s64/F16x2FTZRN) + leaves a very visible comment for newcomers (since yes, disas says it should be like that but oh well)
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2868
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This removes a redundant check on image_view and image_view_info. This check is not needed here.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2891
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
* save the option on a external file because settings
are loaded AFTER Qt window is created and then
the graphics backend is already applied
Signed-off-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2820
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Cold clones suck
This is a very insignificant change that shouldn't even affect anything except the removal of some cold clones (also it will make your backtraces a bit nicer)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2880
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
I had this pending but oh well, the double sed is fine for sh I believe
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2879
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
It may be possible to run without the extensions, with decreased stability of course (or partial implementation thereof)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2876
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Mainly so doing `UPDATE=1 .ci/license-header.sh` doesnt just spam them everytime (I have like a copy of them on almost every stash ever since haha)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2878
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This commit has some bugs that causes FPS drops, and crashes after playing for more than 1hr+.
Needs to be reworked and further tested.
Co-authored-by: Ribbit <ribbit@placeholder.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2859
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Ribbit <ribbit@eden-emu.dev>
Co-committed-by: Ribbit <ribbit@eden-emu.dev>
This fixes more edge cases where incorrect textures were used in image_view and image_view_info.
Complement to PR 2830.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2853
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
This adds an action to the Game List context menu that lets users link
save data from Eden to Ryujinx, or vice versa.
Unfortunately, this isn't so simple to deal with due to the way Ryujinx's saves work. Ryujinx stores its saves in the... config directory... in `bis/user/save`. Unlike Yuzu, however, it doesn't store things by TitleID, instead it's just a bunch of directories from 000...01 to 000...0f and so on. The way it *maps* TitleID to SaveID is via `imkvdb.arc` in `bis/system/save/8000000000000000/0/` and also an identical copy in the `1` directory for... some reason. `imkvdb.arc` is handled by `FlatMapKeyValueStore` in LibHac, which, as the name implies, is a key-value storage system that `imkvdb.arc`, and seemingly `imkvdb.arc` alone, uses. The way this class is written is really weird, almost as if it's designed to accommodate more types of kvdbs... but for now we can safely assume that there aren't gonna be any other `kvdb` implementations added to HorizonNX.
Regardless, the file format is ridiculously simple so I didn't actually need to do a deep dive into C# code... of which I can basically only read Avalonia. A simple `xxd` on the `imkvdb.arc` is all that's needed, and here's everything that matters:
- The `IMKV` magic header (4 bytes)
- 8 bytes that don't really have anything useful to us, except for a size byte (presumably a `u32`) strewn at offset `0x08` from the start of the file, which is useless to us
- Then we start the `IMEN` list. I don't know what the `IM` stands for, but `IMEN` is just, well, an ENtry. Offsets shown are relative to the start of the `IMEN` header.
* 4-byte `IMEN` magic header at 0x0
* 8 bytes of filler data. It contains two `0x40` bytes, but I'm not really sure what they do
* TitleID (u64) at `0xC`, for example `00a0 df10 501f 0001` for Legends: Arceus (the byte order is swapped)
* 0x38 bytes of filler starting at offset 0x14
* SaveID (u64) at `0x4C`, for example `0a00 0000 0000 0000` for my Legends: Arceus save
* 0x38 bytes of filler starting at offset 0x54
Full example for Legends: Arceus:
```
000001b0: 494d 454e 4000 0000 4000 0000 00a0 df10 IMEN@...@.......
000001c0: 501f 0001 0100 0000 0000 0000 0000 0000 P...............
000001d0: 0000 0000 0000 0000 0000 0000 0100 0000 ................
000001e0: 0000 0000 0000 0000 0000 0000 0000 0000 ................
000001f0: 0000 0000 0000 0000 0000 0000 0a00 0000 ................
00000200: 0000 0000 0000 0000 0000 0000 0000 0000 ................
00000210: 0000 0000 0100 0000 0000 0000 0000 0000 ................
00000220: 0000 0000 0000 0000 0000 0000 0000 0000 ................
00000230: 0000 0000 0000 0000 0000 0000 494d 454e ............IMEN
```
Ultimately, the size of the `IMEN` sits at 0x8C or 140 bytes. With this knowledge reading all the TitleID -> SaveID pairs is basically free, and outside of validation and stuff is like 15 lines of relevant code. Some interesting caveats, though:
- There are two entries for some TitleIDs for... some reason? Ignoring the second one seems to work though.
- Within each save directory, there are directories `0` and `1`... and only `0` ever seems used??? It's where Ryujinx points you to for save, so I just chose to use that.
Once everything is parsed, the rest of the implementation is extremely trivial:
- When the user requests a Ryujinx link, match the current program_id to the corresponding SaveID in `imkvdb`
- If it doesn't exist, just error out (save data is probably nonexistent)
- If it does though, give the user the option to use Eden's current save data OR Ryujinx's current save data.
Old save data is deleted depending on which one you chose.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2815
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
- std::bit_cast already on libc++ (see also #2774)
- type trait is a 5-liner for u8/u16/u32/u64
- UNREACHABLE(); can just be converted into __builtin_unreachable() (TODO: eventually phase out to std::unreachable() once all platforms support it)\
The templatery parametrization is creating many copies of the same function, polluting i-cache and just bloating code size for minimal savings (and in fact could be negative net savings because of the bloated code size) - this is mostly in preparation to a partial removal of template<size_t XXX> in functions to remove instancing (think of the function being copied x4 times... because the compiler is forced to inline it...)
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2775
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
- censoring an username would lead to the variable being queried everytime something is written, just store it on a static
- dont use a map<> for something that can be done in a switch statment (and that the compiler will optimise for free!!!)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2800
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Shows what profile UUIDs are actually good so the user knows which one
to copy their saves to.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2850
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Add deps instructions for void linux, alpine, nixOS, DragonFlyBSD, update haiku new stuff; add basic coding guidelines
Also fixes ucontext on dragonfly :)
Allows fallback if ftruncate() fails (DragonFly doesnt like shm of big files with hammer2...) This will also indirectly help OpenIndiana and Solaris since they dont like big shared files either.
The downside is that no inspection of the memory can be easily done. But that's just an edge case anyways.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2829
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
just pushing this fix for some silly bug before i forget it for the second time.
just too obvious that don't even need to test.
may fix some blued stuff where it should be green, and vice versa.
Co-authored-by: Allison Cunha <allisonbzk@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2842
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
MinGW builds perform pretty dramatically better than MSVC in my (brief) testing, getting 40% better FPS on my KVM than MSVC. How this will translate to the real world, who knows, but this is a really good target to have.
TODO: Add this to CI, potentially replace clang-cl
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2835
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
AES Updates:
Replaced heap churn with stack scratch buffers tail handling now stays in-place, no more recursive transcode detours.
CTR/XTS modes read in larger, aligned chunks and still handle odd offsets cleanly.
XTS prefetches a few sectors ahead to reduce extra reads.
AesCtrStorage writer now uses the pooled buffer properly one stack slab, chunk forward, bump counter, repeat.
Result: less malloc noise, fewer watchdog spikes at startup (though mbedtls still sets the pace).
This should make the loading speed slightly better than before. Make sure to test.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2782
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: godpow <thesaviorsrule@yahoo.com>
Co-committed-by: godpow <thesaviorsrule@yahoo.com>
This fixes some edge cases and improves texture rendering, bringing it closer to specifications. This fixes many assertions that occur in some games, such as EOW.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2830
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
This update restores the in emu compatibility list to Eden. I’ve moved it in-tree since it’s only a few kilobytes in size. If you’d prefer it to be hosted in a separate repository, let me know or feel free to move it yourself.
The compatibility list currently includes only a limited selection of games, so contributions are welcome and encouraged.
Authored-by: Bix <bix@bixed.xyz>
Signed-off-by: Bix <bix@bixed.xyz>
Co-authored-by: the great timothy IV <bix@X1Carbon.home>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2784
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Bix <bix@bixed.xyz>
Co-committed-by: Bix <bix@bixed.xyz>
Commit `a079a93645a7219ada1bef84f476eb8269614f5b` inexplicably replaced
the httplib implementation of discord_impl.cpp with an inferior
Qt::Network version. This causes a lot of issues especially w.r.t CA
certs which are handled differently with bundled OpenSSL. Thus, this
just adds back the httplib implementation and makes discord RPC work
again.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2825
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
This fixes an issue in builds where libusb is disabled, it also uses and prioritizes system dependencies over vendored ones (so ports is easier)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2649
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Long story short, each of these LUT generates a function that is only ran once, spam the entire code with bunch of little "specialized templates" (remember, N * M * L) and basically bloat codesize for no good reason
Additionally it tries to outsmart the compiler which it's not always a good idea - herein I replace most (except 1) of those "helper" LUTs with something the compiler can actually work satisfiably
Happy reminder of the sheer amount of functions spammed:
mcl::list thing generates a number from 0 to 63 for (fsize 64), add the 0-31 for fsize 32, 0-15 for fsize 16 and you got around... 64+32+16 = 112 functions for a single parameter
Now include in the equation rounding_mode, which is about, what, 6? so 112*6 = 672
Yeah
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2801
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Still had the issues with libusb, but that should get solved with the other PRs anyways
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2805
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Less annoying way to make cheats
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2795
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
I still have to add a setting to disable the auto update checking on a later PR, firstly lets make sure i didn't accidentally break anything with CMAKE. or QT.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2687
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Inix <Nixy01@proton.me>
Co-committed-by: Inix <Nixy01@proton.me>
the framebuffer:
```c++
enum class AspectRatio {
Default,
R4_3,
R21_9,
R16_10,
StretchToWindow,
};
```
the actual enum
```c++
ENUM(AspectRatio, R16_9, R4_3, R21_9, R16_10, Stretch);
```
If someone were to add a new setting it would likely cause catastrophe.
1280/720 = 16/9
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2792
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
FreeBSD has the wonderful feature of defining symbols that conflict with
itself making statically linking sdl2 literally impossible. What a
wonderful feature, wow I wonder why FreeBSD has so little market share
🤔
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2794
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
grep doesn't support -P in POSIX, so to get around this we just replace
\n with space and match that with a POSIX basic expression
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2797
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Previously, using bundled OpenSSL would result in the SSL library to
fail to resolve certificates due to weird system funkiness that is
basically impossible to deal with in a way that won't give you anal
cancer. So to solve this the OpenSSL CI now bundles a precompiled
certificate from Mozilla, which makes the update checker work
Needs update checker testing on Windows and Android first and foremost
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2785
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
RenderDoc checklist inspired by writeup of Charles G. of LunarG
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2749
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Builder::BuildWidget previously relied on Qt to handle layout stretching
by implicitly setting each widget to have a stretch of 0. This is very
bad behavior, so to fix this we must set a stretch of 1 on each widget
that's added by the builder
furthermore, default and default_dark did not properly define a min-width or min-height for QComboBox. This caused the platform theme to take over sizing which is NOT GOOD and should basically be avoided always
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2786
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
updates CPMUtil to
[`8f9b39fc98`](8f9b39fc98)
Makes the tooling/docs better and enforces usage of tar.gz everywhere as
opposed to zips
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2790
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Rewrite of license-header.sh. Lots of new goodies:
- Fully POSIX compliant
- supports dash arguments (-u/--update, -c/--commit, -uc for both)
- can update year or malformed headers in-place now
- accounts for shell scripts
- exclusion of external files (e.g. sse2neon, my CMake modules/scripts)
- better, more extensible logic all around
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2780
Linguist strongly dislikes lookup tables of this sort due to the fact
that it looks for tr(), qsTr(), etc. when determining what strings need
translations. However, it does provide QT_TR_NOOP which marks the
string for translation *without* running the translation, which is designed
to allow for static or constexpr lookup tables. So let's use that.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2773
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Mainly because - while we can just give out an AppImage and call it a day - building natively should be an option for all major distros.
And "base" stable debian doesn't provide a new enough g++/clang++ so... we need to make some "fixups".
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2763
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Commented the firmware too new check, as we support the current firmware. Left as a comment, for future firmware updates.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2765
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: unknown <sahyno1996@gmail.com>
Co-committed-by: unknown <sahyno1996@gmail.com>
Fixes some mistakes in my playtime tracking for Android PR which caused the build to fail.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2762
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: Inix <Nixy01@proton.me>
Co-committed-by: Inix <Nixy01@proton.me>
So firstly, playtime code is moved to src/common and qt specific code to yuzu/utils.cpp.
The dependency on ProfileManager was removed because it was working properly on Android, and I think a shared playtime is better behavior.
Now, playtime is stored in a file called "playtime.bin".
JNI code is from Azahar although modified by me, as well as that I added code to reset the game's playtime which was missing for some reason on there.
Before this gets merged, I plan to add the ability to manually edit the database as well.
Note: Code still needs a bit of cleanup.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2535
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: inix <Nixy01@proton.me>
Co-committed-by: inix <Nixy01@proton.me>
There's a bug in some games where all controllers get disconnected. This fixes those specific cases where controllers set to Handheld or Player 1 need to remain connected.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2759
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Fixes qlaunch regression I introduced previously. Add a few known structs.
Adds CreateSaveDataFileSystemWithCreationInfo2, which is called when games are started via qlaunch and corrupts save files.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2760
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: unknown <sahyno1996@gmail.com>
Co-committed-by: unknown <sahyno1996@gmail.com>
Firstly i added secondary action support for the Sub Menu Properties as a button on the right side of the card. This may be handy in the future when adding more complex functions to Game Properties. For now i just added the ability to share the per game config file like the already existing log sharing function, this could be useful for EmuReady maybe.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/478
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: inix <Nixy01@proton.me>
Co-committed-by: inix <Nixy01@proton.me>
The debug toggle and the CPU accuracy options are mutually exclusive, if debug toggle on => cpu accuracy is ignored, if debug toggle off => cpu accuracy is used. So just add it to cpu accuracy and avoid the extra hassle.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2640
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
When installled the frozen package exports `frozen::frozen-headers`, not
`frozen::frozen` target.
Signed-off-by: Marcin Serwin <marcin@serwin.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2758
Co-authored-by: Marcin Serwin <marcin@serwin.dev>
Co-committed-by: Marcin Serwin <marcin@serwin.dev>
This just adds a missing margin to the firmware label.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2757
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Uses stack instead of allocating stuff haphazardly (16 bytes and 512 bytes respectively) - removes malloc() pollution and all that nasty stuff from tight loops
Original work by Ribbit but edited by me.
Will NOT bring a massive speedup since the main bottleneck is mbedtls itself, but may bring nice oddities to STARTUP TIMES nonetheless.
AES instructions being forced wont affect CPUs without them since there is always a runtime check for them.
Signed-off-by: lizzie lizzie@eden-emu.dev
Co-authored-by: Ribbit <ribbit@placeholder.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2750
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This ensures that the Custom Web Applet will never be enabled under any circumstances if it has not been compiled with the project.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2754
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Ensures that only the controllers enabled in the settings remain active when the game is running.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2753
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Proprietary Qualcomm drivers will not like this change after further research.
Co-authored-by: Ribbit <ribbit@placeholder.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2751
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: Ribbit <ribbit@eden-emu.dev>
Co-committed-by: Ribbit <ribbit@eden-emu.dev>
Vulkan layout and barrier edits made the GPU use a different shader path that compiled a TLDS instruction with an unaligned register (R157).
The old path never generated that case, so the translator’s missing unaligned-register handling only surfaced after this change.
Co-authored-by: Ribbit <ribbit@placeholder.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2748
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Ribbit <ribbit@eden-emu.dev>
Co-committed-by: Ribbit <ribbit@eden-emu.dev>
A bit overkill for something that is only used once in the source code - should rather pertain to the generic SPSC queue just to avoid redundant code. If anything should be vendored.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2745
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This fixes a crash related to setting controls while the game is running. Fixes BOTW, TOTK, MK8D and possibly others as well.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2747
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Wait only at the transfer and color stages instead of every stage. That keeps things in sync without stalling the whole GPU.
This should work according to spec, just need to test and verify no regressions across all platforms (Windows, Linux, Android, Mac OS)
Can be 0.0.4 or 0.0.5 up to the team.
Co-authored-by: Ribbit <ribbit@placeholder.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2734
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: Ribbit <ribbit@eden-emu.dev>
Co-committed-by: Ribbit <ribbit@eden-emu.dev>
This adds a "Data Manager" dialog to the Tools menu. The Data Manager allows for the following operations:
- Open w/ system file manager
- Clear
- Export
- Import
On any of the following directories:
- Save (w/ profile selector)
- UserNAND
- SysNAND
- Mods
- Shaders
TODO for the future:
- "Cleanup" for each directory
- TitleID -> Game name--let users clean data for a specific game if applicable
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2700
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
This implements a better approach to enabling and disabling the Web Applet, whether compiled or not.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2729
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Support the romfslite folder type introduced in Atmosphere 1.9.5 for
memory-optimized mod loading. The emulator now detects and loads
romfslite folders the same way as romfs folders.
Utilised by Ultracam 3.0. Credit to Zephyron (Citron)
Co-authored-by: Zephyron <zephyron@citron-emu.org>
Co-authored-by: Zephyron <zephyron@citron-emu.org>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2730
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: JPikachu <jpikachu@eden-emu.dev>
Co-committed-by: JPikachu <jpikachu@eden-emu.dev>
Some recent change already in master caused some @android users to reach a state in which they were missing individualScale value to some input overlay controls.
I was affected, and some fella in #tester-chat even shared a video.
These 3 new barriers makes eden ignore individualScales if they're zeroed (feeding 1f instead), avoiding the crash, and allowing users to further adjust controls scales.
Safe and functional.
Co-authored-by: Allison Cunha <allisonbzk@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2721
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
This restores the Offline Web Applet LLE setting as default and properly skip Custom Web Applet if YUZU_USE_QT_WEB_ENGINE is not defined preventing crashes.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2717
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Fixes or mitigates memory errors in TOTK and possibly other games as well.
Credit: Ribbit
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2712
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Create 3 ring buffers which rotates between buffers each frame to avoid GPU/CPU conflicts
BindMappedUniformBuffer first tries to allocate from the ring buffer and falls back to staging pool only if allocation is too large.
Note to testers:- please test the performance since it is primarily a performance optimization and also look for visual bugs.
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2698
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-committed-by: Shinmegumi <shinmegumi@eden-emu.dev>
revert [vk] StreamBuffer Changes (#2684)
Streambuffer changes did broke stuff in other games that got out of our scope of testing, we're going to study this changes in the future for better graphic stability.
Co-authored-by: Ribbit <ribbit@placeholder.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2684
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: Ribbit <ribbit@eden-emu.dev>
Co-committed-by: Ribbit <ribbit@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2707
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
This prevents some games from ignoring the disable web applet setting.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2705
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
revert [vk] Fast UBO: fix tracking, resize heuristics, add debug guard (#2695)
Well, stuff showed up after testing phase, that showed us this change break SMO and some mods after being merged directly into master, we will keep stuying why happens this and add a better handling later.
Co-authored-by: Ribbit <ribbit@placeholder.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2695
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: Ribbit <ribbit@eden-emu.dev>
Co-committed-by: Ribbit <ribbit@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2706
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
otherwise, FSR would change to Gaussian etc.
in general, sans resolution, new enum values should always be appended
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2696
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Adds native support for QCOM cubic filter weights, and for devices whom do not support said weights, just implement them in shaders
TODO: ZTC filter is wrong!?
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2577
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Previously, if the user had their NAND in a nonstandard location,
profiles.dat would be read from the standard Eden path and thus return
effectively garbage data. What this would result in is:
- The Qt profile manager would be completely nonfunctional
- "Open Save Data Location" would put you into the completely wrong
place
- Games would read from incorrect locations for their saves
To solve this, I made it so that profiles.dat is re-read *after*
QtConfig initializes. It's not the perfect solution, but it works.
Additionally, this adds an orphaned profiles finder:
- walks through the save folders in nand/user/save/000.../
- for each subdirectory, checks to see if profiles.dat contains a
corresponding UUID
- If not, the profile is "orphaned". It may contain legit save data, so
let the user decide how to handle it (famous last words)
- Empty profiles are just removed. If they really matter, they're
instantly recreated anyways.
The orphaned profiles check runs right *after* the decryption keys
check, but before the game list ever gets populated
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2678
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Upstream forcefully builds the shared lib and also builds shared and
static separately for... some reason. I made a PR that fixes that, so
for now let's use it here
should speed up build on Android and Windows
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2680
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
The barrier before the CPU-upload copy was using VK_PIPELINE_STAGE_HOST_BIT. Validation rules only allow HOST as the source stage if you’re also specifying host-side access flags; inside a command buffer the GPU isn’t executing “host work,” so pairing that stage with the usual image layout transition is technically invalid.
Switching the source stage to VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT keeps the ordering guarantee we need and satisfies the spec, while the actual host visibility is still handled correctly by the preceding vmaFlushAllocation.
Co-authored-by: Ribbit <ribbit@placeholder.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2681
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: Ribbit <ribbit@eden-emu.dev>
Co-committed-by: Ribbit <ribbit@eden-emu.dev>
It sits at 900p or 1350p.
Signed-off-by: Aleksandr Popovich <popovich@eden-emu.dev>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2566
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Aleksandr Popovich <popovich@eden-emu.dev>
Co-committed-by: Aleksandr Popovich <popovich@eden-emu.dev>
This is the initial draft of a "User Handbook", or FAQ. Currently contains useful info on the basics, graphics, and architecture/platform info.
Archive.org OR archive.is should be used for linking external websites, especially since their content should not change. And most often than not, in a few years these could change.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2629
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Very surprising we are on repology already. Anyways this may help power users track which packages are outdated and whatnot wrt to others.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2658
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This adds a "legacy" build flavor, similar to the genshinSpoof flavor. The legacy flavor uses a white icon bg, alongside building with `YUZU_LEGACY=ON`, which applies the previously-made SD865 patches iff that value is truthy.
Co-authored-by: Bixthefin <114880614+Bixthefin@users.noreply.github.com>
Co-authored-by: Calchan <denis.dupeyron@gmail.com>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/51
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Bix <bix@bixed.xyz>
Co-committed-by: Bix <bix@bixed.xyz>
Uses tags for a bunch of deps that can use them
Also adds a bunmch of scripts to tools/cpm, notably for checking hashes
and checking for updates.
TODO for the future:
- CI target to check hashes
- Weekly CI to check for updates
Need to get that other CI runner up
additional stuff
- Ports gentoo fixes
- makes solaris work (TODO: sdl2)
- way better docs
- properly separates CPMUtil as a standalone project
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2666
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
did not link to video_core thus did not properly propagate the GPUOpen
target thus failed to find vk_mem_alloc
also msvc sucks
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2631
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Adding the shader read barrier keeps every render/compute/transfer write visible before the image is sampled, so it prevents the “read-before-writes-finish” hazards. Without it you can get random stale frames, flickering post process passes, partially updated HUD textures, and corrupted depth-to-color conversions especially in scenes that render into an offscreen image and immediately feed that image to a shader (reflections, bloom, dynamic resolution, depth visualizers, etc.). This fix makes those R2T chains deterministic again across all Vulkan drivers.
Co-authored-by: Ribbit <ribbit@placeholder.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2671
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Ribbit <ribbit@eden-emu.dev>
Co-committed-by: Ribbit <ribbit@eden-emu.dev>
Updates sirit to our fork's latest version w/ SPIRV Headers included
(end goal is to remove spirv-headers entirely, as spirv-tools-ci should
include them inline as well)
Adds a sirit CI on our fork for all platforms (saves a bit of compile
time)
My CI spec has changed a little bit, and now there is no need for an
additional CMake file after the initial CMakeLists.txt (since targets
are now global imported). Plus, UNIX amd64 now has the amd64 suffix like
aarch64 and windows
Updates SDL2 to 2.32.10 and OpenSSL to 3.6.0
Finally, on Solaris all CI packages (sans FFmpeg) are now built with OmniOS, which
should in theory be fully compatible with OpenIndiana (our recommended
Sun-based target) but obviously will need testing
Need testing:
- [ ] Make sure I didn't nuke shader emission
- [ ] Make sure FreeBSD, OpenBSD, and OpenIndiana work fine with bundled
sirit (check linking especially)
- [ ] Make sure SDL2, OpenSSL work with OpenIndiana now
- [ ] SDL2 on all platforms (input, etc)
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2655
This fixes stutters and freezes when playing FMV content in some games.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2650
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Most programs are well behaved and don't cause internal IR issues. Hence, verification can be safely skipped.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2613
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This removes the workaround and properly fix the installation of new updates.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2651
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
We copy pixels into a CPU-side staging buffer and then ask the GPU to read from it. On some systems those CPU writes aren’t automatically visible to the GPU unless explicitly flushed, so the GPU can sometimes read stale data. By calling buffer.Flush() immediately after writing, we force those CPU changes to become visible to the device, ensuring the GPU sees the latest frame. However, this is an emulator, so sometimes what spec says may not work cause reasons.
Co-authored-by: Ribbit <ribbit@placeholder.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2624
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Ribbit <ribbit@eden-emu.dev>
Co-committed-by: Ribbit <ribbit@eden-emu.dev>
This fixes the audio reverb effect that was causing loud noise in some games and on some platforms.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2646
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Invalidates caches before next upcoming release, this will make transitions smoother especially for users whom do not know how to clear caches. The reasoning behind this is the recent changes to async shaders and other pipeline stuffs that may break compat
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2637
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This improves the FFmpeg error handling.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2643
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
basically std::string would be invoked even when the logging was filtered, then destroyed instantly, invoking malloc/free and polluting mem arenas for no good reason
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2603
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
MSVC did not like that one of our variables was a constexpr since it was defined in the externals as a constexpr. Changed to const auto like the rest to ensure it built properly.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2644
Reviewed-by: MaranBr <maranbr@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>
Needs test on our CI targets to see I didn't miss anything. Worried about android.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/351
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This fixes the audio issue in The Legend of Zelda - Echoes of Wisdom on Windows.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2594
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Right now on all platforms, sdl2 will display something like "Eden Eden | master-8gd8fg8", this fixes so it only displays `Eden` (the REPO_NAME) once.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2588
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: collecting <collecting@citron-emu.org>
"The ObjectPool<Statement> was never being cleared after use. When compiling complex shaders, this would allocate gigabytes of memory, causing the emulator to run out of RAM and be killed by the operating system. This is a critical fix that prevents out-of-memory crashes on all operating systems when playing games with complex shaders."
Co-authored-by: Gamer64 <76565986+Gamer64ytb@users.noreply.github.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2606
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: Gamer64 <gamer64@eden-emu.dev>
Co-committed-by: Gamer64 <gamer64@eden-emu.dev>
- Fix YUZU_USE_BUNDLED_QT on Linux (correct path is gcc_64 for Qt 6.8.3).
- Implement USE_CCACHE correctly (additional changes on #2580).
- Categorize and organize CMake options for clarity.
- Add missing Linux dependencies
- Set CMP0069 (LTO) default behavior to NEW to reduce warnings.
- Replace USE_SYSTEM_MOLTENVK with YUZU_APPLE_USE_BUNDLED_MONTENVK and remove duplicate download_moltenvk.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2622
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
This is step 1 of https://git.eden-emu.dev/eden-emu/eden/issues/47 which was the easiest to implement. How was this not implemented on yuzu already?
Would prefer if more people tested this than the usual amount.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/493
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: nyx-ynx <contact@nyxynx.dev>
Co-committed-by: nyx-ynx <contact@nyxynx.dev>
### (Needs testing)
This PR makes it possible to adjust the scale of each touch input overlay button independently from the global scale
This individual value always goes on top of the global scale.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2562
Co-authored-by: nyx <contact@innix.space>
Co-committed-by: nyx <contact@innix.space>
Fixes issues building on aarch64 linux with a slightly outdated system qt; also fixes linker selection process
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2612
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
* changed from Build Tools to Community (congrats Microsoft very cool)
* add spining to show it didnt stopped installing
Signed-off-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2611
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
This is because the rightmost row is "extended" to the rest of the table, and add-ons have long names, play time doesn't need that much space.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2610
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This fixes issues when migrating settings that refer to invalid filters/scales. For example if we had 5 filters, but we set filter=6, the program would crash.
This also makes so specifying min/max manually isn't needed (but can still be set for cases like NCE).
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2609
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
It's used on FW19+ and FW20+ but since all 20+ applets stuck on HID, you still can't boot into applets.
Should fix: Bioshock Infinite on FW19
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2590
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: unknown <sahyno1996@gmail.com>
Co-committed-by: unknown <sahyno1996@gmail.com>
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 an error that is reproducible (seemingly everywhere?) but on Linux. BitSet<> PR did not yield errors at the time of testing and this issue only cropped up after merge.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2598
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
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 notification is shown when emulation is active. This, in theory should help preventing Eden for getting destroyed in the background. It is also a nice Q.O.L feature to have.
Credits go to t895 for the initial implementation. This was back-ported from older official Citra builds, although with crashes which i fixed myself.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/480
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: nyx <contact@innix.space>
Co-committed-by: nyx <contact@innix.space>
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>
Ugly hack that helped boost FPS on OpenGL backend... or does it? https://download.nvidia.com/XFree86/Linux-x86_64/435.17/README/openglenvvariables.html
This shouldn't work on Windows properly, as it is meant to be a Linux only thing anyways... so?
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2575
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@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>
I've removed all hardcoded key hashes as they are not required and to avoid possible legal issues.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2552
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
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>
I tried to simplify ISBERD a little bit, and remove unneeded data shifting, and unneeded complexity through helper functions I previously added.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2541
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: SDK Chan <sdkchan@eden-emu.dev>
Co-committed-by: SDK Chan <sdkchan@eden-emu.dev>
Removed entry that was added back trying to fix a conflict in a PR.
Signed-off-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2537
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-committed-by: Shinmegumi <shinmegumi@eden-emu.dev>
These changes should mostly improve the performance for most of games and reduce reallocations from framebuffer releases.
Co-authored-by: Gamer64 <76565986+Gamer64ytb@users.noreply.github.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/225
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: Gamer64 <gamer64@eden-emu.dev>
Co-committed-by: Gamer64 <gamer64@eden-emu.dev>
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>
This rewrite attempts to implement a fully correct ZBC (Zero Bandwith Clear) mechanism.
The zbc_mutex attempts to mitigate contention by assuring that only threads which hold the mutex can modify the table.
Notify drivers about the index size, I believe some drivers even need the notification.
Only add new entries if a entry was not previously available.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2501
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: SDK-Chan <sdkchan@eden-emu.dev>
Co-committed-by: SDK-Chan <sdkchan@eden-emu.dev>
cc: @CamilleLaVey @Lizzie
initial guess for everyone, may need more specificity etc.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/491
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
"docs but awesome"
Combines most of the stuff that was repeated thrice over verbatim into a
single common Build Instructions page, with additional caveats marked
elsewhere. Prettifies some stuff too because why not.
cc: @Lizzie @DraVee @MaranBr @SDK-Chan
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/488
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
ankerl::unordered_dense::map will provide better lookup times, theoretically.
fastmem trap handler usually had mutex contention for non-linkable series of blocks (block linking failures); so just use shared_mutex
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/320
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This rewrite should improve performance with the buffer history by changing the complexity level to O(1).
Replace std::vector with std::array to ensure that elements are allocated on the stack rather than on the free store.
Avoid expensive resizing at runtime.
Adjust buffer states at the right locations.
Tightly pack the BufferHistoryInfo struct to ensure that it only occupies 28 bytes.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/528
Co-authored-by: SDK-Chan <sdkchan@eden-emu.dev>
Co-committed-by: SDK-Chan <sdkchan@eden-emu.dev>
CPMUtil is technically a completely separate project created and maintained solely by me, so it should actually be copyrighted to me
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/496
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
This is part of a series of PRs made in preparation for the QML rewrite. this PR specifically moves a bunch of utility functions from main.cpp into qt_common, with the biggest benefit being that QML can reuse the exact same code through ctx passthrough.
Also, QtCommon::Frontend is an abstraction layer over several previously Widgets-specific stuff like QMessageBox that gets used everywhere. The idea is that once QML is implemented, these functions can have a Quick version implemented for systems that don't work well with Widgets (sun) or for those on Plasma 6+ (reduces memory usage w/o Widgets linkage) although Quick from C++ is actually anal, but whatever.
Other than that this should also just kinda reduce the size of main.cpp which is a 6000-line behemoth rn, and clangd straight up gives up with it for me (likely caused by the massive amount of headers, which this DOES reduce).
In the future, I probably want to create a common strings lookup table that both Qt and QML can reference--though I'm not sure how much linguist likes that--which should give us a way to keep language consistent (use frozen-map).
TODO: Docs for Qt stuff
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/94
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Tis PR adds a new layout for the Game Adapter with shorter cards and fixes the ugly borders in Game Adapter's Grid layout.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/401
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Nixyn <contact@innix.space>
Co-committed-by: Nixyn <contact@innix.space>
update mbedtls functors to support mbedtls3 signatures
moved some vulkan stuff from externals to root, yuzu_use_cpm manages
them now
needs testing:
- all key/derivation related things
- nca verification
- game loading/updates/stuff
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/485
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
* this a initial PR to improve documentation of building under windows
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/400
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
* well, i couldn't build the executable, but in anyway those build
errors can come back later to bite our backs
* include missing include
* safeguard _MSC_VER only headers
* saw some of those changes on another PR but I cant find it at moment
Signed-off-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/396
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.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>
about:If you are experiencing an issue with yuzu, and you need tech support, or if you have a general question, try asking in the official yuzu Discord linked here. Piracy is not allowed.
- name:Community forums
url:https://community.citra-emu.org
about:This is an alternative place for tech support, however helpers there are not as active.
From cc15da16e533b2a801934eab2dfeaf3c3949a1dc Mon Sep 17 00:00:00 2001
From: crueter <crueter@eden-emu.dev>
Date: Mon, 8 Sep 2025 12:28:55 -0400
Subject: [PATCH] [cmake] disable NEON runtime check on clang-cl
When enabling runtime NEON checking for clang-cl, the linker would error out with `undefined symbol: __emit`, since clang doesn't actually implement this instruction. Therefore it makes sense to disable the runtime check by default on this platform, until either this is fixed or a clang-cl compatible intrinsic check is added (I don't have enough knowledge of MSVC to do this)
+# master project detection--useful for FetchContent/submodule inclusion
+set(master_project OFF)
+set(subproject ON)
+
+if (NOT DEFINED PROJECT_NAME)
+ set(master_project ON)
+ set(subproject OFF)
+endif()
+
project(spirv-tools)
# Avoid a bug in CMake 3.22.1. By default it will set -std=c++11 for
@@ -135,46 +144,49 @@ if (DEFINED SPIRV_TOOLS_EXTRA_DEFINITIONS)
add_definitions(${SPIRV_TOOLS_EXTRA_DEFINITIONS})
endif()
-# Library build setting definitions:
-#
-# * SPIRV_TOOLS_BUILD_STATIC - ON or OFF - Defaults to ON.
-# If enabled the following targets will be created:
-# ${SPIRV_TOOLS}-static - STATIC library.
-# Has full public symbol visibility.
-# ${SPIRV_TOOLS}-shared - SHARED library.
-# Has default-hidden symbol visibility.
-# ${SPIRV_TOOLS} - will alias to one of above, based on BUILD_SHARED_LIBS.
-# If disabled the following targets will be created:
-# ${SPIRV_TOOLS} - either STATIC or SHARED based on SPIRV_TOOLS_LIBRARY_TYPE.
-# Has full public symbol visibility.
-# ${SPIRV_TOOLS}-shared - SHARED library.
-# Has default-hidden symbol visibility.
-#
-# * SPIRV_TOOLS_LIBRARY_TYPE - SHARED or STATIC.
-# Specifies the library type used for building SPIRV-Tools libraries.
-# Defaults to SHARED when BUILD_SHARED_LIBS=1, otherwise STATIC.
-#
-# * SPIRV_TOOLS_FULL_VISIBILITY - "${SPIRV_TOOLS}-static" or "${SPIRV_TOOLS}"
-# Evaluates to the SPIRV_TOOLS target library name that has no hidden symbols.
-# This is used by internal targets for accessing symbols that are non-public.
-# Note this target provides no API stability guarantees.
-#
-# Ideally, all of these will go away - see https://github.com/KhronosGroup/SPIRV-Tools/issues/3909.
-option(ENABLE_EXCEPTIONS_ON_MSVC "Build SPIRV-TOOLS with c++ exceptions enabled in MSVC" ON)
-option(SPIRV_TOOLS_BUILD_STATIC "Build ${SPIRV_TOOLS}-static target. ${SPIRV_TOOLS} will alias to ${SPIRV_TOOLS}-static or ${SPIRV_TOOLS}-shared based on BUILD_SHARED_LIBS" ON)
<h4align="center"><b>Eden</b> is an open-source Nintendo Switch emulator, forked from the Yuzu emulator — started by former Citron developer Camille LaVey and the Eden team.
It is written in C++ with portability in mind, and we actively maintain builds for Windows, Linux and Android.
<h4align="center"><b>Eden</b> is a free and opensource (FOSS) Switch 1 emulator, derived from Yuzu and Sudachi - started by developer Camille LaVey.
It's written in C++ with portability in mind, with builds for Windows, Linux, macOS, Android, FreeBSD and more.
Most of the development happens on our Git server. It is also where [our central repository](https://git.eden-emu.dev/eden-emu/eden) is hosted. For development discussions, please join us on [Discord](https://discord.gg/kXAmGCXBGD) or [Revolt](https://rvlt.gg/qKgFEAbH).
You can also follow us on [X (Twitter)](https://x.com/edenemuofficial) for updates and announcements.
Most of the development happens on our Git server. It is also where [our central repository](https://git.eden-emu.dev/eden-emu/eden) is hosted. For development discussions, please join us on [Discord](https://discord.gg/HstXbPch7X) or [Stoat](https://stt.gg/qKgFEAbH).
You can also follow us on [X (Twitter)](https://nitter.poast.org/edenemuofficial) for updates and announcements.
If you would like to contribute, we are open to new developers and pull requests. Please ensure that your work is of a high standard and properly documented. You can also contact any of the developers on Discord or Revolt to learn more about the current state of the emulator.
If you would like to contribute, we are open to new developers and pull requests. Please ensure that your work is of a high standard and properly documented. You can also contact any of the developers on Discord or Stoat to learn more about the current state of the emulator.
See the [sign-up instructions](docs/SIGNUP.md) for information on registration.
Alternatively, if you wish to add translations, go to the [Eden project on Transifex](https://app.transifex.com/edenemu/eden-emulator) and review [the translations README](./dist/languages).
## Building
* **Windows**: [Windows Building Guide](./docs/build/Windows.md)
* **Linux**: [Linux Building Guide](./docs/build/Linux.md)
* **Android**: [Android Building Guide](./docs/build/Android.md)
* **Solaris**: [Solaris Building Guide](./docs/build/Solaris.md)
* **FreeBSD**: [FreeBSD Building Guide](./docs/build/FreeBSD.md)
* **macOS**: [macOS Building Guide](./docs/build/macOS.md)
See the [General Build Guide](docs/Build.md)
For information on provided development tooling, see the [Tools directory](./tools)
## Download
@ -79,7 +82,7 @@ Any donations received will go towards things such as:
* Additional hardware (e.g. GPUs as needed to improve rendering support, other peripherals to add support for, etc.)
* CI Infrastructure
If you would prefer to support us in a different way, please join our [Discord](https://discord.gg/edenemu) and talk to Camille or any of our other developers.
If you would prefer to support us in a different way, please join our [Discord](https://discord.gg/HstXbPch7X) and talk to Camille or any of our other developers.
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These icons are licensed under GPLv3. Please see the [script for generating icons](../../tools/README.md) and appropriatedly redirect for seasonal icons.
- `base_named.svg` - Named variant.
- `base_small.svg`: Variant used for tiny icons (16x16, 64x64, etc).
- `base.svg`: Variant without branding/naming.
Try to keep the icons simple. And preferably automatically be able to be generated (to reduce maintanaince burden). Additionally keep the files small (use `svgo` and `optipng`) to not clutter the git.
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