xbzk/gpu-logging_qt-controls_android-fix (#4018)

5af7771f83-Bugfix: Made gpu_log_level global-only (was per-game switchable). Fixed Android non-determinism where a per-game profile silently overrode the global to Off and trapped GPULogger::Initialize() in a dead state, making shader dumps fail invisibly. Android per-game UI now hides the whole GPU logging block; Qt UI is untouched (global-only anyway).

bf4aabe8ab-Refactor/Cleanup: Removed gpu_logging_enabled master toggle as redundant with gpu_log_level == Off. Introduced GPU::Logging::IsActive() helper, replaced 14 call sites across vk_*.cpp. Refactored LogShaderCompilation() to be text-only and extracted SPIR-V dumping into a standalone GPU::Logging::DumpSpirvShader() free function. No singleton dependency, gated only by gpu_log_shader_dumps. Now gpu_log_level and gpu_log_shader_dumps are fully orthogonal. Cleaned up Android (BooleanSetting, SettingsItem, presenter, 7 locale string files).

865a1c5027-Refactor: Renamed dump_shaders → dump_guest_shaders to disambiguate from gpu_log_shader_dumps. Updated Qt label to "Dump Guest (Maxwell) Shaders" and rewrote the tooltip to mention .ash, the DumpDir/shaders/ location, and nvdisasm.

7cab456fdf-Feature: Added Qt UI control for GPU log level in the Logging session. Added gpu_log_shader_dumps checkbox to the Graphics column right below dump_guest_shaders.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4018
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
This commit is contained in:
xbzk 2026-06-27 02:52:13 +02:00 committed by crueter
parent 629ebf1bde
commit 09b6b3b71e
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GPG key ID: 425ACD2D4830EBC6
29 changed files with 335 additions and 194 deletions

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@ -54,7 +54,6 @@ SWITCHABLE(CpuBackend, true);
SWITCHABLE(CpuAccuracy, true);
SWITCHABLE(FullscreenMode, true);
SWITCHABLE(GpuAccuracy, true);
SWITCHABLE(GpuLogLevel, true);
SWITCHABLE(Language, true);
SWITCHABLE(MemoryLayout, true);
SWITCHABLE(NvdecEmulation, false);
@ -213,6 +212,16 @@ bool IsNceEnabled() {
return is_nce_enabled;
}
static u64 current_program_id = 0;
void SetCurrentProgramID(u64 program_id) {
current_program_id = program_id;
}
u64 GetCurrentProgramID() {
return current_program_id;
}
bool IsDockedMode() {
return values.use_docked_mode.GetValue() == Settings::ConsoleMode::Docked;
}