Commit graph

255 commits

Author SHA1 Message Date
lizzie
ea932fbf40
[vk] properly handle multithreading with global constants without using TLS (#3368)
TL;DR basically multiple threads writing to the same memory, now they dont, everyone happy

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3368
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>
2026-01-22 11:34:08 +01:00
wildcard
338ea4e9d5
[texture_pass] Re-Add caching optimization for Texture_Pass (#3356)
Caching optimization for Texture_Pass
 (#481)

Add Caching per texture_pass and optimize sorting to single pass.
Use Logical shift instead of arithmetic shift.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3356
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: wildcard <nubieluv@gmail.com>
Co-committed-by: wildcard <nubieluv@gmail.com>
2026-01-21 13:38:35 +01:00
lizzie
cb26ea154c
[vk, ogl/IR, dynarmic/IR] friendlier IR identity pointer chasing, inline AA passes (#3250)
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>
2026-01-20 02:36:24 +01:00
xbzk
4ea8311113
revert old mocking for bindless textures (#3331)
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>
2026-01-18 04:31:24 +01:00
lizzie
82f9d489e7
Revert "[vk, ogl/IR, dynarmic/IR] friendlier IR identity pointer chasing, inline AA passes (#2565)" (#3249)
FUCK. Fixes crash on Linux and SteamDeck
.
This reverts commit 46b32b7688.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3249
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>
2026-01-01 07:02:44 +01:00
lizzie
46b32b7688
[vk, ogl/IR, dynarmic/IR] friendlier IR identity pointer chasing, inline AA passes (#2565)
- 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>
2025-12-31 17:00:29 +01:00
Ribbit
3d4bb08cfc
Revert "[Shader Recompiler] Caching optimization for Texture_Pass (#481)" (#2859)
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>
2025-10-28 04:26:45 +01:00
lizzie
992bae4e2a
[common] replace Common::BitCast with libc++ provided one (#2774)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2774
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>
2025-10-22 02:56:28 +02:00
lizzie
191e4c75a1
[meta] fix license headers (#2547)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2547
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-09-21 21:58:59 +02:00
wildcard
dac2efc4c8
[Shader Recompiler] Caching optimization for Texture_Pass (#481)
Add Caching per texture_pass and optimize sorting to single pass.
Use Logical shift instead of arithmetic shift.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/481
Reviewed-by: Shinmegumi <shinmegumi@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>
2025-09-17 02:27:03 +02:00
lizzie
9d2681ecc9
[cmake] enable clang-cl and WoA builds (#348)
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>
2025-09-09 20:47:49 +02:00
CamilleLaVey
3df06da02c revert Align and bias memory stronger
revert [ir] Align and bias memory stronger

Signed-off-by: Aleksandr Popovich <alekpopo@pm.me>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/229
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Co-committed-by: Aleksandr Popovich <alekpopo@pm.me>

Reverted as showed up issues with buffers on games that weren't expected, it's going to be refined and implemented again with better params.
2025-07-11 19:57:21 +02:00
Aleksandr Popovich
cb3521272f
[ir] Align and bias memory stronger
Signed-off-by: Aleksandr Popovich <alekpopo@pm.me>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/229
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Co-committed-by: Aleksandr Popovich <alekpopo@pm.me>
2025-07-04 03:14:05 +00:00
Gamer64
a002730d68
[VK] Rework SPIRV Shader Optimization (#238)
The actual SPIRV Shader Optimization option doesn't seem to do anything as long as it isn't vinculed, so let's rework it to make it work

Co-authored-by: Gamer64 <76565986+Gamer64ytb@users.noreply.github.com>
Co-authored-by: echosys <echosys@noreply.localhost>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/238
2025-07-03 01:13:33 +00:00
CamilleLaVey
fa600b88b1 revert 91a662431c (#240)
revert [Texture_cache] Better memory handling for devices with lower memory allocations (#233)

Means games like Minecraft Dungeons, Sea of Stars, Luigi Mansion 2, Astroneer, Alan Wake, etc are now playable.
It also cleans up the recent abi.cpp and bindless texture commits a bit.
Everything is in #ifdef ANDROID - The biggest change is CACHING_PAGEBITS = 12.
Without that the way the buffercache grows and joins buffers can cause Android to run out of memory (as you end up with just one big buffer that needs to be copied every time it grows)
Also patches up ffmpeg issues.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/233
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-committed-by: JPikachu <jpikachu.eden@gmail.com>

Had showed some regressions on devices with higher specifications, will be refined to return as a toggle in a later commit.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/240
2025-06-30 12:57:21 +00:00
JPikachu
91a662431c [Texture_cache] Better memory handling for devices with lower memory allocations (#233)
Means games like Minecraft Dungeons, Sea of Stars, Luigi Mansion 2, Astroneer, Alan Wake, etc are now playable.
It also cleans up the recent abi.cpp and bindless texture commits a bit.
Everything is in #ifdef ANDROID - The biggest change is CACHING_PAGEBITS = 12.
Without that the way the buffercache grows and joins buffers can cause Android to run out of memory (as you end up with just one big buffer that needs to be copied every time it grows)
Also patches up ffmpeg issues.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/233
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-committed-by: JPikachu <jpikachu.eden@gmail.com>
2025-06-29 17:14:23 +00:00
xbzk
1240cd43d7 patch: mock return for textures not found by Track method (#150)
as discussed in #dev-chat, the goal is to feed untracked bindless textures requests with last valid bindless textures for now, so that most games keep running despite possible visual artifacts. as Track evolves, this mock shall be dropped eventually.

Co-authored-by: Allison Cunha <allisonbzk@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/150
Co-authored-by: xbzk <xbzk@noreply.localhost>
Co-committed-by: xbzk <xbzk@noreply.localhost>
2025-06-05 19:00:24 +00:00
EmulationEnjoyer
cb135ba86f shader/recompiler: Revert NVN storage buffer bias range
- Return to original NVN bias values which better cover the full range of storage buffer accesses:
- offset_begin: 0x110 -> 0x100
- offset_end: 0x610 -> 0x700

The wider range ensures we catch all valid storage buffer accesses
while maintaining the same alignment requirements.

ref: 2564e721df
2025-04-19 17:56:48 -03:00
Viktor Szépe
ce9152ad68 Fix "Propietary" typo elsewhere 2024-01-07 23:15:38 +00:00
Fernando S
35c2a7fa46 Merge pull request #12435 from liamwhite/type-check
shader_recompiler: ensure derivatives for textureGrad are f32
2023-12-22 17:41:13 +01:00
Liam
d74d5f8cfd shader_recompiler: ensure derivatives for textureGrad are f32 2023-12-21 19:06:33 -05:00
Liam
a952270b5c shader_recompiler: use float image operations on load/store when required 2023-12-21 14:34:46 -05:00
Liam
3c14f747f9 shader_recompiler: use minimal clip distance array 2023-12-18 22:25:14 -05:00
Ameer J
a9e011c9c2 Merge branch 'master' into ssbo-align 2023-11-26 21:08:53 -05:00
liamwhite
6cffa63d08 Merge pull request #12066 from ameerj/nvidia-nsanity
shader_recompiler: add byteswap pattern workaround for Nvidia
2023-11-19 09:49:45 -05:00
Ameer J
abd400e04f shader_recompiler: Fix spelling of "derivate" (#12067) 2023-11-18 13:39:47 +01:00
Ameer J
6b239acfc1 shader_recompiler: add byteswap pattern workaround for Nvidia 2023-11-17 22:29:12 -05:00
Ameer J
e538b932de shader_recompiler: Align SSBO offsets to meet host requirements
Co-Authored-By: Billy Laws <blaws05@gmail.com>
2023-10-31 20:10:54 -04:00
Fernando Sahmkow
01858648d1 Shader Recomnpiler: implement textuzreGrad 3D emulation constant propagation 2023-08-18 22:17:02 -04:00
Liam
b13ddf2a73 ssa_rewrite_pass: use proper maps 2023-07-23 11:38:01 -04:00
ameerj
28cecc6cd8 shaders: Track local memory usage 2023-06-25 18:59:33 -04:00
Matías Locatti
28e1429daf Merge pull request #10699 from liamwhite/conditional-barrier
shader_recompiler: remove barriers in conditional control flow when device lacks support
2023-06-12 16:50:59 -03:00
Liam
947a4f6141 shader_recompiler: translate f64 to f32 when unsupported on host 2023-06-10 12:38:49 -04:00
Liam
b646ac2908 shader_recompiler: remove barriers in conditional control flow when device lacks support 2023-06-10 12:30:39 -04:00
ameerj
0194f25eb9 buffer_cache: Add logic for non-NVN storage buffer tracking 2023-02-25 16:24:21 -05:00
liamwhite
694f67e2d5 Merge pull request #9588 from liamwhite/bylaws-reverts
Revert "shader_recompiler: Align SSBO offsets to meet host requirements"
2023-02-19 13:11:57 -05:00
liamwhite
e472e66c2f Merge pull request #9699 from ameerj/texture-pass-desc
texture_pass: Fix texture descriptors comparisons
2023-01-29 12:27:41 -05:00
liamwhite
8224292145 Merge pull request #9698 from ameerj/texture-pass-handle
texture_pass: Refactor texture handle retrieval
2023-01-29 12:27:33 -05:00
liamwhite
a5bc2444d2 Merge pull request #9694 from ameerj/txq-mips
shader_recompiler: TXQ: Skip QueryLevels when possible
2023-01-29 12:27:26 -05:00
ameerj
6e5f3d43f2 texture_pass: Fix texture descriptors comparisons 2023-01-28 21:23:52 -05:00
ameerj
be397f57ad texture_pass: Refactor texture handle retrieval 2023-01-28 21:11:38 -05:00
bunnei
da76935b7d Merge pull request #9682 from ameerj/shader-s32
shader_recompiler: Remove S32 IR type
2023-01-28 14:00:11 -08:00
ameerj
2d2558797c shader_recompiler: TXQ: Skip QueryLevels when possible 2023-01-28 16:25:18 -05:00
ameerj
382717743a shader_recompiler: Remove S32 IR type
The frontend IR opcodes do not distinguish between signed and unsigned integer types.

Fixes broken shaders when IR validation/graphics debugging is enabled for shaders that used BitCastS32F32
2023-01-25 22:03:15 -05:00
Liam
ac94832cb6 spirv: fix multisampled image fetch 2023-01-23 12:03:19 -05:00
Liam
5d93c3bb00 Revert "shader_recompiler: Align SSBO offsets to meet host requirements"
This reverts commit ae868e7ffb.
2023-01-07 15:50:58 -05:00
Billy Laws
535e297ebd Run clang-format 2023-01-05 22:18:10 +00:00
Billy Laws
ae868e7ffb shader_recompiler: Align SSBO offsets to meet host requirements
We can take advantage of SSBO addresses being passed in a constant bufer to account for the extra alignment requirements in the shader itself.
2023-01-05 22:13:07 +00:00
Fernando Sahmkow
1fdf24a081 Video_core: Address feedback 2023-01-04 14:39:42 -05:00
Fernando Sahmkow
872f2e7de6 ShaderCompiler: Inline driver specific constants. 2023-01-03 16:29:25 -05:00