Ported from QML branch.
Main "big" change is that EmuThread is now a shared state in QtCommon,
not individually managed/passed around by GRenderWindow and MainWindow.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3916
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Since the launch of the steam controller I think it's only best to push towards updating to SDL3 allowing for a wider range of controller support
I went ahead and started on getting it working. Everything here should be functional, I've personally tested it all on Arch Linux. Still untested on windows, so looking for feedback on that
Any feedback and help would be appreciated!
Main changes:
- Bump everything to SDL3
- Handle SDL3 audio and input
- Add steam controller support, including HD Rumble
- Improved battery reporting via the status icon by using real % rather than state alone
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3952
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
the nominal std::unordered_map<> isn't enough to warrant it's continued usage in xbyak internal structures, thus using ankerl should greatly remove a lot of indirection/stdc++ specific overhead from the usually poorly performant std::unordered_map
Both dynarmic and macroHLE should benefit greatly from a less-stupid unordered_dense
This should speedup both CPU and shader compilation latency (NOT BY A GREAT MARGIN) just enough to make loading zones in ToTK less horrific
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3716
Reviewed-by: crueter <crueter@eden-emu.dev>
also devirtualizes manually since compiler doesn't do it with LTO
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3864
Reviewed-by: crueter <crueter@eden-emu.dev>
The cause of the flickering needs to be investigated but this will set it ON as default for desktop platforms.
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3946
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Games such as bayonetta 3 or totk need VIDS on for some windows users or it results in broken graphics.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3945
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Changes:
- Defaults: Set Async GPU and Async Vulkan Presentation to OFF. Stability wasn't worth the trade-off.
- Threading: Lowered default pipeline workers from 7 to 4 to reduce heat and CPU contention.
- Settings: Added a slider for manual pipeline worker count so users can test what works best for their SoC.
- QCOM: Removed SPIRV bans; improves load times and thermals in heavy titles like Jump Force.
- UI: Cleaned up settings descriptions to be less ambiguous.
------------------------
Some games fixed:
-> Trinity Fusion: No longer crashes with Turnip, no longer shows the black dot in the middle of the screen on both QCOM and Turnip drivers.
-> Naruto X Boruto - Ultimate Ninja Storm Connections: Game no longer requires a fixed version of turnip to work (previously requiring Turnip driver from MESA 24.3/ @MrPurple666 EoL v2 driver)
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3886
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Testing: Luigi Mansion 3 artifact lines also happen on android.
Toggle existed on every platform but android. It works on Android and also removes the artifact lines that also happen on intel and amd gpus.
A testing PR until #3665
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3851
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
theoretically, it's better because distributes load of logging across various threads
this should work because 99% of I/O solutions are blocking by default
EXCEPT, maybe android differs? please check logcat didn't get affected (again) by me underestimating android ~~stupidity~~ brillaince
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3928
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Checks latest release and opens a dialog containing the changelog, and
allow the user to select a specific build to download. After
downloading, it prompts the user to open it.
On Windows, this just opens up the zip in File Explorer. In the future setup files will be available. On macOS this opens up the DMG in Finder so the user can drag it to the Applications folder. Android retains the auto-update functionality from before, but updated to the new scheme. Body/View on Forgejo are not implemented, that should be in a future PR.
Additionally, moved some common httplib incantations to `Common::Net`. This will serve as the common network accessor and JSON parser from here on out.
TODO:
- [x] android :(
- [x] Search for builds based on keywords, with weights towards certain builds (e.g. macOS will search for dmg then tar.gz, windows msvc then mingw/exe then zip, etc.)
- [x] remove linux leftovers
- [x] don't allow asset selection on platforms w/o assets
- [x] nightly changelog should be in the real
FUTURE IMPLEMENTATION:
- [ ] Body/View on Forgejo for Android
- [ ] Setup files for Windows (Eden/nightly are separate) -- maybe portable/setup selector?
- [ ] Something else I'm forgetting
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3845