Commit graph

7345 commits

Author SHA1 Message Date
CamilleLaVey
636f4e4e4b [vulkan] Adjusted VK_EXT_robustness2 2026-04-08 21:53:29 -04:00
CamilleLaVey
b20773db0e [vulkan] Adjusted VK_EXT_Custom_Border_Color implementation 2026-04-08 20:54:57 -04:00
CamilleLaVey
adb8ecfec5 [vulkan] Removal of VK_EXT_unified_image_layouts 2026-04-08 20:17:57 -04:00
CamilleLaVey
3d0eb4b5d7
[vulkan] 1st Vulkan Global Maintenance (#3839)
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This pr aims to make a first step into giving Eden's Vulkan backend maintenance with better formatting, understanding and reduce the redundancy between some wrong implementations:

-> ProvokingVertex: Has been reworked completely, now the wiring to ExtendedDynamicState3 (ProvokingVertexMode) it works safe, the gating of the extension no longer requires user enabling on UI, it will be enabled automatically based on what features of the extension are available on driver, depending if first or last mode are available and also will be properly set under TrasformFeedback operations; this way we're gonna ensure all drivers, including Android stock drivers on QCOM, Mali and other mobile vendors drivers access correctly to the extension, fixing some graphical issues (flickering textures or wrong sccisors on vertex that required first mode) generated by the missing first mode handling or the proper clearing on pipeline state. This change will increase/ decrease slightly the performance on some games that changes dynamically between first and last modes, but will also ensure a clear path to GPU to use resources smartly, reducing VRAM consumption in PC and MEM/GPU percentage of use on Android (marginal to 5 - 8% approx).

-> Removal VK_EXT_multi_draw: It has passed some months since the first try to implement this feature, but wasn't completed so functionality was null to negative, taking space in source and using small CPU cicles for initialization during device creation that reduced CPU effectiveness by 2 - 5%, aside that, after reviewing the situation of formally introducing handling for multidraws to reduce the floods of constants draw calls into 1 per batch, seems to not pay the overhead when the multidraw capacity is less or equal to 1, aside that, for the time being batching multidraws will introduce indirections on each batch of command draws, that graphical issues will appear and reducing performance can happen, something it was gonna solve. For the time being it's discarded, but, may be analyzed the chance to introduce it properly in a later date.

-> Removal VK_EXT_indexing_descriptor: Currently the implementation of this feature was partial, with not proper handling on layouts; just the initial checks on device creation and chained up to the pNext feature, currently this extension will require a buffer cache and texture cache rework to set layouts and reduce the amount of use of descriptor into making it a less expensive cost effective, aside that to generate a path for the Bindless Texture and Bindless Buffer, allowing to track state of textures in runtime and ensuring the state of some compiled shaders doesn't change if it's no needed, among other benefits, besides that, enabling this feature was only generating innecessary checks on GPU, so consumption would be higher than it should be.

-> Removal of VK_EXT_swapchain_maintenance1: The use of this feature was really conditional to certain support on newer drivers and cards, which wasn't available for all platforms, I concluded that if the support for this instance wasn't really there, the cost effective between the try to initialize it and running it, won't be good as when it didn't exist on our Vulkan device, with also the constant factor of not being completely implemented, right now I'm aiming to reduce the complexity on Vulkan side to keep it as simple as it could for a future video_core rework, which may start somewhere these weeks.

-> Refined the Maintenance features: Meawhile this features are usually inherent to Vulkan core functionality, sometimes drivers doesn't expose them well, which leads to Eden run Vulkan without really noticing the existence of maintenance features on driver to improve stability, so we're tied to declare them and load them when a device creation starts by asking if driver supports and which, currently 1 - 5 are core maintenance features, meanwhile the 7 - 9 are more experimental and not being available everywhere, so right now to help drivers give attention to this features we not only load them, but also calculate with features bits which features inside Maintenance5 are available to use, that was the initial purpose, but we weren't using the full potential of the extension; I made cleaned part of the unneeded log code for the initialization of this Maintenance5 and it's feature flags, but also making an operation to sanitize depth/ stencil when One is not available in swizzle operations, making it easier to draw it; it's also needed to mention that Maintenance9 was removed from source code until we can have better handling on Arrays2D, aside that, the use of the extension was really conditional to certain drivers being capable of use it, so I remove it.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3839
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-04-08 23:46:50 +02:00
lizzie
876884e783
[video_core/host_shaders] unroll lanczos loop for slightly better perf (#3754)
Some (Mali) drivers particularly are afraid to unroll loops with more than 7 constant iterations (?); hence manual unrolling is potentially beneficial due to avoiding extra branching + the uniform runtime expectations

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3754
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>
2026-04-06 19:14:13 +02:00
wildcard
34fa39eae8
[texture_cache] Skip alias synchronization in texture cache when the image has no aliases. (#3740)
PrepareImage() is on a very hot path and previously called SynchronizeAliases() unconditionally.  For most images, aliased_images` is empty, so this created unnecessary overhead, now we only synchronize only when image requires it

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3740
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
2026-04-02 06:06:16 +02:00
crueter
3ce5463d2d
[cmake] Remove shader dir regeneration (#3813)
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We ***do not*** support BSD make. Period.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3813
2026-04-01 08:10:39 +02:00
wildcard
0b179517b3
[vulkan] Fix Vulkan graphics pipeline crash when image descriptor count exceeds 64 (#3785)
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Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3785
Reviewed-by: Lizzie <lizzie@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>
2026-03-31 04:49:20 +02:00
lizzie
9cb7001656
[cmake] fixes for XCode when having languages other than C/C++ (#3772)
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Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3772
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-26 04:46:43 +01:00
PavelBARABANOV
8f770618d2
[android] Rework of frame pacing mode + Surface mode detection per API level. (#3735)
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This Pr is a reply to certain issues found on Android due to the new artificial waits inside Vulkan (Frame Pacing Mode); which caused GPU/CPU desync's even if TimelineSemaphore (Adreno's drivers) does a constant check to retain synchronization with each frame-data, removes the yield() for all platforms (remains the same on PC) and aligns a new way to handle the output of video by using native Android tools, such as AGP, which makes a bridge inside Vulkan to Android's Surface (screen) and reduces not only the latency, but also improves the smoothness of each frame processed; currently we quantize the amount of frame processed by hinting the surface on Android space and adjust the heuristics of the old handling (yuzu) and we link it to screen refresh rate; this way we ensure that even if the game moves below the screen's HZ, we can always pick up the cadence by clamping the duration of each frame and using a chrono function to work as internal fernce if performance goes below the game speed requirment or game's frame rate requirements.

Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3735
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
2026-03-24 01:25:44 +01:00
John
dc27aef542
[vulkan] Fix FFTactics for AMD+Windows flicker regression (#3748)
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#3747 Fixed broken graphics but the game still has a flickering regression on AMD GPU+Windows

This fixes a flickering regression in FFTACTICS. This game on AMD GPU +Windows sensitive to VK_Scheduler barriers. If this game regresses in the future, this is a clue to where to look at first.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3748
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
2026-03-18 23:03:35 +01:00
John
f1aa790545
[vulkan] Fix FFTactics for AMD+Windows regression again. (#3747)
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT EndRenderPass()
May Fix FFTactics for AMD Windows

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3747
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
2026-03-18 17:33:00 +01:00
MaranBr
af554c0baa
[video_core] Fix Maxwell3D register processing to always mark dirty flags (#3712)
Removed the early return in ProcessDirtyRegisters to ensure all dependent dirty flags are set even if the register value hasn't changed.

This fixes flickering and vertex explosions on the Hero's Path in The Legend of Zelda: Breath of the Wild, fixes the teleport bug in The Legend of Zelda: Tears of the Kingdom, fixes the grey Luigi in Luigi's Mansion 3, and may also improve rendering in other games that rely on redundant register writes.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3712
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
2026-03-17 19:53:28 +01:00
John
98a93561de
Revert #3690 to fix regression. (#3728)
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- Fixes Ender Magnolia and Demon Slayer freezing on Android.

May be related to this PR or other fixes on the master but:
- Using Cure in Ender Magnolia no longer crashes the game.
- Fixes Demon Slayer vertex explosion on Android.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3728
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
2026-03-14 19:37:24 +01:00
PavelBARABANOV
47ed86d3e2
[vk] Partial return of the old buffer update logic (#3690)
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Fixes shadows in Metroid Prime Remastered

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3690
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
2026-03-13 19:59:11 +01:00
DraVee
98604d369a
[vulkan] Revert "[vulkan]fix vuid 02751 (#3573)" (#3721)
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Attached backtrace on PR comments

This reverts commit cdf9b556b2.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3721
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: DraVee <chimera@dravee.dev>
Co-committed-by: DraVee <chimera@dravee.dev>
2026-03-13 02:47:47 +01:00
lizzie
395613b01f
[common/logging] Simplify logging logic and fix issues when logging before system is created (#3688)
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- our logging code was bigger than spdlog itself, why???? just keep it simple
- fix issues when logging before logging system is even started
- removes the "initialized logging twice" issue
- removes uneeded indirection in file logging
- uses direct formatting instead of jumping hoopla-around the fmt::format() ressult
- code duplication and dead code removal as usual

I did explore dup2() but I think it's not worth the hassle
I did try `fwopen()` but it's better if things are just kept as-is.

there is a lot of noise because I removed a bunch of redundant files on logging and just put everything in one file

now normally this wouldn't be a good idea, however consider: the complexity of logging; it's less than 500 lines... does it really need a whole subsystem?!?!?! ITS JUST LOGGING

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3688
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-12 18:29:15 +01:00
lizzie
5a0780b826
[video_core] Properly disable/avoid building OpenGL when it's disabled (#3692)
- OpenGL symbols would still be included in builds without OpenGL, this pr fixes that
- Same goes for Vulkan, but now with `ENABLE_VULKAN`
- Add support to have OpenGL-only builds (why would you do this?)
- Add support for headless runs (yes you could just select NULL backend, but why not compile it headless? :)

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3692
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-11 16:49:29 +01:00
crueter
769edbfea3
[video_core] Revert "Simplify TextureCache GC and remove redundant code" (#3652) (#3704)
regr. Steam Deck

Please, for the love of God, stop saying "YOLO good to merge" after
testers report performance regressions (and promptly get brushed to the
side). Seriously, what the hell?

This reverts commit f8ea09fa0f.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3704
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: DraVee <chimera@dravee.dev>
2026-03-10 05:44:51 +01:00
MaranBr
f8ea09fa0f
[video_core] Simplify TextureCache GC and remove redundant code (#3652)
This enhances the garbage collection in TextureCache to make it more responsive and reliable during long gameplay sessions.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3652
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
2026-03-08 22:45:35 +01:00
lizzie
f2c46eadc1
[ports] build fixes for *BSD make (#3496)
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Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3496
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-08 19:32:24 +01:00
xbzk
ddac8c8eb5
[vk] fix crash introduced in 9a07bd0570 (#3685)
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Fix for current crash on master.
Just reverted only the necessary stuff so that PresentManager can hold a reference to khr and resist death upon application hold/restore.
@Lizzie shall judge.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3685
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-03-06 19:52:17 +01:00
lizzie
b75e81af5e
[video_core/engines] implement stub NV01 timer, inline other channel engines (#3640)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3640
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: DraVee <chimera@dravee.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-06 15:05:39 +01:00
lizzie
2ed1328c93
[vk] use static_vector instead of small_vector for TFB and other bindings (#3641)
MK8D is a big offender, taking up lots of time memcpy'ing and memmov'ing small_vector<> AND to add salt to the wound it doesn't even do heap allocations (no game does I think) - so basically useless waste of compute time in hot path for NO reason :^)

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3641
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: DraVee <chimera@dravee.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-06 15:05:05 +01:00
lizzie
c70b857c4f
[video_core/engines] Macro HLE inline (#3653)
Should slightly boost perf on android, Desktop is mainly unaffected (for now)

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3653
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: DraVee <chimera@dravee.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-06 15:04:38 +01:00
lizzie
9a07bd0570
[vk] unify VkSurfaceKHR with Android and the rest of platforms; remove technically incorrect nullptr() ctor for handles (#2971)
Removes some odd #ifdef-ing that just can use a shrimple opaque type.

Also removes nullptr() ctor'ing for vulkan handles and such; it's not incorrect per se like how `void *p = 0;` isn't incorrect, just that, y'know, any static analyzer will go "woah". Also there isn't any guarantee that handles `sizeof(Handle) == sizeof(void*)` so may as well :)

Signed-off-by: lizzie lizzie@eden-emu.dev

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2971
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>
2026-03-05 07:32:18 +01:00
wildcard
69e47bd2c0
[vulkan] Fix wrong stage index in prepare_stage render area check (#3672)
The OpenGL correctly uses const auto& info{stage_infos[stage]};

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3672
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <chimera@dravee.dev>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
2026-03-05 00:54:48 +01:00
wildcard
cdf9b556b2
[vulkan]fix vuid 02751 (#3573)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3573
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: DraVee <chimera@dravee.dev>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
2026-03-05 00:54:26 +01:00
wildcard
c682306788
[vulkan] Implement push descriptors for compute pipelines (#3666)
Implements push descriptor for compute pipelines along with a bug fix, the increment logic was, offset += sizeof(DescriptorUpdateEntry);
This only advances the byte offset by a single descriptor slot, regardless of the array's size (descriptorCount).Now suppose if a shader utilized an array of descriptors (eg, layout(binding = 0) uniform sampler2D textures[4]) and if this happened to fit within the MaxPushDescriptors limit, the template would consume 4 * sizeof(DescriptorUpdateEntry) bytes, but the offset for the next binding would only advance by 1 slot.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3666
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
2026-03-04 22:46:55 +01:00
PavelBARABANOV
9d2341eaea
[vk] Disable float16 math on non-MESA AMD drivers as 2026+ versions are broken (#3661)
thanks MaranBR

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3661
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
2026-03-03 14:27:47 +01:00
tarako
d720a7b4b4
[vulkan] Fixed dual-source blending to correctly map shader outputs. (#3637)
Fixes Skyward Sword HD eye gitch and a related MoltenVK crash due to the incorrect output mapping. Verified working on mac and android.

The test in vk_pipeline_cache.cpp is a bit ugly, but it didn't seem worth it to go lambda/macro just to make it look cleaner. Could change if necessary.

Co-authored-by: tarako <none@none.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3637
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: tarako <r76036296@gmail.com>
Co-committed-by: tarako <r76036296@gmail.com>
2026-03-03 01:54:57 +01:00
MaranBr
ea209e6dab
[vulkan] Fine-tuning of frame pacing logic (#3628)
It makes fine adjustments to the frame pacing, ensuring better stability and precision.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3628
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>
2026-03-02 02:53:01 +01:00
MaranBr
b5f9f8b743
[vulkan] Fix Vulkan rendering, image layout, and synchronization issues (#3511)
This fixes a visual corruption issue that occurred intermittently after loading screens, where some games would start the scene with vertex explosions, artifacts or with all colors blown out, resembling neon.

Among the known games affected by this bug are Mario Kart 8 Deluxe, The Legend of Zelda: Breath of the Wild, The Legend of Zelda: Tears of the Kingdom, Kirby and the Forgotten Land, Luigi's Mansion 3, Xenoblade Chronicles 3 and possibly others as well.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3511
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
2026-03-02 02:51:50 +01:00
lizzie
2991bd18ef
[vk] Enable VK_IMG_filter_cubic on powervr (#3643)
in powervr, the enum for cubic filtering is an alias for an ext, however in true powervr fashion they want you to use their stupid VK_IMG

and knowing powevr it probably bugs out if you dont

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3643
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>
2026-03-01 01:53:15 +01:00
crueter
f957c36238
[vk] Disable vsync when Turbo Mode is enabled (#3633)
Note to self: you have a 60Hz display, use it

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3633
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-02-26 01:04:23 +01:00
crueter
ee67853636
[desktop] Show basic driver info on GPU selector box (#3636)
Shows a short driver identification string in the Graphics Device combo box (desktop only, Android doesn't need this at all)

Largely meant for debugging, especially macOS. Maybe Windows in the future once MESA begins working on FOSS drivers over there. Linux on ARM platforms too maybe? And Nvidia

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3636
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-02-26 01:04:14 +01:00
PavelBARABANOV
d2bef2731c
[android, tu] Adjusted PoD of Vertex/ Buffers for older turnip drivers (#3621)
This PR aims to return an older way to bind and host vertex/ buffers (via toggle), which had a bunch of indirection and added unnecessary overhead during the drawing phase; current new approach adds just PoD for this operations, which seems to not be acceptable for older turnip drivers.

Meanwhile the performance improvements are gonna be enabled only if the toggle is turned on, it will be required to use newer turnip drivers to make it work (26.0+), default behavior will allow older drivers work as intended.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3621
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
2026-02-24 18:49:44 +01:00
PavelBARABANOV
40251c2115
[vk] Fix lost wakeup in fence mode using atomic wait (#3598)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3598
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
2026-02-24 06:37:28 +01:00
lizzie
c9c136bea7
[texture_cache, buffer_cache] Added TLS handling + changed command queue for GPU threading. (#3579)
(Merge of #3495 + #3108)

This PR works around to simplify math operations on hot pointers inside the access and requests to the cache of buffers and texture cache, removing previous logic of indirection and replaced by a PoD approach.

This will ensure less CPU times spended on the same request and flow directly into another chain of the render, in the same way, command queue currently uses an internal mutex that constraints the flow of data within the GPU threads, we're moving over a single command, I verified to keep using mutexes instead of internal mutex + mutex per operation, which are resolved by themselves.

In simplier words, this aims to improve performance on those games and devices where the waits for next orders on GPU commands were heavier than a single verification.

Co-Authored-by: @CamilleLaVey
Co-Authored-by: @Lizzie
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3579
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-02-20 00:52:07 +01:00
lizzie
ab129cf314
Revert "[vk] Simplified layouts per driver configuration (#3271)" (#3571)
causes evil VUID bullshit

This reverts commit 75fda70db2.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3571
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-02-19 04:07:45 +01:00
lizzie
86e02aceba
[video_core] remove static texture scratch buffer and just use something allocated on vec (#3560)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3560
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-02-16 21:51:46 +01:00
MaranBr
8e373eb714
[vulkan] Improve frame pacing (#3535)
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>
2026-02-15 04:12:01 +01:00
MaranBr
5f676a6a55
[vulkan] Add support for target FPS frame pacing (#3494)
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>
2026-02-12 00:23:19 +01:00
xbzk
2ab5b37137
[android, ui] unswizzle combo picker core (#3516)
Combo picker for unswizzle. Attempt to combine settings + Enable toggle added.
WARNING! The toggle won't have effect! It just controls GPU_UNSWIZZLE_ENABLED boolean setting, and will need @PavelBARABANOV unswizzle enable/disable integration.

Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3516
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-02-12 00:11:54 +01:00
lizzie
8e8e66f880
[vk] load VK_KHR_GET_SURFACE_CAPABILITIES_2 on drivers (not a hard requirement) for maintainance 1 (#3514)
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>
2026-02-11 18:54:24 +01:00
lizzie
a8093c2a3c
[*] change all std::unordered_map and std::unordered_set into ankerl::unordered_dense::map/set variants (#3442)
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>
2026-02-10 03:34:07 +01:00
lizzie
0f8b35c4cd
[vk, macos] fix missing VK_STRUCTURE_TYPE_METAL_SURFACE_CREATE_INFO_EXT sType (#3510)
sType wasn't properly set for the creationInfo struct (was init to 0)

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3510
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>
2026-02-09 21:21:14 +01:00
wildcard
e10f55d9db
[host_shaders] Store the value of results instead of discarding it (#3464)
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>
2026-02-07 22:44:32 +01:00
Nekle
75fda70db2
[vk] Simplified layouts per driver configuration (#3271)
Replaces VK_PIPELINE_STAGE_ALL_COMMANDS_BIT with more specific pipeline stage flags in Vulkan pipeline barriers across renderer modules.

Co-authored-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3271
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: Nekle <224100951+ne-kle@users.noreply.github.com>
Co-committed-by: Nekle <224100951+ne-kle@users.noreply.github.com>
2026-02-07 01:37:47 +01:00
lizzie
d536a66010
[port, cmake] fix NetBSD/OpenBSD 7.8 build failure, update documentation (#3272)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3272
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@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>
2026-02-05 22:47:17 +01:00