* 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>
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>
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>
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>
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>
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>
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>
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>
This fixes the crashes on game launch caused by MacOS not being present in host_manager.cpp and enables primitiveRestart for MoltenVK to suppress a bunch of errors given in the log about MoltenVK requiring primitiveRestart. Fixes an crash when switching kingdoms in Mario Odyssey as well
EDS is forced to 0, otherwise games do not show graphics
Note: For now only dynarmicc is working, performance will be slow
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/372
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@outlook.com>
Co-authored-by: innix <dev@innix.space>
Co-committed-by: innix <dev@innix.space>
This patch completely removes the Custom Sub allocator with VMA and delegates everything to the VMA.
Overall, the patch integrates VMA and simplifies memory management.
Once these changes pass the testing, it will be used as a base for further improvement.
Note to testers, test for stability and performance.
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/362
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@outlook.com>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
These adjustments enhance memory management,
While increasing shader performance across all GPU types, including iGPUs.
This commit fixes a bug in Super Mario Odyssey where loading into a new area or pausing the game
Would cause the whole game to slow down (Most noticeable on RDNA 2 GPUs like the Steam Deck)
Thank you to all of our testers for helping eliminate this bug,
And thank you to Camille for the instructions/commit and to Zephyron for addressing this in Citron.
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/334
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: JPikachu <jpikachu@eden-emu.dev>
Co-committed-by: JPikachu <jpikachu@eden-emu.dev>
This updates the Vulkan Extended Dynamic State settings and descriptions to improve and make it more clear how it works.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/292
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
The changes noted below bring Vulkan closer to 1.3 spec and get rid of validation errors and enable us to properly use one or two more functions.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/180
Reviewed-by: crueter <crueter@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>
- creates a CPMUtil.cmake module that makes my job 10x easier and removes boilerplate
- also lets us generate dependency names/versions at compiletime, thus letting the frontend display each dependency's versions.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/238
It should improve line stipple accuracy and the depth stencilling as part of the ExtendedDynamicState improvements.
Co-authored-by: crueter <crueter@eden-emu.dev>
Signed-off-by: Aleksandr Popovich <popovich@eden-emu.dev>
Co-authored-by: crueter <crueter@crueter.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/59
Co-authored-by: Aleksandr Popovich <popovich@eden-emu.dev>
Co-committed-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/88
This implements the use of VK_FILTER_CUBIC_EXT as a replacement for the software-based bicubic window adapting filter, used primarily for texture sampling in upscaled or downscaled surfaces such as UI, transparency effects, and screen-space elements in Unreal Engine 4 titles.
The Vulkan cubic filter is now conditionally enabled if the following are satisfied:
The device supports VK_EXT_filter_cubic
The format used supports VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_CUBIC_BIT_EXT
This change improves visual quality while reducing GPU workload by offloading cubic filtering to the driver instead of running custom sampling code in shaders. On supported hardware (e.g. desktop GPUs or high-end Adreno/AMD devices), it results in smoother transitions, improved transparency sampling, and better fidelity with lower shader complexity.
Fallback to the original software bicubic logic remains in place for devices lacking the extension or format capability.
Tested on several UE4 titles and confirmed to preserve or enhance visual output, especially in alpha-blended and UI-heavy scenes.
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
revert [android] Snapdragon 865 patches (#23)
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Reviewed-on: https://git.bixed.xyz/Bix/eden/pulls/23
Reverted due to heavy performance hits on Android with higher specifications, will be adjusted to be included in a specific build for older A6XX devices, as 855, 860, 865, 870, meanwhile it does fix critical issues with certain games crashing due to memory and VRAM usage, hits performance on SoC that can do it without this special flags.
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
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
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>
- removes provoking vertex, vertex input, dynamic state if not supported
- moves dynamic state to be a 0-3 slider and vertex input its own checkbox
- the rich presence was disabled on linux.
- there were duplicate settings in "edens veil"?
- weird behavior of the vertex input checkbox on per game setting
- adds xenoblade 2 to the d24 conversion control function
- adds the flush logs by line setting to android.
- adds the memory layout setting to android
- Adds the option to show building shaders on the android overlay.
Signed-off-by: Aleksandr Popovich <alekpopo@pm.me>
Co-authored-by: swurl <swurl@swurl.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/105
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Co-committed-by: Aleksandr Popovich <alekpopo@pm.me>
- GLASM/SPIR-V mixup on Android
- potential greenscreen fix (thx suyu)
- save memory layout and add 10gb/12gb options
- potential samsung gaming hub fix
- fix layout of controller UI
- fix default settings to sensible defaults.
- note to TotK that you should increase memory layout
- Error checking for Windows linking
- fix an IDE error
- improved migration system w/threading and busy indicator
- disabled citron migration for now
- replaced some user-facing legacy strings with eden
- Added 10GB and 12GB DRAM layouts
- Fix Android black screen issues
- add discord link & update FAQ/Quickstart
- update links in about page
- add back rich presence
- add Don't show again for desktop pre alpha banner
- add citron warning to android and polaris to desktop
Signed-off-by: swurl <swurl@swurl.xyz>
Co-authored-by: Pavel Barabanov <pavelbarabanov94@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/101
Co-authored-by: swurl <swurl@swurl.xyz>
Co-committed-by: swurl <swurl@swurl.xyz>
Includes citron, sudachi, yuzu
currently broken, because the eden dir is always made early?
Signed-off-by: swurl <swurl@swurl.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/91
Co-authored-by: swurl <swurl@swurl.xyz>
Co-committed-by: swurl <swurl@swurl.xyz>