Provided by community member, elementary-particle. Submitted as PR by MaranBR.
Fixed issues:
1. The queue cache forgot to put the host query into unregister queue if they weren't synced. This will block all the banks from freeing causing a major leak.
2. SamplesQueryCounter is not aligned with renderpass begin/end. This creates invalid queries.
3. Conditional rendering is not turned on/off at the correct location making them invalid.
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/131
Co-authored-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-committed-by: Shinmegumi <shinmegumi@eden-emu.dev>
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>
This fixes green screen on unsupported devices trying to use GPU decoding and improve compatibility with default builds of FFmpeg on all platforms.
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/85
Co-authored-by: MaranBr <maranbr@eden-emu.dev>
Co-committed-by: MaranBr <maranbr@eden-emu.dev>
revert [android] Fix 0fps errors on DKCR, Subnautica, and Ori 2 (#79)
Co-authored-by: Pavel Barabanov <pavelbarabanov94@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/79
Option reverted due problems caused with another games and make some advances worst when testing, if necessary it's going to be refined to be converted into a toggle.
This fixes GPU decoding for the VP8 video codec on supported devices.
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/72
Co-authored-by: MaranBr <maranbr@eden-emu.dev>
Co-committed-by: MaranBr <maranbr@eden-emu.dev>
This fixes the FFmpeg crash on Linux / Steam Deck.
Credit to Maufeat for AVERROR_EOF check.
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/37
Co-authored-by: MaranBr <maranbr@eden-emu.dev>
Co-committed-by: MaranBr <maranbr@eden-emu.dev>
FreeBSD doesn't support NVDEC, CUDA, and partially supports VAAPI (mostly for firefox).
Implementing VAAPI for other use cases would be a little bit complicated so, I chose to switch it off for FreeBSD.
This PR ensures that FFmpeg will always default to software decoding on FreeBSD, but should remain the same functionalities for other OS's.
The results are slight CPU increases while decoding in software mode, but still neglectable and they don't really harm performance.
Co-authored-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/64
Co-authored-by: SDK-Chan <sdkchan@eden-emu.dev>
Co-committed-by: SDK-Chan <sdkchan@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
This simplifies the FFmpeg code a bit more and removes unused variables left in the code.
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/243
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
Fixes rift clipping in LoZ: EOW + possible fixes for other games.
NOTE: Flickering may occur, this is for testing purposes.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/234
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-committed-by: JPikachu <jpikachu.eden@gmail.com>
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>
This seems to improve some games graphics and it may be helpful for MSAA, at the cost of reducing a bit the performance.
Co-authored-by: Gamer64 <76565986+Gamer64ytb@users.noreply.github.com>
Co-authored-by: crueter <swurl@swurl.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/235
Co-authored-by: Gamer64 <gamer64@noreply.localhost>
Co-committed-by: Gamer64 <gamer64@noreply.localhost>
Simplified and add AVERROR_EOF check, seems to do the trick.
Fixed Blasphemous 2 and Burnout Paradise crash and more
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-authored-by: MaranBr <maranbr@fake.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/224
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
This updates FFmpeg to 7.1.1, libvpx to 1.13.1 and libx264 to c24e06c on Android.
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/187
Reviewed-by: crueter <crueter@noreply.localhost>
Co-authored-by: MaranBr <maranbr@noreply.localhost>
Co-committed-by: MaranBr <maranbr@noreply.localhost>
This change works as publicly demonstrated, it doesn't work completely because I'm unable to improve it at the moment, tropic seems like he was scratching his ass instead of doing it at the time.
IT SHOULD IMPROVE CIV7 AND DIABLO 2
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/145
Co-authored-by: MrPurple666 <antoniosacramento666usa@gmail.com>
Co-committed-by: MrPurple666 <antoniosacramento666usa@gmail.com>
Fixes video decoding issues and enables compatibility with newer versions of FFmpeg.
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/155
This enables the DXVA2, D3D11VA, D3D11VA2 and NVENC decoders for GPU decoding of H264 and VP9 formats on Windows.
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/139