Commit graph

142 commits

Author SHA1 Message Date
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
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
lizzie
acf7deea95
[vk] remove unused vk_texture_manager.cpp and unused shader conversions (#3432)
- Trivial dead code removal, also these shaders are useless

TODO: maybe in a future do YUV280 or whatever in shader for vic :)

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3432
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>
2026-01-31 20:33:35 +01:00
crueter
89f72d286a
[cmake, tools] update CPMUtil and add support for CPMUtil bundled Qt, module updates, cleanups (#3289)
Support for bundled Qt, not through aqtinstall but rather my CI. Multimedia is
implemented too, works on both Windows and Linux, though we don't
actually use it so it doesn't really matter. Contains Declarative and all that so the Quick frontend will work once it becomes a thing.

Some options have changed, notably w.r.t LTO and faster
linker, which are now handled directly in the modules.

CPMUtil also has support for custom dirs (`PackageName_CUSTOM_DIR`) now. Probably most useful for adding external fragment shaders and whatnot.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3289
2026-01-14 19:29:13 +01:00
Forrest Keller
ecd01e13fd
[video_core] Implement GPU-accelerated texture unswizzling and optimize sparse texture handling (#3246)
- [Added] a new compute shader to handle block-linear unswizzling on the GPU, reducing CPU overhead during texture uploads
- [Implemented] BlockLinearUnswizzle3DPass to take advantage of the new compute shader, unimplemented for OpenGL
- [Implemented] texture streaming and queue system for large sparse textures to prevent hitches
- [Implemented] aggressive garbage collection system to eject large sparse textures to save on memory (Unused)
- [Added] user settings to adjust the streaming unswizzle system for low-end machines
- [Improved] slightly the ASTC GPU decoding system

Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: DraVee <dravee@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3246
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: Forrest Keller <forrestmarkx@outlook.com>
Co-committed-by: Forrest Keller <forrestmarkx@outlook.com>
2026-01-13 19:18:08 +01:00
lizzie
87cacbeed4
[compat] HaikuOS port (#2805)
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>
2025-10-22 04:53:40 +02:00
lizzie
dbeae7add0
[vk, ogl] Add VK_QCOM ZTC, Bspline, Mitchell filter weights, add MMPX filter (#2577)
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>
2025-10-07 06:35:57 +02:00
lizzie
f33a771d58
[vk, opengl] add lanczo and spline-1 filtering (#2534)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2534
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-09-22 17:34:55 +02:00
lizzie
b66adfe04c
[vulkan] add native cubic filtering (#88)
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>
2025-07-22 20:49:00 +02:00
JPikachu
2946cdbd2d renderer: add area sampling scaling method (#201)
Adds Area Sampling to the list of scaling options. Works well to achieve a high-quality, smooth super-sampling effect. Dolphin has had this for a while and so has Ryujinx, so lui decided to port it.

Adapted from these two PRs:
https://github.com/Ryujinx/Ryujinx/pull/7304
https://github.com/dolphin-emu/dolphin/pull/11999

Credit: Torzu, lui

Reviewed-on: http://vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion/torzu-emu/torzu/pulls/57
Co-authored-by: lui <lui@vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion>
Co-committed-by: lui <lui@vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion>

Co-authored-by: lui <lui@vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion>
Co-authored-by: crueter <swurl@swurl.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/201
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-committed-by: JPikachu <jpikachu.eden@gmail.com>
2025-06-21 13:35:04 +00:00
MrPurple666
d75dc79f26 Some fixes before Release (#92)
Co-authored-by: MrPurple666 <antoniosacramento666@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/92
2025-05-08 23:03:52 +00:00
Zephyron
45683a4034 video_core/vulkan: Improve texture format conversion handling
Refactors and improves the texture format conversion system in the Vulkan
renderer:

- Adds proper sRGB to linear conversion for depth formats
- Improves shader accuracy for ABGR8 SRGB to D24S8 conversion
- Adds gamma correction and proper depth range clamping
- Moves GetSupportedFormat implementation to header
- Cleans up format conversion switch statement
- Removes redundant format conversion paths

The changes improve accuracy when converting between color and depth
formats, particularly for sRGB sources. The shader improvements ensure
proper gamma correction and depth range handling.

Technical changes:
- Improves sRGB to linear conversion in fragment shader
- Adds proper depth value clamping
- Consolidates format conversion logic
- Removes duplicate GetSupportedFormat implementation
2025-04-11 17:05:41 -03:00
Zephyron
3e835ac3aa video_core: Add new shader format conversion pipelines
Adds several new shader-based format conversion pipelines to support additional
texture formats and operations:

- RGBA8 to BGRA8 conversion
- YUV420/RGB conversions
- BC7 to RGBA8 decompression
- ASTC HDR to RGBA16F decompression
- RGBA16F to RGBA8 conversion
- Temporal dithering
- Dynamic resolution scaling

Updates the texture cache runtime to handle these new conversion paths and adds
helper functions to check format compatibility for dithering and scaling
operations.

The changes include:
- New shader files and CMake entries
- Additional conversion pipeline setup in BlitImageHelper
- Extended format conversion logic in TextureCacheRuntime
- New format compatibility check helpers
2025-04-11 17:05:30 -03:00
Zephyron
5cb3153f15 video_core: Add sRGB to D24S8 depth-stencil conversion support
Implements conversion from sRGB color formats to D24S8 depth-stencil format
in the Vulkan renderer. This change includes:

- New fragment shader convert_abgr8_srgb_to_d24s8.frag that handles proper
  sRGB to linear conversion before depth calculation
- Added shader to CMake build system
- Extended BlitImageHelper with new conversion pipeline and methods
- Updated texture cache to handle sRGB to D24S8 format conversion paths

The conversion properly handles sRGB color space by first converting to
linear space before calculating luminance values for the depth component,
while preserving alpha channel data for the stencil component.
2025-04-11 17:05:20 -03:00
Narr the Reg
e29b241a5a Merge pull request #12756 from liamwhite/applet-multiprocess-hwc
general: applet multiprocess
2024-02-11 20:58:28 -06:00
Liam
47eeb0008b host_shaders: add vendor workaround for adreno drivers 2024-02-10 12:02:37 -05:00
Liam
1c32e4157c nvnflinger/gpu: implement blending 2024-02-09 09:20:53 -05:00
Liam
f727f13cb9 renderer_vulkan: implement layer stack composition 2024-01-31 11:27:21 -05:00
Liam
cc8493ea2e renderer_vulkan: convert FSR to graphics pipeline 2024-01-31 11:27:21 -05:00
Liam
bd9c228844 renderer_opengl: split out FXAA 2024-01-31 11:27:20 -05:00
Viktor Szépe
e895ebb546 Fix typos in video_core 2024-01-07 22:44:55 +00:00
liamwhite
67c3d2abb5 Merge pull request #11795 from Squall-Leonhart/D32FToOther
[Vulkan]Implement missing copy formats for D32, ARGB8_SRGB and BGRA8_Unorm/SRGB
2023-10-18 09:22:14 -04:00
liamwhite
97c9b2eda6 Merge pull request #11349 from vonchenplus/buffer_cache_crash
video_core: Fix moltenvk crash on macos
2023-10-17 11:48:44 -04:00
Squall-Leonhart
3785a469c0 Changes based on hardware tests
Removes unnecessary d32f to bgra shader and blit functions,
update vk_texture_cache to use abgr shader for d32f to BGRA formats
updates  abgr to d32f shader to comply with hardware tests
2023-10-17 02:42:40 +11:00
Squall Leonhart
0fff99d0eb added missing trailing line. 2023-10-16 06:07:26 +11:00
Squall-Leonhart
9e0b778d11 use texelfetch instead of texturelod 2023-10-16 04:20:45 +11:00
Squall-Leonhart
69ab83ae87 Another missing copy connected to Bravely Default II
adds blit_image_helper.ConvertABGR8ToD32F and fragment shader for performing ABGR and BGRA to D32F copies
2023-10-16 03:17:53 +11:00
Squall-Leonhart
e84147e2fa Implement missing formats for Bravely Default 2 2023-10-15 20:43:48 +11:00
Squall Leonhart
c3658018b1 update shader to confirmed format copy 2023-10-07 18:28:09 +11:00
Squall-Leonhart
15a624a6df lets not convert depth to greyscale since this makes the exhaust and tire smoke light gray/white
tiresmoke should be a darker gray.
2023-10-05 03:14:53 +11:00
Squall-Leonhart
ec6ba091cf Implements D32_Float to A8B8G8R8_UNORM format copy
Corrects some visual issues in games such as Disney SpeedStorm
2023-10-04 19:07:05 +11:00
GPUCode
30c67e5bb0 host_shaders: More proper handling of x2 MSAA copies 2023-09-25 09:20:32 -04:00
Fernando Sahmkow
e0477e40bd Query Cache: Fix Prefix Sums 2023-09-23 23:05:30 +02:00
Fernando Sahmkow
6b0a777d19 Query Cache: Simplify Prefix Sum compute shader 2023-09-23 23:05:30 +02:00
Fernando Sahmkow
c2880497ce Query Cache: Implement host side sample counting. 2023-09-23 23:05:30 +02:00
Fernando Sahmkow
5ea12207f3 Query Cachge: Fully rework Vulkan's query cache 2023-09-23 23:05:29 +02:00
Feng Chen
666bdc1125 video_core: Fix d24r8/s8d24 convert shader build error in moltenvk 2023-09-07 18:01:36 +08:00
liamwhite
62fbba8575 Merge pull request #11149 from ameerj/astc-perf-prod
host_shaders: ASTC compute shader optimizations
2023-08-21 16:08:51 -04:00
Kelebek1
5d1961ad67 Masked depthstencil clears 2023-08-19 03:29:46 +01:00
Ameer J
4c1cf94f3a flatten color_values 2023-08-09 18:45:52 -04:00
Ameer J
18328533d0 flatten encoding_values 2023-08-09 18:38:37 -04:00
Ameer J
6077bac118 flatten result vector 2023-08-09 18:34:57 -04:00
Ameer J
433d7cbd52 GetUnquantizedWeightVector 2023-08-09 17:45:39 -04:00
Ameer J
3f114d8e5e Compute Replicate 2023-08-06 14:54:58 -04:00
Ameer J
166a17f4ba minor 2023-08-06 14:54:58 -04:00
Ameer J
4c40c8be29 undo uint 2023-08-06 14:54:58 -04:00
Ameer J
b57854fb5f Revert "vulkan dims specialization"
This reverts commit e6243058f2269bd79ac8479d58e55feec2611e9d.
2023-08-06 14:54:58 -04:00
ameerj
9c5c5cbf06 vulkan dims specialization 2023-08-06 14:54:58 -04:00
Ameer J
790010da61 small_block opt 2023-08-06 14:54:58 -04:00
Ameer J
cc6abe21ea remove TexelWeightParams 2023-08-06 14:54:57 -04:00