Commit graph

7470 commits

Author SHA1 Message Date
CamilleLaVey
8cdf552c28 Some adjustments to vertex attributes 2026-09-26 12:43:30 -04:00
CamilleLaVey
d633c43aae Remove static pipelines 2026-09-26 12:43:30 -04:00
CamilleLaVey
27bcaba75c first intent to pinpoint performance decrease on virtual buffer table + multi-range 2026-09-26 12:43:30 -04:00
CamilleLaVey
64a307c6dc Port some changes from Lizzie's optimization with some exceptions 2026-09-26 12:43:30 -04:00
CamilleLaVey
691b63e79b Quick adjustments on overlapped buffers 2026-09-26 12:43:30 -04:00
CamilleLaVey
86f826c313 Remove astc recompression method 2026-09-26 12:43:30 -04:00
CamilleLaVey
052a04e610 Correcting some bugs on the vulkan async presentation thread 2026-09-26 12:43:30 -04:00
CamilleLaVey
bd82351d73 First try to align GOB's 2026-09-26 12:43:30 -04:00
CamilleLaVey
a152596f29 Chinga su madre que perramente molesto es este puto juego 2026-09-26 12:43:30 -04:00
CamilleLaVey
40036eb0f8 Remove the thread opt for unswizzle images 2026-09-26 12:43:30 -04:00
CamilleLaVey
0cc76f1f22 First intent to relax the pressure on the gpu thread for unswizzling images 2026-09-26 12:43:30 -04:00
CamilleLaVey
b016c88768 Remove the unswizzle path on the extra shaders 2026-09-26 12:43:30 -04:00
CamilleLaVey
6221bd2c43 Reduce accelerated unswizzle path 2026-09-26 12:43:30 -04:00
CamilleLaVey
facee08b5e More tests to find out the texture corruption on previous unswizzle changes 2026-09-26 12:43:30 -04:00
CamilleLaVey
43622f463d A test for a corrupted unswizzled textures 2026-09-26 12:43:30 -04:00
CamilleLaVey
9bedcf6202 Keep working on ASTC 2026-09-26 12:43:29 -04:00
CamilleLaVey
66a25a3d79 Some unvalid checks on astc decoder 2026-09-26 12:43:29 -04:00
CamilleLaVey
b24c3d7226 Keep refining astc decoding math 2026-09-26 12:43:29 -04:00
CamilleLaVey
26031c0940 Fixes on the astc decoder 2026-09-26 12:43:29 -04:00
CamilleLaVey
930b64858e Fix build 2026-09-26 12:43:29 -04:00
CamilleLaVey
b1e512c152 Some cleanups 2026-09-15 21:10:36 -04:00
PavelBARABANOV
fa4e7c6992
[vk_texture_cache] drop depth comparison sampler fallback (#4408)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

This fixes the flashlight in Alan Wake.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4408
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-09-16 01:42:37 +02:00
lizzie
2b4184dd2b
Revert "[audio] Replace libopus with FFmpeg (#4169)" (#4419)
This reverts commit ff8368c606.

- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4419
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-09-14 14:34:24 +02:00
CamilleLaVey
099547b3f4
[android] Add LSFG UI to quick settings (#4393)
Adds UI of LSFG to QS UI, very self-explanatory.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4393
Reviewed-by: lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-09-14 02:53:30 +02:00
lizzie
9b64944480
[video_core/control] Fix SIGBUS due to uninit channel_state (#4406)
Some homebrew don't properly initialize the GPU but seemingly try to use it, this is meant to be benign, yet triggers a SIGBUS due to garbage data being on the pointer after ctor(), so the fix is to make it nullptr on construction.

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

- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4406
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-09-14 00:39:07 +02:00
lizzie
ff8368c606
[audio] Replace libopus with FFmpeg (#4169)
FFmpeg offers two opus decoders:
- libopus, this one is fed the same data (that affects output) as the previous libopus decoder had as well
- native opus decoder: this only takes Float32 samples, we then need to invoke swrescale to translate between s16 (what switch sends) and float32 (what FFmpeg expects), the process is computationally more expensive, but trades off neatly as the native opus decoder is very optimised

It also relegates the handling to FFmpeg, which simplifies existing code (more concretely, by using the "fill/drain" scheme for packets/frames)

Closes #2897

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4169
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
2026-09-12 09:59:33 +02:00
lizzie
c95ad020fb
[gpu] Fix infinite hangup/freezes at shutdown/reset (#4395)
Thread may be destroyed at dtor(), but it hasn't fully shut down, so before notify shutdown, request immediate stop (effective immediately).

Like the issue was that the thread didn't want to stop running, thus it would hang, it would also reference objects which were being destroyed without waiting for them to actually be destroyed
So it would reference invalid data
This PR tells the thread: "hey, STOP now, and DESTROY yourself"
So all of that should be avoided

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

- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4395
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-09-11 15:29:52 +02:00
CamilleLaVey
ed566919f4
[vulkan, android] Add feature of post-processing shaders on Android (#4348)
Very self-explanatory; implementation of the feature for post-processing shaders for Android (at least for now); will allow users to enhance the graphic quality of video games based on the use of multiple shaders adjustable, presets and more, inspired on the PPSSPP implementation, this feature adds 22 customizable shaders (1 pass) that lives on the overlay of the screen, which means that aside of the capability to chain multiple shaders on the screen, this doesn't have depths (pixel/ depth z-buffer) so it ensures the performance with it's use. Few shaders were a faithful port from PPSSPP with their respective attribution on the shader headers for their respective owners; and there are adaptations from public references/ cinematographic (Anime4K) and the rest are my own addition.

_Special Credits:_

1.- PPSSPP Team for their contribution on the public references for shaders: Henrik Rydgard, ShadX, SimoneT, KillaMaaki and guest(r).
2.- Niklas Haas.
3.- bloc97.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4348
Reviewed-by: lizzie <lizzie@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
2026-09-10 15:14:02 +02:00
Exverge
5f142c7926
[common/core/dynarmic] Optimize page table allocations (#4219)
Reduces the page entries from 32 bytes to 8 and rewrites `VirtualBuffer` to be more efficient in memory usage and specifically for large zero regions.

The page table will now only reserve 1GiB instead of 4GiB and of this memory it should only use at most ~8MiB.

This PR has the side effect of using Eden on Windows on low memory systems much more plausible since it would previously require ~10GiB of committable memory at front (despite using ~5-6 at most, inadvertently stalling other processes) where as now it should only require around the amount that it'll actually use.

Co-authored-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4219
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-09-09 21:35:49 +02:00
lizzie
8a10109e24
[vulkan] Masquerade VkInfo as PUBGMobile + UE (#4320)
Signed-off-by: lizzie <lizzie@eden-emu.dev>

- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

PR I was talking about with @CamilleLaVey , please tell me if this is a stupid idea OR has a chance to work
applicationname is a wild guess

Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4320
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
2026-09-08 21:04:08 +02:00
CamilleLaVey
a538cd9aff
[shader_recompiler, vulkan] Virtual buffer pages with multi-range + sparse buffers binding (#4362)
Storage buffers can span GPU pages that aren't contiguous in host memory, but the buffer cache assumed one contiguous buffer per binding, so anything crossing a mapping boundary read the wrong bytes. Multi-range binding resolves the real segments and presents them to the shader as one buffer, aliasing their memory into a sparse VkBuffer or gathering them into a copy, all of this was mostly fixed by making a path to use sparse on buffers (the same way as texture cache has it) and retrieve properly the mapping ranges to the virtual pages, including the actual structure on the use of binding sparse.

Meanwhile this fixes Monster Hunter Sunbreak z-fighting, bad performance and mostly vertex explosions (coming from the contiguous buffer read from the shader's game) it's only the basis for a further investigation towards how are we gonna treat phi calculations, optimized them and mostly eradicate the currently excess of exposure on the textures where the lightning trace should not being reflected.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4362
Reviewed-by: lizzie <lizzie@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
2026-09-08 20:42:20 +02:00
lizzie
ce202292cf
[gpu] Destroy GPU thread after all non-trivial members had been destroyed (#4368)
Should help fix any game hangs after closing the emulator, or sporadic hangs when restarting.

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

- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4368
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
2026-09-08 20:40:19 +02:00
lizzie
11de264541
[cmake] Fix some macOS compilation errors (#4350)
Don't compile GLSL/GLASM backends without OpenGL enabled. These codepaths are unused on non-OpenGL platforms.

Fixes other miscellaneous errors that pop up on Clang 23 as well.

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

- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4350
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-09-05 23:43:46 +02:00
lizzie
f7e5ceeacb
[video_core/buffer_cache] fix PAGE_SHIFT/BSD macro clash on Linux, *BSD (#4329)
Signed-off-by: lizzie <lizzie@eden-emu.dev>

- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

PAGE_SHIFT is a macro (sys/user.h on linux, machine/params.h on FBSD), dont name stuff that
https://stackoverflow.com/questions/77611721/get-page-shift-value-in-user-space

BSD is also a macro

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4329
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-08-31 21:34:01 +02:00
crueter
7fda6dde73
[common] Switch to boost::unordered_flat containers (#4326)
Replaces all instances of ankerl's unordered map/set with boost's
`unordered_flat_*` classes. This uses std::hash since boost::hash is
actually a lot slower.

Also adds an abstraction layer in `Common` so future changes are quicker
and easier.

Other implementation details:
- ankerl provided hash specializations for tuple and pair, so those were
  ported here
- std::erase_if doesn't work on boost, so just used the ADL'd erase_if

This should be about equal or superior performance as unordered_dense for everything except iteration.

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

- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4326
Reviewed-by: Lizzie and Samuel <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-08-31 02:58:09 +02:00
Lizzie and Samuel
45b6ecff05
[vulkan, vk_pipeline_cache] PSO Optimizations (#4294)
PR/Commit Owner: CamilleLaVey

This PR prevents the recompilation of shaders when a new session has been started, based on data found on the recompiler, each new session does still recompile already cached shader cache, reducing the reaction and speed of games by at certain level, this prevent the warm-up with post sessions, only needed the initial warm-up and works globally for all games.

Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4294
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
2026-08-30 08:15:29 +02:00
Maufeat
54cd5fb8eb
[core, hle, video_core, memory] Improve multi-process, display layers, dynamic shader cache and rework overlay (#4238)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

- Dynamic shader cache reloading capability for qlaunch
- Multi-process improvements (thanks to @frank1734), instead of just using the main application we now respect caller process (also did it for HID devices while I was at it)
- Layer stack masks & shared buffer screenshot for video core, added different masks (screenshot, recording, etc.) this was discovered as an issue due to how in qlaunch the transition was not right between applications. May not be perfect but also fixes screenshots while using qlaunch
- Reworked overlay display management (input and visibility) - instead of random numbers as I've previously did, I decided to add an AppletZIndex enum for better readability. Also split capability of input by touch and gamepad.
- etc.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4238
Reviewed-by: Samuel <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-08-29 01:04:02 +02:00
CamilleLaVey
50cb8fd1c9
[vulkan] Implementation for VK_EXT_shader_quad_control (#4168)
An experimental approach to introduce an smarter way to use and access QUAD's capabilities on shaders, suggested by @gidoly some months ago, finally came into something usable; current implementation checks GLASM, GLSL and Vulkan on their own way, stablishes proper emitters and receivers for Quads inside our recompiler, which are the introductions for future changes; checks for support and actual feature bit, OpCodes and mask were added within this PR. Meanwhile the expected behavior was to reduce graphical issues (on games with Quad shaders reliant), we encountered a very slight performance increase depending on what game and shader are actually compiled.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4168
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Samuel <lizzie@eden-emu.dev>
2026-08-28 01:21:22 +02:00
CamilleLaVey
0295dc5fff
[vulkan] Removal of QCOM sampler limiters + CustomBorderColor and ColorBorderSwizzle adjustments (#4301)
This PR removes the artificial limit added for QCOM drivers based on a sampler budget limit (based on #3280 work), removes the ban on CustomBorderColor/BorderColorSwizzle for also QCOM driver, reduce the amount of combination required to created a sampler with custom border color/ color border swizzle; adds cases on R16 formats not able to swizzle on BGR565 formats; degrades samplers and color combinations when there's no color border swizzle available; fixes the srgb (LUT) values from legacy and now all the color variations are cached in the same key, instead of having 7 different handlers for them. In resume, rather than performance (due to the reduced amount of process on duplicated/ synced code on pipeline/texture cache), it's a graphica accuracy work that will improve image quality at the cost of almost 0 performance hit, rather than certain hitch if the color combination wasn't cached before. This applies to all platform.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4301
Reviewed-by: Samuel <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-08-25 20:03:18 +02:00
CamilleLaVey
60a474b8df
[vulkan, qcom] Fix shader float controls on QCOM driver (#4297)
Finishes my torture to find the culprit behind the broken behavior with float controls, even if device does support flush denorm on fp32 it doesn't really support it and provokes bad rounding modes by not flushing correctly denorms; this also returns the other working rounding modes on QCOM drivers.

_Special Thanks_

1.- Smoly The Big (@Gidoly)

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4297
Reviewed-by: Samuel <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-08-24 17:57:12 +02:00
lizzie
d9336ce6ce
[common, settings] Fixes misaligned Aniso levels (#4295)
PR/Commit Owner: CamilleLaVey

Just quick fixes to ANISO bugged level selector, removes x32 and x64 from choices, also fixes the none value to actully use default.

Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4295
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-08-24 00:06:11 +02:00
Samuel
86ba79b1ba
[vulkan, sgsr] Adjustments to SGSR implementation (#4293)
PR/ Commit Owner: CamiileLaVey

This change has specified fixes on the SGSR initial implementation, it brought a wider sharpening level limits and better image quality.

Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4293
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-08-23 23:36:24 +02:00
John
55acf5d260
[Vulkan] Apply MK8D Buffer Fix to Linux (#4289)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

Credit: MaranBR
- Adds the Rainbow Graphics Bug Fix to Linux as the game needs MAX_STREAM_BUFFER_SIZE = 256_MiB

![image](/attachments/722d4014-9449-47a0-be47-730b99e0b464)

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4289
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: Samuel <lizzie@eden-emu.dev>
2026-08-23 17:43:35 +02:00
crueter
3e07b466eb
[vulkan] Adjustments on MSAA and BlitHelpers (#4287)
PR/Commit Owner: CamilleLaVey

This PR contains changes complementary to the MSAA refactor from some weeks ago, adds proper shader convert to depth, stencil for msaa and non msaa convertions; removes redundant helpers and unify paths on the resolve functions, just to make the readability and maintainability better; includes fixes for the blit operations on Nvidia, Intel/Windows (previously banned) and ensures Linux retain the fix without extra burden; fixes the QCOM driver bug on resolution upscaling on any games above x1 (includes turnip on A8xx series) and fixes crashes/ resolution upscaled bugs on certain games that used to have wrong viewporting effect on screen or directly device loss on Vulkan. Adds fixes for regressions caused by previous MSAA refactor on games as Fire Emblem: Engage.

Special Thanks

1.- Big Smolio (@Gidoly)

Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4287
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Samuel <lizzie@eden-emu.dev>
2026-08-23 17:31:09 +02:00
CamilleLaVey
2000fdfb7b
[vulkan, android] Initial implementation of LSFG-VK (#4263)
Pretty much self explanatory, own implementation based on LSFG-VK available with some additional reverse engineer work for the actual use of shaders inside Lossless.dll, we don't store/ bundle any tools that bypass security and self ownership: to use this feature is required to own your own copy of Lossless Scaling and I encourage to support developers behind this work.

Special thanks:

1.- THS - Original developer behind Lossless Scaling
2.- PancakeTAS - Developer behind LSFG-VK
3.- The Big Smolio The Sleeper (@gidoly)

Co-authored-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4263
2026-08-17 00:30:19 +02:00
crueter
8648c27cbb
[cmake] Simplify DetectPlatform and normalize platform names (#4183)
Since 3.25 introduced `LINUX` and `BSD`, use them, and standardize other platforms to that style

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4183
Reviewed-by: Samuel <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-08-10 04:57:38 +02:00
lizzie
c4ab2f6b9e
[cmake] Add ENABLE_WERROR option (#4080)
Should warnings be errors? that's a philosophical debate which I can only answer with "no, but if you think otherwise here is an option for you"

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4080
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-08-09 02:56:28 +02:00
crueter
a3d32a18b8
[meta] Discourage profanity usage (#4239)
I'm not into millennial humor, personally.

Proactively removed as much profanity as I could grep.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4239
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Samuel <lizzie@eden-emu.dev>
2026-08-09 02:53:16 +02:00
CamilleLaVey
3f52bf4b4b
[core, gpu, threads] Multithreading refactor (#4254)
This insufferable work tries to cover some holes on previous threading implementation from yuzu's team, starting with Windows and Linux reordering of priorities (NICE), reworks previous Android's threading and cpu affinity with adpf, adjust emulated clocks/gpu for better "accuracy" with their work, bumps android minSDK for all flavors, legacy will now work with AP 29 to cover A10 - A12, standard will reach A13 as base and finally the optimized build will come with API 35, mostly targeted on devices with A15 support and newer, NDK and AGP wasn't upgraded yet. The performance cost efficiency have been improved based on device power configuration; preventing overheating if certain devices tended to fall into NICE0 (not allocated threads priority, all task ran with higher priority, 11 tasks running within the limited 2 - 7 threads available on the most common configuration 1x3x4 or 1x4x3).

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4254
2026-08-08 04:39:47 +02:00
CamilleLaVey
49a0ca6d5d
[vulkan] Initial implementation on Bindless Buffer/Descriptors (#4251)
Adds a VK_EXT_descriptor_buffer, VK_KHR_device_buffer_address path alongside push descriptors and descriptor sets. The ring is chunked and sized from the device limits, so drivers with a small sampler range (QCOM reports 128 KiB) get more, chunks per frame instead of losing the feature. A pipeline uses one path or the other, never both, since some drivers do not support bufferless push descriptors. The chunk binding is only re-emitted when it changes, and a draw that repeats the previous payload reuses its allocation instead of rewriting it. This whole change will help to reduce the constant use of descriptors on the slower path, improves the "slow implementation" on QCOM drivers (A7xx and older) for push descriptors, improves latency when compiling pipelines. The implementation on indexing descriptors was also refined.

_Special Thanks_

1.- Meowly The Bindless Smol (@Gidoly)

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4251
2026-08-05 16:58:43 +02:00