Commit graph

49 commits

Author SHA1 Message Date
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
JPikachu
f77c91431f
[shader_recompiler] Implement indirect image/texture array indexing (#3608)
Fixes missing textures in Luigi's Mansion 3 (Invisible Mice lol) and potentially other titles
by implementing OpAccessChain indexing into descriptor arrays instead of throwing NotImplementedException.

Co-authored-by: JPikachu <fakemail@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3608
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: JPikachu <jpikachu@eden-emu.dev>
Co-committed-by: JPikachu <jpikachu@eden-emu.dev>
2026-02-23 21:50:59 +01:00
rayman30
643f11d972
[VK, MacOS] Fix strict output type mismatch on Metal (MK8D/TOTK fix) (#3414)
Metal validation requires fragment shader output types to strictly match the render target format (e.g., writing float to RGBA32Uint is invalid).

This commit:
1. Adds color_output_types to RuntimeInfo.
2. Detects Integer/SignedInteger render targets in the Vulkan backend (MoltenVK only).
3. Updates the SPIR-V emitter to declare the correct output type (Uint/Sint) and bitcast values accordingly.

This fixes the VK_ERROR_INITIALIZATION_FAILED crash on macOS.

Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3414
Co-authored-by: rayman30 <silentbitdev@gmail.com>
Co-committed-by: rayman30 <silentbitdev@gmail.com>
2026-01-29 17:24:36 +01:00
PavelBARABANOV
4a5bec1cfc
[android, feat] add "Fix Bloom Effects" toggle (#3359)
- Toggle partially removes blur in Link's Awakening (LA) and Echoes of Wisdom (EOW) for turnip and stock drivers from A7XX and below.
- Burnout screen blur fix is now controlled by this toggle

Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3359
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
2026-01-26 06:59:59 +01:00
DraVee
6b36c6deb6
Revert "[vk, spir-v] Adding decoration for NonWritable buffers if vertexPipelineStoresAndAtomics" (#3292)
(Hopefully last regression from #3074)

Fixes Super Mario RPG and rain on Pokemon Arceus

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3292
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: DraVee <dravee@eden-emu.dev>
Co-committed-by: DraVee <dravee@eden-emu.dev>
2026-01-10 19:33:12 +01:00
CamilleLaVey
5edcdea78f
[refactor, vk] DynamicState, ExtendedDynamicState and VertexInputDynamicState (#3074)
This PR rewrites the DynamicState, ExtendedDynamicState and VertexInputDynamicState logic:

- Adds proper handling on how features should be loaded based on driver available features for ExtendedDynamicState/ VertexInputDynamicState.
- Fixes some old regressions with emulated formats for Android.
- Adds better formatting for tiling format features.
- Adds better formatting for format features.
- Adds NonWritable buffers handling for Spir-v.
- Updates Maintenance features calling.
- Adds new features: Multidraw, Robustness2, Image Robustness.
- Removes dead code/ duplicated on Vulkan device related to ExtendedDynamicState handling.
- Adjusts and conditions with better handling for some features callings: SwapchainMaintenance1, ConditionalRendering, ShaderExtencilExport, CustomBorderColor, TransformFeedback, VertexInputDynamicState.
- Removes some older feature ban logic.
- Adds hardware resolve path for MSAA Image Blits on Nvidia cards.
- Adds flat decorations for input interfaces on Spir-v.
- Reduces flushwork within drawcalls.
- Clamps render limits on out-of-area for rasterizer.

Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: DraVee <dravee@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3074
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-01-07 06:49:32 +01:00
lizzie
191e4c75a1
[meta] fix license headers (#2547)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2547
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-09-21 21:58:59 +02:00
lizzie
9d2681ecc9
[cmake] enable clang-cl and WoA builds (#348)
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>
2025-09-09 20:47:49 +02:00
crueter
9cef9f5dce Update fmt to allow for v11
Signed-off-by: swurl <swurl@swurl.xyz>
2025-04-10 01:11:22 +02:00
Liam
9070fbdc09 shader_recompiler: emulate 8-bit and 16-bit storage writes with cas loop 2024-01-11 16:50:59 -05:00
liamwhite
8da33ba38a Merge pull request #12437 from ameerj/gl-amd-fixes
OpenGL: Fixes and workaround updates for AMD
2024-01-04 15:53:44 -05:00
Liam
221f2edfb9 shader_recompiler: use default value for clip distances array 2023-12-26 19:32:47 -05:00
Liam
e7b5befdad shader_recompiler: respect clip distance limits in indexed store 2023-12-26 19:10:25 -05:00
Ameer J
deb6899663 spirv_emit_context: Fix BaseInstance for OGL spirv 2023-12-21 21:53:24 -05:00
Liam
a952270b5c shader_recompiler: use float image operations on load/store when required 2023-12-21 14:34:46 -05:00
Liam
3c14f747f9 shader_recompiler: use minimal clip distance array 2023-12-18 22:25:14 -05:00
Liam
6611ba122b shader_recompiler: ignore clip distances beyond driver support level 2023-12-18 22:25:14 -05:00
Ameer J
b49639e786 shader_recompiler: Align SSBO offsets in GlobalMemory functions 2023-10-31 20:14:18 -04:00
Liam
47ea64c9a5 emit_spirv: fix incorrect use of descriptor index in image atomics 2023-09-22 00:39:09 -04:00
liamwhite
9530b96e5f shader_recompiler: skip sampler for buffer textures (#11435) 2023-09-14 15:23:50 +02:00
Liam
152beedc51 shader_recompiler: always declare image format for image buffers 2023-09-02 17:25:00 -04:00
Kelebek1
c7430e51e3 Remove memory allocations in some hot paths 2023-06-22 08:05:10 +01:00
Billy Laws
2beb3051c1 Implement scaled vertex buffer format emulation
These formats are unsupported by mobile GPUs so they need to be emulated in shaders instead.
2023-06-03 00:05:31 -07:00
Kelebek1
dc9546fe26 Define SampleMask as an array 2023-04-30 18:37:37 +01:00
ameerj
bbb60f60d2 spirv: Fix TXQ with MSAA textures 2023-01-29 13:47:30 -05:00
Liam
ac94832cb6 spirv: fix multisampled image fetch 2023-01-23 12:03:19 -05:00
Billy Laws
535e297ebd Run clang-format 2023-01-05 22:18:10 +00:00
Billy Laws
3772cfc976 shader_recompiler: SPIRV: Only enable int64 feature when supported 2023-01-05 22:13:07 +00:00
Billy Laws
77aea7e2b4 Vulkan: Add a workaround for input_position on Adreno drivers
Adreno drivers will crash compiling geometry shaders if the input position is not wrapped in a gl_in struct.
2023-01-05 22:13:07 +00:00
Fernando Sahmkow
1fdf24a081 Video_core: Address feedback 2023-01-04 14:39:42 -05:00
Fernando Sahmkow
7842543573 MacroHLE: Add HLE replacement for base vertex and base instance. 2023-01-01 16:43:57 -05:00
Liam
3b502d3095 spirv_emit_context: declare GroupNonUniform capability for SubgroupLocalInvocationId 2022-12-13 18:25:53 -05:00
Liam
4b905e9680 spirv_emit_context: add missing flat decoration 2022-11-18 22:05:28 -05:00
liamwhite
d96606b091 Merge pull request #9253 from vonchenplus/attr_layer
shader: Implement miss attribute layer
2022-11-18 22:04:18 -05:00
FengChen
12f2ab01bb shader: Implement miss attribute layer 2022-11-17 22:45:14 +08:00
FengChen
348c6e5b28 video_core: Fix few issues in Tess stage 2022-11-07 15:42:42 +08:00
FengChen
38e9c78843 video_core: Generate mipmap texture by drawing 2022-09-20 11:55:43 +08:00
FengChen
98656c14a8 video_code: support rectangle texture 2022-08-25 12:45:58 +08:00
Kelebek1
9427a0f535 Add missed shader defines. Fixes Xenoblade Chronicles 3 booting with Vulkan. 2022-07-29 06:12:39 +01:00
Morph
2b87305d31 general: Convert source file copyright comments over to SPDX
This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
2022-04-23 05:55:32 -04:00
Liam
528cba63b6 shader_recompiler: support const buffer indirect addressing on OpenGL SPIR-V 2022-04-01 11:17:54 -04:00
Billy Laws
ef9b177ecb Include <bit> header when std::count{r,l}_zero is used
Needed for compilation with older libc++ releases
2022-03-22 21:11:24 +00:00
ameerj
0df188787a shader_recompiler: Reduce unused includes 2022-03-20 02:25:08 -04:00
Liam
83b1c9de37 Address review comments 2022-03-17 14:48:18 -04:00
Liam
95b9f62686 shader_recompiler: Use functions for indirect const buffer accesses 2022-03-17 13:30:21 -04:00
v1993
970b362ca1 shader_recompiler: fix potential OOB access
Found by static analysis with PVS-Studio. Original check wasn't actually checking for OOB and would segfault in case of it.
2022-01-17 21:50:51 +03:00
vonchenplus
8ea541bc11 Remove spirv handle legacy related code 2021-12-18 14:08:50 +08:00
ameerj
efd428c747 shader_recompiler: Adjust emit_context includes 2021-12-05 18:11:19 -05:00
ameerj
c0705ede4d shader_recompiler: Rename backend emit_context files 2021-12-05 16:33:44 -05:00
Renamed from src/shader_recompiler/backend/spirv/emit_context.cpp (Browse further)