Commit graph

7459 commits

Author SHA1 Message Date
CamilleLaVey
372bdfccbc
[vulkan, android] Mediacodec implementation + Vulkan fixes (#4191)
This is the first step into the conversion on full GPU video decoding for Android; currently due to the VIC structure, I couldn't set it on surface mode to prevent the latency when sending video decoded (which is processed by GPU now), because currently we convert YUV420 into the Nvidia's format each frame constantly on CPU, aside the requirements from other extensions to work + VIC rewrite, which is a work currently not planned to happen on this PR; the actual configuration for video decoding is ByteBuffer, using GPU to decode NVDEC data (all codecs supported, h264, vp8 and vp9) and send it to CPU for display purposes, which is more faster than relying purely on CPU for any drawing task, saving devices resources/ heating, the downside on this will be the slight latency when a new frame is displayed, which is gonna be a black frame for less than a second, nothing major to harm the experience rather than actually trying our best to take advantage on hardware accelerated.

Aside this, I also added a bunch of minor Vulkan fixes to grant drivers less thinkering when receiving spir-v instructions, meaning this has new bans for extensions on QCOM (following reported issues on other projects working around Adreno driver behavior), this more than providing performance aims to enhance the stability on the driver, performance it's gonna likely to be hit based on the UBO's (StorageBufferAccess) operations and SSBO (uniformStorageBufferAccess), there was an already existing path for the emulation which forces to wide them into 32bit packed operations. I also included some smaller changes/ bugs + VUID's fixes from earlier changes on my work.

Special Thanks:

-> Mr. Smoly Gidolard (@gidoly)

Sources:

1.- https://github.com/microsoft/DirectXShaderCompiler/issues/2842
2.- https://github.com/mlc-ai/web-llm/issues/836
3.- https://github.com/ggml-org/llama.cpp/issues/5186
4.- https://github.com/encounter/aurora/pull/202

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4191
2026-07-09 06:55:54 +02:00
CamilleLaVey
3a6ac6e418
[video_core] Implementation on ASTC HDR formats + Vulkan fixes (#4190)
Based on the register of the ASTC implementation from Ameerj (yuzu), currently our conversion from ASTC on Desktop tends to duplicates the unpacking of ASTC converted textures, leading to bad performance; since there are some graphical effects that actually access on the band of 32bits (RGAF32) than the common 16bits (RGAF16) from our ASTC path decoding method, which commonly uses ARGB8 (degradation -> LDR) transformation to reduce the memory cost per conversion; meanwhile it could actually provide initially better performance; the engine tended to get stalled when this writted stage effect got skipped; mostly because CPU tends to look for an unimplemented texture/ format query (from which doesn't exist on our MaxwellToVK); unlike what's commonly believed HDR was a format to write enviroment effects even before their appearance on video output (since Switch doesn't have HDR, only SDR on certain engines).

The test result on this PR showed games like Astral Chain and other heavy reliant on ASTC decoding improved their performance and stability by around 15%; meanwhile could it be tied to a hardware gain, it's clearly a gain for direct access on what's required on most games. This PR also contains few Vulkan bug fix I encountered along this implementation.

Special Thanks:

-> Mr. Smoly Gidolard (@gidoly)

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4190
2026-07-09 05:29:50 +02:00
CamilleLaVey
8225151a44
[vulkan] 3rd Vulkan Global Maintenance (#4189)
Following the philosophy on the previous Vulkan maintenance PR's, this one is reviewing the video_core to resolve VUID's related to the missing handling/ safechecks (UBO's case on missing StorageBufferAccess 8/16 bits on QCOM drivers, resulting on bad compute pipeline compiled), wiring topology representative to EDS2 configuration (following #4117), refactored the sampled image access via new memeber function for type "typeless" which adds a handling on the integer mistmatch (uint to sint, float to uint) + fixing bugs on current texture sampling (int) including the depth/stencil path resolve, maintenance to previous changes on query cache (resolving bugs from #3853), reduced the amount of binding BindVertexBufferEXT2 when a new tick/ frame is presented (with this being a reason for performance reduction on games where vertex polutes the stage, like BOTW/TOTK where grass is draw with vertex); implemented color border swizzle and color write enable for future improvements on EDS3, added initial implementation on Synchronization2 starting a path to ensure an access to VK 1.3 features safely and other smaller fixes along the road.

Special Thanks:

-> Mr. Smolio Gidolard (@gidoly)

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4189
2026-07-09 04:22:43 +02:00
lizzie
41762940d6
[common] rework BitField and BitUtil, use concepts whenever possible (#4076)
test no regressions especially on Liiinux

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4076
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-07-09 03:47:04 +02:00
lizzie
f423471cc0
[*, docs] remove UTF8 and make docs ASCII only (#4166)
except for the AI policy doc which uses output for demonstrative purposes

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4166
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-07-07 20:01:11 +02:00
lizzie
1643d8766f
[vk] invalidate shader cache automatically if !=driverId or !=driverVersion (#4174)
this integrates neatly into the existing GraphicsPipelineKey system
no need for extra funcs :)

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

Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4174
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-07-07 19:57:45 +02:00
lizzie
a769505a45
[vk, ogl] Remove dedicated precomputed swizzle table; use shorter inline table in block_linear swizzle shaders (#4146)
old table = 64 * 8 * sizeof(u32) = 512 * 4 = 4096 bytes
new table = 8 * sizeof(u32) = 8 * 4 = 32 bytes

the expression
```glsl
    return ((pos & 0x0180) >> 1)
         | ((pos & 0x0040) >> 2)
         | ((pos & 0x0020) << 3)
         | ((pos & 0x0010) << 1)
         | ((pos & 0x000f) << 0);
```
is equivalent for generating the table but idk if we'd want that

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

Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4146
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-07-02 19:24:07 +02:00
xbzk
54c3d10b86
[vk, renderdoc] (VUID-02997) avoid vk_image_view as VK_NULL_HANDLE when feature nullDescriptor is unavailable (#4056)
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This minor change in src\video_core\renderer_vulkan\pipeline_helper.h allows renderdoc capture on mhr sunbreak.
Maybe it sanitizes some crashes on old vulkan GPUs.

Device log (nvidia kepler gpu vulkan 1.1.117):
[  17.605262] Render.Vulkan <Info> video_core\vulkan_common\vulkan_device.cpp:1041:GetSuitability: Device doesn't support feature nullDescriptor

VUID-VkWriteDescriptorSet-descriptorType-02997
For sampled/combined/storage image descriptors, Khronos says imageView must be valid or VK_NULL_HANDLE
(https://docs.vulkan.org/refpages/latest/refpages/source/VkPhysicalDeviceRobustness2FeaturesKHR.html)

but then it says: if nullDescriptor is not enabled, imageView must not be VK_NULL_HANDLE.
(https://docs.vulkan.org/spec/latest/chapters/descriptorsets.html)
nullDescriptor is exactly the feature that allows descriptors to be written with null handles.

The fix relies on conditionally replacing the null sampled view with Eden’s dummy null-image-view object (ImageView constructor checks HasNullDescriptor which checks features.robustness2.nullDescriptor. cheap checks, and only for null handles, so no notable cost).

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4056
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-07-02 03:23:08 +02:00
xbzk
bdf60d79a0
[video_core] gate Mesa EXIT terminator detection behind non-proprietary driver (#4151)
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FIXES A REGRESSION FROM 4012.

TryFindSize's Mesa fallback matched the unconditional @PT EXIT (0xE30000000007000F) that nv50_ir emits at program end.
That exact word is also emitted by NVN mid-program for unconditional early-outs, so on retail titles (e.g. Super Mario 3D World) the scan truncated at the first early EXIT and dropped the rest of the shader, making textures vanish.

Mesa's terminal EXIT and NVN's mid-program EXIT are bit-identical, so no mask can separate them. Gate the heuristic on !is_proprietary_driver:

NVN binaries (bindless cbuf slot 2) keep self-branch-only sizing, while nouveau/Mesa homebrew (single terminal EXIT, no self-branch trailer) still uses the EXIT terminator. nv50_ir emits exactly one EXIT (early returns lower to BRA-to-exit, discard to DISCARD), so a single terminal match is correct for that path.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4151
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-07-01 13:06:00 +02:00
lizzie
2068b5d452
[vk] Clamp dynamic descriptors based on device limits (#4115)
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Should fix this specific crash
```
* thread #82, name = 'GPU', stop reason = Exception 0xc0000005 encountered at address 0x7ff7e5193e89: Access violation reading location 0x00000098
  * frame #0: 0x00007ff7e5193e89 eden.exe`std::unique_ptr<Vulkan::Scheduler::CommandChunk,std::default_delete<Vulkan::Scheduler::CommandChunk> >::operator->(this=<unavailable>) at memory:3453 [inlined]
    frame #1: 0x00007ff7e5193e81 eden.exe`void Vulkan::Scheduler::DispatchWork(this=0x0000000000000000) at vk_scheduler.cpp:146
    frame #2: 0x00007ff7e5193d8f eden.exe`void Vulkan::Scheduler::WaitWorker(this=<unavailable>) at vk_scheduler.cpp:133
    frame #3: 0x00007ff7e54f472e eden.exe`void Vulkan::UpdateDescriptorQueue::Acquire(this=0x0000026c77cfb4b8) at vk_update_descriptor.cpp:41
    frame #4: 0x00007ff7e5537a43 eden.exe`void Vulkan::ASTCDecoderPass::Assemble(this=0x0000026c794fba10, image=0x0000026cfb794850, map=0x00000025e28fcb30, swizzles=<unavailable>) at vk_compute_pass.cpp:603
    frame #5: 0x00007ff7e55043e1 eden.exe`void Vulkan::TextureCacheRuntime::AccelerateImageUpload(this=<unavailable>, image=0x0000026cfb794850, map=0x00000025e28fcb30, swizzles=size=10, z_start=0, z_count=0) at vk_texture_cache.cpp:2482
    frame #6: 0x00007ff7e5516592 eden.exe`void VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::UploadImageContents<struct Vulkan::StagingBufferRef>(this=<unavailable>, image=0x0000026cfb794850, staging=0x00000025e28fcb30) at texture_cache.h:1147
    frame #7: 0x00007ff7e551523d eden.exe`void VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::RefreshContents(this=0x0000026c794fd800, image=0x0000026cfb794850, image_id=(index = 3801072224)) at texture_cache.h:1133
    frame #8: 0x00007ff7e5517b50 eden.exe`struct Common::SlotId VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::JoinImages(this=0x0000026c794fd800, info=<unavailable>, gpu_addr=25374426112, cpu_addr=2254181376) at texture_cache.h:1644
    frame #9: 0x00007ff7e5516ff6 eden.exe`struct Common::SlotId VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::InsertImage(this=0x0000026c794fd800, info=0x00000025e28fd270, gpu_addr=25374426112, options=0x0) at texture_cache.h:1513
    frame #10: 0x00007ff7e5516a60 eden.exe`struct Common::SlotId VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::FindOrInsertImage(this=0x0000026c794fd800, info=0x00000025e28fd270, gpu_addr=25374426112, options=0x0) at texture_cache.h:1194
    frame #11: 0x00007ff7e5515a13 eden.exe`struct Common::SlotId VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::CreateImageView(this=0x0000026c794fd800, config=0x00000025e28fd370) at texture_cache.h:1173
    frame #12: 0x00007ff7e550cd64 eden.exe`struct Common::SlotId VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::VisitImageView(this=0x0000026c794fd800, index=4586, compute=<unavailable>) at texture_cache.h:554
    frame #13: 0x00007ff7e550d181 eden.exe`void VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::FillImageViews(this=0x0000026c794fd800, views=size=5, compute=<unavailable>, blacklist=<unavailable>) at texture_cache.h:227
    frame #14: 0x00007ff7e58896e4 eden.exe`Vulkan::GraphicsPipeline::ConfigureImpl<Vulkan::(anonymous namespace)::SimpleStorageSpec>(this=0x0000026f865c1a60, is_indexed=<unavailable>) at vk_graphics_pipeline.cpp:415
    frame #15: 0x00007ff7e5889479 eden.exe`<lambda_1>::operator(pl=<unavailable>, is_indexed=<unavailable>) at vk_graphics_pipeline.h:123 [inlined]
    frame #16: 0x00007ff7e5889474 eden.exe`<lambda_1>::__invoke(pl=<unavailable>, is_indexed=<unavailable>) at vk_graphics_pipeline.h:123
    frame #17: 0x00007ff7e519d2a8 eden.exe`Vulkan::GraphicsPipeline::Configure(this=0x0000026f865c1a60, is_indexed=<unavailable>) at vk_graphics_pipeline.h:105 [inlined]
    frame #18: 0x00007ff7e519d29d eden.exe`Vulkan::RasterizerVulkan::PrepareDraw<`lambda at D:\a\g\g\eden-source\src\video_core\renderer_vulkan\vk_rasterizer.cpp:256:29'>(this=0x0000026c764f9368, is_indexed=<unavailable>, draw_func=0x00000025e28fdb80) at vk_rasterizer.cpp:244
    frame #19: 0x00007ff7e519d1db eden.exe`void Vulkan::RasterizerVulkan::Draw(this=<unavailable>, is_indexed=<unavailable>, instance_count=<unavailable>) at vk_rasterizer.cpp:256
    frame #20: 0x00007ff7e50d9025 eden.exe`void Tegra::HLE_DrawIndexedIndirect::Fallback(this=0x0000026f2af85118, maxwell3d=0x0000026ccbf9eb00, parameters=size=6) at macro.cpp:178
    frame #21: 0x00007ff7e50d8f21 eden.exe`void Tegra::HLE_DrawIndexedIndirect::Execute(this=0x0000026f2af85118, maxwell3d=0x0000026ccbf9eb00, parameters=size=6) at macro.cpp:129
    frame #22: 0x00007ff7e50db607 eden.exe`Tegra::MacroEngine::Execute::<lambda_0>::operator(this=0x00000025e28fde70, acm= Active Type = Tegra::HLE_DrawIndexedIndirect ) at macro.cpp:1362
    frame #23: 0x00007ff7e50dada0 eden.exe`void Tegra::MacroEngine::Execute(this=0x0000026ccbfaa020, maxwell3d=0x0000026ccbf9eb00, method=418, parameters=<unavailable>) at macro.cpp:1392
    frame #24: 0x00007ff7e4ef062b eden.exe`void Tegra::Engines::Maxwell3D::CallMacroMethod(this=0x0000026ccbf9eb00, method=<unavailable>, parameters=<unavailable>) at maxwell_3d.cpp:390
    frame #25: 0x00007ff7e4ef04be eden.exe`void Tegra::Engines::Maxwell3D::ProcessMacro(this=0x0000026ccbf9eb00, method=<unavailable>, base_start=<unavailable>, amount=5, is_last_call=<unavailable>) at maxwell_3d.cpp:223
    frame #26: 0x00007ff7e4ef1673 eden.exe`void Tegra::Engines::Maxwell3D::CallMultiMethod(this=<unavailable>, method=<unavailable>, base_start=0x000001ea398e22f4, amount=<unavailable>, methods_pending=5) at maxwell_3d.cpp:419
    frame #27: 0x00007ff7e4ef535a eden.exe`void Tegra::DmaPusher::CallMultiMethod(this=<unavailable>, base_start=0x000001ea398e22f4, num_methods=<unavailable>) const at dma_pusher.cpp:201
    frame #28: 0x00007ff7e4ef5023 eden.exe`void Tegra::DmaPusher::ProcessCommands(this=0x0000026ccbfba698, commands=size=36) at dma_pusher.cpp:120
    frame #29: 0x00007ff7e4ef4ced eden.exe`bool Tegra::DmaPusher::Step(this=0x0000026ccbfba698) at dma_pusher.cpp:88
    frame #30: 0x00007ff7e4ef49f8 eden.exe`void Tegra::DmaPusher::DispatchCalls(this=0x0000026ccbfba698) at dma_pusher.cpp:40
    frame #31: 0x00007ff7e4ede797 eden.exe`void Tegra::Control::Scheduler::Push(this=<unavailable>, channel=-493895072, entries=0x00000025e28fe2e0) at scheduler.cpp:31
    frame #32: 0x00007ff7e4eedc7b eden.exe`VideoCommon::GPUThread::ThreadManager::StartThread::<lambda_0>::operator(this=<unavailable>, stop_token=stop_token @ 0x00000025e28ffb40) at gpu_thread.cpp:42 [inlined]
    frame #33: 0x00007ff7e4eedae8 eden.exe`std::invoke(_Obj=<unavailable>, _Arg1=0x0000026ccb3edef0) at type_traits:1680 [inlined]
    frame #34: 0x00007ff7e4eedac1 eden.exe`std:🧵:_Invoke<std::tuple<`lambda at D:\a\g\g\eden-source\src\video_core\gpu_thread.cpp:29:27',std::stop_token>,0,1>(_RawVals=0x0000026ccb3edef0) at thread:60
    frame #35: 0x00007ff8e87a37b0 ucrtbase.dll`wcsrchr + 336
    ```

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

Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4115
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-06-30 04:33:30 +02:00
wildcard
6c16440996
[vulkan] Fix EDS 0-2 (#4117)
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EDS3 states were dynamic just because the driver supports them. But in EDS0-EDS2, we does not actually emit the EDS3 dynamic commands for them. So the pipeline builder skipped baking some fixed graphics state into the Vulkan pipeline, but the runtime also did not set that state dynamically. That leaves wrong Vulkan state during rendering causing rendering glitches in XC2.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4117
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-06-28 15:07:54 +02:00
lizzie
894add43f3
[vk] fix PR5R black screen on qcom driver (#4120)
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Different approach proposed by gido.

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4120
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-06-28 04:29:28 +02:00
MaranBr
b4b41ee62c
[buffer_cache] Add option to control GPU buffer readback (#4126)
Added an option to control the GPU buffer readback, as it causes issues if the hardware cannot keep up with the additional workload.

Some games require this to render certain effects properly.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4126
2026-06-27 08:38:04 +02:00
simply0001
0d6a2158f0
[maxwell_3d] append inline index draw streams in bulk (#4083)
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Inline index draws arrive as a batch but were processed one word at a time, so each index ran through the full per-method path and got appended a byte at a time.
Handle the whole batch in one pass instead, updating state once and appending all the indices together. Replay shadow control still goes word by word since it has to reload each one.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4083
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-06-27 02:52:59 +02:00
xbzk
09b6b3b71e
xbzk/gpu-logging_qt-controls_android-fix (#4018)
5af7771f83-Bugfix: Made gpu_log_level global-only (was per-game switchable). Fixed Android non-determinism where a per-game profile silently overrode the global to Off and trapped GPULogger::Initialize() in a dead state, making shader dumps fail invisibly. Android per-game UI now hides the whole GPU logging block; Qt UI is untouched (global-only anyway).

bf4aabe8ab-Refactor/Cleanup: Removed gpu_logging_enabled master toggle as redundant with gpu_log_level == Off. Introduced GPU::Logging::IsActive() helper, replaced 14 call sites across vk_*.cpp. Refactored LogShaderCompilation() to be text-only and extracted SPIR-V dumping into a standalone GPU::Logging::DumpSpirvShader() free function. No singleton dependency, gated only by gpu_log_shader_dumps. Now gpu_log_level and gpu_log_shader_dumps are fully orthogonal. Cleaned up Android (BooleanSetting, SettingsItem, presenter, 7 locale string files).

865a1c5027-Refactor: Renamed dump_shaders → dump_guest_shaders to disambiguate from gpu_log_shader_dumps. Updated Qt label to "Dump Guest (Maxwell) Shaders" and rewrote the tooltip to mention .ash, the DumpDir/shaders/ location, and nvdisasm.

7cab456fdf-Feature: Added Qt UI control for GPU log level in the Logging session. Added gpu_log_shader_dumps checkbox to the Graphics column right below dump_guest_shaders.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4018
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-06-27 02:52:13 +02:00
simply0001
629ebf1bde
[video_core/maxwell3d] compute macro param address on demand (#4067)
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GetMacroAddress only reads a couple of indices per macro, but ProcessMacro was
then building a full std::vector GPUVAddr> with one push_back per parameter word
every submission. macro_segments already holds base, count per chunk, so
GetMacroAddress can just walk it instead, drops the per-word loop, a
.clear(), and a vector member.

Also makes it so it returns on the first match in the macro dispatch instead of running every
std::get_if check.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4067
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-06-26 04:15:31 +02:00
lizzie
3aa0d46259
[video_core, hle] remove redundant parent references in system structs (#3908)
reworked a bit to remove references of parent objects and instead pass as arguments to methods to prevent useless reloads

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: maufeat <sahyno1996@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3908
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-06-23 06:31:25 +02:00
lizzie
f8facda35f
[vk] Prevent OOM due to increased staging buffer on *nix (#4116)
*nix drivers for NVIDIA doesn't seem to like the increased size.
Windows is fine with it however.

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4116
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-06-23 01:48:11 +02:00
MaranBr
68aaea6085
[buffer_cache] Refactor buffer synchronization to use bounding-box download region (#4094)
Implement bounding-box buffer synchronization to minimize downloads and preserve GPU-modified regions during uploads.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4094
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
2026-06-22 17:05:59 +02:00
MaranBr
ba608d2b57
[video_core] Add in-flight flush throttling to prevent CPU/GPU desync (#4085)
Prevent the CPU from getting too far ahead of the GPU by limiting pending flushes.

This fixes graphical issues in games that rely on better CPU and GPU synchronization in the Scheduler, such as the flickering bug inside shrines in The Legend of Zelda: Tears of the Kingdom.

This is enabled when the GPU is in Accurate mode.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4085
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
2026-06-22 17:05:18 +02:00
MaranBr
c22f57bc4e
[video_core] Improve StagingBufferPool stream allocation (#4101)
This fixes (I really hope so) the random graphical corruption issue that can occur in Mario Kart 8 Deluxe and possibly other games as well.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4101
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
2026-06-22 17:04:52 +02:00
lizzie
c8c61a12c3
[dynarmic, MacroHLE] Fix crashes on W^X systems (#4090)
should fix crashes on:
- NetBSD
- SELinux
- OpenBSD
- other W^X systems
- some person trying to be funny with W^X on their system even if they dont have to

perf impact should be minimal

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4090
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
2026-06-15 22:06:14 +02:00
lizzie
62ef8b15fd
[video_core] correct not-quite-correct PTE_kind enumeration (#4077)
should now be more align with actual values/enums :)
trivial change

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4077
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
2026-06-15 22:05:18 +02:00
BoiledElectricity
5ebb5b8772
[opengl] query GL_MAX_CLIP_DISTANCES instead of hardcoding 8 (#4095)
The GL shader profile hardcoded max_user_clip_distances to 8. Query the
device limit like the Vulkan path already does (it reads
maxClipDistances), so we use what the host actually reports.

Clamp to Maxwell's NumClipDistances (8) since the guest never produces
more than that and the SPIR-V output array is sized for at most 8. So a
host reporting fewer than 8 is respected, and one reporting more can't
overrun anything.

Fixes #3910
https://git.eden-emu.dev/eden-emu/eden/issues/3910

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4095
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2026-06-15 04:30:40 +02:00
xbzk
73918d23d5
[video_core, maxwell] fixes for homebrew games that use MESA compiler (#4012)
two main issues:

shader_environment.cpp

Support Mesa nv50_ir-compiled homebrew fragment shaders
Mesa nv50_ir (used by NZP-Switch via libdrm_nouveau) emits Maxwell SASS that differs from NVN in two ways our shader pipeline didn't account for, causing "infinite" loops during shader scanning.

How?  TryFindSize() previously detected end-of-shader only via NVN's "BRA $-1" self-branch trailer (SELF_BRANCH_A/B). Mesa-compiled shaders end with an unconditional @PT EXIT and emit no trailer, so scanning ran past the shader and looped to MAXIMUM_SIZE.

Fix: Added a secondary match against @PT EXIT T (opcode 0xE30, predicate PT, flow T) as a fallback terminator. The mask is estrictive enough to reject predicated EXITs, conditional-flow EXITs, and sched control words, so well-formed NVN shaders see no ehavior change (their single @PT EXIT immediately precedes BRA $-1, and both detections return the same size).

load_store_attribute.cpp + attribute.h

IPA's is_perspective check only applied the ×position_w correction for IR::IsGeneric() attributes, and used a per-component SPH lookup. Two failure modes followed:

1. Mesa fragment shaders read varyings via legacy attribute slots
(ColorFrontDiffuse, FixedFncTexture, FogCoordinate) which are
remapped to generic varyings later by ConvertLegacyToGeneric. At
IPA-translation time they're still legacy, so IsGeneric() was
false and the inject was skipped — but the resulting GLSL/SPIR-V
varying was Smooth (perspective-correct), and the SASS still
issued its manual perspective dance via MUFU.RCP(ATTR_W)+FMUL,
compounding an extra ×clip_w factor. NZP fog (eye_z distance
varying) ended up as eye_z⁴×density² instead of eye_z²×density²,
saturating fog to white everywhere.

2. Even for legacy attrs that should inject, Mesa stores them in two formats selected by the IPA's interpolation_mode field:
Pass/Multiply/Constant → attr/w (perspective); inject ×position_w
Sc (ScreenLinear)      → raw attr; do NOT inject
Unconditionally injecting for Sc dims vertex colors by 1/clip_w because there's no SASS multiplier to round-trip it back.

Fix: extend the IPA correction path to also fire on IsLegacyAttribute(), gated on interpolation_mode != Sc. While here, the generic-path check is widened from per-component to vector-level (first non-Unused PixelImap, with all-Unused fallthrough treated as Perspective) so it matches the GLSL interpolation qualifier picked by CollectInterpolationInfo — this fixes the same all-zeroed-imap case Mesa exposes for explicit generics. IsLegacyAttribute moved from translate_program.cpp's anonymous namespace into attribute.h next to IsGeneric so IPA can reach it.

Tested on NaziZombies:Portable (Switch homebrew): fog now matches real
hardware, vertex-colored geometry (hand, gun, decals) renders correctly.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4012
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-06-15 03:05:11 +02:00
BoiledElectricity
ef4113aeaa
[video_core] fix TOCTOU in Vulkan instance extension enumeration (#4072)
So CreateInstance was enumerating instance extensions twice, and that could race if the driver returned a different list the second time. On some AMD iGPU drivers, we could enable an extension from the first list, then fail the second check with VK_ERROR_EXTENSION_NOT_PRESENT.

Fix this by enumerating once and passing that same snapshot into RequiredExtensions.

Fixes: https://github.com/eden-emulator/Issue-Reports/issues/414
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4072
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-06-15 03:02:53 +02:00
xbzk
026974211e
[vk, homebrew] ETC2 format list added (#4061)
Liz' command. ETC2 format list added. Used mainly in homebrew, NZ:P for example.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4061
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-06-15 03:00:58 +02:00
lizzie
60e1032771
[qt] fix various crashes due to invalid/corrupted/outdated settings (#4070)
lots of "out of index" errors :)

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4070
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-06-14 20:48:24 +02:00
MaranBr
eb8086a011
[buffer_cache] Fix Xenoblade Chronicles series (#4066)
This fixes a bug introduced in the Xenoblade Chronicles series where some small elements would occasionally flicker on the screen.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4066
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2026-06-13 01:06:57 +02:00
lizzie
89199f4d27
[*] basic in-house cpp linting (#4039)
- add `#pragma once` to remainder files
- "correcter" defines (ANDROID), see https://groups.google.com/g/android-ndk/c/cf9_f1SLXls
- extra miscelly fixups

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4039
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-06-04 05:49:07 +02:00
lizzie
978d9d935d
[vk/vma] force ANV to have HOST_CACHED stream buffers (#3792)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3792
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-06-04 05:48:41 +02:00
xbzk
ec2b9b0400
[vk, renderdoc] fixed zero-sized streambuffer bug on old heap-absent GPUs (#4052)
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This fix a bug in which eden crashes when renderdoc is attached to vulkan.
that kept me away from renderdoc for around a year now.

the bug:

in video_core\renderer_vulkan\vk_staging_buffer_pool.cpp
in GetStreamBufferSize(...)
if device.HasDebuggingToolAttached()
but heap is empty/unavailable <-- Case in my old nvidia kepler gpu

the original method returns size 0, right?
the change honors same original behavior, while covers my case properly, returning MAX_STREAM_BUFFER_SIZE.

addl some log tip and some minimal doc. fully safe. let it rip.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4052
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2026-06-03 05:02:13 +02:00
lizzie
5027aecf77
[vk] handle mali/adreno5xx driver bug returning VK_INCOMPLETE on graphics pipeline creation (#3383)
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Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3383
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-06-02 21:57:23 +02:00
xbzk
8e5419209c
[video,buffer] rewrite storagebufferbinding size() lambda to be full data driven instead of cbuf_index based (#4041)
fixes an yxzx era bug where eden assumed NVN-style packed SSBO descriptors (u64 gpu_addr followed by size) only happen in cbuf_index == 0.

Mega Man Star Force Collection proves that assumption is false. It has an unbiased/global-memory SSBO descriptor in cbuf_index == 3, offsets 0x100/0x300, but the descriptor still appears to be { address, size }.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4041
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-06-02 03:31:59 +02:00
lizzie
8fac95dcc0
[vk] Fix regressions introduced by #3997 w.r.t to marked stages for pipeline barriers (#4037)
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evil barriers :)

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4037
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-06-02 01:28:39 +02:00
CamilleLaVey
3d19743d95
[vulkan] Fix regressions found in last stable release (#3953)
This PR aims to fix some regressions found in the latest release 0.2.0, which were a bunch of constant crashes/ random on certain Android devices with issues with the PiP configuration, addressing some problems founds for AMD after the maintenance of 2nd Global Vulkan Maintenance.

-> Fixes Final Fantasy Tactics on AMD (no longer requires of generic bits to work "all commands bit")
-> Fixes some performance regressions on android due to the Tomodachi fix applied globally as common behavior (#3898, #3900)
-> Fixes blittering of screen found on ARM Windows devices and QCOM stock drivers (Android and ARM Windows) related to Mario Kart 8 Deluxe strange blittering in races, caused by a strange race condition with the ResetQueryPool and mostly the workaround for presync
-> Fixes issues on Luigi's Mansion 3 issue where the pause screen became black on AMD due to the early reset of queries.
-> Fixes crashes on Mario Party Jamboree for AMD/ Nvidia.
-> Keeps previous fixes related to crashes on AMD with other games such as Astral Chain, Fire Emblem Three Houses and Xenoblade 3 based on the lack of access to vertex fragment replaced with generic flags.
-> Fixes TOTK RADV skybox lighting.

--------
Credits:
@melod-y
@Gidoly
@MaranBr
@AlexWolff
@Lizzie

And all the people who contributed into the reporting issues/ helping with the bisect.

Co-authored-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3953
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-06-02 01:06:12 +02:00
lizzie
116377f6d9
[vk] fix oversight with #3874 with invalid image ids (#4026)
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oopsie, forgot we had a GC
fixes SSBU

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4026
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-05-30 21:59:18 +02:00
lizzie
7c32cf03a1
[core/core_timing] better MWAITX and WAITPKG delays (#3984)
This implements MWAITX and WAITPKG extensions (umonitor, mwait) for CPUs that support them.

Reduces wait times and bypasses the timing stuff from the OS that is slow (windows notably). generally it should answer within 0.2 to 0.5 microsecs (since most requests wait for that long).

Also does a general rework of static ctors and stuff

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3984
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-05-30 21:59:10 +02:00
MaranBr
c84d605426
[buffer_cache] Fix buffer upload overwriting GPU-modified regions (#4000)
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This fixes a bug in Super Mario Odyssey, in Bowser's Kingdom, where particles rapidly freeze and unfreeze in midair.

It also fixes vertex explosions in Super Mario Party Jamboree.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4000
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
2026-05-29 14:01:06 +02:00
lizzie
def03f6589
[video_core] fix redundant resize-copy overload and just use default-init resize, to reduce stutter on Mario BP (#3874)
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before vs. after

Mario Brothership kept remaking vectors of sizes 256 AND 4095 (TIC) and 1215 AND 524287 (TSC) every single frame, which resulted in a noticeable overhead

the main cause was because of using `resize(n, c)` instead of `resize(n)` (also to aggressively resize for more room beforehand), the copy overload of resize does a copy of... well.. the value over the entire vector, additionally __append() keeps getting called because the capacity goes bonkers and all over the place

![image](/attachments/e3ba07fb-1c85-4d56-9b81-bb16a8150c15)
![image](/attachments/5c4eba26-015a-4c95-9b24-b41695a62e51)

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3874
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-29 03:28:47 +02:00
lizzie
5ea24621cf
[vk] fix LM3 and TL:LTD multiple NonUniform annotations (#3997)
should fix AMD

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3997
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-29 03:28:10 +02:00
lizzie
8fd495f906
[video_core] fix std::bitset<> dirty tracker OOB, fix slightly wrong index format estimate (#4006)
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u8 may have been 0xff, (aka. 255), but bitset was only 255 elements, so doing bitset[255] is technically OOB

additionally the max size estimate for index formats was not correct, there can be up to 256 elements with a u8 format index, not just 255

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4006
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-27 00:04:27 +02:00
xbzk
8a11bec55a
[vk,fence_manager] improvement for antiflicker showed bad for some games, so it was removed from balanced/accurate and kept for antiflicker toggle only (#4010)
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in short:

unrelated to the toggle, we found a missing piece that improved antiflicker and shader issues in some games, and we integrated it to balanced/accurate.
now testers confirmed side effects in some other games, so we reverted the integration.

the toggle itself is innocent. and the missing piece was kept for the toggle.
now, when the toggle is off, things are as they were before it.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4010
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2026-05-26 01:41:11 +02:00
lizzie
0c74a495f5
[video_core/host_shaders] add Snapdragon GSRv1 fragment shaders (#3307)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3307
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-05-24 01:38:19 +02:00
lizzie
2aa2ac7d9a
[hle/service{nvdrv,apm}] fixes for TetrisSwitch (#3983)
- testriswitch submits buffers with a fence id of -1, just skip them instead of trying to process them?
- apm:u, which is removed, but hey, backwards compat never hurted
- another instance of shared_memory crashing NPad

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3983
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-05-24 01:04:32 +02:00
MaranBr
573e06131d
[texture_cache] Fix a rare visual corruption under specific conditions (#3986)
This fixes a rare visual corruption that can occur under specific conditions depending on the hardware used.

This bug is known to affect the loading screens in The Legend of Zelda: Tears of the Kingdom.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3986
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-05-24 01:03:20 +02:00
MaranBr
06c8926a2e
[video_core] Fix initial DMA sync deadlock in OpenGL by initializing synced state (#3987)
This fixes a deadlock issue that prevents any game using OpenGL + GPU Accurate from booting when Sync Memory Operations is enabled.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3987
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2026-05-24 01:02:19 +02:00
xbzk
eabd1017cc
[fence_manager, ui] antiflicker fix + toggle integration (#4004)
tldr: we (me and maran) found the missing piece to make delay_fence and should_flush coop and cover all remaining flicker issues tested so far.
the lil change is in src/video_core/fence_manager.h
the rest is toggle stuff.

END

(credits rolls up)

post credits scene for the toggle drama:

i've been forced to use custom builds for around 1 year now, coz gpu mode above fast was pulling performance down yet not covering flicker entirely in most games tested. and we know that it's a mess to rely on gpu mode as it brings along a bunch of undesired stuff.
i need this toggle. and i've seem far less relevant before, so hey, gimme this one so i can call it mine :3

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4004
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-05-24 01:02:01 +02:00
lizzie
37b5cf6003
[audio_core, hle, video_core] force inline of functions that only contain thread loops (#3970)
traditionally, when doing jthread:

```
jthread() calls function parameter operator()() with args
function operator()() calls the code within
code within is, say { ThreadMain(); }
3 calls because why not
```

now this just makes it be 2 calls, mainly benefits non-LTO builds

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3970
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-23 21:16:28 +02:00
lizzie
4eb082485d
[video_core] fix odr violation in formatter for pixelFormat (#3504)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3504
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-05-18 23:54:07 +02:00