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54 commits

Author SHA1 Message Date
crueter
3cc2caf4fe Fix build script
Signed-off-by: crueter <crueter@eden-emu.dev>
2026-03-29 20:50:03 +00:00
lizzie
5d6cea5cf9 AAAAAA 2026-03-29 20:50:03 +00:00
crueter
0a8cbe6d8d Build fixes
Signed-off-by: crueter <crueter@eden-emu.dev>
2026-03-29 20:50:03 +00:00
lizzie
0b0778f38b add basic ios shit 2026-03-29 20:50:03 +00:00
crueter
4b7cf24cc5 Revert stbi
Signed-off-by: crueter <crueter@eden-emu.dev>
2026-03-29 20:50:03 +00:00
crueter
f1acc2887e fix libs
Signed-off-by: crueter <crueter@eden-emu.dev>
2026-03-29 20:50:03 +00:00
crueter
3dc0dcef83 Fix most build errors
Signed-off-by: crueter <crueter@eden-emu.dev>
2026-03-29 20:50:03 +00:00
crueter
cf84258120 Update CPMUtil, and fix script
Signed-off-by: crueter <crueter@eden-emu.dev>
2026-03-29 20:50:03 +00:00
lizzie
93e9f7ea3e DISABLE BY DEFAULT ON IOS FFS 2026-03-29 20:50:03 +00:00
lizzie
7b720d0d3c fix life 2026-03-29 20:50:03 +00:00
lizzie
22e822f788 fix sirit i think, add ios-aarch64 2026-03-29 20:50:03 +00:00
lizzie
67a0039a7d changes? 2026-03-29 20:50:03 +00:00
lizzie
39878272e1 fix shit? 2026-03-29 20:50:03 +00:00
lizzie
697fa4f10a fix #include "common/logging.h" 2026-03-29 20:50:03 +00:00
lizzie
36da1f1cb8 fix IOS again fucking objc bridge 2026-03-29 20:50:03 +00:00
lizzie
4801476a29 fix? 2026-03-29 20:50:03 +00:00
lizzie
ef664e3764 properly use bridging header, fix headers 2026-03-29 20:50:03 +00:00
lizzie
326f840b2f fix swift driver I HOPE 2026-03-29 20:50:03 +00:00
lizzie
237f7ca725 license 2026-03-29 20:50:03 +00:00
lizzie
7ae28eb89c [temporary c++ shit] 2026-03-29 20:50:03 +00:00
lizzie
d4ccdd4e13 bit of cmake fuckery 2026-03-29 20:50:03 +00:00
lizzie
680394f339 use language generator exprs 2026-03-29 20:50:03 +00:00
lizzie
36c8b3a126 $<$<COMPILE_LANGUAGE:C,CXX>:-Werror=missing-declarations> 2026-03-29 20:50:03 +00:00
lizzie
36506b04a5 proper linkings?! 2026-03-29 20:50:03 +00:00
lizzie
d25307ceee bridge changes/fixes 2026-03-29 20:50:03 +00:00
lizzie
db35ed37ce fix license 2026-03-29 20:50:03 +00:00
lizzie
561c00de90 fix xcode 2? 2026-03-29 20:50:03 +00:00
lizzie
616e598d2e fix xcode paths? 2026-03-29 20:50:03 +00:00
lizzie
812bceb2ed fx 2026-03-29 20:50:03 +00:00
lizzie
81f3646db4 fx 2026-03-29 20:50:03 +00:00
lizzie
0b85a3f063 fix boost 2026-03-29 20:50:03 +00:00
lizzie
68c8899159 fx 2026-03-29 20:50:03 +00:00
lizzie
42dffccc64 fix stuff 2026-03-29 20:50:03 +00:00
lizzie
d58d7b3682 stupid macos 2026-03-29 20:50:02 +00:00
lizzie
83a7c5db13 fix1 2026-03-29 20:50:02 +00:00
lizzie
d683e902a7 fx 2026-03-29 20:50:02 +00:00
lizzie
b86f28b2d8 fix spirv-tools 2026-03-29 20:50:02 +00:00
lizzie
f01ae5fcf6 fixes for ios spirv tools 2026-03-29 20:50:02 +00:00
lizzie
47459d5a44 fix license 2026-03-29 20:50:02 +00:00
lizzie
e2e281f957 fix ffmpeg 2026-03-29 20:50:02 +00:00
lizzie
2c002d9721 fx 2026-03-29 20:50:02 +00:00
lizzie
833a3118b4 fx 2026-03-29 20:50:02 +00:00
lizzie
43d6d9b3db license 2026-03-29 20:50:02 +00:00
lizzie
66fea843d4 ios toolchain cmake 2026-03-29 20:50:02 +00:00
lizzie
9f3656d969 license 2026-03-29 20:50:02 +00:00
lizzie
6192b6a182 license headers 2026-03-29 20:50:02 +00:00
lizzie
c296153d71 flatten + cmake 2026-03-29 20:50:02 +00:00
lizzie
1d072f1244 flatten 2026-03-29 20:50:02 +00:00
lizzie
5d725d6d08 loicense 2026-03-29 20:50:02 +00:00
lizzie
2f9687dfcf modernize #1 2026-03-29 20:50:02 +00:00
lizzie
7811457de5 sudachi ios stuff 2026-03-29 20:50:02 +00:00
lizzie
59254cd1e7
[dynarmic] restore proper backtraces for A64 (#3794)
Some checks are pending
tx-src / sources (push) Waiting to run
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trivial changes, fixes hard crashes

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3794
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-29 13:57:49 +02:00
lizzie
9a3af3a6a3
[shader_recompiler] fix CBuf get/set VUUID due to using composite for U32[1], F32[1] (#3790)
Some checks are pending
tx-src / sources (push) Waiting to run
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Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3790
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>
2026-03-29 01:59:45 +01:00
PavelBARABANOV
b473c18d6e
[android] Remove unused framepacing strings (#3795)
Some checks are pending
tx-src / sources (push) Waiting to run
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Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3795
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
2026-03-28 20:44:19 +01:00
12 changed files with 24 additions and 85 deletions

View file

@ -473,8 +473,6 @@
<string name="renderer_accuracy_description">يتحكم في وضع محاكاة وحدة معالجة الرسومات. تعمل معظم الألعاب بشكل جيد مع وضعي سريع أو متوازن، لكن الوضع الدقيق لا يزال مطلوبًا لبعض الألعاب. تميل الجسيمات إلى العرض بشكل صحيح فقط عند استخدام الوضع الدقيق.</string>
<string name="dma_accuracy">دقة DMA</string>
<string name="dma_accuracy_description">يتحكم في دقة DMA. يمكن أن تؤدي الدقة الآمنة إلى حل المشكلات في بعض الألعاب، ولكنها قد تؤثر أيضًا على الأداء في بعض الحالات. إذا لم تكن متأكدًا، فاترك هذا الخيار على الإعداد الافتراضي.</string>
<string name="frame_pacing_mode">وضع توقيت الإطارات</string>
<string name="frame_pacing_mode_description">يتحكم في كيفية إدارة المحاكي لسرعة الإطارات لتقليل التقطع وجعل معدل الإطارات أكثر سلاسة واتساقًا.</string>
<string name="anisotropic_filtering">تصفية متباينة الخواص</string>
<string name="anisotropic_filtering_description">يحسن جودة الأنسجة عند عرضها بزوايا مائلة</string>
<string name="vram_usage_mode">وضع استخدام ذاكرة VRAM</string>
@ -999,13 +997,6 @@
<string name="dma_accuracy_unsafe">غير آمن</string>
<string name="dma_accuracy_safe">آمن</string>
<!-- Frame Pacing Mode -->
<string name="frame_pacing_mode_target_Auto">تلقائي</string>
<string name="frame_pacing_mode_target_30">30 إطارًا في الثانية</string>
<string name="frame_pacing_mode_target_60">60 إطارًا في الثانية</string>
<string name="frame_pacing_mode_target_90">90 إطارًا في الثانية</string>
<string name="frame_pacing_mode_target_120">120 إطارًا في الثانية</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">غير مضغوط</string>
<!-- ASTC Recompression Method Choices -->

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@ -452,8 +452,6 @@
<string name="renderer_accuracy_description">Určuje režim emulovaného GPU. Většina her běží bez problémů v rychlém, nebo vyváženém režimu, ale některé stále vyžadují přesný režim. Částicové efekty se většinou zobrazují korektně pouze v přesném režimu. </string>
<string name="dma_accuracy">Přesnost DMA</string>
<string name="dma_accuracy_description">Ovládá přesnost DMA. Bezpečná přesnost může vyřešit problémy v některých hrách, ale v některých případech může také ovlivnit výkon. Pokud si nejste jisti, použijte výchozí nastavení.</string>
<string name="frame_pacing_mode">Režim Framepacingu</string>
<string name="frame_pacing_mode_description">Řídí způsob jakým emulátor spravuje časování snímku aby snížil trhání a zlepšení plynulost a stabilitu snímkové frekvence.</string>
<string name="anisotropic_filtering">Anizotropní filtrování</string>
<string name="anisotropic_filtering_description">Zlepšuje kvalitu textur při pohledu pod úhlem</string>
<string name="vram_usage_mode">Režim využití VRAM</string>

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@ -467,8 +467,6 @@
<string name="renderer_accuracy_description">Controla el modo de la emulación de la GPU. La mayoría de los juegos se renderizan correctamente en los modos Rápido o Equilibrado, pero algunos requieren Preciso. Las partículas tienden a renderizarse correctamente solo con el modo Preciso.</string>
<string name="dma_accuracy">Precisión de DMA</string>
<string name="dma_accuracy_description">Controla la precisión de DMA. La precisión segura puede solucionar problemas en algunos juegos, pero también puede afectar al rendimiento en algunos casos. Si no está seguro, déjelo en Predeterminado.</string>
<string name="frame_pacing_mode">Modo de ritmo de fotogramas</string>
<string name="frame_pacing_mode_description">Controla cómo el emulador gestiona el ritmo de los fotogramas para reducir los tirones y hacer que la velocidad de los fotogramas sea más suave y consistente.</string>
<string name="anisotropic_filtering">Filtrado anisotrópico</string>
<string name="anisotropic_filtering_description">Mejora la calidad de las texturas al ser observadas desde ángulos oblicuos</string>
<string name="vram_usage_mode">Modo de uso de VRAM</string>
@ -993,13 +991,6 @@
<string name="dma_accuracy_unsafe">Inseguro</string>
<string name="dma_accuracy_safe">Seguro</string>
<!-- Frame Pacing Mode -->
<string name="frame_pacing_mode_target_Auto">Automático</string>
<string name="frame_pacing_mode_target_30">30 FPS</string>
<string name="frame_pacing_mode_target_60">60 FPS</string>
<string name="frame_pacing_mode_target_90">90 FPS</string>
<string name="frame_pacing_mode_target_120">120 FPS</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Sin compresión</string>
<!-- ASTC Recompression Method Choices -->

View file

@ -468,8 +468,6 @@
<string name="renderer_accuracy_description">Управляет режимом эмуляции графического процессора. Большинство игр нормально отображаются в режимах «Быстрый» или «Сбалансированный», но для некоторых требуется режим «Точный». Частицы обычно корректно отображаются только в режиме «Точный».</string>
<string name="dma_accuracy">Точность DMA</string>
<string name="dma_accuracy_description">Управляет точностью DMA. Безопасная точность может исправить проблемы в некоторых играх, но в некоторых случаях также может повлиять на производительность. Если не уверены, оставьте значение По умолчанию.</string>
<string name="frame_pacing_mode">Режим синхронизации кадров</string>
<string name="frame_pacing_mode_description">Управляет синхронизацией кадров в эмуляторе для уменьшения рывков и обеспечения более плавной и стабильной частоты кадров.</string>
<string name="anisotropic_filtering">Анизотропная фильтрация</string>
<string name="anisotropic_filtering_description">Улучшает качество текстур под углом</string>
<string name="vram_usage_mode">Режим VRAM</string>
@ -994,13 +992,6 @@
<string name="dma_accuracy_unsafe">Небезопасно</string>
<string name="dma_accuracy_safe">Безопасный</string>
<!-- Frame Pacing Mode -->
<string name="frame_pacing_mode_target_Auto">Авто</string>
<string name="frame_pacing_mode_target_30">30 FPS</string>
<string name="frame_pacing_mode_target_60">60 FPS</string>
<string name="frame_pacing_mode_target_90">90 FPS</string>
<string name="frame_pacing_mode_target_120">120 FPS</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Без сжатия</string>
<!-- ASTC Recompression Method Choices -->

View file

@ -469,8 +469,6 @@
<string name="renderer_accuracy_description">Керує режимом емуляції ГП. Більшість ігор добре візуалізуються з режимами «Швидко» або «Збалансовано», але деякі ігри можуть потребувати режиму «Точно». Частинки зазвичай правильно візуалізуються лише з режимом «Точно».</string>
<string name="dma_accuracy">Точність DMA</string>
<string name="dma_accuracy_description">Керує точністю DMA. Безпечна точність може виправити проблеми в деяких іграх, але в деяких випадках також може вплинути на продуктивність. Якщо не впевнені, залиште це значення за замовчуванням.</string>
<string name="frame_pacing_mode">Режим виведення кадрів</string>
<string name="frame_pacing_mode_description">Керує тим, як емулятор виконує виведення кадрів, щоб зменшити затримки й забезпечити плавнішу й стабільнішу частоту кадрів.</string>
<string name="anisotropic_filtering">Анізотропне фільтрування</string>
<string name="anisotropic_filtering_description">Покращує якість текстур під кутом.</string>
<string name="vram_usage_mode">Режим використання VRAM</string>
@ -995,13 +993,6 @@
<string name="dma_accuracy_unsafe">Небезпечно</string>
<string name="dma_accuracy_safe">Безпечно</string>
<!-- Frame Pacing Mode -->
<string name="frame_pacing_mode_target_Auto">Автоматично</string>
<string name="frame_pacing_mode_target_30">30 к/с</string>
<string name="frame_pacing_mode_target_60">60 к/с</string>
<string name="frame_pacing_mode_target_90">90 к/с</string>
<string name="frame_pacing_mode_target_120">120 к/с</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Без стиснення</string>
<!-- ASTC Recompression Method Choices -->

View file

@ -462,8 +462,6 @@
<string name="renderer_accuracy_description">控制 GPU 模拟的精确度。大部分游戏在性能或平衡模式下可以正常渲染,但部分游戏需要设置为精确。粒子效果通常只有在精确模式下才能正确显示。</string>
<string name="dma_accuracy">DMA 精度</string>
<string name="dma_accuracy_description">控制 DMA 精度。安全精度可以修复某些游戏中的问题,但在某些情况下也可能影响性能。如果不确定,请保留为“默认”。</string>
<string name="frame_pacing_mode">帧同步模式</string>
<string name="frame_pacing_mode_description">控制模拟器如何管理帧同步,以减少卡顿,使帧率表现更加平稳顺滑。</string>
<string name="anisotropic_filtering">各向异性过滤</string>
<string name="anisotropic_filtering_description">提高斜角的纹理质量</string>
<string name="vram_usage_mode">显存使用模式</string>
@ -988,13 +986,6 @@
<string name="dma_accuracy_unsafe">不安全</string>
<string name="dma_accuracy_safe">安全</string>
<!-- Frame Pacing Mode -->
<string name="frame_pacing_mode_target_Auto">自动</string>
<string name="frame_pacing_mode_target_30">30 FPS</string>
<string name="frame_pacing_mode_target_60">60 FPS</string>
<string name="frame_pacing_mode_target_90">90 FPS</string>
<string name="frame_pacing_mode_target_120">120 FPS</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">不压缩</string>
<!-- ASTC Recompression Method Choices -->

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@ -533,20 +533,6 @@
<item>2</item>
</integer-array>
<string-array name="framePacingModeNames">
<item>@string/frame_pacing_mode_target_Auto</item>
<item>@string/frame_pacing_mode_target_30</item>
<item>@string/frame_pacing_mode_target_60</item>
<item>@string/frame_pacing_mode_target_90</item>
<item>@string/frame_pacing_mode_target_120</item>
</string-array>
<integer-array name="framePacingModeValues">
<item>0</item>
<item>1</item>
<item>2</item>
<item>3</item>
<item>4</item>
</integer-array>
<string-array name="appletEntries">
<item>@string/applet_hle</item>

View file

@ -479,8 +479,6 @@
<string name="renderer_accuracy_description">Controls the GPU emulation mode. Most games render fine with Fast or Balanced modes, but Accurate is still required for some. Particles tend to only render correctly with Accurate mode.</string>
<string name="dma_accuracy">DMA Accuracy</string>
<string name="dma_accuracy_description">Controls the DMA precision accuracy. Safe precision can fix issues in some games, but it can also impact performance in some cases. If unsure, leave this on Default.</string>
<string name="frame_pacing_mode">Frame Pacing Mode</string>
<string name="frame_pacing_mode_description">Controls how the emulator manages frame pacing to reduce stuttering and make the frame rate smoother and more consistent.</string>
<string name="anisotropic_filtering">Anisotropic filtering</string>
<string name="anisotropic_filtering_description">Improves the quality of textures when viewed at oblique angles</string>
<string name="vram_usage_mode">VRAM Usage Mode</string>
@ -1038,13 +1036,6 @@
<string name="dma_accuracy_unsafe">Unsafe</string>
<string name="dma_accuracy_safe">Safe</string>
<!-- Frame Pacing Mode -->
<string name="frame_pacing_mode_target_Auto">Auto</string>
<string name="frame_pacing_mode_target_30">30 FPS</string>
<string name="frame_pacing_mode_target_60">60 FPS</string>
<string name="frame_pacing_mode_target_90">90 FPS</string>
<string name="frame_pacing_mode_target_120">120 FPS</string>
<!-- ASTC Decoding Method Choices -->
<string name="accelerate_astc_cpu" translatable="false">CPU</string>
<string name="accelerate_astc_gpu" translatable="false">GPU</string>

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@ -773,7 +773,11 @@ std::optional<u64> MatchAndExecuteOneInstruction(Core::Memory::Memory& memory, m
bool was_executed = false;
auto decoder = Dynarmic::A64::Decode<VisitorBase>(instruction);
was_executed = decoder.get().call(visitor, instruction);
if (decoder) {
was_executed = decoder->get().call(visitor, instruction);
} else {
was_executed = false;
}
return was_executed ? std::optional<u64>(pc + 4) : std::nullopt;
}

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@ -70,14 +70,15 @@ constexpr DecodeTable<V> GetDecodeTable() {
/// In practice it must always suceed, otherwise something else unrelated would have gone awry
template<typename V>
std::reference_wrapper<const Matcher<V>> Decode(u32 instruction) {
std::optional<std::reference_wrapper<const Matcher<V>>> Decode(u32 instruction) {
alignas(64) static const auto table = GetDecodeTable<V>();
const auto& subtable = table[detail::ToFastLookupIndex(instruction)];
auto iter = std::find_if(subtable.begin(), subtable.end(), [instruction](const auto& matcher) {
return matcher.Matches(instruction);
});
DEBUG_ASSERT(iter != subtable.end());
return std::reference_wrapper<const Matcher<V>>(*iter);
return iter != subtable.end()
? std::optional{ std::reference_wrapper<const Matcher<V>>(*iter) }
: std::nullopt;
}
template<typename V>

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@ -25,7 +25,11 @@ void Translate(IR::Block& block, LocationDescriptor descriptor, MemoryReadCodeFu
const u64 pc = visitor.ir.current_location->PC();
if (const auto instruction = memory_read_code(pc)) {
auto decoder = Decode<TranslatorVisitor>(*instruction);
should_continue = decoder.get().call(visitor, *instruction);
if (decoder) {
should_continue = decoder->get().call(visitor, *instruction);
} else {
should_continue = visitor.RaiseException(Exception::UnallocatedEncoding);
}
} else {
should_continue = visitor.RaiseException(Exception::NoExecuteFault);
}
@ -45,13 +49,15 @@ bool TranslateSingleInstruction(IR::Block& block, LocationDescriptor descriptor,
bool should_continue = true;
auto const decoder = Decode<TranslatorVisitor>(instruction);
should_continue = decoder.get().call(visitor, instruction);
if (decoder) {
should_continue = decoder->get().call(visitor, instruction);
} else {
should_continue = false;
}
visitor.ir.current_location = visitor.ir.current_location->AdvancePC(4);
block.CycleCount()++;
block.SetEndLocation(*visitor.ir.current_location);
return should_continue;
}

View file

@ -142,14 +142,12 @@ Id GetCbuf(EmitContext& ctx, Id result_type, Id UniformDefinitions::*member_ptr,
const auto is_float = UniformDefinitions::IsFloat(member_ptr);
const auto num_elements = UniformDefinitions::NumElements(member_ptr);
const std::array zero_vec{
is_float ? ctx.Const(0.0f) : ctx.Const(0u),
is_float ? ctx.Const(0.0f) : ctx.Const(0u),
is_float ? ctx.Const(0.0f) : ctx.Const(0u),
is_float ? ctx.Const(0.0f) : ctx.Const(0u),
};
auto const zero_const = is_float ? ctx.Const(0.0f) : ctx.Const(0u);
const std::array zero_vec{zero_const, zero_const, zero_const, zero_const};
const Id cond = ctx.OpULessThanEqual(ctx.TypeBool(), buffer_offset, ctx.Const(0xFFFFu));
const Id zero = ctx.OpCompositeConstruct(result_type, std::span(zero_vec.data(), num_elements));
const Id zero = num_elements > 1
? ctx.OpCompositeConstruct(result_type, std::span(zero_vec.data(), num_elements))
: zero_const;
return ctx.OpSelect(result_type, cond, val, zero);
}