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Author SHA1 Message Date
lizzie
c95cb8f8ec
[hle] improved flusher that uses jthread (#3837)
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not happy with this impl, but I made this a bit quickly to demostrate it can be done better :)

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3837
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>
2026-04-09 23:46:38 +02:00
CamilleLaVey
3d0eb4b5d7
[vulkan] 1st Vulkan Global Maintenance (#3839)
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This pr aims to make a first step into giving Eden's Vulkan backend maintenance with better formatting, understanding and reduce the redundancy between some wrong implementations:

-> ProvokingVertex: Has been reworked completely, now the wiring to ExtendedDynamicState3 (ProvokingVertexMode) it works safe, the gating of the extension no longer requires user enabling on UI, it will be enabled automatically based on what features of the extension are available on driver, depending if first or last mode are available and also will be properly set under TrasformFeedback operations; this way we're gonna ensure all drivers, including Android stock drivers on QCOM, Mali and other mobile vendors drivers access correctly to the extension, fixing some graphical issues (flickering textures or wrong sccisors on vertex that required first mode) generated by the missing first mode handling or the proper clearing on pipeline state. This change will increase/ decrease slightly the performance on some games that changes dynamically between first and last modes, but will also ensure a clear path to GPU to use resources smartly, reducing VRAM consumption in PC and MEM/GPU percentage of use on Android (marginal to 5 - 8% approx).

-> Removal VK_EXT_multi_draw: It has passed some months since the first try to implement this feature, but wasn't completed so functionality was null to negative, taking space in source and using small CPU cicles for initialization during device creation that reduced CPU effectiveness by 2 - 5%, aside that, after reviewing the situation of formally introducing handling for multidraws to reduce the floods of constants draw calls into 1 per batch, seems to not pay the overhead when the multidraw capacity is less or equal to 1, aside that, for the time being batching multidraws will introduce indirections on each batch of command draws, that graphical issues will appear and reducing performance can happen, something it was gonna solve. For the time being it's discarded, but, may be analyzed the chance to introduce it properly in a later date.

-> Removal VK_EXT_indexing_descriptor: Currently the implementation of this feature was partial, with not proper handling on layouts; just the initial checks on device creation and chained up to the pNext feature, currently this extension will require a buffer cache and texture cache rework to set layouts and reduce the amount of use of descriptor into making it a less expensive cost effective, aside that to generate a path for the Bindless Texture and Bindless Buffer, allowing to track state of textures in runtime and ensuring the state of some compiled shaders doesn't change if it's no needed, among other benefits, besides that, enabling this feature was only generating innecessary checks on GPU, so consumption would be higher than it should be.

-> Removal of VK_EXT_swapchain_maintenance1: The use of this feature was really conditional to certain support on newer drivers and cards, which wasn't available for all platforms, I concluded that if the support for this instance wasn't really there, the cost effective between the try to initialize it and running it, won't be good as when it didn't exist on our Vulkan device, with also the constant factor of not being completely implemented, right now I'm aiming to reduce the complexity on Vulkan side to keep it as simple as it could for a future video_core rework, which may start somewhere these weeks.

-> Refined the Maintenance features: Meawhile this features are usually inherent to Vulkan core functionality, sometimes drivers doesn't expose them well, which leads to Eden run Vulkan without really noticing the existence of maintenance features on driver to improve stability, so we're tied to declare them and load them when a device creation starts by asking if driver supports and which, currently 1 - 5 are core maintenance features, meanwhile the 7 - 9 are more experimental and not being available everywhere, so right now to help drivers give attention to this features we not only load them, but also calculate with features bits which features inside Maintenance5 are available to use, that was the initial purpose, but we weren't using the full potential of the extension; I made cleaned part of the unneeded log code for the initialization of this Maintenance5 and it's feature flags, but also making an operation to sanitize depth/ stencil when One is not available in swizzle operations, making it easier to draw it; it's also needed to mention that Maintenance9 was removed from source code until we can have better handling on Arrays2D, aside that, the use of the extension was really conditional to certain drivers being capable of use it, so I remove it.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3839
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-04-08 23:46:50 +02:00
CamilleLaVey
1b4a79c7ee
[android] QoL changes to Android Phase - 1 (#3832)
This pr content and goal is to provide following to Eden's user base issues with settings, adjust default values on settings and refactor some handlings to improve the plug-and-play factor:

-> Combo-box for ASTC Recompression Method Removed: The removal of this toggle was due to the redundant process inside Android devices, most drivers do suppot ASTC handling natively and meanwhile this option provided some benefits to some older Mali devices, the specifications from those and the real compatibility doesn't pay the need for this setting, unless something else is provided to be wrong, the default setting will be uncompressed and no longer available in UI to change. Removed some dead code along with it.

-> Removal of ASTC Decode Method ifdef block for Android: Since Yuzu's, the handling for this option was strangely set on CPU, having a specific block for Android in settings, possibly due to the constant spikes on GPU usage that wouldn't be good to load GPU with the whole flow of operations; but since then and until today, Eden's constant effort to make operations more accurate and smartly resolved, have marked the difference that now CPU default on Android no longer provides the benefit to relief GPU stress than reducing performance in some heavy draw commands on some games; the default will be set to GPU to keep parity with PC configuration aiming for a global configuration with all platforms. The setting will be kept to user range, unless is proved to no longer be needed, right now low end devices could still have benefit from CPU/Async, but requires testing from community to show real potential.

-> Adjusted default value of ExtendedDynamicState: Currently we're facing some issues of logic inside of ExtendedDynamicState implementation, that makes it a bit unstable when it comes to use the disabled mode, right now we jump to ExtendedDynamicState1 for more stability, meanwhile we fix the remaining issues in future updates (currently one fix will be presented - or would be merged along this pr, the 1st Global Vulkan Maintenance which has some fixes for this situation), so stock drivers and other mobile drivers will behave and benefit from this.

-> Exposed hidden and defaulted settings to user's UI: Yuzu implemented some settings that were available on PC's UI but weren't presented on Android's UI or wasn't something expected to do, either way there are some strange behaviors due to this default settings and each of them do something different, i'm not gonna dive into a deep explanation, but to make it short, they stablish asynchronous operations for GPU operations, like Async GPU Emulation (to use a CPU thread to boost performance with GPU emulation, currently a performance hack), Asynchronous Vulkan Presentation this does something a like to disperse draw's/ syncing from TimelineSemaphores and set a thread of CPU to help in running some Vulkan operations (another performance Hack), meanwhile most of the Desktop drivers are mostly nice with this setting, Nvidia aren't due to the nature of the hack, so provokes black screen or failing into initialize games. Mostly Asynchronous operations are fast-paths/ hacks to improve performance to the cost of some graphical issues like the pop-in with Asynchronous Shader Building during the shader compilations, sometimes the trade-off could give random crashes and other issues. Android it's not the exception and currently by disabling GPU Async Emulation user's will be able to fix some strange flickering on Zelda - Link's Awakening (NCE) and other games suffering from similar issues, may also fix random crashes on games that are supposed to work. These settings will be exposed for a short amount of time, meanwhile I receive feedback of the usefulness of having them active or the whole operation being used on Android, aside that, disabling them or one of them will inevitable reduce performance a bit, not so notorious, but it will be up to user's decision now to use them or not.

-> AMD FidelityFX's Super Resolution UI handling (a personal request): Now the slider default value will be 0% and will only appear whenever FSR is choosed among other window adapting filters, this will also work with the quick setting menu during runtime.

-> Fixed the issue of changing drivers removing all games compiled shader cache: Currently our implementation to safeguard users from unknown issues when a different driver tries to load/ read compiled shaders from another version of Turnip/ QCOM driver, that will delete shaders if the driver is removed or changed; deleted all games compiled shader cache, which increased the annoyance on Android users along with adding unneeded complexity, this used to happen whenever a driver was changed in global settings or per-game settings. Now no longer will happen if the driver is changed on global settings and changing drivers in per-game configuration will only delete current game where the driver was change without affecting others, from here, I'll apologize for this unneeded situation.

-> Refactored the input controller detection (another request of mine, hehehe...): This implementation will work to reduce the burden on a new installation (since I have to test everything personally, cuz testers are lazy ass mfs), the input detection is now more accurate to what kind of input a device has, whether is in-built or wireless gamepad, will map it once Eden detect's physical input by reading the controllers inputs that OS provides natively and set or disable touchscreen controllers automatically:

   - If in-built is detected (Ayaneo, Ayn, Retroid or any Android handheld), Eden will map it automatically and will disable touchscreen controller.
  - If Wireless gamepad is detected, the same behavior as described above will happen with the extra to recover touchscreen controller whenever the gamepad goes off.

It was quite funny to do this, cuz Xiaomi and some other manufacturers always do strange shenanigans with how the inputs are detected (wasn't funny).

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3832
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-04-08 23:42:55 +02:00
crueter
c05d999225
[bcat] Fix news to use Forgejo releases instead (#3841)
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Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3841
2026-04-08 22:09:55 +02:00
crueter
71d3dd67d3
[frontend] Force https on bundled OpenSSL (#3843)
For some unknown reason, bundled OpenSSL likes the `https` scheme,
whereas system OpenSSL (on Gentoo at least) does not... even when the
bundled OpenSSL is built exactly like the Gentoo one, certificate and
all...

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3843
2026-04-08 21:27:10 +02:00
crueter
9b2fba1275
[ci] Add CPMUtil dependency update workflow (#3838)
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We have dependabot at home

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3838
2026-04-08 05:15:27 +02:00
Eden CI
19eab4d7aa
[dist, android] Update translations from Transifex for Apr 07 (#3834)
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Automatic translation update for Apr 07

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3834
Co-authored-by: Eden CI <ci@eden-emu.dev>
Co-committed-by: Eden CI <ci@eden-emu.dev>
2026-04-07 19:18:07 +02:00
crueter
50a6f331cf
[desktop] Use pixel-based font sizes instead of point-based for game card (#3827)
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Archaic systems that still don't utilize point sizes properly should
like this.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3827
2026-04-07 00:04:16 +02:00
crueter
9c13c71da8
[externals] Require httplib >=0.18.7 (#3830)
This is the version in Trixie and is thus far the oldest known version
that works. We know for a fact that Bookworm's doesn't work, so drop
that entirely.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3830
2026-04-07 00:03:45 +02:00
crueter
7d53849cd3
[desktop] "Fix" card auto-alignment (#3829)
Closes #3707

All this does is anchor the left and right-most cards to their
respective edges, and then equally distributes the gaps between cards
thereafter.

Don't even bother trying to figure out what the hell I just wrote. I'm a
UI designer, not a mathematician.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3829
2026-04-07 00:02:59 +02:00
John
fd0c5655c4
Fixes [shader_recompiler] fix CBuf get/set VUUID due to using composite for U32[1], F32[1] (#3790) (#3823)
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Fixes Megaman Starforce Legacy Collection crashing.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3823
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
2026-04-06 21:48:22 +02:00
crueter
88f0e7862a
[ci] fix tx-pull cron fr this time (#3828)
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Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3828
2026-04-06 19:49:24 +02:00
smiRaphi
d99a8c65cc
[hle/kernel] Fix OutputDebugString formatting (#3744)
Fixes the debug outputs by buffering it, should not effect any normal game as the flush thread only get's created once the function has actually been called.

Turning it from:
```
[   9.707449] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString: SDK Assertion Failure: 'hipc::ResultSessionClosed::Includes(result)' in CloseClientSessionHandleSafely() at pid=81, tid=76(Main
[   9.707642] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString: Thread)

[   9.707791] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString: [SF-Internal]
[   9.707827] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:

[   9.708202] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString: Stack trace:

[   9.708880] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:   0x00000000866B5170 (unknown)

[   9.708911] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:   0x00000000866B42BC (unknown)

[   9.708916] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:   0x00000000866B4AEC (unknown)

[   9.708919] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:   0x00000000866B2F20 (unknown)

[   9.708922] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:   0x00000000866B19BC (unknown)

[   9.708925] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:   0x0000000086875C64 (unknown)

[   9.708927] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:   0x00000000868752E0 (unknown)

[   9.708929] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:   0x0000000086874C1C (unknown)

[   9.708932] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:   0x00000000866FBD1C (unknown)

[   9.708944] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:   0x00000000866FBDCC (unknown)

[   9.708967] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:

[   9.709035] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString: Related modules:

[   9.709061] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:   base               size               name/path

[   9.709349] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:   0x000000008665D000 0x0000000000E50000 nnSdkEn

[   9.709431] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:

```
Into:
```
[   5.895512] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:47:FlushDbgLoop:
SDK Assertion Failure: 'hipc::ResultSessionClosed::Includes(result)' in CloseClientSessionHandleSafely() at pid=81, tid=76(MainThread)
[SF-Internal]
Stack trace:
  0x00000000866B5170 (unknown)
  0x00000000866B42BC (unknown)
  0x00000000866B4AEC (unknown)
  0x00000000866B2F20 (unknown)
  0x00000000866B19BC (unknown)
  0x0000000086875C64 (unknown)
  0x00000000868752E0 (unknown)
  0x0000000086874C1C (unknown)
  0x00000000866FBD1C (unknown)
  0x00000000866FBDCC (unknown)

Related modules:
  base               size               name/path
  0x000000008665D000 0x0000000000E50000 nnSdkEn

```

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3744
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: smiRaphi <neogt404@gmail.com>
Co-committed-by: smiRaphi <neogt404@gmail.com>
2026-04-06 19:17:43 +02:00
lizzie
876884e783
[video_core/host_shaders] unroll lanczos loop for slightly better perf (#3754)
Some (Mali) drivers particularly are afraid to unroll loops with more than 7 constant iterations (?); hence manual unrolling is potentially beneficial due to avoiding extra branching + the uniform runtime expectations

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3754
Reviewed-by: Maufeat <sahyno1996@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>
2026-04-06 19:14:13 +02:00
MaranBr
028050cf04
[shader_recompiler] Fix IsScaled dynamic indexing reading wrong bit source (#3789)
The non-immediate path in IsScaled was incorrectly using index_value as the source for OpBitFieldUExtract, instead of loading the corresponding word from the push constant bitmask.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3789
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
2026-04-06 19:13:35 +02:00
lizzie
1f787ffc39
[cmake, deps] conjure common/httplib.h and remove global def for httplib macros (#3800)
httplib stuff done by @crueter on #3797

+ some extra stuff since the warning push/pop should be in header i fear :)

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/3800
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-04-06 19:13:09 +02:00
lizzie
148dc7b480
[arm] remove vtable bounce hack (#3776)
horrible hack anyways, and PKZA shouldn't need it anymore

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3776
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-04-06 19:12:51 +02:00
crueter
612a203ab2
[docs] add instructions to build older commits (#3826)
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3826
2026-04-06 19:12:10 +02:00
lizzie
5e927199c5
[dynarmic, cmake] Assorted RISC-V build fixes (#3797)
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/3797
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-04-06 19:11:47 +02:00
lizzie
ac99ea96da
[dynarmic] fix bayonetta 3 regression due to LUT in #3718 (#3822)
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minor oversight

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3822
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-04-03 17:33:44 +02:00
lizzie
d1b7824443
[meta] Restore base icon (#3809)
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Merge AFTER april fools
Signed-off-by: lizzie lizzie@eden-emu.dev

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3809
Reviewed-by: crueter <crueter@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>
2026-04-02 06:06:46 +02:00
wildcard
34fa39eae8
[texture_cache] Skip alias synchronization in texture cache when the image has no aliases. (#3740)
PrepareImage() is on a very hot path and previously called SynchronizeAliases() unconditionally.  For most images, aliased_images` is empty, so this created unnecessary overhead, now we only synchronize only when image requires it

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3740
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
2026-04-02 06:06:16 +02:00
lizzie
9ace6742d7
[docs] update multiplayer section with metaserver info (#3722)
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Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3722
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-04-01 21:59:37 +02:00
crueter
79f29abcba
[core] Fix renderdoc API garbage (#3816)
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3816
2026-04-01 21:02:20 +02:00
crueter
3ce5463d2d
[cmake] Remove shader dir regeneration (#3813)
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We ***do not*** support BSD make. Period.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3813
2026-04-01 08:10:39 +02:00
lizzie
cae70c30fa
[dynarmic] fix GCC 12.2 complaints for regalloc.h (#3812)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3812
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-04-01 07:26:46 +02:00
lizzie
bcceced96d
[dynarmic] fix GetDecoderTable() making the compiler nervous due to the big table that gets made into the stack (#3799)
issue on stbale gcc debian

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3799
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-04-01 07:05:42 +02:00
lizzie
82e374f66c
[meta] April Fools 2026 icon (#3802)
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art

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3802
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-04-01 03:07:50 +02:00
crueter
6e76014824
[ci] Move workflows to .forgejo (#3808)
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Primarily to prevent mirrors from trying to run bogus actions.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3808
2026-04-01 02:09:56 +02:00
crueter
bb71ace365
[cmake] switch nightly auto updater to forgejo (#3807)
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3807
2026-04-01 02:08:46 +02:00
lizzie
21f9db1c27
[android] fix crash due to ctor/dtor ordering for std::random_device being uninitialized when used in other static ctor/dtors (#3806)
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wow that's fucking horrible

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3806
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>
2026-03-31 23:45:06 +02:00
xbzk
b4a485e244
[android, intent] Added proper ext content mount and game swap support for intent launch (#3755)
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Required so that frontends can launch a game while there is already one running (for CocoonFE usage)
Fix for mounting external content was merged.
This patch also fixes multiple reasons for infinite game "Shutting down..." issue (hope all, who knows...)

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3755
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-03-31 21:59:57 +02:00
xbzk
81a344f3db
[android,addons] after a crash, launch button will wait for reloadGames to complete, and system will initialize after global config for proper firmware mounting (#3803)
This fixes two problems:

1. After a crash, it was possible to launch a game before external content gets mounted. Now the button will wait for it to complete.
2. Directory initialization was init system before init globalconfig, so after a crash firmware was not being remounted
(have you ever noticed fw version = N/A in device overlay, after fiddling with applets?)
(this had been fixed in 3755, which was not thoroughly tested by cocoon dev)

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3803
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-03-31 21:32:24 +02:00
crueter
c0fbb2526d
[ci] Fix transifex workflow (#3805)
Now should auto update

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3805
2026-03-31 21:13:50 +02:00
lizzie
c3afd2fabd
[hle] fetch manager once in cmif wrapper (#3796)
shouldn't need to fetch twice or thrice per response :)

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3796
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>
2026-03-31 20:15:14 +02:00
lizzie
ee2891c55e
[common] unify std::random_device (#3801)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3801
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-31 20:12:41 +02:00
lizzie
dd91b41a78
[core] remove parallel thread remnants that keep calling sysconf() everytime a memory object is created (#3804)
pure spam of calls for _sysconf()

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3804
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-31 20:12:16 +02:00
lizzie
e9f4541069
[dynarmic] improve A32 translate loop (#3780)
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Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3780
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-31 05:23:43 +02:00
lizzie
cf7086de7c
[dynarmic] avoid stable_vector<> reallocations for shared labels (#3717)
this reduces some overhead due to frequent reallocations

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3717
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-31 05:23:19 +02:00
lizzie
8e14f07a69
[dynarmic] exclude %rbp from regalloc & have proper frame info (#3752)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3752
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-31 05:20:58 +02:00
wildcard
0b179517b3
[vulkan] Fix Vulkan graphics pipeline crash when image descriptor count exceeds 64 (#3785)
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Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3785
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
2026-03-31 04:49:20 +02:00
lizzie
7a8176f63f
[dynarmic] implement missing SSE3 implementations (#3301)
Implementations for SSE3 CPUs (prescott)

Instead of fixing some of the bugs with HostCall when paired with vectors, i'll simply remove as many host calls as I can within the most used vector instructions - then just minimize their usage to memory read/writes.
Emitting the raw assembly code is faster than doing a HostCall, HostCalls are VERY expensive. So this is the desired output anyways.

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3301
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-31 02:53:51 +02:00
lizzie
5322bce4b8
[dynarmic] fix ODR violations (#3749)
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Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3749
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>
2026-03-30 04:58:30 +02:00
lizzie
276dcdd8ea
[dynarmic] fix constexpr build issue on gcc-debian-stable (#3798)
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Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3798
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-30 00:09:51 +02:00
lizzie
59254cd1e7
[dynarmic] restore proper backtraces for A64 (#3794)
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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)
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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)
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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
maufeat
c984c387d7
[hid] shared memory crashes (#3784)
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Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3784
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: maufeat <sahyno1996@gmail.com>
Co-committed-by: maufeat <sahyno1996@gmail.com>
2026-03-27 23:32:51 +01:00
xbzk
5856beac54
[android,addons] per-game screen ext content unmount upon rotation hotfix (#3788)
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Fix the bug reported by Pavel in which when per-game settings screen is rotated a reloadGames() call causes external content reference to be missing.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3788
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-03-27 20:55:31 +01:00
lizzie
16e7e034d7
[ports, freebsd] remove fastmem ban (#3786)
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whatever issue there was, is now fixed on FBSD 15

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3786
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-27 13:49:10 +01:00
lizzie
47c6a73971
[dynarmic] nuke mcl dependency (#3777)
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crueter will love this one

mcl nuked off externals, i did however copy some important headers (notably intrusive list and bit.hpp); because grand part of dynarmic still uses them
but i made the appropriate adjustments anyways

solves mcl for #3373

depends on #3718

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3777
Reviewed-by: Maufeat <sahyno1996@gmail.com>
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>
2026-03-27 01:11:49 +01:00
PavelBARABANOV
813a35abca
[vi] Restore high Z-index for shared buffer layer to fix keyboard overlay display (#3787)
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Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3787
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
2026-03-26 22:23:21 +01:00
crueter
93472023e2
[cmake] Fix macOS frameworks, and icon set usage (#3782)
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- The Xcode generator /mandates/ that you pass in the `.icon` directory
  into the build system, where it can then compose the asset itself.
- Assets.car and eden.icns were improperly handled; they are now
  automatically generated and should properly be applied as needed. I
  will need someone on Tahoe to confirm, however, as I am on Sequoia.
- Added some missing frameworks, ported from the KosmicKrisp branch.

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3782
2026-03-26 07:59:53 +01:00
lizzie
9cb7001656
[cmake] fixes for XCode when having languages other than C/C++ (#3772)
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Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3772
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-26 04:46:43 +01:00
xbzk
f0d77e86e3
[android,ui] driver management: fixed driver add/removal unsync (#3757)
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Complementary for 3750.
User found a way to get same driver doubled and deleting one would lead to a crash.
Reason: manual driver install was still adding drivers directly to adapter, instead of thru drivermodel. fixed.
Also added guards against crash upon driver removal.
Thoroughly tested.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3757
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-03-25 12:13:04 +01:00
lizzie
24fe223692
[dynarmic] Remove last FPT LUT table, removing around 30kb worth of unused functions (#3718)
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Lets do the quick math
There was 1 LUT for every fsize() instancing

Now... the number of functions on each lut was (fsize + 1), multiplied by 5 (number of rounding modes)

8 = 9 * 5 = 45
16 = 17 * 5 = 85
32 = 33 * 5 = 165
64 = 65 * 5 = 325

this is just pure insanity - look at what fucking nm reported:

```
0000000003dc39b8 0000000000000008 V guard variable for void Dynarmic::Backend::X64::EmitFPVectorToFixed<16ul, false>(Dynarmic::Backend::X64::BlockOfCode&, Dynarmic::Backend::X64::EmitContext&, Dynarmic::IR::Inst*)::lut
0000000003dc3a18 0000000000000008 V guard variable for void Dynarmic::Backend::X64::EmitFPVectorToFixed<16ul, true>(Dynarmic::Backend::X64::BlockOfCode&, Dynarmic::Backend::X64::EmitContext&, Dynarmic::IR::Inst*)::lut
0000000003dc39d8 0000000000000008 V guard variable for void Dynarmic::Backend::X64::EmitFPVectorToFixed<32ul, false>(Dynarmic::Backend::X64::BlockOfCode&, Dynarmic::Backend::X64::EmitContext&, Dynarmic::IR::Inst*)::lut
0000000003dc3a38 0000000000000008 V guard variable for void Dynarmic::Backend::X64::EmitFPVectorToFixed<32ul, true>(Dynarmic::Backend::X64::BlockOfCode&, Dynarmic::Backend::X64::EmitContext&, Dynarmic::IR::Inst*)::lut
0000000003dc39f8 0000000000000008 V guard variable for void Dynarmic::Backend::X64::EmitFPVectorToFixed<64ul, false>(Dynarmic::Backend::X64::BlockOfCode&, Dynarmic::Backend::X64::EmitContext&, Dynarmic::IR::Inst*)::lut
0000000003dc3a58 0000000000000008 V guard variable for void Dynarmic::Backend::X64::EmitFPVectorToFixed<64ul, true>(Dynarmic::Backend::X64::BlockOfCode&, Dynarmic::Backend::X64::EmitContext&, Dynarmic::IR::Inst*)::lut
```

"ah its not bad" - OH MATE ITS JUST THE GUARD VARIABLES - i attached a file with just the functions generated for each case...

now with this PR only 6 * 6 functions are made (still not ideal, but way better), 36 is way better than 1156 FUCKING FUNCTIONS

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3718
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-25 10:48:53 +01:00
PavelBARABANOV
8f770618d2
[android] Rework of frame pacing mode + Surface mode detection per API level. (#3735)
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This Pr is a reply to certain issues found on Android due to the new artificial waits inside Vulkan (Frame Pacing Mode); which caused GPU/CPU desync's even if TimelineSemaphore (Adreno's drivers) does a constant check to retain synchronization with each frame-data, removes the yield() for all platforms (remains the same on PC) and aligns a new way to handle the output of video by using native Android tools, such as AGP, which makes a bridge inside Vulkan to Android's Surface (screen) and reduces not only the latency, but also improves the smoothness of each frame processed; currently we quantize the amount of frame processed by hinting the surface on Android space and adjust the heuristics of the old handling (yuzu) and we link it to screen refresh rate; this way we ensure that even if the game moves below the screen's HZ, we can always pick up the cadence by clamping the duration of each frame and using a chrono function to work as internal fernce if performance goes below the game speed requirment or game's frame rate requirements.

Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3735
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
2026-03-24 01:25:44 +01:00
lizzie
b673dad40d
[hle/service/nifm] fix pack(pop) warning on clang (#3764)
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fucks up unity builds, also it's an innocuous trivial change for a warning that should've been fixed a while ago

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3764
Reviewed-by: Maufeat <sahyno1996@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>
2026-03-23 18:03:54 +01:00
lizzie
56d3f0e353
[dynarmic] fix dynarmic_tests build issues on xcode due to using relative paths (#3765)
Thanks to @chrelliott978 for the initial impl

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3765
Reviewed-by: Maufeat <sahyno1996@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>
2026-03-23 18:03:48 +01:00
crueter
ad58ab8976
[externals] Use Eden mirrors for llvm-mingw and tzdb (#3766)
My server is getting hammered, let's just move them here.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3766
2026-03-23 17:05:40 +01:00
lizzie
772e38cb8d
[hle/service/sockets] fix hogwarts legacy crash due to non-blacklisted domain (#3762)
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Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3762
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>
2026-03-22 20:17:44 +01:00
lizzie
811cc18d74
[hle/acc] fix (false) return where it's just 2 (#3763)
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Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3763
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>
2026-03-22 17:37:21 +01:00
lizzie
c5b519380c
[externals] update renderdoc to 1.7.0 (#3751)
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Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3751
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-22 04:00:57 +01:00
xbzk
5ebdb29afd
[android,ui] feat fullscreen app setting (#3676)
why not? i like it a lot on both phone and TV.
toggle in app settings. disabled by default so no hassle.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3676
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-03-22 02:06:45 +01:00
lizzie
96e177702e
[qt_common] remove 109kb worth of duplicate shortcut data (#3756)
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- repeated 32 times
- is like 3432
- 32 * 3432 = 109824 = 109kb
- now it's just 3.4kb

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3756
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>
2026-03-20 22:09:14 +01:00
xbzk
844e0360c7
[addons] fixed manual installation from per-game fragment (#3743)
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maybe consequence of code centralization. reverted for now.

-please test: install update from per-game path
-install update on manage eden data path
-install update when another update is already installed and check both versions

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3743
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-03-19 05:38:57 +01:00
xbzk
2650d22057
[android,ui] driver management: uninstall and refresh upon install hotfix (#3750)
To fix orphan fragments' black flicker transitions, these fragments were bounded to SettingsSubscreenActivity.
Since driver removal is queued for when leaving driver screen, but new activity dies too soon, old uninstall was being cancelled.
Changed to uninstall directly upon leaving screen. Also fixed the driver list refresh right after driver installation (prolly compromised for the same transition reason).

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3750
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-03-19 03:54:13 +01:00
John
dc27aef542
[vulkan] Fix FFTactics for AMD+Windows flicker regression (#3748)
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#3747 Fixed broken graphics but the game still has a flickering regression on AMD GPU+Windows

This fixes a flickering regression in FFTACTICS. This game on AMD GPU +Windows sensitive to VK_Scheduler barriers. If this game regresses in the future, this is a clue to where to look at first.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3748
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
2026-03-18 23:03:35 +01:00
lizzie
cf860c5319
[meta] restore normal icon, st. patricks is over (#3745)
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Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3745
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>
2026-03-18 18:04:53 +01:00
John
f1aa790545
[vulkan] Fix FFTactics for AMD+Windows regression again. (#3747)
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT EndRenderPass()
May Fix FFTactics for AMD Windows

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3747
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
2026-03-18 17:33:00 +01:00
lizzie
c41209f137
[hle] update reported atmosphere to 1.10.2 (#3738)
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Atmosphere did update a few times ever since.

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3738
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-17 21:10:25 +01:00
lizzie
ad7aea4863
[hle] update fw 22.0.0 constants (#3741)
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3741
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-17 20:50:06 +01:00
MaranBr
af554c0baa
[video_core] Fix Maxwell3D register processing to always mark dirty flags (#3712)
Removed the early return in ProcessDirtyRegisters to ensure all dependent dirty flags are set even if the register value hasn't changed.

This fixes flickering and vertex explosions on the Hero's Path in The Legend of Zelda: Breath of the Wild, fixes the teleport bug in The Legend of Zelda: Tears of the Kingdom, fixes the grey Luigi in Luigi's Mansion 3, and may also improve rendering in other games that rely on redundant register writes.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3712
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
2026-03-17 19:53:28 +01:00
crueter
f0a4ac7359
[frontend] only set https on Android (#3733)
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Otherwise it breaks the shit out of every other platform.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3733
2026-03-15 02:57:32 +01:00
Eden CI
d604a9da7b
[dist, android] Update translations from Transifex for Mar 14 (#3732)
Automatic translation update for Mar 14

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3732
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: Eden CI <ci@eden-emu.dev>
Co-committed-by: Eden CI <ci@eden-emu.dev>
2026-03-15 02:52:34 +01:00
lizzie
0ec60f21ff
Revert "[updater] Explicit set https for api url (#3720)" (#3726)
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#3720 was merged without proper revision.
AAAA
It's fine, if there are issues just merge the revert of.

This reverts commit 8de1dd151f.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3726
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-15 02:06:29 +01:00
crueter
9cf1e19d98
[externals] Update SDL2 (#3731)
https://github.com/libsdl-org/SDL/pull/15207

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3731
2026-03-15 01:45:11 +01:00
John
98a93561de
Revert #3690 to fix regression. (#3728)
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- Fixes Ender Magnolia and Demon Slayer freezing on Android.

May be related to this PR or other fixes on the master but:
- Using Cure in Ender Magnolia no longer crashes the game.
- Fixes Demon Slayer vertex explosion on Android.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3728
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
2026-03-14 19:37:24 +01:00
xbzk
4a60085a76
[android,settings] fix for *_combined (fastmem, gpu unswizzle) kotlin side only settings being unnecesarily requested to native (#3724)
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Fixes jni reporting error when these settings change.
Combined settings are the grouping reference for settings like gpu unswizzle.
As far as i recall, fastmen only uses it coz it has a sub setting in the past.

[ 445.450666] Frontend <Error> main/jni/native_config.cpp:33:getSetting: [Android Native] Could not find setting - gpu_unswizzle_combined
[ 450.054470] Frontend <Error> main/jni/native_config.cpp:33:getSetting: [Android Native] Could not find setting - fastmem_combined

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3724
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-03-14 03:30:37 +01:00
PavelBARABANOV
47ed86d3e2
[vk] Partial return of the old buffer update logic (#3690)
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Fixes shadows in Metroid Prime Remastered

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3690
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
2026-03-13 19:59:11 +01:00
xbzk
2aea7f9584
[android,settings] addons: fix crash when launching Install addons from per game addons menu (#3727)
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to fix navigation issues (PR3699), i've bounded all orphaned fragments to SettingsSubscreenActivity.
(IIRC that were tested, whatever) Somehow the launching from per-game settings (where addons fragment is bounded to MainActivity got broken).
This PR just made ContentTypeSelectionDialogFragment self-sufficient so it lives under both MainActivity and SettingsSubscreenActivity.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3727
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-03-13 19:46:35 +01:00
lizzie
59b0e66722
Revert "[core/memory] remove indirection handling for unaligned access (#3584)" (#3725)
This reverts commit 2d27359074.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3725
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-13 19:09:53 +01:00
DraVee
8de1dd151f
[updater] Explicit set https for api url (#3720)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3720
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: DraVee <chimera@dravee.dev>
Co-committed-by: DraVee <chimera@dravee.dev>
2026-03-13 17:55:38 +01:00
DraVee
98604d369a
[vulkan] Revert "[vulkan]fix vuid 02751 (#3573)" (#3721)
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Attached backtrace on PR comments

This reverts commit cdf9b556b2.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3721
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: DraVee <chimera@dravee.dev>
Co-committed-by: DraVee <chimera@dravee.dev>
2026-03-13 02:47:47 +01:00
lizzie
4337135910
[common/logging] fix android stupid ctor() init order not initializing logging first (#3719)
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Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3719
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-12 23:16:56 +01:00
lizzie
395613b01f
[common/logging] Simplify logging logic and fix issues when logging before system is created (#3688)
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- our logging code was bigger than spdlog itself, why???? just keep it simple
- fix issues when logging before logging system is even started
- removes the "initialized logging twice" issue
- removes uneeded indirection in file logging
- uses direct formatting instead of jumping hoopla-around the fmt::format() ressult
- code duplication and dead code removal as usual

I did explore dup2() but I think it's not worth the hassle
I did try `fwopen()` but it's better if things are just kept as-is.

there is a lot of noise because I removed a bunch of redundant files on logging and just put everything in one file

now normally this wouldn't be a good idea, however consider: the complexity of logging; it's less than 500 lines... does it really need a whole subsystem?!?!?! ITS JUST LOGGING

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3688
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-12 18:29:15 +01:00
xbzk
2896fa3835
[android,ui] chore: settings subscreens transition and other minor conformances (#3699)
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- Fix black screen in transition animations

- Adjustments to about fragment
made about text more label and less button like, header transparency, spacing adjustments, word Contributors replaced by People in Contributors field for de-duplication.

- installable actions code de-duplication
Extracted install/update/import firmware/user data flows into InstallableActions.kt and reused it from MainActivity and InstallableFragment, reducing duplicated logic, ensuring single source of truth.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3699
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-03-11 22:47:16 +01:00
lizzie
0dad29698e
[frontend] allow to specify input profile name for first player on command line (#3684)
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Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3684
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-11 16:50:00 +01:00
lizzie
5a0780b826
[video_core] Properly disable/avoid building OpenGL when it's disabled (#3692)
- OpenGL symbols would still be included in builds without OpenGL, this pr fixes that
- Same goes for Vulkan, but now with `ENABLE_VULKAN`
- Add support to have OpenGL-only builds (why would you do this?)
- Add support for headless runs (yes you could just select NULL backend, but why not compile it headless? :)

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3692
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-11 16:49:29 +01:00
lizzie
d35fc7b7ee
[docs] testing guidelines, unify controller guide, gamemode (#3709)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3709
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-11 16:49:03 +01:00
crueter
8678cb06eb
[meta] clang-format literally all of the Qt code (#3706)
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I'm tired of dealing with this tbh

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3706
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2026-03-10 06:51:08 +01:00
crueter
769edbfea3
[video_core] Revert "Simplify TextureCache GC and remove redundant code" (#3652) (#3704)
regr. Steam Deck

Please, for the love of God, stop saying "YOLO good to merge" after
testers report performance regressions (and promptly get brushed to the
side). Seriously, what the hell?

This reverts commit f8ea09fa0f.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3704
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: DraVee <chimera@dravee.dev>
2026-03-10 05:44:51 +01:00
crueter
0ff1d215c8
[desktop] Port some QtCommon changes from QML branch (#3703)
- Linker now resolves implementation differences
- Remove unneeded ifdefs
- Better abstractions overall

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3703
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-03-10 05:37:45 +01:00
crueter
07e3a2aa46
[settings] Disable fastmem on Linux systems with non-4kb page sizes (#3669)
Asahi, etc

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3669
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-03-10 05:36:12 +01:00
xbzk
a1b50e9339
[android] patches bin button + version bug fixes (#3691)
Some checks failed
tx-src / sources (push) Has been cancelled
Check Strings / check-strings (push) Has been cancelled
This fixed the delete button enabled for external content (which is auto handled and the proper way to get rid of them is either by removing its folder from ext content list, or removing the file itself) by streaming patch source thru jni.

Along the way stumbled upon another bug: If you have an external content update installed (say latest version for example) and you NAND install a previous update (like in silksong's hard mode update), the newest update version string would leak to the previous one.

Did videos for both. Fixed both. Seems good to go.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3691
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: DraVee <chimera@dravee.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-03-09 00:30:10 +01:00
crueter
f5e2b1fb13
[dynarmic] Remove incorrect LICENSE (#3698)
Our dynarmic is GPLv3, not BSD.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3698
2026-03-08 23:22:51 +01:00
lizzie
6693b99ae4
[core] coalesce tracking entries for GPU (#3677)
I think I may have attempted this before, but I doubt it.

Anyways this should reduce virtual buffers from 3 to just 1, also improved access times :)

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3677
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-08 22:45:38 +01:00
MaranBr
f8ea09fa0f
[video_core] Simplify TextureCache GC and remove redundant code (#3652)
This enhances the garbage collection in TextureCache to make it more responsive and reliable during long gameplay sessions.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3652
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
2026-03-08 22:45:35 +01:00
smiRaphi
361e6209b2
[settings] Add back & properly implement use_dev_keys (#3631)
Was removed recently but also wasn't really working before, this adds it to the debug UI (under the kiosk option) and also makes it properly reload the keys on launch & setting change.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3631
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: smiRaphi <neogt404@gmail.com>
Co-committed-by: smiRaphi <neogt404@gmail.com>
2026-03-08 22:37:20 +01:00
crueter
3d1a67af18
[externals] Update dependencies (#3664)
* zlib: 1.3.1.2 -> 1.3.2
* vulkan-validation-layers: 1.4.335.0 -> 1.4.341.0
* sirit: 1.0.3 -> 1.0.4
* httplib: 0.35.0 -> 0.37.0
* xbyak: 7.33.3 -> 7.35.2
* catch2: 3.12.0 -> 3.13.0
* vulkan-headers: 1.4.342 -> 1.4.345
* vulkan-utility-libraries: 1.4.342 -> 1.4.345

Also fixed a build error with newer xbyak.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3664
2026-03-08 22:33:51 +01:00
crueter
c7b23f4a1a
[time] fix: guard timezone out buffer logging (#3668)
Original text, per the emailed patch:

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

Hello,

I am submitting a small fix to prevent an unintended abort when _GLIBCXX_ASSERTIONS is enabled, caused by out-of-bounds access in debug logging.
Background / Issue

In the server-side implementations of ITimeZoneService::ToPosixTime and ToPosixTimeWithMyRule, the SCOPE_EXIT debug logging previously accessed out_times[0] and out_times[1] unconditionally.

However, out_times is an IPC-provided output buffer (OutArray, which inherits from std::span). Its length depends on the caller-provided buffer capacity. During debugging, I encountered a case where out_times.size() == 1.

Under _GLIBCXX_ASSERTIONS, accessing out_times[1] triggers a std::span::operator[] assertion failure (std::__glibcxx_assert_fail) and aborts the process, causing the service thread to crash. This results in an unintended crash caused solely by debug logging.
Change Description

In the SCOPE_EXIT logging blocks of both ToPosixTime and ToPosixTimeWithMyRule, I added bounds checks before accessing out_times[0] and out_times[1]:

    Access out_times[0] only if out_times.size() > 0

    Access out_times[1] only if out_times.size() > 1

    Print 0 when the corresponding element is unavailable

This change only affects debug log output. It does not modify IPC semantics or the time conversion logic itself.
Reproduction Context (for reference)

I encountered this issue while running 13 Sentinels: Aegis Rim (title ID: 01008D7016438000). During the “Load Game” flow, ToPosixTimeWithMyRule is invoked with an out_times buffer of length 1, which previously led to the out-of-bounds access in the logging code.

Thank you for your time and review.

Best regards,
darkpaper

Environment: Arch Linux / KDE / X11

This email and the accompanying patch were prepared with assistance from
an LLM.

Authored-by: darkpaper <lirunzhou2021@gamil.com>
Signed-off-by: crueter <crueter@eden-emu.dev>

Co-authored-by: darkpaper <lirunzhou2021@gamil.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3668
2026-03-08 20:53:37 +01:00
lizzie
38aa2bc5e1
[hle/services] use ankerl:: for Service's function handlers map, use const char* instead of std::string{} (#3671)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3671
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-08 20:50:29 +01:00
lizzie
1864160326
[qt] remove 'None' interface since net code already uses first avail interface anyways, disable changing ifaces at runtime (#3683)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3683
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-08 20:49:17 +01:00
lizzie
0a169dec4d
[qt] fix crash when having an invalid graphics backend (#3693)
closely related to #3692, however the crash may also occur when sharing configs between macOS and a system that had OpenGL

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3693
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-08 20:48:47 +01:00
wildcard
80bafc8fe8
[vulkan] Fix incorrect offset application for Array2D textures (#3696)
Earlier we were taking the coords and adding them to coords instead of actually taking offsets and adding it to coord

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3696
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
2026-03-08 20:48:19 +01:00
lizzie
f2c46eadc1
[ports] build fixes for *BSD make (#3496)
Some checks are pending
tx-src / sources (push) Waiting to run
Check Strings / check-strings (push) Waiting to run
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3496
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-08 19:32:24 +01:00
xbzk
7a17fd8c71
[android,ui] chore: minor standardization layout (#3694)
Amost no visual differences, but tons of layout cleanups and fixes
Most notable change, Freedreno option only show on Adreno GPUs

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3694
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-03-08 16:16:23 +01:00
xbzk
9423a33fc2
[android,ui] fix addons list not refresh upon rotation (#3687)
Some checks are pending
tx-src / sources (push) Waiting to run
Check Strings / check-strings (push) Waiting to run
Fixes a bug reported by Pavel, in which an RC as returning empty patchList after phone rotated.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3687
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-03-08 00:41:40 +01:00
lizzie
afec66f598
core/hle/services/audio] Fix audioctl being started before audout/audin (which are required for ctor) (#3695)
`audctl` depends on `audout`, simply start `audout` and `audin` before!

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3695
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <chimera@dravee.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-07 23:44:58 +01:00
SchweGELBin
a022560991
[desktop] tas: add option to disable file overwrite dialog (#3657)
Hello everybody, thank you for letting me participate in the development of the Eden emulator!

I've been playing around with the TAS functionality and didn't want to always click "Yes" in the dialog that askes if I want to "Overwrite file of player 1?" after recording the inputs.
So I can't record and play TAS files with keybinds only, because I'd still need to switching from my contoller to my keyboard and back.

So I added the option "Show recording dialog" into the configure_tas screen.
(The final naming and string can be changed of course.)
It's a checkbox that is enabled by default (so no changes if ignored), but can be unchecked to disable the popup.
The change has been tested on top of the current master branch.

I've also created a commit to add the relevant translation data, where german is translated and the rest unfinished.
I'm not sure how this would be handled as this project uses transifex for it localization, so I can remove this commit if preferred.

Have a great day!
- Michi

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3657
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: SchweGELBin <abramjannikmichael06@gmail.com>
Co-committed-by: SchweGELBin <abramjannikmichael06@gmail.com>
2026-03-07 20:08:47 +01:00
lizzie
11ad71b1e7
[docs] Obtanium, installing mods, external ES-DE config, section about CFW and settings (#3678)
Some checks are pending
tx-src / sources (push) Waiting to run
Check Strings / check-strings (push) Waiting to run
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3678
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-07 18:16:05 +01:00
xbzk
ddac8c8eb5
[vk] fix crash introduced in 9a07bd0570 (#3685)
Some checks are pending
tx-src / sources (push) Waiting to run
Check Strings / check-strings (push) Waiting to run
Fix for current crash on master.
Just reverted only the necessary stuff so that PresentManager can hold a reference to khr and resist death upon application hold/restore.
@Lizzie shall judge.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3685
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-03-06 19:52:17 +01:00
lizzie
c062931c9b
[qt] add translation table entry for debug_knobs,serial_battery and serial_unit (#3682)
trivial qt change

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3682
Reviewed-by: DraVee <chimera@dravee.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-06 16:38:39 +01:00
crueter
e4122dae1d
[desktop] addons: open mod folder in rc menu (#3662)
also fixed the multiselection being absolutely horrendous

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3662
2026-03-06 16:38:21 +01:00
lizzie
b75e81af5e
[video_core/engines] implement stub NV01 timer, inline other channel engines (#3640)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3640
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: DraVee <chimera@dravee.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-06 15:05:39 +01:00
lizzie
2ed1328c93
[vk] use static_vector instead of small_vector for TFB and other bindings (#3641)
MK8D is a big offender, taking up lots of time memcpy'ing and memmov'ing small_vector<> AND to add salt to the wound it doesn't even do heap allocations (no game does I think) - so basically useless waste of compute time in hot path for NO reason :^)

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3641
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: DraVee <chimera@dravee.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-06 15:05:05 +01:00
lizzie
c70b857c4f
[video_core/engines] Macro HLE inline (#3653)
Should slightly boost perf on android, Desktop is mainly unaffected (for now)

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3653
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: DraVee <chimera@dravee.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-06 15:04:38 +01:00
MaranBr
23566a1f7d
[prepo] Add support for missing PlayReport commands (#3674)
This fixes:

`[ 433.095195] Debug <Critical> core\hle\service\service.cpp:operator ():69: Assertion Failed!
Unknown / unimplemented function '10107': port='prepo:u' cmd_buf={[0]=0x110006, [1]=0x80000014, [2]=0x1, [3]=0x0, [4]=0x0, [5]=0x191080, [6]=0x5A7350F8, [7]=0x112, [8]=0x5A735158}`

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3674
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
2026-03-06 15:02:59 +01:00
xbzk
529b069499
[android,ui] fixed top disalignment between buttons of each column in settings fragment (#3675)
this silly little thing tickles obsessive compulsive disturbed fellas a lot hu3
was shipped along PR 3660, which was rediscussed for other reason, hence this tiny lonely PR.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3675
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-03-05 13:58:46 +01:00
lizzie
9a07bd0570
[vk] unify VkSurfaceKHR with Android and the rest of platforms; remove technically incorrect nullptr() ctor for handles (#2971)
Removes some odd #ifdef-ing that just can use a shrimple opaque type.

Also removes nullptr() ctor'ing for vulkan handles and such; it's not incorrect per se like how `void *p = 0;` isn't incorrect, just that, y'know, any static analyzer will go "woah". Also there isn't any guarantee that handles `sizeof(Handle) == sizeof(void*)` so may as well :)

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2971
Reviewed-by: CamilleLaVey <camillelavey99@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>
2026-03-05 07:32:18 +01:00
xbzk
05f6942bef
[android, ui] fixed setting reset to defaults infinite loop (#3659)
fixed a bug discovered by Pavel in which the settings' "reset to defaults" dialog would get stuck in a infinite loop, due to a recall prior to cleaning state.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3659
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-03-05 00:58:49 +01:00
nekle
70c1e9abed
[android] Try and fix SD Card storage mount points for external paths (#3436)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3436
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: nekle <nekle@protonmail.com>
Co-committed-by: nekle <nekle@protonmail.com>
2026-03-05 00:56:25 +01:00
wildcard
69e47bd2c0
[vulkan] Fix wrong stage index in prepare_stage render area check (#3672)
The OpenGL correctly uses const auto& info{stage_infos[stage]};

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3672
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <chimera@dravee.dev>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
2026-03-05 00:54:48 +01:00
wildcard
cdf9b556b2
[vulkan]fix vuid 02751 (#3573)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3573
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: DraVee <chimera@dravee.dev>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
2026-03-05 00:54:26 +01:00
xbzk
7f5de6bcd6
[android/fs] external content loader + nca/xci patches (#3596)
Foreword: WHY DON'T EVERYBODY USE ONE FOLDER FOR EACH GAME+CONTENTS? AIN'T THIS THE FORMAT GAMES COME WHEN YOU BUE THEM? DO YOU LIVE WITH ALL YOUR FRIENDS AND HAVE A 2ND HOUSE FOR ALL THE CHILDREN?

Nice, i feel better now.

This feat extends Maufeat's work on external content loading. It harmonically additions:
"...also, if in each game folder X, you find a folder Y, and in this folder Y you detect ONLY a single game, then mount all external content for that game found in that folder Y and its subfolders."
Permanent (not toggleable). External Content folders are supported equally.

Also:
-Reworked several routines for preserving single source of truth between android and other systems;
-Fixed the annoying unknown format error for content files, by providing proper format detection.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3596
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-03-04 22:51:35 +01:00
wildcard
c682306788
[vulkan] Implement push descriptors for compute pipelines (#3666)
Implements push descriptor for compute pipelines along with a bug fix, the increment logic was, offset += sizeof(DescriptorUpdateEntry);
This only advances the byte offset by a single descriptor slot, regardless of the array's size (descriptorCount).Now suppose if a shader utilized an array of descriptors (eg, layout(binding = 0) uniform sampler2D textures[4]) and if this happened to fit within the MaxPushDescriptors limit, the template would consume 4 * sizeof(DescriptorUpdateEntry) bytes, but the offset for the next binding would only advance by 1 slot.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3666
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
2026-03-04 22:46:55 +01:00
PavelBARABANOV
9d2341eaea
[vk] Disable float16 math on non-MESA AMD drivers as 2026+ versions are broken (#3661)
thanks MaranBR

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3661
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
2026-03-03 14:27:47 +01:00
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
crueter
464212393e
[gitignore] add *.tar.zst (#3663)
the amount of times I've accidentally committed a tar.zst to this
repository...

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3663
2026-03-02 05:28:26 +01:00
MaranBr
ea209e6dab
[vulkan] Fine-tuning of frame pacing logic (#3628)
It makes fine adjustments to the frame pacing, ensuring better stability and precision.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3628
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
2026-03-02 02:53:01 +01:00
MaranBr
b5f9f8b743
[vulkan] Fix Vulkan rendering, image layout, and synchronization issues (#3511)
This fixes a visual corruption issue that occurred intermittently after loading screens, where some games would start the scene with vertex explosions, artifacts or with all colors blown out, resembling neon.

Among the known games affected by this bug are Mario Kart 8 Deluxe, The Legend of Zelda: Breath of the Wild, The Legend of Zelda: Tears of the Kingdom, Kirby and the Forgotten Land, Luigi's Mansion 3, Xenoblade Chronicles 3 and possibly others as well.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3511
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
2026-03-02 02:51:50 +01:00
xbzk
a8fc994c0b
pr3655 gradientbordercardview fix (#3658)
This complements PR3655, where a change in theme setting caused gradientbordercardview theme color setting mismatch.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3658
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-03-01 23:21:26 +01:00
lizzie
2991bd18ef
[vk] Enable VK_IMG_filter_cubic on powervr (#3643)
in powervr, the enum for cubic filtering is an alias for an ext, however in true powervr fashion they want you to use their stupid VK_IMG

and knowing powevr it probably bugs out if you dont

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3643
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-01 01:53:15 +01:00
lizzie
281d7a468e
[ports] Remove ENABLE_OPENSSL and mbedtls nixos remnants (#3638)
shell.nix still had references to mbedtls

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3638
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-01 01:53:04 +01:00
PavelBARABANOV
12f89745be
[android] add IntSetting for static theme and set green as default (#3655)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3655
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
2026-02-28 19:34:55 +01:00
xXJSONDeruloXx
7de5eb6884
[android] fix persist manual game pause after android sleep/wake (#3651)
if user invokes the "pause game" option from the menu while in game, as expected this suspends the process till user manually hits resume.. except for one case: Android sleep/wake lifecycle.

If user manually pauses a running game, then sleeps their device, then wakes their device; the game will self-resume without user pressing "resume game".

Expected behavior IMO is that if user left the game process in manually paused state, app should respect this and persist the pause on system wake, so that user may manually press "resume game" to unfreeze the process.

Simple fix is to have a few params for user initiated pause and resume, and update the pause and run methods to handle as described above.

Please let me know if there is a cleaner way to implement!

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3651
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: xXJSONDeruloXx <danielhimebauch@gmail.com>
Co-committed-by: xXJSONDeruloXx <danielhimebauch@gmail.com>
2026-02-28 16:05:06 +01:00
John
ac181b756f
[Config] Update Rescale Toggle Description to Include Intel GPUs (#3650)
The toggle hack has benefits for Intel GPU users in Luigi Mansion 3 as they also suffer from line artifacts.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3650
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
2026-02-28 01:07:40 +01:00
smiRaphi
4a833e7206
[desktop] port IR Camera to Qt6 & fix camera saving on windows (#3630)
The camera was previously saved without escaping the name which made the values unusable after a settings load, for whatever reason replacing the backslashes when saving with / doesn't work but replacing them with | does.

Also note that the OBS virtual cam (and any other cameras that only have directshow drivers) won't work because Qt6 dropped support for that and the ffmpeg backend doesn't seem to support it either.

Closes #3468

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3630
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: smiRaphi <neogt404@gmail.com>
Co-committed-by: smiRaphi <neogt404@gmail.com>
2026-02-28 01:06:59 +01:00
lizzie
06a08de68a
[core/loader] prevent program_image reallocations in NSO+KIP loading methods (#3639)
also changes some methods to std::span<> as well, but mainly std::vector<> in the NSO/KIP loading stuff is not needed to be memcpy'ed and memmove'd around
this should save a marginal amount of loading time (RDR1)

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3639
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-02-28 01:06:33 +01:00
JPikachu
f8712e50e6
[audio] stub SetAudioDeviceOutputVolumeAutoTuneEnabled and IsAudioDeviceOutputVolumeAutoTuneEnabled (#3654)
For Pokémon LeafGreen Version and Pokémon FireRed Version

Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3654
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: JPikachu <jpikachu@eden-emu.dev>
Co-committed-by: JPikachu <jpikachu@eden-emu.dev>
2026-02-28 01:06:22 +01:00
crueter
fc63de39dd
[docs] Bring back the Options page, and clean up LLM policy (#3649)
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3649
2026-02-27 03:33:36 +01:00
crueter
bf25058dbd
[docs] SIGNUP: Add spam/junk notice, email patch info, and clarify some things (#3648)
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3648
2026-02-27 03:33:29 +01:00
lizzie
75104b6103
[hle] Implement IApplicationManagerInterface::GetTotalSpaceSize (#3642)
oops

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3642
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-02-26 16:48:04 +01:00
John
0d950195e9
[Settings] Add "Enable Legacy Rescale Pass" Toggle (#3582)
This PR introduces an optional Legacy Rescale Compatibility Mode that restores the previous rescale‑pass behavior for titles that rely on its quirks. While the new rescale logic is generally more correct, some games exhibit visual issues that the legacy behavior incidentally avoids.
Enabling this mode can mitigate line artifacts on AMD GPUs and reduce grey‑texture flickering on Nvidia GPUs in Luigi’s Mansion 3. This is a compatibility workaround rather than a full fix, and should only be used for titles affected by these rare edge‑case rendering problems.

Original Logic from MaranBR

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3582
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
2026-02-26 03:57:25 +01:00
PavelBARABANOV
04e88ab82c
[qt] Remove QEvent::Polish from titlebar filter to fix Applets tab (#3644)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3644
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
2026-02-26 03:15:32 +01:00
crueter
f957c36238
[vk] Disable vsync when Turbo Mode is enabled (#3633)
Note to self: you have a 60Hz display, use it

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3633
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-02-26 01:04:23 +01:00
crueter
ee67853636
[desktop] Show basic driver info on GPU selector box (#3636)
Shows a short driver identification string in the Graphics Device combo box (desktop only, Android doesn't need this at all)

Largely meant for debugging, especially macOS. Maybe Windows in the future once MESA begins working on FOSS drivers over there. Linux on ARM platforms too maybe? And Nvidia

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3636
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-02-26 01:04:14 +01:00
crueter
0ff84ef312
[desktop] Fix path corruption for special characters on Windows (#3635)
https://github.com/azahar-emu/azahar/pull/1745

Authored-by: RedBlackAka <140876408+RedBlackAka@users.noreply.github.com>
Signed-off-by: crueter <crueter@eden-emu.dev>

Co-authored-by: RedBlackAka <140876408+RedBlackAka@users.noreply.github.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3635
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-02-25 14:53:49 +01:00
crueter
00e2128fab
[desktop] Allow deletion of add-ons from the add-on menu (#3626)
Adds a location param to the Patch struct which can be used to delete
any installed mods at the user's request. You can delete multiple at
once too, or just one by right-clicking

You are not able to delete game updates, DLC, or SDMC mods.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3626
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
2026-02-25 03:38:13 +01:00
crueter
f25582833a
[cmake] Start requiring SDL2 (#3632)
Closes #3466

Like said in the issue and the OpenSSL equivalent, disabling SDL2 on
desktop is just not something we want to do. It's not worth the added
burden of supporting the n+1'th matrix.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3632
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-02-25 02:49:47 +01:00
crueter
7758f70833
[core] Fix language index mismatches (#3629)
For reasons I am not knowledgeable enough to answer, NACP language and
nn::settings::Language don't match.

PR #3587 however erroneously matched language_index directly to NACP
language which caused those weird mismatches (since idx 2 = French
actually matches up to an NACP language of Japanese). So to get around
that just go back to the mapping of language idx -> nacp language

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3629
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
2026-02-25 00:41:21 +01:00
John
5279e76534
[Configuration] Add Applets Tab to Per-Game Configurations (#3623)
Some games need specific applets to work.

For example for local multiplayer to function the Controller Applet must be set as:
- MK8D -> Custom Applet
- Absolum -> Real Applet

Web/Offline Applet: Assasin Creed and some bundled games might need real applet.

Overlay Toggle added for Horizon's ingame menu.

Thanks PavelBARABANOV for the help with the PR.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3623
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
2026-02-24 22:25:28 +01:00
crueter
270232e8d6
[dynarmic] Revert "Transition IR::Block to use stable_vector<Inst>, remove inline pool + pooled vector, remove unused mutable get/set block functors (#3543)" (#3625)
This reverts commit d64f7dfe5c.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3625
2026-02-24 19:34:34 +01:00
PavelBARABANOV
d2bef2731c
[android, tu] Adjusted PoD of Vertex/ Buffers for older turnip drivers (#3621)
This PR aims to return an older way to bind and host vertex/ buffers (via toggle), which had a bunch of indirection and added unnecessary overhead during the drawing phase; current new approach adds just PoD for this operations, which seems to not be acceptable for older turnip drivers.

Meanwhile the performance improvements are gonna be enabled only if the toggle is turned on, it will be required to use newer turnip drivers to make it work (26.0+), default behavior will allow older drivers work as intended.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3621
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
2026-02-24 18:49:44 +01:00
lizzie
b45c78a051
[dynarmic] use bitset<32> instead of vector for ABI regset allocations (#3507)
HLE macro does this, may as well do it on dynarm as well :)

could improve perf a bit

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3507
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-02-24 06:56:08 +01:00
PavelBARABANOV
40251c2115
[vk] Fix lost wakeup in fence mode using atomic wait (#3598)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3598
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
2026-02-24 06:37:28 +01:00
PavelBARABANOV
83cdeed3c4
[common] Disable BCN patch by default (#3622)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3622
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
2026-02-24 01:04:35 +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
lizzie
213f7b810d
[dist] New 2026 Saint Patrick's icon; drop named variants (#3617)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3617
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>
2026-02-23 19:54:48 +01:00
DraVee
a11eae425a
[file_sys] Check if language_entry is empty (#3619)
* fixup to #3587

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3619
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: DraVee <dravee@eden-emu.dev>
Co-committed-by: DraVee <dravee@eden-emu.dev>
2026-02-23 19:40:56 +01:00
lizzie
c610b61126
[common, hle] add new updates Polish+Thai languages (#3587)
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/3587
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-02-23 13:39:16 +01:00
xbzk
963f9981ce
[chore] Resolve more "warning C4127: conditional expression is constant" while building under MSVC (#3595)
NOISY warning on NINJA MSVC build log.
Complement for PR 3567. Now in another place.

D:\dev\eden\src\dynarmic\src\dynarmic\backend\x64\emit_x64_vector_floating_point.cpp(207): warning C4127: conditional expression is constant
D:\dev\eden\src\dynarmic\src\dynarmic\backend\x64\emit_x64_vector_floating_point.cpp(207): note: consider using 'if constexpr' statement instead

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

Co-authored-by: DraVee <dravee@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3595
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-02-23 06:40:42 +01:00
crueter
89dd600790
[cmake] Comment out YUZU_USE_QT_MULTIMEDIA usages (#3616)
This option is currently dead code. Let's not use it. In the future we
should definitely update it. (or not, not a single soul used this beforehand).

See: #3468

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3616
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-02-23 03:47:25 +01:00
crueter
eb57e11f42
[cmake] Delete YUZU_USE_CPM forever (#3615)
This option is really confusing, and has long since outlived its
originally intended purpose.

Goodbye forever!

Closes #3467

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3615
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-02-23 03:47:19 +01:00
crueter
45eb9cfcee
[desktop] Reset speed mode on game shutdown (#3613)
Closes #3602

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3613
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-02-23 02:52:12 +01:00
lizzie
0a687b82d4
[crypto] Atomize all traces of MbedTLS, and require OpenSSL 3+ (#3606)
Closes #3137
Closes #3465

- Replace all mbedtls usage with OpenSSL
- require OpenSSL
- Up OpenSSL version to 3, cuz that's what we actually need...

CAVEATS:
- httplib also now required
- other ssl backends for svc are unused, maybe remove later
  * To be fair, our CI never used them anyways. And we never tested those

TESTERS PLEASE TEST:
- All games and applets boot
- Boot, load, exit, etc. times

Co-authored-by: crueter <crueter@eden-emu.dev>
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/3606
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-02-23 02:50:13 +01:00
crueter
80d6172084
[desktop] Display currently applied update in tooltip alongside playtime (#3611)
Also nicely formats both it and play time, alongside fallbacks if they
have nothing

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3611
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2026-02-23 02:03:30 +01:00
crueter
d8b2971a2e
[desktop] Fix game list name column starting out super small by default (#3610)
Unsure why but geometry is at 100x30 when this func is called. For now
just use sane ish default of 840

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3610
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-02-23 00:20:14 +01:00
crueter
12157214b6
[externals] Update FFmpeg to c7b5f1537d (#3604)
Fixes some Vulkan VP9 thing

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3604
Reviewed-by: DraVee <dravee@eden-emu.dev>
2026-02-22 23:28:46 +01:00
crueter
0574d7d2c9
[desktop] Fix mod import for romfs mods (#3609)
Forgot a comma :(

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3609
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-02-22 22:03:32 +01:00
lizzie
d64f7dfe5c
[dynarmic] Transition IR::Block to use stable_vector<Inst>, remove inline pool + pooled vector, remove unused mutable get/set block functors (#3543)
theoretically, better

in practice, uh

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3543
Reviewed-by: DraVee <dravee@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>
2026-02-22 21:01:04 +01:00
lizzie
2d27359074
[core/memory] remove indirection handling for unaligned access (#3584)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3584
Reviewed-by: DraVee <dravee@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>
2026-02-22 06:05:08 +01:00
xbzk
978ba3ed6f
[android,ui] added toggle to swap confirm/back buttons (#3601)
Most android joypads has xbox layout, so while when in UI CONFIRM buttom (A) is the bottom one, in games it is the right one. And the opposite for BACK (B) button.
And that kinda sucks. And some users complained, so i had this idea.
Disabled by default. Toggle in the lonely App Settings menu. No impact at all.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3601
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-02-22 06:04:41 +01:00
DraVee
f1e9e846f1
[docs] Add Gentoo and Arch Linux packages to GDB instructions (#3521)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3521
Reviewed-by: crueter <crueter@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>
2026-02-22 05:29:57 +01:00
DraVee
097ccf830d
[dynarmic] Fix building of tests (#3599)
Proposed-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3599
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: DraVee <dravee@eden-emu.dev>
Co-committed-by: DraVee <dravee@eden-emu.dev>
2026-02-22 04:22:50 +01:00
crueter
fecf763a51
[desktop] Fix crash on restart (#3600)
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3600
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-02-22 04:15:26 +01:00
lizzie
a12eb5fef6
[docs] add qt6-charts to deps.md, add nixOS note (#3597)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3597
Reviewed-by: DraVee <dravee@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>
2026-02-22 03:28:00 +01:00
DraVee
4014b45cb6
[cmake] Remove not working QT_VERSION check (#3553)
* fix copy of files to bin dir on MSVC

* does we even support Qt5? I dont think so

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3553
Reviewed-by: Lizzie <lizzie@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>
2026-02-22 03:09:23 +01:00
lizzie
2082ba7ec7
[cmake, common] allow build with -fno-rtti and /GR-, to disable gen of rtti and save some bytes in vtables (#359)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/359
Reviewed-by: DraVee <dravee@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>
2026-02-22 03:09:03 +01:00
lizzie
bfc720152a
[vfs] remove usage of 'dynamic_cast', use ankerl::map for files (#3594)
Do I need to writeout everything wrong with `dynamic_cast`?

Also the usual std::map -> `ankerl::unordered_dense::map` conversion, seems to work just fine - but of course test that updates/DLCs/mods/cheats/etc are still being applied :)

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3594
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-02-21 18:38:32 +01:00
lizzie
b6238d6df7
[vfs] fix crash at dtor() time (#3593)
Not very happy with the "solution"

Either way, this affected FBSD where opening then closing the emu would result in a crash, always.

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3593
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-02-21 13:47:48 +01:00
lizzie
f94bae10f2
[dynarmic] fix SignedDiv64 crashing if immediate constprop took effect; also fix result for 0x8000_0000/0xFFFF_FFFF not returning properly for SignedDiv32 (#3517)
a program could crash the emulator by just using div immediates and/or dividing by
0x8000_0000_0000_0000/0xFFFF_FFFF_FFFF_FFFF

X0 = 0x8000_0000_0000_0000
X1 = 0xFFFF_FFFF_FFFF_FFFF

SDIV X2, X0, X1
SDIV X2, X1, X0 <- crashes emu

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3517
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-02-21 03:01:41 +01:00
xbzk
d19303883e
[chore] Resolve "warning C4127: conditional expression is constant" while building under MSVC (#3567)
NINJA REPORTS THIS SHIT ALMOST EVERY STEP!

[161/863] Building CXX object src\hid_core\CMakeFiles\hid_core.dir\frontend\input_interpreter.cpp.obj
D:\dev\eden\src\.\core/hle/kernel/k_auto_object.h(100): warning C4127: conditional expression is constant
D:\dev\eden\src\.\core/hle/kernel/k_auto_object.h(100): note: consider using 'if constexpr' statement instead
D:\dev\eden\src\.\core/hle/kernel/k_memory_manager.h(246): warning C4127: conditional expression is constant
D:\dev\eden\src\.\core/hle/kernel/k_memory_manager.h(246): note: consider using 'if constexpr' statement instead

The reason, any mention to UNIMPLEMENTED() macro reaches this point where a constant expression (macro argument) is not declared so.
There must be several other ways to suppress, like via cmake C4127 suppression or making every source constexpr, but lazy.
Since it's an unimplemented() feature assert call, i`ve just made it non constant. Covers everything. No charges.

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3567
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-02-21 03:01:19 +01:00
xbzk
5ee81a4932
[settings] changed debug knobs category to allow per-game usage (#3564)
as the name says, plus changed android type for shortsetting, and added communication good pratices to handbook (.md) file.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3564
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-02-21 02:35:05 +01:00
lizzie
4f29128e50
[dynarmic] Fix ISB with new JIT schema (#3576)
If an ISB is issued, the changes on the memory wouldn't be reflected
Now we emulate "instruction cache" properly by just telling the mechanism to re-fetch the entire page again (to make ANY changes visible immediately)

This mainly fixes a potential issue where an ISB is emitted before a branch on the same codepage.

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3576
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-02-21 01:53:48 +01:00
lizzie
f76dc401c3
[dynarmic] remove dead-code interpreter (#3547)
interpreter was never called in practice and doesn't do anything other than just crash

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3547
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-02-21 01:53:34 +01:00
xbzk
732b7eb560
[file_sys] added packed language entries support (#3585)
Normally,  language_entries contained plain UTF-8 names.
In BotW v1.9.0, that title block is no longer directly readable as old UTF-8, so we were parsing binary data as text and going nuts.
...
In patch_manager.cpp (ParseControlNCA), I added a validity check: If update title text is unreadable, we keep update metadata but copy only the base language_entries block (0x0000..0x2FFF) so the game name is valid again.

UPDATE:
managed to decode the new language entries is a raw headerless zlib deflate.
added support for proper detection and inflation.

Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3585
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-02-20 23:28:24 +01:00
lizzie
93eecca894
[xbyak] fix unordered map that wasn't actually wanting to be unordered (#3589)
It seems to be related to the fact multimap on xbyak doesn't properly work if it's unordered
It also seems to NOT play nice at all with unstable iterators (like those found on ankerl) - either we use boost or just let xbyak use normal std

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3589
Reviewed-by: Maufeat <sahyno1996@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>
2026-02-20 19:28:36 +01:00
lizzie
d5aa10d572
[dynarmic] make Xbyak::CodeGen use Ankerl for backing unordered maps (#3438)
standard std::unordered_map and std::unordered_set sucks, hadn't found drop-in replacement for multimap, but this change should bring a nice perf boost for x86_64 :)

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3438
Reviewed-by: DraVee <dravee@eden-emu.dev>
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>
2026-02-20 16:38:17 +01:00
crueter
308a995275
[desktop] Revert FPS counter to 500ms (#3586)
This broke things, needs more investigation.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3586
2026-02-20 15:59:53 +01:00
crueter
f8145152c7
[cmake] Fix MoltenVK Fetch and Dynarmic tests build (#3559)
Originally was a test for Qt 6.9.3. Still broken, I have absolutely zero idea how to fix it.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3559
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2026-02-20 15:59:45 +01:00
lizzie
c9c136bea7
[texture_cache, buffer_cache] Added TLS handling + changed command queue for GPU threading. (#3579)
(Merge of #3495 + #3108)

This PR works around to simplify math operations on hot pointers inside the access and requests to the cache of buffers and texture cache, removing previous logic of indirection and replaced by a PoD approach.

This will ensure less CPU times spended on the same request and flow directly into another chain of the render, in the same way, command queue currently uses an internal mutex that constraints the flow of data within the GPU threads, we're moving over a single command, I verified to keep using mutexes instead of internal mutex + mutex per operation, which are resolved by themselves.

In simplier words, this aims to improve performance on those games and devices where the waits for next orders on GPU commands were heavier than a single verification.

Co-Authored-by: @CamilleLaVey
Co-Authored-by: @Lizzie
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3579
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-02-20 00:52:07 +01:00
lizzie
6f9d025ad2
[host_memory] avoid doing madvise(2) syscall for a simple memset op (#3108)
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3108
Reviewed-by: DraVee <dravee@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>
2026-02-19 09:16:19 +01:00
lizzie
ab129cf314
Revert "[vk] Simplified layouts per driver configuration (#3271)" (#3571)
causes evil VUID bullshit

This reverts commit 75fda70db2.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3571
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-02-19 04:07:45 +01:00
lizzie
72b3f3a8a5
[dynarmic] remove dead-code arm/thumb disassembler (#3546)
llvm already does this, no need to reinvent the wheel

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3546
Reviewed-by: DraVee <dravee@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>
2026-02-17 19:15:59 +01:00
John
5fb3ae487c
[windows] Return x86 microsleep for Windows (#3563)
Microsleep removal may have regressed AOC in msvc

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3563
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
2026-02-17 06:15:45 +01:00
lizzie
86e02aceba
[video_core] remove static texture scratch buffer and just use something allocated on vec (#3560)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3560
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-02-16 21:51:46 +01:00
lizzie
50ec0892c6
[meta] restore normal icon, valentine is over (#3556)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3556
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-02-15 23:11:46 +01:00
crueter
f4e7fc91ba
[cmake, frontend] Fix update checker and move to self-hosted Git (#3558)
httplib doesn't like when you include the protocol, as it would seem

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3558
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2026-02-15 20:51:05 +01:00
crueter
45c9f9bbb3
[desktop] Add basic Frametime/FPS overlay (#3537)
Just displays min, max, avg frametime/fps, alongside a chart of FPS in
the last 30 seconds.

Notes:
- Qt Charts is now required
- FPS/frametime collector now runs 2x as often. TODO: keep status bar at
  500ms, but put perf overlay at 250ms

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3537
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-02-15 19:22:19 +01:00
1033 changed files with 71285 additions and 55091 deletions

22
.ci/actool.sh Executable file
View file

@ -0,0 +1,22 @@
#!/bin/sh -e
# SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later
# SPDX-FileCopyrightText: Copyright 2026 crueter
# SPDX-License-Identifier: GPL-3.0-or-later
_svg=dev.eden_emu.eden.svg
_icon=dist/eden.icon
_composed="$_icon/Assets/$_svg"
_svg="dist/$_svg"
rm "$_composed"
cp "$_svg" "$_composed"
xcrun actool "$_icon" \
--compile dist \
--platform macosx \
--minimum-deployment-target 11.0 \
--app-icon eden \
--output-partial-info-plist /dev/null

View file

@ -115,7 +115,7 @@ for file in $FILES; do
*.cmake|*.sh|*CMakeLists.txt) *.cmake|*.sh|*CMakeLists.txt)
begin="#" begin="#"
;; ;;
*.kt*|*.cpp|*.h) *.kt*|*.cpp|*.h|*.qml)
begin="//" begin="//"
;; ;;
*) *)
@ -193,7 +193,7 @@ if [ "$UPDATE" = "true" ]; then
begin="#" begin="#"
shell=true shell=true
;; ;;
*.kt*|*.cpp|*.h) *)
begin="//" begin="//"
shell="false" shell="false"
;; ;;

View file

@ -1,10 +1,9 @@
name: tx-pull name: tx-pull
on: on:
# monday, wednesday, saturday at 2pm # tuesday, saturday at 2pm
schedule: schedule:
cron: - cron: '0 14 * * 2,6'
- '0 14 * * 1,3,6'
workflow_dispatch: workflow_dispatch:
jobs: jobs:
@ -59,4 +58,3 @@ jobs:
-H 'Authorization: Bearer ${{ secrets.CI_FJ_TOKEN }}' \ -H 'Authorization: Bearer ${{ secrets.CI_FJ_TOKEN }}' \
-H 'Content-Type: application/json' \ -H 'Content-Type: application/json' \
-d "@data.json" --fail -d "@data.json" --fail

View file

@ -0,0 +1,54 @@
name: update-deps
on:
# saturday at noon
schedule:
- cron: '0 12 * * 6'
workflow_dispatch:
jobs:
tx-update:
runs-on: source
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Update deps
run: |
git config --local user.name "Eden CI"
git config --local user.email "ci@eden-emu.dev"
git config --local user.signingkey "D57652791BB25D2A"
git config --local push.autoSetupRemote true
git remote set-url origin ci:eden-emu/eden.git
DATE=$(date +"%b %d")
echo "DATE=$DATE" >> "$GITHUB_ENV"
git switch -c update-deps-$DATE
tools/cpmutil.sh package update -ac
git push
- name: Create PR
run: |
TITLE="[externals] Dependency update for $DATE"
BODY="$(git show -s --format='%b')"
BASE=master
HEAD=update-deps-$DATE
cat << EOF > data.json
{
"base": "$BASE",
"body": "$BODY",
"head": "$HEAD",
"title": "$TITLE"
}
EOF
curl -X 'POST' \
'https://git.eden-emu.dev/api/v1/repos/eden-emu/eden/pulls' \
-H 'accept: application/json' \
-H 'Authorization: Bearer ${{ secrets.CI_FJ_TOKEN }}' \
-H 'Content-Type: application/json' \
-d "@data.json" --fail

1
.gitignore vendored
View file

@ -63,3 +63,4 @@ artifacts
*.AppImage* *.AppImage*
/install* /install*
vulkansdk*.exe vulkansdk*.exe
*.tar.zst

View file

@ -0,0 +1,89 @@
From 509be32bbfa6eb95014860f7c9ea6d45c8ddaa56 Mon Sep 17 00:00:00 2001
From: crueter <crueter@eden-emu.dev>
Date: Sun, 8 Mar 2026 15:11:12 -0400
Subject: [PATCH] [cmake] Simplify zstd find logic, and support pre-existing
zstd target
Some deduplication work on the zstd required/if-available logic. Also
adds support for pre-existing `zstd::libzstd` which is useful for
projects that bundle their own zstd in a way that doesn't get caught by
`CONFIG`
Signed-off-by: crueter <crueter@eden-emu.dev>
---
CMakeLists.txt | 46 ++++++++++++++++++++++++++--------------------
1 file changed, 26 insertions(+), 20 deletions(-)
diff --git a/CMakeLists.txt b/CMakeLists.txt
index 1874e36be0..8d31198006 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -241,28 +241,34 @@ endif()
# NOTE:
# zstd < 1.5.6 does not provide the CMake imported target `zstd::libzstd`.
# Older versions must be consumed via their pkg-config file.
-if(HTTPLIB_REQUIRE_ZSTD)
- find_package(zstd 1.5.6 CONFIG)
- if(NOT zstd_FOUND)
- find_package(PkgConfig REQUIRED)
- pkg_check_modules(zstd REQUIRED IMPORTED_TARGET libzstd)
- add_library(zstd::libzstd ALIAS PkgConfig::zstd)
- endif()
- set(HTTPLIB_IS_USING_ZSTD TRUE)
-elseif(HTTPLIB_USE_ZSTD_IF_AVAILABLE)
- find_package(zstd 1.5.6 CONFIG QUIET)
- if(NOT zstd_FOUND)
- find_package(PkgConfig QUIET)
- if(PKG_CONFIG_FOUND)
- pkg_check_modules(zstd QUIET IMPORTED_TARGET libzstd)
-
- if(TARGET PkgConfig::zstd)
+if (HTTPLIB_REQUIRE_ZSTD)
+ set(HTTPLIB_ZSTD_REQUESTED ON)
+ set(HTTPLIB_ZSTD_REQUIRED REQUIRED)
+elseif (HTTPLIB_USE_ZSTD_IF_AVAILABLE)
+ set(HTTPLIB_ZSTD_REQUESTED ON)
+ set(HTTPLIB_ZSTD_REQUIRED QUIET)
+endif()
+
+if (HTTPLIB_ZSTD_REQUESTED)
+ if (TARGET zstd::libzstd)
+ set(HTTPLIB_IS_USING_ZSTD TRUE)
+ else()
+ find_package(zstd 1.5.6 CONFIG QUIET)
+
+ if (NOT zstd_FOUND)
+ find_package(PkgConfig ${HTTPLIB_ZSTD_REQUIRED})
+ pkg_check_modules(zstd ${HTTPLIB_ZSTD_REQUIRED} IMPORTED_TARGET libzstd)
+
+ if (TARGET PkgConfig::zstd)
add_library(zstd::libzstd ALIAS PkgConfig::zstd)
endif()
endif()
+
+ # This will always be true if zstd is required.
+ # If zstd *isn't* found when zstd is set to required,
+ # CMake will error out earlier in this block.
+ set(HTTPLIB_IS_USING_ZSTD ${zstd_FOUND})
endif()
- # Both find_package and PkgConf set a XXX_FOUND var
- set(HTTPLIB_IS_USING_ZSTD ${zstd_FOUND})
endif()
# Used for default, common dirs that the end-user can change (if needed)
@@ -317,13 +323,13 @@ if(HTTPLIB_COMPILE)
$<BUILD_INTERFACE:${_httplib_build_includedir}/httplib.h>
$<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}/httplib.h>
)
-
+
# Add C++20 module support if requested
# Include from separate file to prevent parse errors on older CMake versions
if(CMAKE_VERSION VERSION_GREATER_EQUAL "3.28")
include(cmake/modules.cmake)
endif()
-
+
set_target_properties(${PROJECT_NAME}
PROPERTIES
VERSION ${${PROJECT_NAME}_VERSION}

View file

@ -1,35 +0,0 @@
diff --git a/library/aesni.h b/library/aesni.h
index 754c984c79..59e27afd3e 100644
--- a/library/aesni.h
+++ b/library/aesni.h
@@ -35,7 +35,7 @@
/* GCC-like compilers: currently, we only support intrinsics if the requisite
* target flag is enabled when building the library (e.g. `gcc -mpclmul -msse2`
* or `clang -maes -mpclmul`). */
-#if (defined(__GNUC__) || defined(__clang__)) && defined(__AES__) && defined(__PCLMUL__)
+#if defined(__GNUC__) || defined(__clang__)
#define MBEDTLS_AESNI_HAVE_INTRINSICS
#endif
/* For 32-bit, we only support intrinsics */
diff --git a/library/aesni.c b/library/aesni.c
index 2857068..3e104ab 100644
--- a/library/aesni.c
+++ b/library/aesni.c
@@ -31,16 +31,14 @@
#include <immintrin.h>
#endif
-#if defined(MBEDTLS_ARCH_IS_X86)
#if defined(MBEDTLS_COMPILER_IS_GCC)
#pragma GCC push_options
#pragma GCC target ("pclmul,sse2,aes")
#define MBEDTLS_POP_TARGET_PRAGMA
-#elif defined(__clang__) && (__clang_major__ >= 5)
+#elif defined(__clang__)
#pragma clang attribute push (__attribute__((target("pclmul,sse2,aes"))), apply_to=function)
#define MBEDTLS_POP_TARGET_PRAGMA
#endif
-#endif
#if !defined(MBEDTLS_AES_USE_HARDWARE_ONLY)
/*

View file

@ -1,20 +0,0 @@
diff --git a/library/common.h b/library/common.h
index 50f2a29..c60d9dc 100644
--- a/library/common.h
+++ b/library/common.h
@@ -19,11 +19,11 @@
#include <stdint.h>
#include <stddef.h>
-#if defined(__ARM_NEON)
-#include <arm_neon.h>
+#if defined(MBEDTLS_PLATFORM_IS_WINDOWS_ON_ARM64)
+#include <arm64_neon.h>
#define MBEDTLS_HAVE_NEON_INTRINSICS
-#elif defined(MBEDTLS_PLATFORM_IS_WINDOWS_ON_ARM64)
-#include <arm64_neon.h>
+#elif (defined(__ANDROID__) && defined(__ARM_FP)) || defined(__ARM_NEON)
+#include <arm_neon.h>
#define MBEDTLS_HAVE_NEON_INTRINSICS
#endif

View file

@ -1,55 +0,0 @@
diff --git a/include/mcl/assert.hpp b/include/mcl/assert.hpp
index f77dbe7..9ec0b9c 100644
--- a/include/mcl/assert.hpp
+++ b/include/mcl/assert.hpp
@@ -23,8 +23,11 @@ template<typename... Ts>
} // namespace mcl::detail
+#ifndef UNREACHABLE
#define UNREACHABLE() ASSERT_FALSE("Unreachable code!")
+#endif
+#ifndef ASSERT
#define ASSERT(expr) \
[&] { \
if (std::is_constant_evaluated()) { \
@@ -37,7 +40,9 @@ template<typename... Ts>
} \
} \
}()
+#endif
+#ifndef ASSERT_MSG
#define ASSERT_MSG(expr, ...) \
[&] { \
if (std::is_constant_evaluated()) { \
@@ -50,13 +55,24 @@ template<typename... Ts>
} \
} \
}()
+#endif
+#ifndef ASSERT_FALSE
#define ASSERT_FALSE(...) ::mcl::detail::assert_terminate("false", __VA_ARGS__)
+#endif
#if defined(NDEBUG) || defined(MCL_IGNORE_ASSERTS)
-# define DEBUG_ASSERT(expr) ASSUME(expr)
-# define DEBUG_ASSERT_MSG(expr, ...) ASSUME(expr)
+# ifndef DEBUG_ASSERT
+# define DEBUG_ASSERT(expr) ASSUME(expr)
+# endif
+# ifndef DEBUG_ASSERT_MSG
+# define DEBUG_ASSERT_MSG(expr, ...) ASSUME(expr)
+# endif
#else
-# define DEBUG_ASSERT(expr) ASSERT(expr)
-# define DEBUG_ASSERT_MSG(expr, ...) ASSERT_MSG(expr, __VA_ARGS__)
+# ifndef DEBUG_ASSERT
+# define DEBUG_ASSERT(expr) ASSERT(expr)
+# endif
+# ifndef DEBUG_ASSERT_MSG
+# define DEBUG_ASSERT_MSG(expr, ...) ASSERT_MSG(expr, __VA_ARGS__)
+# endif
#endif

View file

@ -49,35 +49,28 @@ if (YUZU_STATIC_ROOM)
# disable e v e r y t h i n g # disable e v e r y t h i n g
set(ENABLE_QT OFF) set(ENABLE_QT OFF)
set(ENABLE_SDL2 OFF)
set(YUZU_CMD OFF) set(YUZU_CMD OFF)
set(ENABLE_CUBEB OFF) set(ENABLE_CUBEB OFF)
set(ENABLE_UPDATE_CHECKER OFF) set(ENABLE_UPDATE_CHECKER OFF)
set(USE_DISCORD_PRESENCE OFF) set(USE_DISCORD_PRESENCE OFF)
set(BUILD_TESTING OFF) set(BUILD_TESTING OFF)
set(ENABLE_OPENSSL OFF)
set(ENABLE_WEB_SERVICE OFF) set(ENABLE_WEB_SERVICE OFF)
set(ENABLE_LIBUSB OFF) set(ENABLE_LIBUSB OFF)
# allow static libs for boost and mbedtls though # allow static libs for boost though
set(Boost_USE_STATIC_LIBS ON) set(Boost_USE_STATIC_LIBS ON)
set(CMAKE_FIND_LIBRARY_SUFFIXES ".a") set(CMAKE_FIND_LIBRARY_SUFFIXES ".a")
set(MBEDTLS_LIB_SUFFIX "_static") set(OPENSSL_USE_STATIC_LIBS ON)
set(YUZU_USE_CPM ON)
set(zstd_FORCE_BUNDLED ON) set(zstd_FORCE_BUNDLED ON)
set(fmt_FORCE_BUNDLED ON) set(fmt_FORCE_BUNDLED ON)
endif() endif()
# common network mbedtls
# common: xbyak? booost fmt lz4 zstd
# network: enet boost
# qt stuff # qt stuff
option(ENABLE_QT "Enable the Qt frontend" ON) option(ENABLE_QT "Enable the Qt frontend" ON)
option(ENABLE_QT_TRANSLATION "Enable translations for the Qt frontend" OFF) option(ENABLE_QT_TRANSLATION "Enable translations for the Qt frontend" OFF)
option(ENABLE_UPDATE_CHECKER "Enable update checker (for Qt and Android)" OFF) option(ENABLE_UPDATE_CHECKER "Enable update checker (for Qt and Android)" OFF)
option(YUZU_USE_QT_MULTIMEDIA "Use QtMultimedia for Camera" OFF) cmake_dependent_option(YUZU_USE_QT_MULTIMEDIA "Use QtMultimedia for Camera" OFF "NOT YUZU_USE_BUNDLED_QT" OFF)
cmake_dependent_option(YUZU_USE_QT_WEB_ENGINE "Use QtWebEngine for web applet implementation" OFF "NOT YUZU_USE_BUNDLED_QT" OFF) cmake_dependent_option(YUZU_USE_QT_WEB_ENGINE "Use QtWebEngine for web applet implementation" OFF "NOT YUZU_USE_BUNDLED_QT" OFF)
set(YUZU_QT_MIRROR "" CACHE STRING "What mirror to use for downloading the bundled Qt libraries") set(YUZU_QT_MIRROR "" CACHE STRING "What mirror to use for downloading the bundled Qt libraries")
cmake_dependent_option(YUZU_USE_BUNDLED_QT "Download bundled Qt binaries" "${MSVC}" "ENABLE_QT" OFF) cmake_dependent_option(YUZU_USE_BUNDLED_QT "Download bundled Qt binaries" "${MSVC}" "ENABLE_QT" OFF)
@ -130,12 +123,7 @@ if (YUZU_STATIC_BUILD)
set(YUZU_USE_BUNDLED_OPENSSL ON) set(YUZU_USE_BUNDLED_OPENSSL ON)
set(HTTPLIB_USE_BROTLI_IF_AVAILABLE OFF) set(HTTPLIB_USE_BROTLI_IF_AVAILABLE OFF)
## some libraries define a Library::Name_static alternative ##
set(MBEDTLS_LIB_SUFFIX _static)
elseif(APPLE) elseif(APPLE)
set(YUZU_USE_CPM ON)
set(YUZU_USE_BUNDLED_FFMPEG ON) set(YUZU_USE_BUNDLED_FFMPEG ON)
set(YUZU_USE_BUNDLED_SDL2 ON) set(YUZU_USE_BUNDLED_SDL2 ON)
set(YUZU_USE_BUNDLED_OPENSSL ON) set(YUZU_USE_BUNDLED_OPENSSL ON)
@ -145,7 +133,6 @@ if (YUZU_STATIC_BUILD)
set(SPIRV-Tools_FORCE_BUNDLED ON) set(SPIRV-Tools_FORCE_BUNDLED ON)
set(SPIRV-Headers_FORCE_BUNDLED ON) set(SPIRV-Headers_FORCE_BUNDLED ON)
set(zstd_FORCE_BUNDLED ON) set(zstd_FORCE_BUNDLED ON)
set(MbedTLS_FORCE_BUNDLED ON)
endif() endif()
endif() endif()
@ -156,8 +143,8 @@ if (MSVC AND ARCHITECTURE_x86)
endif() endif()
if (CXX_CLANG_CL) if (CXX_CLANG_CL)
# clang-cl prints literally 10000+ warnings without this
add_compile_options( add_compile_options(
# clang-cl prints literally 10000+ warnings without this
$<$<COMPILE_LANGUAGE:C,CXX>:-Wno-unused-command-line-argument> $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-unused-command-line-argument>
$<$<COMPILE_LANGUAGE:C,CXX>:-Wno-unsafe-buffer-usage> $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-unsafe-buffer-usage>
$<$<COMPILE_LANGUAGE:C,CXX>:-Wno-unused-value> $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-unused-value>
@ -167,12 +154,12 @@ if (CXX_CLANG_CL)
$<$<COMPILE_LANGUAGE:C,CXX>:-Wno-deprecated-declarations> $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-deprecated-declarations>
$<$<COMPILE_LANGUAGE:C,CXX>:-Wno-cast-function-type-mismatch> $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-cast-function-type-mismatch>
$<$<COMPILE_LANGUAGE:C,CXX>:/EHsc>) $<$<COMPILE_LANGUAGE:C,CXX>:/EHsc>)
# REQUIRED CPU features IN Windows-amd64 # REQUIRED CPU features IN Windows-amd64
if (ARCHITECTURE_x86_64) if (ARCHITECTURE_x86_64)
add_compile_options( add_compile_options(
$<$<COMPILE_LANGUAGE:C,CXX>:-msse4.1> $<$<COMPILE_LANGUAGE:C,CXX>:-msse4.1>
$<$<COMPILE_LANGUAGE:C,CXX>:-mcx16>) $<$<COMPILE_LANGUAGE:C,CXX>:-mcx16>
)
endif() endif()
endif() endif()
@ -183,13 +170,9 @@ if (MSVC AND NOT CXX_CLANG)
set(CMAKE_CXX_FLAGS_INIT "${CMAKE_CXX_FLAGS_INIT} /W3 /WX-") set(CMAKE_CXX_FLAGS_INIT "${CMAKE_CXX_FLAGS_INIT} /W3 /WX-")
endif() endif()
# Set bundled sdl2/qt as dependent options.
# On Linux system SDL2 is likely to be lacking HIDAPI support which have drawbacks but is needed for SDL motion
cmake_dependent_option(ENABLE_SDL2 "Enable the SDL2 frontend" ON "NOT ANDROID" OFF)
# TODO(crueter): Cleanup, each dep that has a bundled option should allow to choose between bundled, external, system # TODO(crueter): Cleanup, each dep that has a bundled option should allow to choose between bundled, external, system
cmake_dependent_option(YUZU_USE_EXTERNAL_SDL2 "Build SDL2 from external source" OFF "ENABLE_SDL2;NOT MSVC" OFF) cmake_dependent_option(YUZU_USE_EXTERNAL_SDL2 "Build SDL2 from external source" OFF "NOT MSVC;NOT ANDROID" OFF)
cmake_dependent_option(YUZU_USE_BUNDLED_SDL2 "Download bundled SDL2 build" "${MSVC}" "ENABLE_SDL2" OFF) cmake_dependent_option(YUZU_USE_BUNDLED_SDL2 "Download bundled SDL2 build" "${MSVC}" "NOT ANDROID" OFF)
option(ENABLE_CUBEB "Enables the cubeb audio backend" ON) option(ENABLE_CUBEB "Enables the cubeb audio backend" ON)
@ -198,8 +181,6 @@ if (MSVC OR ANDROID)
set(EXT_DEFAULT ON) set(EXT_DEFAULT ON)
endif() endif()
option(YUZU_USE_CPM "Use CPM to fetch system dependencies (fmt, boost, etc) if needed. Externals will still be fetched." ${EXT_DEFAULT})
# ffmpeg # ffmpeg
option(YUZU_USE_BUNDLED_FFMPEG "Download bundled FFmpeg" ${EXT_DEFAULT}) option(YUZU_USE_BUNDLED_FFMPEG "Download bundled FFmpeg" ${EXT_DEFAULT})
cmake_dependent_option(YUZU_USE_EXTERNAL_FFMPEG "Build FFmpeg from external source" "${PLATFORM_SUN}" "NOT WIN32 AND NOT ANDROID" OFF) cmake_dependent_option(YUZU_USE_EXTERNAL_FFMPEG "Build FFmpeg from external source" "${PLATFORM_SUN}" "NOT WIN32 AND NOT ANDROID" OFF)
@ -215,7 +196,7 @@ option(YUZU_USE_BUNDLED_SIRIT "Download bundled sirit" ${BUNDLED_SIRIT_DEFAULT})
# FreeBSD 15+ has libusb, versions below should disable it # FreeBSD 15+ has libusb, versions below should disable it
cmake_dependent_option(ENABLE_LIBUSB "Enable the use of LibUSB" ON "WIN32 OR PLATFORM_LINUX OR PLATFORM_FREEBSD OR APPLE" OFF) cmake_dependent_option(ENABLE_LIBUSB "Enable the use of LibUSB" ON "WIN32 OR PLATFORM_LINUX OR PLATFORM_FREEBSD OR APPLE" OFF)
cmake_dependent_option(ENABLE_OPENGL "Enable OpenGL" ON "NOT WIN32 OR NOT ARCHITECTURE_arm64" OFF) cmake_dependent_option(ENABLE_OPENGL "Enable OpenGL" ON "NOT (WIN32 AND ARCHITECTURE_arm64) AND NOT APPLE" OFF)
mark_as_advanced(FORCE ENABLE_OPENGL) mark_as_advanced(FORCE ENABLE_OPENGL)
option(ENABLE_WEB_SERVICE "Enable web services (telemetry, etc.)" ON) option(ENABLE_WEB_SERVICE "Enable web services (telemetry, etc.)" ON)
@ -234,7 +215,7 @@ option(NIGHTLY_BUILD "Use Nightly qualifiers in the update checker and build met
cmake_dependent_option(YUZU_ROOM "Enable dedicated room functionality" ON "NOT ANDROID" OFF) cmake_dependent_option(YUZU_ROOM "Enable dedicated room functionality" ON "NOT ANDROID" OFF)
cmake_dependent_option(YUZU_ROOM_STANDALONE "Enable standalone room executable" ON "YUZU_ROOM" OFF) cmake_dependent_option(YUZU_ROOM_STANDALONE "Enable standalone room executable" ON "YUZU_ROOM" OFF)
cmake_dependent_option(YUZU_CMD "Compile the eden-cli executable" ON "ENABLE_SDL2;NOT ANDROID" OFF) cmake_dependent_option(YUZU_CMD "Compile the eden-cli executable" ON "NOT ANDROID" OFF)
cmake_dependent_option(YUZU_CRASH_DUMPS "Compile crash dump (Minidump) support" OFF "WIN32 OR PLATFORM_LINUX" OFF) cmake_dependent_option(YUZU_CRASH_DUMPS "Compile crash dump (Minidump) support" OFF "WIN32 OR PLATFORM_LINUX" OFF)
@ -245,30 +226,12 @@ cmake_dependent_option(YUZU_USE_BUNDLED_MOLTENVK "Download bundled MoltenVK lib"
option(YUZU_DISABLE_LLVM "Disable LLVM (useful for CI)" OFF) option(YUZU_DISABLE_LLVM "Disable LLVM (useful for CI)" OFF)
set(DEFAULT_ENABLE_OPENSSL ON)
if (ANDROID OR WIN32 OR APPLE OR PLATFORM_SUN OR PLATFORM_OPENBSD)
# - Windows defaults to the Schannel backend.
# - macOS defaults to the SecureTransport backend.
# - Android currently has no SSL backend as the NDK doesn't include any SSL
# library; a proper 'native' backend would have to go through Java.
# - Solaris and OpenBSD have too old backends
# But you can force builds for those platforms to use OpenSSL if you have
# your own copy of it.
set(DEFAULT_ENABLE_OPENSSL OFF)
endif()
if (ENABLE_WEB_SERVICE OR USE_DISCORD_PRESENCE)
set(DEFAULT_ENABLE_OPENSSL ON)
endif()
option(ENABLE_OPENSSL "Enable OpenSSL backend for ISslConnection" ${DEFAULT_ENABLE_OPENSSL})
set(DEFAULT_YUZU_USE_BUNDLED_OPENSSL OFF) set(DEFAULT_YUZU_USE_BUNDLED_OPENSSL OFF)
if (EXT_DEFAULT OR PLATFORM_SUN OR PLATFORM_OPENBSD) if (EXT_DEFAULT OR PLATFORM_SUN OR PLATFORM_OPENBSD)
set(DEFAULT_YUZU_USE_BUNDLED_OPENSSL ON) set(DEFAULT_YUZU_USE_BUNDLED_OPENSSL ON)
endif() endif()
cmake_dependent_option(YUZU_USE_BUNDLED_OPENSSL "Download bundled OpenSSL build" ${DEFAULT_YUZU_USE_BUNDLED_OPENSSL} "ENABLE_OPENSSL" OFF) option(YUZU_USE_BUNDLED_OPENSSL "Download bundled OpenSSL build" ${DEFAULT_YUZU_USE_BUNDLED_OPENSSL})
if (ANDROID AND YUZU_DOWNLOAD_ANDROID_VVL) if (ANDROID AND YUZU_DOWNLOAD_ANDROID_VVL)
AddJsonPackage(vulkan-validation-layers) AddJsonPackage(vulkan-validation-layers)
@ -396,123 +359,96 @@ set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${PROJECT_BINARY_DIR}/bin)
set(THREADS_PREFER_PTHREAD_FLAG ON) set(THREADS_PREFER_PTHREAD_FLAG ON)
find_package(Threads REQUIRED) find_package(Threads REQUIRED)
# openssl funniness find_package(RenderDoc MODULE)
if (ENABLE_OPENSSL)
if (YUZU_USE_BUNDLED_OPENSSL)
set(BUILD_SHARED_LIBS OFF)
AddJsonPackage(openssl)
if (OpenSSL_ADDED)
add_compile_definitions(YUZU_BUNDLED_OPENSSL)
endif()
endif()
find_package(OpenSSL 1.1.1 REQUIRED) # openssl funniness
if (YUZU_USE_BUNDLED_OPENSSL)
set(BUILD_SHARED_LIBS OFF)
AddJsonPackage(openssl)
if (OpenSSL_ADDED)
add_compile_definitions(YUZU_BUNDLED_OPENSSL)
endif()
endif() endif()
if (YUZU_USE_CPM) find_package(OpenSSL 3 REQUIRED)
message(STATUS "Fetching needed dependencies with CPM")
set(BUILD_SHARED_LIBS OFF) message(STATUS "Fetching needed dependencies with CPM")
set(BUILD_TESTING OFF)
set(ENABLE_TESTING OFF)
# TODO(crueter): renderdoc? set(BUILD_SHARED_LIBS OFF)
set(BUILD_TESTING OFF)
set(ENABLE_TESTING OFF)
# boost # boost
set(BOOST_INCLUDE_LIBRARIES algorithm icl pool container heap asio headers process filesystem crc variant) set(BOOST_INCLUDE_LIBRARIES algorithm icl pool container heap asio headers process filesystem crc variant)
AddJsonPackage(boost) AddJsonPackage(boost)
# really annoying thing where boost::headers doesn't work with cpm # really annoying thing where boost::headers doesn't work with cpm
# TODO(crueter) investigate # TODO(crueter) investigate
set(BOOST_NO_HEADERS ${Boost_ADDED}) set(BOOST_NO_HEADERS ${Boost_ADDED})
if (Boost_ADDED) if (Boost_ADDED)
if (MSVC OR ANDROID) if (MSVC OR ANDROID)
add_compile_definitions(YUZU_BOOST_v1) add_compile_definitions(YUZU_BOOST_v1)
endif()
if (NOT MSVC OR CXX_CLANG)
# boost sucks
if (PLATFORM_SUN)
add_compile_options($<$<COMPILE_LANGUAGE:C,CXX>:-pthreads>)
endif() endif()
if (NOT MSVC OR CXX_CLANG) target_compile_options(boost_heap INTERFACE $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-shadow>)
# boost sucks target_compile_options(boost_icl INTERFACE $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-shadow>)
if (PLATFORM_SUN) target_compile_options(boost_asio INTERFACE
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthreads") $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-conversion>
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -pthreads") $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-implicit-fallthrough>
endif() )
endif()
endif()
target_compile_options(boost_heap INTERFACE -Wno-shadow) # fmt
target_compile_options(boost_icl INTERFACE -Wno-shadow) AddJsonPackage(fmt)
target_compile_options(boost_asio INTERFACE -Wno-conversion -Wno-implicit-fallthrough)
# lz4
AddJsonPackage(lz4)
if (lz4_ADDED)
add_library(lz4::lz4 ALIAS lz4_static)
endif()
# zstd
AddJsonPackage(zstd)
if (zstd_ADDED)
add_library(zstd::zstd ALIAS libzstd_static)
add_library(zstd::libzstd ALIAS libzstd_static)
endif()
if (NOT YUZU_STATIC_ROOM)
# nlohmann
AddJsonPackage(nlohmann)
# zlib
AddJsonPackage(zlib)
if (ZLIB_ADDED)
add_library(ZLIB::ZLIB ALIAS zlibstatic)
endif()
# Opus
AddJsonPackage(opus)
if (Opus_ADDED)
if (MSVC AND CXX_CLANG)
target_compile_options(opus PRIVATE
$<$<COMPILE_LANGUAGE:C,CXX>:-Wno-implicit-function-declaration>
)
endif() endif()
endif() endif()
# fmt if (NOT TARGET Opus::opus)
AddJsonPackage(fmt) add_library(Opus::opus ALIAS opus)
# lz4
AddJsonPackage(lz4)
if (lz4_ADDED)
add_library(lz4::lz4 ALIAS lz4_static)
endif()
# zstd
AddJsonPackage(zstd)
if (zstd_ADDED)
add_library(zstd::zstd ALIAS libzstd_static)
add_library(zstd::libzstd ALIAS libzstd_static)
endif()
if (NOT YUZU_STATIC_ROOM)
# nlohmann
AddJsonPackage(nlohmann)
# zlib
AddJsonPackage(zlib)
if (ZLIB_ADDED)
add_library(ZLIB::ZLIB ALIAS zlibstatic)
endif()
# Opus
AddJsonPackage(opus)
if (Opus_ADDED)
if (MSVC AND CXX_CLANG)
target_compile_options(opus PRIVATE
-Wno-implicit-function-declaration
)
endif()
endif()
if (NOT TARGET Opus::opus)
add_library(Opus::opus ALIAS opus)
endif()
endif()
else()
# TODO: we can probably just use CPM for this... right?
# Enforce the search mode of non-required packages for better and shorter failure messages
find_package(fmt 8 REQUIRED)
if (NOT YUZU_DISABLE_LLVM)
find_package(LLVM MODULE COMPONENTS Demangle)
endif()
find_package(nlohmann_json 3.8 REQUIRED)
find_package(lz4 REQUIRED)
find_package(RenderDoc MODULE)
find_package(stb MODULE)
find_package(Opus 1.3 MODULE REQUIRED)
find_package(ZLIB 1.2 REQUIRED)
find_package(zstd 1.5 REQUIRED MODULE)
# wow
find_package(Boost 1.57.0 CONFIG REQUIRED OPTIONAL_COMPONENTS headers context system fiber filesystem)
if (ENABLE_OPENSSL)
find_package(OpenSSL 1.1.1 REQUIRED)
endif() endif()
endif() endif()
@ -550,10 +486,10 @@ endfunction()
# ============================================= # =============================================
if (APPLE) if (APPLE)
# Umbrella framework for everything GUI-related foreach(fw Carbon Metal Cocoa IOKit CoreVideo CoreMedia)
find_library(COCOA_LIBRARY Cocoa REQUIRED) find_library(${fw}_LIBRARY ${fw} REQUIRED)
find_library(IOKIT_LIBRARY IOKit REQUIRED) list(APPEND PLATFORM_LIBRARIES ${${fw}_LIBRARY})
set(PLATFORM_LIBRARIES ${COCOA_LIBRARY} ${IOKIT_LIBRARY} ${COREVIDEO_LIBRARY}) endforeach()
elseif (WIN32) elseif (WIN32)
# Target Windows 10 # Target Windows 10
add_compile_definitions(_WIN32_WINNT=0x0A00 WINVER=0x0A00) add_compile_definitions(_WIN32_WINNT=0x0A00 WINVER=0x0A00)
@ -574,8 +510,8 @@ message(STATUS "Platform Libraries: ${PLATFORM_LIBRARIES}")
add_subdirectory(externals) add_subdirectory(externals)
# pass targets from externals # pass targets from externals
# TODO(crueter): CPMUtil Propagate func?
find_package(enet) find_package(enet)
find_package(MbedTLS)
find_package(unordered_dense REQUIRED) find_package(unordered_dense REQUIRED)
if (ARCHITECTURE_x86 OR ARCHITECTURE_x86_64) if (ARCHITECTURE_x86 OR ARCHITECTURE_x86_64)
@ -590,7 +526,6 @@ if (NOT YUZU_STATIC_ROOM)
find_package(SPIRV-Tools) find_package(SPIRV-Tools)
find_package(sirit) find_package(sirit)
find_package(gamemode) find_package(gamemode)
find_package(mcl)
find_package(frozen) find_package(frozen)
if (ARCHITECTURE_riscv64) if (ARCHITECTURE_riscv64)
@ -605,7 +540,7 @@ if (NOT YUZU_STATIC_ROOM)
find_package(oaknut) find_package(oaknut)
endif() endif()
if (ENABLE_SDL2) if (NOT ANDROID)
find_package(SDL2) find_package(SDL2)
endif() endif()
@ -641,7 +576,7 @@ if (ENABLE_QT)
list(APPEND CMAKE_PREFIX_PATH "${Qt6_DIR}") list(APPEND CMAKE_PREFIX_PATH "${Qt6_DIR}")
endif() endif()
find_package(Qt6 CONFIG REQUIRED COMPONENTS Widgets Concurrent) find_package(Qt6 CONFIG REQUIRED COMPONENTS Widgets Charts Concurrent)
if (YUZU_USE_QT_MULTIMEDIA) if (YUZU_USE_QT_MULTIMEDIA)
find_package(Qt6 REQUIRED COMPONENTS Multimedia) find_package(Qt6 REQUIRED COMPONENTS Multimedia)
@ -680,7 +615,7 @@ if (ENABLE_QT)
## Components ## ## Components ##
# Best practice is to ask for all components at once, so they are from the same version # Best practice is to ask for all components at once, so they are from the same version
set(YUZU_QT_COMPONENTS Core Widgets Concurrent) set(YUZU_QT_COMPONENTS Core Widgets Charts Concurrent)
if (PLATFORM_LINUX) if (PLATFORM_LINUX)
list(APPEND YUZU_QT_COMPONENTS DBus) list(APPEND YUZU_QT_COMPONENTS DBus)
endif() endif()

View file

@ -36,14 +36,17 @@ set(GIT_DESC ${BUILD_VERSION})
# Also if this is a CI build, add the build name (ie: Nightly, Canary) to the scm_rev file as well # Also if this is a CI build, add the build name (ie: Nightly, Canary) to the scm_rev file as well
# Auto-updater metadata! Must somewhat mirror GitHub API endpoint # Auto-updater metadata! Must somewhat mirror GitHub API endpoint
set(BUILD_AUTO_UPDATE_WEBSITE "https://github.com")
set(BUILD_AUTO_UPDATE_API "https://api.github.com")
if (NIGHTLY_BUILD) if (NIGHTLY_BUILD)
set(BUILD_AUTO_UPDATE_REPO "Eden-CI/Nightly") set(BUILD_AUTO_UPDATE_WEBSITE "https://git.eden-emu.dev")
set(BUILD_AUTO_UPDATE_API "git.eden-emu.dev")
set(BUILD_AUTO_UPDATE_API_PATH "/api/v1/repos/")
set(BUILD_AUTO_UPDATE_REPO "eden-ci/nightly")
set(REPO_NAME "Eden Nightly") set(REPO_NAME "Eden Nightly")
else() else()
set(BUILD_AUTO_UPDATE_REPO "eden-emulator/Releases") set(BUILD_AUTO_UPDATE_WEBSITE "https://git.eden-emu.dev")
set(BUILD_AUTO_UPDATE_API "git.eden-emu.dev")
set(BUILD_AUTO_UPDATE_API_PATH "/api/v1/repos/")
set(BUILD_AUTO_UPDATE_REPO "eden-emu/eden")
set(REPO_NAME "Eden") set(REPO_NAME "Eden")
endif() endif()

View file

@ -9,7 +9,7 @@
<h1 align="center"> <h1 align="center">
<br> <br>
<a href="https://git.eden-emu.dev/eden-emu/eden"><img src="./dist/qt_themes/default/icons/256x256/eden_named.png" alt="Eden" width="200"></a> <a href="https://git.eden-emu.dev/eden-emu/eden"><img src="./dist/qt_themes/default/icons/256x256/eden.png" alt="Eden" width="200"></a>
<br> <br>
<b>Eden</b> <b>Eden</b>
<br> <br>
@ -61,6 +61,10 @@ See the [sign-up instructions](docs/SIGNUP.md) for information on registration.
Alternatively, if you wish to add translations, go to the [Eden project on Transifex](https://app.transifex.com/edenemu/eden-emulator) and review [the translations README](./dist/languages). Alternatively, if you wish to add translations, go to the [Eden project on Transifex](https://app.transifex.com/edenemu/eden-emulator) and review [the translations README](./dist/languages).
## Documentation
We have a user manual! See our [User Handbook](./docs/user/README.md).
## Building ## Building
See the [General Build Guide](docs/Build.md) See the [General Build Guide](docs/Build.md)
@ -69,7 +73,9 @@ For information on provided development tooling, see the [Tools directory](./too
## Download ## Download
You can download the latest releases from [here](https://github.com/eden-emulator/Releases/releases). You can download the latest releases from [here](https://git.eden-emu.dev/eden-emu/eden/releases).
Save us some bandwidth! We have [mirrors available](./docs/user/ThirdParty.md#mirrors) as well.
## Support ## Support

View file

@ -5,7 +5,7 @@
"name": "openssl", "name": "openssl",
"repo": "crueter-ci/OpenSSL", "repo": "crueter-ci/OpenSSL",
"version": "3.6.0-1cb0d36b39", "version": "3.6.0-1cb0d36b39",
"min_version": "1.1.1" "min_version": "3"
}, },
"boost": { "boost": {
"package": "Boost", "package": "Boost",
@ -46,9 +46,9 @@
"package": "ZLIB", "package": "ZLIB",
"repo": "madler/zlib", "repo": "madler/zlib",
"tag": "v%VERSION%", "tag": "v%VERSION%",
"hash": "06eaa3a1eaaeb31f461a2283b03a91ed8eb2406e62cd97ea1c69836324909edeecd93edd03ff0bf593d9dde223e3376149134c5b1fe2e8688c258cadf8cd60ff", "hash": "16fea4df307a68cf0035858abe2fd550250618a97590e202037acd18a666f57afc10f8836cbbd472d54a0e76539d0e558cb26f059d53de52ff90634bbf4f47d4",
"version": "1.2", "version": "1.2",
"git_version": "1.3.1.2", "git_version": "1.3.2",
"options": [ "options": [
"ZLIB_BUILD_SHARED OFF", "ZLIB_BUILD_SHARED OFF",
"ZLIB_INSTALL OFF" "ZLIB_INSTALL OFF"
@ -87,8 +87,8 @@
"bundled": true "bundled": true
}, },
"llvm-mingw": { "llvm-mingw": {
"repo": "misc/llvm-mingw", "repo": "eden-emu/llvm-mingw",
"git_host": "git.crueter.xyz", "git_host": "git.eden-emu.dev",
"tag": "%VERSION%", "tag": "%VERSION%",
"version": "20250828", "version": "20250828",
"artifact": "clang-rt-builtins.tar.zst", "artifact": "clang-rt-builtins.tar.zst",
@ -98,9 +98,9 @@
"package": "VVL", "package": "VVL",
"repo": "KhronosGroup/Vulkan-ValidationLayers", "repo": "KhronosGroup/Vulkan-ValidationLayers",
"tag": "vulkan-sdk-%VERSION%", "tag": "vulkan-sdk-%VERSION%",
"git_version": "1.4.335.0", "git_version": "1.4.341.0",
"artifact": "android-binaries-%VERSION%.zip", "artifact": "android-binaries-%VERSION%.zip",
"hash": "48167c4a17736301bd08f9290f41830443e1f18cce8ad867fc6f289b49e18b40e93c9850b377951af82f51b5b6d7313aa6a884fc5df79f5ce3df82696c1c1244" "hash": "8812ae84cbe49e6a3418ade9c458d3be6d74a3dffd319d4502007b564d580998056e8190414368ec11b27bc83993c7a0dad713c31bcc3d9553b51243efee3753"
}, },
"quazip": { "quazip": {
"package": "QuaZip-Qt6", "package": "QuaZip-Qt6",

BIN
dist/Assets.car vendored

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View file

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<dc:date>2025</dc:date>
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These icons are licensed under GPLv3. Please see the [script for generating icons](../../tools/README.md) and appropriatedly redirect for seasonal icons. These icons are licensed under GPLv3. Please see the [script for generating icons](../../tools/README.md) and appropriatedly redirect for seasonal icons.
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@ -91,7 +91,7 @@ After configuration, you may need to modify `externals/ffmpeg/CMakeFiles/ffmpeg-
`-lc++-experimental` doesn't exist in OpenBSD but the LLVM driver still tries to link against it, to solve just symlink `ln -s /usr/lib/libc++.a /usr/lib/libc++experimental.a`. Builds are currently not working due to lack of `std::jthread` and such, either compile libc++ manually or wait for ports to catch up. `-lc++-experimental` doesn't exist in OpenBSD but the LLVM driver still tries to link against it, to solve just symlink `ln -s /usr/lib/libc++.a /usr/lib/libc++experimental.a`. Builds are currently not working due to lack of `std::jthread` and such, either compile libc++ manually or wait for ports to catch up.
If clang has errors, try using `g++-11`. If clang has errors, try using `g++11`.
## FreeBSD ## FreeBSD
@ -107,6 +107,8 @@ hw.usb.usbhid.enable="0"
## NetBSD ## NetBSD
2026-02-07: `vulkan-headers` must not be installed, since the version found in `pkgsrc` is older than required. Either wait for binary packages to update or build newer versions from source.
Install `pkgin` if not already `pkg_add pkgin`, see also the general [pkgsrc guide](https://www.netbsd.org/docs/pkgsrc/using.html). For NetBSD 10.1 provide `echo 'PKG_PATH="https://cdn.netbsd.org/pub/pkgsrc/packages/NetBSD/amd64/10.1/All/"' >/etc/pkg_install.conf`. If `pkgin` is taking too much time consider adding the following to `/etc/rc.conf`: Install `pkgin` if not already `pkg_add pkgin`, see also the general [pkgsrc guide](https://www.netbsd.org/docs/pkgsrc/using.html). For NetBSD 10.1 provide `echo 'PKG_PATH="https://cdn.netbsd.org/pub/pkgsrc/packages/NetBSD/amd64/10.1/All/"' >/etc/pkg_install.conf`. If `pkgin` is taking too much time consider adding the following to `/etc/rc.conf`:
```sh ```sh
@ -116,7 +118,7 @@ ip6addrctl_policy=ipv4_prefer
System provides a default `g++-10` which doesn't support the current C++ codebase; install `clang-19` with `pkgin install clang-19`. Or install `gcc14` (or `gcc15` with current pkgsrc). Provided that, the following CMake commands may work: System provides a default `g++-10` which doesn't support the current C++ codebase; install `clang-19` with `pkgin install clang-19`. Or install `gcc14` (or `gcc15` with current pkgsrc). Provided that, the following CMake commands may work:
- `cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++ -Bbuild` - `cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++ -Bbuild` (Recommended)
- `cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=/usr/pkg/gcc14/bin/gcc -DCMAKE_CXX_COMPILER=/usr/pkg/gcc14/bin/g++ -Bbuild` - `cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=/usr/pkg/gcc14/bin/gcc -DCMAKE_CXX_COMPILER=/usr/pkg/gcc14/bin/g++ -Bbuild`
- `cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=/usr/pkg/gcc15/bin/gcc -DCMAKE_CXX_COMPILER=/usr/pkg/gcc15/bin/g++ -Bbuild` - `cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=/usr/pkg/gcc15/bin/gcc -DCMAKE_CXX_COMPILER=/usr/pkg/gcc15/bin/g++ -Bbuild`
@ -138,8 +140,12 @@ cmake --install build
However, pkgsrc is highly recommended, see [getting pkgsrc](https://iso.us.netbsd.org/pub/pkgsrc/current/pkgsrc/doc/pkgsrc.html#getting). You must get `current` not the `2025Q2` version. However, pkgsrc is highly recommended, see [getting pkgsrc](https://iso.us.netbsd.org/pub/pkgsrc/current/pkgsrc/doc/pkgsrc.html#getting). You must get `current` not the `2025Q2` version.
`QtCore` on NetBSD is included, but due to misconfigurations(!) we MUST include one of the standard headers that include `bits/c++config.h`, since source_location (required by `QtCore`) isn't properly configured to intake `bits/c++config.h` (none of the experimental library is). This is a bug with NetBSD packaging and not our fault, but alas.
## DragonFlyBSD ## DragonFlyBSD
2026-02-07: `vulkan-headers` and `vulkan-utility-libraries` must NOT be uninstalled, since they're too old: `1.3.289`. Either wait for binary packages to update or build newer versions from source.
If `libstdc++.so.6` is not found (`GLIBCXX_3.4.30`) then attempt: If `libstdc++.so.6` is not found (`GLIBCXX_3.4.30`) then attempt:
```sh ```sh

View file

@ -22,17 +22,25 @@ Debug logs can be found in General -> Debug -> Open Log Location on desktop, and
Ignoring SIGSEGV when debugging in host: Ignoring SIGSEGV when debugging in host:
- **gdb**: `handle all nostop pass`. - **gdb**: `handle SIGSEGV nostop pass`.
- **lldb**: `pro hand -p true -s false -n false SIGSEGV`. - **lldb**: `pro hand -p true -s false -n false SIGSEGV`.
## Debugging (guest code) ## Debugging (guest code)
### gdb ### gdb
Run `./build/bin/eden-cli -c <path to your config file (see logs where you run eden normally to see where it is)> -d -g <path to game>` You must have GDB installed for aarch64 to debug the target. Install it through your package manager, e.g.:
* On Arch:
* `sudo pacman -Syu aarch64-linux-gnu-gdb`
* On Gentoo:
* `sudo emerge --ask crossdev`
* `sudo crossdev -t aarch64-unknown-linux-gnu --ex-gdb`
Then hook up an aarch64-gdb (use `yay aarch64-gdb` or `sudo pkg in arch64-gdb` to install) Run `./build/bin/eden-cli -c <path to your config file (see logs where you run eden normally to see where it is)> -d -g <path to game>`
Then type `target remote localhost:1234` and type `c` (for continue) - and then if it crashes just do a `bt` (backtrace) and `layout asm`. Or `Enable GDB Stub` at General > Debug, then hook up an aarch64-gdb:
* `target remote localhost:6543`
Type `c` (for continue) and then if it crashes just do a `bt` (backtrace) and `layout asm`
### gdb cheatsheet ### gdb cheatsheet

View file

@ -51,12 +51,11 @@ All other dependencies will be downloaded and built by [CPM](https://github.com/
* [fmt](https://fmt.dev/) 8.0.1+ * [fmt](https://fmt.dev/) 8.0.1+
* [lz4](http://www.lz4.org) * [lz4](http://www.lz4.org)
* [nlohmann\_json](https://github.com/nlohmann/json) 3.8+ * [nlohmann\_json](https://github.com/nlohmann/json) 3.8+
* [OpenSSL](https://www.openssl.org/source/) 1.1.1+ * [OpenSSL](https://www.openssl.org/source/) 3+
* [ZLIB](https://www.zlib.net/) 1.2+ * [ZLIB](https://www.zlib.net/) 1.2+
* [zstd](https://facebook.github.io/zstd/) 1.5+ * [zstd](https://facebook.github.io/zstd/) 1.5+
* [enet](http://enet.bespin.org/) 1.3+ * [enet](http://enet.bespin.org/) 1.3+
* [Opus](https://opus-codec.org/) 1.3+ * [Opus](https://opus-codec.org/) 1.3+
* [MbedTLS](https://github.com/Mbed-TLS/mbedtls) 3+
Vulkan 1.3.274+ is also needed: Vulkan 1.3.274+ is also needed:
@ -77,7 +76,6 @@ Certain other dependencies will be fetched by CPM regardless. System packages *c
* This package is known to be broken on the AUR. * This package is known to be broken on the AUR.
* [cpp-jwt](https://github.com/arun11299/cpp-jwt) 1.4+ - if `ENABLE_WEB_SERVICE` is on * [cpp-jwt](https://github.com/arun11299/cpp-jwt) 1.4+ - if `ENABLE_WEB_SERVICE` is on
* [unordered-dense](https://github.com/martinus/unordered_dense) * [unordered-dense](https://github.com/martinus/unordered_dense)
* [mcl](https://github.com/azahar-emu/mcl) - subject to removal
On amd64: On amd64:
@ -121,7 +119,7 @@ sudo emerge -a \
dev-util/vulkan-utility-libraries dev-util/glslang \ dev-util/vulkan-utility-libraries dev-util/glslang \
media-gfx/renderdoc media-libs/libva media-libs/opus media-video/ffmpeg \ media-gfx/renderdoc media-libs/libva media-libs/opus media-video/ffmpeg \
media-libs/VulkanMemoryAllocator media-libs/libsdl2 media-libs/cubeb \ media-libs/VulkanMemoryAllocator media-libs/libsdl2 media-libs/cubeb \
net-libs/enet net-libs/mbedtls \ net-libs/enet \
sys-libs/zlib \ sys-libs/zlib \
dev-cpp/nlohmann_json dev-cpp/simpleini dev-cpp/cpp-httplib dev-cpp/cpp-jwt \ dev-cpp/nlohmann_json dev-cpp/simpleini dev-cpp/cpp-httplib dev-cpp/cpp-jwt \
games-util/gamemode \ games-util/gamemode \
@ -139,7 +137,6 @@ Required USE flags:
* `dev-qt/qtbase network concurrent dbus gui widgets` * `dev-qt/qtbase network concurrent dbus gui widgets`
* `dev-libs/quazip qt6` * `dev-libs/quazip qt6`
* `net-libs/mbedtls cmac`
* `media-libs/libsdl2 haptic joystick sound video` * `media-libs/libsdl2 haptic joystick sound video`
* `dev-cpp/cpp-httplib ssl` * `dev-cpp/cpp-httplib ssl`
@ -151,7 +148,7 @@ Required USE flags:
<summary>Arch Linux</summary> <summary>Arch Linux</summary>
```sh ```sh
sudo pacman -Syu --needed base-devel boost catch2 cmake enet ffmpeg fmt git glslang libzip lz4 mbedtls ninja nlohmann-json openssl opus qt6-base qt6-multimedia sdl2 zlib zstd zip unzip vulkan-headers vulkan-utility-libraries libusb spirv-tools spirv-headers sudo pacman -Syu --needed base-devel boost catch2 cmake enet ffmpeg fmt git glslang libzip lz4 ninja nlohmann-json openssl opus qt6-base qt6-multimedia qt6-charts sdl2 zlib zstd zip unzip vulkan-headers vulkan-utility-libraries libusb spirv-tools spirv-headers
``` ```
* Building with QT Web Engine requires `qt6-webengine` as well. * Building with QT Web Engine requires `qt6-webengine` as well.
@ -164,7 +161,7 @@ sudo pacman -Syu --needed base-devel boost catch2 cmake enet ffmpeg fmt git glsl
<summary>Ubuntu, Debian, Mint Linux</summary> <summary>Ubuntu, Debian, Mint Linux</summary>
```sh ```sh
sudo apt-get install autoconf cmake g++ gcc git glslang-tools libglu1-mesa-dev libhidapi-dev libpulse-dev libtool libudev-dev libxcb-icccm4 libxcb-image0 libxcb-keysyms1 libxcb-render-util0 libxcb-xinerama0 libxcb-xkb1 libxext-dev libxkbcommon-x11-0 mesa-common-dev nasm ninja-build qt6-base-private-dev libmbedtls-dev catch2 libfmt-dev liblz4-dev nlohmann-json3-dev libzstd-dev libssl-dev libavfilter-dev libavcodec-dev libswscale-dev pkg-config zlib1g-dev libva-dev libvdpau-dev qt6-tools-dev libvulkan-dev spirv-tools spirv-headers libusb-1.0-0-dev libxbyak-dev libboost-dev libboost-fiber-dev libboost-context-dev libsdl2-dev libopus-dev libasound2t64 vulkan-utility-libraries-dev sudo apt-get install autoconf cmake g++ gcc git glslang-tools libglu1-mesa-dev libhidapi-dev libpulse-dev libtool libudev-dev libxcb-icccm4 libxcb-image0 libxcb-keysyms1 libxcb-render-util0 libxcb-xinerama0 libxcb-xkb1 libxext-dev libxkbcommon-x11-0 mesa-common-dev nasm ninja-build qt6-base-private-dev catch2 libfmt-dev liblz4-dev nlohmann-json3-dev libzstd-dev libssl-dev libavfilter-dev libavcodec-dev libswscale-dev pkg-config zlib1g-dev libva-dev libvdpau-dev qt6-tools-dev qt6-charts-dev libvulkan-dev spirv-tools spirv-headers libusb-1.0-0-dev libxbyak-dev libboost-dev libboost-fiber-dev libboost-context-dev libsdl2-dev libopus-dev libasound2t64 vulkan-utility-libraries-dev
``` ```
* Ubuntu 22.04, Linux Mint 20, or Debian 12 or later is required. * Ubuntu 22.04, Linux Mint 20, or Debian 12 or later is required.
@ -178,7 +175,7 @@ sudo apt-get install autoconf cmake g++ gcc git glslang-tools libglu1-mesa-dev l
Fedora: Fedora:
```sh ```sh
sudo dnf install autoconf cmake fmt-devel gcc{,-c++} glslang hidapi-devel json-devel libtool libusb1-devel libzstd-devel lz4-devel nasm ninja-build openssl-devel pulseaudio-libs-devel qt6-linguist qt6-qtbase{-private,}-devel qt6-qtwebengine-devel qt6-qtmultimedia-devel speexdsp-devel wayland-devel zlib-devel ffmpeg-devel libXext-devel boost jq sudo dnf install autoconf cmake fmt-devel gcc{,-c++} glslang hidapi-devel json-devel libtool libusb1-devel libzstd-devel lz4-devel nasm ninja-build openssl-devel pulseaudio-libs-devel qt6-linguist qt6-qtbase{-private,}-devel qt6-qtwebengine-devel qt6-qtmultimedia-devel qt6-charts-devel speexdsp-devel wayland-devel zlib-devel ffmpeg-devel libXext-devel boost jq
``` ```
AlmaLinux (use `YUZU_USE_CPM=ON`): AlmaLinux (use `YUZU_USE_CPM=ON`):
@ -211,17 +208,15 @@ First, enable the community repository; [see here](https://wiki.alpinelinux.org/
# Enable the community repository # Enable the community repository
setup-apkrepos -c setup-apkrepos -c
# Install # Install
apk add g++ git cmake make mbedtls-dev mbedtls-static mesa-dev qt6-qtbase-dev qt6-qtbase-private-dev libquazip1-qt6 ffmpeg-dev libusb-dev libtool boost-dev sdl2-dev zstd-dev vulkan-utility-libraries spirv-tools-dev openssl-dev nlohmann-json lz4-dev opus-dev jq patch apk add g++ git cmake make mesa-dev qt6-qtbase-dev qt6-qtbase-private-dev libquazip1-qt6 ffmpeg-dev qt6-charts-dev libusb-dev libtool boost-dev sdl2-dev zstd-dev vulkan-utility-libraries spirv-tools-dev openssl-dev nlohmann-json lz4-dev opus-dev jq patch
``` ```
`mbedtls-static` has to be specified otherwise `libeverest.a` and `libp256m.a` will fail to be found.
</details> </details>
<details> <details>
<summary>Void Linux</summary> <summary>Void Linux</summary>
```sh ```sh
xbps-install -Su git make cmake clang pkg-config patch mbedtls-devel SPIRV-Tools-devel SPIRV-Headers lz4 liblz4-devel boost-devel ffmpeg6-devel catch2 Vulkan-Utility-Libraries Vulkan-Headers glslang openssl-devel SDL2-devel quazip-qt6-devel qt6-base-devel qt6-qt5compat-devel fmt-devel json-c++ libenet-devel libusb-devel xbps-install -Su git make cmake clang pkg-config patch SPIRV-Tools-devel SPIRV-Headers lz4 liblz4-devel boost-devel ffmpeg6-devel catch2 Vulkan-Utility-Libraries Vulkan-Headers glslang openssl-devel SDL2-devel quazip-qt6-devel qt6-base-devel qt6-qt5compat-devel qt6-charts-devel fmt-devel json-c++ libenet-devel libusb-devel
``` ```
Yes, `nlohmann-json` is just named `json-c++`. Why? Yes, `nlohmann-json` is just named `json-c++`. Why?
@ -233,6 +228,8 @@ Yes, `nlohmann-json` is just named `json-c++`. Why?
A convenience script is provided on the root of this project [shell.nix](../shell.nix). Run the usual `nix-shell`. A convenience script is provided on the root of this project [shell.nix](../shell.nix). Run the usual `nix-shell`.
If you're going for a pure build (i.e no downloaded deps), use `-DYUZU_USE_CPM=ON -DCPMUTIL_FORCE_SYSTEM=ON`.
</details> </details>
<details> <details>
<summary>macOS</summary> <summary>macOS</summary>
@ -257,7 +254,7 @@ brew install molten-vk
<details> <details>
<summary>FreeBSD</summary> <summary>FreeBSD</summary>
As root run: `pkg install devel/cmake devel/sdl20 devel/boost-libs devel/catch2 devel/libfmt devel/nlohmann-json devel/ninja devel/nasm devel/autoconf devel/pkgconf devel/qt6-base devel/simpleini net/enet multimedia/ffnvcodec-headers multimedia/ffmpeg audio/opus archivers/liblz4 lang/gcc12 graphics/glslang graphics/vulkan-utility-libraries graphics/spirv-tools www/cpp-httplib devel/unordered-dense mbedtls3 vulkan-headers quazip-qt6` As root run: `pkg install devel/cmake devel/sdl20 devel/boost-libs devel/catch2 devel/libfmt devel/nlohmann-json devel/ninja devel/nasm devel/autoconf devel/pkgconf devel/qt6-base devel/qt6-charts devel/simpleini net/enet multimedia/ffnvcodec-headers multimedia/ffmpeg audio/opus archivers/liblz4 lang/gcc12 graphics/glslang graphics/vulkan-utility-libraries graphics/spirv-tools www/cpp-httplib devel/unordered-dense vulkan-headers quazip-qt6`
If using FreeBSD 12 or prior, use `devel/pkg-config` instead. If using FreeBSD 12 or prior, use `devel/pkg-config` instead.
@ -267,7 +264,7 @@ If using FreeBSD 12 or prior, use `devel/pkg-config` instead.
<details> <details>
<summary>NetBSD</summary> <summary>NetBSD</summary>
For NetBSD +10.1: `pkgin install git cmake boost fmtlib SDL2 catch2 libjwt spirv-headers spirv-tools ffmpeg7 libva nlohmann-json jq libopus qt6 mbedtls3 cpp-httplib lz4 vulkan-headers nasm autoconf enet pkg-config libusb1 libcxx`. For NetBSD +10.1: `pkgin install git cmake boost fmtlib SDL2 catch2 libjwt spirv-headers spirv-tools ffmpeg7 libva nlohmann-json jq libopus qt6 cpp-httplib lz4 vulkan-headers nasm autoconf enet pkg-config libusb1 libcxx`.
[Caveats](./Caveats.md#netbsd). [Caveats](./Caveats.md#netbsd).
@ -287,7 +284,7 @@ pkg_add cmake nasm git boost unzip--iconv autoconf-2.72p0 bash ffmpeg glslang gm
<summary>DragonFlyBSD</summary> <summary>DragonFlyBSD</summary>
```sh ```sh
pkg install gcc14 git cmake unzip nasm autoconf bash pkgconf ffmpeg glslang gmake jq nlohmann-json enet spirv-tools sdl2 vulkan-utility-libraries vulkan-headers catch2 libfmt openssl liblz4 boost-libs cpp-httplib qt6-base quazip-qt6 unordered-dense libva-vdpau-driver libva-utils libva-intel-driver pkg install gcc14 git cmake unzip nasm autoconf bash pkgconf ffmpeg glslang gmake jq nlohmann-json enet spirv-tools sdl2 vulkan-utility-libraries vulkan-headers catch2 libfmt openssl liblz4 boost-libs cpp-httplib qt6-base qt6-charts quazip-qt6 unordered-dense libva-vdpau-driver libva-utils libva-intel-driver
``` ```
[Caveats](./Caveats.md#dragonflybsd). [Caveats](./Caveats.md#dragonflybsd).
@ -311,7 +308,7 @@ sudo pkg install qt6 boost glslang libzip library/lz4 libusb-1 nlohmann-json ope
```sh ```sh
BASE="git make autoconf libtool automake-wrapper jq patch" BASE="git make autoconf libtool automake-wrapper jq patch"
MINGW="qt6-base qt6-tools qt6-translations qt6-svg cmake toolchain clang python-pip openssl vulkan-memory-allocator vulkan-devel glslang boost fmt lz4 nlohmann-json zlib zstd enet opus mbedtls libusb unordered_dense openssl SDL2" MINGW="qt6-base qt6-charts qt6-tools qt6-translations qt6-svg cmake toolchain clang python-pip openssl vulkan-memory-allocator vulkan-devel glslang boost fmt lz4 nlohmann-json zlib zstd enet opus libusb unordered_dense openssl SDL2"
# Either x86_64 or clang-aarch64 (Windows on ARM) # Either x86_64 or clang-aarch64 (Windows on ARM)
packages="$BASE" packages="$BASE"
for pkg in $MINGW; do for pkg in $MINGW; do
@ -337,7 +334,7 @@ pacman -Syuu --needed --noconfirm $packages
<summary>HaikuOS</summary> <summary>HaikuOS</summary>
```sh ```sh
pkgman install git cmake patch libfmt_devel nlohmann_json lz4_devel opus_devel boost1.89_devel vulkan_devel qt6_base_devel qt6_declarative_devel libsdl2_devel ffmpeg7_devel libx11_devel enet_devel catch2_devel quazip1_qt5_devel qt6_5compat_devel mbedtls3_devel glslang qt6_devel pkgman install git cmake patch libfmt_devel nlohmann_json lz4_devel opus_devel boost1.90_devel vulkan_devel qt6_base_devel qt6_declarative_devel libsdl2_devel ffmpeg7_devel libx11_devel enet_devel catch2_devel quazip1_qt5_devel qt6_5compat_devel glslang qt6_devel qt6_charts_devel
``` ```
[Caveats](./Caveats.md#haikuos). [Caveats](./Caveats.md#haikuos).

100
docs/Options.md Normal file
View file

@ -0,0 +1,100 @@
# CMake Options
To change these options, add `-DOPTION_NAME=NEWVALUE` to the command line.
- On Qt Creator, go to Project -> Current Configuration
Notes:
- Defaults are marked per-platform.
- "Non-UNIX" just means Windows/MSVC and Android (yes, macOS is UNIX
- Android generally doesn't need to change anything; if you do, go to `src/android/app/build.gradle.kts`
- To set a boolean variable to on, use `ON` for the value; to turn it off, use `OFF`
- If a variable is mentioned as being e.g. "ON" for a specific platform(s), that means it is defaulted to OFF on others
- TYPE is always boolean unless otherwise specified
- Format:
- `OPTION_NAME` (TYPE DEFAULT) DESCRIPTION
## Options
### Dependencies
These options control dependencies.
- `YUZU_USE_BUNDLED_FFMPEG` (ON for non-UNIX) Download a pre-built and configured FFmpeg
- `YUZU_USE_EXTERNAL_FFMPEG` (ON for Solaris) Build FFmpeg from source
- `YUZU_DOWNLOAD_ANDROID_VVL` (ON) Download validation layer binary for Android
- `YUZU_DOWNLOAD_TIME_ZONE_DATA` (ON) Always download time zone binaries
- Currently, build fails without this
- `YUZU_TZDB_PATH` (string) Path to a pre-downloaded timezone database (useful for nixOS and Gentoo)
- `YUZU_USE_BUNDLED_MOLTENVK` (ON, macOS only) Download bundled MoltenVK lib
- `YUZU_USE_BUNDLED_OPENSSL` (ON for MSVC, Android, Solaris, and OpenBSD) Download bundled OpenSSL build
- `YUZU_USE_EXTERNAL_SDL2` (OFF) Compiles SDL2 from source
- `YUZU_USE_BUNDLED_SDL2` (ON for MSVC) Download a prebuilt SDL2
### Miscellaneous
- `ENABLE_WEB_SERVICE` (ON) Enable multiplayer service
- `ENABLE_WIFI_SCAN` (OFF) Enable WiFi scanning (requires iw on Linux) - experimental
- `ENABLE_CUBEB` (ON) Enables the cubeb audio backend
- This option is subject for removal.
- `YUZU_TESTS` (ON) Compile tests - requires Catch2
- `ENABLE_LTO` (OFF) Enable link-time optimization
- Not recommended on Windows
- UNIX may be better off appending `-flto=thin` to compiler args
- `USE_FASTER_LINKER` (OFF) Check if a faster linker is available
- Not recommended outside of Linux
### Flavors
These options control executables and build flavors.
- `YUZU_LEGACY` (OFF): Apply patches to improve compatibility on some older GPUs at the cost of performance
- `NIGHTLY_BUILD` (OFF): This is only used by CI. Do not use this unless you're making your own distribution and know what you're doing.
- `YUZU_STATIC_BUILD` (OFF) Attempt to build using static libraries if possible
- Not supported on Linux
- Automatically set if `YUZU_USE_BUNDLED_QT` is on for non-Linux
- `ENABLE_UPDATE_CHECKER` (OFF) Enable update checking functionality
- `YUZU_DISABLE_LLVM` (OFF) Do not attempt to link to the LLVM demangler
- Really only useful for CI or distribution builds
**Desktop only**:
- `YUZU_CMD` (ON) Compile the SDL2 frontend (eden-cli)
- `YUZU_ROOM` (OFF) Compile dedicated room functionality into the main executable
- `YUZU_ROOM_STANDALONE` (OFF) Compile a separate executable for room functionality
- `YUZU_STATIC_ROOM` (OFF) Compile the room executable *only* as a static, portable executable
- This is only usable on Alpine Linux.
### Desktop
The following options are desktop only.
- `ENABLE_LIBUSB` (ON) Enable the use of the libusb input backend (HIGHLY RECOMMENDED)
- `ENABLE_OPENGL` (ON) Enable the OpenGL graphics backend
- Unavailable on Windows/ARM64
- You probably shouldn't turn this off.
### Qt
Also desktop-only, but apply strictly to Qt
- `ENABLE_QT` (ON) Enable the Qt frontend (recommended)
- `ENABLE_QT_TRANSLATION` (OFF) Enable translations for the Qt frontend
- `YUZU_USE_BUNDLED_QT` (ON for MSVC) Download bundled Qt binaries
- Not recommended on Linux. For Windows and macOS, the provided build is statically linked.
- `YUZU_QT_MIRROR` (string) What mirror to use for downloading the bundled Qt libraries
- `YUZU_USE_QT_MULTIMEDIA` (OFF) Use QtMultimedia for camera support
- `YUZU_USE_QT_WEB_ENGINE` (OFF) Use QtWebEngine for web applet implementation (requires the huge QtWebEngine dependency; not recommended)
- `USE_DISCORD_PRESENCE` (OFF) Enables Discord Rich Presence (Qt frontend only)
### Retired Options
The following options were a part of Eden at one point, but have since been retired.
- `ENABLE_OPENSSL` - MbedTLS was fully replaced with OpenSSL in [#3606](https://git.eden-emu.dev/eden-emu/eden/pulls/3606), because OpenSSL straight-up performs better.
- `ENABLE_SDL2` - While technically possible to *not* use SDL2 on desktop, this is **NOT** a supported configuration under any means, and adding this matrix to our build system was not worth the effort.
- `YUZU_USE_CPM` - This option once had a purpose, but that purpose has long since passed us by. *All* builds use CPMUtil to manage dependencies now.
- If you want to *force* the usage of system dependencies, use `-DCPMUTIL_FORCE_SYSTEM=ON`.
See `src/dynarmic/CMakeLists.txt` for additional options--usually, these don't need changed

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@ -1,8 +1,11 @@
# Eden Build Documentation # Eden Build Documentation
Are you just a casual user? Take a look at our [User Handbook](./user) then!
This contains documentation created by developers. This contains build instructions, guidelines, instructions/layouts for [cool stuff we made](./CPMUtil), and more. This contains documentation created by developers. This contains build instructions, guidelines, instructions/layouts for [cool stuff we made](./CPMUtil), and more.
- **[General Build Instructions](Build.md)** - **[General Build Instructions](Build.md)**
- **[CMake Options](Options.md)**
- **[Cross Compiling](CrossCompile.md)** - **[Cross Compiling](CrossCompile.md)**
- **[Development Guidelines](Development.md)** - **[Development Guidelines](Development.md)**
- **[Dependencies](Deps.md)** - **[Dependencies](Deps.md)**
@ -10,10 +13,10 @@ This contains documentation created by developers. This contains build instructi
- **[CPM - CMake Package Manager](./CPMUtil)** - **[CPM - CMake Package Manager](./CPMUtil)**
- **[Platform-Specific Caveats](Caveats.md)** - **[Platform-Specific Caveats](Caveats.md)**
- **[The NVIDIA SM86 (Maxwell) GPU](./NvidiaGpu.md)** - **[The NVIDIA SM86 (Maxwell) GPU](./NvidiaGpu.md)**
- **[User Handbook](./user)**
- **[Dynarmic](./dynarmic)** - **[Dynarmic](./dynarmic)**
- **[Cross compilation](./CrossCompile.md)** - **[Cross compilation](./CrossCompile.md)**
- **[Driver Bugs](./DriverBugs.md)** - **[Driver Bugs](./DriverBugs.md)**
- **[Building Older Commits](./build/OlderCommits.md)**
## Policies ## Policies

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@ -18,7 +18,7 @@ First of all, you MUST have a valid reason to sign up for our Git. Valid reasons
The following are not valid reasons to sign up: The following are not valid reasons to sign up:
- I want to contribute to Eden. - I want to contribute to Eden.
* Be at least somewhat specific! * Be at least somewhat specific! We always welcome contributors and developers, but generic "I want to contribute" messages don't give us enough information.
- I want to support Eden. - I want to support Eden.
* If you wish to support us through development, be more specific; otherwise, to support us, check out our [donations page](https://eden-emu.dev/donations). * If you wish to support us through development, be more specific; otherwise, to support us, check out our [donations page](https://eden-emu.dev/donations).
- I want to report issues. - I want to report issues.
@ -41,17 +41,36 @@ Email: <Your Desired Email>
I wish to sign up because... <your reason here> I wish to sign up because... <your reason here>
``` ```
Email notifications are disabled for the time being, so you don't have to use a real email. If you wish to remain anonymous, either send a separate email asking for access to a shared anonymous account, *or* create a fake username and email. Email notifications are disabled for the time being, so you don't have to use a real email. If you wish to remain anonymous, either send a separate email asking for access to a shared anonymous account, *or* create a fake username and email. Do note that the email you sign up with is used to accredit commits on the web UI, and *must* match your configured GPG key.
## Patches
In general, PRs are the preferred method of tracking patches, as they allow us to go through our standard triage, CI, and testing process without having to deal with the minutiae of incremental patches. However, we also understand that many people prefer to use raw patches, and that's totally okay! While we currently don't have a mailing list, we do accept email patches. To do so:
1. Make your changes on a clean copy of the master branch
2. Commit your changes with a descriptive, well-formed message (see the [commit message docs](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/Development.md#pull-requests)), and a proper description thoroughly explaining your changes.
* Note that we don't need to know all the individual details about your code. A description explaining the motivation and general implementation of your changes is enough, alongside caveats and any potential blockers.
3. Format your patch with `git format-patch -1 HEAD`.
4. Email us with the subject `[Eden] [PATCH] <brief patch description...>`, with a brief description of your patch, and the previously-formatted patch file as an attachment.
* If you don't include the first two bracketed parts, your email may be lost!
The following emails are currently set up to receive and process patches:
- [eden@eden-emu.dev](mailto:eden@eden-emu.dev]
- [crueter@eden-emu.dev](mailto:eden@eden-emu.dev)
## Instructions ## Instructions
If you have read everything above and affirm that you will not abuse your access, click the summary below to get the email to send your request to. If you have read everything above and affirm that you will not abuse your access, click the summary below to get the email to send your request to.
<details> <details>
<summary>I affirm that I have read ALL of the information above, and will not abuse my access to Eden, nor will I send unnecessary spam requests or the following email.</summary> <summary>I affirm that I have read ALL of the information above, and will not abuse my access to Eden, nor will I send unnecessary spam to the following email.</summary>
Email [crueter@crueter.xyz](mailto:crueter@crueter.xyz) with the format above. Email [crueter@crueter.xyz](mailto:crueter@crueter.xyz) with the format above.
Once your request is processed, you should receive a confirmation email from crueter with your password alongside a link to a repository containing instructions on SSH, etc. Note that you are required to change your password. If your request is rejected, you will receive a notice as such, asking for clarification if needed. If you do not receive a response in 48 hours, you may send another email. Once your request is processed, you should receive a confirmation email from crueter with your password alongside a link to a repository containing instructions on SSH, etc. Note that you are required to change your password. If your request is rejected, you will receive a notice as such, asking for clarification if needed. If you do not receive a response in 48 hours, you may send another email.
> [!WARNING]
> Some email providers may place the response email in your spam/junk folder; notable offenders include Gmail and Outlook. *Always* ensure to check your Spam/Junk folder, until Google/Microsoft finally end their vendetta against the great evil of my `.xyz` domain.
</details> </details>

40
docs/build/OlderCommits.md vendored Normal file
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@ -0,0 +1,40 @@
# Building Older Commits
Bisecting and debugging older versions of Eden can be difficult, as many of our submodules have been deleted or removed. However, work has been done to make this process as simple as possible for users.
## Script
Copy the following script and store it in `fix.sh`:
```sh
#!/bin/sh -e
git -C externals/discord-rpc checkout 0d8b2d6a37c6e47d62b37caa14708bf747c883bb
git add externals/discord-rpc
git -C externals/dynarmic checkout 05b7ba50588d1004e23ef91f1bda8be234be68f4
git add externals/dynarmic
git -C externals/mbedtls checkout ce4f81f4a926a0e0dcadd0128e016baba416e8ea
git add externals/mbedtls
git -C externals/oboe checkout e4f06f2143eb0173bf4a2bd15aae5e8cc3179405
git add externals/oboe
git -C externals/sirit checkout b870b062998244231a4f08004d3b25151732c5c5
git add externals/sirit
```
Then, run `chmod +x fix.sh`
## Submodules
To check out submodules successfully, use this order of operations:
```sh
git submodule update --init --recursive --depth 1 --jobs 8 --progress
./fix.sh
git submodule update --init --recursive --depth 1 --jobs 8 --progress
```
And you should be good to go! If you check out a different commit that changes submodule commits, run the above command list again.

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@ -286,15 +286,6 @@ Exclusive OR (i.e.: XOR)
Memory access. Memory access.
### Terminal: Interpret
```c++
SetTerm(IR::Term::Interpret{next})
```
This terminal instruction calls the interpreter, starting at `next`.
The interpreter must interpret exactly one instruction.
### Terminal: ReturnToDispatch ### Terminal: ReturnToDispatch
```c++ ```c++

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@ -117,11 +117,6 @@ public:
MemoryWrite32(vaddr + 4, u32(value >> 32)); MemoryWrite32(vaddr + 4, u32(value >> 32));
} }
void InterpreterFallback(u32 pc, size_t num_instructions) override {
// This is never called in practice.
std::terminate();
}
void CallSVC(u32 swi) override { void CallSVC(u32 swi) override {
// Do something. // Do something.
} }

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@ -17,7 +17,9 @@ AI is notorious for hallucinating facts out of thin air and sometimes outright l
- Code that works, but is extraordinarily verbose or not nearly as efficient as it can be - Code that works, but is extraordinarily verbose or not nearly as efficient as it can be
- Code that works well and is written well, but solves a different problem than was intended, or solves the same problem but in a completely incorrect way that will break other things horribly. - Code that works well and is written well, but solves a different problem than was intended, or solves the same problem but in a completely incorrect way that will break other things horribly.
Human-written code will, without exception, always be of infinitely higher quality when properly researched and implemented by someone both familiar with the surrounding code and the programming language in use. LLMs may produce a "good enough" result, but this result is often subpar. Keep in mind: all code is held under a standard of excellence. If your code sucks, it will be rejected. AI-generated code just so happens to be a particularly sucky genre of code, and will thus be held to this same standard. Human-written code will, without exception, always be of infinitely higher quality when properly researched and implemented by someone familiar with *both* the surrounding code and the programming language in use. LLMs may produce a "good enough" result, but this result is often subpar.
**All code is held under a STRICT STANDARD OF EXCELLENCE**. AI code is no different, and since it often produces subpar or outright terrible code, it will often fail to meet this excellence standard.
On a lesser-known note, LLM outputs often contain unicode symbols such as emojis or the arrow symbol. Please don't put Unicode symbols in your code. It messes with many an IDE, and the three people viewing your code on Lynx will be very unhappy. On a lesser-known note, LLM outputs often contain unicode symbols such as emojis or the arrow symbol. Please don't put Unicode symbols in your code. It messes with many an IDE, and the three people viewing your code on Lynx will be very unhappy.
@ -25,7 +27,8 @@ On a lesser-known note, LLM outputs often contain unicode symbols such as emojis
## Acceptable Use ## Acceptable Use
- As stated previously, AI is good in a few *very specific* cases. In these cases, it's usually fine to use AI, as long as you **explicitly provide notice that it was used**. As stated previously, AI is good in a few *very specific* cases. In these cases, it's usually fine to use AI, as long as you **explicitly provide notice that it was used**.
- Anything directly outside of the realm of the code written in your PR or patch is none of our business. - Anything directly outside of the realm of the code written in your PR or patch is none of our business.
- This primarily covers research. - This primarily covers research.
- However, we *still* strongly discourage this for the reasons mentioned above. - However, we *still* strongly discourage this for the reasons mentioned above.
@ -104,4 +107,6 @@ This consolidates profile removal behavior, fixes potential race conditions in t
This has all of the same problems as the other one. Needlessly verbose, doesn't address *what* it actually fixes ("consolidates profile removal behavior"... okay, why? What does it fix?), etc. It even has the bonus of totally hallucinating the addition of a method! This has all of the same problems as the other one. Needlessly verbose, doesn't address *what* it actually fixes ("consolidates profile removal behavior"... okay, why? What does it fix?), etc. It even has the bonus of totally hallucinating the addition of a method!
On a more "philosophical" note, LLMs tend to be geared towards *corporate language*, as that's what they're trained on. This is why AI-generated commit messages feel like "word salad", and typically pad out the commit message to make it *look* like a lot of things were changed (trust me, it's like that in the corporate world). They typically also drift towards unneeded buzzwords and useless implementation details.
**Don't use AI for commit messages**. **Don't use AI for commit messages**.

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@ -1,100 +0,0 @@
# Importing Games into Steam with Steam Rom Manager
Use this when you want to import your games inside Eden into Steam to launch with artwork from Steam Game Mode without needing to launch Eden first.
**Click [Here](https://evilperson1337.notion.site/Importing-Games-into-Steam-with-Steam-Rom-Manager-2b757c2edaf680d7a491c92b138f1fcc) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Steam Deck Set up and Configured
- Eden set up and Configured
- Internet Access
---
## Steps
1. Press the **STEAM** button and then go to *Power → Switch to Desktop* to enter the Desktop mode.
1. Install ***Steam ROM Manager***, there are 2 ways you can accomplish this, either manually or through [*EmuDeck*](https://www.emudeck.com/#downloads).
---
### Manual Installation
1. Open the *Discover Store* and search for *Steam ROM Manager.*
2. Select the **Install** button to install the program.
---
### Installing Through *EmuDeck*
<aside>
***NOTE***: This assumes you have already set up EmuDeck, if not - just run through the guided installation and select *Steam ROM Manager* as one of the options.
</aside>
1. Open **EmuDeck**, then navigate to *Manage Emulators.*
2. Scroll down to the bottom of the page to the *Manage your Tools & Frontends* section. Click **Steam ROM Manager**.
3. Click the **Install** button on the right hand side to install it.
---
2. Open the Start Menu and Launch ***Steam ROM Manager***
1. The program will now launch and show you a window with parsers.
<aside>
***TIP***: Your layout may look different depending on how you installed *Steam ROM Manager*. You may need to go to **Settings → Theme** and change it to *Classic* to follow along.
</aside>
2. Switch off all Parsers by hitting the *Toggle Parsers* switch.
3. Scroll down the list on the left-hand side and look for a parser called *Nintendo Switch - Eden* and switch it on. This parser may not exist depending on how you installed *Steam ROM Manager* (EmuDeck creates it for you). Follow these steps to create it if it is missing.
---
### Creating the Eden Parser
1. Select Create Parser and in the *Community Presets* option look for **Nintendo Switch - Yuzu**.
2. Change the **Parser title** from *Nintendo Switch - Yuzu* to *Nintendo Switch - Eden.*
3. Hit the **Browse** option under the *ROMs directory* section. Select the directory containing your Switch ROMs.
4. Under *Steam collections*, you can add a Steam category name. This just organizes the games under a common category in your Steam Library, this is optional but recommended.
5. Scroll down slightly to the **Executable Configuration → Executable**, select **Browse** and select the Eden AppImage.
6. Leave everything else the same and hit **Save** to save the parser.
---
4. Click the Eden parser to view the options on the right, select **Test** at the bottom of the screen to ensure that *Steam ROM Manager* detects your games correctly.
1. *Steam ROM Manager* will start to scan the specified ROMs directory and match them to games. Look over the results to ensure they are accurate. If you do not see any entries - check your parsers ROMs directory field.
1. When you are happy with the results, click the **Add Games****Parse** to start the actual Parsing.
1. The program will now identify the games and pull artwork from [*SteamGridDB*](https://www.steamgriddb.com/).
2. Review the game matches and ensure everything is there.
---
### Correcting a Mismatch
If the game is not identified correctly, you may need to tell *Steam ROM Manager* what the game is manually.
1. Hover over the game card and click the magnifying glass icon.
2. Search for the game on the *Search SteamGridDB* section and scroll through the results, selecting the one you want.
3. Ensure the *Name* and *Game ID* update in the **Per-App Exceptions** and press **Save and close**. The game should now update.
---
### Excluding Matches
You may want to tell Steam ROM Manager to ignore some files (updates/DLC/etc.) that it finds in the directory. This is how you do so.
1. Hit the **Exclude Games** button in the bottom right.
2. Deselect the game you want to exclude, the poster artwork should go dim and the **Number Excluded** number should increment up. Repeat with any other exclusions you want to add.
3. Hit **Save Excludes** when you are happy with your selections.
---
3. When you are happy with the results, select **Save to Steam** to save the results.
1. The program will now start writing the entries into the Steam Library. You should get pop up notifications of the progress, but you can monitor the progress by selecting the **Log** on the left-hand side if needed.
2. Restart Steam to have the changes take effect. Check your library to ensure that your games are there, in a category if you defined one in the parser.
3. Try to launch a game and ensure everything is working. You are now good to go.

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@ -12,12 +12,13 @@ The setting ranges from 0 to 65535 (0x0000 to 0xFFFF), where each bit represents
* [Accessing Debug Knobs (dev side)](#accessing-debug-knobs-dev-side) * [Accessing Debug Knobs (dev side)](#accessing-debug-knobs-dev-side)
* [Setting Debug Knobs (user side)](#setting-debug-knobs-user-side) * [Setting Debug Knobs (user side)](#setting-debug-knobs-user-side)
* [Bit Manipulation Examples](#bit-manipulation-examples) * [Bit Manipulation Examples](#bit-manipulation-examples)
3. [Examples](#examples) 3. [Terminology and user communication](#terminology-and-user-communication)
4. [Examples](#examples)
* [Example 1: Conditional Debug Logging](#example-1-conditional-debug-logging) * [Example 1: Conditional Debug Logging](#example-1-conditional-debug-logging)
* [Example 2: Performance Tuning](#example-2-performance-tuning) * [Example 2: Performance Tuning](#example-2-performance-tuning)
* [Example 3: Feature Gating](#example-3-feature-gating) * [Example 3: Feature Gating](#example-3-feature-gating)
4. [Best Practices](#best-practices) 5. [Best Practices](#best-practices)
--- ---
@ -77,6 +78,44 @@ To enable specific features, calculate the decimal value by setting the appropri
* **Enable bits 0 and 1**: Value = 3 (2^0 + 2^1) * **Enable bits 0 and 1**: Value = 3 (2^0 + 2^1)
* **Enable bit 15**: Value = 32768 (2^15) * **Enable bit 15**: Value = 32768 (2^15)
## Terminology and user communication
There are two main confusions when talking about knobs:
### Whether it's zero-based or one-based
Sometimes when an user reports: knobs 1 and 2 gets better performance, dev may get confuse whether he means the knobs 1 and 2 literally, or the 1st and 2nd knobs (knobs 0 and 1).
Debug knobs are **zero-based**, which means:
* The first knob is the knob(0) (or knob0 henceforth), and the last one is the 15 (knob15, likewise)
* You can talk: "knob0 is enabled/disabled", "In this video i was using only knobs 0 and 2", etc.
### Whether one is talking about the knob itself or about the entire parameter value (which represents all knobs)
Sometimes when an user reports: knob 3 results, it's unclear whether he's referring to knob setting with value 3 (which means both knob 0 and 1 are enabled), or to knob(3) specifically.
Whenever you're instructing tests or reporting results, be precise about whether one you're talking to avoid confusion:
### Setting based terminology
ALWAYS use the word in PLURAL (knobs), without mentioning which one, to refer to the setting, aka multiple knobs at once:
Examples:
- **knobs=0**: no knobs enabled
- **knobs=1**: knob0 enabled, others disabled
- **knobs=2**: knob1 enabled, others disabled
- **knobs=3**: knobs 0 and 1 enabled, others disabled
...
### Knob based terminology
Use the word in SINGULAR (knob), or in plural but referring which ones, when meaning multiple knobs at once:
Examples:
- **knob0**: knob 0 enabled, others disabled
- **knob1**: knob 1 enabled, others disabled
- **knobs 0 and 1**: knobs 0 and 1 enabled, others disabled
...
## Examples ## Examples
### Example 1: Conditional Debug Logging ### Example 1: Conditional Debug Logging

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@ -1,6 +1,6 @@
# Setting a Custom Date/Time in Eden # Setting a Custom Date/Time in Eden
Use this guide whenever you want to modify the Date or Time that Eden reports to games. This can be useful for modifying RNG elements, skipping wait times in games, etc. Use this guide whenever you want to modify the Date or Time that Eden reports to games. This can be useful for modifying RNG elements, skipping wait times in games, etc.
**Click [Here](https://evilperson1337.notion.site/Setting-a-Custom-Date-Time-in-Eden-2b357c2edaf680acb8d4e63ccc126564) for a version of this guide with images & visual elements.** **Click [Here](https://evilperson1337.notion.site/Setting-a-Custom-Date-Time-in-Eden-2b357c2edaf680acb8d4e63ccc126564) for a version of this guide with images & visual elements.**
@ -16,5 +16,5 @@ Use this guide whenever you want to modify the Date or Time that Eden reports to
1. Navigate to *Emulation → Configure*. 1. Navigate to *Emulation → Configure*.
2. Click on the **System** item on the left-hand side navigation, then check the *Custom RTC Date* box. 2. Click on the **System** item on the left-hand side navigation, then check the *Custom RTC Date* box.
3. The Date/Time option now becomes editable. Set it to the value you want and hit **OK**. 3. The Date/Time option now becomes editable. Set it to the value you want and hit **OK**.
4. GREAT SCOTT! We have time traveled! You can of course go forward or backward in time (as long as it is not before the year 1970) and your game should update accordingly (e.g. certain *Super Mario Odyssey* moons that take time for flowers to grow will now be fully grown.). 4. GREAT SCOTT! We have time traveled! You can of course go forward or backward in time (as long as it is not before the year 1970) and your game should update accordingly (e.g. certain *Super Mario Odyssey* moons that take time for flowers to grow will now be fully grown.).

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@ -16,6 +16,15 @@ The CPU must support FMA for an optimal gameplay experience. The GPU needs to su
If your GPU doesn't support or is just behind by a minor version, see Mesa environment variables below (*nix only). If your GPU doesn't support or is just behind by a minor version, see Mesa environment variables below (*nix only).
## Releases and versions
- Stable releases/Versioned releases: Has a version number and it's the versions we expect 3rd party repositories to host (package managers and such), these are, well, stable, have low amount of regressions (wrt. to master and nightlies) and generally focus on "keeping things without regressions", recommended for the average user.
- RC releases: Release candidate, generally "less stable but still stable" versions.
- Full release: "The stablest possible you could get".
- Nightly: Builds done around 2PM UTC (if there are any changes), generally stable, but not recommended for the average user. These contain daily updates and may contain critical fixes for some games.
- Master: Unstable builds, can lead from a game working exceptionally fine to absolute crashing in some systems because someone forgot to check if NixOS or Solaris worked. These contain straight from the oven fixes, please don't use them unless you plan to contribute something! They're very experimental! Still 95% of the time it will work just fine.
- PR builds: Highly experimental builds, testers may grab from these. The average user should treat them the same as master builds, except sometimes they straight up don't build/work.
## User configuration ## User configuration
### Configuration directories ### Configuration directories

11
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@ -0,0 +1,11 @@
# User Handbook - Custom Firmware (CFW)
At the moment of writing, we do not support CFW such as Atmosphere, due to:
- Lacking the required LLE emulation capabilities to properly emulate the full firmware.
- Lack of implementation on some of the key internals.
- Nobody has bothered to do it (PRs always welcome!)
We do however, maintain HLE compatibility with the former mentioned CFW, applications that require Atmosphere to run will run fine in the emulator without any adjustments.
If they don't run - then that's a bug!

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@ -7,6 +7,7 @@ There are two main applications, an SDL2 based app (`eden-cli`) and a Qt based a
- `-g <path>`: Alternate way to specify what to load, overrides. However let it be noted that arguments that use `-` will be treated as options/ignored, if your game, for some reason, starts with `-`, in order to safely handle it you may need to specify it as an argument. - `-g <path>`: Alternate way to specify what to load, overrides. However let it be noted that arguments that use `-` will be treated as options/ignored, if your game, for some reason, starts with `-`, in order to safely handle it you may need to specify it as an argument.
- `-f`: Use fullscreen. - `-f`: Use fullscreen.
- `-u <number>`: Select the index of the user to load as. - `-u <number>`: Select the index of the user to load as.
- `-input-profile <name>`: Specifies input profile name to use (for player #0 only).
- `-qlaunch`: Launch QLaunch. - `-qlaunch`: Launch QLaunch.
- `-setup`: Launch setup applet. - `-setup`: Launch setup applet.
@ -20,3 +21,4 @@ There are two main applications, an SDL2 based app (`eden-cli`) and a Qt based a
- `--program/-p`: Specify the program arguments to pass (optional). - `--program/-p`: Specify the program arguments to pass (optional).
- `--user/-u`: Specify the user index. - `--user/-u`: Specify the user index.
- `--version/-v`: Display version and quit. - `--version/-v`: Display version and quit.
- `--input-profile/-i`: Specifies input profile name to use (for player #0 only).

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@ -1,49 +0,0 @@
# Configuring Controller Profiles
Use this guide for when you want to configure specific controller settings to be reused.
**Click [Here](https://evilperson1337.notion.site/Configuring-Controller-Profiles-2be57c2edaf680eabc3ac8c333ec75c4) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Eden Set Up and Configured
---
### Steps
1. Launch Eden and wait for it to load.
2. Navigate to *Emulation > Configure…*
3. Select **Controls** from the left-hand menu and configure your controller for the way you want it to be in game.
4. Select **New** and enter a name for the profile in the box that appears. Press **OK** to save the profile settings.
5. Select **OK** to close the settings menu.
## Setting Controller Profiles By Game
Use this guide when you want to set up specific controller profiles for specific games. This can be useful for certain games like *Captain Toad Treasure Tracker* where a blue dot appears in the middle of the screen when you have docked mode enabled, but not handheld mode.
**Click [Here](https://evilperson1337.notion.site/Setting-Controller-Profiles-By-Game-2b057c2edaf681658a57f0c199cb6083) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Eden Emulator set up and fully configured
- Controller Profile Created
- See [*Configuring Controller Profiles*](./ControllerProfiles.md) for instructions on how to do this if needed.
---
### Steps
1. *Right-Click* the game you want to apply the profile to in the main window and select **Properties.**
2. Navigate to the **Input Profiles** tab in the window that appears. Drop down on *Player 1 profile* (or whatever player profile you want to apply it to) and select the profile you want.
<aside>
***NOTE***: You may have to resize the window to see all tabs, or press the arrows by the tabs to see **Input Profiles**.
</aside>
1. Click **OK** to apply the profile mapping.
2. Launch the game and confirm that the profile is applied, regardless of what the global configuration is.

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@ -0,0 +1,65 @@
# User Handbook - Controllers
Most of the controls should work out of the box. If not, please use a joystick calibrator to ensure it's not an issue with your own controller, for example:
- https://github.com/dkosmari/calibrate-joystick
## Using external controllers on the Steamdeck
In desktop mode ignore your pro controller/xbox contoller external controller and use **Steam Virtual Gamepad 0 as Player 1**. If you have multiple external controllers set **Player 2 to Steam Virtual Gamepad 1**. Steam app must not be closed on desktop mode.
Here's the annoying part of it. When waking up the steam deck from sleep try not to touch any button on the Steamdeck and turn on your external controller. Then open the Eden.AppImage. If you're lucky you can get your external controller to be position 0 and also Steam Virtual Gamepad 0 in desktop mode. If not that is ok too unless you need to configure player 1 to have gyro. You might need to repeat this to get your external controller as Steam Virtual Gamepad 0 so you can config Player 1 having gyro. You might be able to config player 1 to have gyro with the Steamdeck itself. Or you can also config player 1, 2, 3, etc, to have gyro somehow. Make sure they are all using Virtual Gamepads though.
Turn off controller then go to gaming mode. Try not to touch any buttons on the physical Steamdeck. When in gaming mode turn on the external controller. If lucky it will be assigned as Steam Virtual Gamepad 0. If not just use steam Gamemode feature to rearrange controller positions order.
Basically the Steamdeck or the external controller is fighting for position 0 and it depends on what is touched first after waking from sleep.
## Configuring Controller Profiles
Use this guide for when you want to configure specific controller settings to be reused.
**Click [Here](https://evilperson1337.notion.site/Configuring-Controller-Profiles-2be57c2edaf680eabc3ac8c333ec75c4) for a version of this guide with images & visual elements.**
---
#### Pre-Requisites
- Eden Set Up and Configured
---
#### Steps
1. Launch Eden and wait for it to load.
2. Navigate to *Emulation > Configure…*
3. Select **Controls** from the left-hand menu and configure your controller for the way you want it to be in game.
4. Select **New** and enter a name for the profile in the box that appears. Press **OK** to save the profile settings.
5. Select **OK** to close the settings menu.
### Setting Controller Profiles By Game
Use this guide when you want to set up specific controller profiles for specific games. This can be useful for certain games like *Captain Toad Treasure Tracker* where a blue dot appears in the middle of the screen when you have docked mode enabled, but not handheld mode.
**Click [Here](https://evilperson1337.notion.site/Setting-Controller-Profiles-By-Game-2b057c2edaf681658a57f0c199cb6083) for a version of this guide with images & visual elements.**
---
#### Pre-Requisites
- Eden Emulator set up and fully configured
- Controller Profile Created
- See [*Configuring Controller Profiles*](./ControllerProfiles.md) for instructions on how to do this if needed.
---
#### Steps
1. *Right-Click* the game you want to apply the profile to in the main window and select **Properties.**
2. Navigate to the **Input Profiles** tab in the window that appears. Drop down on *Player 1 profile* (or whatever player profile you want to apply it to) and select the profile you want.
<aside>
***NOTE***: You may have to resize the window to see all tabs, or press the arrows by the tabs to see **Input Profiles**.
</aside>
1. Click **OK** to apply the profile mapping.
2. Launch the game and confirm that the profile is applied, regardless of what the global configuration is.

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@ -1,5 +1,7 @@
# User Handbook - Graphics # User Handbook - Graphics
Graphical enhancements and visual quality improvments. This doesn't cover texture mods.
## Visual Enhancements ## Visual Enhancements
### Anti-aliasing ### Anti-aliasing
@ -89,7 +91,7 @@ The OpenGL backend would invoke behaviour that would result in swarst/LLVMpipe w
### HaikuOS compatibility ### HaikuOS compatibility
HaikuOS bundles a Mesa library that doesn't support full core OpenGL 4.6 (required by the emulator). This leads to HaikuOS being one of the few computer platforms where Vulkan is the only available option for users. If OpenGL is desired, Mesa has to be built manually from source. For debugging purpouses `lavapipe` is recommended over the GPU driver; there is in-kernel support for NVIDIA cards through. HaikuOS bundles a Mesa library that doesn't support full core OpenGL 4.6 (required by the emulator). This leads to HaikuOS being one of the few computer platforms where Vulkan is the only available option for users. If OpenGL is desired, Mesa has to be built manually from source. For debugging purposes `lavapipe` is recommended over the GPU driver; there is in-kernel support for NVIDIA cards through.
### Fixes for Windows 10 and above having "Device loss" ### Fixes for Windows 10 and above having "Device loss"

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@ -0,0 +1,206 @@
# User Handbook - Installing Mods
## General Notes
**Note:** When installing a mod, always read the mod's installation instructions.
This is especially important if a mod uses a framework such as **ARCropolis**, **Skyline**, or **Atmosphere plugins**. In those cases, follow the framework's instructions instead of using Eden's normal mod folder.
For example, **Super Smash Bros. Ultimate** uses such a framework. See the related section below for details.
---
# Installing Mods for Most Games
1. Right click a game in the game list.
2. Click **"Open Mod Data Location"**.
3. Extract the mod into that folder.
Each mod should be placed inside **its own subfolder**.
---
# Enabling or Disabling Mods
1. Right click the game in the game list.
2. Click **Configure Game**.
3. In the **Add-Ons** tab, enable or disable mods, updates, and DLC by ticking or unticking their boxes.
---
# Important Note About SD Card Paths
Some mods are designed for real Nintendo Switch consoles and refer to the **SD card root**.
The emulated SD card is located at:
```
%AppData%\eden\sdmc
```
Example:
```
Switch instruction: sd:/ultimate/mods
Eden equivalent: sdmc/ultimate/mods
```
---
# Framework-Based Mods (Super Smash Bros. Ultimate)
Some games require external mod frameworks instead of the built-in mod loader.
The most common example is **Super Smash Bros. Ultimate**.
These mods are installed directly to the **emulated SD card**, not the normal Eden mod folder.
---
# Installing the ARCropolis Modding Framework
**Note:** Some mod packs bundle ARCropolis with their installer (for example, Smash Ult-S).
---
## 1. Download ARCropolis
Download the latest release:
https://github.com/Raytwo/ARCropolis/releases/
---
## 2. Install ARCropolis
Extract the **`atmosphere`** folder into:
```
%AppData%\eden\sdmc
```
This is the **emulated SD card directory**.
Verify installation by checking that the following file exists:
```
sdmc\atmosphere\contents\01006A800016E000\romfs\skyline\plugins\libarcropolis.nro
```
---
## 3. Download Skyline
Download the latest Skyline release:
https://github.com/skyline-dev/skyline/releases
Skyline used to be bundled with ARCropolis but is now distributed separately to avoid compatibility issues caused by outdated bundled versions.
---
## 4. Install Skyline
Extract the **`exefs`** folder into:
```
sdmc\atmosphere\contents\01006A800016E000
```
The `exefs` folder should be **next to the `romfs` folder**.
Verify installation by checking that the following file exists:
```
%AppData%\eden\sdmc\atmosphere\contents\01006A800016E000\exefs\subsdk9
```
---
## 5. Launch the Game Once
Start the game and make sure you see the **ARCropolis version text on the title screen**.
This will also create the folders required for installing mods.
---
## 6. Install Smash Ultimate Mods
Install mods inside:
```
sdmc\ultimate\mods
```
Each mod must be placed inside **its own subfolder**.
Example:
```
sdmc\ultimate\mods\ExampleMod
```
---
# Troubleshooting
## ARCropolis text does not appear on startup
Check the following:
- `libarcropolis.nro` exists in:
```
sdmc\atmosphere\contents\01006A800016E000\romfs\skyline\plugins
```
- `subsdk9` exists in:
```
sdmc\atmosphere\contents\01006A800016E000\exefs
```
- Files were extracted to:
```
%AppData%\eden\sdmc
```
---
## Mods are not loading
Make sure mods are installed inside:
```
sdmc\ultimate\mods
```
Each mod must have its **own subfolder**.
Correct example:
```
sdmc\ultimate\mods\ExampleMod
```
Incorrect example:
```
sdmc\ultimate\mods\ExampleMod\ExampleMod
```
---
## Installing mods in the wrong folder
ARCropolis mods **do not go in Eden's normal mod folder**.
Do **not** install Smash mods here:
```
user\load\01006A800016E000
```
That folder is only used for traditional **RomFS mods**, not ARCropolis.

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@ -56,7 +56,7 @@ Use this when you need to connect to a multiplayer room for LDN functionality in
- Multiplayer Options Configured in Eden Settings - Multiplayer Options Configured in Eden Settings
- Network Access - Network Access
## Steps ### Steps
There are 2 primary methods that you can use to connect to an existing room, depending on how the room is hosted. There are 2 primary methods that you can use to connect to an existing room, depending on how the room is hosted.
- Joining a Public Lobby - Joining a Public Lobby
@ -70,7 +70,7 @@ There are 2 primary methods that you can use to connect to an existing room, dep
</aside> </aside>
### Joining a Public Lobby ## Joining a Public Lobby
1. Open Eden and navigate to *Multiplayer → Browse Public Game Lobby*. 1. Open Eden and navigate to *Multiplayer → Browse Public Game Lobby*.
2. The **Public Room Browser** will now open and display a list of publicly accessible rooms. Find one you want to connect to and double click it. 2. The **Public Room Browser** will now open and display a list of publicly accessible rooms. Find one you want to connect to and double click it.
@ -90,7 +90,7 @@ If the hoster has not made the lobby public, or you don't want to find it in the
--- ---
# Hosting a Multiplayer Room ## Hosting a Multiplayer Room
Use this guide for when you want to host a multiplayer lobby to play with others in Eden. In order to have someone access the room from outside your local network, see the *Access Your Multiplayer Room Externally* section for next steps. Use this guide for when you want to host a multiplayer lobby to play with others in Eden. In order to have someone access the room from outside your local network, see the *Access Your Multiplayer Room Externally* section for next steps.
**Click [Here](https://evilperson1337.notion.site/Hosting-a-Multiplayer-Room-2c357c2edaf6819481dbe8a99926cea2) for a version of this guide with images & visual elements.** **Click [Here](https://evilperson1337.notion.site/Hosting-a-Multiplayer-Room-2c357c2edaf6819481dbe8a99926cea2) for a version of this guide with images & visual elements.**
@ -100,7 +100,7 @@ Use this guide for when you want to host a multiplayer lobby to play with others
- Network Access - Network Access
- Ability to allow programs through the firewall on your device. - Ability to allow programs through the firewall on your device.
## Steps ### Steps
1. Open Eden and navigate to *Emulation → Multiplayer → Create Room.* 1. Open Eden and navigate to *Emulation → Multiplayer → Create Room.*
2. Fill out the following information in the popup dialog box. 2. Fill out the following information in the popup dialog box.
@ -120,7 +120,7 @@ Use this guide for when you want to host a multiplayer lobby to play with others
--- ---
# Access Your Multiplayer Room Externally ## Access Your Multiplayer Room Externally
Quite often the person with whom you want to play is located off of your internal network (LAN). If you want to host a room and play with them you will need to get your devices to communicate with each other. This guide will go over your options on how to do this so that you can play together. Quite often the person with whom you want to play is located off of your internal network (LAN). If you want to host a room and play with them you will need to get your devices to communicate with each other. This guide will go over your options on how to do this so that you can play together.
**Click [Here](https://evilperson1337.notion.site/Access-Your-Multiplayer-Room-Externally-2c357c2edaf681c0ab2ce2ee624d809d) for a version of this guide with images & visual elements.** **Click [Here](https://evilperson1337.notion.site/Access-Your-Multiplayer-Room-Externally-2c357c2edaf681c0ab2ce2ee624d809d) for a version of this guide with images & visual elements.**
@ -129,9 +129,9 @@ Quite often the person with whom you want to play is located off of your interna
- Eden set up and Functioning - Eden set up and Functioning
- Network Access - Network Access
## Options ### Options
### Port Forwarding #### Port Forwarding
- **Difficulty Level**: High - **Difficulty Level**: High
@ -148,8 +148,9 @@ The process works by creating a static mapping—often called a “port-forward
For our purposes we would pick the port we want to expose (*e.g. 24872*) and we would access our router's configuration and create a port-forward rule to send the traffic from an external connection to your local machine over our specified port (*24872)*. The exact way to do so, varies greatly by router manufacturer - and sometimes require contacting your ISP to do so depending on your agreement. You can look up your router on [*portforward.com*](https://portforward.com/router.htm) which may have instructions on how to do so for your specific equipment. If it is not there, you will have to use Google/ChatGPT to determine the steps for your equipment. For our purposes we would pick the port we want to expose (*e.g. 24872*) and we would access our router's configuration and create a port-forward rule to send the traffic from an external connection to your local machine over our specified port (*24872)*. The exact way to do so, varies greatly by router manufacturer - and sometimes require contacting your ISP to do so depending on your agreement. You can look up your router on [*portforward.com*](https://portforward.com/router.htm) which may have instructions on how to do so for your specific equipment. If it is not there, you will have to use Google/ChatGPT to determine the steps for your equipment.
Remember you can't have one port open for multiple devices at the same time - you must only host from one device (or do more convoluted networking which we will not cover here).
### Use a Tunnelling Service #### Use a Tunnelling Service
- **Difficulty Level**: Easy - **Difficulty Level**: Easy
<aside> <aside>
@ -167,7 +168,7 @@ For our purposes we would spawn the listener for the port that way chose when ho
- [*Playit.GG*](https://playit.gg/) - [*Playit.GG*](https://playit.gg/)
### Use a VPN Service #### Use a VPN Service
- **Difficulty**: Easy - **Difficulty**: Easy
@ -189,7 +190,7 @@ The VPN solution is a good compromise between the tunnelling solution and port f
--- ---
# Finding the Server Information for a Multiplayer Room ## Finding the Server Information for a Multiplayer Room
Use this guide when you need to determine the connection information for the Public Multiplayer Lobby you are connected to. Use this guide when you need to determine the connection information for the Public Multiplayer Lobby you are connected to.
**Click [Here](https://evilperson1337.notion.site/Finding-the-Server-Information-for-a-Multiplayer-Room-2c557c2edaf6809e94e8ed3429b9eb26) for a version of this guide with images & visual elements.** **Click [Here](https://evilperson1337.notion.site/Finding-the-Server-Information-for-a-Multiplayer-Room-2c557c2edaf6809e94e8ed3429b9eb26) for a version of this guide with images & visual elements.**
@ -198,7 +199,7 @@ Use this guide when you need to determine the connection information for the Pub
- Eden set up and configured - Eden set up and configured
- Internet Access - Internet Access
## Steps ### Steps
### Method 1: Grabbing the Address from the Log File ### Method 1: Grabbing the Address from the Log File
1. Open Eden and Connect to the room you want to identify. 1. Open Eden and Connect to the room you want to identify.
@ -222,7 +223,7 @@ Use this guide when you need to determine the connection information for the Pub
2. Open the terminal supported by your operating system. 2. Open the terminal supported by your operating system.
3. Run one of the following commands, replacing *<Name>* with the name of the server from step 1. 3. Run one of the following commands, replacing *<Name>* with the name of the server from step 1.
### PowerShell Command [Windows Users] #### PowerShell Command [Windows Users]
```powershell ```powershell
# Calls the API to get the address and port information # Calls the API to get the address and port information
@ -235,7 +236,7 @@ Use this guide when you need to determine the connection information for the Pub
#} #}
``` ```
### CURL Command [MacOS/Linux Users] **Requires jq* #### CURL Command [MacOS/Linux Users] **Requires jq*
```bash ```bash
# Calls the API to get the address and port information # Calls the API to get the address and port information
@ -252,7 +253,7 @@ Use this guide when you need to determine the connection information for the Pub
--- ---
# Multiplayer for Local Co-Op Games ## Multiplayer for Local Co-Op Games
Use this guide when you want to play with a friend on a different system for games that only support local co-op. Use this guide when you want to play with a friend on a different system for games that only support local co-op.
**Click [Here](https://evilperson1337.notion.site/Multiplayer-for-Local-Co-Op-Games-2c657c2edaf680c59975ec6b52022a2d) for a version of this guide with images & visual elements.** **Click [Here](https://evilperson1337.notion.site/Multiplayer-for-Local-Co-Op-Games-2c657c2edaf680c59975ec6b52022a2d) for a version of this guide with images & visual elements.**
@ -271,7 +272,7 @@ In either situation at its core, we are emulating an input device on the host ma
- Parsec is free to use for personal, non-commercial use. For instructions on how to set up an account and install the client you should refer to the Parsec documentation on it's site. - Parsec is free to use for personal, non-commercial use. For instructions on how to set up an account and install the client you should refer to the Parsec documentation on it's site.
- Parsec client installed on your machine and remote (friend's) machine - Parsec client installed on your machine and remote (friend's) machine
## Steps ### Steps
<aside> <aside>
@ -294,3 +295,22 @@ This guide will assume you are the one hosting the game and go over things *Pars
10. Set up the remote player's controller. 10. Set up the remote player's controller.
11. Hit **OK** to apply the changes. 11. Hit **OK** to apply the changes.
12. Launch the game you want to play and enter the co-op mode. How this works depends on the game, so you will have to look in the menus or online to find out. 12. Launch the game you want to play and enter the co-op mode. How this works depends on the game, so you will have to look in the menus or online to find out.
## Metaserver troubleshooting
If you can't connect to the metaserver, it's likely your ISP is blocking the requests.
### Linux and Steamdeck
Most Linux systems and Steamdeck should allow to modify the base `/etc/hosts` file, this should fix the DNS lookup issue; hence add the following to said file:
```
28.165.181.135 api.ynet-fun.xyz api.ynet-fun.xyz
```
### Zapret
In `lists/list-general.txt` add the following:
```
api.ynet-fun.xyz
ynet-fun.xyz
```

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@ -4,35 +4,48 @@ The "FAQ".
This handbook is primarily aimed at the end-user - baking useful knowledge for enhancing their emulation experience. This handbook is primarily aimed at the end-user - baking useful knowledge for enhancing their emulation experience.
A copy of this handbook is [available online](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/user/README.md).
## Basics ## Basics
- **[The Basics](Basics.md)** - **[The Basics](Basics.md)**
- **[Quickstart](./QuickStart.md)** - **[Quickstart](./QuickStart.md)**
- **[Run On macOS](./RunOnMacOS.md)** - **[Settings](./Settings.md)**
- **[Controllers](./Controllers.md)**
- **[Controller profiles](./Controllers.md#configuring-controller-profiles)**
- **[Audio](Audio.md)** - **[Audio](Audio.md)**
- **[Graphics](Graphics.md)** - **[Graphics](Graphics.md)**
- **[Installing Mods](./Mods.md)**
- **[Run On macOS](./RunOnMacOS.md)**
- **[Data, Savefiles and Storage](Storage.md)** - **[Data, Savefiles and Storage](Storage.md)**
- **[Orphaned Profiles](Orphaned.md)** - **[Orphaned Profiles](Orphaned.md)**
- **[Troubleshooting](./Troubleshoot.md)** - **[Troubleshooting](./Troubleshoot.md)**
- **[Using Amiibo](./UsingAmiibo.md)** - **[Using Amiibo](./UsingAmiibo.md)**
- **[Using Cheats](./UsingCheats.md)** - **[Using Cheats](./UsingCheats.md)**
- **[Importing Saves](./ImportingSaves.md)** - **[Importing Saves](./ImportingSaves.md)**
- **[Add Eden to Steam ROM Manager](./AddEdenToSRM.md)**
- **[Add Games to Steam ROM Manager](./AddGamesToSRM.md)**
- **[Installing Atmosphere Mods](./InstallingAtmosphereMods.md)** - **[Installing Atmosphere Mods](./InstallingAtmosphereMods.md)**
- **[Installing Updates & DLCs](./InstallingUpdatesDLC.md)** - **[Installing Updates & DLCs](./InstallingUpdatesDLC.md)**
- **[Controller Profiles](./ControllerProfiles.md)**
- **[Alter Date & Time](./AlterDateTime.md)** - **[Alter Date & Time](./AlterDateTime.md)**
## 3rd-party Integration
- **[Configuring Steam ROM Manager](./SteamROM.md)**
- **[Server hosting](ServerHosting.md)**
- **[Syncthing Guide](./SyncthingGuide.md)**
- **[Third Party](./ThirdParty.md)**
- **[Obtainium](./ThirdParty.md#configuring-obtainium)**
- **[ES-DE](./ThirdParty.md#configuring-es-de)**
- **[Mirrors](./ThirdParty.md#mirrors)**
- **[GameMode](./ThirdParty.md#configuring-gamemode)**
## Advanced ## Advanced
- **[Custom Firmware](./CFW.md)**
- **[How To Access Logs](./HowToAccessLogs.md)** - **[How To Access Logs](./HowToAccessLogs.md)**
- **[Gyro Controls](./GyroControls.md)** - **[Gyro Controls](./GyroControls.md)**
- **[Platforms and Architectures](Architectures.md)** - **[Platforms and Architectures](Architectures.md)**
- **[Server hosting](ServerHosting.md)**
- **[Command Line](CommandLine.md)** - **[Command Line](CommandLine.md)**
- **[Native Application Development](Native.md)** - **[Native Application Development](Native.md)**
- **[Adding Boolean Settings Toggles](AddingBooleanToggles.md)** - **[Adding Boolean Settings Toggles](AddingBooleanToggles.md)**
- **[Adding Debug Knobs](./AddingDebugKnobs.md)** - **[Adding Debug Knobs](./AddingDebugKnobs.md)**
- **[Syncthing Guide](./SyncthingGuide.md)**
- **[Testing](Testing.md)** - **[Testing](Testing.md)**

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@ -1,4 +1,12 @@
# Allowing Eden to Run on MacOS # User Handbook - Run on macOS
Current macOS support is still experimental and very reliant on MoltenVK developments, plans have shifted to properly provide support for KosmicKrisp and similar new GPU endeavours, but macOS users still are bound to MoltenVK itself.
Users of macOS may wish to use [Asahi Linux](https://wiki.gentoo.org/wiki/Project:Asahi/Guide) for the rising KosmicKrisp support.
As of writing, neither macOS nor Asahi has support for NCE; additionally Asahi has extraneous paging bugs with fastmem.
## Allowing Eden to Run on MacOS
Use this guide when you need to allow Eden to run on a Mac system, but are being blocked by Apple Security policy. Use this guide when you need to allow Eden to run on a Mac system, but are being blocked by Apple Security policy.
@ -6,19 +14,19 @@ Use this guide when you need to allow Eden to run on a Mac system, but are being
--- ---
### Pre-Requisites #### Pre-Requisites
- Permissions to modify settings in MacOS - Permissions to modify settings in MacOS
--- ---
## Why am I Seeing This? ### Why am I Seeing This?
Recent versions of MacOS (Catalina & newer) introduced the **Gatekeeper** security functionality, requiring software to be signed by Apple or a trusted (aka - paying) developer. If the signature isnt on the list of trusted ones, it will stop the program from executing and display the message above. Recent versions of MacOS (Catalina & newer) introduced the **Gatekeeper** security functionality, requiring software to be signed by Apple or a trusted (aka - paying) developer. If the signature isnt on the list of trusted ones, it will stop the program from executing and display the message above.
--- ---
## Steps ### Steps
1. Open the *System Settings* panel. 1. Open the *System Settings* panel.
2. Navigate to *Privacy & Security*. 2. Navigate to *Privacy & Security*.

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@ -0,0 +1,53 @@
# User Handbook - Settings
As the emulator continues to grow, so does the number of settings that come and go.
Most of the development adds new settings that enhance performance/compatibility, only to be removed later in newer versions due to newfound discoveries or because they were "a hacky workaround".
As such, this guide will NOT mention those kind of settings, we'd rather mention settings which have a long shelf time (i.e won't get removed in future releases) and are likely to be unchanged.
Some of the options are self explainatory, and they do exactly what they say they do (i.e "Pause when not in focus"); such options will be also skipped due to triviality.
## Foreword
Before touching the settings, please see the game boots with stock options. We try our best to ensure users can boot any game using the default settings. If they don't work, then you may try fiddling with options - but please, first use stock options.
## General
- `General/Force X11 as Graphics Backend`: Wayland on *NIX has prominent issues that are unlikely to be resolved; the kind that are "not our fault, it's Wayland issue", this "temporary" hack forces X11 as the backend, regardless of the desktop manager's default.
- `General/Enable Gamemode`: This only does anything when you have Feral Interactive's Gamemode library installed somewhere, if you do, this will help boost FPS by telling the OS to explicitly prioritize *this* application for "gaming" - only for *NIX systems.
- `Hotkeys`: Deceptively to remove a hotkey you must right click and a menu will appear to remove that specific hotkey.
- `UI/Language`: Changes language *of the interface* NOT the emulated program!
- `Debug/Enable Auto Stub`: May help to "fix" some games by just lying and saying that everything they do returns "success" instead of outright crashing for any function/service that is NOT implemented.
- `Debug/Show log in console`: Does as said, note that the program may need to be reopened (Windows) for changes to take effect.
- `Debug/Flush log output`: Classically, every write to the log is "buffered", that is, changes aren't written to the disk UNTIL the program has decided it is time to write, until then it keeps data in a buffer which resides on RAM. If the program crashes, the OS will automatically discard said buffer (any RAM associated with a dead process is automatically discarded/reused for some other purpose); this means critical data may not be logged to the disk on time, which may lead to missing log lines. Use this if you're wanting to remove that factor when debugging, sometimes a hard crash may "eat" some of the log lines IF this option isn't enabled.
- `Debug/Disable Macro HLE:` The emulator has HLE emulation of macro programs for Maxwell, this means that some details are purpousefully skipped; this option forces all macro programs to be ran without skipping anything.
## System
- `System/RNG Seed`: Set to 0 (and uncheck) to disable ASLR systemwide (this makes mods like CTGP to stop working); by default it enables ASLR to replicate console behaviour.
- `Network/Enable Airplane Mode`: Enable this if a game is crashing before loading AND the logs mention anything related to "web" or "internet" services.
## CPU
- `CPU/Virtual table bouncing`: Some games have the tendency to crash on loading due to an indirect bad jump (Pokemon ZA being the worst offender); this option lies to the game and tells it to just pretend it never executed a given function. This is fine for most casual users, but developers of switch applications **must** disable this. This temporary "hack" should hopefully be gone in 6-7 months from now on.
- `Fastmem`, aka. `CPU/Enable Host MMU`: Enables "fastmem"; a detailed description of fastmem can be found [here](../dynarmic/Design.md#fast-memory-fastmem).
- `CPU/Unsafe FMA`: Enables deliberate innacurate FMA behaviour which may affect how FMA returns any given operation - this may introduce tiny floating point errors which can cascade in sensitive code (i.e FFmpeg).
- `CPU/Faster FRSQRTE and FRECPE`: Introduces accuracy errors on square root and reciprocals in exchange for less checks - this introduces inaccuracies with some cases but it's mostly safe.
- `CPU/Faster ASIMD Instructions`: Skips rounding mode checks for ARM ASIMD instructions - this means some code dpeending on these rounding modes may misbehave.
- `CPU/Disable address space checks`: Before each memory access, the emulator checks the address is in range, if not it faults; this option makes it so the emulator skips the check entirely (which may be expensive for a myriad of reasons). However at the same time this allows the guest program to "break out" of the emulation context by writing to arbitrary addresses.
- `CPU/Ignore global monitor`: This relies on a quirk present on x86 to avoid the ARM global monitor emulation, this may increase performance in mutex-heavy contexts (i.e games waiting for next frames or such); but also can cause deadlocks and fun to debug issues.
It is important to note the majority of precision-reducing instructions do not benefit cases where they are not used, which means the performance gains will vary per game.
# Graphics
See also [an extended breakdown of some options](./Graphics.md).
- `Extras/Extended Dynamic State` and `Extras/Vertex Input Dynamic State`: These Vulkan extensions essentially allow you to reuse the same pipeline but just change the state between calls (so called "dynamic state"); the "extended" levels signifies how much state can be placed on this "dynamic" range, for example the amount of depth culling to use can be placed on the dynamic state, avoiding costly reloads and flushes. While this by itself is a fine option, SOME vendors (notably PowerVR and Mali) have problems with anything related to EDS3. EDS3 contains EDS2, and EDS2 contains EDS1. Essentially this means more extended data the driver has to keep track of, at the benefit of avoiding costly flushes.
- `Advanced/Use persistent cache`: This saves compiled shaders onto the disk, independent of any driver's own disk saved shaders (yes, some drivers, notably NVIDIA, save a secondary shader cache onto disk) - disable this only if you're debugging or working on the GPU backend. This option is meant to massively help to reduce shader stutters (after playing for one session that compiles them).
- `Advanced/Use Vulkan pipeline cache`: This is NOT the same as `Use persistent cache`; it's a separate flag that tells the Vulkan backend to create pipeline caches, which are a detail that can be used to massively improve performance and remove pipeline creation overhead. This is a Vulkan feature.
## Controls
See [controllers](./Controllers.md).

View file

@ -1,4 +1,6 @@
# Importing Eden into Steam with Steam Rom Manager # User Handbook - Configuring Steam ROM Manager
## Importing Eden into Steam with Steam Rom Manager
Use this when you want to import the Eden AppImage into your Steam Library along with artwork using *Steam ROM Manager.* Use this when you want to import the Eden AppImage into your Steam Library along with artwork using *Steam ROM Manager.*
@ -6,7 +8,7 @@ Use this when you want to import the Eden AppImage into your Steam Library along
--- ---
### Pre-Requisites #### Pre-Requisites
- Eden set up and configured - Eden set up and configured
- Internet Connection - Internet Connection
@ -14,9 +16,9 @@ Use this when you want to import the Eden AppImage into your Steam Library along
--- ---
## Steps ### Steps
### Initial Setup #### Initial Setup
1. Press the **STEAM** button and then go to *Power → Switch to Desktop* to enter the Desktop mode. 1. Press the **STEAM** button and then go to *Power → Switch to Desktop* to enter the Desktop mode.
@ -24,14 +26,14 @@ Use this when you want to import the Eden AppImage into your Steam Library along
--- ---
### Manual Installation #### Manual Installation
1. Open the *Discover Store* and search for *Steam ROM Manager.* 1. Open the *Discover Store* and search for *Steam ROM Manager.*
2. Select the **Install** button to install the program. 2. Select the **Install** button to install the program.
--- ---
### Installing Through *EmuDeck* #### Installing Through *EmuDeck*
<aside> <aside>
@ -45,9 +47,9 @@ Use this when you want to import the Eden AppImage into your Steam Library along
--- ---
### Adding Eden into *Steam ROM Manager* #### Adding Eden into *Steam ROM Manager*
### EmuDeck Users #### EmuDeck Users
EmuDeck will automatically create an *Emulators - Emulators* parser for ***Steam ROM Manager*** that uses shell scripts to launch them. We will follow this convention. EmuDeck will automatically create an *Emulators - Emulators* parser for ***Steam ROM Manager*** that uses shell scripts to launch them. We will follow this convention.
@ -87,7 +89,7 @@ EmuDeck will automatically create an *Emulators - Emulators* parser for ***Steam
--- ---
### Non-EmuDeck Users #### Non-EmuDeck Users
We will need to create a new parser for the Emulators. Unlike with the EmuDeck model, we will have the parser look for AppImages. We will need to create a new parser for the Emulators. Unlike with the EmuDeck model, we will have the parser look for AppImages.
@ -126,7 +128,7 @@ We will need to create a new parser for the Emulators. Unlike with the EmuDeck
--- ---
### Adding Eden to Steam #### Adding Eden to Steam
Now that we have the parser or shell script created, we can actually add it to Steam. Now that we have the parser or shell script created, we can actually add it to Steam.
@ -137,7 +139,7 @@ Now that we have the parser or shell script created, we can actually add it to S
--- ---
### Correcting a Mismatch #### Correcting a Mismatch
If the emulator is not identified correctly, you may need to tell *Steam ROM Manager* what the game is manually. If the emulator is not identified correctly, you may need to tell *Steam ROM Manager* what the game is manually.
@ -147,7 +149,7 @@ Now that we have the parser or shell script created, we can actually add it to S
--- ---
### Excluding Matches #### Excluding Matches
You may want to tell Steam ROM Manager to ignore some files that it finds in the directory. This is how you do so. You may want to tell Steam ROM Manager to ignore some files that it finds in the directory. This is how you do so.
@ -160,3 +162,104 @@ Now that we have the parser or shell script created, we can actually add it to S
5. The program will now start writing the entries into the Steam Library. You should get pop up notifications of the progress, but you can monitor the progress by selecting the **Log** on the left-hand side if needed. 5. The program will now start writing the entries into the Steam Library. You should get pop up notifications of the progress, but you can monitor the progress by selecting the **Log** on the left-hand side if needed.
6. Restart Steam to have the changes take effect. Check your library to ensure that your games are there, in a category if you defined one in the parser. 6. Restart Steam to have the changes take effect. Check your library to ensure that your games are there, in a category if you defined one in the parser.
7. Try to launch the Emulator from Steam and ensure everything is working. You are now good to go. 7. Try to launch the Emulator from Steam and ensure everything is working. You are now good to go.
## Importing Games into Steam with Steam Rom Manager
Use this when you want to import your games inside Eden into Steam to launch with artwork from Steam Game Mode without needing to launch Eden first.
**Click [Here](https://evilperson1337.notion.site/Importing-Games-into-Steam-with-Steam-Rom-Manager-2b757c2edaf680d7a491c92b138f1fcc) for a version of this guide with images & visual elements.**
---
#### Pre-Requisites
- Steam Deck Set up and Configured
- Eden set up and Configured
- Internet Access
---
### Steps
1. Press the **STEAM** button and then go to *Power → Switch to Desktop* to enter the Desktop mode.
1. Install ***Steam ROM Manager***, there are 2 ways you can accomplish this, either manually or through [*EmuDeck*](https://www.emudeck.com/#downloads).
---
#### Manual Installation
1. Open the *Discover Store* and search for *Steam ROM Manager.*
2. Select the **Install** button to install the program.
---
#### Installing Through *EmuDeck*
<aside>
***NOTE***: This assumes you have already set up EmuDeck, if not - just run through the guided installation and select *Steam ROM Manager* as one of the options.
</aside>
1. Open **EmuDeck**, then navigate to *Manage Emulators.*
2. Scroll down to the bottom of the page to the *Manage your Tools & Frontends* section. Click **Steam ROM Manager**.
3. Click the **Install** button on the right hand side to install it.
---
2. Open the Start Menu and Launch ***Steam ROM Manager***
1. The program will now launch and show you a window with parsers.
<aside>
***TIP***: Your layout may look different depending on how you installed *Steam ROM Manager*. You may need to go to **Settings → Theme** and change it to *Classic* to follow along.
</aside>
2. Switch off all Parsers by hitting the *Toggle Parsers* switch.
3. Scroll down the list on the left-hand side and look for a parser called *Nintendo Switch - Eden* and switch it on. This parser may not exist depending on how you installed *Steam ROM Manager* (EmuDeck creates it for you). Follow these steps to create it if it is missing.
---
#### Creating the Eden Parser
1. Select Create Parser and in the *Community Presets* option look for **Nintendo Switch - Yuzu**.
2. Change the **Parser title** from *Nintendo Switch - Yuzu* to *Nintendo Switch - Eden.*
3. Hit the **Browse** option under the *ROMs directory* section. Select the directory containing your Switch ROMs.
4. Under *Steam collections*, you can add a Steam category name. This just organizes the games under a common category in your Steam Library, this is optional but recommended.
5. Scroll down slightly to the **Executable Configuration → Executable**, select **Browse** and select the Eden AppImage.
6. Leave everything else the same and hit **Save** to save the parser.
---
4. Click the Eden parser to view the options on the right, select **Test** at the bottom of the screen to ensure that *Steam ROM Manager* detects your games correctly.
1. *Steam ROM Manager* will start to scan the specified ROMs directory and match them to games. Look over the results to ensure they are accurate. If you do not see any entries - check your parsers ROMs directory field.
1. When you are happy with the results, click the **Add Games****Parse** to start the actual Parsing.
1. The program will now identify the games and pull artwork from [*SteamGridDB*](https://www.steamgriddb.com/).
2. Review the game matches and ensure everything is there.
---
#### Correcting a Mismatch
If the game is not identified correctly, you may need to tell *Steam ROM Manager* what the game is manually.
1. Hover over the game card and click the magnifying glass icon.
2. Search for the game on the *Search SteamGridDB* section and scroll through the results, selecting the one you want.
3. Ensure the *Name* and *Game ID* update in the **Per-App Exceptions** and press **Save and close**. The game should now update.
---
#### Excluding Matches
You may want to tell Steam ROM Manager to ignore some files (updates/DLC/etc.) that it finds in the directory. This is how you do so.
1. Hit the **Exclude Games** button in the bottom right.
2. Deselect the game you want to exclude, the poster artwork should go dim and the **Number Excluded** number should increment up. Repeat with any other exclusions you want to add.
3. Hit **Save Excludes** when you are happy with your selections.
---
3. When you are happy with the results, select **Save to Steam** to save the results.
1. The program will now start writing the entries into the Steam Library. You should get pop up notifications of the progress, but you can monitor the progress by selecting the **Log** on the left-hand side if needed.
2. Restart Steam to have the changes take effect. Check your library to ensure that your games are there, in a category if you defined one in the parser.
3. Try to launch a game and ensure everything is working. You are now good to go.

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@ -1,39 +1,99 @@
# User Handbook - Testing # Testing
While this is mainly aimed for testers - normal users can benefit from these guidelines to make their life easier when trying to outline and/or report an issue.
## Getting logs
In order to get more information, you can find logs in the following location:
## How to Test a PR Against the Based Master When Issues Arise
When you're testing a pull request (PR) and encounter unexpected behavior, it's important to determine whether the issue was introduced by the PR or if it already exists in the base code. To do this, compare the behavior against the based master branch. When you're testing a pull request (PR) and encounter unexpected behavior, it's important to determine whether the issue was introduced by the PR or if it already exists in the base code. To do this, compare the behavior against the based master branch.
Even before an issue occurs, it is best practice to keep the same settings and delete the shader cache. Using an already made shader cache can make the PR look like it is having a regression in some rare cases. Even before an issue occurs, it is best practice to keep the same settings and delete the shader cache. Using an already made shader cache can make the PR look like it is having a regression in some rare cases.
### What to Do When Something Seems Off Try not to test PRs which are for documentation or extremely trivial changes (like a PR that changes the app icon), unless you really want to; generally avoid any PRs marked `[docs]`.
If a PR specifies it is for a given platform (i.e `linux`) then just test on Linux. If it says `NCE` then test on Android and Linux ARM64 (Raspberry Pi and such). macOS fixes may also affect Asahi, test that if you can too.
You may also build artifacts yourself, be aware that the resulting builds are NOT the same as those from CI, because of package versioning and build environment differences. One famous example is FFmpeg randomly breaking on many Arch distros due to packaging differences.
## Quickstart
Think of the source code as a "tree", with the "trunk" of that tree being our `master` branch, any other branches are PRs or separate development branches, only our stable releases pull from `master` - all other branches are considered unstable and aren't recommended to pull from unless you're testing multiple branches at once.
Here's some terminology you may want to familiarize yourself with:
- PR: Pull request, a change in the codebase; from which the author of said change (the programmer) requests a pull of that branch into master (make it so the new code makes it into a release basically).
- Bisect: Bilinear method of searching regressions, some regressions may be sporadic and can't be bisected, but the overwhelming majority are.
- WIP: Work-in-progress.
- Regression: A new bug/glitch caused by new code, i.e "Zelda broke in android after commit xyz".
- Master: The "root" branch, this is where all merged code goes to, traditionally called `main`, `trunk` or just `master`, it contains all the code that eventually make it to stable releases.
- `HEAD`: Latest commit in a given branch, `HEAD` of `master` is the latest commit on branch `master`.
- `origin`: The default "remote", basically the URL from where git is located at, for most of the time that location is https://git.eden-emu.dev/eden-emu/eden.
## Testing checklist
For regressions/bugs from PRs or commits:
- [ ] Occurs in master?
- If it occurs on master:
- [ ] Occurs on previous stable release? (before this particular PR).
- If it occurs on previous stable release:
- [ ] Occurs on previous-previous stable release?
- And so on and so forth... some bugs come from way before Eden was even conceived.
- Otherwise, try bisecting between the previous stable release AND the latest `HEAD` of master
- [ ] Occurs in given commit?
- [ ] Occurs in PR?
- If it occurs on PR:
- [ ] Bisected PR? (if it has commits)
- [ ] Found bisected commit?
If an issue sporadically appears, try to do multiple runs, try if possible, to count the number of times it has failed and the number of times it has "worked just fine"; say it worked 3 times but failed 1. then there is a 1/4th chance every run that the issue is replicated - so every bisect step would require 4 runs to ensure there is atleast a chance of triggering the bug.
## What to do when something seems off
If you notice something odd during testing: If you notice something odd during testing:
- Reproduce the issue using the based master branch. - Reproduce the issue using the based master branch.
- Observe whether the same behavior occurs. - Observe whether the same behavior occurs.
### Two Possible Outcomes From there onwards there can be two possible outcomes:
- If the issue exists in the based master: This means the problem was already present before the PR. The PR most likely did not introduce the regression. - If the issue exists in the based master: This means the problem was already present before the PR. The PR most likely did not introduce the regression.
- If the issue does not exist in the based master: This suggests the PR most likely introduced the regression and needs further investigation. - If the issue does not exist in the based master: This suggests the PR most likely introduced the regression and needs further investigation.
### Report your findings ## Reporting Your Findings
When you report your results: When you report your results:
- Clearly state whether the behavior was observed in the based master. - Clearly state whether the behavior was observed in the based master.
- Indicate whether the result is good (expected behavior) or bad (unexpected or broken behavior). Without mentioning if your post/report/log is good or bad it may confuse the Developer of the PR. - Indicate whether the result is good (expected behavior) or bad (unexpected or broken behavior). Without mentioning if your post/report/log is good or bad it may confuse the developer of the PR.
- Example:
``` For example:
1. "Tested on based master — issue not present. Bad result for PR, likely regression introduced."
2. "Tested on based master — issue already present. Good result for PR, not a regression." 1. "Bad result for PR: Tested on based master - issue not present. Likely regression introduced."
``` 2. "Good result for PR: Tested on based master - issue already present. Not a regression."
This approach helps maintain clarity and accountability in the testing process and ensures regressions are caught and addressed efficiently.
If the behavior seems normal for a certain game/feature then it may not be always required to check against the based master.
This approach helps maintain clarity and accountability in the testing process and ensures regressions are caught and addressed efficiently. If the behavior seems normal for a certain game/feature then it may not be always required to check against the based master. This approach helps maintain clarity and accountability in the testing process and ensures regressions are caught and addressed efficiently. If the behavior seems normal for a certain game/feature then it may not be always required to check against the based master.
If a master build for the PR' based master does not exist. It will be helpful to just test past and future builds nearby. That would help with gathering more information about the problem. If a master build for the PR' based master does not exist. It will be helpful to just test past and future builds nearby. That would help with gathering more information about the problem.
**Always include [debugging info](../Debug.md) as needed**. **Always include [debugging info](../Debug.md) as needed**.
## Bisecting
One happy reminder, when testing, *know how to bisect!*
Say you're trying to find an issue between 1st of Jan and 8th of Jan, you can search by dividing "in half" the time between each commit:
- Check for 4th of Jan
- If 4th of Jan is "working" then the issue must be in the future
- So then check 6th of Jan
- If 6th of Jan isn't working then the issue must be in the past
- So then check 5th of Jan
- If 5th of Jan worked, then the issue starts at 6th of Jan
The faulty commit then, is 6th of Jan. This is called bisection https://git-scm.com/docs/git-bisect
## Notes
- PR's marked with **WIP** do NOT need to be tested unless explicitly asked (check the git in case)
- Sometimes license checks may fail, hover over the build icon to see if builds did succeed, as the CI will push builds even if license checks fail.
- All open PRs can be viewed [here](https://git.eden-emu.dev/eden-emu/eden/pulls/).
- If site is down use one of the [mirrors](./user/ThirdParty.md#mirrors).

View file

@ -4,6 +4,70 @@ The Eden emulator by itself lacks some functionality - or otherwise requires ext
While most of the links mentioned in this guide are relatively "safe"; we urge users to use their due diligence and appropriatedly verify the integrity of all files downloaded and ensure they're not compromised. While most of the links mentioned in this guide are relatively "safe"; we urge users to use their due diligence and appropriatedly verify the integrity of all files downloaded and ensure they're not compromised.
- [Nightly Eden builds](https://github.com/pflyly/eden-nightly)
- [NixOS Eden Flake](https://github.com/Grantimatter/eden-flake) - [NixOS Eden Flake](https://github.com/Grantimatter/eden-flake)
- [ES-DE Frontend Support](https://github.com/GlazedBelmont/es-de-android-custom-systems) - [ES-DE Frontend Support](https://github.com/GlazedBelmont/es-de-android-custom-systems)
## Mirrors
The main origin repository is always at https://git.eden-emu.dev/eden-emu/eden.
- https://github.com/eden-emulator/mirror
- https://git.crueter.xyz/mirror/eden
- https://collective.taymaerz.de/eden/eden
Other mirrors obviously exist on the internet, but we can't guarantee their reliability and/or availability.
If you're someone wanting to make a mirror, simply setup forgejo and automatically mirror from the origin repository. Or you could mirror a mirror to save us bandwidth... your choice!
## Configuring Obtainium
Very nice handy app, here's a quick rundown how to configure:
1. Copy the URL: https://git.eden-emu.dev/eden-emu/eden/ (or one of your favourite mirrors)
2. Open Obtainium and tap `Add App`.
3. Paste the URL into the `App Source URL` field.
4. Override Source: Look for the `Override Source` dropdown menu and select `Forgejo (Codeberg)`.
5. Click `Add:` Obtainium should now be able to parse the releases and find the APK files.
Note: Even though the site isn't Codeberg, it uses the same Forgejo/Gitea backend, and this setting tells Obtainium how to read the release data.
## Configuring ES-DE
### Method 1
1. Download ZIP from [here](https://github.com/GlazedBelmont/es-de-android-custom-systems)
2. Unzip the file and extract `es_systems.xml` and `es_find_rules.xml` to `\Odin2\Internal shared storage\ES-DE\custom_systems`.
3. Press `Start -> Other Settings -> Alternative Emulators` and set it to Eden (Standalone).
### Method 2
1. Navigate to `\Odin2\Internal shared storage\ES-DE\custom_systems`.
2. Add this to your `es_find_rules.xml`:
```xml
<!-- Standard aka. normal release -->
<emulator name="EDEN">
<rule type="androidpackage">
<entry>dev.eden.eden_emulator/org.yuzu.yuzu_emu.activities.EmulationActivity</entry>
</rule>
</emulator>
<!-- Optimized -->
<emulator name="EDEN">
<rule type="androidpackage">
<entry>com.miHoYo.Yuanshen/org.yuzu.yuzu_emu.activities.EmulationActivity</entry>
</rule>
</emulator>
```
3. Add this line of text to your `es_systems.xml` underneath where the rest of your switch system entries are:
```xml
<command label="Eden (Standalone)">%EMULATOR_EDEN% %ACTION%=android.nfc.action.TECH_DISCOVERED %DATA%=%ROMPROVIDER%</command>
```
## Configuring GameMode
There is a checkbox to enable gamemode automatically. The `libgamemode.so` library must be findable on the standard `LD_LIBRARY_PATH` otherwise it will not properly be enabled. If for whatever reason it doesn't work, see [Arch wiki: GameMode](https://wiki.archlinux.org/title/GameMode) for more info.
You may launch the emulator directly via the wrapper `gamemode <program>`, and things should work out of the box.

View file

@ -41,9 +41,6 @@ if (NOT TARGET enet::enet)
add_library(enet::enet ALIAS enet) add_library(enet::enet ALIAS enet)
endif() endif()
# mbedtls
AddJsonPackage(mbedtls)
# stb # stb
add_library(stb stb/stb_dxt.cpp) add_library(stb stb/stb_dxt.cpp)
target_include_directories(stb PUBLIC ./stb) target_include_directories(stb PUBLIC ./stb)
@ -65,6 +62,12 @@ endif()
# unordered_dense # unordered_dense
AddJsonPackage(unordered-dense) AddJsonPackage(unordered-dense)
# httplib
if (IOS)
set(HTTPLIB_USE_BROTLI_IF_AVAILABLE OFF)
endif()
AddJsonPackage(httplib)
if (YUZU_STATIC_ROOM) if (YUZU_STATIC_ROOM)
return() return()
endif() endif()
@ -79,9 +82,6 @@ if (ARCHITECTURE_riscv64)
AddJsonPackage(biscuit) AddJsonPackage(biscuit)
endif() endif()
# mcl
AddJsonPackage(mcl)
# Vulkan stuff # Vulkan stuff
AddDependentPackages(vulkan-headers vulkan-utility-libraries) AddDependentPackages(vulkan-headers vulkan-utility-libraries)
@ -112,16 +112,15 @@ if(ENABLE_CUBEB)
if (cubeb_ADDED) if (cubeb_ADDED)
if (NOT MSVC) if (NOT MSVC)
if (TARGET speex) if (TARGET speex)
target_compile_options(speex PRIVATE -Wno-sign-compare) target_compile_options(speex PRIVATE $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-sign-compare>)
endif() endif()
set_target_properties(cubeb PROPERTIES COMPILE_OPTIONS "") set_target_properties(cubeb PROPERTIES COMPILE_OPTIONS "")
target_compile_options(cubeb INTERFACE target_compile_options(cubeb INTERFACE
-Wno-implicit-const-int-float-conversion $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-implicit-const-int-float-conversion>
-Wno-shadow $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-shadow>
-Wno-missing-declarations $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-missing-declarations>
-Wno-return-type $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-return-type>
-Wno-uninitialized $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-uninitialized>
) )
else() else()
target_compile_options(cubeb PRIVATE target_compile_options(cubeb PRIVATE
@ -136,8 +135,7 @@ if(ENABLE_CUBEB)
endif() endif()
endif() endif()
# find SDL2 exports a bunch of variables that are needed, so its easier to do this outside of the YUZU_find_package if (NOT ANDROID)
if (ENABLE_SDL2)
if (YUZU_USE_EXTERNAL_SDL2) if (YUZU_USE_EXTERNAL_SDL2)
message(STATUS "Using SDL2 from externals.") message(STATUS "Using SDL2 from externals.")
if (NOT WIN32) if (NOT WIN32)
@ -188,7 +186,9 @@ if (YUZU_USE_BUNDLED_SIRIT)
else() else()
AddJsonPackage(sirit) AddJsonPackage(sirit)
if(MSVC AND CXX_CLANG) if(MSVC AND CXX_CLANG)
target_compile_options(siritobj PRIVATE -Wno-error=unused-command-line-argument) target_compile_options(siritobj PRIVATE
$<$<COMPILE_LANGUAGE:C,CXX>:-Wno-error=unused-command-line-argument>
)
endif() endif()
endif() endif()
@ -224,7 +224,7 @@ AddJsonPackage(vulkan-memory-allocator)
if (VulkanMemoryAllocator_ADDED) if (VulkanMemoryAllocator_ADDED)
if (CXX_CLANG) if (CXX_CLANG)
target_compile_options(VulkanMemoryAllocator INTERFACE target_compile_options(VulkanMemoryAllocator INTERFACE
-Wno-unused-variable $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-unused-variable>
) )
elseif(MSVC) elseif(MSVC)
target_compile_options(VulkanMemoryAllocator INTERFACE target_compile_options(VulkanMemoryAllocator INTERFACE
@ -233,11 +233,6 @@ if (VulkanMemoryAllocator_ADDED)
endif() endif()
endif() endif()
# httplib
if (ENABLE_WEB_SERVICE OR ENABLE_UPDATE_CHECKER OR USE_DISCORD_PRESENCE OR ENABLE_OPENSSL)
AddJsonPackage(httplib)
endif()
# cpp-jwt # cpp-jwt
if (ENABLE_WEB_SERVICE OR ENABLE_UPDATE_CHECKER) if (ENABLE_WEB_SERVICE OR ENABLE_UPDATE_CHECKER)
AddJsonPackage(cpp-jwt) AddJsonPackage(cpp-jwt)
@ -407,12 +402,10 @@ if (APPLE)
# moltenvk # moltenvk
if (NOT YUZU_USE_BUNDLED_MOLTENVK) if (NOT YUZU_USE_BUNDLED_MOLTENVK)
find_library(MOLTENVK_LIBRARY MoltenVK) find_library(MOLTENVK_LIBRARY MoltenVK)
else()
unset(MOLTENVK_LIBRARY)
endif() endif()
# TODO: kosmickrisp? # TODO: kosmickrisp?
if (NOT MOLTENVK_LIBRARY) if (NOT MOLTENVK_LIBRARY OR YUZU_USE_BUNDLED_MOLTENVK)
AddJsonPackage(moltenvk) AddJsonPackage(moltenvk)
set(MOLTENVK_LIBRARY "${moltenvk_SOURCE_DIR}/MoltenVK/dylib/macOS/libMoltenVK.dylib" CACHE STRING "" FORCE) set(MOLTENVK_LIBRARY "${moltenvk_SOURCE_DIR}/MoltenVK/dylib/macOS/libMoltenVK.dylib" CACHE STRING "" FORCE)

View file

@ -9,7 +9,7 @@
}, },
"sirit": { "sirit": {
"repo": "eden-emulator/sirit", "repo": "eden-emulator/sirit",
"git_version": "1.0.3", "git_version": "1.0.4",
"tag": "v%VERSION%", "tag": "v%VERSION%",
"artifact": "sirit-source-%VERSION%.tar.zst", "artifact": "sirit-source-%VERSION%.tar.zst",
"hash_suffix": "sha512sum", "hash_suffix": "sha512sum",
@ -28,11 +28,17 @@
"httplib": { "httplib": {
"repo": "yhirose/cpp-httplib", "repo": "yhirose/cpp-httplib",
"tag": "v%VERSION%", "tag": "v%VERSION%",
"hash": "a229e24cca4afe78e5c0aa2e482f15108ac34101fd8dbd927365f15e8c37dec4de38c5277d635017d692a5b320e1b929f8bfcc076f52b8e4dcdab8fe53bfdf2e", "hash": "5efa8140aadffe105dcf39935b732476e95755f6c7473ada3d0b64df2bc02c557633ae3948a25b45e1cf67e89a3ff6329fb30362e4ac033b9a1d1e453aa2eded",
"git_version": "0.30.1", "git_version": "0.37.0",
"version": "0.18.7",
"find_args": "MODULE GLOBAL", "find_args": "MODULE GLOBAL",
"patches": [ "patches": [
"0001-mingw.patch" "0001-mingw.patch",
"0002-fix-zstd.patch"
],
"options": [
"HTTPLIB_REQUIRE_OPENSSL ON",
"HTTPLIB_DISABLE_MACOSX_AUTOMATIC_ROOT_CERTIFICATES ON"
] ]
}, },
"cpp-jwt": { "cpp-jwt": {
@ -52,8 +58,8 @@
"package": "xbyak", "package": "xbyak",
"repo": "herumi/xbyak", "repo": "herumi/xbyak",
"tag": "v%VERSION%", "tag": "v%VERSION%",
"hash": "ac333d7bea1d61865bebebb116201a58db431946aa2f11aa042ef5795c390ff30af4d6c90ed3b3d24443a1d430703b08f14fc13b2fa405c155a241456ed78a47", "hash": "b6475276b2faaeb315734ea8f4f8bd87ededcee768961b39679bee547e7f3e98884d8b7851e176d861dab30a80a76e6ea302f8c111483607dde969b4797ea95a",
"git_version": "7.33.2" "git_version": "7.35.2"
}, },
"oaknut": { "oaknut": {
"repo": "eden-emulator/oaknut", "repo": "eden-emulator/oaknut",
@ -88,20 +94,6 @@
"0001-avoid-memset-when-clearing-an-empty-table.patch" "0001-avoid-memset-when-clearing-an-empty-table.patch"
] ]
}, },
"mbedtls": {
"package": "MbedTLS",
"repo": "Mbed-TLS/mbedtls",
"tag": "mbedtls-%VERSION%",
"hash": "6671fb8fcaa832e5b115dfdce8f78baa6a4aea71f5c89a640583634cdee27aefe3bf4be075744da91f7c3ae5ea4e0c765c8fc3937b5cfd9ea73d87ef496524da",
"version": "3",
"git_version": "3.6.4",
"artifact": "%TAG%.tar.bz2",
"skip_updates": true,
"patches": [
"0001-aesni-fix.patch",
"0002-arm64-aes-fix.patch"
]
},
"enet": { "enet": {
"repo": "lsalzman/enet", "repo": "lsalzman/enet",
"tag": "v%VERSION%", "tag": "v%VERSION%",
@ -150,16 +142,16 @@
"package": "SDL2", "package": "SDL2",
"name": "SDL2", "name": "SDL2",
"repo": "crueter-ci/SDL2", "repo": "crueter-ci/SDL2",
"version": "2.32.10-cf5dabd6ea", "version": "2.32.10-3c28e8ecc0",
"min_version": "2.26.4" "min_version": "2.26.4"
}, },
"catch2": { "catch2": {
"package": "Catch2", "package": "Catch2",
"repo": "catchorg/Catch2", "repo": "catchorg/Catch2",
"tag": "v%VERSION%", "tag": "v%VERSION%",
"hash": "acb3f463a7404d6a3bce52e474075cdadf9bb241d93feaf147c182d756e5a2f8bd412f4658ca186d15ab8fed36fc587d79ec311f55642d8e4ded16df9e213656", "hash": "7eea385d79d88a5690cde131fe7ccda97d5c54ea09d6f515000d7bf07c828809d61c1ac99912c1ee507cf933f61c1c47ecdcc45df7850ffa82714034b0fccf35",
"version": "3.0.1", "version": "3.0.1",
"git_version": "3.12.0", "git_version": "3.13.0",
"patches": [ "patches": [
"0001-solaris-isnan-fix.patch" "0001-solaris-isnan-fix.patch"
] ]
@ -218,18 +210,6 @@
"version": "0.9.1", "version": "0.9.1",
"git_version": "0.19.0" "git_version": "0.19.0"
}, },
"mcl": {
"version": "0.1.12",
"repo": "azahar-emu/mcl",
"sha": "7b08d83418",
"hash": "9c6ba624cb22ef622f78046a82abb99bf5026284ba17dfacaf46ac842cbd3b0f515f5ba45a1598c7671318a78a2e648db72ce8d10e7537f34e39800bdcb57694",
"options": [
"MCL_INSTALL OFF"
],
"patches": [
"0001-assert-macro.patch"
]
},
"libusb": { "libusb": {
"repo": "libusb/libusb", "repo": "libusb/libusb",
"tag": "v%VERSION%", "tag": "v%VERSION%",
@ -242,8 +222,8 @@
}, },
"ffmpeg": { "ffmpeg": {
"repo": "FFmpeg/FFmpeg", "repo": "FFmpeg/FFmpeg",
"sha": "5e56937b74", "sha": "c7b5f1537d",
"hash": "9ab0457dcd6ce6359b5053c1662f57910d332f68ca0cca9d4134d858464840917027374de3d97e0863c3a7daaea2fe4f4cd17d1c6d8e7f740f4ad91e71c2932b", "hash": "ed177621176b3961bdcaa339187d3a7688c1c8b060b79c4bb0257cbc67ad7021ae5d5adca5303b45625abbbe3d9aafdd87ce777b8690ac295290d744c875489a",
"bundled": true "bundled": true
}, },
"ffmpeg-ci": { "ffmpeg-ci": {
@ -251,31 +231,32 @@
"package": "FFmpeg", "package": "FFmpeg",
"name": "ffmpeg", "name": "ffmpeg",
"repo": "crueter-ci/FFmpeg", "repo": "crueter-ci/FFmpeg",
"version": "8.0.1-5e56937b74", "version": "8.0.1-c7b5f1537d",
"min_version": "4.1" "min_version": "4.1"
}, },
"tzdb": { "tzdb": {
"package": "nx_tzdb", "package": "nx_tzdb",
"repo": "misc/tzdb_to_nx", "repo": "eden-emu/tzdb_to_nx",
"git_host": "git.crueter.xyz", "git_host": "git.eden-emu.dev",
"artifact": "%VERSION%.tar.gz", "artifact": "%VERSION%.tar.gz",
"tag": "%VERSION%", "tag": "%VERSION%",
"hash": "dc37a189a44ce8b5c988ca550582431a6c7eadfd3c6e709bee6277116ee803e714333e85c9e6cbb5c69346a14d6f2cc7ed96e8aa09cc5fb8a89f945059651db6", "hash": "cce65a12bf90f4ead43b24a0b95dfad77ac3d9bfbaaf66c55e6701346e7a1e44ca5d2f23f47ee35ee02271eb1082bf1762af207aad9fb236f1c8476812d008ed",
"version": "121125" "version": "121125",
"git_version": "230326"
}, },
"vulkan-headers": { "vulkan-headers": {
"repo": "KhronosGroup/Vulkan-Headers", "repo": "KhronosGroup/Vulkan-Headers",
"package": "VulkanHeaders", "package": "VulkanHeaders",
"version": "1.4.317", "version": "1.4.317",
"hash": "26e0ad8fa34ab65a91ca62ddc54cc4410d209a94f64f2817dcdb8061dc621539a4262eab6387e9b9aa421db3dbf2cf8e2a4b041b696d0d03746bae1f25191272", "hash": "d2846ea228415772645eea4b52a9efd33e6a563043dd3de059e798be6391a8f0ca089f455ae420ff22574939ed0f48ed7c6ff3d5a9987d5231dbf3b3f89b484b",
"git_version": "1.4.342", "git_version": "1.4.345",
"tag": "v%VERSION%" "tag": "v%VERSION%"
}, },
"vulkan-utility-libraries": { "vulkan-utility-libraries": {
"repo": "KhronosGroup/Vulkan-Utility-Libraries", "repo": "KhronosGroup/Vulkan-Utility-Libraries",
"package": "VulkanUtilityLibraries", "package": "VulkanUtilityLibraries",
"hash": "8147370f964fd82c315d6bb89adeda30186098427bf3efaa641d36282d42a263f31e96e4586bfd7ae0410ff015379c19aa4512ba160630444d3d8553afd1ec14", "hash": "114f6b237a6dcba923ccc576befb5dea3f1c9b3a30de7dc741f234a831d1c2d52d8a224afb37dd57dffca67ac0df461eaaab6a5ab5e503b393f91c166680c3e1",
"git_version": "1.4.342", "git_version": "1.4.345",
"tag": "v%VERSION%" "tag": "v%VERSION%"
}, },
"frozen": { "frozen": {

View file

@ -1,4 +1,4 @@
# SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project # SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later # SPDX-License-Identifier: GPL-3.0-or-later
# SPDX-FileCopyrightText: 2020 yuzu Emulator Project # SPDX-FileCopyrightText: 2020 yuzu Emulator Project
@ -232,7 +232,7 @@ else() # MINGW OR (${CMAKE_SYSTEM_NAME} MATCHES "Linux")
) )
find_package(Threads REQUIRED) find_package(Threads REQUIRED)
if(THREADS_HAVE_PTHREAD_ARG) if(THREADS_HAVE_PTHREAD_ARG)
target_compile_options(usb PUBLIC "-pthread") target_compile_options(usb PUBLIC $<$<COMPILE_LANGUAGE:C,CXX>:-pthread>)
endif() endif()
if(CMAKE_THREAD_LIBS_INIT) if(CMAKE_THREAD_LIBS_INIT)
target_link_libraries(usb PRIVATE "${CMAKE_THREAD_LIBS_INIT}") target_link_libraries(usb PRIVATE "${CMAKE_THREAD_LIBS_INIT}")

View file

@ -7,7 +7,7 @@
/****************************************************************************** /******************************************************************************
* The MIT License (MIT) * The MIT License (MIT)
* *
* Copyright (c) 2019-2025 Baldur Karlsson * Copyright (c) 2015-2026 Baldur Karlsson
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@ -72,6 +72,10 @@ extern "C" {
// truncated version when only a uint64_t is available (e.g. Vulkan tags): // truncated version when only a uint64_t is available (e.g. Vulkan tags):
#define RENDERDOC_ShaderDebugMagicValue_truncated 0x48656670eab25520ULL #define RENDERDOC_ShaderDebugMagicValue_truncated 0x48656670eab25520ULL
// this is a magic value for vulkan user tags to indicate which dispatchable API objects are which
// for object annotations
#define RENDERDOC_APIObjectAnnotationHelper 0xfbb3b337b664d0adULL
////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////
// RenderDoc capture options // RenderDoc capture options
// //
@ -564,6 +568,128 @@ typedef uint32_t(RENDERDOC_CC *pRENDERDOC_DiscardFrameCapture)(RENDERDOC_DeviceP
// multiple times only the last title will be used. // multiple times only the last title will be used.
typedef void(RENDERDOC_CC *pRENDERDOC_SetCaptureTitle)(const char *title); typedef void(RENDERDOC_CC *pRENDERDOC_SetCaptureTitle)(const char *title);
// Annotations API:
//
// These functions allow you to specify annotations either on a per-command level, or a per-object
// level.
//
// Basic types of annotations are supported, as well as vector versions and references to API objects.
//
// The annotations are stored as keys, with the key being a dot-separated path allowing arbitrary
// nesting and user organisation. The keys are sorted in human order so `foo.2.bar` will be displayed
// before `foo.10.bar` to allow creation of arrays if desired.
//
// Deleting an annotation can be done by assigning an empty value to it.
// the type of an annotation value, or Empty to delete an annotation
typedef enum RENDERDOC_AnnotationType
{
eRENDERDOC_Empty,
eRENDERDOC_Bool,
eRENDERDOC_Int32,
eRENDERDOC_UInt32,
eRENDERDOC_Int64,
eRENDERDOC_UInt64,
eRENDERDOC_Float,
eRENDERDOC_Double,
eRENDERDOC_String,
eRENDERDOC_APIObject,
eRENDERDOC_AnnotationMax = 0x7FFFFFFF,
} RENDERDOC_AnnotationType;
// a union with vector annotation value data
typedef union RENDERDOC_AnnotationVectorValue
{
bool boolean[4];
int32_t int32[4];
int64_t int64[4];
uint32_t uint32[4];
uint64_t uint64[4];
float float32[4];
double float64[4];
} RENDERDOC_AnnotationVectorValue;
// a union with scalar annotation value data
typedef union RENDERDOC_AnnotationValue
{
bool boolean;
int32_t int32;
int64_t int64;
uint32_t uint32;
uint64_t uint64;
float float32;
double float64;
RENDERDOC_AnnotationVectorValue vector;
const char *string;
void *apiObject;
} RENDERDOC_AnnotationValue;
// a struct for specifying a GL object, as we don't have pointers we can use so instead we specify a
// pointer to this struct giving both the type and the name
typedef struct RENDERDOC_GLResourceReference
{
// this is the same GLenum identifier as passed to glObjectLabel
uint32_t identifier;
uint32_t name;
} GLResourceReference;
// simple C++ helpers to avoid the need for a temporary objects for value passing and GL object specification
#ifdef __cplusplus
struct RDGLObjectHelper
{
RENDERDOC_GLResourceReference gl;
RDGLObjectHelper(uint32_t identifier, uint32_t name)
{
gl.identifier = identifier;
gl.name = name;
}
operator RENDERDOC_GLResourceReference *() { return &gl; }
};
struct RDAnnotationHelper
{
RENDERDOC_AnnotationValue val;
RDAnnotationHelper(bool b) { val.boolean = b; }
RDAnnotationHelper(int32_t i) { val.int32 = i; }
RDAnnotationHelper(int64_t i) { val.int64 = i; }
RDAnnotationHelper(uint32_t i) { val.uint32 = i; }
RDAnnotationHelper(uint64_t i) { val.uint64 = i; }
RDAnnotationHelper(float f) { val.float32 = f; }
RDAnnotationHelper(double d) { val.float64 = d; }
RDAnnotationHelper(const char *s) { val.string = s; }
operator RENDERDOC_AnnotationValue *() { return &val; }
};
#endif
// The device is specified in the same way as other API calls that take a RENDERDOC_DevicePointer
// to specify the device.
//
// The object or queue/commandbuffer will depend on the graphics API in question.
//
// Return value:
// 0 - The annotation was applied successfully.
// 1 - The device is unknown/invalid
// 2 - The device is valid but the annotation is not supported for API-specific reasons, such as an
// unrecognised or invalid object or queue/commandbuffer
// 3 - The call is ill-formed or invalid e.g. empty is specified with a value pointer, or non-empty
// is specified with a NULL value pointer
typedef uint32_t(RENDERDOC_CC *pRENDERDOC_SetObjectAnnotation)(RENDERDOC_DevicePointer device,
void *object, const char *key,
RENDERDOC_AnnotationType valueType,
uint32_t valueVectorWidth,
const RENDERDOC_AnnotationValue *value);
typedef uint32_t(RENDERDOC_CC *pRENDERDOC_SetCommandAnnotation)(
RENDERDOC_DevicePointer device, void *queueOrCommandBuffer, const char *key,
RENDERDOC_AnnotationType valueType, uint32_t valueVectorWidth,
const RENDERDOC_AnnotationValue *value);
////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////
// RenderDoc API versions // RenderDoc API versions
// //
@ -592,6 +718,7 @@ typedef enum RENDERDOC_Version
eRENDERDOC_API_Version_1_4_2 = 10402, // RENDERDOC_API_1_4_2 = 1 04 02 eRENDERDOC_API_Version_1_4_2 = 10402, // RENDERDOC_API_1_4_2 = 1 04 02
eRENDERDOC_API_Version_1_5_0 = 10500, // RENDERDOC_API_1_5_0 = 1 05 00 eRENDERDOC_API_Version_1_5_0 = 10500, // RENDERDOC_API_1_5_0 = 1 05 00
eRENDERDOC_API_Version_1_6_0 = 10600, // RENDERDOC_API_1_6_0 = 1 06 00 eRENDERDOC_API_Version_1_6_0 = 10600, // RENDERDOC_API_1_6_0 = 1 06 00
eRENDERDOC_API_Version_1_7_0 = 10700, // RENDERDOC_API_1_7_0 = 1 07 00
} RENDERDOC_Version; } RENDERDOC_Version;
// API version changelog: // API version changelog:
@ -622,8 +749,10 @@ typedef enum RENDERDOC_Version
// 1.5.0 - Added feature: ShowReplayUI() to request that the replay UI show itself if connected // 1.5.0 - Added feature: ShowReplayUI() to request that the replay UI show itself if connected
// 1.6.0 - Added feature: SetCaptureTitle() which can be used to set a title for a // 1.6.0 - Added feature: SetCaptureTitle() which can be used to set a title for a
// capture made with StartFrameCapture() or EndFrameCapture() // capture made with StartFrameCapture() or EndFrameCapture()
// 1.7.0 - Added feature: SetObjectAnnotation() / SetCommandAnnotation() for adding rich
// annotations to objects and command streams
typedef struct RENDERDOC_API_1_6_0 typedef struct RENDERDOC_API_1_7_0
{ {
pRENDERDOC_GetAPIVersion GetAPIVersion; pRENDERDOC_GetAPIVersion GetAPIVersion;
@ -701,20 +830,25 @@ typedef struct RENDERDOC_API_1_6_0
// new function in 1.6.0 // new function in 1.6.0
pRENDERDOC_SetCaptureTitle SetCaptureTitle; pRENDERDOC_SetCaptureTitle SetCaptureTitle;
} RENDERDOC_API_1_6_0;
typedef RENDERDOC_API_1_6_0 RENDERDOC_API_1_0_0; // new functions in 1.7.0
typedef RENDERDOC_API_1_6_0 RENDERDOC_API_1_0_1; pRENDERDOC_SetObjectAnnotation SetObjectAnnotation;
typedef RENDERDOC_API_1_6_0 RENDERDOC_API_1_0_2; pRENDERDOC_SetCommandAnnotation SetCommandAnnotation;
typedef RENDERDOC_API_1_6_0 RENDERDOC_API_1_1_0; } RENDERDOC_API_1_7_0;
typedef RENDERDOC_API_1_6_0 RENDERDOC_API_1_1_1;
typedef RENDERDOC_API_1_6_0 RENDERDOC_API_1_1_2; typedef RENDERDOC_API_1_7_0 RENDERDOC_API_1_0_0;
typedef RENDERDOC_API_1_6_0 RENDERDOC_API_1_2_0; typedef RENDERDOC_API_1_7_0 RENDERDOC_API_1_0_1;
typedef RENDERDOC_API_1_6_0 RENDERDOC_API_1_3_0; typedef RENDERDOC_API_1_7_0 RENDERDOC_API_1_0_2;
typedef RENDERDOC_API_1_6_0 RENDERDOC_API_1_4_0; typedef RENDERDOC_API_1_7_0 RENDERDOC_API_1_1_0;
typedef RENDERDOC_API_1_6_0 RENDERDOC_API_1_4_1; typedef RENDERDOC_API_1_7_0 RENDERDOC_API_1_1_1;
typedef RENDERDOC_API_1_6_0 RENDERDOC_API_1_4_2; typedef RENDERDOC_API_1_7_0 RENDERDOC_API_1_1_2;
typedef RENDERDOC_API_1_6_0 RENDERDOC_API_1_5_0; typedef RENDERDOC_API_1_7_0 RENDERDOC_API_1_2_0;
typedef RENDERDOC_API_1_7_0 RENDERDOC_API_1_3_0;
typedef RENDERDOC_API_1_7_0 RENDERDOC_API_1_4_0;
typedef RENDERDOC_API_1_7_0 RENDERDOC_API_1_4_1;
typedef RENDERDOC_API_1_7_0 RENDERDOC_API_1_4_2;
typedef RENDERDOC_API_1_7_0 RENDERDOC_API_1_5_0;
typedef RENDERDOC_API_1_7_0 RENDERDOC_API_1_6_0;
////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////
// RenderDoc API entry point // RenderDoc API entry point

View file

@ -9,7 +9,7 @@ pkgs.mkShellNoCC {
# libraries # libraries
openssl boost fmt nlohmann_json lz4 zlib zstd openssl boost fmt nlohmann_json lz4 zlib zstd
enet libopus vulkan-headers vulkan-utility-libraries enet libopus vulkan-headers vulkan-utility-libraries
spirv-tools spirv-headers vulkan-loader unzip mbedtls spirv-tools spirv-headers vulkan-loader unzip
glslang python3 httplib cpp-jwt ffmpeg-headless glslang python3 httplib cpp-jwt ffmpeg-headless
libusb1 cubeb libusb1 cubeb
# eden # eden

View file

@ -1,5 +1,6 @@
# SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project # SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later # SPDX-License-Identifier: GPL-3.0-or-later
# SPDX-FileCopyrightText: 2018 yuzu Emulator Project # SPDX-FileCopyrightText: 2018 yuzu Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later # SPDX-License-Identifier: GPL-2.0-or-later
@ -7,7 +8,7 @@
include_directories(.) include_directories(.)
# Dynarmic # Dynarmic
if (ARCHITECTURE_x86_64 OR ARCHITECTURE_arm64 AND NOT YUZU_STATIC_ROOM) if ((ARCHITECTURE_x86_64 OR ARCHITECTURE_arm64 OR ARCHITECTURE_riscv64) AND NOT YUZU_STATIC_ROOM)
add_subdirectory(dynarmic) add_subdirectory(dynarmic)
add_library(dynarmic::dynarmic ALIAS dynarmic) add_library(dynarmic::dynarmic ALIAS dynarmic)
endif() endif()
@ -94,6 +95,10 @@ if (MSVC AND NOT CXX_CLANG)
/wd4324 # 'struct_name': structure was padded due to __declspec(align()) /wd4324 # 'struct_name': structure was padded due to __declspec(align())
/wd4201 # nonstandard extension used : nameless struct/union /wd4201 # nonstandard extension used : nameless struct/union
/wd4702 # unreachable code (when used with LTO) /wd4702 # unreachable code (when used with LTO)
$<$<CONFIG:Release>:/GS-> # No stack buffer overflow checks
/Gy # Enable function level linking
/GR- # Disable run time type information
) )
if (NOT CXX_CLANG) if (NOT CXX_CLANG)
@ -108,53 +113,47 @@ if (MSVC AND NOT CXX_CLANG)
add_compile_options(/QIntel-jcc-erratum) add_compile_options(/QIntel-jcc-erratum)
endif() endif()
# /GS- - No stack buffer overflow checks
add_compile_options("$<$<CONFIG:Release>:/GS->")
set(CMAKE_EXE_LINKER_FLAGS_DEBUG "/DEBUG /MANIFEST:NO" CACHE STRING "" FORCE) set(CMAKE_EXE_LINKER_FLAGS_DEBUG "/DEBUG /MANIFEST:NO" CACHE STRING "" FORCE)
set(CMAKE_EXE_LINKER_FLAGS_RELEASE "/DEBUG /MANIFEST:NO /INCREMENTAL:NO /OPT:REF,ICF" CACHE STRING "" FORCE) set(CMAKE_EXE_LINKER_FLAGS_RELEASE "/DEBUG /MANIFEST:NO /INCREMENTAL:NO /OPT:REF,ICF" CACHE STRING "" FORCE)
else() else()
if (NOT MSVC) if (NOT MSVC)
add_compile_options( add_compile_options(
-fwrapv $<$<COMPILE_LANGUAGE:C,CXX>:-fwrapv>
) $<$<COMPILE_LANGUAGE:C,CXX>:-pipe>
# Disable RTTI (C++ only)
$<$<COMPILE_LANGUAGE:CXX>:-fno-rtti>)
endif() endif()
add_compile_options( add_compile_options(
-Werror=all $<$<COMPILE_LANGUAGE:C,CXX>:-Werror=all>
-Werror=extra $<$<COMPILE_LANGUAGE:C,CXX>:-Werror=extra>
-Werror=missing-declarations $<$<COMPILE_LANGUAGE:C,CXX>:-Werror=missing-declarations>
-Werror=shadow $<$<COMPILE_LANGUAGE:C,CXX>:-Werror=shadow>
-Werror=unused $<$<COMPILE_LANGUAGE:C,CXX>:-Werror=unused>
$<$<COMPILE_LANGUAGE:C,CXX>:-Wno-attributes>
-Wno-attributes $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-invalid-offsetof>
-Wno-invalid-offsetof $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-unused-parameter>
-Wno-unused-parameter $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-missing-field-initializers>)
-Wno-missing-field-initializers
)
if (CXX_CLANG OR CXX_ICC OR CXX_APPLE) # Clang, AppleClang, or Intel C++ if (CXX_CLANG OR CXX_ICC OR CXX_APPLE) # Clang, AppleClang, or Intel C++
if (NOT MSVC) if (NOT MSVC)
add_compile_options( add_compile_options(
-Werror=shadow-uncaptured-local $<$<COMPILE_LANGUAGE:C,CXX>:-Werror=shadow-uncaptured-local>
-Werror=implicit-fallthrough $<$<COMPILE_LANGUAGE:C,CXX>:-Werror=implicit-fallthrough>
-Werror=type-limits $<$<COMPILE_LANGUAGE:C,CXX>:-Werror=type-limits>)
)
endif() endif()
add_compile_options( add_compile_options(
-Wno-braced-scalar-init $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-braced-scalar-init>
-Wno-unused-private-field $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-unused-private-field>
-Wno-nullability-completeness $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-nullability-completeness>)
)
endif() endif()
if (ARCHITECTURE_x86_64) if (ARCHITECTURE_x86_64)
add_compile_options("-mcx16") add_compile_options(-mcx16)
endif() endif()
if (APPLE AND CXX_CLANG) if (APPLE AND CXX_CLANG)
add_compile_options("-stdlib=libc++") add_compile_options($<$<COMPILE_LANGUAGE:C,CXX>:-stdlib=libc++>)
endif() endif()
# GCC bugs # GCC bugs
@ -162,10 +161,9 @@ else()
# These diagnostics would be great if they worked, but are just completely broken # These diagnostics would be great if they worked, but are just completely broken
# and produce bogus errors on external libraries like fmt. # and produce bogus errors on external libraries like fmt.
add_compile_options( add_compile_options(
-Wno-array-bounds $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-array-bounds>
-Wno-stringop-overread $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-stringop-overread>
-Wno-stringop-overflow $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-stringop-overflow>)
)
endif() endif()
# Set file offset size to 64 bits. # Set file offset size to 64 bits.
@ -232,13 +230,12 @@ if (YUZU_TESTS)
add_subdirectory(tests) add_subdirectory(tests)
endif() endif()
if (ENABLE_SDL2 AND YUZU_CMD) if (YUZU_CMD)
add_subdirectory(yuzu_cmd) add_subdirectory(yuzu_cmd)
set_target_properties(yuzu-cmd PROPERTIES OUTPUT_NAME "eden-cli") set_target_properties(yuzu-cmd PROPERTIES OUTPUT_NAME "eden-cli")
endif() endif()
if (ENABLE_QT) if (ENABLE_QT)
add_definitions(-DYUZU_QT_WIDGETS)
add_subdirectory(qt_common) add_subdirectory(qt_common)
add_subdirectory(yuzu) add_subdirectory(yuzu)
endif() endif()

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