- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
Aimed to fix Biomutant which stucks in a bootloop due to guest being unable to reach correct thread local storage (TLS)
This fixes runtime NRO loading by properly patching the guest TLS (TPIDR_EL0) path. Steps:
-Read the loaded NRO image into a temporary buffer.
-Run the NCE patcher on it.
-Produce a patch section / relocated code.
-Map that patch section as executable memory in the target process.
Game still has intermittent visual issues which can be solved with GPU level accurate, but that causes a huge performance drop in exchange. Someone else will resume this one.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4492
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: lizzie <lizzie@eden-emu.dev>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
Small good simplification to nuke a toggle which costed me almost an entire day of work when fixing controller applet issues:
There were two settings related to Controller applet:
-"disable controller applet", which is a boolean toggle;
-"controller configuration" applet mode, which is a "Real"/"Custom" picker;
All i did was to nuke the toggle and add a third option "Disabled" to the picker.
Users which used the disable toggle will have to pick Disabled;
Real/Custom settings wont be affected since their indexes remains.
All options tested against diablo 3. All working as intended.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4498
Reviewed-by: lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
A new NSO compression method was introduced in Switch 22.0.0. This is a
customized variant of zstd and is used when NSO flags have bit 7 set.
Key characteristics:
- ZSTD_MAGICNUMBER is set to 0x4349425A (b'ZBIC') instead of 0xFD2FB528
- ZSTD_LEGACY_SUPPORT is set to 0
- ZSTD_TRACE is set to 1, zstd version used is 1.5.7 (10507)
- FSE_readNCount is replaced with a BIC (Binary Interpolative Coding)
version which improves compression of entropy tables significantly
Source: https://switchbrew.org/wiki/22.0.0
Implementation:
- Detect ZBIC segments via NSO flag bit 7 (NsoFlags_UseZbicCompression)
and/or ZBIC magic scan in nso.cpp
- Fall back to LZ4 when ZBIC is not detected or returns unexpected size
- Handle segment 0 alternate offset (0x100 vs 0x108) for both ZBIC and LZ4
References:
- Atmosphère loader/strat zstd-zbic integration:
082115187a
- nxdumptool ZBIC segment compression support:
441e5c0904
- STORM_SWITCH ZBIC implementation:
1e09eb82b7
Tested with firmware 23.0.0 and ZBIC-compressed NSOs.
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4482
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: lizzie <lizzie@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
Aimed to fix two known UE5 crashes: Kepler uploads and Maxwell macros, both caused by CPU/GPU races due dirty tracking issues.
Kepler ComputeInline: preserved dirty tracking across dma continuations and async readback.
Maxwell macros: preserved gpu owned subranges during page granular cpu uploads.
DiscardWrite: stopped clearing neighboring macro arguments by rounding up ranges.
DMA Step: improved continuation aware dirty sampling.
To the Ender Magnolia crew (maybe 1 or 2 persons): This will fix the dash crash, and the random / shackled beast vaper crashes.
There are some more UE5 issues to go next.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4473
Reviewed-by: lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
the general idea is to have a common procedure form whom to call
this way theres less "jumping around" for values of different sizes
additionally this **should** allow for better codegen since
most of the u8,u16,u32,u64 can be held within a u64
theoretically this means that you could deifne callbacks in suck
a way that it's essentially as costly as a `mov r64, m64`
but that's not doable due to the fact we have to do translations...
Is this a good change?
Primarily aimed for x86 and ARM to benefit, but I suppose LooooooongArch64 can benefit too.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4158
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
This was intended to fix Dave the Diver issue, but we found a real silly hid bug, then a maybe broader applet issue:
By testing with John it was found out only the last controller connected worked, the others caused the game to freeze peacefully, no crashes, suggesting some loop or deadlock.
After seeking that lead, it was found that the freeze was caused by a malformed HID history entry when the controller applet removed P2.
Pressing P1 opens the controller applet, then Qt applet disconnects P2, which is expected.
Upon seeking callstack and hid sync path, it was found out that NPad::WriteEmptyEntry:
was using: ReadCurrentEntry().sampling_number + 1
instead of: ReadCurrentEntry().state.sampling_number + 1 (checked AtomicStorage in src\hid_core\resources\ring_lifo.h)
Fixing that fixed the freeze, but killed the sound!
Later handheld/docked was accidentally clicked and sound returned. Good lead.
Then i just had to corner which part of the toggle was causing the refresh and do something similar at the controller applet return routine (PopOutData in library_applet_accessor.cpp). This part seems harmless, but i'm not clearly sure about how proper it is, since it was like a transplant and test operation.
UPDATE:
To try Diablo 3 on my machine it was needed to stub HID function 551.
And to fix all abnormalies like multiple applet requests and crash the function PopOutData was reworked to ensurey idempotency among different applet focus conditions:
focus state changed: updates state and signals if needed
no state change, HLE application frontend: requests focus state changed notification
already pending change message: flag remains true and no duplicate pushed to queue entry
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4442
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: lizzie <lizzie@eden-emu.dev>
Commit 5b4c29b123 made SanitizePath rebuild paths from split components after resolving traversal. That reconstruction retained only one leading separator, collapsing UNC paths and breaking network-backed directories.
Parse the path root separately from normal components. Preserve UNC prefixes, drive-absolute and drive-relative forms, and extended UNC/device namespaces while normalizing separators and dot components.
Treat the UNC server/share portion as part of the root so parent traversal cannot escape into another share. Also preserve root-only results such as / and C:\\ instead of stripping their final separator.
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4437
Reviewed-by: lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
So, about Absolum's no overlay applet P2 issue:
The fallback controller applet ignored keep_controllers_connected, according comment: "This makes it easy to connect the desired controllers". Unfortunately it was not good enough. It disconnected every controller, then reconnected only the minimum player count. That disconnect interacts with some guests (absolum in this case) causing undesired behaviors.
The fix is entwined to original routine but it is a lot simple tho: preserves compatible connected controllers within the requested player range, while the existing routine configures only the remaining slots.
This may fix some games, and should not harm others. Let us give it a go.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4420
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Self-explanatory refinements on the already existing access/usage of post-processing shaders on Eden for PC UI.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4426
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: lizzie <lizzie@eden-emu.dev>
This addresses another issue that caused Windows configure time to take significantly longer than other platforms.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4198
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: lizzie <lizzie@eden-emu.dev>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
[dynarmic] use TST + B.NE instead of TBNZ for marked bit
Fixes qlaunch and ac3 crashes.
[am] Bruno FIX OVERLAY 2.0
Fixes incorrect load display when the overlay applet is enabled in AC3.
[android] handle empty programId in Game.settingsName
The ReShade post-processing change started calling
SettingsFile.loadCustomConfig() on every drawer open through
withPerGameConfig(), which exposed a pre-existing crash in
Game.settingsName when programId was an empty string.
[ns] use GetApplicationControlData3 for cmd23 in IReadOnlyApplicationControlDataInterface
We can use this method for now for launching games on fw23, while we don't have all the information.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4407
Reviewed-by: lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
FFmpeg offers two opus decoders:
- libopus, this one is fed the same data (that affects output) as the previous libopus decoder had as well
- native opus decoder: this only takes Float32 samples, we then need to invoke swrescale to translate between s16 (what switch sends) and float32 (what FFmpeg expects), the process is computationally more expensive, but trades off neatly as the native opus decoder is very optimised
It also relegates the handling to FFmpeg, which simplifies existing code (more concretely, by using the "fill/drain" scheme for packets/frames)
Closes#2897
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4169
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
This issue was observed in MGS Master Collection Volume II, MGS4: Guns of the Patriots, Chapter 4: Shadow Moses
That title is a bundle, and that specific chapter is a program (MGS 1st stage), launched by a program (MGS4), launched by an application (main title bundle).
Upon decoding guest panic message, it was exposed that an abort was triggered after trying to create a save in nand/temp/gclvar.bak file.
Further instrumentation exposed the error on that file's path, caused from a previous deletion of that folder.
In the same session that folder had been already cleaned and created successfully, which evidences an undesired re-cleaning of the temp structure.
The issue was the fact that the MGS4 to MGS transition also calls EnsureSaveData>...>SaveDataFactory creator, and that was destroying the previous created temp structure. After that stage, the return from MSG to MSG4 was causing the same issue again.
By moving the deletion to the guest application level, the factory creation was called only once, as it should be, and the issue is gone.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4375
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: lizzie <lizzie@eden-emu.dev>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
This is intended to fix Hades II save loading issue.
By analyzing panic dump it was found out that the error code was 0x160A. By decoding firmware it was found that error comes from 'nn::codec::InitializeHardwareOpusDecoder'.
Further decoding revealed that SDK tries to allocate multiple opus instances, up to the fw limit of 24 instances, and when it receives return error ResultOutOfOpusDecoders (385), a software fallback is gracefully used.
Implementing the limitation and the limit reached error code return makes saves load properly, multiple times in a row in both windows and android.
I still wonder why the game allocates too many parallel instances, but the current implementation is a real fw compliant solution, and whether the 24+ is real or some leak may be investigated later, or not.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4384
Reviewed-by: lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Very self-explanatory; implementation of the feature for post-processing shaders for Android (at least for now); will allow users to enhance the graphic quality of video games based on the use of multiple shaders adjustable, presets and more, inspired on the PPSSPP implementation, this feature adds 22 customizable shaders (1 pass) that lives on the overlay of the screen, which means that aside of the capability to chain multiple shaders on the screen, this doesn't have depths (pixel/ depth z-buffer) so it ensures the performance with it's use. Few shaders were a faithful port from PPSSPP with their respective attribution on the shader headers for their respective owners; and there are adaptations from public references/ cinematographic (Anime4K) and the rest are my own addition.
_Special Credits:_
1.- PPSSPP Team for their contribution on the public references for shaders: Henrik Rydgard, ShadX, SimoneT, KillaMaaki and guest(r).
2.- Niklas Haas.
3.- bloc97.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4348
Reviewed-by: lizzie <lizzie@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reduces the page entries from 32 bytes to 8 and rewrites `VirtualBuffer` to be more efficient in memory usage and specifically for large zero regions.
The page table will now only reserve 1GiB instead of 4GiB and of this memory it should only use at most ~8MiB.
This PR has the side effect of using Eden on Windows on low memory systems much more plausible since it would previously require ~10GiB of committable memory at front (despite using ~5-6 at most, inadvertently stalling other processes) where as now it should only require around the amount that it'll actually use.
Co-authored-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4219
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Storage buffers can span GPU pages that aren't contiguous in host memory, but the buffer cache assumed one contiguous buffer per binding, so anything crossing a mapping boundary read the wrong bytes. Multi-range binding resolves the real segments and presents them to the shader as one buffer, aliasing their memory into a sparse VkBuffer or gathering them into a copy, all of this was mostly fixed by making a path to use sparse on buffers (the same way as texture cache has it) and retrieve properly the mapping ranges to the virtual pages, including the actual structure on the use of binding sparse.
Meanwhile this fixes Monster Hunter Sunbreak z-fighting, bad performance and mostly vertex explosions (coming from the contiguous buffer read from the shader's game) it's only the basis for a further investigation towards how are we gonna treat phi calculations, optimized them and mostly eradicate the currently excess of exposure on the textures where the lightning trace should not being reflected.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4362
Reviewed-by: lizzie <lizzie@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
Problem: In cyrilic idioms, Absolum won't past beyond 1st area (intro miniboss).
From the user panic i`ve extracted these strings:
> GlobalState.request_next()
> save_state_to_saveGame(...)
> platform.ProcessSave()
> bin_serialize_to_file(...)
> StandaloneTypeModel.Write(SaveGame, ...)
> Write(SaveGame.AdventureSaveSlot, ...)
> Write(PlayerState, ...)
> ProtoBuf.ProtoWriter.WriteString(...) + 0xcc
> ProtoBuf.Helpers.DebugAssert(...)
> Debug.Fail(...)
By debugging ProtoBuf.ProtoWriter.WriteString(...) argument it was found that the string Отлично! (Great! expression for combos between 6 and 30 iirc) was reaching a size comparison of different values and causing an assert in guest side..
It seems the game tries to save highest combo level. I've managed to skip this bug by doing a perfect combo for entire level, so that the problematic word never was generated or attempted to be saved.
After further research, the issue chain was identified: Game maths literal string size via two ways and compare, and one of them was getting replaced by a wrong value due to Eden letting the literal string be interpreted as a real instruction.
Logic added:
const bool pair = decltype(l)::ExtractValue(raw) & 1;
const bool fixed_rt2 = decltype(rt2)::ExtractValue(raw) == 0b11111;
return pair || fixed_rt2;
- pair checks bit 21 (L & 1): register-pair instructions actually use Rt2, so they remain accepted.
- For single-register forms, require Rt2 == 31. The table word fails this check, so NCE leaves it intact.
Sources
https://www.scs.stanford.edu/~zyedidia/arm64/stxrb.htmlhttps://www.scs.stanford.edu/~zyedidia/arm64/stxp.htmlhttps://github.com/qemu/qemu/blob/master/target/arm/tcg/a64.decode#L344
Altough the solution is a case specific guard, it is data agnostic: This is a true fix to avoid a specific case in which a literal may be interpreted as a valid instruction, without interfering with other true instruction cases.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4369
Reviewed-by: lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Replaces all instances of ankerl's unordered map/set with boost's
`unordered_flat_*` classes. This uses std::hash since boost::hash is
actually a lot slower.
Also adds an abstraction layer in `Common` so future changes are quicker
and easier.
Other implementation details:
- ankerl provided hash specializations for tuple and pair, so those were
ported here
- std::erase_if doesn't work on boost, so just used the ADL'd erase_if
This should be about equal or superior performance as unordered_dense for everything except iteration.
Signed-off-by: crueter <crueter@eden-emu.dev>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4326
Reviewed-by: Lizzie and Samuel <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Signed-off-by: lizzie <lizzie@eden-emu.dev>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
logs normally are like this:
```
08-27 02:58:48.188 12511 4743 W YuzuNative: [18534.062505] Shader <Warning> shader_recompiler/frontend/maxwell/translate/impl/move_special_register.cpp:141:Read: (STUBBED) SR_WSCALEFACTOR_XY
08-27 02:58:48.188 12511 4743 W YuzuNative: [18534.062513] Shader <Warning> shader_recompiler/frontend/maxwell/translate/impl/move_special_register.cpp:144:Read: (STUBBED) SR_WSCALEFACTOR_Z
08-27 02:58:48.188 12511 4743 W YuzuNative: [18534.062520] Shader <Warning> shader_recompiler/frontend/maxwell/translate/impl/vote.cpp:50:VOTE_vtg: (STUBBED) called
08-27 02:58:48.188 12511 4743 W YuzuNative: [18534.062523] Shader <Warning> shader_recompiler/frontend/ir/ir_emitter.cpp:267:GetFlowTest: (STUBBED) FCSM_TR
```
bunch of redundant info imo
instead they should just be
```
08-27 02:58:48.188 12511 4743 W YuzuNative: Shader shader_recompiler/frontend/maxwell/translate/impl/move_special_register.cpp:141:Read: (STUBBED) SR_WSCALEFACTOR_XY
08-27 02:58:48.188 12511 4743 W YuzuNative: Shader shader_recompiler/frontend/maxwell/translate/impl/move_special_register.cpp:144:Read: (STUBBED) SR_WSCALEFACTOR_Z
08-27 02:58:48.188 12511 4743 W YuzuNative: Shader shader_recompiler/frontend/maxwell/translate/impl/vote.cpp:50:VOTE_vtg: (STUBBED) called
08-27 02:58:48.188 12511 4743 W YuzuNative: Shader shader_recompiler/frontend/ir/ir_emitter.cpp:267:GetFlowTest: (STUBBED) FCSM_TR
```
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4310
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
PR/Commit Owner: CamilleLaVey
This PR prevents the recompilation of shaders when a new session has been started, based on data found on the recompiler, each new session does still recompile already cached shader cache, reducing the reaction and speed of games by at certain level, this prevent the warm-up with post sessions, only needed the initial warm-up and works globally for all games.
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4294
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
this PR reworks IPS parser to be less stupid
what do i mean by this? well generally give it a bit of
love so it doesn't do a lot of unsound allocations
also simplify the logic greatly (and use memcmp() string idiom
instead of trusting the compiler so blindly...)
no this doesn't mean to uber optimize IPS to handle 999 gb/s
it's more so it doesn't outright crash with edge cases
as the previous codebase was quite spaghetty
also the major overhead is obviously the vector shenanigans
and the I/O -- but thats out of scope
Test that IPSwitch mods still properly work WITH ANY GAME
IF THERE IS ANY REGRESSION IN SOME GAME/MOD THEN
TELL ME
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3911
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
This one deserves a long story, but imma try to resume:
During investigating Absolum 1.2 black screen of death upon loading intro video, i've discovered guest was aborting for failing to allocate room for the video.
By logging everything prior to crash and decoding guest side instructions managed to confirm its media allocator was reading data faster than it was updating free available bucket list.
Since the IStorage::Read was happening 247 times before the crash, i've decided to add a very small sleep there, and boom, not only Absolum but some other titles got the same issue fixed.
But i was unsatisfied with the sleep and kept tracking guest instructions upstream in order to find a sync point for the read worker and the memory allocation update. But unfortunately the media allocator helpers live in guest, accessing memory directly via MMU, so any sync signaling would need to come from some dynarmic hack.
It's been 6 days now, so i've decided to polish the sleep: Moved it upstream to where i could have access for proper predicate, and added machinery to service and nvhost to support that. Now the sleep is restricted only for nvdec istorage reads. Any other reads will flow normally.
TL;DR: currently our code is so blazing async that guest is capable to request reads before its very self refresh it have freed room to do so. The sleep accepted as broadly stable was 600 us (MICROseconds), and it affects ONLY nvdec chunk reading.
Reports confirm that now videos are smoother now.
Code was polished at my knowledge limits.
Mostly machinery to track when a request comes from a process with nvdec active, and is istorage read.
I can provide more details if it comes to be needed.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4316
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Samuel <lizzie@eden-emu.dev>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
- Dynamic shader cache reloading capability for qlaunch
- Multi-process improvements (thanks to @frank1734), instead of just using the main application we now respect caller process (also did it for HID devices while I was at it)
- Layer stack masks & shared buffer screenshot for video core, added different masks (screenshot, recording, etc.) this was discovered as an issue due to how in qlaunch the transition was not right between applications. May not be perfect but also fixes screenshots while using qlaunch
- Reworked overlay display management (input and visibility) - instead of random numbers as I've previously did, I decided to add an AppletZIndex enum for better readability. Also split capability of input by touch and gamepad.
- etc.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4238
Reviewed-by: Samuel <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
An experimental approach to introduce an smarter way to use and access QUAD's capabilities on shaders, suggested by @gidoly some months ago, finally came into something usable; current implementation checks GLASM, GLSL and Vulkan on their own way, stablishes proper emitters and receivers for Quads inside our recompiler, which are the introductions for future changes; checks for support and actual feature bit, OpCodes and mask were added within this PR. Meanwhile the expected behavior was to reduce graphical issues (on games with Quad shaders reliant), we encountered a very slight performance increase depending on what game and shader are actually compiled.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4168
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Samuel <lizzie@eden-emu.dev>
This PR removes the artificial limit added for QCOM drivers based on a sampler budget limit (based on #3280 work), removes the ban on CustomBorderColor/BorderColorSwizzle for also QCOM driver, reduce the amount of combination required to created a sampler with custom border color/ color border swizzle; adds cases on R16 formats not able to swizzle on BGR565 formats; degrades samplers and color combinations when there's no color border swizzle available; fixes the srgb (LUT) values from legacy and now all the color variations are cached in the same key, instead of having 7 different handlers for them. In resume, rather than performance (due to the reduced amount of process on duplicated/ synced code on pipeline/texture cache), it's a graphica accuracy work that will improve image quality at the cost of almost 0 performance hit, rather than certain hitch if the color combination wasn't cached before. This applies to all platform.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4301
Reviewed-by: Samuel <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Finishes my torture to find the culprit behind the broken behavior with float controls, even if device does support flush denorm on fp32 it doesn't really support it and provokes bad rounding modes by not flushing correctly denorms; this also returns the other working rounding modes on QCOM drivers.
_Special Thanks_
1.- Smoly The Big (@Gidoly)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4297
Reviewed-by: Samuel <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
PR/Commit Owner: CamilleLaVey
Just quick fixes to ANISO bugged level selector, removes x32 and x64 from choices, also fixes the none value to actully use default.
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4295
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Signed-off-by: lizzie <lizzie@eden-emu.dev>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
the idea is simple, `std::string{}` adds pressure to the memory allocator
so whats the best next thing we can do? well of course use our stack
its plenty, but we shouldn't be greedy either, BUFSIZ should be a fair amount of
space for any would-be messages anyways
the main idea behind this PR is to remove std::string{} allocations
done with libfmt, that way we have 0-allocs per logging entry
this should 100% remove pressure uneeded from the memory allocator
we should only allocate things that are important, we can use our
trusty fast stack for any string manip we need to do
not await/global lock or do evil things with the memory allocator
obviously stack is thread local already sooo... this is even better
than having to deal with malloc()/free() in any capacity whatsoever
and no clang can't heap ellide this (how would you even?)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4273
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
PR/Commit Owner: CamilleLaVey
This PR contains changes complementary to the MSAA refactor from some weeks ago, adds proper shader convert to depth, stencil for msaa and non msaa convertions; removes redundant helpers and unify paths on the resolve functions, just to make the readability and maintainability better; includes fixes for the blit operations on Nvidia, Intel/Windows (previously banned) and ensures Linux retain the fix without extra burden; fixes the QCOM driver bug on resolution upscaling on any games above x1 (includes turnip on A8xx series) and fixes crashes/ resolution upscaled bugs on certain games that used to have wrong viewporting effect on screen or directly device loss on Vulkan. Adds fixes for regressions caused by previous MSAA refactor on games as Fire Emblem: Engage.
Special Thanks
1.- Big Smolio (@Gidoly)
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4287
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Samuel <lizzie@eden-emu.dev>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
This removes the ugly wash from focused game cards, without removing the interaction's cool ripple effects.
I've stumbled upon a reddit complaining about it, and in fact i always hated it but hadn't realized yet.
It happens to any layout.
Joypad users notice more since navigation consists on focusing cards.
Carousel users notice even more coz cards are bigger and always focused.
Border is more than enough to highlight a card, and we want to cherish colors just like creator artists wanted it to be, right?
No chance of bugs. No chance of disagreement (¬¬).
Approve it already so Youtube videos with carousel thumbs get prettier earlier ^^.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4285
Reviewed-by: Samuel <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
This small impl aims to fix an android old visual bug where it could cache/read a base game icon before its update was mounted, so games with update-specific icons kept showing the base icon like almost always (in a way that some players may never have seen the updated icons).
Fix: when scan detects an update matching an already found base game, reload that game’s metadata and refresh only its visible icon if the icon actually changed.
I believe it's polished to the max. No find/scans. When base is found it is tracked via hashmap, and when update is found and conditions met the refresh is triggered.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4284
Reviewed-by: Samuel <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
No idea why this didn't show up earlier.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4279
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Samuel <lizzie@eden-emu.dev>
Pretty much self explanatory, own implementation based on LSFG-VK available with some additional reverse engineer work for the actual use of shaders inside Lossless.dll, we don't store/ bundle any tools that bypass security and self ownership: to use this feature is required to own your own copy of Lossless Scaling and I encourage to support developers behind this work.
Special thanks:
1.- THS - Original developer behind Lossless Scaling
2.- PancakeTAS - Developer behind LSFG-VK
3.- The Big Smolio The Sleeper (@gidoly)
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4263
modernized into the new SDL3 API for event dispatching.
also stopped using the periodic comparison and just added a SDL timer like it wants us to do
is it better than before? well it's certainly more portable now. docs say this improves battery usage on busywaits for event polling.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4108
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Since 3.25 introduced `LINUX` and `BSD`, use them, and standardize other platforms to that style
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4183
Reviewed-by: Samuel <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Also fix the broken link for log files in the bug report
Signed-off-by: codeman4033 <codeman4033@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3842
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Samuel <lizzie@eden-emu.dev>
On macOS, convert relative paths to absolute paths before changing the
working directory. Otherwise, valid Switch formats may incorrectly fail
with a "The ROM format is not supported" error.
Fixes: https://github.com/eden-emulator/Issue-Reports/issues/404
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4105
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Samuel <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
I don't see why it's LOG_DEBUG if WaitSynchronization is LOG_TRACE, leaves incomplete data
may as well bundle it to trace with the others? :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4161
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Should warnings be errors? that's a philosophical debate which I can only answer with "no, but if you think otherwise here is an option for you"
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4080
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
So, many users hate the fact when they press START+SELECT, an additional HOME event is sent.
That is annoying coz for most users' default hotkey settings, it closes eden when not in game, and when in game it calls a NOT controller responsive prompt about leaving Eden.
There are several games with reasons to press start+select, also there are homebrews which relies on that combo to open internal menus.
Again. That is annoying.
Digging deep i've found that SDL implements something called guide hack: When Start+Select is pressed it sends a synthetic GUIDE(which code equals to HOME).
This was intended for controllers missing the HOME button, but SDL fails to track them all, and misses API to disabling it.
I've figured out a patch to SDL to disable it, but since it would be better to invest on a PR straight into SDL repo, on our side i thought it better to simply add an option to disable WGI (Windows.Gaming.Input) and Xinput, both paths which could lead into the hack enabling.
Setting is available in a remote place no one will bother.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4237
Reviewed-by: Samuel <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
I'm not into millennial humor, personally.
Proactively removed as much profanity as I could grep.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4239
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Samuel <lizzie@eden-emu.dev>
This insufferable work tries to cover some holes on previous threading implementation from yuzu's team, starting with Windows and Linux reordering of priorities (NICE), reworks previous Android's threading and cpu affinity with adpf, adjust emulated clocks/gpu for better "accuracy" with their work, bumps android minSDK for all flavors, legacy will now work with AP 29 to cover A10 - A12, standard will reach A13 as base and finally the optimized build will come with API 35, mostly targeted on devices with A15 support and newer, NDK and AGP wasn't upgraded yet. The performance cost efficiency have been improved based on device power configuration; preventing overheating if certain devices tended to fall into NICE0 (not allocated threads priority, all task ran with higher priority, 11 tasks running within the limited 2 - 7 threads available on the most common configuration 1x3x4 or 1x4x3).
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4254
Adds a VK_EXT_descriptor_buffer, VK_KHR_device_buffer_address path alongside push descriptors and descriptor sets. The ring is chunked and sized from the device limits, so drivers with a small sampler range (QCOM reports 128 KiB) get more, chunks per frame instead of losing the feature. A pipeline uses one path or the other, never both, since some drivers do not support bufferless push descriptors. The chunk binding is only re-emitted when it changes, and a draw that repeats the previous payload reuses its allocation instead of rewriting it. This whole change will help to reduce the constant use of descriptors on the slower path, improves the "slow implementation" on QCOM drivers (A7xx and older) for push descriptors, improves latency when compiling pipelines. The implementation on indexing descriptors was also refined.
_Special Thanks_
1.- Meowly The Bindless Smol (@Gidoly)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4251
This is an adjustment made due to problems caused by my ASTC changes some pr's earlier; added sanity to decoded blocks, removes the inconditional storage view for ASTC formats (verified against MaxwellToVk logic), added support to VK_EXT_astc_decode_mode which will ensure a better way to resolve RGFA16/RGFA32 on tilers, simplified ASTC HDR decoding into LDR valid formats.
This fixes some issues with SteamDeck, Fire Emblem: Engage washed colors and other problems related to ASTC.
_Special Thanks_
1.- Meowly The Smol (@Gidoly)
2.- @simply0001 for the actual idea on the redundant storage views on the transcoded ASTC path.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4250
a bit of refactoring so there's less code duplication...
probably a good idea to make it a lambda anyways
maybe this is why QLauncher didn't have proper DLCs and updates?
either way "GetPseudoDeviceId" is now implemented (still stubbed) with a proper hash instead of just 0
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4159
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
only dep that uses it is sirit, but sirit already has it's own bundled SPIRV-Headers... so
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3989
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Hotfix, in the future an improved handling on VP8 will be introduced for Android.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4231
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
loader is barely called whereas audio for example is called super often
thus demote loaderr
jit is only ever used by Super Mario 3D stars, and no other
games require this to be a separate jit thread
additionally even of 3D stars this is called often chary
so no; we dont need a dedicated thread for it either way
this pr should help low power devices/devices with less cores/threads
to schedule the existing emulator threads more efficiently
also moving to guest means the CPU threads get more loaded with
stuffings, which is a good thing as most of the time theyre
sleeping and/or waiting for a mutex
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4148
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
I don't remember why this wasn't done earlier, did I miss something or I purpousefully avoided this due to an issue?
Please test NO HANGS when opening/closing/playing
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3971
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
continuation of #309 but applying to even more files than before :)
also makes them lowercase because `0xfafafa` is better as `0XFAFAFA`
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4170
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
take If{then, else} for example
100% of the time If{} only has a leaf terminal, supporting If{If{}, If{}} is very dumb and we don't need that
so remove that
this reduces
> The recursive_wrapper class template has an interface similar to a simple value container, but its content is allocated dynamically
aka. uses malloc and spams heap EVERYTIME A CONDITIONAL TERMINAL IS USED
thats bad tbf, i dont like it, removing it is better for general speedup
also we dont REALLY need if{if{if{if{}}}} support, like really
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4218
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Adds `#` as a valid pchtxt comment, and fixes a crash that could occur
when using odd-length values
This patch was sent by Adam Kittelson <adam@apathydrive.com>
Signed-off-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Cole Avenue <cole@melisand.re>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4124
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Closeseden-emulator/Issue-Reports#8Closeseden-emulator/Issue-Reports#428
Currently, [Android's input layer](https://android.googlesource.com/platform/frameworks/base.git/+/refs/heads/android16-release/data/keyboards/Vendor_057e_Product_2009.kl#54) doesn't return `KEYCODE_DPAD_*` for the left Joy-Con, we fall back to the scan code in this case, this will also fix most third party Joy-Con controllers.
- The scan codes are not reliable and may vary from device to another. I searched for (0x220-0x223) values in the [android repo](https://android.googlesource.com/platform/frameworks/base.git/+/refs/heads/android16-release/data/keyboards) and they all have the same DPAD_* key mapping, so not a big issue just might cause future issues if Google change the mapping in another vendor. I could simply limit the fix to the [left Joy-Con](https://github.com/torvalds/linux/blob/master/drivers/hid/hid-ids.h#L1096-L1105) `if (event.keyCode == 0 && event.device.vendorId == 0x057e && event.device.productId == 0x2006)`.
- Auto mapping doesn't work, I'm not very familiar with the JNI Specification, I managed to implement the below workaround, it basically checks if it's the left Joy-Con and add the first four DPAD_* keycodes
```cpp
// ./src/input_common/drivers/android.cpp
ButtonMapping Android::GetButtonMappingForDevice(const Common::ParamPackage& params) {
// ...
const char *yuzu_device_name = env->GetStringUTFChars((jstring) env->CallObjectMethod(j_device, Common::Android::GetYuzuDeviceGetName()), &isCopy);
const char *switch_left_string_name = "Nintendo Switch Left Joy-Con";
bool is_switch_left = strncmp(yuzu_device_name, switch_left_string_name, strlen(switch_left_string_name)) == 0;
std::set<s32> available_keys;
for (size_t i = 0; i < keycode_ids.size(); ++i) {
if (j_has_keys[i] || (is_switch_left && i <= 3)) {
available_keys.insert(keycode_ids[i]);
}
}
// ...
}
```
Signed-off-by: crueter <crueter@eden-emu.dev>
Authored-by: Anas Bouzid <bouzid.anas.1@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4225
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Returning success when the path already exists confuses games like Eastward which use this result in their save logic.
Closes https://github.com/eden-emulator/mirror/pull/10
Signed-off-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Tom Pratt <tom.pratt@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4224
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Contains the minimal set of functionalities to allow tico installer succeed, and tico work normally EXCEPT for game launching (which me or someone else will investigate later)
First three commits are from PR 4012.
The other six, kinda dizzy to explain each one. All were implemented based on tico source, switchbrew and libnx.
Hopefully the commit messages will do.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4086
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
should make codegen a tad bit better and reduce icache pressure for what is otherwise a glorified memcpy
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4001
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
The approach on this PR moves around refactoring/ updating residual work; main issue was the whole logic behind msaa upload/download images with the constant image copy per pass required; which was gated via shaderStorageImageMultisample, which is not available on all the platforms supported including Android, making them to rely into a more heavier approach to convert msaa image copy into a non msaa image copy, not only losing precision in the conversion, but also creating bugs around the resolve of the image itself, if the supported path had to copy 2 times the same image to be actually presentable, when the fallback was enabled 3 copies were performed, not only decreasing the performance but also increasing race conditions due to the certain capabilities processed in this chain (storage_views). In order to resolve them more naturally, the constant copies were removed from the now "common" path along establishing a proper color resolve for Android and actually making them more direct.
Yet this opened a new pack of outdated handling on our current backend; since we now pass msaa images more directly (whenever a game request a msaa type of image/ which seems to be not common + each fragment resolves images on how it's actually required, adding missing depth/stencil), how we often load and store them becomes a critical issue, since our current configuration renderpass/framebuffer forces to always load and load clear whenever a new attachment it's passing through the renderpass, making this really heavier on memory bandwidth limited devices as SteamDeck and others that doesn't rely on the inmediate rendering mode (Tilers vs iGPU); to prevent over allocating data, I had to re-structure part of the current renderpass and framebuffer to actually reuse part of the data/ attachments called, with flags as DON'T_CARE, simplifying partially on how we actually call attachments including their barriers and conditions (occlusion, etc), the DON'T_CARE it's specifically useful to not only prevent calling new loads (which is a flush and heavier on tiler devices) and not only reusing the actual data store, which works on the future time, this saves memory bandwidth and gives space to actually avoid the constant pressure on SYSMEM/GMEM shader resolver path.
This maintenance also improved the current removal features logic on QCOM drivers, closing gaps between implementations on descriptors (VK_EXT_indexing_descriptor), adjusting the whole WMEL to avoid being so stricter if certain capabilities are missing to actually use this feature, leading to test and play more on how QCOM drivers are actually behaving; meanwhile the main objective is to open path for a robust and bigger implementation in the future, the changes made here also contains small bug fixes on SPIR-V logic, adding missing cases to resolve shaders (FP64 -> FP16), adding more robustness on how narrow features are actually being used and how to wired them whenever they're not available, meanwhile there are still some issues in regards on how Tegra vs Adreno can preserve unorms at FP32 and FP16, leaving better understanding on base for what VK_EXT_shader_float_controls is actually doing most of the times (flushes NaN's and Denorms equally).
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4212
if we are REALLY going thru for removing the entire game compat list
subsystem, we ought to remove the setting itself
I kept this PR separate because we MAY want to introduce emuready
compatibility, so keeping the setting will keep compatibility with
older setting files from users...
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4202
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
we have no use for it
it's dead code
most of the time users just complain about how the list isn't updated
ok so what if we update it? great now its more noise added to the git, awesome
even if we constantly update it, we introduce new breakage that makes keeping
track of things extremely difficult
either we integrate with emuready (would violate self containment principles)
or we integrate with emuready in a similar fashion to eden news outlet
(where we cache the list with some TTL of like 60 mins or whatever)
that would be better respecting of "self containment" but would probably
require having a quick way to update the list additively, probably filtered to the user's
device instead of a global thing, and i dont think emuready has that granularity
nor we have the "connect this to that" for the api stuffs
another (which is what i propose here) is throw everything out of the window
until someone can come up with something better
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4201
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
This simplifies the GPU accuracy setting by removing the intermediate Balanced mode and setting High as the default on desktop platforms.
It introduces a dedicated setting for GPU fence behavior, allowing the synchronization policy to be configured independently of GPU accuracy.
The Vulkan buffer cache now tracks GPU recording timeline ticks and waits only when necessary, reducing unnecessary synchronization while maintaining correctness for hard-to-trace graphical bugs.
GPU buffer readback has also been refined to synchronize only the affected upload regions when needed, and default DMA behavior has been updated to align with the new GPU accuracy model.
### TL;DR
The fix for particles freezing and unfreezing in mid-air in `Super Mario Odyssey` has been improved, resulting in less of a performance hit.
This game requires the new `Enable GPU Buffer Readback` option to be enabled to fix this issue.
The vertex explosions that occurred in `Super Mario Bros. Wonder`, especially in World 4, have been completely eliminated. You can now enjoy a smooth experience without graphical glitches exploding across the screen.
This game requires the new `GPU Fence Behavior` option to be set to `Strict` to fully fix this issue.
The flickering issue inside certain Shrines in `The Legend of Zelda: Tears of the Kingdom` has also been fixed.
For now, this game requires the new `GPU Fence Behavior` option to be set to `Accurate` to fully fix this issue.
These options are intended to fix graphical bugs in games that require better synchronization behavior between CPU and GPU, so other games may be affected as well.
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4182
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
3970 revert fixes crash caused by scheduler
4177 fix mario galaxy and metroid prime 4 not booting
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4187
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
This is the first step into the conversion on full GPU video decoding for Android; currently due to the VIC structure, I couldn't set it on surface mode to prevent the latency when sending video decoded (which is processed by GPU now), because currently we convert YUV420 into the Nvidia's format each frame constantly on CPU, aside the requirements from other extensions to work + VIC rewrite, which is a work currently not planned to happen on this PR; the actual configuration for video decoding is ByteBuffer, using GPU to decode NVDEC data (all codecs supported, h264, vp8 and vp9) and send it to CPU for display purposes, which is more faster than relying purely on CPU for any drawing task, saving devices resources/ heating, the downside on this will be the slight latency when a new frame is displayed, which is gonna be a black frame for less than a second, nothing major to harm the experience rather than actually trying our best to take advantage on hardware accelerated.
Aside this, I also added a bunch of minor Vulkan fixes to grant drivers less thinkering when receiving spir-v instructions, meaning this has new bans for extensions on QCOM (following reported issues on other projects working around Adreno driver behavior), this more than providing performance aims to enhance the stability on the driver, performance it's gonna likely to be hit based on the UBO's (StorageBufferAccess) operations and SSBO (uniformStorageBufferAccess), there was an already existing path for the emulation which forces to wide them into 32bit packed operations. I also included some smaller changes/ bugs + VUID's fixes from earlier changes on my work.
Special Thanks:
-> Mr. Smoly Gidolard (@gidoly)
Sources:
1.- https://github.com/microsoft/DirectXShaderCompiler/issues/2842
2.- https://github.com/mlc-ai/web-llm/issues/836
3.- https://github.com/ggml-org/llama.cpp/issues/5186
4.- https://github.com/encounter/aurora/pull/202
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4191
Based on the register of the ASTC implementation from Ameerj (yuzu), currently our conversion from ASTC on Desktop tends to duplicates the unpacking of ASTC converted textures, leading to bad performance; since there are some graphical effects that actually access on the band of 32bits (RGAF32) than the common 16bits (RGAF16) from our ASTC path decoding method, which commonly uses ARGB8 (degradation -> LDR) transformation to reduce the memory cost per conversion; meanwhile it could actually provide initially better performance; the engine tended to get stalled when this writted stage effect got skipped; mostly because CPU tends to look for an unimplemented texture/ format query (from which doesn't exist on our MaxwellToVK); unlike what's commonly believed HDR was a format to write enviroment effects even before their appearance on video output (since Switch doesn't have HDR, only SDR on certain engines).
The test result on this PR showed games like Astral Chain and other heavy reliant on ASTC decoding improved their performance and stability by around 15%; meanwhile could it be tied to a hardware gain, it's clearly a gain for direct access on what's required on most games. This PR also contains few Vulkan bug fix I encountered along this implementation.
Special Thanks:
-> Mr. Smoly Gidolard (@gidoly)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4190
Following the philosophy on the previous Vulkan maintenance PR's, this one is reviewing the video_core to resolve VUID's related to the missing handling/ safechecks (UBO's case on missing StorageBufferAccess 8/16 bits on QCOM drivers, resulting on bad compute pipeline compiled), wiring topology representative to EDS2 configuration (following #4117), refactored the sampled image access via new memeber function for type "typeless" which adds a handling on the integer mistmatch (uint to sint, float to uint) + fixing bugs on current texture sampling (int) including the depth/stencil path resolve, maintenance to previous changes on query cache (resolving bugs from #3853), reduced the amount of binding BindVertexBufferEXT2 when a new tick/ frame is presented (with this being a reason for performance reduction on games where vertex polutes the stage, like BOTW/TOTK where grass is draw with vertex); implemented color border swizzle and color write enable for future improvements on EDS3, added initial implementation on Synchronization2 starting a path to ensure an access to VK 1.3 features safely and other smaller fixes along the road.
Special Thanks:
-> Mr. Smolio Gidolard (@gidoly)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4189
test no regressions especially on Liiinux
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4076
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
this was only ever used for announce room json on one single instance
this object is pretty much a danger to society and shouldnt exist, especially since its:
a) a singleton
b) spawns objects out of thin air
c) doesn't respect RAII and can outlive its parent objects (big no no)
generally we shouldnt endorse objects like these in the future, but alas, it existed, now it has to begone
additionally there is a similar object in KWorkerTaskManager but it's not as egregious as this one.
check that this didnt break the usual announce room json logic
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4096
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
adds `/digest` file implementation
alongisde the hashes and constants for firmwareless installs
and yes ams updated as well
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4165
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
SURELY, microslop already fixed its megaslop?
basically read the comment (now gone); MSVC is evil, but it cant still be this evil right... right?!?!?! it's been 2 years surely not!
mainly because this helps deep scan (in theory); android should see slight improvments for big game libraries
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3670
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
this SHOULD fix a specific issue where a deque can be reallocated causing spurious crashes
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4098
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
this should make disjoint counts be handled as different cbufs for the cbuf cache
this fixes TIC asserts on PKZA
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4097
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
while this may be true, it isn't required to have this quick path for this function because:
a) arm64
b) counter/freq and counter%freq is a single idiv
c) 2 muls, 2 div isnt that insanely expensive
d) `static_assert(period::den % TenMHz == 0)`
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4162
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
does what it says, adds a missing check for that specific SVC
also removes that 4kb "helper" function which is just a fancy "IsAligned"
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4164
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
except for the AI policy doc which uses output for demonstrative purposes
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4166
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
services inheriting from ServiceFramework already have an accessible
system pointer from the inheritance
adding an extra pointer (m_system, often) isn't required and tis
entirely redundant.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4171
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
this integrates neatly into the existing GraphicsPipelineKey system
no need for extra funcs :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4174
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
from PS4 PR - this should help fix the case where a controller
doesn't have an associated gamepad and thus its not automatically
configured.
this should fix that :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4172
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
CBZ is basically
```c
if (thing) {
jump(A);
} else {
jump(B);
}
```
those jumps are locally unconditional so we can add the LinkBlockFast
without much repercussions for a small win in JIT opts
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4177
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
the function returned the key AFTER this one, which points to an invalid object
basically its like "oh im returning the index AFTER Myself"
off-by-1 error basically; now it returns OUR own key.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4178
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
we use JPEG only with STB, dont need the others
which are included in the final binary, after gc+lto
this doesnt affect stb_dxt, which still includes all required BCn stuff
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4179
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
small oopsie; we dont need 6 copies of the same 22KB table
(removes 5*22 = 110 KB worth of redundant stuff)
this also enforces static on the types defined in the header so they arent memoized into a non-inlined value (aka. compiler just grabs value instead of well, yknow, assuming its a constant area)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4180
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
not gonna question why there was an ifdef there
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4156
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
This minor change in src\video_core\renderer_vulkan\pipeline_helper.h allows renderdoc capture on mhr sunbreak.
Maybe it sanitizes some crashes on old vulkan GPUs.
Device log (nvidia kepler gpu vulkan 1.1.117):
[ 17.605262] Render.Vulkan <Info> video_core\vulkan_common\vulkan_device.cpp:1041:GetSuitability: Device doesn't support feature nullDescriptor
VUID-VkWriteDescriptorSet-descriptorType-02997
For sampled/combined/storage image descriptors, Khronos says imageView must be valid or VK_NULL_HANDLE
(https://docs.vulkan.org/refpages/latest/refpages/source/VkPhysicalDeviceRobustness2FeaturesKHR.html)
but then it says: if nullDescriptor is not enabled, imageView must not be VK_NULL_HANDLE.
(https://docs.vulkan.org/spec/latest/chapters/descriptorsets.html)
nullDescriptor is exactly the feature that allows descriptors to be written with null handles.
The fix relies on conditionally replacing the null sampled view with Eden’s dummy null-image-view object (ImageView constructor checks HasNullDescriptor which checks features.robustness2.nullDescriptor. cheap checks, and only for null handles, so no notable cost).
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4056
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
FIXES A REGRESSION FROM 4012.
TryFindSize's Mesa fallback matched the unconditional @PT EXIT (0xE30000000007000F) that nv50_ir emits at program end.
That exact word is also emitted by NVN mid-program for unconditional early-outs, so on retail titles (e.g. Super Mario 3D World) the scan truncated at the first early EXIT and dropped the rest of the shader, making textures vanish.
Mesa's terminal EXIT and NVN's mid-program EXIT are bit-identical, so no mask can separate them. Gate the heuristic on !is_proprietary_driver:
NVN binaries (bindless cbuf slot 2) keep self-branch-only sizing, while nouveau/Mesa homebrew (single terminal EXIT, no self-branch trailer) still uses the EXIT terminator. nv50_ir emits exactly one EXIT (early returns lower to BRA-to-exit, discard to DISCARD), so a single terminal match is correct for that path.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4151
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
anyways this should remove a bunch of redundant code/stack usage for response builders (ahem, msvc)
SHOULD help games that use IPC heavily like PKZA and whatnot
biblical levels of performance greed
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3774
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
#3908 changed process_creation.*, CreateProcess/CreateApplicationProcess, to return std::optional<Process> instead of std::unique_ptr<Process>, so the AM sites now transfer a Process by value via make_unique<Service::Process>(*std::move(opt)).
The consequence: Process owns a refcounted KProcess* but its user-declared dtor suppressed the implicit move ctor, so that "move" silently shallow-copied and the temporary's dtor Close()/RemoveProcess()'d the shared handle -> use-after-free.
It's seems to be user end based, so whether it crashes may depend on machine, compiler, allocator reuse, refcount slack, and the AM event-observer thread race, idk. It reliably crashed my MSVC build at launching games (cstack: ProcessHolder -> MultiWait -> KSynchronizationObject::Wait -> null) multiple times.
Fix: give Process a move ctor that steals the handle (nulling the source so the moved-from dtor is a no-op) and delete copy/move-assign, making the optional<->unique_ptr transfer safe.
Bonus: explicited delete for the 3 kinds of assignment: copy ctor (the one used in eden), copy assign and move assign (currently unused) to force compile error if they ever come to use.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4137
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
EDS3 states were dynamic just because the driver supports them. But in EDS0-EDS2, we does not actually emit the EDS3 dynamic commands for them. So the pipeline builder skipped baking some fixed graphics state into the Vulkan pipeline, but the runtime also did not set that state dynamically. That leaves wrong Vulkan state during rendering causing rendering glitches in XC2.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4117
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
A basic requirement, probably more helpful than outright crashing in the middle of a test.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4138
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
This add winding application function. Test this by opening qlaunch -> top left Profile -> edit profile picture -> go back (do not save if you are on fw21+, it corrupts the image)
And reverts in #3908 added `optional<Process>` to `unique_ptr<Process>`
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4134
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
rust has Result<T,E> but we don't really need that in c++, also the header just sucks, objectively
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4075
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Added an option to control the GPU buffer readback, as it causes issues if the hardware cannot keep up with the additional workload.
Some games require this to render certain effects properly.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4126
Inline index draws arrive as a batch but were processed one word at a time, so each index ran through the full per-method path and got appended a byte at a time.
Handle the whole batch in one pass instead, updating state once and appending all the indices together. Replay shadow control still goes word by word since it has to reload each one.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4083
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
5af7771f83-Bugfix: Made gpu_log_level global-only (was per-game switchable). Fixed Android non-determinism where a per-game profile silently overrode the global to Off and trapped GPULogger::Initialize() in a dead state, making shader dumps fail invisibly. Android per-game UI now hides the whole GPU logging block; Qt UI is untouched (global-only anyway).
bf4aabe8ab-Refactor/Cleanup: Removed gpu_logging_enabled master toggle as redundant with gpu_log_level == Off. Introduced GPU::Logging::IsActive() helper, replaced 14 call sites across vk_*.cpp. Refactored LogShaderCompilation() to be text-only and extracted SPIR-V dumping into a standalone GPU::Logging::DumpSpirvShader() free function. No singleton dependency, gated only by gpu_log_shader_dumps. Now gpu_log_level and gpu_log_shader_dumps are fully orthogonal. Cleaned up Android (BooleanSetting, SettingsItem, presenter, 7 locale string files).
865a1c5027-Refactor: Renamed dump_shaders → dump_guest_shaders to disambiguate from gpu_log_shader_dumps. Updated Qt label to "Dump Guest (Maxwell) Shaders" and rewrote the tooltip to mention .ash, the DumpDir/shaders/ location, and nvdisasm.
7cab456fdf-Feature: Added Qt UI control for GPU log level in the Logging session. Added gpu_log_shader_dumps checkbox to the Graphics column right below dump_guest_shaders.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4018
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
GetMacroAddress only reads a couple of indices per macro, but ProcessMacro was
then building a full std::vector GPUVAddr> with one push_back per parameter word
every submission. macro_segments already holds base, count per chunk, so
GetMacroAddress can just walk it instead, drops the per-word loop, a
.clear(), and a vector member.
Also makes it so it returns on the first match in the macro dispatch instead of running every
std::get_if check.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4067
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
This should fix Windows devices with low RAM like 4GB, or anything lower than 8GB.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4128
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
reworked a bit to remove references of parent objects and instead pass as arguments to methods to prevent useless reloads
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: maufeat <sahyno1996@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3908
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
*nix drivers for NVIDIA doesn't seem to like the increased size.
Windows is fine with it however.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4116
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Adds a basic carousel view, or essentially a horizontal list a la Android/Qt Quick.
Lacks a lot of niceties like autoscroll, smooth shifts, etc. Will work on those later
Also fixed a bug introduced recently that capped game icon size to 8 at the low end, breaking the None option
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4112
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Prevent the CPU from getting too far ahead of the GPU by limiting pending flushes.
This fixes graphical issues in games that rely on better CPU and GPU synchronization in the Scheduler, such as the flickering bug inside shrines in The Legend of Zelda: Tears of the Kingdom.
This is enabled when the GPU is in Accurate mode.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4085
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
This fixes (I really hope so) the random graphical corruption issue that can occur in Mario Kart 8 Deluxe and possibly other games as well.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4101
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
- Remove unnecessary icon update code (the UI reloads this stuff anyways); test on Windows please
- Cleaned up a bunch of duplicated/unused code within the game list
- Fix the game list constantly reloading on macOS
* When you reconstruct the entire directory list on the watcher the directoryChanged signal fires on macOS--seems like a behavioral change that occurred somewhere in the 6.8 release cycle--and it would enter an infinite loop very quickly
* To fix this, only the differences between the current and old watch list are accounted for on both ends.
* Since this bug is now fixed, macOS uses Qt 6.11.1 now. Should theoretically improve our situation.
- Fix the external content watcher crashing; the worker would attempt to read files that didn't exist without any bounds since its cache was still pointing to that file.
This supersedes and replaces #4099.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4106
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
So the game list watcher could rebuild the content providers
(CreateFactories) while the populate worker was still scanning them, and
the worker would walk a torn-down RegisteredCache and segfault in
OpenFileOrDirectoryConcat. Fixed by stopping and joining the worker
before rebuilding.
On macOS the watcher also re-armed itself every populate. Re-adding the
same paths makes QFileSystemWatcher re-emit directoryChanged (the
FSEvent comes in async, so the blockSignals guard misses it), so it just
kept refreshing and the list flashed forever. Now it only re-arms when
the watched dirs actually changed.
Also null-guarded OpenFileOrDirectoryConcat so a torn-down cache cant
null-deref there.
Related: https://github.com/eden-emulator/Issue-Reports/issues/336
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4099
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
uses `QString::number(Settings::values.serial_battery.GetValue())` instead of `QString::fromStdString(std::to_string(Settings::values.serial_battery.GetValue())));` on two different setting options
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4092
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Lightly inspired by my earlier toolchain and writeup from the PowerPC
PR.
Closes#3793
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4088
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
should fix crashes on:
- NetBSD
- SELinux
- OpenBSD
- other W^X systems
- some person trying to be funny with W^X on their system even if they dont have to
perf impact should be minimal
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4090
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
makes it so the shader cache goes properly in `XDG_CACHE_HOME`.
SOME people have it set to point to `/tmp` AND as a ramdisk, if they can do that they probably would want their shader caches to be there as well and wouldnt mind the extra hit from invalidations on reboot.
afterall, its a cache, not some holy data that needs to be kept at all costs.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4093
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
should now be more align with actual values/enums :)
trivial change
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4077
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Good fix or absolute trash?
For me it seems like an OK balance, better would be fully dynamic; but I believe 256 is a reasonable limit?
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3982
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
should make a few more homebrew boot :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3771
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
should fix some issues with some NAS setups
where people have their games on a NAS and they
try to access it but for some reason some file
just doesnt load, instead of aborting early we continue
for the rest of the files in the directory
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4100
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
The GL shader profile hardcoded max_user_clip_distances to 8. Query the
device limit like the Vulkan path already does (it reads
maxClipDistances), so we use what the host actually reports.
Clamp to Maxwell's NumClipDistances (8) since the guest never produces
more than that and the SPIR-V output array is sized for at most 8. So a
host reporting fewer than 8 is respected, and one reporting more can't
overrun anything.
Fixes#3910https://git.eden-emu.dev/eden-emu/eden/issues/3910
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4095
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
two main issues:
shader_environment.cpp
Support Mesa nv50_ir-compiled homebrew fragment shaders
Mesa nv50_ir (used by NZP-Switch via libdrm_nouveau) emits Maxwell SASS that differs from NVN in two ways our shader pipeline didn't account for, causing "infinite" loops during shader scanning.
How? TryFindSize() previously detected end-of-shader only via NVN's "BRA $-1" self-branch trailer (SELF_BRANCH_A/B). Mesa-compiled shaders end with an unconditional @PT EXIT and emit no trailer, so scanning ran past the shader and looped to MAXIMUM_SIZE.
Fix: Added a secondary match against @PT EXIT T (opcode 0xE30, predicate PT, flow T) as a fallback terminator. The mask is estrictive enough to reject predicated EXITs, conditional-flow EXITs, and sched control words, so well-formed NVN shaders see no ehavior change (their single @PT EXIT immediately precedes BRA $-1, and both detections return the same size).
load_store_attribute.cpp + attribute.h
IPA's is_perspective check only applied the ×position_w correction for IR::IsGeneric() attributes, and used a per-component SPH lookup. Two failure modes followed:
1. Mesa fragment shaders read varyings via legacy attribute slots
(ColorFrontDiffuse, FixedFncTexture, FogCoordinate) which are
remapped to generic varyings later by ConvertLegacyToGeneric. At
IPA-translation time they're still legacy, so IsGeneric() was
false and the inject was skipped — but the resulting GLSL/SPIR-V
varying was Smooth (perspective-correct), and the SASS still
issued its manual perspective dance via MUFU.RCP(ATTR_W)+FMUL,
compounding an extra ×clip_w factor. NZP fog (eye_z distance
varying) ended up as eye_z⁴×density² instead of eye_z²×density²,
saturating fog to white everywhere.
2. Even for legacy attrs that should inject, Mesa stores them in two formats selected by the IPA's interpolation_mode field:
Pass/Multiply/Constant → attr/w (perspective); inject ×position_w
Sc (ScreenLinear) → raw attr; do NOT inject
Unconditionally injecting for Sc dims vertex colors by 1/clip_w because there's no SASS multiplier to round-trip it back.
Fix: extend the IPA correction path to also fire on IsLegacyAttribute(), gated on interpolation_mode != Sc. While here, the generic-path check is widened from per-component to vector-level (first non-Unused PixelImap, with all-Unused fallthrough treated as Perspective) so it matches the GLSL interpolation qualifier picked by CollectInterpolationInfo — this fixes the same all-zeroed-imap case Mesa exposes for explicit generics. IsLegacyAttribute moved from translate_program.cpp's anonymous namespace into attribute.h next to IsGeneric so IPA can reach it.
Tested on NaziZombies:Portable (Switch homebrew): fog now matches real
hardware, vertex-colored geometry (hand, gun, decals) renders correctly.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4012
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
So CreateInstance was enumerating instance extensions twice, and that could race if the driver returned a different list the second time. On some AMD iGPU drivers, we could enable an extension from the first list, then fail the second check with VK_ERROR_EXTENSION_NOT_PRESENT.
Fix this by enumerating once and passing that same snapshot into RequiredExtensions.
Fixes: https://github.com/eden-emulator/Issue-Reports/issues/414
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4072
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Homebrew (.NRO) program args support
Adds a 'program_args' setting and delivers it to NRO homebrews via libnx's homebrew ABI. NROs previously had no way to receive CLI flags (e.g. NZ:P's -noglsl).
Setting: program_args, Category::System, startup-only.
Surfaced in Qt + Android Debug sections.
NRO loader: builds a 4-entry 'ConfigEntry' table + argv at the data segment tail; prepends 'homebrew ' so user args land at argv[1]; scans for 'svc #7' to use as LR. Drops the stale NSO-style argdata append.
KProcess: stores loader-provided guest addresses; 'Run' switches to the homebrew entry (x0=config_ptr, x1=-1, lr=svc7) and patches the real MainThreadHandle into the ConfigEntry slot. Legacy NSO path unchanged.
Tested on NZP — args reach 'argv' correctly.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4013
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Liz' command. ETC2 format list added. Used mainly in homebrew, NZ:P for example.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4061
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
OpenSaveDataFileSystem was missing a few SaveDataSpaceId mappings, so it would hit ASSERT(false). This broke games that open cache storage, with TOTK being the obvious one, because save enumeration could assert before the game even finished loading.
Fixed this by mapping Temporary to user nand, and ProperSystem/SafeMode to system nand. These only get used for the free-space check here, so they just need to point somewhere sane.
Fixes: https://github.com/eden-emulator/Issue-Reports/issues/368
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4069
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
This fixes a bug introduced in the Xenoblade Chronicles series where some small elements would occasionally flicker on the screen.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4066
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
samu will be happy
basically this handles the edge case where either:
a) eden is the first application ever ran (i.e no config dirs made yet)
b) user didnt have them
c) user is trying to run on a sandbox appimage or whatever bs
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4087
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Adds an NSIS Windows installer file. Includes:
- Installation to `user\AppData\Local\Eden` (user install; does not require administrator and makes the integrated updater work and same as e.g. yuzu, Citra, Azahar)
- Shortcuts for Start Menu and optionally to Desktop
- File association with `.nsp`, `.xci`, `.nro` and `.kip`
- Throughout uninstallation and registry cleanup
And finally, needs to be implemented into the GitHub CI workflow, will submit a PR there later uwu
Co-authored-by: RedBlackAka <140876408+RedBlackAka@users.noreply.github.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4008
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Testing which deps can't cross MSVCRT/UCRT barriers
- openssl
- Qt
FFmpeg and Sirit are fine--likely don't use the C99 APIs that MSVCRT is missing?
Closes#4022
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4035
the correct behaviour would be for the hle service NOT to crash
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3729
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Added a bunch of "Scanning ... for CXX dependencies" steps to the build.
We don't use modules and probably won't for a very long time, so we
don't need this.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4063
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
GetIndexFromAruid returns AruidIndexMax as the “not found” value, but both
GetControllerFromNpadIdType overloads were using that value to index
controller_data without checking it first.
when a game routes through DisconnectNpad before its applet resource is
registered, we can end up indexing past the end of controller_data. That seems
to be what was crashing some games on launch, especially on macOS and Android,
where the out-of-bounds read is less likely to just slide by unnoticed.
So yeah, AruidIndexMax is a sentinel, not a real controller_data index, so we
should not treat it like one.
Fixes: https://github.com/eden-emulator/Issue-Reports/issues/438
Fixes: https://github.com/eden-emulator/Issue-Reports/issues/439
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4064
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
This fixes an Android game library scan crash when reading XCI title metadata with empty or incomplete NACP language entries.
Previously, NACP::GetLanguageEntry() could fall back to:
language_entries.at(static_cast<u8>(Language::AmericanEnglish))
When language_entries was empty, this threw std::out_of_range and aborted the Android scan thread.
The new fallback preserves the existing lookup order:
1. preferred language entry with non-empty application name
2. any entry with non-empty application name
3. first available entry
4. static empty LanguageEntry if no entries exist
Tested locally with a Mainline RelWithDebInfo APK on Odin3 Android 15 using a large external TF-card ROM directory. The previous build crashed during fresh ROM scan; the patched build completes scanning normally.
Related my issue:
https://github.com/eden-emulator/Issue-Reports/issues/500
Co-authored-by: bdm110 <bdm110@prontmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4062
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Rudimentary tests showed that using PGO on macOS *does* have an
appreciable impact on performance. So we're probably going to introduce
it soon.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4050
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Ubuntu 24.04 can't hurt us anymore.
Some other deps may have their versions raised, but there's not much of
an incentive so we'll keep it as is for now.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4055
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
(gdb) set scheduler-locking on
(gdb) continue
As discussed in #3848, follow-up to implement vCont support according to spec.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3896
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
does a bit of code dedup
fixes pre-SSE4.1 having horrific CMHI/CMLO
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4025
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
most stdlibc++ already provide this functionality out of the box, very consistently and well implemented (usually)
my main irk is that the llvm itanium demangle is totally unescesary when there is a perfectly stable, tested and well documented equivalent functionality in the standard stdc++ provided in most UNIX oses
its mostly to reduce binary size by a very thin margin, but he stdc++ is more than capable of doing he same behaviour we use a dpeendency for
for mingw or such howeger,, demangling becomies trickier so we have to exclude windows entirely because well windows likes to do things differently dont they
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3894
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
This fix a bug in which eden crashes when renderdoc is attached to vulkan.
that kept me away from renderdoc for around a year now.
the bug:
in video_core\renderer_vulkan\vk_staging_buffer_pool.cpp
in GetStreamBufferSize(...)
if device.HasDebuggingToolAttached()
but heap is empty/unavailable <-- Case in my old nvidia kepler gpu
the original method returns size 0, right?
the change honors same original behavior, while covers my case properly, returning MAX_STREAM_BUFFER_SIZE.
addl some log tip and some minimal doc. fully safe. let it rip.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4052
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Something weird is happening with the CI that causes frequent build errors. For reasons I am not entirely certain of, Ninja fails to properly spawn a POSIX shell instance during the Make phase.
More investigation is in order, but for now fix it with the grand power of shelling out to CMake script
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4047
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Closes#3480
moves the game list model/worker/private stuff to qt_common for later
use in QML
- `qt_common/game_list/model.{cpp,h}` is the model
- `yuzu/game/game_{grid,tree}.*` are the views
- `yuzu/game/game_list.cpp` is the presenter
This was done very lazily in a manner that "works" while largely
maintaining existing structure as much as possible. Most of it is
copy-paste, with some bonus reworks/cleanups thrown in.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4042
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
e.g. Serfrost's Defogger will now be named "Serfrosts Defogger" by
default, instead of "serfrosts_base_defogger_v2-4"
Note that for atmosphere mods it still uses the zip folder name, since otherwise their default name will just be the game's Title ID.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4043
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
If YUZU_USE_BUNDLED_OPENSSL is off and OpenSSL is *not* installed to the
system, pulls in OpenSSL and Jimmy Park's CMake wrapper, then configures + builds from source.
Some patches were made on top of OpenSSL and openssl-cmake:
- USE_CCACHE is respected from UseCcache.cmake
- CXX/CFLAGS are passed from CMake to the configure script, which sends
those to the compiler
- Uses a bundled cert.h akin to the bundled OpenSSL build
Closes#3614
~~Before merge: remove verbose stuff~~ actually useful so nvm
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4032
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
fixes an yxzx era bug where eden assumed NVN-style packed SSBO descriptors (u64 gpu_addr followed by size) only happen in cbuf_index == 0.
Mega Man Star Force Collection proves that assumption is false. It has an unbiased/global-memory SSBO descriptor in cbuf_index == 3, offsets 0x100/0x300, but the descriptor still appears to be { address, size }.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4041
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
This PR aims to fix some regressions found in the latest release 0.2.0, which were a bunch of constant crashes/ random on certain Android devices with issues with the PiP configuration, addressing some problems founds for AMD after the maintenance of 2nd Global Vulkan Maintenance.
-> Fixes Final Fantasy Tactics on AMD (no longer requires of generic bits to work "all commands bit")
-> Fixes some performance regressions on android due to the Tomodachi fix applied globally as common behavior (#3898, #3900)
-> Fixes blittering of screen found on ARM Windows devices and QCOM stock drivers (Android and ARM Windows) related to Mario Kart 8 Deluxe strange blittering in races, caused by a strange race condition with the ResetQueryPool and mostly the workaround for presync
-> Fixes issues on Luigi's Mansion 3 issue where the pause screen became black on AMD due to the early reset of queries.
-> Fixes crashes on Mario Party Jamboree for AMD/ Nvidia.
-> Keeps previous fixes related to crashes on AMD with other games such as Astral Chain, Fire Emblem Three Houses and Xenoblade 3 based on the lack of access to vertex fragment replaced with generic flags.
-> Fixes TOTK RADV skybox lighting.
--------
Credits:
@melod-y
@Gidoly
@MaranBr
@AlexWolff
@Lizzie
And all the people who contributed into the reporting issues/ helping with the bisect.
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3953
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
A bit of a minor cleanup
- std::rotr instead of mcl::bit::rotate_right
- std::rotl likewise
- std::popcount instaed of "count ones"
- use ConvertRoundingModeToX64Immediate where appropiate
- std integral
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4017
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Sets max open fd limit to 8192 on non-windows platforms (or bounds it to
the system hard limit). Complement to the previous VFS PR.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4030
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
This fixed issues in Mario Kart 8 multiplayer where the native controller applet would pop up, then once A was pressed and it exited, it would freeze the game but music would continue playing.
The issue was that UpdateRequestedFocusState() updates the focus state but never sets m_has_focus_state_changed for applications. Since ShouldSignalSystemEvent() checks that flag for applications, they never receive FocusStateChanged messages when LLE library applets exit. The game keeps running (hence the music) but is stuck waiting for a focus notification that never arrives. HLE applets aren't affected because their dummy process has is_process_running=false, so the game is never considered obscured in the first place.
Credits: [davidcollini](https://github.com/davidcollini)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4027
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
when shutting down the emulator will silence any remaining audio from the output buffer
however this is for some reason stored in an array instead of being a simple memset
additionally, said array can be small enough (`frame_size_bytes > silence.size()`) to cause a funky noise to play at the end
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3969
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
This implements MWAITX and WAITPKG extensions (umonitor, mwait) for CPUs that support them.
Reduces wait times and bypasses the timing stuff from the OS that is slow (windows notably). generally it should answer within 0.2 to 0.5 microsecs (since most requests wait for that long).
Also does a general rework of static ctors and stuff
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3984
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
This fixes a bug in Super Mario Odyssey, in Bowser's Kingdom, where particles rapidly freeze and unfreeze in midair.
It also fixes vertex explosions in Super Mario Party Jamboree.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4000
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
before vs. after
Mario Brothership kept remaking vectors of sizes 256 AND 4095 (TIC) and 1215 AND 524287 (TSC) every single frame, which resulted in a noticeable overhead
the main cause was because of using `resize(n, c)` instead of `resize(n)` (also to aggressively resize for more room beforehand), the copy overload of resize does a copy of... well.. the value over the entire vector, additionally __append() keeps getting called because the capacity goes bonkers and all over the place


Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3874
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Such as MINGW64.
I legitimately don't have an explanation for this.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4023
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Matches the build ID and compiler now.
Note that this could still use some work on the Windows side of things.
Ideally, it would just replace the executables in place; however, I
think using the setup files will be better.
Most of my concerns w.r.t this issue is that users will want to install
multiple in the same place; however, I think it's fair to just not
support the older versions at all for now. If users really want to do
that, they can use the portable versions and cry about it.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4019
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
u8 may have been 0xff, (aka. 255), but bitset was only 255 elements, so doing bitset[255] is technically OOB
additionally the max size estimate for index formats was not correct, there can be up to 256 elements with a u8 format index, not just 255
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4006
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
in short:
unrelated to the toggle, we found a missing piece that improved antiflicker and shader issues in some games, and we integrated it to balanced/accurate.
now testers confirmed side effects in some other games, so we reverted the integration.
the toggle itself is innocent. and the missing piece was kept for the toggle.
now, when the toggle is off, things are as they were before it.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4010
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Now hopefully the Redditors can get off my ass for five seconds
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4011
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Amaterasu from Discord asked about why nvnWindowGetNumActiveTextures returns 0 - after researching the console output it was asking for `DefaultDataSpace` (enum val 12) after some tests with the mod and debugging the console, this is my one-liner solution.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3956
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
- testriswitch submits buffers with a fence id of -1, just skip them instead of trying to process them?
- apm:u, which is removed, but hey, backwards compat never hurted
- another instance of shared_memory crashing NPad
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3983
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Anniversary is over!
May the next one be as silly :3
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3990
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
This fixes a rare visual corruption that can occur under specific conditions depending on the hardware used.
This bug is known to affect the loading screens in The Legend of Zelda: Tears of the Kingdom.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3986
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
This fixes a deadlock issue that prevents any game using OpenGL + GPU Accurate from booting when Sync Memory Operations is enabled.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3987
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
tldr: we (me and maran) found the missing piece to make delay_fence and should_flush coop and cover all remaining flicker issues tested so far.
the lil change is in src/video_core/fence_manager.h
the rest is toggle stuff.
END
(credits rolls up)
post credits scene for the toggle drama:
i've been forced to use custom builds for around 1 year now, coz gpu mode above fast was pulling performance down yet not covering flicker entirely in most games tested. and we know that it's a mess to rely on gpu mode as it brings along a bunch of undesired stuff.
i need this toggle. and i've seem far less relevant before, so hey, gimme this one so i can call it mine :3
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4004
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
This PR reloads Android configuration when starting a game, so Eden uses the latest config.ini state for the emulation session.
On some Android launchers, Eden can already be running in the background before a game is launched. In that case, config.ini has already been read, so configuration changes made outside of Eden's settings flow while the process is alive are not picked up by the next emulation session.
This improves launch/config behavior for external launcher workflows.
Co-authored-by: FL-gs <efge.crea@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3965
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
traditionally, when doing jthread:
```
jthread() calls function parameter operator()() with args
function operator()() calls the code within
code within is, say { ThreadMain(); }
3 calls because why not
```
now this just makes it be 2 calls, mainly benefits non-LTO builds
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3970
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Add `[[maybe_unused]]` to unused constants in the ARM NCE backend to suppress compiler warnings.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4002
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Adding 'api.epicgames.dev' to the banlist, as instructed by lizzie.
MCI insists on connection and randomly crashes at Network::Poll(...).
Airplane mode would do, but then the DLC gets unavailable.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3999
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
bans more NS domains making hb dns check pass
also fixes bogus "SCTP is not implemented" assertion for translate protocol
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3955
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Removes Eden's own feature detection for SSE, SSE2, FMA4 and AVX_VNNI, in order to clean up code and make the function slightly lighter. They are all unused and I have specific reasons for their removal:
- SSE/SSE2 are always true for x64
- FMA4 is a deprecated AMD exclusive extension, replaced by the regular FMA and was logged here as "FMA" for no reason
- AVX_VNNI simply does not seem applicable for Eden (but can still be checked for through Xbyak's feature detection if necessary)
Co-authored-by: RedBlackAka <140876408+RedBlackAka@users.noreply.github.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3979
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Ported from QML branch.
Main "big" change is that EmuThread is now a shared state in QtCommon,
not individually managed/passed around by GRenderWindow and MainWindow.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3916
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
hbloader is required to launch a bunch of shit (particularly hbmenu)
however due to some restrictive metadata validation, it doesn't get recognized as an NSP file
programs like hbmenu require hbloader (since it feeds them data like ConfigEntries and whatnot), launching hbmenu as-is standalone will result in a launchInit() error
adds an option to launch hbmenu via command line
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3981
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Ideally this should increase perf when doing write/read operations
not by a lot, just enough for it not to suck so much as it does right now
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3972
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Since the launch of the steam controller I think it's only best to push towards updating to SDL3 allowing for a wider range of controller support
I went ahead and started on getting it working. Everything here should be functional, I've personally tested it all on Arch Linux. Still untested on windows, so looking for feedback on that
Any feedback and help would be appreciated!
Main changes:
- Bump everything to SDL3
- Handle SDL3 audio and input
- Add steam controller support, including HD Rumble
- Improved battery reporting via the status icon by using real % rather than state alone
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3952
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
On NetBSD it stupidly aligns the stack acounting for the amd64 redzone.
This isn't... required, to put it lightly.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3966
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
this makes it so VK and OGL backends map the NVIDIA's ETC2 into VK_FORMAT_ETC-whatever and GL_ETC-whatever remaps, instead of using the default fallback for AR8G8B8. in short, just make the ETC2 textures be submitted as ETC2 instead of being submit as A8R8G8B8.
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3237
Reviewed-by: Ghost <>
Reviewed-by: crueter <crueter@eden-emu.dev>
the nominal std::unordered_map<> isn't enough to warrant it's continued usage in xbyak internal structures, thus using ankerl should greatly remove a lot of indirection/stdc++ specific overhead from the usually poorly performant std::unordered_map
Both dynarmic and macroHLE should benefit greatly from a less-stupid unordered_dense
This should speedup both CPU and shader compilation latency (NOT BY A GREAT MARGIN) just enough to make loading zones in ToTK less horrific
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3716
Reviewed-by: crueter <crueter@eden-emu.dev>
so basically each construction of HLEContext and whatever would result in a heap allocation (atleast 1)
so what if instead of that we did a memset() at ctor time and we avoided heap allocations altogether?
reminder that std::vector<> CAN do small object optimisation but it's not guaranteed
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3605
Reviewed-by: crueter <crueter@eden-emu.dev>
also devirtualizes manually since compiler doesn't do it with LTO
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3864
Reviewed-by: crueter <crueter@eden-emu.dev>
inputs shouldnt be that critical to require a full mutex of them
this relies on CPU guaranteeing u32/u16/u8 atomic load/stores for EmulatedController fields, which works on x86_64 but may not have the same behaviour on other architectures - thats why i wrap them in `std::atomic<>`
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3866
Reviewed-by: crueter <crueter@eden-emu.dev>
sounds like word salad but let me say:
- std::map<> created a static ctor for EVERY SINGLE ZONEINFO
- fuck that, instead lets just use a raw array and construct things statically
- works the same except with less baggage carried around (+ less heap allocations!!!)
this should help reduce codesize due to the aforementioned global ctor/dtor
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3919
Reviewed-by: crueter <crueter@eden-emu.dev>
see https://github.com/herumi/xbyak/issues/255
> Proof: https://godbolt.org/z/9vseq4Ynj
> Xbyak currently implements it as:
> ```c++
> void umonitor(const Reg& r) {
> int idx = r.getIdx();
> if (idx > 7) XBYAK_THROW(ERR_BAD_PARAMETER) //umonitor DOES accept r8,r9,r10,etc this is NOT correct
> int bit = r.getBit();
> if (BIT != bit) {
> if ((BIT == 32 && bit == 16) || (BIT == 64 && bit == 32)) {
> db(0x67);
> } else {
> XBYAK_THROW(ERR_BAD_SIZE_OF_REGISTER)
> }
> }
> db(0xF3); db(0x0F); db(0xAE); setModRM(3, 6, idx);
> }
> ```
> My program was throwing Xbyak::Exception and I tracked it down to this particular umonitor
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3954
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
see: https://gcc.gnu.org/bugzilla/show_bug.cgi?id=120933
we use TLS very sparingly (which is a good thing), some of our dependencies, in turn, may not
we should be aware of that fact
allegedly, there are minor glibc issues and such, but most distros should be fine
additionally, this is only enabled for FreeBSD and Linux, if it works on FreeBSD, naturally every Linux distro should support it as well
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3948
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
instead of throwing, use std::error_code and such
due to reasons unberknownst to me, the UID of the /tmp/eden directory was set for another user, this inevitably caused a crash due to wrong permissions (which is a very user unfriendly thing to do generally)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3912
Reviewed-by: crueter <crueter@eden-emu.dev>
Makes them show up in the menu & also let's them load from SDMC
Note: the android edit is totally untested and I've no clue of Kotlin but I don't see a reason why it shouldn't work
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3914
Reviewed-by: crueter <crueter@eden-emu.dev>
jit service had wrong check for module versions
missing handlers for some funcs
the page cache i added interfered with jit (gee who would've tought)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3950
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
The cause of the flickering needs to be investigated but this will set it ON as default for desktop platforms.
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3946
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Games such as bayonetta 3 or totk need VIDS on for some windows users or it results in broken graphics.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3945
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Changes:
- Defaults: Set Async GPU and Async Vulkan Presentation to OFF. Stability wasn't worth the trade-off.
- Threading: Lowered default pipeline workers from 7 to 4 to reduce heat and CPU contention.
- Settings: Added a slider for manual pipeline worker count so users can test what works best for their SoC.
- QCOM: Removed SPIRV bans; improves load times and thermals in heavy titles like Jump Force.
- UI: Cleaned up settings descriptions to be less ambiguous.
------------------------
Some games fixed:
-> Trinity Fusion: No longer crashes with Turnip, no longer shows the black dot in the middle of the screen on both QCOM and Turnip drivers.
-> Naruto X Boruto - Ultimate Ninja Storm Connections: Game no longer requires a fixed version of turnip to work (previously requiring Turnip driver from MESA 24.3/ @MrPurple666 EoL v2 driver)
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3886
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Testing: Luigi Mansion 3 artifact lines also happen on android.
Toggle existed on every platform but android. It works on Android and also removes the artifact lines that also happen on intel and amd gpus.
A testing PR until #3665
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3851
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
While originally for MSVC, this also should help clang/gcc not die trying to make codegen for the load/store of fields for the tls_data
should help to reuse computed values instead of recomputing shit for no reason
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3932
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
issues:
- std::function<> is used, which is famously bad
- storage of tehse in tables makes big fucking tables for no good reason
- lets just store a normal pointer and stuff! :)
this pr attempts to address that
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3920
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
some homebrew theoretically would freak out when 1TB is reached... so let's just magically resize the SD card :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3921
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
theoretically, it's better because distributes load of logging across various threads
this should work because 99% of I/O solutions are blocking by default
EXCEPT, maybe android differs? please check logcat didn't get affected (again) by me underestimating android ~~stupidity~~ brillaince
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3928
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
These are horrifically outdated. Just use CMake
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3935
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
removes unused symbols from non-OpenGL builds, notably mac
I REMEMBER MAKING THIS PR A WHILE AGO but I have no record of it here, so hell lets redo it
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3922
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
- service manager may add a service while someone else is finding it, so properly lock
- nvhost doesn't properly account for the fact that iterators GET FUCKING INVALIDATED
- use proper exit routine for mapping locked that failed (try/catch hell)
the last two were introduced by #3858, but the first one has been present since ???
either way, remember that ankerl map has invalidated iterators upon erase/insert, so i accounted for that and SMG1 (and probably smg2) boot fine now
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3927
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
- KProcess::Run() and CreateThread() SVC now write the current thread handle to TLS+0x110
- KPageTableBase::LockForMapDeviceAddressSpace now checks for a new KPageTableBase boolean, m_allowed_exec_device_mapping
- Stub `am` + `acc` + `settings` cmd module that needs to work for qlaunch
Thanks to: @alula and @yellows8
Source for changes: https://github.com/Atmosphere-NX/Atmosphere/pull/2744, https://switchbrew.org/, https://yls8.mtheall.com/
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3761
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
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/3723
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
#3898 fix was good but exposed a rescaling metadata mismatch that can cause scaled texture descriptors to read the wrong state so this patch tries to keep them aligned with shader lookup
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3899
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: ryana <ryanamayque@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3924
The standard build was downloading the optimized APK and vice versa due to GENSHIN_SPOOF being incorrectly defined in the mainline flavor. This should resolve the issue.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3923
Reviewed-by: crueter <crueter@eden-emu.dev>
this fixes dynamic texture descriptors that are not laid out as simple 8-byte entries
tested on steam deck/amd
notes
- DynamicDescriptorSizeShift called twice because i moved it away from the struct but doing it this way keeps the patch just in this single file than adding a new derived field in the shared struct (i also think its just a cheap recomputation anyways)
- removed cbuf scanning because i figured out how to do a bounds check statically
credits:
- Mythrax <mythrax@mytrax-rs.org> (identified the 1024 descriptor cap fix in #3897)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3898
Reviewed-by: crueter <crueter@eden-emu.dev>
[macos] dynarmic: Implement VectorMin/Max{S,U}64 emitters (Apple Silicon fix)
Implements the missing A64 backend emitters for VectorMinS64, VectorMinU64, VectorMaxS64, and VectorMaxU64.
These IR opcodes are generated by the optimizer but lack direct hardware instruction support for 64-bit elements in the base NEON set (e.g., UMIN.2D does not exist). They are implemented using a compare (CMGT/CMHI) followed by a bitwise select (BSL). This correctly selects between the two source registers, whereas using BIT would incorrectly zero out elements.
This implementation is guarded by #ifdef __APPLE__ to ensure no impact on other platforms.
Unit tests could not be added to a64.cpp because UMIN.2D is not a valid A64 instruction, causing the assembler (Oaknut) to reject it. The fix was verified by running Team Sonic Racing, which previously crashed on this synthetic opcode.
Fixes crash in Team Sonic Racing on macOS.
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3421
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
R8 minifies the UpdateResult's data class to remove the `Set...`
methods, as it's technically not used in Kotlin/Java land.
Just force the minifier to keep it
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3909
- fix va-api not being used on freebsd
small thingies dont affect a lot:
- removes some pointer indirection (why save pointer to GMMU if its accesible via host1x)
- use std::variant<> for decoder
- miscelly vp9/v8/h264 opts
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3878
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Checks latest release and opens a dialog containing the changelog, and
allow the user to select a specific build to download. After
downloading, it prompts the user to open it.
On Windows, this just opens up the zip in File Explorer. In the future setup files will be available. On macOS this opens up the DMG in Finder so the user can drag it to the Applications folder. Android retains the auto-update functionality from before, but updated to the new scheme. Body/View on Forgejo are not implemented, that should be in a future PR.
Additionally, moved some common httplib incantations to `Common::Net`. This will serve as the common network accessor and JSON parser from here on out.
TODO:
- [x] android :(
- [x] Search for builds based on keywords, with weights towards certain builds (e.g. macOS will search for dmg then tar.gz, windows msvc then mingw/exe then zip, etc.)
- [x] remove linux leftovers
- [x] don't allow asset selection on platforms w/o assets
- [x] nightly changelog should be in the real
FUTURE IMPLEMENTATION:
- [ ] Body/View on Forgejo for Android
- [ ] Setup files for Windows (Eden/nightly are separate) -- maybe portable/setup selector?
- [ ] Something else I'm forgetting
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3845
usual indirection removal
helps very slightly to codegen
the idea is basically to reduce the amount of pointer deference overall in the code, and use idiomatic std::variant<>-isms to not rely on vtables/unique_ptr overhead
this should allow the compiler to emit better code
of course it's a tiny optimisation and only CPU side, but allows us to reduce indirection which is almost always a good thing
"but youre passing more parameters to the function!!!" its literally memoized into a register my friend
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3758
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
there is no need to call mmap() over the mapped region as the OS will automatically map it via lazy paging
basically the mmap() and virtualAlloc on a region already allocated is a no-op (FOR THIS SPECIFIC USECASE)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3857
Reviewed-by: crueter <crueter@eden-emu.dev>
VirtualBuffer<> would be recreated each time due to the `operator=()` from the unique_ptr<> when initializing a new process, this change makes it so said thing doesn't happen (instead it resizes the existing buffer)
this means that consecutive launches of the same process that happen to have the same process page table (or reuse it) will no longer incur a ctor/dtor path for VirtualBuffer and instead just resize the existing one
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3891
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
various redundant fields aren't required, so just redo it for good measure
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3890
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Does NOT fix root issue with shared_memory of NPad yet, that is something probably separate
I'd like to suspect it's because every NPad by default it's expected to have shared memory, even when not explicitly initialized, but seems unlikely
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3860
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
omniOS is different enough from openIndiana that they warrant their own section
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3892
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Seems like some phone vendors require https for URLs? Weird behavior,
works on some phones but not others
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3895
- Multi-import would show duplicates of a mod if it had both exefs and
romfs
- Import from folder would crash on some single mods
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3884
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
I reorganized my runners so it shouldn't be an issue anymore
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3885
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
lots of AGILEism in spirv-opt
theres BETTER alternatives like https://github.com/renderbag/re-spirv (im not gonna bother for now, it probably has shitty build system)
it sucks
the IR already resolves most of the shader code to just constant load/stores
Spirv-opt passes do not seem to make such a big difference
only introduce extra latency
like for example cbuf pass in IR already removes a lot of code, that spirv_opt would otherwise miss due to the fact it doesn't have cbuf information
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/3877
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Related: [RFC3870](https://git.eden-emu.dev/eden-emu/eden/issues/3870)
Nightly and stable releases are now served through
`nightly.eden-emu.dev` and `stable.eden-emu.dev`, respectively. These
are stored using Backblaze, and served and cached through the Cloudflare
CDN. Ideally this will reduce costs, though I'll have to wait for my
first invoice to be certain.
These will serve as the new download locations going forward. Since we
have full control over this API, we can make any adjustments we want as
needed. For now, all it does is provide `tag_name`, `name`, and `body`,
the latter of which will be used for the upcoming updater PR.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3879
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
This pr is a sequel to the one merged some days ago (#3839); which aims to improve stability, graphical accuracy and better Vulkan implementation and coherency among all platforms, contains the next changes:
-> Removal of VK_EXT_unified_image_layouts: The removal of this ext was for cleaning purposes since the only part of this extension implemented was the activator; meanwhile a proper structure of use for this extension was not implemented, currently it's not viable to keep following an idea of a proper implementation due to complexity of this feature and the state of buffer cache and texture cache, which it's task that we must do near in the future, when this happens a better oportunity will arise to properly set layouts along a proper implementation of VK_EXT_descriptors_indexing, practically this feature was dead code.
-> Adjustment of VK_EXT_custom_border_color: The implementation of this feature was handled poorly and worsened during the first tries of making ExtendedDynamicState stable, by gating it's use to the slider of EDS (dyna_state) if the counter was at least in 1, even tho this entered in a bug with the RemoveUnsuitableExtension, when is not a requirement for enabling in Vulkan's documentation and was my mistake, some time later in ExtendedDynamicState refactor (#3074) I tried to make the implementation more robust in comparison the Yuzu's implementation which had bans on vendor drivers, the new handling was requesting if extension was available and what kind of support feature it had, enabling what it was available and wiring an adequate path for said available feature; which leads us to today's change, after reading carefully how certain paths weren't triggered or caused mostly issues on how extension should work I did the next changes:
- I removed the forced disabling with ExtendedDynamicState setting
- Resolved the bug with RemoveUnsuitableExtension + dyna_state
- Removed comments of explanation + log_debug warning
- Set extension to be disabled if customBorderColorWithoutFormat is not available
- Helps to solidify the removal of bans in vendor drivers
This changes fixes the VUID 04015 for the handling with undefined format and made the usage of the extension more near to what Vulkan specification expects, yet there is still cases where we can't emulate properly samplers and some translucid black boxes will still appear, yet, now alleviated by allowing extension choose the proper custom available in Vulkan or degrade into a fallaback of solid colors.
-> Adjustment of VK_EXT/KHR_robustness2: This feature was introduced in ExtendedDynamicState refactor (#3074), as safety measure for descriptors during the Write of buffers, providing robustness with an upgraded access to image, buffers and proper discard of null data in descriptors, however, despite the configuration the logs during debug sessions never stopped to bring the next VUID-VkWriteDescriptorSet-descriptorType-00324 and VUID-VkWriteDescriptorSet-descriptorType-00325, being the first one, the most constant issue plaguing logs; the approach was not only ensuring device can access between each of the version of this feature, whether is an EXT or KHR (drivers can report one of them or both, yet, if we call the one of them and it's not the version supported, driver would not load the feature, there's a priority to the KHR version) with a simplified configuration of the extension to use only nullDescritor to deflect properly buffers and other trash data outside of descriptors bound; ensuring to wire the path when it's and not available and also with BindVertexBuffers2EXT when it's or not available; fixing both VUID's. This changes helps to save some CPU resources and memory on binding routes.
- Fixes VUID-VkWriteDescriptorSet-descriptorType-00324
- Fixes VUID-VkWriteDescriptorSet-descriptorType-00325
- Fixes VUID-vkCmdBindVertexBuffers-pBuffers-00621 (alongisde a latter adjustment for pStrides)
-> Adjustment VK_EXT_image_robustness: As other features, this was implemented during the ExtendedDynamicState refactor (#3074), currently this change it's just to ensure more drivers are accessing this feature by changing the modality from extension to an explicit feature, some other redundant code was cleaned within this change.
-> Restored gating flush operation on removed gpu accuracy: An issue report from an user called CaptFaraday in https://github.com/eden-emulator/Issue-Reports/issues/425, posted a behavior appearing after the rework of gpu accuracy levels (#3129), which broke the rendering in Paper Mario - The-Thousand-Year Door where some graphical issues such as black flash and missing rendering from many animations through the game thanks to the removal of the flush inside FlushAndInvalidateRegion gated with IsGPULevelExtreme and suggested a possible fix with resting the missing gating and flush; which I did and properly restoring the complete behavior of this functionality + wiring to the new IsGPULevelHigh for a better semantic correctness, the change was tested and didn't affected Yoshi's Crafted World graphical problems and main reason behind the deletion of this function, fixed in fcfcee7247.
- Solves https://github.com/eden-emulator/Issue-Reports/issues/266
- Solves https://github.com/eden-emulator/Issue-Reports/issues/425
- Fixes Paper Mario - The-Thousand-Year Door
- Keeps Yoshi's Crafted World issue still fixed
-> Adjustment VK_EXT_conditional_rendering: Yuzu inherited us in their Vulkan backend multiple flaws which got worsened with the time as game and drivers changed, aside that, with the time studying this source code and especially the Vulkan-side of Eden, I started to learn and recognize some extensions that required a wide and robust modification to ensure the logic of the extension works as intended; currently ConditionalRendering had a lot of minimal modification:
- Reordering the functions from "_NotifySegment_" to avoid a masive ram leak coming from query_cache (@weakboson) (#131)
- Removing a function "_NotifySegment_" from rasterizer to ensure Metroid Prime 4 stopped crashing due to serious ram leaks in query_cache (@Maufeat) (#3142)
And other intents to make ConditionalRendering fully working, such as happened in ExtendedDynamicState refactor (#3074) but only patched an horrible situation with how the extension was truly working, after spending more than 3 months studying how this and other sub-sequential and essential extensions touched in this PR worked in Vulkan, I dived once again to make it work properly; one of the first changes was to fix an invalid reference lookup of queries, which fixed the removal of "NotifySegment" inside rasterizer and start to adjusting other parts of the implementation of ConditionalRendering minimally and switching with heavy tests to ensure not a single game gets broken among the changes; yet the initial benefits from fixing the indirection in the lookups to query cache, was to reduce the amount of time of GPU was spending in the constant state of queries, which proved to reduce flickering in Pokémon ZA among others, with also an small increase of performance but more noticeable stability, starting to reduce stutering bit by bit.
This advances allowed me to fix one of the the functions of IsGPULevelHigh, where existed a bypass to accelerate conditional rendering without the proper checks if the extension was truly supported, freeing QCOM from the flag of a fixated presync workaround; which also improved the usage of QCOM driver for 8 Elite devices and Unreal Engine 4 - 5 games, such as Dragon Ball Z - Sparking Zero; but that's not the only benefit from the current tries to make ConditionalRendering implementation more robust and accurate to specifications, but also started to show key points of where VK_EXT_transform_feedback was also failing to work properly.
-> Adjustment VK_EXT_transform_feedback: Like many other features in this PR, this one was also adjusted minimally in ExtendedDynamicState refactor (#3074), with the ConditionalRendering refactor going on, the solutions for the usage of this extensions started by ensuring each key function is properly gated by a getter which would only be enabled if the extension was already being loaded in the virtual device, if wasn't the case I was making sure to wire the fallback correctly, which wasn't in place and didn't had a robust handling since ever, this way games started to not only improve graphical accuracy, like some games such as Zelda - Echoes Of Wisdom where the lightning and dark border moves/ reacts dynamically.
Besides that, this change brought the possibility to finally get rid of the indirection of the buffers synchronization which often take a non-synchornization path to ensure a faster reply but with higher possibilities to cause graphical issues in among several games; aside that, also helped to ensure "_query_cache.CounterEnable(VideoCommon::QueryType::StreamingByteCount, false)_;" function is properly allocated and reset in a different place than where this was placed.
- Maintain Metroid Prime 4 fixes even after returning the lines that caused the game to be unplayable, whether was an instant crash
or crash after some minutes of gameplay, fixes that were introduced in other work (#3142).
Within the first step in the refactor of this extension, this work was reviewed by @wildcard which made me notice of an issue of handling inside buffers, there existed a mismatch on the tracking of feedback buffers and since we're treating them as buffer_slot, counterstream was still tracking and consuming stream_buffers and not where data was really passing through; derivating the counter selection of counterBufferCount by stream indexes and not by slot, which could cause cases of _Stream =! slot_, a solution proposed for me was to add stream mapper function where the stream slot were located + updating UpdateBuffers() to calculate buffer counts per slot and not stream, allowing to fully map the map funtion of stream mapper; along other changes on the WriteBuffers + ProduceBufferCounter to avoid any misaligment.
-> Other minimal adjustments: Alongside these important adjustment, others were also made to ensure logical coherency to this recent changes, such as ensuring FullSynchronization of buffers path, since GPU has mostly a syncing issue with certain type of textures and vertex calculations, the original behavior of jumping into a non-synchronize path of buffers let GPU ran without proper awareness of the textures being loaded, ensuring more performance if all the textures reached properly inside GPU, but with no safety provided for buffers, even we added a cases were dummies and mostly buffer trash data gets discarded by nullDescriptors, this won't ensure graphical artifacts or a bad calculation on the range of lightning/ gfx could appear. I dare to think this was thought to be implemented due to the original heavy costs on Yuzu's time, this along the removal of QCOM's drivers from Query's Presync funtions.
A small adjustment to the mutable functions inside the CreateImageView structure to add the extended usage:
"Because Switch's GPU creates incompatible views (sRGB and UNORM) on the same image. A sRGB image can't be used as storage but it is in a UNORM view. Which is exactly the use case of these flags." - @weakboson
During all of this changes inside queries, we started to get in some devices "Device Loss" warning from Vulkan along 2 specific warnings:
- [ 102.384895] Render.Vulkan <Critical> video_core/vulkan_common/vulkan_debug_callback.cpp:69:DebugUtilCallback: vkDeviceWaitIdle(): THREADING ERROR : object of type VkQueue is simultaneously used in current thread 517024609280 and thread 517864567808
- [ 114.003530] Render.Vulkan <Critical> video_core/vulkan_common/vulkan_debug_callback.cpp:69:DebugUtilCallback: vkCmdBeginQuery(): VkQueryPool 0x15e400000015e4 and query 172: query not reset. After query pool creation, each query must be reset (with vkCmdResetQueryPool or vkResetQueryPool) before it is used. Queries must also be reset between uses.
Since before all of this adjustments, original GPU thread often take it's time to stop and look for a moment to synchronize with CPU (non-TimelineSemaphore), the whole flow data was improved that we were producing more data stale than we could really take due to the lack of a Reset to avoid pools being filled with old data, in order to get rid of this, another try to implement ResetQueryPool's appeared which was intented to be implemented some months ago and got removed in #3270, this time aligning the vkDeviceWaitIdle + ResetQueryPool was proved to be effective than first implementation and didn't caused major issues, now GPU can Vulkan can reset staling data, which can catalogued as old once they were used and displayed in frame, keeping a more fluid exchance and discard of data.
- Fixes VUID-vkCmdBeginQuery-None-00807
- Fixes multithreading error with vkDeviceWaitIdle and data allocation
We have some other changes to the coherency of ExtendedDynamicState2 and the feature of restart primitives, which now patches topologies once are processed if they pass through ExtendedDynamicState2 enabled and get reset before every draw to prevent another topology VUID; also I ensured refresh, reset, clamp and overall improve the math inside the Viewport/ Scissor feature operations inside DynamicState and later upgrades.
---------------------------
UPDATE (23/04/2026): After passing a heavy testing phase, an issue was encountered with AMD drivers on Windows which based on the commit: c07dfa6fb4, Super Mario Odissey started to show vertex glitches on the the waterfall + water fog being rendered incorrectly, if VertexInputDynamicState was disabled caused black screen on ExtendedDynamicState (1 - 3) and hard crash if ExtendedDynamicState it was disabled; this situation was caused to the vertex input dynamic tied to ExtendedDynamicState1, AMD driver didn't allowed fast access to BindVertexBuffers2EXT without binding strides first, which caused a syncing problem between the binded vertex and the missing buffer in the same chain, this got fixed by removing the conditions for vertex input dynamic.
Aside that; another pair of issues were addressed in the meantime of refining this PR, one of them was to solve the failing BGR565 formats to swizzle into RGBA5 which allows to swap between red and blue; solving the inverse situation of blue icons on Mario Kart 8 Deluxe for older QCOM drivers and SoC's, such as Snapdragon 855 - 870; which will also help some Exynos processors to render properly. This solution was converted into a toggle/hack because it's use it's very conditional on older hardware; newer SoC's such as 8 Elite won't longer require this handling to convert properly BGR565 texture even if the support for the format is not available.
---------------------------
Here an small preview of what this pr has been fixed so far, but our testing range may be more limited than what this can actually do:
- Allow to display new effect on games
1. Jump Force: New particle on stages and main menu.
2. The Legend Of Zelda - Echoes of Wisdom: darkness post processing effect on screen filter such as game intro and smokes on houses (8 Elite).
3. Reduce texture flickering on games such as EoW, Monster Hunter Rise.
4. Improved performance stability on various games with Android.
5. Improved Xenoblade games rendering with QCOM stock drivers by improve viewpoint handling (8 Elite).
6. Fixes vertex explosion on Xenoblade 3 with AMD GPU with extended dynamic state enabled.
7. Fixed Mario Kart 8 Deluxe rendering with VK_EXT_vertex_input_dynamic_state enabled.
8. Fixes certain angle of Pokemon Legend Z-A would look mono color with vertex input dynamic state.
9. Fixed graphical issue with VK_EXT_vertex_input_dynamic_state on mobile drivers.
10. Fixed vertex explosion with Turnip (8 Elite) on The Legend Of Zelda- Breath Of The Wild during loading screen.
11. Fixed issue of vertex on Pokémon Legends ZA with VK_EXT_vertex_input_dynamic_state enabled.
12. Improved rendering and stability of Inmortal Fenyx Rising, including QCOM drivers being able to reach into gameplay.
13. Fixes Paper Mario - The-Thousand-Year Door missing rendering on animations through the whole game.
14. Fixed Mario Kart 8 Deluxe blue tint icon on Snapdragon 855 - 870 (by enabling Emulated BGR565 hack toggle).
15. Fixed Naruto Ultimate Ninja Storm issue rendering on characters like Naruto being blue on older QCOM SoC's and Exynos (by enabling Emulated BGR565 hack toggle)
16. Fixed Dangaronpa Killing Harmony v3 issue rendering on characters with blue tint on older QCOM SoC's.
---------------------------
_**Special Thanks - Credits**_
-> @Gidoly for being able to keep track of the intensive testing phase this pr required and the will to keep helping in development, you're a good friend and very useful.
-> @CaptFaraday for the suggestion of the fix for Paper Mario.
-> @wildcard for the review during the refactor of VK_EXT_transform_feedback, without this comment I would probably ran into many untrackable issues.
-> @weakboson for the suggestion into the solution for sRGB's and UNORM's in the incompatible views.
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3853
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-04-24 16:37:18 +02:00
1614 changed files with 102380 additions and 69583 deletions
value:Tech support does not belong here. You should only file an issue here if you think you have experienced an actual bug with yuzu.
value:Tech support does not belong here. You should only file an issue here if you think you have experienced an actual bug with Eden.
- type:checkboxes
attributes:
label:Is there an existing issue for this?
@ -43,7 +43,7 @@ body:
id:log
attributes:
label:Log File
description:A log file will help our developers to better diagnose and fix the issue. Instructions can be found [here](https://yuzu-emu.org/help/reference/log-files).
description:A log file will help our developers to better diagnose and fix the issue. Instructions can be found [here](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/user/HowToAccessLogs.md).
- [ ] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [ ] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [ ] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
+# master project detection--useful for FetchContent/submodule inclusion
+set(master_project OFF)
+set(subproject ON)
+
+if (NOT DEFINED PROJECT_NAME)
+ set(master_project ON)
+ set(subproject OFF)
+endif()
+
project(spirv-tools)
# Avoid a bug in CMake 3.22.1. By default it will set -std=c++11 for
@@ -135,46 +144,49 @@ if (DEFINED SPIRV_TOOLS_EXTRA_DEFINITIONS)
add_definitions(${SPIRV_TOOLS_EXTRA_DEFINITIONS})
endif()
-# Library build setting definitions:
-#
-# * SPIRV_TOOLS_BUILD_STATIC - ON or OFF - Defaults to ON.
-# If enabled the following targets will be created:
-# ${SPIRV_TOOLS}-static - STATIC library.
-# Has full public symbol visibility.
-# ${SPIRV_TOOLS}-shared - SHARED library.
-# Has default-hidden symbol visibility.
-# ${SPIRV_TOOLS} - will alias to one of above, based on BUILD_SHARED_LIBS.
-# If disabled the following targets will be created:
-# ${SPIRV_TOOLS} - either STATIC or SHARED based on SPIRV_TOOLS_LIBRARY_TYPE.
-# Has full public symbol visibility.
-# ${SPIRV_TOOLS}-shared - SHARED library.
-# Has default-hidden symbol visibility.
-#
-# * SPIRV_TOOLS_LIBRARY_TYPE - SHARED or STATIC.
-# Specifies the library type used for building SPIRV-Tools libraries.
-# Defaults to SHARED when BUILD_SHARED_LIBS=1, otherwise STATIC.
-#
-# * SPIRV_TOOLS_FULL_VISIBILITY - "${SPIRV_TOOLS}-static" or "${SPIRV_TOOLS}"
-# Evaluates to the SPIRV_TOOLS target library name that has no hidden symbols.
-# This is used by internal targets for accessing symbols that are non-public.
-# Note this target provides no API stability guarantees.
-#
-# Ideally, all of these will go away - see https://github.com/KhronosGroup/SPIRV-Tools/issues/3909.
-option(ENABLE_EXCEPTIONS_ON_MSVC "Build SPIRV-TOOLS with c++ exceptions enabled in MSVC" ON)
-option(SPIRV_TOOLS_BUILD_STATIC "Build ${SPIRV_TOOLS}-static target. ${SPIRV_TOOLS} will alias to ${SPIRV_TOOLS}-static or ${SPIRV_TOOLS}-shared based on BUILD_SHARED_LIBS" ON)
AI and LLM use is *strictly* prohibited within our codebase and surrounding community, including issues and comments. This includes using AI or LLMs to write docs/commit messages, debug issues, brainstorm ideas, research concepts, or search the codebase.
AI and LLM use is *strictly* prohibited within our codebase and surrounding community, including issues and comments. This includes using AI or LLMs to write docs/commit messages, debug issues, brainstorm ideas, research concepts, or search the codebase.
- Join our [Discord](https://discord.gg/HstXbPch7X) community
- Submit [bug reports or feature requests](https://github.com/eden-emulator/Issue-Reports/issues), or on [Codeberg](https://codeberg.org/eden-emu/eden/issues)
- Contribute to our [translation efforts](./dist/languages/README.md)
## Code Contributions
Eden is free, open-source, copyleft software, licensed under the terms of the [GPLv3](https://www.gnu.org/licenses/gpl-3.0.en.html). You would do well to familiarize yourself with the GPL, [its FAQ](https://www.gnu.org/licenses/gpl-faq.html), and [free software as a concept](https://www.gnu.org/philosophy/free-sw.html) before contributing. If these terms are not acceptable to you, then you shouldn't contribute.
### Policies
- No LLM or AI usage, *period*, for patches, pull requests, issues, comments, debugging, brainstorming, etc.
- For details on why, see the [detailed AI policy](docs/policies/AI.md).
- Usage of any form of profanity or otherwise unsavory language is generally discouraged.
- This is primarily because it rarely helps to actually understand what's going on.
- Remember that your comments should be focused and actually address what's happening. With very few exceptions, expletives are actively detrimental at best.
- New code must follow the same general style as the surrounding codebase. Exceptions may be granted in certain cases.
- Maintainers reserve the right to change your patches and pull requests at will. We will try to avoid this.
- You should generally respect all decisions made by the [code owners](docs/CODEOWNERS) in your particular subsystem.
- However, if you feel they are overstepping or are incorrect, don't be afraid to stand your ground! Maintainers are not always correct.
- While we do *not* adhere to the terms of a formal code of conduct, you will generally be expected to respect other developers, contributors, and community members.
- You **must** have basic knowledge of [Git](https://git-scm.com/learn). Knowing how to manage your branches and follow proper fork policies is a necessity.
### Where do I start?
Anywhere you like! If you are facing an issue and want to fix it, go ahead. For new features, you are heavily encouraged to open a feature request on GitHub, Codeberg, or Forgejo first, discussing the motivations, potential implementation, and user flow of your desired feature. Our UI/UX designers will work with you to refine your feature before you actually choose to implement it.
You may also search for open issues on [GitHub](https://github.com/eden-emulator/Issue-Reports/issues), [Codeberg](https://codeberg.org/eden-emu/eden/issues), or [Forgejo](https://git.eden-emu.dev/eden-emu/eden/issues). For larger features/refactors, you should first express your interest in the issue to ensure another developer isn't already working on it.
### Great! Can I contribute already?
There are five primary ways to contribute.
- Submit pull requests directly to our source tree
- You must first request an account on our Forgejo. See [Signup](#how-do-i-sign-up)
- Submit pull requests to our [GitHub mirror](https://github.com/eden-emulator/Issue-Reports)
- Note that this is subject to being removed by DMCA, so don't rely on this.
- Submit pull requests to our [Codeberg mirror](https://codeberg.org/eden-emu/eden)
- Codeberg is not subject to draconian DMCA laws, but they have been hostile to emulators such as Torzu in the past. Thus, you shouldn't rely on this either.
- Submit patches to [`patch@eden-emu.dev`](mailto:patch@eden-emu.dev)
- These **must** be in `git format-patch` format. You should familiarize yourself with the [art of patching](https://www.gitkraken.com/learn/git/git-patch) beforehand.
- Alongside the contents of your email, please attach the patch/diff file itself for easy access and use.
- Email our developers at [`developers@eden-emu.dev`](mailto:developers@eden-emu.dev) with any of your relevant findings or code changes.
To test your changes, ensure to read the [build documentation](./docs/Build.md) for your specific platform(s) to ensure everything compiles and works properly. You should also make sure that your branch is up-to-date with the upstream `master` branch before opening a pull request.
### How do I sign up?
<details>
<summary>To sign up and begin contributing... (click to open)</summary>
Email [crueter@crueter.xyz](mailto:crueter@crueter.xyz) with the following format:
```txt
Subject: [Eden Git] Registration Request
Username: <YourDesiredUsername>
Email: <YourDesiredEmail>
I wish to sign up because... <yourreasonhere>
```
Received mail that does not follow this format will be ignored.
Once your request is processed, you will receive a confirmation email with your temporary password and some information on Git access and policies. If you do not receive a response within 48 hours, feel free to 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 or Junk folder.
</details>
## Non-code Contributions
Alongside the other contribution methods listed up top, you can also choose to contribute through documentation, organization, or community guides. These can be done either through the code contribution methods described above, or created externally and shared via our Discord community.
If you have an external tool/page that you believe would be handy to integrate/link into Eden, please additionally email our developers at [`developers@eden-emu.dev`](mailto:developers@eden-emu.dev). **Do not submit vibe-coded or AI generated tools or applications**.
Most of the development happens on our Git server. It is also where [our central repository](https://git.eden-emu.dev/eden-emu/eden) is hosted. For development discussions, please join us on [Discord](https://discord.gg/HstXbPch7X) or [Stoat](https://stt.gg/qKgFEAbH).
You can also follow us on [X (Twitter)](https://nitter.poast.org/edenemuofficial) for updates and announcements.
If you would like to contribute, we are open to new developers and pull requests. Please ensure that your work is of a high standard and properly documented. You can also contact any of the developers on Discord or Stoat to learn more about the current state of the emulator.
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).
To contribute to Eden; be it financially, code, bug reports, or otherwise, see our [Contributing guidelines](./CONTRIBUTING.md).
## Documentation
@ -73,23 +67,24 @@ For information on provided development tooling, see the [Tools directory](./too
## Download
You can download the latest releases from [here](https://git.eden-emu.dev/eden-emu/eden/releases).
You can download the latest releases from [our release page](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
If you enjoy the project and would like to support us financially, please check out our developers' [donation pages](https://eden-emu.dev/donations)!
Any donations received will go towards things such as:
* Switch consoles to explore and reverse-engineer the hardware
* Switch games for testing, reverse-engineering, and implementing new features
* Web hosting and infrastructure setup
* Additional hardware (e.g. GPUs as needed to improve rendering support, other peripherals to add support for, etc.)
* CI Infrastructure
If you would prefer to support us in a different way, please join our [Discord](https://discord.gg/HstXbPch7X) and talk to Camille or any of our other developers.
## License
Eden is licensed under the GPLv3 (or any later version). Refer to the [LICENSE.txt](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/LICENSE.txt) file.
## Special thanks
Super special thanks to Cloudflare for preventing the git server from blowing up.
- Yuzu
- Ryujinx
- Sudachi
- Citron
- Torzu
- Suyu
- Ryubing
And everyone who continues or had contributed to the project! <3
<p>Multiplatform FOSS Switch 1 emulator written in C++, derived from Yuzu and Sudachi</p>
<p>Eden is a free and open-source (FOSS) Switch 1 emulator started by developer Camille LaVey. Written in C++, with builds for Windows, Linux, macOS, Android, FreeBSD and more.</p>
Qt has "Translation Rules for Plurals", small example
```cpp
// Take a source line like
tr("Building: %n shader(s)", "", i)
@ -9,8 +10,9 @@ Qt has "Translation Rules for Plurals", small example
Building: 1 shader
// i = 2:
Building: 2 shaders
```
For yuzu the source language used is English, for all other languages handling of plurals is handled by Qt and the translation collaboration site. Handling plurals in the source language (English) requires special consideration.
For Yuzu the source language used is English, for all other languages handling of plurals is handled by Qt and the translation collaboration site. Handling plurals in the source language (English) requires special consideration.
With CMake flag GENERATE_QT_TRANSLATION a generated_en.ts file is created from the source. It ignored by git (`.gitignore` in the project root). It is placed in this directory so that the relative refrences with the source code is correct.
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This directory stores translation patches (TS files) for yuzu Qt frontend. This directory is linked with the [Eden project on transifex](https://app.transifex.com/edenemu/eden-emulator), so you can update the translation by executing `tx pull -t -a`. If you want to contribute to the translation, please go the transifex link and submit your translation there. This directory on the main repo will be synchronized with transifex periodically. Do not directly open PRs on github to modify the translation.
# Translating
This directory stores translation patches (TS files) for Yuzu Qt frontend. This directory is linked with the [Eden project on Transifex](https://app.transifex.com/edenemu/eden-emulator), so you can update the translation by executing `tx pull -t -a` in the root of this repository. If you want to contribute to the translation, please go the Transifex link and submit your translation there.
When creating/improving translations, please keep in mind:
- You are responsible for providing accurate translations that do NOT contain illicit content or messages,
- Many of our developers do not speak the languages you may be translating, so will only be able to help with confusions about the source language,
- And bad-faith translations or attempts to insert illicit content may result in an immediate removal of access.
New language requests will not be honored for the time being.
description=Cel shaded look: the picture is cleaned first, then the lighting is collapsed into flat bands with inked edges, finished with a small glow.
description=Cleans up a low internal resolution: removes dithering and compression noise, smooths banded skies and brings edge detail back. The safe starting point if you are not sure what you want.