<feed xmlns='http://www.w3.org/2005/Atom'>
<title>eglantine-cirakg/src/common/settings.cpp, branch nx2</title>
<subtitle>Mirror of github.com/cira0100/Eglantine-public nx2, a fork of Djihads80/Eglantine.</subtitle>
<id>https://git.cirakg.xyz/eglantine-cirakg/atom?h=nx2</id>
<link rel='self' href='https://git.cirakg.xyz/eglantine-cirakg/atom?h=nx2'/>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/'/>
<updated>2026-10-31T17:04:23+00:00</updated>
<entry>
<title>1st pass of review: code cleanup &amp; windows test</title>
<updated>2026-10-31T17:04:23+00:00</updated>
<author>
<name>néo Luigi</name>
<email>85024393+neoluigi4123@users.noreply.github.com</email>
</author>
<published>2026-10-31T14:33:09+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=82963e6750cef756d2ad4d1115dc9dca420d4313'/>
<id>urn:sha1:82963e6750cef756d2ad4d1115dc9dca420d4313</id>
<content type='text'>
Assisted-by: Claude Opus 5.5 (review, cleanup and log analysis)
</content>
</entry>
<entry>
<title>texture_cache: keep Switch 2 VRAM use under the driver's budget</title>
<updated>2026-10-31T17:04:23+00:00</updated>
<author>
<name>Wael3rd</name>
<email>29479851+Wael3rd@users.noreply.github.com</email>
</author>
<published>2026-10-31T06:34:14+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=2065b1431c0ecfeade61a7e7511889c4800b6bb9'/>
<id>urn:sha1:2065b1431c0ecfeade61a7e7511889c4800b6bb9</id>
<content type='text'>
Mario Kart World filled the GPU after a few minutes on 8 GB cards, and on
16 GB cards with uncompressed ASTC: textures were created without memory
(garbage), then the emulator crashed. The Switch 2 collector thresholds
came from the sum of all heap budgets, but on AMD the host-visible
device-local heap is the same VRAM, so the critical threshold ended above
the real budget and the collector never kicked in. Unbacked images were
also counted at their full size.

Thresholds now follow the main device-local heap's budget, re-read every
30 frames, and images count the memory they really have. Switch 2 titles
on GPUs under 12 GiB re-compress ASTC to BC3 for the session when it is
set to Uncompressed (EDEN_NX2_KEEP_ASTC=1 opts out), and
EDEN_NX2_VRAM_LIMIT_MIB simulates a smaller GPU for testing.

Assisted-by: Claude Opus 5.5 (diagnosis and code)
</content>
</entry>
<entry>
<title>Added FSR 3 Upscaling and Frame Generation</title>
<updated>2026-10-30T18:37:31+00:00</updated>
<author>
<name>Djihads80</name>
<email>mahboubijoujou111@gmail.com</email>
</author>
<published>2026-10-30T18:34:38+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=8a72dc011e0a30a6bddd1f2476a94927787e6e15'/>
<id>urn:sha1:8a72dc011e0a30a6bddd1f2476a94927787e6e15</id>
<content type='text'>
</content>
</entry>
<entry>
<title>[buffer_cache] Simplify GPU fence synchronization and remove GPU buffer readback (#4477)</title>
<updated>2026-09-26T03:01:27+00:00</updated>
<author>
<name>MaranBr</name>
<email>maranbr@eden-emu.dev</email>
</author>
<published>2026-09-26T03:01:27+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=f273423b2b83f1a37cc7c1a7a92601f26e0c12ae'/>
<id>urn:sha1:f273423b2b83f1a37cc7c1a7a92601f26e0c12ae</id>
<content type='text'>
- [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 understood to improve GPU synchronization within the buffer cache in certain edge cases.

GPU Fence Strict is no longer necessary. We now apply the stronger synchronization only in the specific case that actually requires it.

The GPU Buffer Readback has been removed, as it is no longer needed following PR #4473.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4477
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
</content>
</entry>
<entry>
<title>[common/logging] Fix long logs, remove clutter on Android logcat (#4310)</title>
<updated>2026-08-30T06:24:00+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2026-08-30T06:24:00+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=e5b656e3725dc3718e31a4d6d91649801dcdd40b'/>
<id>urn:sha1:e5b656e3725dc3718e31a4d6d91649801dcdd40b</id>
<content type='text'>
Signed-off-by: lizzie &lt;lizzie@eden-emu.dev&gt;

- [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 &lt;Warning&gt; 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 &lt;Warning&gt; 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 &lt;Warning&gt; 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 &lt;Warning&gt; 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 &lt;crueter@eden-emu.dev&gt;
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
</content>
</entry>
<entry>
<title>[debug] debug knobs adjustments (#4317)</title>
<updated>2026-08-30T06:17:54+00:00</updated>
<author>
<name>xbzk</name>
<email>xbzk@eden-emu.dev</email>
</author>
<published>2026-08-30T06:17:54+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=48a95da874d519297486402ef597da6f782f349c'/>
<id>urn:sha1:48a95da874d519297486402ef597da6f782f349c</id>
<content type='text'>
- [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.

-------------------
minor changes to debug knobs:

-changed its category to System so it becomes per-game-able (believe me, it's useful)
-fixed kotlin field type to UShort
-changed get to Get for proper standard
-added spacings and more info to docs

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4317
Reviewed-by: Lizzie and Samuel &lt;lizzie@eden-emu.dev&gt;
Reviewed-by: crueter &lt;crueter@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[common/logging] Fix logging overflow on logging settings (#4308)</title>
<updated>2026-08-26T18:38:52+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2026-08-26T18:38:52+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=faaf1bac6405658755421b2764cc4a16f8b800b8'/>
<id>urn:sha1:faaf1bac6405658755421b2764cc4a16f8b800b8</id>
<content type='text'>
Signed-off-by: lizzie &lt;lizzie@eden-emu.dev&gt;

- [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.

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

Apparently on FBSD we have plenty of stack space -- but not on Linux.
Just fixes a stack overflow thing.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4308
Reviewed-by: MaranBr &lt;maranbr@eden-emu.dev&gt;
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
</content>
</entry>
<entry>
<title>[vulkan, android] Initial implementation of LSFG-VK (#4263)</title>
<updated>2026-08-16T22:30:19+00:00</updated>
<author>
<name>CamilleLaVey</name>
<email>camillelavey99@gmail.com</email>
</author>
<published>2026-08-16T22:30:19+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=2000fdfb7b27e5e2546098b44268fc74887b22a5'/>
<id>urn:sha1:2000fdfb7b27e5e2546098b44268fc74887b22a5</id>
<content type='text'>
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 &lt;lizzie@eden-emu.dev&gt;
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4263
</content>
</entry>
<entry>
<title>[video_core] Improve synchronization and refactor buffer cache timing logic (#4182)</title>
<updated>2026-07-10T03:25:12+00:00</updated>
<author>
<name>MaranBr</name>
<email>maranbr@outlook.com</email>
</author>
<published>2026-07-10T03:25:12+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=a27d35463ef9d78553313b568e96f98097be7c11'/>
<id>urn:sha1:a27d35463ef9d78553313b568e96f98097be7c11</id>
<content type='text'>
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 &lt;xbzk@eden-emu.dev&gt;
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4182
Reviewed-by: Lizzie &lt;lizzie@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>xbzk/gpu-logging_qt-controls_android-fix (#4018)</title>
<updated>2026-06-27T00:52:13+00:00</updated>
<author>
<name>xbzk</name>
<email>xbzk@eden-emu.dev</email>
</author>
<published>2026-06-27T00:52:13+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=09b6b3b71e74a47ae8b8ffe64b1803fc34bae6a2'/>
<id>urn:sha1:09b6b3b71e74a47ae8b8ffe64b1803fc34bae6a2</id>
<content type='text'>
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 &lt;maranbr@eden-emu.dev&gt;
</content>
</entry>
</feed>
