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<title>eglantine-cirakg/src/core/hle/kernel/kernel.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>
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<updated>2026-11-02T19:31:11+00:00</updated>
<entry>
<title>kernel: define thread-local state out of line for LTO</title>
<updated>2026-11-02T19:31:11+00:00</updated>
<author>
<name>snowstormxd</name>
<email>214507868+snowstormxd@users.noreply.github.com</email>
</author>
<published>2026-11-02T19:31:11+00:00</published>
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<id>urn:sha1:43490c0417f6ef07a5999c2f8cf1c18e4e4a8520</id>
<content type='text'>
Give the implementation-local TLS object one definition so ThinLTO retains its dynamic initializer. The state and its lifetime are unchanged.

Assisted by Codex.
</content>
</entry>
<entry>
<title>kernel: clear the fastmem arena when the application process is closed</title>
<updated>2026-10-30T04:54:09+00:00</updated>
<author>
<name>Takoroka</name>
<email>137927095+Takoroka@users.noreply.github.com</email>
</author>
<published>2026-10-30T04:54:09+00:00</published>
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<id>urn:sha1:74cbdf00565e17b793d4b4927538f4bfe9b9ac8d</id>
<content type='text'>
Loading a Switch 2 game after another one in the same window hung or
crashed it at boot. The first game's process still had 55-60 references
at kernel shutdown, so it was never finalized and its memory stayed
mapped in the fastmem arena. The next game's mappings at the same
addresses then failed ("Failed to split placeholder" / "Failed to map
placeholder"), and it ran on the first game's memory: Mario Kart World
loaded after another Switch 2 game jumped to a garbage address from
rtld, or hung.

Detach the closed process from the arena (a late finalize must not
unmap the next game's memory), unmap the whole arena, and log when the
process was still referenced.
</content>
</entry>
<entry>
<title>core: emulate six CPU cores</title>
<updated>2026-10-28T15:29:20+00:00</updated>
<author>
<name>Takoroka</name>
<email>137927095+Takoroka@users.noreply.github.com</email>
</author>
<published>2026-10-28T15:29:20+00:00</published>
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<id>urn:sha1:3b1639daa3650faf1b56906524b75f019f707f00</id>
<content type='text'>
Switch 2 applications are given cores 0..5 (title 4's npdm) and start a
job worker per core. With four emulated cores, 4 and 5 were folded onto
0 and 1, so two cores ran two workers each. Switch 1 titles keep using
cores 0..3; core 3 stays the shared system core.
</content>
</entry>
<entry>
<title>[common] Switch to boost::unordered_flat containers (#4326)</title>
<updated>2026-08-31T00:58:09+00:00</updated>
<author>
<name>crueter</name>
<email>crueter@eden-emu.dev</email>
</author>
<published>2026-08-31T00:58:09+00:00</published>
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<id>urn:sha1:7fda6dde73ab9fa1eab40d43c90720a1d9ba054f</id>
<content type='text'>
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 &lt;crueter@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.

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4326
Reviewed-by: Lizzie and Samuel &lt;lizzie@eden-emu.dev&gt;
Reviewed-by: MaranBr &lt;maranbr@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[core, hle, video_core, memory] Improve multi-process, display layers, dynamic shader cache and rework overlay (#4238)</title>
<updated>2026-08-28T23:04:02+00:00</updated>
<author>
<name>Maufeat</name>
<email>sahyno1996@gmail.com</email>
</author>
<published>2026-08-28T23:04:02+00:00</published>
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<id>urn:sha1:54cd5fb8ebf11b71c676b72a32811873caef20de</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.

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

- 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 &amp; 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 &lt;lizzie@eden-emu.dev&gt;
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
Reviewed-by: MaranBr &lt;maranbr@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[video_core, hle] remove redundant parent references in system structs (#3908)</title>
<updated>2026-06-23T04:31:25+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2026-06-23T04:31:25+00:00</published>
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<id>urn:sha1:3aa0d462598beb2021308eee1d757d74fe33b312</id>
<content type='text'>
reworked a bit to remove references of parent objects and instead pass as arguments to methods to prevent useless reloads

Signed-off-by: lizzie &lt;lizzie@eden-emu.dev&gt;
Co-authored-by: maufeat &lt;sahyno1996@gmail.com&gt;
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3908
Reviewed-by: Maufeat &lt;sahyno1996@gmail.com&gt;
Reviewed-by: crueter &lt;crueter@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[core/hle/kernel] Remove redundant TLS load/stores, reuse computed segment+address instead (#3932)</title>
<updated>2026-05-09T03:48:20+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2026-05-09T03:48:20+00:00</published>
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<id>urn:sha1:672c21829b1126aeb1c1bfb867ac03e57e2e3c3a</id>
<content type='text'>
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 &lt;lizzie@eden-emu.dev&gt;

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3932
Reviewed-by: MaranBr &lt;maranbr@eden-emu.dev&gt;
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
</content>
</entry>
<entry>
<title>[common/logging] Simplify logging logic and fix issues when logging before system is created (#3688)</title>
<updated>2026-03-12T17:29:15+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2026-03-12T17:29:15+00:00</published>
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<id>urn:sha1:395613b01f918b559f0a3b1718c78f81987c49d4</id>
<content type='text'>
- our logging code was bigger than spdlog itself, why???? just keep it simple
- fix issues when logging before logging system is even started
- removes the "initialized logging twice" issue
- removes uneeded indirection in file logging
- uses direct formatting instead of jumping hoopla-around the fmt::format() ressult
- code duplication and dead code removal as usual

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

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

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

Signed-off-by: lizzie &lt;lizzie@eden-emu.dev&gt;
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3688
Reviewed-by: crueter &lt;crueter@eden-emu.dev&gt;
Reviewed-by: DraVee &lt;chimera@dravee.dev&gt;
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
Co-authored-by: lizzie &lt;lizzie@eden-emu.dev&gt;
Co-committed-by: lizzie &lt;lizzie@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[*] change all std::unordered_map and std::unordered_set into ankerl::unordered_dense::map/set variants (#3442)</title>
<updated>2026-02-10T02:34:07+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2026-02-10T02:34:07+00:00</published>
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<id>urn:sha1:a8093c2a3cf98ccccabeb1d6a2c1ccc5e191557f</id>
<content type='text'>
mainly doing this to reduce memory footprint; we all know how nice ankerl::unordered_dense is

in theory 4x faster - in practice these maps arent that "hot" anyways so not likely to have much perf gained

i just want to reduce mem fragmentation to ease my porting process, plus it helps other platforms as well (ahem weak Mediatek devices) :)

Signed-off-by: lizzie &lt;lizzie@eden-emu.dev&gt;

Co-authored-by: Caio Oliveira &lt;caiooliveirafarias0@gmail.com&gt;
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3442
Reviewed-by: DraVee &lt;dravee@eden-emu.dev&gt;
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
Co-authored-by: lizzie &lt;lizzie@eden-emu.dev&gt;
Co-committed-by: lizzie &lt;lizzie@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[common, core] remove uneeded memory indirection overhead at startup (#3306)</title>
<updated>2026-01-16T22:39:16+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2026-01-16T22:39:16+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=83a28dc251c287888d99e045a2682a89c8cd4efe'/>
<id>urn:sha1:83a28dc251c287888d99e045a2682a89c8cd4efe</id>
<content type='text'>
for core stuff:
just remove unique ptrs that dont need any pointer stability at all (afterall its an allocation within an allocation so yeah)

for fibers:
Main reasoning behind this is because virtualBuffer&lt;&gt; is stupidly fucking expensive and it also clutters my fstat view
ALSO mmap is a syscall, syscalls are bad for performance or whatever
ALSO std::vector&lt;&gt; is better suited for handling this kind of "fixed size thing where its like big but not THAT big" (512 KiB isn't going to kill your memory usage for each fiber...)

for core.cpp stuff
- inlines stuff into std::optional&lt;&gt; as opposed to std::unique_ptr&lt;&gt; (because yknow, we are making the Impl from an unique_ptr, allocating within an allocation is unnecessary)
- reorganizes the structures a bit so padding doesnt screw us up (it's not perfect but eh saves a measly 44 bytes)
- removes unused/dead code
- uses std::vector&lt;&gt; instead of std::deque&lt;&gt;

no perf impact expected, maybe some initialisation boost but very minimal impact nonethless
lto gets rid of most calls anyways - the heavy issue is with shared_ptr and the cache coherency from the atomics... but i clumped them together because well, they kinda do not suffer from cache coherency - hopefully not a mistake

this balloons the size of Impl to about 1.67 MB - which is fine because we throw it in the stack anyways

REST OF INTERFACES: most of them ballooned in size as well, but overhead is ok since its an allocation within an alloc, no stack is used (when it comes to storing these i mean)

Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3306
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
Reviewed-by: MaranBr &lt;maranbr@eden-emu.dev&gt;
Co-authored-by: lizzie &lt;lizzie@eden-emu.dev&gt;
Co-committed-by: lizzie &lt;lizzie@eden-emu.dev&gt;
</content>
</entry>
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