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<title>eglantine-cirakg/src/video_core/buffer_cache/buffer_base.h, 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>2026-07-10T03:25:12+00:00</updated>
<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>
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<id>urn:sha1:a27d35463ef9d78553313b568e96f98097be7c11</id>
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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>[texture_cache, buffer_cache] Added TLS handling + changed command queue for GPU threading. (#3579)</title>
<updated>2026-02-19T23:52:07+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2026-02-19T23:52:07+00:00</published>
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<id>urn:sha1:c9c136bea7567c825be19c1dcb481a47ee6536f6</id>
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(Merge of #3495 + #3108)

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

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

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

Co-Authored-by: @CamilleLaVey
Co-Authored-by: @Lizzie
Co-authored-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3579
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>SMMU: Initial adaptation to video_core.</title>
<updated>2024-01-19T02:12:30+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2023-12-25T06:32:16+00:00</published>
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</entry>
<entry>
<title>GPU: Add Reactive flushing</title>
<updated>2023-05-07T21:46:12+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2023-04-30T15:14:06+00:00</published>
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<entry>
<title>BufferCache: Fixes and address feedback</title>
<updated>2023-05-01T09:43:26+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2023-04-28T21:54:54+00:00</published>
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<entry>
<title>Clang: format and ficx compile errors.</title>
<updated>2023-04-28T22:46:31+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2023-04-23T01:58:16+00:00</published>
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<entry>
<title>Buffer Cache: Fully rework the buffer cache.</title>
<updated>2023-04-28T22:46:31+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2022-11-19T23:09:56+00:00</published>
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<entry>
<title>svc: Fix type consistency (exposed on macOS)</title>
<updated>2023-02-21T21:39:17+00:00</updated>
<author>
<name>Merry</name>
<email>git@mary.rs</email>
</author>
<published>2023-02-21T21:36:20+00:00</published>
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</entry>
<entry>
<title>buffer_base: Partially revert changes from #9559</title>
<updated>2023-02-09T00:37:23+00:00</updated>
<author>
<name>ameerj</name>
<email>52414509+ameerj@users.noreply.github.com</email>
</author>
<published>2023-02-08T23:31:52+00:00</published>
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<id>urn:sha1:c5f3db8235e86040f5a3b17d172430ac00be6544</id>
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This fixes a regression where Yoshi's Crafted World (and potentially other titles) would enter an infinite loop when GPU Accuracy was set to "Normal"
</content>
</entry>
<entry>
<title>BufferBase: Don't ignore GPU pages.</title>
<updated>2023-01-05T19:00:10+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2023-01-05T11:43:54+00:00</published>
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