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<title>eglantine-cirakg/src/video_core/engines/kepler_memory.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>2026-06-23T04:31:25+00:00</updated>
<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>[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>DMAPusher: Improve collection of non executing methods</title>
<updated>2023-01-01T21:43:57+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2022-11-26T23:58:06+00:00</published>
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<id>urn:sha1:4bf1ee5bdcbc95ed059de6bc2a8e5a157d73204d</id>
<content type='text'>
</content>
</entry>
<entry>
<title>engines: Remove unnecessary casts</title>
<updated>2022-11-29T13:38:46+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2022-11-29T13:04:40+00:00</published>
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<id>urn:sha1:0d9c723df4edc5c3714c879d225e7a1e04f7c61b</id>
<content type='text'>
In a few cases we have some casts that can be trivially removed.
</content>
</entry>
<entry>
<title>DMA &amp; InlineToMemory Engines Rework.</title>
<updated>2022-10-06T19:00:53+00:00</updated>
<author>
<name>bunnei</name>
<email>bunneidev@gmail.com</email>
</author>
<published>2022-08-14T09:36:36+00:00</published>
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<id>urn:sha1:616e83dd94e8b8746c688f07f3dee5ba8ae54e9e</id>
<content type='text'>
</content>
</entry>
<entry>
<title>general: Convert source file copyright comments over to SPDX</title>
<updated>2022-04-23T09:55:32+00:00</updated>
<author>
<name>Morph</name>
<email>39850852+Morph1984@users.noreply.github.com</email>
</author>
<published>2022-04-23T08:59:50+00:00</published>
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<id>urn:sha1:2b87305d319f0bd04da36fb96314934f37b12637</id>
<content type='text'>
This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
</content>
</entry>
<entry>
<title>video_core: Reduce unused includes</title>
<updated>2022-03-19T19:01:31+00:00</updated>
<author>
<name>ameerj</name>
<email>52414509+ameerj@users.noreply.github.com</email>
</author>
<published>2022-03-19T04:06:57+00:00</published>
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<id>urn:sha1:b83721942306467ac2a6b2286e4b25f8a772cb66</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Rasterizer: Implement Inline2Memory Acceleration.</title>
<updated>2022-01-29T21:53:27+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2022-01-29T21:00:49+00:00</published>
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<id>urn:sha1:19270ae4e6a8a7767afbf724eab2d5e8c09412f6</id>
<content type='text'>
</content>
</entry>
<entry>
<title>video_core: Reimplement the buffer cache</title>
<updated>2021-02-13T05:17:22+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2021-01-16T23:48:58+00:00</published>
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<id>urn:sha1:2dfce2fca60c8775be55cf86e8f8a5eddd5e8832</id>
<content type='text'>
Reimplement the buffer cache using cached bindings and page level
granularity for modification tracking. This also drops the usage of
shared pointers and virtual functions from the cache.

- Bindings are cached, allowing to skip work when the game changes few
  bits between draws.
- OpenGL Assembly shaders no longer copy when a region has been modified
  from the GPU to emulate constant buffers, instead GL_EXT_memory_object
  is used to alias sub-buffers within the same allocation.
- OpenGL Assembly shaders stream constant buffer data using
  glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In
  theory this should save one hash table resolve inside the driver
  compared to glBufferSubData.
- A new OpenGL stream buffer is implemented based on fences for drivers
  that are not Nvidia's proprietary, due to their low performance on
  partial glBufferSubData calls synchronized with 3D rendering (that
  some games use a lot).
- Most optimizations are shared between APIs now, allowing Vulkan to
  cache more bindings than before, skipping unnecesarry work.

This commit adds the necessary infrastructure to use Vulkan object from
OpenGL. Overall, it improves performance and fixes some bugs present on
the old cache. There are still some edge cases hit by some games that
harm performance on some vendors, this are planned to be fixed in later
commits.
</content>
</entry>
<entry>
<title>video_core: Resolve more variable shadowing scenarios</title>
<updated>2020-12-04T21:19:09+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-12-04T19:39:12+00:00</published>
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<id>urn:sha1:2f181b6a90cb3be8b4eed32601c619dc385d18e8</id>
<content type='text'>
Resolves variable shadowing scenarios up to the end of the OpenGL code
to make it nicer to review. The rest will be resolved in a following
commit.
</content>
</entry>
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