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<title>eglantine-cirakg/src/video_core/rasterizer_interface.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>2026-11-02T21:28:01+00:00</updated>
<entry>
<title>video_core: replace Fortune's Weave's DLSS with AMD FSR 3.1</title>
<updated>2026-11-02T21:28:01+00:00</updated>
<author>
<name>Duck912</name>
<email>350528965+Duck912@users.noreply.github.com</email>
</author>
<published>2026-11-02T21:12:17+00:00</published>
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<id>urn:sha1:11cebf56014a5015db28179a8acc81cad0caf641</id>
<content type='text'>
Fire Emblem: Fortune's Weave's DLSS network can't run here, and the
temporal stand-in is only an approximation of it. FSR 3.1 takes the
same inputs DLSS does: the jittered colour, motion vectors, the jitter
and the depth, which the game's first DLSS pass reads through
cbuf0+0x298 (Z32, reversed, the colour's size). Kepler compute keeps it
next to the motion vectors.

Fsr3Upscaler ports the host side of the SDK's ffx_fsr3upscaler.cpp: the
eight passes (prepare inputs, luma and shading-change pyramids, shading
change, reactivity, luma instability, accumulate, RCAS), the internal
images and the constants, recorded through the scheduler with the
shaders from externals/FidelityFX-SDK. It takes HDR colour, render-size
motion vectors and reversed depth, computes its own exposure, and uses
the no-wave SPD variants on devices without compute quad operations.
The SDK's GLSL uses separate textures and samplers, so DescriptorBankInfo
gains sampled image and sampler counts (default 0). FSR's RCAS follows
the RCAS Sharpness slider. The result goes to FSR's own RGBA16F image
and is drawn into the game's output, which keeps its format.

TextureCacheRuntime::TemporalUpscale runs FSR 3.1 first. Without the
depth, at mismatched scales, on a device lacking FSR's formats or
features, or if its pipelines fail to build, the stand-in runs instead,
and the bilinear blit stays last. EDEN_NX2_DLSS_REPLACEMENT=standin
forces the stand-in. A gap of more than 250 ms between evaluations
restarts the history.

The BlitColor overload that takes a raw image view transitions its
source to SHADER_READ_ONLY_OPTIMAL but described it as GENERAL in the
descriptor (a validation error); it now describes the layout it uses.

Assisted-by: Claude Opus 5.5 (debugging, implementation and drafting)
Signed-off-by: Duck912 &lt;350528965+Duck912@users.noreply.github.com&gt;
</content>
</entry>
<entry>
<title>nx2: read GPU-written command lists from copies instead of draining</title>
<updated>2026-11-02T16:24:19+00:00</updated>
<author>
<name>Takoroka</name>
<email>137927095+Takoroka@users.noreply.github.com</email>
</author>
<published>2026-11-02T16:24:19+00:00</published>
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<id>urn:sha1:8f1435f8db104351fa3388551eee9d12d2043b40</id>
<content type='text'>
The trees fix (#52) drains the split and flushes for every command list
on a GPU-written page: in a Mario Kart World race ~13,500 lists and ~400
GPU round trips a second, during which the back has nothing to do. The
replay ran at ~40 fps instead of ~45.

The front now marks the pages those lists are on. The buffer cache notes
writes to them; after a compute dispatch or DMA copy that writes one it
copies the page into host memory and submits. The front waits for the
back only up to the last compute or copy work it sent (not everything
queued), then reads the copy once the GPU is done with it.

Pages the GPU wrote once, long before, and the CPU now writes lists to
have no copy: their first list drains and flushes the whole page, which
is then read from guest memory until GPU work writes it again. CPU
writes and inline uploads reach guest memory, so they keep such a page
synced but make a copy stale. A page a draw writes always drains.

Mario Kart World time-trial replay, Radeon 780M: ~40 -&gt; ~45 fps, trees
drawn, no list drains left.
</content>
</entry>
<entry>
<title>video_core: temporal upscale stand-in for Fortune's Weave's DLSS</title>
<updated>2026-11-02T02:54:49+00:00</updated>
<author>
<name>Duck912</name>
<email>350528965+Duck912@users.noreply.github.com</email>
</author>
<published>2026-11-02T02:43:28+00:00</published>
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<id>urn:sha1:92d49d8a0c3e60894765bc2c332fdc936c87fc45</id>
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The one-frame blit left 3D edges aliased and shaking: the game jitters
its camera every frame for DLSS to accumulate. Fire Emblem: Fortune's
Weave's first DLSS pass (also rejected) has the motion vectors
(cbuf0+0x290, R16G16) and the frame's jitter (+0x1b0/+0x1b4, in input
pixels). Kepler compute keeps them, and the stand-in for the last
network pass now draws temporal_upscale.frag: input samples placed where
the jitter put them and weighted by distance, blended with the previous
result reprojected along the motion vectors (Catmull-Rom) and clipped to
the 3x3 neighbourhood in YCoCg. The history is copied from the result
right after drawing it, so post-processing the game later applies to its
output does not feed back. EDEN_NX2_TEMPORAL_UPSCALE=0 restores the blit.

Assisted-by: Claude Opus 5.5 (debugging, implementation and drafting)
Signed-off-by: Duck912 &lt;350528965+Duck912@users.noreply.github.com&gt;
</content>
</entry>
<entry>
<title>[video_core, settings] readback for nce invalidations (#4490) optimization and nuke toggles (#4502) (#4531)</title>
<updated>2026-10-26T16:24:28+00:00</updated>
<author>
<name>xbzk</name>
<email>xbzk@eden-emu.dev</email>
</author>
<published>2026-10-26T16:24:28+00:00</published>
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<id>urn:sha1:0e11fe8b5e3d3b563946726ed06cb44b2bf5ccb3</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.

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

Follow up for #4490: Originally i was racing locks between dirty and clean invalidations, but +94% were clean so it was causing useless locks. Solutioin was to share locks between both.

P.S.: THIS IS INTENDED TO FIX RANDOM CRASHES IN UE, OBJECTIVELY REPRODUCIBLE IN ENDER MAGNOLIA IN ANDROID.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4531
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
Reviewed-by: Shinmegumi &lt;shinmegumi@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[Rasterizer]: Implement "Skip CPU Inner Invalidation" hack</title>
<updated>2025-07-09T02:23:22+00:00</updated>
<author>
<name>Gamer64</name>
<email>76565986+Gamer64ytb@users.noreply.github.com</email>
</author>
<published>2025-07-09T02:23:07+00:00</published>
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<id>urn:sha1:3e44389bfcde32ce70be2bf17e374c0e50bcc138</id>
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</content>
</entry>
<entry>
<title>video_core: simplify accelerated surface fetch and crop handling between APIs</title>
<updated>2024-01-31T16:27:20+00:00</updated>
<author>
<name>Liam</name>
<email>byteslice@airmail.cc</email>
</author>
<published>2024-01-04T03:46:59+00:00</published>
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<id>urn:sha1:84678c70144418ba012fc01e129b5c2e72740351</id>
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</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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</content>
</entry>
<entry>
<title>gl_rasterizer: Implement DrawTransformFeedback macro</title>
<updated>2023-12-20T00:54:57+00:00</updated>
<author>
<name>Ameer J</name>
<email>52414509+ameerj@users.noreply.github.com</email>
</author>
<published>2023-12-19T21:25:08+00:00</published>
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</entry>
<entry>
<title>Revert "video_core: use interval map for page count tracking"</title>
<updated>2023-12-17T23:59:49+00:00</updated>
<author>
<name>liamwhite</name>
<email>liamwhite@users.noreply.github.com</email>
</author>
<published>2023-12-17T23:59:49+00:00</published>
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<entry>
<title>video_core: use interval map for page count tracking</title>
<updated>2023-12-15T02:54:36+00:00</updated>
<author>
<name>Liam</name>
<email>byteslice@airmail.cc</email>
</author>
<published>2023-12-12T22:15:52+00:00</published>
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