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<title>eglantine-cirakg/src/video_core/renderer_base.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>2026-08-28T23:04:02+00:00</updated>
<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>[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>general: Silence -Wshadow{,-uncaptured-local} warnings</title>
<updated>2023-07-18T23:31:35+00:00</updated>
<author>
<name>lat9nq</name>
<email>22451773+lat9nq@users.noreply.github.com</email>
</author>
<published>2023-07-18T23:31:35+00:00</published>
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<id>urn:sha1:30e4e8c2f4db4811315e1101d1e9087f42895781</id>
<content type='text'>
These occur in the latest commits in LLVM Clang.
</content>
</entry>
<entry>
<title>core: frontend: Refactor GraphicsContext to its own module.</title>
<updated>2023-06-03T07:05:31+00:00</updated>
<author>
<name>bunnei</name>
<email>bunneidev@gmail.com</email>
</author>
<published>2023-02-19T07:31:39+00:00</published>
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<id>urn:sha1:56600190e4dc937f25f601ae0f40cd8dcf3bf260</id>
<content type='text'>
</content>
</entry>
<entry>
<title>video_core: don't block rendering on screenshots</title>
<updated>2022-10-07T21:33:59+00:00</updated>
<author>
<name>Liam</name>
<email>byteslice@airmail.cc</email>
</author>
<published>2022-10-06T13:31:12+00:00</published>
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<id>urn:sha1:21f9dcfd5afefe7a326030b5ec10d9b74d9dc677</id>
<content type='text'>
</content>
</entry>
<entry>
<title>chore: make yuzu REUSE compliant</title>
<updated>2022-07-27T10:53:49+00:00</updated>
<author>
<name>Andrea Pappacoda</name>
<email>andrea@pappacoda.it</email>
</author>
<published>2022-05-15T00:06:02+00:00</published>
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<id>urn:sha1:6a2efdda2f7075331cab36901a30d511468f60e7</id>
<content type='text'>
[REUSE] is a specification that aims at making file copyright
information consistent, so that it can be both human and machine
readable. It basically requires that all files have a header containing
copyright and licensing information. When this isn't possible, like
when dealing with binary assets, generated files or embedded third-party
dependencies, it is permitted to insert copyright information in the
`.reuse/dep5` file.

Oh, and it also requires that all the licenses used in the project are
present in the `LICENSES` folder, that's why the diff is so huge.
This can be done automatically with `reuse download --all`.

The `reuse` tool also contains a handy subcommand that analyzes the
project and tells whether or not the project is (still) compliant,
`reuse lint`.

Following REUSE has a few advantages over the current approach:

- Copyright information is easy to access for users / downstream
- Files like `dist/license.md` do not need to exist anymore, as
  `.reuse/dep5` is used instead
- `reuse lint` makes it easy to ensure that copyright information of
  files like binary assets / images is always accurate and up to date

To add copyright information of files that didn't have it I looked up
who committed what and when, for each file. As yuzu contributors do not
have to sign a CLA or similar I couldn't assume that copyright ownership
was of the "yuzu Emulator Project", so I used the name and/or email of
the commit author instead.

[REUSE]: https://reuse.software

Follow-up to b2eb10382941bef0914f4a0a4685b9033440aa9f
</content>
</entry>
<entry>
<title>bootmanager: Don't create another screenshot request if previous one is not done yet</title>
<updated>2022-04-18T06:00:48+00:00</updated>
<author>
<name>german77</name>
<email>juangerman-13@hotmail.com</email>
</author>
<published>2022-04-11T04:12:13+00:00</published>
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<id>urn:sha1:e14b4ca537f61da7fd2dffe4aacdade729f0322b</id>
<content type='text'>
</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>renderers: Add explicit invert_y bool to screenshot callback</title>
<updated>2021-07-29T01:46:08+00:00</updated>
<author>
<name>ameerj</name>
<email>52414509+ameerj@users.noreply.github.com</email>
</author>
<published>2021-07-26T05:52:33+00:00</published>
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<id>urn:sha1:9629e74364626b3eb0a68fca246e9c51729303ca</id>
<content type='text'>
OpenGL and Vulkan images render in different coordinate systems. This allows us to specify the coordinate system of the screenshot within each renderer
</content>
</entry>
<entry>
<title>renderer_base: Removed redundant settings</title>
<updated>2021-07-24T02:10:01+00:00</updated>
<author>
<name>ameerj</name>
<email>52414509+ameerj@users.noreply.github.com</email>
</author>
<published>2021-07-23T00:08:01+00:00</published>
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<id>urn:sha1:2fef43b32a9cfee9b902c3661758b649553923bf</id>
<content type='text'>
use_framelimiter was not being used internally by the renderers.
set_background_color was always set to true as there is no toggle for the renderer background color, instead users directly choose the color of their choice.
</content>
</entry>
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