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<title>eglantine-cirakg/src/video_core/renderer_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>2026-08-28T23:04:02+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>nvnflinger/gpu: implement applet capture</title>
<updated>2024-02-09T14:20:53+00:00</updated>
<author>
<name>Liam</name>
<email>byteslice@airmail.cc</email>
</author>
<published>2024-01-26T21:10:21+00:00</published>
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<id>urn:sha1:ce72818075947566fd09c2157c831d6ab71abba0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>nvnflinger/gpu: implement layer stack composition</title>
<updated>2024-01-31T16:27:21+00:00</updated>
<author>
<name>Liam</name>
<email>byteslice@airmail.cc</email>
</author>
<published>2024-01-22T17:40:50+00:00</published>
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<id>urn:sha1:5ec76db3927e41f84e0628af161f1427eb8f7575</id>
<content type='text'>
</content>
</entry>
<entry>
<title>vk_present_manager: recreate surface on any surface loss</title>
<updated>2023-10-02T23:07:18+00:00</updated>
<author>
<name>Liam</name>
<email>byteslice@airmail.cc</email>
</author>
<published>2023-10-02T19:08:48+00:00</published>
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<id>urn:sha1:79e055318c2494672973f48ed7a2359d7b98c539</id>
<content type='text'>
</content>
</entry>
<entry>
<title>android: renderer_vulkan: Fix crash with surface recreation.</title>
<updated>2023-06-03T07:06:07+00:00</updated>
<author>
<name>bunnei</name>
<email>bunneidev@gmail.com</email>
</author>
<published>2023-06-02T03:07:18+00:00</published>
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<id>urn:sha1:fb362f0b6eeff7e8176409f244524b81b9558178</id>
<content type='text'>
</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>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>general: Replace NonCopyable struct with equivalents</title>
<updated>2022-02-02T18:17:12+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2022-02-02T17:59:36+00:00</published>
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<id>urn:sha1:8a509e5a2cd6758a846e8daed2eea945b81173a9</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
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</entry>
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