<feed xmlns='http://www.w3.org/2005/Atom'>
<title>eglantine-cirakg/src/video_core/renderer_vulkan/present/layer.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>
<link rel='self' href='https://git.cirakg.xyz/eglantine-cirakg/atom?h=nx2'/>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/'/>
<updated>2026-11-01T19:59:07+00:00</updated>
<entry>
<title>nx2:vi2: crop presents to their frame size and honour RGB10A2 images</title>
<updated>2026-11-01T19:59:07+00:00</updated>
<author>
<name>duck912</name>
<email>350528965+Duck912@users.noreply.github.com</email>
</author>
<published>2026-10-31T05:45:57+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=cce19772ce434e462223663b88294bfd8a0f203e'/>
<id>urn:sha1:cce19772ce434e462223663b88294bfd8a0f203e</id>
<content type='text'>
Present word 7 holds the size of the frame drawn into the image's
top-left corner, and image preference word 6 its format (1 RGBA8,
4 RGB10A2). Fire Emblem: Fortune's Weave draws 1280x720 RGB10A2 frames
into 3840x2160 images; showing the whole image as RGBA8 gave a corner
of wrongly decoded pixels.

Assisted-by: Claude Opus 5.5 (debugging, porting and drafting)
Signed-off-by: duck912 &lt;350528965+Duck912@users.noreply.github.com&gt;
</content>
</entry>
<entry>
<title>Added FSR 3 Upscaling and Frame Generation</title>
<updated>2026-10-30T18:37:31+00:00</updated>
<author>
<name>Djihads80</name>
<email>mahboubijoujou111@gmail.com</email>
</author>
<published>2026-10-30T18:34:38+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=8a72dc011e0a30a6bddd1f2476a94927787e6e15'/>
<id>urn:sha1:8a72dc011e0a30a6bddd1f2476a94927787e6e15</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Switch 2: present vi2 native images and capture frames</title>
<updated>2026-10-28T00:53:14+00:00</updated>
<author>
<name>Takoroka</name>
<email>137927095+Takoroka@users.noreply.github.com</email>
</author>
<published>2026-10-28T00:53:14+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=3f5bee600839a7593e98e0cb1231f09c29373ac8'/>
<id>urn:sha1:3f5bee600839a7593e98e0cb1231f09c29373ac8</id>
<content type='text'>
vi2 229 composites the presented native image (block-linear RGBA8 in the
console's GOB layout, from changes.patch) at its SMMU address, which the GPU
memory registry now records per mapped range. EDEN_NX2_FRAME_CAPTURE=&lt;dir&gt;
saves every 120th presented frame as a TGA for hidden test runs. Also mirrors
releases for every two-page gsv semaphore region and logs gsv sub 101 ranges.
</content>
</entry>
<entry>
<title>[am, renderer_vulkan] Fix overlay darkening and SGSR black screen on applets (#4475)</title>
<updated>2026-09-25T03:29:08+00:00</updated>
<author>
<name>PavelBARABANOV</name>
<email>pavelbarabanov94@gmail.com</email>
</author>
<published>2026-09-25T03:29:08+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=99bf8cf51afb7b367cb5003f11a797499c71d13c'/>
<id>urn:sha1:99bf8cf51afb7b367cb5003f11a797499c71d13c</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.

-------------------
- Overlay applet: use IsOverlayOpenLocked to pick the Z-index, so the darkening background is only layered above the game while the overlay is open.
- Vulkan: skip the SGSR pass for applet layers to avoid presenting a black frame.
- Partial revert fix crashes in games on UE with the overlay applet enabled.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4475
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
Reviewed-by: lizzie &lt;lizzie@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[renderer_vulkan] Skip post-processing on applet layers (#4474)</title>
<updated>2026-09-24T00:48:46+00:00</updated>
<author>
<name>PavelBARABANOV</name>
<email>pavelbarabanov94@gmail.com</email>
</author>
<published>2026-09-24T00:48:46+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=cb73a4dcc7710a7fea1643797b17e39858f4ae6a'/>
<id>urn:sha1:cb73a4dcc7710a7fea1643797b17e39858f4ae6a</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.

-------------------
Detect applet layers via the absence of the Recording bit in layer_stack_mask (only AppletId::Application sets it) and skip PostProcessChain creation and application for them.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4474
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
Reviewed-by: lizzie &lt;lizzie@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[vulkan, android] Add feature of post-processing shaders on Android (#4348)</title>
<updated>2026-09-10T13:14:02+00:00</updated>
<author>
<name>CamilleLaVey</name>
<email>camillelavey99@gmail.com</email>
</author>
<published>2026-09-10T13:14:02+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=ed566919f468e45ecb56e4e61185d98142a2cd1c'/>
<id>urn:sha1:ed566919f468e45ecb56e4e61185d98142a2cd1c</id>
<content type='text'>
Very self-explanatory; implementation of the feature for post-processing shaders for Android (at least for now); will allow users to enhance the graphic quality of video games based on the use of multiple shaders adjustable, presets and more, inspired on the PPSSPP implementation, this feature adds 22 customizable shaders (1 pass) that lives on the overlay of the screen, which means that aside of the capability to chain multiple shaders on the screen, this doesn't have depths (pixel/ depth z-buffer) so it ensures the performance with it's use. Few shaders were a faithful port from PPSSPP with their respective attribution on the shader headers for their respective owners; and there are adaptations from public references/ cinematographic (Anime4K) and the rest are my own addition.

_Special Credits:_

1.- PPSSPP Team for their contribution on the public references for shaders: Henrik Rydgard, ShadX, SimoneT, KillaMaaki and guest(r).
2.- Niklas Haas.
3.- bloc97.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4348
Reviewed-by: lizzie &lt;lizzie@eden-emu.dev&gt;
Reviewed-by: Maufeat &lt;sahyno1996@gmail.com&gt;
</content>
</entry>
<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>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=3aa0d462598beb2021308eee1d757d74fe33b312'/>
<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>[video_core/host_shaders] add Snapdragon GSRv1 fragment shaders (#3307)</title>
<updated>2026-05-23T23:38:19+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2026-05-23T23:38:19+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=0c74a495f534078487ae5413a17d53ba84e70b8c'/>
<id>urn:sha1:0c74a495f534078487ae5413a17d53ba84e70b8c</id>
<content type='text'>
Signed-off-by: lizzie &lt;lizzie@eden-emu.dev&gt;
Co-authored-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
Co-authored-by: xbzk &lt;xbzk@eden-emu.dev&gt;
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3307
Reviewed-by: MaranBr &lt;maranbr@eden-emu.dev&gt;
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
</content>
</entry>
<entry>
<title>[vk, ogl/IR, dynarmic/IR] friendlier IR identity pointer chasing, inline AA passes (#3250)</title>
<updated>2026-01-20T01:36:24+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2026-01-20T01:36:24+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=cb26ea154c9eedc5fd8dae33a39cd86ca1d927ab'/>
<id>urn:sha1:cb26ea154c9eedc5fd8dae33a39cd86ca1d927ab</id>
<content type='text'>
Only merge once we find out wth is causing the crashes [we know it's fsr]

This reverts commit 82f9d489e7916318b56dac59fc52efc46fe0df7e.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3250
Reviewed-by: DraVee &lt;dravee@eden-emu.dev&gt;
Reviewed-by: MaranBr &lt;maranbr@eden-emu.dev&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>Revert "[vk, ogl/IR, dynarmic/IR] friendlier IR identity pointer chasing, inline AA passes (#2565)" (#3249)</title>
<updated>2026-01-01T06:02:44+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2026-01-01T06:02:44+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=82f9d489e7916318b56dac59fc52efc46fe0df7e'/>
<id>urn:sha1:82f9d489e7916318b56dac59fc52efc46fe0df7e</id>
<content type='text'>
FUCK. Fixes crash on Linux and SteamDeck
.
This reverts commit 46b32b76886b5cd0cfc8dfee1a02c3e83fb1e7d7.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3249
Reviewed-by: DraVee &lt;dravee@eden-emu.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>
</feed>
