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<title>eglantine-cirakg/src/video_core/renderer_vulkan/renderer_vulkan.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>
<link rel='self' href='https://git.cirakg.xyz/eglantine-cirakg/atom?h=nx2'/>
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<updated>2026-11-03T17:33:16+00:00</updated>
<entry>
<title>video_core: NVIDIA DLSS through NVIDIA Streamline in place of a game's DLSS</title>
<updated>2026-11-03T17:33:16+00:00</updated>
<author>
<name>Duck912</name>
<email>350528965+Duck912@users.noreply.github.com</email>
</author>
<published>2026-11-03T17:13:35+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=63e87a22c60394bc4f427ee5f8d6ddbce7b0ac7f'/>
<id>urn:sha1:63e87a22c60394bc4f427ee5f8d6ddbce7b0ac7f</id>
<content type='text'>
Adds a Graphics setting, "Use NVIDIA DLSS in place of a game's DLSS" (nvidia_dlss, off by
default). When it is on, in Windows builds configured with EGLANTINE_STREAMLINE_SDK, the
evaluation Eglantine already replaces with FSR 3.1 goes to NVIDIA DLSS on GeForce RTX cards, with
the same inputs (colour, depth, motion vectors, jitter). When DLSS can't run, FSR 3.1 runs as
before.

Only Streamline's MIT-licensed headers are compiled in; nothing of NVIDIA's is linked or shipped.
At run time Eglantine looks for sl.interposer.dll in the user folder's "streamline" folder (or
EDEN_STREAMLINE_DIR, or "streamline" next to the executable), checks its Streamline signature and
starts Streamline with manual hooking. Streamline's plugins come from that folder or the NVIDIA
app's downloads. DLSS itself is nvngx_dlss.dll in the same folder, else the newest DLSS 310 or
later that the NVIDIA app has downloaded, checked for NVIDIA's Authenticode signature and copied
as streamline/nvidia-app/nvngx_dlss.dll. Like other tools that call DLSS outside a game, it uses
its own fixed project id with the custom engine type.

- Preset K for all modes (EDEN_NX2_DLSS_PRESET overrides it): the default Performance model (M)
  and L draw thin dark horizontal lines in some frames at 2x resolution scale; K doesn't.
- HDR input with auto exposure; the mode follows the render/output ratio.
- Buffer device address stays enabled when DLSS needs it, for DLSS only.
- The upscaler waits for the device instead of submitting when it is destroyed: by then the
  game's channels are released, and a submit read the state tracker's stale flags (a crash when
  stopping a game).

With the setting off, or in builds without the SDK path (the setting is hidden there), nothing
changes.

Testing: Windows 11, RTX 5080, Fire Emblem: Fortune's Weave docked at 1x (720p -&gt; 1440p) and 2x
(1440p -&gt; 2880p), CLI runs and GUI play, stopping and restarting games with DLSS on. Not tested on
other GPUs or games.

Assisted-by: Claude Opus 5.5 (implementation, debugging)
Signed-off-by: Duck912 &lt;350528965+Duck912@users.noreply.github.com&gt;
</content>
</entry>
<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>[vulkan, android] Initial implementation of LSFG-VK (#4263)</title>
<updated>2026-08-16T22:30:19+00:00</updated>
<author>
<name>CamilleLaVey</name>
<email>camillelavey99@gmail.com</email>
</author>
<published>2026-08-16T22:30:19+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=2000fdfb7b27e5e2546098b44268fc74887b22a5'/>
<id>urn:sha1:2000fdfb7b27e5e2546098b44268fc74887b22a5</id>
<content type='text'>
Pretty much self explanatory, own implementation based on LSFG-VK available with some additional reverse engineer work for the actual use of shaders inside Lossless.dll, we don't store/ bundle any tools that bypass security and self ownership: to use this feature is required to own your own copy of Lossless Scaling and I encourage to support developers behind this work.

Special thanks:

1.- THS - Original developer behind Lossless Scaling
2.- PancakeTAS - Developer behind LSFG-VK
3.- The Big Smolio The Sleeper (@gidoly)

Co-authored-by: lizzie &lt;lizzie@eden-emu.dev&gt;
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4263
</content>
</entry>
<entry>
<title>[vk] Unify RAII in Vulkan (#2679)</title>
<updated>2025-10-08T02:01:24+00:00</updated>
<author>
<name>Ribbit</name>
<email>ribbit@eden-emu.dev</email>
</author>
<published>2025-10-08T02:01:24+00:00</published>
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<id>urn:sha1:db65f107689f853141fd2cf4cb7b6b55b24aff3e</id>
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This PR consolidates Vulkan RAII on video_core/vulkan_common/vulkan_wrapper.h’s vk::Handle and remove the unused duplicate src/video_core/vulkan_common/vulkan_raii.h, reducing confusion and maintenance. Swapchain now uses RAII‑managed per‑image semaphores and clears them in Destroy(), providing correct present synchronization and automatic cleanup. Expected result: simpler lifetimes, fewer leak risks, and more stable presentation with negligible overhead.

Co-authored-by: Ribbit &lt;ribbit@placeholder.com&gt;
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2679
Reviewed-by: MaranBr &lt;maranbr@eden-emu.dev&gt;
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
Co-authored-by: Ribbit &lt;ribbit@eden-emu.dev&gt;
Co-committed-by: Ribbit &lt;ribbit@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>Revert "THIS NEEDS TO BE CHECKED BEFORE MERGE: RAII fix, initial MSAA, some fixes for memory misallocation (#116)"</title>
<updated>2025-05-19T19:22:08+00:00</updated>
<author>
<name>swurl</name>
<email>swurl@swurl.xyz</email>
</author>
<published>2025-05-19T19:22:08+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=3cad73dad6cde4896ed662bbe67605f2bdc6e296'/>
<id>urn:sha1:3cad73dad6cde4896ed662bbe67605f2bdc6e296</id>
<content type='text'>
This reverts commit ce5d5d2aff50f9ce8159d609824eb2391bed9ef2.
</content>
</entry>
<entry>
<title>THIS NEEDS TO BE CHECKED BEFORE MERGE: RAII fix, initial MSAA, some fixes for memory misallocation (#116)</title>
<updated>2025-05-18T17:45:32+00:00</updated>
<author>
<name>MrPurple666</name>
<email>mrpurple666@noreply.localhost</email>
</author>
<published>2025-05-18T17:45:32+00:00</published>
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<id>urn:sha1:ce5d5d2aff50f9ce8159d609824eb2391bed9ef2</id>
<content type='text'>
• MSAA Fixes: Fixes upload/download for MSAA textures using temporary non-MSAA images. Ensures compatibility with color formats and adds fallbacks for depth/stencil.
• Memory fix misallocation: Adds checks for null/zero-length operations in memory management and improves cleanup to avoid crashes (Related to crash issues due to misallocation, RP5 and 865)
• Vulkan Initialization (RAII): this almost rewrites the way vulkan initializes to avoid crashes, using a correct order now (thanks @crueter  for the initial fix)

•Please check before merging:
- Test MSAA workflows (especially color/depth transitions and low memory cases).
- Verify memory operations (e.g., unmapping zero-length regions).
- Check Vulkan object lifetimes and platform-specific behavior.
- Check others plataforms beyond android

Why is everything in one PR? Otherwise, this is all a big fix, by checking the points above we can create a branch for each one and check them by themselves. I'm not standing still while I'm away, I'm just out of time for now.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/116
Co-authored-by: MrPurple666 &lt;mrpurple666@noreply.localhost&gt;
Co-committed-by: MrPurple666 &lt;mrpurple666@noreply.localhost&gt;
</content>
</entry>
<entry>
<title>Readd Revert Problematic Commits</title>
<updated>2025-05-04T08:24:54+00:00</updated>
<author>
<name>edendev</name>
<email>edendev@noreply.localhost</email>
</author>
<published>2025-05-04T08:24:54+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=b01e20414fdb338fd3ccbb4e709ce38d33c944c2'/>
<id>urn:sha1:b01e20414fdb338fd3ccbb4e709ce38d33c944c2</id>
<content type='text'>
</content>
</entry>
<entry>
<title>revert Remove problematic commits</title>
<updated>2025-05-04T08:17:03+00:00</updated>
<author>
<name>edendev</name>
<email>edendev@noreply.localhost</email>
</author>
<published>2025-05-04T08:17:03+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=4181b53e19a63527a45d9fcb40457d122c6048e3'/>
<id>urn:sha1:4181b53e19a63527a45d9fcb40457d122c6048e3</id>
<content type='text'>
revert Remove problematic commits
</content>
</entry>
<entry>
<title>Remove problematic commits</title>
<updated>2025-05-03T19:01:11+00:00</updated>
<author>
<name>MrPurple666</name>
<email>antoniosacramento666usa@gmail.com</email>
</author>
<published>2025-05-03T18:34:38+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=b689d74bc974be22860a0a1d93dd69bfec9c587e'/>
<id>urn:sha1:b689d74bc974be22860a0a1d93dd69bfec9c587e</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix some issues in RAII</title>
<updated>2025-04-30T06:57:11+00:00</updated>
<author>
<name>MrPurple666</name>
<email>antoniosacramento666usa@gmail.com</email>
</author>
<published>2025-04-30T01:00:51+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=4cf41673ba0a1861d7409f9bfe7c6cc3ff170564'/>
<id>urn:sha1:4cf41673ba0a1861d7409f9bfe7c6cc3ff170564</id>
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</content>
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