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<title>eglantine-cirakg/src/video_core/vulkan_common, 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>2026-11-03T18:23:47+00:00</updated>
<entry>
<title>video_core: accept an empty Streamline device-extension list</title>
<updated>2026-11-03T18:23:47+00:00</updated>
<author>
<name>Duck912</name>
<email>350528965+Duck912@users.noreply.github.com</email>
</author>
<published>2026-11-03T18:18:12+00:00</published>
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<id>urn:sha1:1889602c7a0dc17850692594eae2e77e16ac13fc</id>
<content type='text'>
Streamline may report that DLSS needs no extra device extensions. The check required a non-empty
list, so that result counted as "extensions unavailable": Streamline was stopped and FSR 3.1 used.
Only require that every listed extension is supported.

Found by CodeRabbit review.

Assisted-by: Claude Opus 5.5 (implementation)
Signed-off-by: Duck912 &lt;350528965+Duck912@users.noreply.github.com&gt;
</content>
</entry>
<entry>
<title>video_core, yuzu: write NVIDIA DLSS file paths to logs as UTF-8</title>
<updated>2026-11-03T18:06:59+00:00</updated>
<author>
<name>Duck912</name>
<email>350528965+Duck912@users.noreply.github.com</email>
</author>
<published>2026-11-03T17:56:27+00:00</published>
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<id>urn:sha1:f4f076fe447b2ddc158fcc12ee81ed2af2aecad7</id>
<content type='text'>
The Streamline start-up and DLSS download code formatted paths with std::filesystem::path::string(),
which on MSVC converts to the active code page and throws when a character has no mapping there,
for example a user name in another script under %APPDATA%. The start-up log runs inside the
renderer's constructor, which only catches vk::Exception, so such a user would crash at game start
with the setting on.

Use Common::FS::PathToUTF8String for every path in these logs and messages.

Found by CodeRabbit review.

Assisted-by: Claude Opus 5.5 (implementation)
Signed-off-by: Duck912 &lt;350528965+Duck912@users.noreply.github.com&gt;
</content>
</entry>
<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>
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<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>Merge remote-tracking branch 'origin/nx2' into fe-fsr31</title>
<updated>2026-11-02T23:56:59+00:00</updated>
<author>
<name>Duck912</name>
<email>350528965+Duck912@users.noreply.github.com</email>
</author>
<published>2026-11-02T23:56:59+00:00</published>
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<id>urn:sha1:9acd36eb9a291e0631346f5b17d69d0e8eb26cc5</id>
<content type='text'>
# Conflicts:
#	src/video_core/renderer_vulkan/blit_image.cpp
#	src/video_core/renderer_vulkan/blit_image.h
</content>
</entry>
<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>vulkan: repack 69-byte vertices without dynamic vertex input on MoltenVK</title>
<updated>2026-11-02T19:53:47+00:00</updated>
<author>
<name>Sssnowyyy</name>
<email>78863999+Sssnowyyy@users.noreply.github.com</email>
</author>
<published>2026-11-02T16:56:47+00:00</published>
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<id>urn:sha1:cd9b19c69d7eedc2d2d3557c27a0a06c4420213d</id>
<content type='text'>
e38b738b84 repacks the 69-byte vertex stride to 72 only with dynamic
vertex input, unless EGLANTINE_EXPERIMENTAL_STATIC_VERTEX_REPACK=1.
MoltenVK has no VK_EXT_vertex_input_dynamic_state and Metal needs strides
that are a multiple of 4, so the stride was never fixed on Macs.

Enable the static path automatically when the device's minimum vertex
binding stride alignment does not divide 69. The device reports 4 for
MoltenVK, matching its portability subset limit. The environment variable
still overrides it: 1 forces the repack on, 0 forces it off.

Assisted-by: Claude Sonnet 5.5 (implementation and commit message)
</content>
</entry>
<entry>
<title>texture_cache: keep the allocator's block slack out of the usable VRAM</title>
<updated>2026-11-01T23:11:26+00:00</updated>
<author>
<name>kraibse</name>
<email>33869366+kraibse@users.noreply.github.com</email>
</author>
<published>2026-11-01T14:38:05+00:00</published>
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<id>urn:sha1:51d798ff0373a40098aa77ef13d54307f39e44ac</id>
<content type='text'>
The collector's usage leaves out the unused part of VMA's blocks, but
the driver counts it and a heap at its budget cannot give it to a new
image. On an RX 7800 XT that slack was 1.06 GiB, the whole 1 GiB margin:
the heap sat at its budget for a minute while the collector saw room,
then images stopped fitting and the process died. Reserve the slack
(capped at 1.5 GiB) on top of the margin: at once when it grows, slowly
when it shrinks, so eviction leaving partly used blocks doesn't chase
the threshold down.

Assisted-by: Claude Sonnet 5.5 (diagnosis and code)
(cherry picked from commit 73fd5a489ea28226fa16a55f5008e622d631b54c)
</content>
</entry>
<entry>
<title>vulkan: don't make small images unbacked when device memory runs out</title>
<updated>2026-11-01T23:11:25+00:00</updated>
<author>
<name>kraibse</name>
<email>33869366+kraibse@users.noreply.github.com</email>
</author>
<published>2026-11-01T11:19:37+00:00</published>
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When VRAM ran out, any image that failed to allocate became a sparse
image with nothing bound, which AMD's drivers don't survive being
sampled (an RX 6600 died mid-flood, an RX 7800 XT made 211 of them,
8x8 ones included). Try host memory first, and count the images that
didn't fit: the texture cache then keeps more room under the budget
(512 MiB a step, up to 3 GiB, decaying) so its collector runs earlier.
The sparse fallback stays for images too large to back.
</content>
</entry>
<entry>
<title>texture_cache: collect images in the emptiest device memory blocks first</title>
<updated>2026-11-01T20:19:07+00:00</updated>
<author>
<name>Takoroka</name>
<email>137927095+Takoroka@users.noreply.github.com</email>
</author>
<published>2026-11-01T07:02:00+00:00</published>
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Deleting by age alone left every block partly used: the collector deletes
thousands of images a minute and new ones land in the holes, so blocks
seldom empty (title 1: ~0.8 GB of holes in ~190 32 MiB blocks after ten
minutes, counted by the driver as used). Among the oldest candidates, 8
per image a pass may delete, those in the emptiest blocks go first, so
blocks drain and VMA returns them; placement already prefers the fullest
blocks.

(cherry picked from commit 2f8f0716fafd874cfbb3cc9086141aea61aff2df)
</content>
</entry>
<entry>
<title>Merge remote-tracking branch 'origin/fix/vk-memory-blocks' into test/linux-all-prs</title>
<updated>2026-11-01T18:26:29+00:00</updated>
<author>
<name>Takoroka</name>
<email>137927095+Takoroka@users.noreply.github.com</email>
</author>
<published>2026-11-01T18:26:29+00:00</published>
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