<feed xmlns='http://www.w3.org/2005/Atom'>
<title>eglantine-cirakg/src/yuzu/configuration/configure_graphics.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>2026-11-03T17:33:16+00:00</updated>
<entry>
<title>yuzu: show NVIDIA's DLSS files in the Graphics tab and fetch them from NVIDIA</title>
<updated>2026-11-03T17:33:16+00:00</updated>
<author>
<name>Duck912</name>
<email>350528965+Duck912@users.noreply.github.com</email>
</author>
<published>2026-11-03T17:13:48+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=98cc44dadd7ab4b63cf0685360ac50738e8e5c3e'/>
<id>urn:sha1:98cc44dadd7ab4b63cf0685360ac50738e8e5c3e</id>
<content type='text'>
Under the NVIDIA DLSS checkbox, a panel says whether the Streamline loader and DLSS were found and
which versions, with "Open Folder" and a link to NVIDIA's Streamline releases. When files are
missing, "Download from NVIDIA" takes only those files out of NVIDIA's Streamline 2.14.16 release
zip on GitHub with HTTP range requests (about 1 MB for the loader, 32 MB with DLSS, of the 276 MB
zip), after showing the Streamline and DLSS licence texts from the release for acceptance. Each
file's CRC and signature are checked before it is saved to the user folder's "streamline" folder.

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>
<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>qt: save frame generation settings (#283)</title>
<updated>2026-11-02T07:35:22+00:00</updated>
<author>
<name>spaina93</name>
<email>72979505+spaina93@users.noreply.github.com</email>
</author>
<published>2026-11-02T07:35:22+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=b7d654b9dcaf3e8f688c2c16e77737947b41a108'/>
<id>urn:sha1:b7d654b9dcaf3e8f688c2c16e77737947b41a108</id>
<content type='text'>
Six frame generation settings are paired with frame_gen, so each widget
made its own checkbox and saved it to frame_gen on apply. The last one
won, so ticking only the first box left frame generation off.

Don't make a checkbox for a paired setting without the Paired
specialization. frame_gen is the only such setting, and it gets its own
widget again. Keep the pairing itself, Android uses it to hide the
options. On Qt, hide them while frame generation is off.

Fixes #251

Assisted-by: Claude Opus 5.5 (diagnosis, code and commit message)

Signed-off-by: spaina93 &lt;72979505+spaina93@users.noreply.github.com&gt;</content>
</entry>
<entry>
<title>fix: resolve frame_gen double binding in graphics configuration</title>
<updated>2026-10-31T16:35:46+00:00</updated>
<author>
<name>sdas-19</name>
<email>swapnadipdas02@gmail.com</email>
</author>
<published>2026-10-31T16:35:46+00:00</published>
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<id>urn:sha1:b23915de2049ce4d30f5db048a8323019507ce52</id>
<content type='text'>
</content>
</entry>
<entry>
<title>[common, ui] Refining UI for FX shaders for PC (#4426)</title>
<updated>2026-09-15T05:23:12+00:00</updated>
<author>
<name>CamilleLaVey</name>
<email>camillelavey99@gmail.com</email>
</author>
<published>2026-09-15T05:23:12+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=c5405250d179824cdcd55d2dbd0a484f516490af'/>
<id>urn:sha1:c5405250d179824cdcd55d2dbd0a484f516490af</id>
<content type='text'>
Self-explanatory refinements on the already existing access/usage of post-processing shaders on Eden for PC UI.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4426
Reviewed-by: MaranBr &lt;maranbr@eden-emu.dev&gt;
Reviewed-by: lizzie &lt;lizzie@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>[desktop] More qt_common reorganization (#3916)</title>
<updated>2026-05-20T02:49:16+00:00</updated>
<author>
<name>crueter</name>
<email>crueter@eden-emu.dev</email>
</author>
<published>2026-05-20T02:49:16+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=feb8c5f88eae046c1b76f46e4fa103a844fb0f23'/>
<id>urn:sha1:feb8c5f88eae046c1b76f46e4fa103a844fb0f23</id>
<content type='text'>
Ported from QML branch.

Main "big" change is that EmuThread is now a shared state in QtCommon,
not individually managed/passed around by GRenderWindow and MainWindow.

Signed-off-by: crueter &lt;crueter@eden-emu.dev&gt;
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3916
Reviewed-by: Lizzie &lt;lizzie@eden-emu.dev&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>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=395613b01f918b559f0a3b1718c78f81987c49d4'/>
<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>[meta] clang-format literally all of the Qt code (#3706)</title>
<updated>2026-03-10T05:51:08+00:00</updated>
<author>
<name>crueter</name>
<email>crueter@eden-emu.dev</email>
</author>
<published>2026-03-10T05:51:08+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=8678cb06eb28a6416a4c6911458fc04113ad8ed4'/>
<id>urn:sha1:8678cb06eb28a6416a4c6911458fc04113ad8ed4</id>
<content type='text'>
I'm tired of dealing with this tbh

Signed-off-by: crueter &lt;crueter@eden-emu.dev&gt;
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3706
Reviewed-by: Lizzie &lt;lizzie@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[qt] fix crash when having an invalid graphics backend (#3693)</title>
<updated>2026-03-08T19:48:47+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2026-03-08T19:48:47+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=0a169dec4dc8438aac40206bfa62cf151d34afd5'/>
<id>urn:sha1:0a169dec4dc8438aac40206bfa62cf151d34afd5</id>
<content type='text'>
closely related to #3692, however the crash may also occur when sharing configs between macOS and a system that had OpenGL

Signed-off-by: lizzie &lt;lizzie@eden-emu.dev&gt;

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3693
Reviewed-by: DraVee &lt;chimera@dravee.dev&gt;
Reviewed-by: crueter &lt;crueter@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>
</feed>
