| Commit message (Collapse) | Author | Age | Files | Lines |
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The GPU half of AMD FidelityFX Super Resolution 3.1.4, unmodified, from
FidelityFX SDK v1.1.4 (commit c6efa6bf7f20, MIT): the GLSL headers
(core, fsr3upscaler, spd, fsr1) and the eight Vulkan upscaling pass
files. The next commit compiles them with glslangValidator in
host_shaders like the other shaders. No prebuilt binary, DLL or AMD tool
from the SDK is used, and the HLSL callbacks, the autogen-reactive pass
and the debug view are left out. REUSE entry added for the directory.
Assisted-by: Claude Opus 5.5 (implementation and drafting)
Signed-off-by: Duck912 <350528965+Duck912@users.noreply.github.com>
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nx2: play AV1 movies (FFmpeg with dav1d on Windows and Linux x86_64)
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crueter-ci's FFmpeg packages have no AV1 decoder, so the AV1 movies of
Switch 2 titles (Fire Emblem: Fortune's Weave) could not play. Windows
(MSVC) and Linux x86_64 builds now use Takoroka/ffmpeg-av1 9.0.2-av1-1:
the same FFmpeg commit, patch and configure flags as crueter-ci's
9.0.2-1790726865-946fcce07b, plus libdav1d 1.5.4 merged into avcodec.
Other platforms keep crueter-ci's packages.
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(#4482)
- [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.
-------------------
A new NSO compression method was introduced in Switch 22.0.0. This is a
customized variant of zstd and is used when NSO flags have bit 7 set.
Key characteristics:
- ZSTD_MAGICNUMBER is set to 0x4349425A (b'ZBIC') instead of 0xFD2FB528
- ZSTD_LEGACY_SUPPORT is set to 0
- ZSTD_TRACE is set to 1, zstd version used is 1.5.7 (10507)
- FSE_readNCount is replaced with a BIC (Binary Interpolative Coding)
version which improves compression of entropy tables significantly
Source: https://switchbrew.org/wiki/22.0.0
Implementation:
- Detect ZBIC segments via NSO flag bit 7 (NsoFlags_UseZbicCompression)
and/or ZBIC magic scan in nso.cpp
- Fall back to LZ4 when ZBIC is not detected or returns unexpected size
- Handle segment 0 alternate offset (0x100 vs 0x108) for both ZBIC and LZ4
References:
- Atmosphère loader/strat zstd-zbic integration:
https://github.com/Atmosphere-NX/Atmosphere/commit/082115187a0509cb6b8a757de639a4e4741b8712
- nxdumptool ZBIC segment compression support:
https://github.com/DarkMatterCore/nxdumptool/commit/441e5c0904f29427987433be4eb057a2843d222a
- STORM_SWITCH ZBIC implementation:
https://github.com/ReiKatari/STORM_SWITCH/commit/1e09eb82b760aaf340b810031400991c0740c091
Tested with firmware 23.0.0 and ZBIC-compressed NSOs.
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4482
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: lizzie <lizzie@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
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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 <lizzie@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
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Signed-off-by: lizzie <lizzie@eden-emu.dev>
- [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.
-------------------
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4347
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
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Supersedes #4335.
Replaces the Oboe audio backend with SDL3, since we already support it.
A few caveats:
- SDL defines a JVM OnLoad method already, so we have to instead hijack
NativeLibrary for id_cache initialization
- This also means some internal fields in Double/Integer/Boolean (namely
`value`) can't be accessed, so I switched those to methods for now.
- SDL Java sources are pulled in from the CI package.
- Since we can't use SDLActivity, `SDL.setupJNI()` handles everything
Signed-off-by: crueter <crueter@eden-emu.dev>
- [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.
-------------------
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4338
Reviewed-by: Lizzie and Samuel <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
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Qt hasn't been updated to the new format yet, will do so later.
Signed-off-by: crueter <crueter@eden-emu.dev>
- [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.
-------------------
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4341
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie and Samuel <lizzie@eden-emu.dev>
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Replaces all instances of ankerl's unordered map/set with boost's
`unordered_flat_*` classes. This uses std::hash since boost::hash is
actually a lot slower.
Also adds an abstraction layer in `Common` so future changes are quicker
and easier.
Other implementation details:
- ankerl provided hash specializations for tuple and pair, so those were
ported here
- std::erase_if doesn't work on boost, so just used the ADL'd erase_if
This should be about equal or superior performance as unordered_dense for everything except iteration.
Signed-off-by: crueter <crueter@eden-emu.dev>
- [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.
-------------------
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4326
Reviewed-by: Lizzie and Samuel <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
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Since 3.25 introduced `LINUX` and `BSD`, use them, and standardize other platforms to that style
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4183
Reviewed-by: Samuel <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
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I'm not into millennial humor, personally.
Proactively removed as much profanity as I could grep.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4239
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Samuel <lizzie@eden-emu.dev>
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This reverts commit ee197e622216e85753512ed79e9242442a312544.
- [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.
-------------------
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4247
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
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only dep that uses it is sirit, but sirit already has it's own bundled SPIRV-Headers... so
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3989
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
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This is the first step into the conversion on full GPU video decoding for Android; currently due to the VIC structure, I couldn't set it on surface mode to prevent the latency when sending video decoded (which is processed by GPU now), because currently we convert YUV420 into the Nvidia's format each frame constantly on CPU, aside the requirements from other extensions to work + VIC rewrite, which is a work currently not planned to happen on this PR; the actual configuration for video decoding is ByteBuffer, using GPU to decode NVDEC data (all codecs supported, h264, vp8 and vp9) and send it to CPU for display purposes, which is more faster than relying purely on CPU for any drawing task, saving devices resources/ heating, the downside on this will be the slight latency when a new frame is displayed, which is gonna be a black frame for less than a second, nothing major to harm the experience rather than actually trying our best to take advantage on hardware accelerated.
Aside this, I also added a bunch of minor Vulkan fixes to grant drivers less thinkering when receiving spir-v instructions, meaning this has new bans for extensions on QCOM (following reported issues on other projects working around Adreno driver behavior), this more than providing performance aims to enhance the stability on the driver, performance it's gonna likely to be hit based on the UBO's (StorageBufferAccess) operations and SSBO (uniformStorageBufferAccess), there was an already existing path for the emulation which forces to wide them into 32bit packed operations. I also included some smaller changes/ bugs + VUID's fixes from earlier changes on my work.
Special Thanks:
-> Mr. Smoly Gidolard (@gidoly)
Sources:
1.- https://github.com/microsoft/DirectXShaderCompiler/issues/2842
2.- https://github.com/mlc-ai/web-llm/issues/836
3.- https://github.com/ggml-org/llama.cpp/issues/5186
4.- https://github.com/encounter/aurora/pull/202
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4191
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Notable changes
- Single cpmfile
- version/min_version/git_version have been fixed and replaced with
version and min_version
- Docs rewrite
- Legacy options are gone
- Fixed update/version commands
- Added patch creation functionality
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4123
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
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should fix CI sourcepack issues
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4079
Reviewed-by: Maufeat <sahyno1996@gmail.com>
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Testing which deps can't cross MSVCRT/UCRT barriers
- openssl
- Qt
FFmpeg and Sirit are fine--likely don't use the C99 APIs that MSVCRT is missing?
Closes #4022
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4035
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glibcxx/libc++ (#3894)
most stdlibc++ already provide this functionality out of the box, very consistently and well implemented (usually)
my main irk is that the llvm itanium demangle is totally unescesary when there is a perfectly stable, tested and well documented equivalent functionality in the standard stdc++ provided in most UNIX oses
its mostly to reduce binary size by a very thin margin, but he stdc++ is more than capable of doing he same behaviour we use a dpeendency for
for mingw or such howeger,, demangling becomies trickier so we have to exclude windows entirely because well windows likes to do things differently dont they
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3894
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
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Minimal additions to make Eden compile.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4015
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
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Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3998
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
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oops
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3980
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Since the launch of the steam controller I think it's only best to push towards updating to SDL3 allowing for a wider range of controller support
I went ahead and started on getting it working. Everything here should be functional, I've personally tested it all on Arch Linux. Still untested on windows, so looking for feedback on that
Any feedback and help would be appreciated!
Main changes:
- Bump everything to SDL3
- Handle SDL3 audio and input
- Add steam controller support, including HD Rumble
- Improved battery reporting via the status icon by using real % rather than state alone
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3952
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
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For some Godforsaken reason it uses SameMinorVersion.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3967
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
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std::map<> when creating system archives for nx_tzdb generated files (#3919)
sounds like word salad but let me say:
- std::map<> created a static ctor for EVERY SINGLE ZONEINFO
- fuck that, instead lets just use a raw array and construct things statically
- works the same except with less baggage carried around (+ less heap allocations!!!)
this should help reduce codesize due to the aforementioned global ctor/dtor
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3919
Reviewed-by: crueter <crueter@eden-emu.dev>
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Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3940
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
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Should allow to cross compile FFmpeg.
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2973
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
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lots of AGILEism in spirv-opt
theres BETTER alternatives like https://github.com/renderbag/re-spirv (im not gonna bother for now, it probably has shitty build system)
it sucks
the IR already resolves most of the shader code to just constant load/stores
Spirv-opt passes do not seem to make such a big difference
only introduce extra latency
like for example cbuf pass in IR already removes a lot of code, that spirv_opt would otherwise miss due to the fact it doesn't have cbuf information
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3877
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
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This is the version in Trixie and is thus far the oldest known version
that works. We know for a fact that Bookworm's doesn't work, so drop
that entirely.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3830
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macros (#3800)
httplib stuff done by @crueter on #3797
+ some extra stuff since the warning push/pop should be in header i fear :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3800
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
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crueter will love this one
mcl nuked off externals, i did however copy some important headers (notably intrusive list and bit.hpp); because grand part of dynarmic still uses them
but i made the appropriate adjustments anyways
solves mcl for #3373
depends on #3718
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3777
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
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Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3772
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
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My server is getting hammered, let's just move them here.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3766
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Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3751
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
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https://github.com/libsdl-org/SDL/pull/15207
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3731
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* zlib: 1.3.1.2 -> 1.3.2
* vulkan-validation-layers: 1.4.335.0 -> 1.4.341.0
* sirit: 1.0.3 -> 1.0.4
* httplib: 0.35.0 -> 0.37.0
* xbyak: 7.33.3 -> 7.35.2
* catch2: 3.12.0 -> 3.13.0
* vulkan-headers: 1.4.342 -> 1.4.345
* vulkan-utility-libraries: 1.4.342 -> 1.4.345
Also fixed a build error with newer xbyak.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3664
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Closes #3466
Like said in the issue and the OpenSSL equivalent, disabling SDL2 on
desktop is just not something we want to do. It's not worth the added
burden of supporting the n+1'th matrix.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3632
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
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Closes #3137
Closes #3465
- Replace all mbedtls usage with OpenSSL
- require OpenSSL
- Up OpenSSL version to 3, cuz that's what we actually need...
CAVEATS:
- httplib also now required
- other ssl backends for svc are unused, maybe remove later
* To be fair, our CI never used them anyways. And we never tested those
TESTERS PLEASE TEST:
- All games and applets boot
- Boot, load, exit, etc. times
Co-authored-by: crueter <crueter@eden-emu.dev>
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3606
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
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Fixes some Vulkan VP9 thing
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3604
Reviewed-by: DraVee <dravee@eden-emu.dev>
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Originally was a test for Qt 6.9.3. Still broken, I have absolutely zero idea how to fix it.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3559
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
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https://github.com/eden-emulator/Issue-Reports/issues/327
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3538
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
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I explicitly asked for it to be removed, and it was added back again.
Why?
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3526
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PLEASE test, & provide gdb logs kthx!
mainly because there is a bug with pop/push for r8-r15:
https://github.com/herumi/xbyak/commit/94f6fe6941103a826db63d1e98cc27ba19024668
(may have been linked as to why Engage had SCREECH when doing xmm spills!)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3505
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
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Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3503
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
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ankerl::unordered_dense::map/set variants (#3442)
mainly doing this to reduce memory footprint; we all know how nice ankerl::unordered_dense is
in theory 4x faster - in practice these maps arent that "hot" anyways so not likely to have much perf gained
i just want to reduce mem fragmentation to ease my porting process, plus it helps other platforms as well (ahem weak Mediatek devices) :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3442
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
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(#3318)
It seems too easy, the specification does not state anything more to be done for it towork.
Requires performance testing on android.
Co-authored-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3318
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
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Rather than having that hardcoded one like before. Also adds
infrastructure which should make it easier to setup defaults at runtime
(e.g. GPU stuff?)
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3462
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
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VUL version mismatches are solved upstream. Anything else is user error,
not that the prior solution really helped let's be real.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3450
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
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whynot
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3449
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
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(#3430)
oops
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3430
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
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