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* [android] Replace Oboe audio with SDL3 audio (#4338)crueter2026-09-021-3/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* [vulkan, android] Mediacodec implementation + Vulkan fixes (#4191)CamilleLaVey2026-07-091-1/+1
| | | | | | | | | | | | | | | | | | | 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
* [android] input over(lay)haul 2: Individual scaling of buttons (#2562)nyx2025-09-291-4/+2
| | | | | | | | | | | ### (Needs testing) This PR makes it possible to adjust the scale of each touch input overlay button independently from the global scale This individual value always goes on top of the global scale. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2562 Co-authored-by: nyx <contact@innix.space> Co-committed-by: nyx <contact@innix.space>
* [frontend] refactor: extract common firmware & key functions (#38)crueter2025-07-131-0/+3
| | | | | | | | | | | | | | | | Extracts some firmware version/verification functions into `frontend_common` to reduce duplicate code, especially for the new QML frontend. Additionally adds a check for games that are known to require firmware (e.g. MK8DX) and warns the user if they don't have firmware installed and attempt to run the game. Firmware installation is to be in a separate PR. Signed-off-by: crueter <crueter@eden-emu.dev> Co-authored-by: Aleksandr Popovich <popovich@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/38
* Added the public lobby to android. (#125)Aleksandr Popovich2025-06-051-1/+1
| | | | | | | | | | | | | | | | | | | This is adapted from kleidis old PR to Azahar. Changes from it: - Fixed inconsistent button styling in the dialog for connection - Allowed to hide both empty and full rooms. - Proper serving of preferred games - Enables web service for android by default - Better implementation of multiplayer.cpp that works with oop Also fixes the room network class and turns it into a static namespace in network Signed-off-by: Aleksandr Popovich <alekpopo@pm.me> Co-authored-by: swurl <swurl@swurl.xyz> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/125 Co-authored-by: Aleksandr Popovich <alekpopo@pm.me> Co-committed-by: Aleksandr Popovich <alekpopo@pm.me>
* android: Add initial frontend for LAN network rooms (#76)Briar2025-05-031-0/+7
| | | | | | Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/76 Co-authored-by: Briar <205427297+icy-briar@users.noreply.github.com> Co-committed-by: Briar <205427297+icy-briar@users.noreply.github.com>
* android: Input mappingt8952024-02-171-0/+24
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* android: Move JNI setup and helpers to commont8952024-02-081-0/+88