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* video_core: NVIDIA DLSS through NVIDIA Streamline in place of a game's DLSSDuck91210 hours1-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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 -> 1440p) and 2x (1440p -> 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 <350528965+Duck912@users.noreply.github.com>
* [common/fs] Preserve Windows roots during path sanitization (#4437)Feng Chen2026-09-161-2/+3
| | | | | | | | | | | | | | | | | | Commit 5b4c29b123 made SanitizePath rebuild paths from split components after resolving traversal. That reconstruction retained only one leading separator, collapsing UNC paths and breaking network-backed directories. Parse the path root separately from normal components. Preserve UNC prefixes, drive-absolute and drive-relative forms, and extended UNC/device namespaces while normalizing separators and dot components. Treat the UNC server/share portion as part of the root so parent traversal cannot escape into another share. Also preserve root-only results such as / and C:\\ instead of stripping their final separator. - [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/4437 Reviewed-by: lizzie <lizzie@eden-emu.dev> Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
* [vulkan, android] Add feature of post-processing shaders on Android (#4348)CamilleLaVey2026-09-101-0/+2
| | | | | | | | | | | | | | 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>
* [vulkan, android] Initial implementation of LSFG-VK (#4263)CamilleLaVey2026-08-171-1/+2
| | | | | | | | | | | | | 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 <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4263
* [qt, android] Implement custom save path setting and migration + Implement ↵kleidis2025-12-311-0/+1
| | | | | | | | | | | | custom path settings for Android (#3154) Needs careful review and especially testing Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3154 Reviewed-by: DraVee <dravee@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev> Co-authored-by: kleidis <kleidis1@protonmail.com> Co-committed-by: kleidis <kleidis1@protonmail.com>
* [qt] Ryujinx save data link (#2815)crueter2025-10-281-7/+11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This adds an action to the Game List context menu that lets users link save data from Eden to Ryujinx, or vice versa. Unfortunately, this isn't so simple to deal with due to the way Ryujinx's saves work. Ryujinx stores its saves in the... config directory... in `bis/user/save`. Unlike Yuzu, however, it doesn't store things by TitleID, instead it's just a bunch of directories from 000...01 to 000...0f and so on. The way it *maps* TitleID to SaveID is via `imkvdb.arc` in `bis/system/save/8000000000000000/0/` and also an identical copy in the `1` directory for... some reason. `imkvdb.arc` is handled by `FlatMapKeyValueStore` in LibHac, which, as the name implies, is a key-value storage system that `imkvdb.arc`, and seemingly `imkvdb.arc` alone, uses. The way this class is written is really weird, almost as if it's designed to accommodate more types of kvdbs... but for now we can safely assume that there aren't gonna be any other `kvdb` implementations added to HorizonNX. Regardless, the file format is ridiculously simple so I didn't actually need to do a deep dive into C# code... of which I can basically only read Avalonia. A simple `xxd` on the `imkvdb.arc` is all that's needed, and here's everything that matters: - The `IMKV` magic header (4 bytes) - 8 bytes that don't really have anything useful to us, except for a size byte (presumably a `u32`) strewn at offset `0x08` from the start of the file, which is useless to us - Then we start the `IMEN` list. I don't know what the `IM` stands for, but `IMEN` is just, well, an ENtry. Offsets shown are relative to the start of the `IMEN` header. * 4-byte `IMEN` magic header at 0x0 * 8 bytes of filler data. It contains two `0x40` bytes, but I'm not really sure what they do * TitleID (u64) at `0xC`, for example `00a0 df10 501f 0001` for Legends: Arceus (the byte order is swapped) * 0x38 bytes of filler starting at offset 0x14 * SaveID (u64) at `0x4C`, for example `0a00 0000 0000 0000` for my Legends: Arceus save * 0x38 bytes of filler starting at offset 0x54 Full example for Legends: Arceus: ``` 000001b0: 494d 454e 4000 0000 4000 0000 00a0 df10 IMEN@...@....... 000001c0: 501f 0001 0100 0000 0000 0000 0000 0000 P............... 000001d0: 0000 0000 0000 0000 0000 0000 0100 0000 ................ 000001e0: 0000 0000 0000 0000 0000 0000 0000 0000 ................ 000001f0: 0000 0000 0000 0000 0000 0000 0a00 0000 ................ 00000200: 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000210: 0000 0000 0100 0000 0000 0000 0000 0000 ................ 00000220: 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000230: 0000 0000 0000 0000 0000 0000 494d 454e ............IMEN ``` Ultimately, the size of the `IMEN` sits at 0x8C or 140 bytes. With this knowledge reading all the TitleID -> SaveID pairs is basically free, and outside of validation and stuff is like 15 lines of relevant code. Some interesting caveats, though: - There are two entries for some TitleIDs for... some reason? Ignoring the second one seems to work though. - Within each save directory, there are directories `0` and `1`... and only `0` ever seems used??? It's where Ryujinx points you to for save, so I just chose to use that. Once everything is parsed, the rest of the implementation is extremely trivial: - When the user requests a Ryujinx link, match the current program_id to the corresponding SaveID in `imkvdb` - If it doesn't exist, just error out (save data is probably nonexistent) - If it does though, give the user the option to use Eden's current save data OR Ryujinx's current save data. Old save data is deleted depending on which one you chose. Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2815 Reviewed-by: Lizzie <lizzie@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev>
* [common, fs] Use std::string_view instead of std::string&; inline functions ↵lizzie2025-08-271-2/+10
| | | | | | | | | | | that are used rarely (#330) 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/330 Reviewed-by: crueter <crueter@eden-emu.dev> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
* Fix License headers & CI (#168)crueter2025-06-091-3/+3
| | | | | | | Signed-off-by: crueter <swurl@swurl.xyz> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/168 Co-authored-by: crueter <swurl@swurl.xyz> Co-committed-by: crueter <swurl@swurl.xyz>
* User Data Migration from Citron, Sudachi, and Yuzu (#91)swurl2025-05-081-16/+60
| | | | | | | | | | | | Includes citron, sudachi, yuzu currently broken, because the eden dir is always made early? Signed-off-by: swurl <swurl@swurl.xyz> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/91 Co-authored-by: swurl <swurl@swurl.xyz> Co-committed-by: swurl <swurl@swurl.xyz>
* path_util: copy output for GetParentPathLiam2023-12-171-1/+1
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* Improve path splitting speedBreadFish642023-12-051-1/+5
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* Merge pull request #11689 from liamwhite/breakpadliamwhite2023-10-291-0/+1
|\ | | | | qt: implement automatic crash dump support
| * qt: implement automatic crash dump supportLiam2023-10-081-0/+1
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* | Merge pull request #11705 from FearlessTobi/windows-scliamwhite2023-10-081-0/+1
|\ \ | | | | | | yuzu: Add desktop shortcut support for Windows (continuation of #11344)
| * | yuzu: Add desktop shortcut support for WindowsFearlessTobi2023-10-071-0/+1
| |/ | | | | | | | | | | Allows creating desktop shortcuts with icons for yuzu games. Co-Authored-By: Jeroen van Schijndel <13182141+roenyroeny@users.noreply.github.com>
* / yuzu-qt: Track play timeMario2023-08-261-0/+1
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* service: nfc: Add backup supportgerman772023-06-061-0/+1
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* android: Implement SAF support & migrate to SDK 31. (#4)bunnei2023-06-031-0/+8
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* general: Convert source file copyright comments over to SPDXMorph2022-04-231-3/+2
| | | | | This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
* input_common/tas: Add swap controllergerman772021-09-181-1/+1
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* config: Move TAS options to it's own menugerman772021-09-181-2/+1
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* settings: File selector & other settingsMonsterDruide12021-09-181-0/+2
| | | | | | First of all, TASing requires a script to play back. The user can select the parent directory at `System -> Filesystem`, next to an option to pause TAS during loads: This requires a "hacky" setup deeper in the code and will be added in the last commit. Also, Hotkeys are being introduced: CTRL+F5 for playback start/stop, CTRL+F6 for re-reading the script and CTRL+F7 for recording a new script.
* common/fs/path_util: Remove [[nodiscard]] from function with void returnLioncash2021-06-081-1/+1
| | | | | We can't make use of the return value here, since we don't a return value to work with.
* common: fs: fs_util: Move PathToUTF8String to fs_utilMorph2021-06-021-9/+0
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* common: fs: Rework the Common Filesystem interface to make use of ↵Morph2021-05-251-0/+309
std::filesystem (#6270) * common: fs: fs_types: Create filesystem types Contains various filesystem types used by the Common::FS library * common: fs: fs_util: Add std::string to std::u8string conversion utility * common: fs: path_util: Add utlity functions for paths Contains various utility functions for getting or manipulating filesystem paths used by the Common::FS library * common: fs: file: Rewrite the IOFile implementation * common: fs: Reimplement Common::FS library using std::filesystem * common: fs: fs_paths: Add fs_paths to replace common_paths * common: fs: path_util: Add the rest of the path functions * common: Remove the previous Common::FS implementation * general: Remove unused fs includes * string_util: Remove unused function and include * nvidia_flags: Migrate to the new Common::FS library * settings: Migrate to the new Common::FS library * logging: backend: Migrate to the new Common::FS library * core: Migrate to the new Common::FS library * perf_stats: Migrate to the new Common::FS library * reporter: Migrate to the new Common::FS library * telemetry_session: Migrate to the new Common::FS library * key_manager: Migrate to the new Common::FS library * bis_factory: Migrate to the new Common::FS library * registered_cache: Migrate to the new Common::FS library * xts_archive: Migrate to the new Common::FS library * service: acc: Migrate to the new Common::FS library * applets/profile: Migrate to the new Common::FS library * applets/web: Migrate to the new Common::FS library * service: filesystem: Migrate to the new Common::FS library * loader: Migrate to the new Common::FS library * gl_shader_disk_cache: Migrate to the new Common::FS library * nsight_aftermath_tracker: Migrate to the new Common::FS library * vulkan_library: Migrate to the new Common::FS library * configure_debug: Migrate to the new Common::FS library * game_list_worker: Migrate to the new Common::FS library * config: Migrate to the new Common::FS library * configure_filesystem: Migrate to the new Common::FS library * configure_per_game_addons: Migrate to the new Common::FS library * configure_profile_manager: Migrate to the new Common::FS library * configure_ui: Migrate to the new Common::FS library * input_profiles: Migrate to the new Common::FS library * yuzu_cmd: config: Migrate to the new Common::FS library * yuzu_cmd: Migrate to the new Common::FS library * vfs_real: Migrate to the new Common::FS library * vfs: Migrate to the new Common::FS library * vfs_libzip: Migrate to the new Common::FS library * service: bcat: Migrate to the new Common::FS library * yuzu: main: Migrate to the new Common::FS library * vfs_real: Delete the contents of an existing file in CreateFile Current usages of CreateFile expect to delete the contents of an existing file, retain this behavior for now. * input_profiles: Don't iterate the input profile dir if it does not exist Silences an error produced in the log if the directory does not exist. * game_list_worker: Skip parsing file if the returned VfsFile is nullptr Prevents crashes in GetLoader when the virtual file is nullptr * common: fs: Validate paths for path length * service: filesystem: Open the mod load directory as read only