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* [video_core] Improve synchronization and refactor buffer cache timing logic ↵MaranBr2026-07-101-8/+16
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | (#4182) This simplifies the GPU accuracy setting by removing the intermediate Balanced mode and setting High as the default on desktop platforms. It introduces a dedicated setting for GPU fence behavior, allowing the synchronization policy to be configured independently of GPU accuracy. The Vulkan buffer cache now tracks GPU recording timeline ticks and waits only when necessary, reducing unnecessary synchronization while maintaining correctness for hard-to-trace graphical bugs. GPU buffer readback has also been refined to synchronize only the affected upload regions when needed, and default DMA behavior has been updated to align with the new GPU accuracy model. ### TL;DR The fix for particles freezing and unfreezing in mid-air in `Super Mario Odyssey` has been improved, resulting in less of a performance hit. This game requires the new `Enable GPU Buffer Readback` option to be enabled to fix this issue. The vertex explosions that occurred in `Super Mario Bros. Wonder`, especially in World 4, have been completely eliminated. You can now enjoy a smooth experience without graphical glitches exploding across the screen. This game requires the new `GPU Fence Behavior` option to be set to `Strict` to fully fix this issue. The flickering issue inside certain Shrines in `The Legend of Zelda: Tears of the Kingdom` has also been fixed. For now, this game requires the new `GPU Fence Behavior` option to be set to `Accurate` to fully fix this issue. These options are intended to fix graphical bugs in games that require better synchronization behavior between CPU and GPU, so other games may be affected as well. Co-authored-by: xbzk <xbzk@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4182 Reviewed-by: Lizzie <lizzie@eden-emu.dev>
* xbzk/gpu-logging_qt-controls_android-fix (#4018)xbzk2026-06-271-1/+10
| | | | | | | | | | | | | 5af7771f83-Bugfix: Made gpu_log_level global-only (was per-game switchable). Fixed Android non-determinism where a per-game profile silently overrode the global to Off and trapped GPULogger::Initialize() in a dead state, making shader dumps fail invisibly. Android per-game UI now hides the whole GPU logging block; Qt UI is untouched (global-only anyway). bf4aabe8ab-Refactor/Cleanup: Removed gpu_logging_enabled master toggle as redundant with gpu_log_level == Off. Introduced GPU::Logging::IsActive() helper, replaced 14 call sites across vk_*.cpp. Refactored LogShaderCompilation() to be text-only and extracted SPIR-V dumping into a standalone GPU::Logging::DumpSpirvShader() free function. No singleton dependency, gated only by gpu_log_shader_dumps. Now gpu_log_level and gpu_log_shader_dumps are fully orthogonal. Cleaned up Android (BooleanSetting, SettingsItem, presenter, 7 locale string files). 865a1c5027-Refactor: Renamed dump_shaders → dump_guest_shaders to disambiguate from gpu_log_shader_dumps. Updated Qt label to "Dump Guest (Maxwell) Shaders" and rewrote the tooltip to mention .ash, the DumpDir/shaders/ location, and nvdisasm. 7cab456fdf-Feature: Added Qt UI control for GPU log level in the Logging session. Added gpu_log_shader_dumps checkbox to the Graphics column right below dump_guest_shaders. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4018 Reviewed-by: MaranBr <maranbr@eden-emu.dev>
* [desktop] More qt_common reorganization (#3916)crueter2026-05-201-0/+12
| | | | | | | | | | | | 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 <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3916 Reviewed-by: Lizzie <lizzie@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev>
* [ports, freebsd] remove fastmem ban (#3786)lizzie2026-03-271-1/+1
| | | | | | | | | | | | whatever issue there was, is now fixed on FBSD 15 Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3786 Reviewed-by: crueter <crueter@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
* [common/logging] Simplify logging logic and fix issues when logging before ↵lizzie2026-03-121-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | system is created (#3688) - 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 <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3688 Reviewed-by: crueter <crueter@eden-emu.dev> Reviewed-by: DraVee <chimera@dravee.dev> Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
* [settings] Disable fastmem on Linux systems with non-4kb page sizes (#3669)crueter2026-03-101-1/+9
| | | | | | | | | Asahi, etc Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3669 Reviewed-by: Lizzie <lizzie@eden-emu.dev> Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
* [frontend] Slow and Turbo modes (#3525)crueter2026-02-121-0/+48
| | | | | | | | | | | | | | | | | | | | | | | Closes #3344 Adds slow and turbo modes with configurable speeds that can then be toggled by the user. Behavior is: - Standard/slow limit, toggle turbo = turbo - Turbo limit, toggle turbo = standard - Standard/turbo limit, toggle slow = slow - Slow limit, toggle slow = standard Enabling the turbo/slow mode enables the frame limiter unconditionally. This has some conflicts with VSync. For example when I set my refresh rate to 60hz and enable vsync, turbo mode does nothing. Not sure how to go about fixing this, @MaranBr probably knows better the proper solution. Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3525 Reviewed-by: DraVee <dravee@eden-emu.dev> Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
* [common] log modified settings first (#3132)lizzie2026-02-051-34/+32
| | | | | | | | | | | | | basically i want to see the modified options first :) one of the few times i use deque without resorting to boost::container::deque, haha Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3132 Reviewed-by: crueter <crueter@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>
* [android] gpu logs functions (#3389)MrPurple6662026-02-011-0/+1
| | | | | | | | | | | | | | | Since Android is a pain when it comes to checking GPU logs in more depth, this is a better way to see what's going on, especially for testers... This should be expanded to Mali, Xclipse, and Tensor in the future. Since I don't own any of these devices, it's up to developers with similar capabilities to add support for this system. ~~The GPU log sharing button should also be added in the future... For now, they are available in the same location as the traditional logs.~~ Added on 572810e022 Co-authored-by: DraVee <dravee@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3389 Reviewed-by: DraVee <dravee@eden-emu.dev> Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Co-authored-by: MrPurple666 <antoniosacramento666usa@gmail.com> Co-committed-by: MrPurple666 <antoniosacramento666usa@gmail.com>
* [video_core] Fix 1x graphics bugs without performance loss (#3385)MaranBr2026-01-261-4/+0
| | | | | | | | | This fixes weird lines at 1x resolution without impacting performance in some titles. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3385 Reviewed-by: Maufeat <sahyno1996@gmail.com> Co-authored-by: MaranBr <maranbr@outlook.com> Co-committed-by: MaranBr <maranbr@outlook.com>
* [android] fix resolution info.active causing 1/4th of screen rendering when ↵lizzie2026-01-211-1/+1
| | | | | | | | | | using 0.5x instead of downscaled 0.5x (#3361) Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3361 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
* [video_core] Disable resolution rescaling pass on Android to avoid visual ↵MaranBr2026-01-201-0/+4
| | | | | | | | | | | | artifacts (#3353) The rescaling optimization causes visual artifacts on Android (GLES). Disable the pass entirely on Android to preserve correct rendering. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3353 Reviewed-by: crueter <crueter@eden-emu.dev> Reviewed-by: Maufeat <sahyno1996@gmail.com> Co-authored-by: MaranBr <maranbr@outlook.com> Co-committed-by: MaranBr <maranbr@outlook.com>
* [video_core] Fixes flickering and weird textures at native 1x resolution (#3346)MaranBr2026-01-191-2/+2
| | | | | | | | | | The issue occurs because shaders generated without RescalingPass are too simple, triggering driver optimization bugs on some GPUs. Fixes rendering issues in Luigi's Mansion 3 and possibly other games as well. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3346 Reviewed-by: DraVee <dravee@eden-emu.dev> Co-authored-by: MaranBr <maranbr@outlook.com> Co-committed-by: MaranBr <maranbr@outlook.com>
* [common] merge RenderBackend and ShaderBackend options (#3313)lizzie2026-01-181-1/+0
| | | | | | | | | | | | | | | | | first of all it makes UI a tad bit more simple and benefits the end user second, it allows to add new backends a bit more easily and also, there was a shader backend option in android... we don't use opengl in android so may as well save ourselves the trouble, aye ![image](/attachments/c0195bca-da18-4907-9e4a-3b62c4292f1a) Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3313 Reviewed-by: Maufeat <sahyno1996@gmail.com> Reviewed-by: DraVee <dravee@eden-emu.dev> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
* [desktop, settings] new RendererHacks category, move to Extensions -> ↵crueter2025-12-311-0/+1
| | | | | | | | | | | | | Extras, fix GPU accuracy naming (#3245) added a new RendererHacks category, moved them to the Extensions tab and renamed that tab Extras. Should fit in smaller screens now also Performance -> Fast, GPU Accuracy -> GPU Mode Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3245 Reviewed-by: MaranBr <maranbr@eden-emu.dev>
* [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>
* [video_core] Rework GPU Accuracy levels and remove Early Release Fences ↵MaranBr2025-12-091-4/+7
| | | | | | | | | | | | | | | | | | | | | toggle (#3129) The GPU Accuracy level is now divided into Performance, Balanced and Accurate. 1. Performance prioritizes speed at all costs. It's faster, but it can be unstable and may have some bugs (which is expected). 2. Balanced maintains excellent performance and is safer against bugs and shader corruption. 3. Accurate is the most precise and the most expensive in terms of hardware. Only a few games still need this level to work properly. The Release Early Fences toggle has also been removed by @PavelBARABANOV, as it's not needed anymore. Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3129 Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com> Reviewed-by: Maufeat <sahyno1996@gmail.com> Co-authored-by: MaranBr <maranbr@outlook.com> Co-committed-by: MaranBr <maranbr@outlook.com>
* [gamemode] Make available on other platforms (#353)lizzie2025-12-071-2/+0
| | | | | | | | | | | Signed-off-by: lizzie <lizzie@eden-emu.dev> Co-authored-by: crueter <crueter@eden-emu.dev> Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/353 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
* [android, qt] 16 bit debug knob set for quick development toggles (#3076)xbzk2025-11-251-0/+4
| | | | | | | | | | | | | | | **Aims to dismiss the needing of developers to wait for someone to provide new toggles only to test temporary stuff** This is a classic debug knob set for development use. Developers will be able to call Settings::getDebugKnobAt(0 to 15) to pick one of the 16 bits of that setting, allowing users to easily enable or disable multiple features in testing builds, by entering values instructed by the developers. Co-authored-by: Allison Cunha <allisonbzk@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3076 Reviewed-by: Lizzie <lizzie@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com> Co-authored-by: xbzk <xbzk@eden-emu.dev> Co-committed-by: xbzk <xbzk@eden-emu.dev>
* [renderer] NG ragebound workaround via LoadOverrides + vk_rasterizer ↵xbzk2025-11-131-0/+3
| | | | | | | | | | | | | | | | | | | | | | | UpdateBlending TouchBlendequations Rework (#2934) this pull should impact ninja gaiden ragebound only! it makes it playable past stage 4-1. it contains a workaround for missing maxwell_3d's iterated_blend functionality, which fixes several graphics all over the game. the issue causes transparency enabled blends (mostly lighting fx) to be wrongly blended into destination, turning textures into black frames. in stage 4-1 there are lighthing layers in the foreground, causing sprites layer to become overlapped by these opaque black frames, including entire screen in a mid boss fight, making it unplayable* (players maneuvered by turning immortal option on and swinging sword all around until defeating it). also only in stage 4-1 the fix has a short drawback: when you buff up next attack these problematique blends will be drawn back as black frames, but only for a split second, so no big deal. this workaround was already discovered and available in PR 302, but in an unconventional way for a game specific override, so we did forbidden it. now it uses classic game specific override solution exampled in core.cpp's System::Impl::LoadOverrides method, so now i guess it's worth to merge it and deliver this to players until we harness iterated_blend control. additionally I've slightly reworked vk_rasterizer.cpp's RasterizerVulkan::UpdateBlending, if (state_tracker.TouchBlendEquations()) {...} session. it was made in a way that for a single blend, it exhaustly calls 48 (6 x 8) MaxwellToVK redundant functions, and declared a lambda function inside a 8 laps loop. reworked it so that instead of 48 calls it makes only the necessary 6 calls, and then merely safely copy the result for the other 7 times. Co-authored-by: Allison Cunha <allisonbzk@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2934 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev> Reviewed-by: Maufeat <sahyno1996@gmail.com> Co-authored-by: xbzk <xbzk@eden-emu.dev> Co-committed-by: xbzk <xbzk@eden-emu.dev>
* [compat] Fix other DragonFlyBSD/NixOS issues (#2860)lizzie2025-11-071-1/+1
| | | | | | | | | | | Uh - the other pr that had "Fix dragonfly" got commits lost and I didn't notice... oops; cherry picked them back through :) Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2860 Reviewed-by: crueter <crueter@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
* [compat] HaikuOS port (#2805)lizzie2025-10-221-1/+1
| | | | | | | | | | | Still had the issues with libusb, but that should get solved with the other PRs anyways Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2805 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: crueter <crueter@eden-emu.dev> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
* [arm] Add "debugging" cpu accuracy option to replace CPU debug toggle (#2640)lizzie2025-10-171-3/+3
| | | | | | | | | | | | The debug toggle and the CPU accuracy options are mutually exclusive, if debug toggle on => cpu accuracy is ignored, if debug toggle off => cpu accuracy is used. So just add it to cpu accuracy and avoid the extra hassle. 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/2640 Reviewed-by: crueter <crueter@eden-emu.dev> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
* [frontend] add 1.25x resolution option (#2566)Aleksandr Popovich2025-10-061-0/+4
| | | | | | | | | | | | | It sits at 900p or 1350p. Signed-off-by: Aleksandr Popovich <popovich@eden-emu.dev> Co-authored-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2566 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: crueter <crueter@eden-emu.dev> Co-authored-by: Aleksandr Popovich <popovich@eden-emu.dev> Co-committed-by: Aleksandr Popovich <popovich@eden-emu.dev>
* [video_core] Simplify DMA options (#525)MaranBr2025-09-161-1/+9
| | | | | | | | | | | This simplifies DMA options in a clearer and more objective way. Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/525 Reviewed-by: crueter <crueter@eden-emu.dev> Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev> Co-authored-by: MaranBr <maranbr@outlook.com> Co-committed-by: MaranBr <maranbr@outlook.com>
* [settings] fix unreachable code warning in fastmem bool (#347)lizzie2025-08-301-1/+2
| | | | | | | | | Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/347 Reviewed-by: Shinmegumi <shinmegumi@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>
* [core] Add option to control Host MMU Emulation (#324)MaranBr2025-08-271-0/+6
| | | | | | | | | | | | | | This adds an option to enable or disable Host MMU Emulation [Android/PC], brings better config per-game handling with Disable Buffer Reorder, disables Flush Debug Lines by Log, option which was enabled by default on Android/PC taxing performance and translates to all supported languages the recent changes. Leaves room for NCE improvements in the foreseable future. Co-authored-by: crueter <crueter@eden-emu.dev> Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/324 Reviewed-by: crueter <crueter@eden-emu.dev> Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Co-authored-by: MaranBr <maranbr@outlook.com> Co-committed-by: MaranBr <maranbr@outlook.com>
* [desktop, core] yuzu -> Eden, eden -> Edencrueter2025-07-191-1/+1
| | | | Signed-off-by: crueter <crueter@eden-emu.dev>
* [frontend, web] refactor: web service frontend rewrite (#221)crueter2025-07-011-1/+4
| | | | | | | | | | | | | | - Automatic verification based on regex - Token generation button - Removed unneeded links - public lobby creation [android] Signed-off-by: crueter <swurl@swurl.xyz> Co-authored-by: Aleksandr Popovich <alekpopo@pm.me> Co-authored-by: Aleksandr Popovich <alekpopo@proton.me> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/221 Co-authored-by: crueter <swurl@swurl.xyz> Co-committed-by: crueter <swurl@swurl.xyz>
* yall got any of them pixels (#140)swurl2025-05-311-0/+5
| | | | | | | | | | Adds 0.25x resolution option and fixes the configure hotkeys Signed-off-by: swurl <swurl@swurl.xyz> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/140 Co-authored-by: swurl <swurl@swurl.xyz> Co-committed-by: swurl <swurl@swurl.xyz>
* User Data Migration from Citron, Sudachi, and Yuzu (#91)swurl2025-05-081-5/+5
| | | | | | | | | | | | 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>
* Add dynamic state extension configsswurl2025-04-231-0/+1
| | | | Signed-off-by: swurl <swurl@swurl.xyz>
* Optimize SpiriV outputPavel Barabanov2025-04-121-0/+1
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* general: add default configurations for applet modeLiam2024-02-091-0/+3
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* android: Migrate in-game overlay settings to init8952023-12-301-0/+2
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* android: Add per-game driverst8952023-12-121-0/+2
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* settings: Clearer NCE error messagesGPUCode2023-12-091-2/+6
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* Merge pull request #12074 from GPUCode/yuwu-on-the-metalliamwhite2023-11-301-0/+17
|\ | | | | Implement Native Code Execution (NCE)
| * common: Enforce fastmem for nce usageGPUCode2023-11-251-1/+1
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| * android: Add cpu bakend gui toggleGPUCode2023-11-251-1/+7
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| * arm: Implement native code execution backendLiam2023-11-251-2/+2
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| * device_memory: Enable direct mapped addresses for nceGPUCode2023-11-251-2/+8
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| * settings: Add cpu backend settingGPUCode2023-11-251-0/+5
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* | yuzu: create linux group in general settingsflodavid2023-11-251-0/+2
|/ | | | | - Create files dedicated to starting and stopping gamemode functions - Use them in yuzu and yuzu_cmd modules
* config: Unify config handling under frontend_commont8952023-11-211-2/+2
| | | | | | Replaces every way of handling config for each frontend with SimpleIni. frontend_common's Config class is at the center where it saves and loads all of the cross-platform settings and provides a set of pure virtual functions for platform specific settings. As a result of making config handling platform specific, several parts had to be moved to each platform's own config class or to other parts. Default keys were put in platform specific config classes and translatable strings for Qt were moved to shared_translation. Default hotkeys, default_theme, window geometry, and qt metatypes were moved to uisettings. Additionally, to reduce dependence on Qt, QStrings were converted to std::strings where applicable.
* yuzu: Save mute when in background settingNarr the Reg2023-11-101-0/+2
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* yuzu: Use new setting method for stop emulationFlorian2023-10-121-0/+5
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* Query Cachge: Fully rework Vulkan's query cacheFernando Sahmkow2023-09-231-3/+7
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* android: Expose interface for getting settings from native codeCharles Lombardo2023-08-291-0/+2
| | | | Completely removes code related to parsing the settings file on the java side. Now all settings are accessed via NativeConfig.kt and config.cpp has been modified to be closer to the core counterpart. Since the core currently uses QSettings, we can't remove reliance from Wini yet. This also includes simplifications to each settings interface to get closer to native code and prepare for per-game settings.
* settings: Add docked mode helper functionlat9nq2023-08-221-0/+5
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