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path: root/src/shader_recompiler/ir_opt/texture_pass.cpp
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* shader: drop the slots of a failed handle subtree with its codeSssnowyyy32 hours1-4/+13
| | | | | | | | | | | | | | | | When BuildHandleProgram failed on a subtree it truncated the code back to where the subtree started, which removed the Tee ops of the values the subtree had kept, but their entries stayed in g_handle_slots. A Phi tries its other inputs after the first one fails; if one of them reused a value from the dropped subtree, it emitted a Load of a slot that nothing wrote, so the handle read 0. Number slots with a counter instead of counting map entries, and on failure erase the entries numbered from the subtree's first slot on and rewind the counter, so such a value is built again. Follow-up to 561f87abec. Assisted-by: Claude Sonnet 5.5 (implementation and commit message)
* shader: restore the handle build depth when a build throwsSssnowyyy32 hours1-4/+7
| | | | | | | | | | | | | BuildHandleProgram incremented g_handle_depth and decremented it at the end, so a NotImplementedException from BuildHandleNode left the thread-local depth above zero. That thread never cleared g_handle_slots again, and stale IR::Inst* keys from an earlier program could match instructions of a later one (a freed instruction's address can be reused). Do the decrement and the outermost clear in SCOPE_EXIT. Follow-up to e23b0f2fab. Assisted-by: Claude Sonnet 5.5 (implementation and commit message)
* shader: evaluate handle programs for image and texture buffer descriptorsSssnowyyy32 hours1-5/+29
| | | | | | | | | | | | | | | | | | | | 561f87abec only gave TextureDescriptor a handle_program. Image load/store/atomics and texture/image buffers whose handle comes from a storage buffer still got the placeholder constant buffer address (index 0, offset 0), so the pipelines read cbuf 0 word 0 as the handle (and asserted if cbuf 0 was unbound). Add handle_program to TextureBufferDescriptor, ImageBufferDescriptor and ImageDescriptor, compare it when merging, and let all four pipelines evaluate it for every descriptor kind instead of only TextureDescriptor. ImageQueryDimensions on such a handle was always declared Color2D, so array, cube and 3D views got a 2D declaration. The instruction carries no type, so take it from another instruction using the same handle program, falling back to Color2D when there is none. Follow-up to 561f87abec. The OpenGL pipeline edits are the same change as the Vulkan ones but were not compiled here. Assisted-by: Claude Sonnet 5.5 (implementation and commit message)
* shader: tell handle-program textures apart when adding descriptorsSssnowyyy32 hours1-1/+6
| | | | | | | | | | | | | | | | Every texture whose handle is computed per draw gets the same placeholder constant buffer address (index 0, offset 0), and Descriptors::Add did not compare handle_program. Two such textures of the same type and depth in one shader therefore shared a descriptor, so the second sampled the first, and one could also merge with a real texture bound at constant buffer 0 offset 0. Compare handle_program too. The pixel-format-integer lookup cached its last answer by (index, offset), which has the same problem for handle programs; skip that cache for them. Follow-up to 561f87abec. Assisted-by: Claude Sonnet 5.5 (implementation and commit message)
* shader: keep the handle slot map thread-local instead of a pointer to itTakoroka2 days1-12/+14
| | | | | | | BuildHandleProgram stored the address of its outermost call's local map in a thread_local pointer for the nested calls, which GCC 15 rejects with -Werror=dangling-pointer. The map itself is thread_local now, and a depth counter tells the outermost call to clear it.
* shader: compute texture handles read from storage buffers for each drawTakoroka3 days1-6/+426
| | | | | | | | | | | | | | | | Switch 2 shaders can read a texture handle from a storage buffer (Switch Sports' scenery: a per-object entry of a table whose pointer is in the driver constant buffer). The bindless handle search looked through the load into its address and returned the table pointer's constant buffer word as the handle, which named an arbitrary descriptor; the game repoints that one at transient render targets every few seconds, so the island and menu lighting flipped between correct, dark and red. The search no longer looks into memory loads. A handle it cannot trace is now built into a small program over constant buffer words, storage buffer words and integer operations (Shader::Info::handle_programs), which the pipelines evaluate when they bind the texture. Handles a single evaluation cannot give (one that changes in a loop) keep the previous search.
* [ir] resolve conditional Phi inputs when tracking bindless texture handles ↵xbzk8 days1-16/+71
| | | | | | | | | | | | | | | | | | | | | | (#4551) - [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. ------------------- Aimed to fix Ender Magnolia missing shader textures. Main example is Yolvan character bullets. By using windows version of the game, dxvk lib to make it vulkan, and renderdoc, it was possible to capture bullets, and by tracking backward composition and comparing with a similar scene from eden with missing bullets, it was possible to unveil the missing functionality: conditional Phi inputs resolve for bindless handles. By ignoring the boolean predicate register in the shader, handles for these shaders were resolving to some old value instead of proper live conditional ones. TESTS: -Compare Yolvan bullets -Usual roam on main titles for regression check. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4551 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
* [common] Switch to boost::unordered_flat containers (#4326)crueter2026-08-311-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* [vulkan] 3rd Vulkan Global Maintenance (#4189)CamilleLaVey2026-07-091-1/+20
| | | | | | | | | | Following the philosophy on the previous Vulkan maintenance PR's, this one is reviewing the video_core to resolve VUID's related to the missing handling/ safechecks (UBO's case on missing StorageBufferAccess 8/16 bits on QCOM drivers, resulting on bad compute pipeline compiled), wiring topology representative to EDS2 configuration (following #4117), refactored the sampled image access via new memeber function for type "typeless" which adds a handling on the integer mistmatch (uint to sint, float to uint) + fixing bugs on current texture sampling (int) including the depth/stencil path resolve, maintenance to previous changes on query cache (resolving bugs from #3853), reduced the amount of binding BindVertexBufferEXT2 when a new tick/ frame is presented (with this being a reason for performance reduction on games where vertex polutes the stage, like BOTW/TOTK where grass is draw with vertex); implemented color border swizzle and color write enable for future improvements on EDS3, added initial implementation on Synchronization2 starting a path to ensure an access to VK 1.3 features safely and other smaller fixes along the road. Special Thanks: -> Mr. Smolio Gidolard (@gidoly) Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4189
* [shader_recompiler/ir] fix potential CBuf collision when count mismatches ↵lizzie2026-07-071-8/+12
| | | | | | | | | | | | | (#4097) this should make disjoint counts be handled as different cbufs for the cbuf cache this fixes TIC asserts on PKZA Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4097 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
* [vk] Clamp dynamic descriptors based on device limits (#4115)lizzie2026-06-301-72/+66
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Should fix this specific crash ``` * thread #82, name = 'GPU', stop reason = Exception 0xc0000005 encountered at address 0x7ff7e5193e89: Access violation reading location 0x00000098 * frame #0: 0x00007ff7e5193e89 eden.exe`std::unique_ptr<Vulkan::Scheduler::CommandChunk,std::default_delete<Vulkan::Scheduler::CommandChunk> >::operator->(this=<unavailable>) at memory:3453 [inlined] frame #1: 0x00007ff7e5193e81 eden.exe`void Vulkan::Scheduler::DispatchWork(this=0x0000000000000000) at vk_scheduler.cpp:146 frame #2: 0x00007ff7e5193d8f eden.exe`void Vulkan::Scheduler::WaitWorker(this=<unavailable>) at vk_scheduler.cpp:133 frame #3: 0x00007ff7e54f472e eden.exe`void Vulkan::UpdateDescriptorQueue::Acquire(this=0x0000026c77cfb4b8) at vk_update_descriptor.cpp:41 frame #4: 0x00007ff7e5537a43 eden.exe`void Vulkan::ASTCDecoderPass::Assemble(this=0x0000026c794fba10, image=0x0000026cfb794850, map=0x00000025e28fcb30, swizzles=<unavailable>) at vk_compute_pass.cpp:603 frame #5: 0x00007ff7e55043e1 eden.exe`void Vulkan::TextureCacheRuntime::AccelerateImageUpload(this=<unavailable>, image=0x0000026cfb794850, map=0x00000025e28fcb30, swizzles=size=10, z_start=0, z_count=0) at vk_texture_cache.cpp:2482 frame #6: 0x00007ff7e5516592 eden.exe`void VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::UploadImageContents<struct Vulkan::StagingBufferRef>(this=<unavailable>, image=0x0000026cfb794850, staging=0x00000025e28fcb30) at texture_cache.h:1147 frame #7: 0x00007ff7e551523d eden.exe`void VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::RefreshContents(this=0x0000026c794fd800, image=0x0000026cfb794850, image_id=(index = 3801072224)) at texture_cache.h:1133 frame #8: 0x00007ff7e5517b50 eden.exe`struct Common::SlotId VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::JoinImages(this=0x0000026c794fd800, info=<unavailable>, gpu_addr=25374426112, cpu_addr=2254181376) at texture_cache.h:1644 frame #9: 0x00007ff7e5516ff6 eden.exe`struct Common::SlotId VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::InsertImage(this=0x0000026c794fd800, info=0x00000025e28fd270, gpu_addr=25374426112, options=0x0) at texture_cache.h:1513 frame #10: 0x00007ff7e5516a60 eden.exe`struct Common::SlotId VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::FindOrInsertImage(this=0x0000026c794fd800, info=0x00000025e28fd270, gpu_addr=25374426112, options=0x0) at texture_cache.h:1194 frame #11: 0x00007ff7e5515a13 eden.exe`struct Common::SlotId VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::CreateImageView(this=0x0000026c794fd800, config=0x00000025e28fd370) at texture_cache.h:1173 frame #12: 0x00007ff7e550cd64 eden.exe`struct Common::SlotId VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::VisitImageView(this=0x0000026c794fd800, index=4586, compute=<unavailable>) at texture_cache.h:554 frame #13: 0x00007ff7e550d181 eden.exe`void VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::FillImageViews(this=0x0000026c794fd800, views=size=5, compute=<unavailable>, blacklist=<unavailable>) at texture_cache.h:227 frame #14: 0x00007ff7e58896e4 eden.exe`Vulkan::GraphicsPipeline::ConfigureImpl<Vulkan::(anonymous namespace)::SimpleStorageSpec>(this=0x0000026f865c1a60, is_indexed=<unavailable>) at vk_graphics_pipeline.cpp:415 frame #15: 0x00007ff7e5889479 eden.exe`<lambda_1>::operator(pl=<unavailable>, is_indexed=<unavailable>) at vk_graphics_pipeline.h:123 [inlined] frame #16: 0x00007ff7e5889474 eden.exe`<lambda_1>::__invoke(pl=<unavailable>, is_indexed=<unavailable>) at vk_graphics_pipeline.h:123 frame #17: 0x00007ff7e519d2a8 eden.exe`Vulkan::GraphicsPipeline::Configure(this=0x0000026f865c1a60, is_indexed=<unavailable>) at vk_graphics_pipeline.h:105 [inlined] frame #18: 0x00007ff7e519d29d eden.exe`Vulkan::RasterizerVulkan::PrepareDraw<`lambda at D:\a\g\g\eden-source\src\video_core\renderer_vulkan\vk_rasterizer.cpp:256:29'>(this=0x0000026c764f9368, is_indexed=<unavailable>, draw_func=0x00000025e28fdb80) at vk_rasterizer.cpp:244 frame #19: 0x00007ff7e519d1db eden.exe`void Vulkan::RasterizerVulkan::Draw(this=<unavailable>, is_indexed=<unavailable>, instance_count=<unavailable>) at vk_rasterizer.cpp:256 frame #20: 0x00007ff7e50d9025 eden.exe`void Tegra::HLE_DrawIndexedIndirect::Fallback(this=0x0000026f2af85118, maxwell3d=0x0000026ccbf9eb00, parameters=size=6) at macro.cpp:178 frame #21: 0x00007ff7e50d8f21 eden.exe`void Tegra::HLE_DrawIndexedIndirect::Execute(this=0x0000026f2af85118, maxwell3d=0x0000026ccbf9eb00, parameters=size=6) at macro.cpp:129 frame #22: 0x00007ff7e50db607 eden.exe`Tegra::MacroEngine::Execute::<lambda_0>::operator(this=0x00000025e28fde70, acm= Active Type = Tegra::HLE_DrawIndexedIndirect ) at macro.cpp:1362 frame #23: 0x00007ff7e50dada0 eden.exe`void Tegra::MacroEngine::Execute(this=0x0000026ccbfaa020, maxwell3d=0x0000026ccbf9eb00, method=418, parameters=<unavailable>) at macro.cpp:1392 frame #24: 0x00007ff7e4ef062b eden.exe`void Tegra::Engines::Maxwell3D::CallMacroMethod(this=0x0000026ccbf9eb00, method=<unavailable>, parameters=<unavailable>) at maxwell_3d.cpp:390 frame #25: 0x00007ff7e4ef04be eden.exe`void Tegra::Engines::Maxwell3D::ProcessMacro(this=0x0000026ccbf9eb00, method=<unavailable>, base_start=<unavailable>, amount=5, is_last_call=<unavailable>) at maxwell_3d.cpp:223 frame #26: 0x00007ff7e4ef1673 eden.exe`void Tegra::Engines::Maxwell3D::CallMultiMethod(this=<unavailable>, method=<unavailable>, base_start=0x000001ea398e22f4, amount=<unavailable>, methods_pending=5) at maxwell_3d.cpp:419 frame #27: 0x00007ff7e4ef535a eden.exe`void Tegra::DmaPusher::CallMultiMethod(this=<unavailable>, base_start=0x000001ea398e22f4, num_methods=<unavailable>) const at dma_pusher.cpp:201 frame #28: 0x00007ff7e4ef5023 eden.exe`void Tegra::DmaPusher::ProcessCommands(this=0x0000026ccbfba698, commands=size=36) at dma_pusher.cpp:120 frame #29: 0x00007ff7e4ef4ced eden.exe`bool Tegra::DmaPusher::Step(this=0x0000026ccbfba698) at dma_pusher.cpp:88 frame #30: 0x00007ff7e4ef49f8 eden.exe`void Tegra::DmaPusher::DispatchCalls(this=0x0000026ccbfba698) at dma_pusher.cpp:40 frame #31: 0x00007ff7e4ede797 eden.exe`void Tegra::Control::Scheduler::Push(this=<unavailable>, channel=-493895072, entries=0x00000025e28fe2e0) at scheduler.cpp:31 frame #32: 0x00007ff7e4eedc7b eden.exe`VideoCommon::GPUThread::ThreadManager::StartThread::<lambda_0>::operator(this=<unavailable>, stop_token=stop_token @ 0x00000025e28ffb40) at gpu_thread.cpp:42 [inlined] frame #33: 0x00007ff7e4eedae8 eden.exe`std::invoke(_Obj=<unavailable>, _Arg1=0x0000026ccb3edef0) at type_traits:1680 [inlined] frame #34: 0x00007ff7e4eedac1 eden.exe`std::thread::_Invoke<std::tuple<`lambda at D:\a\g\g\eden-source\src\video_core\gpu_thread.cpp:29:27',std::stop_token>,0,1>(_RawVals=0x0000026ccb3edef0) at thread:60 frame #35: 0x00007ff8e87a37b0 ucrtbase.dll`wcsrchr + 336 ``` Signed-off-by: lizzie <lizzie@eden-emu.dev> Co-authored-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4115 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
* [vulkan] Fix regressions found in last stable release (#3953)CamilleLaVey2026-06-021-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | This PR aims to fix some regressions found in the latest release 0.2.0, which were a bunch of constant crashes/ random on certain Android devices with issues with the PiP configuration, addressing some problems founds for AMD after the maintenance of 2nd Global Vulkan Maintenance. -> Fixes Final Fantasy Tactics on AMD (no longer requires of generic bits to work "all commands bit") -> Fixes some performance regressions on android due to the Tomodachi fix applied globally as common behavior (#3898, #3900) -> Fixes blittering of screen found on ARM Windows devices and QCOM stock drivers (Android and ARM Windows) related to Mario Kart 8 Deluxe strange blittering in races, caused by a strange race condition with the ResetQueryPool and mostly the workaround for presync -> Fixes issues on Luigi's Mansion 3 issue where the pause screen became black on AMD due to the early reset of queries. -> Fixes crashes on Mario Party Jamboree for AMD/ Nvidia. -> Keeps previous fixes related to crashes on AMD with other games such as Astral Chain, Fire Emblem Three Houses and Xenoblade 3 based on the lack of access to vertex fragment replaced with generic flags. -> Fixes TOTK RADV skybox lighting. -------- Credits: @melod-y @Gidoly @MaranBr @AlexWolff @Lizzie And all the people who contributed into the reporting issues/ helping with the bisect. Co-authored-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3953 Reviewed-by: Lizzie <lizzie@eden-emu.dev> Reviewed-by: crueter <crueter@eden-emu.dev>
* [vk] fix LM3 and TL:LTD multiple NonUniform annotations (#3997)lizzie2026-05-291-3/+2
| | | | | | | | | | should fix AMD Signed-off-by: lizzie lizzie@eden-emu.dev Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3997 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: MaranBr <maranbr@eden-emu.dev>
* [shader_recompiler] handle dynamic texture descriptor strides (#3898)ryana2026-05-041-12/+117
| | | | | | | | | | | | | | | | this fixes dynamic texture descriptors that are not laid out as simple 8-byte entries tested on steam deck/amd notes - DynamicDescriptorSizeShift called twice because i moved it away from the struct but doing it this way keeps the patch just in this single file than adding a new derived field in the shared struct (i also think its just a cheap recomputation anyways) - removed cbuf scanning because i figured out how to do a bounds check statically credits: - Mythrax <mythrax@mytrax-rs.org> (identified the 1024 descriptor cap fix in #3897) Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3898 Reviewed-by: crueter <crueter@eden-emu.dev>
* [*] change all std::unordered_map and std::unordered_set into ↵lizzie2026-02-101-1/+1
| | | | | | | | | | | | | | | | | | | 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>
* [vk] properly handle multithreading with global constants without using TLS ↵lizzie2026-01-221-95/+44
| | | | | | | | | | | | | (#3368) TL;DR basically multiple threads writing to the same memory, now they dont, everyone happy Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3368 Reviewed-by: DraVee <dravee@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>
* [texture_pass] Re-Add caching optimization for Texture_Pass (#3356)wildcard2026-01-211-24/+114
| | | | | | | | | | | | | | Caching optimization for Texture_Pass (#481) Add Caching per texture_pass and optimize sorting to single pass. Use Logical shift instead of arithmetic shift. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3356 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: Maufeat <sahyno1996@gmail.com> Co-authored-by: wildcard <nubieluv@gmail.com> Co-committed-by: wildcard <nubieluv@gmail.com>
* revert old mocking for bindless textures (#3331)xbzk2026-01-181-16/+1
| | | | | | | | | | | | | | this revert is intended to bring back the original behavior (throw exception) for untracked bindless textures. reason: this was a mock intended to extend ender magnolia's mean time to crash. by reverting it we will be able to identify more games which rely on bindless textures, and avoid to obfuscate visual issues investigation on them. this is super safe to merge. if any game that was benefitting of it gets visual regression, we will know immediately via the throw message in logs. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3331 Reviewed-by: MaranBr <maranbr@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>
* Revert "[Shader Recompiler] Caching optimization for Texture_Pass (#481)" ↵Ribbit2025-10-281-114/+23
| | | | | | | | | | | | | | (#2859) This commit has some bugs that causes FPS drops, and crashes after playing for more than 1hr+. Needs to be reworked and further tested. Co-authored-by: Ribbit <ribbit@placeholder.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2859 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Co-authored-by: Ribbit <ribbit@eden-emu.dev> Co-committed-by: Ribbit <ribbit@eden-emu.dev>
* [Shader Recompiler] Caching optimization for Texture_Pass (#481)wildcard2025-09-171-23/+114
| | | | | | | | | | | Add Caching per texture_pass and optimize sorting to single pass. Use Logical shift instead of arithmetic shift. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/481 Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev> Reviewed-by: crueter <crueter@eden-emu.dev> Co-authored-by: wildcard <wildcard@eden-emu.dev> Co-committed-by: wildcard <wildcard@eden-emu.dev>
* [cmake] enable clang-cl and WoA builds (#348)lizzie2025-09-091-2/+2
| | | | | | | | | | | | | | Compilation and CMake fixes for both Windows on ARM and clang-cl, meaning Windows can now be built on both MSVC and clang on both amd64 and aarch64. Compiling on clang is *dramatically* faster so this should be useful for CI. Co-authored-by: crueter <crueter@eden-emu.dev> Co-authored-by: crueter <crueter@crueter.xyz> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/348 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: crueter <crueter@eden-emu.dev> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
* [VK] Rework SPIRV Shader Optimization (#238)Gamer642025-07-031-0/+3
| | | | | | | | The actual SPIRV Shader Optimization option doesn't seem to do anything as long as it isn't vinculed, so let's rework it to make it work Co-authored-by: Gamer64 <76565986+Gamer64ytb@users.noreply.github.com> Co-authored-by: echosys <echosys@noreply.localhost> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/238
* revert 91a662431cfe419bd46b6ca4ed298a4ba70d7820 (#240)CamilleLaVey2025-06-301-2/+18
| | | | | | | | | | | | | | | | | | revert [Texture_cache] Better memory handling for devices with lower memory allocations (#233) Means games like Minecraft Dungeons, Sea of Stars, Luigi Mansion 2, Astroneer, Alan Wake, etc are now playable. It also cleans up the recent abi.cpp and bindless texture commits a bit. Everything is in #ifdef ANDROID - The biggest change is CACHING_PAGEBITS = 12. Without that the way the buffercache grows and joins buffers can cause Android to run out of memory (as you end up with just one big buffer that needs to be copied every time it grows) Also patches up ffmpeg issues. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/233 Co-authored-by: JPikachu <jpikachu.eden@gmail.com> Co-committed-by: JPikachu <jpikachu.eden@gmail.com> Had showed some regressions on devices with higher specifications, will be refined to return as a toggle in a later commit. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/240
* [Texture_cache] Better memory handling for devices with lower memory ↵JPikachu2025-06-291-18/+2
| | | | | | | | | | | | | | allocations (#233) Means games like Minecraft Dungeons, Sea of Stars, Luigi Mansion 2, Astroneer, Alan Wake, etc are now playable. It also cleans up the recent abi.cpp and bindless texture commits a bit. Everything is in #ifdef ANDROID - The biggest change is CACHING_PAGEBITS = 12. Without that the way the buffercache grows and joins buffers can cause Android to run out of memory (as you end up with just one big buffer that needs to be copied every time it grows) Also patches up ffmpeg issues. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/233 Co-authored-by: JPikachu <jpikachu.eden@gmail.com> Co-committed-by: JPikachu <jpikachu.eden@gmail.com>
* patch: mock return for textures not found by Track method (#150)xbzk2025-06-051-2/+19
| | | | | | | | | as discussed in #dev-chat, the goal is to feed untracked bindless textures requests with last valid bindless textures for now, so that most games keep running despite possible visual artifacts. as Track evolves, this mock shall be dropped eventually. Co-authored-by: Allison Cunha <allisonbzk@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/150 Co-authored-by: xbzk <xbzk@noreply.localhost> Co-committed-by: xbzk <xbzk@noreply.localhost>
* shader_recompiler: use float image operations on load/store when requiredLiam2023-12-211-1/+24
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* Merge pull request #9699 from ameerj/texture-pass-descliamwhite2023-01-291-2/+9
|\ | | | | texture_pass: Fix texture descriptors comparisons
| * texture_pass: Fix texture descriptors comparisonsameerj2023-01-281-2/+9
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* | Merge pull request #9698 from ameerj/texture-pass-handleliamwhite2023-01-291-7/+7
|\ \ | | | | | | texture_pass: Refactor texture handle retrieval
| * | texture_pass: Refactor texture handle retrievalameerj2023-01-281-7/+7
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* | | Merge pull request #9694 from ameerj/txq-mipsliamwhite2023-01-291-1/+2
|\ \ \ | |/ / |/| | shader_recompiler: TXQ: Skip QueryLevels when possible
| * | shader_recompiler: TXQ: Skip QueryLevels when possibleameerj2023-01-281-1/+2
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* | Merge pull request #9682 from ameerj/shader-s32bunnei2023-01-281-4/+4
|\ \ | |/ |/| shader_recompiler: Remove S32 IR type
| * shader_recompiler: Remove S32 IR typeameerj2023-01-251-4/+4
| | | | | | | | | | | | The frontend IR opcodes do not distinguish between signed and unsigned integer types. Fixes broken shaders when IR validation/graphics debugging is enabled for shaders that used BitCastS32F32
* | spirv: fix multisampled image fetchLiam2023-01-231-0/+8
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* ir/texture_pass: Use host_info instead of querying Settings::values (#9176)Morph2022-11-111-6/+6
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* video_core: Fix SNORM texture buffer emulating error (#9001)Feng Chen2022-11-041-0/+49
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* General: Fix compilation for GCCLiam White2022-10-061-1/+1
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* Shader Decompiler: implement better tracking for Vulkan samplers.Fernando Sahmkow2022-10-061-9/+59
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* Shader Decompiler: Check for shift when deriving composite samplers.Fernando Sahmkow2022-10-061-3/+31
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* style: General style changes to match with the rest of the codebaseMorph2022-08-311-5/+5
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* video_code: support rectangle textureFengChen2022-08-251-0/+23
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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.
* TexturePass: Fix clamping of images as this allowed negative indices.Fernando Sahmkow2021-10-241-1/+1
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* Shader Compiler: avoid overflowed indices on indixed samplers.Fernando Sahmkow2021-10-171-1/+2
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* texture_pass: Fix is_read image qualificationameerj2021-07-221-1/+1
| | | | Atomic operations are considered to have both read and write access. This was not being accounted for.
* glsl: Address rest of feedbackameerj2021-07-221-2/+9
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* shader: Clang-format secondary texturesReinUsesLisp2021-07-221-2/+2
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* shader: Fix secondary texturesReinUsesLisp2021-07-221-2/+2
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* shader: Implement Int32 SUATOM/SUREDameerj2021-07-221-1/+67
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