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* video_core: NVIDIA DLSS through NVIDIA Streamline in place of a game's DLSSDuck9127 hours1-0/+18
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* video_core: replace Fortune's Weave's DLSS with AMD FSR 3.1Duck91227 hours1-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Fire Emblem: Fortune's Weave's DLSS network can't run here, and the temporal stand-in is only an approximation of it. FSR 3.1 takes the same inputs DLSS does: the jittered colour, motion vectors, the jitter and the depth, which the game's first DLSS pass reads through cbuf0+0x298 (Z32, reversed, the colour's size). Kepler compute keeps it next to the motion vectors. Fsr3Upscaler ports the host side of the SDK's ffx_fsr3upscaler.cpp: the eight passes (prepare inputs, luma and shading-change pyramids, shading change, reactivity, luma instability, accumulate, RCAS), the internal images and the constants, recorded through the scheduler with the shaders from externals/FidelityFX-SDK. It takes HDR colour, render-size motion vectors and reversed depth, computes its own exposure, and uses the no-wave SPD variants on devices without compute quad operations. The SDK's GLSL uses separate textures and samplers, so DescriptorBankInfo gains sampled image and sampler counts (default 0). FSR's RCAS follows the RCAS Sharpness slider. The result goes to FSR's own RGBA16F image and is drawn into the game's output, which keeps its format. TextureCacheRuntime::TemporalUpscale runs FSR 3.1 first. Without the depth, at mismatched scales, on a device lacking FSR's formats or features, or if its pipelines fail to build, the stand-in runs instead, and the bilinear blit stays last. EDEN_NX2_DLSS_REPLACEMENT=standin forces the stand-in. A gap of more than 250 ms between evaluations restarts the history. The BlitColor overload that takes a raw image view transitions its source to SHADER_READ_ONLY_OPTIMAL but described it as GENERAL in the descriptor (a validation error); it now describes the layout it uses. Assisted-by: Claude Opus 5.5 (debugging, implementation and drafting) Signed-off-by: Duck912 <350528965+Duck912@users.noreply.github.com>
* shader: compute texture handles read from storage buffers for each drawTakoroka3 days1-0/+1
| | | | | | | | | | | | | | | | 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.
* Added FSR 3 Upscaling and Frame GenerationDjihads804 days1-0/+4
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* nx2: decode Switch 2 video (nn::codec::video) with FFmpegTakoroka5 days1-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | The decoder service used to complete every submitted frame at once without decoding it. Each decoder service (gsv 902/906/1002 -> TIPC 1) now decodes on a thread of its own with FFmpeg (VP9, VP8, H.264; video_core/host1x/nx2_video_decoder), in software or on the host GPU per the NVDEC emulation setting. - 101 takes the codec name ("video/vp9") from its A buffer. - 109 queues the A buffer's frame; the ready event fires while the queue has room. - 311/314 reply a NativeSyncHandle {~syncpoint, 0, value}: the service allocates a syncpoint and increments it per finished frame, frames filling output images in register/release order like the client's ring. 314 waits for the client's release fence before reuse. - 213 returns the frame's size, pts (TimeSpan, ns) and end of stream. - gsv 911 creates a decoder image pool (count images in one memory) and gsv 961 returns the 128-byte CpuUserImageDescriptor that nn::codec::ReadDecoderOutputImage* copy frames out with; images are pitch-linear NV12, RGBA or BGRA. - Each new video command is logged once in full; EDEN_NX2_VDEC_DUMP=<dir> saves every 120th decoded frame's luma. Title 1's Mushroom Cup opening (2560x1440 VP9, 1423 frames) now decodes in real time and the game goes on to the race. The picture on screen still stays on the first frame: the game memcpys each frame into GPU memory and the texture cache keeps its first upload (notes 148).
* video_core: split the GPU thread in two (EDEN_NX2_SPLIT, off by default)Takoroka5 days1-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | The GPU thread (front) takes the CPU's commands, parses command lists and runs the puller; engine method calls and everything behind them (registers, draws, dispatches, the rasterizer and its caches) run in order on a second thread (back), fed through a single-producer single-consumer ring (gpu_split.h). Work the front did on back-owned state (end of command list flushes, channel binds, semaphore releases, syncpoint increments, flush/invalidate requests, presentation) is deferred into the same ring; the front waits for the back only where it needs a result from that state: semaphore acquires and MME DMA reads. EDEN_NX2_SPLIT=1 runs macros on the back. EDEN_NX2_SPLIT=2 runs the 3D and compute macros on the front against copies of the registers they read (Maxwell3D/KeplerCompute Front*), drops state writes that keep a register's value there, and sends the rest. EDEN_NX2_SPLIT_VERIFY=1 compares the copies with the back's registers every 4096 macro calls (0 differences in 40,193 checks in title 1); EDEN_NX2_SPLIT_CHECK=1 logs the stack of any other thread using the Vulkan scheduler while the back runs. Switch 2 titles, Vulkan, non-accurate GPU only. Title 1, 3D attract loop: ~44,000 draws a second on one thread, ~47,400 with EDEN_NX2_SPLIT=1, 50,000-66,500 with EDEN_NX2_SPLIT=2.
* nx2: replay repeated native macro calls instead of interpreting themTakoroka6 days1-0/+1
| | | | | | | | | | | | | | | | | Title 1 makes ~1,000,000 native macro calls a second in 3D scenes, 7 instructions each on average, and 96% repeat an earlier call exactly. A call whose effects depend only on its start, its parameters and the data RAM words it read (no MME_READ, no memory reads, no re-read of its own data RAM writes, no code upload while it ran) is remembered with those reads as guards; a later call with the same start and parameters whose guards still hold replays its data RAM and method writes. Uploading macro code clears the memo. EDEN_NX2_MME_MEMO=0 interprets every call. Checked offline against the previous interpreter on 200,000 recorded 3D-scene calls (method writes, registers and data RAM all identical, 94% replayed, 1.9x faster); in the game the macro zone fell from ~0.26 to ~0.20 us per call.
* nx2: GPU-thread zone timers and an in-process sampling profilerTakoroka6 days1-0/+1
| | | | | | | | | | EDEN_NX2_GPU_PROFILE=1 times the GPU thread's stages (command parsing, macros, draw setup by step, compute, texture uploads) and logs each one's share of every second. EDEN_NX2_SAMPLE=<thread names> (Windows) pauses the named threads about 600 times a second for EDEN_NX2_SAMPLE_SECONDS, walks their stacks and writes per-function counts plus folded stacks (EDEN_NX2_SAMPLE_OUT).
* Switch 2: Turing macros, native compute, Ampere shader lowering, native tilingTakoroka7 days1-0/+3
| | | | | | | | | | | | | | | | | From changes.patch: the TU104/GA10x MME interpreter (shared macro context for the process's channels, also on the compute class), native compute with QMD 3.0 dependency scheduling, the Ampere-to-Maxwell shader lowering, native vertex stream sizes, and the console's GOB swizzle for textures, DMA copies and the host unswizzle shaders. Switch 2 channels turn all of it on at init. The lowering is widened for title 4 (all 32 of its programs lower): general TEX (any dimension/LOD/mask, operand split 1+1/2+1/2+2/4+n, any but consistent descriptor buffer), cube/array, SULD channel masks, 128-bit STG, indexed IPA, VOTE, SHFL with any immediate or predicate output, R2P/P2R byte select, uniform ULOP3/ULEA/UBREV/UFLO.SH/UISETP signed/UMOV URZ, IMNMX cbuf, IADD3 and FFMA uniform operands, FMUL /4 /8 x8, and BSSY/BSYNC/BREAK/WARPSYNC as no-ops. The capture stops at unmapped memory. EDEN_NX2_SHADER_DUMP dumps every native program; tools in C:\dev\nx2work test the lowering offline.
* Switch 2 GPU: syncpt server, identity GPU mappings, Ampere classes, submit ↵Takoroka7 days1-0/+1
| | | | | | | | | | | | | | | fences - gsv 204: real syncpoint shared page (values mirrored from host1x, armed waits acknowledged by a 500us poller); first handle is the writable request event. - syncpt 22/201/202: per-slot events signalled through host1x guest actions. - nx2:gpu sub 101 memory is identity-mapped (GPU VA == CPU VA) into every nvhost-as-gpu GMMU via Nx2GpuMemoryRegistry; SMMU physical range widened to 34 bits for the 10/12 GiB layouts. - Puller runs Ampere 3D/compute/copy classes on the Maxwell engines; class 0 unbinds. - Turing+ macros are skipped (Eden only has the Fermi macro ISA). - Submits with increment_value get Eden-side syncpoint increments, since NVN2 signals completion with semaphore releases only.
* Revert "[audio] Replace libopus with FFmpeg (#4169)" (#4419)lizzie2026-09-141-0/+2
| | | | | | | | | | | | | | This reverts commit ff8368c6066faf3962e2f77af7da4954e2ff6a43. - [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/4419 Reviewed-by: Maufeat <sahyno1996@gmail.com> Reviewed-by: MaranBr <maranbr@eden-emu.dev>
* [audio] Replace libopus with FFmpeg (#4169)lizzie2026-09-121-2/+0
| | | | | | | | | | | | | | | | FFmpeg offers two opus decoders: - libopus, this one is fed the same data (that affects output) as the previous libopus decoder had as well - native opus decoder: this only takes Float32 samples, we then need to invoke swrescale to translate between s16 (what switch sends) and float32 (what FFmpeg expects), the process is computationally more expensive, but trades off neatly as the native opus decoder is very optimised It also relegates the handling to FFmpeg, which simplifies existing code (more concretely, by using the "fill/drain" scheme for packets/frames) Closes #2897 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/4169 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: Maufeat <sahyno1996@gmail.com>
* [vulkan, android] Add feature of post-processing shaders on Android (#4348)CamilleLaVey2026-09-101-0/+44
| | | | | | | | | | | | | | 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>
* [shader_recompiler, vulkan] Virtual buffer pages with multi-range + sparse ↵CamilleLaVey2026-09-081-0/+3
| | | | | | | | | | | | buffers binding (#4362) Storage buffers can span GPU pages that aren't contiguous in host memory, but the buffer cache assumed one contiguous buffer per binding, so anything crossing a mapping boundary read the wrong bytes. Multi-range binding resolves the real segments and presents them to the shader as one buffer, aliasing their memory into a sparse VkBuffer or gathering them into a copy, all of this was mostly fixed by making a path to use sparse on buffers (the same way as texture cache has it) and retrieve properly the mapping ranges to the virtual pages, including the actual structure on the use of binding sparse. Meanwhile this fixes Monster Hunter Sunbreak z-fighting, bad performance and mostly vertex explosions (coming from the contiguous buffer read from the shader's game) it's only the basis for a further investigation towards how are we gonna treat phi calculations, optimized them and mostly eradicate the currently excess of exposure on the textures where the lightning trace should not being reflected. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4362 Reviewed-by: lizzie <lizzie@eden-emu.dev> Reviewed-by: Maufeat <sahyno1996@gmail.com>
* [vulkan, android] Initial implementation of LSFG-VK (#4263)CamilleLaVey2026-08-171-0/+32
| | | | | | | | | | | | | 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
* [cmake] Add ENABLE_WERROR option (#4080)lizzie2026-08-091-1/+1
| | | | | | | | | | Should warnings be errors? that's a philosophical debate which I can only answer with "no, but if you think otherwise here is an option for you" Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4080 Reviewed-by: crueter <crueter@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev>
* [vulkan] Initial implementation on Bindless Buffer/Descriptors (#4251)CamilleLaVey2026-08-051-0/+2
| | | | | | | | | | Adds a VK_EXT_descriptor_buffer, VK_KHR_device_buffer_address path alongside push descriptors and descriptor sets. The ring is chunked and sized from the device limits, so drivers with a small sampler range (QCOM reports 128 KiB) get more, chunks per frame instead of losing the feature. A pipeline uses one path or the other, never both, since some drivers do not support bufferless push descriptors. The chunk binding is only re-emitted when it changes, and a draw that repeats the previous payload reuses its allocation instead of rewriting it. This whole change will help to reduce the constant use of descriptors on the slower path, improves the "slow implementation" on QCOM drivers (A7xx and older) for push descriptors, improves latency when compiling pipelines. The implementation on indexing descriptors was also refined. _Special Thanks_ 1.- Meowly The Bindless Smol (@Gidoly) Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4251
* [video_core, hle] remove redundant parent references in system structs (#3908)lizzie2026-06-231-1/+1
| | | | | | | | | | reworked a bit to remove references of parent objects and instead pass as arguments to methods to prevent useless reloads Signed-off-by: lizzie <lizzie@eden-emu.dev> Co-authored-by: maufeat <sahyno1996@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3908 Reviewed-by: Maufeat <sahyno1996@gmail.com> Reviewed-by: crueter <crueter@eden-emu.dev>
* [video_core/host_shaders] add Snapdragon GSRv1 fragment shaders (#3307)lizzie2026-05-241-0/+2
| | | | | | | | | Signed-off-by: lizzie <lizzie@eden-emu.dev> Co-authored-by: CamilleLaVey <camillelavey99@gmail.com> Co-authored-by: xbzk <xbzk@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3307 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
* [opengl] remove GLAD symbols from builds w/o OpenGL (#3922)lizzie2026-05-061-1/+4
| | | | | | | | | | | | removes unused symbols from non-OpenGL builds, notably mac I REMEMBER MAKING THIS PR A WHILE AGO but I have no record of it here, so hell lets redo it Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3922 Reviewed-by: crueter <crueter@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev>
* [host1x] fix ffmpeg not having va-api on freebsd, inline nvenc (#3878)lizzie2026-04-291-4/+4
| | | | | | | | | | | | | | - fix va-api not being used on freebsd small thingies dont affect a lot: - removes some pointer indirection (why save pointer to GMMU if its accesible via host1x) - use std::variant<> for decoder - miscelly vp9/v8/h264 opts Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3878 Reviewed-by: crueter <crueter@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev>
* [video_core/engines/maxwell3d] memory inline DrawState to reduce indirection ↵lizzie2026-04-281-1/+0
| | | | | | | | | | | | | | | | | | on hot paths (#3758) usual indirection removal helps very slightly to codegen the idea is basically to reduce the amount of pointer deference overall in the code, and use idiomatic std::variant<>-isms to not rely on vtables/unique_ptr overhead this should allow the compiler to emit better code of course it's a tiny optimisation and only CPU side, but allows us to reduce indirection which is almost always a good thing "but youre passing more parameters to the function!!!" its literally memoized into a register my friend Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3758 Reviewed-by: crueter <crueter@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev>
* [cmake] fixes for XCode when having languages other than C/C++ (#3772)lizzie2026-03-261-5/+5
| | | | | | | | 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>
* [video_core] Properly disable/avoid building OpenGL when it's disabled (#3692)lizzie2026-03-111-72/+86
| | | | | | | | | | | | | | | - OpenGL symbols would still be included in builds without OpenGL, this pr fixes that - Same goes for Vulkan, but now with `ENABLE_VULKAN` - Add support to have OpenGL-only builds (why would you do this?) - Add support for headless runs (yes you could just select NULL backend, but why not compile it headless? :) Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3692 Reviewed-by: crueter <crueter@eden-emu.dev> Reviewed-by: DraVee <chimera@dravee.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
* [cmake] Move back to individual handling of Vulkan deps (#3450)crueter2026-02-021-1/+1
| | | | | | | | | | 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>
* [android] gpu logs functions (#3389)MrPurple6662026-02-011-2/+3
| | | | | | | | | | | | | | | 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>
* [common, core] remove uneeded memory indirection overhead at startup (#3306)lizzie2026-01-161-10/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | for core stuff: just remove unique ptrs that dont need any pointer stability at all (afterall its an allocation within an allocation so yeah) for fibers: Main reasoning behind this is because virtualBuffer<> is stupidly fucking expensive and it also clutters my fstat view ALSO mmap is a syscall, syscalls are bad for performance or whatever ALSO std::vector<> is better suited for handling this kind of "fixed size thing where its like big but not THAT big" (512 KiB isn't going to kill your memory usage for each fiber...) for core.cpp stuff - inlines stuff into std::optional<> as opposed to std::unique_ptr<> (because yknow, we are making the Impl from an unique_ptr, allocating within an allocation is unnecessary) - reorganizes the structures a bit so padding doesnt screw us up (it's not perfect but eh saves a measly 44 bytes) - removes unused/dead code - uses std::vector<> instead of std::deque<> no perf impact expected, maybe some initialisation boost but very minimal impact nonethless lto gets rid of most calls anyways - the heavy issue is with shared_ptr and the cache coherency from the atomics... but i clumped them together because well, they kinda do not suffer from cache coherency - hopefully not a mistake this balloons the size of Impl to about 1.67 MB - which is fine because we throw it in the stack anyways REST OF INTERFACES: most of them ballooned in size as well, but overhead is ok since its an allocation within an alloc, no stack is used (when it comes to storing these i mean) Signed-off-by: lizzie lizzie@eden-emu.dev Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3306 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: MaranBr <maranbr@eden-emu.dev> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
* [cmake] allow static MinGW/macOS builds; fix clangarm64 (#2994)crueter2025-11-111-4/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Requires qt6-static, obviously... at least for eden. eden-cli also can be built fully static Notable challenges n such: 1. VkMemAlloc conflicts with Qt, since it embeds vk_mem_alloc.h in qrhivulkan; we can get around this by conditionally defining VMA_IMPLEMENTATION; that is, define it in the SDL2 frontend and undef it in the Qt frontend. It's not ideal, but I mean... it works, no? 2. find_library, pkgconfig, and some Config modules will always look for a .dll, so we have to tell CMake to look for .a 3. In spite of this, some will end up using .dll.a (implib) as their link targets; this is, well, bad, so we create a find_library hook that rejects dll.a 4. Some libraries have specific configs (boost lol) 5. Some libraries use _static targets (zstd, mbedtls) 6. Some extra libraries need to be linked, i.e. jbig, lzma, etc 7. QuaZip is sad Needs testing on all platforms, and for both frontends on desktop, to ensure Vulkan still works as expected. (also: CI). Resulting executables are: - 71MB for eden.exe - 39MB for eden-cli.exe Considering the entire libicudt is included (thanks Qt), that's a great size all things considered. No need to bundle all those plugins and translation files too. Theoretically, this lays the groundwork towards fully static executables for other platforms too; though Linux doesn't have a huge benefit since AppImages are needed regardless. eden-room though maybe? Fixes comp for clangarm64 because -msse4.1 Also allows macOS to build with qt6-static. macOS can't build static executables, but with these changes it ONLY relies on system libraries like libc and frameworks. So in theory we don't even need macdeployqt. Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2994
* [cmake] fix compilation for Intel Atom N455 (#2872)lizzie2025-11-071-4/+0
| | | | | | | | | | | | | | | Patience is key when building from source on an Intel Atom N455. Of course, no SSE4.1 is in an atom... which is so unfortunate :( We only get SSSE3 - but CI handles for building better codegen doesn't it? Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2872 Reviewed-by: Caio Oliveira <caiooliveirafarias0@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>
* [video_core/vic] remove handrolled vector implementation that also uses ↵lizzie2025-10-291-4/+0
| | | | | | | | | | | | | | | software prefetching(!!!!); don't try to outsmart compiler - also remove template spam (#2856) Also removes sse2neon :) Software prefetching SUCKS and it's evil don't do it Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2856 Reviewed-by: crueter <crueter@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
* nuke: Goodbye PCH, you will not be missed (#2821)Caio Oliveira2025-10-271-5/+0
| | | | | | | | Signed-off-by: Caio Oliveira <caiooliveirafarias0@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2821 Reviewed-by: crueter <crueter@eden-emu.dev> Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com> Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
* [cmake] update CI deps, feat: sirit CI + new CI spec (#2655)crueter2025-10-041-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Updates sirit to our fork's latest version w/ SPIRV Headers included (end goal is to remove spirv-headers entirely, as spirv-tools-ci should include them inline as well) Adds a sirit CI on our fork for all platforms (saves a bit of compile time) My CI spec has changed a little bit, and now there is no need for an additional CMake file after the initial CMakeLists.txt (since targets are now global imported). Plus, UNIX amd64 now has the amd64 suffix like aarch64 and windows Updates SDL2 to 2.32.10 and OpenSSL to 3.6.0 Finally, on Solaris all CI packages (sans FFmpeg) are now built with OmniOS, which should in theory be fully compatible with OpenIndiana (our recommended Sun-based target) but obviously will need testing Need testing: - [ ] Make sure I didn't nuke shader emission - [ ] Make sure FreeBSD, OpenBSD, and OpenIndiana work fine with bundled sirit (check linking especially) - [ ] Make sure SDL2, OpenSSL work with OpenIndiana now - [ ] SDL2 on all platforms (input, etc) Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2655
* [cmake] whole-program LTO, prefer lld on clang (#2581)crueter2025-09-271-4/+0
| | | | Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2581
* [cmake] feat: FFmpeg CI, allow 16kb android builds, update translations for ↵crueter2025-09-231-1/+2
| | | | | | | | | | | | | | | | transifex (#2543) Uses an FFmpeg CI for Android and Windows, also available for Linux. Saves compile time on Linux and is more consistent on Windows/Android. Also, updates VVL and FFmpeg to allow for a fully 16kb-compliant Android build. Bonus: APK size is down 30% Updated all localization files for Transifex while I was at it TODO for future: Android 8.0 with vp9_vulkan et al. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2543 Reviewed-by: Maufeat <sahyno1996@gmail.com> Reviewed-by: Lizzie <lizzie@eden-emu.dev>
* [cmake] enable clang-cl and WoA builds (#348)lizzie2025-09-091-1/+1
| | | | | | | | | | | | | | 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>
* [cmake] CPMUtil: formatting, git_host, new repos, more system deps, libusb ↵crueter2025-09-081-2/+4
| | | | | | | | | | | | | | | | | | | | | | | | | (#392) I promise I'm a UI developer - mbedtls can now be used as a system package - zycore can now be used as a system package - cleaned up dynarmic externals - fixed libusb incorrectly showing as bundled - add version/tag formatting to JSON - add custom GIT_HOST option for packages - moved some of my repos to my new git - slightly better version identification - combined VUL/VH since they are codependent (using my combo vendor) - fix cpmfile inclusion - remove libusb submodule This PR succeeds #383 since it includes it Co-authored-by: SDK Chan <sdkchan@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/392 Co-authored-by: crueter <crueter@crueter.xyz> Co-committed-by: crueter <crueter@crueter.xyz>
* [cmake] fix unordered-dense deps (#380)lizzie2025-09-021-1/+2
| | | | | | | | | 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/380 Reviewed-by: crueter <crueter@eden-emu.dev> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
* [shader_recompiler] ISBERD minor cleanups (#211)SDK Chan2025-08-151-0/+3
| | | | | | | | | Clean up some ISBERD related implementations. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/211 Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev> Co-authored-by: SDK Chan <sdkchan@eden-emu.dev> Co-committed-by: SDK Chan <sdkchan@eden-emu.dev>
* [cmake] refactor: CPM over vcpkg (#250)crueter2025-08-141-13/+1
| | | | | | | | | Completely replaces vcpkg with CPM for all "system" dependencies. Primarily needed for Android and Windows. Also uses my OpenSSL CI for those two platforms. In theory, improves configure and build time by a LOT and makes things much easier to manage Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/250 Reviewed-by: Lizzie <lizzie@eden-emu.dev>
* [cmake, frontend] feat: CPMUtil + dependency viewer (#238)crueter2025-08-111-0/+4
| | | | | | | | - creates a CPMUtil.cmake module that makes my job 10x easier and removes boilerplate - also lets us generate dependency names/versions at compiletime, thus letting the frontend display each dependency's versions. Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/238
* [cmake] fix regressions intr. CPM and packaging (#201)crueter2025-08-041-1/+5
| | | | | | | | | | | | - don't install dynarmic, mcl, unordered_dense files - fix bundled qt w/ quazip - don't install libyuzu-room.a - don't link to VUH Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/201 Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
* [cmake] refactor: Use CPM over submodules (#143)crueter2025-08-041-1/+6
| | | | | | | | | Transfers the majority of submodules and large externals to CPM, using source archives rather than full Git clones. Not only does this save massive amounts of clone and configure time, but dependencies are grabbed on-demand rather than being required by default. Additionally, CPM will (generally) automatically search for system dependencies, though certain dependencies have options to control this. Testing shows gains ranging from 5x to 10x in terms of overall clone/configure time. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/143 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
* Readd Revert Problematic Commitsedendev2025-05-041-2/+0
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* revert Remove problematic commitsedendev2025-05-041-0/+2
| | | | revert Remove problematic commits
* Remove problematic commitsMrPurple6662025-05-031-2/+0
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* Revert some wip changesMrPurple6662025-04-281-3/+0
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* feat(video_core): Implement HybridMemory for advanced Vulkan memory managementZephyron2025-04-121-0/+2
| | | | | | | | | | | | | | | | Adds a new cross-platform memory management system with enhanced capabilities: - Fault-managed memory allocation for Linux/Android platforms - Memory snapshot and differential snapshot support - Predictive memory reuse tracking for optimized access patterns - Vulkan compute buffer integration - User-configurable settings for enabling features The system integrates with the existing Vulkan renderer to provide more efficient memory handling, especially for compute-intensive workloads. Co-authored-by: boss.sfc <boss.sfc@citron-emu.org> Co-committed-by: boss.sfc <boss.sfc@citron-emu.org> Signed-off-by: Zephyron <zephyron@citron-emu.org>
* feat(vulkan): implement enhanced texture and shader managementZephyron2025-04-121-0/+3
| | | | | | | | | | | | | | | | This commit adds improved Vulkan functionality to the Citron emulator: - Add thread-safe texture management with automatic error recovery - Implement shader caching with validation support - Add robust error handling for Vulkan operations - Implement platform-specific initialization for Windows, Linux, and Android These enhancements improve stability when handling texture loading errors and provide better recovery mechanisms for Vulkan failures. Co-authored-by: boss.sfc <boss.sfc@citron-emu.org> Co-committed-by: boss.sfc <boss.sfc@citron-emu.org> Signed-off-by: Zephyron <zephyron@citron-emu.org>
* Port changes from Early Accessdarktux2025-04-041-4/+10
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* Fix GCC builds with Debug build typevoidanix2025-04-011-0/+5
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