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* [fmt] use {#:x} instead of 0x{:#x} (#4170)lizzie2026-07-251-3/+3
| | | | | | | | | | continuation of #309 but applying to even more files than before :) also makes them lowercase because `0xfafafa` is better as `0XFAFAFA` Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4170 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: Maufeat <sahyno1996@gmail.com>
* [video_core, hle] remove redundant parent references in system structs (#3908)lizzie2026-06-231-3/+2
| | | | | | | | | | 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] fix H264 and jthread() causing spurious errors (#3907)lizzie2026-04-291-79/+70
| | | | | | | | | | fixes regression by #3878 Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3907 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/+5
| | | | | | | | | | | | | | - 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>
* [common] use libc++ provided jthread instead of in-house one (which ↵lizzie2025-10-011-2/+2
| | | | | | | | | | | | | | deadlocks on FBSD 14) (#351) Needs test on our CI targets to see I didn't miss anything. Worried about android. Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/351 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>
* [fmt] use {:#X} for format instead of 0x{:X} (#309)lizzie2025-08-271-3/+3
| | | | | | | | Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/309 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)CamilleLaVey2025-06-301-3/+0
| | | | | | | | | | | | | | | | | | 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 ↵JPikachu2025-06-291-0/+3
| | | | | | | | | | | | | | 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>
* Port changes from Early Accessdarktux2025-04-041-100/+94
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* NVDRV: Refactor Host1xFernando Sahmkow2022-10-061-6/+6
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* VideoCore: Refactor syncing.Fernando Sahmkow2022-10-061-11/+14
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* chore: add missing SPDX tagsAndrea Pappacoda2022-04-281-19/+2
| | | | Follow-up to 2b87305d319f0bd04da36fb96314934f37b12637
* video_core: Reduce unused includesameerj2022-03-191-2/+0
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* gpu: Migrate implementation to the cpp fileameerj2021-10-031-0/+1
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* Slightly refactor NVDEC and codecs for readability and safetyKelebek12021-07-011-2/+1
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* rebase, fix name shadowing, more constameerj2021-02-131-3/+3
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* Address PR feedbackameerj2021-02-131-5/+4
| | | | Co-Authored-By: LC <712067+lioncash@users.noreply.github.com>
* streamline cdma_pusher/command_classesameerj2021-02-131-27/+24
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* nvdec cleanupameerj2021-02-131-14/+1
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* common/bit_util: Replace CLZ/CTZ operations with standardized onesLioncash2021-01-151-2/+2
| | | | Makes for less code that we need to maintain.
* nvdec syncpt incorporationameerj2021-01-071-8/+7
| | | | laying the groundwork for async gpu, although this does not fully implement async nvdec operations
* video_core: Resolve more variable shadowing scenariosLioncash2020-12-041-15/+15
| | | | | | Resolves variable shadowing scenarios up to the end of the OpenGL code to make it nicer to review. The rest will be resolved in a following commit.
* video_core: cdma_pusher: Add missing LOG_DEBUG field in ExecuteCommand.bunnei2020-10-281-1/+1
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* video_core: NVDEC Implementationameerj2020-10-261-0/+171
This commit aims to implement the NVDEC (Nvidia Decoder) functionality, with video frame decoding being handled by the FFmpeg library. The process begins with Ioctl commands being sent to the NVDEC and VIC (Video Image Composer) emulated devices. These allocate the necessary GPU buffers for the frame data, along with providing information on the incoming video data. A Submit command then signals the GPU to process and decode the frame data. To decode the frame, the respective codec's header must be manually composed from the information provided by NVDEC, then sent with the raw frame data to the ffmpeg library. Currently, H264 and VP9 are supported, with VP9 having some minor artifacting issues related mainly to the reference frame composition in its uncompressed header. Async GPU is not properly implemented at the moment. Co-Authored-By: David <25727384+ogniK5377@users.noreply.github.com>