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* Switch 2: present vi2 native images and capture framesTakoroka7 days1-0/+1
| | | | | | | | vi2 229 composites the presented native image (block-linear RGBA8 in the console's GOB layout, from changes.patch) at its SMMU address, which the GPU memory registry now records per mapped range. EDEN_NX2_FRAME_CAPTURE=<dir> saves every 120th presented frame as a TGA for hidden test runs. Also mirrors releases for every two-page gsv semaphore region and logs gsv sub 101 ranges.
* [core, hle, video_core, memory] Improve multi-process, display layers, ↵Maufeat2026-08-291-0/+15
| | | | | | | | | | | | | | | | | | | | | dynamic shader cache and rework overlay (#4238) - [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. ------------------- - Dynamic shader cache reloading capability for qlaunch - Multi-process improvements (thanks to @frank1734), instead of just using the main application we now respect caller process (also did it for HID devices while I was at it) - Layer stack masks & shared buffer screenshot for video core, added different masks (screenshot, recording, etc.) this was discovered as an issue due to how in qlaunch the transition was not right between applications. May not be perfect but also fixes screenshots while using qlaunch - Reworked overlay display management (input and visibility) - instead of random numbers as I've previously did, I decided to add an AppletZIndex enum for better readability. Also split capability of input by touch and gamepad. - etc. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4238 Reviewed-by: Samuel <lizzie@eden-emu.dev> Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: MaranBr <maranbr@eden-emu.dev>
* nvnflinger/gpu: implement blendingLiam2024-02-091-0/+7
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* nvnflinger/gpu: implement layer stack compositionLiam2024-01-311-1/+2
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* video_core: simplify accelerated surface fetch and crop handling between APIsLiam2024-01-311-0/+3
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* SMMU: Initial adaptation to video_core.Fernando Sahmkow2024-01-181-1/+1
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* nvnflinger: fix nameLiam2023-03-011-2/+2
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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.
* hle: nvflinger: Migrate android namespace -> Service::android.bunnei2022-03-241-2/+2
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* hle: nvflinger: Move BufferTransformFlags to its own header.bunnei2022-03-241-17/+2
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* hle: nvflinger: Move PixelFormat to its own header.bunnei2022-03-241-7/+3
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* gpu: Migrate implementation to the cpp fileameerj2021-10-031-2/+18
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* video_core: gpu: Refactor out synchronous/asynchronous GPU implementations.bunnei2020-12-281-0/+31
- We must always use a GPU thread now, even with synchronous GPU.