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* [core, hle, video_core, memory] Improve multi-process, display layers, ↵Maufeat2026-08-291-2/+11
| | | | | | | | | | | | | | | | | | | | | 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>
* [common/logging] Simplify logging logic and fix issues when logging before ↵lizzie2026-03-121-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* [meta] remove MicroProfile (#185)crueter2025-08-061-1/+3
| | | | | | Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/185 Reviewed-by: Lizzie <lizzie@eden-emu.dev>
* Removed telemetry and anonymized SCM (git) stringsdarktux2025-04-041-12/+4
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* Port changes from Early Accessdarktux2025-04-041-1/+1
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* gpu: dependency-inject scaling/antialiasing filter state for capture layersLiam2024-02-091-3/+5
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* nvnflinger/gpu: implement applet captureLiam2024-02-091-11/+74
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* nvnflinger/gpu: implement layer stack compositionLiam2024-01-311-6/+6
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* renderer_opengl: implement layer stack compositionLiam2024-01-311-4/+4
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* renderer_opengl: split up blit screen resources into antialias and window ↵Liam2024-01-311-0/+6
| | | | adapt passes
* renderer_opengl: split out SMAALiam2024-01-311-1/+0
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* renderer_opengl: isolate core presentation codeLiam2024-01-311-501/+5
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* video_core: consistently account for resolution scaling when renderingLiam2024-01-311-20/+8
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* video_core: simplify accelerated surface fetch and crop handling between APIsLiam2024-01-311-137/+98
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* Core: Eliminate core/memory dependancies.Fernando Sahmkow2024-01-181-1/+0
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* SMMU: Initial adaptation to video_core.Fernando Sahmkow2024-01-181-4/+5
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* gl_buffer_cache: Reintroduce NV_vertex_buffer_unified_memoryAmeer J2023-12-191-1/+15
| | | | Workaround Nvidia drivers complaining when a buffer is bound as both a vertex buffer and transform feedback buffer
* renderer_opengl: remove srgb conversion logicLiam2023-12-031-7/+2
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* gl_buffer_cache: Batch vertex/tfb buffer bindingAmeer J2023-11-191-16/+1
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* settings,opengl,yuzu-qt: Fix AA, Filter maximumslat9nq2023-07-211-1/+1
| | | | | | The new enum macros don't support setting values directly. For LastAA and LastFilter, this means we need a simpler approach to loop around the toggle in the frontend...
* video_core/opengl: Add FSR upscaling filter to the OpenGL rendererWollnashorn2023-01-261-18/+72
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* opengl: Sanitize antialiasing configNarr the Reg2023-01-061-1/+7
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* gl_device: Use a more robust way to use strict context modeAlexander Orzechowski2022-12-131-2/+2
| | | | | | Instead of checking a environment variable which may not actually exist or is just wrong, ask QT if it's running on the wayland platform.
* video_core: Integrate SMAALiam2022-12-081-18/+106
| | | | | Co-authored-by: goldenx86 <goldenx86@users.noreply.github.com> Co-authored-by: BreadFish64 <breadfish64@users.noreply.github.com>
* Add break for default casesKyle Kienapfel2022-11-131-0/+1
| | | | | | | | | | | Visual Studio has an option to search all files in a solution, so I did a search in there for "default:" looking for any missing break statements. I've left out default statements that return something, and that throw something, even if via ThrowInvalidType. UNREACHABLE leads towards throw R_THROW macro leads towards a return
* OpenGl: Implement Channels.Fernando Sahmkow2022-10-061-1/+1
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* video_core: support framebuffer crop rect top not zerovonchenplus2022-08-201-6/+13
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* chore: make yuzu REUSE compliantAndrea Pappacoda2022-07-271-3/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | [REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to b2eb10382941bef0914f4a0a4685b9033440aa9f
* common: Change semantics of UNREACHABLE to unconditionally crashLiam2022-06-131-2/+2
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* OpenGL: fix croppingLiam2022-04-041-1/+6
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* hle: nvflinger: Migrate android namespace -> Service::android.bunnei2022-03-241-4/+4
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* hle: nvflinger: Move PixelFormat to its own header.bunnei2022-03-241-4/+4
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* video_core: Reduce unused includesameerj2022-03-191-3/+0
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* renderer_opengl: Minor refactoring of filter selectionameerj2021-12-051-30/+20
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* Presentation: Only use FP16 in scaling shaders on supported devices in VulkanMarshall Mohror2021-11-161-2/+3
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* OpenGL: fix FXAA with scalingMarshall Mohror2021-11-161-9/+30
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* OpenGL: Implement FXAAMarshall Mohror2021-11-161-34/+75
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* QtGUI: Add buttton to toggle the filter.FernandoS272021-11-161-0/+1
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* VideoCore: Add gaussian filtering.FernandoS272021-11-161-0/+5
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* Presentation: add Nearest Neighbor filter.Fernando Sahmkow2021-11-161-1/+18
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* Renderers: Unify post processing filter shadersameerj2021-11-161-5/+4
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* Renderer: Implement Bicubic and ScaleForce filters.Fernando Sahmkow2021-11-161-2/+25
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* OpenGL: set linear mag filter when blitting a downscaled image.Fernando Sahmkow2021-11-161-0/+1
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* renderers: Add explicit invert_y bool to screenshot callbackameerj2021-07-281-1/+1
| | | | OpenGL and Vulkan images render in different coordinate systems. This allows us to specify the coordinate system of the screenshot within each renderer
* Merge pull request #6696 from ameerj/speed-limit-renamebunnei2021-07-261-6/+4
|\ | | | | general: Rename "Frame Limit" references to "Speed Limit"
| * renderer_base: Removed redundant settingsameerj2021-07-231-6/+4
| | | | | | | | | | use_framelimiter was not being used internally by the renderers. set_background_color was always set to true as there is no toggle for the renderer background color, instead users directly choose the color of their choice.
* | shader: Fix disabled attribute default valuesameerj2021-07-221-1/+1
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* | renderer_opengl: Use ARB_separate_shader_objectsReinUsesLisp2021-07-221-6/+5
| | | | | | | | | | Ensures that states set for a particular stage are not attached to other stages which may not need them.
* | renderers: Fix clang formattingameerj2021-07-221-1/+1
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* | shader: Fix disabled and unwritten attributes and varyingsReinUsesLisp2021-07-221-15/+20
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