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* nx2:vi2: crop presents to their frame size and honour RGB10A2 imagesduck9122 days1-0/+2
| | | | | | | | | | | Present word 7 holds the size of the frame drawn into the image's top-left corner, and image preference word 6 its format (1 RGBA8, 4 RGB10A2). Fire Emblem: Fortune's Weave draws 1280x720 RGB10A2 frames into 3840x2160 images; showing the whole image as RGBA8 gave a corner of wrongly decoded pixels. Assisted-by: Claude Opus 5.5 (debugging, porting and drafting) Signed-off-by: duck912 <350528965+Duck912@users.noreply.github.com>
* Added FSR 3 Upscaling and Frame GenerationDjihads804 days8-31/+895
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* Switch 2: present vi2 native images and capture framesTakoroka7 days1-1/+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.
* [am, renderer_vulkan] Fix overlay darkening and SGSR black screen on applets ↵PavelBARABANOV2026-09-251-5/+8
| | | | | | | | | | | | | | | | | (#4475) - [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. ------------------- - Overlay applet: use IsOverlayOpenLocked to pick the Z-index, so the darkening background is only layered above the game while the overlay is open. - Vulkan: skip the SGSR pass for applet layers to avoid presenting a black frame. - Partial revert fix crashes in games on UE with the overlay applet enabled. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4475 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: lizzie <lizzie@eden-emu.dev>
* [renderer_vulkan] Skip post-processing on applet layers (#4474)PavelBARABANOV2026-09-242-3/+10
| | | | | | | | | | | | | - [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. ------------------- Detect applet layers via the absence of the Recording bit in layer_stack_mask (only AppletId::Application sets it) and skip PostProcessChain creation and application for them. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4474 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: lizzie <lizzie@eden-emu.dev>
* [android] Add LSFG UI to quick settings (#4393)CamilleLaVey2026-09-142-14/+11
| | | | | | | | Adds UI of LSFG to QS UI, very self-explanatory. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4393 Reviewed-by: lizzie <lizzie@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev>
* [vulkan, android] Add feature of post-processing shaders on Android (#4348)CamilleLaVey2026-09-104-0/+1101
| | | | | | | | | | | | | | 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>
* [vulkan, vk_pipeline_cache] PSO Optimizations (#4294)Lizzie and Samuel2026-08-301-1/+1
| | | | | | | | | | | PR/Commit Owner: CamilleLaVey This PR prevents the recompilation of shaders when a new session has been started, based on data found on the recompiler, each new session does still recompile already cached shader cache, reducing the reaction and speed of games by at certain level, this prevent the warm-up with post sessions, only needed the initial warm-up and works globally for all games. Co-authored-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4294 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: Maufeat <sahyno1996@gmail.com>
* [vulkan, sgsr] Adjustments to SGSR implementation (#4293)Samuel2026-08-231-14/+18
| | | | | | | | | | | PR/ Commit Owner: CamiileLaVey This change has specified fixes on the SGSR initial implementation, it brought a wider sharpening level limits and better image quality. Co-authored-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4293 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: crueter <crueter@eden-emu.dev>
* [vulkan, android] Initial implementation of LSFG-VK (#4263)CamilleLaVey2026-08-1724-6/+2861
| | | | | | | | | | | | | 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
* [video_core, hle] remove redundant parent references in system structs (#3908)lizzie2026-06-2313-297/+295
| | | | | | | | | | 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>
* [vulkan] Fix regressions found in last stable release (#3953)CamilleLaVey2026-06-021-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* [video_core/host_shaders] add Snapdragon GSRv1 fragment shaders (#3307)lizzie2026-05-244-3/+205
| | | | | | | | | 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>
* [vk] Enable VK_IMG_filter_cubic on powervr (#3643)lizzie2026-03-011-3/+4
| | | | | | | | | | | | | | in powervr, the enum for cubic filtering is an alias for an ext, however in true powervr fashion they want you to use their stupid VK_IMG and knowing powevr it probably bugs out if you dont Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3643 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>
* Revert "[vk] Simplified layouts per driver configuration (#3271)" (#3571)lizzie2026-02-191-26/+6
| | | | | | | | | | | causes evil VUID bullshit This reverts commit 75fda70db293123817b8852632fd47a6984741a4. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3571 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
* [vk] Simplified layouts per driver configuration (#3271)Nekle2026-02-071-6/+26
| | | | | | | | | | | | | Replaces VK_PIPELINE_STAGE_ALL_COMMANDS_BIT with more specific pipeline stage flags in Vulkan pipeline barriers across renderer modules. Co-authored-by: DraVee <dravee@eden-emu.dev> Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3271 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: crueter <crueter@eden-emu.dev> Reviewed-by: DraVee <dravee@eden-emu.dev> Co-authored-by: Nekle <224100951+ne-kle@users.noreply.github.com> Co-committed-by: Nekle <224100951+ne-kle@users.noreply.github.com>
* [vk, ogl/IR, dynarmic/IR] friendlier IR identity pointer chasing, inline AA ↵lizzie2026-01-205-86/+70
| | | | | | | | | | | | | | passes (#3250) Only merge once we find out wth is causing the crashes [we know it's fsr] This reverts commit 82f9d489e7916318b56dac59fc52efc46fe0df7e. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3250 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>
* Revert "[vk, ogl/IR, dynarmic/IR] friendlier IR identity pointer chasing, ↵lizzie2026-01-015-67/+83
| | | | | | | | | | | | | | inline AA passes (#2565)" (#3249) FUCK. Fixes crash on Linux and SteamDeck . This reverts commit 46b32b76886b5cd0cfc8dfee1a02c3e83fb1e7d7. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3249 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, ogl/IR, dynarmic/IR] friendlier IR identity pointer chasing, inline AA ↵lizzie2025-12-315-83/+67
| | | | | | | | | | | | | | | | passes (#2565) - use std::optional instead of std::unique_ptr for the Antialias (FXAA, etc) passes to avoid the extra deref - use a pattern for deferencing the IR pointer chasing loop as suggested on the intel optimization manual - this also removes std::vector<> overhead by using boost::container::small_vector<> (not a silver bullet but in the case of this function reduces access times) 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/2565 Reviewed-by: Maufeat <sahyno1996@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>
* Revert "[vk] Fix Vulkan Upload & Present Barriers for Spec Compliance ↵Ribbit2025-10-161-1/+1
| | | | | | | | | | | | | | (#2681)" (#2748) Vulkan layout and barrier edits made the GPU use a different shader path that compiled a TLDS instruction with an unaligned register (R157). The old path never generated that case, so the translator’s missing unaligned-register handling only surfaced after this change. Co-authored-by: Ribbit <ribbit@placeholder.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2748 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Co-authored-by: Ribbit <ribbit@eden-emu.dev> Co-committed-by: Ribbit <ribbit@eden-emu.dev>
* [vk, ogl] Add VK_QCOM ZTC, Bspline, Mitchell filter weights, add MMPX filter ↵lizzie2025-10-074-11/+45
| | | | | | | | | | | | | | | | | (#2577) Adds native support for QCOM cubic filter weights, and for devices whom do not support said weights, just implement them in shaders TODO: ZTC filter is wrong!? Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2577 Reviewed-by: crueter <crueter@eden-emu.dev> Reviewed-by: MaranBr <maranbr@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] Fix Vulkan Upload & Present Barriers for Spec Compliance (#2681)Ribbit2025-10-061-1/+1
| | | | | | | | | | | | | The barrier before the CPU-upload copy was using VK_PIPELINE_STAGE_HOST_BIT. Validation rules only allow HOST as the source stage if you’re also specifying host-side access flags; inside a command buffer the GPU isn’t executing “host work,” so pairing that stage with the usual image layout transition is technically invalid. Switching the source stage to VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT keeps the ordering guarantee we need and satisfies the spec, while the actual host visibility is still handled correctly by the preceding vmaFlushAllocation. Co-authored-by: Ribbit <ribbit@placeholder.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2681 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev> Co-authored-by: Ribbit <ribbit@eden-emu.dev> Co-committed-by: Ribbit <ribbit@eden-emu.dev>
* [vk] Add missing flush per spec (#2624)Ribbit2025-10-021-0/+1
| | | | | | | | | | | We copy pixels into a CPU-side staging buffer and then ask the GPU to read from it. On some systems those CPU writes aren’t automatically visible to the GPU unless explicitly flushed, so the GPU can sometimes read stale data. By calling buffer.Flush() immediately after writing, we force those CPU changes to become visible to the device, ensuring the GPU sees the latest frame. However, this is an emulator, so sometimes what spec says may not work cause reasons. Co-authored-by: Ribbit <ribbit@placeholder.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2624 Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev> Co-authored-by: Ribbit <ribbit@eden-emu.dev> Co-committed-by: Ribbit <ribbit@eden-emu.dev>
* [common] remove ranges polyfill (#2546)lizzie2025-09-242-2/+5
| | | | | | | | | Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2546 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: crueter <crueter@eden-emu.dev> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
* [vk, gl] fix missing spline1 header (#2551)lizzie2025-09-221-0/+1
| | | | | | | | | Thanks to @chemicalwarrior for the patch Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2551 Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
* [vk, opengl] add lanczo and spline-1 filtering (#2534)lizzie2025-09-222-0/+13
| | | | | | | | | | Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2534 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev> Reviewed-by: Maufeat <sahyno1996@gmail.com> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
* [macOS, compat] Allow games to boot in MacOS (#372)innix2025-09-011-2/+2
| | | | | | | | | | | | | | This fixes the crashes on game launch caused by MacOS not being present in host_manager.cpp and enables primitiveRestart for MoltenVK to suppress a bunch of errors given in the log about MoltenVK requiring primitiveRestart. Fixes an crash when switching kingdoms in Mario Odyssey as well EDS is forced to 0, otherwise games do not show graphics Note: For now only dynarmicc is working, performance will be slow Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/372 Reviewed-by: Lizzie <lizzie@eden-emu.dev> Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: MaranBr <maranbr@outlook.com> Co-authored-by: innix <dev@innix.space> Co-committed-by: innix <dev@innix.space>
* [vulkan] add native cubic filtering (#88)lizzie2025-07-223-1/+37
| | | | | | | | | | | | | | | | | | | | | Co-authored-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/88 This implements the use of VK_FILTER_CUBIC_EXT as a replacement for the software-based bicubic window adapting filter, used primarily for texture sampling in upscaled or downscaled surfaces such as UI, transparency effects, and screen-space elements in Unreal Engine 4 titles. The Vulkan cubic filter is now conditionally enabled if the following are satisfied: The device supports VK_EXT_filter_cubic The format used supports VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_CUBIC_BIT_EXT This change improves visual quality while reducing GPU workload by offloading cubic filtering to the driver instead of running custom sampling code in shaders. On supported hardware (e.g. desktop GPUs or high-end Adreno/AMD devices), it results in smoother transitions, improved transparency sampling, and better fidelity with lower shader complexity. Fallback to the original software bicubic logic remains in place for devices lacking the extension or format capability. Tested on several UE4 titles and confirmed to preserve or enhance visual output, especially in alpha-blended and UI-heavy scenes. 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)CamilleLaVey2025-06-301-1/+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/+1
| | | | | | | | | | | | | | 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>
* renderer: add area sampling scaling method (#201)JPikachu2025-06-212-0/+19
| | | | | | | | | | | | | | | | | | | | Adds Area Sampling to the list of scaling options. Works well to achieve a high-quality, smooth super-sampling effect. Dolphin has had this for a while and so has Ryujinx, so lui decided to port it. Adapted from these two PRs: https://github.com/Ryujinx/Ryujinx/pull/7304 https://github.com/dolphin-emu/dolphin/pull/11999 Credit: Torzu, lui Reviewed-on: http://vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion/torzu-emu/torzu/pulls/57 Co-authored-by: lui <lui@vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion> Co-committed-by: lui <lui@vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion> Co-authored-by: lui <lui@vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion> Co-authored-by: crueter <swurl@swurl.xyz> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/201 Co-authored-by: JPikachu <jpikachu.eden@gmail.com> Co-committed-by: JPikachu <jpikachu.eden@gmail.com>
* scope_exit: Make constexprFearlessTobi2024-02-191-1/+3
| | | | | Allows the use of the macro in constexpr-contexts. Also avoids some potential problems when nesting braces inside it.
* gpu: dependency-inject scaling/antialiasing filter state for capture layersLiam2024-02-092-6/+11
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* nvnflinger/gpu: implement blendingLiam2024-02-094-40/+96
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* video_core: defensively program around unmapped device pointersLiam2024-02-091-3/+5
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* nvnflinger/gpu: implement layer stack compositionLiam2024-01-312-0/+82
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* renderer_vulkan: implement layer stack compositionLiam2024-01-319-513/+576
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* renderer_opengl: split up blit screen resources into antialias and window ↵Liam2024-01-311-2/+4
| | | | adapt passes
* renderer_vulkan: convert FSR to graphics pipelineLiam2024-01-319-423/+262
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* renderer_opengl: split out FXAALiam2024-01-311-1/+1
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* renderer_vulkan: split up blit screen resources into separate antialias and ↵Liam2024-01-316-0/+735
| | | | window adapt passes
* renderer_vulkan: isolate FXAA from blit screenLiam2024-01-319-0/+1597