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* Merge remote-tracking branch 'origin/nx2' into fe-fsr31Duck91229 hours1-7/+22
|\ | | | | | | | | | | # Conflicts: # src/video_core/renderer_vulkan/blit_image.cpp # src/video_core/renderer_vulkan/blit_image.h
| * vulkan: submit native work sooner and use the active draw countsnowstormxd34 hours1-2/+19
| | | | | | | | | | | | Adapted from sylvieistaken/selevet-eglantine performance builds, including 8b076b167ffc5ca1ba8ffedcd00e255accbe018c and d8c95fef. Preserve upstream command-list coherency and submission ordering. Assisted by Codex.
| * shader_cache: batch memory-write invalidations without skipping rangessnowstormxd34 hours1-5/+3
| | | | | | | | | | | | | | Adapt the batching from ymatrix1/Eglantine PR #237, retaining all CPU invalidations. Acquire the lock once and remove pending shaders once per write batch. Compare real cache contents with sequential invalidation across randomized overlapping writes and pending removals. Assisted-by: Codex (implementation, review, commit text and automated validation) (cherry picked from commit b65f818d7789ffadfb58fe4543b18060fd88ce53)
* | video_core: replace Fortune's Weave's DLSS with AMD FSR 3.1Duck91231 hours1-3/+3
|/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* nx2: read GPU-written command lists from copies instead of drainingTakoroka37 hours1-1/+39
| | | | | | | | | | | | | | | | | | | | | | The trees fix (#52) drains the split and flushes for every command list on a GPU-written page: in a Mario Kart World race ~13,500 lists and ~400 GPU round trips a second, during which the back has nothing to do. The replay ran at ~40 fps instead of ~45. The front now marks the pages those lists are on. The buffer cache notes writes to them; after a compute dispatch or DMA copy that writes one it copies the page into host memory and submits. The front waits for the back only up to the last compute or copy work it sent (not everything queued), then reads the copy once the GPU is done with it. Pages the GPU wrote once, long before, and the CPU now writes lists to have no copy: their first list drains and flushes the whole page, which is then read from guest memory until GPU work writes it again. CPU writes and inline uploads reach guest memory, so they keep such a page synced but make a copy stale. A page a draw writes always drains. Mario Kart World time-trial replay, Radeon 780M: ~40 -> ~45 fps, trees drawn, no list drains left.
* Merge nx2 into nx2-experimentalkraibse39 hours1-2/+23
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Resolved by area: - audio feature_support.h: nx2's native revision handling. - fiber.cpp: ours, which also drops the unused rewind stack. - host_memory.cpp: ours granule bitmap and HintCold, plus nx2's fallocate hole punching per whole dirty granule on Linux. - texture_cache.h: nx2's old-age eviction pass, then our Collect(). - kepler_compute.cpp: shared upscale slots, then Fortune's Weave's, then the Kirby Air Riders scan. - nx2_gsv.h: ours, plus nx2's GetBufferMaxResolution and graphics device ids (1-based). - nvhost_ctrl_gpu.cpp: engine support flag bits 40-44. - lower_to_maxwell.h: ours as the base, with nx2's seven lowering commits applied one at a time. Second texture descriptor buffers are read bindless in TEX, TLD.SCR (level zero) and SUST; FSEL keeps its operand modifiers; TXD takes any channel mask. lower_to_maxwell.h lowers 837 Fortune's Weave and 1183 Mario Kart World shader dumps with the same rejects as nx2 and ours (12 and 0). Assisted-by: Claude Sonnet 5.5 (conflict analysis and drafting)
| * vulkan: repack 69-byte vertices to 72 bytes (#281)Mako45 hours1-2/+15
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Splatoon Raiders draws with a 69-byte vertex stride and a packed 4-byte attribute at byte 65. Those fetches are unaligned, which Vulkan leaves undefined: NVIDIA reads them as meant, the AMD Windows driver does not, and the outdoor scenes turn into a white haze with horizontal streaks. When a binding uses that layout, a compute pass copies it to a 72-byte stride with the tail moved to byte 68, and the vertex input offsets and stride follow. EGLANTINE_TEST_VERTEX_REPACK=0 turns it off; EGLANTINE_EXPERIMENTAL_STATIC_VERTEX_REPACK=1 also covers pipelines without dynamic vertex input. Based on an outside patch (02-portable-vertex-repacking). Changes from it: a range over the device limits skips the repack instead of throwing, and the pipeline cache version stays, so caches are kept.
| * video_core: temporal upscale stand-in for Fortune's Weave's DLSSDuck9122 days1-0/+8
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The one-frame blit left 3D edges aliased and shaking: the game jitters its camera every frame for DLSS to accumulate. Fire Emblem: Fortune's Weave's first DLSS pass (also rejected) has the motion vectors (cbuf0+0x290, R16G16) and the frame's jitter (+0x1b0/+0x1b4, in input pixels). Kepler compute keeps them, and the stand-in for the last network pass now draws temporal_upscale.frag: input samples placed where the jitter put them and weighted by distance, blended with the previous result reprojected along the motion vectors (Catmull-Rom) and clipped to the 3x3 neighbourhood in YCoCg. The history is copied from the result right after drawing it, so post-processing the game later applies to its output does not feed back. EDEN_NX2_TEMPORAL_UPSCALE=0 restores the blit. Assisted-by: Claude Opus 5.5 (debugging, implementation and drafting) Signed-off-by: Duck912 <350528965+Duck912@users.noreply.github.com>
* | Merge remote-tracking branch 'origin/fix/vk-evict-unused-pipelines' into ↵Takoroka2 days1-0/+1
|\ \ | | | | | | | | | | | | | | | | | | test/linux-all-prs # Conflicts: # src/video_core/renderer_vulkan/vk_pipeline_cache.cpp
| * | vk_pipeline_cache: destroy graphics pipelines unused for 9000 framesTakoroka3 days1-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Each built pipeline holds ~0.45 MB of driver memory and none was ever destroyed, so it grew with every place a session went. One unused for 9000 frames is destroyed once the GPU is past it and built again from the driver's pipeline cache (2-3 ms) if it is needed later; the transitions between pipelines are cleared, and pipelines used this session still go to the used list. Mario Kart World's title screen, 10 minutes: 1,714 evicted, 1,700-1,850 kept instead of a count that only grows. (cherry picked from commit 24a37800034f83ec1d8fe9e8e5642d27eb2935b8)
* | | video_core: EDEN_NX2_NO_MESH_FILE toggles task/mesh draws at run timeTakoroka3 days1-1/+10
| | | | | | | | | | | | | | | Skip them while the given file exists (checked every 1024 draws), to time the same scene with and without them in one run.
* | | video_core: EDEN_NX2_NO_MESH skips task/mesh drawsTakoroka3 days1-2/+4
| | | | | | | | | | | | | | | For A/B comparisons with the draws as they were before task and mesh programs were supported.
* | | video_core: draw Switch 2 task/mesh pipelines with VK_EXT_mesh_shaderTakoroka3 days1-0/+20
| |/ |/| | | | | | | | | | | | | | | | | | | | | | | While SET_MESH_CONTROL is on, a native draw binds a task program in the vertex slot, its mesh program in the tessellation slot and a header-only pass-through geometry program naming the per-primitive outputs. Translate the first two as task and mesh programs with the mesh registers (SET_MESH_SHADER_A/B, SET_MESH_INIT_SHADER) and that header, key their pipelines by them, and build pipelines with task/mesh stages and no vertex input, input assembly or tessellation state. The draw's vertex count is the number of task workgroups: record vkCmdDrawMeshTasksEXT. Enable VK_EXT_mesh_shader (task and mesh only) when the host has it; draws are skipped without it, as they were before.
* | Gpu buffer readback to cpu. Fixing visible glitches such as missing ↵néo Luigi3 days1-0/+7
|/ | | | | | collision on some object, but can extend to more. Assisted-by: Claude Opus 5.5 (debugging & implementation)
* vulkan: defer the caches' invalidation for inline writes outside GPU-written ↵Takoroka5 days1-2/+19
| | | | | | | | | | | | | data Title 1 makes thousands of small inline-to-memory writes between draws, and each one invalidated the buffer, texture, shader and query caches on its own (~7.5% of the GPU thread after 0fe581f). Guest memory is still written at once, query results pending there are still dropped at once, and writes into GPU-written buffer data are still uploaded in place; the buffer, texture and shader caches now get the merged ranges at the next FlushCaching, which runs before every draw, dispatch, clear, copy and 2D blit. Inline writes: 4.4% of the GPU thread (deferred invalidation included in FlushCaching, 3.9% -> 3.1%). EDEN_NX2_INLINE_DEFER=0 invalidates at once.
* vulkan: dispatch to the worker every 32 draws, wake it only when it waitsTakoroka5 days1-1/+3
| | | | | | | Every 8 draws the GPU thread handed a command chunk to the Vulkan worker and woke it with a system call (~2% of the GPU thread at ~55,000 draws a second). Chunks now go every 32 draws (a full chunk still goes on its own), and the worker is woken only when it is waiting; a busy worker pops the queue before waiting again.
* video_core: less waiting on the GPU caches' locksTakoroka6 days1-4/+10
| | | | | | | | | | | | | | | - The texture and buffer caches' mutexes spin briefly before sleeping (Common::SpinRecursiveMutex): the GPU thread, the fencing thread and CPU write traps take them tens of thousands of times a second for microseconds, and a sleeping waiter's wake-up took longer than that. Title 1's GPU thread slept 7.7% of its time there, now 3.7%. - Fences commit and pop texture and buffer downloads separately, and only when there are any (one fence per compute dispatch in Switch 2 titles): the fencing thread no longer holds both caches while it copies buffer downloads. - Inline uploads and pre-draw invalidation take the caches one at a time again: holding one while std::lock waited for the other waited longer.
* vulkan: one lock for both caches in InnerInvalidationTakoroka6 days1-4/+2
| | | | | | It runs before most draws (constant buffer updates go through the invalidation accumulator) and took the texture and buffer cache mutexes one after the other.
* nx2: memo for compute macros; one lock per inline upload; cheaper shader ↵Takoroka6 days1-4/+2
| | | | | | | | | | | | | | | invalidation - Compute engine macros replay repeated calls like 3D ones (title 1's compute macro path fell from ~27% to ~14% of the GPU thread). - AccelerateInlineToMemory takes the buffer and texture cache mutexes together instead of one after the other. - ShaderCache::InvalidatePagesInRegion looks at the rejected programs only when the write can reach one (bounds kept as they are added); it ran a locked scan for every inline upload and pre-draw invalidation. Inline uploads went from ~10% to ~4% of the GPU thread.
* nx2: GPU-thread zone timers and an in-process sampling profilerTakoroka6 days1-6/+24
| | | | | | | | | | 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).
* nx2: read debug switches once; key scripts from a fileTakoroka7 days1-2/+6
| | | | | | | | | Several debug switches were read with std::getenv on every macro call, QMD, semaphore write or draw. The UCRT getenv locks and scans the environment, thousands of times a frame; a long EDEN_NX2_KEY_SCRIPT made title 4 crawl at 2 fps. Each is now read once. EDEN_NX2_KEY_SCRIPT=@<file> reads the script from a file. gdbrsp.py gains 'hits' (log registers, frame chain and object words at breakpoints, following the stopped thread).
* nx2: frame-locked input replay and quieter logsTakoroka7 days1-1/+1
| | | | | | | | | | | EDEN_NX2_KEY_RECORD records keyboard transitions as "f<frame>:code" against a global count of guest presents; EDEN_NX2_KEY_SCRIPT replays them on the same frames (or by seconds, as before), so a played session reproduces exactly. Debug aids: the PC/LR/SP of the first unmapped reads, NSO load addresses, EDEN_NX2_IPC_SUMMARY (request counts every 5 s), EDEN_NX2_FORCE_LOD0. Unmapped-access logging is rate limited and the per-draw/semaphore spam is demoted, so long sessions stay under the log size cap.
* nx2: title 4's cutscene scene renders; blit constants for fragment shadersTakoroka7 days1-1/+84
| | | | | | | | | | | | | - Render area falls back to colour target 0 when the surface clip is unset (Switch 2 titles may never program it); it feeds the synthesized blit block. - BlitConstantsPass also covers fragment shaders: UV clamp rectangle 0..1 (0x30-0x3c) and zero dither bias. - Debug: EDEN_NX2_SKIP_VS=<addr,...>, EDEN_NX2_TRACE_VS=<addr>, EDEN_NX2_UPSCALE_SOURCE[_FORMAT], EDEN_NX2_TRACE_AFTER_UPSCALE, EDEN_NX2_SAMPLE_AT, skipped-draw reasons, clear tracing. Showing the raw HDR scene colour through the upscale fallback gives the correct lit cockpit scene; the game's tonemap pass still outputs black.
* nx2: stand in for title 4's tensor-core upscaler and its blit constantsTakoroka7 days1-0/+29
| | | | | | | | | | | | | | | | - When a compute program is rejected for tensor-core math, blit its input image (handle at cbuf0+0x90) to its output (cbuf0+0xa0) with bilinear filtering. Title 4 renders at 2560x1440 and upscales to 3840x2160 with a DLSS-style network; this keeps the 4K output fed. EDEN_NX2_TENSOR=stub keeps the program with HMMA as D = C (for experiments). - BlitConstantsPass: vertex shaders reading bank 24 (lowered to 17) get the console-provided blit block synthesized from the render area (texel size, size, UV scale 1, rectangle 0..W-1,H-1). - Debug: EDEN_NX2_CB24_TRACE, upscaler resource description and render target sampling at the fallback. The scene behind the intro dialogue is still black: the tonemap output that feeds the upscaler has no colour although earlier targets do.
* nx2: get title 4 past the difficulty confirmTakoroka7 days1-0/+8
| | | | | | | | | | | | | | | - MME: implement MME_DMA_READ / MME_DMA_READ_FIFOED (Turing macros read query results into their load FIFO; the conditional-render macro at 0x142 needs it). - vi2 present waits up to 4 s for the frame fence (was 250 ms) so shader compile stalls don't let the game lap its equal-value gate semaphores. - Native QMD: fire the third release slot at word 52, which NVN2 patches for queue-to-queue syncs (compute queue releasing a gate the 3D queue waits on). - Compute class SET_REPORT_SEMAPHORE (0x6c0-0x6c3) releases. - Ampere lowering: AOFFI, any LOP3 truth table, STG RZ, LDG 0x981, IABS, I2FP rounding, IMAD negated addend, SHFL 0x989 (all 77 title-4 shaders lower). - Debug: EDEN_NX2_SEM_WATCH=<addr> traces acquires, releases, method arguments and compute macro emits for one semaphore block; EDEN_NX2_KEY_SCRIPT scripted key presses; per-submit logs moved to TRACE.
* Switch 2: title 4 menu text renders uprightTakoroka7 days1-10/+34
| | | | | | | | | | | - Present flips the image vertically: title 4 renders with a lower-left origin (negative viewport scale), so its frames are stored bottom-up. - Lowering: TEX/TEXS FP16 results (bit 79, packed half pairs) - the glyph shaders unpack them with HADD2.F32; LDG.E with a register address; SHF.R.U32 low word with a zero high word. - Debug aids: EDEN_NX2_TRACE_PS / EDEN_NX2_WINDOW_TRACE_SKIP for the window trace, EDEN_NX2_TEXTURE_DUMP, EDEN_NX2_TRACE_DST for copies; RT trace keyed by shader pair. NX2_NOTES: blockers 53-57, next steps.
* Switch 2: back GPU-only regions, pace presents, interleaved split methodsTakoroka7 days1-0/+144
| | | | | | | | | | | | | | | | - gpu 214 creates GPU-only memory the graphics server backs itself (title 4 renders everything into six 300 MB regions at 0x81_0000_0000). Back each with application-pool pages mapped into the alias code region and map that for the GPU. This is what made title 4's frames appear. - vi2 229 waits (bounded) for the presented frame's GPU fence: the reply reports every buffer free, so without this the game laps Eden's GPU thread and rewrites command memory it has not read yet. - Split methods: keep several parked methods keyed by resume address (NVN interleaves command buffers) and drop them when the submission ends. - hid 214 (per-frame vibration send) answered quietly. - Debug aids: EDEN_NX2_WINDOW_TRACE / EDEN_NX2_RT_TRACE (render targets, clears, textures), EDEN_NX2_AUDIO_LEVEL (output peak), EDEN_NX2_PB_DUMP (command list for offline replay), parsed-entry change check.
* [video_core, settings] readback for nce invalidations (#4490) optimization ↵xbzk9 days1-0/+12
| | | | | | | | | | | | | | | | | | and nuke toggles (#4502) (#4531) - [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. ------------------- Follow up for #4490: Originally i was racing locks between dirty and clean invalidations, but +94% were clean so it was causing useless locks. Solutioin was to share locks between both. P.S.: THIS IS INTENDED TO FIX RANDOM CRASHES IN UE, OBJECTIVELY REPRODUCIBLE IN ENDER MAGNOLIA IN ANDROID. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4531 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
* [shader_recompiler, vulkan] Virtual buffer pages with multi-range + sparse ↵CamilleLaVey2026-09-081-0/+1
| | | | | | | | | | | | 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] Adjustments on MSAA and BlitHelpers (#4287)crueter2026-08-231-12/+16
| | | | | | | | | | | | | | | PR/Commit Owner: CamilleLaVey This PR contains changes complementary to the MSAA refactor from some weeks ago, adds proper shader convert to depth, stencil for msaa and non msaa convertions; removes redundant helpers and unify paths on the resolve functions, just to make the readability and maintainability better; includes fixes for the blit operations on Nvidia, Intel/Windows (previously banned) and ensures Linux retain the fix without extra burden; fixes the QCOM driver bug on resolution upscaling on any games above x1 (includes turnip on A8xx series) and fixes crashes/ resolution upscaled bugs on certain games that used to have wrong viewporting effect on screen or directly device loss on Vulkan. Adds fixes for regressions caused by previous MSAA refactor on games as Fire Emblem: Engage. Special Thanks 1.- Big Smolio (@Gidoly) Co-authored-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4287 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: Samuel <lizzie@eden-emu.dev>
* [vulkan] Initial implementation on Bindless Buffer/Descriptors (#4251)CamilleLaVey2026-08-051-3/+11
| | | | | | | | | | 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
* [vulkan] 4th Vulkan Global Maintenance (#4212)CamilleLaVey2026-07-161-33/+91
| | | | | | | | | | The approach on this PR moves around refactoring/ updating residual work; main issue was the whole logic behind msaa upload/download images with the constant image copy per pass required; which was gated via shaderStorageImageMultisample, which is not available on all the platforms supported including Android, making them to rely into a more heavier approach to convert msaa image copy into a non msaa image copy, not only losing precision in the conversion, but also creating bugs around the resolve of the image itself, if the supported path had to copy 2 times the same image to be actually presentable, when the fallback was enabled 3 copies were performed, not only decreasing the performance but also increasing race conditions due to the certain capabilities processed in this chain (storage_views). In order to resolve them more naturally, the constant copies were removed from the now "common" path along establishing a proper color resolve for Android and actually making them more direct. Yet this opened a new pack of outdated handling on our current backend; since we now pass msaa images more directly (whenever a game request a msaa type of image/ which seems to be not common + each fragment resolves images on how it's actually required, adding missing depth/stencil), how we often load and store them becomes a critical issue, since our current configuration renderpass/framebuffer forces to always load and load clear whenever a new attachment it's passing through the renderpass, making this really heavier on memory bandwidth limited devices as SteamDeck and others that doesn't rely on the inmediate rendering mode (Tilers vs iGPU); to prevent over allocating data, I had to re-structure part of the current renderpass and framebuffer to actually reuse part of the data/ attachments called, with flags as DON'T_CARE, simplifying partially on how we actually call attachments including their barriers and conditions (occlusion, etc), the DON'T_CARE it's specifically useful to not only prevent calling new loads (which is a flush and heavier on tiler devices) and not only reusing the actual data store, which works on the future time, this saves memory bandwidth and gives space to actually avoid the constant pressure on SYSMEM/GMEM shader resolver path. This maintenance also improved the current removal features logic on QCOM drivers, closing gaps between implementations on descriptors (VK_EXT_indexing_descriptor), adjusting the whole WMEL to avoid being so stricter if certain capabilities are missing to actually use this feature, leading to test and play more on how QCOM drivers are actually behaving; meanwhile the main objective is to open path for a robust and bigger implementation in the future, the changes made here also contains small bug fixes on SPIR-V logic, adding missing cases to resolve shaders (FP64 -> FP16), adding more robustness on how narrow features are actually being used and how to wired them whenever they're not available, meanwhile there are still some issues in regards on how Tegra vs Adreno can preserve unorms at FP32 and FP16, leaving better understanding on base for what VK_EXT_shader_float_controls is actually doing most of the times (flushes NaN's and Denorms equally). Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4212
* [vulkan] 3rd Vulkan Global Maintenance (#4189)CamilleLaVey2026-07-091-13/+38
| | | | | | | | | | Following the philosophy on the previous Vulkan maintenance PR's, this one is reviewing the video_core to resolve VUID's related to the missing handling/ safechecks (UBO's case on missing StorageBufferAccess 8/16 bits on QCOM drivers, resulting on bad compute pipeline compiled), wiring topology representative to EDS2 configuration (following #4117), refactored the sampled image access via new memeber function for type "typeless" which adds a handling on the integer mistmatch (uint to sint, float to uint) + fixing bugs on current texture sampling (int) including the depth/stencil path resolve, maintenance to previous changes on query cache (resolving bugs from #3853), reduced the amount of binding BindVertexBufferEXT2 when a new tick/ frame is presented (with this being a reason for performance reduction on games where vertex polutes the stage, like BOTW/TOTK where grass is draw with vertex); implemented color border swizzle and color write enable for future improvements on EDS3, added initial implementation on Synchronization2 starting a path to ensure an access to VK 1.3 features safely and other smaller fixes along the road. Special Thanks: -> Mr. Smolio Gidolard (@gidoly) Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4189
* [vk] Clamp dynamic descriptors based on device limits (#4115)lizzie2026-06-301-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Should fix this specific crash ``` * thread #82, name = 'GPU', stop reason = Exception 0xc0000005 encountered at address 0x7ff7e5193e89: Access violation reading location 0x00000098 * frame #0: 0x00007ff7e5193e89 eden.exe`std::unique_ptr<Vulkan::Scheduler::CommandChunk,std::default_delete<Vulkan::Scheduler::CommandChunk> >::operator->(this=<unavailable>) at memory:3453 [inlined] frame #1: 0x00007ff7e5193e81 eden.exe`void Vulkan::Scheduler::DispatchWork(this=0x0000000000000000) at vk_scheduler.cpp:146 frame #2: 0x00007ff7e5193d8f eden.exe`void Vulkan::Scheduler::WaitWorker(this=<unavailable>) at vk_scheduler.cpp:133 frame #3: 0x00007ff7e54f472e eden.exe`void Vulkan::UpdateDescriptorQueue::Acquire(this=0x0000026c77cfb4b8) at vk_update_descriptor.cpp:41 frame #4: 0x00007ff7e5537a43 eden.exe`void Vulkan::ASTCDecoderPass::Assemble(this=0x0000026c794fba10, image=0x0000026cfb794850, map=0x00000025e28fcb30, swizzles=<unavailable>) at vk_compute_pass.cpp:603 frame #5: 0x00007ff7e55043e1 eden.exe`void Vulkan::TextureCacheRuntime::AccelerateImageUpload(this=<unavailable>, image=0x0000026cfb794850, map=0x00000025e28fcb30, swizzles=size=10, z_start=0, z_count=0) at vk_texture_cache.cpp:2482 frame #6: 0x00007ff7e5516592 eden.exe`void VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::UploadImageContents<struct Vulkan::StagingBufferRef>(this=<unavailable>, image=0x0000026cfb794850, staging=0x00000025e28fcb30) at texture_cache.h:1147 frame #7: 0x00007ff7e551523d eden.exe`void VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::RefreshContents(this=0x0000026c794fd800, image=0x0000026cfb794850, image_id=(index = 3801072224)) at texture_cache.h:1133 frame #8: 0x00007ff7e5517b50 eden.exe`struct Common::SlotId VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::JoinImages(this=0x0000026c794fd800, info=<unavailable>, gpu_addr=25374426112, cpu_addr=2254181376) at texture_cache.h:1644 frame #9: 0x00007ff7e5516ff6 eden.exe`struct Common::SlotId VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::InsertImage(this=0x0000026c794fd800, info=0x00000025e28fd270, gpu_addr=25374426112, options=0x0) at texture_cache.h:1513 frame #10: 0x00007ff7e5516a60 eden.exe`struct Common::SlotId VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::FindOrInsertImage(this=0x0000026c794fd800, info=0x00000025e28fd270, gpu_addr=25374426112, options=0x0) at texture_cache.h:1194 frame #11: 0x00007ff7e5515a13 eden.exe`struct Common::SlotId VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::CreateImageView(this=0x0000026c794fd800, config=0x00000025e28fd370) at texture_cache.h:1173 frame #12: 0x00007ff7e550cd64 eden.exe`struct Common::SlotId VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::VisitImageView(this=0x0000026c794fd800, index=4586, compute=<unavailable>) at texture_cache.h:554 frame #13: 0x00007ff7e550d181 eden.exe`void VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::FillImageViews(this=0x0000026c794fd800, views=size=5, compute=<unavailable>, blacklist=<unavailable>) at texture_cache.h:227 frame #14: 0x00007ff7e58896e4 eden.exe`Vulkan::GraphicsPipeline::ConfigureImpl<Vulkan::(anonymous namespace)::SimpleStorageSpec>(this=0x0000026f865c1a60, is_indexed=<unavailable>) at vk_graphics_pipeline.cpp:415 frame #15: 0x00007ff7e5889479 eden.exe`<lambda_1>::operator(pl=<unavailable>, is_indexed=<unavailable>) at vk_graphics_pipeline.h:123 [inlined] frame #16: 0x00007ff7e5889474 eden.exe`<lambda_1>::__invoke(pl=<unavailable>, is_indexed=<unavailable>) at vk_graphics_pipeline.h:123 frame #17: 0x00007ff7e519d2a8 eden.exe`Vulkan::GraphicsPipeline::Configure(this=0x0000026f865c1a60, is_indexed=<unavailable>) at vk_graphics_pipeline.h:105 [inlined] frame #18: 0x00007ff7e519d29d eden.exe`Vulkan::RasterizerVulkan::PrepareDraw<`lambda at D:\a\g\g\eden-source\src\video_core\renderer_vulkan\vk_rasterizer.cpp:256:29'>(this=0x0000026c764f9368, is_indexed=<unavailable>, draw_func=0x00000025e28fdb80) at vk_rasterizer.cpp:244 frame #19: 0x00007ff7e519d1db eden.exe`void Vulkan::RasterizerVulkan::Draw(this=<unavailable>, is_indexed=<unavailable>, instance_count=<unavailable>) at vk_rasterizer.cpp:256 frame #20: 0x00007ff7e50d9025 eden.exe`void Tegra::HLE_DrawIndexedIndirect::Fallback(this=0x0000026f2af85118, maxwell3d=0x0000026ccbf9eb00, parameters=size=6) at macro.cpp:178 frame #21: 0x00007ff7e50d8f21 eden.exe`void Tegra::HLE_DrawIndexedIndirect::Execute(this=0x0000026f2af85118, maxwell3d=0x0000026ccbf9eb00, parameters=size=6) at macro.cpp:129 frame #22: 0x00007ff7e50db607 eden.exe`Tegra::MacroEngine::Execute::<lambda_0>::operator(this=0x00000025e28fde70, acm= Active Type = Tegra::HLE_DrawIndexedIndirect ) at macro.cpp:1362 frame #23: 0x00007ff7e50dada0 eden.exe`void Tegra::MacroEngine::Execute(this=0x0000026ccbfaa020, maxwell3d=0x0000026ccbf9eb00, method=418, parameters=<unavailable>) at macro.cpp:1392 frame #24: 0x00007ff7e4ef062b eden.exe`void Tegra::Engines::Maxwell3D::CallMacroMethod(this=0x0000026ccbf9eb00, method=<unavailable>, parameters=<unavailable>) at maxwell_3d.cpp:390 frame #25: 0x00007ff7e4ef04be eden.exe`void Tegra::Engines::Maxwell3D::ProcessMacro(this=0x0000026ccbf9eb00, method=<unavailable>, base_start=<unavailable>, amount=5, is_last_call=<unavailable>) at maxwell_3d.cpp:223 frame #26: 0x00007ff7e4ef1673 eden.exe`void Tegra::Engines::Maxwell3D::CallMultiMethod(this=<unavailable>, method=<unavailable>, base_start=0x000001ea398e22f4, amount=<unavailable>, methods_pending=5) at maxwell_3d.cpp:419 frame #27: 0x00007ff7e4ef535a eden.exe`void Tegra::DmaPusher::CallMultiMethod(this=<unavailable>, base_start=0x000001ea398e22f4, num_methods=<unavailable>) const at dma_pusher.cpp:201 frame #28: 0x00007ff7e4ef5023 eden.exe`void Tegra::DmaPusher::ProcessCommands(this=0x0000026ccbfba698, commands=size=36) at dma_pusher.cpp:120 frame #29: 0x00007ff7e4ef4ced eden.exe`bool Tegra::DmaPusher::Step(this=0x0000026ccbfba698) at dma_pusher.cpp:88 frame #30: 0x00007ff7e4ef49f8 eden.exe`void Tegra::DmaPusher::DispatchCalls(this=0x0000026ccbfba698) at dma_pusher.cpp:40 frame #31: 0x00007ff7e4ede797 eden.exe`void Tegra::Control::Scheduler::Push(this=<unavailable>, channel=-493895072, entries=0x00000025e28fe2e0) at scheduler.cpp:31 frame #32: 0x00007ff7e4eedc7b eden.exe`VideoCommon::GPUThread::ThreadManager::StartThread::<lambda_0>::operator(this=<unavailable>, stop_token=stop_token @ 0x00000025e28ffb40) at gpu_thread.cpp:42 [inlined] frame #33: 0x00007ff7e4eedae8 eden.exe`std::invoke(_Obj=<unavailable>, _Arg1=0x0000026ccb3edef0) at type_traits:1680 [inlined] frame #34: 0x00007ff7e4eedac1 eden.exe`std::thread::_Invoke<std::tuple<`lambda at D:\a\g\g\eden-source\src\video_core\gpu_thread.cpp:29:27',std::stop_token>,0,1>(_RawVals=0x0000026ccb3edef0) at thread:60 frame #35: 0x00007ff8e87a37b0 ucrtbase.dll`wcsrchr + 336 ``` Signed-off-by: lizzie <lizzie@eden-emu.dev> Co-authored-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4115 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
* xbzk/gpu-logging_qt-controls_android-fix (#4018)xbzk2026-06-271-4/+4
| | | | | | | | | | | | | 5af7771f83-Bugfix: Made gpu_log_level global-only (was per-game switchable). Fixed Android non-determinism where a per-game profile silently overrode the global to Off and trapped GPULogger::Initialize() in a dead state, making shader dumps fail invisibly. Android per-game UI now hides the whole GPU logging block; Qt UI is untouched (global-only anyway). bf4aabe8ab-Refactor/Cleanup: Removed gpu_logging_enabled master toggle as redundant with gpu_log_level == Off. Introduced GPU::Logging::IsActive() helper, replaced 14 call sites across vk_*.cpp. Refactored LogShaderCompilation() to be text-only and extracted SPIR-V dumping into a standalone GPU::Logging::DumpSpirvShader() free function. No singleton dependency, gated only by gpu_log_shader_dumps. Now gpu_log_level and gpu_log_shader_dumps are fully orthogonal. Cleaned up Android (BooleanSetting, SettingsItem, presenter, 7 locale string files). 865a1c5027-Refactor: Renamed dump_shaders → dump_guest_shaders to disambiguate from gpu_log_shader_dumps. Updated Qt label to "Dump Guest (Maxwell) Shaders" and rewrote the tooltip to mention .ash, the DumpDir/shaders/ location, and nvdisasm. 7cab456fdf-Feature: Added Qt UI control for GPU log level in the Logging session. Added gpu_log_shader_dumps checkbox to the Graphics column right below dump_guest_shaders. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4018 Reviewed-by: MaranBr <maranbr@eden-emu.dev>
* [*] basic in-house cpp linting (#4039)lizzie2026-06-041-2/+2
| | | | | | | | | | | | - add `#pragma once` to remainder files - "correcter" defines (ANDROID), see https://groups.google.com/g/android-ndk/c/cf9_f1SLXls - extra miscelly fixups Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4039 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: crueter <crueter@eden-emu.dev>
* [vulkan] Fix regressions found in last stable release (#3953)CamilleLaVey2026-06-021-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* [vk] fix oversight with #3874 with invalid image ids (#4026)lizzie2026-05-301-1/+1
| | | | | | | | | | | oopsie, forgot we had a GC fixes SSBU Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4026 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: crueter <crueter@eden-emu.dev>
* [video_core] fix redundant resize-copy overload and just use default-init ↵lizzie2026-05-291-2/+2
| | | | | | | | | | | | | | | | | | | resize, to reduce stutter on Mario BP (#3874) before vs. after Mario Brothership kept remaking vectors of sizes 256 AND 4095 (TIC) and 1215 AND 524287 (TSC) every single frame, which resulted in a noticeable overhead the main cause was because of using `resize(n, c)` instead of `resize(n)` (also to aggressively resize for more room beforehand), the copy overload of resize does a copy of... well.. the value over the entire vector, additionally __append() keeps getting called because the capacity goes bonkers and all over the place ![image](/attachments/e3ba07fb-1c85-4d56-9b81-bb16a8150c15) ![image](/attachments/5c4eba26-015a-4c95-9b24-b41695a62e51) Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3874 Reviewed-by: crueter <crueter@eden-emu.dev> Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: MaranBr <maranbr@eden-emu.dev>
* [video_core/engines/maxwell3d] memory inline DrawState to reduce indirection ↵lizzie2026-04-281-17/+11
| | | | | | | | | | | | | | | | | | 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>
* [vulkan] 2nd Vulkan Global Maintenance (#3853)CamilleLaVey2026-04-241-35/+102
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This pr is a sequel to the one merged some days ago (#3839); which aims to improve stability, graphical accuracy and better Vulkan implementation and coherency among all platforms, contains the next changes: -> Removal of VK_EXT_unified_image_layouts: The removal of this ext was for cleaning purposes since the only part of this extension implemented was the activator; meanwhile a proper structure of use for this extension was not implemented, currently it's not viable to keep following an idea of a proper implementation due to complexity of this feature and the state of buffer cache and texture cache, which it's task that we must do near in the future, when this happens a better oportunity will arise to properly set layouts along a proper implementation of VK_EXT_descriptors_indexing, practically this feature was dead code. -> Adjustment of VK_EXT_custom_border_color: The implementation of this feature was handled poorly and worsened during the first tries of making ExtendedDynamicState stable, by gating it's use to the slider of EDS (dyna_state) if the counter was at least in 1, even tho this entered in a bug with the RemoveUnsuitableExtension, when is not a requirement for enabling in Vulkan's documentation and was my mistake, some time later in ExtendedDynamicState refactor (#3074) I tried to make the implementation more robust in comparison the Yuzu's implementation which had bans on vendor drivers, the new handling was requesting if extension was available and what kind of support feature it had, enabling what it was available and wiring an adequate path for said available feature; which leads us to today's change, after reading carefully how certain paths weren't triggered or caused mostly issues on how extension should work I did the next changes: - I removed the forced disabling with ExtendedDynamicState setting - Resolved the bug with RemoveUnsuitableExtension + dyna_state - Removed comments of explanation + log_debug warning - Set extension to be disabled if customBorderColorWithoutFormat is not available - Helps to solidify the removal of bans in vendor drivers This changes fixes the VUID 04015 for the handling with undefined format and made the usage of the extension more near to what Vulkan specification expects, yet there is still cases where we can't emulate properly samplers and some translucid black boxes will still appear, yet, now alleviated by allowing extension choose the proper custom available in Vulkan or degrade into a fallaback of solid colors. -> Adjustment of VK_EXT/KHR_robustness2: This feature was introduced in ExtendedDynamicState refactor (#3074), as safety measure for descriptors during the Write of buffers, providing robustness with an upgraded access to image, buffers and proper discard of null data in descriptors, however, despite the configuration the logs during debug sessions never stopped to bring the next VUID-VkWriteDescriptorSet-descriptorType-00324 and VUID-VkWriteDescriptorSet-descriptorType-00325, being the first one, the most constant issue plaguing logs; the approach was not only ensuring device can access between each of the version of this feature, whether is an EXT or KHR (drivers can report one of them or both, yet, if we call the one of them and it's not the version supported, driver would not load the feature, there's a priority to the KHR version) with a simplified configuration of the extension to use only nullDescritor to deflect properly buffers and other trash data outside of descriptors bound; ensuring to wire the path when it's and not available and also with BindVertexBuffers2EXT when it's or not available; fixing both VUID's. This changes helps to save some CPU resources and memory on binding routes. - Fixes VUID-VkWriteDescriptorSet-descriptorType-00324 - Fixes VUID-VkWriteDescriptorSet-descriptorType-00325 - Fixes VUID-vkCmdBindVertexBuffers-pBuffers-00621 (alongisde a latter adjustment for pStrides) -> Adjustment VK_EXT_image_robustness: As other features, this was implemented during the ExtendedDynamicState refactor (#3074), currently this change it's just to ensure more drivers are accessing this feature by changing the modality from extension to an explicit feature, some other redundant code was cleaned within this change. -> Restored gating flush operation on removed gpu accuracy: An issue report from an user called CaptFaraday in https://github.com/eden-emulator/Issue-Reports/issues/425, posted a behavior appearing after the rework of gpu accuracy levels (#3129), which broke the rendering in Paper Mario - The-Thousand-Year Door where some graphical issues such as black flash and missing rendering from many animations through the game thanks to the removal of the flush inside FlushAndInvalidateRegion gated with IsGPULevelExtreme and suggested a possible fix with resting the missing gating and flush; which I did and properly restoring the complete behavior of this functionality + wiring to the new IsGPULevelHigh for a better semantic correctness, the change was tested and didn't affected Yoshi's Crafted World graphical problems and main reason behind the deletion of this function, fixed in fcfcee7247. - Solves https://github.com/eden-emulator/Issue-Reports/issues/266 - Solves https://github.com/eden-emulator/Issue-Reports/issues/425 - Fixes Paper Mario - The-Thousand-Year Door - Keeps Yoshi's Crafted World issue still fixed -> Adjustment VK_EXT_conditional_rendering: Yuzu inherited us in their Vulkan backend multiple flaws which got worsened with the time as game and drivers changed, aside that, with the time studying this source code and especially the Vulkan-side of Eden, I started to learn and recognize some extensions that required a wide and robust modification to ensure the logic of the extension works as intended; currently ConditionalRendering had a lot of minimal modification: - Reordering the functions from "_NotifySegment_" to avoid a masive ram leak coming from query_cache (@weakboson) (#131) - Removing a function "_NotifySegment_" from rasterizer to ensure Metroid Prime 4 stopped crashing due to serious ram leaks in query_cache (@Maufeat) (#3142) And other intents to make ConditionalRendering fully working, such as happened in ExtendedDynamicState refactor (#3074) but only patched an horrible situation with how the extension was truly working, after spending more than 3 months studying how this and other sub-sequential and essential extensions touched in this PR worked in Vulkan, I dived once again to make it work properly; one of the first changes was to fix an invalid reference lookup of queries, which fixed the removal of "NotifySegment" inside rasterizer and start to adjusting other parts of the implementation of ConditionalRendering minimally and switching with heavy tests to ensure not a single game gets broken among the changes; yet the initial benefits from fixing the indirection in the lookups to query cache, was to reduce the amount of time of GPU was spending in the constant state of queries, which proved to reduce flickering in Pokémon ZA among others, with also an small increase of performance but more noticeable stability, starting to reduce stutering bit by bit. This advances allowed me to fix one of the the functions of IsGPULevelHigh, where existed a bypass to accelerate conditional rendering without the proper checks if the extension was truly supported, freeing QCOM from the flag of a fixated presync workaround; which also improved the usage of QCOM driver for 8 Elite devices and Unreal Engine 4 - 5 games, such as Dragon Ball Z - Sparking Zero; but that's not the only benefit from the current tries to make ConditionalRendering implementation more robust and accurate to specifications, but also started to show key points of where VK_EXT_transform_feedback was also failing to work properly. -> Adjustment VK_EXT_transform_feedback: Like many other features in this PR, this one was also adjusted minimally in ExtendedDynamicState refactor (#3074), with the ConditionalRendering refactor going on, the solutions for the usage of this extensions started by ensuring each key function is properly gated by a getter which would only be enabled if the extension was already being loaded in the virtual device, if wasn't the case I was making sure to wire the fallback correctly, which wasn't in place and didn't had a robust handling since ever, this way games started to not only improve graphical accuracy, like some games such as Zelda - Echoes Of Wisdom where the lightning and dark border moves/ reacts dynamically. Besides that, this change brought the possibility to finally get rid of the indirection of the buffers synchronization which often take a non-synchornization path to ensure a faster reply but with higher possibilities to cause graphical issues in among several games; aside that, also helped to ensure "_query_cache.CounterEnable(VideoCommon::QueryType::StreamingByteCount, false)_;" function is properly allocated and reset in a different place than where this was placed. - Maintain Metroid Prime 4 fixes even after returning the lines that caused the game to be unplayable, whether was an instant crash or crash after some minutes of gameplay, fixes that were introduced in other work (#3142). Within the first step in the refactor of this extension, this work was reviewed by @wildcard which made me notice of an issue of handling inside buffers, there existed a mismatch on the tracking of feedback buffers and since we're treating them as buffer_slot, counterstream was still tracking and consuming stream_buffers and not where data was really passing through; derivating the counter selection of counterBufferCount by stream indexes and not by slot, which could cause cases of _Stream =! slot_, a solution proposed for me was to add stream mapper function where the stream slot were located + updating UpdateBuffers() to calculate buffer counts per slot and not stream, allowing to fully map the map funtion of stream mapper; along other changes on the WriteBuffers + ProduceBufferCounter to avoid any misaligment. -> Other minimal adjustments: Alongside these important adjustment, others were also made to ensure logical coherency to this recent changes, such as ensuring FullSynchronization of buffers path, since GPU has mostly a syncing issue with certain type of textures and vertex calculations, the original behavior of jumping into a non-synchronize path of buffers let GPU ran without proper awareness of the textures being loaded, ensuring more performance if all the textures reached properly inside GPU, but with no safety provided for buffers, even we added a cases were dummies and mostly buffer trash data gets discarded by nullDescriptors, this won't ensure graphical artifacts or a bad calculation on the range of lightning/ gfx could appear. I dare to think this was thought to be implemented due to the original heavy costs on Yuzu's time, this along the removal of QCOM's drivers from Query's Presync funtions. A small adjustment to the mutable functions inside the CreateImageView structure to add the extended usage: "Because Switch's GPU creates incompatible views (sRGB and UNORM) on the same image. A sRGB image can't be used as storage but it is in a UNORM view. Which is exactly the use case of these flags." - @weakboson During all of this changes inside queries, we started to get in some devices "Device Loss" warning from Vulkan along 2 specific warnings: - [ 102.384895] Render.Vulkan <Critical> video_core/vulkan_common/vulkan_debug_callback.cpp:69:DebugUtilCallback: vkDeviceWaitIdle(): THREADING ERROR : object of type VkQueue is simultaneously used in current thread 517024609280 and thread 517864567808 - [ 114.003530] Render.Vulkan <Critical> video_core/vulkan_common/vulkan_debug_callback.cpp:69:DebugUtilCallback: vkCmdBeginQuery(): VkQueryPool 0x15e400000015e4 and query 172: query not reset. After query pool creation, each query must be reset (with vkCmdResetQueryPool or vkResetQueryPool) before it is used. Queries must also be reset between uses. Since before all of this adjustments, original GPU thread often take it's time to stop and look for a moment to synchronize with CPU (non-TimelineSemaphore), the whole flow data was improved that we were producing more data stale than we could really take due to the lack of a Reset to avoid pools being filled with old data, in order to get rid of this, another try to implement ResetQueryPool's appeared which was intented to be implemented some months ago and got removed in #3270, this time aligning the vkDeviceWaitIdle + ResetQueryPool was proved to be effective than first implementation and didn't caused major issues, now GPU can Vulkan can reset staling data, which can catalogued as old once they were used and displayed in frame, keeping a more fluid exchance and discard of data. - Fixes VUID-vkCmdBeginQuery-None-00807 - Fixes multithreading error with vkDeviceWaitIdle and data allocation We have some other changes to the coherency of ExtendedDynamicState2 and the feature of restart primitives, which now patches topologies once are processed if they pass through ExtendedDynamicState2 enabled and get reset before every draw to prevent another topology VUID; also I ensured refresh, reset, clamp and overall improve the math inside the Viewport/ Scissor feature operations inside DynamicState and later upgrades. --------------------------- UPDATE (23/04/2026): After passing a heavy testing phase, an issue was encountered with AMD drivers on Windows which based on the commit: c07dfa6fb4, Super Mario Odissey started to show vertex glitches on the the waterfall + water fog being rendered incorrectly, if VertexInputDynamicState was disabled caused black screen on ExtendedDynamicState (1 - 3) and hard crash if ExtendedDynamicState it was disabled; this situation was caused to the vertex input dynamic tied to ExtendedDynamicState1, AMD driver didn't allowed fast access to BindVertexBuffers2EXT without binding strides first, which caused a syncing problem between the binded vertex and the missing buffer in the same chain, this got fixed by removing the conditions for vertex input dynamic. Aside that; another pair of issues were addressed in the meantime of refining this PR, one of them was to solve the failing BGR565 formats to swizzle into RGBA5 which allows to swap between red and blue; solving the inverse situation of blue icons on Mario Kart 8 Deluxe for older QCOM drivers and SoC's, such as Snapdragon 855 - 870; which will also help some Exynos processors to render properly. This solution was converted into a toggle/hack because it's use it's very conditional on older hardware; newer SoC's such as 8 Elite won't longer require this handling to convert properly BGR565 texture even if the support for the format is not available. --------------------------- Here an small preview of what this pr has been fixed so far, but our testing range may be more limited than what this can actually do: - Allow to display new effect on games 1. Jump Force: New particle on stages and main menu. 2. The Legend Of Zelda - Echoes of Wisdom: darkness post processing effect on screen filter such as game intro and smokes on houses (8 Elite). 3. Reduce texture flickering on games such as EoW, Monster Hunter Rise. 4. Improved performance stability on various games with Android. 5. Improved Xenoblade games rendering with QCOM stock drivers by improve viewpoint handling (8 Elite). 6. Fixes vertex explosion on Xenoblade 3 with AMD GPU with extended dynamic state enabled. 7. Fixed Mario Kart 8 Deluxe rendering with VK_EXT_vertex_input_dynamic_state enabled. 8. Fixes certain angle of Pokemon Legend Z-A would look mono color with vertex input dynamic state. 9. Fixed graphical issue with VK_EXT_vertex_input_dynamic_state on mobile drivers. 10. Fixed vertex explosion with Turnip (8 Elite) on The Legend Of Zelda- Breath Of The Wild during loading screen. 11. Fixed issue of vertex on Pokémon Legends ZA with VK_EXT_vertex_input_dynamic_state enabled. 12. Improved rendering and stability of Inmortal Fenyx Rising, including QCOM drivers being able to reach into gameplay. 13. Fixes Paper Mario - The-Thousand-Year Door missing rendering on animations through the whole game. 14. Fixed Mario Kart 8 Deluxe blue tint icon on Snapdragon 855 - 870 (by enabling Emulated BGR565 hack toggle). 15. Fixed Naruto Ultimate Ninja Storm issue rendering on characters like Naruto being blue on older QCOM SoC's and Exynos (by enabling Emulated BGR565 hack toggle) 16. Fixed Dangaronpa Killing Harmony v3 issue rendering on characters with blue tint on older QCOM SoC's. --------------------------- _**Special Thanks - Credits**_ -> @Gidoly for being able to keep track of the intensive testing phase this pr required and the will to keep helping in development, you're a good friend and very useful. -> @CaptFaraday for the suggestion of the fix for Paper Mario. -> @wildcard for the review during the refactor of VK_EXT_transform_feedback, without this comment I would probably ran into many untrackable issues. -> @weakboson for the suggestion into the solution for sRGB's and UNORM's in the incompatible views. Co-authored-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3853 Reviewed-by: crueter <crueter@eden-emu.dev>
* [vulkan] 1st Vulkan Global Maintenance (#3839)CamilleLaVey2026-04-081-42/+10
| | | | | | | | | | | | | | | | | | This pr aims to make a first step into giving Eden's Vulkan backend maintenance with better formatting, understanding and reduce the redundancy between some wrong implementations: -> ProvokingVertex: Has been reworked completely, now the wiring to ExtendedDynamicState3 (ProvokingVertexMode) it works safe, the gating of the extension no longer requires user enabling on UI, it will be enabled automatically based on what features of the extension are available on driver, depending if first or last mode are available and also will be properly set under TrasformFeedback operations; this way we're gonna ensure all drivers, including Android stock drivers on QCOM, Mali and other mobile vendors drivers access correctly to the extension, fixing some graphical issues (flickering textures or wrong sccisors on vertex that required first mode) generated by the missing first mode handling or the proper clearing on pipeline state. This change will increase/ decrease slightly the performance on some games that changes dynamically between first and last modes, but will also ensure a clear path to GPU to use resources smartly, reducing VRAM consumption in PC and MEM/GPU percentage of use on Android (marginal to 5 - 8% approx). -> Removal VK_EXT_multi_draw: It has passed some months since the first try to implement this feature, but wasn't completed so functionality was null to negative, taking space in source and using small CPU cicles for initialization during device creation that reduced CPU effectiveness by 2 - 5%, aside that, after reviewing the situation of formally introducing handling for multidraws to reduce the floods of constants draw calls into 1 per batch, seems to not pay the overhead when the multidraw capacity is less or equal to 1, aside that, for the time being batching multidraws will introduce indirections on each batch of command draws, that graphical issues will appear and reducing performance can happen, something it was gonna solve. For the time being it's discarded, but, may be analyzed the chance to introduce it properly in a later date. -> Removal VK_EXT_indexing_descriptor: Currently the implementation of this feature was partial, with not proper handling on layouts; just the initial checks on device creation and chained up to the pNext feature, currently this extension will require a buffer cache and texture cache rework to set layouts and reduce the amount of use of descriptor into making it a less expensive cost effective, aside that to generate a path for the Bindless Texture and Bindless Buffer, allowing to track state of textures in runtime and ensuring the state of some compiled shaders doesn't change if it's no needed, among other benefits, besides that, enabling this feature was only generating innecessary checks on GPU, so consumption would be higher than it should be. -> Removal of VK_EXT_swapchain_maintenance1: The use of this feature was really conditional to certain support on newer drivers and cards, which wasn't available for all platforms, I concluded that if the support for this instance wasn't really there, the cost effective between the try to initialize it and running it, won't be good as when it didn't exist on our Vulkan device, with also the constant factor of not being completely implemented, right now I'm aiming to reduce the complexity on Vulkan side to keep it as simple as it could for a future video_core rework, which may start somewhere these weeks. -> Refined the Maintenance features: Meawhile this features are usually inherent to Vulkan core functionality, sometimes drivers doesn't expose them well, which leads to Eden run Vulkan without really noticing the existence of maintenance features on driver to improve stability, so we're tied to declare them and load them when a device creation starts by asking if driver supports and which, currently 1 - 5 are core maintenance features, meanwhile the 7 - 9 are more experimental and not being available everywhere, so right now to help drivers give attention to this features we not only load them, but also calculate with features bits which features inside Maintenance5 are available to use, that was the initial purpose, but we weren't using the full potential of the extension; I made cleaned part of the unneeded log code for the initialization of this Maintenance5 and it's feature flags, but also making an operation to sanitize depth/ stencil when One is not available in swizzle operations, making it easier to draw it; it's also needed to mention that Maintenance9 was removed from source code until we can have better handling on Arrays2D, aside that, the use of the extension was really conditional to certain drivers being capable of use it, so I remove it. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3839 Co-authored-by: CamilleLaVey <camillelavey99@gmail.com> Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
* [common/logging] Simplify logging logic and fix issues when logging before ↵lizzie2026-03-121-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* Revert "[vk] Simplified layouts per driver configuration (#3271)" (#3571)lizzie2026-02-191-13/+4
| | | | | | | | | | | 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)Nekle2026-02-071-4/+13
| | | | | | | | | | | | | 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>
* [android] gpu logs functions (#3389)MrPurple6662026-02-011-1/+42
| | | | | | | | | | | | | | | 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)lizzie2026-01-161-33/+18
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* [vk, settings] Disable VIDS on Android and Ungate Advanced EDS (#3281)Caio Oliveira2026-01-081-10/+0
| | | | | | | | | | | * the issue fixed by this PR (EDS Disabled) is the same as the one on 3096 (All EDS) Signed-off-by: Caio Oliveira <caiooliveirafarias0@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3281 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: Lizzie <lizzie@eden-emu.dev> Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com> Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
* [refactor, vk] DynamicState, ExtendedDynamicState and ↵CamilleLaVey2026-01-071-64/+235
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | VertexInputDynamicState (#3074) This PR rewrites the DynamicState, ExtendedDynamicState and VertexInputDynamicState logic: - Adds proper handling on how features should be loaded based on driver available features for ExtendedDynamicState/ VertexInputDynamicState. - Fixes some old regressions with emulated formats for Android. - Adds better formatting for tiling format features. - Adds better formatting for format features. - Adds NonWritable buffers handling for Spir-v. - Updates Maintenance features calling. - Adds new features: Multidraw, Robustness2, Image Robustness. - Removes dead code/ duplicated on Vulkan device related to ExtendedDynamicState handling. - Adjusts and conditions with better handling for some features callings: SwapchainMaintenance1, ConditionalRendering, ShaderExtencilExport, CustomBorderColor, TransformFeedback, VertexInputDynamicState. - Removes some older feature ban logic. - Adds hardware resolve path for MSAA Image Blits on Nvidia cards. - Adds flat decorations for input interfaces on Spir-v. - Reduces flushwork within drawcalls. - Clamps render limits on out-of-area for rasterizer. Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com> Co-authored-by: DraVee <dravee@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3074 Reviewed-by: DraVee <dravee@eden-emu.dev> Reviewed-by: Lizzie <lizzie@eden-emu.dev> Co-authored-by: CamilleLaVey <camillelavey99@gmail.com> Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
* [chore] Fixed a couple memory leaks using up ~15 MB each iteration (#398)Gamer642025-12-261-2/+2
| | | | | | | | | | | Co-authored-by: Jarrod Norwell <official.antique@gmail.com> Co-authored-by: Gamer64 <76565986+Gamer64ytb@users.noreply.github.com> Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/398 Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com> Reviewed-by: Lizzie <lizzie@eden-emu.dev> Co-authored-by: Gamer64 <gamer64@eden-emu.dev> Co-committed-by: Gamer64 <gamer64@eden-emu.dev>