This insufferable work tries to cover some holes on previous threading implementation from yuzu's team, starting with Windows and Linux reordering of priorities (NICE), reworks previous Android's threading and cpu affinity with adpf, adjust emulated clocks/gpu for better "accuracy" with their work, bumps android minSDK for all flavors, legacy will now work with AP 29 to cover A10 - A12, standard will reach A13 as base and finally the optimized build will come with API 35, mostly targeted on devices with A15 support and newer, NDK and AGP wasn't upgraded yet. The performance cost efficiency have been improved based on device power configuration; preventing overheating if certain devices tended to fall into NICE0 (not allocated threads priority, all task ran with higher priority, 11 tasks running within the limited 2 - 7 threads available on the most common configuration 1x3x4 or 1x4x3).
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4254
a bit of refactoring so there's less code duplication...
probably a good idea to make it a lambda anyways
maybe this is why QLauncher didn't have proper DLCs and updates?
either way "GetPseudoDeviceId" is now implemented (still stubbed) with a proper hash instead of just 0
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4159
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
loader is barely called whereas audio for example is called super often
thus demote loaderr
jit is only ever used by Super Mario 3D stars, and no other
games require this to be a separate jit thread
additionally even of 3D stars this is called often chary
so no; we dont need a dedicated thread for it either way
this pr should help low power devices/devices with less cores/threads
to schedule the existing emulator threads more efficiently
also moving to guest means the CPU threads get more loaded with
stuffings, which is a good thing as most of the time theyre
sleeping and/or waiting for a mutex
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4148
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
I don't remember why this wasn't done earlier, did I miss something or I purpousefully avoided this due to an issue?
Please test NO HANGS when opening/closing/playing
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3971
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
continuation of #309 but applying to even more files than before :)
also makes them lowercase because `0xfafafa` is better as `0XFAFAFA`
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4170
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Adds `#` as a valid pchtxt comment, and fixes a crash that could occur
when using odd-length values
This patch was sent by Adam Kittelson <adam@apathydrive.com>
Signed-off-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Cole Avenue <cole@melisand.re>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4124
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Returning success when the path already exists confuses games like Eastward which use this result in their save logic.
Closes https://github.com/eden-emulator/mirror/pull/10
Signed-off-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Tom Pratt <tom.pratt@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4224
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Contains the minimal set of functionalities to allow tico installer succeed, and tico work normally EXCEPT for game launching (which me or someone else will investigate later)
First three commits are from PR 4012.
The other six, kinda dizzy to explain each one. All were implemented based on tico source, switchbrew and libnx.
Hopefully the commit messages will do.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4086
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
3970 revert fixes crash caused by scheduler
4177 fix mario galaxy and metroid prime 4 not booting
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4187
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
test no regressions especially on Liiinux
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4076
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
adds `/digest` file implementation
alongisde the hashes and constants for firmwareless installs
and yes ams updated as well
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4165
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
this SHOULD fix a specific issue where a deque can be reallocated causing spurious crashes
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4098
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
does what it says, adds a missing check for that specific SVC
also removes that 4kb "helper" function which is just a fancy "IsAligned"
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4164
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
except for the AI policy doc which uses output for demonstrative purposes
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4166
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
services inheriting from ServiceFramework already have an accessible
system pointer from the inheritance
adding an extra pointer (m_system, often) isn't required and tis
entirely redundant.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4171
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
the function returned the key AFTER this one, which points to an invalid object
basically its like "oh im returning the index AFTER Myself"
off-by-1 error basically; now it returns OUR own key.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4178
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
we use JPEG only with STB, dont need the others
which are included in the final binary, after gc+lto
this doesnt affect stb_dxt, which still includes all required BCn stuff
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4179
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
anyways this should remove a bunch of redundant code/stack usage for response builders (ahem, msvc)
SHOULD help games that use IPC heavily like PKZA and whatnot
biblical levels of performance greed
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3774
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
#3908 changed process_creation.*, CreateProcess/CreateApplicationProcess, to return std::optional<Process> instead of std::unique_ptr<Process>, so the AM sites now transfer a Process by value via make_unique<Service::Process>(*std::move(opt)).
The consequence: Process owns a refcounted KProcess* but its user-declared dtor suppressed the implicit move ctor, so that "move" silently shallow-copied and the temporary's dtor Close()/RemoveProcess()'d the shared handle -> use-after-free.
It's seems to be user end based, so whether it crashes may depend on machine, compiler, allocator reuse, refcount slack, and the AM event-observer thread race, idk. It reliably crashed my MSVC build at launching games (cstack: ProcessHolder -> MultiWait -> KSynchronizationObject::Wait -> null) multiple times.
Fix: give Process a move ctor that steals the handle (nulling the source so the moved-from dtor is a no-op) and delete copy/move-assign, making the optional<->unique_ptr transfer safe.
Bonus: explicited delete for the 3 kinds of assignment: copy ctor (the one used in eden), copy assign and move assign (currently unused) to force compile error if they ever come to use.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4137
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
This add winding application function. Test this by opening qlaunch -> top left Profile -> edit profile picture -> go back (do not save if you are on fw21+, it corrupts the image)
And reverts in #3908 added `optional<Process>` to `unique_ptr<Process>`
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4134
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
rust has Result<T,E> but we don't really need that in c++, also the header just sucks, objectively
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4075
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
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>
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>
So the game list watcher could rebuild the content providers
(CreateFactories) while the populate worker was still scanning them, and
the worker would walk a torn-down RegisteredCache and segfault in
OpenFileOrDirectoryConcat. Fixed by stopping and joining the worker
before rebuilding.
On macOS the watcher also re-armed itself every populate. Re-adding the
same paths makes QFileSystemWatcher re-emit directoryChanged (the
FSEvent comes in async, so the blockSignals guard misses it), so it just
kept refreshing and the list flashed forever. Now it only re-arms when
the watched dirs actually changed.
Also null-guarded OpenFileOrDirectoryConcat so a torn-down cache cant
null-deref there.
Related: https://github.com/eden-emulator/Issue-Reports/issues/336
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4099
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Good fix or absolute trash?
For me it seems like an OK balance, better would be fully dynamic; but I believe 256 is a reasonable limit?
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3982
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
should make a few more homebrew boot :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3771
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
two main issues:
shader_environment.cpp
Support Mesa nv50_ir-compiled homebrew fragment shaders
Mesa nv50_ir (used by NZP-Switch via libdrm_nouveau) emits Maxwell SASS that differs from NVN in two ways our shader pipeline didn't account for, causing "infinite" loops during shader scanning.
How? TryFindSize() previously detected end-of-shader only via NVN's "BRA $-1" self-branch trailer (SELF_BRANCH_A/B). Mesa-compiled shaders end with an unconditional @PT EXIT and emit no trailer, so scanning ran past the shader and looped to MAXIMUM_SIZE.
Fix: Added a secondary match against @PT EXIT T (opcode 0xE30, predicate PT, flow T) as a fallback terminator. The mask is estrictive enough to reject predicated EXITs, conditional-flow EXITs, and sched control words, so well-formed NVN shaders see no ehavior change (their single @PT EXIT immediately precedes BRA $-1, and both detections return the same size).
load_store_attribute.cpp + attribute.h
IPA's is_perspective check only applied the ×position_w correction for IR::IsGeneric() attributes, and used a per-component SPH lookup. Two failure modes followed:
1. Mesa fragment shaders read varyings via legacy attribute slots
(ColorFrontDiffuse, FixedFncTexture, FogCoordinate) which are
remapped to generic varyings later by ConvertLegacyToGeneric. At
IPA-translation time they're still legacy, so IsGeneric() was
false and the inject was skipped — but the resulting GLSL/SPIR-V
varying was Smooth (perspective-correct), and the SASS still
issued its manual perspective dance via MUFU.RCP(ATTR_W)+FMUL,
compounding an extra ×clip_w factor. NZP fog (eye_z distance
varying) ended up as eye_z⁴×density² instead of eye_z²×density²,
saturating fog to white everywhere.
2. Even for legacy attrs that should inject, Mesa stores them in two formats selected by the IPA's interpolation_mode field:
Pass/Multiply/Constant → attr/w (perspective); inject ×position_w
Sc (ScreenLinear) → raw attr; do NOT inject
Unconditionally injecting for Sc dims vertex colors by 1/clip_w because there's no SASS multiplier to round-trip it back.
Fix: extend the IPA correction path to also fire on IsLegacyAttribute(), gated on interpolation_mode != Sc. While here, the generic-path check is widened from per-component to vector-level (first non-Unused PixelImap, with all-Unused fallthrough treated as Perspective) so it matches the GLSL interpolation qualifier picked by CollectInterpolationInfo — this fixes the same all-zeroed-imap case Mesa exposes for explicit generics. IsLegacyAttribute moved from translate_program.cpp's anonymous namespace into attribute.h next to IsGeneric so IPA can reach it.
Tested on NaziZombies:Portable (Switch homebrew): fog now matches real
hardware, vertex-colored geometry (hand, gun, decals) renders correctly.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4012
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Homebrew (.NRO) program args support
Adds a 'program_args' setting and delivers it to NRO homebrews via libnx's homebrew ABI. NROs previously had no way to receive CLI flags (e.g. NZ:P's -noglsl).
Setting: program_args, Category::System, startup-only.
Surfaced in Qt + Android Debug sections.
NRO loader: builds a 4-entry 'ConfigEntry' table + argv at the data segment tail; prepends 'homebrew ' so user args land at argv[1]; scans for 'svc #7' to use as LR. Drops the stale NSO-style argdata append.
KProcess: stores loader-provided guest addresses; 'Run' switches to the homebrew entry (x0=config_ptr, x1=-1, lr=svc7) and patches the real MainThreadHandle into the ConfigEntry slot. Legacy NSO path unchanged.
Tested on NZP — args reach 'argv' correctly.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4013
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
OpenSaveDataFileSystem was missing a few SaveDataSpaceId mappings, so it would hit ASSERT(false). This broke games that open cache storage, with TOTK being the obvious one, because save enumeration could assert before the game even finished loading.
Fixed this by mapping Temporary to user nand, and ProperSystem/SafeMode to system nand. These only get used for the free-space check here, so they just need to point somewhere sane.
Fixes: https://github.com/eden-emulator/Issue-Reports/issues/368
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4069
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
the correct behaviour would be for the hle service NOT to crash
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3729
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
This fixes an Android game library scan crash when reading XCI title metadata with empty or incomplete NACP language entries.
Previously, NACP::GetLanguageEntry() could fall back to:
language_entries.at(static_cast<u8>(Language::AmericanEnglish))
When language_entries was empty, this threw std::out_of_range and aborted the Android scan thread.
The new fallback preserves the existing lookup order:
1. preferred language entry with non-empty application name
2. any entry with non-empty application name
3. first available entry
4. static empty LanguageEntry if no entries exist
Tested locally with a Mainline RelWithDebInfo APK on Odin3 Android 15 using a large external TF-card ROM directory. The previous build crashed during fresh ROM scan; the patched build completes scanning normally.
Related my issue:
https://github.com/eden-emulator/Issue-Reports/issues/500
Co-authored-by: bdm110 <bdm110@prontmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4062
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
(gdb) set scheduler-locking on
(gdb) continue
As discussed in #3848, follow-up to implement vCont support according to spec.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3896
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
This fixed issues in Mario Kart 8 multiplayer where the native controller applet would pop up, then once A was pressed and it exited, it would freeze the game but music would continue playing.
The issue was that UpdateRequestedFocusState() updates the focus state but never sets m_has_focus_state_changed for applications. Since ShouldSignalSystemEvent() checks that flag for applications, they never receive FocusStateChanged messages when LLE library applets exit. The game keeps running (hence the music) but is stuck waiting for a focus notification that never arrives. HLE applets aren't affected because their dummy process has is_process_running=false, so the game is never considered obscured in the first place.
Credits: [davidcollini](https://github.com/davidcollini)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4027
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
This implements MWAITX and WAITPKG extensions (umonitor, mwait) for CPUs that support them.
Reduces wait times and bypasses the timing stuff from the OS that is slow (windows notably). generally it should answer within 0.2 to 0.5 microsecs (since most requests wait for that long).
Also does a general rework of static ctors and stuff
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3984
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Now hopefully the Redditors can get off my ass for five seconds
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4011
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Amaterasu from Discord asked about why nvnWindowGetNumActiveTextures returns 0 - after researching the console output it was asking for `DefaultDataSpace` (enum val 12) after some tests with the mod and debugging the console, this is my one-liner solution.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3956
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>