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>
no significant performance gains expected
reduces memory (4096 word managers are active at any given time, this reduces total amount of memory used by a tiny margin)
also reduces code duplication due to templatery fuckery
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3221
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
this basically allows the threads to exist in these logical CPUs, undisturbed, and without trashing each other's cache
this could improve performance, very tricky thing to pull off correctly, but again, this is mostly an experiment
will mainly benefit: Linux, Android, FreeBSD, Windows (not ARM)
Additionally, this means no context trashing :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3121
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
- Trivial dead code removal, also these shaders are useless
TODO: maybe in a future do YUV280 or whatever in shader for vic :)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3432
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
The `NIGHTLY_BUILD` option changes the app name to "Eden Nightly" and
changes the auto-update URL to use our new Nightly repository.
This needs added to Android, but I can't right now as I have to leave.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3431
This fixes an annoying warning when opening any game using OpenGL.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3429
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
On macOS, adding paths to QFileSystemWatcher can trigger immediate 'directoryChanged' signals (likely due to FSEvent behavior or .DS_Store updates during directory access). This caused a recursive loop where PopulateAsync would trigger itself indefinitely, leading to constant UI refreshing and high CPU usage.
This fix addresses the issue by:
1. Temporarily blocking QFileSystemWatcher signals while the watch list is being populated.
2. Correcting the usage of QList::mid() in the loop (passing length instead of an end index) to avoid massive path duplication.
These changes are isolated to macOS using #ifdef __APPLE__ to ensure no side effects on other platforms.
Authored-by: rayman30
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3418
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: rayman30 <silentbitdev@gmail.com>
Co-committed-by: rayman30 <silentbitdev@gmail.com>
Forgot to disable this. Will be re-enabled when UUID changing can become
a thing
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3428
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
One of those annoyances that stubs your toe
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3420
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Classic case of double-emission of signals. Epic
Also fixed a bug that caused profile manager to not immediately update when a profile was deleted from Qlaunch.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3422
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
mdlint, AI policy, and an actual release policy that doesn't suck.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3423
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Automatic translation update for Jan 29
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3417
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: Eden CI <ci@eden-emu.dev>
Co-committed-by: Eden CI <ci@eden-emu.dev>
Metal validation requires fragment shader output types to strictly match the render target format (e.g., writing float to RGBA32Uint is invalid).
This commit:
1. Adds color_output_types to RuntimeInfo.
2. Detects Integer/SignedInteger render targets in the Vulkan backend (MoltenVK only).
3. Updates the SPIR-V emitter to declare the correct output type (Uint/Sint) and bitcast values accordingly.
This fixes the VK_ERROR_INITIALIZATION_FAILED crash on macOS.
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3414
Co-authored-by: rayman30 <silentbitdev@gmail.com>
Co-committed-by: rayman30 <silentbitdev@gmail.com>
"So, found another macOS crash while testing Luigi's mansion 2. It looks like Metal is pretty picky about types and was crashing because the texture gather offsets were being passed as unsigned integers instead of signed ones.
I made a small tweak to the shader recompiler to force them to be signed, and the game boots fine now. Most other drivers usually handle signed offsets anyway, so it should be a safe fix for everyone." - rayman
Authored-by: rayman
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3404
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
- registers .nca/.nsp/.nsp/.xci file extensions under eden
- we use com.yuzu-emu.yuzu because 3rd party programs, mainly
- should work fine
- also gamemode enabled!!!
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3369
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Adding and editing users is now done in a single dialog rather than all those other individual buttons and dialogs like before.
Fixed some bugs with profile management too, and made edit/delete a right-click menu.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3415
"The issue is that MoltenVK needs the raw CAMetalLayer, but Qt 6 wraps it. I fixed it by making GetWindowSystemInfo search for the sublayer. Here is the patch file. It tested it on my Mac M1 Pro just now, and Eden plays the games now instead of crashing." - rayman
Authored-by: rayman
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3403
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Lets you build ONLY the necessary targets to get a statically linked
room executable.
Only intended to be used on musl targets due to getaddrinfo et al.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3411
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Patch from Lizz
Fixes out of bounds read/writes from vector implementation of the VIC decoder
Authored-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3412
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
Fixes build on Visual Studio 2026, aka MSVC 18. Just updates spirv stuff
since Khronos implemented some build fixes there as it would seem.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3401
Lets you correctly play games in qlaunch on NCE
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3391
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
This was tested on Smash Bros when you change the language in the game settings. The app now restarts and with correct params. Also, this made me realize that overlay was starting double and thus crashes the emulator.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3392
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
- Toggle partially removes blur in Link's Awakening (LA) and Echoes of Wisdom (EOW) for turnip and stock drivers from A7XX and below.
- Burnout screen blur fix is now controlled by this toggle
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3359
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
This fixes weird lines at 1x resolution without impacting performance in some titles.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3385
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
JackBox games broke again, this makes it work again. Forces Verify Option to be 0
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3386
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
About overlays: just as the title suggest. added to avoid misleading user feedbacks, as now captures can bring proof of build and driver in use.
About driver version: Android always showed stock driver version (major.minor.patch) as 0.x.x and that because getSystemDriverInfo() from GpuDriverHelper driver version getter has no proper treatment for qualcomm driver version values. BUT getVulkanDriverVersion from NativeLibrary does! So i just migrated to Native's getter.
A low prio todo would be to merge all VersionString getters into a single centered one inside vk device class. Suit yourselves.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3381
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
This fixes qlaunch "+ Options" :)
More:
- Remove Starter-Applet from menu (Starter is started by qlaunch)
- Stub OLSC cmds and add IStopperObject
- Fail-safe invalid handle return for system applets
- Stub IHomeMenuFunctions::IsSleepEnabled (closes qlaunch now when hitting sleep)
- Lower BuiltInNews timeout from 10s to 2s
- Use proper Event instead of KEvent in npns
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3376
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>