Tree:
7d05ab127d
2ndAdjustmentVulkanV3-STOP_FORCE_PUSHING_CAMILLE
2ndAdjustmentVulkanv2
2ndgpuopts
John-android-rescale-toggle
TTYD
Update-some-barriers-test
android-meows
bcn-ternary-soft
bioshock
blit-fixes
bump-httplib-minver
camile/wawawawa
civa
crueter-patch-1
crueter-patch-3
crueter-patch-4
descriptor_set
dmnt2
dynarmic
dynarmic-ppc64
eden-managarm
eden-orbis-ps4
eden-wasm
ext-boost
fast-fix
feat/android_kotlin_compose
feat/game_override
fix-cpmutil-win
fix-friend-list-freeze
fix-grid-autoalign
fix-update-android
flatopsfixes23485
fs-try
funny-meows
kosmickrisp
liz-heaptrack-fix
lizzie/1st-anniversary-icon
lizzie/android-stop-building-opengl
lizzie/anv-cached-mesa-hack
lizzie/areafixnvidia
lizzie/brunofix7546847
lizzie/bump-18-version-cache
lizzie/dynarmic-coalesce-rw
lizzie/dynarmic-exclusive-fixups
lizzie/fbsd-shm_create_largepage
lizzie/ffmpeg-fix-externel
lizzie/fix-nvmap-handles
lizzie/hbloader-fix
lizzie/inline-audio-structure-parent-refs
lizzie/inlinecodecnvenc
lizzie/invert-gyro
lizzie/ios-port-sud
lizzie/jamboree-audio-crash
lizzie/legacy-build-a6
lizzie/lto-fafaf-test-123
lizzie/macos-network-ifaces
lizzie/masquerade-vk-as-gi
lizzie/mlp223
lizzie/nce-invalidate-split
lizzie/netbsdgcc14-fix
lizzie/noexcept-dynarmic
lizzie/nuke-oboe
lizzie/nuke-opus-wawaw
lizzie/nuke-ssl
lizzie/pkza-mwait
lizzie/powerunswizzle
lizzie/product-model-wawa
lizzie/rdynr
lizzie/readonly-listicons
lizzie/refactor-networking-12
lizzie/remove-disassembler-dynarmic
lizzie/remove-vector-math-unused
lizzie/sdl-nuke-SDL_Vibration-thread
lizzie/simplify-invalid-acc
lizzie/ssaa-what-the-fuck
lizzie/stable-shader-pools
lizzie/swkbd-mhu
lizzie/thread-names-log
lizzie/tomodachi-ips-layer-fix
lizzie/tryfixrandomvkshit
lizzie/ulaunch-attempt1
lizzie/unaligned-attempt-2
lizzie/unity-build
lizzie/update-faq-link-wwa
lizzie/vk-ext-fault-info
lizzie/vkweep12
lizzie/vrbot-ffk1
lizzie/wstring-uni-123
lizzie/xcode-evil-shit-123
lsfg-android
macroify-surface-stuffs
master
memory_changes
mmap-fixews
mutliplayer-filter-better1
n64
nier-patch
pr-template-v2
querybugfix
release/0.0.3
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release/0.1.0
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restore-metal-surface
sjkdbsdfjkbsdf-2834
temporary-branch
tiled-gpu
tiled-gpu-v2
unified-memory-access
update-deps-1780370490
update-deps-1780370770
update-translations-1777730513
update-translations-1788192077
vk-experiments1
vk-experiments3
vk-experiments5
vk-experiments7
vk-experiments8
warp-fixes
wildcard-amd
xbzk/android-enable-extended-logging
xbzk/bundled-application-program-IDs-fix
xbzk/gdb-stub-connection-fix
xbzk/hb-tico-support-part-2
xbzk/mhr-flicker-slow-evidences
xbzk/unreal-unsafe-junk-guards
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${ noResults }
5 Commits (7d05ab127d60f56b98726019862c6f9b7ea7794b)
| Author | SHA1 | Message | Date |
|---|---|---|---|
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09b6b3b71e
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xbzk/gpu-logging_qt-controls_android-fix (#4018)
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> |
2 months ago |
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89199f4d27
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[*] basic in-house cpp linting (#4039)
- 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> |
3 months ago |
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395613b01f
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[common/logging] Simplify logging logic and fix issues when logging before 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> |
6 months ago |
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a8093c2a3c
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[*] change all std::unordered_map and std::unordered_set into ankerl::unordered_dense::map/set variants (#3442)
mainly doing this to reduce memory footprint; we all know how nice ankerl::unordered_dense is in theory 4x faster - in practice these maps arent that "hot" anyways so not likely to have much perf gained i just want to reduce mem fragmentation to ease my porting process, plus it helps other platforms as well (ahem weak Mediatek devices) :) 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/3442 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> |
7 months ago |
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6637810fe6
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[android] gpu logs functions (#3389)
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> |
7 months ago |