- 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>
first of all it makes UI a tad bit more simple and benefits the end user
second, it allows to add new backends a bit more easily
and also, there was a shader backend option in android... we don't use opengl in android
so may as well save ourselves the trouble, aye

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3313
Reviewed-by: Maufeat <sahyno1996@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>
- [Added] a new compute shader to handle block-linear unswizzling on the GPU, reducing CPU overhead during texture uploads
- [Implemented] BlockLinearUnswizzle3DPass to take advantage of the new compute shader, unimplemented for OpenGL
- [Implemented] texture streaming and queue system for large sparse textures to prevent hitches
- [Implemented] aggressive garbage collection system to eject large sparse textures to save on memory (Unused)
- [Added] user settings to adjust the streaming unswizzle system for low-end machines
- [Improved] slightly the ASTC GPU decoding system
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: DraVee <dravee@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3246
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: Forrest Keller <forrestmarkx@outlook.com>
Co-committed-by: Forrest Keller <forrestmarkx@outlook.com>
added a new RendererHacks category, moved them to the Extensions tab and
renamed that tab Extras. Should fit in smaller screens now
also Performance -> Fast, GPU Accuracy -> GPU Mode
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3245
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
- Fast GPU now defaults to 256, removed 128 since it's useless.
- Completely reorganized graphics and CPU settings on both platforms.
Also got rid of Eden's Veil
- Merged some "use ..." settings that weren't really necessary.
- Changed ExtendedDynamicState to be a combo box
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3233
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
The GPU Accuracy level is now divided into Performance, Balanced and Accurate.
1. Performance prioritizes speed at all costs. It's faster, but it can be unstable and may have some bugs (which is expected).
2. Balanced maintains excellent performance and is safer against bugs and shader corruption.
3. Accurate is the most precise and the most expensive in terms of hardware. Only a few games still need this level to work properly.
The Release Early Fences toggle has also been removed by @PavelBARABANOV, as it's not needed anymore.
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3129
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Adds fully functional overlay display.
- Enable Overlay Applet via "View" -> "Enable Overlay Display Applet"
- Open the overlay by pressing the home button for over 1s
- Can adjust volume
- Can toggle airplane mode (if on WiFi, maybe if overlay is enabled pretend to be on WiFi?)
- Future TODO(?): Adjust Brightness implementation for host system
- Inputs are properly registered. e.g. if overlay open, application does not register inputs.
You can control volume and airplane mode outside of the emulator window
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3080
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
Never in my lifetime will I ever need to revise anisotropy levels; I hope :)
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3019
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Improves EDS logic and fix some inconsistencies.
Removes a lot of unneeded code.
Adds an option to control the `Vertex Input Dynamic State` extension.
Fixes issues in Pokémon Legends: Z-A on any EDS level.
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3042
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
* this PR need more work (as it break Eden on Windows+AMD)
Signed-off-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
---
Revert "[vk] Add back VIDS but disable on EDS0 (#2957)"
This reverts commit 1c4dae066b.
Revert "[vk] disable VK_EXT_vertex_input_dynamic_state again (#2954)"
This reverts commit 9406438d51.
Revert "[vk] Clean up Extended Dynamic State code (#2947)"
This reverts commit 612da00d1b.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2970
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
- Removed forced dynamic state 0 logic
- Restore and update the removal of broken states on certain drivers
- Inside 'vk_rasterizer.cpp' make 'UpdateDynamicStates' only check device
capabilities directly instead of relying on user settings.
- Add a 'Force Unsupported Extensions' toggle that:
"Bypasses all driver workarounds and safety checks.
May cause crashes, graphical glitches, or instability.
Only enable for testing purposes."
Cleans up EDS logic and adds new 'Force Unsupported Extensions' toggle,
Fixes vertex explosions in 'Pokemon: Legends ZA' when EDS is set to 0.
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2947
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: JPikachu <jpikachu@eden-emu.dev>
Co-committed-by: JPikachu <jpikachu@eden-emu.dev>
Basically this just makes functions that go into zero-page or invalid addresses "bounce" back (with a return err of 0) such that it emulates a subroutine returning appropriatedly... this is mainly inspired by [this particular commit](fbb4f5c015); with the key difference of accounting for the scheduler fucking up some random bs.
I don't like this hack but anyways maybe it fixes something?
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2943
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
* save the option on a external file because settings
are loaded AFTER Qt window is created and then
the graphics backend is already applied
Signed-off-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2820
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
The debug toggle and the CPU accuracy options are mutually exclusive, if debug toggle on => cpu accuracy is ignored, if debug toggle off => cpu accuracy is used. So just add it to cpu accuracy and avoid the extra hassle.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2640
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
otherwise, FSR would change to Gaussian etc.
in general, sans resolution, new enum values should always be appended
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2696
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Adds native support for QCOM cubic filter weights, and for devices whom do not support said weights, just implement them in shaders
TODO: ZTC filter is wrong!?
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2577
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
It sits at 900p or 1350p.
Signed-off-by: Aleksandr Popovich <popovich@eden-emu.dev>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2566
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Aleksandr Popovich <popovich@eden-emu.dev>
Co-committed-by: Aleksandr Popovich <popovich@eden-emu.dev>
This improves the asynchronous shader building description.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2568
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
This adds the ability for integrated devices to control the amount of memory used by the emulator.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2528
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
This is part of a series of PRs made in preparation for the QML rewrite. this PR specifically moves a bunch of utility functions from main.cpp into qt_common, with the biggest benefit being that QML can reuse the exact same code through ctx passthrough.
Also, QtCommon::Frontend is an abstraction layer over several previously Widgets-specific stuff like QMessageBox that gets used everywhere. The idea is that once QML is implemented, these functions can have a Quick version implemented for systems that don't work well with Widgets (sun) or for those on Plasma 6+ (reduces memory usage w/o Widgets linkage) although Quick from C++ is actually anal, but whatever.
Other than that this should also just kinda reduce the size of main.cpp which is a 6000-line behemoth rn, and clangd straight up gives up with it for me (likely caused by the massive amount of headers, which this DOES reduce).
In the future, I probably want to create a common strings lookup table that both Qt and QML can reference--though I'm not sure how much linguist likes that--which should give us a way to keep language consistent (use frozen-map).
TODO: Docs for Qt stuff
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/94
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
This adds a passthrough to basically disable nca verification for newer NCAs, this fixes (tested) Pokemon 4.0.0 update and other newer SDK games and updates (as reported on the discord)
This is implemented as toggle that is default enabled, this needs proper implementation in the future.
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/298
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
This adds an option to enable or disable Host MMU Emulation [Android/PC], brings better config per-game handling with Disable Buffer Reorder, disables Flush Debug Lines by Log, option which was enabled by default on Android/PC taxing performance and translates to all supported languages the recent changes.
Leaves room for NCE improvements in the foreseable future.
Co-authored-by: crueter <crueter@eden-emu.dev>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/324
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
This adds an option to control the DMA precision level at runtime.
Co-authored-by: crueter <crueter@eden-emu.dev>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/304
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
This updates the Vulkan Extended Dynamic State settings and descriptions to improve and make it more clear how it works.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/292
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
This improves DMA logic and add an option to sync memory operations.
Thanks to Higgs for the new DMA logic.
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/276
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
more clear on what the slider doessssssssss
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/266
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
The actual SPIRV Shader Optimization option doesn't seem to do anything as long as it isn't vinculed, so let's rework it to make it work
Co-authored-by: Gamer64 <76565986+Gamer64ytb@users.noreply.github.com>
Co-authored-by: echosys <echosys@noreply.localhost>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/238
This seems to improve some games graphics and it may be helpful for MSAA, at the cost of reducing a bit the performance.
Co-authored-by: Gamer64 <76565986+Gamer64ytb@users.noreply.github.com>
Co-authored-by: crueter <swurl@swurl.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/235
Co-authored-by: Gamer64 <gamer64@noreply.localhost>
Co-committed-by: Gamer64 <gamer64@noreply.localhost>
(with some extra spice)
Maybe this should be a target for Android as well.
Signed-off-by: swurl <swurl@swurl.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/132
Co-authored-by: swurl <swurl@swurl.xyz>
Co-committed-by: swurl <swurl@swurl.xyz>