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Yet this opened a new pack of outdated handling on our current backend; since we now pass msaa images more directly (whenever a game request a msaa type of image/ which seems to be not common + each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
if we are REALLY going thru for removing the entire game compat list
subsystem, we ought to remove the setting itself
I kept this PR separate because we MAY want to introduce emuready
compatibility, so keeping the setting will keep compatibility with
older setting files from users...
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4202
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
we have no use for it
it's dead code
most of the time users just complain about how the list isn't updated
ok so what if we update it? great now its more noise added to the git, awesome
even if we constantly update it, we introduce new breakage that makes keeping
track of things extremely difficult
either we integrate with emuready (would violate self containment principles)
or we integrate with emuready in a similar fashion to eden news outlet
(where we cache the list with some TTL of like 60 mins or whatever)
that would be better respecting of "self containment" but would probably
require having a quick way to update the list additively, probably filtered to the user's
device instead of a global thing, and i dont think emuready has that granularity
nor we have the "connect this to that" for the api stuffs
another (which is what i propose here) is throw everything out of the window
until someone can come up with something better
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4201
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
This simplifies the GPU accuracy setting by removing the intermediate Balanced mode and setting High as the default on desktop platforms.
It introduces a dedicated setting for GPU fence behavior, allowing the synchronization policy to be configured independently of GPU accuracy.
The Vulkan buffer cache now tracks GPU recording timeline ticks and waits only when necessary, reducing unnecessary synchronization while maintaining correctness for hard-to-trace graphical bugs.
GPU buffer readback has also been refined to synchronize only the affected upload regions when needed, and default DMA behavior has been updated to align with the new GPU accuracy model.
### TL;DR
The fix for particles freezing and unfreezing in mid-air in `Super Mario Odyssey` has been improved, resulting in less of a performance hit.
This game requires the new `Enable GPU Buffer Readback` option to be enabled to fix this issue.
The vertex explosions that occurred in `Super Mario Bros. Wonder`, especially in World 4, have been completely eliminated. You can now enjoy a smooth experience without graphical glitches exploding across the screen.
This game requires the new `GPU Fence Behavior` option to be set to `Strict` to fully fix this issue.
The flickering issue inside certain Shrines in `The Legend of Zelda: Tears of the Kingdom` has also been fixed.
For now, this game requires the new `GPU Fence Behavior` option to be set to `Accurate` to fully fix this issue.
These options are intended to fix graphical bugs in games that require better synchronization behavior between CPU and GPU, so other games may be affected as well.
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4182
Reviewed-by: Lizzie <lizzie@eden-emu.dev>