- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
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- Dynamic shader cache reloading capability for qlaunch
- Multi-process improvements (thanks to @frank1734), instead of just using the main application we now respect caller process (also did it for HID devices while I was at it)
- Layer stack masks & shared buffer screenshot for video core, added different masks (screenshot, recording, etc.) this was discovered as an issue due to how in qlaunch the transition was not right between applications. May not be perfect but also fixes screenshots while using qlaunch
- Reworked overlay display management (input and visibility) - instead of random numbers as I've previously did, I decided to add an AppletZIndex enum for better readability. Also split capability of input by touch and gamepad.
- etc.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4238
Reviewed-by: Samuel <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
An experimental approach to introduce an smarter way to use and access QUAD's capabilities on shaders, suggested by @gidoly some months ago, finally came into something usable; current implementation checks GLASM, GLSL and Vulkan on their own way, stablishes proper emitters and receivers for Quads inside our recompiler, which are the introductions for future changes; checks for support and actual feature bit, OpCodes and mask were added within this PR. Meanwhile the expected behavior was to reduce graphical issues (on games with Quad shaders reliant), we encountered a very slight performance increase depending on what game and shader are actually compiled.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4168
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Samuel <lizzie@eden-emu.dev>
This PR removes the artificial limit added for QCOM drivers based on a sampler budget limit (based on #3280 work), removes the ban on CustomBorderColor/BorderColorSwizzle for also QCOM driver, reduce the amount of combination required to created a sampler with custom border color/ color border swizzle; adds cases on R16 formats not able to swizzle on BGR565 formats; degrades samplers and color combinations when there's no color border swizzle available; fixes the srgb (LUT) values from legacy and now all the color variations are cached in the same key, instead of having 7 different handlers for them. In resume, rather than performance (due to the reduced amount of process on duplicated/ synced code on pipeline/texture cache), it's a graphica accuracy work that will improve image quality at the cost of almost 0 performance hit, rather than certain hitch if the color combination wasn't cached before. This applies to all platform.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4301
Reviewed-by: Samuel <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Finishes my torture to find the culprit behind the broken behavior with float controls, even if device does support flush denorm on fp32 it doesn't really support it and provokes bad rounding modes by not flushing correctly denorms; this also returns the other working rounding modes on QCOM drivers.
_Special Thanks_
1.- Smoly The Big (@Gidoly)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4297
Reviewed-by: Samuel <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
PR/Commit Owner: CamilleLaVey
Just quick fixes to ANISO bugged level selector, removes x32 and x64 from choices, also fixes the none value to actully use default.
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4295
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Signed-off-by: lizzie <lizzie@eden-emu.dev>
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
the idea is simple, `std::string{}` adds pressure to the memory allocator
so whats the best next thing we can do? well of course use our stack
its plenty, but we shouldn't be greedy either, BUFSIZ should be a fair amount of
space for any would-be messages anyways
the main idea behind this PR is to remove std::string{} allocations
done with libfmt, that way we have 0-allocs per logging entry
this should 100% remove pressure uneeded from the memory allocator
we should only allocate things that are important, we can use our
trusty fast stack for any string manip we need to do
not await/global lock or do evil things with the memory allocator
obviously stack is thread local already sooo... this is even better
than having to deal with malloc()/free() in any capacity whatsoever
and no clang can't heap ellide this (how would you even?)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4273
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>