Tree:
ba09b871df
2ndAdjustmentVulkan
2ndAdjustmentVulkanV3-STOP_FORCE_PUSHING_CAMILLE
2ndAdjustmentVulkanv2
2ndgpuopts
John-android-rescale-toggle
Kernel
TTYD
Update-some-barriers-test
android-meows
astc-fix
astc_optimization1
astc_optimizations
atomicops-mxwell
bcn-ternary-soft
bioshock
blit-fixes
bump-httplib-minver
camile/wawawawa
civa
crueter-patch-1
crueter-patch-2
crueter-patch-3
crueter-patch-4
cwe-fixes
descriptor
descriptor_pool_opt
descriptor_set
discfix
dmnt2
drop-msvc
dynarmic
dynarmic-ppc64
eden-managarm
eden-orbis-ps4
eden-wasm
eds-true-adreno-fixes
eds-true-adreno-fixes-pre-0.1.0
eds_changes1
eds_changes_phasewise
ext-boost
feat/android_kotlin_compose
feat/game_override
feat/nim-shopserviceasync
fix-cpmutil-win
fix-friend-list-freeze
fix-grid-autoalign
fix-update-android
fix-update-deps-ci
fix/discord-rpc
flatopsfixes23485
fs-try
funny-meows
gpuopts
kosmic_krisp
kosmickrisp
lanobu
lines
liz-dynarmic-macos-fbsd-port
liz-heaptrack-fix
lizize/fixcrashwehenimagesizeexceed
lizzie/1st-anniversary-icon
lizzie/anv-cached-mesa-hack
lizzie/areafixnvidia
lizzie/astc-mp4-improv
lizzie/aurfixixifxixfi
lizzie/brunofix7546847
lizzie/bump-18-version-cache
lizzie/bundle-v53
lizzie/bundleevil123
lizzie/cpudetect1234
lizzie/docs-update-fix-grammar
lizzie/dynarmic-coalesce-rw
lizzie/dynarmic-exclusive-fixups
lizzie/dynarmic-terminal-leafs
lizzie/eden-room-cli
lizzie/edit-handheld-mode
lizzie/emutls-nuke
lizzie/evil-f32-u32-format-fix
lizzie/evil-meow-meow
lizzie/fbsd-shm_create_largepage
lizzie/ffmpeg-d1d873c003
lizzie/ffmpeg-fix-externel
lizzie/fix-aur-build-again
lizzie/fix-nvmap-handles
lizzie/fix-nvmap-handles-but-evil
lizzie/fixandroid7435683485
lizzie/force-flush-in-nce-invalidate
lizzie/forceattachements-at-all-times
lizzie/gidofix7545
lizzie/gigdigdi75
lizzie/gutter-sw-blitter
lizzie/hbloader-fix
lizzie/httplib-contains-re
lizzie/inline-123
lizzie/inline-audio-structure-parent-refs
lizzie/inlinecodecnvenc
lizzie/invert-gyro
lizzie/ios-port-sud
lizzie/jamboree-audio-crash
lizzie/jit-addresschecks
lizzie/legacy-build-a6
lizzie/lto-fafaf-test-123
lizzie/macos-network-ifaces
lizzie/macos-vk-metal-fix-stype
lizzie/masquerade-vk-as-gi
lizzie/mediatek-stuff-for-fun
lizzie/mlp223
lizzie/msvcfix1234
lizzie/multicore-macos-fix1
lizzie/nce-invalidate-split
lizzie/nce-port1123
lizzie/netbsdgcc14-fix
lizzie/noexcept-dynarmic
lizzie/nuke-opus-wawaw
lizzie/nuke-ssl
lizzie/nuke-unordered
lizzie/openssl-external-builds
lizzie/patch-manager-implemente-sdsd
lizzie/pkza-mwait
lizzie/powerunswizzle
lizzie/product-model-wawa
lizzie/qtcrashwhensgssersrtsr
lizzie/readonly-listicons
lizzie/refactor-networking-12
lizzie/remove-disassembler-dynarmic
lizzie/remove-mlp-2-level
lizzie/restore-bilinear
lizzie/restore-fcsm
lizzie/revert-buffer-cache-2nd-time
lizzie/sdl-nuke-SDL_Vibration-thread
lizzie/settings-blocked-domains
lizzie/simplify-invalid-acc
lizzie/splay
lizzie/ssaa-what-the-fuck
lizzie/stable-shader-pools
lizzie/stuff-for-fun-but-evil
lizzie/swkbd-mhu
lizzie/thread-names-log
lizzie/tomo-toggle
lizzie/tryfixrandomvkshit
lizzie/ulaunch-attempt1
lizzie/unaligned-attempt-2
lizzie/unity-build
lizzie/update-deps75487
lizzie/update-faq-link-wwa
lizzie/vex-encode-vmovd
lizzie/vk-VkSamplerBorderColorComponentMappingCreateInfoEXT
lizzie/vk-ext-fault-info
lizzie/vkexperiments1-highp-fucked
lizzie/vkweep12
lizzie/wstring-uni-123
lizzie/xbyak-force-bundled
lizzie/xcode-evil-shit-123
lizzie/zlib-ng
lsfg-android
macroify-surface-stuffs
many/fix-tomodachi
master
memory_changes
mmap-fixews
mutliplayer-filter-better1
n64
nce_cpp
openssl-revert
pipelinederivative
pr-template-v2
qcomopts2
queries
querybugfix
refactoreds2
release-early-fences
release/0.0.3
release/0.0.4
release/0.1.0
release/0.2.0
restore-metal-surface
revert-2695
revert-3aa0d462598beb2021308eee1d757d74fe33b312
showcase
showcase2
sjkdbsdfjkbsdf-2834
spvopts
sured-revert
temporary-branch
test-revert-gpu-optim
test2
tex_opt
tiled-gpu
tiled-gpu-v2
true-eds
true-eds-graphics
true-eds-pre-0.0.1
uma
unified-memory-access
update-deps-1780370490
update-deps-1780370770
update-deps-1781956847
update-deps-1782561694
update-deps-1783166490
update-translations-1777730513
update-translations-1779199346
update-translations-1779804173
update-translations-1782568916
update-translations-1782828125
update-translations-1783173710
update-translations-1784383309
update-translations-1784642524
update-translations-1785247326
update-translations-1785592875
update-translations-1786377699
update-translations-1787587296
vk-experiments1
vk-experiments2
vk-experiments3
vk-experiments5
vk-experiments7
vk-experiments8
vk-experiments9
vk-fix-oom-force-maller-buffers
vk-symph
vkexperiments1
vuid00336_1
vuid02999
vuid04553
vulkanasync
wildcard-amd
workgroup
xbzk-dma-pusher-step-redesign
xbzk-saf-recursive-write-with-permission-request
xbzk/background-support
xbzk/bundled-application-program-IDs-fix
xbzk/carousel-displaywise-and-fixes
xbzk/carousel-view-improvements
xbzk/debug-only-storage-read-delay
xbzk/fix-ci-package-cache-key
xbzk/flicker-fix
xbzk/frame-skipping+interpolation-experiments
xbzk/hb-tico-support-part-2
xbzk/refresh-icon-from-update
xbzk/reloadinputdevices-isrunning-m_mutex-guard
xbzk/remove-focused-cards-wash
xbzk/unreal-unsafe-junk-guards
xbzk/vulkan-vuid-goodies-pack
0.0.0
0.0.1-pre-alpha
0.0.2-pre-alpha
test-tag1
test-tag2
v0.0.3
v0.0.3-rc1
v0.0.3-rc2
v0.0.3-rc3
v0.0.3.git
v0.0.4
v0.0.4-rc1
v0.0.4-rc2
v0.0.4-rc2.test
v0.0.4-rc2.test2
v0.0.4-rc3
v0.0.4-rc3.test1
v0.0.4-rc3.test2
v0.0.4.test
v0.1.0
v0.1.0-rc1
v0.1.1
v0.2.0
v0.2.0-rc1
v0.2.0-rc2
v0.2.1
${ noResults }
457 Commits (ba09b871dfa1010dc14b3ef5d324063ef6370b67)
| Author | SHA1 | Message | Date |
|---|---|---|---|
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7b556f8d02 |
exclude more stuff from vulkan
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9 months ago |
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251d041ae5 |
exclude from vulkan surface selection
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9 months ago |
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2000fdfb7b
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[vulkan, android] Initial implementation of LSFG-VK (#4263)
Pretty much self explanatory, own implementation based on LSFG-VK available with some additional reverse engineer work for the actual use of shaders inside Lossless.dll, we don't store/ bundle any tools that bypass security and self ownership: to use this feature is required to own your own copy of Lossless Scaling and I encourage to support developers behind this work. Special thanks: 1.- THS - Original developer behind Lossless Scaling 2.- PancakeTAS - Developer behind LSFG-VK 3.- The Big Smolio The Sleeper (@gidoly) Co-authored-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4263 |
2 weeks ago |
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49a0ca6d5d
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[vulkan] Initial implementation on Bindless Buffer/Descriptors (#4251)
Adds a VK_EXT_descriptor_buffer, VK_KHR_device_buffer_address path alongside push descriptors and descriptor sets. The ring is chunked and sized from the device limits, so drivers with a small sampler range (QCOM reports 128 KiB) get more, chunks per frame instead of losing the feature. A pipeline uses one path or the other, never both, since some drivers do not support bufferless push descriptors. The chunk binding is only re-emitted when it changes, and a draw that repeats the previous payload reuses its allocation instead of rewriting it. This whole change will help to reduce the constant use of descriptors on the slower path, improves the "slow implementation" on QCOM drivers (A7xx and older) for push descriptors, improves latency when compiling pipelines. The implementation on indexing descriptors was also refined. _Special Thanks_ 1.- Meowly The Bindless Smol (@Gidoly) Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4251 |
4 weeks ago |
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5e1d5e82dc
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[vulkan] Re-adjusting ASTC resolve (#4250)
This is an adjustment made due to problems caused by my ASTC changes some pr's earlier; added sanity to decoded blocks, removes the inconditional storage view for ASTC formats (verified against MaxwellToVk logic), added support to VK_EXT_astc_decode_mode which will ensure a better way to resolve RGFA16/RGFA32 on tilers, simplified ASTC HDR decoding into LDR valid formats. This fixes some issues with SteamDeck, Fire Emblem: Engage washed colors and other problems related to ASTC. _Special Thanks_ 1.- Meowly The Smol (@Gidoly) 2.- @simply0001 for the actual idea on the redundant storage views on the transcoded ASTC path. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4250 |
4 weeks ago |
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58dee53305
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[fmt] use {#:x} instead of 0x{:#x} (#4170)
continuation of #309 but applying to even more files than before :) also makes them lowercase because `0xfafafa` is better as `0XFAFAFA` Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4170 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: Maufeat <sahyno1996@gmail.com> |
1 month ago |
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eb9280dedf
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[vulkan] 4th Vulkan Global Maintenance (#4212)
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 |
1 month ago |
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372bdfccbc
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[vulkan, android] Mediacodec implementation + Vulkan fixes (#4191)
This is the first step into the conversion on full GPU video decoding for Android; currently due to the VIC structure, I couldn't set it on surface mode to prevent the latency when sending video decoded (which is processed by GPU now), because currently we convert YUV420 into the Nvidia's format each frame constantly on CPU, aside the requirements from other extensions to work + VIC rewrite, which is a work currently not planned to happen on this PR; the actual configuration for video decoding is ByteBuffer, using GPU to decode NVDEC data (all codecs supported, h264, vp8 and vp9) and send it to CPU for display purposes, which is more faster than relying purely on CPU for any drawing task, saving devices resources/ heating, the downside on this will be the slight latency when a new frame is displayed, which is gonna be a black frame for less than a second, nothing major to harm the experience rather than actually trying our best to take advantage on hardware accelerated. Aside this, I also added a bunch of minor Vulkan fixes to grant drivers less thinkering when receiving spir-v instructions, meaning this has new bans for extensions on QCOM (following reported issues on other projects working around Adreno driver behavior), this more than providing performance aims to enhance the stability on the driver, performance it's gonna likely to be hit based on the UBO's (StorageBufferAccess) operations and SSBO (uniformStorageBufferAccess), there was an already existing path for the emulation which forces to wide them into 32bit packed operations. I also included some smaller changes/ bugs + VUID's fixes from earlier changes on my work. Special Thanks: -> Mr. Smoly Gidolard (@gidoly) Sources: 1.- https://github.com/microsoft/DirectXShaderCompiler/issues/2842 2.- https://github.com/mlc-ai/web-llm/issues/836 3.- https://github.com/ggml-org/llama.cpp/issues/5186 4.- https://github.com/encounter/aurora/pull/202 Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4191 |
2 months ago |
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3a6ac6e418
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[video_core] Implementation on ASTC HDR formats + Vulkan fixes (#4190)
Based on the register of the ASTC implementation from Ameerj (yuzu), currently our conversion from ASTC on Desktop tends to duplicates the unpacking of ASTC converted textures, leading to bad performance; since there are some graphical effects that actually access on the band of 32bits (RGAF32) than the common 16bits (RGAF16) from our ASTC path decoding method, which commonly uses ARGB8 (degradation -> LDR) transformation to reduce the memory cost per conversion; meanwhile it could actually provide initially better performance; the engine tended to get stalled when this writted stage effect got skipped; mostly because CPU tends to look for an unimplemented texture/ format query (from which doesn't exist on our MaxwellToVK); unlike what's commonly believed HDR was a format to write enviroment effects even before their appearance on video output (since Switch doesn't have HDR, only SDR on certain engines). The test result on this PR showed games like Astral Chain and other heavy reliant on ASTC decoding improved their performance and stability by around 15%; meanwhile could it be tied to a hardware gain, it's clearly a gain for direct access on what's required on most games. This PR also contains few Vulkan bug fix I encountered along this implementation. Special Thanks: -> Mr. Smoly Gidolard (@gidoly) Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4190 |
2 months ago |
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8225151a44
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[vulkan] 3rd Vulkan Global Maintenance (#4189)
Following the philosophy on the previous Vulkan maintenance PR's, this one is reviewing the video_core to resolve VUID's related to the missing handling/ safechecks (UBO's case on missing StorageBufferAccess 8/16 bits on QCOM drivers, resulting on bad compute pipeline compiled), wiring topology representative to EDS2 configuration (following #4117), refactored the sampled image access via new memeber function for type "typeless" which adds a handling on the integer mistmatch (uint to sint, float to uint) + fixing bugs on current texture sampling (int) including the depth/stencil path resolve, maintenance to previous changes on query cache (resolving bugs from #3853), reduced the amount of binding BindVertexBufferEXT2 when a new tick/ frame is presented (with this being a reason for performance reduction on games where vertex polutes the stage, like BOTW/TOTK where grass is draw with vertex); implemented color border swizzle and color write enable for future improvements on EDS3, added initial implementation on Synchronization2 starting a path to ensure an access to VK 1.3 features safely and other smaller fixes along the road. Special Thanks: -> Mr. Smolio Gidolard (@gidoly) Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4189 |
2 months ago |
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41762940d6
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[common] rework BitField and BitUtil, use concepts whenever possible (#4076)
test no regressions especially on Liiinux Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4076 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: MaranBr <maranbr@eden-emu.dev> |
2 months ago |
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f423471cc0
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[*, docs] remove UTF8 and make docs ASCII only (#4166)
except for the AI policy doc which uses output for demonstrative purposes Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4166 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> |
2 months ago |
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2068b5d452
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[vk] Clamp dynamic descriptors based on device limits (#4115)
Should fix this specific crash ``` * thread #82, name = 'GPU', stop reason = Exception 0xc0000005 encountered at address 0x7ff7e5193e89: Access violation reading location 0x00000098 * frame #0: 0x00007ff7e5193e89 eden.exe`std::unique_ptr<Vulkan::Scheduler::CommandChunk,std::default_delete<Vulkan::Scheduler::CommandChunk> >::operator->(this=<unavailable>) at memory:3453 [inlined] frame #1: 0x00007ff7e5193e81 eden.exe`void Vulkan::Scheduler::DispatchWork(this=0x0000000000000000) at vk_scheduler.cpp:146 frame #2: 0x00007ff7e5193d8f eden.exe`void Vulkan::Scheduler::WaitWorker(this=<unavailable>) at vk_scheduler.cpp:133 frame #3: 0x00007ff7e54f472e eden.exe`void Vulkan::UpdateDescriptorQueue::Acquire(this=0x0000026c77cfb4b8) at vk_update_descriptor.cpp:41 frame #4: 0x00007ff7e5537a43 eden.exe`void Vulkan::ASTCDecoderPass::Assemble(this=0x0000026c794fba10, image=0x0000026cfb794850, map=0x00000025e28fcb30, swizzles=<unavailable>) at vk_compute_pass.cpp:603 frame #5: 0x00007ff7e55043e1 eden.exe`void Vulkan::TextureCacheRuntime::AccelerateImageUpload(this=<unavailable>, image=0x0000026cfb794850, map=0x00000025e28fcb30, swizzles=size=10, z_start=0, z_count=0) at vk_texture_cache.cpp:2482 frame #6: 0x00007ff7e5516592 eden.exe`void VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::UploadImageContents<struct Vulkan::StagingBufferRef>(this=<unavailable>, image=0x0000026cfb794850, staging=0x00000025e28fcb30) at texture_cache.h:1147 frame #7: 0x00007ff7e551523d eden.exe`void VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::RefreshContents(this=0x0000026c794fd800, image=0x0000026cfb794850, image_id=(index = 3801072224)) at texture_cache.h:1133 frame #8: 0x00007ff7e5517b50 eden.exe`struct Common::SlotId VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::JoinImages(this=0x0000026c794fd800, info=<unavailable>, gpu_addr=25374426112, cpu_addr=2254181376) at texture_cache.h:1644 frame #9: 0x00007ff7e5516ff6 eden.exe`struct Common::SlotId VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::InsertImage(this=0x0000026c794fd800, info=0x00000025e28fd270, gpu_addr=25374426112, options=0x0) at texture_cache.h:1513 frame #10: 0x00007ff7e5516a60 eden.exe`struct Common::SlotId VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::FindOrInsertImage(this=0x0000026c794fd800, info=0x00000025e28fd270, gpu_addr=25374426112, options=0x0) at texture_cache.h:1194 frame #11: 0x00007ff7e5515a13 eden.exe`struct Common::SlotId VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::CreateImageView(this=0x0000026c794fd800, config=0x00000025e28fd370) at texture_cache.h:1173 frame #12: 0x00007ff7e550cd64 eden.exe`struct Common::SlotId VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::VisitImageView(this=0x0000026c794fd800, index=4586, compute=<unavailable>) at texture_cache.h:554 frame #13: 0x00007ff7e550d181 eden.exe`void VideoCommon::TextureCache<struct Vulkan::TextureCacheParams>::FillImageViews(this=0x0000026c794fd800, views=size=5, compute=<unavailable>, blacklist=<unavailable>) at texture_cache.h:227 frame #14: 0x00007ff7e58896e4 eden.exe`Vulkan::GraphicsPipeline::ConfigureImpl<Vulkan::(anonymous namespace)::SimpleStorageSpec>(this=0x0000026f865c1a60, is_indexed=<unavailable>) at vk_graphics_pipeline.cpp:415 frame #15: 0x00007ff7e5889479 eden.exe`<lambda_1>::operator(pl=<unavailable>, is_indexed=<unavailable>) at vk_graphics_pipeline.h:123 [inlined] frame #16: 0x00007ff7e5889474 eden.exe`<lambda_1>::__invoke(pl=<unavailable>, is_indexed=<unavailable>) at vk_graphics_pipeline.h:123 frame #17: 0x00007ff7e519d2a8 eden.exe`Vulkan::GraphicsPipeline::Configure(this=0x0000026f865c1a60, is_indexed=<unavailable>) at vk_graphics_pipeline.h:105 [inlined] frame #18: 0x00007ff7e519d29d eden.exe`Vulkan::RasterizerVulkan::PrepareDraw<`lambda at D:\a\g\g\eden-source\src\video_core\renderer_vulkan\vk_rasterizer.cpp:256:29'>(this=0x0000026c764f9368, is_indexed=<unavailable>, draw_func=0x00000025e28fdb80) at vk_rasterizer.cpp:244 frame #19: 0x00007ff7e519d1db eden.exe`void Vulkan::RasterizerVulkan::Draw(this=<unavailable>, is_indexed=<unavailable>, instance_count=<unavailable>) at vk_rasterizer.cpp:256 frame #20: 0x00007ff7e50d9025 eden.exe`void Tegra::HLE_DrawIndexedIndirect::Fallback(this=0x0000026f2af85118, maxwell3d=0x0000026ccbf9eb00, parameters=size=6) at macro.cpp:178 frame #21: 0x00007ff7e50d8f21 eden.exe`void Tegra::HLE_DrawIndexedIndirect::Execute(this=0x0000026f2af85118, maxwell3d=0x0000026ccbf9eb00, parameters=size=6) at macro.cpp:129 frame #22: 0x00007ff7e50db607 eden.exe`Tegra::MacroEngine::Execute::<lambda_0>::operator(this=0x00000025e28fde70, acm= Active Type = Tegra::HLE_DrawIndexedIndirect ) at macro.cpp:1362 frame #23: 0x00007ff7e50dada0 eden.exe`void Tegra::MacroEngine::Execute(this=0x0000026ccbfaa020, maxwell3d=0x0000026ccbf9eb00, method=418, parameters=<unavailable>) at macro.cpp:1392 frame #24: 0x00007ff7e4ef062b eden.exe`void Tegra::Engines::Maxwell3D::CallMacroMethod(this=0x0000026ccbf9eb00, method=<unavailable>, parameters=<unavailable>) at maxwell_3d.cpp:390 frame #25: 0x00007ff7e4ef04be eden.exe`void Tegra::Engines::Maxwell3D::ProcessMacro(this=0x0000026ccbf9eb00, method=<unavailable>, base_start=<unavailable>, amount=5, is_last_call=<unavailable>) at maxwell_3d.cpp:223 frame #26: 0x00007ff7e4ef1673 eden.exe`void Tegra::Engines::Maxwell3D::CallMultiMethod(this=<unavailable>, method=<unavailable>, base_start=0x000001ea398e22f4, amount=<unavailable>, methods_pending=5) at maxwell_3d.cpp:419 frame #27: 0x00007ff7e4ef535a eden.exe`void Tegra::DmaPusher::CallMultiMethod(this=<unavailable>, base_start=0x000001ea398e22f4, num_methods=<unavailable>) const at dma_pusher.cpp:201 frame #28: 0x00007ff7e4ef5023 eden.exe`void Tegra::DmaPusher::ProcessCommands(this=0x0000026ccbfba698, commands=size=36) at dma_pusher.cpp:120 frame #29: 0x00007ff7e4ef4ced eden.exe`bool Tegra::DmaPusher::Step(this=0x0000026ccbfba698) at dma_pusher.cpp:88 frame #30: 0x00007ff7e4ef49f8 eden.exe`void Tegra::DmaPusher::DispatchCalls(this=0x0000026ccbfba698) at dma_pusher.cpp:40 frame #31: 0x00007ff7e4ede797 eden.exe`void Tegra::Control::Scheduler::Push(this=<unavailable>, channel=-493895072, entries=0x00000025e28fe2e0) at scheduler.cpp:31 frame #32: 0x00007ff7e4eedc7b eden.exe`VideoCommon::GPUThread::ThreadManager::StartThread::<lambda_0>::operator(this=<unavailable>, stop_token=stop_token @ 0x00000025e28ffb40) at gpu_thread.cpp:42 [inlined] frame #33: 0x00007ff7e4eedae8 eden.exe`std::invoke(_Obj=<unavailable>, _Arg1=0x0000026ccb3edef0) at type_traits:1680 [inlined] frame #34: 0x00007ff7e4eedac1 eden.exe`std:🧵:_Invoke<std::tuple<`lambda at D:\a\g\g\eden-source\src\video_core\gpu_thread.cpp:29:27',std::stop_token>,0,1>(_RawVals=0x0000026ccb3edef0) at thread:60 frame #35: 0x00007ff8e87a37b0 ucrtbase.dll`wcsrchr + 336 ``` Signed-off-by: lizzie <lizzie@eden-emu.dev> Co-authored-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4115 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> |
2 months ago |
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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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ef4113aeaa
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[video_core] fix TOCTOU in Vulkan instance extension enumeration (#4072)
So CreateInstance was enumerating instance extensions twice, and that could race if the driver returned a different list the second time. On some AMD iGPU drivers, we could enable an extension from the first list, then fail the second check with VK_ERROR_EXTENSION_NOT_PRESENT. Fix this by enumerating once and passing that same snapshot into RequiredExtensions. Fixes: https://github.com/eden-emulator/Issue-Reports/issues/414 Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4072 Reviewed-by: Lizzie <lizzie@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev> |
3 months ago |
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026974211e
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[vk, homebrew] ETC2 format list added (#4061)
Liz' command. ETC2 format list added. Used mainly in homebrew, NZ:P for example. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4061 Reviewed-by: Lizzie <lizzie@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev> |
3 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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978d9d935d
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[vk/vma] force ANV to have HOST_CACHED stream buffers (#3792)
Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3792 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: crueter <crueter@eden-emu.dev> |
3 months ago |
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ec2b9b0400
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[vk, renderdoc] fixed zero-sized streambuffer bug on old heap-absent GPUs (#4052)
This fix a bug in which eden crashes when renderdoc is attached to vulkan. that kept me away from renderdoc for around a year now. the bug: in video_core\renderer_vulkan\vk_staging_buffer_pool.cpp in GetStreamBufferSize(...) if device.HasDebuggingToolAttached() but heap is empty/unavailable <-- Case in my old nvidia kepler gpu the original method returns size 0, right? the change honors same original behavior, while covers my case properly, returning MAX_STREAM_BUFFER_SIZE. addl some log tip and some minimal doc. fully safe. let it rip. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4052 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: Lizzie <lizzie@eden-emu.dev> |
3 months ago |
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5027aecf77
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[vk] handle mali/adreno5xx driver bug returning VK_INCOMPLETE on graphics pipeline creation (#3383)
Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3383 Reviewed-by: crueter <crueter@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev> |
3 months ago |
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3d19743d95
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[vulkan] Fix regressions found in last stable release (#3953)
This PR aims to fix some regressions found in the latest release 0.2.0, which were a bunch of constant crashes/ random on certain Android devices with issues with the PiP configuration, addressing some problems founds for AMD after the maintenance of 2nd Global Vulkan Maintenance. -> Fixes Final Fantasy Tactics on AMD (no longer requires of generic bits to work "all commands bit") -> Fixes some performance regressions on android due to the Tomodachi fix applied globally as common behavior (#3898, #3900) -> Fixes blittering of screen found on ARM Windows devices and QCOM stock drivers (Android and ARM Windows) related to Mario Kart 8 Deluxe strange blittering in races, caused by a strange race condition with the ResetQueryPool and mostly the workaround for presync -> Fixes issues on Luigi's Mansion 3 issue where the pause screen became black on AMD due to the early reset of queries. -> Fixes crashes on Mario Party Jamboree for AMD/ Nvidia. -> Keeps previous fixes related to crashes on AMD with other games such as Astral Chain, Fire Emblem Three Houses and Xenoblade 3 based on the lack of access to vertex fragment replaced with generic flags. -> Fixes TOTK RADV skybox lighting. -------- Credits: @melod-y @Gidoly @MaranBr @AlexWolff @Lizzie And all the people who contributed into the reporting issues/ helping with the bisect. Co-authored-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3953 Reviewed-by: Lizzie <lizzie@eden-emu.dev> Reviewed-by: crueter <crueter@eden-emu.dev> |
3 months ago |
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4d49341918
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[vk, opengl] recognize and use ETC2 (if available) textures natively (#3237)
this makes it so VK and OGL backends map the NVIDIA's ETC2 into VK_FORMAT_ETC-whatever and GL_ETC-whatever remaps, instead of using the default fallback for AR8G8B8. in short, just make the ETC2 textures be submitted as ETC2 instead of being submit as A8R8G8B8. Signed-off-by: lizzie lizzie@eden-emu.dev Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3237 Reviewed-by: Ghost <> Reviewed-by: crueter <crueter@eden-emu.dev> |
4 months ago |
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27e5cb0f12
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[spirv] mark sampled image descriptor indices non-uniform (#3900)
fixes incorrect texture selection on vk when shaders use per-pixel descriptor indices, in line with #3898 so dynamic descs are no longer treated as uniform also fixes TD;LTD spotty grass issue on SD not addressed by above pr you can test out all the fixes here: https://git.eden-emu.dev/may/eden/src/branch/may/integrate-texture-descriptor-fixes Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3900 Reviewed-by: crueter <crueter@eden-emu.dev> |
4 months ago |
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a76c76d122
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[shader_recompiler] handle dynamic texture descriptor strides (#3898)
this fixes dynamic texture descriptors that are not laid out as simple 8-byte entries tested on steam deck/amd notes - DynamicDescriptorSizeShift called twice because i moved it away from the struct but doing it this way keeps the patch just in this single file than adding a new derived field in the shared struct (i also think its just a cheap recomputation anyways) - removed cbuf scanning because i figured out how to do a bounds check statically credits: - Mythrax <mythrax@mytrax-rs.org> (identified the 1024 descriptor cap fix in #3897) Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3898 Reviewed-by: crueter <crueter@eden-emu.dev> |
4 months ago |
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b3cc8723c1
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[vulkan] 2nd Vulkan Global Maintenance (#3853)
This pr is a sequel to the one merged some days ago (#3839); which aims to improve stability, graphical accuracy and better Vulkan implementation and coherency among all platforms, contains the next changes: -> Removal of VK_EXT_unified_image_layouts: The removal of this ext was for cleaning purposes since the only part of this extension implemented was the activator; meanwhile a proper structure of use for this extension was not implemented, currently it's not viable to keep following an idea of a proper implementation due to complexity of this feature and the state of buffer cache and texture cache, which it's task that we must do near in the future, when this happens a better oportunity will arise to properly set layouts along a proper implementation of VK_EXT_descriptors_indexing, practically this feature was dead code. -> Adjustment of VK_EXT_custom_border_color: The implementation of this feature was handled poorly and worsened during the first tries of making ExtendedDynamicState stable, by gating it's use to the slider of EDS (dyna_state) if the counter was at least in 1, even tho this entered in a bug with the RemoveUnsuitableExtension, when is not a requirement for enabling in Vulkan's documentation and was my mistake, some time later in ExtendedDynamicState refactor (#3074) I tried to make the implementation more robust in comparison the Yuzu's implementation which had bans on vendor drivers, the new handling was requesting if extension was available and what kind of support feature it had, enabling what it was available and wiring an adequate path for said available feature; which leads us to today's change, after reading carefully how certain paths weren't triggered or caused mostly issues on how extension should work I did the next changes: - I removed the forced disabling with ExtendedDynamicState setting - Resolved the bug with RemoveUnsuitableExtension + dyna_state - Removed comments of explanation + log_debug warning - Set extension to be disabled if customBorderColorWithoutFormat is not available - Helps to solidify the removal of bans in vendor drivers This changes fixes the VUID 04015 for the handling with undefined format and made the usage of the extension more near to what Vulkan specification expects, yet there is still cases where we can't emulate properly samplers and some translucid black boxes will still appear, yet, now alleviated by allowing extension choose the proper custom available in Vulkan or degrade into a fallaback of solid colors. -> Adjustment of VK_EXT/KHR_robustness2: This feature was introduced in ExtendedDynamicState refactor (#3074), as safety measure for descriptors during the Write of buffers, providing robustness with an upgraded access to image, buffers and proper discard of null data in descriptors, however, despite the configuration the logs during debug sessions never stopped to bring the next VUID-VkWriteDescriptorSet-descriptorType-00324 and VUID-VkWriteDescriptorSet-descriptorType-00325, being the first one, the most constant issue plaguing logs; the approach was not only ensuring device can access between each of the version of this feature, whether is an EXT or KHR (drivers can report one of them or both, yet, if we call the one of them and it's not the version supported, driver would not load the feature, there's a priority to the KHR version) with a simplified configuration of the extension to use only nullDescritor to deflect properly buffers and other trash data outside of descriptors bound; ensuring to wire the path when it's and not available and also with BindVertexBuffers2EXT when it's or not available; fixing both VUID's. This changes helps to save some CPU resources and memory on binding routes. - Fixes VUID-VkWriteDescriptorSet-descriptorType-00324 - Fixes VUID-VkWriteDescriptorSet-descriptorType-00325 - Fixes VUID-vkCmdBindVertexBuffers-pBuffers-00621 (alongisde a latter adjustment for pStrides) -> Adjustment VK_EXT_image_robustness: As other features, this was implemented during the ExtendedDynamicState refactor (#3074), currently this change it's just to ensure more drivers are accessing this feature by changing the modality from extension to an explicit feature, some other redundant code was cleaned within this change. -> Restored gating flush operation on removed gpu accuracy: An issue report from an user called CaptFaraday in https://github.com/eden-emulator/Issue-Reports/issues/425, posted a behavior appearing after the rework of gpu accuracy levels (#3129), which broke the rendering in Paper Mario - The-Thousand-Year Door where some graphical issues such as black flash and missing rendering from many animations through the game thanks to the removal of the flush inside FlushAndInvalidateRegion gated with IsGPULevelExtreme and suggested a possible fix with resting the missing gating and flush; which I did and properly restoring the complete behavior of this functionality + wiring to the new IsGPULevelHigh for a better semantic correctness, the change was tested and didn't affected Yoshi's Crafted World graphical problems and main reason behind the deletion of this function, fixed in |
4 months ago |
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3d0eb4b5d7
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[vulkan] 1st Vulkan Global Maintenance (#3839)
This pr aims to make a first step into giving Eden's Vulkan backend maintenance with better formatting, understanding and reduce the redundancy between some wrong implementations: -> ProvokingVertex: Has been reworked completely, now the wiring to ExtendedDynamicState3 (ProvokingVertexMode) it works safe, the gating of the extension no longer requires user enabling on UI, it will be enabled automatically based on what features of the extension are available on driver, depending if first or last mode are available and also will be properly set under TrasformFeedback operations; this way we're gonna ensure all drivers, including Android stock drivers on QCOM, Mali and other mobile vendors drivers access correctly to the extension, fixing some graphical issues (flickering textures or wrong sccisors on vertex that required first mode) generated by the missing first mode handling or the proper clearing on pipeline state. This change will increase/ decrease slightly the performance on some games that changes dynamically between first and last modes, but will also ensure a clear path to GPU to use resources smartly, reducing VRAM consumption in PC and MEM/GPU percentage of use on Android (marginal to 5 - 8% approx). -> Removal VK_EXT_multi_draw: It has passed some months since the first try to implement this feature, but wasn't completed so functionality was null to negative, taking space in source and using small CPU cicles for initialization during device creation that reduced CPU effectiveness by 2 - 5%, aside that, after reviewing the situation of formally introducing handling for multidraws to reduce the floods of constants draw calls into 1 per batch, seems to not pay the overhead when the multidraw capacity is less or equal to 1, aside that, for the time being batching multidraws will introduce indirections on each batch of command draws, that graphical issues will appear and reducing performance can happen, something it was gonna solve. For the time being it's discarded, but, may be analyzed the chance to introduce it properly in a later date. -> Removal VK_EXT_indexing_descriptor: Currently the implementation of this feature was partial, with not proper handling on layouts; just the initial checks on device creation and chained up to the pNext feature, currently this extension will require a buffer cache and texture cache rework to set layouts and reduce the amount of use of descriptor into making it a less expensive cost effective, aside that to generate a path for the Bindless Texture and Bindless Buffer, allowing to track state of textures in runtime and ensuring the state of some compiled shaders doesn't change if it's no needed, among other benefits, besides that, enabling this feature was only generating innecessary checks on GPU, so consumption would be higher than it should be. -> Removal of VK_EXT_swapchain_maintenance1: The use of this feature was really conditional to certain support on newer drivers and cards, which wasn't available for all platforms, I concluded that if the support for this instance wasn't really there, the cost effective between the try to initialize it and running it, won't be good as when it didn't exist on our Vulkan device, with also the constant factor of not being completely implemented, right now I'm aiming to reduce the complexity on Vulkan side to keep it as simple as it could for a future video_core rework, which may start somewhere these weeks. -> Refined the Maintenance features: Meawhile this features are usually inherent to Vulkan core functionality, sometimes drivers doesn't expose them well, which leads to Eden run Vulkan without really noticing the existence of maintenance features on driver to improve stability, so we're tied to declare them and load them when a device creation starts by asking if driver supports and which, currently 1 - 5 are core maintenance features, meanwhile the 7 - 9 are more experimental and not being available everywhere, so right now to help drivers give attention to this features we not only load them, but also calculate with features bits which features inside Maintenance5 are available to use, that was the initial purpose, but we weren't using the full potential of the extension; I made cleaned part of the unneeded log code for the initialization of this Maintenance5 and it's feature flags, but also making an operation to sanitize depth/ stencil when One is not available in swizzle operations, making it easier to draw it; it's also needed to mention that Maintenance9 was removed from source code until we can have better handling on Arrays2D, aside that, the use of the extension was really conditional to certain drivers being capable of use it, so I remove it. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3839 Co-authored-by: CamilleLaVey <camillelavey99@gmail.com> Co-committed-by: CamilleLaVey <camillelavey99@gmail.com> |
5 months ago |
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98604d369a
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[vulkan] Revert "[vulkan]fix vuid 02751 (#3573)" (#3721)
Attached backtrace on PR comments
This reverts commit
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6 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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9a07bd0570
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[vk] unify VkSurfaceKHR with Android and the rest of platforms; remove technically incorrect nullptr() ctor for handles (#2971)
Removes some odd #ifdef-ing that just can use a shrimple opaque type. Also removes nullptr() ctor'ing for vulkan handles and such; it's not incorrect per se like how `void *p = 0;` isn't incorrect, just that, y'know, any static analyzer will go "woah". Also there isn't any guarantee that handles `sizeof(Handle) == sizeof(void*)` so may as well :) Signed-off-by: lizzie lizzie@eden-emu.dev Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2971 Reviewed-by: CamilleLaVey <camillelavey99@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> |
6 months ago |
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cdf9b556b2
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[vulkan]fix vuid 02751 (#3573)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3573 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: DraVee <chimera@dravee.dev> Co-authored-by: wildcard <wildcard@eden-emu.dev> Co-committed-by: wildcard <wildcard@eden-emu.dev> |
6 months ago |
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9d2341eaea
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[vk] Disable float16 math on non-MESA AMD drivers as 2026+ versions are broken (#3661)
thanks MaranBR Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3661 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: Maufeat <sahyno1996@gmail.com> Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com> Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com> |
6 months ago |
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b5f9f8b743
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[vulkan] Fix Vulkan rendering, image layout, and synchronization issues (#3511)
This fixes a visual corruption issue that occurred intermittently after loading screens, where some games would start the scene with vertex explosions, artifacts or with all colors blown out, resembling neon. Among the known games affected by this bug are Mario Kart 8 Deluxe, The Legend of Zelda: Breath of the Wild, The Legend of Zelda: Tears of the Kingdom, Kirby and the Forgotten Land, Luigi's Mansion 3, Xenoblade Chronicles 3 and possibly others as well. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3511 Reviewed-by: DraVee <dravee@eden-emu.dev> Reviewed-by: Lizzie <lizzie@eden-emu.dev> Co-authored-by: MaranBr <maranbr@outlook.com> Co-committed-by: MaranBr <maranbr@outlook.com> |
6 months ago |
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2991bd18ef
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[vk] Enable VK_IMG_filter_cubic on powervr (#3643)
in powervr, the enum for cubic filtering is an alias for an ext, however in true powervr fashion they want you to use their stupid VK_IMG and knowing powevr it probably bugs out if you dont Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3643 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> |
6 months ago |
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ee67853636
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[desktop] Show basic driver info on GPU selector box (#3636)
Shows a short driver identification string in the Graphics Device combo box (desktop only, Android doesn't need this at all) Largely meant for debugging, especially macOS. Maybe Windows in the future once MESA begins working on FOSS drivers over there. Linux on ARM platforms too maybe? And Nvidia Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3636 Reviewed-by: DraVee <dravee@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev> |
6 months ago |
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8e8e66f880
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[vk] load VK_KHR_GET_SURFACE_CAPABILITIES_2 on drivers (not a hard requirement) for maintainance 1 (#3514)
fixes VVL, but doesnt make it a hard requirement so drivers which cant load it for some reason just, dont Validation Error: [ VUID-vkCreateInstance-ppEnabledExtensionNames-01388 ] | MessageID = 0xe5e52180 vkCreateInstance(): pCreateInfo->ppEnabledExtensionNames[3] Missing extension required by the instance extension VK_EXT_surface_maintenance1: VK_KHR_get_surface_capabilities2. The Vulkan spec states: All required extensions for each extension in the VkInstanceCreateInfo::ppEnabledExtensionNames list must also be present in that list (https://docs.vulkan.org/spec/latest/chapters/initialization.html#VUID-vkCreateInstance-ppEnabledExtensionNames-01388) Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3514 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> |
7 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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0f8b35c4cd
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[vk, macos] fix missing VK_STRUCTURE_TYPE_METAL_SURFACE_CREATE_INFO_EXT sType (#3510)
sType wasn't properly set for the creationInfo struct (was init to 0) Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3510 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> |
7 months ago |
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9b1f6801a5
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[vk] blacklist on NVIDIA drivers older than 580.119.02 the VK_EXT_vertex_input_dynamic_state (#3379)
Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3379 Reviewed-by: DraVee <dravee@eden-emu.dev> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev> |
7 months ago |
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48ba1f3f24
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[vk, cmake] Bump minimum VulkanTools to 1.4.317 and add UnifiedImageLayouts (#3318)
It seems too easy, the specification does not state anything more to be done for it towork. Requires performance testing on android. Co-authored-by: DraVee <dravee@eden-emu.dev> Co-authored-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3318 Reviewed-by: DraVee <dravee@eden-emu.dev> Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Co-authored-by: wildcard <wildcard@eden-emu.dev> Co-committed-by: wildcard <wildcard@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 |
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b9da45cb1f
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[tests] fix compile+linking issues with PlayTime (#3345)
fixes linking + comp issues but not the test themselves, who have now became invalid Signed-off-by: lizzie <lizzie@eden-emu.dev> Co-authored-by: DraVee <caiooliveirafarias0@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3345 Reviewed-by: DraVee <dravee@eden-emu.dev> Reviewed-by: Maufeat <sahyno1996@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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1fbace438c
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[vulkan, qcom] Another set of fixes for QCOM stock driver (#3334)
This pr is another set of fixes for the system driver (stock) on Qualcomm devices, mostly taking into consideration drivers from series 512.800.0 and on, reduces unwanted loads in the GPU by allocating properly features that were forced available, when they weren't, generating wrong commands between shader recompiler and Adreno's compiler; also this pr has a bunch of small fixes on games that some textures were displayed wrongly due to double swizzling during the creation of shaders, which allows serveral games to be fixed: - Zelda: Link's Awakening (no blur, hearts properly displayed, flickering highly reduced on NCE) - Zelda: Echoes Of Wisdom (no blur, hearts properly displayed, reduced highly flickering, rift properly rendered) - Mario Kart 8 Deluxe (no longer wrong blue texture on icons of the cups or countdown marker, no longer freezes when compilling shaders on game versions below NCE update to bring more compatibility with CTGP MOD) - Naruto's Ninja Storm series (no longer blue texturing on Naruto or main character on the screeen) - Pokemon Scarlet/ Violet (no longer missing characters or npc) - And many more games that are missing from our scope of testing. But not only that, but also improved GPU - CPU synchornization for better performance (by 15% compared to previous builds) more stable shader compilations and removed unneeded emulation paths; making games as Breath Of The Wild less stuttery than it was used to; along some cleaning from dead code, allowing mobile devices to go brrrr, always long live to the Snapdragon Master Race, it's needed to explain that devices from A7XX need to use the driver 819.2, meanwhile A8XX can use 842.9 to obtain all the benefits from VK 1.4 allowed in Eden. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3334 Reviewed-by: DraVee <dravee@eden-emu.dev> Reviewed-by: Maufeat <sahyno1996@gmail.com> Reviewed-by: Lizzie <lizzie@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev> Co-authored-by: CamilleLaVey <camillelavey99@gmail.com> Co-committed-by: CamilleLaVey <camillelavey99@gmail.com> |
7 months ago |
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a27d35362d
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[vk, qcom] Memory, Samplers, BindingBuffers and UniformBufferAlignment set by hardware capabilities for QCOM. (#3280)
This PR adjust resources usage of Eden based on driver specification, improving stability and smarter resources usage, extends the amount of TotalPipelineWorkers on Android. Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3280 Reviewed-by: Lizzie <lizzie@eden-emu.dev> Reviewed-by: DraVee <dravee@eden-emu.dev> Co-authored-by: CamilleLaVey <camillelavey99@gmail.com> Co-committed-by: CamilleLaVey <camillelavey99@gmail.com> |
8 months ago |
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1370f23675
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[vk, settings] Disable VIDS on Android and Ungate Advanced EDS (#3281)
* the issue fixed by this PR (EDS Disabled) is the same as the one on 3096 (All EDS) Signed-off-by: Caio Oliveira <caiooliveirafarias0@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3281 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: Lizzie <lizzie@eden-emu.dev> Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com> Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com> |
8 months ago |
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8440c2074d
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[vk] Remove UniformRing and vkCmdResetQueryPool (#3270)
Fixes perfomance regression on Xenoblade Chronicles DE and Pokemon Scarlet (among other games) It should be investigated the reason why such perfomance loss (more than ~10% in some case) At core it partially reverted the following commits: Reverts "[vk] Introduce Ring Buffers for Uniform Buffer (#2698)" This reverts commit |
8 months ago |
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5edcdea78f
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[refactor, vk] DynamicState, ExtendedDynamicState and VertexInputDynamicState (#3074)
This PR rewrites the DynamicState, ExtendedDynamicState and VertexInputDynamicState logic: - Adds proper handling on how features should be loaded based on driver available features for ExtendedDynamicState/ VertexInputDynamicState. - Fixes some old regressions with emulated formats for Android. - Adds better formatting for tiling format features. - Adds better formatting for format features. - Adds NonWritable buffers handling for Spir-v. - Updates Maintenance features calling. - Adds new features: Multidraw, Robustness2, Image Robustness. - Removes dead code/ duplicated on Vulkan device related to ExtendedDynamicState handling. - Adjusts and conditions with better handling for some features callings: SwapchainMaintenance1, ConditionalRendering, ShaderExtencilExport, CustomBorderColor, TransformFeedback, VertexInputDynamicState. - Removes some older feature ban logic. - Adds hardware resolve path for MSAA Image Blits on Nvidia cards. - Adds flat decorations for input interfaces on Spir-v. - Reduces flushwork within drawcalls. - Clamps render limits on out-of-area for rasterizer. Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com> Co-authored-by: DraVee <dravee@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3074 Reviewed-by: DraVee <dravee@eden-emu.dev> Reviewed-by: Lizzie <lizzie@eden-emu.dev> Co-authored-by: CamilleLaVey <camillelavey99@gmail.com> Co-committed-by: CamilleLaVey <camillelavey99@gmail.com> |
8 months ago |
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e4cbcec2f1
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[settings, frontend] Reorganize graphics/CPU settings, saner defaults (#3233)
- 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> |
8 months ago |
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29717da45b
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[vk] add toogle to disable BCn patch (fix crash when fetching drivers on GPU Driver Manager) (#3140)
* adding another toggle is not the right way and need to be investigated why it's crashing things out * this toggle should be removed when this is properly fixed Co-authored-by: MrPurple666 <antoniosacramento666usa@gmail.com> Signed-off-by: Caio Oliveira <caiooliveirafarias0@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3140 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: Lizzie <lizzie@eden-emu.dev> Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com> Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com> |
8 months ago |
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5130185d12
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[vk] avoid calling vkENumerateInstanceFeatures multiple times in init code (#3147)
Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3147 Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com> Reviewed-by: Maufeat <sahyno1996@gmail.com> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev> |
9 months ago |
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7157d5167e
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[video_core] Fix inconsistency between EDS and VIDS settings (#3148)
Fixes an issue where selecting EDS 0 for a specific game would incorrectly disable VIDS globally. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3148 Reviewed-by: Lizzie <lizzie@eden-emu.dev> Co-authored-by: MaranBr <maranbr@outlook.com> Co-committed-by: MaranBr <maranbr@outlook.com> |
9 months ago |