* also update script to generate Legacy Android Icon
* now default background on Android is black (inspiration come from white background on nightlies from pflyly@GitHub)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3182
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
No badges.io yet, no new SVG logo from them
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2656
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: Lizzie <lizzie@eden-emu.dev>
Co-committed-by: Lizzie <lizzie@eden-emu.dev>
Setting `HIDE_OVERLAY_ON_CONTROLLER_INPUT` in *Advanced settings → Input Overlay*
**Behavior:**
- First controller input -> hides overlay
- Controller disconnect → shows overlay again
- Subsequent controller inputs → ignored (already hidden, so no retrigger needed)
- Touch screen → does **not** show overlay (so you can use a controller and touchscreen to interact with games)
- Sidebar "Show/Hide controller" button → still works as master toggle
**State reset: The "first input" detection resets when:**
1. Controller disconnects
2. Overlay is shown via sidebar button
3. Controller reconnects
**Interaction with other settings:**
- Requires `SHOW_INPUT_OVERLAY` to be enabled (basicaly a master switch)
- Independent from `ENABLE_INPUT_OVERLAY_AUTO_HIDE` (timer-based hide, was already implemented)
- When both are enabled, touch-to-show is disabled (controller-hide takes precedence)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3127
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: Producdevity <y.gherbi.dev@gmail.com>
Co-committed-by: Producdevity <y.gherbi.dev@gmail.com>
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>
Both options do nothing, however one was exposed to the user making them think it actually helps.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3152
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: Kleidis <kleidis1@protonmail.com>
Co-committed-by: Kleidis <kleidis1@protonmail.com>
Updates all of our bundled CI deps to support android x86_64, adds a
build flavor thereof (`chromeOS`), and also adds sirit mingw support.
The new FFmpeg package is built in a much better way that actually makes
it identically built to the other CI packages, meaning we now have real
8.0.0 support, no need for libvpx/cpu_features/all that other crap.
PLUS, we can now statically link it! Hooray! It's also built with
MediaCodec support so in the future we can work on that.
Rewrote the android build script too, plus added a copyFlavorTypeOutput
target that assembles and copies the APK. The code behind it sucks
because I'm not great with Gradle but hey, it works.
Testers: please test everything related to video decoding. VP9 and h264, games that normally suck with their prerendered stuff, make sure I didn't nuke it to oblivion, etc.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3086
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
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>
**Aims to dismiss the needing of developers to wait for someone to provide new toggles only to test temporary stuff**
This is a classic debug knob set for development use.
Developers will be able to call Settings::getDebugKnobAt(0 to 15) to pick one of the 16 bits of that setting, allowing users to easily enable or disable multiple features in testing builds, by entering values instructed by the developers.
Co-authored-by: Allison Cunha <allisonbzk@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3076
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
This might need a test run before merging. Just to make sure.
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2987
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: kleidis <kleidis1@protonmail.com>
Co-committed-by: kleidis <kleidis1@protonmail.com>
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>
kleidis found a rare condition that pops when using gesture navigation, in which by the lack of bottom inset availability in time, carousel sizes get oversized. then i've put some non zero value backup to cover.
Co-authored-by: Allison Cunha <allisonbzk@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3028
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
- Icons that adapt nicely to dark and bright backgrounds (thank you qt)
- Went for a "Vaporware but chill" style
- Is actually properly formatted SVG :)
- Doesn't need a small variant
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3034
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
A permanently dismissible warning dialog is shown to let the suer know of this change
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2984
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: kleidis <kleidis1@protonmail.com>
Co-committed-by: kleidis <kleidis1@protonmail.com>
Thanks to https://github.com/RPCSX/rpcsx for their CPU information detecting code which was used as reference here.
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2995
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: kleidis <kleidis1@protonmail.com>
Co-committed-by: kleidis <kleidis1@protonmail.com>
Automatic translation update for Nov 17
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3040
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: Eden CI <ci@eden-emu.dev>
Co-committed-by: Eden CI <ci@eden-emu.dev>
Requires qt6-static, obviously... at least for eden. eden-cli also can
be built fully static
Notable challenges n such:
1. VkMemAlloc conflicts with Qt, since it embeds vk_mem_alloc.h in
qrhivulkan; we can get around this by conditionally defining
VMA_IMPLEMENTATION; that is, define it in the SDL2 frontend and undef
it in the Qt frontend. It's not ideal, but I mean... it works, no?
2. find_library, pkgconfig, and some Config modules will always look for
a .dll, so we have to tell CMake to look for .a
3. In spite of this, some will end up using .dll.a (implib) as their
link targets; this is, well, bad, so we create a find_library hook
that rejects dll.a
4. Some libraries have specific configs (boost lol)
5. Some libraries use _static targets (zstd, mbedtls)
6. Some extra libraries need to be linked, i.e. jbig, lzma, etc
7. QuaZip is sad
Needs testing on all platforms, and for both frontends on desktop, to
ensure Vulkan still works as expected.
(also: CI). Resulting executables are:
- 71MB for eden.exe
- 39MB for eden-cli.exe
Considering the entire libicudt is included (thanks Qt), that's a great size all things considered. No need to bundle all those plugins and translation files too.
Theoretically, this lays the groundwork towards fully static executables for other platforms too; though Linux doesn't have a huge benefit since AppImages are needed regardless. eden-room though maybe?
Fixes comp for clangarm64 because -msse4.1
Also allows macOS to build with qt6-static. macOS can't build static executables, but with these changes it ONLY relies on system libraries like libc and frameworks. So in theory we don't even need macdeployqt.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2994
* 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>
Some lore:
On Android, whenever you pause emulation, next you will a lot likely move your phone, and then proly cause a rotation.
Unpause upon rotation makes me unpause my games accidentally very often.
I acknowledge that as a bug, and believe most will agree.
Co-authored-by: Allison Cunha <allisonbzk@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2938
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
I had this pending but oh well, the double sed is fine for sh I believe
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2879
Reviewed-by: crueter <crueter@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>
I still have to add a setting to disable the auto update checking on a later PR, firstly lets make sure i didn't accidentally break anything with CMAKE. or QT.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2687
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Inix <Nixy01@proton.me>
Co-committed-by: Inix <Nixy01@proton.me>
FreeBSD has the wonderful feature of defining symbols that conflict with
itself making statically linking sdl2 literally impossible. What a
wonderful feature, wow I wonder why FreeBSD has so little market share
🤔
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2794
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>