just pushing this fix for some silly bug before i forget it for the second time.
just too obvious that don't even need to test.
may fix some blued stuff where it should be green, and vice versa.
Co-authored-by: Allison Cunha <allisonbzk@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2842
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
This fixes some edge cases and improves texture rendering, bringing it closer to specifications. This fixes many assertions that occur in some games, such as EOW.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2830
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Still had the issues with libusb, but that should get solved with the other PRs anyways
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2805
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Mainly because - while we can just give out an AppImage and call it a day - building natively should be an option for all major distros.
And "base" stable debian doesn't provide a new enough g++/clang++ so... we need to make some "fixups".
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2763
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>
Proprietary Qualcomm drivers will not like this change after further research.
Co-authored-by: Ribbit <ribbit@placeholder.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2751
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: Ribbit <ribbit@eden-emu.dev>
Co-committed-by: Ribbit <ribbit@eden-emu.dev>
Vulkan layout and barrier edits made the GPU use a different shader path that compiled a TLDS instruction with an unaligned register (R157).
The old path never generated that case, so the translator’s missing unaligned-register handling only surfaced after this change.
Co-authored-by: Ribbit <ribbit@placeholder.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2748
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Ribbit <ribbit@eden-emu.dev>
Co-committed-by: Ribbit <ribbit@eden-emu.dev>
Wait only at the transfer and color stages instead of every stage. That keeps things in sync without stalling the whole GPU.
This should work according to spec, just need to test and verify no regressions across all platforms (Windows, Linux, Android, Mac OS)
Can be 0.0.4 or 0.0.5 up to the team.
Co-authored-by: Ribbit <ribbit@placeholder.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2734
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: Ribbit <ribbit@eden-emu.dev>
Co-committed-by: Ribbit <ribbit@eden-emu.dev>
Fixes or mitigates memory errors in TOTK and possibly other games as well.
Credit: Ribbit
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2712
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Create 3 ring buffers which rotates between buffers each frame to avoid GPU/CPU conflicts
BindMappedUniformBuffer first tries to allocate from the ring buffer and falls back to staging pool only if allocation is too large.
Note to testers:- please test the performance since it is primarily a performance optimization and also look for visual bugs.
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2698
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-committed-by: Shinmegumi <shinmegumi@eden-emu.dev>
revert [vk] StreamBuffer Changes (#2684)
Streambuffer changes did broke stuff in other games that got out of our scope of testing, we're going to study this changes in the future for better graphic stability.
Co-authored-by: Ribbit <ribbit@placeholder.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2684
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: Ribbit <ribbit@eden-emu.dev>
Co-committed-by: Ribbit <ribbit@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2707
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
revert [vk] Fast UBO: fix tracking, resize heuristics, add debug guard (#2695)
Well, stuff showed up after testing phase, that showed us this change break SMO and some mods after being merged directly into master, we will keep stuying why happens this and add a better handling later.
Co-authored-by: Ribbit <ribbit@placeholder.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2695
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: Ribbit <ribbit@eden-emu.dev>
Co-committed-by: Ribbit <ribbit@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2706
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
Adds native support for QCOM cubic filter weights, and for devices whom do not support said weights, just implement them in shaders
TODO: ZTC filter is wrong!?
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2577
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
The barrier before the CPU-upload copy was using VK_PIPELINE_STAGE_HOST_BIT. Validation rules only allow HOST as the source stage if you’re also specifying host-side access flags; inside a command buffer the GPU isn’t executing “host work,” so pairing that stage with the usual image layout transition is technically invalid.
Switching the source stage to VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT keeps the ordering guarantee we need and satisfies the spec, while the actual host visibility is still handled correctly by the preceding vmaFlushAllocation.
Co-authored-by: Ribbit <ribbit@placeholder.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2681
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: Ribbit <ribbit@eden-emu.dev>
Co-committed-by: Ribbit <ribbit@eden-emu.dev>
This adds a "legacy" build flavor, similar to the genshinSpoof flavor. The legacy flavor uses a white icon bg, alongside building with `YUZU_LEGACY=ON`, which applies the previously-made SD865 patches iff that value is truthy.
Co-authored-by: Bixthefin <114880614+Bixthefin@users.noreply.github.com>
Co-authored-by: Calchan <denis.dupeyron@gmail.com>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/51
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Bix <bix@bixed.xyz>
Co-committed-by: Bix <bix@bixed.xyz>
did not link to video_core thus did not properly propagate the GPUOpen
target thus failed to find vk_mem_alloc
also msvc sucks
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2631
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Adding the shader read barrier keeps every render/compute/transfer write visible before the image is sampled, so it prevents the “read-before-writes-finish” hazards. Without it you can get random stale frames, flickering post process passes, partially updated HUD textures, and corrupted depth-to-color conversions especially in scenes that render into an offscreen image and immediately feed that image to a shader (reflections, bloom, dynamic resolution, depth visualizers, etc.). This fix makes those R2T chains deterministic again across all Vulkan drivers.
Co-authored-by: Ribbit <ribbit@placeholder.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2671
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Ribbit <ribbit@eden-emu.dev>
Co-committed-by: Ribbit <ribbit@eden-emu.dev>
Updates sirit to our fork's latest version w/ SPIRV Headers included
(end goal is to remove spirv-headers entirely, as spirv-tools-ci should
include them inline as well)
Adds a sirit CI on our fork for all platforms (saves a bit of compile
time)
My CI spec has changed a little bit, and now there is no need for an
additional CMake file after the initial CMakeLists.txt (since targets
are now global imported). Plus, UNIX amd64 now has the amd64 suffix like
aarch64 and windows
Updates SDL2 to 2.32.10 and OpenSSL to 3.6.0
Finally, on Solaris all CI packages (sans FFmpeg) are now built with OmniOS, which
should in theory be fully compatible with OpenIndiana (our recommended
Sun-based target) but obviously will need testing
Need testing:
- [ ] Make sure I didn't nuke shader emission
- [ ] Make sure FreeBSD, OpenBSD, and OpenIndiana work fine with bundled
sirit (check linking especially)
- [ ] Make sure SDL2, OpenSSL work with OpenIndiana now
- [ ] SDL2 on all platforms (input, etc)
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2655
This fixes stutters and freezes when playing FMV content in some games.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2650
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
We copy pixels into a CPU-side staging buffer and then ask the GPU to read from it. On some systems those CPU writes aren’t automatically visible to the GPU unless explicitly flushed, so the GPU can sometimes read stale data. By calling buffer.Flush() immediately after writing, we force those CPU changes to become visible to the device, ensuring the GPU sees the latest frame. However, this is an emulator, so sometimes what spec says may not work cause reasons.
Co-authored-by: Ribbit <ribbit@placeholder.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2624
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Ribbit <ribbit@eden-emu.dev>
Co-committed-by: Ribbit <ribbit@eden-emu.dev>
Invalidates caches before next upcoming release, this will make transitions smoother especially for users whom do not know how to clear caches. The reasoning behind this is the recent changes to async shaders and other pipeline stuffs that may break compat
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2637
Reviewed-by: MaranBr <maranbr@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>
This improves the FFmpeg error handling.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2643
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Needs test on our CI targets to see I didn't miss anything. Worried about android.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/351
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>
Fixes games that have some elements flickering on the screen, such as Kirby Star Allies and others, without impacting performance.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2605
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
This fixes a bug in the buffer cache that caused flickering in some games when using fast buffering. This fixes Kirby Star Allies, Yoshi's Crafted World, and possibly many others.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2584
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
a bank could be (incorrectly) considered a superset if it had enough image buffer descriptors but not enough storage image descriptors, causing the allocator to pick a bank that can’t actually satisfy VK_DESCRIPTOR_TYPE_STORAGE_IMAGE demand resulting in sham allocations and creation of new pools.
Note to testers,
please look for any regressions in terms of visuals and most importantly please test the performance and ram usage.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2564
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
This improves the asynchronous shader building description.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2568
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
This improves the asynchronous shader building process.
Fixes a TOTK inventory bug that caused some icons to be missing under certain circumstances when using asynchronous shader building.
Fixes an issue in Kirby and the Forgotten Land where arriving at the checkpoint would cause a graphical bug in the building when asynchronous shader building was enabled.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2560
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Uses an FFmpeg CI for Android and Windows, also available for Linux. Saves compile time on Linux and is more consistent on Windows/Android.
Also, updates VVL and FFmpeg to allow for a fully 16kb-compliant Android build. Bonus: APK size is down 30%
Updated all localization files for Transifex while I was at it
TODO for future: Android 8.0 with vp9_vulkan et al.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2543
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
temproary non-msaa images used for msaa uploads were being destroyed before the GPU finished using them, causing validation errors/crashes.
This keeps the temp image alive until the GPU finishes and switches the aspect-mask check to bitwise so the MSAA path only runs when needed.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2550
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
Example game was Mario+Rabbits Kingdom Battle. It crashes when reaches that part of copy image. Also put NIFM requests to log in DEBUG due to request spam and not being useful in debugging at all.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2549
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>