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https://git.eden-emu.dev/eden-emu/eden.git
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+1
@@ -37,6 +37,7 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
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RENDERER_PATCH_OLD_QCOM_DRIVERS("patch_old_qcom_drivers"),
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RENDERER_VERTEX_INPUT_DYNAMIC_STATE("vertex_input_dynamic_state"),
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RENDERER_DYNAMIC_RENDERING("dynamic_rendering"),
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RENDERER_WORKGROUP_MEMORY_EXPLICIT_LAYOUT("workgroup_memory_explicit_layout"),
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RENDERER_SAMPLE_SHADING("sample_shading"),
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GPU_UNSWIZZLE_ENABLED("gpu_unswizzle_enabled"),
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PICTURE_IN_PICTURE("picture_in_picture"),
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+7
@@ -162,6 +162,13 @@ abstract class SettingsItem(
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descriptionId = R.string.dynamic_rendering_description
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)
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)
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put(
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SwitchSetting(
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BooleanSetting.RENDERER_WORKGROUP_MEMORY_EXPLICIT_LAYOUT,
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titleId = R.string.workgroup_memory_explicit_layout,
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descriptionId = R.string.workgroup_memory_explicit_layout_description
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)
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)
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put(
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SliderSetting(
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IntSetting.RENDERER_SAMPLE_SHADING,
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+1
@@ -314,6 +314,7 @@ class SettingsFragmentPresenter(
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add(IntSetting.RENDERER_DYNA_STATE.key)
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add(BooleanSetting.RENDERER_VERTEX_INPUT_DYNAMIC_STATE.key)
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add(BooleanSetting.RENDERER_DYNAMIC_RENDERING.key)
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add(BooleanSetting.RENDERER_WORKGROUP_MEMORY_EXPLICIT_LAYOUT.key)
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add(IntSetting.RENDERER_SAMPLE_SHADING.key)
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add(HeaderSetting(R.string.display))
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@@ -546,6 +546,8 @@
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<string name="vertex_input_dynamic_state_description">Enabling this feature allows for more flexible vertex input handling, potentially reducing pipeline compilation time in vertex/buffer.</string>
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<string name="dynamic_rendering">Dynamic Rendering</string>
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<string name="dynamic_rendering_description">Render without render pass and framebuffer objects. Results vary by driver: some gain performance, others lose it.</string>
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<string name="workgroup_memory_explicit_layout">Workgroup Memory Explicit Layout</string>
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<string name="workgroup_memory_explicit_layout_description">Let shaders declare explicit layouts for workgroup memory. Disabled by default: some Qualcomm drivers are unstable with it.</string>
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<string name="sample_shading_fraction">Sample Shading</string>
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<string name="sample_shading_fraction_description">Allows the fragment shader to execute per sample in a multi-sampled fragment instead once per fragment. Improves graphics quality at the cost of some performance.</string>
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@@ -638,6 +638,9 @@ struct Values {
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SwitchableSetting<bool> dynamic_rendering{linkage, true, "dynamic_rendering",
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Category::RendererExtensions};
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SwitchableSetting<bool> workgroup_memory_explicit_layout{
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linkage, false, "workgroup_memory_explicit_layout", Category::RendererExtensions};
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SwitchableSetting<s32, true> pipeline_worker_count{
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linkage, 2, 2, 8, "pipeline_worker_count", Category::RendererAdvanced,
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Specialization::Scalar};
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@@ -294,6 +294,8 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QObject* parent) {
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tr("Renders without render pass and framebuffer objects.\n"
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"Results vary by driver: some gain performance, others lose it."));
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INSERT(Settings, workgroup_memory_explicit_layout, QString(), QString());
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INSERT(
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Settings, sample_shading, tr("Sample Shading"),
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tr("Allows the fragment shader to execute per sample in a multi-sampled fragment "
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@@ -539,10 +539,6 @@ Device::Device(VkInstance instance_, vk::PhysicalDevice physical_, VkSurfaceKHR
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features.shader_atomic_int64.shaderBufferInt64Atomics = false;
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features.shader_atomic_int64.shaderSharedInt64Atomics = false;
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features.features.shaderInt64 = false;
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LOG_WARNING(Render_Vulkan, "Qualcomm drivers have broken workgroup memory explicit layout.");
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RemoveExtensionFeature(extensions.workgroup_memory_explicit_layout,
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features.workgroup_memory_explicit_layout,
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VK_KHR_WORKGROUP_MEMORY_EXPLICIT_LAYOUT_EXTENSION_NAME);
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#if defined(__ANDROID__) && defined(ARCHITECTURE_arm64)
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// BCn patching only safe on Android 9+ (API 28+). Older versions crash on driver load.
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@@ -1514,6 +1510,12 @@ void Device::RemoveUnsuitableExtensions() {
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}
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// VK_KHR_workgroup_memory_explicit_layout
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#ifdef __ANDROID__
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if (!Settings::values.workgroup_memory_explicit_layout.GetValue()) {
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LOG_INFO(Render_Vulkan, "Workgroup memory explicit layout disabled by user setting");
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features.workgroup_memory_explicit_layout.workgroupMemoryExplicitLayout = false;
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}
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#endif
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extensions.workgroup_memory_explicit_layout =
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features.workgroup_memory_explicit_layout.workgroupMemoryExplicitLayout &&
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features.workgroup_memory_explicit_layout.workgroupMemoryExplicitLayoutScalarBlockLayout;
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