From d89e02d3ac9b769046f5472f0361d5adb2596bab Mon Sep 17 00:00:00 2001 From: PavelBARABANOV Date: Fri, 30 Oct 2026 02:26:33 +0100 Subject: [PATCH] [emit_spirv_image] remove the fix for LA/EOW (#4589) - [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions). - [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability. ------------------- this is no longer needed; https://github.com/StevenMXZ/Adreno-Tools-Drivers/releases/tag/gamesir completely fixes these games Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4589 Reviewed-by: crueter --- src/android/app/src/main/res/values/strings.xml | 2 +- src/shader_recompiler/backend/spirv/emit_spirv_image.cpp | 6 ------ 2 files changed, 1 insertion(+), 7 deletions(-) diff --git a/src/android/app/src/main/res/values/strings.xml b/src/android/app/src/main/res/values/strings.xml index 33e1eaa340..a2d29ab6a4 100644 --- a/src/android/app/src/main/res/values/strings.xml +++ b/src/android/app/src/main/res/values/strings.xml @@ -594,7 +594,7 @@ Skip CPU Inner Invalidation Skips certain CPU-side cache invalidations during memory updates, reducing CPU usage and improving it\'s performance. This may cause glitches or crashes on some games. Fix Bloom Effects - Reduces bloom blur in LA/EOW (Adreno A6XX - A7XX/ Turnip), removes bloom in Burnout. Warning: may cause graphical artifacts in other games. + Removes bloom in Burnout. Emulate BGR565 Fixes problems with inverted colors in games or strange artifacts or strange shadows. Enable Legacy Rescale Pass diff --git a/src/shader_recompiler/backend/spirv/emit_spirv_image.cpp b/src/shader_recompiler/backend/spirv/emit_spirv_image.cpp index 5d4983b9f7..f8e32d1e9a 100644 --- a/src/shader_recompiler/backend/spirv/emit_spirv_image.cpp +++ b/src/shader_recompiler/backend/spirv/emit_spirv_image.cpp @@ -6,7 +6,6 @@ #include -#include "common/settings.h" #include "shader_recompiler/backend/spirv/emit_spirv.h" #include "shader_recompiler/backend/spirv/emit_spirv_instructions.h" #include "shader_recompiler/backend/spirv/spirv_emit_context.h" @@ -590,11 +589,6 @@ Id EmitImageSampleExplicitLod(EmitContext& ctx, IR::Inst* inst, const IR::Value& Id result = Emit(&EmitContext::OpImageSparseSampleExplicitLod, &EmitContext::OpImageSampleExplicitLod, ctx, inst, result_type, Texture(ctx, info, index), coords, operands.Mask(), operands.Span()); -#ifdef __ANDROID__ - if (!is_integer && Settings::values.fix_bloom_effects.GetValue()) { - result = ctx.OpVectorTimesScalar(ctx.F32[4], result, ctx.Const(0.98f)); - } -#endif return is_integer ? ctx.OpBitcast(ctx.F32[4], result) : result; }