28845 Commits

Author SHA1 Message Date
lizzie e7a931d06b [eden-cli] rework loop to use new SDL3 event dispatch system (#4108)
modernized into the new SDL3 API for event dispatching.

also stopped using the periodic comparison and just added a SDL timer like it wants us to do
is it better than before? well it's certainly more portable now. docs say this improves battery usage on busywaits for event polling.

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4108
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-08-12 18:10:24 +02:00
crueter 8648c27cbb [cmake] Simplify DetectPlatform and normalize platform names (#4183)
Since 3.25 introduced `LINUX` and `BSD`, use them, and standardize other platforms to that style

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4183
Reviewed-by: Samuel <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-08-10 04:57:38 +02:00
codeman4033 def76946f0 [forgejo] Replace mentions of yuzu in issue templates with eden (#3842)
Also fix the broken link for log files in the bug report

Signed-off-by: codeman4033 <codeman4033@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3842
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Samuel <lizzie@eden-emu.dev>
2026-08-10 03:55:03 +02:00
BoiledElectricity 13d39f39aa [qt] fix relative ROM paths passed on the CLI on macOS (#4105)
On macOS, convert relative paths to absolute paths before changing the
working directory. Otherwise, valid Switch formats may incorrectly fail
with a "The ROM format is not supported" error.

Fixes: https://github.com/eden-emulator/Issue-Reports/issues/404
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4105
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Samuel <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-08-09 17:18:58 +02:00
lizzie 7731b5bc86 [core/hle/kernel/svc] demote ResetSignal log Debug->Trace (#4161)
I don't see why it's LOG_DEBUG if WaitSynchronization is LOG_TRACE, leaves incomplete data
may as well bundle it to trace with the others? :)

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4161
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
2026-08-09 14:13:27 +02:00
lizzie c4ab2f6b9e [cmake] Add ENABLE_WERROR option (#4080)
Should warnings be errors? that's a philosophical debate which I can only answer with "no, but if you think otherwise here is an option for you"

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4080
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-08-09 02:56:28 +02:00
xbzk dd12266c26 [input] added option to disable wgi/xinput to prevent SDL GUIDE hack (#4237)
- [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 [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [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.

-------------------
So, many users hate the fact when they press START+SELECT, an additional HOME event is sent.

That is annoying coz for most users' default hotkey settings, it closes eden when not in game, and when in game it calls a NOT controller responsive prompt about leaving Eden.
There are several games with reasons to press start+select, also there are homebrews which relies on that combo to open internal menus.
Again. That is annoying.

Digging deep i've found that SDL implements something called guide hack: When Start+Select is pressed it sends a synthetic GUIDE(which code equals to HOME).
This was intended for controllers missing the HOME button, but SDL fails to track them all, and misses API to disabling it.

I've figured out a patch to SDL to disable it, but since it would be better to invest on a PR straight into SDL repo, on our side i thought it better to simply add an option to disable WGI (Windows.Gaming.Input) and Xinput, both paths which could lead into the hack enabling.

Setting is available in a remote place no one will bother.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4237
Reviewed-by: Samuel <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-08-09 02:53:37 +02:00
crueter a3d32a18b8 [meta] Discourage profanity usage (#4239)
I'm not into millennial humor, personally.

Proactively removed as much profanity as I could grep.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4239
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Samuel <lizzie@eden-emu.dev>
2026-08-09 02:53:16 +02:00
crueter c0ffc900cd [ci] Only update translations once a week (#4256)
They've slowed down enough at this point.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4256
2026-08-08 05:46:52 +02:00
CamilleLaVey 3f52bf4b4b [core, gpu, threads] Multithreading refactor (#4254)
This insufferable work tries to cover some holes on previous threading implementation from yuzu's team, starting with Windows and Linux reordering of priorities (NICE), reworks previous Android's threading and cpu affinity with adpf, adjust emulated clocks/gpu for better "accuracy" with their work, bumps android minSDK for all flavors, legacy will now work with AP 29 to cover A10 - A12, standard will reach A13 as base and finally the optimized build will come with API 35, mostly targeted on devices with A15 support and newer, NDK and AGP wasn't upgraded yet. The performance cost efficiency have been improved based on device power configuration; preventing overheating if certain devices tended to fall into NICE0 (not allocated threads priority, all task ran with higher priority, 11 tasks running within the limited 2 - 7 threads available on the most common configuration 1x3x4 or 1x4x3).

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4254
2026-08-08 04:39:47 +02:00
Eden CI 5ec94b1971 [dist, android] Update translations from Transifex for Aug 04 (#4248)
Automatic translation update for Aug 04

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4248
2026-08-07 05:06:08 +02:00
crueter 627770cd3a [meta] Fix AI policy link in CONTRIBUTING.md (#4255)
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4255
2026-08-07 05:03:55 +02:00
lizzie a43664c0fd [audio_core] Fix jamboree crash due to OOB access (#4252)
Signed-off-by: lizzie <lizzie@eden-emu.dev>

- [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 [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [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.

-------------------

PLEASE test diablo 3 or ANY game that's sensitive to audio changes
Just TEST that there's NO regressions on the audio front

this fixes a rare Jamboree crash with audio DSP

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4252
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
2026-08-05 21:56:18 +02:00
lizzie a0f1cd1baf [hid_core] fix NPad crash on pikmin 4 due to nullref (#4249)
Signed-off-by: lizzie <lizzie@eden-emu.dev>

- [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 [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [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.

-------------------

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4249
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
2026-08-05 20:55:01 +02:00
CamilleLaVey 49a0ca6d5d [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
2026-08-05 16:58:43 +02:00
CamilleLaVey 5e1d5e82dc [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
2026-08-05 09:24:35 +02:00
lizzie ba9130fbf9 Revert "[externals] remove SPIRV-Headers and SPIRV-Tools (#3989)" (#4247)
This reverts commit ee197e6222.

- [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 [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [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.

-------------------

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4247
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-08-04 02:03:18 +02:00
lizzie 7d5f390ffb [android] fix crash when loader for invalid file is found (#4003)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4003
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-08-04 01:52:32 +02:00
lizzie 8fe1e6efa2 [core/file_sys] implement IApplicationFunctions::GetPseudoDeviceId; common PatchManager::GetNACP for base|updates (#4159)
a bit of refactoring so there's less code duplication...
probably a good idea to make it a lambda anyways
maybe this is why QLauncher didn't have proper DLCs and updates?

either way "GetPseudoDeviceId" is now implemented (still stubbed) with a proper hash instead of just 0

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4159
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-08-04 01:50:54 +02:00
lizzie ee197e6222 [externals] remove SPIRV-Headers and SPIRV-Tools (#3989)
only dep that uses it is sirit, but sirit already has it's own bundled SPIRV-Headers... so

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3989
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-08-03 00:00:55 +02:00
Maufeat 612409c7ba [hid] Add Quaternion to ReloadInput (#4240)
- [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 [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [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.

-------------------

Adds Quaternion to ReloadInput. What does it fix? Displays correct space in VR (only test on SSBU) not tested any further.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4240
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-07-31 19:45:38 +02:00
simply0001 54046ac60e [video_core/macro] check HLE hashes before compiling (#4236)
- [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 [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [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.

-------------------

Known HLE macros are identified by a hash, but MacroEngine compiled them first and and afterwards it threw the compiled program away when the hash matched. This fix makes it so it checks the hash first and caches the HLE implementation directly, so it only compiles when the hash is unknown or if HLE is disabled.

Cached macros were also constantly checking the hash again and walking through each `std::get_if` until their variant matched. So I dispatched them through `std::visit` instead, and keep one resolved code span for hashing, compiling, and dumping so mid-method uploads use the right range.

Continues the macro hot path work from [#4067](https://git.eden-emu.dev/eden-emu/eden/pulls/4067)

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4236
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2026-07-30 06:25:43 +02:00
lizzie 39763e7321 [core/hle/services/am] nuke ButtonPoller and Mouse thread (#4229)
Signed-off-by: lizzie <lizzie@eden-emu.dev>

- [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 [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [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.

-------------------

doesn't even do anything now, please check if controller i/o is affected by this change
this should also fix latency issues with the mouse
the ButtonPoller thread isn't longer required since we update the state immediately with the .on_change callback registered

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4229
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-07-26 05:11:03 +02:00
PavelBARABANOV e69415c07b [android] disable VP8 MediaCodec decoder due to crashes in Diablo II (#4231)
Hotfix, in the future an improved handling on VP8 will be introduced for Android.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4231
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-07-26 04:24:04 +02:00
lizzie dc1486485b [core/hle/service] move 'loader'+'jit' to guest thread (#4148)
loader is barely called whereas audio for example is called super often
thus demote loaderr

jit is only ever used by Super Mario 3D stars, and no other
games require this to be a separate jit thread
additionally even of 3D stars this is called often chary
so no; we dont need a dedicated thread for it either way

this pr should help low power devices/devices with less cores/threads
to schedule the existing emulator threads more efficiently
also moving to guest means the CPU threads get more loaded with
stuffings, which is a good thing as most of the time theyre
sleeping and/or waiting for a mutex

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4148
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-07-25 23:46:59 +02:00
lizzie f561a10bd8 [core/core] GPU initialize before CPU (#4228)
Signed-off-by: lizzie <lizzie@eden-emu.dev>

- [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 [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [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.

-------------------

should fix issue where vulkan dies trying to do locks or whatever, since CPU will infinitely stall or whatever
tl;dr: dynarmic is getting too good and outpacing initialization

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4228
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-07-25 23:34:22 +02:00
lizzie 6272f8ab24 [hle/service/am] make EventObserver use jthread() (#3971)
I don't remember why this wasn't done earlier, did I miss something or I purpousefully avoided this due to an issue?

Please test NO HANGS when opening/closing/playing

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3971
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
2026-07-25 22:33:01 +02:00
lizzie eebb4bd91e [eden-cli] add extra CLI options -n/-x/-s (#4173)
from wasm PR:
- `--null-render/-n`: Forces the usage of the "Null" render backend irrespective of settings.
- `--filter/-x`: Sets the debug log filter irrespective of settings.
- `--singlecore/-s`: Forces single-core regardless of settings.

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4173
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
2026-07-25 22:20:31 +02:00
lizzie 58dee53305 [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>
2026-07-25 21:47:07 +02:00
lizzie 7b13113fbe [dynarmic] flatten terminal variants to not use recursive pointers (#4218)
take If{then, else} for example
100% of the time If{} only has a leaf terminal, supporting If{If{}, If{}} is very dumb and we don't need that
so remove that
this reduces
> The recursive_wrapper class template has an interface similar to a simple value container, but its content is allocated dynamically

aka. uses malloc and spams heap EVERYTIME A CONDITIONAL TERMINAL IS USED
thats bad tbf, i dont like it, removing it is better for general speedup
also we dont REALLY need if{if{if{if{}}}} support, like really

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4218
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
2026-07-25 21:43:58 +02:00
crueter b9a88297cb [fs] fix crash on '#' comments in pchtxt patches (#4124)
Adds `#` as a valid pchtxt comment, and fixes a crash that could occur
when using odd-length values

This patch was sent by Adam Kittelson <adam@apathydrive.com>

Signed-off-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Cole Avenue <cole@melisand.re>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4124
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2026-07-25 21:20:04 +02:00
Eden CI 0133caf702 [dist, android] Update translations from Transifex for Jul 25 (#4227)
Automatic translation update for Jul 25

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4227
2026-07-25 16:23:33 +02:00
crueter 9d60030af5 [android] Support Joy-Con D-pad buttons (#4225)
Closes eden-emulator/Issue-Reports#8
Closes eden-emulator/Issue-Reports#428

Currently, [Android's input layer](https://android.googlesource.com/platform/frameworks/base.git/+/refs/heads/android16-release/data/keyboards/Vendor_057e_Product_2009.kl#54) doesn't return `KEYCODE_DPAD_*` for the left Joy-Con, we fall back to the scan code in this case, this will also fix most third party Joy-Con controllers.

- The scan codes are not reliable and may vary from device to another. I searched for (0x220-0x223) values in the [android repo](https://android.googlesource.com/platform/frameworks/base.git/+/refs/heads/android16-release/data/keyboards) and they all have the same DPAD_* key mapping, so not a big issue just might cause future issues if Google change the mapping in another vendor. I could simply limit the fix to the [left Joy-Con](https://github.com/torvalds/linux/blob/master/drivers/hid/hid-ids.h#L1096-L1105) `if (event.keyCode == 0 && event.device.vendorId == 0x057e && event.device.productId == 0x2006)`.
- Auto mapping doesn't work, I'm not very familiar with the JNI Specification, I managed to implement the below workaround, it basically checks if it's the left Joy-Con and add the first four DPAD_* keycodes
  ```cpp
  // ./src/input_common/drivers/android.cpp
  ButtonMapping Android::GetButtonMappingForDevice(const Common::ParamPackage& params) {
      // ...
      const char *yuzu_device_name = env->GetStringUTFChars((jstring) env->CallObjectMethod(j_device, Common::Android::GetYuzuDeviceGetName()), &isCopy);
      const char *switch_left_string_name = "Nintendo Switch Left Joy-Con";
      bool is_switch_left = strncmp(yuzu_device_name, switch_left_string_name, strlen(switch_left_string_name)) == 0;

      std::set<s32> available_keys;
      for (size_t i = 0; i < keycode_ids.size(); ++i) {
          if (j_has_keys[i] || (is_switch_left && i <= 3)) {
              available_keys.insert(keycode_ids[i]);
          }
      }
      // ...
  }
  ```

Signed-off-by: crueter <crueter@eden-emu.dev>
Authored-by: Anas Bouzid <bouzid.anas.1@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4225
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
2026-07-25 15:09:16 +02:00
crueter f5d1a78846 Move PULL_REQUEST_TEMPLATE to a single file
Signed-off-by: crueter <crueter@eden-emu.dev>
2026-07-24 22:45:03 -04:00
crueter 5d3ad94e18 [meta] Add a pull request template for GitHub (#4226)
Requires contributors to GitHub to read the policy.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4226
2026-07-25 04:40:57 +02:00
crueter 479df9809a [filesystem] Return ResultPathAlreadyExists from CreateDirectory if path exists (#4224)
Returning success when the path already exists confuses games like Eastward which use this result in their save logic.

Closes https://github.com/eden-emulator/mirror/pull/10

Signed-off-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Tom Pratt <tom.pratt@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4224
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-07-25 01:48:49 +02:00
Maufeat 5b4c29b123 [file_sys] Quick sandbox escape fix (#4223)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4223
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-07-25 00:31:22 +02:00
lizzie 5b4dc32c1a [core/hle/service/am] Stub ISelfController::IsIlluminanceAvailable (#4163)
MelonDS calls this and otherwise seems innocuous to implement.

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4163
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-07-24 22:23:09 +02:00
Maufeat a90ba7f6ac [hle] stub SetMouseLibraryVersion (#4222)
fix for Avatar Legends

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4222
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-07-24 18:38:30 +02:00
PavelBARABANOV 9b2a36791d [android] remove GPU accuracy balanced (#4220)
Support for it was removed in commit https://git.eden-emu.dev/eden-emu/eden/commit/a27d35463ef9d78553313b568e96f98097be7c11

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4220
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
2026-07-23 22:26:47 +02:00
xbzk b85f289048 [nce, fs] tico support, fix FS bug that would nuke entire 'switch' folder (#4086)
Contains the minimal set of functionalities to allow tico installer succeed, and tico work normally EXCEPT for game launching (which me or someone else will investigate later)

First three commits are from PR 4012.

The other six, kinda dizzy to explain each one. All were implemented based on tico source, switchbrew and libnx.
Hopefully the commit messages will do.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4086
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
2026-07-23 21:59:55 +02:00
lizzie 89004124a5 [video_core] use bool params for read/writes and cascade them thru the calltree (#4001)
should make codegen a tad bit better and reduce icache pressure for what is otherwise a glorified memcpy

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4001
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-07-18 21:01:58 +02:00
CamilleLaVey eb9280dedf [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
2026-07-16 20:56:00 +02:00
Eden CI 8b8034a2a0 [dist, android] Update translations from Transifex for Jul 14 (#4205)
Automatic translation update for Jul 14

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4205
2026-07-14 16:04:34 +02:00
lizzie 9a0e6b3c28 [msvc] fix error with new <T>bitfields (#4196)
fixes MSVC build errors

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4196
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-07-13 21:12:13 +02:00
MaranBr defb8bf2e2 [video_core] Fix crash using RenderDoc (#4188)
This fixes a crash issue when RenderDoc is attached.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4188
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-07-12 20:25:36 +02:00
lizzie 6295d23581 [qt] remove stale compat list setting (#4202)
if we are REALLY going thru for removing the entire game compat list
subsystem, we ought to remove the setting itself

I kept this PR separate because we MAY want to introduce emuready
compatibility, so keeping the setting will keep compatibility with
older setting files from users...

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4202
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-07-12 20:24:35 +02:00
lizzie 7f85c6e282 [qt] nuke game compat list (again) (#4201)
we have no use for it
it's dead code
most of the time users just complain about how the list isn't updated
ok so what if we update it? great now its more noise added to the git, awesome
even if we constantly update it, we introduce new breakage that makes keeping
track of things extremely difficult

either we integrate with emuready (would violate self containment principles)

or we integrate with emuready in a similar fashion to eden news outlet
(where we cache the list with some TTL of like 60 mins or whatever)
that would be better respecting of "self containment" but would probably
require having a quick way to update the list additively, probably filtered to the user's
device instead of a global thing, and i dont think emuready has that granularity
nor we have the "connect this to that" for the api stuffs

another (which is what i propose here) is throw everything out of the window
until someone can come up with something better

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4201
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-07-12 09:32:11 +02:00
Eden CI 39b2c79985 [dist, android] Update translations from Transifex for Jul 11 (#4200)
Automatic translation update for Jul 11

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4200
2026-07-12 02:50:58 +02:00
MaranBr a27d35463e [video_core] Improve synchronization and refactor buffer cache timing logic (#4182)
This simplifies the GPU accuracy setting by removing the intermediate Balanced mode and setting High as the default on desktop platforms.

It introduces a dedicated setting for GPU fence behavior, allowing the synchronization policy to be configured independently of GPU accuracy.

The Vulkan buffer cache now tracks GPU recording timeline ticks and waits only when necessary, reducing unnecessary synchronization while maintaining correctness for hard-to-trace graphical bugs.

GPU buffer readback has also been refined to synchronize only the affected upload regions when needed, and default DMA behavior has been updated to align with the new GPU accuracy model.

### TL;DR

The fix for particles freezing and unfreezing in mid-air in `Super Mario Odyssey` has been improved, resulting in less of a performance hit.
This game requires the new `Enable GPU Buffer Readback` option to be enabled to fix this issue.

The vertex explosions that occurred in `Super Mario Bros. Wonder`, especially in World 4, have been completely eliminated. You can now enjoy a smooth experience without graphical glitches exploding across the screen.
This game requires the new `GPU Fence Behavior` option to be set to `Strict` to fully fix this issue.

The flickering issue inside certain Shrines in `The Legend of Zelda: Tears of the Kingdom` has also been fixed.
For now, this game requires the new `GPU Fence Behavior` option to be set to `Accurate` to fully fix this issue.

These options are intended to fix graphical bugs in games that require better synchronization behavior between CPU and GPU, so other games may be affected as well.

Co-authored-by: xbzk <xbzk@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4182
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2026-07-10 05:25:12 +02:00