lizzie
9dbb8c33e2
[opengl] remove leftover invalid uniform 2ui being sent every frame x every fb (doesnt exist on opengl_present.frag) ( #3358 )
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the mfer straight up doesn't exist anymore in the .frag shader - probably a leftover, but right now spams a bunch of errors under graphics debugging on switch sports
Signed-off-by: lizzie <lizzie@eden-emu.dev >
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3358
Reviewed-by: Maufeat <sahyno1996@gmail.com >
Reviewed-by: DraVee <dravee@eden-emu.dev >
Co-authored-by: lizzie <lizzie@eden-emu.dev >
Co-committed-by: lizzie <lizzie@eden-emu.dev >
2026-01-21 00:12:18 +01:00
lizzie
cb26ea154c
[vk, ogl/IR, dynarmic/IR] friendlier IR identity pointer chasing, inline AA passes ( #3250 )
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Only merge once we find out wth is causing the crashes [we know it's fsr]
This reverts commit 82f9d489e7 .
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3250
Reviewed-by: DraVee <dravee@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 >
2026-01-20 02:36:24 +01:00
lizzie
82f9d489e7
Revert "[vk, ogl/IR, dynarmic/IR] friendlier IR identity pointer chasing, inline AA passes ( #2565 )" ( #3249 )
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FUCK. Fixes crash on Linux and SteamDeck
.
This reverts commit 46b32b7688 .
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3249
Reviewed-by: DraVee <dravee@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 >
2026-01-01 07:02:44 +01:00
lizzie
46b32b7688
[vk, ogl/IR, dynarmic/IR] friendlier IR identity pointer chasing, inline AA passes ( #2565 )
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- use std::optional instead of std::unique_ptr for the Antialias (FXAA, etc) passes to avoid the extra deref
- use a pattern for deferencing the IR pointer chasing loop as suggested on the intel optimization manual
- this also removes std::vector<> overhead by using boost::container::small_vector<> (not a silver bullet but in the case of this function reduces access times)
Signed-off-by: lizzie <lizzie@eden-emu.dev >
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com >
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2565
Reviewed-by: Maufeat <sahyno1996@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 >
2025-12-31 17:00:29 +01:00
lizzie
dbeae7add0
[vk, ogl] Add VK_QCOM ZTC, Bspline, Mitchell filter weights, add MMPX filter ( #2577 )
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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 >
2025-10-07 06:35:57 +02:00
lizzie
7050b92d61
[vk, gl] fix missing spline1 header ( #2551 )
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Thanks to @chemicalwarrior for the patch
Signed-off-by: lizzie <lizzie@eden-emu.dev >
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2551
Co-authored-by: lizzie <lizzie@eden-emu.dev >
Co-committed-by: lizzie <lizzie@eden-emu.dev >
2025-09-22 18:21:59 +02:00
lizzie
f33a771d58
[vk, opengl] add lanczo and spline-1 filtering ( #2534 )
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Signed-off-by: lizzie <lizzie@eden-emu.dev >
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2534
Reviewed-by: MaranBr <maranbr@eden-emu.dev >
Reviewed-by: Shinmegumi <shinmegumi@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 >
2025-09-22 17:34:55 +02:00
JPikachu
2946cdbd2d
renderer: add area sampling scaling method ( #201 )
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Adds Area Sampling to the list of scaling options. Works well to achieve a high-quality, smooth super-sampling effect. Dolphin has had this for a while and so has Ryujinx, so lui decided to port it.
Adapted from these two PRs:
https://github.com/Ryujinx/Ryujinx/pull/7304
https://github.com/dolphin-emu/dolphin/pull/11999
Credit: Torzu, lui
Reviewed-on: http://vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion/torzu-emu/torzu/pulls/57
Co-authored-by: lui <lui@vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion >
Co-committed-by: lui <lui@vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion >
Co-authored-by: lui <lui@vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion >
Co-authored-by: crueter <swurl@swurl.xyz >
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/201
Co-authored-by: JPikachu <jpikachu.eden@gmail.com >
Co-committed-by: JPikachu <jpikachu.eden@gmail.com >
2025-06-21 13:35:04 +00:00
Liam
ba17a8c2b8
gpu: dependency-inject scaling/antialiasing filter state for capture layers
2024-02-09 09:20:53 -05:00
Liam
ce72818075
nvnflinger/gpu: implement applet capture
2024-02-09 09:20:53 -05:00
Liam
1c32e4157c
nvnflinger/gpu: implement blending
2024-02-09 09:20:53 -05:00
Liam
85abd0243e
video_core: defensively program around unmapped device pointers
2024-02-09 09:20:53 -05:00
Liam
d2f98ce312
renderer_opengl: implement layer stack composition
2024-01-31 11:27:21 -05:00
Liam
2a314f9e2e
renderer_opengl: split up blit screen resources into antialias and window adapt passes
2024-01-31 11:27:21 -05:00
Liam
64eb14d45a
renderer_opengl: move out ownership of FSR resources
2024-01-31 11:27:21 -05:00
Liam
dbcfa26891
renderer_opengl: move out FSR shader source construction
2024-01-31 11:27:20 -05:00
Liam
bd9c228844
renderer_opengl: split out FXAA
2024-01-31 11:27:20 -05:00
Liam
5d9ae38249
renderer_opengl: split out SMAA
2024-01-31 11:27:20 -05:00