CamilleLaVey
be6e577bc2
[vk, pipeline, query_cache, rasterizer] transformFeedback buffering handling update
2025-12-25 23:57:01 -03:00
CamilleLaVey
fec98b8913
[revert] Resolving conflicting changes
2025-12-25 23:57:01 -03:00
CamilleLaVey
e6ec42ee9d
Revert "[vk] Ensure image view flags are resolved"
2025-12-25 23:57:01 -03:00
CamilleLaVey
bc70f1b32d
Revert "[vk, texture_cache] Preveting ARGB8 get misinterpretated with depth formats"
2025-12-25 23:57:01 -03:00
CamilleLaVey
94674c9143
Revert "[vk, texture_cache] BGRA8 Depth/Stencil format convertions"
2025-12-25 23:57:00 -03:00
CamilleLaVey
cb19579b44
Revert "[surface, vk, pipeline, texture_cache] Refactor image view handling and add normalized compatible format utility"
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This reverts commit 6a230bec1a .
2025-12-25 23:57:00 -03:00
CamilleLaVey
38caca49c6
Revert "[vk, pipeline, texture_cache] Renamed MakeView parametter"
2025-12-25 23:57:00 -03:00
CamilleLaVey
5a5d4b549a
[vk] Gating advanced ExtendedDynamicState1
2025-12-25 23:57:00 -03:00
CamilleLaVey
2add5905b5
[licences] Updating licenses on missing files
2025-12-25 23:57:00 -03:00
CamilleLaVey
b517cfcbf3
[vk] Line rasterization and Alpha features adjusments (again)
2025-12-25 23:56:59 -03:00
CamilleLaVey
79b78de780
[vk, scheduler] Applying finising call for TF when it's not getting used
2025-12-25 23:56:59 -03:00
CamilleLaVey
0e4cd4ecd9
[vk] ExtendedDynamicState repair #2
2025-12-25 23:56:59 -03:00
CamilleLaVey
5919f2d860
[vk] Depth State Refresh Update.
2025-12-25 23:56:59 -03:00
CamilleLaVey
cd2f57d1e2
[vk, compute_pass] Conditioning Conditional Rendering
2025-12-25 23:56:58 -03:00
CamilleLaVey
cf37a68e07
[vk, rasterizer] Clamping Render-Area out of limits
2025-12-25 23:56:58 -03:00
CamilleLaVey
a2892fccdb
[vk, rasterizer, state_tracker] LineMode disabled from scheduler
2025-12-25 23:56:58 -03:00
CamilleLaVey
c4b0d116e9
[surface, vk, pipeline, texture_cache] Texture Sampling Fix
2025-12-25 23:56:58 -03:00
CamilleLaVey
58fb3487d1
[vk, swapchain] Swapchaing Image VkQueue
2025-12-25 23:56:58 -03:00
CamilleLaVey
7d8c1baa87
[vk, graphics, pipeline, rasterizer] Alpha Coverage Adjustment
2025-12-25 23:56:57 -03:00
CamilleLaVey
ac23e3100f
[vk, pipeline, texture_cache] Renamed MakeView parametter
2025-12-25 23:56:57 -03:00
CamilleLaVey
04e0b3147b
[surface, vk, pipeline, texture_cache] Refactor image view handling and add normalized compatible format utility
2025-12-25 23:56:57 -03:00
CamilleLaVey
fbb513c83d
[vk] ExtendedDynamicState repair #1
2025-12-25 23:56:57 -03:00
CamilleLaVey
977904cd27
[vk] VK_EXT_multi_draw
2025-12-25 23:56:54 -03:00
CamilleLaVey
7d3380b38d
[vk] ExtendedDynamicState impl close to Vulkan specs
2025-12-25 23:53:26 -03:00
CamilleLaVey
d161d5e7a2
[vk, rasterizer] Reduce FlushWork constant drawcalls
2025-12-25 23:53:26 -03:00
CamilleLaVey
1ddad7c59a
[vk, texture_cache] BGRA8 Depth/Stencil format convertions
2025-12-25 23:53:25 -03:00
CamilleLaVey
5cea80588b
[vk, texture_cache] Preveting ARGB8 get misinterpretated with depth formats
2025-12-25 23:53:25 -03:00
CamilleLaVey
df34184914
[vk] Adjusting Custom Border Color
2025-12-25 23:53:24 -03:00
CamilleLaVey
c78ad84d1e
[vk] Adjusting VIDS
2025-12-25 23:53:24 -03:00
CamilleLaVey
3fe0f1829a
[vk] Changing conditions for Swapchain maintenance1
2025-12-25 23:53:24 -03:00
CamilleLaVey
63527a377b
[vk] Ensure image view flags are resolved
2025-12-25 23:53:24 -03:00
CamilleLaVey
c58d42a5e5
[vk] Aliging ExtendedDynamicState2
2025-12-25 23:53:24 -03:00
CamilleLaVey
eb3b4a9242
[vk, spir-v] Conditioning creation of VK_EXT_Shader_Stencil_Export in SPIR-V
2025-12-25 23:53:24 -03:00
CamilleLaVey
66e97f718d
[vk, texture_cache, vendor] Adding path for hardware resolve on shader stencil export/ MSAA image blits
2025-12-25 23:53:23 -03:00
CamilleLaVey
a65552af38
[vk, buffer_cache] Aligning VK_DYNAMIC_STATE_VERTEX_INPUT_BINDING_STRIDE_EXT logic
2025-12-25 23:53:22 -03:00
CamilleLaVey
50e85e232e
[vk., vendor] Adding driver id flag in blacklist
2025-12-25 23:53:22 -03:00
CamilleLaVey
1bc297dc70
[Refactor, vk] DynamicState, ExtendedDynamicState and VertexInputDynamicState
2025-12-25 23:53:21 -03:00
Gamer64
bb94cff886
[chore] Fixed a couple memory leaks using up ~15 MB each iteration ( #398 )
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Co-authored-by: Jarrod Norwell <official.antique@gmail.com >
Co-authored-by: Gamer64 <76565986+Gamer64ytb@users.noreply.github.com >
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com >
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/398
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com >
Reviewed-by: Lizzie <lizzie@eden-emu.dev >
Co-authored-by: Gamer64 <gamer64@eden-emu.dev >
Co-committed-by: Gamer64 <gamer64@eden-emu.dev >
2025-12-26 02:55:52 +01:00
crueter
5213cc5689
Revert "[vk] Correct polygon draw topology mapping for line and point modes ( #2834 )" ( #3158 )
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This reverts commit 6ba25b6cc0 .
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3158
Reviewed-by: Maufeat <sahyno1996@gmail.com >
Reviewed-by: Lizzie <lizzie@eden-emu.dev >
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com >
2025-12-26 02:33:53 +01:00
lizzie
959f72297d
[vk] use boost::container::deque instead of std::queue for presentation swapchain of frames ( #3120 )
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This may reduce total overhead (as benchmarks show boost::container::deque being better performing than std::deque, especially with the limited set of ops like push_front and pop_back
May actually not help at all and be worse through, as always, performance tests are welcome
Signed-off-by: lizzie <lizzie@eden-emu.dev >
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3120
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com >
Reviewed-by: Maufeat <sahyno1996@gmail.com >
Co-authored-by: lizzie <lizzie@eden-emu.dev >
Co-committed-by: lizzie <lizzie@eden-emu.dev >
2025-12-18 11:29:38 +01:00
Maufeat
06b83a58a6
[audio] correct biquad filter v2 parameters ( #3142 )
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We had the same struct for v1 and v2 - this was tested only with MP4, should output correct sounds now and boot it.
Co-authored-by: MaranBr <maranbr@outlook.com >
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3142
Reviewed-by: MaranBr <maranbr@eden-emu.dev >
Reviewed-by: crueter <crueter@eden-emu.dev >
Co-authored-by: Maufeat <sahyno1996@gmail.com >
Co-committed-by: Maufeat <sahyno1996@gmail.com >
2025-12-13 19:44:41 +01:00
PavelBARABANOV
4edb70c8f0
[vk] Use point filter for D32->R32 blits to fix burnout blur ( #3088 )
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Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3088
Reviewed-by: crueter <crueter@eden-emu.dev >
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com >
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com >
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com >
2025-12-09 21:11:08 +01:00
MaranBr
9da38715fe
[video_core] Rework GPU Accuracy levels and remove Early Release Fences toggle ( #3129 )
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The GPU Accuracy level is now divided into Performance, Balanced and Accurate.
1. Performance prioritizes speed at all costs. It's faster, but it can be unstable and may have some bugs (which is expected).
2. Balanced maintains excellent performance and is safer against bugs and shader corruption.
3. Accurate is the most precise and the most expensive in terms of hardware. Only a few games still need this level to work properly.
The Release Early Fences toggle has also been removed by @PavelBARABANOV, as it's not needed anymore.
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com >
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3129
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com >
Reviewed-by: Maufeat <sahyno1996@gmail.com >
Co-authored-by: MaranBr <maranbr@outlook.com >
Co-committed-by: MaranBr <maranbr@outlook.com >
2025-12-09 18:11:05 +01:00
Kleidis
4cc9aa691d
[android] Remove all frame skip / frame interpolation code ( #3152 )
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Both options do nothing, however one was exposed to the user making them think it actually helps.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3152
Reviewed-by: MaranBr <maranbr@eden-emu.dev >
Reviewed-by: Lizzie <lizzie@eden-emu.dev >
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com >
Co-authored-by: Kleidis <kleidis1@protonmail.com >
Co-committed-by: Kleidis <kleidis1@protonmail.com >
2025-12-07 00:28:58 +01:00
lizzie
d656e347c8
[vk] bump cache to v14 ( #3114 )
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invalidates all vulkan caches now, sorry not sorry, but will fix your broken games :)
Signed-off-by: lizzie <lizzie@eden-emu.dev >
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3114
Reviewed-by: Caio Oliveira <caiooliveirafarias0@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 >
2025-11-29 02:59:24 +01:00
lizzie
ed39ec4738
Revert "[vk] Fix 20xx flipped screen ( #3058 )" ( #3075 )
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NOTES:
regs.window_origin.flip_y MUST flip the y coordinate of any given FragCoord, we don't emulate this, this is the root cause of the error, but I'll just revert for now since it's easier
DON'T MERGE unless it's near 0.0.4 and I (or someone else) hasn't tackled this yet properly
This reverts commit 17fe74ef11 .
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3075
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 >
2025-11-23 21:16:43 +01:00
John
be218cc020
[vk] Fixes regression of PR #180 vk_scheduler.cpp for AMD GPU and Windows OS ( #3071 )
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Fixes AMD + Windows because it forces barriers to include the fragment test and color output stages explicitly, ensuring that all render pass writes are visible before later commands. Without it, AMD’s driver sometimes skipped synchronization, causing broken rendering in Final Fantasy Tactics.
PR #3069 also fixes this regression by reverting vk_scheduler.cpp in PR #180 .
This PR fixes PR #180 and may be the better solution.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3071
Reviewed-by: crueter <crueter@eden-emu.dev >
Reviewed-by: Lizzie <lizzie@eden-emu.dev >
Co-authored-by: John <john@eden-emu.dev >
Co-committed-by: John <john@eden-emu.dev >
2025-11-22 21:06:30 +01:00
MaranBr
d8caa74233
[video_core] Fix regressions introduced in #3015 ( #3068 )
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This change is intended to fix two regressions:
1. Fixes the issue where `EDS3` + `Vertex Input Dynamic State` being enabled prevented some games from launching correctly.
2. Fixes the issue with broken water in `Super Mario Party Jamboree`.
This complements #3042 .
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com >
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3068
Co-authored-by: MaranBr <maranbr@outlook.com >
Co-committed-by: MaranBr <maranbr@outlook.com >
2025-11-22 04:10:06 +01:00
lizzie
17fe74ef11
[vk] Fix 20xx flipped screen ( #3058 )
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flip_y means "flip the Y coordinate of the triangles"; however, right now we just update the front face... this "emulates" the raster flip in the viewport itself, not the best solution but it's one solution :)
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3058
Reviewed-by: MaranBr <maranbr@eden-emu.dev >
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com >
Co-authored-by: lizzie <lizzie@eden-emu.dev >
Co-committed-by: lizzie <lizzie@eden-emu.dev >
2025-11-22 02:23:05 +01:00
MaranBr
f7f6a4cde4
[video_core] Improve EDS logic and fix a lot of inconsistencies ( #3042 )
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Improves EDS logic and fix some inconsistencies.
Removes a lot of unneeded code.
Adds an option to control the `Vertex Input Dynamic State` extension.
Fixes issues in Pokémon Legends: Z-A on any EDS level.
Co-authored-by: JPikachu <jpikachu.eden@gmail.com >
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3042
Reviewed-by: crueter <crueter@eden-emu.dev >
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com >
Reviewed-by: Lizzie <lizzie@eden-emu.dev >
Co-authored-by: MaranBr <maranbr@outlook.com >
Co-committed-by: MaranBr <maranbr@outlook.com >
2025-11-21 02:00:24 +01:00