Commit Graph

1671 Commits

Author SHA1 Message Date
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"
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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