Implements push descriptor for compute pipelines along with a bug fix, the increment logic was, offset += sizeof(DescriptorUpdateEntry);
This only advances the byte offset by a single descriptor slot, regardless of the array's size (descriptorCount).Now suppose if a shader utilized an array of descriptors (eg, layout(binding = 0) uniform sampler2D textures[4]) and if this happened to fit within the MaxPushDescriptors limit, the template would consume 4 * sizeof(DescriptorUpdateEntry) bytes, but the offset for the next binding would only advance by 1 slot.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3666
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
Fixes Skyward Sword HD eye gitch and a related MoltenVK crash due to the incorrect output mapping. Verified working on mac and android.
The test in vk_pipeline_cache.cpp is a bit ugly, but it didn't seem worth it to go lambda/macro just to make it look cleaner. Could change if necessary.
Co-authored-by: tarako <none@none.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3637
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: tarako <r76036296@gmail.com>
Co-committed-by: tarako <r76036296@gmail.com>
This fixes a visual corruption issue that occurred intermittently after loading screens, where some games would start the scene with vertex explosions, artifacts or with all colors blown out, resembling neon.
Among the known games affected by this bug are Mario Kart 8 Deluxe, The Legend of Zelda: Breath of the Wild, The Legend of Zelda: Tears of the Kingdom, Kirby and the Forgotten Land, Luigi's Mansion 3, Xenoblade Chronicles 3 and possibly others as well.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3511
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Shows a short driver identification string in the Graphics Device combo box (desktop only, Android doesn't need this at all)
Largely meant for debugging, especially macOS. Maybe Windows in the future once MESA begins working on FOSS drivers over there. Linux on ARM platforms too maybe? And Nvidia
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3636
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
This PR aims to return an older way to bind and host vertex/ buffers (via toggle), which had a bunch of indirection and added unnecessary overhead during the drawing phase; current new approach adds just PoD for this operations, which seems to not be acceptable for older turnip drivers.
Meanwhile the performance improvements are gonna be enabled only if the toggle is turned on, it will be required to use newer turnip drivers to make it work (26.0+), default behavior will allow older drivers work as intended.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3621
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
(Merge of #3495 + #3108)
This PR works around to simplify math operations on hot pointers inside the access and requests to the cache of buffers and texture cache, removing previous logic of indirection and replaced by a PoD approach.
This will ensure less CPU times spended on the same request and flow directly into another chain of the render, in the same way, command queue currently uses an internal mutex that constraints the flow of data within the GPU threads, we're moving over a single command, I verified to keep using mutexes instead of internal mutex + mutex per operation, which are resolved by themselves.
In simplier words, this aims to improve performance on those games and devices where the waits for next orders on GPU commands were heavier than a single verification.
Co-Authored-by: @CamilleLaVey
Co-Authored-by: @Lizzie
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3579
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
Since Android is a pain when it comes to checking GPU logs in more depth, this is a better way to see what's going on, especially for testers...
This should be expanded to Mali, Xclipse, and Tensor in the future. Since I don't own any of these devices, it's up to developers with similar capabilities to add support for this system.
~~The GPU log sharing button should also be added in the future... For now, they are available in the same location as the traditional logs.~~ Added on 572810e022
Co-authored-by: DraVee <dravee@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3389
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: MrPurple666 <antoniosacramento666usa@gmail.com>
Co-committed-by: MrPurple666 <antoniosacramento666usa@gmail.com>
Metal validation requires fragment shader output types to strictly match the render target format (e.g., writing float to RGBA32Uint is invalid).
This commit:
1. Adds color_output_types to RuntimeInfo.
2. Detects Integer/SignedInteger render targets in the Vulkan backend (MoltenVK only).
3. Updates the SPIR-V emitter to declare the correct output type (Uint/Sint) and bitcast values accordingly.
This fixes the VK_ERROR_INITIALIZATION_FAILED crash on macOS.
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3414
Co-authored-by: rayman30 <silentbitdev@gmail.com>
Co-committed-by: rayman30 <silentbitdev@gmail.com>
Some blit paths could be recorded while a render pass was still active, which is undefined behavior in Vulkan.
Depending on driver behavior and timing, this could result in intermittent visual artifacts, incomplete frames being presented, or issues with capture paths.
Explicitly request an outside render pass operation context before issuing blit commands, ensuring all rendering has fully completed before presentation or readback.
This does not change intended rendering output, but fixes a class of synchronization and command buffer state issues.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3355
Reviewed-by: DraVee <dravee@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
This pr is another set of fixes for the system driver (stock) on Qualcomm devices, mostly taking into consideration drivers from series 512.800.0 and on, reduces unwanted loads in the GPU by allocating properly features that were forced available, when they weren't, generating wrong commands between shader recompiler and Adreno's compiler; also this pr has a bunch of small fixes on games that some textures were displayed wrongly due to double swizzling during the creation of shaders, which allows serveral games to be fixed:
- Zelda: Link's Awakening (no blur, hearts properly displayed, flickering highly reduced on NCE)
- Zelda: Echoes Of Wisdom (no blur, hearts properly displayed, reduced highly flickering, rift properly rendered)
- Mario Kart 8 Deluxe (no longer wrong blue texture on icons of the cups or countdown marker, no longer freezes when compilling shaders on game versions below NCE update to bring more compatibility with CTGP MOD)
- Naruto's Ninja Storm series (no longer blue texturing on Naruto or main character on the screeen)
- Pokemon Scarlet/ Violet (no longer missing characters or npc)
- And many more games that are missing from our scope of testing.
But not only that, but also improved GPU - CPU synchornization for better performance (by 15% compared to previous builds) more stable shader compilations and removed unneeded emulation paths; making games as Breath Of The Wild less stuttery than it was used to; along some cleaning from dead code, allowing mobile devices to go brrrr, always long live to the Snapdragon Master Race, it's needed to explain that devices from A7XX need to use the driver 819.2, meanwhile A8XX can use 842.9 to obtain all the benefits from VK 1.4 allowed in Eden.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3334
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
first of all it makes UI a tad bit more simple and benefits the end user
second, it allows to add new backends a bit more easily
and also, there was a shader backend option in android... we don't use opengl in android
so may as well save ourselves the trouble, aye

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3313
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>