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39 Commits

Author SHA1 Message Date
lizzie d9abe23d48 fx indent 2026-05-31 05:09:29 +00:00
lizzie 9c70cb432b [vk/vma] force anv to have HOST_CACHED stream buffers
Signed-off-by: lizzie <lizzie@eden-emu.dev>
2026-05-31 03:15:30 +00:00
crueter bd2d344040 [desktop] Restore metal layer search (#4033)
This was cut out in #3916 by accident.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4033
2026-05-31 04:19:49 +02:00
lizzie 5f4a286046 [dynarmic] cleanup duplicate code and reimpls of std::* bit stuff (#4017)
A bit of a minor cleanup
- std::rotr instead of mcl::bit::rotate_right
- std::rotl likewise
- std::popcount instaed of "count ones"
- use ConvertRoundingModeToX64Immediate where appropiate
- std integral

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4017
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-05-31 04:18:12 +02:00
crueter b7fcec4985 [desktop] Increase rlimit on UNIX/Apple (#4030)
Sets max open fd limit to 8192 on non-windows platforms (or bounds it to
the system hard limit). Complement to the previous VFS PR.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4030
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-31 04:13:56 +02:00
MaranBr 0473747f94 [am] Fix application state notification (#4027)
This fixed issues in Mario Kart 8 multiplayer where the native controller applet would pop up, then once A was pressed and it exited, it would freeze the game but music would continue playing.

The issue was that UpdateRequestedFocusState() updates the focus state but never sets m_has_focus_state_changed for applications. Since ShouldSignalSystemEvent() checks that flag for applications, they never receive FocusStateChanged messages when LLE library applets exit. The game keeps running (hence the music) but is stuck waiting for a focus notification that never arrives. HLE applets aren't affected because their dummy process has is_process_running=false, so the game is never considered obscured in the first place.

Credits: [davidcollini](https://github.com/davidcollini)

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4027
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-05-31 03:55:12 +02:00
lizzie 23bb909bc9 [audio_core] fix OOB copy when silencing channel on shutdown (#3969)
when shutting down the emulator will silence any remaining audio from the output buffer
however this is for some reason stored in an array instead of being a simple memset
additionally, said array can be small enough (`frame_size_bytes > silence.size()`) to cause a funky noise to play at the end

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3969
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-05-31 02:38:26 +02:00
lizzie e94ac63a5e [common/thread] fix MSVC build error with _rdstc (#4029)
fixes issue reported by @bruno

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4029
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-05-31 02:32:21 +02:00
Eden CI 88ff086d13 [dist, android] Update translations from Transifex for May 30 (#4028)
Automatic translation update for May 30

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4028
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-31 02:32:12 +02:00
lizzie 116377f6d9 [vk] fix oversight with #3874 with invalid image ids (#4026)
oopsie, forgot we had a GC
fixes SSBU

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4026
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-05-30 21:59:18 +02:00
lizzie 7c32cf03a1 [core/core_timing] better MWAITX and WAITPKG delays (#3984)
This implements MWAITX and WAITPKG extensions (umonitor, mwait) for CPUs that support them.

Reduces wait times and bypasses the timing stuff from the OS that is slow (windows notably). generally it should answer within 0.2 to 0.5 microsecs (since most requests wait for that long).

Also does a general rework of static ctors and stuff

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3984
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-05-30 21:59:10 +02:00
Yang Liu ff7bbaea7d [dynarmic] bootstrap loongarch64 host build (#4015)
Minimal additions to make Eden compile.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4015
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-05-30 01:42:23 +02:00
MaranBr c84d605426 [buffer_cache] Fix buffer upload overwriting GPU-modified regions (#4000)
This fixes a bug in Super Mario Odyssey, in Bowser's Kingdom, where particles rapidly freeze and unfreeze in midair.

It also fixes vertex explosions in Super Mario Party Jamboree.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4000
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
2026-05-29 14:01:06 +02:00
lizzie def03f6589 [video_core] fix redundant resize-copy overload and just use default-init resize, to reduce stutter on Mario BP (#3874)
before vs. after

Mario Brothership kept remaking vectors of sizes 256 AND 4095 (TIC) and 1215 AND 524287 (TSC) every single frame, which resulted in a noticeable overhead

the main cause was because of using `resize(n, c)` instead of `resize(n)` (also to aggressively resize for more room beforehand), the copy overload of resize does a copy of... well.. the value over the entire vector, additionally __append() keeps getting called because the capacity goes bonkers and all over the place

![image](/attachments/e3ba07fb-1c85-4d56-9b81-bb16a8150c15)
![image](/attachments/5c4eba26-015a-4c95-9b24-b41695a62e51)

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3874
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-29 03:28:47 +02:00
lizzie 5ea24621cf [vk] fix LM3 and TL:LTD multiple NonUniform annotations (#3997)
should fix AMD

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3997
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-29 03:28:10 +02:00
crueter 251a3470dc [desktop] Set max stdio limit to 2048 on MSVCRT environments (#4023)
Such as MINGW64.

I legitimately don't have an explanation for this.

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4023
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2026-05-28 21:22:28 +02:00
crueter 08f65cbd01 [frontend] Fix auto updater flavors on Windows (#4019)
Matches the build ID and compiler now.

Note that this could still use some work on the Windows side of things.
Ideally, it would just replace the executables in place; however, I
think using the setup files will be better.

Most of my concerns w.r.t this issue is that users will want to install
multiple in the same place; however, I think it's fair to just not
support the older versions at all for now. If users really want to do
that, they can use the portable versions and cry about it.

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4019
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2026-05-28 20:36:16 +02:00
lizzie 8fd495f906 [video_core] fix std::bitset<> dirty tracker OOB, fix slightly wrong index format estimate (#4006)
u8 may have been 0xff, (aka. 255), but bitset was only 255 elements, so doing bitset[255] is technically OOB

additionally the max size estimate for index formats was not correct, there can be up to 256 elements with a u8 format index, not just 255

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4006
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-27 00:04:27 +02:00
lizzie 9d55875377 [*] fix missing '#pragma once' on header files (#4014)
`find src -type f -name '*.h' -not -exec grep -q "#pragma once" {} \; -print`

- ignore qt with header guards already
- smaa too

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4014
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-05-26 06:37:59 +02:00
xbzk 8a11bec55a [vk,fence_manager] improvement for antiflicker showed bad for some games, so it was removed from balanced/accurate and kept for antiflicker toggle only (#4010)
in short:

unrelated to the toggle, we found a missing piece that improved antiflicker and shader issues in some games, and we integrated it to balanced/accurate.
now testers confirmed side effects in some other games, so we reverted the integration.

the toggle itself is innocent. and the missing piece was kept for the toggle.
now, when the toggle is off, things are as they were before it.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4010
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2026-05-26 01:41:11 +02:00
crueter 4a11d5db2f [file_sys] Increase max file limit to 8192 (#4011)
Now hopefully the Redditors can get off my ass for five seconds

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4011
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-25 18:53:47 +02:00
Eden CI 0d736d49d6 [dist, android] Update translations from Transifex for May 23 (#4007)
Automatic translation update for May 23

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4007
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-24 01:46:29 +02:00
lizzie 0c74a495f5 [video_core/host_shaders] add Snapdragon GSRv1 fragment shaders (#3307)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3307
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-05-24 01:38:19 +02:00
maufeat c6afeb2bf8 [nvnflinger] Add case for DefaultDataSpace (#3956)
Amaterasu from Discord asked about why nvnWindowGetNumActiveTextures returns 0 - after researching the console output it was asking for `DefaultDataSpace` (enum val 12) after some tests with the mod and debugging the console, this is my one-liner solution.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3956
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-05-24 01:05:29 +02:00
lizzie d9067d85af [tools] add separate maxwell disassembler, ir dumper, and spirv translator (#3453)
why not?

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3453
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-05-24 01:05:07 +02:00
lizzie 2aa2ac7d9a [hle/service{nvdrv,apm}] fixes for TetrisSwitch (#3983)
- testriswitch submits buffers with a fence id of -1, just skip them instead of trying to process them?
- apm:u, which is removed, but hey, backwards compat never hurted
- another instance of shared_memory crashing NPad

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3983
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-05-24 01:04:32 +02:00
lizzie 90164197dc [dist] Restore normal icon (#3990)
Anniversary is over!

May the next one be as silly :3

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3990
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-05-24 01:03:45 +02:00
MaranBr 573e06131d [texture_cache] Fix a rare visual corruption under specific conditions (#3986)
This fixes a rare visual corruption that can occur under specific conditions depending on the hardware used.

This bug is known to affect the loading screens in The Legend of Zelda: Tears of the Kingdom.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3986
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-05-24 01:03:20 +02:00
MaranBr 06c8926a2e [video_core] Fix initial DMA sync deadlock in OpenGL by initializing synced state (#3987)
This fixes a deadlock issue that prevents any game using OpenGL + GPU Accurate from booting when Sync Memory Operations is enabled.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3987
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2026-05-24 01:02:19 +02:00
xbzk eabd1017cc [fence_manager, ui] antiflicker fix + toggle integration (#4004)
tldr: we (me and maran) found the missing piece to make delay_fence and should_flush coop and cover all remaining flicker issues tested so far.
the lil change is in src/video_core/fence_manager.h
the rest is toggle stuff.

END

(credits rolls up)

post credits scene for the toggle drama:

i've been forced to use custom builds for around 1 year now, coz gpu mode above fast was pulling performance down yet not covering flicker entirely in most games tested. and we know that it's a mess to rely on gpu mode as it brings along a bunch of undesired stuff.
i need this toggle. and i've seem far less relevant before, so hey, gimme this one so i can call it mine :3

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4004
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-05-24 01:02:01 +02:00
fl.gs b870bd255c [android] config: load configuration on game start (#3965)
This PR reloads Android configuration when starting a game, so Eden uses the latest config.ini state for the emulation session.

On some Android launchers, Eden can already be running in the background before a game is launched. In that case, config.ini has already been read, so configuration changes made outside of Eden's settings flow while the process is alive are not picked up by the next emulation session.

This improves launch/config behavior for external launcher workflows.

Co-authored-by: FL-gs <efge.crea@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3965
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-23 21:19:34 +02:00
lizzie 37b5cf6003 [audio_core, hle, video_core] force inline of functions that only contain thread loops (#3970)
traditionally, when doing jthread:

```
jthread() calls function parameter operator()() with args
function operator()() calls the code within
code within is, say { ThreadMain(); }
3 calls because why not
```

now this just makes it be 2 calls, mainly benefits non-LTO builds

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3970
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-23 21:16:28 +02:00
lost-chaos d761ecba8c [core/arm/nce] suppress unused variable warnings (#4002)
Add `[[maybe_unused]]` to unused constants in the ARM NCE backend to suppress compiler warnings.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4002
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-23 15:31:23 +02:00
xbzk 83683440b2 [net] ban api.epicgames.dev domain (#3999)
Adding 'api.epicgames.dev' to the banlist, as instructed by lizzie.

MCI insists on connection and randomly crashes at Network::Poll(...).
Airplane mode would do, but then the DLC gets unavailable.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3999
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2026-05-22 22:48:15 +02:00
lizzie 9b18d0b111 [tools] refactor, use #!/bin/sh, update license files (#3998)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3998
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-22 21:15:31 +02:00
lizzie 46cfd9b6f3 [net] support SCTP protocols (+all base FBSD protos), ban more NS domains (#3955)
bans more NS domains making hb dns check pass

also fixes bogus "SCTP is not implemented" assertion for translate protocol

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3955
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-05-21 21:24:18 +02:00
lizzie 889545e1ee [common/virtual_buffer] fix technically wrong usage of std::exchange() (#3992)
simpleish fix https://en.cppreference.com/cpp/utility/exchange

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3992
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-21 03:18:41 +02:00
crueter 24dc3834b6 [desktop] Fix YUZU_USE_QT_MULTIMEDIA compilation (#3993)
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3993
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-21 03:06:04 +02:00
RedBlackAka 2a66b40267 [common/cpu_detect] Remove SSE/SSE2/FMA4/AVX_VNNI detection (#3979)
Removes Eden's own feature detection for SSE, SSE2, FMA4 and AVX_VNNI, in order to clean up code and make the function slightly lighter. They are all unused and I have specific reasons for their removal:
- SSE/SSE2 are always true for x64
- FMA4 is a deprecated AMD exclusive extension, replaced by the regular FMA and was logged here as "FMA" for no reason
- AVX_VNNI simply does not seem applicable for Eden (but can still be checked for through Xbyak's feature detection if necessary)

Co-authored-by: RedBlackAka <140876408+RedBlackAka@users.noreply.github.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3979
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-20 19:11:09 +02:00
235 changed files with 22820 additions and 19442 deletions
+6 -5
View File
@@ -7,7 +7,7 @@
EXCLUDE_FILES="CPM.cmake CPMUtil.cmake GetSCMRev.cmake renderdoc_app.h tools/cpm tools/shellcheck.sh tools/update-cpm.sh tools/windows/vcvarsall.sh externals/stb externals/glad externals/getopt externals/gamemode externals/FidelityFX-FSR externals/demangle externals/bc_decoder externals/cmake-modules"
# license header constants, please change when needed :))))
YEAR=2026
YEAR=$(date "+%Y")
HOLDER="Eden Emulator Project"
LICENSE="GPL-3.0-or-later"
@@ -112,10 +112,10 @@ for file in $FILES; do
[ "$excluded" = "true" ] && continue
case "$file" in
*.cmake|*.sh|*CMakeLists.txt)
*.cmake|*.sh|*.ps1|*.py|*.rb|*.perl|*.pl|*.nix|*CMakeLists.txt)
begin="#"
;;
*.kt*|*.cpp|*.h|*.qml)
*.kt|*.kts|*.cpp|*.h|*.qml|*.c|*.hpp|*.hxx|*.cxx|*.h.in|*.inc)
begin="//"
;;
*)
@@ -185,11 +185,12 @@ if [ "$UPDATE" = "true" ]; then
for file in $SRC_FILES $OTHER_FILES; do
case $(basename -- "$file") in
*.cmake|*CMakeLists.txt)
# Windows Powershell wont use shebangs
*.cmake|*.ps1|*CMakeLists.txt)
begin="#"
shell="false"
;;
*.sh)
*.sh|*.py|*.rb|*.perl|*.pl|*.nix)
begin="#"
shell=true
;;
-22
View File
@@ -1,22 +0,0 @@
#!/bin/bash -ex
# git-archive-all
export PATH="$PATH:/home/$USER/.local/bin"
GITDATE="`git show -s --date=short --format='%ad' | sed 's/-//g'`"
GITREV="`git show -s --format='%h'`"
REV_NAME="eden-unified-source-${GITDATE}-${GITREV}"
COMPAT_LIST='dist/compatibility_list/compatibility_list.json'
mkdir artifacts
touch "${COMPAT_LIST}"
git describe --abbrev=0 --always HEAD > GIT-COMMIT
git describe --tags HEAD > GIT-TAG || echo 'unknown' > GIT-TAG
git-archive-all --include "${COMPAT_LIST}" --include GIT-COMMIT --include GIT-TAG --force-submodules artifacts/"${REV_NAME}.tar"
cd artifacts/
xz -T0 -9 "${REV_NAME}.tar"
sha256sum "${REV_NAME}.tar.xz" > "${REV_NAME}.tar.xz.sha256sum"
cd ..
+8
View File
@@ -75,6 +75,8 @@ cmake_dependent_option(YUZU_USE_QT_WEB_ENGINE "Use QtWebEngine for web applet im
set(YUZU_QT_MIRROR "" CACHE STRING "What mirror to use for downloading the bundled Qt libraries")
cmake_dependent_option(YUZU_USE_BUNDLED_QT "Download bundled Qt binaries" "${MSVC}" "ENABLE_QT" OFF)
option(ENABLE_DEBUG_TOOLS "Enable debugging tools (maxwell disassembler, SPIRV translator, etc)" OFF)
# non-linux bundled qt are static
if (YUZU_USE_BUNDLED_QT AND (APPLE OR NOT UNIX))
set(YUZU_STATIC_BUILD ON)
@@ -701,6 +703,12 @@ endif()
add_subdirectory(src)
if (ENABLE_DEBUG_TOOLS)
add_subdirectory(tools/maxwell-disas)
add_subdirectory(tools/maxwell-spirv)
add_subdirectory(tools/maxwell-ir)
endif()
# Set yuzu project or yuzu-cmd project as default StartUp Project in Visual Studio depending on whether QT is enabled or not
if(ENABLE_QT)
set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT yuzu)
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+1 -1
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@@ -46,7 +46,7 @@ Qt Widgets appears to be broken. For now, add `-DENABLE_QT=OFF` to your configur
This is needed for some dependencies that call cc directly (tz):
```sh
echo '#!/bin/sh' >cc
echo '#!/bin/sh -e' >cc
echo 'gcc $@' >>cc
chmod +x cc
export PATH="$PATH:$PWD"
+4
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@@ -44,6 +44,10 @@ Various graphical filters exist - each of them aimed at a specific target/image
- **MMPX**: Nearest-neighbour filter aimed at providing higher pixel-art quality.
- **Pros**: Offers decent pixel-art upscaling.
- **Cons**: Only works for pixel-art.
- **SGSR**: Uses Snapdragon Studios Game Super Resolution to enhance image quality (similar to FSR, but for Adreno devices).
- **Pros**: Optimized for Adreno devices.
- **Cons**: Doesn't play nicely with non-Adreno devices.
- **SGSR Edge**: Almost the same pipeline as SGSR, but with improved edge detection.
### Anisotropy values
+1 -1
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@@ -59,7 +59,7 @@ EmuDeck will automatically create an *Emulators - Emulators* parser for ***Steam
4. Paste the following code into the contents of the file, save and close the file.
```bash
#!/bin/bash
#!/bin/sh -e
emuName="eden" #parameterize me
. "$HOME/.config/EmuDeck/backend/functions/all.sh"
+1
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@@ -13,6 +13,7 @@ The main origin repository is always at https://git.eden-emu.dev/eden-emu/eden.
- https://github.com/eden-emulator/mirror
- https://git.crueter.xyz/mirror/eden
- https://codeberg.org/eden-emu/eden
- https://collective.taymaerz.de/eden/eden
Other mirrors obviously exist on the internet, but we can't guarantee their reliability and/or availability.
+5
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@@ -82,6 +82,11 @@ if (ARCHITECTURE_riscv64)
AddJsonPackage(biscuit)
endif()
# Lagoon
if (ARCHITECTURE_loongarch64)
AddJsonPackage(lagoon)
endif()
# Vulkan stuff
AddDependentPackages(vulkan-headers vulkan-utility-libraries)
+6
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@@ -67,6 +67,12 @@
"tag": "v%VERSION%",
"hash": "9697e80a7d5d9bcb3ce51051a9a24962fb90ca79d215f1f03ae6b58da8ba13a63b5dda1b4dde3d26ac6445029696b8ef2883f4e5a777b342bba01283ed293856"
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"tag": "%VERSION%",
"version": "1.0.0",
"hash": "b9380f99c6effaeccc6d8f81d4942e852c11ad28613df637e155451556ae5826f93765bee57a5c87a9740d2bd1db463ad0f55a947772fe9d57eeabae3efa373e"
},
"libadrenotools": {
"repo": "eden-emulator/libadrenotools",
"sha": "8ba23b42d7",
+3
View File
@@ -1,3 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: 2023 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
+7 -6
View File
@@ -1,5 +1,7 @@
#!/bin/sh
#!/bin/sh -e
# SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later
# SPDX-FileCopyrightText: 2015 Citra Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
@@ -10,20 +12,19 @@ paths_to_check="src/ CMakeLists.txt"
# If there are whitespace errors, print the offending file names and fail.
if ! git diff --cached --check -- $paths_to_check ; then
cat<<END
cat<<EOF
Error: This commit would contain trailing spaces or tabs, which is against this repo's policy.
Please correct those issues before committing. (Use 'git diff --check' for more details)
If you know what you are doing, you can try 'git commit --no-verify' to bypass the check
END
EOF
exit 1
fi
# Check for tabs, since tab-in-indent catches only those at the beginning of a line
if git diff --cached -- $paths_to_check | egrep '^\+.* '; then
cat<<END
cat<<EOF
Error: This commit would contain a tab, which is against this repo's policy.
If you know what you are doing, you can try 'git commit --no-verify' to bypass the check.
END
EOF
exit 1
fi
Regular → Executable
+4
View File
@@ -1,3 +1,7 @@
#!/usr/bin/nix-shell
# SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later
let
nixpkgs = fetchTarball "https://github.com/NixOS/nixpkgs/tarball/nixos-24.05";
pkgs = import nixpkgs { config = {}; overlays = []; };
+22 -1
View File
@@ -8,7 +8,7 @@
include_directories(.)
# Dynarmic
if ((ARCHITECTURE_x86_64 OR ARCHITECTURE_arm64 OR ARCHITECTURE_riscv64) AND NOT YUZU_STATIC_ROOM)
if ((ARCHITECTURE_x86_64 OR ARCHITECTURE_arm64 OR ARCHITECTURE_riscv64 OR ARCHITECTURE_loongarch64) AND NOT YUZU_STATIC_ROOM)
add_subdirectory(dynarmic)
add_library(dynarmic::dynarmic ALIAS dynarmic)
endif()
@@ -21,20 +21,41 @@ if (YUZU_STATIC_BUILD)
add_compile_definitions(QT_STATICPLUGIN)
endif()
# Build identifiers
if (NIGHTLY_BUILD)
add_compile_definitions(NIGHTLY_BUILD)
endif()
# Legacy (android only)
if (YUZU_LEGACY)
message(WARNING "Making legacy build. Performance may suffer.")
add_compile_definitions(YUZU_LEGACY)
endif()
# Genshin Spoof (android only)
if (GENSHIN_SPOOF)
message(WARNING "Making Genshin spoof build")
add_compile_definitions(GENSHIN_SPOOF)
endif()
# Build ID (mingw only right now)
# Pretty much just refers to the CI "target" for this build
if (NOT BUILD_ID)
if (ARCHITECTURE_x86_64)
set(BUILD_ID amd64)
elseif(ARCHITECTURE_arm64)
if (WIN32)
set(BUILD_ID arm64)
else()
set(BUILD_ID aarch64)
endif()
else()
set(BUILD_ID "${ARCHITECTURE}")
endif()
endif()
add_compile_definitions(BUILD_ID="${BUILD_ID}")
# Set compilation flags
if (MSVC AND NOT CXX_CLANG)
set(CMAKE_CONFIGURATION_TYPES Debug Release CACHE STRING "" FORCE)
@@ -127,6 +127,8 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener, InputManager
super.onCreate(savedInstanceState)
NativeConfig.reloadGlobalConfig()
InputHandler.updateControllerData()
val players = NativeConfig.getInputSettings(true)
var hasConfiguredControllers = false
@@ -16,6 +16,7 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
RENDERER_USE_SPEED_LIMIT("use_speed_limit"),
USE_CUSTOM_CPU_TICKS("use_custom_cpu_ticks"),
SKIP_CPU_INNER_INVALIDATION("skip_cpu_inner_invalidation"),
ANTIFLICKER("antiflicker"),
FIX_BLOOM_EFFECTS("fix_bloom_effects"),
EMULATE_BGR565("emulate_bgr565"),
RESCALE_HACK("rescale_hack"),
@@ -750,6 +750,13 @@ abstract class SettingsItem(
descriptionId = R.string.skip_cpu_inner_invalidation_description
)
)
put(
SwitchSetting(
BooleanSetting.ANTIFLICKER,
titleId = R.string.antiflicker,
descriptionId = R.string.antiflicker_description
)
)
put(
SwitchSetting(
BooleanSetting.FIX_BLOOM_EFFECTS,
@@ -76,18 +76,25 @@ class SettingsFragmentPresenter(
}
}
private fun isFsrScalingFilterSelected(): Boolean {
val fsrFilterValue = resolveFsrScalingFilterValue() ?: return false
private fun isSharpnessScalingFilterSelected(): Boolean {
val needsGlobal = getNeedsGlobalForKey(IntSetting.RENDERER_SCALING_FILTER.key)
val selectedFilter = IntSetting.RENDERER_SCALING_FILTER.getInt(needsGlobal)
return selectedFilter == fsrFilterValue
return selectedFilter in resolveSharpnessScalingFilterValues()
}
private fun resolveFsrScalingFilterValue(): Int? {
private fun resolveSharpnessScalingFilterValues(): Set<Int> {
val names = context.resources.getStringArray(R.array.rendererScalingFilterNames)
val values = context.resources.getIntArray(R.array.rendererScalingFilterValues)
val fsrIndex = names.indexOf(context.getString(R.string.scaling_filter_fsr))
return if (fsrIndex in values.indices) values[fsrIndex] else null
val sharpnessFilterNames = setOf(
context.getString(R.string.scaling_filter_fsr),
context.getString(R.string.scaling_filter_sgsr),
context.getString(R.string.scaling_filter_sgsr_edge),
)
return names.asSequence()
.mapIndexedNotNull { index, name ->
if (name in sharpnessFilterNames && index in values.indices) values[index] else null
}
.toSet()
}
// Allows you to show/hide abstract settings based on the paired setting key
@@ -267,7 +274,7 @@ class SettingsFragmentPresenter(
add(IntSetting.RENDERER_RESOLUTION.key)
add(IntSetting.RENDERER_VSYNC.key)
add(IntSetting.RENDERER_SCALING_FILTER.key)
if (isFsrScalingFilterSelected()) {
if (isSharpnessScalingFilterSelected()) {
add(IntSetting.FSR_SHARPENING_SLIDER.key)
}
add(IntSetting.RENDERER_ANTI_ALIASING.key)
@@ -291,6 +298,7 @@ class SettingsFragmentPresenter(
add(IntSetting.FAST_GPU_TIME.key)
add(BooleanSetting.SKIP_CPU_INNER_INVALIDATION.key)
add(BooleanSetting.ANTIFLICKER.key)
add(BooleanSetting.FIX_BLOOM_EFFECTS.key)
add(BooleanSetting.EMULATE_BGR565.key)
add(BooleanSetting.RESCALE_HACK.key)
@@ -1090,7 +1090,7 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
private fun addQuickSettings() {
binding.quickSettingsSheet.apply {
val container = binding.quickSettingsSheet.findViewById<ViewGroup>(R.id.quick_settings_container)
val isFsrSelected = isFsrScalingFilterSelected()
val isSharpnessFilterSelected = isSharpnessScalingFilterSelected()
container.removeAllViews()
@@ -1176,7 +1176,7 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
addQuickSettings()
}
if (isFsrSelected) {
if (isSharpnessFilterSelected) {
quickSettings.addSliderSetting(
R.string.fsr_sharpness,
container,
@@ -1197,17 +1197,24 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
}
}
private fun isFsrScalingFilterSelected(): Boolean {
val fsrFilterValue = resolveFsrScalingFilterValue() ?: return false
private fun isSharpnessScalingFilterSelected(): Boolean {
val selectedFilter = IntSetting.RENDERER_SCALING_FILTER.getInt(needsGlobal = false)
return selectedFilter == fsrFilterValue
return selectedFilter in resolveSharpnessScalingFilterValues()
}
private fun resolveFsrScalingFilterValue(): Int? {
private fun resolveSharpnessScalingFilterValues(): Set<Int> {
val names = resources.getStringArray(R.array.rendererScalingFilterNames)
val values = resources.getIntArray(R.array.rendererScalingFilterValues)
val fsrIndex = names.indexOf(getString(R.string.scaling_filter_fsr))
return if (fsrIndex in values.indices) values[fsrIndex] else null
val sharpnessFilterNames = setOf(
getString(R.string.scaling_filter_fsr),
getString(R.string.scaling_filter_sgsr),
getString(R.string.scaling_filter_sgsr_edge),
)
return names.asSequence()
.mapIndexedNotNull { index, name ->
if (name in sharpnessFilterNames && index in values.indices) values[index] else null
}
.toSet()
}
private fun openQuickSettingsMenu() {
@@ -19,6 +19,9 @@ AndroidConfig::AndroidConfig(const std::string& config_name, ConfigType config_t
}
void AndroidConfig::ReloadAllValues() {
// Ensure the INI file is current before reloading values.
SetUpIni();
Reload();
ReadAndroidValues();
SaveAndroidValues();
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@@ -462,8 +462,8 @@
<string name="renderer_resolution">الدقة (الإرساء/محمول)</string>
<string name="renderer_vsync">VSync وضع</string>
<string name="renderer_scaling_filter">مرشح ملائم للنافذة</string>
<string name="fsr_sharpness">حدة FSR</string>
<string name="fsr_sharpness_description">يحدد مدى وضوح الصورة عند استخدام التباين الديناميكي لـ FSR</string>
<string name="fsr_sharpness">حدة FSR/SGSR</string>
<string name="fsr_sharpness_description">يحدد مدى وضوح الصورة عند استخدام مرشحات FSR أو SGSR</string>
<string name="renderer_anti_aliasing">طريقة مضاد التعرج</string>
@@ -503,6 +503,8 @@
<string name="fast_gpu_time_description">يُجبر هذا الخيار معظم الألعاب على العمل بأعلى دقة عرض أصلية. استخدم 256 للحصول على أقصى أداء و512 للحصول على أعلى جودة رسومات.</string>
<string name="skip_cpu_inner_invalidation">تخطي إبطال صلاحية وحدة المعالجة المركزية الداخلية</string>
<string name="skip_cpu_inner_invalidation_description">يتخطى بعض عمليات إبطال ذاكرة التخزين المؤقتة من جانب وحدة المعالجة المركزية أثناء تحديثات الذاكرة، مما يقلل من استخدام وحدة المعالجة المركزية ويحسن أداءها. قد يتسبب ذلك في حدوث أعطال أو تعطل في بعض الألعاب.</string>
<string name="antiflicker">مضاد الوميض</string>
<string name="antiflicker_description">يُجبر هذا الوضع وظائف وحدة معالجة الرسومات على الانتظار حتى يتم إرسال العمل إليها. استخدمه مع وضع وحدة معالجة الرسومات السريع لتجنب الوميض مع تأثير أقل على الأداء.</string>
<string name="fix_bloom_effects">إصلاح تأثيرات التوهج</string>
<string name="fix_bloom_effects_description">يقلل من ضبابية التوهج في LA/EOW (Adreno A6XX - A7XX/ Turnip)، ويزيل التوهج في Burnout. تحذير: قد يسبب تشوهات رسومية في ألعاب أخرى.</string>
<string name="emulate_bgr565">محاكاة BGR565</string>
@@ -329,8 +329,6 @@
<string name="renderer_resolution">ڕوونی (دۆخی دەستی/دۆخی دۆک)</string>
<string name="renderer_vsync">دۆخی VSync</string>
<string name="renderer_scaling_filter">فلتەری گونجاندنی پەنجەرە</string>
<string name="fsr_sharpness">تیژی FSR</string>
<string name="fsr_sharpness_description">دیاریکردنی تیژی وێنە لە کاتی بەکارهێنانی FSR</string>
<string name="renderer_anti_aliasing">شێوازی دژە-خاوڕۆیی</string>
@@ -439,8 +439,6 @@
<string name="renderer_resolution">Rozlišení (Handheld/V doku)</string>
<string name="renderer_vsync">Režim VSync</string>
<string name="renderer_scaling_filter">Škálovací filtr</string>
<string name="fsr_sharpness">Ostrost FSR</string>
<string name="fsr_sharpness_description">Určuje jak ostře bude obraz vypadat při použití dynamického kontrastu FSR.</string>
<string name="renderer_anti_aliasing">Metoda anti-aliasingu</string>
@@ -439,8 +439,6 @@ Wird der Handheld-Modus verwendet, verringert es die Auflösung und erhöht die
<string name="renderer_resolution">Auflösung (Handheld/Gedockt)</string>
<string name="renderer_vsync">VSync-Modus</string>
<string name="renderer_scaling_filter">Skalierungsfilter</string>
<string name="fsr_sharpness">FSR-Schärfe</string>
<string name="fsr_sharpness_description">Bestimmt die Schärfe bei FSR-Nutzung.</string>
<string name="renderer_anti_aliasing">Kantenglättung</string>
@@ -376,7 +376,7 @@
<string name="qlaunch_applet">Qlaunch</string>
<string name="qlaunch_description">Iniciar aplicaciones desde la pantalla de inicio del sistema</string>
<string name="applets">Lanzador de Applet</string>
<string name="applets_description">Ejecutar applets de sistema usando el firmware instalado</string>
<string name="applets_description">Ejecutar applets del sistema usando el firmware instalado</string>
<string name="applets_error_firmware">El firmware no está instalado</string>
<string name="applets_error_applet">Applet no disponible</string>
<string name="applets_error_description"><![CDATA[Por favor, asegúrese de que su archivo <a href=\"https://yuzu-mirror.github.io/help/quickstart/#dumping-prodkeys-and-titlekeys\">prod.keys</a> y el <a href=\"https://yuzu-mirror.github.io/help/quickstart/#dumping-system-firmware\">firmware</a> están instalados e inténtelo de nuevo.]]></string>
@@ -456,8 +456,8 @@
<string name="renderer_resolution">Resolución (Portátil/Sobremesa)</string>
<string name="renderer_vsync">Modo de sincronización vertical</string>
<string name="renderer_scaling_filter">Filtro de adaptación de ventana</string>
<string name="fsr_sharpness">Nitidez FSR</string>
<string name="fsr_sharpness_description">Ajusta la intensidad del filtro de enfoque al usar el contraste dinámico de FSR.</string>
<string name="fsr_sharpness">Nitidez FSR/SGSR</string>
<string name="fsr_sharpness_description">Determina el grado de nitidez de la imagen al usar filtros FSR o SGSR</string>
<string name="renderer_anti_aliasing">Método de suavizado de bordes</string>
@@ -497,6 +497,8 @@
<string name="fast_gpu_time_description">Fuerza a la mayoría de los juegos a ejecutarse a su resolución nativa más alta. Usa 256 para un máximo rendimiento y 512 para una fidelidad gráfica óptima.</string>
<string name="skip_cpu_inner_invalidation">Omitir invalidación interna de la CPU</string>
<string name="skip_cpu_inner_invalidation_description">Omite ciertas invalidaciones de caché de la CPU durante las actualizaciones de memoria, lo que reduce el uso de la CPU y mejora su rendimiento. Esto puede causar fallos o bloqueos en algunos juegos.</string>
<string name="antiflicker">Antiparpadeo</string>
<string name="antiflicker_description">Fuerza a las funciones de devolución de llamada de la GPU a esperar a que se envíen las tareas a la GPU.\nÚsalo con el modo de GPU rápida para evitar el parpadeo con un menor impacto en el rendimiento.</string>
<string name="fix_bloom_effects">Arreglar los efectos de resplandor</string>
<string name="fix_bloom_effects_description">Reduce el efecto de resplandor en LA/EOW (Adreno A6XX - A7XX/ Turnip), elimina el resplandor en Burnout. Advertencia: puede causar artefactos gráficos en otros juegos.</string>
<string name="emulate_bgr565">Emular BGR565</string>
@@ -1072,7 +1074,7 @@
<!-- Black backgrounds theme -->
<string name="use_black_backgrounds">Fondos oscuros</string>
<string name="use_black_backgrounds_description">Cuando utilice el modo oscuro, aplique fondos negros.</string>
<string name="use_black_backgrounds_description">Cuando se usa el modo oscuro, aplicar fondos de pantalla negros.</string>
<!-- Buttons -->
<string name="enable_folder_button">Carpeta</string>
@@ -454,11 +454,12 @@
<string name="renderer_resolution">Résolution (Mode Portable/Mode TV)</string>
<string name="renderer_vsync">Mode VSync</string>
<string name="renderer_scaling_filter">Filtre de fenêtre adaptatif</string>
<string name="fsr_sharpness">Netteté FSR</string>
<string name="fsr_sharpness_description">Détermine à quel point l\'image sera affinée lors de l\'utilisation du contraste dynamique FSR.</string>
<string name="renderer_anti_aliasing">Méthode d\'anticrénelage</string>
<string name="advanced">Avancé</string>
<string name="renderer_accuracy">Mode GPU</string>
<string name="dma_accuracy">Précision DMA</string>
<string name="dma_accuracy_description">Contrôle la précision du DMA. Une précision sûre peut résoudre les problèmes dans certains jeux, mais peut aussi affecter les performances dans certains cas. Si vous n\'êtes pas sûr, laissez ce paramètre sur Par défaut.</string>
<string name="anisotropic_filtering">Filtrage anisotropique</string>
@@ -474,15 +475,29 @@
<string name="use_disk_shader_cache_description">Réduire les saccades en stockant et en chargeant localement les shaders générés</string>
<string name="renderer_force_max_clock">Forcer les fréquences maximales (Adreno uniquement)</string>
<string name="renderer_force_max_clock_description">Forcer le GPU à fonctionner à ses fréquences maximales possibles (les contraintes thermiques seront toujours appliquées).</string>
<string name="renderer_asynchronous_gpu_emulation">Émulation GPU asynchrone </string>
<string name="renderer_asynchronous_gpu_emulation_description">Ce contournement peut améliorer les performances en faisant tourner l\'émulation GPU de manière asynchrone au détriment de la fidélité graphique et de la stabilité (plantages plus fréquents) dus à des erreurs de cadence.</string>
<string name="renderer_reactive_flushing">Utiliser le vidage réactif</string>
<string name="renderer_reactive_flushing_description">Améliore la précision du rendu dans certains jeux au détriment des performances.</string>
<string name="enable_buffer_history">Activer l\'historique du tampon</string>
<string name="hacks">Contournements</string>
<string name="fast_gpu_time">Temps GPU rapide</string>
<string name="skip_cpu_inner_invalidation">Ignorer l\'invalidation interne du CPU</string>
<string name="skip_cpu_inner_invalidation_description">Ignore certaines invalidations de cache côté CPU lors des mises à jour mémoire, réduisant l\'utilisation du CPU et améliorant ses performances. Peut causer des bugs ou plantages sur certains jeux.</string>
<string name="emulate_bgr565">Emuler BGR565</string>
<string name="renderer_asynchronous_shaders">Utiliser les shaders asynchrones</string>
<string name="renderer_asynchronous_shaders_description">Compile les shaders de manière asynchrone. Cela peut réduire les saccades mais peut aussi provoquer des problèmes graphiques.</string>
<string name="gpu_unswizzle_disabled">Désactivé</string>
<string name="gpu_unswizzle_default_button">Par défaut</string>
<string name="extensions">Extensions</string>
<string name="dyna_state">État dynamique étendu</string>
<string name="disabled">Désactivé</string>
<string name="vertex_input_dynamic_state">État dynamique d\'entrée de sommet</string>
<string name="sample_shading_fraction">Échantillonnage de shading</string>
<string name="display">Affichage</string>
<string name="renderer_screen_layout">Orientation</string>
@@ -508,6 +523,21 @@
<string name="flush_by_line">Vider les journaux de débogage ligne par ligne</string>
<string name="flush_by_line_description">Vide les journaux de débogage à chaque ligne écrite, facilitant le débogage en cas de plantage ou de gel.</string>
<!-- GPU Logging strings -->
<string name="gpu_logging_header">Journalisation GPU</string>
<string name="gpu_logging_enabled">Activer la journalisation GPU</string>
<string name="gpu_log_level">Niveau de journalisation</string>
<string name="gpu_log_vulkan_calls">Journaliser les appels API Vulkan</string>
<string name="gpu_log_shader_dumps">Extraire les shaders</string>
<string name="gpu_log_shader_dumps_description">Sauvegarder le shader SPIR-V complié dans les fichiers</string>
<string name="gpu_log_memory_tracking">Monitorer la mémoire GPU</string>
<string name="gpu_log_memory_tracking_description">Monitorer les allocations et désallocations de la mémoire GPU</string>
<string name="gpu_log_driver_debug">Informations de débogage du pilote</string>
<string name="gpu_log_ring_buffer_size_description">Nombre d\'appels Vulkans récents à monitorer (par défaut : 512)</string>
<string name="gpu_log_ring_buffer_size_hint">64 à 4096 entrées</string>
<string name="general">Général</string>
<!-- Audio settings strings -->
<string name="audio_output_engine">Moteur de sortie</string>
<string name="audio_volume">Volume</string>
@@ -590,6 +620,7 @@
<!-- Miscellaneous -->
<string name="slider_default">Par défaut</string>
<string name="default_string">Par défaut</string>
<string name="loading">Chargement...</string>
<string name="shutting_down">Extinction en cours...</string>
<string name="reset_setting_confirmation">Voulez-vous réinitialiser ce paramètre à sa valeur par défaut ?</string>
@@ -628,6 +659,7 @@
<string name="select_gpu_driver_default">Par défaut</string>
<string name="select_gpu_driver_error">Pilote non valide sélectionné</string>
<string name="driver_already_installed">Pilote déjà installé</string>
<string name="installed_label">%1$s (Installé)</string>
<string name="system_gpu_driver">Pilote du GPU du système</string>
<string name="installing_driver">Installation du pilote...</string>
@@ -647,6 +679,7 @@
<string name="installing">Installation en cours…</string>
<string name="latest">Dernière</string>
<string name="recommended_driver">Pilote recommandé :</string>
<string name="gpu_model">Modèle GPU</string>
<string name="unsupported_gpu">GPU non pris en charge</string>
<string name="unsupported_gpu_warning">Votre GPU ne prend pas en charge l\'injection de pilotes. Il n\'est pas recommandé de définir des pilotes personnalisés.</string>
@@ -656,6 +689,9 @@
<string name="preferences_system_description">Mode TV, région, langue</string>
<string name="preferences_graphics">Vidéo</string>
<string name="preferences_graphics_description">Niveau de précision, résolution, cache de shaders</string>
<string name="quick_settings">Paramètres rapides</string>
<string name="enable_quick_settings">Activer les paramètres rapides</string>
<string name="enable_quick_settings_description">Autoriser l\'accès aux paramètres rapides par le balayage de l\'écran et le bouton du menu</string>
<string name="preferences_audio">Audio</string>
<string name="preferences_audio_description">Moteur de sortie, volume</string>
<string name="preferences_controls">Contrôles</string>
@@ -663,6 +699,25 @@
<string name="preferences_player">Joueur %d</string>
<string name="preferences_debug">Débogage</string>
<string name="preferences_debug_description">Débogage CPU/GPU, API graphique, fastmem</string>
<string name="preferences_custom_paths">Chemins personnalisés</string>
<string name="preferences_custom_paths_description">Sauvegarder le répertoire des données</string>
<!-- Custom Paths settings -->
<string name="custom_save_directory">Sauvegarder le répertoire des données</string>
<string name="custom_save_directory_description">Définir un chemin personnalisé pour les sauvegardes</string>
<string name="reset_to_nand">Réinitialiser par défaut</string>
<string name="migrate_save_data">Migrer les données de sauvegarde</string>
<string name="save_migration_complete">Données de sauvegarde supprimées avec succès</string>
<string name="save_migration_failed">Échec de la migration des données de sauvegarde</string>
<string name="destination_has_saves">La destination contient déjà des données. Voulez-vous les écraser \?</string>
<string name="grant_permission">Accorder la permission</string>
<string name="custom_nand_directory">Dossier NAND</string>
<string name="custom_nand_directory_description">Définir un chemin personnalisé pour le stockage NAND</string>
<string name="custom_sdmc_directory">Répertoire de carte SD</string>
<string name="custom_sdmc_directory_description">Définir un chemin personnalisé pour le stockage de la carte SD virtuelle</string>
<string name="path_set">Chemin défini avec succès</string>
<string name="skip_migration">Sauter</string>
<!-- Game properties -->
<string name="info">Info</string>
<string name="info_description">ID du programme, développeur, version</string>
@@ -676,6 +731,7 @@
<string name="copy_details">Copier les détails</string>
<string name="add_ons">Extensions</string>
<string name="add_ons_description">Activer les mods, mises à jour et DLC</string>
<string name="playtime">Temps de jeu :</string>
<string name="reset_playtime">Réinitialiser le Temps de Jeu</string>
<string name="reset_playtime_description">Réinitialiser le temps de jeu du jeu actuel à 0 seconde</string>
<string name="reset_playtime_warning_description">Cela effacera les données de temps de jeu du jeu actuel. Êtes-vous sûr\?</string>
@@ -683,6 +739,9 @@
<string name="edit_playtime">Modifier le Temps de Jeu</string>
<string name="hours">Heures</string>
<string name="minutes">Minutes</string>
<string name="hours_abbr">h</string>
<string name="minutes_abbr">m</string>
<string name="seconds_abbr">s</string>
<string name="hours_must_be_between_0_and_9999">Les heures doivent être comprises entre 0 et 9999</string>
<string name="minutes_must_be_between_0_and_59">Les minutes doivent être comprises entre 0 et 59</string>
<string name="seconds_must_be_between_0_and_59">Les secondes doivent être comprises entre 0 et 59</string>
@@ -714,6 +773,7 @@
<string name="confirm_uninstall">Confirmer la désinstallation</string>
<string name="confirm_uninstall_description">Êtes-vous sûr de vouloir désinstaller cette extension ?</string>
<string name="verify_integrity">Vérifier l\'intégrité</string>
<string name="verifying">Vérification...</string>
<string name="verify_success">La vérification de l\'intégrité a réussi !</string>
<string name="verify_failure">La vérification de l\'intégrité a échoué !</string>
<string name="verify_failure_description">Le contenu d\'un fichier peut être corrompu</string>
@@ -785,6 +845,7 @@
<string name="emulation_control_opacity">Opacité</string>
<string name="emulation_touch_overlay_reset">Réinitialiser l\'overlay</string>
<string name="emulation_touch_overlay_edit">Modifier l\'overlay</string>
<string name="emulation_snap_to_grid">Aimanter à la grille</string>
<string name="emulation_pause">Mettre en pause l\'émulation</string>
<string name="emulation_unpause">Reprendre l\'émulation</string>
<string name="emulation_input_overlay">Options de l\'overlay</string>
@@ -838,6 +899,32 @@
<string name="clock_boost">Boost (1700MHz)</string>
<string name="clock_fast">Rapide (2000MHz)</string>
<!-- GPU overclock factors -->
<string name="off">Désactivé</string>
<string name="fast_gpu_medium">Moyen (256)</string>
<string name="fast_gpu_high">Élevé (512)</string>
<!-- GPU swizzle texture size -->
<string name="gpu_texturesizeswizzle_verysmall">Très petit (16 Mo)</string>
<string name="gpu_texturesizeswizzle_small">Petit (32 Mo)</string>
<string name="gpu_texturesizeswizzle_normal">Normal (128 Mo)</string>
<string name="gpu_texturesizeswizzle_large">Large (256 Mo)</string>
<string name="gpu_texturesizeswizzle_verylarge">Très large (512 Mo)</string>
<!-- GPU swizzle streams -->
<string name="gpu_swizzle_verylow">Très faible (4 Mo)</string>
<string name="gpu_swizzle_low">Faible (8 Mo)</string>
<string name="gpu_swizzle_normal">Normal (16 Mo)</string>
<string name="gpu_swizzle_medium">Moyen (32 Mo)</string>
<string name="gpu_swizzle_high">Élevé (64 Mo)</string>
<!-- GPU swizzle chunks -->
<string name="gpu_swizzlechunk_verylow">Très faible (32)</string>
<string name="gpu_swizzlechunk_low">Faible (64)</string>
<string name="gpu_swizzlechunk_normal">Normal (128)</string>
<string name="gpu_swizzlechunk_medium">Moyen (256)</string>
<string name="gpu_swizzlechunk_high">Élevé (512)</string>
<!-- Temperature Units -->
<string name="temperature_celsius">Celsius</string>
<string name="temperature_fahrenheit">Fahrenheit</string>
@@ -853,6 +940,11 @@
<string name="renderer_none">Aucune</string>
<!-- Renderer Accuracy -->
<string name="renderer_accuracy_low">Rapide</string>
<string name="renderer_accuracy_medium">Moyen</string>
<string name="renderer_accuracy_high">Précis</string>
<!-- DMA Accuracy -->
<string name="dma_accuracy_default">Défaut</string>
<string name="dma_accuracy_unsafe">Dangereux</string>
@@ -886,6 +978,26 @@
<string name="cpu_accuracy_paranoid">Paranoïaque</string>
<string name="cpu_accuracy_debugging">Débogage</string>
<!-- Freedreno Settings -->
<string name="freedreno_settings_title">Paramètres de Freedreno</string>
<string name="gpu_driver_settings">Paramètres du pilote GPU</string>
<string name="freedreno_presets">Préréglages rapides</string>
<string name="freedreno_current_settings">Paramètres actuels</string>
<string name="freedreno_debug">Paramètres avancés</string>
<string name="freedreno_var_value">Valeur de la variable</string>
<string name="freedreno_add_variable">Ajouter la variable</string>
<string name="freedreno_clear_all">Effacer tout</string>
<string name="freedreno_saved">Configuration Freedreno sauvegardée</string>
<string name="freedreno_cleared_all">Toutes les variables Freedreno effacées</string>
<string name="freedreno_variable_added">Variable %1$s ajouté</string>
<string name="freedreno_preset_applied">Préréglage \'%1$s\' appliqué</string>
<string name="freedreno_error_empty_name">Le nom de la variable ne peut pas être vide</string>
<string name="freedreno_error_setting_variable">Échec de l\'assignation de la variable</string>
<string name="freedreno_info_title">À propos de la configuration Freedreno</string>
<string name="freedreno_per_game_title">Paramètres de Freedreno</string>
<string name="freedreno_per_game_description">Configurer les paramètres du pilote GPU pour ce jeu</string>
<string name="freedreno_per_game_saved">Configuration Freedreno sauvegardée</string>
<!-- Gamepad Buttons -->
<string name="gamepad_d_pad">Pavé directionnel</string>
<string name="gamepad_left_stick">Stick gauche</string>
@@ -902,26 +1014,37 @@
<string name="theme_material_you">Material You</string>
<string name="app_settings">Paramètres de lApp</string>
<string name="theme_and_color">Thème et Couleur</string>
<string name="fullscreen_mode">Mode plein écran</string>
<!-- Theme Modes -->
<string name="change_theme_mode">Changer le mode de thème</string>
<string name="theme_mode_follow_system">Automatique</string>
<string name="theme_mode_light">Lumineux</string>
<string name="theme_mode_dark">Sombre</string>
<string name="multiplier_none">Aucun</string>
<!-- Black backgrounds theme -->
<string name="use_black_backgrounds">Arrière-plan noir</string>
<string name="use_black_backgrounds_description">Lorsque vous utilisez le thème sombre, appliquer un arrière-plan noir.</string>
<!-- Buttons -->
<string name="enable_folder_button">Dossier</string>
<string name="enable_folder_button_description">Afficher le bouton pour ajouter les dossiers de jeu</string>
<string name="enable_qlaunch_button">QLaunch</string>
<string name="enable_qlaunch_button_description">Afficher le bouton pour lancer QLaunch</string>
<!-- App Language -->
<string name="app_language">Language de l\'application</string>
<string name="app_language_description">Changer la langue de l\'interface</string>
<string name="app_language_system">Suivre le système</string>
<!-- Static Themes -->
<string name="static_theme_color">Couleur du thème</string>
<string name="eden_theme">Eden</string>
<string name="violet">Violet (Par défaut)</string>
<string name="blue">Bleu</string>
<string name="cyan">Cyan</string>
<string name="red">Rouge</string>
<string name="green">Vert</string>
<string name="yellow">Jaune</string>
<string name="orange">Orange</string>
<string name="pink">Rose</string>
@@ -940,6 +1063,8 @@
<!-- Applet Modes -->
<string name="applets_menu">Applets</string>
<string name="applets_menu_description">Modifier les frontends et paramètres des applets</string>
<string name="applet_hle">Frontend personnalisé</string>
<string name="applet_lle">Applet réel</string>
@@ -948,7 +1073,39 @@
<string name="airplane_mode">Mode avion</string>
<string name="airplane_mode_description">Passe le mode avion au système d\'exploitation Switch</string>
<string name="enable_overlay">Activer l\'applet d\'overlay</string>
<!-- Profile Management -->
<string name="profile_manager">Gestionnaire de profil</string>
<string name="profile_manager_description">Gérer les profils utilisateurs</string>
<string name="profile_add_user">Ajouter un utilisateur</string>
<string name="profile_new_user">Nouvel utilisateur</string>
<string name="profile_edit_user">Modifier l\'utilisateur</string>
<string name="profile_edit">Éditer</string>
<string name="profile_delete">Supprimer</string>
<string name="profile_username">Nom d\'utilisateur</string>
<string name="profile_uuid">ID de l\'utilisateur (UUID)</string>
<string name="profile_uuid_description">Il s\'agit de l\'identifiant unique de ce profil utilisateur. Il ne peut pas être changé après sa création.</string>
<string name="profile_generate">Générer</string>
<string name="profile_avatar">Avatar de l\'utilisateur</string>
<string name="profile_select_image">Sélectionner l\'image</string>
<string name="profile_firmware_avatars">Avatars du firmware</string>
<string name="profile_firmware_avatars_unavailable">Avatars du firmware non disponibles. Veuillez installer le firmware pour utiliser cette fonctionnalité.</string>
<string name="profile_revert_image">Restaurer à la valeur par défaut</string>
<string name="profile_current_user">Utilisateur actuel</string>
<string name="profile_max_users_title">Nombre d\'Utilisateurs Maximum Atteint</string>
<string name="profile_max_users_message">Vous ne pouvez pas créer plus du 8 profils utilisateurs. Veuillez supprimer un des profils existants pour en créer un nouveau.</string>
<string name="profile_delete_confirm_title">Supprimer le profil \?</string>
<string name="profile_create_failed">Échec de la création du profil utilisateur</string>
<string name="profile_update_failed">Échec de la mise à jour du profil utilisateur</string>
<string name="profile_image_load_error">Échec du chargement de l\'image : %1$s</string>
<string name="profile_image_save_error">Échec de la sauvegarde de l\'image : %1$s</string>
<string name="error">Erreur</string>
<!-- Licenses screen strings -->
<string name="licenses">Licences</string>
<string name="license_fidelityfx_fsr_description">Mise à l\'échelle de haute qualité par AMD.</string>
</resources>
<string name="external_content">Contenu externe</string>
<string name="add_folders">Ajouter un dossier</string>
<string name="percent">%1$d%%</string>
</resources>
@@ -359,8 +359,6 @@
<string name="renderer_resolution">רזולוציה (מעוגן/נייד)</string>
<string name="renderer_vsync">מצב VSync</string>
<string name="renderer_scaling_filter">פילטר מתאם חלון</string>
<string name="fsr_sharpness">חדות FSR</string>
<string name="fsr_sharpness_description">קובע את מידת החדות בעת שימוש ב-FSR.</string>
<string name="renderer_anti_aliasing">שיטת Anti-aliasing</string>
@@ -348,8 +348,6 @@
<string name="renderer_resolution">Felbontás (Kézi/Dockolt)</string>
<string name="renderer_vsync">VSync mód</string>
<string name="renderer_scaling_filter">Ablakhoz alkalmazkodó szűrő</string>
<string name="fsr_sharpness">FSR élesség</string>
<string name="fsr_sharpness_description">Meghatározza, milyen éles lesz a kép az FSR dinamikus kontraszt használata közben.</string>
<string name="renderer_anti_aliasing">Élsimítási módszer</string>
@@ -380,8 +380,6 @@
<string name="renderer_resolution">Resolusi (Handheld/Docked)</string>
<string name="renderer_vsync">Mode Sinkronisasi Vertikal</string>
<string name="renderer_scaling_filter">Filter penyesuaian jendela</string>
<string name="fsr_sharpness">Ketajaman FSR</string>
<string name="fsr_sharpness_description">Menentukan seberapa tajam gambar akan terlihat saat menggunakan kontras dinamis FSR</string>
<string name="renderer_anti_aliasing">Metode anti-aliasing</string>
@@ -387,8 +387,6 @@
<string name="renderer_resolution">Risoluzione (Portatile/Docked)</string>
<string name="renderer_vsync">Modalità VSync</string>
<string name="renderer_scaling_filter">Filtro adattivo della finestra </string>
<string name="fsr_sharpness">Nitidezza FSR</string>
<string name="fsr_sharpness_description">Determina quanto sarà nitida l\'immagine utilizzando il contrasto dinamico di FSR</string>
<string name="renderer_anti_aliasing">Metodo di anti-aliasing</string>
@@ -6,8 +6,8 @@
<string name="notification_permission_not_granted">알림 권한이 부여되지 않았습니다!</string>
<!-- Stats Overlay settings -->
<string name="process_ram">프로세스 RAM: %1$d MB</string>
<string name="shaders_prefix">셰이더</string>
<string name="shaders_suffix">빌드 중</string>
<string name="shaders_prefix">구축 중</string>
<string name="shaders_suffix">개 셰이더</string>
<string name="charging">(충전 중)</string>
<string name="system_info_label">시스템:</string>
@@ -329,8 +329,6 @@
<string name="renderer_resolution">Oppløsning (håndholdt/dokket)</string>
<string name="renderer_vsync">VSync-modus</string>
<string name="renderer_scaling_filter">Filter for vindustilpasning</string>
<string name="fsr_sharpness">FSR-skarphet</string>
<string name="fsr_sharpness_description">Bestemmer bildekvalitet med FSR</string>
<string name="renderer_anti_aliasing">Anti-aliasing-metode</string>
@@ -439,8 +439,6 @@
<string name="renderer_resolution">Rozdzielczość (Handheld/Zadokowany)</string>
<string name="renderer_vsync">Synchronizacja pionowa VSync</string>
<string name="renderer_scaling_filter">Filtr adaptacji rozdzielczości</string>
<string name="fsr_sharpness">Ostrość FSR</string>
<string name="fsr_sharpness_description">Kontroluje ostrość obrazu w FSR.</string>
<string name="renderer_anti_aliasing">Metoda wygładzania krawędzi</string>
@@ -430,8 +430,6 @@
<string name="renderer_resolution">Resolução (Portátil/Modo TV)</string>
<string name="renderer_vsync">Modo de VSync</string>
<string name="renderer_scaling_filter">Filtro de Adaptação da Janela</string>
<string name="fsr_sharpness">Nitidez do FSR</string>
<string name="fsr_sharpness_description">Determina a nitidez da imagem ao utilizar o contraste dinâmico do FSR</string>
<string name="renderer_anti_aliasing">Método de Anti-aliasing</string>
@@ -352,8 +352,6 @@
<string name="renderer_resolution">Resolução (Portátil/Ancorado)</string>
<string name="renderer_vsync">Modo VSync</string>
<string name="renderer_scaling_filter">Filtro de Adaptação da Janela</string>
<string name="fsr_sharpness">Nitidez do FSR</string>
<string name="fsr_sharpness_description">Determina a nitidez da imagem ao usar contraste dinâmico do FSR</string>
<string name="renderer_anti_aliasing">Método de Anti-Serrilhado</string>
@@ -458,8 +458,8 @@
<string name="renderer_resolution">Разрешение (портативное/в док-станции)</string>
<string name="renderer_vsync">Режим верт. синхронизации</string>
<string name="renderer_scaling_filter">Фильтр адаптации окна</string>
<string name="fsr_sharpness">Резкость FSR</string>
<string name="fsr_sharpness_description">Определяет, насколько чётким будет изображение при использовании динамического контраста FSR.</string>
<string name="fsr_sharpness">Резкость FSR/SGSR</string>
<string name="fsr_sharpness_description">Определяет, насколько чётким будет изображение при использовании динамического контраста FSR или SGSR фильтров</string>
<string name="renderer_anti_aliasing">Метод сглаживания</string>
@@ -499,6 +499,8 @@
<string name="fast_gpu_time_description">Принудительно запускает большинство игр в их максимальном нативном разрешении. Используйте значение 256 для максимальной производительности и 512 для максимального качества графики.</string>
<string name="skip_cpu_inner_invalidation">Пропустить внутреннюю инвалидацию ЦП</string>
<string name="skip_cpu_inner_invalidation_description">Пропускает некоторые инвалидации кэша на стороне ЦП при обновлениях памяти, уменьшая нагрузку на процессор и повышая производительность. Может вызывать сбои в некоторых играх.</string>
<string name="antiflicker">Анти-мерцание</string>
<string name="antiflicker_description">Принудительно заставляет обратные вызовы ГПУ-фильтра ожидать выполнения отправленных задач на ГПУ. Используйте с Быстрым режимом ГПУ, что бы избежать мерцаний с меньшим влиянием на производительность.</string>
<string name="fix_bloom_effects">Исправить эффекты размытия</string>
<string name="fix_bloom_effects_description">Частично убирает размытие в LA/EOW (Adreno A6XX - A7XX/ Turnip), полностью отключает его в Burnout. Внимание: может вызывать графические артефакты в других играх.</string>
<string name="emulate_bgr565">Эмулировать BGR565</string>
@@ -351,8 +351,6 @@
<string name="renderer_resolution">Резолуција (ручно / прикључено)</string>
<string name="renderer_vsync">Всинц мод</string>
<string name="renderer_scaling_filter">Филтер прилагођавања прозора</string>
<string name="fsr_sharpness">ФСР оштрина</string>
<string name="fsr_sharpness_description">Одређује колико ће се слика наоштрен трајати док користи \"ФСР\" динамички контраст</string>
<string name="renderer_anti_aliasing">Метода против алиасирања</string>
@@ -3,7 +3,7 @@
<string name="app_disclaimer">Цей застосунок запускає ігри для ігрової консолі Nintendo Switch. Він не містить ігор чи ключів.<br /><br />Перш ніж почати, укажіть розташування файлу <![CDATA[<b> prod.keys </b>]]> у пам’яті вашого пристрою.<br /><br /><![CDATA[<a href=\"https://yuzu-mirror.github.io/help/quickstart\">Дізнатися більше</a>]]></string>
<string name="notice_notification_channel_name">Сповіщення та помилки</string>
<string name="notice_notification_channel_description">Виводить сповіщення у разі виникнення проблем.</string>
<string name="notice_notification_channel_description">Показує сповіщення у разі виникнення проблем.</string>
<string name="notification_permission_not_granted">Дозвіл на сповіщення не надано!</string>
<string name="app_notification_channel_description">Сповіщення емулятора Switch Eden</string>
<string name="app_notification_running">Eden працює</string>
@@ -458,8 +458,8 @@
<string name="renderer_resolution">Роздільна здатність (Портативний/Док)</string>
<string name="renderer_vsync">Режим верт. синхронізації</string>
<string name="renderer_scaling_filter">Фільтр масштабування вікна</string>
<string name="fsr_sharpness">Різкість FSR</string>
<string name="fsr_sharpness_description">Визначає різкість зображення при використанні FSR.</string>
<string name="fsr_sharpness">Різкість FSR/SGSR</string>
<string name="fsr_sharpness_description">Визначає різкість зображення при використанні фільтрів FSR або SGSR.</string>
<string name="renderer_anti_aliasing">Згладжування</string>
@@ -499,6 +499,8 @@
<string name="fast_gpu_time_description">Примушує більшість ігор працювати на їхній максимальній нативній роздільності. Використовуйте 256 для максимальної продуктивності та 512 для найкращої якості.</string>
<string name="skip_cpu_inner_invalidation">Пропустити внутрішнє інвалідування CPU</string>
<string name="skip_cpu_inner_invalidation_description">Пропускає деякі інвалідації кешу на стороні CPU під час оновлення пам\'яті, зменшуючи навантаження на процесор і покращуючи продуктивність. Може спричинити збої в деяких іграх.</string>
<string name="antiflicker">Антимерехтіння</string>
<string name="antiflicker_description">Змушує механізм синхронізації чекати, доки ГП завершить подані завдання. Використовуйте з режимом ГП «Швидко», щоб уникнути мерехтіння з меншими втратами продуктивності.</string>
<string name="fix_bloom_effects">Виправити ефекти світіння</string>
<string name="fix_bloom_effects_description">Зменшує розмиття світіння в LA/EOW (Adreno A6XXA7XX / Turnip), прибирає світіння в Burnout. Увага: може спричинити графічні артефакти в інших іграх.</string>
<string name="emulate_bgr565">Емулювати BGR565</string>
@@ -327,8 +327,6 @@
<string name="renderer_resolution">Độ phân giải (Handheld/Docked)</string>
<string name="renderer_vsync">Chế độ VSync</string>
<string name="renderer_scaling_filter">Bộ lọc điều chỉnh cửa sổ</string>
<string name="fsr_sharpness">Độ sắc nét FSR</string>
<string name="fsr_sharpness_description">Độ sắc nét khi dùng FSR</string>
<string name="renderer_anti_aliasing">Phương pháp khử răng cưa</string>
@@ -106,7 +106,7 @@
<!-- NVDEC Emulation -->
<string name="nvdec_emulation">NVDEC模拟</string>
<string name="nvdec_emulation_description">选择视频解码处理方式</string>
<string name="nvdec_emulation_description">播放过场与开场动画期间的视频解码处理方式(NVDEC)。</string>
<string name="nvdec_emulation_none">禁用</string>
<!-- Optimize SPIRV output -->
@@ -181,14 +181,14 @@
<string name="multiplayer_hide_full_rooms">隐藏满员房间</string>
<string name="multiplayer_hide_empty_rooms">隐藏空房间</string>
<string name="multiplayer_tap_refresh_to_check_again">点击刷新重试</string>
<string name="multiplayer_search_public_lobbies">搜索房间</string>
<string name="multiplayer_search_public_lobbies">搜索游戏大厅</string>
<string name="multiplayer_preferred_game_name">首选游戏</string>
<string name="multiplayer_lobby_type">大厅类型</string>
<string name="multiplayer_lobby_type">游戏大厅类型</string>
<string name="multiplayer_room_name_error">长度需为3-20个字符</string>
<string name="multiplayer_required">必填</string>
<string name="multiplayer_token_required">需要Web令牌,请前往高级设置 -> 系统 -> 网络</string>
<string name="multiplayer_ip_error">IP格式无效</string>
<string name="multiplayer_username_error">必须为4-20个字符(仅字母数字、点号、连字符、下划线和空格</string>
<string name="multiplayer_username_error">必须为420个字符,且仅包含字母数字、点号、连字符、下划线和空格</string>
<string name="multiplayer_nickname_invalid">用户名无效,请在系统→网络中检查设置</string>
<string name="multiplayer_token_error">必须为48个字符,且仅包含小写字母a-z</string>
<string name="multiplayer_port_error">端口需为1-65535</string>
@@ -437,23 +437,23 @@
<string name="custom_cpu_ticks_description">设置自定义的CPU时钟值。更高的值可能提高性能,但也可能导致游戏卡顿。建议范围为77-21000。</string>
<string name="cpu_ticks">时钟</string>
<string name="memory_layout">内存布局</string>
<string name="memory_layout_description">(实验性) 更改模拟内存布局。此设置不会提性能,但可能有助于通过模组使用高分辨率的游戏。不要在 RAM 为 8GB 或更少的手机上使用。</string>
<string name="memory_layout_description">(实验性) 更改模拟内存布局。此设置不会提性能,但可能有助于游戏通过 mods 来利用高分辨率。请不要在内存不大于 8GB 的手机上使用。仅适用于 DynamicJIT)后端。</string>
<string name="generate">生成</string>
<!-- Network settings strings -->
<string name="web_token">网络令牌</string>
<string name="web_token_description">用于创建公共房间的网络令牌。它是一个48个字符的字符串,仅包含小写字母a-z。</string>
<string name="web_token_description">用于创建公共游戏大厅的 web token。这是一个仅包含小写字母 a-z 的 48 位字符串</string>
<string name="web_username">网络用户名</string>
<string name="web_username_description">多人游戏房间中显示的用户名。必须为4-20个字符(仅字母数字、连字符、点号、下划线和空格</string>
<string name="web_username_description">多人游戏大厅中显示的用户名。用户名必须为420个字符,且仅可包含字母数字、连字符、点号、下划线和空格。</string>
<string name="network">网络</string>
<!-- Graphics settings strings -->
<string name="renderer_resolution">分辨率 (掌机模式/主机模式)</string>
<string name="renderer_vsync">垂直同步模式</string>
<string name="renderer_scaling_filter">窗口滤镜</string>
<string name="fsr_sharpness">FSR 锐</string>
<string name="fsr_sharpness_description">指定使用 FSR 时图像的锐化程</string>
<string name="fsr_sharpness">FSR/SGSR 锐度</string>
<string name="fsr_sharpness_description">确定在使用 FSR 或 SGSR 过滤器时的图像锐</string>
<string name="renderer_anti_aliasing">抗锯齿方式</string>
@@ -493,10 +493,12 @@
<string name="fast_gpu_time_description">强制大多数游戏以其最高原生分辨率运行。设置为 256 可获得最佳性能,设置为 512 可获得最佳画面保真度。</string>
<string name="skip_cpu_inner_invalidation">跳过CPU内部无效化</string>
<string name="skip_cpu_inner_invalidation_description">在内存更新期间跳过某些CPU端缓存无效化,减少CPU使用率并提高其性能。可能会导致某些游戏出现故障或崩溃。</string>
<string name="antiflicker">防闪烁</string>
<string name="antiflicker_description">强制 GPU 围栏回调等待已提交的 GPU 任务。配合“快速 GPU 模式”一起使用,以避免画面闪烁现象,仅会牺牲少量性能。</string>
<string name="fix_bloom_effects">修复 Bloom 效果</string>
<string name="fix_bloom_effects_description">减少《塞尔达传说:智慧的再现》(Adreno A6XX - A7XX/ Turnip)中的 bloom 模糊,并移除《Burnout》中的 bloom 效果。警告:可能会导致在其他游戏中出现图形异常。</string>
<string name="emulate_bgr565">模拟 BGR565</string>
<string name="emulate_bgr565_description">修复游戏中的颜色反转以及出现的异常画面瑕疵或奇怪阴影问题</string>
<string name="emulate_bgr565_description">修复游戏中的颜色反转或是异常画面瑕疵或阴影问题</string>
<string name="rescale_hack">启用旧版缩放处理</string>
<string name="rescale_hack_description">启用通过使用快速缩放路径,来为游戏提供缩放配置处理的传统处理方式</string>
<string name="renderer_asynchronous_shaders">使用异步着色器</string>
@@ -508,9 +510,9 @@
<string name="gpu_unswizzle_texture_size">GPU 还原最大纹理尺寸</string>
<string name="gpu_unswizzle_texture_size_description">设置基于 GPU 的纹理还原的最大尺寸(单位:MiB)。\n虽然 GPU 在处理中型和大型纹理时速度更快,但对于非常小的纹理,CPU 的效率可能更高。\n调整此设置,以便在 GPU 加速和 CPU 开销之间找到最佳平衡点。</string>
<string name="gpu_unswizzle_stream_size">GPU 还原流大小</string>
<string name="gpu_unswizzle_stream_size_description">设置每帧还原大型纹理的数据限制。较高的数值可以加快纹理加载速度,但代价是增加帧延迟(影响响应速度/平滑度);较低的数值可以减少 GPU 开销,但可能会导致明显的纹理突然出现(Pop-in)现象</string>
<string name="gpu_unswizzle_stream_size_description">设置用于 unswizzling 大型纹理时的每帧数据限制。较高的数值可以加快纹理加载速度,但增加帧延迟。而较低的数值可以降低 GPU 开销,但可能会导致可见的纹理 闪现</string>
<string name="gpu_unswizzle_chunk_size">GPU 还原块大小</string>
<string name="gpu_unswizzle_chunk_size_description">定义了 3D 纹理在单个批次(Batch)中处理的深度切片(Depth Slices数量。增加此数值可以提升强力 GPU 吞吐效率,但在性能较弱的硬件上可能会引起卡顿或驱动程序超时(Driver Timeouts</string>
<string name="gpu_unswizzle_chunk_size_description">定义了 3D 纹理每批次处理的深度切片数量。增加此数值可在高性能 GPU 上提升吞吐效率,但在性能较弱的硬件上可能会导致卡顿或驱动超时</string>
<string name="gpu_unswizzle_default_button">默认</string>
@@ -437,8 +437,6 @@
<string name="renderer_resolution">解析度 (手提/底座)</string>
<string name="renderer_vsync">垂直同步</string>
<string name="renderer_scaling_filter">視窗適應過濾器</string>
<string name="fsr_sharpness">FSR 銳化度</string>
<string name="fsr_sharpness_description">使用 FSR 時圖片的銳化程度</string>
<string name="renderer_anti_aliasing">抗鋸齒</string>
@@ -240,6 +240,8 @@
<item>@string/scaling_filter_bspline</item>
<item>@string/scaling_filter_mitchell</item>
<item>@string/scaling_filter_spline1</item>
<item>@string/scaling_filter_sgsr</item>
<item>@string/scaling_filter_sgsr_edge</item>
</string-array>
<integer-array name="rendererScalingFilterValues">
@@ -256,6 +258,8 @@
<item>10</item>
<item>11</item>
<item>12</item>
<item>13</item>
<item>14</item>
</integer-array>
<string-array name="rendererAntiAliasingNames">
@@ -1 +1 @@
<?xml version='1.0' encoding='utf-8'?><resources><color name='ic_launcher_background'>#ffd700</color></resources>
<?xml version='1.0' encoding='utf-8'?><resources><color name='ic_launcher_background'>#1F143C</color></resources>
@@ -468,8 +468,8 @@
<string name="renderer_resolution">Resolution (Handheld/Docked)</string>
<string name="renderer_vsync">VSync mode</string>
<string name="renderer_scaling_filter">Window adapting filter</string>
<string name="fsr_sharpness">FSR sharpness</string>
<string name="fsr_sharpness_description">Determines how sharpened the image will look while using FSR\'s dynamic contrast</string>
<string name="fsr_sharpness">FSR/SGSR sharpness</string>
<string name="fsr_sharpness_description">Determines how sharpened the image will look while using FSR or SGSR filters</string>
<string name="renderer_anti_aliasing">Anti-aliasing method</string>
@@ -509,6 +509,8 @@
<string name="fast_gpu_time_description">Forces most games to run at their highest native resolution. Use 256 for maximal performance and 512 for maximal graphics fidelity.</string>
<string name="skip_cpu_inner_invalidation">Skip CPU Inner Invalidation</string>
<string name="skip_cpu_inner_invalidation_description">Skips certain CPU-side cache invalidations during memory updates, reducing CPU usage and improving it\'s performance. This may cause glitches or crashes on some games.</string>
<string name="antiflicker">Anti-Flicker</string>
<string name="antiflicker_description">Forces GPU fence callbacks to wait for submitted GPU work. Use with Fast GPU mode, to avoid flicker with lower performance impact.</string>
<string name="fix_bloom_effects">Fix Bloom Effects</string>
<string name="fix_bloom_effects_description">Reduces bloom blur in LA/EOW (Adreno A6XX - A7XX/ Turnip), removes bloom in Burnout. Warning: may cause graphical artifacts in other games.</string>
<string name="emulate_bgr565">Emulate BGR565</string>
@@ -1078,6 +1080,8 @@
<string name="scaling_filter_bspline" translatable="false">B-Spline</string>
<string name="scaling_filter_mitchell" translatable="false">Mitchell</string>
<string name="scaling_filter_mmpx" translatable="false">MMPX</string>
<string name="scaling_filter_sgsr" translatable="false">Snapdragon GSR</string>
<string name="scaling_filter_sgsr_edge" translatable="false">Snapdragon GSR EdgeDir</string>
<!-- Anti-Aliasing -->
<string name="anti_aliasing_none">None</string>
@@ -29,8 +29,96 @@ void AudioRenderer::Start() {
CreateSinkStreams();
mailbox.Initialize(AppMailboxId::AudioRenderer);
// Main AudioRenderer thread, responsible for processing the command lists.
main_thread = std::jthread([this](std::stop_token stop_token) {
Common::SetCurrentThreadName("DSP_AudioRenderer_Main");
Common::SetCurrentThreadPriority(Common::ThreadPriority::High);
main_thread = std::jthread([this](std::stop_token stop_token) { Main(stop_token); });
// TODO: Create buffer map/unmap thread + mailbox
// TODO: Create gMix devices, initialize them here
if (mailbox.Receive(Direction::DSP) != Message::InitializeOK) {
LOG_ERROR(Service_Audio, "ADSP Audio Renderer -- Failed to receive initialize message from host!");
return;
}
mailbox.Send(Direction::Host, Message::InitializeOK);
// 0.12 seconds (2,304,000 / 19,200,000)
constexpr u64 max_process_time{2'304'000ULL};
while (!stop_token.stop_requested()) {
auto msg{mailbox.Receive(Direction::DSP)};
switch (msg) {
case Message::Shutdown:
mailbox.Send(Direction::Host, Message::Shutdown);
return;
case Message::Render: {
if (system.IsShuttingDown()) {
std::this_thread::sleep_for(std::chrono::milliseconds(200));
mailbox.Send(Direction::Host, Message::RenderResponse);
continue;
}
std::array<bool, MaxRendererSessions> buffers_reset{};
std::array<u64, MaxRendererSessions> render_times_taken{};
const auto start_time{system.CoreTiming().GetGlobalTimeUs().count()};
for (u32 index = 0; index < MaxRendererSessions; index++) {
auto& command_buffer{command_buffers[index]};
auto& command_list_processor{command_list_processors[index]};
// Check this buffer is valid, as it may not be used.
if (command_buffer.buffer != 0) {
// If there are no remaining commands (from the previous list),
// this is a new command list, initialize it.
if (command_buffer.remaining_command_count == 0) {
command_list_processor.Initialize(system, *command_buffer.process,
command_buffer.buffer,
command_buffer.size, streams[index]);
}
if (command_buffer.reset_buffer && !buffers_reset[index]) {
streams[index]->ClearQueue();
buffers_reset[index] = true;
}
u64 max_time{max_process_time};
if (index == 1 && command_buffer.applet_resource_user_id ==
command_buffers[0].applet_resource_user_id) {
max_time = max_process_time - render_times_taken[0];
if (render_times_taken[0] > max_process_time) {
max_time = 0;
}
}
max_time = (std::min)(command_buffer.time_limit, max_time);
command_list_processor.SetProcessTimeMax(max_time);
if (index == 0) {
streams[index]->WaitFreeSpace(stop_token);
}
// Process the command list
{
render_times_taken[index] =
command_list_processor.Process(index) - start_time;
}
const auto end_time{system.CoreTiming().GetGlobalTimeUs().count()};
command_buffer.remaining_command_count =
command_list_processor.GetRemainingCommandCount();
command_buffer.render_time_taken_us = end_time - start_time;
}
}
mailbox.Send(Direction::Host, Message::RenderResponse);
} break;
default:
LOG_WARNING(Service_Audio, "ADSP AudioRenderer received an invalid message, msg={:02X}!", msg);
break;
}
}
});
mailbox.Send(Direction::DSP, Message::InitializeOK);
if (mailbox.Receive(Direction::Host) != Message::InitializeOK) {
@@ -129,95 +217,4 @@ void AudioRenderer::CreateSinkStreams() {
}
}
void AudioRenderer::Main(std::stop_token stop_token) {
Common::SetCurrentThreadName("DSP_AudioRenderer_Main");
Common::SetCurrentThreadPriority(Common::ThreadPriority::High);
// TODO: Create buffer map/unmap thread + mailbox
// TODO: Create gMix devices, initialize them here
if (mailbox.Receive(Direction::DSP) != Message::InitializeOK) {
LOG_ERROR(Service_Audio, "ADSP Audio Renderer -- Failed to receive initialize message from host!");
return;
}
mailbox.Send(Direction::Host, Message::InitializeOK);
// 0.12 seconds (2,304,000 / 19,200,000)
constexpr u64 max_process_time{2'304'000ULL};
while (!stop_token.stop_requested()) {
auto msg{mailbox.Receive(Direction::DSP)};
switch (msg) {
case Message::Shutdown:
mailbox.Send(Direction::Host, Message::Shutdown);
return;
case Message::Render: {
if (system.IsShuttingDown()) {
std::this_thread::sleep_for(std::chrono::milliseconds(200));
mailbox.Send(Direction::Host, Message::RenderResponse);
continue;
}
std::array<bool, MaxRendererSessions> buffers_reset{};
std::array<u64, MaxRendererSessions> render_times_taken{};
const auto start_time{system.CoreTiming().GetGlobalTimeUs().count()};
for (u32 index = 0; index < MaxRendererSessions; index++) {
auto& command_buffer{command_buffers[index]};
auto& command_list_processor{command_list_processors[index]};
// Check this buffer is valid, as it may not be used.
if (command_buffer.buffer != 0) {
// If there are no remaining commands (from the previous list),
// this is a new command list, initialize it.
if (command_buffer.remaining_command_count == 0) {
command_list_processor.Initialize(system, *command_buffer.process,
command_buffer.buffer,
command_buffer.size, streams[index]);
}
if (command_buffer.reset_buffer && !buffers_reset[index]) {
streams[index]->ClearQueue();
buffers_reset[index] = true;
}
u64 max_time{max_process_time};
if (index == 1 && command_buffer.applet_resource_user_id ==
command_buffers[0].applet_resource_user_id) {
max_time = max_process_time - render_times_taken[0];
if (render_times_taken[0] > max_process_time) {
max_time = 0;
}
}
max_time = (std::min)(command_buffer.time_limit, max_time);
command_list_processor.SetProcessTimeMax(max_time);
if (index == 0) {
streams[index]->WaitFreeSpace(stop_token);
}
// Process the command list
{
render_times_taken[index] =
command_list_processor.Process(index) - start_time;
}
const auto end_time{system.CoreTiming().GetGlobalTimeUs().count()};
command_buffer.remaining_command_count =
command_list_processor.GetRemainingCommandCount();
command_buffer.render_time_taken_us = end_time - start_time;
}
}
mailbox.Send(Direction::Host, Message::RenderResponse);
} break;
default:
LOG_WARNING(Service_Audio, "ADSP AudioRenderer received an invalid message, msg={:02X}!", msg);
break;
}
}
}
} // namespace AudioCore::ADSP::AudioRenderer
@@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
@@ -82,11 +82,6 @@ public:
u64 GetRenderingStartTick(s32 session_id) const noexcept;
private:
/**
* Main AudioRenderer thread, responsible for processing the command lists.
*/
void Main(std::stop_token stop_token);
/**
* Creates the streams which will receive the processed samples.
*/
+194 -195
View File
@@ -37,7 +37,9 @@ bool IsValidMultiStreamStreamCounts(s32 total_stream_count, s32 stereo_stream_co
} // namespace
OpusDecoder::OpusDecoder(Core::System& system_) : system{system_} {
init_thread = std::jthread([this](std::stop_token stop_token) { Init(stop_token); });
init_thread = std::jthread([this](std::stop_token stop_token) {
Init(stop_token);
});
}
OpusDecoder::~OpusDecoder() {
@@ -64,206 +66,203 @@ u32 OpusDecoder::Receive(Direction dir, std::stop_token stop_token) {
return mailbox.Receive(dir, stop_token);
}
void OpusDecoder::Init(std::stop_token stop_token) {
void OpusDecoder::Init(std::stop_token rc_stop_token) {
Common::SetCurrentThreadName("DSP_OpusDecoder_Init");
if (Receive(Direction::DSP, stop_token) != Message::Start) {
LOG_ERROR(Service_Audio,
"DSP OpusDecoder failed to receive Start message. Opus initialization failed.");
if (Receive(Direction::DSP, rc_stop_token) != Message::Start) {
LOG_ERROR(Service_Audio, "DSP OpusDecoder failed to receive Start message. Opus initialization failed.");
return;
}
main_thread = std::jthread([this](std::stop_token st) { Main(st); });
// Main OpusDecoder thread, responsible for processing the incoming Opus packets.
main_thread = std::jthread([this](std::stop_token stop_token) {
Common::SetCurrentThreadName("DSP_OpusDecoder_Main");
while (!stop_token.stop_requested()) {
auto msg = Receive(Direction::DSP, stop_token);
switch (msg) {
case Shutdown:
Send(Direction::Host, Message::ShutdownOK);
return;
case GetWorkBufferSize: {
auto channel_count = static_cast<s32>(shared_memory->host_send_data[0]);
ASSERT(IsValidChannelCount(channel_count));
shared_memory->dsp_return_data[0] = OpusDecodeObject::GetWorkBufferSize(channel_count);
Send(Direction::Host, Message::GetWorkBufferSizeOK);
} break;
case InitializeDecodeObject: {
auto buffer = shared_memory->host_send_data[0];
auto buffer_size = shared_memory->host_send_data[1];
auto sample_rate = static_cast<s32>(shared_memory->host_send_data[2]);
auto channel_count = static_cast<s32>(shared_memory->host_send_data[3]);
ASSERT(sample_rate >= 0);
ASSERT(IsValidChannelCount(channel_count));
ASSERT(buffer_size >= OpusDecodeObject::GetWorkBufferSize(channel_count));
auto& decoder_object = OpusDecodeObject::Initialize(buffer, buffer);
shared_memory->dsp_return_data[0] =
decoder_object.InitializeDecoder(sample_rate, channel_count);
Send(Direction::Host, Message::InitializeDecodeObjectOK);
} break;
case ShutdownDecodeObject: {
auto buffer = shared_memory->host_send_data[0];
[[maybe_unused]] auto buffer_size = shared_memory->host_send_data[1];
auto& decoder_object = OpusDecodeObject::Initialize(buffer, buffer);
shared_memory->dsp_return_data[0] = decoder_object.Shutdown();
Send(Direction::Host, Message::ShutdownDecodeObjectOK);
} break;
case DecodeInterleaved: {
auto start_time = system.CoreTiming().GetGlobalTimeUs();
auto buffer = shared_memory->host_send_data[0];
auto input_data = shared_memory->host_send_data[1];
auto input_data_size = shared_memory->host_send_data[2];
auto output_data = shared_memory->host_send_data[3];
auto output_data_size = shared_memory->host_send_data[4];
auto final_range = static_cast<u32>(shared_memory->host_send_data[5]);
auto reset_requested = shared_memory->host_send_data[6];
u32 decoded_samples{0};
auto& decoder_object = OpusDecodeObject::Initialize(buffer, buffer);
s32 error_code{OPUS_OK};
if (reset_requested) {
error_code = decoder_object.ResetDecoder();
}
if (error_code == OPUS_OK) {
error_code = decoder_object.Decode(decoded_samples, output_data, output_data_size,
input_data, input_data_size);
}
if (error_code == OPUS_OK) {
if (final_range && decoder_object.GetFinalRange() != final_range) {
error_code = OPUS_INVALID_PACKET;
}
}
auto end_time = system.CoreTiming().GetGlobalTimeUs();
shared_memory->dsp_return_data[0] = error_code;
shared_memory->dsp_return_data[1] = decoded_samples;
shared_memory->dsp_return_data[2] = (end_time - start_time).count();
Send(Direction::Host, Message::DecodeInterleavedOK);
} break;
case MapMemory: {
[[maybe_unused]] auto buffer = shared_memory->host_send_data[0];
[[maybe_unused]] auto buffer_size = shared_memory->host_send_data[1];
Send(Direction::Host, Message::MapMemoryOK);
} break;
case UnmapMemory: {
[[maybe_unused]] auto buffer = shared_memory->host_send_data[0];
[[maybe_unused]] auto buffer_size = shared_memory->host_send_data[1];
Send(Direction::Host, Message::UnmapMemoryOK);
} break;
case GetWorkBufferSizeForMultiStream: {
auto total_stream_count = static_cast<s32>(shared_memory->host_send_data[0]);
auto stereo_stream_count = static_cast<s32>(shared_memory->host_send_data[1]);
ASSERT(IsValidMultiStreamStreamCounts(total_stream_count, stereo_stream_count));
shared_memory->dsp_return_data[0] = OpusMultiStreamDecodeObject::GetWorkBufferSize(
total_stream_count, stereo_stream_count);
Send(Direction::Host, Message::GetWorkBufferSizeForMultiStreamOK);
} break;
case InitializeMultiStreamDecodeObject: {
auto buffer = shared_memory->host_send_data[0];
auto buffer_size = shared_memory->host_send_data[1];
auto sample_rate = static_cast<s32>(shared_memory->host_send_data[2]);
auto channel_count = static_cast<s32>(shared_memory->host_send_data[3]);
auto total_stream_count = static_cast<s32>(shared_memory->host_send_data[4]);
auto stereo_stream_count = static_cast<s32>(shared_memory->host_send_data[5]);
// Nintendo seem to have a bug here, they try to use &host_send_data[6] for the channel
// mappings, but [6] is never set, and there is not enough room in the argument data for
// more than 40 channels, when 255 are possible.
// It also means the mapping values are undefined, though likely always 0,
// and the mappings given by the game are ignored. The mappings are copied to this
// dedicated buffer host side, so let's do as intended.
auto mappings = shared_memory->channel_mapping.data();
ASSERT(IsValidMultiStreamStreamCounts(total_stream_count, stereo_stream_count));
ASSERT(sample_rate >= 0);
ASSERT(buffer_size >= OpusMultiStreamDecodeObject::GetWorkBufferSize(
total_stream_count, stereo_stream_count));
auto& decoder_object = OpusMultiStreamDecodeObject::Initialize(buffer, buffer);
shared_memory->dsp_return_data[0] = decoder_object.InitializeDecoder(
sample_rate, total_stream_count, channel_count, stereo_stream_count, mappings);
Send(Direction::Host, Message::InitializeMultiStreamDecodeObjectOK);
} break;
case ShutdownMultiStreamDecodeObject: {
auto buffer = shared_memory->host_send_data[0];
[[maybe_unused]] auto buffer_size = shared_memory->host_send_data[1];
auto& decoder_object = OpusMultiStreamDecodeObject::Initialize(buffer, buffer);
shared_memory->dsp_return_data[0] = decoder_object.Shutdown();
Send(Direction::Host, Message::ShutdownMultiStreamDecodeObjectOK);
} break;
case DecodeInterleavedForMultiStream: {
auto start_time = system.CoreTiming().GetGlobalTimeUs();
auto buffer = shared_memory->host_send_data[0];
auto input_data = shared_memory->host_send_data[1];
auto input_data_size = shared_memory->host_send_data[2];
auto output_data = shared_memory->host_send_data[3];
auto output_data_size = shared_memory->host_send_data[4];
auto final_range = static_cast<u32>(shared_memory->host_send_data[5]);
auto reset_requested = shared_memory->host_send_data[6];
u32 decoded_samples{0};
auto& decoder_object = OpusMultiStreamDecodeObject::Initialize(buffer, buffer);
s32 error_code{OPUS_OK};
if (reset_requested) {
error_code = decoder_object.ResetDecoder();
}
if (error_code == OPUS_OK) {
error_code = decoder_object.Decode(decoded_samples, output_data, output_data_size,
input_data, input_data_size);
}
if (error_code == OPUS_OK) {
if (final_range && decoder_object.GetFinalRange() != final_range) {
error_code = OPUS_INVALID_PACKET;
}
}
auto end_time = system.CoreTiming().GetGlobalTimeUs();
shared_memory->dsp_return_data[0] = error_code;
shared_memory->dsp_return_data[1] = decoded_samples;
shared_memory->dsp_return_data[2] = (end_time - start_time).count();
Send(Direction::Host, Message::DecodeInterleavedForMultiStreamOK);
} break;
default:
LOG_ERROR(Service_Audio, "Invalid OpusDecoder command {}", msg);
continue;
}
}
});
running = true;
Send(Direction::Host, Message::StartOK);
}
void OpusDecoder::Main(std::stop_token stop_token) {
Common::SetCurrentThreadName("DSP_OpusDecoder_Main");
while (!stop_token.stop_requested()) {
auto msg = Receive(Direction::DSP, stop_token);
switch (msg) {
case Shutdown:
Send(Direction::Host, Message::ShutdownOK);
return;
case GetWorkBufferSize: {
auto channel_count = static_cast<s32>(shared_memory->host_send_data[0]);
ASSERT(IsValidChannelCount(channel_count));
shared_memory->dsp_return_data[0] = OpusDecodeObject::GetWorkBufferSize(channel_count);
Send(Direction::Host, Message::GetWorkBufferSizeOK);
} break;
case InitializeDecodeObject: {
auto buffer = shared_memory->host_send_data[0];
auto buffer_size = shared_memory->host_send_data[1];
auto sample_rate = static_cast<s32>(shared_memory->host_send_data[2]);
auto channel_count = static_cast<s32>(shared_memory->host_send_data[3]);
ASSERT(sample_rate >= 0);
ASSERT(IsValidChannelCount(channel_count));
ASSERT(buffer_size >= OpusDecodeObject::GetWorkBufferSize(channel_count));
auto& decoder_object = OpusDecodeObject::Initialize(buffer, buffer);
shared_memory->dsp_return_data[0] =
decoder_object.InitializeDecoder(sample_rate, channel_count);
Send(Direction::Host, Message::InitializeDecodeObjectOK);
} break;
case ShutdownDecodeObject: {
auto buffer = shared_memory->host_send_data[0];
[[maybe_unused]] auto buffer_size = shared_memory->host_send_data[1];
auto& decoder_object = OpusDecodeObject::Initialize(buffer, buffer);
shared_memory->dsp_return_data[0] = decoder_object.Shutdown();
Send(Direction::Host, Message::ShutdownDecodeObjectOK);
} break;
case DecodeInterleaved: {
auto start_time = system.CoreTiming().GetGlobalTimeUs();
auto buffer = shared_memory->host_send_data[0];
auto input_data = shared_memory->host_send_data[1];
auto input_data_size = shared_memory->host_send_data[2];
auto output_data = shared_memory->host_send_data[3];
auto output_data_size = shared_memory->host_send_data[4];
auto final_range = static_cast<u32>(shared_memory->host_send_data[5]);
auto reset_requested = shared_memory->host_send_data[6];
u32 decoded_samples{0};
auto& decoder_object = OpusDecodeObject::Initialize(buffer, buffer);
s32 error_code{OPUS_OK};
if (reset_requested) {
error_code = decoder_object.ResetDecoder();
}
if (error_code == OPUS_OK) {
error_code = decoder_object.Decode(decoded_samples, output_data, output_data_size,
input_data, input_data_size);
}
if (error_code == OPUS_OK) {
if (final_range && decoder_object.GetFinalRange() != final_range) {
error_code = OPUS_INVALID_PACKET;
}
}
auto end_time = system.CoreTiming().GetGlobalTimeUs();
shared_memory->dsp_return_data[0] = error_code;
shared_memory->dsp_return_data[1] = decoded_samples;
shared_memory->dsp_return_data[2] = (end_time - start_time).count();
Send(Direction::Host, Message::DecodeInterleavedOK);
} break;
case MapMemory: {
[[maybe_unused]] auto buffer = shared_memory->host_send_data[0];
[[maybe_unused]] auto buffer_size = shared_memory->host_send_data[1];
Send(Direction::Host, Message::MapMemoryOK);
} break;
case UnmapMemory: {
[[maybe_unused]] auto buffer = shared_memory->host_send_data[0];
[[maybe_unused]] auto buffer_size = shared_memory->host_send_data[1];
Send(Direction::Host, Message::UnmapMemoryOK);
} break;
case GetWorkBufferSizeForMultiStream: {
auto total_stream_count = static_cast<s32>(shared_memory->host_send_data[0]);
auto stereo_stream_count = static_cast<s32>(shared_memory->host_send_data[1]);
ASSERT(IsValidMultiStreamStreamCounts(total_stream_count, stereo_stream_count));
shared_memory->dsp_return_data[0] = OpusMultiStreamDecodeObject::GetWorkBufferSize(
total_stream_count, stereo_stream_count);
Send(Direction::Host, Message::GetWorkBufferSizeForMultiStreamOK);
} break;
case InitializeMultiStreamDecodeObject: {
auto buffer = shared_memory->host_send_data[0];
auto buffer_size = shared_memory->host_send_data[1];
auto sample_rate = static_cast<s32>(shared_memory->host_send_data[2]);
auto channel_count = static_cast<s32>(shared_memory->host_send_data[3]);
auto total_stream_count = static_cast<s32>(shared_memory->host_send_data[4]);
auto stereo_stream_count = static_cast<s32>(shared_memory->host_send_data[5]);
// Nintendo seem to have a bug here, they try to use &host_send_data[6] for the channel
// mappings, but [6] is never set, and there is not enough room in the argument data for
// more than 40 channels, when 255 are possible.
// It also means the mapping values are undefined, though likely always 0,
// and the mappings given by the game are ignored. The mappings are copied to this
// dedicated buffer host side, so let's do as intended.
auto mappings = shared_memory->channel_mapping.data();
ASSERT(IsValidMultiStreamStreamCounts(total_stream_count, stereo_stream_count));
ASSERT(sample_rate >= 0);
ASSERT(buffer_size >= OpusMultiStreamDecodeObject::GetWorkBufferSize(
total_stream_count, stereo_stream_count));
auto& decoder_object = OpusMultiStreamDecodeObject::Initialize(buffer, buffer);
shared_memory->dsp_return_data[0] = decoder_object.InitializeDecoder(
sample_rate, total_stream_count, channel_count, stereo_stream_count, mappings);
Send(Direction::Host, Message::InitializeMultiStreamDecodeObjectOK);
} break;
case ShutdownMultiStreamDecodeObject: {
auto buffer = shared_memory->host_send_data[0];
[[maybe_unused]] auto buffer_size = shared_memory->host_send_data[1];
auto& decoder_object = OpusMultiStreamDecodeObject::Initialize(buffer, buffer);
shared_memory->dsp_return_data[0] = decoder_object.Shutdown();
Send(Direction::Host, Message::ShutdownMultiStreamDecodeObjectOK);
} break;
case DecodeInterleavedForMultiStream: {
auto start_time = system.CoreTiming().GetGlobalTimeUs();
auto buffer = shared_memory->host_send_data[0];
auto input_data = shared_memory->host_send_data[1];
auto input_data_size = shared_memory->host_send_data[2];
auto output_data = shared_memory->host_send_data[3];
auto output_data_size = shared_memory->host_send_data[4];
auto final_range = static_cast<u32>(shared_memory->host_send_data[5]);
auto reset_requested = shared_memory->host_send_data[6];
u32 decoded_samples{0};
auto& decoder_object = OpusMultiStreamDecodeObject::Initialize(buffer, buffer);
s32 error_code{OPUS_OK};
if (reset_requested) {
error_code = decoder_object.ResetDecoder();
}
if (error_code == OPUS_OK) {
error_code = decoder_object.Decode(decoded_samples, output_data, output_data_size,
input_data, input_data_size);
}
if (error_code == OPUS_OK) {
if (final_range && decoder_object.GetFinalRange() != final_range) {
error_code = OPUS_INVALID_PACKET;
}
}
auto end_time = system.CoreTiming().GetGlobalTimeUs();
shared_memory->dsp_return_data[0] = error_code;
shared_memory->dsp_return_data[1] = decoded_samples;
shared_memory->dsp_return_data[2] = (end_time - start_time).count();
Send(Direction::Host, Message::DecodeInterleavedForMultiStreamOK);
} break;
default:
LOG_ERROR(Service_Audio, "Invalid OpusDecoder command {}", msg);
continue;
}
}
}
} // namespace AudioCore::ADSP::OpusDecoder
+3 -4
View File
@@ -1,3 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -69,10 +72,6 @@ private:
* Initializing thread, launched at audio_core boot to avoid blocking the main emu boot thread.
*/
void Init(std::stop_token stop_token);
/**
* Main OpusDecoder thread, responsible for processing the incoming Opus packets.
*/
void Main(std::stop_token stop_token);
/// Core system
Core::System& system;
+2 -4
View File
@@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
@@ -177,10 +177,8 @@ void SinkStream::ProcessAudioOutAndRender(std::span<s16> output_buffer, std::siz
queued_buffers.store(0);
release_cv.notify_one();
}
static constexpr std::array<s16, 6> silence{};
for (size_t i = 0; i < num_frames; i++)
std::memcpy(&output_buffer[i * frame_size], silence.data(), frame_size_bytes);
std::memset(&output_buffer[i * frame_size], 0, frame_size_bytes);
return;
}
+4 -7
View File
@@ -141,12 +141,12 @@ add_library(
vector_math.h
virtual_buffer.cpp
virtual_buffer.h
wall_clock.cpp
wall_clock.h
zstd_compression.cpp
zstd_compression.h
fs/ryujinx_compat.h fs/ryujinx_compat.cpp
fs/symlink.h fs/symlink.cpp
cpu_features.cpp
cpu_features.h
httplib.h
net/net.h net/net.cpp)
@@ -180,10 +180,7 @@ endif()
if(ARCHITECTURE_x86_64)
target_sources(
common
PRIVATE x64/cpu_detect.cpp
x64/cpu_detect.h
x64/cpu_wait.cpp
x64/cpu_wait.h
PRIVATE
x64/rdtsc.cpp
x64/rdtsc.h
x64/xbyak.h)
@@ -234,7 +231,7 @@ if(CXX_CLANG)
endif()
if (BOOST_NO_HEADERS)
target_link_libraries(common PUBLIC Boost::algorithm Boost::icl Boost::pool)
target_link_libraries(common PUBLIC Boost::algorithm Boost::heap Boost::icl Boost::pool)
else()
target_link_libraries(common PUBLIC Boost::headers)
endif()
+5
View File
@@ -1,7 +1,12 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: 2005-2014 Daniel James
// SPDX-FileCopyrightText: 2016 Austin Appleby
// SPDX-License-Identifier: BSL-1.0
#pragma once
#include <array>
#include <climits>
#include <cstdint>
@@ -10,34 +10,32 @@
#include <fstream>
#include <iterator>
#include <optional>
#include <algorithm>
#include <string_view>
#include <thread>
#include <vector>
#include "common/bit_util.h"
#include "common/common_types.h"
#include "common/logging.h"
#include "common/x64/cpu_detect.h"
#include "common/x64/rdtsc.h"
#ifdef _WIN32
#include <windows.h>
#endif
#ifdef _MSC_VER
#include <intrin.h>
static inline u64 xgetbv(u32 index) {
return _xgetbv(index);
}
#else
#if defined(__DragonFly__) || defined(__FreeBSD__)
// clang-format off
#elif defined(__DragonFly__) || defined(__FreeBSD__)
#include <sys/types.h>
#include <machine/cpufunc.h>
// clang-format on
#elif defined(__ANDROID__)
#include <sys/system_properties.h>
#endif
#include "common/steady_clock.h"
#include "common/uint128.h"
#include "common/bit_util.h"
#include "common/common_types.h"
#include "common/cpu_features.h"
#include "common/logging.h"
#ifdef ARCHITECTURE_x86_64
#include "common/x64/rdtsc.h"
#ifdef _MSC_VER
#include <intrin.h>
static inline u64 xgetbv(u32 index) { return _xgetbv(index); }
#else
static inline void __cpuidex(int info[4], u32 function_id, u32 subfunction_id) {
#if defined(__DragonFly__) || defined(__FreeBSD__)
// Despite the name, this is just do_cpuid() with ECX as second input.
@@ -50,11 +48,7 @@ static inline void __cpuidex(int info[4], u32 function_id, u32 subfunction_id) {
: "a"(function_id), "c"(subfunction_id));
#endif
}
static inline void __cpuid(int info[4], u32 function_id) {
return __cpuidex(info, function_id, 0);
}
static inline void __cpuid(int info[4], u32 function_id) { return __cpuidex(info, function_id, 0); }
#define _XCR_XFEATURE_ENABLED_MASK 0
static inline u64 xgetbv(u32 index) {
u32 eax, edx;
@@ -62,9 +56,10 @@ static inline u64 xgetbv(u32 index) {
return ((u64)edx << 32) | eax;
}
#endif // _MSC_VER
#endif
namespace Common {
#ifdef ARCHITECTURE_x86_64
CPUCaps::Manufacturer CPUCaps::ParseManufacturer(std::string_view brand_string) {
if (brand_string == "GenuineIntel") {
return Manufacturer::Intel;
@@ -76,142 +71,6 @@ CPUCaps::Manufacturer CPUCaps::ParseManufacturer(std::string_view brand_string)
return Manufacturer::Unknown;
}
// Detects the various CPU features
static CPUCaps Detect() {
CPUCaps caps = {};
// Assumes the CPU supports the CPUID instruction. Those that don't would likely not support
// yuzu at all anyway
int cpu_id[4];
// Detect CPU's CPUID capabilities and grab manufacturer string
__cpuid(cpu_id, 0x00000000);
const u32 max_std_fn = cpu_id[0]; // EAX
std::memset(caps.brand_string, 0, std::size(caps.brand_string));
std::memcpy(&caps.brand_string[0], &cpu_id[1], sizeof(u32));
std::memcpy(&caps.brand_string[4], &cpu_id[3], sizeof(u32));
std::memcpy(&caps.brand_string[8], &cpu_id[2], sizeof(u32));
caps.manufacturer = CPUCaps::ParseManufacturer(caps.brand_string);
// Set reasonable default cpu string even if brand string not available
std::strncpy(caps.cpu_string, caps.brand_string, std::size(caps.brand_string));
__cpuid(cpu_id, 0x80000000);
const u32 max_ex_fn = cpu_id[0];
// Detect family and other miscellaneous features
if (max_std_fn >= 1) {
__cpuid(cpu_id, 0x00000001);
caps.sse = Common::Bit<25>(cpu_id[3]);
caps.sse2 = Common::Bit<26>(cpu_id[3]);
caps.sse3 = Common::Bit<0>(cpu_id[2]);
caps.pclmulqdq = Common::Bit<1>(cpu_id[2]);
caps.ssse3 = Common::Bit<9>(cpu_id[2]);
caps.sse4_1 = Common::Bit<19>(cpu_id[2]);
caps.sse4_2 = Common::Bit<20>(cpu_id[2]);
caps.movbe = Common::Bit<22>(cpu_id[2]);
caps.popcnt = Common::Bit<23>(cpu_id[2]);
caps.aes = Common::Bit<25>(cpu_id[2]);
caps.f16c = Common::Bit<29>(cpu_id[2]);
// AVX support requires 3 separate checks:
// - Is the AVX bit set in CPUID?
// - Is the XSAVE bit set in CPUID?
// - XGETBV result has the XCR bit set.
if (Common::Bit<28>(cpu_id[2]) && Common::Bit<27>(cpu_id[2])) {
if ((xgetbv(_XCR_XFEATURE_ENABLED_MASK) & 0x6) == 0x6) {
caps.avx = true;
if (Common::Bit<12>(cpu_id[2]))
caps.fma = true;
}
}
if (max_std_fn >= 7) {
__cpuidex(cpu_id, 0x00000007, 0x00000000);
// Can't enable AVX{2,512} unless the XSAVE/XGETBV checks above passed
if (caps.avx) {
caps.avx2 = Common::Bit<5>(cpu_id[1]);
caps.avx512f = Common::Bit<16>(cpu_id[1]);
caps.avx512dq = Common::Bit<17>(cpu_id[1]);
caps.avx512cd = Common::Bit<28>(cpu_id[1]);
caps.avx512bw = Common::Bit<30>(cpu_id[1]);
caps.avx512vl = Common::Bit<31>(cpu_id[1]);
caps.avx512vbmi = Common::Bit<1>(cpu_id[2]);
caps.avx512bitalg = Common::Bit<12>(cpu_id[2]);
}
caps.bmi1 = Common::Bit<3>(cpu_id[1]);
caps.bmi2 = Common::Bit<8>(cpu_id[1]);
caps.sha = Common::Bit<29>(cpu_id[1]);
caps.waitpkg = Common::Bit<5>(cpu_id[2]);
caps.gfni = Common::Bit<8>(cpu_id[2]);
__cpuidex(cpu_id, 0x00000007, 0x00000001);
caps.avx_vnni = caps.avx && Common::Bit<4>(cpu_id[0]);
}
}
if (max_ex_fn >= 0x80000004) {
// Extract CPU model string
__cpuid(cpu_id, 0x80000002);
std::memcpy(caps.cpu_string, cpu_id, sizeof(cpu_id));
__cpuid(cpu_id, 0x80000003);
std::memcpy(caps.cpu_string + 16, cpu_id, sizeof(cpu_id));
__cpuid(cpu_id, 0x80000004);
std::memcpy(caps.cpu_string + 32, cpu_id, sizeof(cpu_id));
}
if (max_ex_fn >= 0x80000001) {
// Check for more features
__cpuid(cpu_id, 0x80000001);
caps.lzcnt = Common::Bit<5>(cpu_id[2]);
caps.fma4 = Common::Bit<16>(cpu_id[2]);
caps.monitorx = Common::Bit<29>(cpu_id[2]);
}
if (max_ex_fn >= 0x80000007) {
__cpuid(cpu_id, 0x80000007);
caps.invariant_tsc = Common::Bit<8>(cpu_id[3]);
}
if (max_std_fn >= 0x15) {
__cpuid(cpu_id, 0x15);
caps.tsc_crystal_ratio_denominator = cpu_id[0];
caps.tsc_crystal_ratio_numerator = cpu_id[1];
caps.crystal_frequency = cpu_id[2];
// Some CPU models might not return a crystal frequency.
// The CPU model can be detected to use the values from turbostat
// https://github.com/torvalds/linux/blob/master/tools/power/x86/turbostat/turbostat.c#L5569
// but it's easier to just estimate the TSC tick rate for these cases.
if (caps.tsc_crystal_ratio_denominator) {
caps.tsc_frequency = static_cast<u64>(caps.crystal_frequency) *
caps.tsc_crystal_ratio_numerator /
caps.tsc_crystal_ratio_denominator;
} else {
caps.tsc_frequency = X64::EstimateRDTSCFrequency();
}
}
if (max_std_fn >= 0x16) {
__cpuid(cpu_id, 0x16);
caps.base_frequency = cpu_id[0];
caps.max_frequency = cpu_id[1];
caps.bus_frequency = cpu_id[2];
}
return caps;
}
const CPUCaps& GetCPUCaps() {
static CPUCaps caps = Detect();
return caps;
}
std::optional<int> GetProcessorCount() {
#if defined(_WIN32)
// Get the buffer length.
@@ -253,4 +112,315 @@ std::optional<int> GetProcessorCount() {
#endif
}
/// @brief Detects the various CPU features
const CPUCaps g_cpu_caps = [] {
CPUCaps caps = {};
// Assumes the CPU supports the CPUID instruction. Those that don't would likely not support
// yuzu at all anyway
int cpu_id[4];
// Detect CPU's CPUID capabilities and grab manufacturer string
__cpuid(cpu_id, 0x00000000);
const u32 max_std_fn = cpu_id[0]; // EAX
std::memset(caps.brand_string, 0, std::size(caps.brand_string));
std::memcpy(&caps.brand_string[0], &cpu_id[1], sizeof(u32));
std::memcpy(&caps.brand_string[4], &cpu_id[3], sizeof(u32));
std::memcpy(&caps.brand_string[8], &cpu_id[2], sizeof(u32));
caps.manufacturer = CPUCaps::ParseManufacturer(caps.brand_string);
// Set reasonable default cpu string even if brand string not available
std::strncpy(caps.cpu_string, caps.brand_string, std::size(caps.brand_string));
__cpuid(cpu_id, 0x80000000);
const u32 max_ex_fn = cpu_id[0];
// Detect family and other miscellaneous features
if (max_std_fn >= 1) {
__cpuid(cpu_id, 0x00000001);
caps.sse3 = Common::Bit<0>(cpu_id[2]);
caps.pclmulqdq = Common::Bit<1>(cpu_id[2]);
caps.ssse3 = Common::Bit<9>(cpu_id[2]);
caps.sse4_1 = Common::Bit<19>(cpu_id[2]);
caps.sse4_2 = Common::Bit<20>(cpu_id[2]);
caps.movbe = Common::Bit<22>(cpu_id[2]);
caps.popcnt = Common::Bit<23>(cpu_id[2]);
caps.aes = Common::Bit<25>(cpu_id[2]);
caps.f16c = Common::Bit<29>(cpu_id[2]);
// AVX support requires 3 separate checks:
// - Is the AVX bit set in CPUID?
// - Is the XSAVE bit set in CPUID?
// - XGETBV result has the XCR bit set.
if (Common::Bit<28>(cpu_id[2]) && Common::Bit<27>(cpu_id[2])) {
if ((xgetbv(_XCR_XFEATURE_ENABLED_MASK) & 0x6) == 0x6) {
caps.avx = true;
if (Common::Bit<12>(cpu_id[2]))
caps.fma = true;
}
}
if (max_std_fn >= 7) {
__cpuidex(cpu_id, 0x00000007, 0x00000000);
// Can't enable AVX{2,512} unless the XSAVE/XGETBV checks above passed
if (caps.avx) {
caps.avx2 = Common::Bit<5>(cpu_id[1]);
caps.avx512f = Common::Bit<16>(cpu_id[1]);
caps.avx512dq = Common::Bit<17>(cpu_id[1]);
caps.avx512cd = Common::Bit<28>(cpu_id[1]);
caps.avx512bw = Common::Bit<30>(cpu_id[1]);
caps.avx512vl = Common::Bit<31>(cpu_id[1]);
caps.avx512vbmi = Common::Bit<1>(cpu_id[2]);
caps.avx512bitalg = Common::Bit<12>(cpu_id[2]);
}
caps.bmi1 = Common::Bit<3>(cpu_id[1]);
caps.bmi2 = Common::Bit<8>(cpu_id[1]);
caps.sha = Common::Bit<29>(cpu_id[1]);
caps.waitpkg = Common::Bit<5>(cpu_id[2]);
caps.gfni = Common::Bit<8>(cpu_id[2]);
}
}
if (max_ex_fn >= 0x80000004) {
// Extract CPU model string
__cpuid(cpu_id, 0x80000002);
std::memcpy(caps.cpu_string, cpu_id, sizeof(cpu_id));
__cpuid(cpu_id, 0x80000003);
std::memcpy(caps.cpu_string + 16, cpu_id, sizeof(cpu_id));
__cpuid(cpu_id, 0x80000004);
std::memcpy(caps.cpu_string + 32, cpu_id, sizeof(cpu_id));
}
if (max_ex_fn >= 0x80000001) {
// Check for more features
__cpuid(cpu_id, 0x80000001);
caps.lzcnt = Common::Bit<5>(cpu_id[2]);
caps.monitorx = Common::Bit<29>(cpu_id[2]);
}
if (max_ex_fn >= 0x80000007) {
__cpuid(cpu_id, 0x80000007);
caps.invariant_tsc = Common::Bit<8>(cpu_id[3]);
}
if (max_std_fn >= 0x15) {
__cpuid(cpu_id, 0x15);
caps.tsc_crystal_ratio_denominator = cpu_id[0];
caps.tsc_crystal_ratio_numerator = cpu_id[1];
caps.crystal_frequency = cpu_id[2];
// Some CPU models might not return a crystal frequency.
// The CPU model can be detected to use the values from turbostat
// https://github.com/torvalds/linux/blob/master/tools/power/x86/turbostat/turbostat.c#L5569
// but it's easier to just estimate the TSC tick rate for these cases.
if (caps.tsc_crystal_ratio_denominator) {
caps.tsc_frequency = u64(caps.crystal_frequency)
* caps.tsc_crystal_ratio_numerator / caps.tsc_crystal_ratio_denominator;
} else {
caps.tsc_frequency = X64::EstimateRDTSCFrequency();
}
}
if (max_std_fn >= 0x16) {
__cpuid(cpu_id, 0x16);
caps.base_frequency = cpu_id[0];
caps.max_frequency = cpu_id[1];
caps.bus_frequency = cpu_id[2];
}
return caps;
}();
#else
#endif
#if defined(ARCHITECTURE_x86_64)
WallClock::WallClock(bool invariant_, u64 rdtsc_frequency_) noexcept
: rdtsc_frequency{rdtsc_frequency_}
, ns_rdtsc_factor{invariant_ ? GetFixedPoint64Factor(NsRatio::den, rdtsc_frequency_) : 0}
, us_rdtsc_factor{invariant_ ? GetFixedPoint64Factor(UsRatio::den, rdtsc_frequency_) : 0}
, ms_rdtsc_factor{invariant_ ? GetFixedPoint64Factor(MsRatio::den, rdtsc_frequency_) : 0}
, rdtsc_ns_factor{invariant_ ? GetFixedPoint64Factor(rdtsc_frequency_, NsRatio::den) : 1}
, cntpct_rdtsc_factor{invariant_ ? GetFixedPoint64Factor(CNTFRQ, rdtsc_frequency_) : 0}
, gputick_rdtsc_factor{invariant_ ? GetFixedPoint64Factor(GPUTickFreq, rdtsc_frequency_) : 0}
, invariant{invariant_}
{}
std::chrono::nanoseconds WallClock::GetTimeNS() const {
if (!invariant)
return std::chrono::duration_cast<std::chrono::nanoseconds>(std::chrono::steady_clock::now().time_since_epoch());
return std::chrono::nanoseconds{MultiplyHigh(GetUptime(), ns_rdtsc_factor)};
}
std::chrono::microseconds WallClock::GetTimeUS() const {
if (!invariant)
return std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::steady_clock::now().time_since_epoch());
return std::chrono::microseconds{MultiplyHigh(GetUptime(), us_rdtsc_factor)};
}
std::chrono::milliseconds WallClock::GetTimeMS() const {
if (!invariant)
return std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now().time_since_epoch());
return std::chrono::milliseconds{MultiplyHigh(GetUptime(), ms_rdtsc_factor)};
}
s64 WallClock::GetCNTPCT() const {
if (!invariant)
return GetUptime() * NsToCNTPCTRatio::num / NsToCNTPCTRatio::den;
return MultiplyHigh(GetUptime(), cntpct_rdtsc_factor);
}
s64 WallClock::GetGPUTick() const {
if (!invariant)
return GetUptime() * NsToGPUTickRatio::num / NsToGPUTickRatio::den;
return MultiplyHigh(GetUptime(), gputick_rdtsc_factor);
}
s64 WallClock::GetUptime() const {
if (!invariant)
return std::chrono::duration_cast<std::chrono::nanoseconds>(std::chrono::steady_clock::now().time_since_epoch()).count();
return s64(Common::X64::FencedRDTSC());
}
bool WallClock::IsNative() const {
return invariant;
}
u64 WallClock::NsToTicks(std::chrono::nanoseconds ns) const {
return invariant ? MultiplyHigh(ns.count(), rdtsc_ns_factor) : ns.count();
}
#elif defined(HAS_NCE)
namespace {
[[nodiscard]] Common::WallClock::FactorType GetFixedPointFactor(u64 num, u64 den) noexcept {
return (Common::WallClock::FactorType(num) << 64) / den;
}
[[nodiscard]] u64 MultiplyHigh(u64 m, Common::WallClock::FactorType factor) noexcept {
return static_cast<u64>((m * factor) >> 64);
}
[[nodiscard]] s64 GetHostCNTFRQ() noexcept {
u64 cntfrq_el0 = 0;
#ifdef ANDROID
std::string_view board{""};
char buffer[PROP_VALUE_MAX];
int len{__system_property_get("ro.product.board", buffer)};
board = std::string_view(buffer, static_cast<size_t>(len));
if (board == "s5e9925") { // Exynos 2200
cntfrq_el0 = 25600000;
} else if (board == "exynos2100") { // Exynos 2100
cntfrq_el0 = 26000000;
} else if (board == "exynos9810") { // Exynos 9810
cntfrq_el0 = 26000000;
} else if (board == "s5e8825") { // Exynos 1280
cntfrq_el0 = 26000000;
} else {
asm volatile("mrs %[cntfrq_el0], cntfrq_el0" : [cntfrq_el0] "=r"(cntfrq_el0));
}
return cntfrq_el0;
#else
asm volatile("mrs %[cntfrq_el0], cntfrq_el0" : [cntfrq_el0] "=r"(cntfrq_el0));
return cntfrq_el0;
#endif
}
} // namespace
WallClock::WallClock(bool invariant_, u64 rdtsc_frequency_) noexcept {
const u64 host_cntfrq = std::max<u64>(GetHostCNTFRQ(), 1);
ns_cntfrq_factor = GetFixedPointFactor(NsRatio::den, host_cntfrq);
us_cntfrq_factor = GetFixedPointFactor(UsRatio::den, host_cntfrq);
ms_cntfrq_factor = GetFixedPointFactor(MsRatio::den, host_cntfrq);
cntfrq_ns_factor = GetFixedPointFactor(host_cntfrq, NsRatio::den);
guest_cntfrq_factor = GetFixedPointFactor(CNTFRQ, host_cntfrq);
gputick_cntfrq_factor = GetFixedPointFactor(GPUTickFreq, host_cntfrq);
}
std::chrono::nanoseconds WallClock::GetTimeNS() const {
return std::chrono::nanoseconds{MultiplyHigh(GetUptime(), ns_cntfrq_factor)};
}
std::chrono::microseconds WallClock::GetTimeUS() const {
return std::chrono::microseconds{MultiplyHigh(GetUptime(), us_cntfrq_factor)};
}
std::chrono::milliseconds WallClock::GetTimeMS() const {
return std::chrono::milliseconds{MultiplyHigh(GetUptime(), ms_cntfrq_factor)};
}
s64 WallClock::GetCNTPCT() const {
return MultiplyHigh(GetUptime(), guest_cntfrq_factor);
}
s64 WallClock::GetGPUTick() const {
return MultiplyHigh(GetUptime(), gputick_cntfrq_factor);
}
s64 WallClock::GetUptime() const {
s64 cntvct_el0 = 0;
asm volatile(
"dsb ish\n\t"
"mrs %[cntvct_el0], cntvct_el0\n\t"
"dsb ish\n\t"
: [cntvct_el0] "=r"(cntvct_el0)
);
return cntvct_el0;
}
bool WallClock::IsNative() const {
return true;
}
u64 WallClock::NsToTicks(std::chrono::nanoseconds ns) const {
return MultiplyHigh(ns.count(), cntfrq_ns_factor);
}
#else
WallClock::WallClock(bool invariant_, u64 rdtsc_frequency_) noexcept {}
std::chrono::nanoseconds WallClock::GetTimeNS() const {
return std::chrono::duration_cast<std::chrono::nanoseconds>(std::chrono::steady_clock::now().time_since_epoch());
}
std::chrono::microseconds WallClock::GetTimeUS() const {
return std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::steady_clock::now().time_since_epoch());
}
std::chrono::milliseconds WallClock::GetTimeMS() const {
return std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now().time_since_epoch());
}
s64 WallClock::GetCNTPCT() const {
return GetUptime() * NsToCNTPCTRatio::num / NsToCNTPCTRatio::den;
}
s64 WallClock::GetGPUTick() const {
return GetUptime() * NsToGPUTickRatio::num / NsToGPUTickRatio::den;
}
s64 WallClock::GetUptime() const {
return std::chrono::duration_cast<std::chrono::nanoseconds>(std::chrono::steady_clock::now().time_since_epoch()).count();
}
bool WallClock::IsNative() const {
return false;
}
u64 WallClock::NsToTicks(std::chrono::nanoseconds ns) const {
return ns.count();
}
#endif
// Wall clock MUST be initialized AFTER g_cpu_caps
// C++ only guarantees ctor init in the order they appear in TU
const WallClock g_wall_clock = [] {
#if defined(ARCHITECTURE_x86_64)
auto const& caps = Common::g_cpu_caps;
return WallClock(caps.invariant_tsc && caps.tsc_frequency >= std::nano::den, caps.tsc_frequency);
#elif defined(HAS_NCE)
return WallClock(false, 1);
#else
return WallClock(true, 1);
#endif
}();
} // namespace Common
@@ -1,11 +1,14 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
// SPDX-FileCopyrightText: Copyright 2013 Dolphin Emulator Project / 2015 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <optional>
#include <string_view>
#include <chrono>
#include <memory>
#include <ratio>
@@ -43,6 +46,9 @@ public:
/// @returns Whether the clock directly uses the host's hardware clock.
bool IsNative() const;
// @returns Nanoseconds to native ticks
u64 NsToTicks(std::chrono::nanoseconds ns) const;
static inline u64 NSToCNTPCT(u64 ns) {
return ns * NsToCNTPCTRatio::num / NsToCNTPCTRatio::den;
}
@@ -69,7 +75,6 @@ public:
return cpu_tick * CPUTickToGPUTickRatio::num / CPUTickToGPUTickRatio::den;
}
protected:
using NsRatio = std::nano;
using UsRatio = std::micro;
using MsRatio = std::milli;
@@ -87,31 +92,96 @@ protected:
using CPUTickToGPUTickRatio = std::ratio<GPUTickFreq, CPUTickFreq>;
#if defined(ARCHITECTURE_x86_64)
bool invariant;
u64 rdtsc_frequency;
u64 ns_rdtsc_factor;
u64 us_rdtsc_factor;
u64 ms_rdtsc_factor;
u64 rdtsc_ns_factor;
u64 cntpct_rdtsc_factor;
u64 gputick_rdtsc_factor;
bool invariant;
#elif defined(HAS_NCE)
public:
using FactorType = unsigned __int128;
FactorType GetGuestCNTFRQFactor() const {
[[nodiscard]] inline FactorType GetGuestCNTFRQFactor() const {
return guest_cntfrq_factor;
}
protected:
FactorType ns_cntfrq_factor;
FactorType us_cntfrq_factor;
FactorType ms_cntfrq_factor;
FactorType cntfrq_ns_factor;
FactorType guest_cntfrq_factor;
FactorType gputick_cntfrq_factor;
#else
#endif
};
[[nodiscard]] WallClock CreateOptimalClock() noexcept;
#ifdef ARCHITECTURE_x86_64
/// x86/x64 CPU capabilities that may be detected by this module
struct CPUCaps {
enum class Manufacturer : u8 {
Unknown = 0,
Intel = 1,
AMD = 2,
Hygon = 3,
};
static Manufacturer ParseManufacturer(std::string_view brand_string);
Manufacturer manufacturer;
char brand_string[13];
char cpu_string[48];
u32 base_frequency;
u32 max_frequency;
u32 bus_frequency;
u32 tsc_crystal_ratio_denominator;
u32 tsc_crystal_ratio_numerator;
u32 crystal_frequency;
u64 tsc_frequency; // Derived from the above three values
bool sse3 : 1;
bool ssse3 : 1;
bool sse4_1 : 1;
bool sse4_2 : 1;
bool avx : 1;
bool avx2 : 1;
bool avx512f : 1;
bool avx512dq : 1;
bool avx512cd : 1;
bool avx512bw : 1;
bool avx512vl : 1;
bool avx512vbmi : 1;
bool avx512bitalg : 1;
bool aes : 1;
bool bmi1 : 1;
bool bmi2 : 1;
bool f16c : 1;
bool fma : 1;
bool gfni : 1;
bool invariant_tsc : 1;
bool lzcnt : 1;
bool monitorx : 1;
bool movbe : 1;
bool pclmulqdq : 1;
bool popcnt : 1;
bool sha : 1;
bool waitpkg : 1;
};
#else
struct CPUCaps {
bool padding;
};
#endif
/// Detects CPU core count
std::optional<int> GetProcessorCount();
/// @brief Global cpu caps
extern const CPUCaps g_cpu_caps;
/// @brief Global wall clock
extern const WallClock g_wall_clock;
} // namespace Common
+4 -1
View File
@@ -1,3 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -60,7 +63,7 @@ public:
template <typename Func>
void ForEachItemBelow(TickType tick, Func&& func) {
static constexpr bool RETURNS_BOOL =
std::is_same_v<std::invoke_result<Func, ObjectType>, bool>;
std::is_same_v<std::invoke_result_t<Func, ObjectType>, bool>;
Item* iterator = first_item;
while (iterator) {
if (static_cast<s64>(tick) - static_cast<s64>(iterator->tick) < 0) {
+13 -9
View File
@@ -62,16 +62,20 @@ std::vector<Asset> Release::GetPlatformAssets() const {
#ifdef _WIN32
#ifdef ARCHITECTURE_x86_64
find_asset("Standard", {"amd64-msvc-standard.exe", "amd64-msvc-standard.zip", "mingw-amd64-gcc-standard.exe", "mingw-amd64-gcc-standard.zip"});
find_asset("PGO", {"mingw-amd64-clang-pgo.exe", "mingw-amd64-clang-pgo.zip"});
#ifdef _MSC_VER
find_asset("Standard", {"amd64-msvc-standard.exe", "amd64-msvc-standard.zip"});
#else // _MSC_VER
find_asset("Standard", {BUILD_ID "-gcc-standard.exe", BUILD_ID "-gcc-standard.zip"});
find_asset("PGO", {BUILD_ID "-clang-pgo.exe", BUILD_ID "-clang-pgo.zip"});
#endif // _MSC_VER
#elif defined(ARCHITECTURE_arm64)
find_asset("Standard", {"mingw-arm64-clang-standard.exe", "mingw-arm64-clang-standard.zip"});
find_asset("PGO", {"mingw-arm64-clang-pgo.exe", "mingw-arm64-clang-pgo.zip"});
#endif
find_asset("Standard", {"arm64-clang-standard.exe", "arm64-clang-standard.zip"});
find_asset("PGO", {"arm64-clang-pgo.exe", "arm64-clang-pgo.zip"});
#endif // ARCHITECTURE_arm64
#elif defined(__APPLE__)
#ifdef ARCHITECTURE_arm64
find_asset("Standard", {".dmg", ".tar.gz"});
#endif
#endif // ARCHITECTURE_arm64
#elif defined(__ANDROID__)
#ifdef ARCHITECTURE_x86_64
find_asset("Standard", {"chromeos.apk"});
@@ -82,9 +86,9 @@ std::vector<Asset> Release::GetPlatformAssets() const {
find_asset("Standard", {"optimized.apk"});
#else
find_asset("Standard", {"standard.apk"});
#endif
#endif
#endif
#endif // GENSHIN_SPOOF
#endif // ARCHITECTURE_arm64
#endif // __APPLE__
return found_assets;
}
+7
View File
@@ -545,6 +545,13 @@ struct Values {
Specialization::Default,
true,
true};
SwitchableSetting<bool> antiflicker{linkage,
false,
"antiflicker",
Category::RendererHacks,
Specialization::Default,
true,
true};
SwitchableSetting<bool> async_presentation{linkage,
#ifdef ANDROID
false,
+1 -1
View File
@@ -145,7 +145,7 @@ ENUM(ConfirmStop, Ask_Always, Ask_Based_On_Game, Ask_Never);
ENUM(FullscreenMode, Borderless, Exclusive);
ENUM(NvdecEmulation, Off, Cpu, Gpu);
ENUM(ResolutionSetup, Res1_4X, Res1_2X, Res3_4X, Res1X, Res5_4X, Res3_2X, Res2X, Res3X, Res4X, Res5X, Res6X, Res7X, Res8X);
ENUM(ScalingFilter, NearestNeighbor, Bilinear, Bicubic, Gaussian, Lanczos, ScaleForce, Fsr, Area, ZeroTangent, BSpline, Mitchell, Spline1, Mmpx, MaxEnum);
ENUM(ScalingFilter, NearestNeighbor, Bilinear, Bicubic, Gaussian, Lanczos, ScaleForce, Fsr, Area, ZeroTangent, BSpline, Mitchell, Spline1, Mmpx, Sgsr, SgsrEdge, MaxEnum);
ENUM(AntiAliasing, None, Fxaa, Smaa, MaxEnum);
ENUM(AspectRatio, R16_9, R4_3, R21_9, R16_10, Stretch);
ENUM(ConsoleMode, Handheld, Docked);
+20 -18
View File
@@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
@@ -20,10 +20,14 @@
namespace Common {
struct SlotId {
static constexpr u32 TAGGED_MASK = 0x7fffffff;
static constexpr u32 TAGGED_VALUE = 0x80000000;
static constexpr u32 INVALID_INDEX = (std::numeric_limits<u32>::max)();
constexpr u32 Value() const noexcept {
return index & (~TAGGED_VALUE);
}
constexpr auto operator<=>(const SlotId&) const noexcept = default;
constexpr explicit operator bool() const noexcept {
return index != INVALID_INDEX;
}
@@ -47,12 +51,12 @@ public:
Iterator& operator++() noexcept {
const u64* const bitset = slot_vector->stored_bitset.data();
const u32 size = static_cast<u32>(slot_vector->stored_bitset.size()) * 64;
if (id.index < size) {
if (id.Value() < size) {
do {
++id.index;
} while (id.index < size && !IsValid(bitset));
if (id.index == size) {
id.index = SlotId::INVALID_INDEX;
} while (id.Value() < size && !IsValid(bitset));
if (id.Value() == size) {
id = SlotId{};
}
}
return *this;
@@ -85,7 +89,7 @@ public:
: slot_vector{slot_vector_}, id{id_} {}
bool IsValid(const u64* bitset) const noexcept {
return ((bitset[id.index / 64] >> (id.index % 64)) & 1) != 0;
return ((bitset[id.Value() / 64] >> (id.Value() % 64)) & 1) != 0;
}
SlotVector<T>* slot_vector;
@@ -107,12 +111,12 @@ public:
[[nodiscard]] T& operator[](SlotId id) noexcept {
ValidateIndex(id);
return values[id.index].object;
return values[id.Value()].object;
}
[[nodiscard]] const T& operator[](SlotId id) const noexcept {
ValidateIndex(id);
return values[id.index].object;
return values[id.Value()].object;
}
template <typename... Args>
@@ -125,9 +129,9 @@ public:
}
void erase(SlotId id) noexcept {
values[id.index].object.~T();
free_list.push_back(id.index);
ResetStorageBit(id.index);
values[id.Value()].object.~T();
free_list.push_back(id.Value());
ResetStorageBit(id.Value());
}
[[nodiscard]] Iterator begin() noexcept {
@@ -141,7 +145,7 @@ public:
}
[[nodiscard]] Iterator end() noexcept {
return Iterator(this, SlotId{SlotId::INVALID_INDEX});
return Iterator(this, SlotId{});
}
[[nodiscard]] size_t size() const noexcept {
@@ -175,8 +179,8 @@ private:
void ValidateIndex(SlotId id) const noexcept {
DEBUG_ASSERT(id);
DEBUG_ASSERT(id.index / 64 < stored_bitset.size());
DEBUG_ASSERT(((stored_bitset[id.index / 64] >> (id.index % 64)) & 1) != 0);
DEBUG_ASSERT(id.Value() / 64 < stored_bitset.size());
DEBUG_ASSERT(((stored_bitset[id.Value() / 64] >> (id.Value() % 64)) & 1) != 0);
}
[[nodiscard]] u32 FreeValueIndex() noexcept {
@@ -208,9 +212,7 @@ private:
const size_t old_free_size = free_list.size();
free_list.resize(old_free_size + (new_capacity - values_capacity));
std::iota(free_list.begin() + old_free_size, free_list.end(),
static_cast<u32>(values_capacity));
std::iota(free_list.begin() + old_free_size, free_list.end(), u32(values_capacity));
delete[] values;
values = new_values;
values_capacity = new_capacity;
+112
View File
@@ -1,3 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -28,9 +31,118 @@ enum class Type {
/// Protocol values for sockets
enum class Protocol : u8 {
Unspecified, ///< Represents 0, usable in various places
IP,
ICMP,
TCP,
UDP,
IPV6,
RAW,
IGMP,
GGP,
IPV4,
ST,
EGP,
PIGP,
RCCMON,
NVPII,
PUP,
ARGUS,
EMCON,
XNET,
CHAOS,
MUX,
MEAS,
HMP,
PRM,
IDP,
TRUNK1,
TRUNK2,
LEAF1,
LEAF2,
RDP,
IRTP,
TP,
BLT,
NSP,
INP,
DCCP,
//TODO: 3PC,
IDPR,
XTP,
DDP,
CMTP,
TPXX,
IL,
SDRP,
ROUTING,
FRAGMENT,
IDRP,
RSVP,
GRE,
MHRP,
BHA,
ESP,
AH,
INLSP,
SWIPE,
NHRP,
MOBILE,
TLSP,
SKIP,
ICMPV6,
NONE,
DSTOPTS,
AHIP,
CFTP,
HELLO,
SATEXPAK,
KRYPTOLAN,
RVD,
IPPC,
ADFS,
SATMON,
VISA,
IPCV,
CPNX,
CPHB,
WSN,
PVP,
BRSATMON,
ND,
WBMON,
WBEXPAK,
EON,
VMTP,
SVMTP,
VINES,
TTP,
IGP,
DGP,
TCF,
IGRP,
OSPFIGP,
SRPC,
LARP,
MTP,
AX25,
IPEIP,
MICP,
SCCSP,
ETHERIP,
ENCAP,
APES,
GMTP,
IPCOMP,
SCTP,
MH,
UDPLITE,
HIP,
SHIM6,
PIM,
CARP,
PGM,
MPLS,
PFSYNC
};
/// Shutdown mode
+113 -2
View File
@@ -4,6 +4,8 @@
// SPDX-FileCopyrightText: 2014 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <chrono>
#include <limits>
#include <string>
#include <thread>
@@ -18,24 +20,35 @@
#elif defined(_WIN32)
#include <windows.h>
#include "common/string_util.h"
#include "common/windows/timer_resolution.h"
#else
#if defined(__FreeBSD__)
#include <sys/cpuset.h>
#include <sys/_cpuset.h>
#include <pthread_np.h>
// Compatibility with CPUset
#define cpu_set_t cpuset_t
#elif defined(__DragonFly__) || defined(__OpenBSD__) || defined(__Bitrig__)
#include <pthread_np.h>
#endif
#include <pthread.h>
#include <sched.h>
#endif
#ifndef _WIN32
#include <unistd.h>
#endif
#ifdef __FreeBSD__
# define cpu_set_t cpuset_t
#include "common/cpu_features.h"
#ifdef ARCHITECTURE_x86_64
#ifdef _MSC_VER
#include <intrin.h>
#else
#include <x86intrin.h>
#endif
#include "common/x64/rdtsc.h"
#endif
#include "core/core_timing.h"
namespace Common {
@@ -144,4 +157,102 @@ void PinCurrentThreadToPerformanceCore(size_t core_id) {
}
}
#ifdef ARCHITECTURE_x86_64
// On Linux and UNIX systems, a futex would nominally be used to cover the costs
// the idea is that it's intuitivelly cheaper to use a direct instruction as opposed to a full futex call
// the underlying libc++ implementation uses pthread_cond_timedwait which MAY invoke a futex
// Let's pretend the OS is too expensive to jump into, and avoid ANY context switches
// this should *IN THEORY* lower CPU usage while just waiting for stuff effectively
// For windows the minimal quanta resolution is about 500us, and normal CRT cond var is 1.5ms(?)
// so may as well avoid that too
// Let's just give ALL platforms the same mechanisms (almost) for when they have umonitor OR waitpkg
#ifdef __clang__
__attribute__((target("waitpkg,mwaitx")))
#elif defined(__GNUC__)
#pragma GCC target("waitpkg")
#pragma GCC target("mwaitx")
#endif
bool Event::WaitFor(const std::chrono::nanoseconds time) {
#ifdef _WIN32
auto const start = Common::X64::FencedRDTSC();
auto const& caps = Common::g_cpu_caps;
[[maybe_unused]] auto const end = start + Common::g_wall_clock.NsToTicks(time);
if (caps.monitorx) {
while (true) {
// Armed monitor, as per manual, MWAITX must be conditional if the condition isn't satisfied
// to prevent a race condition.
_mm_monitorx(reinterpret_cast<u64*>(std::addressof(is_set)), 0, 0);
if (!is_set.load()) {
// RDTSC may be fenced here due to atomic load
#ifdef _MSC_VER
auto const now = __rdtsc();
#else
auto const now = _rdtsc();
#endif
if (end > now) {
u32 const cycles = std::min<u32>((std::numeric_limits<u32>::max)(), s64(end) - s64(now));
// See here: https://github.com/torvalds/linux/blob/948a64995aca6820abefd17f1a4258f5835c5ad9/arch/x86/lib/delay.c#L93
// MWAITX accepts a 32-bit input timer which determines the total number of cycles to wait for
// NOT THE TOTAL ABSOLUTE TSC VALUE, it's just a delta
// BIT[1] = use a timer
// Hint = 0: Use C1 state when sleepy (means slower wakeup but better savings)
_mm_mwaitx(1 << 1, 0u, cycles);
if (!is_set.load())
return false;
} else
return false; //timeout
}
bool expected = true;
if (is_set.compare_exchange_weak(expected, false, std::memory_order_release))
return true;
}
} else if (caps.waitpkg) {
// #UD If CPUID.7.0:ECX.WAITPKG[bit 5]=0.
while (true) {
_umonitor(std::addressof(is_set));
if (!is_set.load() && !_umwait(0, end)) //umwait is absolute time!!!
return false;
bool expected = true;
if (is_set.compare_exchange_weak(expected, false, std::memory_order_release))
return true;
}
} else {
#ifdef _MSC_VER
while (!is_set.load() && end > __rdtsc())
Common::Windows::SleepForOneTick();
#else
while (!is_set.load() && end > _rdtsc())
Common::Windows::SleepForOneTick();
#endif
if (is_set.load())
Reset();
return true;
}
#else
std::unique_lock lk{mutex};
if (!condvar.wait_for(lk, time, [this] { return is_set.load(); }))
return false;
is_set = false;
return true;
#endif
}
#else
bool Event::WaitFor(const std::chrono::nanoseconds time) {
#ifdef _WIN32
auto const end = Common::g_wall_clock.GetTimeNS() + time;
while (!is_set.load() && end > Common::g_wall_clock.GetTimeNS())
Common::Windows::SleepForOneTick();
if (is_set.load())
Reset();
return true;
#else
std::unique_lock lk{mutex};
if (!condvar.wait_for(lk, time, [this] { return is_set.load(); }))
return false;
is_set = false;
return true;
#endif
}
#endif
} // namespace Common
+4 -10
View File
@@ -34,16 +34,10 @@ public:
is_set = false;
}
bool WaitFor(const std::chrono::nanoseconds& time) {
std::unique_lock lk{mutex};
if (!condvar.wait_for(lk, time, [this] { return is_set.load(); }))
return false;
is_set = false;
return true;
}
bool WaitFor(const std::chrono::nanoseconds time);
template <class Clock, class Duration>
bool WaitUntil(const std::chrono::time_point<Clock, Duration>& time) {
template<class Clock, class Duration>
bool WaitUntil(const std::chrono::time_point<Clock, Duration> time) {
std::unique_lock lk{mutex};
if (!condvar.wait_until(lk, time, [this] { return is_set.load(); }))
return false;
@@ -63,9 +57,9 @@ public:
}
private:
alignas(64) std::atomic<bool> is_set{false};
std::condition_variable condvar;
std::mutex mutex;
std::atomic_bool is_set{false};
};
class Barrier {
+2 -1
View File
@@ -38,7 +38,8 @@ public:
VirtualBuffer& operator=(const VirtualBuffer&) = delete;
VirtualBuffer(VirtualBuffer&& other) noexcept
: alloc_size{std::exchange(other.alloc_size, 0)}, base_ptr{std::exchange(other.base_ptr), nullptr}
: alloc_size{std::exchange(other.alloc_size, 0)}
, base_ptr{std::exchange(other.base_ptr, nullptr)}
{}
VirtualBuffer& operator=(VirtualBuffer&& other) noexcept {

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