seems to improve perf, this bit is basically useless outside of debugging
credit: wildcard
Signed-off-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-on: #243
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
The changes noted below bring Vulkan closer to 1.3 spec and get rid of validation errors and enable us to properly use one or two more functions.
Reviewed-on: #180
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-committed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Maxwell format `VK_FORMAT_A8B8G8R8_SRGB_PACK32` does not support storage. However a `A8B8G8R8_UNORM` view is created for a image with that format which supports storage. The previous patch ignored image view format usage making it impossible for the pipeline to render to the texture.
This commit reverts the image usage override. However, there is still a mismatch between image format usage and image view format usage.
Reviewed-on: #241
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: weakboson <weakboson@quantum-field.net>
Co-committed-by: weakboson <weakboson@quantum-field.net>
> The shared_ptr<Image> capture ensures the temporary image outlives all queued GPU work (both the upload/download step and the MSAA compute copy). Without this, drivers read freed memory
> The temp image always has STORAGE & TRANSFER usage, matching what the compute MSAA path actually binds.
> Since this only a temp fix ontop of the previous commit, we only use the MSAA path for color; depth/stencil still use the original safe route.
> Should still be reworked though, as seen in the other MSAA commis that are open.
Reviewed-on: #245
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
This fixes the default theme on Windows 10. Regression introduced in commit: [3f02d77](3f02d7713f)
Reviewed-on: #246
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
- creates a CPMUtil.cmake module that makes my job 10x easier and removes boilerplate
- also lets us generate dependency names/versions at compiletime, thus letting the frontend display each dependency's versions.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: #238
Fixed the title bar being forced to light theme and properly handle it the qt6.5 way
See: https://stackoverflow.com/a/78854851
Reviewed-on: #236
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
openSUSE build environment doesn't have internet access. So all downloads must be skipped.
Reviewed-on: #234
Co-authored-by: Guo Yunhe <i@guoyunhe.me>
Co-committed-by: Guo Yunhe <i@guoyunhe.me>
Removes that silly QLayout message and improves consistency thereof for
other QLayouts
Still work to be done but this is all that's needed rn
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: #226
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
- Don't set room address during creation
- Fixed per-game config not properly unloading
- Fixed invisible thumb on switch setting
- Fixed north app bar not coloring
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: #197
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
This updates FFmpeg to 7.1.1 and add support for NVidia CUDA on Linux, following the same version as Android and Windows to maintain a standard across platforms.
Reviewed-on: #207
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Uses Module_id plus offset for cache key, Module_id is unique to each module. Also passes the module_id everytime new patcher is created in case the module is too big.
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: #195
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: wildcard <nubieluv@gmail.com>
Co-committed-by: wildcard <nubieluv@gmail.com>
Previously, the merging strategy is permissive but the lookup strategy is strict. Together they create a infinite merge loop because lookup always fails and merges are always executed.
The last attempt to fix this issue made the lookup strategy more permissive which created unexpected aliased textures.
This commit implements an alternative: make the merging strategy strict.
Reviewed-on: #196
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: weakboson <weakboson@quantum-field.net>
Co-committed-by: weakboson <weakboson@quantum-field.net>
Transfers the majority of submodules and large externals to CPM, using source archives rather than full Git clones. Not only does this save massive amounts of clone and configure time, but dependencies are grabbed on-demand rather than being required by default. Additionally, CPM will (generally) automatically search for system dependencies, though certain dependencies have options to control this.
Testing shows gains ranging from 5x to 10x in terms of overall clone/configure time.
Reviewed-on: #143
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Revert fix inversion of toggle for early fences (#175)
This should fix performance regressions in games that didn't need this and fix it to work with the games it is intended to be used for.
// Commit reverted there's some issues with the logic of "release early fences", it's going to be solved in a later commit.
Made based on recommendations by Discord Contributor.
Signed-off-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: Gamer64 <76565986+Gamer64ytb@users.noreply.github.com>
Reviewed-on: #175
Co-authored-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-committed-by: Shinmegumi <shinmegumi@eden-emu.dev>
PabloMK7: Changes the Vec4 dot operation to use NEON intrinsics on ARM devices.
This function is used every time a triangle is added to the rendered, so it can be considered hot code. The other vector operations are not used as much, so there is no gain to provide NEON operations for them.
The improvements from this change are most likely minimal.
Co-authored-by: PabloMK7 <hackyglitch2@gmail.com>
Co-authored-by: Gamer64 <76565986+Gamer64ytb@users.noreply.github.com>
Reviewed-on: #177
Co-authored-by: Gamer64 <gamer64@eden-emu.dev>
Co-committed-by: Gamer64 <gamer64@eden-emu.dev>
This should fix performance regressions in games that didn't need this and fix it to work with the games it is intended to be used for.
Made based on recommendations by Discord Contributor.
Signed-off-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: Gamer64 <76565986+Gamer64ytb@users.noreply.github.com>
Reviewed-on: #175
Co-authored-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-committed-by: Shinmegumi <shinmegumi@eden-emu.dev>
When looking for existing images, ImageBase::TryFindBase checks the depth of the existing image to be greater than the layer of the base + depth of the candidate.
However the depth of images are not updated when cache were merged causing the lookup to fail.
This commit disables this faulty check to fix a critical memory leak that crashes the emulator in some games.
Reviewed-on: #164
Co-authored-by: weakboson <weakboson@quantum-field.net>
Co-committed-by: weakboson <weakboson@quantum-field.net>
My test case is this file, after line 27 is not marked as patch because it's after `@` tag but rest is patch lines including comments. <2ac3ff239f/1.0.0.pchtxt (L31)>
Reviewed-on: #156
Co-authored-by: notenergydrinks <notenergydrinks@eden-emu.dev>
Co-committed-by: notenergydrinks <notenergydrinks@eden-emu.dev>
This is for testing some bugs, the return acually shouldn't happen and misses the rest of ConfigureImpl
Reviewed-on: #151
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>