Commit graph

41 commits

Author SHA1 Message Date
xbzk
73918d23d5
[video_core, maxwell] fixes for homebrew games that use MESA compiler (#4012)
two main issues:

shader_environment.cpp

Support Mesa nv50_ir-compiled homebrew fragment shaders
Mesa nv50_ir (used by NZP-Switch via libdrm_nouveau) emits Maxwell SASS that differs from NVN in two ways our shader pipeline didn't account for, causing "infinite" loops during shader scanning.

How?  TryFindSize() previously detected end-of-shader only via NVN's "BRA $-1" self-branch trailer (SELF_BRANCH_A/B). Mesa-compiled shaders end with an unconditional @PT EXIT and emit no trailer, so scanning ran past the shader and looped to MAXIMUM_SIZE.

Fix: Added a secondary match against @PT EXIT T (opcode 0xE30, predicate PT, flow T) as a fallback terminator. The mask is estrictive enough to reject predicated EXITs, conditional-flow EXITs, and sched control words, so well-formed NVN shaders see no ehavior change (their single @PT EXIT immediately precedes BRA $-1, and both detections return the same size).

load_store_attribute.cpp + attribute.h

IPA's is_perspective check only applied the ×position_w correction for IR::IsGeneric() attributes, and used a per-component SPH lookup. Two failure modes followed:

1. Mesa fragment shaders read varyings via legacy attribute slots
(ColorFrontDiffuse, FixedFncTexture, FogCoordinate) which are
remapped to generic varyings later by ConvertLegacyToGeneric. At
IPA-translation time they're still legacy, so IsGeneric() was
false and the inject was skipped — but the resulting GLSL/SPIR-V
varying was Smooth (perspective-correct), and the SASS still
issued its manual perspective dance via MUFU.RCP(ATTR_W)+FMUL,
compounding an extra ×clip_w factor. NZP fog (eye_z distance
varying) ended up as eye_z⁴×density² instead of eye_z²×density²,
saturating fog to white everywhere.

2. Even for legacy attrs that should inject, Mesa stores them in two formats selected by the IPA's interpolation_mode field:
Pass/Multiply/Constant → attr/w (perspective); inject ×position_w
Sc (ScreenLinear)      → raw attr; do NOT inject
Unconditionally injecting for Sc dims vertex colors by 1/clip_w because there's no SASS multiplier to round-trip it back.

Fix: extend the IPA correction path to also fire on IsLegacyAttribute(), gated on interpolation_mode != Sc. While here, the generic-path check is widened from per-component to vector-level (first non-Unused PixelImap, with all-Unused fallthrough treated as Perspective) so it matches the GLSL interpolation qualifier picked by CollectInterpolationInfo — this fixes the same all-zeroed-imap case Mesa exposes for explicit generics. IsLegacyAttribute moved from translate_program.cpp's anonymous namespace into attribute.h next to IsGeneric so IPA can reach it.

Tested on NaziZombies:Portable (Switch homebrew): fog now matches real
hardware, vertex-colored geometry (hand, gun, decals) renders correctly.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4012
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-06-15 03:05:11 +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
lizzie
395613b01f
[common/logging] Simplify logging logic and fix issues when logging before system is created (#3688)
- our logging code was bigger than spdlog itself, why???? just keep it simple
- fix issues when logging before logging system is even started
- removes the "initialized logging twice" issue
- removes uneeded indirection in file logging
- uses direct formatting instead of jumping hoopla-around the fmt::format() ressult
- code duplication and dead code removal as usual

I did explore dup2() but I think it's not worth the hassle
I did try `fwopen()` but it's better if things are just kept as-is.

there is a lot of noise because I removed a bunch of redundant files on logging and just put everything in one file

now normally this wouldn't be a good idea, however consider: the complexity of logging; it's less than 500 lines... does it really need a whole subsystem?!?!?! ITS JUST LOGGING

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3688
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-03-12 18:29:15 +01:00
PavelBARABANOV
4a5bec1cfc
[android, feat] add "Fix Bloom Effects" toggle (#3359)
- Toggle partially removes blur in Link's Awakening (LA) and Echoes of Wisdom (EOW) for turnip and stock drivers from A7XX and below.
- Burnout screen blur fix is now controlled by this toggle

Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3359
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
2026-01-26 06:59:59 +01:00
MaranBr
7764cdd57e
[am] Improve some error messages (#2996)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2996
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
2025-11-10 23:32:50 +01:00
MaranBr
cd4bcb91cc
[video_core] Better error messages (#2827)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2827
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
2025-10-24 11:35:33 +02:00
lizzie
f19bbda517
[common] remove ranges polyfill (#2546)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2546
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-09-24 19:29:48 +02:00
lizzie
191e4c75a1
[meta] fix license headers (#2547)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2547
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-09-21 21:58:59 +02:00
lizzie
9d2681ecc9
[cmake] enable clang-cl and WoA builds (#348)
Compilation and CMake fixes for both Windows on ARM and clang-cl, meaning Windows can now be built on both MSVC and clang on both amd64 and aarch64.

Compiling on clang is *dramatically* faster so this should be useful for CI.

Co-authored-by: crueter <crueter@eden-emu.dev>
Co-authored-by: crueter <crueter@crueter.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/348
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-09-09 20:47:49 +02:00
swurl
f786802b9b User Data Migration from Citron, Sudachi, and Yuzu (#91)
Includes citron, sudachi, yuzu

currently broken, because the eden dir is always made early?

Signed-off-by: swurl <swurl@swurl.xyz>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/91
Co-authored-by: swurl <swurl@swurl.xyz>
Co-committed-by: swurl <swurl@swurl.xyz>
2025-05-08 22:16:07 +00:00
Viktor Szépe
e895ebb546 Fix typos in video_core 2024-01-07 22:44:55 +00:00
Liam
a952270b5c shader_recompiler: use float image operations on load/store when required 2023-12-21 14:34:46 -05:00
Kelebek1
770130b6c2 Fix shader dumps with nvdisasm
skip fragment shaders when rasterizer is disabled
initialize env_ptrs
2023-08-03 15:30:27 +01:00
Kelebek1
3fc1615e28 Fix code resize to use word size rather than byte size 2023-05-02 23:52:21 +01:00
Fernando Sahmkow
1fdf24a081 Video_core: Address feedback 2023-01-04 14:39:42 -05:00
Fernando Sahmkow
872f2e7de6 ShaderCompiler: Inline driver specific constants. 2023-01-03 16:29:25 -05:00
Fernando Sahmkow
7842543573 MacroHLE: Add HLE replacement for base vertex and base instance. 2023-01-01 16:43:57 -05:00
Liam
5a712bb51a general: fix compile for Apple Clang 2022-11-22 22:22:28 -05:00
Morph
fc301cf777 ir/texture_pass: Use host_info instead of querying Settings::values (#9176) 2022-11-11 03:32:53 +01:00
Feng Chen
bcf6a7c0dd video_core: Fix SNORM texture buffer emulating error (#9001) 2022-11-04 02:39:42 -04:00
bunnei
7c3bee5601 Merge pull request #8858 from vonchenplus/mipmap
video_core: Generate mipmap texture by drawing
2022-11-03 22:21:58 -07:00
Kelebek1
37845e1228 Update 3D regs 2022-10-07 14:13:45 +01:00
Feng Chen
328ad69854 Merge branch 'master' into mipmap 2022-09-20 11:56:43 +08:00
FengChen
38e9c78843 video_core: Generate mipmap texture by drawing 2022-09-20 11:55:43 +08:00
Morph
649c49525d style: General style changes to match with the rest of the codebase 2022-08-31 08:51:47 -04:00
FengChen
98656c14a8 video_code: support rectangle texture 2022-08-25 12:45:58 +08:00
Liam
c1771c98f3 common: Change semantics of UNREACHABLE to unconditionally crash 2022-06-13 20:09:00 -04:00
Liam
ee4d63cee5 GCC 12 fixes 2022-04-28 16:50:34 -04:00
Morph
2b87305d31 general: Convert source file copyright comments over to SPDX
This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
2022-04-23 05:55:32 -04:00
ameerj
b837219423 video_core: Reduce unused includes 2022-03-19 15:01:31 -04:00
Narr the Reg
7b752c8f47 video_core: Remove unnecesary maybe_unused flag 2022-01-04 21:25:47 -06:00
Fernando Sahmkow
65387dd0a0 ShaderDecompiler: Add a debug option to dump the game's shaders. 2022-01-04 02:39:00 +01:00
ameerj
20a88d9d62 gpu: Migrate implementation to the cpp file 2021-10-03 00:35:57 -04:00
Morph
fc29159ac7 shader_environment: Add missing <algorithm> include 2021-09-11 17:19:16 -04:00
ReinUsesLisp
a97c0ccabd shader_environment: Receive cache version from outside
This allows us invalidating OpenGL and Vulkan separately in the future.
2021-07-22 21:51:40 -04:00
ReinUsesLisp
b1df436cef shader: Rework varyings and implement passthrough geometry shaders
Put all varyings into a single std::bitset with helpers to access it.

Implement passthrough geometry shaders using host's.
2021-07-22 21:51:39 -04:00
ReinUsesLisp
c0705f79b8 shader: Unify shader stage types 2021-07-22 21:51:39 -04:00
ReinUsesLisp
09c4a71dd4 shader_environment: Fix local memory size calculations 2021-07-22 21:51:35 -04:00
ameerj
1bbecac1d2 shader_environment: Add shader_local_memory_crs_size to local memory size
Fixes DOOM 2016 missing local memory
2021-07-22 21:51:35 -04:00
ReinUsesLisp
5ca5988c63 shader: Initial OpenGL implementation 2021-07-22 21:51:30 -04:00
ReinUsesLisp
ed6c131c92 shader: Move pipeline cache logic to separate files
Move code to separate files to be able to reuse it from OpenGL. This
greatly simplifies the pipeline cache logic on Vulkan.

Transform feedback state is not yet abstracted and it's still
intrusively stored inside vk_pipeline_cache. It will be moved when
needed on OpenGL.
2021-07-22 21:51:29 -04:00