Commit graph

7397 commits

Author SHA1 Message Date
lizzie
e601245d1e fixups 2026-06-05 17:44:57 +00:00
lizzie
318fb09642 fix license 2026-06-05 17:44:57 +00:00
lizzie
7dab73c9a2 case stupidity in windows 2026-06-05 17:44:57 +00:00
lizzie
800674073f correct defines for d3d9 2026-06-05 17:44:57 +00:00
lizzie
f557325702 fs 2026-06-05 17:44:57 +00:00
lizzie
f67d51b22e fix msvc 2026-06-05 17:44:57 +00:00
lizzie
7932ba4400 public 2026-06-05 17:44:57 +00:00
lizzie
00cb6d0748 better inlining 2026-06-05 17:44:57 +00:00
lizzie
ed48efec20 maxwell macros 2026-06-05 17:44:56 +00:00
lizzie
977d828dae remove implicit system saved in struct, pass as first param 2026-06-05 17:44:56 +00:00
lizzie
a0d8889f42 extra 2026-06-05 17:44:56 +00:00
lizzie
b0f7fe4e02 extra fixups 2026-06-05 17:44:56 +00:00
lizzie
5281f46b84 less load, fix nv01 timer being kepler 2026-06-05 17:44:56 +00:00
lizzie
b2b404238e fx 2026-06-05 17:44:56 +00:00
lizzie
13069e1842 [video_core] Remove redundant references in GPU engine structs
Signed-off-by: lizzie <lizzie@eden-emu.dev>
2026-06-05 17:44:56 +00:00
lizzie
183b672ee4 fx 2026-06-05 17:44:56 +00:00
lizzie
fa1c1bbc5c [audio_core, hle/services, video_core/compute] Inline std::unique_ptr<> allocs into std::optional<>
Signed-off-by: lizzie <lizzie@eden-emu.dev>
2026-06-05 17:44:56 +00:00
lizzie
89199f4d27
[*] basic in-house cpp linting (#4039)
- add `#pragma once` to remainder files
- "correcter" defines (ANDROID), see https://groups.google.com/g/android-ndk/c/cf9_f1SLXls
- extra miscelly fixups

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4039
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-06-04 05:49:07 +02:00
lizzie
978d9d935d
[vk/vma] force ANV to have HOST_CACHED stream buffers (#3792)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3792
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-06-04 05:48:41 +02:00
xbzk
ec2b9b0400
[vk, renderdoc] fixed zero-sized streambuffer bug on old heap-absent GPUs (#4052)
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This fix a bug in which eden crashes when renderdoc is attached to vulkan.
that kept me away from renderdoc for around a year now.

the bug:

in video_core\renderer_vulkan\vk_staging_buffer_pool.cpp
in GetStreamBufferSize(...)
if device.HasDebuggingToolAttached()
but heap is empty/unavailable <-- Case in my old nvidia kepler gpu

the original method returns size 0, right?
the change honors same original behavior, while covers my case properly, returning MAX_STREAM_BUFFER_SIZE.

addl some log tip and some minimal doc. fully safe. let it rip.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4052
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2026-06-03 05:02:13 +02:00
lizzie
5027aecf77
[vk] handle mali/adreno5xx driver bug returning VK_INCOMPLETE on graphics pipeline creation (#3383)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3383
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-06-02 21:57:23 +02:00
xbzk
8e5419209c
[video,buffer] rewrite storagebufferbinding size() lambda to be full data driven instead of cbuf_index based (#4041)
fixes an yxzx era bug where eden assumed NVN-style packed SSBO descriptors (u64 gpu_addr followed by size) only happen in cbuf_index == 0.

Mega Man Star Force Collection proves that assumption is false. It has an unbiased/global-memory SSBO descriptor in cbuf_index == 3, offsets 0x100/0x300, but the descriptor still appears to be { address, size }.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4041
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-06-02 03:31:59 +02:00
lizzie
8fac95dcc0
[vk] Fix regressions introduced by #3997 w.r.t to marked stages for pipeline barriers (#4037)
evil barriers :)

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4037
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-06-02 01:28:39 +02:00
CamilleLaVey
3d19743d95
[vulkan] Fix regressions found in last stable release (#3953)
This PR aims to fix some regressions found in the latest release 0.2.0, which were a bunch of constant crashes/ random on certain Android devices with issues with the PiP configuration, addressing some problems founds for AMD after the maintenance of 2nd Global Vulkan Maintenance.

-> Fixes Final Fantasy Tactics on AMD (no longer requires of generic bits to work "all commands bit")
-> Fixes some performance regressions on android due to the Tomodachi fix applied globally as common behavior (#3898, #3900)
-> Fixes blittering of screen found on ARM Windows devices and QCOM stock drivers (Android and ARM Windows) related to Mario Kart 8 Deluxe strange blittering in races, caused by a strange race condition with the ResetQueryPool and mostly the workaround for presync
-> Fixes issues on Luigi's Mansion 3 issue where the pause screen became black on AMD due to the early reset of queries.
-> Fixes crashes on Mario Party Jamboree for AMD/ Nvidia.
-> Keeps previous fixes related to crashes on AMD with other games such as Astral Chain, Fire Emblem Three Houses and Xenoblade 3 based on the lack of access to vertex fragment replaced with generic flags.
-> Fixes TOTK RADV skybox lighting.

--------
Credits:
@melod-y
@Gidoly
@MaranBr
@AlexWolff
@Lizzie

And all the people who contributed into the reporting issues/ helping with the bisect.

Co-authored-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3953
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-06-02 01:06:12 +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
MaranBr
c84d605426
[buffer_cache] Fix buffer upload overwriting GPU-modified regions (#4000)
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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)
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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
lizzie
8fd495f906
[video_core] fix std::bitset<> dirty tracker OOB, fix slightly wrong index format estimate (#4006)
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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
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)
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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
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
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
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
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
lizzie
4eb082485d
[video_core] fix odr violation in formatter for pixelFormat (#3504)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3504
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-05-18 23:54:07 +02:00
lizzie
4d49341918
[vk, opengl] recognize and use ETC2 (if available) textures natively (#3237)
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this makes it so VK and OGL backends map the NVIDIA's ETC2 into VK_FORMAT_ETC-whatever and GL_ETC-whatever remaps, instead of using the default fallback for AR8G8B8. in short, just make the ETC2 textures be submitted as ETC2 instead of being submit as A8R8G8B8.

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3237
Reviewed-by: Ghost <>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-05-15 22:08:09 +02:00
lizzie
2f0f8a979c
[dynarmic, macroHLE] Use faster ankerl for xbyak maps (#3716)
the nominal std::unordered_map<> isn't enough to warrant it's continued usage in xbyak internal structures, thus using ankerl should greatly remove a lot of indirection/stdc++ specific overhead from the usually poorly performant std::unordered_map

Both dynarmic and macroHLE should benefit greatly from a less-stupid unordered_dense

This should speedup both CPU and shader compilation latency (NOT BY A GREAT MARGIN) just enough to make loading zones in ToTK less horrific

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3716
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-05-15 22:07:45 +02:00
lizzie
1f558ce9b3
[vk, ogl] bump shader cache version to 17 (#3947)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3947
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-05-13 19:14:18 +02:00
CamilleLaVey
5575d77520
[android] Another set of QoL changes for Android - 2 (#3886)
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Changes:

- Defaults: Set Async GPU and Async Vulkan Presentation to OFF. Stability wasn't worth the trade-off.
- Threading: Lowered default pipeline workers from 7 to 4 to reduce heat and CPU contention.
- Settings: Added a slider for manual pipeline worker count so users can test what works best for their SoC.
- QCOM: Removed SPIRV bans; improves load times and thermals in heavy titles like Jump Force.
- UI: Cleaned up settings descriptions to be less ambiguous.

------------------------
Some games fixed:

-> Trinity Fusion: No longer crashes with Turnip, no longer shows the black dot in the middle of the screen on both QCOM and Turnip drivers.
-> Naruto X Boruto - Ultimate Ninja Storm Connections: Game no longer requires a fixed version of turnip to work (previously requiring Turnip driver from MESA 24.3/ @MrPurple666 EoL v2 driver)

Co-authored-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3886
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2026-05-10 06:38:02 +02:00
lizzie
86f2f0bc36
[*] Re-fix clang-cl building (#3940)
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Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3940
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-09 16:26:17 +02:00
lizzie
ca1fcaca3b
[opengl] remove GLAD symbols from builds w/o OpenGL (#3922)
removes unused symbols from non-OpenGL builds, notably mac

I REMEMBER MAKING THIS PR A WHILE AGO but I have no record of it here, so hell lets redo it

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3922
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-06 03:23:27 +02:00
MaranBr
fc5fa7f1b2
[video_core] Reapply "Simplify TextureCache GC and remove redundant code" (#3723)
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This enhances the garbage collection in TextureCache to make it more responsive and reliable during long gameplay sessions.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3723
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-05-04 21:28:43 +02:00
crueter
17c341ff6c
[video_core] index rescaling metadata by descriptor (#3899) (#3924)
#3898 fix was good but exposed a rescaling metadata mismatch that can cause scaled texture descriptors to read the wrong state so this patch tries to keep them aligned with shader lookup

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3899
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>

Co-authored-by: ryana <ryanamayque@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3924
2026-05-04 20:27:53 +02:00
ryana
27e5cb0f12
[spirv] mark sampled image descriptor indices non-uniform (#3900)
fixes incorrect texture selection on vk when shaders use per-pixel descriptor indices, in line with #3898 so dynamic descs are no longer treated as uniform

also fixes TD;LTD spotty grass issue on SD not addressed by above pr

you can test out all the fixes here: https://git.eden-emu.dev/may/eden/src/branch/may/integrate-texture-descriptor-fixes

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3900
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-05-04 18:16:11 +02:00
ryana
a76c76d122
[shader_recompiler] handle dynamic texture descriptor strides (#3898)
this fixes dynamic texture descriptors that are not laid out as simple 8-byte entries

tested on steam deck/amd

notes
- DynamicDescriptorSizeShift called twice because i moved it away from the struct but doing it this way keeps the patch just in this single file than adding a new derived field in the shared struct (i also think its just a cheap recomputation anyways)
- removed cbuf scanning because i figured out how to do a bounds check statically

credits:
- Mythrax <mythrax@mytrax-rs.org> (identified the 1024 descriptor cap fix in #3897)

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3898
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-05-04 18:15:55 +02:00
lizzie
8765b49512
[video_core] fix H264 and jthread() causing spurious errors (#3907)
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fixes regression by #3878

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3907
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-04-29 19:23:20 +02:00
lizzie
90515bc6a2
[host1x] fix ffmpeg not having va-api on freebsd, inline nvenc (#3878)
- fix va-api not being used on freebsd

small thingies dont affect a lot:
- removes some pointer indirection (why save pointer to GMMU if its accesible via host1x)
- use std::variant<> for decoder
- miscelly vp9/v8/h264 opts
Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3878
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-04-29 16:41:25 +02:00