fixes this error [ 18.505526] Render.Vulkan <Info> video_core/vulkan_common/vulkan_debug_callback.cpp:DebugUtilCallback:59: Validation Information: [ UNASSIGNED-BestPractices-SemaphoreCount ] | MessageID = 0x6cfe18a5 | pSubmits[0].pWaitSemaphores is set, but pSubmits[0].waitSemaphoreCount is 0.
This patch is only corrective in nature and is trivial and should not fix or break anything just one of the best practices in vulkan. It nulls pWaitSemaphores / pWaitDstStageMask / pSignalSemaphores when the corresponding counts are zero.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/285
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
This adds an option to control the DMA precision level at runtime.
Co-authored-by: crueter <crueter@eden-emu.dev>
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/304
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
This updates the Vulkan Extended Dynamic State settings and descriptions to improve and make it more clear how it works.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/292
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
This improves DMA logic and add an option to sync memory operations.
Thanks to Higgs for the new DMA logic.
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/276
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Some TIC entries are tagged Texture1D but actually use array layers so previously it was marked as simple 1D and hence the assert, this fixes the said issue(Depth > 1 or baseLayer != 0).
Games fixed- God Eater 3
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/274
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
Completely replaces vcpkg with CPM for all "system" dependencies. Primarily needed for Android and Windows. Also uses my OpenSSL CI for those two platforms.
In theory, improves configure and build time by a LOT and makes things much easier to manage
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/250
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
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: https://git.eden-emu.dev/eden-emu/eden/pulls/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: https://git.eden-emu.dev/eden-emu/eden/pulls/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: https://git.eden-emu.dev/eden-emu/eden/pulls/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: https://git.eden-emu.dev/eden-emu/eden/pulls/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>
- 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: https://git.eden-emu.dev/eden-emu/eden/pulls/238
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: https://git.eden-emu.dev/eden-emu/eden/pulls/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: https://git.eden-emu.dev/eden-emu/eden/pulls/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: https://git.eden-emu.dev/eden-emu/eden/pulls/175
Co-authored-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-committed-by: Shinmegumi <shinmegumi@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: https://git.eden-emu.dev/eden-emu/eden/pulls/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: https://git.eden-emu.dev/eden-emu/eden/pulls/164
Co-authored-by: weakboson <weakboson@quantum-field.net>
Co-committed-by: weakboson <weakboson@quantum-field.net>
This is for testing some bugs, the return acually shouldn't happen and misses the rest of ConfigureImpl
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/151
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
Provided by community member, elementary-particle. Submitted as PR by MaranBR.
Fixed issues:
1. The queue cache forgot to put the host query into unregister queue if they weren't synced. This will block all the banks from freeing causing a major leak.
2. SamplesQueryCounter is not aligned with renderpass begin/end. This creates invalid queries.
3. Conditional rendering is not turned on/off at the correct location making them invalid.
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/131
Co-authored-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-committed-by: Shinmegumi <shinmegumi@eden-emu.dev>
It should improve line stipple accuracy and the depth stencilling as part of the ExtendedDynamicState improvements.
Co-authored-by: crueter <crueter@eden-emu.dev>
Signed-off-by: Aleksandr Popovich <popovich@eden-emu.dev>
Co-authored-by: crueter <crueter@crueter.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/59
Co-authored-by: Aleksandr Popovich <popovich@eden-emu.dev>
Co-committed-by: Aleksandr Popovich <popovich@eden-emu.dev>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/88
This implements the use of VK_FILTER_CUBIC_EXT as a replacement for the software-based bicubic window adapting filter, used primarily for texture sampling in upscaled or downscaled surfaces such as UI, transparency effects, and screen-space elements in Unreal Engine 4 titles.
The Vulkan cubic filter is now conditionally enabled if the following are satisfied:
The device supports VK_EXT_filter_cubic
The format used supports VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_CUBIC_BIT_EXT
This change improves visual quality while reducing GPU workload by offloading cubic filtering to the driver instead of running custom sampling code in shaders. On supported hardware (e.g. desktop GPUs or high-end Adreno/AMD devices), it results in smoother transitions, improved transparency sampling, and better fidelity with lower shader complexity.
Fallback to the original software bicubic logic remains in place for devices lacking the extension or format capability.
Tested on several UE4 titles and confirmed to preserve or enhance visual output, especially in alpha-blended and UI-heavy scenes.
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This fixes green screen on unsupported devices trying to use GPU decoding and improve compatibility with default builds of FFmpeg on all platforms.
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/85
Co-authored-by: MaranBr <maranbr@eden-emu.dev>
Co-committed-by: MaranBr <maranbr@eden-emu.dev>
revert [android] Fix 0fps errors on DKCR, Subnautica, and Ori 2 (#79)
Co-authored-by: Pavel Barabanov <pavelbarabanov94@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/79
Option reverted due problems caused with another games and make some advances worst when testing, if necessary it's going to be refined to be converted into a toggle.
This fixes GPU decoding for the VP8 video codec on supported devices.
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/72
Co-authored-by: MaranBr <maranbr@eden-emu.dev>
Co-committed-by: MaranBr <maranbr@eden-emu.dev>
This fixes the FFmpeg crash on Linux / Steam Deck.
Credit to Maufeat for AVERROR_EOF check.
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/37
Co-authored-by: MaranBr <maranbr@eden-emu.dev>
Co-committed-by: MaranBr <maranbr@eden-emu.dev>