![]() 1. Improves stencil handling: - Adds surface type detection to distinguish between color, depth, stencil, and depth-stencil formats - Only enables stencil load/store operations for surfaces that actually contain stencil data - Avoids unnecessary stencil operations for non-stencil formats (DONT_CARE) 2. Fixes read-after-write (RAW) synchronization hazards: - Adds a subpass self-dependency (subpass 0 → subpass 0) - Synchronizes color/depth writes with subsequent shader reads - Uses VK_DEPENDENCY_BY_REGION_BIT for efficient synchronization - Covers all possible relevant stages, • src: Color output + Early/Late fragment tests • dst: Fragment shader • Access: Write → Read transitions here is what hazard looks like [1147.550616] Render.Vulkan <Critical> video_core/vulkan_common/vulkan_debug_callback.cpp:DebugUtilCallback:55: Validation Error: [ SYNC-HAZARD-READ-AFTER-WRITE ] Object 0: handle = 0x7409630000000192, type = VK_OBJECT_TYPE_IMAGE_VIEW; | MessageID = 0xe4d96472 | vkCmdDrawIndexed: Hazard READ_AFTER_WRITE for VkImageView 0x7409630000000192[], in VkCommandBuffer 0xb400007cb003ea70[], and VkPipeline 0x44d3470000000213[], VkDescriptorSet 0x0[], type: VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, imageLayout: VK_IMAGE_LAYOUT_GENERAL, binding #2, index 0. Access info (usage: SYNC_FRAGMENT_SHADER_SHADER_SAMPLED_READ, prior_usage: SYNC_IMAGE_LAYOUT_TRANSITION, write_barriers: SYNC_FRAGMENT_SHADER_COLOR_ATTACHMENT_READ|SYNC_FRAGMENT_SHADER_DEPTH_STENCIL_ATTACHMENT_READ|SYNC_FRAGMENT_SHADER_INPUT_ATTACHMENT_READ|SYNC_EARLY_FRAGMENT_TESTS_DEPTH_STENCIL_ATTACHMENT_READ|SYNC_EARLY_FRAGMENT_TESTS_DEPTH_STENCIL_ATTACHMENT_WRITE|SYNC_LATE_FRAGMENT_TESTS_DEPTH_STENCIL_ATTACHMENT_READ|SYNC_LATE_FRAGMENT_TESTS_DEPTH_STENCIL_ATTACHMENT_WRITE|SYNC_COLOR_ATTACHMENT_OUTPUT_COLOR_ATTACHMENT_READ|SYNC_COLOR_ATTACHMENT_OUTPUT_COLOR_ATTACHMENT_WRITE|SYNC_SUBPASS_SHADER_HUAWEI_INPUT_ATTACHMENT_READ, command: vkCmdPipelineBarrier, seq_no: 45, reset_no: 129). Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/235 Reviewed-by: crueter <crueter@eden-emu.dev> Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev> Co-authored-by: wildcard <nubieluv@gmail.com> Co-committed-by: wildcard <nubieluv@gmail.com> |
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.ci | ||
.github | ||
.patch | ||
.reuse | ||
CMakeModules | ||
dist | ||
docs | ||
externals | ||
hooks | ||
LICENSES | ||
src | ||
tools | ||
.codespellrc | ||
.git-blame-ignore-revs | ||
.gitattributes | ||
.gitignore | ||
.gitmodules | ||
CMakeLists.txt | ||
CONTRIBUTING.md | ||
Doxyfile | ||
LICENSE.txt | ||
README.md |
Eden
Eden is an open-source Nintendo Switch emulator, forked from the Yuzu emulator — started by former Citron developer Camille LaVey and the Eden team. It is written in C++ with portability in mind, and we actively maintain builds for Windows, Linux and Android.
Compatibility | Development | Building | Download | Support | License
Compatibility
The emulator is capable of running most commercial games at full speed, provided you meet the necessary hardware requirements.
A list of supported games will be available in future. Please be patient.
Check out our website for the latest news on exciting features, monthly progress reports, and more!
Development
Most of the development happens on our Git server. It is also where our central repository is hosted. For development discussions, please join us on Discord or Revolt. You can also follow us on X (Twitter) for updates and announcements.
If you would like to contribute, we are open to new developers and pull requests. Please ensure that your work is of a high standard and properly documented. You can also contact any of the developers on Discord or Revolt to learn more about the current state of the emulator.
Building
- Windows: Windows Building Guide
- Linux: Linux Building Guide
- Android: Android Building Guide
- Solaris: Solaris Building Guide
- FreeBSD: FreeBSD Building Guide
- macOS: macOS Building Guide
Download
You can download the latest releases from here.
Support
If you enjoy the project and would like to support us financially, please check out our developers' donation pages!
Any donations received will go towards things such as:
- Switch consoles to explore and reverse-engineer the hardware
- Switch games for testing, reverse-engineering, and implementing new features
- Web hosting and infrastructure setup
- Additional hardware (e.g. GPUs as needed to improve rendering support, other peripherals to add support for, etc.)
- CI Infrastructure
If you would prefer to support us in a different way, please join our Discord and talk to Camille or any of our other developers.
License
Eden is licensed under the GPLv3 (or any later version). Refer to the LICENSE.txt file.