Commit Graph
86 Commits
Author SHA1 Message Date
xbzk 3f78512c83 [ro] add TLS patching for runtime NROs (#4492)
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-------------------

Aimed to fix Biomutant which stucks in a bootloop due to guest being unable to reach correct thread local storage (TLS)
This fixes runtime NRO loading by properly patching the guest TLS (TPIDR_EL0) path. Steps:
-Read the loaded NRO image into a temporary buffer.
-Run the NCE patcher on it.
-Produce a patch section / relocated code.
-Map that patch section as executable memory in the target process.
Game still has intermittent visual issues which can be solved with GPU level accurate, but that causes a huge performance drop in exchange. Someone else will resume this one.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4492
Reviewed-by: CamilleLaVey <[email protected]>
Reviewed-by: lizzie <[email protected]>
2026-09-30 00:58:29 +02:00
xbzk a82f31a310 [settings,qt] merge of "disable controller applet" toggle with "controller applet mode" picker (#4498)
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-------------------
Small good simplification to nuke a toggle which costed me almost an entire day of work when fixing controller applet issues:

There were two settings related to Controller applet:
-"disable controller applet", which is a boolean toggle;
-"controller configuration" applet mode, which is a "Real"/"Custom" picker;

All i did was to nuke the toggle and add a third option "Disabled" to the picker.
Users which used the disable toggle will have to pick Disabled;
Real/Custom settings wont be affected since their indexes remains.
All options tested against diablo 3. All working as intended.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4498
Reviewed-by: lizzie <[email protected]>
Reviewed-by: MaranBr <[email protected]>
2026-09-30 00:57:23 +02:00
xbzk dbeb73ee01 [video_core] cpu buffer fix + kepler uploads / maxwell macro dirty tracking fixes (#4473)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
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-------------------

Aimed to fix two known UE5 crashes: Kepler uploads and Maxwell macros, both caused by CPU/GPU races due dirty tracking issues.

Kepler ComputeInline: preserved dirty tracking across dma continuations and async readback.
Maxwell macros: preserved gpu owned subranges during page granular cpu uploads.
DiscardWrite: stopped clearing neighboring macro arguments by rounding up ranges.
DMA Step: improved continuation aware dirty sampling.

To the Ender Magnolia crew (maybe 1 or 2 persons): This will fix the dash crash, and the random / shackled beast vaper crashes.

There are some more UE5 issues to go next.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4473
Reviewed-by: lizzie <[email protected]>
Reviewed-by: MaranBr <[email protected]>
2026-09-24 18:44:14 +02:00
xbzk 74b5e10dc5 [native] doesUpdateMatchProgram update mask fix (#4465)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
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-------------------

Old silly bug i've been neglecting:
On Android, installing content to NAND, under some content id conditions (ie MK8D DLC), base/update IDs mismatch, and UI prompts "The content that you selected does not match this game. Install anyway?
Useless, yet fixed.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4465
Reviewed-by: lizzie <[email protected]>
Reviewed-by: MaranBr <[email protected]>
2026-09-20 22:56:06 +02:00
xbzk a277b62fe4 [fs] revert #4319 savedata_factory changes (#4462)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
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-------------------

This one reverts part of the PR 4319 which was aimed to allow child titles to inherit bundle settings.
The fix seems good so far, but by applying it to save folders caused a trap:
Now child's save folders move to bundle folder, hence saves will vanish, and the android/qt save tools are still pointing to old folders.
Since the save part was only a compliance fix, instead of fiddle in master i'd rather revert this part now, then only touch this again if any bug show up.
No worries. I'll be right here waiting.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4462
Reviewed-by: lizzie <[email protected]>
Reviewed-by: MaranBr <[email protected]>
2026-09-20 04:40:14 +02:00
xbzk 847e91c3a8 [applet] add post exit cleanups to frontend applets to avoid accumulation (#4457)
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-------------------

Maran reported MK8D if one press Plus button 38 times.
This could be impacting other games around, but 4442 already quenched the spontaneous accumulation cases, by avoiding multiple event signals. MK8D is an atypical induced example.
The reason was a controller applet accumulation, as we had no proper way to keep track and erase child applets on exit.
Now we have. Enjoy your Plus button rushing fetish!

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4457
Reviewed-by: lizzie <[email protected]>
Reviewed-by: MaranBr <[email protected]>
2026-09-19 17:44:12 +02:00
xbzk 07f40d5cac [npad,hid,am] npad WriteEmptyEntry fix, hid function 551 stub, and applet PopOutData rework (#4442)
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-------------------
This was intended to fix Dave the Diver issue, but we found a real silly hid bug, then a maybe broader applet issue:

By testing with John it was found out only the last controller connected worked, the others caused the game to freeze peacefully, no crashes, suggesting some loop or deadlock.

After seeking that lead, it was found that the freeze was caused by a malformed HID history entry when the controller applet removed P2.
Pressing P1 opens the controller applet, then Qt applet disconnects P2, which is expected.

Upon seeking callstack and hid sync path, it was found out that NPad::WriteEmptyEntry:
was using: ReadCurrentEntry().sampling_number + 1
instead of: ReadCurrentEntry().state.sampling_number + 1 (checked AtomicStorage in src\hid_core\resources\ring_lifo.h)
Fixing that fixed the freeze, but killed the sound!

Later handheld/docked was accidentally clicked and sound returned. Good lead.
Then i just had to corner which part of the toggle was causing the refresh and do something similar at the controller applet return routine (PopOutData in library_applet_accessor.cpp). This part seems harmless, but i'm not clearly sure about how proper it is, since it was like a transplant and test operation.

UPDATE:
To try Diablo 3 on my machine it was needed to stub HID function 551.

And to fix all abnormalies like multiple applet requests and crash the function PopOutData was reworked to ensurey idempotency among different applet focus conditions:

focus state changed: updates state and signals if needed
no state change, HLE application frontend: requests focus state changed notification
already pending change message: flag remains true and no duplicate pushed to queue entry

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4442
Reviewed-by: MaranBr <[email protected]>
Reviewed-by: lizzie <[email protected]>
2026-09-18 23:49:17 +02:00
xbzk 3c38afad74 [fs] share parent resources with bundled programs (#4319)
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-------------------

Normal games are Applications;
Bundled games are Application + Programs;

We've been treating both as the same thing, calling both programs, and making programs unable to see settings and saves from application.

References:
https://switchbrew.org/wiki/Filesystem_services
https://switchbrew.org/wiki/NCM_services#ApplicationId
https://switchbrew.org/wiki/Super_Mario_3D_All-Stars
Ryujinx.HLE/HOS/ApplicationLoader.cs:GetMultiProgramInfo

UPDATE:

The first version was a big rework to make AppId/ProgId concepts proper, and it was successful in most tests, but it caused a regression with applets, which are programs that breed straight from no application.
In order to simplify things i've reverted all the rework, added a helper to identify whether a program has a parent Application and bounded it to it's proper stores.

Although this is no big deal coz it doesn't have impact on emulation, it permeates to several routines, so it needs to be tested broadly. Applets, Normal games, Bundled games, Blobbed NSPs/XCIs, Mods, Updates, Saves, DLCs,.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4319
Reviewed-by: MaranBr <[email protected]>
Reviewed-by: lizzie <[email protected]>
2026-09-18 23:48:35 +02:00
xbzk b77308ced6 [applet] ReconfigureControllers fallback unconditional disconnect fix (#4420)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
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-------------------

So, about Absolum's no overlay applet P2 issue:

The fallback controller applet ignored keep_controllers_connected, according comment: "This makes it easy to connect the desired controllers". Unfortunately it was not good enough. It disconnected every controller, then reconnected only the minimum player count. That disconnect interacts with some guests (absolum in this case) causing undesired behaviors.

The fix is entwined to original routine but it is a lot simple tho: preserves compatible connected controllers within the requested player range, while the existing routine configures only the remaining slots.

This may fix some games, and should not harm others. Let us give it a go.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4420
Reviewed-by: MaranBr <[email protected]>
2026-09-15 21:53:07 +02:00
xbzk 93318ef697 [audio] persistent device volume control (#4416)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
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-------------------
So, upon investigating AC3 not booting when fw 20+ and overlay applet disabled, i found the leads:
"LibAppletOff" and "AudioTvOutput". By further decoding instructions i've found a guest assert comparing device volume with hdmi volume. Since we implemented no  proper master volume when no streams are created the assert were failing causing guest to panic (why?????????)
Anyway. ac3 now works fw20+ and no overlay applet.. Maybe other games too.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4416
Reviewed-by: lizzie <[email protected]>
Reviewed-by: MaranBr <[email protected]>
2026-09-14 02:13:49 +02:00
xbzk 301da63a15 [audio] hint openslES as audio driver on android to fix mute screen recording issue (#4397)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
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-------------------
After audio backend migration some android devices screen captures became mute.
Liz instructed to enable openSL ES via some SDL hint.
Found the proper one in https://wiki.libsdl.org/SDL3/SDL_HINT_AUDIO_DRIVER.
Added it restricted to android.

UPDATE:
Got myself wondering how things work on SDL after using that hint, and checked that one must provide a list of drivers "opensles,aaudio,..." to be attempted.
Afraid of some devices failing on openSL ES, and to avoid hand providing entire list, i've added fallback logic so entire SDL's driver list can be tried just in case.
Default list in https://github.com/libsdl-org/SDL/blob/release-3.4.14/src/audio/SDL_audio.c.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4397
Reviewed-by: MaranBr <[email protected]>
Reviewed-by: lizzie <[email protected]>
2026-09-11 21:38:12 +02:00
xbzk f3af5d0c25 [fs] moved temp folder cleanup upstream (per-application level) to avoid per-program retrigger (#4375)
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-------------------

This issue was observed in MGS Master Collection Volume II, MGS4: Guns of the Patriots, Chapter 4: Shadow Moses

That title is a bundle, and that specific chapter is a program (MGS 1st stage), launched by a program (MGS4), launched by an application (main title bundle).

Upon decoding guest panic message, it was exposed that an abort was triggered after trying to create a save in nand/temp/gclvar.bak file.
Further instrumentation exposed the error on that file's path, caused from a previous deletion of that folder.
In the same session that folder had been already cleaned and created successfully, which evidences an undesired re-cleaning of the temp structure.

The issue was the fact that the MGS4 to MGS transition also calls EnsureSaveData>...>SaveDataFactory creator, and that was destroying the previous created temp structure. After that stage, the return from MSG to MSG4 was causing the same issue again.

By moving the deletion to the guest application level, the factory creation was called only once, as it should be, and the issue is gone.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4375
Reviewed-by: MaranBr <[email protected]>
Reviewed-by: lizzie <[email protected]>
2026-09-10 22:30:07 +02:00
xbzk 00a1c392e7 [opus] proper limit and error code for opus decoder instances (#4384)
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- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

This is intended to fix Hades II save loading issue.

By analyzing panic dump it was found out that the error code was 0x160A. By decoding firmware it was found that error comes from 'nn::codec::InitializeHardwareOpusDecoder'.

Further decoding revealed that SDK tries to allocate multiple opus instances, up to the fw limit of 24 instances, and when it receives return error ResultOutOfOpusDecoders (385), a software fallback is gracefully used.

Implementing the limitation and the limit reached error code return makes saves load properly, multiple times in a row in both windows and android.

I still wonder why the game allocates too many parallel instances, but the current implementation is a real fw compliant solution, and whether the 24+ is real or some leak may be investigated later, or not.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4384
Reviewed-by: lizzie <[email protected]>
Reviewed-by: MaranBr <[email protected]>
2026-09-10 22:29:35 +02:00
xbzk e27650cf42 [nce] avoid cyrilic utf8 strings being interpreted as exclusive store instructions (#4369)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

Problem: In cyrilic idioms, Absolum won't past beyond 1st area (intro miniboss).

From the user panic i`ve extracted these strings:

 > GlobalState.request_next()
 > save_state_to_saveGame(...)
 > platform.ProcessSave()
 > bin_serialize_to_file(...)
 > StandaloneTypeModel.Write(SaveGame, ...)
 > Write(SaveGame.AdventureSaveSlot, ...)
 > Write(PlayerState, ...)
 > ProtoBuf.ProtoWriter.WriteString(...) + 0xcc
 > ProtoBuf.Helpers.DebugAssert(...)
 > Debug.Fail(...)

By debugging ProtoBuf.ProtoWriter.WriteString(...) argument it was found that the string Отлично! (Great! expression for combos between 6 and 30 iirc) was reaching a size comparison of different values and causing an assert in guest side..

It seems the game tries to save highest combo level. I've managed to skip this bug by doing a perfect combo for entire level, so that the problematic word never was generated or attempted to be saved.

After further research, the issue chain was identified: Game maths literal string size via two ways and compare, and one of them was getting replaced by a wrong value due to Eden letting the literal string be interpreted as a real instruction.

 Logic added:
        const bool pair = decltype(l)::ExtractValue(raw) & 1;
        const bool fixed_rt2 = decltype(rt2)::ExtractValue(raw) == 0b11111;
        return pair || fixed_rt2;

   - pair checks bit 21 (L & 1): register-pair instructions actually use Rt2, so they remain accepted.
   - For single-register forms, require Rt2 == 31. The table word fails this check, so NCE leaves it intact.

Sources
https://www.scs.stanford.edu/~zyedidia/arm64/stxrb.html
https://www.scs.stanford.edu/~zyedidia/arm64/stxp.html
https://github.com/qemu/qemu/blob/master/target/arm/tcg/a64.decode#L344

Altough the solution is a case specific guard, it is data agnostic: This is a true fix to avoid a specific case in which a literal may be interpreted as a valid instruction, without interfering with other true instruction cases.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4369
Reviewed-by: lizzie <[email protected]>
Reviewed-by: CamilleLaVey <[email protected]>
2026-09-08 20:10:41 +02:00
xbzk ecb2ae4076 [settings] move program_args and debug_knobs back to debugging category and make them pergameable (#4378)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
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-------------------

I have moved debug_knobs and program_args to System category, to make them pergameable without hassle.
But the hassle came: They were automatically readded to Qt's System tab, doubling them.
If it were to face hassle either way, the right thing is to move them back to Debugging category, then make them exceptionally pergameable.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4378
Reviewed-by: lizzie <[email protected]>
Reviewed-by: CamilleLaVey <[email protected]>
2026-09-08 20:05:56 +02:00
xbzk 74ccea3def [debug,android] expose extend logging setting on android (#4340)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
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-------------------
Team asked (gido/cam/liz). No idea what for. Not tested, but should be good.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4340
Reviewed-by: MaranBr <[email protected]>
Reviewed-by: CamilleLaVey <[email protected]>
2026-09-07 08:56:51 +02:00
xbzk 1dcc574591 [gdb] fix conn state to use same pipe (instead of a copy) (#4339)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
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-------------------

I was trying to use GDB stub to investigate MHR and it was not connecting.
Error was suggesting it was not available for connection although i saw it booting on logs.
Debugged and noticed signal_pipe_ was not the correct one, and followed the example of client_socket_.
GDB stub is now working,  on windows, at least.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4339
Reviewed-by: Lizzie and Samuel <[email protected]>
Reviewed-by: MaranBr <[email protected]>
2026-09-02 14:04:35 +02:00
xbzk b7f0f98519 [android] expose log filter setting (#4327)
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- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------
Takes log filter to android and fixes qt "loads after setting, but ignore in next runs" issue

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4327
Reviewed-by: Lizzie and Samuel <[email protected]>
Reviewed-by: MaranBr <[email protected]>
2026-08-31 04:22:15 +02:00
xbzk 48a95da874 [debug] debug knobs adjustments (#4317)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------
minor changes to debug knobs:

-changed its category to System so it becomes per-game-able (believe me, it's useful)
-fixed kotlin field type to UShort
-changed get to Get for proper standard
-added spacings and more info to docs

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4317
Reviewed-by: Lizzie and Samuel <[email protected]>
Reviewed-by: crueter <[email protected]>
2026-08-30 08:17:54 +02:00
xbzk 3df41c1e7a [android, ui] carousel: display-wise scaling, snapping fix, bottom insets rework (#4307)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------
Another batch of improvements and fixes for Carousel.

- Added display wise scaling factor for compatibility with 16:9 and 4:3 devices;
- Fixed snap to center feature being lost sometimes;
- Reworked entire bottom inset mechanism (made it event driven, and added use of getInsetsIgnoringVisibility) to avoid weird resizing on Recents (alt+tab) transitions.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4307
Reviewed-by: Samuel <[email protected]>
Reviewed-by: CamilleLaVey <[email protected]>
2026-08-29 22:04:18 +02:00
xbzk c0a85d0e53 [service, nvhost] added machinery to allow microsleep between nvdec read requests to avoid guest panic in some games (#4316)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------
This one deserves a long story, but imma try to resume:

During investigating Absolum 1.2 black screen of death upon loading intro video, i've discovered guest was aborting for failing to allocate room for the video.

By logging everything prior to crash and decoding guest side instructions managed to confirm its media allocator was reading data faster than it was updating free available bucket list.

Since the IStorage::Read was happening 247 times before the crash, i've decided to add a very small sleep there, and boom, not only Absolum but some other titles got the same issue fixed.

But i was unsatisfied with the sleep and kept tracking guest instructions upstream in order to find a sync point for the read worker and the memory allocation update. But unfortunately the media allocator helpers live in guest, accessing memory directly via MMU, so any sync signaling would need to come from some dynarmic hack.

It's been 6 days now, so i've decided to polish the sleep: Moved it upstream to where i could have access for proper predicate, and added machinery to service and nvhost to support that. Now the sleep is restricted only for nvdec istorage reads. Any other reads will flow normally.

TL;DR: currently our code is so blazing async that guest is capable to request reads before its very self refresh it have freed room to do so. The sleep accepted as broadly stable was 600 us (MICROseconds), and it affects ONLY nvdec chunk reading.
Reports confirm that now videos are smoother now.

Code was polished at my knowledge limits.
Mostly machinery to track when a request comes from a process with nvdec active, and is istorage read.
I can provide more details if it comes to be needed.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4316
Reviewed-by: MaranBr <[email protected]>
Reviewed-by: Samuel <[email protected]>
2026-08-29 14:22:09 +02:00
xbzk 5b86242313 [android, ui] remove the wash (white tint) of focused game cards (#4285)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

This removes the ugly wash from focused game cards, without removing the interaction's cool ripple effects.
I've stumbled upon a reddit complaining about it, and in fact i always hated it but hadn't realized yet.

It happens to any layout.
Joypad users notice more since navigation consists on focusing cards.
Carousel users notice even more coz cards are bigger and always focused.

Border is more than enough to highlight a card, and we want to cherish colors just like creator artists wanted it to be, right?

No chance of bugs. No chance of disagreement (¬¬).
Approve it already so Youtube videos with carousel thumbs get prettier earlier ^^.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4285
Reviewed-by: Samuel <[email protected]>
Reviewed-by: MaranBr <[email protected]>
2026-08-23 00:29:59 +02:00
xbzk d24e79c991 [android, ui] refresh game icons when updates are discovered (#4284)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

This small impl aims to fix an android old visual bug where it could cache/read a base game icon before its update was mounted, so games with update-specific icons kept showing the base icon like almost always (in a way that some players may never have seen the updated icons).

Fix: when scan detects an update matching an already found base game, reload that game’s metadata and refresh only its visible icon if the icon actually changed.

I believe it's polished to the max. No find/scans. When base is found it is tracked via hashmap, and when update is found and conditions met the refresh is triggered.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4284
Reviewed-by: Samuel <[email protected]>
Reviewed-by: MaranBr <[email protected]>
2026-08-23 00:25:55 +02:00
xbzk df05d3de23 [android, ui] lsfg: make "target frame rate" show/hide "frame multiplier" (#4274)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4274
Reviewed-by: Samuel <[email protected]>
Reviewed-by: CamilleLaVey <[email protected]>
2026-08-22 07:52:16 +02:00
xbzk 61ffb309a3 [android,ui] carousel view improvements (#4277)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

One major change to make on carousel, one yoozoo era bug fixed, and some other minor adjustments.

Commits squashed:

[android, ui] Fixed carousel card size scaling over bottom insets
[android, ui] Removed old shapingFunctions
[android, ui] Implemented carousel true elliptic movement model
[android, ui] Fixed overheighted flicker on cards after refresh
[android, ui] Fixed full opaque secondary cards after refresh
[android, ui] Fixed flickers due to doubled list redraw after refreshes

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4277
Reviewed-by: CamilleLaVey <[email protected]>
Reviewed-by: Samuel <[email protected]>
2026-08-21 23:29:04 +02:00
xbzk 265c27f391 [cmake] drop invalid c98 warning suppression (#4269)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------
The -Wno-c98-compat breaks clang build on windows.
I believe it's a typo, since i couldn't find about it elsewhere.
The -Wno-c99-compat is in place.
As a bonus removed a doubled -Wno-c99-extensions right after.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4269
Reviewed-by: Samuel <[email protected]>
Reviewed-by: CamilleLaVey <[email protected]>
2026-08-18 00:56:26 +02:00
xbzk dc95cd09ee [android] Add Samsung DeX fullscreen probes (#4245)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------
Shotgun attempt to fix fullscreen issue on samsung dex.

External test mapping:
bit 1, value 2: disable runtime fullscreen attempts
bit 2, value 4: force runtime user-landscape
bit 3, value 8: add legacy sticky system UI flags
bit 4, value 16: add delayed retries
bit 5, value 32: runtime orientation unspecified
bit 6, value 64: add FLAG_LAYOUT_NO_LIMITS
Good smoke masks: 0, 8, 16, 24, 4, 12, 20, 28, 32, 40, 64, 72, 88, 2.

EDIT: 8 (bit 3) did the trick. All cleaned up.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4245
Reviewed-by: Samuel <[email protected]>
Reviewed-by: MaranBr <[email protected]>
2026-08-15 14:21:52 +02:00
xbzk dd12266c26 [input] added option to disable wgi/xinput to prevent SDL GUIDE hack (#4237)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------
So, many users hate the fact when they press START+SELECT, an additional HOME event is sent.

That is annoying coz for most users' default hotkey settings, it closes eden when not in game, and when in game it calls a NOT controller responsive prompt about leaving Eden.
There are several games with reasons to press start+select, also there are homebrews which relies on that combo to open internal menus.
Again. That is annoying.

Digging deep i've found that SDL implements something called guide hack: When Start+Select is pressed it sends a synthetic GUIDE(which code equals to HOME).
This was intended for controllers missing the HOME button, but SDL fails to track them all, and misses API to disabling it.

I've figured out a patch to SDL to disable it, but since it would be better to invest on a PR straight into SDL repo, on our side i thought it better to simply add an option to disable WGI (Windows.Gaming.Input) and Xinput, both paths which could lead into the hack enabling.

Setting is available in a remote place no one will bother.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4237
Reviewed-by: Samuel <[email protected]>
Reviewed-by: MaranBr <[email protected]>
2026-08-09 02:53:37 +02:00
xbzk b85f289048 [nce, fs] tico support, fix FS bug that would nuke entire 'switch' folder (#4086)
Contains the minimal set of functionalities to allow tico installer succeed, and tico work normally EXCEPT for game launching (which me or someone else will investigate later)

First three commits are from PR 4012.

The other six, kinda dizzy to explain each one. All were implemented based on tico source, switchbrew and libnx.
Hopefully the commit messages will do.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4086
Reviewed-by: Lizzie <[email protected]>
Reviewed-by: Maufeat <[email protected]>
2026-07-23 21:59:55 +02:00
xbzk 54c3d10b86 [vk, renderdoc] (VUID-02997) avoid vk_image_view as VK_NULL_HANDLE when feature nullDescriptor is unavailable (#4056)
This minor change in src\video_core\renderer_vulkan\pipeline_helper.h allows renderdoc capture on mhr sunbreak.
Maybe it sanitizes some crashes on old vulkan GPUs.

Device log (nvidia kepler gpu vulkan 1.1.117):
[  17.605262] Render.Vulkan <Info> video_core\vulkan_common\vulkan_device.cpp:1041:GetSuitability: Device doesn't support feature nullDescriptor

VUID-VkWriteDescriptorSet-descriptorType-02997
For sampled/combined/storage image descriptors, Khronos says imageView must be valid or VK_NULL_HANDLE
(https://docs.vulkan.org/refpages/latest/refpages/source/VkPhysicalDeviceRobustness2FeaturesKHR.html)

but then it says: if nullDescriptor is not enabled, imageView must not be VK_NULL_HANDLE.
(https://docs.vulkan.org/spec/latest/chapters/descriptorsets.html)
nullDescriptor is exactly the feature that allows descriptors to be written with null handles.

The fix relies on conditionally replacing the null sampled view with Eden’s dummy null-image-view object (ImageView constructor checks HasNullDescriptor which checks features.robustness2.nullDescriptor. cheap checks, and only for null handles, so no notable cost).

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4056
Reviewed-by: MaranBr <[email protected]>
Reviewed-by: CamilleLaVey <[email protected]>
2026-07-02 03:23:08 +02:00
xbzk bdf60d79a0 [video_core] gate Mesa EXIT terminator detection behind non-proprietary driver (#4151)
FIXES A REGRESSION FROM 4012.

TryFindSize's Mesa fallback matched the unconditional @PT EXIT (0xE30000000007000F) that nv50_ir emits at program end.
That exact word is also emitted by NVN mid-program for unconditional early-outs, so on retail titles (e.g. Super Mario 3D World) the scan truncated at the first early EXIT and dropped the rest of the shader, making textures vanish.

Mesa's terminal EXIT and NVN's mid-program EXIT are bit-identical, so no mask can separate them. Gate the heuristic on !is_proprietary_driver:

NVN binaries (bindless cbuf slot 2) keep self-branch-only sizing, while nouveau/Mesa homebrew (single terminal EXIT, no self-branch trailer) still uses the EXIT terminator. nv50_ir emits exactly one EXIT (early returns lower to BRA-to-exit, discard to DISCARD), so a single terminal match is correct for that path.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4151
Reviewed-by: Lizzie <[email protected]>
Reviewed-by: MaranBr <[email protected]>
2026-07-01 13:06:00 +02:00
xbzk b6ee847947 [hle/am] make Service::Process move-only to fix #3908 KProcess use-after-free (#4137)
#3908 changed process_creation.*, CreateProcess/CreateApplicationProcess, to return std::optional<Process> instead of std::unique_ptr<Process>, so the AM sites now transfer a Process by value via make_unique<Service::Process>(*std::move(opt)).

The consequence: Process owns a refcounted KProcess* but its user-declared dtor suppressed the implicit move ctor, so that "move" silently shallow-copied and the temporary's dtor Close()/RemoveProcess()'d the shared handle -> use-after-free.

It's seems to be user end based, so whether it crashes may depend on machine, compiler, allocator reuse, refcount slack, and the AM event-observer thread race, idk. It reliably crashed my MSVC build at launching games (cstack: ProcessHolder -> MultiWait -> KSynchronizationObject::Wait -> null) multiple times.

Fix: give Process a move ctor that steals the handle (nulling the source so the moved-from dtor is a no-op) and delete copy/move-assign, making the optional<->unique_ptr transfer safe.

Bonus: explicited delete for the 3 kinds of assignment: copy ctor (the one used in eden), copy assign and move assign (currently unused) to force compile error if they ever come to use.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4137
Reviewed-by: Lizzie <[email protected]>
Reviewed-by: MaranBr <[email protected]>
2026-06-29 02:39:11 +02:00
xbzk 09b6b3b71e xbzk/gpu-logging_qt-controls_android-fix (#4018)
5af7771f83-Bugfix: Made gpu_log_level global-only (was per-game switchable). Fixed Android non-determinism where a per-game profile silently overrode the global to Off and trapped GPULogger::Initialize() in a dead state, making shader dumps fail invisibly. Android per-game UI now hides the whole GPU logging block; Qt UI is untouched (global-only anyway).

bf4aabe8ab-Refactor/Cleanup: Removed gpu_logging_enabled master toggle as redundant with gpu_log_level == Off. Introduced GPU::Logging::IsActive() helper, replaced 14 call sites across vk_*.cpp. Refactored LogShaderCompilation() to be text-only and extracted SPIR-V dumping into a standalone GPU::Logging::DumpSpirvShader() free function. No singleton dependency, gated only by gpu_log_shader_dumps. Now gpu_log_level and gpu_log_shader_dumps are fully orthogonal. Cleaned up Android (BooleanSetting, SettingsItem, presenter, 7 locale string files).

865a1c5027-Refactor: Renamed dump_shaders → dump_guest_shaders to disambiguate from gpu_log_shader_dumps. Updated Qt label to "Dump Guest (Maxwell) Shaders" and rewrote the tooltip to mention .ash, the DumpDir/shaders/ location, and nvdisasm.

7cab456fdf-Feature: Added Qt UI control for GPU log level in the Logging session. Added gpu_log_shader_dumps checkbox to the Graphics column right below dump_guest_shaders.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4018
Reviewed-by: MaranBr <[email protected]>
2026-06-27 02:52:13 +02:00
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 <[email protected]>
Reviewed-by: MaranBr <[email protected]>
2026-06-15 03:05:11 +02:00
xbzk 78a1cd0533 [hle] support passing arguments to homebrew applications (#4013)
Homebrew (.NRO) program args support

Adds a 'program_args' setting and delivers it to NRO homebrews via libnx's homebrew ABI. NROs previously had no way to receive CLI flags (e.g. NZ:P's -noglsl).

Setting: program_args, Category::System, startup-only.
Surfaced in Qt + Android Debug sections.

NRO loader: builds a 4-entry 'ConfigEntry' table + argv at the data segment tail; prepends 'homebrew ' so user args land at argv[1]; scans for 'svc #7' to use as LR. Drops the stale NSO-style argdata append.

KProcess: stores loader-provided guest addresses; 'Run' switches to the homebrew entry (x0=config_ptr, x1=-1, lr=svc7) and patches the real MainThreadHandle into the ConfigEntry slot. Legacy NSO path unchanged.

Tested on NZP — args reach 'argv' correctly.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4013
Reviewed-by: Lizzie <[email protected]>
Reviewed-by: MaranBr <[email protected]>
2026-06-15 03:02:33 +02:00
xbzk 026974211e [vk, homebrew] ETC2 format list added (#4061)
Liz' command. ETC2 format list added. Used mainly in homebrew, NZ:P for example.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4061
Reviewed-by: Lizzie <[email protected]>
Reviewed-by: MaranBr <[email protected]>
2026-06-15 03:00:58 +02:00
xbzk ec2b9b0400 [vk, renderdoc] fixed zero-sized streambuffer bug on old heap-absent GPUs (#4052)
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 <[email protected]>
Reviewed-by: Lizzie <[email protected]>
2026-06-03 05:02:13 +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 <[email protected]>
Reviewed-by: crueter <[email protected]>
2026-06-02 03:31:59 +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)
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 <[email protected]>
Reviewed-by: Lizzie <[email protected]>
2026-05-26 01:41:11 +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 <[email protected]>
Reviewed-by: Lizzie <[email protected]>
Reviewed-by: CamilleLaVey <[email protected]>
2026-05-24 01:02:01 +02:00
xbzk 83683440b2 [net] ban api.epicgames.dev domain (#3999)
Adding 'api.epicgames.dev' to the banlist, as instructed by lizzie.

MCI insists on connection and randomly crashes at Network::Poll(...).
Airplane mode would do, but then the DLC gets unavailable.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3999
Reviewed-by: Maufeat <[email protected]>
Reviewed-by: Lizzie <[email protected]>
2026-05-22 22:48:15 +02:00
xbzk 27cadb24f3 [android, intent] Run restoreContentForGame for shortcut launching + Improve custom settings context for shortcut launching (based on normal launch) (#3854)
intended to fix two bugs identified by Pavel upon android shortcut launching (and prolly all FEs since the rely on intent launching too):
1. external content not loading: fixed by running restoreContentForGame  for per game mount in content path.
2. custom settings no loading: that was proven to be user side, but adjustments were made to match normal launch.
should be harmless for normal usage. once validated can be merged.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3854
Reviewed-by: CamilleLaVey <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-04-14 00:21:51 +02:00
xbzk abb616c357 [vk,swapchain] vsync: Changed Immediate fallback from (FIFO) to (Mailbox, then FIFO) (#3746)
Just discovered that stock adreno drivers on a730 had no Immediate VSync mode available, and it was falling back to FIFO, which causes a lot of response delay in Unity games.

But if someone chose Immediate, it prefers low latency above buffering, so Mailbox is his friend, and FIFO is his nemesis.

So i just changed Immediate to fall back to Mailbox first, and only if Mailbox is not available either it falls back to FIFO:

Immediate -> Mailbox -> FIFO;
Mailbox -> FIFO;
FIFO Relaxed -> FIFO.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3746
Reviewed-by: crueter <[email protected]>
Reviewed-by: MaranBr <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-04-11 02:49:55 +02:00
xbzk b4a485e244 [android, intent] Added proper ext content mount and game swap support for intent launch (#3755)
Required so that frontends can launch a game while there is already one running (for CocoonFE usage)
Fix for mounting external content was merged.
This patch also fixes multiple reasons for infinite game "Shutting down..." issue (hope all, who knows...)

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3755
Reviewed-by: CamilleLaVey <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-03-31 21:59:57 +02:00
xbzk 81a344f3db [android,addons] after a crash, launch button will wait for reloadGames to complete, and system will initialize after global config for proper firmware mounting (#3803)
This fixes two problems:

1. After a crash, it was possible to launch a game before external content gets mounted. Now the button will wait for it to complete.
2. Directory initialization was init system before init globalconfig, so after a crash firmware was not being remounted
(have you ever noticed fw version = N/A in device overlay, after fiddling with applets?)
(this had been fixed in 3755, which was not thoroughly tested by cocoon dev)

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3803
Reviewed-by: Lizzie <[email protected]>
Reviewed-by: CamilleLaVey <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-03-31 21:32:24 +02:00
xbzk 5856beac54 [android,addons] per-game screen ext content unmount upon rotation hotfix (#3788)
Fix the bug reported by Pavel in which when per-game settings screen is rotated a reloadGames() call causes external content reference to be missing.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3788
Reviewed-by: MaranBr <[email protected]>
Reviewed-by: CamilleLaVey <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-03-27 20:55:31 +01:00
xbzk f0d77e86e3 [android,ui] driver management: fixed driver add/removal unsync (#3757)
Complementary for 3750.
User found a way to get same driver doubled and deleting one would lead to a crash.
Reason: manual driver install was still adding drivers directly to adapter, instead of thru drivermodel. fixed.
Also added guards against crash upon driver removal.
Thoroughly tested.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3757
Reviewed-by: Maufeat <[email protected]>
Reviewed-by: MaranBr <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-03-25 12:13:04 +01:00
xbzk 5ebdb29afd [android,ui] feat fullscreen app setting (#3676)
why not? i like it a lot on both phone and TV.
toggle in app settings. disabled by default so no hassle.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3676
Reviewed-by: MaranBr <[email protected]>
Reviewed-by: CamilleLaVey <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-03-22 02:06:45 +01:00
xbzk 844e0360c7 [addons] fixed manual installation from per-game fragment (#3743)
maybe consequence of code centralization. reverted for now.

-please test: install update from per-game path
-install update on manage eden data path
-install update when another update is already installed and check both versions

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3743
Reviewed-by: MaranBr <[email protected]>
Reviewed-by: Lizzie <[email protected]>
Reviewed-by: CamilleLaVey <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-03-19 05:38:57 +01:00
xbzk 2650d22057 [android,ui] driver management: uninstall and refresh upon install hotfix (#3750)
To fix orphan fragments' black flicker transitions, these fragments were bounded to SettingsSubscreenActivity.
Since driver removal is queued for when leaving driver screen, but new activity dies too soon, old uninstall was being cancelled.
Changed to uninstall directly upon leaving screen. Also fixed the driver list refresh right after driver installation (prolly compromised for the same transition reason).

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3750
Reviewed-by: CamilleLaVey <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-03-19 03:54:13 +01:00
xbzk 4a60085a76 [android,settings] fix for *_combined (fastmem, gpu unswizzle) kotlin side only settings being unnecesarily requested to native (#3724)
Fixes jni reporting error when these settings change.
Combined settings are the grouping reference for settings like gpu unswizzle.
As far as i recall, fastmen only uses it coz it has a sub setting in the past.

[ 445.450666] Frontend <Error> main/jni/native_config.cpp:33:getSetting: [Android Native] Could not find setting - gpu_unswizzle_combined
[ 450.054470] Frontend <Error> main/jni/native_config.cpp:33:getSetting: [Android Native] Could not find setting - fastmem_combined

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3724
Reviewed-by: DraVee <[email protected]>
Reviewed-by: MaranBr <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-03-14 03:30:37 +01:00
xbzk 2aea7f9584 [android,settings] addons: fix crash when launching Install addons from per game addons menu (#3727)
to fix navigation issues (PR3699), i've bounded all orphaned fragments to SettingsSubscreenActivity.
(IIRC that were tested, whatever) Somehow the launching from per-game settings (where addons fragment is bounded to MainActivity got broken).
This PR just made ContentTypeSelectionDialogFragment self-sufficient so it lives under both MainActivity and SettingsSubscreenActivity.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3727
Reviewed-by: MaranBr <[email protected]>
Reviewed-by: CamilleLaVey <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-03-13 19:46:35 +01:00
xbzk 2896fa3835 [android,ui] chore: settings subscreens transition and other minor conformances (#3699)
- Fix black screen in transition animations

- Adjustments to about fragment
made about text more label and less button like, header transparency, spacing adjustments, word Contributors replaced by People in Contributors field for de-duplication.

- installable actions code de-duplication
Extracted install/update/import firmware/user data flows into InstallableActions.kt and reused it from MainActivity and InstallableFragment, reducing duplicated logic, ensuring single source of truth.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3699
Reviewed-by: DraVee <[email protected]>
Reviewed-by: Lizzie <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-03-11 22:47:16 +01:00
xbzk a1b50e9339 [android] patches bin button + version bug fixes (#3691)
This fixed the delete button enabled for external content (which is auto handled and the proper way to get rid of them is either by removing its folder from ext content list, or removing the file itself) by streaming patch source thru jni.

Along the way stumbled upon another bug: If you have an external content update installed (say latest version for example) and you NAND install a previous update (like in silksong's hard mode update), the newest update version string would leak to the previous one.

Did videos for both. Fixed both. Seems good to go.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3691
Reviewed-by: crueter <[email protected]>
Reviewed-by: Lizzie <[email protected]>
Reviewed-by: DraVee <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-03-09 00:30:10 +01:00
xbzk 7a17fd8c71 [android,ui] chore: minor standardization layout (#3694)
Amost no visual differences, but tons of layout cleanups and fixes
Most notable change, Freedreno option only show on Adreno GPUs

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3694
Reviewed-by: DraVee <[email protected]>
Reviewed-by: CamilleLaVey <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-03-08 16:16:23 +01:00
xbzk 9423a33fc2 [android,ui] fix addons list not refresh upon rotation (#3687)
Fixes a bug reported by Pavel, in which an RC as returning empty patchList after phone rotated.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3687
Reviewed-by: DraVee <[email protected]>
Reviewed-by: MaranBr <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-03-08 00:41:40 +01:00
xbzk ddac8c8eb5 [vk] fix crash introduced in 9a07bd0570 (#3685)
Fix for current crash on master.
Just reverted only the necessary stuff so that PresentManager can hold a reference to khr and resist death upon application hold/restore.
@Lizzie shall judge.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3685
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-03-06 19:52:17 +01:00
xbzk 529b069499 [android,ui] fixed top disalignment between buttons of each column in settings fragment (#3675)
this silly little thing tickles obsessive compulsive disturbed fellas a lot hu3
was shipped along PR 3660, which was rediscussed for other reason, hence this tiny lonely PR.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3675
Reviewed-by: DraVee <[email protected]>
Reviewed-by: MaranBr <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-03-05 13:58:46 +01:00
xbzk 05f6942bef [android, ui] fixed setting reset to defaults infinite loop (#3659)
fixed a bug discovered by Pavel in which the settings' "reset to defaults" dialog would get stuck in a infinite loop, due to a recall prior to cleaning state.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3659
Reviewed-by: MaranBr <[email protected]>
Reviewed-by: DraVee <[email protected]>
Reviewed-by: CamilleLaVey <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-03-05 00:58:49 +01:00
xbzk 7f5de6bcd6 [android/fs] external content loader + nca/xci patches (#3596)
Foreword: WHY DON'T EVERYBODY USE ONE FOLDER FOR EACH GAME+CONTENTS? AIN'T THIS THE FORMAT GAMES COME WHEN YOU BUE THEM? DO YOU LIVE WITH ALL YOUR FRIENDS AND HAVE A 2ND HOUSE FOR ALL THE CHILDREN?

Nice, i feel better now.

This feat extends Maufeat's work on external content loading. It harmonically additions:
"...also, if in each game folder X, you find a folder Y, and in this folder Y you detect ONLY a single game, then mount all external content for that game found in that folder Y and its subfolders."
Permanent (not toggleable). External Content folders are supported equally.

Also:
-Reworked several routines for preserving single source of truth between android and other systems;
-Fixed the annoying unknown format error for content files, by providing proper format detection.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3596
Reviewed-by: MaranBr <[email protected]>
Reviewed-by: Lizzie <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-03-04 22:51:35 +01:00
xbzk a8fc994c0b pr3655 gradientbordercardview fix (#3658)
This complements PR3655, where a change in theme setting caused gradientbordercardview theme color setting mismatch.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3658
Reviewed-by: CamilleLaVey <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-03-01 23:21:26 +01:00
xbzkandDraVee 963f9981ce [chore] Resolve more "warning C4127: conditional expression is constant" while building under MSVC (#3595)
NOISY warning on NINJA MSVC build log.
Complement for PR 3567. Now in another place.

D:\dev\eden\src\dynarmic\src\dynarmic\backend\x64\emit_x64_vector_floating_point.cpp(207): warning C4127: conditional expression is constant
D:\dev\eden\src\dynarmic\src\dynarmic\backend\x64\emit_x64_vector_floating_point.cpp(207): note: consider using 'if constexpr' statement instead

Signed-off-by: xbzk <[email protected]>

Co-authored-by: DraVee <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3595
Reviewed-by: Lizzie <[email protected]>
Reviewed-by: DraVee <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-02-23 06:40:42 +01:00
xbzk 978ba3ed6f [android,ui] added toggle to swap confirm/back buttons (#3601)
Most android joypads has xbox layout, so while when in UI CONFIRM buttom (A) is the bottom one, in games it is the right one. And the opposite for BACK (B) button.
And that kinda sucks. And some users complained, so i had this idea.
Disabled by default. Toggle in the lonely App Settings menu. No impact at all.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3601
Reviewed-by: DraVee <[email protected]>
Reviewed-by: CamilleLaVey <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-02-22 06:04:41 +01:00
xbzk d19303883e [chore] Resolve "warning C4127: conditional expression is constant" while building under MSVC (#3567)
NINJA REPORTS THIS SHIT ALMOST EVERY STEP!

[161/863] Building CXX object src\hid_core\CMakeFiles\hid_core.dir\frontend\input_interpreter.cpp.obj
D:\dev\eden\src\.\core/hle/kernel/k_auto_object.h(100): warning C4127: conditional expression is constant
D:\dev\eden\src\.\core/hle/kernel/k_auto_object.h(100): note: consider using 'if constexpr' statement instead
D:\dev\eden\src\.\core/hle/kernel/k_memory_manager.h(246): warning C4127: conditional expression is constant
D:\dev\eden\src\.\core/hle/kernel/k_memory_manager.h(246): note: consider using 'if constexpr' statement instead

The reason, any mention to UNIMPLEMENTED() macro reaches this point where a constant expression (macro argument) is not declared so.
There must be several other ways to suppress, like via cmake C4127 suppression or making every source constexpr, but lazy.
Since it's an unimplemented() feature assert call, i`ve just made it non constant. Covers everything. No charges.

Signed-off-by: xbzk <[email protected]>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3567
Reviewed-by: Lizzie <[email protected]>
Reviewed-by: DraVee <[email protected]>
Reviewed-by: CamilleLaVey <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-02-21 03:01:19 +01:00
xbzk 5ee81a4932 [settings] changed debug knobs category to allow per-game usage (#3564)
as the name says, plus changed android type for shortsetting, and added communication good pratices to handbook (.md) file.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3564
Reviewed-by: DraVee <[email protected]>
Reviewed-by: MaranBr <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-02-21 02:35:05 +01:00
xbzkandcrueter 732b7eb560 [file_sys] added packed language entries support (#3585)
Normally,  language_entries contained plain UTF-8 names.
In BotW v1.9.0, that title block is no longer directly readable as old UTF-8, so we were parsing binary data as text and going nuts.
...
In patch_manager.cpp (ParseControlNCA), I added a validity check: If update title text is unreadable, we keep update metadata but copy only the base language_entries block (0x0000..0x2FFF) so the game name is valid again.

UPDATE:
managed to decode the new language entries is a raw headerless zlib deflate.
added support for proper detection and inflation.

Co-authored-by: crueter <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3585
Reviewed-by: crueter <[email protected]>
Reviewed-by: MaranBr <[email protected]>
Reviewed-by: CamilleLaVey <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-02-20 23:28:24 +01:00
xbzkandPavelBARABANOV 2ab5b37137 [android, ui] unswizzle combo picker core (#3516)
Combo picker for unswizzle. Attempt to combine settings + Enable toggle added.
WARNING! The toggle won't have effect! It just controls GPU_UNSWIZZLE_ENABLED boolean setting, and will need @PavelBARABANOV unswizzle enable/disable integration.

Co-authored-by: PavelBARABANOV <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3516
Reviewed-by: CamilleLaVey <[email protected]>
Reviewed-by: Maufeat <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-02-12 00:11:54 +01:00
xbzk 6065e9aa09 [cmake] Reduce spam on builds for MSVC (#3454)
Fix for disable-warning-as-error flags set for MSVC not CLANG dripping into externals and causing override warnings on Ninja (cl)

Signed-off-by: xbzk <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3454
Reviewed-by: Lizzie <[email protected]>
Reviewed-by: Maufeat <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-02-03 13:53:07 +01:00
xbzk 64ff59e82f [android] build id and driver version overlays added + vulkan driver version fix (#3381)
About overlays: just as the title suggest. added to avoid misleading user feedbacks, as now captures can bring proof of build and driver in use.

About driver version: Android always showed stock driver version (major.minor.patch) as 0.x.x and that because getSystemDriverInfo() from GpuDriverHelper driver version getter has no proper treatment for qualcomm driver version values. BUT getVulkanDriverVersion from NativeLibrary does! So i just migrated to Native's getter.

A low prio todo would be to merge all VersionString getters into a single centered one inside vk device class. Suit yourselves.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3381
Reviewed-by: DraVee <[email protected]>
Reviewed-by: MaranBr <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-01-25 16:18:13 +01:00
xbzk d72553f519 fixes joypad overlay autohide during holding actions (#3337)
fixes joypad overlay autohide during holding actions

suppose holding right to move character. that wouldn't clear autohide countdown, and it also would deny other touches to do so.
i guess this was buried coz those who truly use joypad overlay don't use autohide.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3337
Reviewed-by: Maufeat <[email protected]>
Reviewed-by: CamilleLaVey <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-01-18 16:11:31 +01:00
xbzk 4ea8311113 revert old mocking for bindless textures (#3331)
this revert is intended to bring back the original behavior (throw exception) for untracked bindless textures.
reason: this was a mock intended to extend ender magnolia's mean time to crash.
by reverting it we will be able to identify more games which rely on bindless textures, and avoid to obfuscate visual issues investigation on them.

this is super safe to merge. if any game that was benefitting of it gets visual regression, we will know immediately via the throw message in logs.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3331
Reviewed-by: MaranBr <[email protected]>
Reviewed-by: Maufeat <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-01-18 04:31:24 +01:00
xbzk 8df41f06c7 [android, ui] joypad overlay show/hide overhaul + touchpad fix (#3315)
As stated by @PavelBARABANOV when joypad overlay was being hidden via quick toggle or autohides (time/input), touchpad was being disabled along (hiding via original show/hide checkbox was working ok).

This PR fixes this by centering all joypad overlay toggling paths, and using correct method to not disable touchpad.
Additionally, mirror state variable was removed for better sync, and also touching screen will only unhide if hiding was triggered via autohides.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3315
Reviewed-by: MaranBr <[email protected]>
Reviewed-by: DraVee <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-01-17 23:42:34 +01:00
xbzkandCaio Oliveira 9c5203d922 [debug] added functions to enable access to debug knobs from kotlin side + docs (#3265)
Co-authored-by: Caio Oliveira <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3265
Reviewed-by: MaranBr <[email protected]>
Reviewed-by: DraVee <[email protected]>
Reviewed-by: CamilleLaVey <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2026-01-13 04:22:46 +01:00
xbzk 80327312dd [android] added barrier for joypad overlay autohide after emulationfragment is destroyed (#3243)
This PR fixes the real culprit for the crash mentioned in #3212 (which has its value coz it fixes other layout's minor navigation issues)
The reason was not the carousel, but the joypad overlay autohide instead.

To reproduce the crash, just enable autohide, launch the game, and leave before overlay gets hidden. eden should crash in few seconds.
The fix was adding barriers to ensure fragment is currently attached to its activity and the binding is not null.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3243
Reviewed-by: Maufeat <[email protected]>
Reviewed-by: DraVee <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2025-12-31 17:11:28 +01:00
xbzk d76edfc683 [android] layout mode transition issues (corruption/gamepad navigation) fixed (#3212)
fellow mike22 pointed out some vulnerabilities related to layout mode transitions.
let us give it a go!

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3212
Reviewed-by: Lizzie <[email protected]>
Reviewed-by: DraVee <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2025-12-29 13:08:18 +01:00
xbzk cfae726289 [video_core] nvn descriptor layout fix (#3206)
Yxzx presumes this:
// The NVN driver buffer (index 0) is known to pack the SSBO address followed by its size.
But in MCI i`ve discovered that there are no sizes, both registers are GPU addresses (hence the 2.8gb allocation, it was an address actually)

Method could be much simpler but for safety i`ve routed both old and new worlds.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3206
Reviewed-by: Caio Oliveira <[email protected]>
Reviewed-by: Lizzie <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2025-12-26 04:54:14 +01:00
5b019a81a7 [docs] debug knobs user guide (#3159)
* initial debug knobs guide
* integration with add boolean guide

Co-authored-by: Caio Oliveira <[email protected]>
Co-authored-by: Allison Cunha <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3159
Reviewed-by: CamilleLaVey <[email protected]>
Reviewed-by: Caio Oliveira <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2025-12-07 20:33:14 +01:00
xbzkandAllison Cunha e63f71c787 [android, qt] 16 bit debug knob set for quick development toggles (#3076)
**Aims to dismiss the needing of developers to wait for someone to provide new toggles only to test temporary stuff**

This is a classic debug knob set for development use.
Developers will be able to call Settings::getDebugKnobAt(0 to 15) to pick one of the 16 bits of that setting, allowing users to easily enable or disable multiple features in testing builds, by entering values instructed by the developers.

Co-authored-by: Allison Cunha <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3076
Reviewed-by: Lizzie <[email protected]>
Reviewed-by: MaranBr <[email protected]>
Reviewed-by: Caio Oliveira <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2025-11-25 00:41:45 +01:00
xbzkandAllison Cunha 65fa1a37e2 READY TO MERGE [android] fix for carousel late bottominset and one single game bugs (#3028)
kleidis found a rare condition that pops when using gesture navigation, in which by the lack of bottom inset availability in time, carousel sizes get oversized. then i've put some non zero value backup to cover.

Co-authored-by: Allison Cunha <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3028
Reviewed-by: Caio Oliveira <[email protected]>
Reviewed-by: MaranBr <[email protected]>
Reviewed-by: Lizzie <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2025-11-20 19:19:14 +01:00
xbzkandAllison Cunha 32db6c1877 [renderer] NG ragebound workaround via LoadOverrides + vk_rasterizer UpdateBlending TouchBlendequations Rework (#2934)
this pull should impact ninja gaiden ragebound only! it makes it playable past stage 4-1.
it contains a workaround for missing maxwell_3d's iterated_blend functionality, which fixes several graphics all over the game.
the issue causes transparency enabled blends (mostly lighting fx) to be wrongly blended into destination, turning textures into black frames.
in stage 4-1 there are lighthing layers in the foreground, causing sprites layer to become overlapped by these opaque black frames, including entire screen in a mid boss fight, making it unplayable* (players maneuvered by turning immortal option on and swinging sword all around until defeating it).
also only in stage 4-1 the fix has a short drawback: when you buff up next attack these problematique blends will be drawn back as black frames, but only for a split second, so no big deal.
this workaround was already discovered and available in PR 302,  but in an unconventional way for a game specific override, so we did forbidden it. now it uses classic game specific override solution exampled in core.cpp's System::Impl::LoadOverrides method, so now i guess it's worth to merge it and deliver this to players until we harness iterated_blend control.

additionally I've slightly reworked vk_rasterizer.cpp's RasterizerVulkan::UpdateBlending, if (state_tracker.TouchBlendEquations()) {...} session.
it was made in a way that for a single blend, it exhaustly calls 48 (6 x 8) MaxwellToVK redundant functions, and declared a lambda function inside a 8 laps loop.
reworked it so that instead of 48 calls it makes only the necessary 6 calls, and then merely safely copy the result for the other 7 times.

Co-authored-by: Allison Cunha <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2934
Reviewed-by: MaranBr <[email protected]>
Reviewed-by: Shinmegumi <[email protected]>
Reviewed-by: Maufeat <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2025-11-13 14:01:32 +01:00
xbzkandAllison Cunha 6abaee94a6 fix for the rotate -> unpause bug (#2938)
Some lore:
On Android, whenever you pause emulation, next you will a lot likely move your phone, and then proly cause a rotation.
Unpause upon rotation makes me unpause my games accidentally very often.
I acknowledge that as a bug, and believe most will agree.

Co-authored-by: Allison Cunha <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2938
Reviewed-by: Lizzie <[email protected]>
Reviewed-by: Caio Oliveira <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2025-11-04 16:59:06 +01:00
xbzkandAllison Cunha c788dbb3ef single commit to fix glCcolorMagic logic (#2842)
just pushing this fix for some silly bug before i forget it for the second time.

just too obvious that don't even need to test.

may fix some blued stuff where it should be green, and vice versa.

Co-authored-by: Allison Cunha <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2842
Reviewed-by: MaranBr <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2025-10-26 20:51:21 +01:00
xbzkandAllison Cunha 56e2dbc619 added barriers against zero valued overlayControlData.individualScale (#2721)
Some recent change already in master caused some @android users to reach a state in which they were missing individualScale value to some input overlay controls.

I was affected, and some fella in #tester-chat even shared a video.

These 3 new barriers makes eden ignore individualScales if they're zeroed (feeding 1f instead), avoiding the crash, and allowing users to further adjust controls scales.

Safe and functional.

Co-authored-by: Allison Cunha <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2721
Reviewed-by: Lizzie <[email protected]>
Reviewed-by: Shinmegumi <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2025-10-13 15:37:41 +02:00
xbzkandAllison Cunha dfca07f4e3 Initial a9 (minsdk=28) support (#2600)
Minimal changes to make android 10 installable and emulationFragment not immediately crashable.
Testers (mainly android 10) NEEDED!!!

Co-authored-by: Allison Cunha <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2600
Reviewed-by: Lizzie <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2025-10-01 00:10:59 +02:00
xbzkandAllison Cunha cbbdfc75cc [android] fix for intent launch + emulation fragment binding rc barriers (#471)
trial to confirm whether some emulationState related race condition is causing crashes on android

Co-authored-by: Allison Cunha <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/471
Reviewed-by: Lizzie <[email protected]>
Reviewed-by: crueter <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2025-09-21 16:06:56 +02:00
xbzkandAllison Cunha e7560183fa [android] minor ui tweaks + translations (#326)
CHANGES:
fix drawer pause/unpause sync (upon leaving/returning to app)
add quick toggle controller overlay to drawer (for players with multiple gear style)
added translation for emulation_hide_overlay
changed Show overlay to Show controller in all langs
added missing translations for values-de

WHAT TO TEST:
sync of pause/resume when you leave eden (screenshot, home, alt tab, etc).
show controller toggle: if it works it works.

Co-authored-by: Allison Cunha <[email protected]>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/326
Reviewed-by: crueter <[email protected]>
Co-authored-by: xbzk <[email protected]>
Co-committed-by: xbzk <[email protected]>
2025-09-03 03:55:19 +02:00