* also update script to generate Legacy Android Icon
* now default background on Android is black (inspiration come from white background on nightlies from pflyly@GitHub)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3182
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
No badges.io yet, no new SVG logo from them
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2656
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: Lizzie <lizzie@eden-emu.dev>
Co-committed-by: Lizzie <lizzie@eden-emu.dev>
Setting `HIDE_OVERLAY_ON_CONTROLLER_INPUT` in *Advanced settings → Input Overlay*
**Behavior:**
- First controller input -> hides overlay
- Controller disconnect → shows overlay again
- Subsequent controller inputs → ignored (already hidden, so no retrigger needed)
- Touch screen → does **not** show overlay (so you can use a controller and touchscreen to interact with games)
- Sidebar "Show/Hide controller" button → still works as master toggle
**State reset: The "first input" detection resets when:**
1. Controller disconnects
2. Overlay is shown via sidebar button
3. Controller reconnects
**Interaction with other settings:**
- Requires `SHOW_INPUT_OVERLAY` to be enabled (basicaly a master switch)
- Independent from `ENABLE_INPUT_OVERLAY_AUTO_HIDE` (timer-based hide, was already implemented)
- When both are enabled, touch-to-show is disabled (controller-hide takes precedence)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3127
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: Producdevity <y.gherbi.dev@gmail.com>
Co-committed-by: Producdevity <y.gherbi.dev@gmail.com>
The GPU Accuracy level is now divided into Performance, Balanced and Accurate.
1. Performance prioritizes speed at all costs. It's faster, but it can be unstable and may have some bugs (which is expected).
2. Balanced maintains excellent performance and is safer against bugs and shader corruption.
3. Accurate is the most precise and the most expensive in terms of hardware. Only a few games still need this level to work properly.
The Release Early Fences toggle has also been removed by @PavelBARABANOV, as it's not needed anymore.
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3129
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
Both options do nothing, however one was exposed to the user making them think it actually helps.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3152
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: Kleidis <kleidis1@protonmail.com>
Co-committed-by: Kleidis <kleidis1@protonmail.com>
Updates all of our bundled CI deps to support android x86_64, adds a
build flavor thereof (`chromeOS`), and also adds sirit mingw support.
The new FFmpeg package is built in a much better way that actually makes
it identically built to the other CI packages, meaning we now have real
8.0.0 support, no need for libvpx/cpu_features/all that other crap.
PLUS, we can now statically link it! Hooray! It's also built with
MediaCodec support so in the future we can work on that.
Rewrote the android build script too, plus added a copyFlavorTypeOutput
target that assembles and copies the APK. The code behind it sucks
because I'm not great with Gradle but hey, it works.
Testers: please test everything related to video decoding. VP9 and h264, games that normally suck with their prerendered stuff, make sure I didn't nuke it to oblivion, etc.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3086
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Adds fully functional overlay display.
- Enable Overlay Applet via "View" -> "Enable Overlay Display Applet"
- Open the overlay by pressing the home button for over 1s
- Can adjust volume
- Can toggle airplane mode (if on WiFi, maybe if overlay is enabled pretend to be on WiFi?)
- Future TODO(?): Adjust Brightness implementation for host system
- Inputs are properly registered. e.g. if overlay open, application does not register inputs.
You can control volume and airplane mode outside of the emulator window
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3080
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
Never in my lifetime will I ever need to revise anisotropy levels; I hope :)
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3019
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
**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 <allisonbzk@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3076
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
This might need a test run before merging. Just to make sure.
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2987
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: kleidis <kleidis1@protonmail.com>
Co-committed-by: kleidis <kleidis1@protonmail.com>
Improves EDS logic and fix some inconsistencies.
Removes a lot of unneeded code.
Adds an option to control the `Vertex Input Dynamic State` extension.
Fixes issues in Pokémon Legends: Z-A on any EDS level.
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3042
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
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 <allisonbzk@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3028
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
- Icons that adapt nicely to dark and bright backgrounds (thank you qt)
- Went for a "Vaporware but chill" style
- Is actually properly formatted SVG :)
- Doesn't need a small variant
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3034
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
A permanently dismissible warning dialog is shown to let the suer know of this change
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2984
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: kleidis <kleidis1@protonmail.com>
Co-committed-by: kleidis <kleidis1@protonmail.com>
Thanks to https://github.com/RPCSX/rpcsx for their CPU information detecting code which was used as reference here.
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2995
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: kleidis <kleidis1@protonmail.com>
Co-committed-by: kleidis <kleidis1@protonmail.com>
Automatic translation update for Nov 17
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3040
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: Eden CI <ci@eden-emu.dev>
Co-committed-by: Eden CI <ci@eden-emu.dev>
Requires qt6-static, obviously... at least for eden. eden-cli also can
be built fully static
Notable challenges n such:
1. VkMemAlloc conflicts with Qt, since it embeds vk_mem_alloc.h in
qrhivulkan; we can get around this by conditionally defining
VMA_IMPLEMENTATION; that is, define it in the SDL2 frontend and undef
it in the Qt frontend. It's not ideal, but I mean... it works, no?
2. find_library, pkgconfig, and some Config modules will always look for
a .dll, so we have to tell CMake to look for .a
3. In spite of this, some will end up using .dll.a (implib) as their
link targets; this is, well, bad, so we create a find_library hook
that rejects dll.a
4. Some libraries have specific configs (boost lol)
5. Some libraries use _static targets (zstd, mbedtls)
6. Some extra libraries need to be linked, i.e. jbig, lzma, etc
7. QuaZip is sad
Needs testing on all platforms, and for both frontends on desktop, to
ensure Vulkan still works as expected.
(also: CI). Resulting executables are:
- 71MB for eden.exe
- 39MB for eden-cli.exe
Considering the entire libicudt is included (thanks Qt), that's a great size all things considered. No need to bundle all those plugins and translation files too.
Theoretically, this lays the groundwork towards fully static executables for other platforms too; though Linux doesn't have a huge benefit since AppImages are needed regardless. eden-room though maybe?
Fixes comp for clangarm64 because -msse4.1
Also allows macOS to build with qt6-static. macOS can't build static executables, but with these changes it ONLY relies on system libraries like libc and frameworks. So in theory we don't even need macdeployqt.
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2994
* this PR need more work (as it break Eden on Windows+AMD)
Signed-off-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
---
Revert "[vk] Add back VIDS but disable on EDS0 (#2957)"
This reverts commit 1c4dae066b.
Revert "[vk] disable VK_EXT_vertex_input_dynamic_state again (#2954)"
This reverts commit 9406438d51.
Revert "[vk] Clean up Extended Dynamic State code (#2947)"
This reverts commit 612da00d1b.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2970
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-committed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
- Removed forced dynamic state 0 logic
- Restore and update the removal of broken states on certain drivers
- Inside 'vk_rasterizer.cpp' make 'UpdateDynamicStates' only check device
capabilities directly instead of relying on user settings.
- Add a 'Force Unsupported Extensions' toggle that:
"Bypasses all driver workarounds and safety checks.
May cause crashes, graphical glitches, or instability.
Only enable for testing purposes."
Cleans up EDS logic and adds new 'Force Unsupported Extensions' toggle,
Fixes vertex explosions in 'Pokemon: Legends ZA' when EDS is set to 0.
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2947
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: JPikachu <jpikachu@eden-emu.dev>
Co-committed-by: JPikachu <jpikachu@eden-emu.dev>
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 <allisonbzk@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2938
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
I had this pending but oh well, the double sed is fine for sh I believe
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2879
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
I still have to add a setting to disable the auto update checking on a later PR, firstly lets make sure i didn't accidentally break anything with CMAKE. or QT.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2687
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Inix <Nixy01@proton.me>
Co-committed-by: Inix <Nixy01@proton.me>
FreeBSD has the wonderful feature of defining symbols that conflict with
itself making statically linking sdl2 literally impossible. What a
wonderful feature, wow I wonder why FreeBSD has so little market share
🤔
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2794
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Fixes some mistakes in my playtime tracking for Android PR which caused the build to fail.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2762
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: Inix <Nixy01@proton.me>
Co-committed-by: Inix <Nixy01@proton.me>
So firstly, playtime code is moved to src/common and qt specific code to yuzu/utils.cpp.
The dependency on ProfileManager was removed because it was working properly on Android, and I think a shared playtime is better behavior.
Now, playtime is stored in a file called "playtime.bin".
JNI code is from Azahar although modified by me, as well as that I added code to reset the game's playtime which was missing for some reason on there.
Before this gets merged, I plan to add the ability to manually edit the database as well.
Note: Code still needs a bit of cleanup.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2535
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: inix <Nixy01@proton.me>
Co-committed-by: inix <Nixy01@proton.me>
Firstly i added secondary action support for the Sub Menu Properties as a button on the right side of the card. This may be handy in the future when adding more complex functions to Game Properties. For now i just added the ability to share the per game config file like the already existing log sharing function, this could be useful for EmuReady maybe.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/478
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: inix <Nixy01@proton.me>
Co-committed-by: inix <Nixy01@proton.me>
The debug toggle and the CPU accuracy options are mutually exclusive, if debug toggle on => cpu accuracy is ignored, if debug toggle off => cpu accuracy is used. So just add it to cpu accuracy and avoid the extra hassle.
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2640
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This adds a "Data Manager" dialog to the Tools menu. The Data Manager allows for the following operations:
- Open w/ system file manager
- Clear
- Export
- Import
On any of the following directories:
- Save (w/ profile selector)
- UserNAND
- SysNAND
- Mods
- Shaders
TODO for the future:
- "Cleanup" for each directory
- TitleID -> Game name--let users clean data for a specific game if applicable
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2700
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Support the romfslite folder type introduced in Atmosphere 1.9.5 for
memory-optimized mod loading. The emulator now detects and loads
romfslite folders the same way as romfs folders.
Utilised by Ultracam 3.0. Credit to Zephyron (Citron)
Co-authored-by: Zephyron <zephyron@citron-emu.org>
Co-authored-by: Zephyron <zephyron@citron-emu.org>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2730
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: JPikachu <jpikachu@eden-emu.dev>
Co-committed-by: JPikachu <jpikachu@eden-emu.dev>
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 <allisonbzk@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2721
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
otherwise, FSR would change to Gaussian etc.
in general, sans resolution, new enum values should always be appended
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2696
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Adds native support for QCOM cubic filter weights, and for devices whom do not support said weights, just implement them in shaders
TODO: ZTC filter is wrong!?
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2577
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
It sits at 900p or 1350p.
Signed-off-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/2566
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Aleksandr Popovich <popovich@eden-emu.dev>
Co-committed-by: Aleksandr Popovich <popovich@eden-emu.dev>
This adds a "legacy" build flavor, similar to the genshinSpoof flavor. The legacy flavor uses a white icon bg, alongside building with `YUZU_LEGACY=ON`, which applies the previously-made SD865 patches iff that value is truthy.
Co-authored-by: Bixthefin <114880614+Bixthefin@users.noreply.github.com>
Co-authored-by: Calchan <denis.dupeyron@gmail.com>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/51
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Bix <bix@bixed.xyz>
Co-committed-by: Bix <bix@bixed.xyz>
This is step 1 of https://git.eden-emu.dev/eden-emu/eden/issues/47 which was the easiest to implement. How was this not implemented on yuzu already?
Would prefer if more people tested this than the usual amount.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/493
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: nyx-ynx <contact@nyxynx.dev>
Co-committed-by: nyx-ynx <contact@nyxynx.dev>
### (Needs testing)
This PR makes it possible to adjust the scale of each touch input overlay button independently from the global scale
This individual value always goes on top of the global scale.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2562
Co-authored-by: nyx <contact@innix.space>
Co-committed-by: nyx <contact@innix.space>
A notification is shown when emulation is active. This, in theory should help preventing Eden for getting destroyed in the background. It is also a nice Q.O.L feature to have.
Credits go to t895 for the initial implementation. This was back-ported from older official Citra builds, although with crashes which i fixed myself.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/480
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: nyx <contact@innix.space>
Co-committed-by: nyx <contact@innix.space>
Uses an FFmpeg CI for Android and Windows, also available for Linux. Saves compile time on Linux and is more consistent on Windows/Android.
Also, updates VVL and FFmpeg to allow for a fully 16kb-compliant Android build. Bonus: APK size is down 30%
Updated all localization files for Transifex while I was at it
TODO for future: Android 8.0 with vp9_vulkan et al.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2543
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
This is part of a series of PRs made in preparation for the QML rewrite. this PR specifically moves a bunch of utility functions from main.cpp into qt_common, with the biggest benefit being that QML can reuse the exact same code through ctx passthrough.
Also, QtCommon::Frontend is an abstraction layer over several previously Widgets-specific stuff like QMessageBox that gets used everywhere. The idea is that once QML is implemented, these functions can have a Quick version implemented for systems that don't work well with Widgets (sun) or for those on Plasma 6+ (reduces memory usage w/o Widgets linkage) although Quick from C++ is actually anal, but whatever.
Other than that this should also just kinda reduce the size of main.cpp which is a 6000-line behemoth rn, and clangd straight up gives up with it for me (likely caused by the massive amount of headers, which this DOES reduce).
In the future, I probably want to create a common strings lookup table that both Qt and QML can reference--though I'm not sure how much linguist likes that--which should give us a way to keep language consistent (use frozen-map).
TODO: Docs for Qt stuff
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/94
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Tis PR adds a new layout for the Game Adapter with shorter cards and fixes the ugly borders in Game Adapter's Grid layout.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/401
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: Nixyn <contact@innix.space>
Co-committed-by: Nixyn <contact@innix.space>
I promise I'm a UI developer
- mbedtls can now be used as a system package
- zycore can now be used as a system package
- cleaned up dynarmic externals
- fixed libusb incorrectly showing as bundled
- add version/tag formatting to JSON
- add custom GIT_HOST option for packages
- moved some of my repos to my new git
- slightly better version identification
- combined VUL/VH since they are codependent (using my combo vendor)
- fix cpmfile inclusion
- remove libusb submodule
This PR succeeds #383 since it includes it
Co-authored-by: SDK Chan <sdkchan@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/392
Co-authored-by: crueter <crueter@crueter.xyz>
Co-committed-by: crueter <crueter@crueter.xyz>
This adds a passthrough to basically disable nca verification for newer NCAs, this fixes (tested) Pokemon 4.0.0 update and other newer SDK games and updates (as reported on the discord)
This is implemented as toggle that is default enabled, this needs proper implementation in the future.
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/298
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
Fixes yuzu_cmd not linking to vma (just link to vma for now, but should
be linked to video_core maybe?)
also fixes the weird precedence of bundled packages esp w.r.t json where
an effectively garbage value was passed into the BUNDLED_PACKAGE
argument (was forced to on)
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/381
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 <allisonbzk@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/326
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
Since Android 15, google automatically forces "games" to be 60 hrz. This ensures the display's max refresh rate is actually used. Tested on a Google Pixel 7 Pro with Android 16
Co-authored-by: innix <dev@innix.space>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/373
Co-committed-by: innix <dev@innix.space>
This patch completely removes the Custom Sub allocator with VMA and delegates everything to the VMA.
Overall, the patch integrates VMA and simplifies memory management.
Once these changes pass the testing, it will be used as a base for further improvement.
Note to testers, test for stability and performance.
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/362
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@outlook.com>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
Resolving drivers based on the artifact name was too buggy and inconsistent, this PR improves it. Well, I like to think it does
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/369
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: Producdevity <y.gherbi.dev@gmail.com>
Co-committed-by: Producdevity <y.gherbi.dev@gmail.com>
CPM Dependencies are now managed in a singular json file, where each can be properly prefetched at-will via `tools/cpm-fetch.sh <packages...>`, or all at once via `tools/cpm-fetch-all.sh`.
Adds docs for CPMUtil as well.
Also adds `<package>_FORCE_{BUNDLED,SYSTEM}` overrides
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/322
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
This adds an option to enable or disable Host MMU Emulation [Android/PC], brings better config per-game handling with Disable Buffer Reorder, disables Flush Debug Lines by Log, option which was enabled by default on Android/PC taxing performance and translates to all supported languages the recent changes.
Leaves room for NCE improvements in the foreseable future.
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/324
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
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 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>