This commit adds further Audio REV 15 support to enable compatibility with games
compiled against Nintendo Switch SDK 19.0.0 and later versions.
Fixes: Audio compatibility issues with SDK 19.0.0+ games
Resolves: Missing Audio REV 15 feature support
Signed-off-by: Zephyron <zephyron@citron-emu.org>
Wrap updater includes and usage in CITRON_USE_AUTO_UPDATER guards to prevent
unresolved external symbol errors when the updater functionality is not enabled.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
Audio Core:
- Add support for splitter previous volume reset (REV 13+)
- Implement new audio processing time limits (REV 14-15)
- Add voice channel resource limits and effect processing v3
- Support float biquad filters for improved audio quality
- Enhance error handling to prevent audio system crashes
Android UI:
- Simplify FPS, RAM, and thermal indicator views
- Remove complex backgrounds and icons for cleaner display
- Reduce view sizes and improve text-based rendering
- Maintain color-coded status indicators for performance metrics
Core System:
- Improve file system save data space handling
- Enhance kernel synchronization error handling
- Add new error modules and result codes
- Fix potential infinite loops in handle operations
These changes improve audio processing capabilities while providing a cleaner,
more performant Android UI experience.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Add TAA option to AntiAliasing enum in settings
- Implement TAA shaders for both OpenGL (GLSL) and Vulkan (SPIR-V)
- Add OpenGL TAA class with framebuffer management and temporal blending
- Add Vulkan TAA class following existing AntiAliasPass architecture
- Integrate TAA into OpenGL and Vulkan rendering pipelines
- Add UI translations and Android string resources for TAA option
- Implement Halton sequence jittering for temporal sampling
- Add motion vector validation and neighborhood clamping to reduce ghosting
- Configure aggressive temporal blending to minimize visual artifacts
- Add proper descriptor set management for Vulkan TAA implementation
The TAA implementation provides high-quality anti-aliasing by combining
information from multiple frames with per-pixel jittering, resulting
in smoother edges and reduced aliasing artifacts while maintaining
good performance and temporal stability.
Fixes: Black screen issues with proper descriptor set bindings
Fixes: Ghosting artifacts with improved temporal blending parameters
Fixes: Jitter visibility with reduced jitter intensity (50% scaling)
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Add missing Force 32:9 option and fix Stretch mapping
- Add safety checks to prevent division by zero in FixedRatioSurfaceView
- Update handlers to support all 6 AspectRatio enum values
Fixes crashes when selecting any aspect ratio other than Force 16:9.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
Move UpdaterDialog class declaration outside #ifdef _WIN32 to ensure
Qt's MOC can see the Q_OBJECT macro. Add stub implementations for
non-Windows platforms to satisfy linker.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
Moved ZBCManager to `video_core/zbc_manager.cpp/h` for modularity. Added
`gl_zbc_clear.cpp/h` for efficient OpenGL color, depth, and stencil clears.
Updated `RasterizerOpenGL::Clear` to use ZBC with fallback. Added stencil
type validation. Fixed color mask and logging. Updated `CMakeLists.txt`.
Enhances performance and code organization.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
This commit properly implements the ISBERD (Internal Stage Buffer Entry Read)
instruction that was previously stubbed. The implementation supports all
modes and shift types:
- Patch mode: Reads tessellation patch attributes using ir.GetPatch()
- Prim mode: Reads primitive attributes for geometry shaders
- Attr mode: Reads generic vertex attributes
- Default mode: Maintains backward compatibility
The implementation also supports:
- U16 and B32 shift modes for different data formats
- SKEW and O flags for advanced buffer addressing
- Proper data type conversions and bit casting
This fixes rendering issues in UE4 titles that rely on internal stage
buffer operations in tessellation and geometry shaders. The previous
stubbed implementation caused compatibility problems with modern
rendering pipelines.
Credit: Hayate Yoshida (吉田 疾風) <hayate@citron-emu.org> for discovering
the root cause and providing insight on the proper implementation approach.
Fixes: Internal stage buffer read operations in tessellation shaders
Resolves: UE4 title rendering issues related to ISBERD instruction
Signed-off-by: Zephyron <zephyron@citron-emu.org>