- Remove NotifySegment(true) from PrepareDraw, DrawTexture, and Clear
- Remove NotifySegment(false) from AccelerateDisplay
- Add state tracking for transform feedback to avoid redundant CounterEnable calls
- Only call CounterEnable when transform feedback enable state changes
This prevents double resume/pause operations and state management conflicts.
Co-authored-by: Maufeat <maufeat@eden-emu.dev>
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Filter blend factors: replace DestAlpha with One and OneMinusDestAlpha
with Zero for RGBX formats
- Disable alpha component in color write mask for RGBX formats
- Always use actual depth test function instead of defaulting when disabled
- Add FormatHasNoAlpha helper to detect RGBX formats
- Add FilterBlendFactor helper to adjust blend factors for RGBX formats
Signed-off-by: Zephyron <zephyron@citron-emu.org>
Only warn when dimension differences exceed 16 pixels to avoid noise
from common codec alignment padding (e.g., 1088 vs 1080).
Signed-off-by: Zephyron <zephyron@citron-emu.org>
Adds support for wrap mode 7 (MirrorOnceClampOGL) in the Vulkan renderer's
WrapMode function. This mode is mapped to VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE
as Vulkan doesn't have a direct equivalent to OpenGL's GL_MIRROR_CLAMP.
Fixes assertion failure: "Unimplemented wrap mode=7"
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Add device detection for Snapdragon 8 Elite (device ID 0x43052c01)
- Disable shader float controls and 64-bit integer atomics on Qualcomm
proprietary drivers to work around driver limitations
- Enable native BGR format support on S8 Elite (similar to S8 Gen 2)
- Implement VOTE_vtg instruction for vertex/tessellation/geometry shaders
with proper single-thread semantics
- Replace stub warnings with detailed comments for FCSM_TR flow test and
SR_WSCALEFACTOR special registers to document expected behavior
These changes improve compatibility with Qualcomm Snapdragon 8 Elite
devices and reduce spurious warnings by documenting shader features
that are correctly handled as conservative defaults.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
Fixes crashes when games/mods request more than MAX_MIP_LEVELS (14).
Implements defensive clamping at four critical points in the texture
cache (CalculateLevelSizes, CalculateMipLevelOffsets,
CalculateMipLevelSizes, CalculateLevelBytes) to gracefully handle
excessive mip level requests.
When >14 mip levels are requested:
- Logs informative warning (debug builds)
- Clamps to MAX_MIP_LEVELS
- Continues execution safely
This improves upon Eden's solution by adding actual bounds checking
instead of just converting ASSERT to ASSERT_MSG.
Fixes: CTGP-DX (Mario Kart 8 Deluxe mod)
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-authored-by: JPikachu <jpikachu@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Signed-off-by: Zephyron <zephyron@citron-emu.org>
Add configurable EDS levels (Disabled/EDS1/EDS2/EDS3) to allow users to
troubleshoot graphics issues by controlling which Vulkan Extended Dynamic
State features are enabled. Defaults to EDS3 for maximum performance.
Implements setting in both desktop and Android frontends with proper
translations and descriptions.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
Adds user option to disable Vulkan conditional rendering, which can fix
flickering objects in some games caused by rapidly toggled draw calls.
Changes:
- Add use_conditional_rendering setting (default: enabled)
- Guard conditional rendering functions with setting check using [[unlikely]]
- Early exit in Pause/Resume and Compare functions when disabled
Disabling this in Graphics (Advanced) fixes flickering at cost of performance.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
The Vulkan spec requires fragment shaders to declare an output covering
Location 0, Component 3 (alpha) when alpha-to-coverage is enabled. This change:
- Tracks alpha_to_coverage_enabled through RuntimeInfo from pipeline state
- Forces declaration of frag_color[0] with full RGBA when enabled
- Initializes alpha to 1.0 in shader epilogue if not explicitly written
Signed-off-by: Zephyron <zephyron@citron-emu.org>
Implements ScaleFX algorithm for pixel art upscaling with edge
preservation. Supports both OpenGL and Vulkan with FP16/FP32
variants for hardware optimization.
ScaleFX is designed to reduce pixelation while preserving sharp
edges, ideal for low-resolution and pixel art games.
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>
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>
- Implement adaptive timeout system that adjusts based on GPU performance
- Add auto-disable after 10 cycles of persistent timeouts
- Reduce workload (32x32 dispatch, 1MB buffer) for better compatibility
- Add performance monitoring and runtime control
- Fixes persistent timeout warnings by gracefully degrading when GPU is busy
Signed-off-by: Zephyron <zephyron@citron-emu.org>
Frame generation was marked as WIP and not ready for production use.
This commit removes all frame generation related code and UI elements
to prevent users from enabling an incomplete feature.
Changes:
- Remove frame generation settings from Android UI (Kotlin/XML)
- Remove frame generation settings from Desktop UI (Qt/C++)
- Remove frame generation enums and settings from core (C++)
- Remove frame generation Vulkan renderer implementation
- Remove frame generation shader files
- Update CMake build configuration
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Add new settings for shader building overlay and performance graph
- Create ShaderBuildingOverlayView with animated shader building indicator
- Implement JNI bridge to get shader building count from core
- Add performance metrics display (FPS, frametime, emulation speed)
- Include real-time frametime graph with min/avg/max statistics
- Add menu options to toggle overlay and graph independently
- Integrate with existing overlay system in EmulationFragment
- Optimize Vulkan pipeline cache loading with pre-reservation
- Improve async shader building to reduce main thread blocking
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Convert FSR2 quality mode from number input to dropdown with 4 options
- Disable and grey out FSR sharpness slider when FSR2 is selected
- Add proper enum-based settings for FSR2 quality modes
- Update both Vulkan and OpenGL FSR2 implementations
- Connect UI state changes automatically
Provides better UX by using appropriate controls and preventing confusion
between FSR 1.0 and FSR 2.0 sharpening options.
Signed-off-by: Zephyron <zephyron@citron-emu.org>
- Add FSR2 to ScalingFilter enum alongside existing FSR
- Implement FSR2 classes for both Vulkan and OpenGL renderers
- Add fsr2_quality_mode setting with 4 quality levels (Quality, Balanced, Performance, Ultra Performance)
- Integrate FSR2 into present pipeline for both renderers
- Add UI support for FSR2 option in scaling filter dropdown
- Add FSR2 quality mode setting with dropdown selection
- Update translations and Android strings for new options
- Default to Performance mode for optimal balance
This provides users with FSR 2.0 as a scaling option, offering different
quality/performance characteristics compared to FSR 1.0. The implementation
uses quality-based sharpening values and integrates seamlessly with the
existing rendering pipeline.
Signed-off-by: Zephyron <zephyron@citron-emu.org>