* Moved custom settings logic from `onCreate` to `handleEmuReadyIntent` for better readability.
* Added `showLaunchConfirmationDialog` to confirm game launch with or without custom settings.
* Updated `CustomSettingsHandler.findGameByTitleId` to show user feedback via `Toast`.
* Ensured improved separation of concerns and reusable methods.
* src/android/app/src/main/AndroidManifest.xml: Set targetApi to 33 and
enable onBackInvokedCallback to support the Android 13 predictive back gesture.
Also, add the tools namespace.
revert [android] Snapdragon 865 patches (#23)
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Reviewed-on: https://git.bixed.xyz/Bix/eden/pulls/23
Reverted due to heavy performance hits on Android with higher specifications, will be adjusted to be included in a specific build for older A6XX devices, as 855, 860, 865, 870, meanwhile it does fix critical issues with certain games crashing due to memory and VRAM usage, hits performance on SoC that can do it without this special flags.
This commit introduces the ability to launch games with custom configurations supplied via an Android intent. This allows external applications to provide specific settings for a game at launch time.
Key changes include:
* **`CustomSettingsHandler.kt`**: A new class responsible for:
* Processing incoming intents with custom settings.
* Finding the target game in the user's library by its title ID.
* Writing the custom settings to a per-game INI file (`config/custom/<title_id>.ini`).
* Handling potential conflicts if a custom configuration already exists, prompting the user to overwrite or cancel.
* Integrating with `DriverResolver` to check for and handle required GPU drivers specified in the custom settings.
* Initializing the native per-game configuration.
* **`DriverResolver.kt`**: A new utility class for managing GPU drivers specified in custom settings:
* Extracts the driver path from the custom settings INI content.
* Checks if the required driver exists locally.
* If not found locally, searches for the driver in predefined GitHub repositories (Mr. Purple Turnip, GameHub Adreno 8xx, KIMCHI Turnip, Weab-Chan Freedreno).
* Prompts the user to download and install the missing driver if found online.
* Handles automatic download and installation of drivers using `DriverViewModel`.
* Notifies the user if a required driver cannot be found or installed.
* **`AndroidManifest.xml`**:
* Added a new intent filter for the action `dev.eden.eden_emulator.LAUNCH_WITH_CUSTOM_CONFIG` to `EmulationActivity`. This allows the app to respond to custom settings intents.
* **`EmulationFragment.kt`**:
* Modified `onCreate` to detect and handle the new custom settings intent.
* If a custom settings intent is received:
* It uses `CustomSettingsHandler.applyCustomSettingsWithDriverCheck` to process the settings asynchronously. This allows for driver checks and user interaction (e.g., overwrite confirmation, driver installation).
* Displays appropriate error messages via `Toast` if custom settings processing fails (e.g., game not found, driver issues).
* The game is then launched with the applied custom settings.
* If a regular file intent or navigation arguments are used, the existing logic for loading game configurations (including custom per-game configs) is retained.
* Ensures that per-game configurations are correctly loaded or unloaded based on how the game is launched.
revert [ir] Align and bias memory stronger
Signed-off-by: Aleksandr Popovich <alekpopo@pm.me>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/229
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Co-committed-by: Aleksandr Popovich <alekpopo@pm.me>
Reverted as showed up issues with buffers on games that weren't expected, it's going to be refined and implemented again with better params.
- adds the option to show power draw in amperes
- shows if the battery is charging
Signed-off-by: Aleksandr Popovich <alekpopo@pm.me>
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Reviewed-on: https://git.bixed.xyz/Bix/eden/pulls/22
- Cherry picked the patches from xbzk PR.
Signed-off-by: Aleksandr Popovich <alekpopo@pm.me>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/254
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Co-committed-by: Aleksandr Popovich <alekpopo@pm.me>
Signed-off-by: Aleksandr Popovich <alekpopo@pm.me>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/252
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Co-committed-by: Aleksandr Popovich <alekpopo@pm.me>
Signed-off-by: Aleksandr Popovich <alekpopo@pm.me>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/229
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Co-committed-by: Aleksandr Popovich <alekpopo@pm.me>
The actual SPIRV Shader Optimization option doesn't seem to do anything as long as it isn't vinculed, so let's rework it to make it work
Co-authored-by: Gamer64 <76565986+Gamer64ytb@users.noreply.github.com>
Co-authored-by: echosys <echosys@noreply.localhost>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/238
This simplifies the FFmpeg code a bit more and removes unused variables left in the code.
Co-authored-by: MaranBr <maranbr@outlook.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/243
revert [Texture_cache] Better memory handling for devices with lower memory allocations (#233)
Means games like Minecraft Dungeons, Sea of Stars, Luigi Mansion 2, Astroneer, Alan Wake, etc are now playable.
It also cleans up the recent abi.cpp and bindless texture commits a bit.
Everything is in #ifdef ANDROID - The biggest change is CACHING_PAGEBITS = 12.
Without that the way the buffercache grows and joins buffers can cause Android to run out of memory (as you end up with just one big buffer that needs to be copied every time it grows)
Also patches up ffmpeg issues.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/233
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-committed-by: JPikachu <jpikachu.eden@gmail.com>
Had showed some regressions on devices with higher specifications, will be refined to return as a toggle in a later commit.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/240
Fixes rift clipping in LoZ: EOW + possible fixes for other games.
NOTE: Flickering may occur, this is for testing purposes.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/234
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-committed-by: JPikachu <jpikachu.eden@gmail.com>
Fixes black squares in Fire Emblem: Three Houses.
And fixes vertex explosions in The Legend of Zelda: Breath of the Wild shrine areas.
These were caused by NaN values from overflowed conversions to float16.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/215
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-committed-by: JPikachu <jpikachu.eden@gmail.com>
Means games like Minecraft Dungeons, Sea of Stars, Luigi Mansion 2, Astroneer, Alan Wake, etc are now playable.
It also cleans up the recent abi.cpp and bindless texture commits a bit.
Everything is in #ifdef ANDROID - The biggest change is CACHING_PAGEBITS = 12.
Without that the way the buffercache grows and joins buffers can cause Android to run out of memory (as you end up with just one big buffer that needs to be copied every time it grows)
Also patches up ffmpeg issues.
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/233
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-committed-by: JPikachu <jpikachu.eden@gmail.com>
quick fix for refresh features in portrait, casting them as SwipeRefreshLayout, since MidScreenSwipeRefreshLayout only exists in landscape.
Co-authored-by: Allison Cunha <allisonbzk@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/231
Co-authored-by: xbzk <xbzk@noreply.localhost>
Co-committed-by: xbzk <xbzk@noreply.localhost>