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3 Commits
jdlo-eden-
...
sampleshad
| Author | SHA1 | Date | |
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a443a815a3 | ||
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82338a464c | ||
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65054c33e9 |
@@ -39,6 +39,7 @@ android {
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buildFeatures {
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viewBinding = true
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buildConfig = true
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}
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compileOptions {
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@@ -31,7 +31,6 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
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RENDERER_VERTEX_INPUT_DYNAMIC_STATE("vertex_input_dynamic_state"),
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RENDERER_PROVOKING_VERTEX("provoking_vertex"),
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RENDERER_DESCRIPTOR_INDEXING("descriptor_indexing"),
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RENDERER_SAMPLE_SHADING("sample_shading"),
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PICTURE_IN_PICTURE("picture_in_picture"),
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USE_CUSTOM_RTC("custom_rtc_enabled"),
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BLACK_BACKGROUNDS("black_backgrounds"),
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@@ -160,13 +160,6 @@ abstract class SettingsItem(
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descriptionId = R.string.descriptor_indexing_description
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)
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)
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put(
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SwitchSetting(
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BooleanSetting.RENDERER_SAMPLE_SHADING,
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titleId = R.string.sample_shading,
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descriptionId = R.string.sample_shading_description
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)
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)
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put(
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SliderSetting(
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IntSetting.RENDERER_SAMPLE_SHADING_FRACTION,
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@@ -453,12 +453,11 @@ class SettingsFragmentPresenter(
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private fun addEdenVeilSettings(sl: ArrayList<SettingsItem>) {
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sl.apply {
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add(HeaderSetting(R.string.veil_extensions))
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add(IntSetting.RENDERER_SAMPLE_SHADING_FRACTION.key)
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add(ByteSetting.RENDERER_DYNA_STATE.key)
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add(BooleanSetting.RENDERER_VERTEX_INPUT_DYNAMIC_STATE.key)
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add(BooleanSetting.RENDERER_PROVOKING_VERTEX.key)
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add(BooleanSetting.RENDERER_DESCRIPTOR_INDEXING.key)
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add(BooleanSetting.RENDERER_SAMPLE_SHADING.key)
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add(IntSetting.RENDERER_SAMPLE_SHADING_FRACTION.key)
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add(HeaderSetting(R.string.veil_renderer))
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add(IntSetting.DMA_ACCURACY.key)
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@@ -96,8 +96,6 @@
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<string name="provoking_vertex_description">يحسن الإضاءة ومعالجة الرؤوس في بعض الألعاب. مدعوم فقط على وحدات معالجة الرسومات Vulkan 1.0+.</string>
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<string name="descriptor_indexing">فهرسة الوصف</string>
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<string name="descriptor_indexing_description">يحسن معالجة النسيج والمخزن المؤقت، بالإضافة إلى طبقة الترجمة Maxwell. مدعوم من بعض وحدات معالجة الرسومات Vulkan 1.1 وجميع وحدات معالجة الرسومات Vulkan 1.2+.</string>
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<string name="sample_shading">تظليل العينة</string>
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<string name="sample_shading_description">يسمح لتظلل الأجزاء بتنفيذ كل عينة في جزء متعدد العينات بدلاً من مرة واحدة لكل جزء. يحسن جودة الرسومات على حساب بعض الأداء. لا تدعم هذه الإضافة سوى أجهزة Vulkan 1.1+ فقط.</string>
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<string name="sample_shading_fraction">نسبة التظليل النموذجية</string>
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<string name="sample_shading_fraction_description">كثافة تمرير تظليل العينة. تؤدي القيم الأعلى إلى تحسين الجودة بشكل أكبر، ولكنها تقلل أيضًا من الأداء إلى حد كبير.</string>
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@@ -70,8 +70,6 @@
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<string name="provoking_vertex_description">يحسن الإضاءة ومعالجة الرؤوس في بعض الألعاب. مدعوم فقط على وحدات معالجة الرسومات التي تدعم فولكان 1.0+.</string>
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<string name="descriptor_indexing">فهرسة الواصفات</string>
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<string name="descriptor_indexing_description">يحسن معالجة القوام والمخازن المؤقتة، بالإضافة إلى طبقة ترجمة ماكسويل. مدعوم من قبل بعض وحدات معالجة الرسومات التي تدعم فولكان 1.1 وجميع وحدات معالجة الرسومات التي تدعم فولكان 1.2+.</string>
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<string name="sample_shading">سێبەندی نمونە</string>
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<string name="sample_shading_description">ڕێگە بە شێدەری پارچە دەدات کە بۆ هەر نمونەیەک لە پارچەی فرە نمونەیدا جێبەجێ بکات لە جیاتی جێبەجێکردنی بۆ هەر پارچەیەک. جۆرایی گرافیک باشتر دەکات بە بەهای هەندێک لە کارایی. تەنها ئامێرەکانی Vulkan 1.1+ پشتگیری ئەم درێژکراوە دەکەن.</string>
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<string name="sample_shading_fraction">پێکهاتەی سێبەرکردنی نموونە</string>
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<string name="sample_shading_fraction_description">چڕی تێپەڕاندنی سێبەرکردنی نموونە. بەهای زیاتر کوالێتی باشتر دەکات بەڵام کارایی زیاتر کەم دەکاتەوە.</string>
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@@ -70,8 +70,6 @@
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<string name="provoking_vertex_description">Zlepšuje osvětlení a zpracování vertexů v některých hrách. Podporováno pouze na GPU s Vulkan 1.0+.</string>
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<string name="descriptor_indexing">Indexování deskriptorů</string>
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<string name="descriptor_indexing_description">Zlepšuje zpracování textur a bufferů, stejně jako Maxwell překladovou vrstvu. Podporováno některými GPU s Vulkan 1.1 a všemi GPU s Vulkan 1.2+.</string>
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<string name="sample_shading">Vzorkovací stínování</string>
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<string name="sample_shading_description">Umožňuje fragment shaderu provádět výpočty pro každý vzorek ve fragmentu s více vzorky namísto jednou pro fragment. Zlepšuje kvalitu grafiky na úkor výkonu. Tuto funkci podporují pouze zařízení s Vulkan 1.1+.</string>
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<string name="sample_shading_fraction">Podíl stínování vzorku</string>
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<string name="sample_shading_fraction_description">Intenzita průchodu stínování vzorku. Vyšší hodnoty zlepšují kvalitu, ale také výrazněji snižují výkon.</string>
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@@ -78,8 +78,6 @@
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<string name="provoking_vertex_description">Verbessert die Beleuchtung und die Vertex-Verarbeitung in einigen Spielen. Wird nur von GPUs mit Vulkan 1.0+ unterstützt.</string>
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<string name="descriptor_indexing">Deskriptor-Indizierung</string>
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<string name="descriptor_indexing_description">Verbessert die Textur- und Puffer-Verarbeitung sowie die Maxwell-Übersetzungsschicht. Wird von einigen Vulkan 1.1-GPUs und allen Vulkan 1.2+-GPUs unterstützt.</string>
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<string name="sample_shading">Sample Shading</string>
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<string name="sample_shading_description">Ermöglicht dem Fragment-Shader, pro Sample in einem mehrfach gesampleten Fragment ausgeführt zu werden, anstatt einmal pro Fragment. Verbessert die Grafikqualität auf Kosten der Leistung. Nur Vulkan 1.1+-Geräte unterstützen diese Erweiterung.</string>
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<string name="sample_shading_fraction">Sample-Shading-Anteil</string>
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<string name="sample_shading_fraction_description">Die Intensität des Sample-Shading-Durchgangs. Höhere Werte verbessern die Qualität stärker, beeinträchtigen aber auch die Leistung stärker.</string>
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@@ -91,8 +91,6 @@
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<string name="provoking_vertex_description">Mejora la iluminación y el manejo de vértices en ciertos juegos. Solo es compatible con las GPU Vulkan 1.0+.</string>
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<string name="descriptor_indexing">Indexación del descriptor</string>
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<string name="descriptor_indexing_description">Mejora la textura y el manejo del búfer, así como la capa de traducción Maxwell. Compatible con algunas GPU Vulkan 1.1 y todas las GPU Vulkan 1.2+.</string>
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<string name="sample_shading">Sombreado de muestra</string>
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<string name="sample_shading_description">Permite que el sombreador de fragmentos se ejecute por muestra en un fragmento de múltiples muestras en lugar de una vez por fragmento. Mejora la calidad gráfica a costa de algo de rendimiento. Solo los dispositivos Vulkan 1.1+ admiten esta extensión.</string>
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<string name="sample_shading_fraction">Fracción de sombreado de muestra</string>
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<string name="sample_shading_fraction_description">La intensidad del paso de sombreado de la muestra. Los valores más altos mejoran más la calidad, pero también reducen el rendimiento en mayor medida.</string>
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@@ -104,8 +104,6 @@
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<string name="fast_cpu_time_description">از Boost (1700MHz) برای کار با بالاترین سرعت کلاک بومی سوئیچ یا Fast (2000MHz) برای کار با دو برابر سرعت استفاده کنید.</string>
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<string name="memory_layout">چیدمان حافظه</string>
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<string name="memory_layout_description">(آزمایشی) چیدمان حافظه شبیهسازی شده را تغییر میدهد. این تنظیم عملکرد را افزایش نمیدهد، اما ممکن است به بازیهایی که از رزولوشن بالا با استفاده از مادها استفاده میکنند کمک کند. در تلفنهای با 8 گیگابایت رم یا کمتر استفاده نشود.</string>
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<string name="sample_shading">سایهزنی نمونه</string>
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<string name="sample_shading_description">اجازه میدهد شیدر قطعه در هر نمونه از یک قطعه چندنمونهای اجرا شود به جای یک بار برای هر قطعه. کیفیت گرافیک را به بهای کاهش عملکرد بهبود میبخشد. فقط دستگاههای Vulkan 1.1+ از این افزونه پشتیبانی میکنند.</string>
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<string name="sample_shading_fraction">کسر سایهزنی نمونه</string>
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<string name="sample_shading_fraction_description">شدت مرحله سایهزنی نمونه. مقادیر بالاتر کیفیت را بیشتر بهبود میبخشد اما عملکرد را نیز به میزان بیشتری کاهش میدهد.</string>
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<string name="custom_cpu_ticks">تیکهای CPU سفارشی</string>
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@@ -93,8 +93,6 @@
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<string name="provoking_vertex_description">Améliore l`éclairage et la gestion des vertex dans certains jeux. Pris en charge uniquement par les GPU Vulkan 1.0+.</string>
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<string name="descriptor_indexing">Indexation des descripteurs</string>
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<string name="descriptor_indexing_description">Améliore la gestion des textures et des tampons, ainsi que la couche de traduction Maxwell. Pris en charge par certains GPU Vulkan 1.1 et tous les GPU Vulkan 1.2+.</string>
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<string name="sample_shading">Échantillonnage de shading</string>
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<string name="sample_shading_description">Permet au fragment shader de s\'exécuter par échantillon dans un fragment multi-échantillonné au lieu d\'une fois par fragment. Améliore la qualité graphique au détriment des performances. Seuls les appareils Vulkan 1.1+ prennent en charge cette extension.</string>
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<string name="sample_shading_fraction">Fraction d\'ombrage d\'échantillon</string>
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<string name="sample_shading_fraction_description">L\'intensité de la passe d\'ombrage d\'échantillon. Des valeurs plus élevées améliorent davantage la qualité mais réduisent aussi plus fortement les performances.</string>
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@@ -70,8 +70,6 @@
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<string name="provoking_vertex_description">משפר תאורה וטיפול בקודקודים במשחקים מסוימים. נתמך רק בכרטיסי מסך עם Vulkan 1.0+.</string>
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<string name="descriptor_indexing">אינדוקס תיאורים</string>
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<string name="descriptor_indexing_description">משפר טיפול במרקמים ומאגרים, כמו גם בשכבת התרגום של Maxwell. נתמך בחלק מכרטיסי ה-Vulkan 1.1 ובכל כרטיסי ה-Vulkan 1.2+.</string>
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<string name="sample_shading">דגימת צל</string>
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<string name="sample_shading_description">מאפשר לשברי הצללה לרוץ לכל דגימה בקטע רב-דגימות במקום פעם אחת לקטע. משפר את איכות הגרפיקה במחיר של ביצועים. רק מכשירי Vulkan 1.1+ תומכים בהרחבה זו.</string>
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<string name="sample_shading_fraction">שבר הצללה לדוגמה</string>
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<string name="sample_shading_fraction_description">עוצמת מעבר ההצללה לדוגמה. ערכים גבוהים יותר משפרים את האיכות יותר אך גם מפחיתים את הביצועים במידה רבה יותר.</string>
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@@ -70,8 +70,6 @@
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<string name="provoking_vertex_description">Javítja a világítást és a csúcskezelést bizonyos játékokban. Csak Vulkan 1.0+ GPU-kon támogatott.</string>
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<string name="descriptor_indexing">Deskriptor Indexelés</string>
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<string name="descriptor_indexing_description">Javítja a textúrák és pufferek kezelését, valamint a Maxwell fordítási réteget. Néhány Vulkan 1.1 GPU és minden Vulkan 1.2+ GPU támogatja.</string>
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<string name="sample_shading">Mintavételezés árnyékolás</string>
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<string name="sample_shading_description">Lehetővé teszi, hogy a fragment shader mintánként fusson egy többmintás fragmentben a fragmentenkénti futtatás helyett. Javítja a grafikai minőséget a teljesítmény rovására. Csak Vulkan 1.1+ eszközök támogatják ezt a kiterjesztést.</string>
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<string name="sample_shading_fraction">Mintavételezés árnyékolási hányad</string>
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<string name="sample_shading_fraction_description">A mintavételezés árnyékolási lépés intenzitása. A magasabb értékek jobb minőséget eredményeznek, de nagyobb mértékben csökkentik a teljesítményt.</string>
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@@ -91,8 +91,6 @@
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<string name="provoking_vertex_description">Meningkatkan pencahayaan dan penanganan vertex di beberapa game. Hanya didukung di GPU Vulkan 1.0+.</string>
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<string name="descriptor_indexing">Pengindeks Deskriptor</string>
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<string name="descriptor_indexing_description">Meningkatkan penanganan tekstur dan buffer, serta lapisan terjemahan Maxwell. Didukung oleh beberapa GPU Vulkan 1.1 dan semua GPU Vulkan 1.2+.</string>
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<string name="sample_shading">Pencahayaan Sampel</string>
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<string name="sample_shading_description">Memungkinkan fragment shader dieksekusi per sampel dalam fragmen multisampel alih-alih sekali per fragmen. Meningkatkan kualitas grafis dengan mengorbankan kinerja. Hanya perangkat Vulkan 1.1+ yang mendukung ekstensi ini.</string>
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<string name="sample_shading_fraction">Fraksi Pencahayaan Sampel</string>
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<string name="sample_shading_fraction_description">Intensitas proses pencahayaan sampel. Nilai lebih tinggi meningkatkan kualitas lebih baik tetapi juga mengurangi performa lebih besar.</string>
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@@ -91,8 +91,6 @@
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<string name="provoking_vertex_description">Migliora illuminazione e gestione dei vertici in alcuni giochi. Supportato solo su GPU Vulkan 1.0+.</string>
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<string name="descriptor_indexing">Indicizzazione descrittori</string>
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<string name="descriptor_indexing_description">Migliora la gestione di texture e buffer, nonché il livello di traduzione Maxwell. Supportato da alcune GPU Vulkan 1.1 e tutte le GPU Vulkan 1.2+.</string>
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<string name="sample_shading">Shading campione</string>
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<string name="sample_shading_description">Permette al fragment shader di eseguire per campione in un frammento multi-campione invece che una volta per frammento. Migliora la qualità grafica a scapito delle prestazioni. Solo i dispositivi Vulkan 1.1+ supportano questa estensione.</string>
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<string name="sample_shading_fraction">Frazione di ombreggiatura campione</string>
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<string name="sample_shading_fraction_description">L\'intensità della passata di ombreggiatura campione. Valori più alti migliorano la qualità ma riducono maggiormente le prestazioni.</string>
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@@ -70,8 +70,6 @@
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<string name="provoking_vertex_description">特定のゲームで照明と頂点処理を改善します。Vulkan 1.0+ GPUでのみサポートされています。</string>
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<string name="descriptor_indexing">ディスクリプタインデキシング</string>
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<string name="descriptor_indexing_description">テクスチャとバッファの処理、およびMaxwell翻訳レイヤーを改善します。一部のVulkan 1.1 GPUとすべてのVulkan 1.2+ GPUでサポートされています。</string>
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<string name="sample_shading">サンプルシェーディング</string>
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<string name="sample_shading_description">マルチサンプルフラグメントでフラグメントシェーダーをフラグメントごとではなくサンプルごとに実行できるようにします。パフォーマンスを犠牲にしてグラフィック品質を向上させます。Vulkan 1.1+デバイスのみがこの拡張機能をサポートしています。</string>
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<string name="sample_shading_fraction">サンプルシェーディング率</string>
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<string name="sample_shading_fraction_description">サンプルシェーディング処理の強度。高い値ほど品質は向上しますが、パフォーマンスも大きく低下します。</string>
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@@ -70,8 +70,6 @@
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<string name="provoking_vertex_description">일부 게임에서 조명과 버텍스 처리를 개선합니다. Vulkan 1.0+ GPU에서만 지원됩니다.</string>
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<string name="descriptor_indexing">디스크립터 인덱싱</string>
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<string name="descriptor_indexing_description">텍스처 및 버퍼 처리와 Maxwell 변환 레이어를 개선합니다. 일부 Vulkan 1.1 GPU 및 모든 Vulkan 1.2+ GPU에서 지원됩니다.</string>
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<string name="sample_shading">샘플 쉐이딩</string>
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<string name="sample_shading_description">멀티샘플 프래그먼트에서 프래그먼트 쉐이더가 프래그먼트당 한 번이 아니라 샘플당 실행되도록 합니다. 성능을 희생하여 그래픽 품질을 향상시킵니다. Vulkan 1.1+ 장치만 이 확장을 지원합니다.</string>
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<string name="sample_shading_fraction">샘플 쉐이딩 비율</string>
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<string name="sample_shading_fraction_description">샘플 쉐이딩 패스의 강도. 값이 높을수록 품질이 더 향상되지만 성능도 더 크게 저하됩니다.</string>
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@@ -70,8 +70,6 @@
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<string name="provoking_vertex_description">Forbedrer belysning og vertexhåndtering i enkelte spill. Støttes kun på Vulkan 1.0+ GPU-er.</string>
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<string name="descriptor_indexing">Beskrivelsesindeksering</string>
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<string name="descriptor_indexing_description">Forbedrer tekstur- og bufferhåndtering, samt Maxwell-oversettelseslaget. Støttes av noen Vulkan 1.1 GPU-er og alle Vulkan 1.2+ GPU-er.</string>
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<string name="sample_shading">Prøvegjengivelse</string>
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<string name="sample_shading_description">Lar fragment-shaderen kjøres per prøve i et flerprøvefragment i stedet for en gang per fragment. Forbedrer grafikkvaliteten på bekostning av ytelse. Bare Vulkan 1.1+-enheter støtter denne utvidelsen.</string>
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<string name="sample_shading_fraction">Prøveskyggebrøk</string>
|
||||
<string name="sample_shading_fraction_description">Intensiteten til prøveskyggepasseringen. Høyere verdier forbedrer kvaliteten mer, men reduserer også ytelsen i større grad.</string>
|
||||
|
||||
|
||||
@@ -96,8 +96,6 @@
|
||||
<string name="provoking_vertex_description">Poprawia oświetlenie i obsługę wierzchołków w niektórych grach. Obsługiwane tylko przez GPU Vulkan 1.0+.</string>
|
||||
<string name="descriptor_indexing">Indeksowanie deskryptorów</string>
|
||||
<string name="descriptor_indexing_description">Poprawia obsługę tekstur i buforów oraz warstwę tłumaczenia Maxwell. Obsługiwane przez niektóre GPU Vulkan 1.1 i wszystkie GPU Vulkan 1.2+.</string>
|
||||
<string name="sample_shading">Cieniowanie próbek</string>
|
||||
<string name="sample_shading_description">Pozwala shaderowi fragmentów wykonywać się na próbkę w fragmencie wielopróbkowym zamiast raz na fragment. Poprawia jakość grafiki kosztem wydajności. Tylko urządzenia Vulkan 1.1+ obsługują to rozszerzenie.</string>
|
||||
<string name="sample_shading_fraction">Ułamek cieniowania próbki</string>
|
||||
<string name="sample_shading_fraction_description">Intensywność przebiegu cieniowania próbki. Wyższe wartości poprawiają jakość, ale także w większym stopniu zmniejszają wydajność.</string>
|
||||
|
||||
|
||||
@@ -91,8 +91,6 @@
|
||||
<string name="provoking_vertex_description">Vértice Provocante: Melhora a iluminação e o processamento de vértices em certos jogos. Suportado apenas em GPUs com Vulkan 1.0 ou superior.</string>
|
||||
<string name="descriptor_indexing">Descriptor Indexing</string>
|
||||
<string name="descriptor_indexing_description">Indexação de Descritores: Melhora o processamento de texturas e buffers, assim como a camada de tradução Maxwell. Suportado por algumas GPUs Vulkan 1.1 e todas as GPUs Vulkan 1.2 ou superiores.</string>
|
||||
<string name="sample_shading">Sample Shading</string>
|
||||
<string name="sample_shading_description">Amostragem de Sombreamento: Permite que o shader de fragmento seja processado por cada amostra em fragmentos multiamostrados, em vez de executar uma vez por fragmento, melhorando a qualidade gráfica, porém impactando levemente o desempenho. Funciona apenas em dispositivos Vulkan 1.1 ou superiores.</string>
|
||||
<string name="sample_shading_fraction">Sample Shading Fraction</string>
|
||||
<string name="sample_shading_fraction_description">Fração de Sombreamento de Amostra: Define a intensidade do sample shading. Quanto maior, melhor a qualidade, mas maior o impacto no desempenho.</string>
|
||||
|
||||
|
||||
@@ -70,8 +70,6 @@
|
||||
<string name="provoking_vertex_description">Melhora a iluminação e o tratamento de vértices em certos jogos. Suportado apenas em GPUs Vulkan 1.0+.</string>
|
||||
<string name="descriptor_indexing">Indexação de descritores</string>
|
||||
<string name="descriptor_indexing_description">Melhora o tratamento de texturas e buffers, assim como a camada de tradução Maxwell. Suportado por algumas GPUs Vulkan 1.1 e todas Vulkan 1.2+.</string>
|
||||
<string name="sample_shading">Amostragem de sombreamento</string>
|
||||
<string name="sample_shading_description">Permite que o fragment shader seja executado por amostra num fragmento multi-amostrado em vez de uma vez por fragmento. Melhora a qualidade gráfica à custa de desempenho. Apenas dispositivos Vulkan 1.1+ suportam esta extensão.</string>
|
||||
<string name="sample_shading_fraction">Fração de Sombreamento de Amostra</string>
|
||||
<string name="sample_shading_fraction_description">A intensidade da passagem de sombreamento de amostra. Valores mais elevados melhoram a qualidade, mas também reduzem o desempenho numa maior medida.</string>
|
||||
|
||||
|
||||
@@ -96,8 +96,6 @@
|
||||
<string name="provoking_vertex_description">Улучшает освещение и обработку вершин в некоторых играх. Поддерживается только ГПУ с Vulkan 1.0+.</string>
|
||||
<string name="descriptor_indexing">Индексирование дескрипторов</string>
|
||||
<string name="descriptor_indexing_description">Улучшает обработку текстур и буферов, а также слой перевода Maxwell. Поддерживается некоторыми ГПУ Vulkan 1.1 и всеми ГПУ Vulkan 1.2+.</string>
|
||||
<string name="sample_shading">Сэмпловый шейдинг</string>
|
||||
<string name="sample_shading_description">Позволяет шейдеру фрагментов выполняться на каждый сэмпл в мультисэмпловом фрагменте вместо одного раза на фрагмент. Улучшает качество графики ценой производительности. Только устройства с Vulkan 1.1+ поддерживают это расширение.</string>
|
||||
<string name="sample_shading_fraction">Доля сэмплового затенения</string>
|
||||
<string name="sample_shading_fraction_description">Интенсивность прохода сэмплового затенения. Более высокие значения улучшают качество, но и сильнее снижают производительность.</string>
|
||||
|
||||
|
||||
@@ -68,8 +68,6 @@
|
||||
<string name="provoking_vertex_description">Побољшава осветљење и вертификат руковања у одређеним играма. Подржан само на Вулкану 1.0+ ГПУ-у.</string>
|
||||
<string name="descriptor_indexing">Индексирање дескриптора</string>
|
||||
<string name="descriptor_indexing_description">Побољшава текстуру и руковање међуспремника, као и преводилачки слој Маквелл. Подржани од стране неких Вулкана 1.1 ГПУ-а и сви Вулкан 1.2+ ГПУ.</string>
|
||||
<string name="sample_shading">Семпловање сенчења</string>
|
||||
<string name="sample_shading_description">Омогућава фрагмент шејдеру да се извршава по узорку у вишеузорачном фрагменту уместо једном по фрагменту. Побољшава квалитет графике на рачун перформанси. Само Vulkan 1.1+ уређаји подржавају ову екстензију.</string>
|
||||
<string name="sample_shading_fraction">Удео сенчења узорка</string>
|
||||
<string name="sample_shading_fraction_description">Интензитет проласка сенчења узорка. Веће вредности побољшавају квалитет више, али такође више смањују перформансе.</string>
|
||||
|
||||
|
||||
@@ -96,8 +96,6 @@
|
||||
<string name="provoking_vertex_description">Покращує освітлення та взаємодію з вершинами у деяких іграх. Лише для ГП з підтримкою Vulkan 1.0+.</string>
|
||||
<string name="descriptor_indexing">Індексація дескрипторів</string>
|
||||
<string name="descriptor_indexing_description">Покращує обробку текстур та буферів, а також шар перекладу Maxwell. Підтримується деякими GPU Vulkan 1.1 та всіма GPU Vulkan 1.2+.</string>
|
||||
<string name="sample_shading">Шейдинг зразків</string>
|
||||
<string name="sample_shading_description">Дозволяє шейдеру фрагментів виконуватися на кожен семпл у багатосемпловому фрагменті замість одного разу на фрагмент. Покращує якість графіки за рахунок продуктивності. Лише пристрої з Vulkan 1.1+ підтримують це розширення.</string>
|
||||
<string name="sample_shading_fraction">Частка затінення зразка</string>
|
||||
<string name="sample_shading_fraction_description">Інтенсивність проходу затінення зразка. Вищі значення покращують якість, але й сильніше знижують продуктивність.</string>
|
||||
|
||||
|
||||
@@ -70,8 +70,6 @@
|
||||
<string name="provoking_vertex_description">Cải thiện ánh sáng và xử lý đỉnh trong một số trò chơi. Chỉ được hỗ trợ trên GPU Vulkan 1.0+.</string>
|
||||
<string name="descriptor_indexing">Lập chỉ mục bộ mô tả</string>
|
||||
<string name="descriptor_indexing_description">Cải thiện xử lý kết cấu và bộ đệm, cũng như lớp dịch Maxwell. Được hỗ trợ bởi một số GPU Vulkan 1.1 và tất cả GPU Vulkan 1.2+.</string>
|
||||
<string name="sample_shading">Tô bóng mẫu</string>
|
||||
<string name="sample_shading_description">Cho phép fragment shader thực thi trên mỗi mẫu trong một fragment đa mẫu thay vì một lần mỗi fragment. Cải thiện chất lượng đồ họa với chi phí hiệu suất. Chỉ thiết bị Vulkan 1.1+ hỗ trợ tiện ích mở rộng này.</string>
|
||||
<string name="sample_shading_fraction">Phần trăm tô bóng mẫu</string>
|
||||
<string name="sample_shading_fraction_description">Cường độ của bước tô bóng mẫu. Giá trị cao hơn cải thiện chất lượng tốt hơn nhưng cũng giảm hiệu suất nhiều hơn.</string>
|
||||
|
||||
|
||||
@@ -93,8 +93,6 @@
|
||||
<string name="provoking_vertex_description">改善某些游戏中的光照和顶点处理。仅支持Vulkan 1.0+ GPU。</string>
|
||||
<string name="descriptor_indexing">描述符索引</string>
|
||||
<string name="descriptor_indexing_description">改进纹理和缓冲区处理以及Maxwell转换层。部分Vulkan 1.1 GPU和所有Vulkan 1.2+ GPU支持。</string>
|
||||
<string name="sample_shading">采样着色</string>
|
||||
<string name="sample_shading_description">允许片段着色器在多采样片段中每个样本执行一次,而不是每个片段执行一次。以提高性能为代价改善图形质量。仅Vulkan 1.1+设备支持此扩展。</string>
|
||||
<string name="sample_shading_fraction">采样着色比例</string>
|
||||
<string name="sample_shading_fraction_description">采样着色处理的强度。值越高,质量改善越多,但性能降低也越明显。</string>
|
||||
|
||||
|
||||
@@ -96,8 +96,6 @@
|
||||
<string name="provoking_vertex_description">改善某些遊戲中的光照和頂點處理。僅支援Vulkan 1.0+ GPU。</string>
|
||||
<string name="descriptor_indexing">描述符索引</string>
|
||||
<string name="descriptor_indexing_description">改進紋理和緩衝區處理以及Maxwell轉換層。部分Vulkan 1.1 GPU和所有Vulkan 1.2+ GPU支援。</string>
|
||||
<string name="sample_shading">取樣著色</string>
|
||||
<string name="sample_shading_description">允許片段著色器在多取樣片段中每個樣本執行一次,而不是每個片段執行一次。以提高效能為代價改善圖形品質。僅Vulkan 1.1+裝置支援此擴充功能。</string>
|
||||
<string name="sample_shading_fraction">採樣著色比例</string>
|
||||
<string name="sample_shading_fraction_description">採樣著色處理的強度。數值越高,品質改善越多,但效能降低也越明顯。</string>
|
||||
|
||||
|
||||
@@ -101,10 +101,8 @@
|
||||
<string name="provoking_vertex_description">Improves lighting and vertex handling in certain games. Only supported on Vulkan 1.0+ GPUs.</string>
|
||||
<string name="descriptor_indexing">Descriptor Indexing</string>
|
||||
<string name="descriptor_indexing_description">Improves texture and buffer handling, as well as the Maxwell translation layer. Supported by some Vulkan 1.1 GPUs and all Vulkan 1.2+ GPUs.</string>
|
||||
<string name="sample_shading">Sample Shading</string>
|
||||
<string name="sample_shading_description">Allows the fragment shader to execute per sample in a multi-sampled fragment instead once per fragment. Improves graphics quality at the cost of some performance. Only Vulkan 1.1+ devices support this extension.</string>
|
||||
<string name="sample_shading_fraction">Sample Shading Fraction</string>
|
||||
<string name="sample_shading_fraction_description">The intensity of the sample shading pass. Higher values improve quality more but also reduce performance to a greater extent.</string>
|
||||
<string name="sample_shading_fraction_description">Allows the fragment shader to execute per sample in a multi-sampled fragment instead of once per fragment. Improves graphics quality at the cost of performance. Higher values improve quality but degrade performance.</string>
|
||||
|
||||
<string name="veil_renderer">Renderer</string>
|
||||
<string name="sync_memory_operations">Sync Memory Operations</string>
|
||||
|
||||
@@ -14,8 +14,6 @@ android.useAndroidX=true
|
||||
# Kotlin code style for this project: "official" or "obsolete":
|
||||
kotlin.code.style=official
|
||||
kotlin.parallel.tasks.in.project=true
|
||||
android.defaults.buildfeatures.buildconfig=true
|
||||
|
||||
# Android Gradle plugin 8.0.2
|
||||
android.suppressUnsupportedCompileSdk=34
|
||||
android.native.buildOutput=verbose
|
||||
@@ -34,8 +34,8 @@ struct Member {
|
||||
struct RoomInformation {
|
||||
std::string name; ///< Name of the server
|
||||
std::string description; ///< Server description
|
||||
u32 member_slots{}; ///< Maximum number of members in this room
|
||||
u16 port{}; ///< The port of this room
|
||||
u32 member_slots; ///< Maximum number of members in this room
|
||||
u16 port; ///< The port of this room
|
||||
GameInfo preferred_game; ///< Game to advertise that you want to play
|
||||
std::string host_username; ///< Forum username of the host
|
||||
};
|
||||
@@ -46,8 +46,8 @@ struct Room {
|
||||
std::string id;
|
||||
std::string verify_uid; ///< UID used for verification
|
||||
std::string ip;
|
||||
u32 net_version{};
|
||||
bool has_password = false;
|
||||
u32 net_version;
|
||||
bool has_password;
|
||||
|
||||
std::vector<Member> members;
|
||||
};
|
||||
|
||||
@@ -514,6 +514,7 @@ struct Values {
|
||||
SwitchableSetting<bool> barrier_feedback_loops{linkage, true, "barrier_feedback_loops",
|
||||
Category::RendererAdvanced};
|
||||
|
||||
SwitchableSetting<u32, true> sample_shading_fraction{linkage, 0, 0, 100, "sample_shading_fraction", Category::RendererExtensions, Specialization::Scalar, true};
|
||||
SwitchableSetting<u8, true> dyna_state{linkage,
|
||||
#if defined (_WIN32)
|
||||
3,
|
||||
@@ -535,17 +536,6 @@ struct Values {
|
||||
SwitchableSetting<bool> vertex_input_dynamic_state{linkage, true, "vertex_input_dynamic_state", Category::RendererExtensions};
|
||||
SwitchableSetting<bool> provoking_vertex{linkage, false, "provoking_vertex", Category::RendererExtensions};
|
||||
SwitchableSetting<bool> descriptor_indexing{linkage, false, "descriptor_indexing", Category::RendererExtensions};
|
||||
SwitchableSetting<bool> sample_shading{linkage, false, "sample_shading", Category::RendererExtensions, Specialization::Paired};
|
||||
SwitchableSetting<u32, true> sample_shading_fraction{linkage,
|
||||
50,
|
||||
0,
|
||||
100,
|
||||
"sample_shading_fraction",
|
||||
Category::RendererExtensions,
|
||||
Specialization::Scalar,
|
||||
true,
|
||||
false,
|
||||
&sample_shading};
|
||||
|
||||
Setting<bool> renderer_debug{linkage, false, "debug", Category::RendererDebug};
|
||||
Setting<bool> renderer_shader_feedback{linkage, false, "shader_feedback",
|
||||
|
||||
@@ -17,6 +17,8 @@ add_library(core STATIC
|
||||
constants.h
|
||||
core.cpp
|
||||
core.h
|
||||
game_settings.cpp
|
||||
game_settings.h
|
||||
core_timing.cpp
|
||||
core_timing.h
|
||||
cpu_manager.cpp
|
||||
@@ -43,11 +45,7 @@ add_library(core STATIC
|
||||
device_memory.cpp
|
||||
device_memory.h
|
||||
device_memory_manager.h
|
||||
device_memory.h
|
||||
device_memory_manager.h
|
||||
device_memory_manager.inc
|
||||
internal_network/legacy_online.cpp
|
||||
internal_network/legacy_online.h
|
||||
file_sys/bis_factory.cpp
|
||||
file_sys/bis_factory.h
|
||||
file_sys/card_image.cpp
|
||||
|
||||
@@ -49,7 +49,6 @@
|
||||
#include "core/hle/service/services.h"
|
||||
#include "core/hle/service/set/system_settings_server.h"
|
||||
#include "core/hle/service/sm/sm.h"
|
||||
#include "core/internal_network/legacy_online.h"
|
||||
#include "core/internal_network/network.h"
|
||||
#include "core/loader/loader.h"
|
||||
#include "core/memory.h"
|
||||
@@ -138,13 +137,6 @@ struct System::Impl {
|
||||
kernel.SetMulticore(is_multicore);
|
||||
cpu_manager.SetMulticore(is_multicore);
|
||||
cpu_manager.SetAsyncGpu(is_async_gpu);
|
||||
cpu_manager.SetMulticore(is_multicore);
|
||||
cpu_manager.SetAsyncGpu(is_async_gpu);
|
||||
|
||||
if (!legacy_online) {
|
||||
legacy_online = std::make_unique<Network::LegacyOnlineService>();
|
||||
legacy_online->Start();
|
||||
}
|
||||
}
|
||||
|
||||
void ReinitializeIfNecessary(System& system) {
|
||||
@@ -301,48 +293,6 @@ struct System::Impl {
|
||||
return SystemResultStatus::Success;
|
||||
}
|
||||
|
||||
|
||||
void LoadOverrides(u64 programId) const {
|
||||
std::string vendor = gpu_core->Renderer().GetDeviceVendor();
|
||||
LOG_INFO(Core, "GPU Vendor: {}", vendor);
|
||||
|
||||
// Reset all per-game flags
|
||||
Settings::values.use_squashed_iterated_blend = false;
|
||||
|
||||
// Insert PC overrides here
|
||||
|
||||
#ifdef ANDROID
|
||||
// Example on how to set a setting based on the program ID and vendor
|
||||
if (programId == 0x010028600EBDA000 && vendor == "Mali") { // Mario 3d World
|
||||
// Settings::values.example = true;
|
||||
}
|
||||
|
||||
// Example array of program IDs
|
||||
const std::array<u64, 10> example_array = {
|
||||
//0xprogramId
|
||||
0x0004000000033400, // Game 1
|
||||
0x0004000000033500 // Game 2
|
||||
// And so on
|
||||
};
|
||||
|
||||
for (auto id : example_array) {
|
||||
if (programId == id) {
|
||||
// Settings::values.example = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
// Ninja Gaiden Ragebound
|
||||
constexpr u64 ngr = 0x0100781020710000ULL;
|
||||
|
||||
if (programId == ngr) {
|
||||
LOG_INFO(Core, "Enabling game specifc override: use_squashed_iterated_blend");
|
||||
Settings::values.use_squashed_iterated_blend = true;
|
||||
}
|
||||
}
|
||||
|
||||
SystemResultStatus Load(System& system, Frontend::EmuWindow& emu_window,
|
||||
const std::string& filepath,
|
||||
Service::AM::FrontendAppletParameters& params) {
|
||||
@@ -428,7 +378,8 @@ struct System::Impl {
|
||||
LOG_ERROR(Core, "Failed to find program id for ROM");
|
||||
}
|
||||
|
||||
LoadOverrides(program_id);
|
||||
|
||||
GameSettings::LoadOverrides(program_id, gpu_core->Renderer());
|
||||
if (auto room_member = Network::GetRoomMember().lock()) {
|
||||
Network::GameInfo game_info;
|
||||
game_info.name = name;
|
||||
@@ -477,11 +428,6 @@ struct System::Impl {
|
||||
stop_event = {};
|
||||
Network::RestartSocketOperations();
|
||||
|
||||
if (legacy_online) {
|
||||
legacy_online->Stop();
|
||||
legacy_online.reset();
|
||||
}
|
||||
|
||||
if (auto room_member = Network::GetRoomMember().lock()) {
|
||||
Network::GameInfo game_info{};
|
||||
room_member->SendGameInfo(game_info);
|
||||
@@ -570,9 +516,6 @@ struct System::Impl {
|
||||
|
||||
/// Network instance
|
||||
Network::NetworkInstance network_instance;
|
||||
|
||||
/// Legacy Online Service
|
||||
std::unique_ptr<Network::LegacyOnlineService> legacy_online;
|
||||
|
||||
/// Debugger
|
||||
std::unique_ptr<Core::Debugger> debugger;
|
||||
|
||||
@@ -11,8 +11,6 @@
|
||||
#include "core/core.h"
|
||||
#include "core/file_sys/savedata_factory.h"
|
||||
#include "core/file_sys/vfs/vfs.h"
|
||||
#include "core/file_sys/sdmc_factory.h"
|
||||
#include "core/hle/service/filesystem/filesystem.h"
|
||||
|
||||
namespace FileSys {
|
||||
|
||||
@@ -76,97 +74,20 @@ VirtualDir SaveDataFactory::Create(SaveDataSpaceId space, const SaveDataAttribut
|
||||
|
||||
VirtualDir SaveDataFactory::Open(SaveDataSpaceId space, const SaveDataAttribute& meta) const {
|
||||
|
||||
u64 target_program_id = meta.program_id;
|
||||
// CRITICAL FIX: If the game requests Cache/Temp with ProgramID 0 (generic),
|
||||
// we MUST redirect it to the actual running TitleID, otherwise it looks in '.../0000000000000000'.
|
||||
if ((meta.type == SaveDataType::Cache || meta.type == SaveDataType::Temporary) && target_program_id == 0) {
|
||||
target_program_id = system.GetApplicationProcessProgramID();
|
||||
LOG_INFO(Service_FS, "Redirecting generic Cache request (ID 0) to active TitleID: {:016X}", target_program_id);
|
||||
}
|
||||
|
||||
const auto save_directory = GetFullPath(program_id, dir, space, meta.type, target_program_id,
|
||||
const auto save_directory = GetFullPath(program_id, dir, space, meta.type, meta.program_id,
|
||||
meta.user_id, meta.system_save_data_id);
|
||||
|
||||
auto out = dir->GetDirectoryRelative(save_directory);
|
||||
|
||||
// Fallback for Ryujinx-style cache paths: sdcard/Nintendo/save/{TitleID} (No /cache/ subdir)
|
||||
// Also include Temporary, as games like Just Dance use Temporary storage for cache-like data (MapBaseCache),
|
||||
// and Ryujinx stores this in the same simple 'save/{ID}' structure.
|
||||
// Fallback logic removed. We now enforce standard paths.
|
||||
// User instructions will direct them to the correct folder.
|
||||
|
||||
if (out == nullptr) {
|
||||
LOG_WARNING(Service_FS, "Cache/Save path NOT FOUND: '{}'. Auto-create={}", save_directory, auto_create);
|
||||
} else {
|
||||
LOG_INFO(Service_FS, "Cache/Save path FOUND: '{}'", save_directory);
|
||||
}
|
||||
|
||||
if (out == nullptr && (ShouldSaveDataBeAutomaticallyCreated(space, meta) && auto_create)) {
|
||||
LOG_INFO(Service_FS, "Auto-creating save directory...");
|
||||
return Create(space, meta);
|
||||
}
|
||||
|
||||
if (out != nullptr) {
|
||||
// Some emulators (Ryujinx) or even different firmware versions may rely on the commit
|
||||
// directories /0 or /1 being present for cache or save data.
|
||||
// We prioritizing /1 as it usually implies a newer commit if both exist,
|
||||
// but /0 is what's commonly used by Ryujinx for cache.
|
||||
|
||||
// Ryujinx behavior: If 0 exists and 1 does not, copy 0 to 1.
|
||||
auto dir_0 = out->GetSubdirectory("0");
|
||||
auto dir_1 = out->GetSubdirectory("1");
|
||||
|
||||
if (dir_0) LOG_INFO(Service_FS, "Found subdirectory '0' in save path.");
|
||||
if (dir_1) LOG_INFO(Service_FS, "Found subdirectory '1' in save path.");
|
||||
|
||||
if (dir_0 != nullptr && dir_1 == nullptr) {
|
||||
LOG_INFO(Service_FS, "Ryujinx structure detected: '0' exists, '1' missing. Copying 0->1 for compatibility.");
|
||||
dir_1 = out->CreateSubdirectory("1");
|
||||
if (dir_1 != nullptr) {
|
||||
// Copy contents from 0 to 1
|
||||
VfsRawCopyD(dir_0, dir_1);
|
||||
}
|
||||
}
|
||||
|
||||
// Check for 'Addressables' and 'Addressables2' and delete 'json.cache' if present.
|
||||
// This is a specific workaround for games (e.g. Just Dance) that freeze if they find old cache metadata.
|
||||
// We force them to regenerate it.
|
||||
const auto CleanCache = [](VirtualDir root) {
|
||||
if (root == nullptr) return;
|
||||
const char* subdirs[] = {"Addressables", "Addressables2"};
|
||||
for (const char* subdir_name : subdirs) {
|
||||
auto subdir = root->GetSubdirectory(subdir_name);
|
||||
if (subdir != nullptr) {
|
||||
if (subdir->DeleteFile("json.cache")) {
|
||||
LOG_INFO(Service_FS, "Deleted stale 'json.cache' in '{}'", subdir_name);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
if (dir_1 != nullptr) {
|
||||
LOG_INFO(Service_FS, "Returning subdirectory '1' as Save Root.");
|
||||
CleanCache(dir_1);
|
||||
return dir_1;
|
||||
}
|
||||
if (dir_0 != nullptr) {
|
||||
LOG_INFO(Service_FS, "Returning subdirectory '0' as Save Root.");
|
||||
CleanCache(dir_0);
|
||||
return dir_0;
|
||||
}
|
||||
|
||||
LOG_INFO(Service_FS, "No '0' or '1' subdirectories found. Returning parent folder as Save Root.");
|
||||
CleanCache(out);
|
||||
}
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
VirtualDir SaveDataFactory::GetSaveDataSpaceDirectory(SaveDataSpaceId space) const {
|
||||
const auto path = GetSaveDataSpaceIdPath(space);
|
||||
// Ensure the directory exists, otherwise FindAllSaves fails.
|
||||
return GetOrCreateDirectoryRelative(dir, path);
|
||||
// return dir->GetDirectoryRelative(GetSaveDataSpaceIdPath(space));
|
||||
return dir->GetDirectoryRelative(GetSaveDataSpaceIdPath(space));
|
||||
}
|
||||
|
||||
std::string SaveDataFactory::GetSaveDataSpaceIdPath(SaveDataSpaceId space) {
|
||||
@@ -175,12 +96,12 @@ std::string SaveDataFactory::GetSaveDataSpaceIdPath(SaveDataSpaceId space) {
|
||||
return "/system/";
|
||||
case SaveDataSpaceId::User:
|
||||
case SaveDataSpaceId::SdUser:
|
||||
case SaveDataSpaceId::Temporary: // Map into User so we can find the save/ folder
|
||||
return "/user/";
|
||||
case SaveDataSpaceId::Temporary:
|
||||
return "/temp/";
|
||||
default:
|
||||
// ASSERT_MSG(false, "Unrecognized SaveDataSpaceId: {:02X}", static_cast<u8>(space));
|
||||
LOG_WARNING(Service_FS, "Unrecognized SaveDataSpaceId: {:02X}, defaulting to /user/", static_cast<u8>(space));
|
||||
return "/user/";
|
||||
ASSERT_MSG(false, "Unrecognized SaveDataSpaceId: {:02X}", static_cast<u8>(space));
|
||||
return "/unrecognized/"; ///< To prevent corruption when ignoring asserts.
|
||||
}
|
||||
}
|
||||
|
||||
@@ -216,9 +137,8 @@ std::string SaveDataFactory::GetFullPath(ProgramId program_id, VirtualDir dir,
|
||||
return fmt::format("{}save/{:016X}/{:016X}{:016X}/{:016X}", out, 0, user_id[1], user_id[0],
|
||||
title_id);
|
||||
case SaveDataType::Temporary:
|
||||
// Unified Cache/Temporary Path: Always use save/cache/{TitleID}
|
||||
// This simplifies user instructions and avoids UUID/Permission issues.
|
||||
return fmt::format("{}save/cache/{:016X}", out, title_id);
|
||||
return fmt::format("{}{:016X}/{:016X}{:016X}/{:016X}", out, 0, user_id[1], user_id[0],
|
||||
title_id);
|
||||
case SaveDataType::Cache:
|
||||
return fmt::format("{}save/cache/{:016X}", out, title_id);
|
||||
default:
|
||||
|
||||
@@ -21,7 +21,7 @@ namespace Core::Frontend {
|
||||
struct CabinetParameters {
|
||||
Service::NFP::TagInfo tag_info;
|
||||
Service::NFP::RegisterInfo register_info;
|
||||
Service::NFP::CabinetMode mode{};
|
||||
Service::NFP::CabinetMode mode;
|
||||
};
|
||||
|
||||
using CabinetCallback = std::function<void(bool, const std::string&)>;
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
@@ -23,9 +20,9 @@ struct KeyboardInitializeParameters {
|
||||
std::u16string initial_text;
|
||||
char16_t left_optional_symbol_key;
|
||||
char16_t right_optional_symbol_key;
|
||||
u32 max_text_length{};
|
||||
u32 min_text_length{};
|
||||
s32 initial_cursor_position{};
|
||||
u32 max_text_length;
|
||||
u32 min_text_length;
|
||||
s32 initial_cursor_position;
|
||||
Service::AM::Frontend::SwkbdType type;
|
||||
Service::AM::Frontend::SwkbdPasswordMode password_mode;
|
||||
Service::AM::Frontend::SwkbdTextDrawType text_draw_type;
|
||||
@@ -37,12 +34,12 @@ struct KeyboardInitializeParameters {
|
||||
};
|
||||
|
||||
struct InlineAppearParameters {
|
||||
u32 max_text_length{};
|
||||
u32 min_text_length{};
|
||||
f32 key_top_scale_x{};
|
||||
f32 key_top_scale_y{};
|
||||
f32 key_top_translate_x{};
|
||||
f32 key_top_translate_y{};
|
||||
u32 max_text_length;
|
||||
u32 min_text_length;
|
||||
f32 key_top_scale_x;
|
||||
f32 key_top_scale_y;
|
||||
f32 key_top_translate_x;
|
||||
f32 key_top_translate_y;
|
||||
Service::AM::Frontend::SwkbdType type;
|
||||
Service::AM::Frontend::SwkbdKeyDisableFlags key_disable_flags;
|
||||
bool key_top_as_floating;
|
||||
@@ -53,7 +50,7 @@ struct InlineAppearParameters {
|
||||
|
||||
struct InlineTextParameters {
|
||||
std::u16string input_text;
|
||||
s32 cursor_position{};
|
||||
s32 cursor_position;
|
||||
};
|
||||
|
||||
class SoftwareKeyboardApplet : public Applet {
|
||||
|
||||
@@ -686,154 +686,6 @@ void FileSystemController::CreateFactories(FileSys::VfsFilesystem& vfs, bool ove
|
||||
using EdenPath = Common::FS::EdenPath;
|
||||
const auto sdmc_dir_path = Common::FS::GetEdenPath(EdenPath::SDMCDir);
|
||||
const auto sdmc_load_dir_path = sdmc_dir_path / "atmosphere/contents";
|
||||
|
||||
// If the NAND user save location doesn't exist but the SDMC contains
|
||||
// Nintendo/save (common portable save structure), create a host-side
|
||||
// symlink so the emulator will see those saves under the expected NAND path.
|
||||
// This helps users who placed saves under `<eden>/user/sdmc/Nintendo/save/...`.
|
||||
try {
|
||||
const auto nand_fs_path = Common::FS::GetEdenPath(EdenPath::NANDDir);
|
||||
const auto sdmc_fs_path = sdmc_dir_path;
|
||||
const auto nand_user_save_path = nand_fs_path / "user" / "save";
|
||||
const auto sdmc_nintendo_save_path = sdmc_fs_path / "Nintendo" / "save";
|
||||
|
||||
std::error_code ec;
|
||||
if (!std::filesystem::exists(nand_user_save_path) &&
|
||||
std::filesystem::exists(sdmc_nintendo_save_path)) {
|
||||
std::filesystem::create_directory_symlink(sdmc_nintendo_save_path, nand_user_save_path, ec);
|
||||
if (ec) {
|
||||
LOG_WARNING(Service_FS, "Could not create symlink {} -> {}: {}",
|
||||
Common::FS::PathToUTF8String(nand_user_save_path),
|
||||
Common::FS::PathToUTF8String(sdmc_nintendo_save_path), ec.message());
|
||||
|
||||
// Fallback: copy the SDMC saves into the NAND save folder so the emulator can see them
|
||||
try {
|
||||
if (!std::filesystem::exists(nand_user_save_path)) {
|
||||
std::filesystem::create_directories(nand_user_save_path);
|
||||
}
|
||||
std::filesystem::copy(sdmc_nintendo_save_path, nand_user_save_path,
|
||||
std::filesystem::copy_options::recursive |
|
||||
std::filesystem::copy_options::skip_existing,
|
||||
ec);
|
||||
if (ec) {
|
||||
LOG_WARNING(Service_FS, "Failed to copy SDMC saves to {}: {}",
|
||||
Common::FS::PathToUTF8String(nand_user_save_path), ec.message());
|
||||
} else {
|
||||
LOG_INFO(Service_FS, "Copied SDMC saves to NAND save path: {} -> {}",
|
||||
Common::FS::PathToUTF8String(sdmc_nintendo_save_path),
|
||||
Common::FS::PathToUTF8String(nand_user_save_path));
|
||||
}
|
||||
} catch (const std::exception& ex) {
|
||||
LOG_WARNING(Service_FS, "Exception while copying SDMC saves: {}", ex.what());
|
||||
}
|
||||
} else {
|
||||
LOG_INFO(Service_FS, "Linked NAND save path to SDMC saves: {} -> {}",
|
||||
Common::FS::PathToUTF8String(nand_user_save_path),
|
||||
Common::FS::PathToUTF8String(sdmc_nintendo_save_path));
|
||||
}
|
||||
}
|
||||
|
||||
// Also support official-style SD cache directory name used by some Switch setups.
|
||||
// If users placed saves or cache under `<eden>/user/sdmc/Nintendo/SD_Cache.0000`,
|
||||
// expose it to the NAND user save path as well so the emulator can find them.
|
||||
const auto sdmc_nintendo_cache_path = sdmc_fs_path / "Nintendo" / "SD_Cache.0000";
|
||||
if (!std::filesystem::exists(nand_user_save_path) &&
|
||||
std::filesystem::exists(sdmc_nintendo_cache_path)) {
|
||||
std::error_code ec2;
|
||||
std::filesystem::create_directory_symlink(sdmc_nintendo_cache_path, nand_user_save_path,
|
||||
ec2);
|
||||
if (ec2) {
|
||||
LOG_WARNING(Service_FS,
|
||||
"Could not create symlink {} -> {}: {}",
|
||||
Common::FS::PathToUTF8String(nand_user_save_path),
|
||||
Common::FS::PathToUTF8String(sdmc_nintendo_cache_path), ec2.message());
|
||||
|
||||
// Fallback: copy the SDMC cache into the NAND save folder so the emulator can see them
|
||||
try {
|
||||
if (!std::filesystem::exists(nand_user_save_path)) {
|
||||
std::filesystem::create_directories(nand_user_save_path);
|
||||
}
|
||||
std::filesystem::copy(sdmc_nintendo_cache_path, nand_user_save_path,
|
||||
std::filesystem::copy_options::recursive |
|
||||
std::filesystem::copy_options::skip_existing,
|
||||
ec2);
|
||||
if (ec2) {
|
||||
LOG_WARNING(Service_FS, "Failed to copy SDMC cache to {}: {}",
|
||||
Common::FS::PathToUTF8String(nand_user_save_path), ec2.message());
|
||||
} else {
|
||||
LOG_INFO(Service_FS, "Copied SDMC cache to NAND save path: {} -> {}",
|
||||
Common::FS::PathToUTF8String(sdmc_nintendo_cache_path),
|
||||
Common::FS::PathToUTF8String(nand_user_save_path));
|
||||
}
|
||||
} catch (const std::exception& ex) {
|
||||
LOG_WARNING(Service_FS, "Exception while copying SDMC cache: {}", ex.what());
|
||||
}
|
||||
} else {
|
||||
LOG_INFO(Service_FS, "Linked NAND save path to SDMC cache: {} -> {}",
|
||||
Common::FS::PathToUTF8String(nand_user_save_path),
|
||||
Common::FS::PathToUTF8String(sdmc_nintendo_cache_path));
|
||||
}
|
||||
}
|
||||
|
||||
// If the NAND save folder already exists, ensure individual entries from
|
||||
// SDMC (both `Nintendo/save` and `Nintendo/SD_Cache.0000`) are visible
|
||||
// inside it: create per-entry symlinks (with copy fallback) for missing
|
||||
// title/account directories so saves placed in SDMC are reachable.
|
||||
auto try_merge_sdmc_entries = [&](const std::filesystem::path& sdmc_src) {
|
||||
try {
|
||||
if (!std::filesystem::exists(sdmc_src))
|
||||
return;
|
||||
|
||||
std::error_code ec;
|
||||
if (!std::filesystem::exists(nand_user_save_path))
|
||||
std::filesystem::create_directories(nand_user_save_path, ec);
|
||||
|
||||
for (auto& ent : std::filesystem::directory_iterator(sdmc_src)) {
|
||||
const auto name = ent.path().filename();
|
||||
const auto target = nand_user_save_path / name;
|
||||
if (std::filesystem::exists(target))
|
||||
continue;
|
||||
|
||||
std::error_code ec2;
|
||||
std::filesystem::create_directory_symlink(ent.path(), target, ec2);
|
||||
if (ec2) {
|
||||
LOG_WARNING(Service_FS, "Could not create symlink {} -> {}: {}",
|
||||
Common::FS::PathToUTF8String(target),
|
||||
Common::FS::PathToUTF8String(ent.path()), ec2.message());
|
||||
try {
|
||||
std::filesystem::copy(ent.path(), target,
|
||||
std::filesystem::copy_options::recursive |
|
||||
std::filesystem::copy_options::skip_existing,
|
||||
ec2);
|
||||
if (ec2) {
|
||||
LOG_WARNING(Service_FS, "Failed to copy {} -> {}: {}",
|
||||
Common::FS::PathToUTF8String(ent.path()),
|
||||
Common::FS::PathToUTF8String(target), ec2.message());
|
||||
} else {
|
||||
LOG_INFO(Service_FS, "Copied SDMC entry to NAND: {} -> {}",
|
||||
Common::FS::PathToUTF8String(ent.path()),
|
||||
Common::FS::PathToUTF8String(target));
|
||||
}
|
||||
} catch (const std::exception& ex) {
|
||||
LOG_WARNING(Service_FS, "Exception while copying SDMC entry: {}",
|
||||
ex.what());
|
||||
}
|
||||
} else {
|
||||
LOG_INFO(Service_FS, "Linked NAND entry to SDMC: {} -> {}",
|
||||
Common::FS::PathToUTF8String(target),
|
||||
Common::FS::PathToUTF8String(ent.path()));
|
||||
}
|
||||
}
|
||||
} catch (const std::exception& ex) {
|
||||
LOG_WARNING(Service_FS, "Exception while merging SDMC entries: {}", ex.what());
|
||||
}
|
||||
};
|
||||
|
||||
try_merge_sdmc_entries(sdmc_nintendo_save_path);
|
||||
try_merge_sdmc_entries(sdmc_nintendo_cache_path);
|
||||
} catch (const std::exception& e) {
|
||||
LOG_WARNING(Service_FS, "Exception while linking SDMC saves: {}", e.what());
|
||||
}
|
||||
const auto rw_mode = FileSys::OpenMode::ReadWrite;
|
||||
|
||||
auto nand_directory =
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
@@ -82,7 +79,7 @@ using DeviceHandle = u64;
|
||||
|
||||
// This is nn::nfc::TagInfo
|
||||
struct TagInfo {
|
||||
UniqueSerialNumber uuid{};
|
||||
UniqueSerialNumber uuid;
|
||||
u8 uuid_length;
|
||||
INSERT_PADDING_BYTES(0x15);
|
||||
NfcProtocol protocol;
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
@@ -318,7 +315,7 @@ static_assert(sizeof(ModelInfo) == 0x40, "ModelInfo is an invalid size");
|
||||
// This is nn::nfp::RegisterInfo
|
||||
struct RegisterInfo {
|
||||
Service::Mii::CharInfo mii_char_info;
|
||||
WriteDate creation_date{};
|
||||
WriteDate creation_date;
|
||||
AmiiboName amiibo_name;
|
||||
u8 font_region;
|
||||
INSERT_PADDING_BYTES(0x7A);
|
||||
|
||||
@@ -164,7 +164,7 @@ IPlatformServiceManager::IPlatformServiceManager(Core::System& system_, const ch
|
||||
// Rebuild shared fonts from data ncas or synthesize
|
||||
|
||||
impl->shared_font = std::make_shared<Kernel::PhysicalMemory>(SHARED_FONT_MEM_SIZE);
|
||||
for (auto& font : SHARED_FONTS) {
|
||||
for (auto font : SHARED_FONTS) {
|
||||
FileSys::VirtualFile romfs;
|
||||
const auto nca =
|
||||
nand->GetEntry(static_cast<u64>(font.first), FileSys::ContentRecordType::Data);
|
||||
@@ -261,7 +261,7 @@ Result IPlatformServiceManager::GetSharedFontInOrderOfPriority(
|
||||
out_font_sizes.size(), impl->shared_font_regions.size()});
|
||||
|
||||
for (size_t i = 0; i < max_size; i++) {
|
||||
auto& region = impl->GetSharedFontRegion(i);
|
||||
auto region = impl->GetSharedFontRegion(i);
|
||||
|
||||
out_font_codes[i] = static_cast<u32>(i);
|
||||
out_font_offsets[i] = region.offset;
|
||||
|
||||
@@ -1,164 +0,0 @@
|
||||
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
#include "core/internal_network/legacy_online.h"
|
||||
|
||||
#include <cstring>
|
||||
#include <iostream>
|
||||
|
||||
#ifdef _WIN32
|
||||
#include <winsock2.h>
|
||||
#else
|
||||
#include <arpa/inet.h>
|
||||
#include <netinet/in.h>
|
||||
#include <sys/socket.h>
|
||||
#include <unistd.h>
|
||||
#endif
|
||||
|
||||
#include "common/logging/log.h"
|
||||
|
||||
namespace Network {
|
||||
|
||||
LegacyOnlineService::LegacyOnlineService() = default;
|
||||
|
||||
LegacyOnlineService::~LegacyOnlineService() {
|
||||
Stop();
|
||||
}
|
||||
|
||||
void LegacyOnlineService::Start() {
|
||||
if (is_running) {
|
||||
return;
|
||||
}
|
||||
|
||||
is_running = true;
|
||||
worker_thread = std::thread(&LegacyOnlineService::ServerLoop, this);
|
||||
}
|
||||
|
||||
void LegacyOnlineService::Stop() {
|
||||
if (!is_running) {
|
||||
return;
|
||||
}
|
||||
|
||||
is_running = false;
|
||||
|
||||
// Close socket to wake up the thread if it's blocked on recvfrom
|
||||
if (socket_fd != ~0ULL) {
|
||||
#ifdef _WIN32
|
||||
closesocket(static_cast<SOCKET>(socket_fd));
|
||||
#else
|
||||
close(static_cast<int>(socket_fd));
|
||||
#endif
|
||||
socket_fd = ~0ULL;
|
||||
}
|
||||
|
||||
if (worker_thread.joinable()) {
|
||||
worker_thread.join();
|
||||
}
|
||||
}
|
||||
|
||||
void LegacyOnlineService::ServerLoop() {
|
||||
LOG_INFO(Network, "Starting Legacy Online UDP Server on port {}", PORT);
|
||||
|
||||
#ifdef _WIN32
|
||||
WSADATA wsa_data;
|
||||
if (WSAStartup(MAKEWORD(2, 2), &wsa_data) != 0) {
|
||||
LOG_ERROR(Network, "WSAStartup failed");
|
||||
is_running = false;
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
auto s = socket(AF_INET, SOCK_DGRAM, 0);
|
||||
#ifdef _WIN32
|
||||
if (s == INVALID_SOCKET) {
|
||||
#else
|
||||
if (s == -1) {
|
||||
#endif
|
||||
LOG_ERROR(Network, "Failed to create socket");
|
||||
is_running = false;
|
||||
return;
|
||||
}
|
||||
socket_fd = static_cast<uintptr_t>(s);
|
||||
|
||||
int opt = 1;
|
||||
#ifdef _WIN32
|
||||
setsockopt(static_cast<SOCKET>(socket_fd), SOL_SOCKET, SO_REUSEADDR, (const char*)&opt, sizeof(opt));
|
||||
#else
|
||||
setsockopt(static_cast<int>(socket_fd), SOL_SOCKET, SO_REUSEADDR, &opt, sizeof(opt));
|
||||
#endif
|
||||
|
||||
sockaddr_in server_addr{};
|
||||
server_addr.sin_family = AF_INET;
|
||||
server_addr.sin_addr.s_addr = INADDR_ANY;
|
||||
server_addr.sin_port = htons(PORT);
|
||||
|
||||
int res = -1;
|
||||
#ifdef _WIN32
|
||||
res = bind(static_cast<SOCKET>(socket_fd), (sockaddr*)&server_addr, sizeof(server_addr));
|
||||
#else
|
||||
res = bind(static_cast<int>(socket_fd), (sockaddr*)&server_addr, sizeof(server_addr));
|
||||
#endif
|
||||
|
||||
if (res < 0) {
|
||||
LOG_ERROR(Network, "Failed to bind to port {}", PORT);
|
||||
#ifdef _WIN32
|
||||
closesocket(static_cast<SOCKET>(socket_fd));
|
||||
#else
|
||||
close(static_cast<int>(socket_fd));
|
||||
#endif
|
||||
socket_fd = ~0ULL;
|
||||
is_running = false;
|
||||
return;
|
||||
}
|
||||
|
||||
LOG_INFO(Network, "Legacy Online Server waiting for messages...");
|
||||
|
||||
// Set a timeout for recvfrom so check is_running periodically if not closed via socket
|
||||
// Alternatively, closing the socket (as done in Stop) will cause recvfrom to return error
|
||||
|
||||
char buffer[2048];
|
||||
while (is_running) {
|
||||
sockaddr_in client_addr{};
|
||||
#ifdef _WIN32
|
||||
int client_len = sizeof(client_addr);
|
||||
#else
|
||||
socklen_t client_len = sizeof(client_addr);
|
||||
#endif
|
||||
|
||||
int len = -1;
|
||||
#ifdef _WIN32
|
||||
len = recvfrom(static_cast<SOCKET>(socket_fd), buffer, sizeof(buffer), 0, (sockaddr*)&client_addr, &client_len);
|
||||
#else
|
||||
len = recvfrom(static_cast<int>(socket_fd), buffer, sizeof(buffer), 0, (sockaddr*)&client_addr, &client_len);
|
||||
#endif
|
||||
|
||||
if (!is_running) break;
|
||||
|
||||
if (len > 0) {
|
||||
// Send ACK
|
||||
const char* ack_msg = "ACK";
|
||||
#ifdef _WIN32
|
||||
sendto(static_cast<SOCKET>(socket_fd), ack_msg, static_cast<int>(strlen(ack_msg)), 0, (sockaddr*)&client_addr, client_len);
|
||||
#else
|
||||
sendto(static_cast<int>(socket_fd), ack_msg, strlen(ack_msg), 0, (sockaddr*)&client_addr, client_len);
|
||||
#endif
|
||||
} else {
|
||||
// Error or closed
|
||||
// If we closed the socket in Stop(), this will likely trigger.
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef _WIN32
|
||||
if (socket_fd != ~0ULL) closesocket(static_cast<SOCKET>(socket_fd));
|
||||
WSACleanup();
|
||||
#else
|
||||
if (socket_fd != ~0ULL) close(static_cast<int>(socket_fd));
|
||||
#endif
|
||||
socket_fd = ~0ULL;
|
||||
LOG_INFO(Network, "Legacy Online Server stopped");
|
||||
}
|
||||
|
||||
} // namespace Network
|
||||
@@ -1,30 +0,0 @@
|
||||
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <atomic>
|
||||
#include <cstdint>
|
||||
#include <memory>
|
||||
#include <thread>
|
||||
|
||||
namespace Network {
|
||||
|
||||
class LegacyOnlineService {
|
||||
public:
|
||||
LegacyOnlineService();
|
||||
~LegacyOnlineService();
|
||||
|
||||
void Start();
|
||||
void Stop();
|
||||
|
||||
private:
|
||||
void ServerLoop();
|
||||
|
||||
std::atomic_bool is_running{false};
|
||||
std::thread worker_thread;
|
||||
uintptr_t socket_fd{~0ULL}; // ~0ULL is approx -1 equivalent for unsigned
|
||||
static constexpr int PORT = 6000;
|
||||
};
|
||||
|
||||
} // namespace Network
|
||||
@@ -48,7 +48,7 @@ private:
|
||||
void Save();
|
||||
|
||||
PlayTimeDatabase database;
|
||||
u64 running_program_id{};
|
||||
u64 running_program_id;
|
||||
std::jthread play_time_thread;
|
||||
};
|
||||
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
// SPDX-FileCopyrightText: Copyright 2017 Citra Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
@@ -56,7 +53,7 @@ struct ChatEntry {
|
||||
|
||||
/// Represents a system status message.
|
||||
struct StatusMessageEntry {
|
||||
StatusMessageTypes type{}; ///< Type of the message
|
||||
StatusMessageTypes type; ///< Type of the message
|
||||
/// Subject of the message. i.e. the user who is joining/leaving/being banned, etc.
|
||||
std::string nickname;
|
||||
std::string username;
|
||||
|
||||
@@ -324,6 +324,13 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QObject* parent)
|
||||
tr("Improves rendering of transparency effects in specific games."));
|
||||
|
||||
// Renderer (Extensions)
|
||||
INSERT(Settings,
|
||||
sample_shading_fraction,
|
||||
tr("Sample Shading"),
|
||||
tr("Allows the fragment shader to execute per sample in a multi-sampled fragment "
|
||||
"instead of once per fragment. Improves graphics quality at the cost of performance.\n"
|
||||
"Higher values improve quality but degrade performance."));
|
||||
|
||||
INSERT(Settings,
|
||||
dyna_state,
|
||||
tr("Extended Dynamic State"),
|
||||
@@ -346,15 +353,6 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QObject* parent)
|
||||
tr("Improves texture & buffer handling and the Maxwell translation layer.\n"
|
||||
"Some Vulkan 1.1+ and all 1.2+ devices support this extension."));
|
||||
|
||||
INSERT(Settings, sample_shading, QString(), QString());
|
||||
|
||||
INSERT(Settings,
|
||||
sample_shading_fraction,
|
||||
tr("Sample Shading"),
|
||||
tr("Allows the fragment shader to execute per sample in a multi-sampled fragment "
|
||||
"instead of once per fragment. Improves graphics quality at the cost of performance.\n"
|
||||
"Higher values improve quality but degrade performance."));
|
||||
|
||||
// Renderer (Debug)
|
||||
|
||||
// System
|
||||
|
||||
@@ -1705,26 +1705,21 @@ Binding BufferCache<P>::StorageBufferBinding(GPUVAddr ssbo_addr, u32 cbuf_index,
|
||||
return NULL_BINDING;
|
||||
}
|
||||
|
||||
// xbzk: New size logic. Fixes MCI.
|
||||
// If ever the * comment below prove wrong, the 'if' block may be removed.
|
||||
const auto size = [&]() {
|
||||
const bool is_nvn_cbuf = cbuf_index == 0;
|
||||
// The NVN driver buffer (index 0) is known to pack the SSBO address followed by its size.
|
||||
if (is_nvn_cbuf) {
|
||||
// * The NVN driver buffer (index 0) is known to pack the SSBO address followed by its size.
|
||||
const u64 next_qword = gpu_memory->Read<u64>(ssbo_addr + 8);
|
||||
const u32 upper_32 = static_cast<u32>(next_qword >> 32);
|
||||
// Hardware-based detection: GPU addresses have non-zero upper bits
|
||||
if (upper_32 == 0) {
|
||||
// This is a size field, not a GPU address
|
||||
return static_cast<u32>(next_qword); // Return lower_32
|
||||
const u32 ssbo_size = gpu_memory->Read<u32>(ssbo_addr + 8);
|
||||
if (ssbo_size != 0) {
|
||||
return ssbo_size;
|
||||
}
|
||||
}
|
||||
// Fall through: either not NVN cbuf (Doom Eternal & +), or NVN but ssbo_addr+8 is a GPU address (MCI)
|
||||
// Other titles (notably Doom Eternal) may use STG/LDG on buffer addresses in custom defined
|
||||
// cbufs, which do not store the sizes adjacent to the addresses, so use the fully
|
||||
// mapped buffer size for now.
|
||||
const u32 memory_layout_size = static_cast<u32>(gpu_memory->GetMemoryLayoutSize(gpu_addr));
|
||||
// Cap at 8MB to prevent allocator overflow from misinterpreted addresses
|
||||
return (std::min)(memory_layout_size, static_cast<u32>(8_MiB));
|
||||
}();
|
||||
|
||||
// Alignment only applies to the offset of the buffer
|
||||
const u32 alignment = runtime.GetStorageBufferAlignment();
|
||||
const GPUVAddr aligned_gpu_addr = Common::AlignDown(gpu_addr, alignment);
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
// SPDX-FileCopyrightText: 2021 yuzu Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
@@ -20,7 +17,7 @@ void Scheduler::Push(s32 channel, CommandList&& entries) {
|
||||
std::unique_lock lk(scheduling_guard);
|
||||
auto it = channels.find(channel);
|
||||
ASSERT(it != channels.end());
|
||||
auto& channel_state = it->second;
|
||||
auto channel_state = it->second;
|
||||
gpu.BindChannel(channel_state->bind_id);
|
||||
channel_state->dma_pusher->Push(std::move(entries));
|
||||
channel_state->dma_pusher->DispatchCalls();
|
||||
|
||||
@@ -107,19 +107,9 @@ void Vic::Execute() {
|
||||
auto output_height{config.output_surface_config.out_surface_height + 1};
|
||||
output_surface.resize_destructive(output_width * output_height);
|
||||
|
||||
// Initialize the surface with the appropriate black pixel
|
||||
Pixel black_pixel{};
|
||||
if (config.output_surface_config.out_pixel_format == VideoPixelFormat::Y8__V8U8_N420) {
|
||||
// Y=0, U=512, V=512 (10-bit), A=0
|
||||
black_pixel = {0, 512, 512, 0};
|
||||
} else {
|
||||
// R=0, G=0, B=0, A=0
|
||||
black_pixel = {0, 0, 0, 0};
|
||||
}
|
||||
std::fill(output_surface.begin(), output_surface.end(), black_pixel);
|
||||
|
||||
if (Settings::values.nvdec_emulation.GetValue() == Settings::NvdecEmulation::Off) [[unlikely]] {
|
||||
|
||||
// Fill the frame with black, as otherwise they can have random data and be very glitchy.
|
||||
std::fill(output_surface.begin(), output_surface.end(), Pixel{});
|
||||
} else {
|
||||
for (size_t i = 0; i < config.slot_structs.size(); i++) {
|
||||
auto& slot_config{config.slot_structs[i]};
|
||||
@@ -132,18 +122,7 @@ void Vic::Execute() {
|
||||
nvdec_id = frame_queue.VicFindNvdecFdFromOffset(luma_offset);
|
||||
}
|
||||
|
||||
auto frame = frame_queue.GetFrame(nvdec_id, luma_offset);
|
||||
if (!frame) {
|
||||
// We might've failed to find the frame, or the nvdec id is stale/wrong.
|
||||
// Try to find the nvdec id again.
|
||||
const s32 new_id = frame_queue.VicFindNvdecFdFromOffset(luma_offset);
|
||||
if (new_id != -1) {
|
||||
nvdec_id = new_id;
|
||||
frame = frame_queue.GetFrame(nvdec_id, luma_offset);
|
||||
}
|
||||
}
|
||||
|
||||
if (frame) {
|
||||
if (auto frame = frame_queue.GetFrame(nvdec_id, luma_offset); frame) {
|
||||
if (frame.get()) {
|
||||
switch (frame->GetPixelFormat()) {
|
||||
case AV_PIX_FMT_YUV420P:
|
||||
@@ -191,7 +170,6 @@ void Vic::ReadProgressiveY8__V8U8_N420(const SlotStruct& slot, std::span<const P
|
||||
}
|
||||
|
||||
slot_surface.resize_destructive(out_luma_width * out_luma_height);
|
||||
std::fill(slot_surface.begin(), slot_surface.end(), Pixel{0, 512, 512, 0});
|
||||
|
||||
const auto in_luma_width{(std::min)(frame->GetWidth(), s32(out_luma_width))};
|
||||
const auto in_luma_height{(std::min)(frame->GetHeight(), s32(out_luma_height))};
|
||||
@@ -241,7 +219,6 @@ void Vic::ReadInterlacedY8__V8U8_N420(const SlotStruct& slot, std::span<const Pl
|
||||
const auto out_luma_stride{out_luma_width};
|
||||
|
||||
slot_surface.resize_destructive(out_luma_width * out_luma_height);
|
||||
std::fill(slot_surface.begin(), slot_surface.end(), Pixel{0, 512, 512, 0});
|
||||
|
||||
const auto in_luma_width{(std::min)(frame->GetWidth(), s32(out_luma_width))};
|
||||
[[maybe_unused]] const auto in_luma_height{
|
||||
|
||||
@@ -744,8 +744,8 @@ void GraphicsPipeline::MakePipeline(VkRenderPass render_pass) {
|
||||
.pNext = nullptr,
|
||||
.flags = 0,
|
||||
.rasterizationSamples = MaxwellToVK::MsaaMode(key.state.msaa_mode),
|
||||
.sampleShadingEnable = Settings::values.sample_shading.GetValue() ? VK_TRUE : VK_FALSE,
|
||||
.minSampleShading = static_cast<float>(Settings::values.sample_shading_fraction.GetValue()) / 100.0f,
|
||||
.sampleShadingEnable = Settings::values.sample_shading_fraction.GetValue() > 0 ? VK_TRUE : VK_FALSE,
|
||||
.minSampleShading = float(Settings::values.sample_shading_fraction.GetValue()) / 100.0f,
|
||||
.pSampleMask = nullptr,
|
||||
.alphaToCoverageEnable = key.state.alpha_to_coverage_enabled != 0 ? VK_TRUE : VK_FALSE,
|
||||
.alphaToOneEnable = key.state.alpha_to_one_enabled != 0 ? VK_TRUE : VK_FALSE,
|
||||
|
||||
@@ -108,7 +108,7 @@ VkViewport GetViewportState(const Device& device, const Maxwell& regs, size_t in
|
||||
|
||||
VkRect2D GetScissorState(const Maxwell& regs, size_t index, u32 up_scale = 1, u32 down_shift = 0) {
|
||||
const auto& src = regs.scissor_test[index];
|
||||
VkRect2D scissor{};
|
||||
VkRect2D scissor;
|
||||
const auto scale_up = [&](s32 value) -> s32 {
|
||||
if (value == 0) {
|
||||
return 0U;
|
||||
@@ -374,7 +374,7 @@ void RasterizerVulkan::Clear(u32 layer_count) {
|
||||
}
|
||||
UpdateViewportsState(regs);
|
||||
|
||||
VkRect2D default_scissor{};
|
||||
VkRect2D default_scissor;
|
||||
default_scissor.offset.x = 0;
|
||||
default_scissor.offset.y = 0;
|
||||
default_scissor.extent.width = (std::numeric_limits<s32>::max)();
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
// SPDX-FileCopyrightText: 2016 Citra Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
@@ -74,11 +71,11 @@ private:
|
||||
|
||||
std::unique_ptr<InputProfiles> profiles;
|
||||
|
||||
std::array<ConfigureInputPlayer*, 8> player_controllers{};
|
||||
std::array<QWidget*, 8> player_tabs{};
|
||||
std::array<ConfigureInputPlayer*, 8> player_controllers;
|
||||
std::array<QWidget*, 8> player_tabs;
|
||||
// Checkboxes representing the "Connected Controllers".
|
||||
std::array<QCheckBox*, 8> connected_controller_checkboxes{};
|
||||
ConfigureInputAdvanced* advanced = nullptr;
|
||||
std::array<QCheckBox*, 8> connected_controller_checkboxes;
|
||||
ConfigureInputAdvanced* advanced;
|
||||
|
||||
Core::System& system;
|
||||
};
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
@@ -692,10 +689,10 @@ void PlayerControlPreview::DrawHandheldController(QPainter& p, const QPointF cen
|
||||
{
|
||||
// Draw joysticks
|
||||
using namespace Settings::NativeAnalog;
|
||||
const auto& l_stick = QPointF(stick_values[LStick].x.value, stick_values[LStick].y.value);
|
||||
const auto& l_button = button_values[Settings::NativeButton::LStick];
|
||||
const auto& r_stick = QPointF(stick_values[RStick].x.value, stick_values[RStick].y.value);
|
||||
const auto& r_button = button_values[Settings::NativeButton::RStick];
|
||||
const auto l_stick = QPointF(stick_values[LStick].x.value, stick_values[LStick].y.value);
|
||||
const auto l_button = button_values[Settings::NativeButton::LStick];
|
||||
const auto r_stick = QPointF(stick_values[RStick].x.value, stick_values[RStick].y.value);
|
||||
const auto r_button = button_values[Settings::NativeButton::RStick];
|
||||
|
||||
DrawJoystick(p, center + QPointF(-171, -41) + (l_stick * 4), 1.0f, l_button);
|
||||
DrawJoystick(p, center + QPointF(171, 8) + (r_stick * 4), 1.0f, r_button);
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
@@ -217,7 +214,7 @@ private:
|
||||
|
||||
bool mapping_active{};
|
||||
int blink_counter{};
|
||||
int callback_key{};
|
||||
int callback_key;
|
||||
QColor button_color{};
|
||||
ColorMapping colors{};
|
||||
Core::HID::LedPattern led_pattern{0, 0, 0, 0};
|
||||
|
||||
@@ -1495,7 +1495,7 @@ void MainWindow::OnAppFocusStateChanged(Qt::ApplicationState state) {
|
||||
(state & (Qt::ApplicationHidden | Qt::ApplicationInactive))) {
|
||||
auto_paused = true;
|
||||
OnPauseGame();
|
||||
} else if (!emu_thread->IsRunning() && auto_paused && (state & Qt::ApplicationActive)) {
|
||||
} else if (!emu_thread->IsRunning() && auto_paused && state == Qt::ApplicationActive) {
|
||||
auto_paused = false;
|
||||
OnStartGame();
|
||||
}
|
||||
@@ -1505,7 +1505,7 @@ void MainWindow::OnAppFocusStateChanged(Qt::ApplicationState state) {
|
||||
(state & (Qt::ApplicationHidden | Qt::ApplicationInactive))) {
|
||||
Settings::values.audio_muted = true;
|
||||
auto_muted = true;
|
||||
} else if (auto_muted && (state & Qt::ApplicationActive)) {
|
||||
} else if (auto_muted && state == Qt::ApplicationActive) {
|
||||
Settings::values.audio_muted = false;
|
||||
auto_muted = false;
|
||||
}
|
||||
|
||||
@@ -482,13 +482,13 @@ private:
|
||||
|
||||
MultiplayerState* multiplayer_state = nullptr;
|
||||
|
||||
GRenderWindow* render_window = nullptr;
|
||||
GameList* game_list = nullptr;
|
||||
LoadingScreen* loading_screen = nullptr;
|
||||
GRenderWindow* render_window;
|
||||
GameList* game_list;
|
||||
LoadingScreen* loading_screen;
|
||||
QTimer shutdown_timer;
|
||||
OverlayDialog* shutdown_dialog{};
|
||||
|
||||
GameListPlaceholder* game_list_placeholder = nullptr;
|
||||
GameListPlaceholder* game_list_placeholder;
|
||||
|
||||
std::vector<VkDeviceInfo::Record> vk_device_records;
|
||||
|
||||
@@ -531,7 +531,7 @@ private:
|
||||
QString startup_icon_theme;
|
||||
|
||||
// Debugger panes
|
||||
ControllerDialog* controller_dialog = nullptr;
|
||||
ControllerDialog* controller_dialog;
|
||||
|
||||
QAction* actions_recent_files[max_recent_files_item];
|
||||
|
||||
@@ -543,7 +543,7 @@ private:
|
||||
QTranslator translator;
|
||||
|
||||
// Install progress dialog
|
||||
QProgressDialog* install_progress = nullptr;
|
||||
QProgressDialog* install_progress;
|
||||
|
||||
// Last game booted, used for multi-process apps
|
||||
QString last_filename_booted;
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
// SPDX-FileCopyrightText: Copyright 2017 Citra Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
@@ -178,7 +175,7 @@ public:
|
||||
private:
|
||||
QString username;
|
||||
QString nickname;
|
||||
u64 title_id{};
|
||||
u64 title_id;
|
||||
QString game_name;
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user