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@@ -1,21 +1,121 @@
|
||||
#!/bin/bash -e
|
||||
#!/bin/sh -e
|
||||
|
||||
# SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
|
||||
# SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
export NDK_CCACHE=$(which ccache)
|
||||
NUM_JOBS=$(nproc 2>/dev/null || getconf _NPROCESSORS_ONLN 2>/dev/null || echo 2)
|
||||
export CMAKE_BUILD_PARALLEL_LEVEL="${NUM_JOBS}"
|
||||
ARTIFACTS_DIR="$PWD/artifacts"
|
||||
|
||||
if [ ! -z "${ANDROID_KEYSTORE_B64}" ]; then
|
||||
: "${CCACHE:=false}"
|
||||
RETURN=0
|
||||
|
||||
usage() {
|
||||
cat <<EOF
|
||||
Usage: $0 [-t|--target FLAVOR] [-b|--build-type BUILD_TYPE]
|
||||
[-h|--help] [-r|--release] [extra options]
|
||||
|
||||
Build script for Android.
|
||||
Associated variables can be set outside the script,
|
||||
and will apply both to this script and the packaging script.
|
||||
bool values are "true" or "false"
|
||||
|
||||
Options:
|
||||
-r, --release Enable update checker. If set, sets the DEVEL bool variable to false.
|
||||
By default, DEVEL is true.
|
||||
-t, --target <FLAVOR> Build flavor (variable: TARGET)
|
||||
Valid values are: legacy, optimized, standard, chromeos
|
||||
Default: standard
|
||||
-b, --build-type <TYPE> Build type (variable: TYPE)
|
||||
Valid values are: Release, RelWithDebInfo, Debug
|
||||
Default: Debug
|
||||
|
||||
Extra arguments are passed to CMake (e.g. -DCMAKE_OPTION_NAME=VALUE)
|
||||
Set the CCACHE variable to "true" to enable build caching.
|
||||
The APK and AAB will be output into "artifacts".
|
||||
|
||||
EOF
|
||||
|
||||
exit "$RETURN"
|
||||
}
|
||||
|
||||
die() {
|
||||
echo "-- ! $*" >&2
|
||||
RETURN=1 usage
|
||||
}
|
||||
|
||||
target() {
|
||||
[ -z "$1" ] && die "You must specify a valid target."
|
||||
|
||||
TARGET="$1"
|
||||
}
|
||||
|
||||
type() {
|
||||
[ -z "$1" ] && die "You must specify a valid type."
|
||||
|
||||
TYPE="$1"
|
||||
}
|
||||
|
||||
while true; do
|
||||
case "$1" in
|
||||
-r|--release) DEVEL=false ;;
|
||||
-t|--target) target "$2"; shift ;;
|
||||
-b|--build-type) type "$2"; shift ;;
|
||||
-h|--help) usage ;;
|
||||
*) break ;;
|
||||
esac
|
||||
|
||||
shift
|
||||
done
|
||||
|
||||
: "${TARGET:=standard}"
|
||||
: "${TYPE:=Release}"
|
||||
: "${DEVEL:=true}"
|
||||
|
||||
TARGET_LOWER=$(echo "$TARGET" | tr '[:upper:]' '[:lower:]')
|
||||
|
||||
case "$TARGET_LOWER" in
|
||||
legacy) FLAVOR=Legacy ;;
|
||||
optimized) FLAVOR=GenshinSpoof ;;
|
||||
standard) FLAVOR=Mainline ;;
|
||||
chromeos) FLAVOR=ChromeOS ;;
|
||||
*) die "Invalid build flavor $TARGET."
|
||||
esac
|
||||
|
||||
case "$TYPE" in
|
||||
RelWithDebInfo|Release|Debug) ;;
|
||||
*) die "Invalid build type $TYPE."
|
||||
esac
|
||||
|
||||
LOWER_FLAVOR=$(echo "$FLAVOR" | sed 's/./\L&/')
|
||||
LOWER_TYPE=$(echo "$TYPE" | sed 's/./\L&/')
|
||||
|
||||
if [ -n "${ANDROID_KEYSTORE_B64}" ]; then
|
||||
export ANDROID_KEYSTORE_FILE="${GITHUB_WORKSPACE}/ks.jks"
|
||||
base64 --decode <<< "${ANDROID_KEYSTORE_B64}" > "${ANDROID_KEYSTORE_FILE}"
|
||||
echo "${ANDROID_KEYSTORE_B64}" | base64 --decode > "${ANDROID_KEYSTORE_FILE}"
|
||||
SHA1SUM=$(keytool -list -v -storepass "${ANDROID_KEYSTORE_PASS}" -keystore "${ANDROID_KEYSTORE_FILE}" | grep SHA1 | cut -d " " -f3)
|
||||
echo "-- Keystore SHA1 is ${SHA1SUM}"
|
||||
fi
|
||||
|
||||
cd src/android
|
||||
chmod +x ./gradlew
|
||||
|
||||
./gradlew assembleMainlineRelease
|
||||
./gradlew bundleMainlineRelease
|
||||
set -- "$@" -DUSE_CCACHE="${CCACHE}"
|
||||
[ "$DEVEL" != "true" ] && set -- "$@" -DENABLE_UPDATE_CHECKER=ON
|
||||
|
||||
if [ ! -z "${ANDROID_KEYSTORE_B64}" ]; then
|
||||
echo "-- building..."
|
||||
|
||||
./gradlew "copy${FLAVOR}${TYPE}Outputs" \
|
||||
-Dorg.gradle.caching="${CCACHE}" \
|
||||
-Dorg.gradle.parallel="${CCACHE}" \
|
||||
-Dorg.gradle.workers.max="${NUM_JOBS}" \
|
||||
-PYUZU_ANDROID_ARGS="$*" \
|
||||
--info
|
||||
|
||||
if [ -n "${ANDROID_KEYSTORE_B64}" ]; then
|
||||
rm "${ANDROID_KEYSTORE_FILE}"
|
||||
fi
|
||||
|
||||
echo "-- Done! APK and AAB artifacts are in ${ARTIFACTS_DIR}"
|
||||
|
||||
ls -l "${ARTIFACTS_DIR}/"
|
||||
|
||||
@@ -1,22 +0,0 @@
|
||||
#!/bin/sh
|
||||
|
||||
# SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
|
||||
# SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
GITDATE="$(git show -s --date=short --format='%ad' | sed 's/-//g')"
|
||||
GITREV="$(git show -s --format='%h')"
|
||||
ARTIFACTS_DIR="$PWD/artifacts"
|
||||
mkdir -p "${ARTIFACTS_DIR}/"
|
||||
|
||||
REV_NAME="eden-android-${GITDATE}-${GITREV}"
|
||||
BUILD_FLAVOR="mainline"
|
||||
BUILD_TYPE_LOWER="release"
|
||||
BUILD_TYPE_UPPER="Release"
|
||||
|
||||
cp src/android/app/build/outputs/apk/"${BUILD_FLAVOR}/${BUILD_TYPE_LOWER}/app-${BUILD_FLAVOR}-${BUILD_TYPE_LOWER}.apk" \
|
||||
"${ARTIFACTS_DIR}/${REV_NAME}.apk" || echo "APK not found"
|
||||
|
||||
cp src/android/app/build/outputs/bundle/"${BUILD_FLAVOR}${BUILD_TYPE_UPPER}"/"app-${BUILD_FLAVOR}-${BUILD_TYPE_LOWER}.aab" \
|
||||
"${ARTIFACTS_DIR}/${REV_NAME}.aab" || echo "AAB not found"
|
||||
|
||||
ls -la "${ARTIFACTS_DIR}/"
|
||||
@@ -4,7 +4,7 @@
|
||||
# SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
# specify full path if dupes may exist
|
||||
EXCLUDE_FILES="CPM.cmake CPMUtil.cmake GetSCMRev.cmake renderdoc_app.h tools/cpm tools/shellcheck.sh tools/update-cpm.sh tools/windows/vcvarsall.sh externals/stb externals/glad externals/getopt externals/gamemode externals/FidelityFX-FSR externals/demangle externals/bc_decoder"
|
||||
EXCLUDE_FILES="CPM.cmake CPMUtil.cmake GetSCMRev.cmake renderdoc_app.h tools/cpm tools/shellcheck.sh tools/update-cpm.sh tools/windows/vcvarsall.sh externals/stb externals/glad externals/getopt externals/gamemode externals/FidelityFX-FSR externals/demangle externals/bc_decoder externals/cmake-modules"
|
||||
|
||||
# license header constants, please change when needed :))))
|
||||
YEAR=2025
|
||||
|
||||
2
.gitignore
vendored
2
.gitignore
vendored
@@ -37,6 +37,8 @@ CMakeLists.txt.user*
|
||||
# *nix related
|
||||
# Common convention for backup or temporary files
|
||||
*~
|
||||
*.core
|
||||
dtrace-out/
|
||||
|
||||
# Visual Studio CMake settings
|
||||
CMakeSettings.json
|
||||
|
||||
@@ -1,3 +1,16 @@
|
||||
diff --git a/library/aesni.h b/library/aesni.h
|
||||
index 754c984c79..59e27afd3e 100644
|
||||
--- a/library/aesni.h
|
||||
+++ b/library/aesni.h
|
||||
@@ -35,7 +35,7 @@
|
||||
/* GCC-like compilers: currently, we only support intrinsics if the requisite
|
||||
* target flag is enabled when building the library (e.g. `gcc -mpclmul -msse2`
|
||||
* or `clang -maes -mpclmul`). */
|
||||
-#if (defined(__GNUC__) || defined(__clang__)) && defined(__AES__) && defined(__PCLMUL__)
|
||||
+#if defined(__GNUC__) || defined(__clang__)
|
||||
#define MBEDTLS_AESNI_HAVE_INTRINSICS
|
||||
#endif
|
||||
/* For 32-bit, we only support intrinsics */
|
||||
diff --git a/library/aesni.c b/library/aesni.c
|
||||
index 2857068..3e104ab 100644
|
||||
--- a/library/aesni.c
|
||||
@@ -1,10 +0,0 @@
|
||||
diff --git a/CMakeLists.txt b/CMakeLists.txt
|
||||
index 1811c42..bac9098 100644
|
||||
--- a/CMakeLists.txt
|
||||
+++ b/CMakeLists.txt
|
||||
@@ -1,4 +1,4 @@
|
||||
-cmake_minimum_required(VERSION 2.6)
|
||||
+cmake_minimum_required(VERSION 3.5)
|
||||
if(TEST_CPP)
|
||||
project("mbed TLS" C CXX)
|
||||
else()
|
||||
@@ -1,13 +0,0 @@
|
||||
diff --git a/library/aesni.h b/library/aesni.h
|
||||
index 754c984c79..59e27afd3e 100644
|
||||
--- a/library/aesni.h
|
||||
+++ b/library/aesni.h
|
||||
@@ -35,7 +35,7 @@
|
||||
/* GCC-like compilers: currently, we only support intrinsics if the requisite
|
||||
* target flag is enabled when building the library (e.g. `gcc -mpclmul -msse2`
|
||||
* or `clang -maes -mpclmul`). */
|
||||
-#if (defined(__GNUC__) || defined(__clang__)) && defined(__AES__) && defined(__PCLMUL__)
|
||||
+#if defined(__GNUC__) || defined(__clang__)
|
||||
#define MBEDTLS_AESNI_HAVE_INTRINSICS
|
||||
#endif
|
||||
/* For 32-bit, we only support intrinsics */
|
||||
20
.patch/mbedtls/0002-arm64-aes-fix.patch
Normal file
20
.patch/mbedtls/0002-arm64-aes-fix.patch
Normal file
@@ -0,0 +1,20 @@
|
||||
diff --git a/library/common.h b/library/common.h
|
||||
index 50f2a29..c60d9dc 100644
|
||||
--- a/library/common.h
|
||||
+++ b/library/common.h
|
||||
@@ -19,11 +19,11 @@
|
||||
#include <stdint.h>
|
||||
#include <stddef.h>
|
||||
|
||||
-#if defined(__ARM_NEON)
|
||||
-#include <arm_neon.h>
|
||||
+#if defined(MBEDTLS_PLATFORM_IS_WINDOWS_ON_ARM64)
|
||||
+#include <arm64_neon.h.h>
|
||||
#define MBEDTLS_HAVE_NEON_INTRINSICS
|
||||
-#elif defined(MBEDTLS_PLATFORM_IS_WINDOWS_ON_ARM64)
|
||||
-#include <arm64_neon.h>
|
||||
+#elif defined(__ANDROID__) || defined(__ARM_NEON)
|
||||
+#include <arm_neon.h>
|
||||
#define MBEDTLS_HAVE_NEON_INTRINSICS
|
||||
#endif
|
||||
|
||||
@@ -13,7 +13,6 @@ Copyright: yuzu Emulator Project
|
||||
License: GPL-2.0-or-later
|
||||
|
||||
Files: dist/qt_themes/default/icons/256x256/eden.png
|
||||
dist/qt_themes/default/icons/256x256/eden_named.png
|
||||
dist/yuzu.bmp
|
||||
dist/eden.icns
|
||||
dist/eden.ico
|
||||
|
||||
396
CMakeLists.txt
396
CMakeLists.txt
@@ -5,79 +5,30 @@ cmake_minimum_required(VERSION 3.22)
|
||||
|
||||
project(yuzu)
|
||||
|
||||
if (${CMAKE_SYSTEM_NAME} STREQUAL "SunOS")
|
||||
set(PLATFORM_SUN ON)
|
||||
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "FreeBSD")
|
||||
set(PLATFORM_FREEBSD ON)
|
||||
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "OpenBSD")
|
||||
set(PLATFORM_OPENBSD ON)
|
||||
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "NetBSD")
|
||||
set(PLATFORM_NETBSD ON)
|
||||
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "DragonFly")
|
||||
set(PLATFORM_DRAGONFLYBSD ON)
|
||||
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "Haiku")
|
||||
set(PLATFORM_HAIKU ON)
|
||||
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "Linux")
|
||||
set(PLATFORM_LINUX ON)
|
||||
endif()
|
||||
|
||||
# dumb heuristic to detect msys2
|
||||
if (CMAKE_COMMAND MATCHES "msys64")
|
||||
set(PLATFORM_MSYS ON)
|
||||
endif()
|
||||
|
||||
if (CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
|
||||
set(CXX_CLANG ON)
|
||||
if (MSVC)
|
||||
set(CXX_CLANG_CL ON)
|
||||
endif()
|
||||
elseif (CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
|
||||
set(CXX_GCC ON)
|
||||
elseif (CMAKE_CXX_COMPILER_ID STREQUAL "MSVC")
|
||||
set(CXX_CL ON)
|
||||
elseif (CMAKE_CXX_COMPILER_ID STREQUAL "IntelLLVM")
|
||||
set(CXX_ICC ON)
|
||||
elseif (CMAKE_CXX_COMPILER_ID STREQUAL "AppleClang")
|
||||
set(CXX_APPLE ON)
|
||||
endif()
|
||||
|
||||
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/CMakeModules")
|
||||
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/externals/cmake-modules")
|
||||
|
||||
# https://gitlab.kitware.com/cmake/cmake/-/merge_requests/11112
|
||||
# This works totally fine on MinGW64, but not CLANG{,ARM}64
|
||||
if(MINGW AND CXX_CLANG)
|
||||
set(CMAKE_SYSTEM_VERSION 10.0.0)
|
||||
endif()
|
||||
set(CPM_SOURCE_CACHE ${CMAKE_SOURCE_DIR}/.cache/cpm)
|
||||
|
||||
# NB: this does not account for SPARC
|
||||
# If you get Eden working on SPARC, please shoot crueter@crueter.xyz multiple emails
|
||||
# and you will be hailed for eternity
|
||||
if (PLATFORM_SUN)
|
||||
# Terrific Solaris pkg shenanigans
|
||||
list(APPEND CMAKE_PREFIX_PATH "${CMAKE_SYSROOT}/usr/lib/qt/6.6/lib/amd64/cmake")
|
||||
list(APPEND CMAKE_MODULE_PATH "${CMAKE_SYSROOT}/usr/lib/qt/6.6/lib/amd64/cmake")
|
||||
include(DetectPlatform)
|
||||
include(DetectArchitecture)
|
||||
include(DefaultConfig)
|
||||
include(DownloadExternals)
|
||||
include(CMakeDependentOption)
|
||||
include(CTest)
|
||||
include(CPMUtil)
|
||||
|
||||
# Amazing - absolutely incredible
|
||||
list(APPEND CMAKE_PREFIX_PATH "${CMAKE_SYSROOT}/usr/lib/amd64/cmake")
|
||||
list(APPEND CMAKE_MODULE_PATH "${CMAKE_SYSROOT}/usr/lib/amd64/cmake")
|
||||
DetectArchitecture()
|
||||
|
||||
# For some mighty reason, doing a normal release build sometimes may not trigger
|
||||
# the proper -O3 switch to materialize
|
||||
if (CMAKE_BUILD_TYPE MATCHES "Release")
|
||||
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -O3")
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -O3")
|
||||
endif()
|
||||
if (CMAKE_BUILD_TYPE MATCHES "RelWithDebInfo")
|
||||
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -O2")
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -O2")
|
||||
endif()
|
||||
if (NOT DEFINED ARCHITECTURE)
|
||||
message(FATAL_ERROR "Architecture didn't make it out of scope, did you delete DetectArchitecture.cmake?")
|
||||
endif()
|
||||
|
||||
# Needed for FFmpeg w/ VAAPI and DRM
|
||||
if (PLATFORM_OPENBSD)
|
||||
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -I${CMAKE_SYSROOT}/usr/X11R6/include")
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -I${CMAKE_SYSROOT}/usr/X11R6/include")
|
||||
# OpenBSD 7.8 broke libcxx when upgrading, so we must define the PSTL backend manually
|
||||
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -I${CMAKE_SYSROOT}/usr/X11R6/include -D_LIBCPP_PSTL_BACKEND_SERIAL=1")
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -I${CMAKE_SYSROOT}/usr/X11R6/include -D_LIBCPP_PSTL_BACKEND_SERIAL=1")
|
||||
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -L${CMAKE_SYSROOT}/usr/X11R6/lib")
|
||||
elseif (PLATFORM_NETBSD)
|
||||
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -I${CMAKE_SYSROOT}/usr/X11R7/include")
|
||||
@@ -90,34 +41,10 @@ if (PLATFORM_NETBSD)
|
||||
set(ENV{PKG_CONFIG_PATH} "${PKG_CONFIG_PATH}:${CMAKE_SYSROOT}/usr/pkg/lib/ffmpeg7/pkgconfig")
|
||||
endif()
|
||||
|
||||
# MSYS2 utilities
|
||||
if (PLATFORM_MSYS)
|
||||
include(FixMsysPaths)
|
||||
# really, really dumb heuristic to detect what environment we are in
|
||||
macro(system var)
|
||||
if (CMAKE_COMMAND MATCHES ${var})
|
||||
set(MSYSTEM ${var})
|
||||
endif()
|
||||
endmacro()
|
||||
|
||||
system(mingw64)
|
||||
system(clang64)
|
||||
system(clangarm64)
|
||||
system(ucrt64)
|
||||
|
||||
if (NOT DEFINED MSYSTEM)
|
||||
set(MSYSTEM msys2)
|
||||
endif()
|
||||
|
||||
# we (generally) want to prioritize environment-specific binaries if possible
|
||||
# some, like autoconf, are not present on environments besides msys2 though
|
||||
set(CMAKE_PROGRAM_PATH C:/msys64/${MSYSTEM}/bin C:/msys64/usr/bin)
|
||||
set(ENV{PKG_CONFIG_PATH} C:/msys64/${MSYSTEM}/lib/pkgconfig)
|
||||
endif()
|
||||
|
||||
# static stuff
|
||||
option(YUZU_STATIC_BUILD "Use static libraries and executables if available" OFF)
|
||||
|
||||
# TODO: StaticBuild.cmake
|
||||
if (YUZU_STATIC_BUILD)
|
||||
include(StaticQtLibs)
|
||||
|
||||
@@ -128,9 +55,6 @@ if (YUZU_STATIC_BUILD)
|
||||
## find .a libs first (static, usually)
|
||||
set(CMAKE_FIND_LIBRARY_SUFFIXES ".a")
|
||||
|
||||
## some libraries define a Library::Name_static alternative ##
|
||||
set(YUZU_STATIC_SUFFIX _static)
|
||||
|
||||
## some libraries use CMAKE_IMPORT_LIBRARY_SUFFIX e.g. Harfbuzz ##
|
||||
set(CMAKE_IMPORT_LIBRARY_SUFFIX ".a")
|
||||
|
||||
@@ -161,109 +85,25 @@ if (YUZU_STATIC_BUILD)
|
||||
set(YUZU_USE_BUNDLED_OPENSSL ON)
|
||||
|
||||
set(HTTPLIB_USE_BROTLI_IF_AVAILABLE OFF)
|
||||
|
||||
## some libraries define a Library::Name_static alternative ##
|
||||
set(MBEDTLS_LIB_SUFFIX _static)
|
||||
elseif(APPLE)
|
||||
# these libs do not properly provide static libs/let you do it with cmake
|
||||
set(YUZU_USE_CPM ON)
|
||||
|
||||
set(YUZU_USE_BUNDLED_FFMPEG ON)
|
||||
set(YUZU_USE_BUNDLED_SDL2 ON)
|
||||
set(YUZU_USE_BUNDLED_OPENSSL ON)
|
||||
|
||||
# IMPORTED_IMPLIB not set for imported target
|
||||
# TODO(crueter): wtf
|
||||
# these libs do not properly provide static libs/let you do it with cmake
|
||||
set(fmt_FORCE_BUNDLED ON)
|
||||
set(SPIRV-Tools_FORCE_BUNDLED ON)
|
||||
set(SPIRV-Headers_FORCE_BUNDLED ON)
|
||||
set(zstd_FORCE_BUNDLED ON)
|
||||
set(MbedTLS_FORCE_BUNDLED ON)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# Detect current compilation architecture and create standard definitions
|
||||
# =======================================================================
|
||||
|
||||
include(CheckSymbolExists)
|
||||
function(detect_architecture symbol arch)
|
||||
if (NOT DEFINED ARCHITECTURE)
|
||||
set(CMAKE_REQUIRED_QUIET 1)
|
||||
check_symbol_exists("${symbol}" "" ARCHITECTURE_${arch})
|
||||
unset(CMAKE_REQUIRED_QUIET)
|
||||
|
||||
# The output variable needs to be unique across invocations otherwise
|
||||
# CMake's crazy scope rules will keep it defined
|
||||
if (ARCHITECTURE_${arch})
|
||||
set(ARCHITECTURE "${arch}" PARENT_SCOPE)
|
||||
set(ARCHITECTURE_${arch} 1 PARENT_SCOPE)
|
||||
add_definitions("-DARCHITECTURE_${arch}=1")
|
||||
endif()
|
||||
endif()
|
||||
endfunction()
|
||||
|
||||
if (NOT ENABLE_GENERIC)
|
||||
# https://sourceforge.net/p/predef/wiki/Architectures/
|
||||
# TODO: THIS IS FUCKING FLAWED ONLY THE FIRST SYMBOL THAT APPEARS WILL BE CONSIDERED :(
|
||||
if (MSVC)
|
||||
detect_architecture("_M_AMD64" x86_64)
|
||||
detect_architecture("_M_IX86" x86)
|
||||
detect_architecture("_M_ARM" arm)
|
||||
detect_architecture("_M_ARM64" arm64)
|
||||
else()
|
||||
detect_architecture("__x86_64__" x86_64)
|
||||
detect_architecture("__i386__" x86)
|
||||
detect_architecture("__arm__" arm)
|
||||
detect_architecture("__aarch64__" arm64)
|
||||
endif()
|
||||
detect_architecture("__ARM64__" arm64)
|
||||
detect_architecture("__aarch64__" arm64)
|
||||
detect_architecture("_M_ARM64" arm64)
|
||||
|
||||
detect_architecture("__arm__" arm)
|
||||
detect_architecture("__TARGET_ARCH_ARM" arm)
|
||||
detect_architecture("_M_ARM" arm)
|
||||
|
||||
detect_architecture("__x86_64" x86_64)
|
||||
detect_architecture("__x86_64__" x86_64)
|
||||
detect_architecture("__amd64" x86_64)
|
||||
detect_architecture("_M_X64" x86_64)
|
||||
|
||||
detect_architecture("__i386" x86)
|
||||
detect_architecture("__i386__" x86)
|
||||
detect_architecture("_M_IX86" x86)
|
||||
|
||||
detect_architecture("__ia64" ia64)
|
||||
detect_architecture("__ia64__" ia64)
|
||||
detect_architecture("_M_IA64" ia64)
|
||||
|
||||
detect_architecture("__mips" mips)
|
||||
detect_architecture("__mips__" mips)
|
||||
detect_architecture("_M_MRX000" mips)
|
||||
|
||||
detect_architecture("__powerpc64__" ppc64)
|
||||
detect_architecture("__ppc64__" ppc64)
|
||||
detect_architecture("__PPC64__" ppc64)
|
||||
detect_architecture("_ARCH_PPC64" ppc64)
|
||||
|
||||
detect_architecture("__ppc__" ppc)
|
||||
detect_architecture("__ppc" ppc)
|
||||
detect_architecture("__powerpc__" ppc)
|
||||
detect_architecture("_ARCH_COM" ppc)
|
||||
detect_architecture("_ARCH_PWR" ppc)
|
||||
detect_architecture("_ARCH_PPC" ppc)
|
||||
detect_architecture("_M_MPPC" ppc)
|
||||
detect_architecture("_M_PPC" ppc)
|
||||
|
||||
detect_architecture("__riscv" riscv)
|
||||
|
||||
detect_architecture("__EMSCRIPTEN__" wasm)
|
||||
endif()
|
||||
|
||||
if (NOT DEFINED ARCHITECTURE)
|
||||
set(ARCHITECTURE "GENERIC")
|
||||
set(ARCHITECTURE_GENERIC 1)
|
||||
add_definitions(-DARCHITECTURE_GENERIC=1)
|
||||
endif()
|
||||
|
||||
message(STATUS "Target architecture: ${ARCHITECTURE}")
|
||||
|
||||
if (MSVC AND ARCHITECTURE_x86)
|
||||
message(FATAL_ERROR "Attempting to build with the x86 environment is not supported. \
|
||||
This can typically happen if you used the Developer Command Prompt from the start menu; \
|
||||
@@ -293,21 +133,11 @@ if (CXX_CLANG_CL)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
set(CPM_SOURCE_CACHE ${CMAKE_SOURCE_DIR}/.cache/cpm)
|
||||
|
||||
include(DownloadExternals)
|
||||
include(CMakeDependentOption)
|
||||
include(CTest)
|
||||
|
||||
# Disable Warnings as Errors for MSVC
|
||||
if (MSVC AND NOT CXX_CLANG)
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /W3 /WX-")
|
||||
endif()
|
||||
|
||||
if (PLATFORM_FREEBSD OR PLATFORM_DRAGONFLYBSD)
|
||||
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -L${CMAKE_SYSROOT}/usr/local/lib")
|
||||
endif()
|
||||
|
||||
# Set bundled sdl2/qt as dependent options.
|
||||
# On Linux system SDL2 is likely to be lacking HIDAPI support which have drawbacks but is needed for SDL motion
|
||||
cmake_dependent_option(ENABLE_SDL2 "Enable the SDL2 frontend" ON "NOT ANDROID" OFF)
|
||||
@@ -359,13 +189,7 @@ option(YUZU_TESTS "Compile tests" "${BUILD_TESTING}")
|
||||
|
||||
option(YUZU_ENABLE_LTO "Enable link-time optimization" OFF)
|
||||
if(YUZU_ENABLE_LTO)
|
||||
include(CheckIPOSupported)
|
||||
check_ipo_supported(RESULT COMPILER_SUPPORTS_LTO)
|
||||
if(NOT COMPILER_SUPPORTS_LTO)
|
||||
message(FATAL_ERROR "Your compiler does not support interprocedural optimization (IPO). Re-run CMake with -DYUZU_ENABLE_LTO=OFF.")
|
||||
endif()
|
||||
set(CMAKE_POLICY_DEFAULT_CMP0069 NEW)
|
||||
set(CMAKE_INTERPROCEDURAL_OPTIMIZATION ${COMPILER_SUPPORTS_LTO})
|
||||
include(UseLTO)
|
||||
endif()
|
||||
|
||||
option(USE_CCACHE "Use ccache for compilation" OFF)
|
||||
@@ -392,7 +216,6 @@ if(USE_CCACHE)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# TODO(crueter): CI this?
|
||||
option(YUZU_DOWNLOAD_ANDROID_VVL "Download validation layer binary for android" ON)
|
||||
|
||||
option(YUZU_LEGACY "Apply patches that improve compatibility with older GPUs (e.g. Snapdragon 865) at the cost of performance" OFF)
|
||||
@@ -402,12 +225,12 @@ cmake_dependent_option(YUZU_ROOM_STANDALONE "Enable standalone room executable"
|
||||
|
||||
cmake_dependent_option(YUZU_CMD "Compile the eden-cli executable" ON "ENABLE_SDL2;NOT ANDROID" OFF)
|
||||
|
||||
cmake_dependent_option(YUZU_CRASH_DUMPS "Compile crash dump (Minidump) support" OFF "WIN32 OR LINUX" OFF)
|
||||
cmake_dependent_option(YUZU_CRASH_DUMPS "Compile crash dump (Minidump) support" OFF "WIN32 OR PLATFORM_LINUX" OFF)
|
||||
|
||||
option(YUZU_DOWNLOAD_TIME_ZONE_DATA "Always download time zone binaries" ON)
|
||||
set(YUZU_TZDB_PATH "" CACHE STRING "Path to a pre-downloaded timezone database")
|
||||
|
||||
cmake_dependent_option(YUZU_USE_FASTER_LD "Check if a faster linker is available" ON "LINUX" OFF)
|
||||
cmake_dependent_option(YUZU_USE_FASTER_LD "Check if a faster linker is available" ON "PLATFORM_LINUX" OFF)
|
||||
|
||||
cmake_dependent_option(YUZU_USE_BUNDLED_MOLTENVK "Download bundled MoltenVK lib" ON "APPLE" OFF)
|
||||
|
||||
@@ -437,37 +260,17 @@ if (ENABLE_OPENSSL)
|
||||
option(YUZU_USE_BUNDLED_OPENSSL "Download bundled OpenSSL build" ${DEFAULT_YUZU_USE_BUNDLED_OPENSSL})
|
||||
endif()
|
||||
|
||||
# TODO(crueter): CPM this
|
||||
if (ANDROID AND YUZU_DOWNLOAD_ANDROID_VVL)
|
||||
# TODO(crueter): CPM this
|
||||
set(vvl_version "1.4.321.0")
|
||||
set(vvl_zip_file "${CMAKE_BINARY_DIR}/externals/vvl-android.zip")
|
||||
if (NOT EXISTS "${vvl_zip_file}")
|
||||
# Download and extract validation layer release to externals directory
|
||||
set(vvl_base_url "https://github.com/KhronosGroup/Vulkan-ValidationLayers/releases/download")
|
||||
file(DOWNLOAD "${vvl_base_url}/vulkan-sdk-${vvl_version}/android-binaries-${vvl_version}.zip"
|
||||
"${vvl_zip_file}" SHOW_PROGRESS)
|
||||
execute_process(COMMAND ${CMAKE_COMMAND} -E tar xf "${vvl_zip_file}"
|
||||
WORKING_DIRECTORY "${CMAKE_BINARY_DIR}/externals")
|
||||
endif()
|
||||
AddJsonPackage(vulkan-validation-layers)
|
||||
|
||||
# Copy the arm64 binary to src/android/app/main/jniLibs
|
||||
set(vvl_lib_path "${CMAKE_CURRENT_SOURCE_DIR}/src/android/app/src/main/jniLibs/arm64-v8a/")
|
||||
file(COPY "${CMAKE_BINARY_DIR}/externals/android-binaries-${vvl_version}/arm64-v8a/libVkLayer_khronos_validation.so"
|
||||
set(abi ${CMAKE_ANDROID_ARCH_ABI})
|
||||
|
||||
set(vvl_lib_path "${CMAKE_CURRENT_SOURCE_DIR}/src/android/app/src/main/jniLibs/${abi}/")
|
||||
file(COPY "${VVL_SOURCE_DIR}/${abi}/libVkLayer_khronos_validation.so"
|
||||
DESTINATION "${vvl_lib_path}")
|
||||
endif()
|
||||
|
||||
if (ANDROID)
|
||||
set(CMAKE_SKIP_INSTALL_RULES ON)
|
||||
set(CMAKE_POLICY_VERSION_MINIMUM 3.5) # Workaround for Oboe
|
||||
endif()
|
||||
|
||||
# Default to a Release build
|
||||
get_property(IS_MULTI_CONFIG GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG)
|
||||
if (NOT IS_MULTI_CONFIG AND NOT CMAKE_BUILD_TYPE)
|
||||
set(CMAKE_BUILD_TYPE "Release" CACHE STRING "Choose the type of build, options are: Debug Release RelWithDebInfo MinSizeRel." FORCE)
|
||||
message(STATUS "Defaulting to a Release build")
|
||||
endif()
|
||||
|
||||
if(EXISTS ${PROJECT_SOURCE_DIR}/hooks/pre-commit AND NOT EXISTS ${PROJECT_SOURCE_DIR}/.git/hooks/pre-commit)
|
||||
if (EXISTS ${PROJECT_SOURCE_DIR}/.git/)
|
||||
message(STATUS "Copying pre-commit hook")
|
||||
@@ -475,25 +278,23 @@ if(EXISTS ${PROJECT_SOURCE_DIR}/hooks/pre-commit AND NOT EXISTS ${PROJECT_SOURCE
|
||||
endif()
|
||||
endif()
|
||||
|
||||
configure_file(${PROJECT_SOURCE_DIR}/dist/compatibility_list/compatibility_list.qrc
|
||||
${PROJECT_BINARY_DIR}/dist/compatibility_list/compatibility_list.qrc
|
||||
set(compat_base dist/compatibility_list/compatibility_list)
|
||||
set(compat_qrc ${compat_base}.qrc)
|
||||
set(compat_json ${compat_base}.json)
|
||||
|
||||
configure_file(${PROJECT_SOURCE_DIR}/${compat_qrc}
|
||||
${PROJECT_BINARY_DIR}/${compat_qrc}
|
||||
COPYONLY)
|
||||
|
||||
if (EXISTS ${PROJECT_SOURCE_DIR}/dist/compatibility_list/compatibility_list.json)
|
||||
configure_file("${PROJECT_SOURCE_DIR}/dist/compatibility_list/compatibility_list.json"
|
||||
"${PROJECT_BINARY_DIR}/dist/compatibility_list/compatibility_list.json"
|
||||
if (EXISTS ${PROJECT_SOURCE_DIR}/${compat_json})
|
||||
configure_file("${PROJECT_SOURCE_DIR}/${compat_json}"
|
||||
"${PROJECT_BINARY_DIR}/${compat_json}"
|
||||
COPYONLY)
|
||||
endif()
|
||||
|
||||
if (ENABLE_COMPATIBILITY_LIST_DOWNLOAD AND NOT EXISTS ${PROJECT_BINARY_DIR}/dist/compatibility_list/compatibility_list.json)
|
||||
message(STATUS "Downloading compatibility list for yuzu...")
|
||||
file(DOWNLOAD
|
||||
https://api.yuzu-emu.org/gamedb/
|
||||
"${PROJECT_BINARY_DIR}/dist/compatibility_list/compatibility_list.json" SHOW_PROGRESS)
|
||||
endif()
|
||||
|
||||
if (NOT EXISTS ${PROJECT_BINARY_DIR}/dist/compatibility_list/compatibility_list.json)
|
||||
file(WRITE ${PROJECT_BINARY_DIR}/dist/compatibility_list/compatibility_list.json "")
|
||||
# TODO: Compat list download
|
||||
if (NOT EXISTS ${PROJECT_BINARY_DIR}/${compat_json})
|
||||
file(WRITE ${PROJECT_BINARY_DIR}/${compat_json} "")
|
||||
endif()
|
||||
|
||||
if (YUZU_LEGACY)
|
||||
@@ -575,8 +376,6 @@ set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${PROJECT_BINARY_DIR}/bin)
|
||||
# System imported libraries
|
||||
# =======================================================================
|
||||
|
||||
include(CPMUtil)
|
||||
|
||||
# openssl funniness
|
||||
if (ENABLE_OPENSSL)
|
||||
if (YUZU_USE_BUNDLED_OPENSSL)
|
||||
@@ -668,6 +467,7 @@ if (YUZU_USE_CPM)
|
||||
add_library(Opus::opus ALIAS opus)
|
||||
endif()
|
||||
else()
|
||||
# TODO: we can probably just use CPM for this... right?
|
||||
# Enforce the search mode of non-required packages for better and shorter failure messages
|
||||
find_package(fmt 8 REQUIRED)
|
||||
|
||||
@@ -688,10 +488,6 @@ else()
|
||||
# wow
|
||||
find_package(Boost 1.57.0 CONFIG REQUIRED OPTIONAL_COMPONENTS headers context system fiber filesystem)
|
||||
|
||||
if (CMAKE_SYSTEM_NAME STREQUAL "Linux" OR ANDROID)
|
||||
find_package(gamemode 1.7 MODULE)
|
||||
endif()
|
||||
|
||||
if (ENABLE_OPENSSL)
|
||||
find_package(OpenSSL 1.1.1 REQUIRED)
|
||||
endif()
|
||||
@@ -732,10 +528,9 @@ endfunction()
|
||||
|
||||
if (APPLE)
|
||||
# Umbrella framework for everything GUI-related
|
||||
find_library(COCOA_LIBRARY Cocoa)
|
||||
find_library(COCOA_LIBRARY Cocoa REQUIRED)
|
||||
find_library(IOKIT_LIBRARY IOKit REQUIRED)
|
||||
set(PLATFORM_LIBRARIES ${COCOA_LIBRARY} ${IOKIT_LIBRARY} ${COREVIDEO_LIBRARY})
|
||||
# find_library(ICONV_LIBRARY iconv REQUIRED)
|
||||
# list(APPEND PLATFORM_LIBRARIES ${ICONV_LIBRARY})
|
||||
elseif (WIN32)
|
||||
# Target Windows 10
|
||||
add_compile_definitions(_WIN32_WINNT=0x0A00 WINVER=0x0A00)
|
||||
@@ -768,6 +563,7 @@ find_package(VulkanUtilityLibraries)
|
||||
find_package(SimpleIni)
|
||||
find_package(SPIRV-Tools)
|
||||
find_package(sirit)
|
||||
find_package(gamemode)
|
||||
|
||||
if (ARCHITECTURE_x86 OR ARCHITECTURE_x86_64)
|
||||
find_package(xbyak)
|
||||
@@ -876,11 +672,6 @@ if(ENABLE_QT)
|
||||
set_target_properties(Qt6::Platform PROPERTIES INTERFACE_COMPILE_FEATURES "")
|
||||
endif()
|
||||
|
||||
if (UNIX AND NOT APPLE AND NOT ANDROID)
|
||||
find_package(PkgConfig REQUIRED)
|
||||
pkg_check_modules(LIBVA libva)
|
||||
endif()
|
||||
|
||||
if (NOT (YUZU_USE_BUNDLED_FFMPEG OR YUZU_USE_EXTERNAL_FFMPEG))
|
||||
# Use system installed FFmpeg
|
||||
find_package(FFmpeg REQUIRED QUIET COMPONENTS ${FFmpeg_COMPONENTS})
|
||||
@@ -907,54 +698,6 @@ endif()
|
||||
set(THREADS_PREFER_PTHREAD_FLAG ON)
|
||||
find_package(Threads REQUIRED)
|
||||
|
||||
# Setup a custom clang-format target (if clang-format can be found) that will run
|
||||
# against all the src files. This should be used before making a pull request.
|
||||
# =======================================================================
|
||||
|
||||
set(CLANG_FORMAT_POSTFIX "-15")
|
||||
find_program(CLANG_FORMAT
|
||||
NAMES clang-format${CLANG_FORMAT_POSTFIX}
|
||||
clang-format
|
||||
PATHS ${PROJECT_BINARY_DIR}/externals)
|
||||
# if find_program doesn't find it, try to download from externals
|
||||
if (NOT CLANG_FORMAT)
|
||||
if (WIN32 AND NOT CMAKE_CROSSCOMPILING)
|
||||
message(STATUS "Clang format not found! Downloading...")
|
||||
set(CLANG_FORMAT "${PROJECT_BINARY_DIR}/externals/clang-format${CLANG_FORMAT_POSTFIX}.exe")
|
||||
file(DOWNLOAD
|
||||
https://github.com/eden-emulator/ext-windows-bin/raw/master/clang-format${CLANG_FORMAT_POSTFIX}.exe
|
||||
"${CLANG_FORMAT}" SHOW_PROGRESS
|
||||
STATUS DOWNLOAD_SUCCESS)
|
||||
if (NOT DOWNLOAD_SUCCESS EQUAL 0)
|
||||
message(WARNING "Could not download clang format! Disabling the clang format target")
|
||||
file(REMOVE ${CLANG_FORMAT})
|
||||
unset(CLANG_FORMAT)
|
||||
endif()
|
||||
else()
|
||||
message(WARNING "Clang format not found! Disabling the clang format target")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
if (CLANG_FORMAT)
|
||||
set(SRCS ${PROJECT_SOURCE_DIR}/src)
|
||||
set(CCOMMENT "Running clang format against all the .h and .cpp files in src/")
|
||||
if (WIN32)
|
||||
add_custom_target(clang-format
|
||||
COMMAND powershell.exe -Command "Get-ChildItem '${SRCS}/*' -Include *.cpp,*.h -Recurse | Foreach {&'${CLANG_FORMAT}' -i $_.fullname}"
|
||||
COMMENT ${CCOMMENT})
|
||||
elseif(MINGW)
|
||||
add_custom_target(clang-format
|
||||
COMMAND find `cygpath -u ${SRCS}` -iname *.h -o -iname *.cpp | xargs `cygpath -u ${CLANG_FORMAT}` -i
|
||||
COMMENT ${CCOMMENT})
|
||||
else()
|
||||
add_custom_target(clang-format
|
||||
COMMAND find ${SRCS} -iname *.h -o -iname *.cpp | xargs ${CLANG_FORMAT} -i
|
||||
COMMENT ${CCOMMENT})
|
||||
endif()
|
||||
unset(SRCS)
|
||||
unset(CCOMMENT)
|
||||
endif()
|
||||
|
||||
# Include source code
|
||||
# ===================
|
||||
|
||||
@@ -988,47 +731,8 @@ if (MSVC AND CXX_CLANG)
|
||||
link_libraries(llvm-mingw-runtime)
|
||||
endif()
|
||||
|
||||
#[[
|
||||
search order:
|
||||
- gold (GCC only) - the best, generally, but unfortunately not packaged anymore
|
||||
- mold (GCC only) - generally does well on GCC
|
||||
- ldd - preferred on clang
|
||||
- bfd - the final fallback
|
||||
- If none are found (macOS uses ld.prime, etc) just use the default linker
|
||||
]]
|
||||
if (YUZU_USE_FASTER_LD)
|
||||
find_program(LINKER_BFD bfd)
|
||||
if (LINKER_BFD)
|
||||
set(LINKER bfd)
|
||||
endif()
|
||||
|
||||
find_program(LINKER_LLD lld)
|
||||
if (LINKER_LLD)
|
||||
set(LINKER lld)
|
||||
endif()
|
||||
|
||||
if (CXX_GCC)
|
||||
find_program(LINKER_MOLD mold)
|
||||
if (LINKER_MOLD AND CMAKE_CXX_COMPILER_VERSION VERSION_GREATER_EQUAL "12.1")
|
||||
set(LINKER mold)
|
||||
endif()
|
||||
|
||||
find_program(LINKER_GOLD gold)
|
||||
if (LINKER_GOLD)
|
||||
set(LINKER gold)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
if (LINKER)
|
||||
message(NOTICE "Selecting ${LINKER} as linker")
|
||||
add_link_options("-fuse-ld=${LINKER}")
|
||||
else()
|
||||
message(WARNING "No faster linker found--using default")
|
||||
endif()
|
||||
|
||||
if (LINKER STREQUAL "lld" AND CXX_GCC)
|
||||
message(WARNING "Using lld on GCC may cause issues with certain LTO settings. If the program fails to compile, disable YUZU_USE_FASTER_LD, or install mold or GNU gold.")
|
||||
endif()
|
||||
include(FasterLinker)
|
||||
endif()
|
||||
|
||||
# Set runtime library to MD/MDd for all configurations
|
||||
@@ -1050,14 +754,6 @@ if(MSVC)
|
||||
)
|
||||
endif()
|
||||
|
||||
if (MINGW)
|
||||
# This saves a truly ridiculous amount of time during linking
|
||||
# In my tests, without this it takes 2 mins, with it takes 3-5 seconds
|
||||
# or on GitHub Actions, 10 minutes -> 3 seconds
|
||||
set(MINGW_FLAGS "-Wl,--strip-all -Wl,--gc-sections")
|
||||
set(CMAKE_EXE_LINKER_FLAGS_RELEASE "${CMAKE_EXE_LINKER_FLAGS_RELEASE} ${MINGW_FLAGS}")
|
||||
endif()
|
||||
|
||||
add_subdirectory(src)
|
||||
|
||||
# Set yuzu project or yuzu-cmd project as default StartUp Project in Visual Studio depending on whether QT is enabled or not
|
||||
|
||||
@@ -603,8 +603,12 @@ function(AddCIPackage)
|
||||
add_ci_package(mingw-arm64)
|
||||
endif()
|
||||
|
||||
if (ANDROID AND NOT "android" IN_LIST DISABLED_PLATFORMS)
|
||||
add_ci_package(android)
|
||||
if((ANDROID AND ARCHITECTURE_x86_64) AND NOT "android-x86_64" IN_LIST DISABLED_PLATFORMS)
|
||||
add_ci_package(android-x86_64)
|
||||
endif()
|
||||
|
||||
if((ANDROID AND ARCHITECTURE_arm64) AND NOT "android-aarch64" IN_LIST DISABLED_PLATFORMS)
|
||||
add_ci_package(android-aarch64)
|
||||
endif()
|
||||
|
||||
if(PLATFORM_SUN AND NOT "solaris-amd64" IN_LIST DISABLED_PLATFORMS)
|
||||
|
||||
@@ -1,49 +0,0 @@
|
||||
# SPDX-FileCopyrightText: 2025 crueter
|
||||
# SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
include(GetGitRevisionDescription)
|
||||
|
||||
function(trim var)
|
||||
string(REGEX REPLACE "\n" "" new "${${var}}")
|
||||
set(${var} ${new} PARENT_SCOPE)
|
||||
endfunction()
|
||||
|
||||
set(TAG_FILE ${CMAKE_SOURCE_DIR}/GIT-TAG)
|
||||
set(REF_FILE ${CMAKE_SOURCE_DIR}/GIT-REFSPEC)
|
||||
set(COMMIT_FILE ${CMAKE_SOURCE_DIR}/GIT-COMMIT)
|
||||
set(RELEASE_FILE ${CMAKE_SOURCE_DIR}/GIT-RELEASE)
|
||||
|
||||
if (EXISTS ${REF_FILE} AND EXISTS ${COMMIT_FILE})
|
||||
file(READ ${REF_FILE} GIT_REFSPEC)
|
||||
file(READ ${COMMIT_FILE} GIT_COMMIT)
|
||||
else()
|
||||
get_git_head_revision(GIT_REFSPEC GIT_COMMIT)
|
||||
git_branch_name(GIT_REFSPEC)
|
||||
if (GIT_REFSPEC MATCHES "NOTFOUND")
|
||||
set(GIT_REFSPEC 1.0.0)
|
||||
set(GIT_COMMIT stable)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
if (EXISTS ${TAG_FILE})
|
||||
file(READ ${TAG_FILE} GIT_TAG)
|
||||
else()
|
||||
git_describe(GIT_TAG --tags --abbrev=0)
|
||||
if (GIT_TAG MATCHES "NOTFOUND")
|
||||
set(GIT_TAG "${GIT_REFSPEC}")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
if (EXISTS ${RELEASE_FILE})
|
||||
file(READ ${RELEASE_FILE} GIT_RELEASE)
|
||||
trim(GIT_RELEASE)
|
||||
message(STATUS "Git release: ${GIT_RELEASE}")
|
||||
endif()
|
||||
|
||||
trim(GIT_REFSPEC)
|
||||
trim(GIT_COMMIT)
|
||||
trim(GIT_TAG)
|
||||
|
||||
message(STATUS "Git commit: ${GIT_COMMIT}")
|
||||
message(STATUS "Git tag: ${GIT_TAG}")
|
||||
message(STATUS "Git refspec: ${GIT_REFSPEC}")
|
||||
10
README.md
10
README.md
@@ -25,9 +25,9 @@ It is written in C++ with portability in mind, and we actively maintain builds f
|
||||
<img src="https://img.shields.io/discord/1367654015269339267?color=5865F2&label=Eden&logo=discord&logoColor=white"
|
||||
alt="Discord">
|
||||
</a>
|
||||
<a href="https://rvlt.gg/qKgFEAbH">
|
||||
<img src="https://img.shields.io/revolt/invite/qKgFEAbH?color=d61f3a&label=Revolt"
|
||||
alt="Revolt">
|
||||
<a href="https://stt.gg/qKgFEAbH">
|
||||
<img src="https://img.shields.io/revolt/invite/qKgFEAbH?color=d61f3a&label=Stoat"
|
||||
alt="Stoat">
|
||||
</a>
|
||||
</p>
|
||||
|
||||
@@ -52,10 +52,10 @@ Check out our [website](https://eden-emu.dev) for the latest news on exciting fe
|
||||
|
||||
## Development
|
||||
|
||||
Most of the development happens on our Git server. It is also where [our central repository](https://git.eden-emu.dev/eden-emu/eden) is hosted. For development discussions, please join us on [Discord](https://discord.gg/HstXbPch7X) or [Revolt](https://rvlt.gg/qKgFEAbH).
|
||||
Most of the development happens on our Git server. It is also where [our central repository](https://git.eden-emu.dev/eden-emu/eden) is hosted. For development discussions, please join us on [Discord](https://discord.gg/HstXbPch7X) or [Stoat](https://stt.gg/qKgFEAbH).
|
||||
You can also follow us on [X (Twitter)](https://nitter.poast.org/edenemuofficial) for updates and announcements.
|
||||
|
||||
If you would like to contribute, we are open to new developers and pull requests. Please ensure that your work is of a high standard and properly documented. You can also contact any of the developers on Discord or Revolt to learn more about the current state of the emulator.
|
||||
If you would like to contribute, we are open to new developers and pull requests. Please ensure that your work is of a high standard and properly documented. You can also contact any of the developers on Discord or Stoat to learn more about the current state of the emulator.
|
||||
|
||||
See the [sign-up instructions](docs/SIGNUP.md) for information on registration.
|
||||
|
||||
|
||||
14
cpmfile.json
14
cpmfile.json
@@ -4,7 +4,7 @@
|
||||
"package": "OpenSSL",
|
||||
"name": "openssl",
|
||||
"repo": "crueter-ci/OpenSSL",
|
||||
"version": "3.6.0-e3608d80df",
|
||||
"version": "3.6.0-965d6279e8",
|
||||
"min_version": "1.1.1"
|
||||
},
|
||||
"boost": {
|
||||
@@ -25,9 +25,9 @@
|
||||
"fmt": {
|
||||
"repo": "fmtlib/fmt",
|
||||
"tag": "%VERSION%",
|
||||
"hash": "c4ab814c20fbad7e3f0ae169125a4988a2795631194703251481dc36b18da65c886c4faa9acd046b0a295005217b3689eb0126108a9ba5aac2ca909aae263c2f",
|
||||
"hash": "f0da82c545b01692e9fd30fdfb613dbb8dd9716983dcd0ff19ac2a8d36f74beb5540ef38072fdecc1e34191b3682a8542ecbf3a61ef287dbba0a2679d4e023f2",
|
||||
"version": "8",
|
||||
"git_version": "12.0.0"
|
||||
"git_version": "12.1.0"
|
||||
},
|
||||
"lz4": {
|
||||
"name": "lz4",
|
||||
@@ -91,5 +91,13 @@
|
||||
"version": "20250828",
|
||||
"artifact": "clang-rt-builtins.tar.zst",
|
||||
"hash": "d902392caf94e84f223766e2cc51ca5fab6cae36ab8dc6ef9ef6a683ab1c483bfcfe291ef0bd38ab16a4ecc4078344fa8af72da2f225ab4c378dee23f6186181"
|
||||
},
|
||||
"vulkan-validation-layers": {
|
||||
"package": "VVL",
|
||||
"repo": "KhronosGroup/Vulkan-ValidationLayers",
|
||||
"tag": "vulkan-sdk-%VERSION%",
|
||||
"git_version": "1.4.328.1",
|
||||
"artifact": "android-binaries-%VERSION%.zip",
|
||||
"hash": "5ec895a453cb7c2f156830b9766953a0c2bd44dea99e6a3dac4160305041ccd3e87534b4ce0bd102392178d2a8eca48411856298f9395e60117cdfe89f72137e"
|
||||
}
|
||||
}
|
||||
|
||||
BIN
dist/Assets.car
vendored
Normal file
BIN
dist/Assets.car
vendored
Normal file
Binary file not shown.
81
dist/eden_named.svg
vendored
81
dist/eden_named.svg
vendored
File diff suppressed because one or more lines are too long
|
Before Width: | Height: | Size: 37 KiB |
@@ -137,7 +137,7 @@ If your initial configure failed:
|
||||
- Evaluate the error and find any related settings
|
||||
- See the [CPM docs](CPM.md) to see if you may need to forcefully bundle any packages
|
||||
|
||||
Otherwise, feel free to ask for help in Revolt or Discord.
|
||||
Otherwise, feel free to ask for help in Stoat or Discord.
|
||||
|
||||
## Caveats
|
||||
|
||||
|
||||
@@ -77,6 +77,8 @@ For this reason this patch is NOT applied to default on all platforms (for obvio
|
||||
|
||||
Still will not run flawlessly until `mesa-24` is available. Modify CMakeCache.txt with the `.so` of libGL and libGLESv2 by doing the incredibly difficult task of copy pasting them (`cp /boot/system/lib/libGL.so .`)
|
||||
|
||||
If you have `quazip1_qt6_devel`, uninstall it. It may call `Core5Compat` on CMake which is wrongly packaged.
|
||||
|
||||
## OpenBSD
|
||||
|
||||
After configuration, you may need to modify `externals/ffmpeg/CMakeFiles/ffmpeg-build/build.make` to use `-j$(nproc)` instead of just `-j`.
|
||||
@@ -99,11 +101,17 @@ ip6addrctl=YES
|
||||
ip6addrctl_policy=ipv4_prefer
|
||||
```
|
||||
|
||||
System provides a default `g++-10` which doesn't support the current C++ codebase; install `clang-19` with `pkgin install clang-19`. Then build with `cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_CXX_COMPILER=clang++ -DCMAKE_C_COMPILER=clang -B build`.
|
||||
System provides a default `g++-10` which doesn't support the current C++ codebase; install `clang-19` with `pkgin install clang-19`. Or install `gcc14` (or `gcc15` with current pkgsrc). Provided that, the following CMake commands may work:
|
||||
|
||||
- `cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++ -Bbuild`
|
||||
- `cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=/usr/pkg/gcc14/bin/gcc -DCMAKE_CXX_COMPILER=/usr/pkg/gcc14/bin/g++ -Bbuild`
|
||||
- `cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=/usr/pkg/gcc15/bin/gcc -DCMAKE_CXX_COMPILER=/usr/pkg/gcc15/bin/g++ -Bbuild`
|
||||
|
||||
Make may error out when generating C++ headers of SPIRV shaders, hence it's recommended to use `gmake` over the default system one.
|
||||
|
||||
glslang is not available on NetBSD, to circumvent this simply build glslang by yourself:
|
||||
[parallel/spirv-tools](https://iso.us.netbsd.org/pub/pkgsrc/current/pkgsrc/parallel/spirv-tools/index.html) isn't available in binary form and must be build from source.
|
||||
|
||||
Such that glslang is not available on NetBSD, to circumvent this simply build glslang by yourself:
|
||||
```sh
|
||||
pkgin python313
|
||||
git clone --depth=1 https://github.com/KhronosGroup/glslang.git
|
||||
@@ -114,6 +122,8 @@ cmake --build build -- -j`nproc`
|
||||
cmake --install build
|
||||
```
|
||||
|
||||
However, pkgsrc is highly recommended, see [getting pkgsrc](https://iso.us.netbsd.org/pub/pkgsrc/current/pkgsrc/doc/pkgsrc.html#getting). You must get `current` not the `2025Q2` version.
|
||||
|
||||
# DragonFlyBSD
|
||||
|
||||
If `libstdc++.so.6` is not found (`GLIBCXX_3.4.30`) then attempt:
|
||||
|
||||
@@ -183,6 +183,8 @@ sudo dnf config-manager --enable crb
|
||||
sudo dnf install qt6-qtbase-private-devel
|
||||
```
|
||||
|
||||
For systems like OpenEuler or derivates, don't forget to also install: `SDL2-devel pkg-config fmt-dev nlohmann-json-dev`.
|
||||
|
||||
* [RPM Fusion](https://rpmfusion.org/Configuration) is required for `ffmpeg-devel`
|
||||
* Fedora 32 or later is required.
|
||||
* Fedora 36+ users with GCC 12 need Clang and should configure CMake with: `cmake -DCMAKE_CXX_COMPILER=clang++ -DCMAKE_C_COMPILER=clang -B build`
|
||||
@@ -241,7 +243,7 @@ brew install molten-vk vulkan-loader
|
||||
<details>
|
||||
<summary>FreeBSD</summary>
|
||||
|
||||
As root run: `pkg install devel/cmake devel/sdl20 devel/boost-libs devel/catch2 devel/libfmt devel/nlohmann-json devel/ninja devel/nasm devel/autoconf devel/pkgconf devel/qt6-base devel/simpleini net/enet multimedia/ffnvcodec-headers multimedia/ffmpeg audio/opus archivers/liblz4 lang/gcc12 graphics/glslang graphics/vulkan-utility-libraries graphics/spirv-tools www/cpp-httplib devel/jwt-cpp devel/unordered-dense mbedtls3 vulkan-headers quazip-qt6`
|
||||
As root run: `pkg install devel/cmake devel/sdl20 devel/boost-libs devel/catch2 devel/libfmt devel/nlohmann-json devel/ninja devel/nasm devel/autoconf devel/pkgconf devel/qt6-base devel/simpleini net/enet multimedia/ffnvcodec-headers multimedia/ffmpeg audio/opus archivers/liblz4 lang/gcc12 graphics/glslang graphics/vulkan-utility-libraries graphics/spirv-tools www/cpp-httplib devel/unordered-dense mbedtls3 vulkan-headers quazip-qt6`
|
||||
|
||||
If using FreeBSD 12 or prior, use `devel/pkg-config` instead.
|
||||
|
||||
@@ -251,7 +253,7 @@ If using FreeBSD 12 or prior, use `devel/pkg-config` instead.
|
||||
<details>
|
||||
<summary>NetBSD</summary>
|
||||
|
||||
For NetBSD +10.1: `pkgin install git cmake boost fmtlib SDL2 catch2 libjwt spirv-headers ffmpeg7 libva nlohmann-json jq libopus qt6 mbedtls3 cpp-httplib lz4 vulkan-headers nasm autoconf enet pkg-config libusb1`.
|
||||
For NetBSD +10.1: `pkgin install git cmake boost fmtlib SDL2 catch2 libjwt spirv-headers ffmpeg7 libva nlohmann-json jq libopus qt6 mbedtls3 cpp-httplib lz4 vulkan-headers nasm autoconf enet pkg-config libusb1 libcxx`.
|
||||
|
||||
[Caveats](./Caveats.md#netbsd).
|
||||
|
||||
@@ -320,7 +322,7 @@ pacman -Syuu --needed --noconfirm $packages
|
||||
<summary>HaikuOS</summary>
|
||||
|
||||
```sh
|
||||
pkgman install git cmake patch libfmt_devel nlohmann_json lz4_devel opus_devel boost1.89_devel vulkan_devel qt6_base_devel libsdl2_devel ffmpeg7_devel libx11_devel enet_devel catch2_devel quazip1_qt6_devel qt6_5compat_devel libusb1_devel libz_devel mbedtls3_devel glslang
|
||||
pkgman install git cmake patch libfmt_devel nlohmann_json lz4_devel opus_devel boost1.89_devel vulkan_devel qt6_base_devel qt6_declarative_devel libsdl2_devel ffmpeg7_devel libx11_devel enet_devel catch2_devel quazip1_qt5_devel qt6_5compat_devel mbedtls3_devel glslang qt6_devel
|
||||
```
|
||||
|
||||
[Caveats](./Caveats.md#haikuos).
|
||||
|
||||
874
docs/NvidiaGpu.md
Normal file
874
docs/NvidiaGpu.md
Normal file
@@ -0,0 +1,874 @@
|
||||
# The NVIDIA SM86 (Maxwell) GPU - Instruction set
|
||||
|
||||
<!-- TOC -->
|
||||
[AL2P](#AL2P)
|
||||
[ALD](#ALD)
|
||||
[AST](#AST)
|
||||
[ATOM](#ATOM)
|
||||
[ATOMS](#ATOMS)
|
||||
[B2R](#B2R)
|
||||
[BAR](#BAR)
|
||||
[BFE](#BFE)
|
||||
[BFI](#BFI)
|
||||
[BPT](#BPT)
|
||||
[BRA](#BRA)
|
||||
[BRK](#BRK)
|
||||
[BRX](#BRX)
|
||||
[CAL](#CAL)
|
||||
[CCTL](#CCTL)
|
||||
[CCTLL](#CCTLL)
|
||||
[CONT](#CONT)
|
||||
[CS2R](#CS2R)
|
||||
[CSET](#CSET)
|
||||
[CSETP](#CSETP)
|
||||
[DADD](#DADD)
|
||||
[DEPBAR](#DEPBAR)
|
||||
[DFMA](#DFMA)
|
||||
[DMNMX](#DMNMX)
|
||||
[DMUL](#DMUL)
|
||||
[DSET](#DSET)
|
||||
[DSETP](#DSETP)
|
||||
[EXIT](#EXIT)
|
||||
[F2F](#F2F)
|
||||
[F2I](#F2I)
|
||||
[FADD](#FADD)
|
||||
[FCHK](#FCHK)
|
||||
[FCMP](#FCMP)
|
||||
[FFMA](#FFMA)
|
||||
[FLO](#FLO)
|
||||
[FMNMX](#FMNMX)
|
||||
[FMUL](#FMUL)
|
||||
[FSET](#FSET)
|
||||
[FSETP](#FSETP)
|
||||
[FSWZADD](#FSWZADD)
|
||||
[GETCRSPTR](#GETCRSPTR)
|
||||
[GETLMEMBASE](#GETLMEMBASE)
|
||||
[HADD2](#HADD2)
|
||||
[HFMA2](#HFMA2)
|
||||
[HMUL2](#HMUL2)
|
||||
[HSET2](#HSET2)
|
||||
[HSETP2](#HSETP2)
|
||||
[I2F](#I2F)
|
||||
[I2I](#I2I)
|
||||
[IADD](#IADD)
|
||||
[IADD3](#IADD3)
|
||||
[ICMP](#ICMP)
|
||||
[IDE](#IDE)
|
||||
[IDP](#IDP)
|
||||
[IMAD](#IMAD)
|
||||
[IMADSP](#IMADSP)
|
||||
[IMNMX](#IMNMX)
|
||||
[IMUL](#IMUL)
|
||||
[IPA](#IPA)
|
||||
[ISBERD](#ISBERD)
|
||||
[ISCADD](#ISCADD)
|
||||
[ISET](#ISET)
|
||||
[ISETP](#ISETP)
|
||||
[JCAL](#JCAL)
|
||||
[JMP](#JMP)
|
||||
[JMX](#JMX)
|
||||
[KIL](#KIL)
|
||||
[LD](#LD)
|
||||
[LDC](#LDC)
|
||||
[LDG](#LDG)
|
||||
[LDL](#LDL)
|
||||
[LDS](#LDS)
|
||||
[LEA](#LEA)
|
||||
[LEPC](#LEPC)
|
||||
[LONGJMP](#LONGJMP)
|
||||
[LOP](#LOP)
|
||||
[LOP3](#LOP3)
|
||||
[MEMBAR](#MEMBAR)
|
||||
[MOV](#MOV)
|
||||
[MUFU](#MUFU)
|
||||
[NOP](#NOP)
|
||||
[OUT](#OUT)
|
||||
[P2R](#P2R)
|
||||
[PBK](#PBK)
|
||||
[PCNT](#PCNT)
|
||||
[PEXIT](#PEXIT)
|
||||
[PIXLD](#PIXLD)
|
||||
[PLONGJMP](#PLONGJMP)
|
||||
[POPC](#POPC)
|
||||
[PRET](#PRET)
|
||||
[PRMT](#PRMT)
|
||||
[PSET](#PSET)
|
||||
[PSETP](#PSETP)
|
||||
[R2B](#R2B)
|
||||
[R2P](#R2P)
|
||||
[RAM](#RAM)
|
||||
[RED](#RED)
|
||||
[RET](#RET)
|
||||
[RRO](#RRO)
|
||||
[RTT](#RTT)
|
||||
[S2R](#S2R)
|
||||
[SAM](#SAM)
|
||||
[SEL](#SEL)
|
||||
[SETCRSPTR](#SETCRSPTR)
|
||||
[SETLMEMBASE](#SETLMEMBASE)
|
||||
[SHF](#SHF)
|
||||
[SHFL](#SHFL)
|
||||
[SHL](#SHL)
|
||||
[SHR](#SHR)
|
||||
[SSY](#SSY)
|
||||
[ST](#ST)
|
||||
[STG](#STG)
|
||||
[STL](#STL)
|
||||
[STP](#STP)
|
||||
[STS](#STS)
|
||||
[SUATOM](#SUATOM)
|
||||
[SULD](#SULD)
|
||||
[SURED](#SURED)
|
||||
[SUST](#SUST)
|
||||
[SYNC](#SYNC)
|
||||
[TEX](#TEX)
|
||||
[TLD](#TLD)
|
||||
[TLD4](#TLD4)
|
||||
[TMML](#TMML)
|
||||
[TXA](#TXA)
|
||||
[TXD](#TXD)
|
||||
[TXQ](#TXQ)
|
||||
[VABSDIFF](#VABSDIFF)
|
||||
[VABSDIFF4](#VABSDIFF4)
|
||||
[VADD](#VADD)
|
||||
[VMAD](#VMAD)
|
||||
[VMNMX](#VMNMX)
|
||||
[VOTE](#VOTE)
|
||||
[VSET](#VSET)
|
||||
[VSETP](#VSETP)
|
||||
[VSHL](#VSHL)
|
||||
[VSHR](#VSHR)
|
||||
[XMAD](#XMAD)
|
||||
<!-- /TOC -->
|
||||
|
||||
NOTE: Regenerate TOC with `cat docs/gpu/README.md | grep '#' | cut -d '#' -f 2 | tr -d ' ' | awk '{print "["$1"](#"$1")"}'`.
|
||||
|
||||
The numbers (in binary) represent the opcodes; `-` signifies "don't care".
|
||||
|
||||
# AL2P
|
||||
`1110 1111 1010 0---`
|
||||
|
||||
# ALD
|
||||
`1110 1111 1101 1---`
|
||||
|
||||
# AST
|
||||
`1110 1111 1111 0---`
|
||||
|
||||
# ATOM
|
||||
- **ATOM_cas**: `1110 1110 1111 ----`
|
||||
- **ATOM**: `1110 1101 ---- ----`
|
||||
|
||||
Atomic operation.
|
||||
|
||||
- INC, DEC for U32/S32/U64 does nothing.
|
||||
- ADD, INC, DEC for S64 does nothing.
|
||||
- Only ADD does something for F32.
|
||||
- Only ADD, MIN and MAX does something for F16x2.
|
||||
|
||||
# ATOMS
|
||||
- **ATOMS_cas**: `1110 1110 ---- ----`
|
||||
- **ATOMS**: `1110 1100 ---- ----`
|
||||
|
||||
# B2R
|
||||
`1111 0000 1011 1---`
|
||||
|
||||
# BAR
|
||||
`1111 0000 1010 1---`
|
||||
|
||||
# BFE
|
||||
- **BFE_reg**: `0101 1100 0000 0---`
|
||||
- **BFE_cbuf**: `0100 1100 0000 0---`
|
||||
- **BFE_imm**: `0011 100- 0000 0---`
|
||||
|
||||
Bit Field Extract.
|
||||
|
||||
# BFI
|
||||
- **BFI_reg**: `0101 1011 1111 0---`
|
||||
- **BFI_rc**: `0101 0011 1111 0---`
|
||||
- **BFI_cr**: `0100 1011 1111 0---`
|
||||
- **BFI_imm**: `0011 011- 1111 0---`
|
||||
|
||||
Bit Field Insert.
|
||||
|
||||
# BPT
|
||||
`1110 0011 1010 ----`
|
||||
|
||||
Breakpoint trap.
|
||||
|
||||
# BRA
|
||||
`1110 0010 0100 ----`
|
||||
|
||||
Relative branch.
|
||||
|
||||
# BRK
|
||||
`1110 0011 0100 ----`
|
||||
|
||||
Break.
|
||||
|
||||
# BRX
|
||||
`1110 0010 0101 ----`
|
||||
|
||||
# CAL
|
||||
`1110 0010 0110 ----`
|
||||
|
||||
# CCTL
|
||||
`1110 1111 011- ----`
|
||||
|
||||
Cache Control.
|
||||
|
||||
# CCTLL
|
||||
`1110 1111 100- ----`
|
||||
|
||||
Texture Cache Control.
|
||||
|
||||
# CONT
|
||||
`1110 0011 0101 ----`
|
||||
|
||||
Continue.
|
||||
|
||||
# CS2R
|
||||
`0101 0000 1100 1---`
|
||||
|
||||
Move Special Register to Register.
|
||||
|
||||
# CSET
|
||||
`0101 0000 1001 1---`
|
||||
|
||||
Test Condition Code And Set.
|
||||
|
||||
# CSETP
|
||||
`0101 0000 1010 0---`
|
||||
|
||||
Test Condition Code and Set Predicate.
|
||||
|
||||
# DADD
|
||||
- **DADD_reg**: `0101 1100 0111 0---`
|
||||
- **DADD_cbuf**: `0100 1100 0111 0---`
|
||||
- **DADD_imm**: `0011 100- 0111 0---`
|
||||
|
||||
# DEPBAR
|
||||
`1111 0000 1111 0---`
|
||||
|
||||
# DFMA
|
||||
- **DFMA_reg**: `0101 1011 0111 ----`
|
||||
- **DFMA_rc**: `0101 0011 0111 ----`
|
||||
- **DFMA_cr**: `0100 1011 0111 ----`
|
||||
- **DFMA_imm**: `0011 011- 0111 ----`
|
||||
|
||||
FP64 Fused Mutiply Add.
|
||||
|
||||
# DMNMX
|
||||
- **DMNMX_reg**: `0101 1100 0101 0---`
|
||||
- **DMNMX_cbuf**: `0100 1100 0101 0---`
|
||||
- **DMNMX_imm**: `0011 100- 0101 0---`
|
||||
|
||||
FP64 Minimum/Maximum.
|
||||
|
||||
# DMUL
|
||||
- **DMUL_reg**: `0101 1100 1000 0---`
|
||||
- **DMUL_cbuf**: `0100 1100 1000 0---`
|
||||
- **DMUL_imm**: `0011 100- 1000 0---`
|
||||
|
||||
FP64 Multiply.
|
||||
|
||||
# DSET
|
||||
- **DSET_reg**: `0101 1001 0--- ----`
|
||||
- **DSET_cbuf**: `0100 1001 0--- ----`
|
||||
- **DSET_imm**: `0011 001- 0--- ----`
|
||||
|
||||
FP64 Compare And Set.
|
||||
|
||||
# DSETP
|
||||
- **DSETP_reg**: `0101 1011 1000 ----`
|
||||
- **DSETP_cbuf**: `0100 1011 1000 ----`
|
||||
- **DSETP_imm**: `0011 011- 1000 ----`
|
||||
|
||||
FP64 Compare And Set Predicate.
|
||||
|
||||
# EXIT
|
||||
`1110 0011 0000 ----`
|
||||
|
||||
# F2F
|
||||
- **F2F_reg**: `0101 1100 1010 1---`
|
||||
- **F2F_cbuf**: `0100 1100 1010 1---`
|
||||
- **F2F_imm**: `0011 100- 1010 1---`
|
||||
|
||||
# F2I
|
||||
- **F2I_reg**: `0101 1100 1011 0---`
|
||||
- **F2I_cbuf**: `0100 1100 1011 0---`
|
||||
- **F2I_imm**: `0011 100- 1011 0---`
|
||||
|
||||
# FADD
|
||||
- **FADD_reg**: `0101 1100 0101 1---`
|
||||
- **FADD_cbuf**: `0100 1100 0101 1---`
|
||||
- **FADD_imm**: `0011 100- 0101 1---`
|
||||
- **FADD32I**: `0000 10-- ---- ----`
|
||||
|
||||
FP32 Add.
|
||||
|
||||
# FCHK
|
||||
- **FCHK_reg**: `0101 1100 1000 1---`
|
||||
- **FCHK_cbuf**: `0100 1100 1000 1---`
|
||||
- **FCHK_imm**: `0011 100- 1000 1---`
|
||||
|
||||
Single Precision FP Divide Range Check.
|
||||
|
||||
# FCMP
|
||||
- **FCMP_reg**: `0101 1011 1010 ----`
|
||||
- **FCMP_rc**: `0101 0011 1010 ----`
|
||||
- **FCMP_cr**: `0100 1011 1010 ----`
|
||||
- **FCMP_imm**: `0011 011- 1010 ----`
|
||||
|
||||
FP32 Compare to Zero and Select Source.
|
||||
|
||||
# FFMA
|
||||
- **FFMA_reg**: `0101 1001 1--- ----`
|
||||
- **FFMA_rc**: `0101 0001 1--- ----`
|
||||
- **FFMA_cr**: `0100 1001 1--- ----`
|
||||
- **FFMA_imm**: `0011 001- 1--- ----`
|
||||
- **FFMA32I**: `0000 11-- ---- ----`
|
||||
|
||||
FP32 Fused Multiply and Add.
|
||||
|
||||
# FLO
|
||||
- **FLO_reg**: `0101 1100 0011 0---`
|
||||
- **FLO_cbuf**: `0100 1100 0011 0---`
|
||||
- **FLO_imm**: `0011 100- 0011 0---`
|
||||
|
||||
# FMNMX
|
||||
- **FMNMX_reg**: `0101 1100 0110 0---`
|
||||
- **FMNMX_cbuf**: `0100 1100 0110 0---`
|
||||
- **FMNMX_imm**: `0011 100- 0110 0---`
|
||||
|
||||
FP32 Minimum/Maximum.
|
||||
|
||||
# FMUL
|
||||
- **FMUL_reg**: `0101 1100 0110 1---`
|
||||
- **FMUL_cbuf**: `0100 1100 0110 1---`
|
||||
- **FMUL_imm**: `0011 100- 0110 1---`
|
||||
- **FMUL32I**: `0001 1110 ---- ----`
|
||||
|
||||
FP32 Multiply.
|
||||
|
||||
# FSET
|
||||
- **FSET_reg**: `0101 1000 ---- ----`
|
||||
- **FSET_cbuf**: `0100 1000 ---- ----`
|
||||
- **FSET_imm**: `0011 000- ---- ----`
|
||||
|
||||
FP32 Compare And Set.
|
||||
|
||||
# FSETP
|
||||
- **FSETP_reg**: `0101 1011 1011 ----`
|
||||
- **FSETP_cbuf**: `0100 1011 1011 ----`
|
||||
- **FSETP_imm**: `0011 011- 1011 ----`
|
||||
|
||||
FP32 Compare And Set Predicate.
|
||||
|
||||
# FSWZADD
|
||||
`0101 0000 1111 1---`
|
||||
|
||||
FP32 Add used for FSWZ emulation.
|
||||
|
||||
# GETCRSPTR
|
||||
`1110 0010 1100 ----`
|
||||
|
||||
# GETLMEMBASE
|
||||
`1110 0010 1101 ----`
|
||||
|
||||
# HADD2
|
||||
- **HADD2_reg**: `0101 1101 0001 0---`
|
||||
- **HADD2_cbuf**: `0111 101- 1--- ----`
|
||||
- **HADD2_imm**: `0111 101- 0--- ----`
|
||||
- **HADD2_32I**: `0010 110- ---- ----`
|
||||
|
||||
FP16 Add.
|
||||
|
||||
# HFMA2
|
||||
- **HFMA2_reg**: `0101 1101 0000 0---`
|
||||
- **HFMA2_rc**: `0110 0--- 1--- ----`
|
||||
- **HFMA2_cr**: `0111 0--- 1--- ----`
|
||||
- **HFMA2_imm**: `0111 0--- 0--- ----`
|
||||
- **HFMA2_32I**: `0010 100- ---- ----`
|
||||
|
||||
FP16 Fused Mutiply Add.
|
||||
|
||||
# HMUL2
|
||||
- **HMUL2_reg**: `0101 1101 0000 1---`
|
||||
- **HMUL2_cbuf**: `0111 100- 1--- ----`
|
||||
- **HMUL2_imm**: `0111 100- 0--- ----`
|
||||
- **HMUL2_32I**: `0010 101- ---- ----`
|
||||
|
||||
FP16 Multiply.
|
||||
|
||||
# HSET2
|
||||
- **HSET2_reg**: `0101 1101 0001 1---`
|
||||
- **HSET2_cbuf**: `0111 110- 1--- ----`
|
||||
- **HSET2_imm**: `0111 110- 0--- ----`
|
||||
|
||||
FP16 Compare And Set.
|
||||
|
||||
# HSETP2
|
||||
- **HSETP2_reg**: `0101 1101 0010 0---`
|
||||
- **HSETP2_cbuf**: `0111 111- 1--- ----`
|
||||
- **HSETP2_imm**: `0111 111- 0--- ----`
|
||||
|
||||
FP16 Compare And Set Predicate.
|
||||
|
||||
# I2F
|
||||
- **I2F_reg**: `0101 1100 1011 1---`
|
||||
- **I2F_cbuf**: `0100 1100 1011 1---`
|
||||
- **I2F_imm**: `0011 100- 1011 1---`
|
||||
|
||||
# I2I
|
||||
- **I2I_reg**: `0101 1100 1110 0---`
|
||||
- **I2I_cbuf**: `0100 1100 1110 0---`
|
||||
- **I2I_imm**: `0011 100- 1110 0---`
|
||||
|
||||
# IADD
|
||||
- **IADD_reg**: `0101 1100 0001 0---`
|
||||
- **IADD_cbuf**: `0100 1100 0001 0---`
|
||||
- **IADD_imm**: `0011 100- 0001 0---`
|
||||
|
||||
Integer Addition.
|
||||
|
||||
# IADD3
|
||||
- **IADD3_reg**: `0101 1100 1100 ----`
|
||||
- **IADD3_cbuf**: `0100 1100 1100 ----`
|
||||
- **IADD3_imm**: `0011 100- 1100 ----`
|
||||
- **IADD32I**: `0001 110- ---- ----`
|
||||
|
||||
3-input Integer Addition.
|
||||
|
||||
# ICMP
|
||||
- **ICMP_reg**: `0101 1011 0100 ----`
|
||||
- **ICMP_rc**: `0101 0011 0100 ----`
|
||||
- **ICMP_cr**: `0100 1011 0100 ----`
|
||||
- **ICMP_imm**: `0011 011- 0100 ----`
|
||||
|
||||
Integer Compare to Zero and Select Source.
|
||||
|
||||
# IDE
|
||||
`1110 0011 1001 ----`
|
||||
|
||||
# IDP
|
||||
- **IDP_reg**: `0101 0011 1111 1---`
|
||||
- **IDP_imm**: `0101 0011 1101 1---`
|
||||
|
||||
# IMAD
|
||||
- **IMAD_reg**: `0101 1010 0--- ----`
|
||||
- **IMAD_rc**: `0101 0010 0--- ----`
|
||||
- **IMAD_cr**: `0100 1010 0--- ----`
|
||||
- **IMAD_imm**: `0011 010- 0--- ----`
|
||||
- **IMAD32I**: `1000 00-- ---- ----`
|
||||
|
||||
Integer Multiply And Add.
|
||||
|
||||
# IMADSP
|
||||
- **IMADSP_reg**: `0101 1010 1--- ----`
|
||||
- **IMADSP_rc**: `0101 0010 1--- ----`
|
||||
- **IMADSP_cr**: `0100 1010 1--- ----`
|
||||
- **IMADSP_imm**: `0011 010- 1--- ----`
|
||||
|
||||
Extracted Integer Multiply And Add..
|
||||
|
||||
# IMNMX
|
||||
- **IMNMX_reg**: `0101 1100 0010 0---`
|
||||
- **IMNMX_cbuf**: `0100 1100 0010 0---`
|
||||
- **IMNMX_imm**: `0011 100- 0010 0---`
|
||||
|
||||
Integer Minimum/Maximum.
|
||||
|
||||
# IMUL
|
||||
- **IMUL_reg**: `0101 1100 0011 1---`
|
||||
- **IMUL_cbuf**: `0100 1100 0011 1---`
|
||||
- **IMUL_imm**: `0011 100- 0011 1---`
|
||||
- **IMUL32I**: `0001 1111 ---- ----`
|
||||
|
||||
Integer Multiply.
|
||||
|
||||
# IPA
|
||||
`1110 0000 ---- ----`
|
||||
|
||||
# ISBERD
|
||||
`1110 1111 1101 0---`
|
||||
|
||||
In-Stage-Buffer Entry Read.
|
||||
|
||||
# ISCADD
|
||||
- **ISCADD_reg**: `0101 1100 0001 1---`
|
||||
- **ISCADD_cbuf**: `0100 1100 0001 1---`
|
||||
- **ISCADD_imm**: `0011 100- 0001 1---`
|
||||
- **ISCADD32I**: `0001 01-- ---- ----`
|
||||
|
||||
Scaled Integer Addition.
|
||||
|
||||
# ISET
|
||||
- **ISET_reg**: `0101 1011 0101 ----`
|
||||
- **ISET_cbuf**: `0100 1011 0101 ----`
|
||||
- **ISET_imm**: `0011 011- 0101 ----`
|
||||
|
||||
Integer Compare And Set.
|
||||
|
||||
# ISETP
|
||||
- **ISETP_reg**: `0101 1011 0110 ----`
|
||||
- **ISETP_cbuf**: `0100 1011 0110 ----`
|
||||
- **ISETP_imm**: `0011 011- 0110 ----`
|
||||
|
||||
Integer Compare And Set Predicate.
|
||||
|
||||
# JCAL
|
||||
`1110 0010 0010 ----`
|
||||
|
||||
Absolute Call.
|
||||
|
||||
# JMP
|
||||
`1110 0010 0001 ----`
|
||||
|
||||
Absolute Jump.
|
||||
|
||||
# JMX
|
||||
`1110 0010 0000 ----`
|
||||
|
||||
Absolute Jump Indirect.
|
||||
|
||||
# KIL
|
||||
`1110 0011 0011 ----`
|
||||
|
||||
# LD
|
||||
`100- ---- ---- ----`
|
||||
|
||||
Load from generic Memory.
|
||||
|
||||
# LDC
|
||||
`1110 1111 1001 0---`
|
||||
|
||||
Load Constant.
|
||||
|
||||
# LDG
|
||||
`1110 1110 1101 0---`
|
||||
|
||||
Load from Global Memory.
|
||||
|
||||
# LDL
|
||||
`1110 1111 0100 0---`
|
||||
|
||||
Load within Local Memory Window.
|
||||
|
||||
# LDS
|
||||
`1110 1111 0100 1---`
|
||||
|
||||
Load within Shared Memory Window.
|
||||
|
||||
# LEA
|
||||
- **LEA_hi_reg**: `0101 1011 1101 1---`
|
||||
- **LEA_hi_cbuf**: `0001 10-- ---- ----`
|
||||
- **LEA_lo_reg**: `0101 1011 1101 0---`
|
||||
- **LEA_lo_cbuf**: `0100 1011 1101 ----`
|
||||
- **LEA_lo_imm**: `0011 011- 1101 0---`
|
||||
|
||||
# LEPC
|
||||
`0101 0000 1101 0---`
|
||||
|
||||
# LONGJMP
|
||||
`1110 0011 0001 ----`
|
||||
|
||||
# LOP
|
||||
- **LOP_reg**: `0101 1100 0100 0---`
|
||||
- **LOP_cbuf**: `0100 1100 0100 0---`
|
||||
- **LOP_imm**: `0011 100- 0100 0---`
|
||||
|
||||
# LOP3
|
||||
- **LOP3_reg**: `0101 1011 1110 0---`
|
||||
- **LOP3_cbuf**: `0000 001- ---- ----`
|
||||
- **LOP3_imm**: `0011 11-- ---- ----`
|
||||
- **LOP32I**: `0000 01-- ---- ----`
|
||||
|
||||
# MEMBAR
|
||||
`1110 1111 1001 1---`
|
||||
|
||||
Memory Barrier.
|
||||
|
||||
# MOV
|
||||
- **MOV_reg**: `0101 1100 1001 1---`
|
||||
- **MOV_cbuf**: `0100 1100 1001 1---`
|
||||
- **MOV_imm**: `0011 100- 1001 1---`
|
||||
- **MOV32I**: `0000 0001 0000 ----`
|
||||
|
||||
# MUFU
|
||||
`0101 0000 1000 0---`
|
||||
|
||||
Multi Function Operation.
|
||||
|
||||
# NOP
|
||||
`0101 0000 1011 0---`
|
||||
|
||||
No operation.
|
||||
|
||||
# OUT
|
||||
- **OUT_reg**: `1111 1011 1110 0---`
|
||||
- **OUT_cbuf**: `1110 1011 1110 0---`
|
||||
- **OUT_imm**: `1111 011- 1110 0---`
|
||||
|
||||
# P2R
|
||||
- **P2R_reg**: `0101 1100 1110 1---`
|
||||
- **P2R_cbuf**: `0100 1100 1110 1---`
|
||||
- **P2R_imm**: `0011 1000 1110 1---`
|
||||
|
||||
Move Predicate Register To Register.
|
||||
|
||||
# PBK
|
||||
`1110 0010 1010 ----`
|
||||
|
||||
Pre-break.
|
||||
|
||||
# PCNT
|
||||
`1110 0010 1011 ----`
|
||||
|
||||
Pre-continue.
|
||||
|
||||
# PEXIT
|
||||
`1110 0010 0011 ----`
|
||||
|
||||
Pre-exit.
|
||||
|
||||
# PIXLD
|
||||
`1110 1111 1110 1---`
|
||||
|
||||
# PLONGJMP
|
||||
`1110 0010 1000 ----`
|
||||
|
||||
Pre-long jump.
|
||||
|
||||
# POPC
|
||||
- **POPC_reg**: `0101 1100 0000 1---`
|
||||
- **POPC_cbuf**: `0100 1100 0000 1---`
|
||||
- **POPC_imm**: `0011 100- 0000 1---`
|
||||
|
||||
Population/Bit count.
|
||||
|
||||
# PRET
|
||||
`1110 0010 0111 ----`
|
||||
|
||||
Pre-return from subroutine. Pushes the return address to the CRS stack.
|
||||
|
||||
# PRMT
|
||||
- **PRMT_reg**: `0101 1011 1100 ----`
|
||||
- **PRMT_rc**: `0101 0011 1100 ----`
|
||||
- **PRMT_cr**: `0100 1011 1100 ----`
|
||||
- **PRMT_imm**: `0011 011- 1100 ----`
|
||||
|
||||
# PSET
|
||||
`0101 0000 1000 1---`
|
||||
|
||||
Combine Predicates and Set.
|
||||
|
||||
# PSETP
|
||||
`0101 0000 1001 0---`
|
||||
|
||||
Combine Predicates and Set Predicate.
|
||||
|
||||
# R2B
|
||||
`1111 0000 1100 0---`
|
||||
|
||||
Move Register to Barrier.
|
||||
|
||||
# R2P
|
||||
- **R2P_reg**: `0101 1100 1111 0---`
|
||||
- **R2P_cbuf**: `0100 1100 1111 0---`
|
||||
- **R2P_imm**: `0011 100- 1111 0---`
|
||||
|
||||
Move Register To Predicate/CC Register.
|
||||
|
||||
# RAM
|
||||
`1110 0011 1000 ----`
|
||||
|
||||
# RED
|
||||
`1110 1011 1111 1---`
|
||||
|
||||
Reduction Operation on Generic Memory.
|
||||
|
||||
# RET
|
||||
`1110 0011 0010 ----`
|
||||
|
||||
Return.
|
||||
|
||||
# RRO
|
||||
- **RRO_reg**: `0101 1100 1001 0---`
|
||||
- **RRO_cbuf**: `0100 1100 1001 0---`
|
||||
- **RRO_imm**: `0011 100- 1001 0---`
|
||||
|
||||
# RTT
|
||||
`1110 0011 0110 ----`
|
||||
|
||||
# S2R
|
||||
`1111 0000 1100 1---`
|
||||
|
||||
# SAM
|
||||
`1110 0011 0111 ----`
|
||||
|
||||
# SEL
|
||||
- **SEL_reg**: `0101 1100 1010 0---`
|
||||
- **SEL_cbuf**: `0100 1100 1010 0---`
|
||||
- **SEL_imm**: `0011 100- 1010 0---`
|
||||
|
||||
# SETCRSPTR
|
||||
`1110 0010 1110 ----`
|
||||
|
||||
# SETLMEMBASE
|
||||
`1110 0010 1111 ----`
|
||||
|
||||
# SHF
|
||||
- **SHF_l_reg**: `0101 1011 1111 1---`
|
||||
- **SHF_l_imm**: `0011 011- 1111 1---`
|
||||
- **SHF_r_reg**: `0101 1100 1111 1---`
|
||||
- **SHF_r_imm**: `0011 100- 1111 1---`
|
||||
|
||||
# SHFL
|
||||
`1110 1111 0001 0---`
|
||||
|
||||
# SHL
|
||||
- **SHL_reg**: `0101 1100 0100 1---`
|
||||
- **SHL_cbuf**: `0100 1100 0100 1---`
|
||||
- **SHL_imm**: `0011 100- 0100 1---`
|
||||
|
||||
# SHR
|
||||
- **SHR_reg**: `0101 1100 0010 1---`
|
||||
- **SHR_cbuf**: `0100 1100 0010 1---`
|
||||
- **SHR_imm**: `0011 100- 0010 1---`
|
||||
|
||||
# SSY
|
||||
`1110 0010 1001 ----`
|
||||
|
||||
Set Synchronization Point.
|
||||
|
||||
# ST
|
||||
`101- ---- ---- ----`
|
||||
|
||||
Store to generic Memory.
|
||||
|
||||
# STG
|
||||
`1110 1110 1101 1---`
|
||||
|
||||
Store to global Memory.
|
||||
|
||||
# STL
|
||||
`1110 1111 0101 0---`
|
||||
|
||||
Store within Local or Shared Window.
|
||||
|
||||
# STP
|
||||
`1110 1110 1010 0---`
|
||||
|
||||
Store to generic Memory and Predicate.
|
||||
|
||||
# STS
|
||||
`1110 1111 0101 1---`
|
||||
|
||||
Store within Local or Shared Window.
|
||||
|
||||
# SUATOM
|
||||
- **SUATOM**: `1110 1010 0--- ----`
|
||||
- **SUATOM_cas**: `1110 1010 1--- ----`
|
||||
|
||||
Atomic Op on Surface Memory.
|
||||
|
||||
# SULD
|
||||
`1110 1011 000- ----`
|
||||
|
||||
Surface Load.
|
||||
|
||||
# SURED
|
||||
`1110 1011 010- ----`
|
||||
|
||||
Reduction Op on Surface Memory.
|
||||
|
||||
# SUST
|
||||
`1110 1011 001- ----`
|
||||
|
||||
Surface Store.
|
||||
|
||||
# SYNC
|
||||
`1111 0000 1111 1---`
|
||||
|
||||
# TEX
|
||||
- **TEX**: `1100 0--- ---- ----`
|
||||
- **TEX_b**: `1101 1110 10-- ----`
|
||||
- **TEXS**: `1101 -00- ---- ----`
|
||||
|
||||
Texture Fetch with scalar/non-vec4 source/destinations.
|
||||
|
||||
# TLD
|
||||
- **TLD**: `1101 1100 ---- ----`
|
||||
- **TLD_b**: `1101 1101 ---- ----`
|
||||
- **TLDS**: `1101 -01- ---- ----`
|
||||
|
||||
Texture Load with scalar/non-vec4 source/destinations.
|
||||
|
||||
# TLD4
|
||||
- **TLD4**: `1100 10-- ---- ----`
|
||||
- **TLD4_b**: `1101 1110 11-- ----`
|
||||
- **TLD4S**: `1101 1111 -0-- ----`
|
||||
|
||||
Texture Load 4 with scalar/non-vec4 source/destinations.
|
||||
|
||||
# TMML
|
||||
- **TMML**: `1101 1111 0101 1---`
|
||||
- **TMML_b**: `1101 1111 0110 0---`
|
||||
|
||||
Texture MipMap Level.
|
||||
|
||||
# TXA
|
||||
`1101 1111 0100 0---`
|
||||
|
||||
# TXD
|
||||
- **TXD**: `1101 1110 00-- ----`
|
||||
- **TXD_b**: `1101 1110 01-- ----`
|
||||
|
||||
Texture Fetch With Derivatives.
|
||||
|
||||
# TXQ
|
||||
- **TXQ**: `1101 1111 0100 1---`
|
||||
- **TXQ_b**: `1101 1111 0101 0---`
|
||||
|
||||
Texture Query.
|
||||
|
||||
# VABSDIFF
|
||||
`0101 0100 ---- ----`
|
||||
|
||||
# VABSDIFF4
|
||||
`0101 0000 0--- ----`
|
||||
|
||||
# VADD
|
||||
`0010 00-- ---- ----`
|
||||
|
||||
# VMAD
|
||||
`0101 1111 ---- ----`
|
||||
|
||||
# VMNMX
|
||||
`0011 101- ---- ----`
|
||||
|
||||
# VOTE
|
||||
- **VOTE**: `0101 0000 1101 1---`
|
||||
- **VOTE_vtg**: `0101 0000 1110 0---`
|
||||
|
||||
Vote Across SIMD Thread Group
|
||||
|
||||
# VSET
|
||||
`0100 000- ---- ----`
|
||||
|
||||
# VSETP
|
||||
`0101 0000 1111 0---`
|
||||
|
||||
# VSHL
|
||||
`0101 0111 ---- ----`
|
||||
|
||||
# VSHR
|
||||
`0101 0110 ---- ----`
|
||||
|
||||
# XMAD
|
||||
- **XMAD_reg**: `0101 1011 00-- ----`
|
||||
- **XMAD_rc**: `0101 0001 0--- ----`
|
||||
- **XMAD_cr**: `0100 111- ---- ----`
|
||||
- **XMAD_imm**: `0011 011- 00-- ----`
|
||||
|
||||
Integer Short Multiply Add.
|
||||
@@ -10,4 +10,6 @@ This contains documentation created by developers. This contains build instructi
|
||||
- **[Debug Guidelines](./Debug.md)**
|
||||
- **[CPM - CMake Package Manager](CPMUtil.md)**
|
||||
- **[Platform-Specific Caveats](Caveats.md)**
|
||||
- **[The NVIDIA SM86 (Maxwell) GPU](./NvidiaGpu.md)**
|
||||
- **[User Handbook](./user)**
|
||||
- **[Release Policy](./ReleasePolicy.md)**
|
||||
|
||||
25
docs/ReleasePolicy.md
Normal file
25
docs/ReleasePolicy.md
Normal file
@@ -0,0 +1,25 @@
|
||||
# Release Policy
|
||||
|
||||
While releases are usually made at the discretion of the team, we feel that establishing a clearer guideline on how those come to be will help expectations when it comes to features and fixes per version.
|
||||
|
||||
## Release candidates
|
||||
|
||||
Every full release is *preceded* by at least, 3 release candidates. The reasoning is that each week of the month, there will be a release candidate, with the "4th one" being the final full release.
|
||||
|
||||
The main expectation is that the release candidates bring both fixes and, sometimes, new features. But not guarantee a regression-free experience.
|
||||
|
||||
The criteria for choosing a date for a release candidate is at discretion, or "perceived necesity" at any given time.
|
||||
|
||||
## Full release
|
||||
|
||||
A full release means there are *no major* leftover regressions, importantly this means that a grand portion of regressions found between release candidates are swept out before declaring a full release. This doesn't mean a full release is regression-free; but we do a best-effort approach to reduce them for end-users.
|
||||
|
||||
The main expectation is that users can safely upgrade from a stable build to another, with no major regressions.
|
||||
|
||||
## Snapshot/rolling release
|
||||
|
||||
While we don't publish rolling releases, we are aware users may compile from source and/or provide binaries to master builds of the project.
|
||||
|
||||
This is mostly fine since we keep master very stable from major hiccups. However sometimes bugs do slip between tests or reviews - so users are advised to keep that in mind.
|
||||
|
||||
We advise that users also read git logs (`git log --oneline`) before recompiling to get a clearer picture of the changes given into the emulator.
|
||||
62
docs/build/Android.md
vendored
62
docs/build/Android.md
vendored
@@ -1,30 +1,37 @@
|
||||
# Note: These build instructions are a work-in-progress.
|
||||
# Android
|
||||
|
||||
## Dependencies
|
||||
|
||||
* [Android Studio](https://developer.android.com/studio)
|
||||
* [NDK 27+ and CMake 3.22.1](https://developer.android.com/studio/projects/install-ndk#default-version)
|
||||
* [Git](https://git-scm.com/download)
|
||||
|
||||
### WINDOWS ONLY - Additional Dependencies
|
||||
* **[Visual Studio 2022 Community](https://visualstudio.microsoft.com/downloads/)** - **Make sure to select "Desktop development with C++" support in the installer. Make sure to update to the latest version if already installed.**
|
||||
* **[Vulkan SDK](https://vulkan.lunarg.com/sdk/home#windows)** - **Make sure to select Latest SDK.**
|
||||
- A convenience script to install the latest SDK is provided in `.ci\windows\install-vulkan-sdk.ps1`.
|
||||
## WINDOWS ONLY - Additional Dependencies
|
||||
|
||||
* **[Visual Studio 2022 Community](https://visualstudio.microsoft.com/downloads/)** - **Make sure to select "Desktop development with C++" support in the installer. Make sure to update to the latest version if already installed.**
|
||||
* **[Vulkan SDK](https://vulkan.lunarg.com/sdk/home#windows)** - **Make sure to select Latest SDK.**
|
||||
* A convenience script to install the latest SDK is provided in `.ci\windows\install-vulkan-sdk.ps1`.
|
||||
|
||||
## Cloning Eden with Git
|
||||
```
|
||||
|
||||
```sh
|
||||
git clone --recursive https://git.eden-emu.dev/eden-emu/eden.git
|
||||
```
|
||||
Eden by default will be cloned into -
|
||||
|
||||
Eden by default will be cloned into:
|
||||
|
||||
* `C:\Users\<user-name>\eden` on Windows
|
||||
* `~/eden` on Linux and macOS
|
||||
|
||||
## Building
|
||||
|
||||
1. Start Android Studio, on the startup dialog select `Open`.
|
||||
2. Navigate to the `eden/src/android` directory and click on `OK`.
|
||||
3. In `Build > Select Build Variant`, select `release` or `relWithDebInfo` as the "Active build variant".
|
||||
4. Build the project with `Build > Make Project` or run it on an Android device with `Run > Run 'app'`.
|
||||
|
||||
## Building with Terminal
|
||||
|
||||
1. Download the SDK and NDK from Android Studio.
|
||||
2. Navigate to SDK and NDK paths.
|
||||
3. Then set ANDROID_SDK_ROOT and ANDROID_NDK_ROOT in terminal via
|
||||
@@ -38,7 +45,44 @@ Eden by default will be cloned into -
|
||||
Remember to have a Java SDK installed if not already, on Debian and similar this is done with `sudo apt install openjdk-17-jdk`.
|
||||
|
||||
### Script
|
||||
A convenience script for building is provided in `.ci/android/build.sh`. The built APK can be put into an `artifacts` directory via `.ci/android/package.sh`. On Windows, these must be done in the Git Bash or MinGW terminal.
|
||||
|
||||
A convenience script for building is provided in `.ci/android/build.sh`. On Windows, this must be run in Git Bash or MSYS2. This script provides the following options:
|
||||
|
||||
```txt
|
||||
Usage: build.sh [-c|--chromeos] [-t|--target FLAVOR] [-b|--build-type BUILD_TYPE]
|
||||
[-h|--help] [-r|--release] [extra options]
|
||||
|
||||
Build script for Android.
|
||||
Associated variables can be set outside the script,
|
||||
and will apply both to this script and the packaging script.
|
||||
bool values are "true" or "false"
|
||||
|
||||
Options:
|
||||
-c, --chromeos Build for ChromeOS (x86_64) (variable: CHROMEOS, bool)
|
||||
Default: false
|
||||
-r, --release Enable update checker. If set, sets the DEVEL bool variable to false.
|
||||
By default, DEVEL is true.
|
||||
-t, --target <FLAVOR> Build flavor (variable: TARGET)
|
||||
Valid values are: legacy, optimized, standard
|
||||
Default: standard
|
||||
-b, --build-type <TYPE> Build type (variable: TYPE)
|
||||
Valid values are: Release, RelWithDebInfo, Debug
|
||||
Default: Debug
|
||||
|
||||
Extra arguments are passed to CMake (e.g. -DCMAKE_OPTION_NAME=VALUE)
|
||||
Set the CCACHE variable to "true" to enable build caching.
|
||||
The APK and AAB will be output into "artifacts".
|
||||
```
|
||||
|
||||
Examples:
|
||||
|
||||
* Build legacy release with update checker for ChromeOS:
|
||||
* `.ci/android/build.sh -c -r -t legacy`
|
||||
* Build standard release with debug info without update checker for phones:
|
||||
* `.ci/android/build.sh -b RelWithDebInfo`
|
||||
* Build optimized release with update checker:
|
||||
* `.ci/android/build.sh -r -t optimized`
|
||||
|
||||
### Additional Resources
|
||||
https://developer.android.com/studio/intro
|
||||
|
||||
<https://developer.android.com/studio/intro>
|
||||
|
||||
162
docs/user/AddEdenToSRM.md
Normal file
162
docs/user/AddEdenToSRM.md
Normal file
@@ -0,0 +1,162 @@
|
||||
# Importing Eden into Steam with Steam Rom Manager
|
||||
|
||||
Use this when you want to import the Eden AppImage into your Steam Library along with artwork using *Steam ROM Manager.*
|
||||
|
||||
**Click [Here](https://evilperson1337.notion.site/Importing-Eden-into-Steam-with-Steam-Rom-Manager-2b757c2edaf68054851bc287b6382cb5) for a version of this guide with images & visual elements.**
|
||||
|
||||
---
|
||||
|
||||
### Pre-Requisites
|
||||
|
||||
- Eden set up and configured
|
||||
- Internet Connection
|
||||
- Comfort Accessing and Navigating SteamOS Desktop Mode
|
||||
|
||||
---
|
||||
|
||||
## Steps
|
||||
|
||||
### Initial Setup
|
||||
|
||||
1. Press the **STEAM** button and then go to *Power → Switch to Desktop* to enter the Desktop mode.
|
||||
|
||||
2. Install ***Steam ROM Manager*** (if needed), there are 2 ways you can accomplish this, either manually or through [*EmuDeck*](https://www.emudeck.com/#downloads).
|
||||
|
||||
---
|
||||
|
||||
### Manual Installation
|
||||
|
||||
1. Open the *Discover Store* and search for *Steam ROM Manager.*
|
||||
2. Select the **Install** button to install the program.
|
||||
|
||||
---
|
||||
|
||||
### Installing Through *EmuDeck*
|
||||
|
||||
<aside>
|
||||
|
||||
***NOTE***: This assumes you have already set up EmuDeck, if not - just run through the guided installation and select *Steam ROM Manager* as one of the options.
|
||||
|
||||
</aside>
|
||||
|
||||
1. Open **EmuDeck**, then navigate to *Manage Emulators.*
|
||||
2. Scroll down to the bottom of the page to the *Manage your Tools & Frontends* section. Click **Steam ROM Manager**.
|
||||
3. Click the **Install** button on the right hand side to install it.
|
||||
|
||||
---
|
||||
|
||||
### Adding Eden into *Steam ROM Manager*
|
||||
|
||||
### EmuDeck Users
|
||||
|
||||
EmuDeck will automatically create an *Emulators - Emulators* parser for ***Steam ROM Manager*** that uses shell scripts to launch them. We will follow this convention.
|
||||
|
||||
1. In the file explorer go to your **EmuDeck installation folder → tools → launchers**
|
||||
2. Right-Click some empty space and hit **Create New → Text File,** call this new file ***eden.sh*** instead of ***Text File.txt***
|
||||
3. Right-Click the ***eden.sh*** file you created and hit ***Open with Kate***.
|
||||
4. Paste the following code into the contents of the file, save and close the file.
|
||||
|
||||
```bash
|
||||
#!/bin/bash
|
||||
emuName="eden" #parameterize me
|
||||
|
||||
. "$HOME/.config/EmuDeck/backend/functions/all.sh"
|
||||
emulatorInit "$emuName"
|
||||
|
||||
# find full path to emulator appimage
|
||||
appimage=$(find "$emusFolder" -iname "${emuName}*.AppImage" -print -quit 2>/dev/null)
|
||||
|
||||
# make sure the appimage is executable
|
||||
chmod +x "$appimage"
|
||||
set -- "$appimage" "$@"
|
||||
|
||||
echo "Launching ${emuName} with:" "$@"
|
||||
"$@"
|
||||
|
||||
cloud_sync_uploadForced
|
||||
rm -rf "$savesPath/.gaming"
|
||||
```
|
||||
|
||||
5. Open a terminal in the directory containing the ***eden.sh*** file and run the following command to make it executable.
|
||||
|
||||
```bash
|
||||
chmod u+x ./eden.sh
|
||||
```
|
||||
|
||||
6. Proceed to the Adding the Emulator section
|
||||
|
||||
---
|
||||
|
||||
### Non-EmuDeck Users
|
||||
|
||||
We will need to create a new parser for the Emulators. Unlike with the EmuDeck model, we will have the parser look for AppImages.
|
||||
|
||||
<aside>
|
||||
|
||||
***TIP***: In order to ensure that the matches occur correctly, it is recommended that you name the Eden Appimage as ***eden.AppImage***, rather than what it downloads as.
|
||||
|
||||
</aside>
|
||||
|
||||
1. Open *Steam ROM Manager* and choose **Create Parser**.
|
||||
|
||||
<aside>
|
||||
|
||||
***TIP***: You may need to go to **Settings → Theme** and set it to *Classic* to view this option.
|
||||
|
||||
</aside>
|
||||
|
||||
2. Add the following settings to create the parser.
|
||||
|
||||
1. Basic Configuration
|
||||
1. **Parser Type**: *Blob*
|
||||
2. **Parser Title**: *Emulators - Emulators*
|
||||
3. **Steam Directory**: *${steamdirglobal}*
|
||||
4. **User Accounts**: *Global*
|
||||
5. **ROMs Directory**: <path to directory containing eden AppImage>
|
||||
6. **Steam Collections**: *Emulation* (OPTIONAL)
|
||||
2. Parser Specific Configuration
|
||||
1. **Search Glob**: *${title}@(.AppImage|.APPIMAGE|.appimage)*
|
||||
3. Executable Configuration
|
||||
1. **Executable Modifier**: *"${exePath}”*
|
||||
4. Title Modification Configuration
|
||||
1. **Title Modifier**: *${fuzzyTitle}*
|
||||
|
||||
3. Hit the **Test** button to ensure your emulator AppImages.
|
||||
4. Hit **Save** to save the Parser.
|
||||
|
||||
---
|
||||
|
||||
### Adding Eden to Steam
|
||||
|
||||
Now that we have the parser or shell script created, we can actually add it to Steam.
|
||||
|
||||
1. Open *Steam ROM Manager* if it is not already open.
|
||||
2. Toggle the **Emulators - Emulators** parser on and hit ***Add Games*** in the top left.
|
||||
3. Click **Parse** to identify the emulators.
|
||||
4. Make sure all your emulators are showing up and have the right matches.
|
||||
|
||||
---
|
||||
|
||||
### Correcting a Mismatch
|
||||
|
||||
If the emulator is not identified correctly, you may need to tell *Steam ROM Manager* what the game is manually.
|
||||
|
||||
1. Hover over the emulator card and click the magnifying glass icon. Here it incorrectly identified *Eden* as a game by a similar name. **
|
||||
2. Search for *Eden Emulator* on the *Search SteamGridDB* section and scroll through the results, selecting the one you want.
|
||||
3. Ensure the *Name* and *Game ID* update in the **Per-App Exceptions** and press **Save and close**. The game should now update.
|
||||
|
||||
---
|
||||
|
||||
### Excluding Matches
|
||||
|
||||
You may want to tell Steam ROM Manager to ignore some files that it finds in the directory. This is how you do so.
|
||||
|
||||
1. Hit the **Exclude Games** button in the bottom right.
|
||||
2. Deselect the game you want to exclude, the poster artwork should go dim and the **Number Excluded** number should increment up. Repeat with any other exclusions you want to add.
|
||||
3. Hit **Save Excludes** when you are happy with your selections.
|
||||
|
||||
---
|
||||
|
||||
5. The program will now start writing the entries into the Steam Library. You should get pop up notifications of the progress, but you can monitor the progress by selecting the **Log** on the left-hand side if needed.
|
||||
6. Restart Steam to have the changes take effect. Check your library to ensure that your games are there, in a category if you defined one in the parser.
|
||||
7. Try to launch the Emulator from Steam and ensure everything is working. You are now good to go.
|
||||
100
docs/user/AddGamesToSRM.md
Normal file
100
docs/user/AddGamesToSRM.md
Normal file
@@ -0,0 +1,100 @@
|
||||
# Importing Games into Steam with Steam Rom Manager
|
||||
|
||||
Use this when you want to import your games inside Eden into Steam to launch with artwork from Steam Game Mode without needing to launch Eden first.
|
||||
|
||||
**Click [Here](https://evilperson1337.notion.site/Importing-Games-into-Steam-with-Steam-Rom-Manager-2b757c2edaf680d7a491c92b138f1fcc) for a version of this guide with images & visual elements.**
|
||||
|
||||
---
|
||||
|
||||
### Pre-Requisites
|
||||
|
||||
- Steam Deck Set up and Configured
|
||||
- Eden set up and Configured
|
||||
- Internet Access
|
||||
|
||||
---
|
||||
|
||||
## Steps
|
||||
|
||||
1. Press the **STEAM** button and then go to *Power → Switch to Desktop* to enter the Desktop mode.
|
||||
|
||||
1. Install ***Steam ROM Manager***, there are 2 ways you can accomplish this, either manually or through [*EmuDeck*](https://www.emudeck.com/#downloads).
|
||||
|
||||
---
|
||||
|
||||
### Manual Installation
|
||||
|
||||
1. Open the *Discover Store* and search for *Steam ROM Manager.*
|
||||
2. Select the **Install** button to install the program.
|
||||
|
||||
---
|
||||
|
||||
### Installing Through *EmuDeck*
|
||||
|
||||
<aside>
|
||||
|
||||
***NOTE***: This assumes you have already set up EmuDeck, if not - just run through the guided installation and select *Steam ROM Manager* as one of the options.
|
||||
|
||||
</aside>
|
||||
|
||||
1. Open **EmuDeck**, then navigate to *Manage Emulators.*
|
||||
2. Scroll down to the bottom of the page to the *Manage your Tools & Frontends* section. Click **Steam ROM Manager**.
|
||||
|
||||
3. Click the **Install** button on the right hand side to install it.
|
||||
|
||||
---
|
||||
|
||||
2. Open the Start Menu and Launch ***Steam ROM Manager***
|
||||
|
||||
1. The program will now launch and show you a window with parsers.
|
||||
|
||||
<aside>
|
||||
|
||||
***TIP***: Your layout may look different depending on how you installed *Steam ROM Manager*. You may need to go to **Settings → Theme** and change it to *Classic* to follow along.
|
||||
|
||||
</aside>
|
||||
|
||||
2. Switch off all Parsers by hitting the *Toggle Parsers* switch.
|
||||
3. Scroll down the list on the left-hand side and look for a parser called *Nintendo Switch - Eden* and switch it on. This parser may not exist depending on how you installed *Steam ROM Manager* (EmuDeck creates it for you). Follow these steps to create it if it is missing.
|
||||
|
||||
---
|
||||
### Creating the Eden Parser
|
||||
|
||||
1. Select Create Parser and in the *Community Presets* option look for **Nintendo Switch - Yuzu**.
|
||||
2. Change the **Parser title** from *Nintendo Switch - Yuzu* to *Nintendo Switch - Eden.*
|
||||
3. Hit the **Browse** option under the *ROMs directory* section. Select the directory containing your Switch ROMs.
|
||||
4. Under *Steam collections*, you can add a Steam category name. This just organizes the games under a common category in your Steam Library, this is optional but recommended.
|
||||
5. Scroll down slightly to the **Executable Configuration → Executable**, select **Browse** and select the Eden AppImage.
|
||||
6. Leave everything else the same and hit **Save** to save the parser.
|
||||
---
|
||||
|
||||
4. Click the Eden parser to view the options on the right, select **Test** at the bottom of the screen to ensure that *Steam ROM Manager* detects your games correctly.
|
||||
1. *Steam ROM Manager* will start to scan the specified ROMs directory and match them to games. Look over the results to ensure they are accurate. If you do not see any entries - check your parsers ROMs directory field.
|
||||
1. When you are happy with the results, click the **Add Games** → **Parse** to start the actual Parsing.
|
||||
1. The program will now identify the games and pull artwork from [*SteamGridDB*](https://www.steamgriddb.com/).
|
||||
2. Review the game matches and ensure everything is there.
|
||||
|
||||
---
|
||||
|
||||
### Correcting a Mismatch
|
||||
|
||||
If the game is not identified correctly, you may need to tell *Steam ROM Manager* what the game is manually.
|
||||
|
||||
1. Hover over the game card and click the magnifying glass icon.
|
||||
2. Search for the game on the *Search SteamGridDB* section and scroll through the results, selecting the one you want.
|
||||
3. Ensure the *Name* and *Game ID* update in the **Per-App Exceptions** and press **Save and close**. The game should now update.
|
||||
|
||||
---
|
||||
|
||||
### Excluding Matches
|
||||
|
||||
You may want to tell Steam ROM Manager to ignore some files (updates/DLC/etc.) that it finds in the directory. This is how you do so.
|
||||
|
||||
1. Hit the **Exclude Games** button in the bottom right.
|
||||
2. Deselect the game you want to exclude, the poster artwork should go dim and the **Number Excluded** number should increment up. Repeat with any other exclusions you want to add.
|
||||
3. Hit **Save Excludes** when you are happy with your selections.
|
||||
---
|
||||
3. When you are happy with the results, select **Save to Steam** to save the results.
|
||||
1. The program will now start writing the entries into the Steam Library. You should get pop up notifications of the progress, but you can monitor the progress by selecting the **Log** on the left-hand side if needed.
|
||||
2. Restart Steam to have the changes take effect. Check your library to ensure that your games are there, in a category if you defined one in the parser.
|
||||
3. Try to launch a game and ensure everything is working. You are now good to go.
|
||||
154
docs/user/AddingBooleanToggles.md
Normal file
154
docs/user/AddingBooleanToggles.md
Normal file
@@ -0,0 +1,154 @@
|
||||
# User Handbook - Adding Boolean Settings Toggles
|
||||
|
||||
> [!WARNING]
|
||||
> This guide is intended for developers ONLY. If you are not a developer, this likely irrelevant to yourself.
|
||||
>
|
||||
> If you want to add temporary toggles, please refer to **[Adding Debug Knobs](AddingDebugKnobs.md)**
|
||||
|
||||
This guide will walk you through adding a new boolean toggle setting to Eden's configuration across both Qt's (PC) and Kotlin's (Android) UIs.
|
||||
|
||||
## Index
|
||||
|
||||
1. [Step 1 - src/common/settings](#step-1-src-common-settings)
|
||||
2. [Qt's (PC) Steps](#qt-pc-steps)
|
||||
|
||||
* [Step 2 - src/qt_common/config/shared_translation.cpp](#step-2-src-qt_common-config-shared_translation-cpp)
|
||||
3. [ Kotlin's (Android) Steps](#android-steps)
|
||||
|
||||
* [Step 3 - BooleanSetting.kt](#step-3-src-android-app-src-main-java-org-yuzu-yuzu_emu-features-settings-model-booleansetting-kt)
|
||||
* [Step 4 - SettingsItem.kt](#step-4-src-android-app-src-main-java-org-yuzu-yuzu_emu-features-settings-model-view-settingsitem-kt)
|
||||
* [Step 5 - SettingsFragmentPresenter.kt](#step-5-src-android-app-src-main-java-org-yuzu-yuzu_emu-features-settings-ui-settingsfragmentpresenter-kt)
|
||||
* [Step 6 - strings.xml](#step-6-src-android-app-src-main-res-values-strings-xml)
|
||||
4. [Step 7 - Use Your Toggle](#step-7-use-your-toggle)
|
||||
5. [Best Practices](#best-practices)
|
||||
|
||||
---
|
||||
|
||||
## Step 1 - src/common/settings.
|
||||
|
||||
Firstly add your desired toggle inside `setting.h`,
|
||||
Example:
|
||||
|
||||
```
|
||||
SwitchableSetting<bool> your_setting_name{linkage, false, "your_setting_name", Category::RendererExtensions};
|
||||
```
|
||||
|
||||
NOTE - If you wish for your toggle to be on by default then change `false` to `true` after `linkage,`.
|
||||
|
||||
### Remember to add your toggle to the appropriate category, for example:
|
||||
|
||||
Common Categories:
|
||||
|
||||
* Category::Renderer
|
||||
* Category::RendererAdvanced
|
||||
* Category::RendererExtensions
|
||||
* Category::System
|
||||
* Category::Core
|
||||
|
||||
---
|
||||
|
||||
## Qt (PC) Steps
|
||||
|
||||
### Step 2 - src/qt_common/config/shared_translation.cpp
|
||||
|
||||
Now you can add the toggle to the QT (PC) UI inside `shared_translation.cpp`,
|
||||
Find where you wish for it to appear and place it there.
|
||||
Example:
|
||||
|
||||
```
|
||||
INSERT(Settings,
|
||||
your_setting_name,
|
||||
tr("Your Setting Display Name"),
|
||||
tr("Detailed description of what this setting does.\n"
|
||||
"You can use multiple lines.\n"
|
||||
"Explain any caveats or requirements."));
|
||||
```
|
||||
|
||||
### Make sure to:
|
||||
|
||||
* Keep display naming consistant
|
||||
* Put detailed info in the description
|
||||
* Use `\n` for line breaks in descriptions
|
||||
|
||||
---
|
||||
|
||||
## Android Steps
|
||||
|
||||
### Step 3 - src/android/app/src/main/java/org/yuzu/yuzu_emu/features/settings/model/BooleanSetting.kt
|
||||
|
||||
Now add it inside `BooleanSetting.kt` where it should be in the settings.
|
||||
Example:
|
||||
|
||||
```
|
||||
RENDERER_YOUR_SETTING_NAME("your_setting_name"),
|
||||
```
|
||||
|
||||
Remember to make sure the naming of the prefix matches the desired category.
|
||||
|
||||
### Step 4 - src/android/app/src/main/java/org/yuzu/yuzu_emu/features/settings/model/view/SettingsItem.kt
|
||||
|
||||
Now you may add the toggle to the Kotlin (Android) UI inside `SettingsItem.kt`.
|
||||
Example:
|
||||
|
||||
```
|
||||
put(
|
||||
SwitchSetting(
|
||||
BooleanSetting.RENDERER_YOUR_SETTING_NAME,
|
||||
titleId = R.string.your_setting_name,
|
||||
descriptionId = R.string.your_setting_name_description
|
||||
)
|
||||
)
|
||||
```
|
||||
|
||||
### Step 5 - src/android/app/src/main/java/org/yuzu/yuzu_emu/features/settings/ui/SettingsFragmentPresenter.kt
|
||||
|
||||
Now add your setting to the correct location inside `SettingsFragmentPresenter.kt` within the right category.
|
||||
Example:
|
||||
|
||||
```
|
||||
add(BooleanSetting.RENDERER_YOUR_SETTING_NAME.key)
|
||||
```
|
||||
|
||||
Remember, placing matters! Settings appear in the order of where you add them.
|
||||
|
||||
### Step 6 - src/android/app/src/main/res/values/strings.xml
|
||||
|
||||
Now add your setting and description to `strings.xml` in the appropriate place.
|
||||
Example:
|
||||
|
||||
```
|
||||
<string name="your_setting_name">Your Setting Display Name</string>
|
||||
<string name="your_setting_name_description">Detailed description of what this setting does. Explain any caveats, requirements, or warnings here.</string>
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Step 7 - Use Your Toggle!
|
||||
|
||||
Now the UI part is done find a place in the code for the toggle,
|
||||
And use it to your heart's desire!
|
||||
Example:
|
||||
|
||||
```
|
||||
const bool your_value = Settings::values.your_setting_name.GetValue();
|
||||
|
||||
if (your_value) {
|
||||
// Do something when enabled
|
||||
}
|
||||
```
|
||||
|
||||
If you wish to do something only when the toggle is disabled,
|
||||
Use `if (!your_value) {` instead of `if (your_value) {`.
|
||||
|
||||
---
|
||||
|
||||
## Best Practices
|
||||
|
||||
* Naming - Use clear, descriptive names. Something for both the devs and the users.
|
||||
* Defaults - Choose safe default values (usually false for new features).
|
||||
* Documentation - Write clear descriptions explaining when and why to use the setting.
|
||||
* Categories - Put settings in the appropriate category.
|
||||
* Order - Place related settings near each other.
|
||||
* Testing - Always test on both PC and Android before committing when possible.
|
||||
|
||||
### Thank you for reading, I hope this guide helped you making your toggle!
|
||||
119
docs/user/AddingDebugKnobs.md
Normal file
119
docs/user/AddingDebugKnobs.md
Normal file
@@ -0,0 +1,119 @@
|
||||
# User Handbook - Adding Debug Knobs
|
||||
|
||||
Debug Knobs is a 16-bit integer setting (`debug_knobs`) in the Eden Emulator that serves as a bitmask for gating various testing and debugging features. This allows developers and advanced users to enable or disable specific debug behaviors without requiring deploying of complete but temporary toggles.
|
||||
|
||||
The setting ranges from 0 to 65535 (0x0000 to 0xFFFF), where each bit represents a different debug feature flag.
|
||||
|
||||
## Index
|
||||
|
||||
1. [Advantages](#advantages)
|
||||
2. [Usage](#usage)
|
||||
|
||||
* [Accessing Debug Knobs (dev side)](#accessing-debug-knobs-dev-side)
|
||||
* [Setting Debug Knobs (user side)](#setting-debug-knobs-user-side)
|
||||
* [Bit Manipulation Examples](#bit-manipulation-examples)
|
||||
3. [Examples](#examples)
|
||||
|
||||
* [Example 1: Conditional Debug Logging](#example-1-conditional-debug-logging)
|
||||
* [Example 2: Performance Tuning](#example-2-performance-tuning)
|
||||
* [Example 3: Feature Gating](#example-3-feature-gating)
|
||||
4. [Best Practices](#best-practices)
|
||||
|
||||
---
|
||||
|
||||
## Advantages
|
||||
|
||||
The main advantage is to avoid deploying new disposable toggles (those made only for testing stage, and are disposed once new feature gets good to merge). This empowers devs to be free of all frontend burocracy and hassle of new toggles.
|
||||
|
||||
Common advantages recap:
|
||||
|
||||
* **Fine-Grained Control**: Enable or disable up to 16 individual debug features independently using bit manipulation on a single build
|
||||
* **Runtime Configuration**: Change debug behavior at runtime the same way as new toggles would do
|
||||
* **Safe incremental development**: New debug features can be added while impact can be isolated from previous deployments
|
||||
|
||||
## Usage
|
||||
|
||||
### Accessing Debug Knobs (dev side)
|
||||
|
||||
Use the `Settings::getDebugKnobAt(u8 i)` function to check if a specific bit is set:
|
||||
|
||||
```cpp
|
||||
#include "common/settings.h"
|
||||
|
||||
// Check if bit 0 is set
|
||||
bool feature_enabled = Settings::getDebugKnobAt(0);
|
||||
|
||||
// Check if bit 15 is set
|
||||
bool another_feature = Settings::getDebugKnobAt(15);
|
||||
```
|
||||
|
||||
The function returns `true` if the specified bit (0-15) is set in the `debug_knobs` value, `false` otherwise.
|
||||
|
||||
### Setting Debug Knobs (user side)
|
||||
|
||||
Developers must inform which knobs are tied to each functionality to be tested.
|
||||
|
||||
The debug knobs value can be set through:
|
||||
|
||||
1. **Desktop UI**: In the Debug configuration tab, there's a spinbox for "Debug knobs" (0-65535)
|
||||
2. **Android UI**: Available as an integer setting in the Debug section
|
||||
3. **Configuration Files**: Set the `debug_knobs` value in the emulator's configuration
|
||||
|
||||
### Bit Manipulation Examples
|
||||
|
||||
To enable specific features, calculate the decimal value by setting the appropriate bits:
|
||||
|
||||
* **Enable only bit 0**: Value = 1 (2^0)
|
||||
* **Enable only bit 1**: Value = 2 (2^1)
|
||||
* **Enable bits 0 and 1**: Value = 3 (2^0 + 2^1)
|
||||
* **Enable bit 15**: Value = 32768 (2^15)
|
||||
|
||||
## Examples
|
||||
|
||||
### Example 1: Conditional Debug Logging
|
||||
|
||||
```cpp
|
||||
void SomeFunction() {
|
||||
if (Settings::getDebugKnobAt(0)) {
|
||||
LOG_DEBUG(Common, "Debug feature 0 is enabled");
|
||||
// Additional debug code here
|
||||
}
|
||||
|
||||
if (Settings::getDebugKnobAt(1)) {
|
||||
LOG_DEBUG(Common, "Debug feature 1 is enabled");
|
||||
// Different debug behavior
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Example 2: Performance Tuning
|
||||
|
||||
```cpp
|
||||
bool UseOptimizedPath() {
|
||||
// Skip optimization if debug bit 2 is set for testing
|
||||
return !Settings::getDebugKnobAt(2);
|
||||
}
|
||||
```
|
||||
|
||||
### Example 3: Feature Gating
|
||||
|
||||
```cpp
|
||||
void ExperimentalFeature() {
|
||||
static constexpr u8 EXPERIMENTAL_FEATURE_BIT = 3;
|
||||
|
||||
if (!Settings::getDebugKnobAt(EXPERIMENTAL_FEATURE_BIT)) {
|
||||
// Fallback to stable implementation
|
||||
StableImplementation();
|
||||
return;
|
||||
}
|
||||
|
||||
// Experimental implementation
|
||||
ExperimentalImplementation();
|
||||
}
|
||||
```
|
||||
|
||||
## Best Practices
|
||||
|
||||
* This setting is intended for development and testing purposes only
|
||||
* Knobs must be unwired before PR creation
|
||||
* The setting is per-game configurable, allowing different debug setups for different titles
|
||||
20
docs/user/AlterDateTime.md
Normal file
20
docs/user/AlterDateTime.md
Normal file
@@ -0,0 +1,20 @@
|
||||
# Setting a Custom Date/Time in Eden
|
||||
|
||||
Use this guide whenever you want to modify the Date or Time that Eden reports to games. This can be useful for modifying RNG elements, skipping wait times in games, etc.
|
||||
|
||||
**Click [Here](https://evilperson1337.notion.site/Setting-a-Custom-Date-Time-in-Eden-2b357c2edaf680acb8d4e63ccc126564) for a version of this guide with images & visual elements.**
|
||||
|
||||
---
|
||||
|
||||
### Pre-Requisites
|
||||
|
||||
- Eden set up and fully configured
|
||||
|
||||
---
|
||||
|
||||
## Steps
|
||||
|
||||
1. Navigate to *Emulation → Configure*.
|
||||
2. Click on the **System** item on the left-hand side navigation, then check the *Custom RTC Date* box.
|
||||
3. The Date/Time option now becomes editable. Set it to the value you want and hit **OK**.
|
||||
4. GREAT SCOTT! We have time traveled! You can of course go forward or backward in time (as long as it is not before the year 1970) and your game should update accordingly (e.g. certain *Super Mario Odyssey* moons that take time for flowers to grow will now be fully grown.).
|
||||
22
docs/user/CommandLine.md
Normal file
22
docs/user/CommandLine.md
Normal file
@@ -0,0 +1,22 @@
|
||||
# User Handbook - Command Line
|
||||
|
||||
There are two main applications, an SDL2 based app (`eden-cli`) and a Qt based app (`eden`); both accept command line arguments.
|
||||
|
||||
## eden
|
||||
- `./eden <path>`: Running with a single argument and nothing else, will make the emulator look for the given file and load it, this behaviour is similar to `eden-cli`; allows dragging and dropping games into the application.
|
||||
- `-g <path>`: Alternate way to specify what to load, overrides. However let it be noted that arguments that use `-` will be treated as options/ignored, if your game, for some reason, starts with `-`, in order to safely handle it you may need to specify it as an argument.
|
||||
- `-f`: Use fullscreen.
|
||||
- `-u <number>`: Select the index of the user to load as.
|
||||
- `-qlaunch`: Launch QLaunch.
|
||||
- `-setup`: Launch setup applet.
|
||||
|
||||
## eden-cli
|
||||
- `--debug/-d`: Enter debug mode, allow gdb stub at port `1234`
|
||||
- `--config/-c`: Specify alternate configuration file.
|
||||
- `--fullscreen/-f`: Set fullscreen.
|
||||
- `--help/-h`: Display help.
|
||||
- `--game/-g`: Specify the game to run.
|
||||
- `--multiplayer/-m`: Specify multiplayer options.
|
||||
- `--program/-p`: Specify the program arguments to pass (optional).
|
||||
- `--user/-u`: Specify the user index.
|
||||
- `--version/-v`: Display version and quit.
|
||||
49
docs/user/ControllerProfiles.md
Normal file
49
docs/user/ControllerProfiles.md
Normal file
@@ -0,0 +1,49 @@
|
||||
# Configuring Controller Profiles
|
||||
|
||||
Use this guide for when you want to configure specific controller settings to be reused.
|
||||
|
||||
**Click [Here](https://evilperson1337.notion.site/Configuring-Controller-Profiles-2be57c2edaf680eabc3ac8c333ec75c4) for a version of this guide with images & visual elements.**
|
||||
|
||||
---
|
||||
|
||||
### Pre-Requisites
|
||||
|
||||
- Eden Set Up and Configured
|
||||
|
||||
---
|
||||
|
||||
### Steps
|
||||
1. Launch Eden and wait for it to load.
|
||||
2. Navigate to *Emulation > Configure…*
|
||||
3. Select **Controls** from the left-hand menu and configure your controller for the way you want it to be in game.
|
||||
4. Select **New** and enter a name for the profile in the box that appears. Press **OK** to save the profile settings.
|
||||
5. Select **OK** to close the settings menu.
|
||||
|
||||
## Setting Controller Profiles By Game
|
||||
|
||||
Use this guide when you want to set up specific controller profiles for specific games. This can be useful for certain games like *Captain Toad Treasure Tracker* where a blue dot appears in the middle of the screen when you have docked mode enabled, but not handheld mode.
|
||||
|
||||
**Click [Here](https://evilperson1337.notion.site/Setting-Controller-Profiles-By-Game-2b057c2edaf681658a57f0c199cb6083) for a version of this guide with images & visual elements.**
|
||||
|
||||
---
|
||||
|
||||
### Pre-Requisites
|
||||
|
||||
- Eden Emulator set up and fully configured
|
||||
- Controller Profile Created
|
||||
- See [*Configuring Controller Profiles*](./ControllerProfiles.md) for instructions on how to do this if needed.
|
||||
|
||||
---
|
||||
|
||||
### Steps
|
||||
|
||||
1. *Right-Click* the game you want to apply the profile to in the main window and select **Properties.**
|
||||
2. Navigate to the **Input Profiles** tab in the window that appears. Drop down on *Player 1 profile* (or whatever player profile you want to apply it to) and select the profile you want.
|
||||
|
||||
<aside>
|
||||
|
||||
***NOTE***: You may have to resize the window to see all tabs, or press the arrows by the tabs to see **Input Profiles**.
|
||||
|
||||
</aside>
|
||||
1. Click **OK** to apply the profile mapping.
|
||||
2. Launch the game and confirm that the profile is applied, regardless of what the global configuration is.
|
||||
@@ -43,6 +43,12 @@ Various graphical filters exist - each of them aimed at a specific target/image
|
||||
- **Pros**: Offers decent pixel-art upscaling.
|
||||
- **Cons**: Only works for pixel-art.
|
||||
|
||||
### Anisotropy values
|
||||
|
||||
The anisotropy value is (value game wants + the set value); **Default** will use the native anisotropy value as it would be on hardware. **Automatic** sets it according to screen resolution. Turning off anisotropy is not recommended as it can break a myriad of games, however it is provided in the name of flexibility.
|
||||
|
||||
Values from x2, x4, x8, x16, x32 up to x64 values are provided. This should be enough to not need to revise those values in my lifetime ever again.
|
||||
|
||||
### External
|
||||
|
||||
While stock shaders offer a basic subset of options for most users, programs such as [ReShade](https://github.com/crosire/reshade) offer a more flexible experience. In addition to that users can also seek out modifications (mods) for enhancing visual experience (60 FPS mods, HDR, etc).
|
||||
@@ -84,3 +90,22 @@ The OpenGL backend would invoke behaviour that would result in swarst/LLVMpipe w
|
||||
### HaikuOS compatibility
|
||||
|
||||
HaikuOS bundles a Mesa library that doesn't support full core OpenGL 4.6 (required by the emulator). This leads to HaikuOS being one of the few computer platforms where Vulkan is the only available option for users. If OpenGL is desired, Mesa has to be built manually from source. For debugging purpouses `lavapipe` is recommended over the GPU driver; there is in-kernel support for NVIDIA cards through.
|
||||
|
||||
### Fixes for Windows 10 and above having "Device loss"
|
||||
|
||||
Run the following batch script *inside* the Eden folder:
|
||||
```cmd
|
||||
@echo off
|
||||
pushd "%~dp0"
|
||||
if exist "%temp%\FixFullScreen.reg" (
|
||||
del %temp%\FixFullScreen.reg
|
||||
)
|
||||
set str_path="%cd:\=\\%\\eden.exe"
|
||||
echo Windows Registry Editor Version 5.00 >> %temp%\FixFullScreen.reg
|
||||
echo. >> %temp%\FixFullScreen.reg
|
||||
echo [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\AppCompatFlags\Layers] >> %temp%\FixFullScreen.reg
|
||||
echo %str_path%="~ DISABLEDXMAXIMIZEDWINDOWEDMODE HIGHDPIAWARE" >> %temp%\FixFullScreen.reg
|
||||
regedit /s %temp%\FixFullScreen.reg
|
||||
del %temp%\FixFullScreen.reg
|
||||
exit /b
|
||||
```
|
||||
|
||||
29
docs/user/GyroControls.md
Normal file
29
docs/user/GyroControls.md
Normal file
@@ -0,0 +1,29 @@
|
||||
# Getting Gyro/Motion Controls Working on Steam Deck
|
||||
Use this guide when you want to use the Steam Deck's native gyro functionality for motion controls in Eden.
|
||||
|
||||
**Click [Here](https://evilperson1337.notion.site/Getting-Gyro-Motion-Controls-Working-on-Steam-Deck-2b057c2edaf681a1aaade35db6e0fd1b) for a version of this guide with images & visual elements.**
|
||||
|
||||
## Steamdeck
|
||||
|
||||
### Pre-Requisites
|
||||
|
||||
- Steam Deck Set up and Configured
|
||||
- Eden set up and Configured
|
||||
- Internet Access
|
||||
|
||||
---
|
||||
|
||||
### Steps
|
||||
|
||||
1. Go into Steam Deck's Desktop Mode, and use the shortcut to launch EmuDeck.
|
||||
2. Install [SteamDeckGyroDSU](https://github.com/kmicki/SteamDeckGyroDSU/releases) by going to *3rd Party Tools > Gyroscope* and clicking **Install.**
|
||||
a. Alternatively you can install [SteamDeckGyroDSU](https://github.com/kmicki/SteamDeckGyroDSU/releases) manually following the GitHub page instructions.
|
||||
3. Upon completion of the installation. You will need to reboot your Steam Deck. Do so before continuing on.
|
||||
4. Go back into the Steam Deck Desktop Mode and open the Dolphin File Explorer.
|
||||
5. Navigate to the following directory to see you controller configuration: `/home/deck/.config/Eden`
|
||||
6. *Right-Click* the **qt-config.ini** file and open it with ***Kate***
|
||||
7. Look for the following line: `player_0_motionleft=[empty]`.
|
||||
8. Change the line to now say: `player_0_motionleft="motion:0,pad:0,port:26760,guid:0000000000000000000000007f000001,engine:cemuhookudp"`
|
||||
9. Save the file and open Eden.
|
||||
10. Launch a compatible title, like *The Legend of Zelda: Breath of the Wild*.
|
||||
11. Test the gyro capabilities, for the above mentioned title, it is accessed by holding down the **R Trigger** and moving the Steam Deck around.
|
||||
47
docs/user/HowToAccessLogs.md
Normal file
47
docs/user/HowToAccessLogs.md
Normal file
@@ -0,0 +1,47 @@
|
||||
# How to Access Logs
|
||||
|
||||
Use this when you need to review the logs to determine an issue or provide them to a member of the Eden team.
|
||||
|
||||
**Click [Here](https://evilperson1337.notion.site/How-to-Access-Logs-2b057c2edaf68105a281fe1688a332d4) for a version of this guide with images & visual elements.**
|
||||
|
||||
---
|
||||
|
||||
## Pre-Requisites
|
||||
|
||||
- Eden installed and run at least once
|
||||
|
||||
---
|
||||
|
||||
## Steps
|
||||
|
||||
### Windows
|
||||
|
||||
*By default the Eden folder is stored in your AppData `C:\Users\<USER>\AppData\Roaming\Eden\log`, or the local **user** folder if you have a portable installation.*
|
||||
|
||||
<aside>
|
||||
|
||||
1. Open Eden.
|
||||
2. Navigate to *File > Open Eden Folder > Log Folder*, a Windows explorer window will appear.
|
||||
3. Your log files are now here for your review or upload.
|
||||
</aside>
|
||||
|
||||
### Steam Deck
|
||||
|
||||
*By default the Eden folder is stored in `/home/deck/.local/share/Eden`, or the local **user** folder if you have a portable installation.*
|
||||
|
||||
<aside>
|
||||
|
||||
1. Open Eden.
|
||||
2. Navigate to *File > Open Eden Folder > Log Folder*, a Dolphin file explorer window will appear.
|
||||
3. Your log files are now here for your review or upload.
|
||||
</aside>
|
||||
|
||||
### Android
|
||||
|
||||
*Logs are stored in the application data, so you wouldn't be able to access the files directly without a rooted device.*
|
||||
|
||||
<aside>
|
||||
|
||||
1. Open the Eden application on your device.
|
||||
2. Navigate to *Settings > Share Debug Logs.* You can either save it to your device or send it through some other manner supported by your device.
|
||||
</aside>
|
||||
30
docs/user/ImportingSaves.md
Normal file
30
docs/user/ImportingSaves.md
Normal file
@@ -0,0 +1,30 @@
|
||||
# Importing Saves Into Eden
|
||||
|
||||
Use this guide when you want to manually import save files for use in the Eden emulator.
|
||||
|
||||
**Click [Here](https://evilperson1337.notion.site/Importing-Saves-Into-Eden-2b057c2edaf681fe968df8d63821ccae) for a version of this guide with images & visual elements.**
|
||||
|
||||
### Pre-Requisites
|
||||
- Eden emulator already set up and configured.
|
||||
- The save file(s) you want to import
|
||||
|
||||
## Desktop
|
||||
|
||||
### Steps
|
||||
1. Open Eden and wait for it to load.
|
||||
2. Start the game and create a save file to establish the directories.
|
||||
3. *Right-Click* the game for which you want to load a save in.
|
||||
4. Select *Open Save Data Location.*
|
||||
5. A File Explorer will now appear where Eden is looking for the save data for this title.
|
||||
6. Copy the save file(s) you want to import and use in Eden into this directory.
|
||||
<aside>
|
||||
|
||||
***NOTE***: Different games have different ways of saving them, it may be a single file or multiple files.
|
||||
|
||||
</aside>
|
||||
7. Close the file explorer as it is no longer needed.
|
||||
8. Launch the game in Eden and verify that the save data appears through whatever method the game implements.
|
||||
|
||||
## Android
|
||||
|
||||
TBD
|
||||
32
docs/user/InstallingAtmosphereMods.md
Normal file
32
docs/user/InstallingAtmosphereMods.md
Normal file
@@ -0,0 +1,32 @@
|
||||
# User Handbook - Installing Atmosphere Mods
|
||||
|
||||
Use this guide for when you want to install an Atmosphere-based mod for use in Eden.
|
||||
|
||||
**Click [Here](https://evilperson1337.notion.site/Installing-Atmosphere-Mods-2b057c2edaf681fe8d39cbfc2d0cc799) for a version of this guide with images & visual elements.**
|
||||
|
||||
---
|
||||
|
||||
### Pre-Requisites
|
||||
|
||||
- Eden already set up and functioning with keys and firmware
|
||||
- The mod you want to install
|
||||
|
||||
---
|
||||
|
||||
## Steps
|
||||
|
||||
1. Right-Click the game you want to apply the mod to and select **Open Mod Data Location.**
|
||||
2. Create new folder inside the mod directory with the name of the mod.
|
||||
3. Extract the downloaded mod (if applicable) to a temporary directory.
|
||||
4. Locate the ***exefs*** and ***romfs*** folders inside the extracted mod - usually *atmosphere/contents/<TITLE_ID>*.
|
||||
5. Copy the ***exefs*** and ***romfs*** folders into the mod folder you created earlier.
|
||||
6. Restart Eden.
|
||||
7. Right-Click the game you installed the mod to and hit *Configure Game*.
|
||||
8. Look in the **Add-Ons** tab and observe that the Mod Name (or whatever you named the folder to earlier) now appears on the list and is selected.
|
||||
9. Hit **OK** and launch the game. Your mod should now be active.
|
||||
<aside>
|
||||
|
||||
***NOTE:*** Your mod may not show up on the home screen initially, if it does not. Hit the refresh button in the bottom-left of the window or go back into *Configure Game* and disable the mod by unchecking it, and clicking **OK**. It should now appear on the home screen in the Add-Ons column correctly. Just go back into the *Configure Game* and enable it again if you use this method.
|
||||
|
||||
</aside>
|
||||
10. Your mod is now ready to play.
|
||||
52
docs/user/InstallingUpdatesDLC.md
Normal file
52
docs/user/InstallingUpdatesDLC.md
Normal file
@@ -0,0 +1,52 @@
|
||||
# User Handbook - Working with Updates/DLC in Eden
|
||||
|
||||
Use this guide when you want to install Updates or DLC for your games in Eden.
|
||||
|
||||
<aside>
|
||||
|
||||
***NOTE***: This applies to separate Update/DLC files, not “merged” NSP/XCI’s which include the base game and Updates/DLC applied on top of them in a single file. These files work in Eden, but would not require the following steps.
|
||||
|
||||
</aside>
|
||||
|
||||
**Click [Here](https://evilperson1337.notion.site/Working-with-Updates-DLC-in-Eden-2b057c2edaf681dfb65dfc4dd96980c0) for a version of this guide with images & visual elements.**
|
||||
|
||||
---
|
||||
|
||||
### Pre-Requisites
|
||||
|
||||
1. Eden already setup and configured for your platform.
|
||||
2. The Update/DLC file(s) you want to install
|
||||
|
||||
---
|
||||
|
||||
## Installing Updates/DLC
|
||||
|
||||
1. Open Eden to the Main Window.
|
||||
2. Select *File > Install Files to NAND...*.
|
||||
3. Navigate to the Update/DLC files you want to install.
|
||||
<aside>
|
||||
|
||||
***TIP***: You can install multiple files at once by selecting multiple files in this window.
|
||||
|
||||
</aside>
|
||||
|
||||
4. The file(s) will be scanned for validity and then a confirmation window will appear, select *Install* to begin installation.
|
||||
<aside>
|
||||
|
||||
***TIP***: You can deselect any that you do not want to install with the checkbox by each entry.
|
||||
|
||||
</aside>
|
||||
|
||||
5. Upon installation, you will get a prompt saying it was installed successfully.
|
||||
6. Look at the *Add-Ons* column in the main window, you should now see the additional installed content reflected.
|
||||
|
||||
---
|
||||
|
||||
## Disabling Updates/DLC
|
||||
|
||||
Upon occasion you may find that you want to disable a certain DLC or Update (incompatibility with a mod, causes significant regression, etc.). Luckily the process if very easy to do so.
|
||||
|
||||
1. *Right-Click* the game for which you want to disable the additional content.
|
||||
2. Select *Configure Game.*
|
||||
3. Uncheck the box next to the DLC or Update you want to disable and hit **OK**.
|
||||
4. The listing should now reflect that it has been disabled with a **[D]** before the entry. If you load the game, you will observe that the reported version is not updated (assuming the game reports this information).
|
||||
296
docs/user/Multiplayer.md
Normal file
296
docs/user/Multiplayer.md
Normal file
@@ -0,0 +1,296 @@
|
||||
# Multiplayer
|
||||
Use this guide to answer questions regarding and to start using the multiplayer functionality of Eden.
|
||||
|
||||
## Multiplayer FAQ
|
||||
This FAQ will serve as a general quick question and answer simple questions.
|
||||
|
||||
**Click [Here](https://evilperson1337.notion.site/Multiplayer-FAQ-2c357c2edaf680fca2e9ce59969a220f) for a version of this guide with images & visual elements.**
|
||||
|
||||
### Can Eden Play Games with a Switch Console?
|
||||
No - The only emulator that has this kind of functionality is *Ryujinx* and it's forks. This solution requires loading a custom module on a modded switch console to work.
|
||||
|
||||
### Can I Play Online Games?
|
||||
No - This would require hijacking requests to Nintendo's official servers to a custom server infrastructure built to emulate that functionality. This is how services like [*Pretendo*](https://pretendo.network/) operate. As such, you would not be able to play “Online”, you can however play multiplayer games.
|
||||
|
||||
### What's the Difference Between Online and Multiplayer?
|
||||
I have chosen the wording carefully here for a reason.
|
||||
|
||||
- Online: Games that connect to Nintendo's Official servers and allow games/functionality using that communication method are unsupported on any emulator currently (for obvious reasons).
|
||||
- Multiplayer: The ability to play with multiple players on separate systems. This is supported for games that support LDN Local Wireless.
|
||||
|
||||
The rule of thumb here is simple: If a game supports the ability to communicate without a server (Local Wireless, LAN, etc.) you will be able to play with other users. If it requires a server to function - it will not. You will need to look up if your title support Local Wireless/LAN play as an option.
|
||||
|
||||
### How Does Multiplayer Work on Eden Exactly?
|
||||
Eden's multiplayer works by emulating the Switch's local wireless (LDN) system, then tunneling that traffic over the internet through “rooms” that act like lobbies. Each player runs their own instance of the emulator, and as long as everyone joins the same room and the game supports local wireless multiplayer, the emulated consoles see each other as if they were on the same local network. This design avoids typical one-save netplay issues because every user keeps an independent save and console state while only the in-game wireless packets are forwarded through the room server. In practice, you pick or host a room, configure your network interface/port forwarding if needed, then launch any LDN-capable game; from the game's perspective it is just doing standard local wireless, while the emulator handles discovery and communication over the internet or LAN.
|
||||
|
||||
### What Do I Need to Do?
|
||||
That depends entirely on what your goal is and your level of technical ability, you have a 2 options on how to proceed.
|
||||
|
||||
1. Join a Public Lobby.
|
||||
1. If you just want to play *Mario Kart 8 Deluxe* with other people and don't care how it works or about latency - this is the option for you. See the *Joining a Multiplayer Room* section for instructions on how to do this.
|
||||
2. Host Your Own Room.
|
||||
1. This option will require you to be comfortable with accessing your router's configuration, altering firewall rules, and troubleshooting when things (inevitably) don't work out perfectly on the first try. Use this option if you want to control the room entirely, are concerned about latency issues, or just want to run something for your friends. See the *Hosting a Multiplayer Room* section for next steps*.*
|
||||
|
||||
### Can Other Platforms Play Together?
|
||||
Yes - the platform you choose to run the emulator on does not matter. Steam Deck users can play with Windows users, Android users can play with MacOS users, etc. Furthermore different emulators can play together as well (Eden/Citron/Ryubing, etc.) - but be you may want to all go to the same one if you are having issues.
|
||||
|
||||
### What Pitfalls Should I Look Out For?
|
||||
While it would be nice if everything always worked perfectly - that is not reality. Here are some things you should watch out for when attempting to play multiplayer.
|
||||
|
||||
1. Emulator Version Mismatches
|
||||
1. Occasionally updates to the emulator of choice alter how the LDN functionality is handled. In these situations, unexpected behavior can occur when trying to establish LDN connections. This is a good first step to check if you are having issues playing a game together, but can join the same lobby without issue.
|
||||
2. Game Version Mismatches
|
||||
1. It is best practice to have the game version be identical to each other in order to ensure that there is no difference in how the programs are handling the LDN logic. Games are black boxes that the dev team cannot see into to ensure the logic handling operates the same way. For this reason, it is highly advised that the game versions match across all the players. This would be a good 2nd step to check if you are having issues playing a game together, but can join the same lobby without issue.
|
||||
3. Latency
|
||||
1. Because this implementation is emulating a LAN/Local Wireless connection - it is extremely sensitive to network latency and drops. Eden has done a good job of trying to account for this and not immediately drop users out - but it is not infallible. If latency is a concern or becomes an issue - consider hosting a room.
|
||||
|
||||
---
|
||||
|
||||
## Joining a Multiplayer Room
|
||||
Use this when you need to connect to a multiplayer room for LDN functionality inside of Eden. This does not cover how to host a room, only joining existing ones.
|
||||
|
||||
**Click [Here](https://evilperson1337.notion.site/Access-Your-Multiplayer-Room-Externally-2c357c2edaf681c0ab2ce2ee624d809d) for a version of this guide with images & visual elements.**
|
||||
|
||||
### Pre-Requisites
|
||||
- Eden set up and functioning
|
||||
- Multiplayer Options Configured in Eden Settings
|
||||
- Network Access
|
||||
|
||||
## Steps
|
||||
There are 2 primary methods that you can use to connect to an existing room, depending on how the room is hosted.
|
||||
|
||||
- Joining a Public Lobby
|
||||
- This option allows you to view publicly hosted lobbies and join them easily. Use this option if you just want to join a room and play quickly.
|
||||
- Directly Connecting to a Room
|
||||
- Use this option if the hosted room is not on the public lobby list (private, internal network only, etc.)
|
||||
|
||||
<aside>
|
||||
|
||||
***NOTE:*** Just because a lobby appears on the public lobby list, does not mean that the hoster has properly configured the necessary port forwarding/firewall rules to allow a connection. If you cannot connect to a lobby, move onto another entry as the issue is probably not on your end. Start looking at your environment if you are unable to connect to multiple/any lobbies.
|
||||
|
||||
</aside>
|
||||
|
||||
### Joining a Public Lobby
|
||||
1. Open Eden and navigate to *Multiplayer → Browse Public Game Lobby*.
|
||||
2. The **Public Room Browser** will now open and display a list of publicly accessible rooms. Find one you want to connect to and double click it.
|
||||
|
||||
<aside>
|
||||
|
||||
***NOTE***: Just because a room is set for a specific game, does not mean that you ***have*** to play that game in that lobby. It is generally good practice to do so, but there is no enforcement of that.
|
||||
|
||||
</aside>
|
||||
3. You will now see a window showing everyone on the lobby, or an error message.
|
||||
|
||||
### Direct Connecting to a Room
|
||||
If the hoster has not made the lobby public, or you don't want to find it in the public game browser - use this option to connect.
|
||||
|
||||
1. Open Eden and navigate to *Multiplayer → Direct Connect*.
|
||||
2. Enter the *Server Address, Port*, *Nickname* (what your user will be called in the room), and a *Password* (if the hoster set one, otherwise leave it blank) and hit **Connect.**
|
||||
3. You will now see a window showing everyone on the lobby, or an error message.
|
||||
|
||||
---
|
||||
|
||||
# Hosting a Multiplayer Room
|
||||
Use this guide for when you want to host a multiplayer lobby to play with others in Eden. In order to have someone access the room from outside your local network, see the *Access Your Multiplayer Room Externally* section for next steps.
|
||||
|
||||
**Click [Here](https://evilperson1337.notion.site/Hosting-a-Multiplayer-Room-2c357c2edaf6819481dbe8a99926cea2) for a version of this guide with images & visual elements.**
|
||||
|
||||
### Pre-Requisites
|
||||
- Eden set up and Functioning
|
||||
- Network Access
|
||||
- Ability to allow programs through the firewall on your device.
|
||||
|
||||
## Steps
|
||||
1. Open Eden and navigate to *Emulation → Multiplayer → Create Room.*
|
||||
2. Fill out the following information in the popup dialog box.
|
||||
|
||||
|
||||
| **Option** | **Acceptable Values** | **Default** | **Description** |
|
||||
| --- | --- | --- | --- |
|
||||
| Room Name | *Any string between 4 - 20 characters.* | *None* | Controls the name of the room and how it would appear in the Public Game Lobby/Room screen. |
|
||||
| Username | *Any string between 4 - 20 characters.* | *None* | Controls the name your user will appear as to the other users in the room. |
|
||||
| Preferred Game | *Any Game from your Game List.* | The first game on your game list | What game will the lobby be playing? You are not forced to play the game you choose and can switch games without needing to recreate the room. |
|
||||
| Password | *None or any string* | *None* | What password do you want to secure the room with, if any. |
|
||||
| Max Players | 2 - 16 | 8 | How many players do you want to allow in the room at a time? |
|
||||
| Port | 1024 - 65535 | 24872 | What port do you want to run the lobby on? Could technically be any port number, but it's best to choose an uncommon port to avoid potential conflicts. See [*Well-Known Ports*](https://en.wikipedia.org/wiki/List_of_TCP_and_UDP_port_numbers#Well-known_ports) for more information on ports commonly used. |
|
||||
| Room Description | *None or any string* | *None* | An optional message that elaborates on what the room is for, or for a makeshift message of the day presented to users in the lobby. |
|
||||
| Load Previous Ban List | [Checked, Unchecked] | Checked | Tells Eden to load the list containing users you have banned before. |
|
||||
| Room Type | [Public, Unlisted] | Public | Specifies whether you want the server to appear in the public game lobby browser |
|
||||
3. Click **Host Room** to start the room server. You may get a notice to allow the program through the firewall from your operating system. Allow it and then users can attempt to connect to your room.
|
||||
|
||||
---
|
||||
|
||||
# Access Your Multiplayer Room Externally
|
||||
Quite often the person with whom you want to play is located off of your internal network (LAN). If you want to host a room and play with them you will need to get your devices to communicate with each other. This guide will go over your options on how to do this so that you can play together.
|
||||
|
||||
**Click [Here](https://evilperson1337.notion.site/Access-Your-Multiplayer-Room-Externally-2c357c2edaf681c0ab2ce2ee624d809d) for a version of this guide with images & visual elements.**
|
||||
|
||||
### Pre-Requisites
|
||||
- Eden set up and Functioning
|
||||
- Network Access
|
||||
|
||||
## Options
|
||||
|
||||
### Port Forwarding
|
||||
|
||||
- **Difficulty Level**: High
|
||||
|
||||
<aside>
|
||||
|
||||
Use this option if you want the greatest performance/lowest latency, don't want to install any software, and have the ability to modify your networking equipment's configuration (most notably - your router). Avoid this option if you cannot modify your router's configuration or are uncomfortable with looking up things on your own.
|
||||
|
||||
</aside>
|
||||
|
||||
|
||||
Port forwarding is a networking technique that directs incoming traffic arriving at a specific port on a router or firewall to a designated device and port inside a private local network. When an external client contacts the public IP address of the router on that port, the router rewrites the packet's destination information (IP address and sometimes port number) and forwards it to the internal host that is listening on the corresponding service. This allows services such as web servers, game servers, or remote desktop sessions hosted behind NAT (Network Address Translation) to be reachable from the wider Internet despite the devices themselves having non-routable private addresses.
|
||||
|
||||
The process works by creating a static mapping—often called a “port-forward rule”—in the router's configuration. The rule specifies three pieces of data: the external (public) port, the internal (private) IP address of the target machine, and the internal port on which that machine expects the traffic. When a packet arrives, the router checks its NAT table, matches the external port to a rule, and then translates the packet's destination to the internal address before sending it onward. Responses from the internal host are similarly rewritten so they appear to come from the router's public IP, completing the bidirectional communication loop. This mechanism enables seamless access to services inside a protected LAN without exposing the entire network.
|
||||
|
||||
For our purposes we would pick the port we want to expose (*e.g. 24872*) and we would access our router's configuration and create a port-forward rule to send the traffic from an external connection to your local machine over our specified port (*24872)*. The exact way to do so, varies greatly by router manufacturer - and sometimes require contacting your ISP to do so depending on your agreement. You can look up your router on [*portforward.com*](https://portforward.com/router.htm) which may have instructions on how to do so for your specific equipment. If it is not there, you will have to use Google/ChatGPT to determine the steps for your equipment.
|
||||
|
||||
|
||||
### Use a Tunnelling Service
|
||||
- **Difficulty Level**: Easy
|
||||
|
||||
<aside>
|
||||
|
||||
Use this option if you don't want to have to worry about other users machine/configuration settings, but also cannot do port forwarding. This will still require that you as the hoster install a program and sign up for an account - but will prevent you from having to deal with port forwards or networking equipment. Avoid this option if there is not a close relay and you are getting issues with latency.
|
||||
|
||||
</aside>
|
||||
|
||||
|
||||
Using a Tunnelling service may be the solution to avoid port forward, but also avoid worrying about your users setup. A tunnelling service works by having a lightweight client run on the machine that hosts the game server. That client immediately opens an **outbound** encrypted connection (typically over TLS/QUIC) to a relay node operated by the tunnel provider's cloud infrastructure. Because outbound traffic is almost always allowed through NAT routers and ISP firewalls, the tunnel can be established even when the host sits behind carrier-grade NAT or a strict firewall. The tunnel provider then assigns a public address (e.g., `mygame.playit.gg:12345`). When a remote player connects to that address, the traffic reaches the the tunnel provider relay, which forwards it through the already-established tunnel back to the client on the private network, and finally onto the local game server's port. In effect, the server appears to the Internet as if it were listening on the public address, while the host never needs to configure port-forwarding rules or expose its own IP directly.
|
||||
|
||||
For our purposes we would spawn the listener for the port that way chose when hosting our room. The user would connect to our assigned public address/port combination, and it would be routed to our machine. The tunnel must remain active for as long as you want the connection to remain open. Closing the terminal will kill the tunnel and disconnect the users.
|
||||
|
||||
**Recommended Services:**
|
||||
- [*Playit.GG*](https://playit.gg/)
|
||||
|
||||
|
||||
### Use a VPN Service
|
||||
|
||||
- **Difficulty**: Easy
|
||||
|
||||
<aside>
|
||||
|
||||
Use this option if you don't want to use a tunnelling service, or don't want to manage the overhead of the playit gg solution, don't want to send data through the relay, or any other reason. Avoid this method if you do not want to have to manage VPN installation/configuration for your users.
|
||||
|
||||
</aside>
|
||||
|
||||
The VPN solution is a good compromise between the tunnelling solution and port forwarding. You do not have to port forward or touch your networking equipment at all - but also don't need to send all your data connections through a 3rd party relay. The big downside is that you will have to ensure all of your users have your VPN solution installed *and* that they have a valid configuration. When looking for a solution, it is advised to find one that uses the WireGuard protocol for speed, and does not require communication with a server beyond the initial handshake.
|
||||
|
||||
**Recommended Services:**
|
||||
- [*Tailscale*](https://tailscale.com/)
|
||||
- [*ZeroTier*](https://www.zerotier.com/)
|
||||
- *Self-hosted VPN Solution*
|
||||
- This is so far out of the scope of this document it has a different postal code.
|
||||
|
||||
*Check with the provider you select on the sign up and installation process specific to that provider.*
|
||||
|
||||
---
|
||||
|
||||
# Finding the Server Information for a Multiplayer Room
|
||||
Use this guide when you need to determine the connection information for the Public Multiplayer Lobby you are connected to.
|
||||
|
||||
**Click [Here](https://evilperson1337.notion.site/Finding-the-Server-Information-for-a-Multiplayer-Room-2c557c2edaf6809e94e8ed3429b9eb26) for a version of this guide with images & visual elements.**
|
||||
|
||||
### Pre-Requisites
|
||||
- Eden set up and configured
|
||||
- Internet Access
|
||||
|
||||
## Steps
|
||||
|
||||
### Method 1: Grabbing the Address from the Log File
|
||||
1. Open Eden and Connect to the room you want to identify.
|
||||
1. See the *Joining a Multiplayer Room* section for instructions on how to do so if you need them.
|
||||
2. Go to *File → Open Eden Folder*, then open the **config** folder.
|
||||
3. Open the the **qt-config.ini** file in a text editor.
|
||||
4. Search for the following keys:
|
||||
1. `Multiplayer\ip=`
|
||||
2. `Multiplayer\port=`
|
||||
5. Copy the Server Address and Port.
|
||||
|
||||
### Method 2: Using a Web Browser
|
||||
1. Obtain the name of the room you want the information for.
|
||||
2. Open a Web Browser.
|
||||
3. Navigate to [`https://api.ynet-fun.xyz/lobby`](https://api.ynet-fun.xyz/lobby)
|
||||
4. Press *Ctrl + F* and search for the name of your room.
|
||||
5. Look for and copy the Server Address and Port.
|
||||
|
||||
### Method 3: Using a Terminal (PowerShell or CURL)
|
||||
1. Obtain the name of the room you want the information for.
|
||||
2. Open the terminal supported by your operating system.
|
||||
3. Run one of the following commands, replacing *<Name>* with the name of the server from step 1.
|
||||
|
||||
### PowerShell Command [Windows Users]
|
||||
|
||||
```powershell
|
||||
# Calls the API to get the address and port information
|
||||
(Invoke-RestMethod -Method Get -Uri "https://api.ynet-fun.xyz/lobby").rooms | Where-Object {$_.Name -eq '<NAME>'} | Select address,port | ConvertTo-Json
|
||||
|
||||
# Example Output
|
||||
#{
|
||||
# "address": "118.208.233.90",
|
||||
# "port": 5001
|
||||
#}
|
||||
```
|
||||
|
||||
### CURL Command [MacOS/Linux Users] **Requires jq*
|
||||
|
||||
```bash
|
||||
# Calls the API to get the address and port information
|
||||
curl -s "https://api.ynet-fun.xyz/lobby" | jq '.rooms[] | select(.name == "<NAME>") | {address, port}'
|
||||
|
||||
# Example Output
|
||||
#{
|
||||
# "address": "118.208.233.90",
|
||||
# "port": 5001
|
||||
#}
|
||||
```
|
||||
|
||||
4. Copy the Server Address and Port.
|
||||
|
||||
---
|
||||
|
||||
# Multiplayer for Local Co-Op Games
|
||||
Use this guide when you want to play with a friend on a different system for games that only support local co-op.
|
||||
|
||||
**Click [Here](https://evilperson1337.notion.site/Multiplayer-for-Local-Co-Op-Games-2c657c2edaf680c59975ec6b52022a2d) for a version of this guide with images & visual elements.**
|
||||
|
||||
Occasionally you will want to play a game with a friend on a game that does not support LDN multiplayer, and only offer local co-op (multiple controllers connected to a single console), such as with *New Super Mario Bros. U Deluxe.* Emulation solutions have developed 2 primary methods for handling these cases.
|
||||
|
||||
1. Netplay: Netplay lets two or more players run the same game on their own computers while sharing each other's controller inputs over the internet, so everyone sees the same game world in sync. One player hosts the session, and the others join as guests, sending their button presses back and forth to keep the gameplay coordinated.
|
||||
1. This is a huge over-simplification of how it works, but gives you an idea
|
||||
2. Low-Latency remote desktop solutions: Using a service like *Parsec*, the host shares his screen to a remote party with an input device connected. This device sends inputs to the host machine.
|
||||
|
||||
In either situation at its core, we are emulating an input device on the host machine, so the game believes 2 controllers are connected. No current Switch emulator has a Netplay offering, so we use Parsec to accomplish this for us.
|
||||
|
||||
### Pre-Requisites
|
||||
- Eden Set Up and Fully Configured
|
||||
- A [*Parsec*](https://parsec.app/) Account
|
||||
- Parsec is free to use for personal, non-commercial use. For instructions on how to set up an account and install the client you should refer to the Parsec documentation on it's site.
|
||||
- Parsec client installed on your machine and remote (friend's) machine
|
||||
|
||||
## Steps
|
||||
|
||||
<aside>
|
||||
|
||||
This guide will assume you are the one hosting the game and go over things *Parsec* specific at a high level, as their system is subject to change. Follow *Parsec's* documentation where needed.
|
||||
|
||||
</aside>
|
||||
|
||||
1. Launch Parsec on the host machine.
|
||||
2. Connect to the other player in Parsec. You will know it is successful when the other player can see the host's screen.
|
||||
1. If you are the one hosting the game, you will have your friend initiate the remote connection you will accept.
|
||||
2. If you are joining a game, you will have to send a connection request the host will have to accept.
|
||||
3. Verify that the remote player can see the screen and that there is no issues with the connection.
|
||||
4. Launch Eden.
|
||||
5. Navigate to *Emulation → Configure*.
|
||||
6. Select the **Controls** tab.
|
||||
7. Set up your controller, if necessary.
|
||||
8. Select the **Player 2** tab and select the **Connect Controller** checkbox. This enables inputs from another device to be seen as a second controller.
|
||||
9. Dropdown the **Input Device** and select the controller.
|
||||
1. What exactly it shows up as depends on the Parsec settings.
|
||||
10. Set up the remote player's controller.
|
||||
11. Hit **OK** to apply the changes.
|
||||
12. Launch the game you want to play and enter the co-op mode. How this works depends on the game, so you will have to look in the menus or online to find out.
|
||||
12
docs/user/Native.md
Normal file
12
docs/user/Native.md
Normal file
@@ -0,0 +1,12 @@
|
||||
# User Handbook - Native Application Development
|
||||
|
||||
Debugging on physical hardware can get tedious and time consuming. Users are empowered with the debugging capabilities of the emulator to ensure their applications run as-is on the system. To the greatest extent possible atleast.
|
||||
|
||||
## Debugging
|
||||
|
||||
**Standard key prefix**: Allows to redirect the key manager to a file other than `prod.keys` (for example `other` would redirect to `other.keys`). This is useful for testing multiple keysets. Default is `prod`.
|
||||
|
||||
**Changing serial**: Very basic way to set debug values for the serial (and battery number). Developers do not need to write the full serial as it will be writen in-place (that is, it will be filled with the default serial and then overwrite the serial from the beginning).
|
||||
- Battery serial: `YUZU0EMULATOR14022024`
|
||||
- Board serial: `YUZ10000000001`
|
||||
If the user were to set their board serial as `ABC`, then it will be written in-place and the resulting serial would be `ABC10000000001`. There are no underlying checks to ensure correctness of serials other than a hard limit of 16-characters for both.
|
||||
79
docs/user/QuickStart.md
Normal file
79
docs/user/QuickStart.md
Normal file
@@ -0,0 +1,79 @@
|
||||
# Eden Quick Start
|
||||
|
||||
Use this guide to get starting using the Eden emulator.
|
||||
|
||||
**Click [Here](https://evilperson1337.notion.site/Eden-Quick-Start-2b057c2edaf6817b9859d8bcdb474017) for a version of this guide with images & visual elements.**
|
||||
|
||||
## Windows
|
||||
|
||||
### Pre-Requisites
|
||||
|
||||
- The [*latest C++ Redistributable*](https://learn.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170#latest-supported-redistributable-version) from Microsoft.
|
||||
- Eden will not even launch without it see [*Eden Fails to Launch*](./Troubleshoot.md) for more information.
|
||||
- Firmware dumped from your console
|
||||
- Keys extracted from your console
|
||||
- Games dumped from your console
|
||||
- Internet Connection
|
||||
|
||||
### Steps
|
||||
|
||||
1. Download either the *Stable* or *Nightly* Eden application.
|
||||
<aside>
|
||||
|
||||
***TIP***: If you have questions about the requirements, architectures, or general information surrounding what release you need - see the [*Basics Guide*](./Basics.md) and [*Architectures Guide*](./Architectures.md).
|
||||
|
||||
</aside>
|
||||
2. Extract the contents to wherever you want to store the program on your computer.
|
||||
<aside>
|
||||
|
||||
***TIP***: If you want to run Eden completely portable (everything is stored in the folder you extracted it to) - create a folder called **user** if it is not there by default.
|
||||
|
||||
</aside>
|
||||
3. Run ***Eden.exe*** to launch the program.
|
||||
|
||||
<aside>
|
||||
|
||||
***INFO***: You may get a “*Windows protected your PC”* SmartScreen message that appears. This is just Windows Defender saying it did not recognize the application and did not run it - Eden is completely safe. Click **More info** and then **Run anyway** to dismiss this message.
|
||||
|
||||
</aside>
|
||||
4. Eden will now launch and notify you about missing Decryption keys. Close the dialog box by hitting **OK**.
|
||||
5. Navigate to **Tools → Install Decryption Keys**, navigate to the folder containing your key files and select the file, you should only be able to select one.
|
||||
6. Navigate to **Tools → Install Firmware**, *Select **From Folder*** or ***From ZIP*** - depending on how your firmware is stored, navigate to where it is stored and select it.
|
||||
7. Double-Click the main window to add the folder containing your games.
|
||||
8. Go to *Emulation > Configure > Input* and set up your controller of choice. Click **OK** to close the dialog window.
|
||||
9. Double-Click a game to run it.
|
||||
|
||||
## Steamdeck
|
||||
|
||||
### Pre-Requisites
|
||||
|
||||
- Firmware dumped from your console
|
||||
- Keys extracted from your console
|
||||
- Games dumped from your console
|
||||
- Internet Connection
|
||||
|
||||
### Steps
|
||||
|
||||
1. Access Steam Desktop Mode.
|
||||
2. Download either the *Stable* or *Nightly* Eden AppImage onto your Steam Deck and save it somewhere accessible.
|
||||
|
||||
<aside>
|
||||
|
||||
***TIP***: If you have questions about the requirements, architectures, or general information surrounding what release you need - see the [*Basics Guide*](./Basics.md) and [*Architectures Guide*](./Architectures.md).
|
||||
|
||||
</aside>
|
||||
|
||||
3. Double-Click the Eden executable to launch the program.
|
||||
<aside>
|
||||
|
||||
***NOTE***: The first time you run the AppImage you will get a notification asking you to confirm you want to launch the program. Hit **Continue**.
|
||||
|
||||
</aside>
|
||||
|
||||
4. If you have had a different Switch emulator installed, it will detect and ask if you want to import those settings. Make your selection to close the screen.
|
||||
5. Eden will now launch and notify you about missing Encryption keys. Close the dialog box by hitting **OK**.
|
||||
6. Navigate to **Tools → Install Decryption Keys**, navigate to the folder containing your ***prod.keys*** file and select the file and hit **Open**.
|
||||
7. Navigate to **Tools → Install Firmware →** *Select **From Folder*** or ***From ZIP*** - depending on how your firmware is stored, navigate to where it is stored and select it.
|
||||
8. Double-Click the main window to add the folder containing your games.
|
||||
9. Go to *Emulation > Configure > Input* and set up your controller. Click **OK** to close the dialog window.
|
||||
10. Double-Click a game to run it.
|
||||
@@ -4,10 +4,35 @@ The "FAQ".
|
||||
|
||||
This handbook is primarily aimed at the end-user - baking useful knowledge for enhancing their emulation experience.
|
||||
|
||||
## Basics
|
||||
|
||||
- **[The Basics](Basics.md)**
|
||||
- **[Quickstart](./QuickStart.md)**
|
||||
- **[Run On macOS](./RunOnMacOS.md)**
|
||||
- **[Audio](Audio.md)**
|
||||
- **[Graphics](Graphics.md)**
|
||||
- **[Platforms and Architectures](Architectures.md)**
|
||||
- **[Testing](Testing.md)**
|
||||
- **[Data, savefiles and storage](Storage.md)**
|
||||
- **[Data, Savefiles and Storage](Storage.md)**
|
||||
- **[Orphaned Profiles](Orphaned.md)**
|
||||
- **[Troubleshooting](./Troubleshoot.md)**
|
||||
- **[Using Amiibo](./UsingAmiibo.md)**
|
||||
- **[Using Cheats](./UsingCheats.md)**
|
||||
- **[Importing Saves](./ImportingSaves.md)**
|
||||
- **[Add Eden to Steam ROM Manager](./AddEdenToSRM.md)**
|
||||
- **[Add Games to Steam ROM Manager](./AddGamesToSRM.md)**
|
||||
- **[Installing Atmosphere Mods](./InstallingAtmosphereMods.md)**
|
||||
- **[Installing Updates & DLCs](./InstallingUpdatesDLC.md)**
|
||||
- **[Controller Profiles](./ControllerProfiles.md)**
|
||||
- **[Alter Date & Time](./AlterDateTime.md)**
|
||||
|
||||
## Advanced
|
||||
|
||||
- **[How To Access Logs](./HowToAccessLogs.md)**
|
||||
- **[Gyro Controls](./GyroControls.md)**
|
||||
- **[Platforms and Architectures](Architectures.md)**
|
||||
- **[Server hosting](ServerHosting.md)**
|
||||
- **[Command Line](CommandLine.md)**
|
||||
- **[Native Application Development](Native.md)**
|
||||
- **[Adding Boolean Settings Toggles](AddingBooleanToggles.md)**
|
||||
- **[Adding Debug Knobs](./AddingDebugKnobs.md)**
|
||||
- **[Syncthing Guide](./SyncthingGuide.md)**
|
||||
- **[Testing](Testing.md)**
|
||||
|
||||
29
docs/user/RunOnMacOS.md
Normal file
29
docs/user/RunOnMacOS.md
Normal file
@@ -0,0 +1,29 @@
|
||||
# Allowing Eden to Run on MacOS
|
||||
|
||||
Use this guide when you need to allow Eden to run on a Mac system, but are being blocked by Apple Security policy.
|
||||
|
||||
**Click [Here](https://evilperson1337.notion.site/Allowing-Eden-to-Run-on-MacOS-2b057c2edaf681fea63dc81027efeffd) for a version of this guide with images & visual elements.**
|
||||
|
||||
---
|
||||
|
||||
### Pre-Requisites
|
||||
|
||||
- Permissions to modify settings in MacOS
|
||||
|
||||
---
|
||||
|
||||
## Why am I Seeing This?
|
||||
|
||||
Recent versions of MacOS (Catalina & newer) introduced the **Gatekeeper** security functionality, requiring software to be signed by Apple or a trusted (aka - paying) developer. If the signature isn’t on the list of trusted ones, it will stop the program from executing and display the message above.
|
||||
|
||||
---
|
||||
|
||||
## Steps
|
||||
|
||||
1. Open the *System Settings* panel.
|
||||
2. Navigate to *Privacy & Security*.
|
||||
3. Scroll down and observe the following message under the **Security** settings.
|
||||
4. Select **Open Anyway** to tell your Mac that you trust the application.
|
||||
5. You will now get another window appearing to verify you want to open Eden. Select **Open Anyway**.
|
||||
6. You will be prompted for your password to authorize the request. Enter the credentials of an account that has permission to modify settings and press **OK**.
|
||||
7. Eden will now open and any subsequent launches of the program will not prompt this.
|
||||
32
docs/user/ServerHosting.md
Normal file
32
docs/user/ServerHosting.md
Normal file
@@ -0,0 +1,32 @@
|
||||
# User Handbook - Server hosting
|
||||
|
||||
This guide explains how to set up a public/private self hosted Eden server/lobby.
|
||||
|
||||
## Using a Kamatera VPS and Docker on Ubuntu
|
||||
|
||||
- Firstly, head over to kamatera.com and create an account. Sign in and create a new server under "My cloud", then create a new server.
|
||||
|
||||
- Region: Choose a location that balances latency for both you and other players (example: New York for US-Europe connections if the host is based in the US).
|
||||
|
||||
- Next, under Server OS Images, select Ubuntu 24.04 LTS. Configure CPU/RAM/specs as desired for your server. Complete the creation process.
|
||||
|
||||
- Enable the Kamatera firewall and set default policy: IN: DROP, OUT: ACCEPT.
|
||||
- After setting the default policy, add the three following rules: #1: SSH Access - Direction: IN, Interface: net0, Macro: SSH - Secure Shell Traffic, Source: ANY, Port: Blank/Auto (Handeld by SSH), Destination: Blank/Auto (Handeld by SSH), Policy: ACCEPT, leave a comment: SSH access.
|
||||
- Then, after creating the first rule, add TCP & UDP Ports for Eden - Direction: IN, Interface: net0, Protocol: TCP or UDP (for respective rule), Source: ANY, Destination Port: 24872, Policy: ACCEPT, leave a comment: Eden server port.
|
||||
- Note: Only UDP is required for Eden; opening TCP is optional.
|
||||
|
||||
- SSH into the server: `ssh root@YOUR_SERVER_IP`.
|
||||
|
||||
- Install Docker: `apt update`, `apt install -y docker.io`, `systemctl enable --now docker`. Verify Docker installation: `docker --version`
|
||||
|
||||
- (Optional) Install Eden AppImage: `chmod +x Eden-Linux*.AppImage` This step is optional and only needed if you want to manage Eden locally on a VPS.
|
||||
|
||||
- Now, we configure the lobby itself. Run the server: `docker run -d --name eden-lobby --restart unless-stopped -p 24872:24872/udp ikuzen/yuzu-hdr-multiplayer-dedicated --room-name "My Eden Room" --password "MySecurePass2025" --max-members 8 --preferred-game "Mario Kart 8 Deluxe" --preferred-game-id "01000ABF0C84C000" --web-api-url "api.ynet-fun.xyz"` This command starts the server in the background, maps the UDP port, and sets your room settings.
|
||||
|
||||
- Now you can try verifying the server: `docker ps` You should see: `eden-lobby Up 0.0.0.0:24872->24872/udp`
|
||||
|
||||
- Connect from the client: Open Eden on your PC, go to Multiplayer > Direct Connect to Room, enter the VPS IP address, use the room name and password you set above or alternatively you should see your lobby within the "Browse Public Game Lobby" section as well.
|
||||
|
||||
- Managing the Docker container: Stop the server: `docker stop eden-lobby`, Start it again: `docker start eden-lobby`, Remove it: `docker rm -f eden-lobby` if you want to change the name of your lobby, you must first stop the server via: docker stop eden-lobby, then remove it via: docker rm -f eden-lobby. Then edit the server name and just repaste the updated command.
|
||||
|
||||
- Notes: Only UDP port 24872 is strictly required. You can customize room name, password, max members, and preferred game. Optional parameters from the original Outcaster guide include: `--room-description` (Adds a room description in the lobby), `--allowed-name-suffix` (Restricts usernames), `--moderator-password` (Adds a moderator role), `--allow-non-preferred-game` (Allows games other than the preferred game)
|
||||
211
docs/user/SyncthingGuide.md
Normal file
211
docs/user/SyncthingGuide.md
Normal file
@@ -0,0 +1,211 @@
|
||||
# User Handbook - Backing Up/Syncing Eden Game Saves
|
||||
|
||||
Use this guide for when you want to configure automated backup/syncing of your Eden save files using [*Syncthing*](https://syncthing.net/).
|
||||
|
||||
**Click [Here](https://evilperson1337.notion.site/Backing-Up-Syncing-Eden-Game-Saves-2b357c2edaf68000b40cfab2c2c3dc0a) for a version of this guide with images & visual elements.**
|
||||
|
||||
### Pre-Requisites
|
||||
|
||||
- Eden already installed, configured, and functioning.
|
||||
- Devices to run Syncthing on.
|
||||
- Ability to allow a program to communicate through the firewall of your device.
|
||||
|
||||
## Introduction
|
||||
|
||||
<aside>
|
||||
|
||||
***WARNING***: You should manually back up your save files before proceeding with this guide. If you incorrectly perform the steps, you risk losing them!
|
||||
|
||||
</aside>
|
||||
|
||||
- While this is a de-centralized model without the concepts of a Server/Client, Parent/Child, etc. - For the purposes of these guides, we will borrow from this models terminology to avoid sync conflicts and potential data loss. After the initial setup, all the devices in the sync network are equals and can push & pull files from any other device.
|
||||
- In order for this to work, you should get all of the save files in Eden in the save folder on the Parent.
|
||||
- If you need help doing that, see the ***Importing Saves into Eden*** guide for the platform you elect to act as the Parent, and delete the save files on the "Child" devices.
|
||||
|
||||
### Terminology
|
||||
|
||||
- **Sync Network**: All the devices configured in *Syncthing* to push/pull files.
|
||||
- **Parent**: This will be the device that you elect to push files to the other devices. There can only be one here initially in order to avoid sync conflicts.
|
||||
- **Child**: All the other devices added to the Sync Network. These devices will pull files from the Parent.
|
||||
|
||||
## Overview
|
||||
|
||||
Rather than giving a breakdown of all the platforms and configurations, those will be in the platform’s specific guides - this will serve as a general overview of Syncthing.
|
||||
|
||||
### What is Syncthing Anyway?
|
||||
|
||||
Syncthing is a continuous file synchronization program (in the layman’s - make sure 2 or more systems with the same files are always up to date). This is perfect for game saves where we would want to play on 1 device, save our game, and then continue playing it on another device. This technology is what Epic/Steam/etc. use to allow you to do this on games run through their respective services. Syncthing is an open source implementation of this technology that you control, rather than relying on a 3rd party. This has a few key benefits, most notably - better security, privacy, and speed (when on your LAN).
|
||||
|
||||
### What are some common issues?
|
||||
|
||||
Syncthing is fairly robust and doesn’t have many issues luckily, but there are some things you should watch out for (almost all of them a user issue).
|
||||
|
||||
- Sync conflicts
|
||||
- If for whatever reason you update the same file on 2 different machines, the system does not know which updated file is considered the one to sync across. This results in a ***sync conflict*** where it may not sync the files as you would expect. Worst case scenario, this can result in your save progress being lost if you are not careful. When one of these occurs, it will create a copy of the file and store it with a specific name, like this example, *Paper Mario.sync-conflict-20251102-072925-TZBBN6S.srm.* To resolve this, you must remove the other files and remove the *.sync-conflict-<TIMESTAMP>-<Syncthing Device ID>* from the file name of the file you want to keep.
|
||||
- Accidental Deletions
|
||||
- If you delete a file from one of the devices, it will also remove the file on the other devices when they perform a sync so be careful when doing this.
|
||||
|
||||
## Windows
|
||||
|
||||
### Pre-Requisites
|
||||
|
||||
- Eden already installed, configured, and functioning.
|
||||
- Ability to allow a program to communicate through the firewall in Windows.
|
||||
- Ability to extract archive (.zip/.7z/.rar) files.
|
||||
|
||||
### Steps
|
||||
|
||||
<aside>
|
||||
|
||||
***WARNING***: You should manually back up your save files before proceeding with this guide. If you incorrectly perform the steps, you risk losing them!
|
||||
|
||||
</aside>
|
||||
|
||||
#### Downloading and Installing *Syncthing*
|
||||
|
||||
1. Download [*Syncthing Tray*](https://martchus.github.io/syncthingtray/#downloads-section).
|
||||
1. While it is available as a command line interface, for most people I would recommend *Syncthing Tray* on Windows. For most people here, you would download the **64-bit (Intel/AMD)** version.
|
||||
2. Open the downloaded archive and extract the **syncthingtray.exe** to wherever you want to store the executable.
|
||||
3. Double-Click the application to run it, select the **Start guided setup** on the splash screen that appears and press **Next**.
|
||||
|
||||
<aside>
|
||||
|
||||
***NOTE***: You may get a Windows Defender Smart Screen pop up, this is a known thing, just accept and run anyway.
|
||||
|
||||
</aside>
|
||||
4. It will then look for an existing Syncthing instance to pull settings from, but will likely fail to do so if you are here. Regardless, select the **Yes, continue configuration** option.
|
||||
5. Select ***Start Syncthing application that is built into Syncthing Tray***, this means it will use a built in Syncthing executable rather than relying on an externally provided one. Press **Next** to continue.
|
||||
6. Check the box to start Syncthing Tray on login - as the name implies, this means the program will run automatically whenever you log onto the computer. Press Next to continue.
|
||||
7. You will now be presented with a confirmation window with your selections, confirm they are what you want and hit **Apply** to continue.
|
||||
8. You will now be prompted with a confirmation window and a message to allow it through the firewall. Allow the access through the firewall to close that pop up. The confirmation screen has a QR code and the devices identifier - you will need one of these to add other devices to the sync system.
|
||||
9. *Syncthing/Syncthing Tray* are now installed.
|
||||
|
||||
#### Configuring this Machine as a Parent
|
||||
|
||||
Use this when you want to set this machine as the initial source of truth (push files out to all the other devices). Afterwards they will all be equal partners, not a parent/child relationship, this just helps with initial setup.
|
||||
|
||||
1. Right-Click the *Syncthing* Tray icon in your taskbar and select **Open Syncthing.**
|
||||
2. You will now have a browser window open up to a web GUI to configure *Syncthing*. You will get a pop up about allowing anonymous usage and setting a password, make your selections to close them.
|
||||
3. We’ll start by adding the folder with our save files that we want to sync by Pressing **+ Add Folder**.
|
||||
4. A pop-up window will appear, fill in the Folder label field with whatever you want to call it, like Switch Saves.
|
||||
5. Enter the Full folder path to where your save files are stored on this machine.
|
||||
|
||||
<aside>
|
||||
|
||||
***TIP***: The easiest way to do this would be to open Eden, right-click a game that has a save, hit ***Open Save Data Location,*** and then go up 1 directory. It should contain folders with the TitleID of your games.
|
||||
|
||||
It should look similar to this: ..*\nand\user\save\0000000000000000\EC573727F509799675F6E5112C581D7E*
|
||||
|
||||
</aside>
|
||||
|
||||
6. Ignore the other tabs for now and hit **Save**.
|
||||
7. The folder is now ready to be shared with other devices.
|
||||
|
||||
#### Configuring this Machine as a Child
|
||||
|
||||
Use this when you want to set this machine up as a child (pull files from the other devices). Afterwards they will all be equal partners, not a parent/child relationship, this just helps with initial setup.
|
||||
|
||||
1. Install Syncthing Tray on the client device following the section above. Copy the child’s ID and store it so it is accessible to the Parent.
|
||||
2. ***ON THE PARENT***: Right-Click the *Syncthing* Tray icon in your taskbar and select **Open Syncthing** if it is not open already**.**
|
||||
3. You will now have a browser window open up to a web GUI to configure *Syncthing*. You will get a pop up about allowing anonymous usage and setting a password, make your selections to close them.
|
||||
4. Navigate down to **+ Add Remote Device**, we are going to add our Child device, so I hope you have its ID handy. If not, go back and get it.
|
||||
5. Add the ID and Name the device, the device may appear as a **nearby device**, in which case you can just click it to pre-populate the Device ID.
|
||||
6. Click the **Sharing** Tab, and check the box next to the folder you set up on the Parent (Switch Saves in my case). Hit **Save.**
|
||||
7. We are done with the parent, now **SWITCH OVER TO THE CHILD.**
|
||||
8. ***ON THE CHILD***: Right-Click the *Syncthing* Tray icon in your taskbar and select **Open Syncthing** if it is not open already**.**
|
||||
9. You should now see a connection request from the parent. Hit **+ Add Device** to add the device.
|
||||
10. Hit **Save** to finish adding the device.
|
||||
11. That pop-up will close and you will get notification that the device wants to share a folder now. Hit **Add.**
|
||||
12. Enter the path to the save folder in Eden and hit **Save.**
|
||||
|
||||
<aside>
|
||||
|
||||
***TIP***: The easiest way to do this would be to open Eden, right-click a game that has a save, hit ***Open Save Data Location,*** and then go up 1 directory. It should contain folders with the TitleID of your games.
|
||||
|
||||
It should look similar to this: ..*\nand\user\save\0000000000000000\EC573727F509799675F6E5112C581D7E*
|
||||
|
||||
</aside>
|
||||
|
||||
13. *Syncthing* will now pull all the files from the Parent and store them in your local save directory. At this point the files are in sync and alterations to one will affect the other and both can be considered “*Parents*” for other devices you want to add. Repeat these steps for as many devices you want.
|
||||
|
||||
## Linux
|
||||
|
||||
### Pre-Requisites
|
||||
|
||||
- Eden already installed, configured, and functioning.
|
||||
|
||||
### Step 1: Downloading and Installing Syncthing
|
||||
|
||||
<aside>
|
||||
|
||||
***WARNING***: You should manually back up your save files before proceeding with this guide. If you incorrectly perform the steps, you risk losing them!
|
||||
|
||||
</aside>
|
||||
|
||||
<aside>
|
||||
|
||||
***NOTE***: I am using Linux Mint for my guides, but the steps should translate pretty easily to your distro. I ***hope*** that if you are running Linux you know the basic operations. Steam Deck users should follow the guide specific to that platform.
|
||||
|
||||
</aside>
|
||||
|
||||
1. Download [*Syncthing Tray*](https://flathub.org/en/apps/io.github.martchus.syncthingtray) from the Flatpak store.
|
||||
2. Launch *Syncthing Tray* to run it, select the **Start guided setup** on the splash screen that appears and press **Next**.
|
||||
3. It will then look for an existing *Syncthing* instance to pull settings from, but will likely fail to do so if you are here. Regardless, select the **Yes, continue configuration** option.
|
||||
4. Select ***Start installed Syncthing application via Syncthing Tray***, this means it will use a built in Syncthing executable rather than relying on an externally provided one. Press **Next** to continue.
|
||||
5. You will now be presented with a confirmation window with your selections, confirm they are what you want and hit **Apply** to continue.
|
||||
6. You will now be prompted with a confirmation window that has a QR code and the devices identifier - you will need one of these to add other devices to the sync system.
|
||||
7. *Syncthing/Syncthing Tray* are now installed. Press Finish to close the pop up.
|
||||
<aside>
|
||||
|
||||
***NOTE***: By default due to flatpak sandboxing limitations, Syncthing Tray will not run automatically on login. You can get around this by following the [*instructions here*](https://github.com/flathub/io.github.martchus.syncthingtray).
|
||||
|
||||
</aside>
|
||||
|
||||
### Step 2: Configuring this Machine as a Parent
|
||||
|
||||
Use this when you want to set this machine as the initial source of truth (push files out to all the other devices). Afterwards they will all be equal partners, not a parent/child relationship, this just helps with initial setup.
|
||||
|
||||
1. Right-Click the *Syncthing* Tray icon in your taskbar and select **Open Syncthing.**
|
||||
1. If you don’t have a taskbar in your distro, you can also reach it directly by opening a web browser to: *http://127.0.0.1:8384/.*
|
||||
2. You will now have a browser window open up to a web GUI to configure *Syncthing*. You will get a pop up about allowing anonymous usage and setting a password, make your selections to close them.
|
||||
3. We’ll start by adding the folder with our save files that we want to sync by Pressing **+ Add Folder**.
|
||||
4. A pop-up window will appear, fill in the Folder label field with whatever you want to call it, like Switch Saves.
|
||||
5. Enter the Full folder path to where your save files are stored on this machine.
|
||||
|
||||
<aside>
|
||||
|
||||
***TIP***: The easiest way to do this would be to open Eden, right-click a game that has a save, hit ***Open Save Data Location,*** and then go up 1 directory. It should contain folders with the TitleID of your games.
|
||||
|
||||
It should look similar to this: ..*\nand\user\save\0000000000000000\EC573727F509799675F6E5112C581D7E*
|
||||
|
||||
</aside>
|
||||
|
||||
6. Ignore the other tabs for now and hit **Save**.
|
||||
7. The folder is now ready to be shared with other devices.
|
||||
|
||||
### Step 3: Configuring this Machine as a Child
|
||||
|
||||
Use this when you want to set this machine up as a child (pull files from the other devices). Afterwards they will all be equal partners, not a parent/child relationship, this just helps with initial setup.
|
||||
|
||||
1. Install Syncthing Tray on the client device following the section above. Copy the child’s ID and store it so it is accessible to the Parent.
|
||||
2. ***ON THE PARENT***: Right-Click the *Syncthing* Tray icon in your taskbar and select **Open Syncthing** if it is not open already**.**
|
||||
3. You will now have a browser window open up to a web GUI to configure *Syncthing*. You will get a pop up about allowing anonymous usage and setting a password, make your selections to close them.
|
||||
4. Navigate down to **+ Add Remote Device**, we are going to add our Child device, so I hope you have its ID handy. If not, go back and get it.
|
||||
5. Add the ID and Name the device, the device may appear as a **nearby device**, in which case you can just click it to pre-populate the Device ID.
|
||||
6. Click the **Sharing** Tab, and check the box next to the folder you set up on the Parent (Switch Saves in my case). Hit **Save.**
|
||||
7. We are done with the parent, now **SWITCH OVER TO THE CHILD.**
|
||||
8. ***ON THE CHILD***: Right-Click the *Syncthing* Tray icon in your taskbar and select **Open Syncthing** if it is not open already.
|
||||
9. You should now see a connection request pop-up from the parent. Hit **+ Add Device** to add the device.
|
||||
10. Hit **Save** to finish adding the device.
|
||||
11. That pop-up will close and you will get notification that the device wants to share a folder now. Hit **Add.**
|
||||
12. Enter the path to the save folder in Eden and hit **Save.**
|
||||
|
||||
<aside>
|
||||
|
||||
***TIP***: The easiest way to do this would be to open Eden, right-click a game that has a save, hit ***Open Save Data Location,*** and then go up 1 directory. It should contain folders with the TitleID of your games.
|
||||
|
||||
It should look similar to this: ..*\nand\user\save\0000000000000000\EC573727F509799675F6E5112C581D7E*
|
||||
|
||||
</aside>
|
||||
|
||||
13. *Syncthing* will now pull all the files from the Parent and store them in your local save directory. At this point the files are in sync and alterations to one will affect the other and both can be considered “*Parents*” for other devices you want to add. Repeat these steps for as many devices you want.
|
||||
@@ -2,6 +2,11 @@
|
||||
|
||||
While this is mainly aimed for testers - normal users can benefit from these guidelines to make their life easier when trying to outline and/or report an issue.
|
||||
|
||||
## Getting logs
|
||||
|
||||
In order to get more information, you can find logs in the following location:
|
||||
|
||||
|
||||
## How to Test a PR Against the Based Master When Issues Arise
|
||||
|
||||
When you're testing a pull request (PR) and encounter unexpected behavior, it's important to determine whether the issue was introduced by the PR or if it already exists in the base code. To do this, compare the behavior against the based master branch.
|
||||
|
||||
@@ -6,3 +6,4 @@ While most of the links mentioned in this guide are relatively "safe"; we urge u
|
||||
|
||||
- [Nightly Eden builds](https://github.com/pflyly/eden-nightly)
|
||||
- [NixOS Eden Flake](https://github.com/Grantimatter/eden-flake)
|
||||
- [ES-DE Frontend Support](https://github.com/GlazedBelmont/es-de-android-custom-systems)
|
||||
|
||||
99
docs/user/Troubleshoot.md
Normal file
99
docs/user/Troubleshoot.md
Normal file
@@ -0,0 +1,99 @@
|
||||
# User Handbook - Troubleshooting
|
||||
|
||||
## Vulkan initialization error
|
||||
|
||||
- Ensure you have the latest drivers
|
||||
- Uninstall old drivers, for Windows you can use [Display Driver Uninstaller](https://www.guru3d.com/download/display-driver-uninstaller-download/)
|
||||
- Change backend manually in the settings file (set it from `0` to `1` or viceversa).
|
||||
- Disconnect your second monitor, if any
|
||||
|
||||
## This mod only works on an Emulator
|
||||
|
||||
- Enable RNG seed
|
||||
- Set RNG seed to 0
|
||||
|
||||
## Eden Fails to Launch and Does Not Leave Any Logs
|
||||
|
||||
**Click [Here](https://evilperson1337.notion.site/Windows-Eden-Fails-to-Launch-and-Does-Not-Leave-Any-Logs-2b057c2edaf68156b640cf1ac549870a) for a version of this guide with images & visual elements.**
|
||||
|
||||
### Error Details
|
||||
|
||||
*Behavior*: Program appears not to launch or exits immediately without leaving any log entries.
|
||||
*Platform(s) Affected*:
|
||||
- **Windows**
|
||||
|
||||
**Error Log Entries:**
|
||||
|
||||
```
|
||||
None
|
||||
```
|
||||
**Example Error Message Entry in Windows Event Viewer**
|
||||
```
|
||||
Faulting application name: eden.exe, version: 0.0.0.0, time stamp: 0x6795dc3c
|
||||
Faulting module name: ntdll.dll, version: 10.0.26100.3037, time stamp: 0x95e6c489
|
||||
Exception code: 0xc0000005
|
||||
Fault offset: 0x0000000000014778
|
||||
Faulting process id: 0x2AF0
|
||||
Faulting application start time: 0x1DB7C30D2972402
|
||||
Faulting application path: C:\temp\Eden-Windows\eden.exe
|
||||
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
|
||||
Report Id: 4c8a6e13-9637-438c-b4d0-e802d279af66
|
||||
Faulting package full name:
|
||||
Faulting package-relative application ID:
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Causes
|
||||
|
||||
<aside>
|
||||
|
||||
#### Issue 1: Missing C++ Redistributable
|
||||
|
||||
*Eden requires the latest C++ redistributable from Microsoft in order to run. Like many other programs, it relies on aspects and libraries included in this runtime, without it - the program cannot run.*
|
||||
|
||||
1. Download the [Latest C++ Redistributable](https://learn.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170#visual-studio-2015-2017-2019-and-2022) from Microsoft for your machine.
|
||||
2. Double Click the downloaded executable file and wait for the software to install.
|
||||
3. Restart the computer.
|
||||
4. Launch Eden again, if the main window appears, you are good to go. If not, proceed to the next issue.
|
||||
</aside>
|
||||
|
||||
<aside>
|
||||
|
||||
#### Issue 2: Corrupted System Files
|
||||
|
||||
*A corruption of necessary system files can cause odd behaviors when Eden tries to access them. It is a very rare case and you would likely see other programs misbehaving if this is what your issue is, but you can try if you have no other options.*
|
||||
|
||||
1. Launch Eden to generate a crash.
|
||||
2. Confirm there are no logs created in the log directory.
|
||||
1. See the [How to Access Logs](./HowToAccessLogs.md) page for the log location if you need it.
|
||||
2. If there are any entries in here since you tried step 1, this is likely not your issue.
|
||||
3. Navigate to your *Windows Event Viewer* (Start Menu → **eventvwr.msc)**.
|
||||
4. Expand **Windows Logs** and select **Application.**
|
||||
|
||||
5. Look for an entry with the Level of Error, and look for a message similar to the following
|
||||
|
||||
```
|
||||
Faulting application name: Eden.exe, version: 0.0.0.0, time stamp: 0x6795dc3c
|
||||
Faulting module name: ntdll.dll, version: 10.0.26100.3037, time stamp: 0x95e6c489
|
||||
Exception code: 0xc0000005
|
||||
Fault offset: 0x0000000000014778
|
||||
Faulting process id: 0x2AF0
|
||||
Faulting application start time: 0x1DB7C30D2972402
|
||||
Faulting application path: C:\temp\Eden-Windows\Eden.exe
|
||||
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
|
||||
Report Id: 4c8a6e13-9637-438c-b4d0-e802d279af66
|
||||
Faulting package full name:
|
||||
Faulting package-relative application ID:
|
||||
```
|
||||
|
||||
6. Run a Command Prompt terminal Window as Administrator.
|
||||
7. Enter the following command and wait for it to complete. It will take a while, just be patient and do other things while it completes.
|
||||
|
||||
```
|
||||
DISM /Online /Cleanup-Image /RestoreHealth
|
||||
```
|
||||
|
||||
8. Reboot your computer.
|
||||
9. Launch Eden and verify it is now working.
|
||||
</aside>
|
||||
45
docs/user/UsingAmiibo.md
Normal file
45
docs/user/UsingAmiibo.md
Normal file
@@ -0,0 +1,45 @@
|
||||
# User Handbook - Using Amiibo
|
||||
|
||||
Use this guide when you want to load Amiibo into your games for use with the Eden emulator.
|
||||
|
||||
**Click [Here](https://evilperson1337.notion.site/Using-Amiibo-with-Eden-2b057c2edaf681b1b28ec6be600c6d3e) for a version of this guide with images & visual elements.**
|
||||
|
||||
## Android
|
||||
|
||||
TBD
|
||||
|
||||
## Desktop
|
||||
|
||||
### Pre-Requisites
|
||||
|
||||
1. The Eden Emulator fully set up and configured.
|
||||
2. The Amiibo file you want to use.
|
||||
|
||||
<aside>
|
||||
|
||||
***NOTE***: Eden only supports the *.bin* amiibo format, ***NOT*** the *.nfc* format.
|
||||
|
||||
</aside>
|
||||
|
||||
### Steps
|
||||
|
||||
1. Launch Eden and launch the game you want to load Amiibo for.
|
||||
<aside>
|
||||
|
||||
***TIP***: You must be in-game before you can emulate scanning an Amiibo
|
||||
|
||||
</aside>
|
||||
|
||||
1. Navigate to the Amiibo section of the game. The method for initiating the scanning varies from game to game, for *Captain Toad’s Treasure Tracker*, you need to go to the press the **+** button when on the level select. You will need to look up how to do so with your specific game.
|
||||
2. Upon activating the Amiibo scan functionality, you should get a Scan page. Eden is now looking for an Amiibo file to be loaded, which emulates scanning an Amiibo on actual hardware.
|
||||
3. Navigate to **File > Load/Remove Amiibo…**, or press the hotkey to do the same (**F2** on keyboard by default).
|
||||
4. In the file explorer that opens, navigate to the amiibo file you want to use.
|
||||
|
||||
<aside>
|
||||
|
||||
***NOTE***: It seems the scanning functionality is spotty and will sometimes throw a "*The current game is not looking for amiibos*” message, even though it is. Usually you just need to try loading it again or restarting the scanning from the game. In some situations it was only resolved by restarting the game.
|
||||
|
||||
</aside>
|
||||
|
||||
5. Upon loading a valid file, you will get a confirmation screen and your bonus content will be unlocked/functionality activated.
|
||||
6. Repeat with any other Amiibo you want to use.
|
||||
156
docs/user/UsingCheats.md
Normal file
156
docs/user/UsingCheats.md
Normal file
@@ -0,0 +1,156 @@
|
||||
# User Handbook - Using Cheats
|
||||
|
||||
Use this guide when you want to add cheats into a game to alter gameplay for use with the Eden emulator.
|
||||
|
||||
**Click [Here](https://evilperson1337.notion.site/Using-Cheats-with-Eden-2b057c2edaf6818fab66c276e2304bb4) for a version of this guide with images & visual elements.**
|
||||
|
||||
## Android
|
||||
|
||||
### Pre-Requisites
|
||||
|
||||
- Eden Emulator fully set up and configured on your Android device.
|
||||
- The cheat(s) you want to apply.
|
||||
- The **Build ID** of the game.
|
||||
|
||||
<aside>
|
||||
|
||||
***TIP***: The easiest way I have found to find the Build ID is by Right-Clicking the game **IN RYUJINX ON PC** and hitting **Manage Cheats**. Your Build ID will be displayed at the top.
|
||||
|
||||
Another option would be to launch the game in Eden and close it - then go into the log and look for a line like this - the first 16 characters if your Build ID. Make sure that it is the MAIN line.
|
||||
[ 27.098382] Loader <Info> core/file_sys/patch_manager.cpp:HasNSOPatch:304: Querying NSO patch existence for build_id=AEE6DCCC06D9C05B42061E2019123A61, name=main
|
||||
|
||||
</aside>
|
||||
|
||||
### Step 1: Configuring a Cheat
|
||||
|
||||
1. Create a directory somewhere accessible on your phone with the name of the cheat. The name you choose only affects how it is displayed in Eden.
|
||||
2. Create a directory inside of this folder called **cheats.**
|
||||
3. Create a new text file and copy the Hex Code of the cheat into it, optionally with the cheat name at the beginning like this example. Here this code will set the timer to 999 in *New Super Mario Bros. U Deluxe.*
|
||||
|
||||
```bash
|
||||
[Time = 999]
|
||||
58000000 00C88A70
|
||||
78001000 00000090
|
||||
64000000 00000000 003E6F00
|
||||
```
|
||||
|
||||
4. Save the file as a **txt** file with the Build ID of the game. For my example, my Build ID is **AEE6DCCC06D9C05B** so my file would be `AEE6DCCC06D9C05B.txt`.
|
||||
5. Open Eden and press and hold the game you want to apply the cheat to.
|
||||
6. Scroll down on the properties until you see **Add-ons**, select this option.
|
||||
7. Select + **Install** then select **Mods and cheats** and **OK** on the window that appears.
|
||||
8. A file explorer will now appear. Navigate to the directory created in step 1 and select the folder.
|
||||
|
||||
<aside>
|
||||
|
||||
***INFO***: Make sure you select the correct directory or it will not work, the screen should show the **cheats** sub-directory.
|
||||
|
||||
</aside>
|
||||
2. You should now see the cheat appear in the **Add-ons** screen.
|
||||
3. Launch the game and confirm that the cheat is applied.
|
||||
|
||||
### Step 2: Multiple Cheats
|
||||
|
||||
In order to install multiple cheats, you must repeat the steps above with the new cheat, creating a new directory with the name of the cheat and cheats directory. You **cannot** install multiple cheats with a single file.
|
||||
|
||||
Community Member [Ninjistix](https://github.com/Ninjistix) created a utility (Windows or anything that can run Python) that can take a file with multiple cheats and create the files/structure for you with a provided Build ID. To download and run it, see the [GitHub Project](https://github.com/Ninjistix/nxCheat_Splitter) page.
|
||||
|
||||
**Example cheat TXT file with multiple cheats. It must be in this format to work:**
|
||||
```
|
||||
[Super Mario Bros. Wonder - Various] <- Optional
|
||||
|
||||
[♯ 1. Always Star Power]
|
||||
040E0000 00880580 52800035
|
||||
|
||||
[♯ 2. Star Power + Bubble Mode (Invincible)]
|
||||
040E0000 00880580 52800075
|
||||
|
||||
[♯ 3. Can Fast Travel to Any Course and World]
|
||||
040E0000 00935E10 52800036
|
||||
040E0000 0048A528 52800028
|
||||
040E0000 005D9F58 52800028
|
||||
|
||||
[♯ 4. Got All Top of Flag Poles]
|
||||
040E0000 0048A818 52800028
|
||||
```
|
||||
|
||||
### Step 3: Enabling/Disabling Cheats
|
||||
|
||||
Cheats are enabled by default, but can be disabled so they don’t affect gameplay fairly easily using the game properties.
|
||||
|
||||
1. Open Eden and press and hold the game you want to apply the cheat to.
|
||||
2. Scroll down on the properties until you see **Add-ons**, select this option.
|
||||
3. *Select/Deselect* the name of the cheat you wish to enable/disable.
|
||||
4. Click **OK** to close the window.
|
||||
5. Launch the game to confirm the cheat is/is not active.
|
||||
|
||||
## Desktop
|
||||
|
||||
### Pre-Requisites
|
||||
|
||||
- Eden Emulator fully set up and configured
|
||||
- The cheat(s) you want to apply
|
||||
- The **Build ID** of the game.
|
||||
|
||||
<aside>
|
||||
|
||||
***TIP***: The easiest way I have found to find the Build ID is by Right-Clicking the game **IN RYUJINX** and hitting **Manage Cheats**. Your Build ID will be displayed at the top.
|
||||
|
||||
Another option would be to launch the game in Eden and close it - then go into the log and look for a line like this - the first 16 characters if your Build ID. **Make sure that it is the MAIN line**.
|
||||
`[ 27.098382] Loader <Info> core/file_sys/patch_manager.cpp:HasNSOPatch:304: Querying NSO patch existence for build_id=AEE6DCCC06D9C05B42061E2019123A61, name=main`
|
||||
|
||||
</aside>
|
||||
|
||||
### Step 1: Configuring a Cheat
|
||||
|
||||
1. Copy the Hex Code of the cheat into a text file, optionally with the cheat name at the beginning like the example. Here this code will set the timer to 999 in *New Super Mario Bros. U Deluxe.*
|
||||
|
||||
```bash
|
||||
[Time = 999]
|
||||
58000000 00C88A70
|
||||
78001000 00000090
|
||||
64000000 00000000 003E6F00
|
||||
```
|
||||
|
||||
1. Save the file as a **txt** file with the Build ID of the game. For my example, my Build ID is **AEE6DCCC06D9C05B** so my file would be `AEE6DCCC06D9C05B.txt`.
|
||||
2. Launch Eden and wait for the program to load.
|
||||
3. *Right-Click* the game in Eden and select **Open Mod Data Location**. A file explorer window should appear.
|
||||
4. Create a folder inside of the file explorer window with the name of the cheat. This name does not matter and only affects how it appears in the game properties inside of Eden.
|
||||
5. Navigate inside of this folder and create another folder called **cheats.**
|
||||
6. Move the txt file you created earlier into this **cheats** folder. (e.g. `<mod_location>/Time 999/cheats/AEE6DCCC06D9C05B.txt` )
|
||||
7. Go back to Eden and *right-click* the game. Select *Configure Game* and you should now see the cheat you created appear in the **Add-Ons** section with the name of the folder from step 6.
|
||||
8. Launch the game to verify that the cheat is enabled.
|
||||
|
||||
### Step 2: Multiple Cheats
|
||||
|
||||
In order to install multiple cheats, you must repeat the steps above with the new cheat, creating a new directory with the name of the cheat and cheats directory. You **cannot** install multiple cheats with a single file.
|
||||
|
||||
Community Member [Ninjistix](https://github.com/Ninjistix) created a utility (Windows or anything that can run Python) that can take a file with multiple cheats and create the files/structure for you with a provided Build ID. To download and run it, see the [GitHub Project](https://github.com/Ninjistix/nxCheat_Splitter) page.
|
||||
|
||||
**Example cheat TXT file with multiple cheats. It must be in this format to work:**
|
||||
```
|
||||
[Super Mario Bros. Wonder - Various] <- Optional
|
||||
|
||||
[♯ 1. Always Star Power]
|
||||
040E0000 00880580 52800035
|
||||
|
||||
[♯ 2. Star Power + Bubble Mode (Invincible)]
|
||||
040E0000 00880580 52800075
|
||||
|
||||
[♯ 3. Can Fast Travel to Any Course and World]
|
||||
040E0000 00935E10 52800036
|
||||
040E0000 0048A528 52800028
|
||||
040E0000 005D9F58 52800028
|
||||
|
||||
[♯ 4. Got All Top of Flag Poles]
|
||||
040E0000 0048A818 52800028
|
||||
```
|
||||
|
||||
### Step 3: Enabling/Disabling Cheats
|
||||
|
||||
Cheats are enabled by default, but can be disabled so they don’t affect gameplay fairly easily using the game properties.
|
||||
|
||||
1. *Right-Click* the game and select *Configure Game*.
|
||||
2. In the **Add-Ons** section, locate the cheat you wish to enable.
|
||||
3. *Select/Deselect* the name of the cheat you wish to enable/disable.
|
||||
4. Click **OK** to close the window.
|
||||
5. Launch the game to confirm the cheat is/is not active.
|
||||
24
externals/CMakeLists.txt
vendored
24
externals/CMakeLists.txt
vendored
@@ -27,7 +27,7 @@ set_directory_properties(PROPERTIES EXCLUDE_FROM_ALL ON)
|
||||
|
||||
# Xbyak (also used by Dynarmic, so needs to be added first)
|
||||
if (ARCHITECTURE_x86 OR ARCHITECTURE_x86_64)
|
||||
if (PLATFORM_SUN OR PLATFORM_OPENBSD)
|
||||
if (PLATFORM_SUN OR PLATFORM_OPENBSD OR PLATFORM_NETBSD OR PLATFORM_DRAGONFLY)
|
||||
AddJsonPackage(xbyak_sun)
|
||||
else()
|
||||
AddJsonPackage(xbyak)
|
||||
@@ -267,9 +267,11 @@ if (ANDROID AND ARCHITECTURE_arm64)
|
||||
AddJsonPackage(libadrenotools)
|
||||
endif()
|
||||
|
||||
if (UNIX AND NOT APPLE AND NOT TARGET gamemode::headers)
|
||||
AddJsonPackage(gamemode)
|
||||
|
||||
if (gamemode_ADDED)
|
||||
add_library(gamemode INTERFACE)
|
||||
target_include_directories(gamemode INTERFACE gamemode)
|
||||
target_include_directories(gamemode INTERFACE ${gamemode_SOURCE_DIR}/lib)
|
||||
add_library(gamemode::headers ALIAS gamemode)
|
||||
endif()
|
||||
|
||||
@@ -392,3 +394,19 @@ if (ANDROID)
|
||||
|
||||
add_library(oboe::oboe ALIAS oboe)
|
||||
endif()
|
||||
|
||||
if (APPLE)
|
||||
# moltenvk
|
||||
if (NOT YUZU_USE_BUNDLED_MOLTENVK)
|
||||
find_library(MOLTENVK_LIBRARY MoltenVK)
|
||||
else()
|
||||
unset(MOLTENVK_LIBRARY)
|
||||
endif()
|
||||
|
||||
# TODO: kosmickrisp?
|
||||
if (NOT MOLTENVK_LIBRARY)
|
||||
AddJsonPackage(moltenvk)
|
||||
|
||||
set(MOLTENVK_LIBRARY "${moltenvk_SOURCE_DIR}/MoltenVK/dylib/macOS/libMoltenVK.dylib" CACHE STRING "" FORCE)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
17
externals/cmake-modules/DefaultConfig.cmake
vendored
Normal file
17
externals/cmake-modules/DefaultConfig.cmake
vendored
Normal file
@@ -0,0 +1,17 @@
|
||||
# SPDX-FileCopyrightText: Copyright 2025 crueter
|
||||
# SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
## DefaultConfig ##
|
||||
|
||||
# Generally, you will always want "some" default configuration for your project.
|
||||
# This module does nothing but enforce that. :)
|
||||
|
||||
set(CMAKE_BUILD_TYPE_DEFAULT "Release" CACHE STRING "Default build type")
|
||||
|
||||
get_property(IS_MULTI_CONFIG GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG)
|
||||
if (NOT IS_MULTI_CONFIG AND NOT CMAKE_BUILD_TYPE)
|
||||
set(CMAKE_BUILD_TYPE "${CMAKE_BUILD_TYPE_DEFAULT}"
|
||||
CACHE STRING "Choose the type of build." FORCE)
|
||||
message(STATUS "[DefaultConfig] Defaulting to a "
|
||||
"${CMAKE_BUILD_TYPE_DEFAULT} build")
|
||||
endif()
|
||||
225
externals/cmake-modules/DetectArchitecture.cmake
vendored
Normal file
225
externals/cmake-modules/DetectArchitecture.cmake
vendored
Normal file
@@ -0,0 +1,225 @@
|
||||
# SPDX-FileCopyrightText: Copyright 2025 crueter
|
||||
# SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
## DetectArchitecture ##
|
||||
#[[
|
||||
Does exactly as it sounds. Detects common symbols defined for different architectures and
|
||||
adds compile definitions thereof. Namely:
|
||||
- arm64
|
||||
- arm
|
||||
- x86_64
|
||||
- x86
|
||||
- ia64
|
||||
- mips64
|
||||
- mips
|
||||
- ppc64
|
||||
- ppc
|
||||
- riscv
|
||||
- riscv64
|
||||
- loongarch64
|
||||
- wasm
|
||||
|
||||
Unsupported architectures:
|
||||
- ARMv2-6
|
||||
- m68k
|
||||
- PIC
|
||||
|
||||
This file WILL NOT detect endian-ness for you.
|
||||
|
||||
This file is based off of Yuzu and Dynarmic.
|
||||
]]
|
||||
|
||||
# multiarch builds are a special case and also very difficult
|
||||
# this is what I have for now, but it's not ideal
|
||||
|
||||
# Do note that situations where multiple architectures are defined
|
||||
# should NOT be too dependent on the architecture
|
||||
# otherwise, you may end up with duplicate code
|
||||
if (CMAKE_OSX_ARCHITECTURES)
|
||||
set(MULTIARCH_BUILD 1)
|
||||
set(ARCHITECTURE "${CMAKE_OSX_ARCHITECTURES}")
|
||||
|
||||
# hope and pray the architecture names match
|
||||
foreach(ARCH IN ${CMAKE_OSX_ARCHITECTURES})
|
||||
set(ARCHITECTURE_${ARCH} 1 PARENT_SCOPE)
|
||||
add_definitions(-DARCHITECTURE_${ARCH}=1)
|
||||
endforeach()
|
||||
|
||||
return()
|
||||
endif()
|
||||
|
||||
include(CheckSymbolExists)
|
||||
function(detect_architecture symbol arch)
|
||||
# The output variable needs to be unset between invocations otherwise
|
||||
# CMake's crazy scope rules will keep it defined
|
||||
unset(SYMBOL_EXISTS CACHE)
|
||||
|
||||
if (NOT DEFINED ARCHITECTURE)
|
||||
set(CMAKE_REQUIRED_QUIET 1)
|
||||
check_symbol_exists("${symbol}" "" SYMBOL_EXISTS)
|
||||
unset(CMAKE_REQUIRED_QUIET)
|
||||
|
||||
if (SYMBOL_EXISTS)
|
||||
set(ARCHITECTURE "${arch}" PARENT_SCOPE)
|
||||
set(ARCHITECTURE_${arch} 1 PARENT_SCOPE)
|
||||
add_definitions(-DARCHITECTURE_${arch}=1)
|
||||
endif()
|
||||
endif()
|
||||
endfunction()
|
||||
|
||||
function(detect_architecture_symbols)
|
||||
if (DEFINED ARCHITECTURE)
|
||||
return()
|
||||
endif()
|
||||
|
||||
set(oneValueArgs ARCH)
|
||||
set(multiValueArgs SYMBOLS)
|
||||
|
||||
cmake_parse_arguments(ARGS "" "${oneValueArgs}" "${multiValueArgs}"
|
||||
"${ARGN}")
|
||||
|
||||
set(arch "${ARGS_ARCH}")
|
||||
foreach(symbol ${ARGS_SYMBOLS})
|
||||
detect_architecture("${symbol}" "${arch}")
|
||||
|
||||
if (ARCHITECTURE_${arch})
|
||||
message(DEBUG "[DetectArchitecture] Found architecture symbol ${symbol} for ${arch}")
|
||||
set(ARCHITECTURE "${arch}" PARENT_SCOPE)
|
||||
set(ARCHITECTURE_${arch} 1 PARENT_SCOPE)
|
||||
add_definitions(-DARCHITECTURE_${arch}=1)
|
||||
|
||||
return()
|
||||
endif()
|
||||
endforeach()
|
||||
endfunction()
|
||||
|
||||
function(DetectArchitecture)
|
||||
# arches here are put in a sane default order of importance
|
||||
# notably, amd64, arm64, and riscv (in order) are BY FAR the most common
|
||||
# mips is pretty popular in embedded
|
||||
# ppc64 is pretty popular in supercomputing
|
||||
# sparc is uh
|
||||
# ia64 exists
|
||||
# the rest exist, but are probably less popular than ia64
|
||||
|
||||
detect_architecture_symbols(
|
||||
ARCH arm64
|
||||
SYMBOLS
|
||||
"__ARM64__"
|
||||
"__aarch64__"
|
||||
"_M_ARM64")
|
||||
|
||||
detect_architecture_symbols(
|
||||
ARCH x86_64
|
||||
SYMBOLS
|
||||
"__x86_64"
|
||||
"__x86_64__"
|
||||
"__amd64"
|
||||
"_M_X64"
|
||||
"_M_AMD64")
|
||||
|
||||
# riscv is interesting since it generally does not define a riscv64-specific symbol
|
||||
# We can, however, check for the rv32 zcf extension which is good enough of a heuristic on GCC
|
||||
detect_architecture_symbols(
|
||||
ARCH riscv
|
||||
SYMBOLS
|
||||
"__riscv_zcf")
|
||||
|
||||
# if zcf doesn't exist we can safely assume it's riscv64
|
||||
detect_architecture_symbols(
|
||||
ARCH riscv64
|
||||
SYMBOLS
|
||||
"__riscv")
|
||||
|
||||
detect_architecture_symbols(
|
||||
ARCH x86
|
||||
SYMBOLS
|
||||
"__i386"
|
||||
"__i386__"
|
||||
"_M_IX86")
|
||||
|
||||
detect_architecture_symbols(
|
||||
ARCH arm
|
||||
SYMBOLS
|
||||
"__arm__"
|
||||
"__TARGET_ARCH_ARM"
|
||||
"_M_ARM")
|
||||
|
||||
detect_architecture_symbols(
|
||||
ARCH ia64
|
||||
SYMBOLS
|
||||
"__ia64"
|
||||
"__ia64__"
|
||||
"_M_IA64")
|
||||
|
||||
# mips is probably the least fun to detect due to microMIPS
|
||||
# Because microMIPS is such cancer I'm considering it out of scope for now
|
||||
detect_architecture_symbols(
|
||||
ARCH mips64
|
||||
SYMBOLS
|
||||
"__mips64")
|
||||
|
||||
detect_architecture_symbols(
|
||||
ARCH mips
|
||||
SYMBOLS
|
||||
"__mips"
|
||||
"__mips__"
|
||||
"_M_MRX000")
|
||||
|
||||
detect_architecture_symbols(
|
||||
ARCH ppc64
|
||||
SYMBOLS
|
||||
"__ppc64__"
|
||||
"__powerpc64__"
|
||||
"_ARCH_PPC64"
|
||||
"_M_PPC64")
|
||||
|
||||
detect_architecture_symbols(
|
||||
ARCH ppc
|
||||
SYMBOLS
|
||||
"__ppc__"
|
||||
"__ppc"
|
||||
"__powerpc__"
|
||||
"_ARCH_COM"
|
||||
"_ARCH_PWR"
|
||||
"_ARCH_PPC"
|
||||
"_M_MPPC"
|
||||
"_M_PPC")
|
||||
|
||||
detect_architecture_symbols(
|
||||
ARCH sparc64
|
||||
SYMBOLS
|
||||
"__sparc_v9__")
|
||||
|
||||
detect_architecture_symbols(
|
||||
ARCH sparc
|
||||
SYMBOLS
|
||||
"__sparc__"
|
||||
"__sparc")
|
||||
|
||||
# I don't actually know about loongarch32 since crossdev does not support it, only 64
|
||||
detect_architecture_symbols(
|
||||
ARCH loongarch64
|
||||
SYMBOLS
|
||||
"__loongarch__"
|
||||
"__loongarch64")
|
||||
|
||||
detect_architecture_symbols(
|
||||
ARCH wasm
|
||||
SYMBOLS
|
||||
"__EMSCRIPTEN__")
|
||||
|
||||
# "generic" target
|
||||
# If you have reached this point, you're on some as-of-yet unsupported architecture.
|
||||
# See the docs up above for known unsupported architectures
|
||||
# If you're not in the list... I think you know what you're doing.
|
||||
if (NOT DEFINED ARCHITECTURE)
|
||||
set(ARCHITECTURE "GENERIC")
|
||||
set(ARCHITECTURE_GENERIC 1)
|
||||
add_definitions(-DARCHITECTURE_GENERIC=1)
|
||||
endif()
|
||||
|
||||
message(STATUS "[DetectArchitecture] Target architecture: ${ARCHITECTURE}")
|
||||
set(ARCHITECTURE "${ARCHITECTURE}" PARENT_SCOPE)
|
||||
set(ARCHITECTURE_${ARCHITECTURE} 1 PARENT_SCOPE)
|
||||
endfunction()
|
||||
151
externals/cmake-modules/DetectPlatform.cmake
vendored
Normal file
151
externals/cmake-modules/DetectPlatform.cmake
vendored
Normal file
@@ -0,0 +1,151 @@
|
||||
# SPDX-FileCopyrightText: Copyright 2025 crueter
|
||||
# SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
## DetectPlatform ##
|
||||
|
||||
# This is a small helper that sets PLATFORM_<platform> variables for various
|
||||
# operating systems and distributions. Note that Apple, Windows, Android, etc.
|
||||
# are not covered, as CMake already does that for us.
|
||||
|
||||
# It also sets CXX_<compiler> for the C++ compiler.
|
||||
|
||||
# Furthermore, some platforms have really silly requirements/quirks, so this
|
||||
# also does a few of those.
|
||||
|
||||
# This module contains contributions from the Eden Emulator Project,
|
||||
# notably from crueter and Lizzie.
|
||||
|
||||
if (${CMAKE_SYSTEM_NAME} STREQUAL "SunOS")
|
||||
set(PLATFORM_SUN ON)
|
||||
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "FreeBSD")
|
||||
set(PLATFORM_FREEBSD ON)
|
||||
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "OpenBSD")
|
||||
set(PLATFORM_OPENBSD ON)
|
||||
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "NetBSD")
|
||||
set(PLATFORM_NETBSD ON)
|
||||
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "DragonFly")
|
||||
set(PLATFORM_DRAGONFLYBSD ON)
|
||||
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "Haiku")
|
||||
set(PLATFORM_HAIKU ON)
|
||||
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "Linux")
|
||||
set(PLATFORM_LINUX ON)
|
||||
endif()
|
||||
|
||||
# dumb heuristic to detect msys2
|
||||
if (CMAKE_COMMAND MATCHES "msys64")
|
||||
set(PLATFORM_MSYS ON)
|
||||
endif()
|
||||
|
||||
if (CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
|
||||
set(CXX_CLANG ON)
|
||||
if (MSVC)
|
||||
set(CXX_CLANG_CL ON)
|
||||
endif()
|
||||
elseif (CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
|
||||
set(CXX_GCC ON)
|
||||
elseif (CMAKE_CXX_COMPILER_ID STREQUAL "MSVC")
|
||||
set(CXX_CL ON)
|
||||
elseif (CMAKE_CXX_COMPILER_ID STREQUAL "IntelLLVM")
|
||||
set(CXX_ICC ON)
|
||||
elseif (CMAKE_CXX_COMPILER_ID STREQUAL "AppleClang")
|
||||
set(CXX_APPLE ON)
|
||||
endif()
|
||||
|
||||
# https://gitlab.kitware.com/cmake/cmake/-/merge_requests/11112
|
||||
# This works totally fine on MinGW64, but not CLANG{,ARM}64
|
||||
if(MINGW AND CXX_CLANG)
|
||||
set(CMAKE_SYSTEM_VERSION 10.0.0)
|
||||
endif()
|
||||
|
||||
# NB: this does not account for SPARC
|
||||
if (PLATFORM_SUN)
|
||||
# Terrific OpenIndiana pkg shenanigans
|
||||
list(APPEND CMAKE_PREFIX_PATH
|
||||
"${CMAKE_SYSROOT}/usr/lib/qt/6.6/lib/amd64/cmake")
|
||||
list(APPEND CMAKE_MODULE_PATH
|
||||
"${CMAKE_SYSROOT}/usr/lib/qt/6.6/lib/amd64/cmake")
|
||||
|
||||
# Amazing - absolutely incredible
|
||||
list(APPEND CMAKE_PREFIX_PATH "${CMAKE_SYSROOT}/usr/lib/amd64/cmake")
|
||||
list(APPEND CMAKE_MODULE_PATH "${CMAKE_SYSROOT}/usr/lib/amd64/cmake")
|
||||
|
||||
# For some mighty reason, doing a normal release build sometimes
|
||||
# may not trigger the proper -O3 switch to materialize
|
||||
if (CMAKE_BUILD_TYPE MATCHES "Release")
|
||||
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -O3")
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -O3")
|
||||
endif()
|
||||
if (CMAKE_BUILD_TYPE MATCHES "RelWithDebInfo")
|
||||
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -O2")
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -O2")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# MSYS2 utilities
|
||||
|
||||
# Sometimes, PkgConfig modules will incorrectly reference / when CMake
|
||||
# wants you to reference it as C:/msys64/. This function corrects that.
|
||||
# Example in a Find module:
|
||||
#[[
|
||||
if (PLATFORM_MSYS)
|
||||
FixMsysPath(PkgConfig::OPUS)
|
||||
endif()
|
||||
]]
|
||||
|
||||
function(FixMsysPath target)
|
||||
get_target_property(include_dir ${target} INTERFACE_INCLUDE_DIRECTORIES)
|
||||
|
||||
if (NOT (include_dir MATCHES "^/"))
|
||||
return()
|
||||
endif()
|
||||
|
||||
set(root_default $ENV{MSYS2_LOCATION})
|
||||
if (root_default STREQUAL "")
|
||||
set(root_default "C:/msys64")
|
||||
endif()
|
||||
|
||||
set(MSYS_ROOT_PATH ${root_default}
|
||||
CACHE STRING "Location of the MSYS2 root")
|
||||
|
||||
set(include_dir "C:/msys64${include_dir}")
|
||||
set_target_properties(${target} PROPERTIES
|
||||
INTERFACE_INCLUDE_DIRECTORIES ${include_dir})
|
||||
endfunction()
|
||||
|
||||
# MSYSTEM handling + program_path
|
||||
if (PLATFORM_MSYS)
|
||||
# really, really dumb heuristic to detect what environment we are in
|
||||
macro(system var)
|
||||
if (CMAKE_COMMAND MATCHES ${var})
|
||||
set(MSYSTEM ${var})
|
||||
endif()
|
||||
endmacro()
|
||||
|
||||
system(mingw64)
|
||||
system(clang64)
|
||||
system(clangarm64)
|
||||
system(ucrt64)
|
||||
|
||||
if (NOT DEFINED MSYSTEM)
|
||||
set(MSYSTEM msys2)
|
||||
endif()
|
||||
|
||||
# We generally want to prioritize environment-specific binaries if possible
|
||||
# some, like autoconf, are not present on environments besides msys2 though
|
||||
set(CMAKE_PROGRAM_PATH C:/msys64/${MSYSTEM}/bin C:/msys64/usr/bin)
|
||||
set(ENV{PKG_CONFIG_PATH} C:/msys64/${MSYSTEM}/lib/pkgconfig)
|
||||
endif()
|
||||
|
||||
# This saves a truly ridiculous amount of time during linking
|
||||
# In my tests, without this, Eden takes 2 mins, with this, it takes 3-5 seconds
|
||||
# or on GitHub Actions, 10 minutes -> 3 seconds
|
||||
if (MINGW)
|
||||
set(MINGW_FLAGS "-Wl,--strip-all -Wl,--gc-sections")
|
||||
set(CMAKE_EXE_LINKER_FLAGS_RELEASE
|
||||
"${CMAKE_EXE_LINKER_FLAGS_RELEASE} ${MINGW_FLAGS}")
|
||||
endif()
|
||||
|
||||
# awesome
|
||||
if (PLATFORM_FREEBSD OR PLATFORM_DRAGONFLYBSD)
|
||||
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -L${CMAKE_SYSROOT}/usr/local/lib")
|
||||
endif()
|
||||
58
externals/cmake-modules/FasterLinker.cmake
vendored
Normal file
58
externals/cmake-modules/FasterLinker.cmake
vendored
Normal file
@@ -0,0 +1,58 @@
|
||||
# SPDX-FileCopyrightText: Copyright 2025 crueter
|
||||
# SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
## FasterLinker ##
|
||||
|
||||
# This finds a faster linker for your compiler, if available.
|
||||
# Only really tested on Linux. I would not recommend this on MSYS2.
|
||||
|
||||
#[[
|
||||
search order:
|
||||
- gold (GCC only) - the best, generally, but not packaged anymore
|
||||
- mold (GCC only) - generally does well on GCC
|
||||
- lld - preferred on clang
|
||||
- bfd - the final fallback
|
||||
- If none are found (macOS uses ld.prime, etc) just use the default linker
|
||||
]]
|
||||
|
||||
# This module is based on the work of Yuzu, specifically Liam White,
|
||||
# and later extended by crueter.
|
||||
|
||||
if (CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
|
||||
set(CXX_GCC ON)
|
||||
endif()
|
||||
|
||||
find_program(LINKER_BFD bfd)
|
||||
if (LINKER_BFD)
|
||||
set(LINKER bfd)
|
||||
endif()
|
||||
|
||||
find_program(LINKER_LLD lld)
|
||||
if (LINKER_LLD)
|
||||
set(LINKER lld)
|
||||
endif()
|
||||
|
||||
if (CXX_GCC)
|
||||
find_program(LINKER_MOLD mold)
|
||||
if (LINKER_MOLD AND CMAKE_CXX_COMPILER_VERSION VERSION_GREATER_EQUAL "12.1")
|
||||
set(LINKER mold)
|
||||
endif()
|
||||
|
||||
find_program(LINKER_GOLD gold)
|
||||
if (LINKER_GOLD)
|
||||
set(LINKER gold)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
if (LINKER)
|
||||
message(NOTICE "[FasterLinker] Selecting ${LINKER} as linker")
|
||||
add_link_options("-fuse-ld=${LINKER}")
|
||||
else()
|
||||
message(WARNING "[FasterLinker] No faster linker found--using default")
|
||||
endif()
|
||||
|
||||
if (LINKER STREQUAL "lld" AND CXX_GCC)
|
||||
message(WARNING
|
||||
"[FasterLinker] Using lld on GCC may cause issues "
|
||||
"with certain LTO settings.")
|
||||
endif()
|
||||
@@ -1,162 +0,0 @@
|
||||
# SPDX-FileCopyrightText: 2009 Iowa State University
|
||||
# SPDX-FileContributor: Ryan Pavlik <rpavlik@iastate.edu> <abiryan@ryand.net>
|
||||
# SPDX-License-Identifier: BSL-1.0
|
||||
|
||||
# - Returns a version string from Git
|
||||
#
|
||||
# These functions force a re-configure on each git commit so that you can
|
||||
# trust the values of the variables in your build system.
|
||||
#
|
||||
# get_git_head_revision(<refspecvar> <hashvar> [<additional arguments to git describe> ...])
|
||||
#
|
||||
# Returns the refspec and sha hash of the current head revision
|
||||
#
|
||||
# git_describe(<var> [<additional arguments to git describe> ...])
|
||||
#
|
||||
# Returns the results of git describe on the source tree, and adjusting
|
||||
# the output so that it tests false if an error occurs.
|
||||
#
|
||||
# git_get_exact_tag(<var> [<additional arguments to git describe> ...])
|
||||
#
|
||||
# Returns the results of git describe --exact-match on the source tree,
|
||||
# and adjusting the output so that it tests false if there was no exact
|
||||
# matching tag.
|
||||
#
|
||||
# Requires CMake 2.6 or newer (uses the 'function' command)
|
||||
#
|
||||
# Original Author:
|
||||
# 2009-2010 Ryan Pavlik <rpavlik@iastate.edu> <abiryan@ryand.net>
|
||||
# http://academic.cleardefinition.com
|
||||
# Iowa State University HCI Graduate Program/VRAC
|
||||
#
|
||||
# Copyright Iowa State University 2009-2010.
|
||||
# Distributed under the Boost Software License, Version 1.0.
|
||||
# (See accompanying file LICENSE_1_0.txt or copy at
|
||||
# http://www.boost.org/LICENSE_1_0.txt)
|
||||
|
||||
if(__get_git_revision_description)
|
||||
return()
|
||||
endif()
|
||||
set(__get_git_revision_description YES)
|
||||
|
||||
# We must run the following at "include" time, not at function call time,
|
||||
# to find the path to this module rather than the path to a calling list file
|
||||
get_filename_component(_gitdescmoddir ${CMAKE_CURRENT_LIST_FILE} PATH)
|
||||
|
||||
function(get_git_head_revision _refspecvar _hashvar)
|
||||
set(GIT_PARENT_DIR "${CMAKE_CURRENT_SOURCE_DIR}")
|
||||
set(GIT_DIR "${GIT_PARENT_DIR}/.git")
|
||||
while(NOT EXISTS "${GIT_DIR}") # .git dir not found, search parent directories
|
||||
set(GIT_PREVIOUS_PARENT "${GIT_PARENT_DIR}")
|
||||
get_filename_component(GIT_PARENT_DIR ${GIT_PARENT_DIR} PATH)
|
||||
if(GIT_PARENT_DIR STREQUAL GIT_PREVIOUS_PARENT)
|
||||
# We have reached the root directory, we are not in git
|
||||
set(${_refspecvar} "GITDIR-NOTFOUND" PARENT_SCOPE)
|
||||
set(${_hashvar} "GITDIR-NOTFOUND" PARENT_SCOPE)
|
||||
return()
|
||||
endif()
|
||||
set(GIT_DIR "${GIT_PARENT_DIR}/.git")
|
||||
endwhile()
|
||||
# check if this is a submodule
|
||||
if(NOT IS_DIRECTORY ${GIT_DIR})
|
||||
file(READ ${GIT_DIR} submodule)
|
||||
string(REGEX REPLACE "gitdir: (.*)\n$" "\\1" GIT_DIR_RELATIVE ${submodule})
|
||||
get_filename_component(SUBMODULE_DIR ${GIT_DIR} PATH)
|
||||
get_filename_component(GIT_DIR ${SUBMODULE_DIR}/${GIT_DIR_RELATIVE} ABSOLUTE)
|
||||
endif()
|
||||
set(GIT_DATA "${CMAKE_CURRENT_BINARY_DIR}/CMakeFiles/git-data")
|
||||
if(NOT EXISTS "${GIT_DATA}")
|
||||
file(MAKE_DIRECTORY "${GIT_DATA}")
|
||||
endif()
|
||||
|
||||
if(NOT EXISTS "${GIT_DIR}/HEAD")
|
||||
return()
|
||||
endif()
|
||||
set(HEAD_FILE "${GIT_DATA}/HEAD")
|
||||
configure_file("${GIT_DIR}/HEAD" "${HEAD_FILE}" COPYONLY)
|
||||
|
||||
configure_file("${_gitdescmoddir}/GetGitRevisionDescription.cmake.in"
|
||||
"${GIT_DATA}/grabRef.cmake"
|
||||
@ONLY)
|
||||
include("${GIT_DATA}/grabRef.cmake")
|
||||
|
||||
set(${_refspecvar} "${HEAD_REF}" PARENT_SCOPE)
|
||||
set(${_hashvar} "${HEAD_HASH}" PARENT_SCOPE)
|
||||
endfunction()
|
||||
|
||||
function(git_branch_name _var)
|
||||
if(NOT GIT_FOUND)
|
||||
find_package(Git QUIET)
|
||||
endif()
|
||||
|
||||
if(NOT GIT_FOUND)
|
||||
set(${_var} "GIT-NOTFOUND" PARENT_SCOPE)
|
||||
return()
|
||||
endif()
|
||||
|
||||
execute_process(COMMAND
|
||||
"${GIT_EXECUTABLE}"
|
||||
rev-parse --abbrev-ref HEAD
|
||||
WORKING_DIRECTORY
|
||||
"${CMAKE_SOURCE_DIR}"
|
||||
RESULT_VARIABLE
|
||||
res
|
||||
OUTPUT_VARIABLE
|
||||
out
|
||||
ERROR_QUIET
|
||||
OUTPUT_STRIP_TRAILING_WHITESPACE)
|
||||
if(NOT res EQUAL 0)
|
||||
set(out "${out}-${res}-NOTFOUND")
|
||||
endif()
|
||||
|
||||
set(${_var} "${out}" PARENT_SCOPE)
|
||||
endfunction()
|
||||
|
||||
function(git_describe _var)
|
||||
if(NOT GIT_FOUND)
|
||||
find_package(Git QUIET)
|
||||
endif()
|
||||
#get_git_head_revision(refspec hash)
|
||||
if(NOT GIT_FOUND)
|
||||
set(${_var} "GIT-NOTFOUND" PARENT_SCOPE)
|
||||
return()
|
||||
endif()
|
||||
#if(NOT hash)
|
||||
# set(${_var} "HEAD-HASH-NOTFOUND" PARENT_SCOPE)
|
||||
# return()
|
||||
#endif()
|
||||
|
||||
# TODO sanitize
|
||||
#if((${ARGN}" MATCHES "&&") OR
|
||||
# (ARGN MATCHES "||") OR
|
||||
# (ARGN MATCHES "\\;"))
|
||||
# message("Please report the following error to the project!")
|
||||
# message(FATAL_ERROR "Looks like someone's doing something nefarious with git_describe! Passed arguments ${ARGN}")
|
||||
#endif()
|
||||
|
||||
#message(STATUS "Arguments to execute_process: ${ARGN}")
|
||||
|
||||
execute_process(COMMAND
|
||||
"${GIT_EXECUTABLE}"
|
||||
describe
|
||||
${hash}
|
||||
${ARGN}
|
||||
WORKING_DIRECTORY
|
||||
"${CMAKE_SOURCE_DIR}"
|
||||
RESULT_VARIABLE
|
||||
res
|
||||
OUTPUT_VARIABLE
|
||||
out
|
||||
ERROR_QUIET
|
||||
OUTPUT_STRIP_TRAILING_WHITESPACE)
|
||||
if(NOT res EQUAL 0)
|
||||
set(out "${out}-${res}-NOTFOUND")
|
||||
endif()
|
||||
|
||||
set(${_var} "${out}" PARENT_SCOPE)
|
||||
endfunction()
|
||||
|
||||
function(git_get_exact_tag _var)
|
||||
git_describe(out --exact-match ${ARGN})
|
||||
set(${_var} "${out}" PARENT_SCOPE)
|
||||
endfunction()
|
||||
@@ -1,45 +0,0 @@
|
||||
# SPDX-FileCopyrightText: 2009 Iowa State University
|
||||
# SPDX-FileContributor: Ryan Pavlik <rpavlik@iastate.edu> <abiryan@ryand.net>
|
||||
# SPDX-License-Identifier: BSL-1.0
|
||||
|
||||
# Internal file for GetGitRevisionDescription.cmake
|
||||
#
|
||||
# Requires CMake 2.6 or newer (uses the 'function' command)
|
||||
#
|
||||
# Original Author:
|
||||
# 2009-2010 Ryan Pavlik <rpavlik@iastate.edu> <abiryan@ryand.net>
|
||||
# http://academic.cleardefinition.com
|
||||
# Iowa State University HCI Graduate Program/VRAC
|
||||
#
|
||||
# Copyright Iowa State University 2009-2010.
|
||||
# Distributed under the Boost Software License, Version 1.0.
|
||||
# (See accompanying file LICENSE_1_0.txt or copy at
|
||||
# http://www.boost.org/LICENSE_1_0.txt)
|
||||
|
||||
set(HEAD_HASH)
|
||||
|
||||
file(READ "@HEAD_FILE@" HEAD_CONTENTS LIMIT 1024)
|
||||
|
||||
string(STRIP "${HEAD_CONTENTS}" HEAD_CONTENTS)
|
||||
if(HEAD_CONTENTS MATCHES "ref")
|
||||
# named branch
|
||||
string(REPLACE "ref: " "" HEAD_REF "${HEAD_CONTENTS}")
|
||||
if(EXISTS "@GIT_DIR@/${HEAD_REF}")
|
||||
configure_file("@GIT_DIR@/${HEAD_REF}" "@GIT_DATA@/head-ref" COPYONLY)
|
||||
elseif(EXISTS "@GIT_DIR@/logs/${HEAD_REF}")
|
||||
configure_file("@GIT_DIR@/logs/${HEAD_REF}" "@GIT_DATA@/head-ref" COPYONLY)
|
||||
set(HEAD_HASH "${HEAD_REF}")
|
||||
endif()
|
||||
else()
|
||||
# detached HEAD
|
||||
configure_file("@GIT_DIR@/HEAD" "@GIT_DATA@/head-ref" COPYONLY)
|
||||
endif()
|
||||
|
||||
if(NOT HEAD_HASH)
|
||||
if(EXISTS "@GIT_DATA@/head-ref")
|
||||
file(READ "@GIT_DATA@/head-ref" HEAD_HASH LIMIT 1024)
|
||||
string(STRIP "${HEAD_HASH}" HEAD_HASH)
|
||||
else()
|
||||
set(HEAD_HASH "Unknown")
|
||||
endif()
|
||||
endif()
|
||||
85
externals/cmake-modules/GetSCMRev.cmake
vendored
Normal file
85
externals/cmake-modules/GetSCMRev.cmake
vendored
Normal file
@@ -0,0 +1,85 @@
|
||||
# SPDX-FileCopyrightText: Copyright 2025 crueter
|
||||
# SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
## GetSCMRev ##
|
||||
# Name is self explanatory. Gets revision information from files, OR from git.
|
||||
# Prioritizes GIT-TAG, GIT-REFSPEC, GIT-COMMIT, GIT-RELEASE files within the root directory,
|
||||
# otherwise grabs stuff from Git.
|
||||
|
||||
# loosely based on Ryan Pavlik's work
|
||||
find_package(Git QUIET)
|
||||
|
||||
# commit: git rev-parse HEAD
|
||||
# tag: git describe --tags --abbrev=0
|
||||
# branch: git rev-parse --abbrev-ref=HEAD
|
||||
|
||||
function(run_git_command variable)
|
||||
if(NOT GIT_FOUND)
|
||||
set(${variable} "GIT-NOTFOUND" PARENT_SCOPE)
|
||||
return()
|
||||
endif()
|
||||
|
||||
execute_process(COMMAND
|
||||
"${GIT_EXECUTABLE}"
|
||||
${ARGN}
|
||||
WORKING_DIRECTORY
|
||||
"${CMAKE_SOURCE_DIR}"
|
||||
RESULT_VARIABLE
|
||||
res
|
||||
OUTPUT_VARIABLE
|
||||
out
|
||||
ERROR_QUIET
|
||||
OUTPUT_STRIP_TRAILING_WHITESPACE)
|
||||
|
||||
if(NOT res EQUAL 0)
|
||||
set(out "${out}-${res}-NOTFOUND")
|
||||
endif()
|
||||
|
||||
set(${variable} "${out}" PARENT_SCOPE)
|
||||
endfunction()
|
||||
|
||||
function(trim var)
|
||||
string(REGEX REPLACE "\n" "" new "${${var}}")
|
||||
set(${var} ${new} PARENT_SCOPE)
|
||||
endfunction()
|
||||
|
||||
set(TAG_FILE ${CMAKE_SOURCE_DIR}/GIT-TAG)
|
||||
set(REF_FILE ${CMAKE_SOURCE_DIR}/GIT-REFSPEC)
|
||||
set(COMMIT_FILE ${CMAKE_SOURCE_DIR}/GIT-COMMIT)
|
||||
set(RELEASE_FILE ${CMAKE_SOURCE_DIR}/GIT-RELEASE)
|
||||
|
||||
if (EXISTS ${REF_FILE} AND EXISTS ${COMMIT_FILE})
|
||||
file(READ ${REF_FILE} GIT_REFSPEC)
|
||||
file(READ ${COMMIT_FILE} GIT_COMMIT)
|
||||
else()
|
||||
run_git_command(GIT_COMMIT rev-parse HEAD)
|
||||
run_git_command(GIT_REFSPEC rev-parse --abbrev-ref HEAD)
|
||||
|
||||
if (GIT_REFSPEC MATCHES "NOTFOUND")
|
||||
set(GIT_REFSPEC 1.0.0)
|
||||
set(GIT_COMMIT stable)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
if (EXISTS ${TAG_FILE})
|
||||
file(READ ${TAG_FILE} GIT_TAG)
|
||||
else()
|
||||
run_git_command(GIT_TAG describe --tags --abbrev=0)
|
||||
if (GIT_TAG MATCHES "NOTFOUND")
|
||||
set(GIT_TAG "${GIT_REFSPEC}")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
if (EXISTS ${RELEASE_FILE})
|
||||
file(READ ${RELEASE_FILE} GIT_RELEASE)
|
||||
trim(GIT_RELEASE)
|
||||
message(STATUS "[GetSCMRev] Git release: ${GIT_RELEASE}")
|
||||
endif()
|
||||
|
||||
trim(GIT_REFSPEC)
|
||||
trim(GIT_COMMIT)
|
||||
trim(GIT_TAG)
|
||||
|
||||
message(STATUS "[GetSCMRev] Git commit: ${GIT_COMMIT}")
|
||||
message(STATUS "[GetSCMRev] Git tag: ${GIT_TAG}")
|
||||
message(STATUS "[GetSCMRev] Git refspec: ${GIT_REFSPEC}")
|
||||
34
externals/cmake-modules/UseCcache.cmake
vendored
Normal file
34
externals/cmake-modules/UseCcache.cmake
vendored
Normal file
@@ -0,0 +1,34 @@
|
||||
# SPDX-FileCopyrightText: Copyright 2025 crueter
|
||||
# SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
## UseCcache ##
|
||||
|
||||
# Adds an option to enable CCache and uses it if provided.
|
||||
# Also does some debug info downgrading to make it easier.
|
||||
# Credit to DraVee for his work on this
|
||||
|
||||
option(USE_CCACHE "Use ccache for compilation" OFF)
|
||||
set(CCACHE_PATH "ccache" CACHE STRING "Path to ccache binary")
|
||||
if(USE_CCACHE)
|
||||
find_program(CCACHE_BINARY ${CCACHE_PATH})
|
||||
if(CCACHE_BINARY)
|
||||
message(STATUS "[UseCcache] Found ccache at: ${CCACHE_BINARY}")
|
||||
set(CMAKE_C_COMPILER_LAUNCHER ${CCACHE_BINARY})
|
||||
set(CMAKE_CXX_COMPILER_LAUNCHER ${CCACHE_BINARY})
|
||||
else()
|
||||
message(FATAL_ERROR "[UseCcache] USE_CCACHE enabled, but no "
|
||||
"executable found at: ${CCACHE_PATH}")
|
||||
endif()
|
||||
# Follow SCCache recommendations:
|
||||
# <https://github.com/mozilla/sccache/blob/main/README.md?plain=1#L144>
|
||||
if(WIN32)
|
||||
string(REPLACE "/Zi" "/Z7" CMAKE_CXX_FLAGS_DEBUG
|
||||
"${CMAKE_CXX_FLAGS_DEBUG}")
|
||||
string(REPLACE "/Zi" "/Z7" CMAKE_C_FLAGS_DEBUG
|
||||
"${CMAKE_C_FLAGS_DEBUG}")
|
||||
string(REPLACE "/Zi" "/Z7" CMAKE_CXX_FLAGS_RELWITHDEBINFO
|
||||
"${CMAKE_CXX_FLAGS_RELWITHDEBINFO}")
|
||||
string(REPLACE "/Zi" "/Z7" CMAKE_C_FLAGS_RELWITHDEBINFO
|
||||
"${CMAKE_C_FLAGS_RELWITHDEBINFO}")
|
||||
endif()
|
||||
endif()
|
||||
17
externals/cmake-modules/UseLTO.cmake
vendored
Normal file
17
externals/cmake-modules/UseLTO.cmake
vendored
Normal file
@@ -0,0 +1,17 @@
|
||||
# SPDX-FileCopyrightText: Copyright 2025 crueter
|
||||
# SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
## UseLTO ##
|
||||
|
||||
# Enable Interprocedural Optimization (IPO).
|
||||
# Self-explanatory.
|
||||
|
||||
include(CheckIPOSupported)
|
||||
check_ipo_supported(RESULT COMPILER_SUPPORTS_LTO)
|
||||
if(NOT COMPILER_SUPPORTS_LTO)
|
||||
message(FATAL_ERROR
|
||||
"Your compiler does not support interprocedural optimization"
|
||||
" (IPO).")
|
||||
endif()
|
||||
set(CMAKE_POLICY_DEFAULT_CMP0069 NEW)
|
||||
set(CMAKE_INTERPROCEDURAL_OPTIMIZATION ${COMPILER_SUPPORTS_LTO})
|
||||
41
externals/cpmfile.json
vendored
41
externals/cpmfile.json
vendored
@@ -9,7 +9,7 @@
|
||||
},
|
||||
"sirit": {
|
||||
"repo": "eden-emulator/sirit",
|
||||
"git_version": "1.0.2",
|
||||
"git_version": "1.0.3",
|
||||
"tag": "v%VERSION%",
|
||||
"artifact": "sirit-source-%VERSION%.tar.zst",
|
||||
"hash_suffix": "sha512sum",
|
||||
@@ -23,17 +23,13 @@
|
||||
"package": "sirit",
|
||||
"name": "sirit",
|
||||
"repo": "eden-emulator/sirit",
|
||||
"version": "1.0.2",
|
||||
"disabled_platforms": [
|
||||
"mingw-amd64",
|
||||
"mingw-arm64"
|
||||
]
|
||||
"version": "1.0.3"
|
||||
},
|
||||
"httplib": {
|
||||
"repo": "yhirose/cpp-httplib",
|
||||
"tag": "v%VERSION%",
|
||||
"hash": "b364500f76e2ecb0fe21b032d831272e3f1dfeea71af74e325f8fc4ce9dcdb3c941b97a5b422bdeafb9facd058597b90f8bfc284fb9afe3c33fefa15dd5a010b",
|
||||
"git_version": "0.26.0",
|
||||
"hash": "e7a8877d489c97669a8ee536e1498575be921e558ed947253013fe6b67a49d4569eedd01f543caa70183b92d8ac0e8687d662a70d880954412e387317008a239",
|
||||
"git_version": "0.28.0",
|
||||
"find_args": "MODULE GLOBAL",
|
||||
"patches": [
|
||||
"0001-mingw.patch"
|
||||
@@ -93,9 +89,9 @@
|
||||
"package": "unordered_dense",
|
||||
"repo": "martinus/unordered_dense",
|
||||
"tag": "v%VERSION%",
|
||||
"hash": "f9c819e28e1c1a387acfee09277d6af5e366597a0d39acf1c687acf0608a941ba966af8aaebdb8fba0126c7360269c4a51754ef4cab17c35c01a30215f953368",
|
||||
"hash": "b98b5d4d96f8e0081b184d6c4c1181fae4e41723b54bed4296717d7f417348b48fad0bbcc664cac142b8c8a47e95aa57c1eb1cf6caa855fd782fad3e3ab99e5e",
|
||||
"find_args": "CONFIG",
|
||||
"git_version": "4.5.0"
|
||||
"git_version": "4.8.1"
|
||||
},
|
||||
"mbedtls": {
|
||||
"package": "MbedTLS",
|
||||
@@ -107,8 +103,8 @@
|
||||
"artifact": "%TAG%.tar.bz2",
|
||||
"skip_updates": true,
|
||||
"patches": [
|
||||
"0002-aesni-fix.patch",
|
||||
"0003-aesni-fix.patch"
|
||||
"0001-aesni-fix.patch",
|
||||
"0002-arm64-aes-fix.patch"
|
||||
]
|
||||
},
|
||||
"enet": {
|
||||
@@ -167,7 +163,7 @@
|
||||
"package": "SDL2",
|
||||
"name": "SDL2",
|
||||
"repo": "crueter-ci/SDL2",
|
||||
"version": "2.32.10-38e0094637",
|
||||
"version": "2.32.10-a65111bd2d",
|
||||
"min_version": "2.26.4"
|
||||
},
|
||||
"catch2": {
|
||||
@@ -192,9 +188,9 @@
|
||||
"package": "SimpleIni",
|
||||
"repo": "brofield/simpleini",
|
||||
"tag": "v%VERSION%",
|
||||
"hash": "6c198636816a0018adbf7f735d402c64245c6fcd540b7360d4388d46f007f3a520686cdaec4705cb8cb31401b2cb4797a80b42ea5d08a6a5807c0848386f7ca1",
|
||||
"hash": "b937c18a7b6277d77ca7ebfb216af4984810f77af4c32d101b7685369a4bd5eb61406223f82698e167e6311a728d07415ab59639fdf19eff71ad6dc2abfda989",
|
||||
"find_args": "MODULE",
|
||||
"git_version": "4.22"
|
||||
"git_version": "4.25"
|
||||
},
|
||||
"sdl2_generic": {
|
||||
"package": "SDL2",
|
||||
@@ -214,5 +210,20 @@
|
||||
"key": "steamdeck",
|
||||
"bundled": true,
|
||||
"skip_updates": "true"
|
||||
},
|
||||
"moltenvk": {
|
||||
"repo": "V380-Ori/Ryujinx.MoltenVK",
|
||||
"tag": "v%VERSION%-ryujinx",
|
||||
"git_version": "1.4.1",
|
||||
"artifact": "MoltenVK-macOS.tar",
|
||||
"hash": "5695b36ca5775819a71791557fcb40a4a5ee4495be6b8442e0b666d0c436bec02aae68cc6210183f7a5c986bdbec0e117aecfad5396e496e9c2fd5c89133a347",
|
||||
"bundled": true
|
||||
},
|
||||
"gamemode": {
|
||||
"repo": "FeralInteractive/gamemode",
|
||||
"sha": "ce6fe122f3",
|
||||
"hash": "e87ec14ed3e826d578ebf095c41580069dda603792ba91efa84f45f4571a28f4d91889675055fd6f042d7dc25b0b9443daf70963ae463e38b11bcba95f4c65a9",
|
||||
"version": "1.7",
|
||||
"find_args": "MODULE"
|
||||
}
|
||||
}
|
||||
|
||||
10
externals/ffmpeg/CMakeLists.txt
vendored
10
externals/ffmpeg/CMakeLists.txt
vendored
@@ -114,16 +114,6 @@ if (UNIX AND NOT ANDROID)
|
||||
endif()
|
||||
|
||||
if (YUZU_USE_BUNDLED_FFMPEG)
|
||||
# MSVC conflicts with ksuser otherwise
|
||||
# MinGW has the funny quirk of requiring avutil after avcodec
|
||||
# Android needs some deps to be compiled with PIC (TODO)
|
||||
# TODO(crueter) fix
|
||||
if (ANDROID)
|
||||
set(BUILD_SHARED_LIBS ON)
|
||||
else()
|
||||
set(BUILD_SHARED_LIBS OFF)
|
||||
endif()
|
||||
|
||||
AddJsonPackage(ffmpeg-ci)
|
||||
|
||||
set(FFmpeg_INCLUDE_DIR
|
||||
|
||||
6
externals/ffmpeg/cpmfile.json
vendored
6
externals/ffmpeg/cpmfile.json
vendored
@@ -1,8 +1,8 @@
|
||||
{
|
||||
"ffmpeg": {
|
||||
"repo": "FFmpeg/FFmpeg",
|
||||
"sha": "c2184b65d2",
|
||||
"hash": "007b1ccdd4d3ea3324835258d9a255103253bd66edb442b12d9c60dca85149cad52136a3b3120e5094115b6a3d9e80eeacbf9c07e5ffafc9ac459614d5fa3b22",
|
||||
"sha": "5e56937b74",
|
||||
"hash": "9ab0457dcd6ce6359b5053c1662f57910d332f68ca0cca9d4134d858464840917027374de3d97e0863c3a7daaea2fe4f4cd17d1c6d8e7f740f4ad91e71c2932b",
|
||||
"bundled": true
|
||||
},
|
||||
"ffmpeg-ci": {
|
||||
@@ -10,7 +10,7 @@
|
||||
"package": "FFmpeg",
|
||||
"name": "ffmpeg",
|
||||
"repo": "crueter-ci/FFmpeg",
|
||||
"version": "8.0-be99d2c0b2",
|
||||
"version": "8.0.1-5e56937b74",
|
||||
"min_version": "4.1"
|
||||
}
|
||||
}
|
||||
|
||||
376
externals/gamemode/gamemode_client.h
vendored
376
externals/gamemode/gamemode_client.h
vendored
@@ -1,376 +0,0 @@
|
||||
/*
|
||||
|
||||
Copyright (c) 2017-2019, Feral Interactive
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above copyright notice,
|
||||
this list of conditions and the following disclaimer.
|
||||
* Redistributions in binary form must reproduce the above copyright
|
||||
notice, this list of conditions and the following disclaimer in the
|
||||
documentation and/or other materials provided with the distribution.
|
||||
* Neither the name of Feral Interactive nor the names of its contributors
|
||||
may be used to endorse or promote products derived from this software
|
||||
without specific prior written permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
|
||||
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
||||
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
|
||||
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
||||
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
|
||||
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
|
||||
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
||||
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
*/
|
||||
#ifndef CLIENT_GAMEMODE_H
|
||||
#define CLIENT_GAMEMODE_H
|
||||
/*
|
||||
* GameMode supports the following client functions
|
||||
* Requests are refcounted in the daemon
|
||||
*
|
||||
* int gamemode_request_start() - Request gamemode starts
|
||||
* 0 if the request was sent successfully
|
||||
* -1 if the request failed
|
||||
*
|
||||
* int gamemode_request_end() - Request gamemode ends
|
||||
* 0 if the request was sent successfully
|
||||
* -1 if the request failed
|
||||
*
|
||||
* GAMEMODE_AUTO can be defined to make the above two functions apply during static init and
|
||||
* destruction, as appropriate. In this configuration, errors will be printed to stderr
|
||||
*
|
||||
* int gamemode_query_status() - Query the current status of gamemode
|
||||
* 0 if gamemode is inactive
|
||||
* 1 if gamemode is active
|
||||
* 2 if gamemode is active and this client is registered
|
||||
* -1 if the query failed
|
||||
*
|
||||
* int gamemode_request_start_for(pid_t pid) - Request gamemode starts for another process
|
||||
* 0 if the request was sent successfully
|
||||
* -1 if the request failed
|
||||
* -2 if the request was rejected
|
||||
*
|
||||
* int gamemode_request_end_for(pid_t pid) - Request gamemode ends for another process
|
||||
* 0 if the request was sent successfully
|
||||
* -1 if the request failed
|
||||
* -2 if the request was rejected
|
||||
*
|
||||
* int gamemode_query_status_for(pid_t pid) - Query status of gamemode for another process
|
||||
* 0 if gamemode is inactive
|
||||
* 1 if gamemode is active
|
||||
* 2 if gamemode is active and this client is registered
|
||||
* -1 if the query failed
|
||||
*
|
||||
* const char* gamemode_error_string() - Get an error string
|
||||
* returns a string describing any of the above errors
|
||||
*
|
||||
* Note: All the above requests can be blocking - dbus requests can and will block while the daemon
|
||||
* handles the request. It is not recommended to make these calls in performance critical code
|
||||
*/
|
||||
|
||||
#include <stdbool.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#include <dlfcn.h>
|
||||
#include <string.h>
|
||||
|
||||
#include <assert.h>
|
||||
|
||||
#include <sys/types.h>
|
||||
|
||||
static char internal_gamemode_client_error_string[512] = { 0 };
|
||||
|
||||
/**
|
||||
* Load libgamemode dynamically to dislodge us from most dependencies.
|
||||
* This allows clients to link and/or use this regardless of runtime.
|
||||
* See SDL2 for an example of the reasoning behind this in terms of
|
||||
* dynamic versioning as well.
|
||||
*/
|
||||
static volatile int internal_libgamemode_loaded = 1;
|
||||
|
||||
/* Typedefs for the functions to load */
|
||||
typedef int (*api_call_return_int)(void);
|
||||
typedef const char *(*api_call_return_cstring)(void);
|
||||
typedef int (*api_call_pid_return_int)(pid_t);
|
||||
|
||||
/* Storage for functors */
|
||||
static api_call_return_int REAL_internal_gamemode_request_start = NULL;
|
||||
static api_call_return_int REAL_internal_gamemode_request_end = NULL;
|
||||
static api_call_return_int REAL_internal_gamemode_query_status = NULL;
|
||||
static api_call_return_cstring REAL_internal_gamemode_error_string = NULL;
|
||||
static api_call_pid_return_int REAL_internal_gamemode_request_start_for = NULL;
|
||||
static api_call_pid_return_int REAL_internal_gamemode_request_end_for = NULL;
|
||||
static api_call_pid_return_int REAL_internal_gamemode_query_status_for = NULL;
|
||||
|
||||
/**
|
||||
* Internal helper to perform the symbol binding safely.
|
||||
*
|
||||
* Returns 0 on success and -1 on failure
|
||||
*/
|
||||
__attribute__((always_inline)) static inline int internal_bind_libgamemode_symbol(
|
||||
void *handle, const char *name, void **out_func, size_t func_size, bool required)
|
||||
{
|
||||
void *symbol_lookup = NULL;
|
||||
char *dl_error = NULL;
|
||||
|
||||
/* Safely look up the symbol */
|
||||
symbol_lookup = dlsym(handle, name);
|
||||
dl_error = dlerror();
|
||||
if (required && (dl_error || !symbol_lookup)) {
|
||||
snprintf(internal_gamemode_client_error_string,
|
||||
sizeof(internal_gamemode_client_error_string),
|
||||
"dlsym failed - %s",
|
||||
dl_error);
|
||||
return -1;
|
||||
}
|
||||
|
||||
/* Have the symbol correctly, copy it to make it usable */
|
||||
memcpy(out_func, &symbol_lookup, func_size);
|
||||
return 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Loads libgamemode and needed functions
|
||||
*
|
||||
* Returns 0 on success and -1 on failure
|
||||
*/
|
||||
__attribute__((always_inline)) static inline int internal_load_libgamemode(void)
|
||||
{
|
||||
/* We start at 1, 0 is a success and -1 is a fail */
|
||||
if (internal_libgamemode_loaded != 1) {
|
||||
return internal_libgamemode_loaded;
|
||||
}
|
||||
|
||||
/* Anonymous struct type to define our bindings */
|
||||
struct binding {
|
||||
const char *name;
|
||||
void **functor;
|
||||
size_t func_size;
|
||||
bool required;
|
||||
} bindings[] = {
|
||||
{ "real_gamemode_request_start",
|
||||
(void **)&REAL_internal_gamemode_request_start,
|
||||
sizeof(REAL_internal_gamemode_request_start),
|
||||
true },
|
||||
{ "real_gamemode_request_end",
|
||||
(void **)&REAL_internal_gamemode_request_end,
|
||||
sizeof(REAL_internal_gamemode_request_end),
|
||||
true },
|
||||
{ "real_gamemode_query_status",
|
||||
(void **)&REAL_internal_gamemode_query_status,
|
||||
sizeof(REAL_internal_gamemode_query_status),
|
||||
false },
|
||||
{ "real_gamemode_error_string",
|
||||
(void **)&REAL_internal_gamemode_error_string,
|
||||
sizeof(REAL_internal_gamemode_error_string),
|
||||
true },
|
||||
{ "real_gamemode_request_start_for",
|
||||
(void **)&REAL_internal_gamemode_request_start_for,
|
||||
sizeof(REAL_internal_gamemode_request_start_for),
|
||||
false },
|
||||
{ "real_gamemode_request_end_for",
|
||||
(void **)&REAL_internal_gamemode_request_end_for,
|
||||
sizeof(REAL_internal_gamemode_request_end_for),
|
||||
false },
|
||||
{ "real_gamemode_query_status_for",
|
||||
(void **)&REAL_internal_gamemode_query_status_for,
|
||||
sizeof(REAL_internal_gamemode_query_status_for),
|
||||
false },
|
||||
};
|
||||
|
||||
void *libgamemode = NULL;
|
||||
|
||||
/* Try and load libgamemode */
|
||||
libgamemode = dlopen("libgamemode.so.0", RTLD_NOW);
|
||||
if (!libgamemode) {
|
||||
/* Attempt to load unversioned library for compatibility with older
|
||||
* versions (as of writing, there are no ABI changes between the two -
|
||||
* this may need to change if ever ABI-breaking changes are made) */
|
||||
libgamemode = dlopen("libgamemode.so", RTLD_NOW);
|
||||
if (!libgamemode) {
|
||||
snprintf(internal_gamemode_client_error_string,
|
||||
sizeof(internal_gamemode_client_error_string),
|
||||
"dlopen failed - %s",
|
||||
dlerror());
|
||||
internal_libgamemode_loaded = -1;
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
/* Attempt to bind all symbols */
|
||||
for (size_t i = 0; i < sizeof(bindings) / sizeof(bindings[0]); i++) {
|
||||
struct binding *binder = &bindings[i];
|
||||
|
||||
if (internal_bind_libgamemode_symbol(libgamemode,
|
||||
binder->name,
|
||||
binder->functor,
|
||||
binder->func_size,
|
||||
binder->required)) {
|
||||
internal_libgamemode_loaded = -1;
|
||||
return -1;
|
||||
};
|
||||
}
|
||||
|
||||
/* Success */
|
||||
internal_libgamemode_loaded = 0;
|
||||
return 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Redirect to the real libgamemode
|
||||
*/
|
||||
__attribute__((always_inline)) static inline const char *gamemode_error_string(void)
|
||||
{
|
||||
/* If we fail to load the system gamemode, or we have an error string already, return our error
|
||||
* string instead of diverting to the system version */
|
||||
if (internal_load_libgamemode() < 0 || internal_gamemode_client_error_string[0] != '\0') {
|
||||
return internal_gamemode_client_error_string;
|
||||
}
|
||||
|
||||
/* Assert for static analyser that the function is not NULL */
|
||||
assert(REAL_internal_gamemode_error_string != NULL);
|
||||
|
||||
return REAL_internal_gamemode_error_string();
|
||||
}
|
||||
|
||||
/**
|
||||
* Redirect to the real libgamemode
|
||||
* Allow automatically requesting game mode
|
||||
* Also prints errors as they happen.
|
||||
*/
|
||||
#ifdef GAMEMODE_AUTO
|
||||
__attribute__((constructor))
|
||||
#else
|
||||
__attribute__((always_inline)) static inline
|
||||
#endif
|
||||
int gamemode_request_start(void)
|
||||
{
|
||||
/* Need to load gamemode */
|
||||
if (internal_load_libgamemode() < 0) {
|
||||
#ifdef GAMEMODE_AUTO
|
||||
fprintf(stderr, "gamemodeauto: %s\n", gamemode_error_string());
|
||||
#endif
|
||||
return -1;
|
||||
}
|
||||
|
||||
/* Assert for static analyser that the function is not NULL */
|
||||
assert(REAL_internal_gamemode_request_start != NULL);
|
||||
|
||||
if (REAL_internal_gamemode_request_start() < 0) {
|
||||
#ifdef GAMEMODE_AUTO
|
||||
fprintf(stderr, "gamemodeauto: %s\n", gamemode_error_string());
|
||||
#endif
|
||||
return -1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/* Redirect to the real libgamemode */
|
||||
#ifdef GAMEMODE_AUTO
|
||||
__attribute__((destructor))
|
||||
#else
|
||||
__attribute__((always_inline)) static inline
|
||||
#endif
|
||||
int gamemode_request_end(void)
|
||||
{
|
||||
/* Need to load gamemode */
|
||||
if (internal_load_libgamemode() < 0) {
|
||||
#ifdef GAMEMODE_AUTO
|
||||
fprintf(stderr, "gamemodeauto: %s\n", gamemode_error_string());
|
||||
#endif
|
||||
return -1;
|
||||
}
|
||||
|
||||
/* Assert for static analyser that the function is not NULL */
|
||||
assert(REAL_internal_gamemode_request_end != NULL);
|
||||
|
||||
if (REAL_internal_gamemode_request_end() < 0) {
|
||||
#ifdef GAMEMODE_AUTO
|
||||
fprintf(stderr, "gamemodeauto: %s\n", gamemode_error_string());
|
||||
#endif
|
||||
return -1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/* Redirect to the real libgamemode */
|
||||
__attribute__((always_inline)) static inline int gamemode_query_status(void)
|
||||
{
|
||||
/* Need to load gamemode */
|
||||
if (internal_load_libgamemode() < 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (REAL_internal_gamemode_query_status == NULL) {
|
||||
snprintf(internal_gamemode_client_error_string,
|
||||
sizeof(internal_gamemode_client_error_string),
|
||||
"gamemode_query_status missing (older host?)");
|
||||
return -1;
|
||||
}
|
||||
|
||||
return REAL_internal_gamemode_query_status();
|
||||
}
|
||||
|
||||
/* Redirect to the real libgamemode */
|
||||
__attribute__((always_inline)) static inline int gamemode_request_start_for(pid_t pid)
|
||||
{
|
||||
/* Need to load gamemode */
|
||||
if (internal_load_libgamemode() < 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (REAL_internal_gamemode_request_start_for == NULL) {
|
||||
snprintf(internal_gamemode_client_error_string,
|
||||
sizeof(internal_gamemode_client_error_string),
|
||||
"gamemode_request_start_for missing (older host?)");
|
||||
return -1;
|
||||
}
|
||||
|
||||
return REAL_internal_gamemode_request_start_for(pid);
|
||||
}
|
||||
|
||||
/* Redirect to the real libgamemode */
|
||||
__attribute__((always_inline)) static inline int gamemode_request_end_for(pid_t pid)
|
||||
{
|
||||
/* Need to load gamemode */
|
||||
if (internal_load_libgamemode() < 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (REAL_internal_gamemode_request_end_for == NULL) {
|
||||
snprintf(internal_gamemode_client_error_string,
|
||||
sizeof(internal_gamemode_client_error_string),
|
||||
"gamemode_request_end_for missing (older host?)");
|
||||
return -1;
|
||||
}
|
||||
|
||||
return REAL_internal_gamemode_request_end_for(pid);
|
||||
}
|
||||
|
||||
/* Redirect to the real libgamemode */
|
||||
__attribute__((always_inline)) static inline int gamemode_query_status_for(pid_t pid)
|
||||
{
|
||||
/* Need to load gamemode */
|
||||
if (internal_load_libgamemode() < 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (REAL_internal_gamemode_query_status_for == NULL) {
|
||||
snprintf(internal_gamemode_client_error_string,
|
||||
sizeof(internal_gamemode_client_error_string),
|
||||
"gamemode_query_status_for missing (older host?)");
|
||||
return -1;
|
||||
}
|
||||
|
||||
return REAL_internal_gamemode_query_status_for(pid);
|
||||
}
|
||||
|
||||
#endif // CLIENT_GAMEMODE_H
|
||||
@@ -1,5 +1,5 @@
|
||||
let
|
||||
nixpkgs = fetchTarball "https://github.com/NixOS/nixpkgs/tarball/nixos-24.05";
|
||||
nixpkgs = fetchTarball "https://github.com/NixOS/nixpkgs/tarball/nixos-25.11";
|
||||
pkgs = import nixpkgs { config = {}; overlays = []; };
|
||||
in
|
||||
pkgs.mkShellNoCC {
|
||||
|
||||
@@ -4,10 +4,11 @@
|
||||
// SPDX-FileCopyrightText: Copyright yuzu/Citra Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
import android.annotation.SuppressLint
|
||||
// import android.annotation.SuppressLint
|
||||
import kotlin.collections.setOf
|
||||
import org.jlleitschuh.gradle.ktlint.reporter.ReporterType
|
||||
import com.github.triplet.gradle.androidpublisher.ReleaseStatus
|
||||
import org.gradle.api.tasks.Copy
|
||||
|
||||
plugins {
|
||||
id("com.android.application")
|
||||
@@ -63,11 +64,6 @@ android {
|
||||
versionName = getGitVersion()
|
||||
versionCode = autoVersion
|
||||
|
||||
ndk {
|
||||
@SuppressLint("ChromeOsAbiSupport")
|
||||
abiFilters += listOf("arm64-v8a")
|
||||
}
|
||||
|
||||
externalNativeBuild {
|
||||
cmake {
|
||||
val extraCMakeArgs =
|
||||
@@ -127,7 +123,7 @@ android {
|
||||
isMinifyEnabled = true
|
||||
isDebuggable = false
|
||||
proguardFiles(
|
||||
getDefaultProguardFile("proguard-android.txt"),
|
||||
getDefaultProguardFile("proguard-android-optimize.txt"),
|
||||
"proguard-rules.pro"
|
||||
)
|
||||
}
|
||||
@@ -139,7 +135,7 @@ android {
|
||||
signingConfig = signingConfigs.getByName("default")
|
||||
isDebuggable = true
|
||||
proguardFiles(
|
||||
getDefaultProguardFile("proguard-android.txt"),
|
||||
getDefaultProguardFile("proguard-android-optimize.txt"),
|
||||
"proguard-rules.pro"
|
||||
)
|
||||
versionNameSuffix = "-relWithDebInfo"
|
||||
@@ -163,12 +159,20 @@ android {
|
||||
create("mainline") {
|
||||
dimension = "version"
|
||||
resValue("string", "app_name_suffixed", "Eden")
|
||||
|
||||
ndk {
|
||||
abiFilters += listOf("arm64-v8a")
|
||||
}
|
||||
}
|
||||
|
||||
create("genshinSpoof") {
|
||||
dimension = "version"
|
||||
resValue("string", "app_name_suffixed", "Eden Optimized")
|
||||
applicationId = "com.miHoYo.Yuanshen"
|
||||
|
||||
ndk {
|
||||
abiFilters += listOf("arm64-v8a")
|
||||
}
|
||||
}
|
||||
|
||||
create("legacy") {
|
||||
@@ -187,6 +191,25 @@ android {
|
||||
res.srcDirs("src/main/legacy")
|
||||
}
|
||||
}
|
||||
|
||||
ndk {
|
||||
abiFilters += listOf("arm64-v8a")
|
||||
}
|
||||
}
|
||||
|
||||
create("chromeOS") {
|
||||
dimension = "version"
|
||||
resValue("string", "app_name_suffixed", "Eden")
|
||||
|
||||
ndk {
|
||||
abiFilters += listOf("x86_64")
|
||||
}
|
||||
|
||||
externalNativeBuild {
|
||||
cmake {
|
||||
abiFilters("x86_64")
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -321,3 +344,35 @@ fun getGitVersion(): String {
|
||||
}
|
||||
return versionName.ifEmpty { "0.0" }
|
||||
}
|
||||
|
||||
afterEvaluate {
|
||||
val artifactsDir = layout.projectDirectory.dir("../../../artifacts")
|
||||
val outputsDir = layout.buildDirectory.dir("outputs").get()
|
||||
|
||||
android.applicationVariants.forEach { variant ->
|
||||
val variantName = variant.name
|
||||
val variantTask = variantName.replaceFirstChar { it.uppercaseChar() }
|
||||
|
||||
val flavor = variant.flavorName
|
||||
val type = variant.buildType.name
|
||||
|
||||
val baseName = "app-$flavor-$type"
|
||||
|
||||
val apkFile = outputsDir.file("apk/$flavor/$type/$baseName.apk")
|
||||
val aabFile = outputsDir.file("bundle/$variantName/$baseName.aab")
|
||||
|
||||
val taskName = "copy${variantTask}Outputs"
|
||||
|
||||
tasks.register<Copy>(taskName) {
|
||||
group = "publishing"
|
||||
description = "Copy APK and AAB for $variantName to $artifactsDir"
|
||||
|
||||
from(apkFile)
|
||||
from(aabFile)
|
||||
into(artifactsDir)
|
||||
|
||||
dependsOn("assemble${variantTask}")
|
||||
dependsOn("bundle${variantTask}")
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -24,7 +24,6 @@ SPDX-License-Identifier: GPL-3.0-or-later
|
||||
<uses-permission android:name="android.permission.POST_NOTIFICATIONS" />
|
||||
<uses-permission android:name="android.permission.ACCESS_WIFI_STATE" />
|
||||
<uses-permission android:name="android.permission.VIBRATE" />
|
||||
<uses-permission android:name="android.permission.WRITE_SECURE_SETTINGS" android:required="false" />
|
||||
<uses-permission android:name="android.permission.BLUETOOTH_CONNECT" />
|
||||
<uses-permission android:name="android.permission.BLUETOOTH_SCAN" />
|
||||
<uses-permission android:name="android.permission.FOREGROUND_SERVICE" />
|
||||
|
||||
@@ -18,6 +18,7 @@ import android.content.IntentFilter
|
||||
import android.content.res.Configuration
|
||||
import android.graphics.Rect
|
||||
import android.graphics.drawable.Icon
|
||||
import android.hardware.input.InputManager
|
||||
import android.hardware.Sensor
|
||||
import android.hardware.SensorEvent
|
||||
import android.hardware.SensorEventListener
|
||||
@@ -63,11 +64,12 @@ import kotlin.math.roundToInt
|
||||
import org.yuzu.yuzu_emu.utils.ForegroundService
|
||||
import androidx.core.os.BundleCompat
|
||||
|
||||
class EmulationActivity : AppCompatActivity(), SensorEventListener {
|
||||
class EmulationActivity : AppCompatActivity(), SensorEventListener, InputManager.InputDeviceListener {
|
||||
private lateinit var binding: ActivityEmulationBinding
|
||||
|
||||
var isActivityRecreated = false
|
||||
private lateinit var nfcReader: NfcReader
|
||||
private lateinit var inputManager: InputManager
|
||||
|
||||
private var touchDownTime: Long = 0
|
||||
private val maxTapDuration = 500L
|
||||
@@ -140,6 +142,9 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener {
|
||||
nfcReader = NfcReader(this)
|
||||
nfcReader.initialize()
|
||||
|
||||
inputManager = getSystemService(INPUT_SERVICE) as InputManager
|
||||
inputManager.registerInputDeviceListener(this, null)
|
||||
|
||||
foregroundService = Intent(this, ForegroundService::class.java)
|
||||
startForegroundService(foregroundService)
|
||||
|
||||
@@ -206,9 +211,9 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener {
|
||||
|
||||
override fun onDestroy() {
|
||||
super.onDestroy()
|
||||
inputManager.unregisterInputDeviceListener(this)
|
||||
stopForegroundService(this)
|
||||
NativeLibrary.playTimeManagerStop()
|
||||
|
||||
}
|
||||
|
||||
override fun onUserLeaveHint() {
|
||||
@@ -235,11 +240,19 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener {
|
||||
}
|
||||
|
||||
override fun dispatchKeyEvent(event: KeyEvent): Boolean {
|
||||
|
||||
if (event.keyCode == KeyEvent.KEYCODE_VOLUME_UP ||
|
||||
event.keyCode == KeyEvent.KEYCODE_VOLUME_DOWN) {
|
||||
return super.dispatchKeyEvent(event)
|
||||
}
|
||||
|
||||
val isPhysicalKeyboard = event.source and InputDevice.SOURCE_KEYBOARD == InputDevice.SOURCE_KEYBOARD &&
|
||||
event.device?.isVirtual == false
|
||||
|
||||
if (event.source and InputDevice.SOURCE_JOYSTICK != InputDevice.SOURCE_JOYSTICK &&
|
||||
event.source and InputDevice.SOURCE_GAMEPAD != InputDevice.SOURCE_GAMEPAD &&
|
||||
val isControllerInput = event.source and InputDevice.SOURCE_JOYSTICK == InputDevice.SOURCE_JOYSTICK ||
|
||||
event.source and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD
|
||||
|
||||
if (!isControllerInput &&
|
||||
event.source and InputDevice.SOURCE_MOUSE != InputDevice.SOURCE_MOUSE &&
|
||||
!isPhysicalKeyboard
|
||||
) {
|
||||
@@ -250,12 +263,18 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener {
|
||||
return super.dispatchKeyEvent(event)
|
||||
}
|
||||
|
||||
if (isControllerInput && event.action == KeyEvent.ACTION_DOWN) {
|
||||
notifyControllerInput()
|
||||
}
|
||||
|
||||
return InputHandler.dispatchKeyEvent(event)
|
||||
}
|
||||
|
||||
override fun dispatchGenericMotionEvent(event: MotionEvent): Boolean {
|
||||
if (event.source and InputDevice.SOURCE_JOYSTICK != InputDevice.SOURCE_JOYSTICK &&
|
||||
event.source and InputDevice.SOURCE_GAMEPAD != InputDevice.SOURCE_GAMEPAD &&
|
||||
val isControllerInput = event.source and InputDevice.SOURCE_JOYSTICK == InputDevice.SOURCE_JOYSTICK ||
|
||||
event.source and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD
|
||||
|
||||
if (!isControllerInput &&
|
||||
event.source and InputDevice.SOURCE_KEYBOARD != InputDevice.SOURCE_KEYBOARD &&
|
||||
event.source and InputDevice.SOURCE_MOUSE != InputDevice.SOURCE_MOUSE
|
||||
) {
|
||||
@@ -271,9 +290,54 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener {
|
||||
return true
|
||||
}
|
||||
|
||||
if (isControllerInput) {
|
||||
notifyControllerInput()
|
||||
}
|
||||
|
||||
return InputHandler.dispatchGenericMotionEvent(event)
|
||||
}
|
||||
|
||||
private fun notifyControllerInput() {
|
||||
val navHostFragment =
|
||||
supportFragmentManager.findFragmentById(R.id.fragment_container) as? NavHostFragment
|
||||
val emulationFragment =
|
||||
navHostFragment?.childFragmentManager?.fragments?.firstOrNull() as? org.yuzu.yuzu_emu.fragments.EmulationFragment
|
||||
emulationFragment?.onControllerInputDetected()
|
||||
}
|
||||
|
||||
private fun isGameController(deviceId: Int): Boolean {
|
||||
val device = InputDevice.getDevice(deviceId) ?: return false
|
||||
val sources = device.sources
|
||||
return sources and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD ||
|
||||
sources and InputDevice.SOURCE_JOYSTICK == InputDevice.SOURCE_JOYSTICK
|
||||
}
|
||||
|
||||
override fun onInputDeviceAdded(deviceId: Int) {
|
||||
if (isGameController(deviceId)) {
|
||||
InputHandler.updateControllerData()
|
||||
val navHostFragment =
|
||||
supportFragmentManager.findFragmentById(R.id.fragment_container) as? NavHostFragment
|
||||
val emulationFragment =
|
||||
navHostFragment?.childFragmentManager?.fragments?.firstOrNull() as? org.yuzu.yuzu_emu.fragments.EmulationFragment
|
||||
emulationFragment?.onControllerConnected()
|
||||
}
|
||||
}
|
||||
|
||||
override fun onInputDeviceRemoved(deviceId: Int) {
|
||||
InputHandler.updateControllerData()
|
||||
val navHostFragment =
|
||||
supportFragmentManager.findFragmentById(R.id.fragment_container) as? NavHostFragment
|
||||
val emulationFragment =
|
||||
navHostFragment?.childFragmentManager?.fragments?.firstOrNull() as? org.yuzu.yuzu_emu.fragments.EmulationFragment
|
||||
emulationFragment?.onControllerDisconnected()
|
||||
}
|
||||
|
||||
override fun onInputDeviceChanged(deviceId: Int) {
|
||||
if (isGameController(deviceId)) {
|
||||
InputHandler.updateControllerData()
|
||||
}
|
||||
}
|
||||
|
||||
override fun onSensorChanged(event: SensorEvent) {
|
||||
val rotation = this.display?.rotation
|
||||
if (rotation == Surface.ROTATION_90) {
|
||||
@@ -513,8 +577,10 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener {
|
||||
when (event.action) {
|
||||
MotionEvent.ACTION_DOWN -> {
|
||||
touchDownTime = System.currentTimeMillis()
|
||||
// show overlay immediately on touch and cancel timer
|
||||
if (!emulationViewModel.drawerOpen.value) {
|
||||
// show overlay immediately on touch and cancel timer when only auto-hide is enabled
|
||||
if (!emulationViewModel.drawerOpen.value &&
|
||||
BooleanSetting.ENABLE_INPUT_OVERLAY_AUTO_HIDE.getBoolean() &&
|
||||
!BooleanSetting.HIDE_OVERLAY_ON_CONTROLLER_INPUT.getBoolean()) {
|
||||
fragment.handler.removeCallbacksAndMessages(null)
|
||||
fragment.showOverlay()
|
||||
}
|
||||
|
||||
@@ -1,3 +1,6 @@
|
||||
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
// SPDX-FileCopyrightText: 2023 yuzu Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
@@ -8,16 +11,16 @@ import android.view.LayoutInflater
|
||||
import android.view.ViewGroup
|
||||
import androidx.appcompat.app.AppCompatActivity
|
||||
import androidx.core.content.res.ResourcesCompat
|
||||
import androidx.lifecycle.ViewModelProvider
|
||||
import com.google.android.material.button.MaterialButton
|
||||
import org.yuzu.yuzu_emu.databinding.PageSetupBinding
|
||||
import org.yuzu.yuzu_emu.model.HomeViewModel
|
||||
import org.yuzu.yuzu_emu.model.PageState
|
||||
import org.yuzu.yuzu_emu.model.SetupCallback
|
||||
import org.yuzu.yuzu_emu.model.SetupPage
|
||||
import org.yuzu.yuzu_emu.model.StepState
|
||||
import org.yuzu.yuzu_emu.utils.ViewUtils
|
||||
import org.yuzu.yuzu_emu.utils.ViewUtils.setVisible
|
||||
import org.yuzu.yuzu_emu.viewholder.AbstractViewHolder
|
||||
import android.content.res.ColorStateList
|
||||
import org.yuzu.yuzu_emu.R
|
||||
import org.yuzu.yuzu_emu.model.ButtonState
|
||||
|
||||
class SetupAdapter(val activity: AppCompatActivity, pages: List<SetupPage>) :
|
||||
AbstractListAdapter<SetupPage, SetupAdapter.SetupPageViewHolder>(pages) {
|
||||
@@ -29,9 +32,40 @@ class SetupAdapter(val activity: AppCompatActivity, pages: List<SetupPage>) :
|
||||
inner class SetupPageViewHolder(val binding: PageSetupBinding) :
|
||||
AbstractViewHolder<SetupPage>(binding), SetupCallback {
|
||||
override fun bind(model: SetupPage) {
|
||||
if (model.stepCompleted.invoke() == StepState.COMPLETE) {
|
||||
binding.buttonAction.setVisible(visible = false, gone = false)
|
||||
binding.textConfirmation.setVisible(true)
|
||||
if (model.pageSteps.invoke() == PageState.COMPLETE) {
|
||||
onStepCompleted(0, pageFullyCompleted = true)
|
||||
}
|
||||
|
||||
if (model.pageButtons != null && model.pageSteps.invoke() != PageState.COMPLETE) {
|
||||
for (pageButton in model.pageButtons) {
|
||||
val pageButtonView = LayoutInflater.from(activity)
|
||||
.inflate(
|
||||
R.layout.page_button,
|
||||
binding.pageButtonContainer,
|
||||
false
|
||||
) as MaterialButton
|
||||
|
||||
pageButtonView.apply {
|
||||
id = pageButton.titleId
|
||||
icon = ResourcesCompat.getDrawable(
|
||||
activity.resources,
|
||||
pageButton.iconId,
|
||||
activity.theme
|
||||
)
|
||||
text = activity.resources.getString(pageButton.titleId)
|
||||
}
|
||||
|
||||
pageButtonView.setOnClickListener {
|
||||
pageButton.buttonAction.invoke(this@SetupPageViewHolder)
|
||||
}
|
||||
|
||||
binding.pageButtonContainer.addView(pageButtonView)
|
||||
|
||||
// Disable buton add if its already completed
|
||||
if (pageButton.buttonState.invoke() == ButtonState.BUTTON_ACTION_COMPLETE) {
|
||||
onStepCompleted(pageButton.titleId, pageFullyCompleted = false)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
binding.icon.setImageDrawable(
|
||||
@@ -44,32 +78,26 @@ class SetupAdapter(val activity: AppCompatActivity, pages: List<SetupPage>) :
|
||||
binding.textTitle.text = activity.resources.getString(model.titleId)
|
||||
binding.textDescription.text =
|
||||
Html.fromHtml(activity.resources.getString(model.descriptionId), 0)
|
||||
|
||||
binding.buttonAction.apply {
|
||||
text = activity.resources.getString(model.buttonTextId)
|
||||
if (model.buttonIconId != 0) {
|
||||
icon = ResourcesCompat.getDrawable(
|
||||
activity.resources,
|
||||
model.buttonIconId,
|
||||
activity.theme
|
||||
)
|
||||
}
|
||||
iconGravity =
|
||||
if (model.leftAlignedIcon) {
|
||||
MaterialButton.ICON_GRAVITY_START
|
||||
} else {
|
||||
MaterialButton.ICON_GRAVITY_END
|
||||
}
|
||||
setOnClickListener {
|
||||
model.buttonAction.invoke(this@SetupPageViewHolder)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
override fun onStepCompleted() {
|
||||
ViewUtils.hideView(binding.buttonAction, 200)
|
||||
ViewUtils.showView(binding.textConfirmation, 200)
|
||||
ViewModelProvider(activity)[HomeViewModel::class.java].setShouldPageForward(true)
|
||||
override fun onStepCompleted(pageButtonId: Int, pageFullyCompleted: Boolean) {
|
||||
val button = binding.pageButtonContainer.findViewById<MaterialButton>(pageButtonId)
|
||||
|
||||
if (pageFullyCompleted) {
|
||||
ViewUtils.hideView(binding.pageButtonContainer, 200)
|
||||
ViewUtils.showView(binding.textConfirmation, 200)
|
||||
}
|
||||
|
||||
if (button != null) {
|
||||
button.isEnabled = false
|
||||
button.animate()
|
||||
.alpha(0.38f)
|
||||
.setDuration(200)
|
||||
.start()
|
||||
button.setTextColor(button.context.getColor(com.google.android.material.R.color.material_on_surface_disabled))
|
||||
button.iconTint =
|
||||
ColorStateList.valueOf(button.context.getColor(com.google.android.material.R.color.material_on_surface_disabled))
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -25,7 +25,6 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
|
||||
RENDERER_ASYNCHRONOUS_SHADERS("use_asynchronous_shaders"),
|
||||
RENDERER_FAST_GPU("use_fast_gpu_time"),
|
||||
RENDERER_REACTIVE_FLUSHING("use_reactive_flushing"),
|
||||
RENDERER_EARLY_RELEASE_FENCES("early_release_fences"),
|
||||
SYNC_MEMORY_OPERATIONS("sync_memory_operations"),
|
||||
BUFFER_REORDER_DISABLE("disable_buffer_reorder"),
|
||||
RENDERER_DEBUG("debug"),
|
||||
@@ -52,11 +51,8 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
|
||||
SHOW_FW_VERSION("show_firmware_version"),
|
||||
|
||||
SOC_OVERLAY_BACKGROUND("soc_overlay_background"),
|
||||
|
||||
FRAME_INTERPOLATION("frame_interpolation"),
|
||||
// FRAME_SKIPPING("frame_skipping"),
|
||||
|
||||
ENABLE_INPUT_OVERLAY_AUTO_HIDE("enable_input_overlay_auto_hide"),
|
||||
HIDE_OVERLAY_ON_CONTROLLER_INPUT("hide_overlay_on_controller_input"),
|
||||
|
||||
PERF_OVERLAY_BACKGROUND("perf_overlay_background"),
|
||||
SHOW_PERFORMANCE_OVERLAY("show_performance_overlay"),
|
||||
@@ -72,7 +68,8 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
|
||||
DEBUG_FLUSH_BY_LINE("flush_line"),
|
||||
USE_LRU_CACHE("use_lru_cache"),
|
||||
|
||||
DONT_SHOW_DRIVER_SHADER_WARNING("dont_show_driver_shader_warning");
|
||||
DONT_SHOW_DRIVER_SHADER_WARNING("dont_show_driver_shader_warning"),
|
||||
ENABLE_OVERLAY("enable_overlay");
|
||||
|
||||
|
||||
// external fun isFrameSkippingEnabled(): Boolean
|
||||
|
||||
@@ -61,7 +61,8 @@ enum class IntSetting(override val key: String) : AbstractIntSetting {
|
||||
LOGIN_SHARE_APPLET("login_share_applet_mode"),
|
||||
WIFI_WEB_AUTH_APPLET("wifi_web_auth_applet_mode"),
|
||||
MY_PAGE_APPLET("my_page_applet_mode"),
|
||||
INPUT_OVERLAY_AUTO_HIDE("input_overlay_auto_hide")
|
||||
INPUT_OVERLAY_AUTO_HIDE("input_overlay_auto_hide"),
|
||||
DEBUG_KNOBS("debug_knobs")
|
||||
;
|
||||
|
||||
override fun getInt(needsGlobal: Boolean): Int = NativeConfig.getInt(key, needsGlobal)
|
||||
|
||||
@@ -236,21 +236,6 @@ abstract class SettingsItem(
|
||||
|
||||
override fun reset() = BooleanSetting.USE_DOCKED_MODE.reset()
|
||||
}
|
||||
put(
|
||||
SwitchSetting(
|
||||
BooleanSetting.FRAME_INTERPOLATION,
|
||||
titleId = R.string.frame_interpolation,
|
||||
descriptionId = R.string.frame_interpolation_description
|
||||
)
|
||||
)
|
||||
|
||||
// put(
|
||||
// SwitchSetting(
|
||||
// BooleanSetting.FRAME_SKIPPING,
|
||||
// titleId = R.string.frame_skipping,
|
||||
// descriptionId = R.string.frame_skipping_description
|
||||
// )
|
||||
// )
|
||||
|
||||
put(
|
||||
SwitchSetting(
|
||||
@@ -402,6 +387,13 @@ abstract class SettingsItem(
|
||||
valueHint = R.string.seconds
|
||||
)
|
||||
)
|
||||
put(
|
||||
SwitchSetting(
|
||||
BooleanSetting.HIDE_OVERLAY_ON_CONTROLLER_INPUT,
|
||||
titleId = R.string.hide_overlay_on_controller_input,
|
||||
descriptionId = R.string.hide_overlay_on_controller_input_description
|
||||
)
|
||||
)
|
||||
|
||||
put(
|
||||
SwitchSetting(
|
||||
@@ -704,13 +696,6 @@ abstract class SettingsItem(
|
||||
descriptionId = R.string.renderer_reactive_flushing_description
|
||||
)
|
||||
)
|
||||
put(
|
||||
SwitchSetting(
|
||||
BooleanSetting.RENDERER_EARLY_RELEASE_FENCES,
|
||||
titleId = R.string.renderer_early_release_fences,
|
||||
descriptionId = R.string.renderer_early_release_fences_description
|
||||
)
|
||||
)
|
||||
put(
|
||||
SwitchSetting(
|
||||
BooleanSetting.SYNC_MEMORY_OPERATIONS,
|
||||
@@ -788,6 +773,16 @@ abstract class SettingsItem(
|
||||
descriptionId = R.string.use_auto_stub_description
|
||||
)
|
||||
)
|
||||
put(
|
||||
SpinBoxSetting(
|
||||
IntSetting.DEBUG_KNOBS,
|
||||
titleId = R.string.debug_knobs,
|
||||
descriptionId = R.string.debug_knobs_description,
|
||||
valueHint = R.string.debug_knobs_hint,
|
||||
min = 0,
|
||||
max = 65535
|
||||
)
|
||||
)
|
||||
|
||||
val fastmem = object : AbstractBooleanSetting {
|
||||
override fun getBoolean(needsGlobal: Boolean): Boolean =
|
||||
@@ -839,7 +834,14 @@ abstract class SettingsItem(
|
||||
descriptionId = R.string.airplane_mode_description
|
||||
)
|
||||
)
|
||||
|
||||
put(
|
||||
SwitchSetting(
|
||||
BooleanSetting.ENABLE_OVERLAY,
|
||||
titleId = R.string.enable_overlay,
|
||||
descriptionId = R.string.enable_overlay_description
|
||||
)
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -186,6 +186,12 @@ class SettingsDialogFragment : DialogFragment(), DialogInterface.OnClickListener
|
||||
updateButtonState(isValid)
|
||||
}
|
||||
|
||||
/*
|
||||
* xbzk: these two events, along with attachRepeat feature,
|
||||
* were causing spinbox buttons to respond twice per press
|
||||
* cutting these out to retain accelerated press functionality
|
||||
* TODO: clean this out later if no issues arise
|
||||
*
|
||||
spinboxBinding.buttonDecrement.setOnClickListener {
|
||||
val current = spinboxBinding.editValue.text.toString().toIntOrNull() ?: currentValue
|
||||
val newValue = current - 1
|
||||
@@ -199,6 +205,7 @@ class SettingsDialogFragment : DialogFragment(), DialogInterface.OnClickListener
|
||||
spinboxBinding.editValue.setText(newValue.toString())
|
||||
updateValidity(newValue)
|
||||
}
|
||||
*/
|
||||
|
||||
fun attachRepeat(button: View, delta: Int) {
|
||||
val handler = Handler(Looper.getMainLooper())
|
||||
|
||||
@@ -274,6 +274,7 @@ class SettingsFragmentPresenter(
|
||||
sl.apply {
|
||||
add(BooleanSetting.ENABLE_INPUT_OVERLAY_AUTO_HIDE.key)
|
||||
add(IntSetting.INPUT_OVERLAY_AUTO_HIDE.key)
|
||||
add(BooleanSetting.HIDE_OVERLAY_ON_CONTROLLER_INPUT.key)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -460,10 +461,8 @@ class SettingsFragmentPresenter(
|
||||
add(IntSetting.RENDERER_SAMPLE_SHADING_FRACTION.key)
|
||||
|
||||
add(HeaderSetting(R.string.veil_renderer))
|
||||
add(BooleanSetting.RENDERER_EARLY_RELEASE_FENCES.key)
|
||||
add(IntSetting.DMA_ACCURACY.key)
|
||||
add(BooleanSetting.BUFFER_REORDER_DISABLE.key)
|
||||
add(BooleanSetting.FRAME_INTERPOLATION.key)
|
||||
add(BooleanSetting.RENDERER_FAST_GPU.key)
|
||||
add(IntSetting.FAST_GPU_TIME.key)
|
||||
add(IntSetting.RENDERER_SHADER_BACKEND.key)
|
||||
@@ -491,6 +490,7 @@ class SettingsFragmentPresenter(
|
||||
sl.apply {
|
||||
add(IntSetting.SWKBD_APPLET.key)
|
||||
add(BooleanSetting.AIRPLANE_MODE.key)
|
||||
add(BooleanSetting.ENABLE_OVERLAY.key)
|
||||
}
|
||||
}
|
||||
private fun addInputPlayer(sl: ArrayList<SettingsItem>, playerIndex: Int) {
|
||||
@@ -1167,9 +1167,10 @@ class SettingsFragmentPresenter(
|
||||
add(IntSetting.CPU_ACCURACY.key)
|
||||
add(BooleanSetting.USE_AUTO_STUB.key)
|
||||
add(SettingsItem.FASTMEM_COMBINED)
|
||||
|
||||
add(HeaderSetting(R.string.log))
|
||||
add(BooleanSetting.DEBUG_FLUSH_BY_LINE.key)
|
||||
add(HeaderSetting(R.string.general))
|
||||
add(IntSetting.DEBUG_KNOBS.key)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -100,7 +100,7 @@ class AboutFragment : Fragment() {
|
||||
}
|
||||
|
||||
binding.buttonDiscord.setOnClickListener { openLink(getString(R.string.discord_link)) }
|
||||
binding.buttonRevolt.setOnClickListener { openLink(getString(R.string.revolt_link)) }
|
||||
binding.buttonStoat.setOnClickListener { openLink(getString(R.string.stoat_link)) }
|
||||
binding.buttonX.setOnClickListener { openLink(getString(R.string.x_link)) }
|
||||
binding.buttonWebsite.setOnClickListener { openLink(getString(R.string.website_link)) }
|
||||
binding.buttonGithub.setOnClickListener { openLink(getString(R.string.github_link)) }
|
||||
|
||||
@@ -1,3 +1,6 @@
|
||||
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
// SPDX-FileCopyrightText: 2025 Eden Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
@@ -32,12 +35,14 @@ class AddGameFolderDialogFragment : DialogFragment() {
|
||||
.setTitle(R.string.add_game_folder)
|
||||
.setPositiveButton(android.R.string.ok) { _: DialogInterface, _: Int ->
|
||||
val newGameDir = GameDir(folderUriString!!, binding.deepScanSwitch.isChecked)
|
||||
homeViewModel.setGamesDirSelected(true)
|
||||
val calledFromGameFragment = requireArguments().getBoolean(
|
||||
"calledFromGameFragment",
|
||||
false
|
||||
)
|
||||
gamesViewModel.addFolder(newGameDir, calledFromGameFragment)
|
||||
val job = gamesViewModel.addFolder(newGameDir, calledFromGameFragment)
|
||||
job.invokeOnCompletion {
|
||||
homeViewModel.setGamesDirSelected(true)
|
||||
}
|
||||
}
|
||||
.setNegativeButton(android.R.string.cancel, null)
|
||||
.setView(binding.root)
|
||||
|
||||
@@ -93,7 +93,6 @@ import org.yuzu.yuzu_emu.utils.collect
|
||||
import org.yuzu.yuzu_emu.utils.CustomSettingsHandler
|
||||
import java.io.ByteArrayOutputStream
|
||||
import java.io.File
|
||||
import kotlin.coroutines.coroutineContext
|
||||
import kotlin.coroutines.resume
|
||||
import kotlin.coroutines.suspendCoroutine
|
||||
|
||||
@@ -106,6 +105,7 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
|
||||
|
||||
val handler = Handler(Looper.getMainLooper())
|
||||
private var isOverlayVisible = true
|
||||
private var controllerInputReceived = false
|
||||
|
||||
private var _binding: FragmentEmulationBinding? = null
|
||||
|
||||
@@ -656,6 +656,12 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
|
||||
BooleanSetting.SHOW_INPUT_OVERLAY.setBoolean(newState)
|
||||
updateQuickOverlayMenuEntry(newState)
|
||||
binding.surfaceInputOverlay.refreshControls()
|
||||
// Sync view visibility with the setting
|
||||
if (newState) {
|
||||
showOverlay()
|
||||
} else {
|
||||
hideOverlay()
|
||||
}
|
||||
NativeConfig.saveGlobalConfig()
|
||||
true
|
||||
}
|
||||
@@ -1127,20 +1133,7 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
|
||||
val actualFps = perfStats[FPS]
|
||||
|
||||
if (BooleanSetting.SHOW_FPS.getBoolean(needsGlobal)) {
|
||||
val enableFrameInterpolation =
|
||||
BooleanSetting.FRAME_INTERPOLATION.getBoolean()
|
||||
// val enableFrameSkipping = BooleanSetting.FRAME_SKIPPING.getBoolean()
|
||||
|
||||
var fpsText = String.format("FPS: %.1f", actualFps)
|
||||
|
||||
if (enableFrameInterpolation) {
|
||||
fpsText += " " + getString(R.string.enhanced_fps_suffix)
|
||||
}
|
||||
|
||||
// if (enableFrameSkipping) {
|
||||
// fpsText += " " + getString(R.string.skipping_fps_suffix)
|
||||
// }
|
||||
|
||||
sb.append(fpsText)
|
||||
}
|
||||
|
||||
@@ -1914,7 +1907,7 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
|
||||
|
||||
companion object {
|
||||
fun fromValue(value: Int): AmiiboState =
|
||||
values().firstOrNull { it.value == value } ?: Disabled
|
||||
entries.firstOrNull { it.value == value } ?: Disabled
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1927,7 +1920,7 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
|
||||
|
||||
companion object {
|
||||
fun fromValue(value: Int): AmiiboLoadResult =
|
||||
values().firstOrNull { it.value == value } ?: Unknown
|
||||
entries.firstOrNull { it.value == value } ?: Unknown
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1984,6 +1977,8 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
|
||||
fun showOverlay() {
|
||||
if (!isOverlayVisible) {
|
||||
isOverlayVisible = true
|
||||
// Reset controller input flag so controller can hide overlay again
|
||||
controllerInputReceived = false
|
||||
ViewUtils.showView(binding.surfaceInputOverlay, 500)
|
||||
}
|
||||
}
|
||||
@@ -1991,7 +1986,26 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
|
||||
private fun hideOverlay() {
|
||||
if (isOverlayVisible) {
|
||||
isOverlayVisible = false
|
||||
ViewUtils.hideView(binding.surfaceInputOverlay, 500)
|
||||
ViewUtils.hideView(binding.surfaceInputOverlay)
|
||||
}
|
||||
}
|
||||
|
||||
fun onControllerInputDetected() {
|
||||
if (!BooleanSetting.HIDE_OVERLAY_ON_CONTROLLER_INPUT.getBoolean()) return
|
||||
if (!BooleanSetting.SHOW_INPUT_OVERLAY.getBoolean()) return
|
||||
if (controllerInputReceived) return
|
||||
controllerInputReceived = true
|
||||
hideOverlay()
|
||||
}
|
||||
|
||||
fun onControllerConnected() {
|
||||
controllerInputReceived = false
|
||||
}
|
||||
|
||||
fun onControllerDisconnected() {
|
||||
if (!BooleanSetting.HIDE_OVERLAY_ON_CONTROLLER_INPUT.getBoolean()) return
|
||||
if (!BooleanSetting.SHOW_INPUT_OVERLAY.getBoolean()) return
|
||||
controllerInputReceived = false
|
||||
showOverlay()
|
||||
}
|
||||
}
|
||||
|
||||
@@ -26,7 +26,6 @@ import androidx.navigation.findNavController
|
||||
import androidx.preference.PreferenceManager
|
||||
import androidx.viewpager2.widget.ViewPager2.OnPageChangeCallback
|
||||
import com.google.android.material.transition.MaterialFadeThrough
|
||||
import kotlinx.coroutines.launch
|
||||
import org.yuzu.yuzu_emu.NativeLibrary
|
||||
import java.io.File
|
||||
import org.yuzu.yuzu_emu.R
|
||||
@@ -34,10 +33,13 @@ import org.yuzu.yuzu_emu.YuzuApplication
|
||||
import org.yuzu.yuzu_emu.adapters.SetupAdapter
|
||||
import org.yuzu.yuzu_emu.databinding.FragmentSetupBinding
|
||||
import org.yuzu.yuzu_emu.features.settings.model.Settings
|
||||
import org.yuzu.yuzu_emu.model.ButtonState
|
||||
import org.yuzu.yuzu_emu.model.GamesViewModel
|
||||
import org.yuzu.yuzu_emu.model.HomeViewModel
|
||||
import org.yuzu.yuzu_emu.model.PageButton
|
||||
import org.yuzu.yuzu_emu.model.SetupCallback
|
||||
import org.yuzu.yuzu_emu.model.SetupPage
|
||||
import org.yuzu.yuzu_emu.model.StepState
|
||||
import org.yuzu.yuzu_emu.model.PageState
|
||||
import org.yuzu.yuzu_emu.ui.main.MainActivity
|
||||
import org.yuzu.yuzu_emu.utils.DirectoryInitialization
|
||||
import org.yuzu.yuzu_emu.utils.NativeConfig
|
||||
@@ -50,11 +52,16 @@ class SetupFragment : Fragment() {
|
||||
private val binding get() = _binding!!
|
||||
|
||||
private val homeViewModel: HomeViewModel by activityViewModels()
|
||||
private val gamesViewModel: GamesViewModel by activityViewModels()
|
||||
|
||||
private lateinit var mainActivity: MainActivity
|
||||
|
||||
private lateinit var hasBeenWarned: BooleanArray
|
||||
|
||||
private lateinit var pages: MutableList<SetupPage>
|
||||
|
||||
private lateinit var pageButtonCallback: SetupCallback
|
||||
|
||||
companion object {
|
||||
const val KEY_NEXT_VISIBILITY = "NextButtonVisibility"
|
||||
const val KEY_BACK_VISIBILITY = "BackButtonVisibility"
|
||||
@@ -94,124 +101,142 @@ class SetupFragment : Fragment() {
|
||||
requireActivity().window.navigationBarColor =
|
||||
ContextCompat.getColor(requireContext(), android.R.color.transparent)
|
||||
|
||||
val pages = mutableListOf<SetupPage>()
|
||||
pages = mutableListOf<SetupPage>()
|
||||
pages.apply {
|
||||
add(
|
||||
SetupPage(
|
||||
R.drawable.ic_yuzu_title,
|
||||
R.string.welcome,
|
||||
R.string.welcome_description,
|
||||
0,
|
||||
true,
|
||||
R.string.get_started,
|
||||
{ pageForward() },
|
||||
false
|
||||
)
|
||||
)
|
||||
|
||||
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.TIRAMISU) {
|
||||
add(
|
||||
SetupPage(
|
||||
R.drawable.ic_notification,
|
||||
R.string.notifications,
|
||||
R.string.notifications_description,
|
||||
0,
|
||||
false,
|
||||
R.string.give_permission,
|
||||
{
|
||||
notificationCallback = it
|
||||
permissionLauncher.launch(Manifest.permission.POST_NOTIFICATIONS)
|
||||
},
|
||||
true,
|
||||
R.string.notification_warning,
|
||||
R.string.notification_warning_description,
|
||||
0,
|
||||
{
|
||||
if (NotificationManagerCompat.from(requireContext())
|
||||
R.drawable.ic_permission,
|
||||
R.string.permissions,
|
||||
R.string.permissions_description,
|
||||
mutableListOf<PageButton>().apply {
|
||||
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.TIRAMISU) {
|
||||
add(
|
||||
PageButton(
|
||||
R.drawable.ic_notification,
|
||||
R.string.notifications,
|
||||
R.string.notifications_description,
|
||||
{
|
||||
pageButtonCallback = it
|
||||
permissionLauncher.launch(
|
||||
Manifest.permission.POST_NOTIFICATIONS
|
||||
)
|
||||
},
|
||||
{
|
||||
if (NotificationManagerCompat.from(requireContext())
|
||||
.areNotificationsEnabled()
|
||||
) {
|
||||
ButtonState.BUTTON_ACTION_COMPLETE
|
||||
} else {
|
||||
ButtonState.BUTTON_ACTION_INCOMPLETE
|
||||
}
|
||||
},
|
||||
false,
|
||||
false,
|
||||
)
|
||||
)
|
||||
}
|
||||
},
|
||||
{
|
||||
if (NotificationManagerCompat.from(requireContext())
|
||||
.areNotificationsEnabled()
|
||||
) {
|
||||
StepState.COMPLETE
|
||||
} else {
|
||||
StepState.INCOMPLETE
|
||||
}
|
||||
}
|
||||
)
|
||||
)
|
||||
}
|
||||
|
||||
add(
|
||||
SetupPage(
|
||||
R.drawable.ic_key,
|
||||
R.string.keys,
|
||||
R.string.keys_description,
|
||||
R.drawable.ic_add,
|
||||
true,
|
||||
R.string.select_keys,
|
||||
{
|
||||
keyCallback = it
|
||||
getProdKey.launch(arrayOf("*/*"))
|
||||
},
|
||||
true,
|
||||
R.string.install_prod_keys_warning,
|
||||
R.string.install_prod_keys_warning_description,
|
||||
R.string.install_prod_keys_warning_help,
|
||||
{
|
||||
val file = File(DirectoryInitialization.userDirectory + "/keys/prod.keys")
|
||||
if (file.exists() && NativeLibrary.areKeysPresent()) {
|
||||
StepState.COMPLETE
|
||||
) {
|
||||
PageState.COMPLETE
|
||||
} else {
|
||||
StepState.INCOMPLETE
|
||||
PageState.INCOMPLETE
|
||||
}
|
||||
}
|
||||
)
|
||||
)
|
||||
add(
|
||||
SetupPage(
|
||||
R.drawable.ic_firmware,
|
||||
R.string.firmware,
|
||||
R.string.firmware_description,
|
||||
R.drawable.ic_add,
|
||||
true,
|
||||
R.string.select_firmware,
|
||||
{
|
||||
firmwareCallback = it
|
||||
getFirmware.launch(arrayOf("application/zip"))
|
||||
R.drawable.ic_folder_open,
|
||||
R.string.emulator_data,
|
||||
R.string.emulator_data_description,
|
||||
mutableListOf<PageButton>().apply {
|
||||
add(
|
||||
PageButton(
|
||||
R.drawable.ic_key,
|
||||
R.string.keys,
|
||||
R.string.keys_description,
|
||||
{
|
||||
pageButtonCallback = it
|
||||
getProdKey.launch(arrayOf("*/*"))
|
||||
},
|
||||
{
|
||||
val file = File(
|
||||
DirectoryInitialization.userDirectory + "/keys/prod.keys"
|
||||
)
|
||||
if (file.exists() && NativeLibrary.areKeysPresent()) {
|
||||
ButtonState.BUTTON_ACTION_COMPLETE
|
||||
} else {
|
||||
ButtonState.BUTTON_ACTION_INCOMPLETE
|
||||
}
|
||||
},
|
||||
false,
|
||||
true,
|
||||
R.string.install_prod_keys_warning,
|
||||
R.string.install_prod_keys_warning_description,
|
||||
R.string.install_prod_keys_warning_help,
|
||||
)
|
||||
)
|
||||
add(
|
||||
PageButton(
|
||||
R.drawable.ic_firmware,
|
||||
R.string.firmware,
|
||||
R.string.firmware_description,
|
||||
{
|
||||
pageButtonCallback = it
|
||||
getFirmware.launch(arrayOf("application/zip"))
|
||||
},
|
||||
{
|
||||
if (NativeLibrary.isFirmwareAvailable()) {
|
||||
ButtonState.BUTTON_ACTION_COMPLETE
|
||||
} else {
|
||||
ButtonState.BUTTON_ACTION_INCOMPLETE
|
||||
}
|
||||
},
|
||||
false,
|
||||
true,
|
||||
R.string.install_firmware_warning,
|
||||
R.string.install_firmware_warning_description,
|
||||
R.string.install_firmware_warning_help,
|
||||
)
|
||||
)
|
||||
add(
|
||||
PageButton(
|
||||
R.drawable.ic_controller,
|
||||
R.string.games,
|
||||
R.string.games_description,
|
||||
{
|
||||
pageButtonCallback = it
|
||||
getGamesDirectory.launch(Intent(Intent.ACTION_OPEN_DOCUMENT_TREE).data)
|
||||
},
|
||||
{
|
||||
if (NativeConfig.getGameDirs().isNotEmpty()) {
|
||||
ButtonState.BUTTON_ACTION_COMPLETE
|
||||
} else {
|
||||
ButtonState.BUTTON_ACTION_INCOMPLETE
|
||||
}
|
||||
},
|
||||
false,
|
||||
true,
|
||||
R.string.add_games_warning,
|
||||
R.string.add_games_warning_description,
|
||||
R.string.add_games_warning_help,
|
||||
)
|
||||
)
|
||||
},
|
||||
true,
|
||||
R.string.install_firmware_warning,
|
||||
R.string.install_firmware_warning_description,
|
||||
R.string.install_firmware_warning_help,
|
||||
{
|
||||
if (NativeLibrary.isFirmwareAvailable()) {
|
||||
StepState.COMPLETE
|
||||
val file = File(
|
||||
DirectoryInitialization.userDirectory + "/keys/prod.keys"
|
||||
)
|
||||
if (file.exists() && NativeLibrary.areKeysPresent() &&
|
||||
NativeLibrary.isFirmwareAvailable() && NativeConfig.getGameDirs()
|
||||
.isNotEmpty()
|
||||
) {
|
||||
PageState.COMPLETE
|
||||
} else {
|
||||
StepState.INCOMPLETE
|
||||
}
|
||||
}
|
||||
)
|
||||
)
|
||||
|
||||
add(
|
||||
SetupPage(
|
||||
R.drawable.ic_controller,
|
||||
R.string.games,
|
||||
R.string.games_description,
|
||||
R.drawable.ic_add,
|
||||
true,
|
||||
R.string.add_games,
|
||||
{
|
||||
gamesDirCallback = it
|
||||
getGamesDirectory.launch(Intent(Intent.ACTION_OPEN_DOCUMENT_TREE).data)
|
||||
},
|
||||
true,
|
||||
R.string.add_games_warning,
|
||||
R.string.add_games_warning_description,
|
||||
R.string.add_games_warning_help,
|
||||
{
|
||||
if (NativeConfig.getGameDirs().isNotEmpty()) {
|
||||
StepState.COMPLETE
|
||||
} else {
|
||||
StepState.INCOMPLETE
|
||||
PageState.INCOMPLETE
|
||||
}
|
||||
}
|
||||
)
|
||||
@@ -221,12 +246,22 @@ class SetupFragment : Fragment() {
|
||||
R.drawable.ic_check,
|
||||
R.string.done,
|
||||
R.string.done_description,
|
||||
R.drawable.ic_arrow_forward,
|
||||
false,
|
||||
R.string.text_continue,
|
||||
{ finishSetup() },
|
||||
false
|
||||
)
|
||||
mutableListOf<PageButton>().apply {
|
||||
add(
|
||||
PageButton(
|
||||
R.drawable.ic_arrow_forward,
|
||||
R.string.get_started,
|
||||
0,
|
||||
buttonAction = {
|
||||
finishSetup()
|
||||
},
|
||||
buttonState = {
|
||||
ButtonState.BUTTON_ACTION_UNDEFINED
|
||||
},
|
||||
)
|
||||
)
|
||||
}
|
||||
) { PageState.UNDEFINED }
|
||||
)
|
||||
}
|
||||
|
||||
@@ -237,7 +272,7 @@ class SetupFragment : Fragment() {
|
||||
homeViewModel.gamesDirSelected.collect(
|
||||
viewLifecycleOwner,
|
||||
resetState = { homeViewModel.setGamesDirSelected(false) }
|
||||
) { if (it) gamesDirCallback.onStepCompleted() }
|
||||
) { if (it) checkForButtonState.invoke() }
|
||||
|
||||
binding.viewPager2.apply {
|
||||
adapter = SetupAdapter(requireActivity() as AppCompatActivity, pages)
|
||||
@@ -251,15 +286,18 @@ class SetupFragment : Fragment() {
|
||||
override fun onPageSelected(position: Int) {
|
||||
super.onPageSelected(position)
|
||||
|
||||
if (position == 1 && previousPosition == 0) {
|
||||
ViewUtils.showView(binding.buttonNext)
|
||||
ViewUtils.showView(binding.buttonBack)
|
||||
} else if (position == 0 && previousPosition == 1) {
|
||||
val isFirstPage = position == 0
|
||||
val isLastPage = position == pages.size - 1
|
||||
|
||||
if (isFirstPage) {
|
||||
ViewUtils.hideView(binding.buttonBack)
|
||||
} else {
|
||||
ViewUtils.showView(binding.buttonBack)
|
||||
}
|
||||
|
||||
if (isLastPage) {
|
||||
ViewUtils.hideView(binding.buttonNext)
|
||||
} else if (position == pages.size - 1 && previousPosition == pages.size - 2) {
|
||||
ViewUtils.hideView(binding.buttonNext)
|
||||
} else if (position == pages.size - 2 && previousPosition == pages.size - 1) {
|
||||
} else {
|
||||
ViewUtils.showView(binding.buttonNext)
|
||||
}
|
||||
|
||||
@@ -271,35 +309,63 @@ class SetupFragment : Fragment() {
|
||||
val index = binding.viewPager2.currentItem
|
||||
val currentPage = pages[index]
|
||||
|
||||
// Checks if the user has completed the task on the current page
|
||||
if (currentPage.hasWarning) {
|
||||
val stepState = currentPage.stepCompleted.invoke()
|
||||
if (stepState != StepState.INCOMPLETE) {
|
||||
pageForward()
|
||||
return@setOnClickListener
|
||||
}
|
||||
val warningMessages =
|
||||
mutableListOf<Triple<Int, Int, Int>>() // title, description, helpLink
|
||||
|
||||
if (!hasBeenWarned[index]) {
|
||||
SetupWarningDialogFragment.newInstance(
|
||||
currentPage.warningTitleId,
|
||||
currentPage.warningDescriptionId,
|
||||
currentPage.warningHelpLinkId,
|
||||
index
|
||||
).show(childFragmentManager, SetupWarningDialogFragment.TAG)
|
||||
return@setOnClickListener
|
||||
currentPage.pageButtons?.forEach { button ->
|
||||
if (button.hasWarning || button.isUnskippable) {
|
||||
val buttonState = button.buttonState()
|
||||
if (buttonState == ButtonState.BUTTON_ACTION_COMPLETE) {
|
||||
return@forEach
|
||||
}
|
||||
|
||||
if (button.isUnskippable) {
|
||||
MessageDialogFragment.newInstance(
|
||||
activity = requireActivity(),
|
||||
titleId = button.warningTitleId,
|
||||
descriptionId = button.warningDescriptionId,
|
||||
helpLinkId = button.warningHelpLinkId
|
||||
).show(childFragmentManager, MessageDialogFragment.TAG)
|
||||
return@setOnClickListener
|
||||
}
|
||||
|
||||
if (!hasBeenWarned[index]) {
|
||||
warningMessages.add(
|
||||
Triple(
|
||||
button.warningTitleId,
|
||||
button.warningDescriptionId,
|
||||
button.warningHelpLinkId
|
||||
)
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (warningMessages.isNotEmpty()) {
|
||||
SetupWarningDialogFragment.newInstance(
|
||||
warningMessages.map { it.first }.toIntArray(),
|
||||
warningMessages.map { it.second }.toIntArray(),
|
||||
warningMessages.map { it.third }.toIntArray(),
|
||||
index
|
||||
).show(childFragmentManager, SetupWarningDialogFragment.TAG)
|
||||
return@setOnClickListener
|
||||
}
|
||||
pageForward()
|
||||
}
|
||||
binding.buttonBack.setOnClickListener { pageBackward() }
|
||||
|
||||
|
||||
if (savedInstanceState != null) {
|
||||
val nextIsVisible = savedInstanceState.getBoolean(KEY_NEXT_VISIBILITY)
|
||||
val backIsVisible = savedInstanceState.getBoolean(KEY_BACK_VISIBILITY)
|
||||
hasBeenWarned = savedInstanceState.getBooleanArray(KEY_HAS_BEEN_WARNED)!!
|
||||
|
||||
binding.buttonNext.setVisible(nextIsVisible)
|
||||
binding.buttonBack.setVisible(backIsVisible)
|
||||
if (nextIsVisible) {
|
||||
binding.buttonNext.visibility = View.VISIBLE
|
||||
}
|
||||
if (backIsVisible) {
|
||||
binding.buttonBack.visibility = View.VISIBLE
|
||||
}
|
||||
} else {
|
||||
hasBeenWarned = BooleanArray(pages.size)
|
||||
}
|
||||
@@ -307,6 +373,7 @@ class SetupFragment : Fragment() {
|
||||
setInsets()
|
||||
}
|
||||
|
||||
|
||||
override fun onStop() {
|
||||
super.onStop()
|
||||
NativeConfig.saveGlobalConfig()
|
||||
@@ -314,10 +381,8 @@ class SetupFragment : Fragment() {
|
||||
|
||||
override fun onSaveInstanceState(outState: Bundle) {
|
||||
super.onSaveInstanceState(outState)
|
||||
if (_binding != null) {
|
||||
outState.putBoolean(KEY_NEXT_VISIBILITY, binding.buttonNext.isVisible)
|
||||
outState.putBoolean(KEY_BACK_VISIBILITY, binding.buttonBack.isVisible)
|
||||
}
|
||||
outState.putBoolean(KEY_NEXT_VISIBILITY, binding.buttonNext.isVisible)
|
||||
outState.putBoolean(KEY_BACK_VISIBILITY, binding.buttonBack.isVisible)
|
||||
outState.putBooleanArray(KEY_HAS_BEEN_WARNED, hasBeenWarned)
|
||||
}
|
||||
|
||||
@@ -326,13 +391,27 @@ class SetupFragment : Fragment() {
|
||||
_binding = null
|
||||
}
|
||||
|
||||
private lateinit var notificationCallback: SetupCallback
|
||||
private val checkForButtonState: () -> Unit = {
|
||||
val page = pages[binding.viewPager2.currentItem]
|
||||
page.pageButtons?.forEach {
|
||||
if (it.buttonState() == ButtonState.BUTTON_ACTION_COMPLETE) {
|
||||
pageButtonCallback.onStepCompleted(
|
||||
it.titleId,
|
||||
pageFullyCompleted = false
|
||||
)
|
||||
}
|
||||
|
||||
if (page.pageSteps() == PageState.COMPLETE) {
|
||||
pageButtonCallback.onStepCompleted(0, pageFullyCompleted = true)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@RequiresApi(Build.VERSION_CODES.TIRAMISU)
|
||||
private val permissionLauncher =
|
||||
registerForActivityResult(ActivityResultContracts.RequestPermission()) {
|
||||
if (it) {
|
||||
notificationCallback.onStepCompleted()
|
||||
checkForButtonState.invoke()
|
||||
}
|
||||
|
||||
if (!it &&
|
||||
@@ -345,15 +424,13 @@ class SetupFragment : Fragment() {
|
||||
}
|
||||
}
|
||||
|
||||
private lateinit var keyCallback: SetupCallback
|
||||
private lateinit var firmwareCallback: SetupCallback
|
||||
|
||||
val getProdKey =
|
||||
registerForActivityResult(ActivityResultContracts.OpenDocument()) { result ->
|
||||
if (result != null) {
|
||||
mainActivity.processKey(result, "keys")
|
||||
if (NativeLibrary.areKeysPresent()) {
|
||||
keyCallback.onStepCompleted()
|
||||
checkForButtonState.invoke()
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -363,14 +440,12 @@ class SetupFragment : Fragment() {
|
||||
if (result != null) {
|
||||
mainActivity.processFirmware(result) {
|
||||
if (NativeLibrary.isFirmwareAvailable()) {
|
||||
firmwareCallback.onStepCompleted()
|
||||
checkForButtonState.invoke()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private lateinit var gamesDirCallback: SetupCallback
|
||||
|
||||
val getGamesDirectory =
|
||||
registerForActivityResult(ActivityResultContracts.OpenDocumentTree()) { result ->
|
||||
if (result != null) {
|
||||
@@ -379,9 +454,13 @@ class SetupFragment : Fragment() {
|
||||
}
|
||||
|
||||
private fun finishSetup() {
|
||||
PreferenceManager.getDefaultSharedPreferences(YuzuApplication.appContext).edit()
|
||||
PreferenceManager.getDefaultSharedPreferences(YuzuApplication.appContext)
|
||||
.edit()
|
||||
.putBoolean(Settings.PREF_FIRST_APP_LAUNCH, false)
|
||||
.apply()
|
||||
|
||||
gamesViewModel.reloadGames(directoriesChanged = true, firstStartup = false)
|
||||
|
||||
mainActivity.finishSetup(binding.root.findNavController())
|
||||
}
|
||||
|
||||
@@ -405,8 +484,10 @@ class SetupFragment : Fragment() {
|
||||
ViewCompat.setOnApplyWindowInsetsListener(
|
||||
binding.root
|
||||
) { _: View, windowInsets: WindowInsetsCompat ->
|
||||
val barInsets = windowInsets.getInsets(WindowInsetsCompat.Type.systemBars())
|
||||
val cutoutInsets = windowInsets.getInsets(WindowInsetsCompat.Type.displayCutout())
|
||||
val barInsets =
|
||||
windowInsets.getInsets(WindowInsetsCompat.Type.systemBars())
|
||||
val cutoutInsets =
|
||||
windowInsets.getInsets(WindowInsetsCompat.Type.displayCutout())
|
||||
|
||||
val leftPadding = barInsets.left + cutoutInsets.left
|
||||
val topPadding = barInsets.top + cutoutInsets.top
|
||||
@@ -415,11 +496,22 @@ class SetupFragment : Fragment() {
|
||||
|
||||
if (resources.getBoolean(R.bool.small_layout)) {
|
||||
binding.viewPager2
|
||||
.updatePadding(left = leftPadding, top = topPadding, right = rightPadding)
|
||||
.updatePadding(
|
||||
left = leftPadding,
|
||||
top = topPadding,
|
||||
right = rightPadding
|
||||
)
|
||||
binding.constraintButtons
|
||||
.updatePadding(left = leftPadding, right = rightPadding, bottom = bottomPadding)
|
||||
.updatePadding(
|
||||
left = leftPadding,
|
||||
right = rightPadding,
|
||||
bottom = bottomPadding
|
||||
)
|
||||
} else {
|
||||
binding.viewPager2.updatePadding(top = topPadding, bottom = bottomPadding)
|
||||
binding.viewPager2.updatePadding(
|
||||
top = topPadding,
|
||||
bottom = bottomPadding
|
||||
)
|
||||
binding.constraintButtons
|
||||
.updatePadding(
|
||||
left = leftPadding,
|
||||
|
||||
@@ -1,3 +1,6 @@
|
||||
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
// SPDX-FileCopyrightText: 2023 yuzu Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
@@ -11,20 +14,21 @@ import android.os.Bundle
|
||||
import androidx.fragment.app.DialogFragment
|
||||
import com.google.android.material.dialog.MaterialAlertDialogBuilder
|
||||
import org.yuzu.yuzu_emu.R
|
||||
import androidx.core.net.toUri
|
||||
|
||||
class SetupWarningDialogFragment : DialogFragment() {
|
||||
private var titleId: Int = 0
|
||||
private var descriptionId: Int = 0
|
||||
private var helpLinkId: Int = 0
|
||||
private var titleIds: IntArray = intArrayOf()
|
||||
private var descriptionIds: IntArray = intArrayOf()
|
||||
private var helpLinkIds: IntArray = intArrayOf()
|
||||
private var page: Int = 0
|
||||
|
||||
private lateinit var setupFragment: SetupFragment
|
||||
|
||||
override fun onCreate(savedInstanceState: Bundle?) {
|
||||
super.onCreate(savedInstanceState)
|
||||
titleId = requireArguments().getInt(TITLE)
|
||||
descriptionId = requireArguments().getInt(DESCRIPTION)
|
||||
helpLinkId = requireArguments().getInt(HELP_LINK)
|
||||
titleIds = requireArguments().getIntArray(TITLES) ?: intArrayOf()
|
||||
descriptionIds = requireArguments().getIntArray(DESCRIPTIONS) ?: intArrayOf()
|
||||
helpLinkIds = requireArguments().getIntArray(HELP_LINKS) ?: intArrayOf()
|
||||
page = requireArguments().getInt(PAGE)
|
||||
|
||||
setupFragment = requireParentFragment() as SetupFragment
|
||||
@@ -38,18 +42,24 @@ class SetupWarningDialogFragment : DialogFragment() {
|
||||
}
|
||||
.setNegativeButton(R.string.warning_cancel, null)
|
||||
|
||||
if (titleId != 0) {
|
||||
builder.setTitle(titleId)
|
||||
} else {
|
||||
builder.setTitle("")
|
||||
val messageBuilder = StringBuilder()
|
||||
for (i in titleIds.indices) {
|
||||
if (titleIds[i] != 0) {
|
||||
messageBuilder.append(getString(titleIds[i])).append("\n\n")
|
||||
}
|
||||
if (descriptionIds[i] != 0) {
|
||||
messageBuilder.append(getString(descriptionIds[i])).append("\n\n")
|
||||
}
|
||||
}
|
||||
if (descriptionId != 0) {
|
||||
builder.setMessage(descriptionId)
|
||||
}
|
||||
if (helpLinkId != 0) {
|
||||
|
||||
builder.setTitle("Warning")
|
||||
builder.setMessage(messageBuilder.toString().trim())
|
||||
|
||||
if (helpLinkIds.any { it != 0 }) {
|
||||
builder.setNeutralButton(R.string.warning_help) { _: DialogInterface?, _: Int ->
|
||||
val helpLink = resources.getString(R.string.install_prod_keys_warning_help)
|
||||
val intent = Intent(Intent.ACTION_VIEW, Uri.parse(helpLink))
|
||||
val helpLinkId = helpLinkIds.first { it != 0 }
|
||||
val helpLink = resources.getString(helpLinkId)
|
||||
val intent = Intent(Intent.ACTION_VIEW, helpLink.toUri())
|
||||
startActivity(intent)
|
||||
}
|
||||
}
|
||||
@@ -60,27 +70,27 @@ class SetupWarningDialogFragment : DialogFragment() {
|
||||
companion object {
|
||||
const val TAG = "SetupWarningDialogFragment"
|
||||
|
||||
private const val TITLE = "Title"
|
||||
private const val DESCRIPTION = "Description"
|
||||
private const val HELP_LINK = "HelpLink"
|
||||
private const val TITLES = "Titles"
|
||||
private const val DESCRIPTIONS = "Descriptions"
|
||||
private const val HELP_LINKS = "HelpLinks"
|
||||
private const val PAGE = "Page"
|
||||
|
||||
fun newInstance(
|
||||
titleId: Int,
|
||||
descriptionId: Int,
|
||||
helpLinkId: Int,
|
||||
titleIds: IntArray,
|
||||
descriptionIds: IntArray,
|
||||
helpLinkIds: IntArray,
|
||||
page: Int
|
||||
): SetupWarningDialogFragment {
|
||||
val dialog = SetupWarningDialogFragment()
|
||||
val bundle = Bundle()
|
||||
bundle.apply {
|
||||
putInt(TITLE, titleId)
|
||||
putInt(DESCRIPTION, descriptionId)
|
||||
putInt(HELP_LINK, helpLinkId)
|
||||
putIntArray(TITLES, titleIds)
|
||||
putIntArray(DESCRIPTIONS, descriptionIds)
|
||||
putIntArray(HELP_LINKS, helpLinkIds)
|
||||
putInt(PAGE, page)
|
||||
}
|
||||
dialog.arguments = bundle
|
||||
return dialog
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
// SPDX-FileCopyrightText: 2025 Eden Emulator Project
|
||||
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
package org.yuzu.yuzu_emu.model
|
||||
@@ -145,7 +145,10 @@ class GamesViewModel : ViewModel() {
|
||||
viewModelScope.launch {
|
||||
withContext(Dispatchers.IO) {
|
||||
NativeConfig.addGameDir(gameDir)
|
||||
getGameDirs(true)
|
||||
val isFirstTimeSetup = PreferenceManager.getDefaultSharedPreferences(YuzuApplication.appContext)
|
||||
.getBoolean(org.yuzu.yuzu_emu.features.settings.model.Settings.PREF_FIRST_APP_LAUNCH, true)
|
||||
|
||||
getGameDirs(!isFirstTimeSetup)
|
||||
}
|
||||
|
||||
if (savedFromGameFragment) {
|
||||
|
||||
@@ -1,3 +1,6 @@
|
||||
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
// SPDX-FileCopyrightText: 2023 yuzu Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
@@ -7,23 +10,36 @@ data class SetupPage(
|
||||
val iconId: Int,
|
||||
val titleId: Int,
|
||||
val descriptionId: Int,
|
||||
val buttonIconId: Int,
|
||||
val leftAlignedIcon: Boolean,
|
||||
val buttonTextId: Int,
|
||||
val pageButtons: List<PageButton>? = null,
|
||||
val pageSteps: () -> PageState = { PageState.COMPLETE },
|
||||
|
||||
)
|
||||
|
||||
data class PageButton(
|
||||
val iconId: Int,
|
||||
val titleId: Int,
|
||||
val descriptionId: Int,
|
||||
val buttonAction: (callback: SetupCallback) -> Unit,
|
||||
val hasWarning: Boolean,
|
||||
val buttonState: () -> ButtonState = { ButtonState.BUTTON_ACTION_UNDEFINED },
|
||||
val isUnskippable: Boolean = false,
|
||||
val hasWarning: Boolean = false,
|
||||
val warningTitleId: Int = 0,
|
||||
val warningDescriptionId: Int = 0,
|
||||
val warningHelpLinkId: Int = 0,
|
||||
val stepCompleted: () -> StepState = { StepState.UNDEFINED }
|
||||
val warningHelpLinkId: Int = 0
|
||||
)
|
||||
|
||||
interface SetupCallback {
|
||||
fun onStepCompleted()
|
||||
fun onStepCompleted(pageButtonId: Int, pageFullyCompleted: Boolean)
|
||||
}
|
||||
|
||||
enum class StepState {
|
||||
enum class PageState {
|
||||
COMPLETE,
|
||||
INCOMPLETE,
|
||||
UNDEFINED
|
||||
}
|
||||
|
||||
enum class ButtonState {
|
||||
BUTTON_ACTION_COMPLETE,
|
||||
BUTTON_ACTION_INCOMPLETE,
|
||||
BUTTON_ACTION_UNDEFINED
|
||||
}
|
||||
|
||||
@@ -92,6 +92,11 @@ namespace AndroidSettings {
|
||||
Settings::Setting<u32> input_overlay_auto_hide{linkage, 5, "input_overlay_auto_hide",
|
||||
Settings::Category::Overlay,
|
||||
Settings::Specialization::Default, true, true, &enable_input_overlay_auto_hide};
|
||||
Settings::Setting<bool> hide_overlay_on_controller_input{linkage, false,
|
||||
"hide_overlay_on_controller_input",
|
||||
Settings::Category::Overlay,
|
||||
Settings::Specialization::Default, true,
|
||||
true};
|
||||
Settings::Setting<bool> perf_overlay_background{linkage, false, "perf_overlay_background",
|
||||
Settings::Category::Overlay,
|
||||
Settings::Specialization::Default, true,
|
||||
|
||||
9
src/android/app/src/main/res/drawable/ic_permission.xml
Normal file
9
src/android/app/src/main/res/drawable/ic_permission.xml
Normal file
@@ -0,0 +1,9 @@
|
||||
<vector xmlns:android="http://schemas.android.com/apk/res/android"
|
||||
android:width="24dp"
|
||||
android:height="24dp"
|
||||
android:viewportWidth="24"
|
||||
android:viewportHeight="24">
|
||||
<path
|
||||
android:fillColor="?attr/colorControlNormal"
|
||||
android:pathData="M12,1L3,5v6c0,5.55 3.84,10.74 9,12 5.16,-1.26 9,-6.45 9,-12V5l-9,-4zM12,11.99h7c-0.53,4.12 -3.28,7.79 -7,8.94V12H5V6.3l7,-3.11v8.8z"/>
|
||||
</vector>
|
||||
@@ -220,12 +220,12 @@
|
||||
app:iconPadding="0dp" />
|
||||
|
||||
<com.google.android.material.button.MaterialButton
|
||||
android:id="@+id/button_revolt"
|
||||
android:id="@+id/button_stoat"
|
||||
style="@style/EdenButton.Secondary"
|
||||
android:layout_width="56dp"
|
||||
android:layout_height="56dp"
|
||||
android:layout_marginEnd="12dp"
|
||||
app:icon="@drawable/ic_revolt"
|
||||
app:icon="@drawable/ic_stoat"
|
||||
app:iconGravity="textStart"
|
||||
app:iconSize="24dp"
|
||||
app:iconPadding="0dp" />
|
||||
@@ -270,4 +270,4 @@
|
||||
|
||||
</androidx.core.widget.NestedScrollView>
|
||||
|
||||
</androidx.coordinatorlayout.widget.CoordinatorLayout>
|
||||
</androidx.coordinatorlayout.widget.CoordinatorLayout>
|
||||
|
||||
@@ -27,7 +27,7 @@
|
||||
android:layout_width="wrap_content"
|
||||
android:layout_height="wrap_content"
|
||||
android:text="@string/next"
|
||||
android:visibility="invisible"
|
||||
android:visibility="visible"
|
||||
app:layout_constraintBottom_toBottomOf="parent"
|
||||
app:layout_constraintEnd_toEndOf="parent" />
|
||||
|
||||
|
||||
@@ -1,97 +1,101 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<LinearLayout
|
||||
<androidx.constraintlayout.widget.ConstraintLayout
|
||||
xmlns:android="http://schemas.android.com/apk/res/android"
|
||||
xmlns:app="http://schemas.android.com/apk/res-auto"
|
||||
xmlns:tools="http://schemas.android.com/tools"
|
||||
android:layout_width="match_parent"
|
||||
android:layout_height="match_parent">
|
||||
|
||||
<LinearLayout
|
||||
android:layout_width="match_parent"
|
||||
<androidx.constraintlayout.widget.ConstraintLayout
|
||||
android:id="@+id/left_content"
|
||||
android:layout_width="0dp"
|
||||
android:layout_height="match_parent"
|
||||
android:orientation="vertical"
|
||||
android:layout_weight="1"
|
||||
android:gravity="center">
|
||||
app:layout_constraintStart_toStartOf="parent"
|
||||
app:layout_constraintEnd_toStartOf="@+id/right_content"
|
||||
app:layout_constraintHorizontal_weight="2">
|
||||
|
||||
<ImageView
|
||||
android:id="@+id/icon"
|
||||
android:layout_width="260dp"
|
||||
android:layout_height="260dp"
|
||||
android:layout_gravity="center" />
|
||||
|
||||
</LinearLayout>
|
||||
|
||||
<androidx.constraintlayout.widget.ConstraintLayout
|
||||
android:layout_width="match_parent"
|
||||
android:layout_height="match_parent"
|
||||
android:layout_weight="1">
|
||||
android:layout_width="0dp"
|
||||
android:layout_height="0dp"
|
||||
android:layout_marginTop="32dp"
|
||||
app:layout_constraintBottom_toTopOf="@+id/text_title"
|
||||
app:layout_constraintEnd_toEndOf="parent"
|
||||
app:layout_constraintHeight_max="160dp"
|
||||
app:layout_constraintHeight_min="80dp"
|
||||
app:layout_constraintStart_toStartOf="parent"
|
||||
app:layout_constraintTop_toTopOf="parent"
|
||||
app:layout_constraintWidth_max="160dp"
|
||||
app:layout_constraintWidth_min="80dp"
|
||||
app:layout_constraintVertical_chainStyle="packed"
|
||||
app:layout_constraintVertical_weight="3"
|
||||
tools:src="@drawable/ic_notification" />
|
||||
|
||||
<com.google.android.material.textview.MaterialTextView
|
||||
android:id="@+id/text_title"
|
||||
style="@style/TextAppearance.Material3.DisplaySmall"
|
||||
style="@style/SynthwaveText.Header"
|
||||
android:layout_width="0dp"
|
||||
android:layout_height="0dp"
|
||||
android:gravity="center"
|
||||
android:textColor="?attr/colorOnSurface"
|
||||
android:layout_height="wrap_content"
|
||||
android:textAlignment="center"
|
||||
android:textStyle="bold"
|
||||
app:layout_constraintBottom_toTopOf="@+id/text_description"
|
||||
app:layout_constraintEnd_toEndOf="parent"
|
||||
app:layout_constraintStart_toStartOf="parent"
|
||||
app:layout_constraintTop_toTopOf="parent"
|
||||
app:layout_constraintVertical_weight="2"
|
||||
app:layout_constraintTop_toBottomOf="@+id/icon"
|
||||
tools:text="@string/welcome" />
|
||||
|
||||
<com.google.android.material.textview.MaterialTextView
|
||||
android:id="@+id/text_description"
|
||||
style="@style/TextAppearance.Material3.TitleLarge"
|
||||
android:layout_width="0dp"
|
||||
android:layout_height="0dp"
|
||||
android:gravity="center"
|
||||
android:textSize="20sp"
|
||||
android:layout_height="wrap_content"
|
||||
android:paddingHorizontal="16dp"
|
||||
app:layout_constraintBottom_toTopOf="@+id/button_action"
|
||||
android:textAlignment="center"
|
||||
android:textSize="20sp"
|
||||
app:layout_constraintBottom_toTopOf="@+id/text_confirmation"
|
||||
app:layout_constraintEnd_toEndOf="parent"
|
||||
app:layout_constraintStart_toStartOf="parent"
|
||||
app:layout_constraintTop_toBottomOf="@+id/text_title"
|
||||
app:layout_constraintVertical_weight="2"
|
||||
app:lineHeight="30sp"
|
||||
tools:text="@string/welcome_description" />
|
||||
|
||||
<com.google.android.material.textview.MaterialTextView
|
||||
android:id="@+id/text_confirmation"
|
||||
style="@style/TextAppearance.Material3.TitleLarge"
|
||||
android:layout_width="0dp"
|
||||
android:layout_height="0dp"
|
||||
android:paddingHorizontal="16dp"
|
||||
android:paddingBottom="20dp"
|
||||
android:gravity="center"
|
||||
android:textSize="30sp"
|
||||
android:visibility="invisible"
|
||||
android:text="@string/step_complete"
|
||||
android:textStyle="bold"
|
||||
app:layout_constraintBottom_toBottomOf="parent"
|
||||
app:layout_constraintEnd_toEndOf="parent"
|
||||
app:layout_constraintStart_toStartOf="parent"
|
||||
app:layout_constraintTop_toBottomOf="@+id/text_description"
|
||||
app:layout_constraintVertical_weight="1"
|
||||
app:lineHeight="30sp" />
|
||||
|
||||
<com.google.android.material.button.MaterialButton
|
||||
android:id="@+id/button_action"
|
||||
style="@style/EdenButton.Primary"
|
||||
style="@style/SynthwaveText.Accent"
|
||||
android:layout_width="wrap_content"
|
||||
android:layout_height="56dp"
|
||||
android:layout_marginTop="16dp"
|
||||
android:layout_marginBottom="48dp"
|
||||
android:textSize="20sp"
|
||||
app:iconGravity="end"
|
||||
app:iconSize="24sp"
|
||||
android:layout_height="wrap_content"
|
||||
android:paddingHorizontal="16dp"
|
||||
android:text="@string/step_complete"
|
||||
android:textAlignment="center"
|
||||
android:textSize="30sp"
|
||||
android:textStyle="bold"
|
||||
android:visibility="invisible"
|
||||
app:layout_constraintBottom_toBottomOf="parent"
|
||||
app:layout_constraintEnd_toEndOf="parent"
|
||||
app:layout_constraintStart_toStartOf="parent"
|
||||
app:layout_constraintTop_toBottomOf="@+id/text_description"
|
||||
tools:text="Get started" />
|
||||
app:lineHeight="30sp" />
|
||||
|
||||
</androidx.constraintlayout.widget.ConstraintLayout>
|
||||
|
||||
</LinearLayout>
|
||||
<LinearLayout
|
||||
android:id="@+id/right_content"
|
||||
android:layout_width="0dp"
|
||||
android:layout_height="match_parent"
|
||||
android:gravity="center"
|
||||
android:orientation="vertical"
|
||||
android:padding="16dp"
|
||||
app:layout_constraintEnd_toEndOf="parent"
|
||||
app:layout_constraintStart_toEndOf="@+id/left_content"
|
||||
app:layout_constraintHorizontal_weight="1">
|
||||
|
||||
<LinearLayout
|
||||
android:id="@+id/page_button_container"
|
||||
android:layout_width="match_parent"
|
||||
android:layout_height="wrap_content"
|
||||
android:orientation="vertical"
|
||||
android:gravity="center" />
|
||||
|
||||
</LinearLayout>
|
||||
|
||||
</androidx.constraintlayout.widget.ConstraintLayout>
|
||||
@@ -215,12 +215,12 @@
|
||||
|
||||
<com.google.android.material.button.MaterialButton
|
||||
style="@style/EdenButton.Secondary"
|
||||
android:id="@+id/button_revolt"
|
||||
android:id="@+id/button_stoat"
|
||||
android:layout_width="0dp"
|
||||
android:layout_height="56dp"
|
||||
android:layout_weight="1"
|
||||
android:layout_marginEnd="8dp"
|
||||
app:icon="@drawable/ic_revolt"
|
||||
app:icon="@drawable/ic_stoat"
|
||||
app:iconSize="24dp"
|
||||
app:iconGravity="textStart"
|
||||
app:iconPadding="0dp" />
|
||||
@@ -235,7 +235,7 @@
|
||||
app:icon="@drawable/ic_x"
|
||||
app:iconSize="24dp"
|
||||
app:iconGravity="textStart"
|
||||
app:iconPadding="0dp" />
|
||||
app:iconPadding="0dp" />
|
||||
|
||||
<com.google.android.material.button.MaterialButton
|
||||
style="@style/EdenButton.Secondary"
|
||||
@@ -267,4 +267,4 @@
|
||||
|
||||
</androidx.core.widget.NestedScrollView>
|
||||
|
||||
</androidx.coordinatorlayout.widget.CoordinatorLayout>
|
||||
</androidx.coordinatorlayout.widget.CoordinatorLayout>
|
||||
|
||||
@@ -27,7 +27,7 @@
|
||||
android:layout_width="wrap_content"
|
||||
android:layout_height="wrap_content"
|
||||
android:text="@string/next"
|
||||
android:visibility="invisible"
|
||||
android:visibility="visible"
|
||||
app:layout_constraintBottom_toBottomOf="parent"
|
||||
app:layout_constraintEnd_toEndOf="parent" />
|
||||
|
||||
|
||||
8
src/android/app/src/main/res/layout/page_button.xml
Normal file
8
src/android/app/src/main/res/layout/page_button.xml
Normal file
@@ -0,0 +1,8 @@
|
||||
<com.google.android.material.button.MaterialButton xmlns:android="http://schemas.android.com/apk/res/android"
|
||||
xmlns:app="http://schemas.android.com/apk/res-auto"
|
||||
android:layout_width="170dp"
|
||||
android:layout_height="55dp"
|
||||
android:layout_marginBottom="16dp"
|
||||
app:iconTint="?attr/colorOnPrimary"
|
||||
app:iconSize="24dp"
|
||||
style="@style/Widget.Material3.Button.UnelevatedButton" />
|
||||
@@ -11,7 +11,6 @@
|
||||
android:layout_width="0dp"
|
||||
android:layout_height="0dp"
|
||||
android:layout_marginTop="64dp"
|
||||
android:layout_marginBottom="32dp"
|
||||
app:layout_constraintBottom_toTopOf="@+id/text_title"
|
||||
app:layout_constraintEnd_toEndOf="parent"
|
||||
app:layout_constraintHeight_max="220dp"
|
||||
@@ -45,7 +44,7 @@
|
||||
android:textAlignment="center"
|
||||
android:textSize="20sp"
|
||||
android:paddingHorizontal="16dp"
|
||||
app:layout_constraintBottom_toTopOf="@+id/button_action"
|
||||
app:layout_constraintBottom_toTopOf="@+id/text_confirmation"
|
||||
app:layout_constraintEnd_toEndOf="parent"
|
||||
app:layout_constraintStart_toStartOf="parent"
|
||||
app:layout_constraintTop_toBottomOf="@+id/text_title"
|
||||
@@ -56,8 +55,8 @@
|
||||
<com.google.android.material.textview.MaterialTextView
|
||||
android:id="@+id/text_confirmation"
|
||||
style="@style/SynthwaveText.Accent"
|
||||
android:layout_width="wrap_content"
|
||||
android:layout_height="0dp"
|
||||
android:layout_width="213dp"
|
||||
android:layout_height="226dp"
|
||||
android:paddingHorizontal="16dp"
|
||||
android:paddingTop="24dp"
|
||||
android:textAlignment="center"
|
||||
@@ -71,20 +70,16 @@
|
||||
app:layout_constraintVertical_weight="1"
|
||||
app:lineHeight="30sp" />
|
||||
|
||||
<com.google.android.material.button.MaterialButton
|
||||
android:id="@+id/button_action"
|
||||
style="@style/EdenButton.Primary"
|
||||
android:layout_width="wrap_content"
|
||||
android:layout_height="56dp"
|
||||
android:layout_marginTop="16dp"
|
||||
android:layout_marginBottom="48dp"
|
||||
android:textSize="20sp"
|
||||
app:iconGravity="end"
|
||||
app:iconSize="24sp"
|
||||
app:layout_constraintBottom_toBottomOf="parent"
|
||||
app:layout_constraintEnd_toEndOf="parent"
|
||||
app:layout_constraintStart_toStartOf="parent"
|
||||
<LinearLayout
|
||||
android:id="@+id/page_button_container"
|
||||
android:layout_width="match_parent"
|
||||
android:layout_height="wrap_content"
|
||||
android:orientation="vertical"
|
||||
android:padding="16dp"
|
||||
android:gravity="center"
|
||||
app:layout_constraintTop_toBottomOf="@+id/text_description"
|
||||
tools:text="Get started" />
|
||||
app:layout_constraintBottom_toBottomOf="parent"
|
||||
app:layout_constraintStart_toStartOf="parent"
|
||||
app:layout_constraintEnd_toEndOf="parent" />
|
||||
|
||||
</androidx.constraintlayout.widget.ConstraintLayout>
|
||||
|
||||
@@ -27,7 +27,6 @@
|
||||
|
||||
|
||||
<!-- Stats Overlay settings -->
|
||||
<string name="enhanced_fps_suffix">(Enhanced)</string>
|
||||
<string name="process_ram">Process RAM: %1$d MB</string>
|
||||
<string name="shaders_prefix">بناء</string>
|
||||
<string name="shaders_suffix">تظليل(ات)</string>
|
||||
@@ -99,10 +98,6 @@
|
||||
<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>
|
||||
|
||||
<string name="veil_renderer">العارض</string>
|
||||
<string name="frame_interpolation">تحسين سرعة الإطارات</string>
|
||||
<string name="frame_interpolation_description">يضمن تسليمًا سلسًا ومتناسقًا للإطارات من خلال مزامنة التوقيت بينها، مما يقلل من التقطيع وعدم انتظام الحركة. مثالي للألعاب التي تعاني من عدم استقرار في توقيت الإطارات أو تقطع دقيق أثناء اللعب.</string>
|
||||
<string name="renderer_early_release_fences">إطلاق الأسوار مبكرًا</string>
|
||||
<string name="renderer_early_release_fences_description">يساعد في إصلاح مشكلة 0 إطار في الثانية في ألعاب مثل DKCR:HD وSubnautica Below Zero وOri 2، ولكن قد يتسبب في تعطيل التحميل أو الأداء في ألعاب Unreal Engine.</string>
|
||||
<string name="sync_memory_operations">مزامنة عمليات الذاكرة</string>
|
||||
<string name="sync_memory_operations_description">يضمن اتساق البيانات بين عمليات الحوسبة والذاكرة. هذا الخيار قد يحل المشكلات في بعض الألعاب، ولكن قد يقلل الأداء في بعض الحالات. يبدو أن الألعاب التي تستخدم Unreal Engine 4 هي الأكثر تأثرًا.</string>
|
||||
<string name="buffer_reorder_disable">تعطيل إعادة ترتيب المخزن المؤقت</string>
|
||||
@@ -239,15 +234,12 @@
|
||||
<string name="get_started">ابدأ الآن</string>
|
||||
<string name="keys">المفاتيح</string>
|
||||
<string name="keys_description">حدد ملف <b>prod.keys</b> الخاص بك باستخدام الزر أدناه.</string>
|
||||
<string name="select_keys">حدد المفاتيح</string>
|
||||
<string name="firmware">الفيرموير</string>
|
||||
<string name="firmware_description">حدد ملف <b>firmware.zip</b> الخاص بك باستخدام الزر أدناه.</string>
|
||||
<string name="select_firmware">حدد الفيرموير</string>
|
||||
<string name="games">الألعاب</string>
|
||||
<string name="games_description">حدد مجلد <b>الألعاب</b> الخاص بك باستخدام الزر أدناه.</string>
|
||||
<string name="done">إنهاء</string>
|
||||
<string name="done_description">أنت جاهز تمامًا.\nاستمتع بألعابك!</string>
|
||||
<string name="text_continue">متابعة</string>
|
||||
<string name="next">التالي</string>
|
||||
<string name="back">عودة</string>
|
||||
<string name="add_games">إضافة الألعاب</string>
|
||||
@@ -287,9 +279,6 @@
|
||||
<string name="install_firmware_warning_help">https://yuzu-mirror.github.io/help/quickstart/#guide-introduction</string>
|
||||
<string name="notifications">الإشعارات</string>
|
||||
<string name="notifications_description">امنح الإذن بالإشعار باستخدام الزر أدناه.</string>
|
||||
<string name="give_permission">منح الإذن</string>
|
||||
<string name="notification_warning">تخطي منح إذن الإشعارات؟</string>
|
||||
<string name="notification_warning_description">لن تتمكن Eden من إشعارك بالمعلومات المهمة.</string>
|
||||
<string name="permission_denied">تم رفض الإذن</string>
|
||||
<string name="permission_denied_description">لقد رفضت هذا الإذن عدة مرات ويتعين عليك الآن منحه يدويًا في إعدادات النظام</string>
|
||||
<string name="about">حول</string>
|
||||
@@ -479,8 +468,6 @@
|
||||
<string name="display">الشاشة</string>
|
||||
<string name="processing">تأثيرات بعد المعالجة</string>
|
||||
|
||||
<string name="frame_skipping">قيد التطوير: تخطي الإطارات</string>
|
||||
<string name="frame_skipping_description">تبديل تخطي الإطارات لتحسين الأداء عن طريق تقليل عدد الإطارات المعروضة. هذه الميزة قيد التطوير وسيتم تمكينها في الإصدارات المستقبلية.</string>
|
||||
<string name="renderer_accuracy">مستوى الدقة</string>
|
||||
<string name="renderer_resolution">الدقة (الإرساء/محمول)</string>
|
||||
<string name="renderer_vsync">VSync وضع</string>
|
||||
@@ -891,11 +878,6 @@
|
||||
<string name="renderer_vulkan">Vulkan</string>
|
||||
<string name="renderer_none">لاشيء</string>
|
||||
|
||||
<!-- Renderer Accuracy -->
|
||||
<string name="renderer_accuracy_normal">عادي</string>
|
||||
<string name="renderer_accuracy_high">عالي</string>
|
||||
<string name="renderer_accuracy_extreme">أقصى</string>
|
||||
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">افتراضي</string>
|
||||
<string name="dma_accuracy_unsafe">غير آمن</string>
|
||||
@@ -1016,10 +998,13 @@
|
||||
<string name="cubeb">cubeb</string>
|
||||
|
||||
<!-- Anisotropic filtering options -->
|
||||
<string name="multiplier_two">2x</string>
|
||||
<string name="multiplier_four">4x</string>
|
||||
<string name="multiplier_eight">8x</string>
|
||||
<string name="multiplier_sixteen">16x</string>
|
||||
<string name="multiplier_x2">x2</string>
|
||||
<string name="multiplier_x4">x4</string>
|
||||
<string name="multiplier_x8">x8</string>
|
||||
<string name="multiplier_x16">x16</string>
|
||||
<string name="multiplier_x32">x32</string>
|
||||
<string name="multiplier_x64">x64</string>
|
||||
<string name="multiplier_none">None</string>
|
||||
|
||||
<!-- Black backgrounds theme -->
|
||||
<string name="use_black_backgrounds">خلفيات سوداء</string>
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
<string name="notice_notification_channel_description">ئاگادارکردنەوەکان پیشان دەدات کاتێک شتێک بە هەڵەدا دەچێت.</string>
|
||||
<string name="notification_permission_not_granted">مۆڵەتی ئاگادارکردنەوە نەدراوە!</string>
|
||||
<!-- Stats Overlay settings -->
|
||||
<string name="enhanced_fps_suffix">(پێشکەوتوو)</string>
|
||||
<string name="process_ram">RAMی پرۆسە: %1$d MB</string>
|
||||
<string name="shaders_prefix">بیناکردنی</string>
|
||||
<string name="shaders_suffix">شەیدەر(ەکان)</string>
|
||||
@@ -77,10 +76,6 @@
|
||||
<string name="sample_shading_fraction_description">چڕی تێپەڕاندنی سێبەرکردنی نموونە. بەهای زیاتر کوالێتی باشتر دەکات بەڵام کارایی زیاتر کەم دەکاتەوە.</string>
|
||||
|
||||
<string name="veil_renderer">رێندرەر</string>
|
||||
<string name="frame_interpolation">تحسين توقيت الإطارات</string>
|
||||
<string name="frame_interpolation_description">يضمن تسليمًا سلسًا ومتناسقًا للإطارات من خلال مزامنة التوقيت بينها، مما يقلل من التقطيع وعدم انتظام الحركة. مثالي للألعاب التي تعاني من عدم استقرار في توقيت الإطارات أو تقطع دقيق أثناء اللعب.</string>
|
||||
<string name="renderer_early_release_fences">زێدەکردنی پەرستارەکان زووتر</string>
|
||||
<string name="renderer_early_release_fences_description">یارمەتی دەدات لە چارەسەری 0 FPS لە یارییەکانی وەک DKCR:HD، Subnautica Below Zero و Ori 2، بەڵام ڕەنگە بارکردن یان کارایی لە یارییەکانی Unreal Engine تێکبدات.</string>
|
||||
<string name="sync_memory_operations">هاوبەشیی کردارەکانی بیرگە</string>
|
||||
<string name="sync_memory_operations_description">دڵنیایی داتا لە نێوان کردارەکانی کۆمپیوتەر و بیرگە. ئەم هەڵبژاردە کێشەکان لە هەندێک یاری چارەسەر دەکات، بەڵام لە هەندێک حاڵەت کارایی کەم دەکاتەوە. وا دیارە یارییەکانی Unreal Engine 4 زۆرترین کاریگەریان هەیە.</string>
|
||||
<string name="buffer_reorder_disable">ڕێکخستنەوەی بافر ناچالاک بکە</string>
|
||||
@@ -216,13 +211,10 @@
|
||||
<string name="get_started">دەست پێبکە</string>
|
||||
<string name="keys">کلیلەکان</string>
|
||||
<string name="keys_description">فایلی <b>prod.keys</b> هەڵبژێرە بە دوگمەی خوارەوە.</string>
|
||||
<string name="select_keys">کلیلەکان هەڵبژێرە</string>
|
||||
<string name="firmware">فریموێر</string>
|
||||
<string name="select_firmware">هەڵبژاردنی فریموێر</string>
|
||||
<string name="games">یاریەکان</string>
|
||||
<string name="games_description">فۆڵدەری <b>Games</b> هەڵبژێرە بە دوگمەی خوارەوە.</string>
|
||||
<string name="done">تەواو</string>
|
||||
<string name="text_continue">بەردەوام بوون</string>
|
||||
<string name="next">دواتر</string>
|
||||
<string name="back">گەڕانەوە</string>
|
||||
<string name="add_games">زیادکردنی یاری</string>
|
||||
@@ -249,9 +241,6 @@
|
||||
<string name="install_firmware_warning_description">زۆر یاری پێویستیان بە فریموێر هەیە بۆ ئەوەی باش کار بکەن.</string>
|
||||
<string name="notifications">ئاگادارکردنەوەکان</string>
|
||||
<string name="notifications_description">بە دوگمەی خوارەوە مۆڵەتی ئاگادارکردنەوەکە بدە.</string>
|
||||
<string name="give_permission">مۆڵەت بدە</string>
|
||||
<string name="notification_warning">پێدانی مۆڵەتی ئاگادارکردنەوە تێپەڕدەکەیت؟</string>
|
||||
<string name="notification_warning_description">یوزو ناتوانێت لە زانیاری گرنگ ئاگادارت بکاتەوە.</string>
|
||||
<string name="permission_denied">مۆڵەت پێدان ڕەتکرایەوە</string>
|
||||
<string name="permission_denied_description">زۆر جار ئەم مۆڵەتەت ڕەتکردۆتەوە و ئێستا دەبێت بە دەستی ڕێگەپێدان بکەیت لە ڕێکخستنەکانی سیستەمدا.</string>
|
||||
<string name="about">دەربارە</string>
|
||||
@@ -389,8 +378,6 @@
|
||||
<string name="display">پیشاندان</string>
|
||||
<string name="processing">پاشپڕۆسەکردن</string>
|
||||
|
||||
<string name="frame_skipping">قيد التطوير: تخطي الإطارات</string>
|
||||
<string name="frame_skipping_description">تێپەڕاندنی فرەیمەکان بکە بۆ باشترکردنی کارایی بە کەمکردنەوەی ژمارەی فرەیمە ڕێندرکراوەکان. ئەم تایبەتمەندییە هێشتا کاردەکرێت و لە وەشانە داهاتووەکاندا چالاکدەکرێت.</string>
|
||||
<string name="renderer_accuracy">ئاستی وردبینی</string>
|
||||
<string name="renderer_resolution">ڕوونی (دۆخی دەستی/دۆخی دۆک)</string>
|
||||
<string name="renderer_vsync">دۆخی VSync</string>
|
||||
@@ -636,9 +623,6 @@
|
||||
<string name="renderer_vulkan">ڤوڵکان</string>
|
||||
<string name="renderer_none">هیچ</string>
|
||||
|
||||
<!-- Renderer Accuracy -->
|
||||
<string name="renderer_accuracy_normal">ئاسایی</string>
|
||||
<string name="renderer_accuracy_high">بەرز</string>
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">بنەڕەتی</string>
|
||||
<!-- ASTC Decoding Method -->
|
||||
@@ -727,10 +711,13 @@
|
||||
<string name="theme_mode_dark">تاریک</string>
|
||||
|
||||
<!-- Anisotropic filtering options -->
|
||||
<string name="multiplier_two">2x</string>
|
||||
<string name="multiplier_four">4x</string>
|
||||
<string name="multiplier_eight">8x</string>
|
||||
<string name="multiplier_sixteen">16x</string>
|
||||
<string name="multiplier_x2">x2</string>
|
||||
<string name="multiplier_x4">x4</string>
|
||||
<string name="multiplier_x8">x8</string>
|
||||
<string name="multiplier_x16">x16</string>
|
||||
<string name="multiplier_x32">x32</string>
|
||||
<string name="multiplier_x64">x64</string>
|
||||
<string name="multiplier_none">None</string>
|
||||
|
||||
<!-- Black backgrounds theme -->
|
||||
<string name="use_black_backgrounds">پاشبنەمای ڕەش</string>
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
<string name="notice_notification_channel_description">Ukáže oznámení v případě chyby.</string>
|
||||
<string name="notification_permission_not_granted">Oznámení nejsou oprávněna!</string>
|
||||
<!-- Stats Overlay settings -->
|
||||
<string name="enhanced_fps_suffix">(Vylepšený)</string>
|
||||
<string name="process_ram">RAM procesu: %1$d MB</string>
|
||||
<string name="shaders_prefix">Sestavování</string>
|
||||
<string name="shaders_suffix">shaderů</string>
|
||||
@@ -77,10 +76,6 @@
|
||||
<string name="sample_shading_fraction_description">Intenzita průchodu stínování vzorku. Vyšší hodnoty zlepšují kvalitu, ale také výrazněji snižují výkon.</string>
|
||||
|
||||
<string name="veil_renderer">Renderer</string>
|
||||
<string name="frame_interpolation">Vylepšené časování snímků</string>
|
||||
<string name="frame_interpolation_description">Zajišťuje plynulé a konzistentní zobrazování snímků synchronizací jejich časování, čímž snižuje trhání a nerovnoměrné animace. Ideální pro hry, které trpí nestabilitou časování snímků nebo mikrotrháním během hraní.</string>
|
||||
<string name="renderer_early_release_fences">Uvolnit ploty brzy</string>
|
||||
<string name="renderer_early_release_fences_description">Pomáhá opravit 0 FPS v hrách jako DKCR:HD, Subnautica Below Zero a Ori 2, ale může narušit načítání nebo výkon v hrách na Unreal Engine.</string>
|
||||
<string name="sync_memory_operations">Synchronizace paměťových operací</string>
|
||||
<string name="sync_memory_operations_description">Zajišťuje konzistenci dat mezi výpočetními a paměťovými operacemi. Tato volba by měla opravit problémy v některých hrách, ale může v některých případech snížit výkon. Nejvíce postižené se zdají být hry s Unreal Engine 4.</string>
|
||||
<string name="buffer_reorder_disable">Zakázat přeřazování vyrovnávací paměti</string>
|
||||
@@ -214,12 +209,9 @@
|
||||
<string name="welcome">Vítejte!</string>
|
||||
<string name="get_started">Začít</string>
|
||||
<string name="keys">Klíče</string>
|
||||
<string name="select_keys">Vybrat klíče</string>
|
||||
<string name="firmware">Firmware</string>
|
||||
<string name="select_firmware">Vybrat firmware</string>
|
||||
<string name="games">Hry</string>
|
||||
<string name="done">Hotovo</string>
|
||||
<string name="text_continue">Pokračovat</string>
|
||||
<string name="next">Další</string>
|
||||
<string name="back">Zpět</string>
|
||||
<string name="add_games">Přidat hry</string>
|
||||
@@ -240,9 +232,6 @@
|
||||
<string name="install_firmware_warning">Přeskočit přidání firmwaru?</string>
|
||||
<string name="install_firmware_warning_description">Mnoho her vyžaduje přístup k firmwaru pro správnou funkci.</string>
|
||||
<string name="notifications">Oznámení</string>
|
||||
<string name="give_permission">Udělit oprávnění</string>
|
||||
<string name="notification_warning">Přeskočit udělení oprávnění k oznámení?</string>
|
||||
<string name="notification_warning_description">Eden vám nebude schopno oznámit důležité informace.</string>
|
||||
<string name="permission_denied">Oprávnění zamítnuto</string>
|
||||
<string name="permission_denied_description">Zamítnul jste toto oprávnění příliš mnohokrát, musíte manuálně udělit oprávnění v nastavení systému.</string>
|
||||
<string name="about">O aplikaci</string>
|
||||
@@ -377,8 +366,6 @@
|
||||
<string name="display">Zobrazení</string>
|
||||
<string name="processing">Postprocesing</string>
|
||||
|
||||
<string name="frame_skipping">WIP: Přeskočení snímků</string>
|
||||
<string name="frame_skipping_description">Přepínání přeskočení snímků pro zlepšení výkonu snížením počtu vykreslených snímků. Tato funkce je stále ve vývoji a bude povolena v budoucích verzích.</string>
|
||||
<string name="renderer_accuracy">Úroveň přesnosti</string>
|
||||
<string name="renderer_resolution">Rozlišení (Handheld/Docked)</string>
|
||||
<string name="renderer_vsync">VSync režim</string>
|
||||
@@ -623,9 +610,6 @@
|
||||
<string name="renderer_vulkan">Vulkan</string>
|
||||
<string name="renderer_none">Žádné</string>
|
||||
|
||||
<!-- Renderer Accuracy -->
|
||||
<string name="renderer_accuracy_normal">Normální</string>
|
||||
<string name="renderer_accuracy_high">Vysoká</string>
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">Výchozí</string>
|
||||
<!-- ASTC Decoding Method -->
|
||||
@@ -693,10 +677,13 @@
|
||||
<string name="theme_mode_dark">Tmavé</string>
|
||||
|
||||
<!-- Anisotropic filtering options -->
|
||||
<string name="multiplier_two">2x</string>
|
||||
<string name="multiplier_four">4x</string>
|
||||
<string name="multiplier_eight">8x</string>
|
||||
<string name="multiplier_sixteen">16x</string>
|
||||
<string name="multiplier_x2">x2</string>
|
||||
<string name="multiplier_x4">x4</string>
|
||||
<string name="multiplier_x8">x8</string>
|
||||
<string name="multiplier_x16">x16</string>
|
||||
<string name="multiplier_x32">x32</string>
|
||||
<string name="multiplier_x64">x64</string>
|
||||
<string name="multiplier_none">None</string>
|
||||
|
||||
<!-- Black backgrounds theme -->
|
||||
<string name="use_black_backgrounds">Černá pozadí</string>
|
||||
|
||||
@@ -13,7 +13,6 @@
|
||||
<string name="value_too_high">Wert darf höchstens %1$d betragen</string>
|
||||
<string name="input_overlay_options">Eingabe-Overlay</string>
|
||||
<!-- Stats Overlay settings -->
|
||||
<string name="enhanced_fps_suffix">(Erweitert)</string>
|
||||
<string name="process_ram">Prozess-RAM: %1$d MB</string>
|
||||
<string name="shaders_prefix">Erstelle</string>
|
||||
<string name="shaders_suffix">Shader</string>
|
||||
@@ -85,10 +84,6 @@
|
||||
<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>
|
||||
|
||||
<string name="veil_renderer">Renderer</string>
|
||||
<string name="frame_interpolation">Erweiterte Frame-Synchronisation</string>
|
||||
<string name="frame_interpolation_description">Sorgt für eine gleichmäßige und konsistente Frame-Wiedergabe durch Synchronisierung der Frame-Zeiten, was Ruckeln und ungleichmäßige Animationen reduziert. Ideal für Spiele, die unter instabilen Frame-Zeiten oder Mikrorucklern leiden.</string>
|
||||
<string name="renderer_early_release_fences">Zäune früher freigeben</string>
|
||||
<string name="renderer_early_release_fences_description">Behebt 0 FPS in Spielen wie DKCR:HD, Subnautica Below Zero und Ori 2, kann aber Ladezeiten oder Performance in Unreal Engine-Spielen beeinträchtigen.</string>
|
||||
<string name="sync_memory_operations">Speicheroperationen synchronisieren</string>
|
||||
<string name="sync_memory_operations_description">Stellt die Datenkonsistenz zwischen Compute- und Speicheroperationen sicher. Diese Option sollte Probleme in einigen Spielen beheben, kann aber in einigen Fällen die Leistung verringern. Spiele mit Unreal Engine 4 scheinen am stärksten betroffen zu sein.</string>
|
||||
<string name="buffer_reorder_disable">Puffer-Neuanordnung deaktivieren</string>
|
||||
@@ -224,14 +219,11 @@
|
||||
<string name="get_started">Erste Schritte</string>
|
||||
<string name="keys">Schlüssel</string>
|
||||
<string name="keys_description">Wähle deine <b>prod.keys</b> Datei mit dem Button unten aus.</string>
|
||||
<string name="select_keys">Schlüssel auswählen</string>
|
||||
<string name="firmware">Firmware</string>
|
||||
<string name="select_firmware">Firmware auswählen</string>
|
||||
<string name="games">Spiele</string>
|
||||
<string name="games_description">Wähle mit dem Knopf unten den <b>Spiele</b>-Ordner aus.</string>
|
||||
<string name="done">Fertig</string>
|
||||
<string name="done_description">Du bist start klar.\nViel Spaß mit deinen Spielen!</string>
|
||||
<string name="text_continue">Fortsetzen</string>
|
||||
<string name="next">Weiter</string>
|
||||
<string name="back">Zurück</string>
|
||||
<string name="add_games">Spiele hinzufügen</string>
|
||||
@@ -268,9 +260,6 @@
|
||||
<string name="install_firmware_warning_help">https://yuzu-mirror.github.io/help/quickstart/#guide-introduction</string>
|
||||
<string name="notifications">Benachrichtigungen</string>
|
||||
<string name="notifications_description">Erteile mit dem Knopf unten die Berechtigung, Benachrichtigungen zu senden.</string>
|
||||
<string name="give_permission">Berechtigung erteilen</string>
|
||||
<string name="notification_warning">Erteilung der Benachrichtigungsberechtigung überspringen\?</string>
|
||||
<string name="notification_warning_description">Eden wird dich nicht über wichtige Informationen benachrichtigen können.</string>
|
||||
<string name="permission_denied">Zugriff verweigert</string>
|
||||
<string name="permission_denied_description">Du hast diese Berechtigung zu oft verweigert und musst sie nun manuell in den Systemeinstellungen erteilen.</string>
|
||||
<string name="about">Über</string>
|
||||
@@ -430,12 +419,6 @@ Wird der Handheld-Modus verwendet, verringert es die Auflösung und erhöht die
|
||||
|
||||
<!-- Graphics settings strings -->
|
||||
<string name="backend">Backend</string>
|
||||
<string name="display">Anzeige</string>
|
||||
<string name="processing">Nachbearbeitung</string>
|
||||
|
||||
<string name="frame_skipping">WIP: Frame Skipping</string>
|
||||
<string name="frame_skipping_description">Aktivieren Sie Frame Skipping, um die Leistung durch Reduzierung der gerenderten Frames zu verbessern. Diese Funktion wird noch entwickelt und in zukünftigen Versionen verfügbar sein.</string>
|
||||
<string name="renderer_accuracy">Genauigkeitsstufe</string>
|
||||
<string name="renderer_resolution">Auflösung (Handheld/Gedockt)</string>
|
||||
<string name="renderer_vsync">VSync-Modus</string>
|
||||
<string name="renderer_screen_layout">Ausrichtung</string>
|
||||
@@ -805,9 +788,6 @@ Wirklich fortfahren?</string>
|
||||
<string name="renderer_vulkan">Vulkan</string>
|
||||
<string name="renderer_none">Keiner</string>
|
||||
|
||||
<!-- Renderer Accuracy -->
|
||||
<string name="renderer_accuracy_normal">Normal</string>
|
||||
<string name="renderer_accuracy_high">Hoch</string>
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">Standard</string>
|
||||
<!-- ASTC Decoding Method -->
|
||||
@@ -912,10 +892,13 @@ Wirklich fortfahren?</string>
|
||||
<string name="cubeb">cubeb</string>
|
||||
|
||||
<!-- Anisotropic filtering options -->
|
||||
<string name="multiplier_two">2x</string>
|
||||
<string name="multiplier_four">4x</string>
|
||||
<string name="multiplier_eight">8x</string>
|
||||
<string name="multiplier_sixteen">16x</string>
|
||||
<string name="multiplier_x2">x2</string>
|
||||
<string name="multiplier_x4">x4</string>
|
||||
<string name="multiplier_x8">x8</string>
|
||||
<string name="multiplier_x16">x16</string>
|
||||
<string name="multiplier_x32">x32</string>
|
||||
<string name="multiplier_x64">x64</string>
|
||||
<string name="multiplier_none">None</string>
|
||||
|
||||
<!-- Black backgrounds theme -->
|
||||
<string name="use_black_backgrounds">Schwarze Hintergründe</string>
|
||||
|
||||
@@ -27,7 +27,6 @@
|
||||
|
||||
|
||||
<!-- Stats Overlay settings -->
|
||||
<string name="enhanced_fps_suffix">(Mejorado)</string>
|
||||
<string name="process_ram">Proceso de RAM: %1$d MB</string>
|
||||
<string name="shaders_prefix">Compilando</string>
|
||||
<string name="shaders_suffix">Sombreador(es)</string>
|
||||
@@ -99,10 +98,6 @@
|
||||
<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>
|
||||
|
||||
<string name="veil_renderer">Renderizador</string>
|
||||
<string name="frame_interpolation">Ritmo de fotogramas mejorado</string>
|
||||
<string name="frame_interpolation_description">Garantiza una entrega de fotogramas fluida y consistente al sincronizar el tiempo entre fotogramas, reduciendo la tartamudez y la animación desigual. Ideal para juegos que experimentan inestabilidad en el tiempo de fotogramas o microtartamudeos durante el juego.</string>
|
||||
<string name="renderer_early_release_fences">Liberar las vallas antes</string>
|
||||
<string name="renderer_early_release_fences_description">Ayuda a arreglar 0 FPS en juegos como DKCR:HD, Subnautica Below Zero y Ori 2, pero puede romper la carga o el rendimiento en juegos de Unreal Engine.</string>
|
||||
<string name="sync_memory_operations">Sincronizar operaciones de memoria</string>
|
||||
<string name="sync_memory_operations_description">Garantiza la consistencia de los datos entre las operaciones de computación y memoria. Esta opción debería solucionar problemas en algunos juegos, pero también puede reducir el rendimiento en algunos casos. Los juegos de Unreal Engine 4 a menudo ven los cambios más significativos de los mismos.</string>
|
||||
<string name="buffer_reorder_disable">Desactivar reordenamiento de búfer</string>
|
||||
@@ -238,15 +233,12 @@
|
||||
<string name="get_started">Empezar</string>
|
||||
<string name="keys">Claves</string>
|
||||
<string name="keys_description">Selecciona tu archivo <b>prod.keys</b> utilizando el botón de abajo.</string>
|
||||
<string name="select_keys">Seleccionar las claves</string>
|
||||
<string name="firmware">Firmware</string>
|
||||
<string name="firmware_description">Seleccione su archivo <b> firmware.zip </b> con el botón de abajo.</string>
|
||||
<string name="select_firmware">Seleccionar firmware</string>
|
||||
<string name="games">Juegos</string>
|
||||
<string name="games_description">Selecciona la carpeta <b>Juegos</b> utilizando el botón de abajo</string>
|
||||
<string name="done">Hecho</string>
|
||||
<string name="done_description">Ya está todo listo.\n¡Disfrute de tus juegos!</string>
|
||||
<string name="text_continue">Continuar</string>
|
||||
<string name="next">Siguiente</string>
|
||||
<string name="back">Atrás</string>
|
||||
<string name="add_games">Añadir Juegos</string>
|
||||
@@ -286,9 +278,6 @@
|
||||
<string name="install_firmware_warning_help">https://yuzu-mirror.github.io/help/quickstart/#guide-introduction</string>
|
||||
<string name="notifications">Notificaciones</string>
|
||||
<string name="notifications_description">Otorga el permiso de notificación con el botón de abajo.</string>
|
||||
<string name="give_permission">Conceder permiso</string>
|
||||
<string name="notification_warning">¿Omitir conceder el permiso de notificación?</string>
|
||||
<string name="notification_warning_description">Eden no podrá notificarte información importante.</string>
|
||||
<string name="permission_denied">Permiso denegado</string>
|
||||
<string name="permission_denied_description">Se ha denegado este permiso demasiadas veces y ahora debes otorgarlo de forma manual en la configuración del sistema.</string>
|
||||
<string name="about">Acerca de</string>
|
||||
@@ -453,8 +442,6 @@
|
||||
<string name="display">Pantalla</string>
|
||||
<string name="processing">Postprocesado</string>
|
||||
|
||||
<string name="frame_skipping">WIP: Salto de fotogramas</string>
|
||||
<string name="frame_skipping_description">Activa o desactiva el salto de fotogramas para mejorar el rendimiento reduciendo el número de fotogramas renderizados. Esta función está en desarrollo y se habilitará en futuras versiones.</string>
|
||||
<string name="renderer_accuracy">Nivel de precisión</string>
|
||||
<string name="renderer_resolution">Resolución (Portátil/Sobremesa)</string>
|
||||
<string name="renderer_vsync">Modo VSync</string>
|
||||
@@ -850,11 +837,6 @@
|
||||
<string name="renderer_vulkan">Vulkan</string>
|
||||
<string name="renderer_none">Ninguno</string>
|
||||
|
||||
<!-- Renderer Accuracy -->
|
||||
<string name="renderer_accuracy_normal">Normal</string>
|
||||
<string name="renderer_accuracy_high">Alto</string>
|
||||
<string name="renderer_accuracy_extreme">Extremo</string>
|
||||
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">Predeterminado</string>
|
||||
<string name="dma_accuracy_unsafe">Inseguro</string>
|
||||
@@ -975,10 +957,13 @@
|
||||
<string name="cubeb">cubeb</string>
|
||||
|
||||
<!-- Anisotropic filtering options -->
|
||||
<string name="multiplier_two">x2</string>
|
||||
<string name="multiplier_four">x4</string>
|
||||
<string name="multiplier_eight">x8</string>
|
||||
<string name="multiplier_sixteen">x16</string>
|
||||
<string name="multiplier_x2">x2</string>
|
||||
<string name="multiplier_x4">x4</string>
|
||||
<string name="multiplier_x8">x8</string>
|
||||
<string name="multiplier_x16">x16</string>
|
||||
<string name="multiplier_x32">x32</string>
|
||||
<string name="multiplier_x64">x64</string>
|
||||
<string name="multiplier_none">None</string>
|
||||
|
||||
<!-- Black backgrounds theme -->
|
||||
<string name="use_black_backgrounds">Fondos oscuros</string>
|
||||
|
||||
@@ -7,7 +7,6 @@
|
||||
<string name="notification_permission_not_granted">مجوز اعلان داده نشده!</string>
|
||||
|
||||
<!-- Stats Overlay settings -->
|
||||
<string name="enhanced_fps_suffix">(بهبودیافته)</string>
|
||||
<string name="process_ram">حافظه فرآیند: %1$d مگابایت</string>
|
||||
<string name="shaders_prefix">در حال ساخت</string>
|
||||
<string name="shaders_suffix">شیدر(ها)</string>
|
||||
@@ -66,12 +65,6 @@
|
||||
<string name="veil_misc">پردازنده و حافظه</string>
|
||||
<string name="eden_veil">پرده عدن</string>
|
||||
<string name="eden_veil_description">تنظیمات آزمایشی برای بهبود عملکرد و قابلیت. این تنظیمات ممکن است باعث نمایش صفحه سیاه یا سایر مشکلات بازی شود.</string>
|
||||
<string name="frame_skipping">در حال توسعه: رد کردن فریمها</string>
|
||||
<string name="frame_skipping_description">با فعال کردن رد کردن فریمها، عملکرد را با کاهش تعداد فریمهای رندر شده بهبود دهید. این قابلیت در حال توسعه است و در نسخههای آینده فعال خواهد شد.</string>
|
||||
<string name="frame_interpolation">زمانبندی پیشرفته فریمها</string>
|
||||
<string name="frame_interpolation_description">ارسال یکنواخت و پایدار فریمها را با همگامسازی زمان بین آنها تضمین میکند، که منجر به کاهش لرزش و انیمیشنهای ناهموار میشود. برای بازیهایی که ناپایداری در زمانبندی فریمها یا میکرو لرزش در حین بازی دارند ایدهآل است</string>
|
||||
<string name="renderer_early_release_fences">رهاسازی حصارها زودتر</string>
|
||||
<string name="renderer_early_release_fences_description">به رفع مشکل 0 فریم بر ثانیه در بازیهایی مانند DKCR:HD، Subnautica Below Zero و Ori 2 کمک میکند، اما ممکن است بارگذاری یا عملکرد بازیهای Unreal Engine را مختل کند.</string>
|
||||
<string name="sync_memory_operations">همگامسازی عملیات حافظه</string>
|
||||
<string name="sync_memory_operations_description">اطمینان از سازگاری دادهها بین عملیات محاسباتی و حافظه. این گزینه ممکن است مشکلات برخی بازیها را رفع کند، اما در برخی موارد ممکن است عملکرد را کاهش دهد. به نظر میرسد بازیهای با Unreal Engine 4 بیشترین تأثیر را داشته باشند.</string>
|
||||
<string name="buffer_reorder_disable">غیرفعال کردن مرتبسازی مجدد بافر</string>
|
||||
@@ -275,15 +268,12 @@
|
||||
<string name="get_started">شروع کنید</string>
|
||||
<string name="keys">کلیدها</string>
|
||||
<string name="keys_description">فایل <b>prod.keys</b> خود را با دکمه زیر انتخاب کنید.</string>
|
||||
<string name="select_keys">انتخاب کلیدها</string>
|
||||
<string name="firmware">فریمور</string>
|
||||
<string name="firmware_description">فایل <b>firmware.zip</b> خود را با دکمه زیر انتخاب کنید.\nاکنون ایدن به نسخه <b>19.0.1</b> یا پایینتر نیاز دارد.</string>
|
||||
<string name="select_firmware">انتخاب فریمور</string>
|
||||
<string name="games">بازیها</string>
|
||||
<string name="games_description">پوشه <b>بازیها</b> خود را با دکمه زیر انتخاب کنید.</string>
|
||||
<string name="done">انجام شد</string>
|
||||
<string name="done_description">همه چیز آماده است.\nاز بازیهای خود لذت ببرید!</string>
|
||||
<string name="text_continue">ادامه</string>
|
||||
<string name="next">بعدی</string>
|
||||
<string name="back">قبلی</string>
|
||||
<string name="add_games">افزودن بازیها</string>
|
||||
@@ -314,9 +304,6 @@
|
||||
<string name="install_firmware_warning_description">بسیاری از بازیها برای اجرای صحیح به دسترسی به فریمور نیاز دارند.</string>
|
||||
<string name="notifications">اعلانها</string>
|
||||
<string name="notifications_description">مجوز اعلان را با دکمه زیر اعطا کنید.</string>
|
||||
<string name="give_permission">اجازه بدهید</string>
|
||||
<string name="notification_warning">دادن مجوز اعلان را رد میکنید؟</string>
|
||||
<string name="notification_warning_description">Eden نمیتواند شما را از اطلاعات مهم مطلع کند.</string>
|
||||
<string name="permission_denied">دسترسی داده نشد</string>
|
||||
<string name="permission_denied_description">شما بارها این دسترسی را رد کردید و اکنون باید آن را به صورت دستی در تنظیمات سیستم اعطا کنید.</string>
|
||||
<string name="about">درباره</string>
|
||||
@@ -771,11 +758,6 @@
|
||||
<string name="renderer_vulkan">Vulkan</string>
|
||||
<string name="renderer_none">هیچ</string>
|
||||
|
||||
<!-- Renderer Accuracy -->
|
||||
<string name="renderer_accuracy_normal">معمولی</string>
|
||||
<string name="renderer_accuracy_high">زیاد</string>
|
||||
<string name="renderer_accuracy_extreme">افراطی (کند)</string>
|
||||
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">پیش فرض</string>
|
||||
<string name="dma_accuracy_unsafe">ناایمن (سریع)</string>
|
||||
@@ -861,10 +843,13 @@
|
||||
<string name="cubeb">cubeb</string>
|
||||
|
||||
<!-- Anisotropic filtering options -->
|
||||
<string name="multiplier_two">2x</string>
|
||||
<string name="multiplier_four">4x</string>
|
||||
<string name="multiplier_eight">8x</string>
|
||||
<string name="multiplier_sixteen">16x</string>
|
||||
<string name="multiplier_x2">x2</string>
|
||||
<string name="multiplier_x4">x4</string>
|
||||
<string name="multiplier_x8">x8</string>
|
||||
<string name="multiplier_x16">x16</string>
|
||||
<string name="multiplier_x32">x32</string>
|
||||
<string name="multiplier_x64">x64</string>
|
||||
<string name="multiplier_none">None</string>
|
||||
|
||||
<!-- Black backgrounds theme -->
|
||||
<string name="use_black_backgrounds">پسزمینه مشکی</string>
|
||||
|
||||
@@ -27,7 +27,6 @@
|
||||
|
||||
|
||||
<!-- Stats Overlay settings -->
|
||||
<string name="enhanced_fps_suffix">(Amélioré)</string>
|
||||
<string name="process_ram">RAM processus: %1$d Mo</string>
|
||||
<string name="shaders_prefix">Compilation</string>
|
||||
<string name="shaders_suffix">Shader(s)</string>
|
||||
@@ -99,10 +98,6 @@
|
||||
<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>
|
||||
|
||||
<string name="veil_renderer">Rendu</string>
|
||||
<string name="frame_interpolation">Synchronisation avancée des frames</string>
|
||||
<string name="frame_interpolation_description">Assure une diffusion fluide et régulière des frames en synchronisant leur timing, réduisant ainsi les saccades et les animations irrégulières. Idéal pour les jeux souffrant d`instabilité de timing des frames ou de micro-saccades pendant le jeu.</string>
|
||||
<string name="renderer_early_release_fences">Libérer les barrières plus tôt</string>
|
||||
<string name="renderer_early_release_fences_description">Résout les problèmes de 0 FPS dans des jeux comme DKCR:HD, Subnautica Below Zero et Ori 2, mais peut perturber le chargement ou les performances des jeux Unreal Engine.</string>
|
||||
<string name="sync_memory_operations">Synchroniser les opérations mémoire</string>
|
||||
<string name="sync_memory_operations_description">Garantit la cohérence des données entre les opérations de calcul et de mémoire. Cette option devrait résoudre les problèmes dans certains jeux, mais peut réduire les performances dans certains cas. Les jeux utilisant Unreal Engine 4 semblent être les plus affectés.</string>
|
||||
<string name="buffer_reorder_disable">Désactiver le réordonnancement du tampon</string>
|
||||
@@ -239,15 +234,12 @@
|
||||
<string name="get_started">Commencer</string>
|
||||
<string name="keys">Clés</string>
|
||||
<string name="keys_description">Sélectionnez votre fichier <b>prod.keys</b> avec le bouton ci-dessous.</string>
|
||||
<string name="select_keys">Sélectionner les clés</string>
|
||||
<string name="firmware">Firmware</string>
|
||||
<string name="firmware_description">Sélectionnez votre fichier <b>firmware.zip</b> avec le bouton ci‑dessous.</string>
|
||||
<string name="select_firmware">Sélectionner le firmware</string>
|
||||
<string name="games">Jeux</string>
|
||||
<string name="games_description">Sélectionnez votre dossier <b>de Jeux</b> avec le bouton ci-dessous.</string>
|
||||
<string name="done">Terminé</string>
|
||||
<string name="done_description">Vous êtes prêt.\nProfitez de vos jeux !</string>
|
||||
<string name="text_continue">Continuer</string>
|
||||
<string name="next">Suivant</string>
|
||||
<string name="back">Retour</string>
|
||||
<string name="add_games">Ajouter des jeux</string>
|
||||
@@ -287,9 +279,6 @@
|
||||
<string name="install_firmware_warning_help">https://yuzu-mirror.github.io/help/quickstart/#guide-introduction</string>
|
||||
<string name="notifications">Notifications</string>
|
||||
<string name="notifications_description">Accorder la permission de notification avec le bouton ci-dessous.</string>
|
||||
<string name="give_permission">Accorder la permission</string>
|
||||
<string name="notification_warning">Ne pas accorder la permission de notification ?</string>
|
||||
<string name="notification_warning_description">Eden ne pourra pas vous communiquer d\'informations importantes.</string>
|
||||
<string name="permission_denied">Permission refusée</string>
|
||||
<string name="permission_denied_description">Vous avez refusé cette permission trop de fois et vous devez maintenant l\'accorder manuellement dans les paramètres système.</string>
|
||||
<string name="about">À propos</string>
|
||||
@@ -454,8 +443,6 @@
|
||||
<string name="display">Affichage</string>
|
||||
<string name="processing">Post-traitement</string>
|
||||
|
||||
<string name="frame_skipping">WIP: Saut de frames</string>
|
||||
<string name="frame_skipping_description">Activez ou désactivez le saut d\'images pour améliorer les performances en réduisant le nombre d\'images affichées. Cette fonctionnalité est en cours de développement et sera activée dans les futures versions.</string>
|
||||
<string name="renderer_accuracy">Niveau de précision</string>
|
||||
<string name="renderer_resolution">Résolution (Mode Portable/Mode TV)</string>
|
||||
<string name="renderer_vsync">Mode VSync</string>
|
||||
@@ -863,11 +850,6 @@
|
||||
<string name="renderer_vulkan">Vulkan</string>
|
||||
<string name="renderer_none">Aucune</string>
|
||||
|
||||
<!-- Renderer Accuracy -->
|
||||
<string name="renderer_accuracy_normal">Normal</string>
|
||||
<string name="renderer_accuracy_high">Haut</string>
|
||||
<string name="renderer_accuracy_extreme">Extrême</string>
|
||||
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">Défaut</string>
|
||||
<string name="dma_accuracy_unsafe">Dangereux</string>
|
||||
@@ -988,10 +970,13 @@
|
||||
<string name="cubeb">cubeb</string>
|
||||
|
||||
<!-- Anisotropic filtering options -->
|
||||
<string name="multiplier_two">2x</string>
|
||||
<string name="multiplier_four">4x</string>
|
||||
<string name="multiplier_eight">8x</string>
|
||||
<string name="multiplier_sixteen">16x</string>
|
||||
<string name="multiplier_x2">x2</string>
|
||||
<string name="multiplier_x4">x4</string>
|
||||
<string name="multiplier_x8">x8</string>
|
||||
<string name="multiplier_x16">x16</string>
|
||||
<string name="multiplier_x32">x32</string>
|
||||
<string name="multiplier_x64">x64</string>
|
||||
<string name="multiplier_none">None</string>
|
||||
|
||||
<!-- Black backgrounds theme -->
|
||||
<string name="use_black_backgrounds">Arrière-plan noir</string>
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
<string name="notice_notification_channel_description">מציג התראות כאשר משהו הולך לא כשורה.</string>
|
||||
<string name="notification_permission_not_granted">הרשאות התראות לא ניתנה!</string>
|
||||
<!-- Stats Overlay settings -->
|
||||
<string name="enhanced_fps_suffix">(משופר)</string>
|
||||
<string name="process_ram">זיכרון תהליך: %1$d MB</string>
|
||||
<string name="shaders_prefix">בונה</string>
|
||||
<string name="shaders_suffix">שיידר(ים)</string>
|
||||
@@ -77,10 +76,6 @@
|
||||
<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>
|
||||
|
||||
<string name="veil_renderer">רנדרר</string>
|
||||
<string name="frame_interpolation">סנכרון פריימים מתקדם</string>
|
||||
<string name="frame_interpolation_description">מבטיח אספקה חלקה ועקבית של פריימים על ידי סנכרון התזמון ביניהם, מפחית קפיצות ואנימציה לא אחידה. אידיאלי למשחקים עם בעיות בתזמון פריימים או מיקרו-קפיצות במהלך המשחק.</string>
|
||||
<string name="renderer_early_release_fences">שחרר גדרות מוקדם</string>
|
||||
<string name="renderer_early_release_fences_description">עוזר לתקן 0 FPS במשחקים כמו DKCR:HD, Subnautica Below Zero ו-Ori 2, אך עלול לפגוע בטעינה או בביצועים במשחקי Unreal Engine.</string>
|
||||
<string name="sync_memory_operations">סנכרון פעולות זיכרון</string>
|
||||
<string name="sync_memory_operations_description">מבטיח עקביות נתונים בין פעולות חישוב וזיכרון. אפשרות זו אמורה לתקן בעיות במשחקים מסוימים, אך עלולה להפחית ביצועים במקרים מסוימים. נראה שהמשחקים עם Unreal Engine 4 הם המושפעים ביותר.</string>
|
||||
<string name="buffer_reorder_disable">השבת סידור מחדש של חוצץ</string>
|
||||
@@ -216,13 +211,10 @@
|
||||
<string name="get_started">כדי להתחיל</string>
|
||||
<string name="keys">מפתחות</string>
|
||||
<string name="keys_description">בחר את קובץ ה <b>prod.keys</b> שלך עם הכפתור למטה.</string>
|
||||
<string name="select_keys">בחר מפתחות</string>
|
||||
<string name="firmware">קושחה</string>
|
||||
<string name="select_firmware">בחירת קושחה</string>
|
||||
<string name="games">משחקים</string>
|
||||
<string name="games_description">בחר את התיקיית ה <b>Games</b> שלך עם הכפתור למטה.</string>
|
||||
<string name="done">סיום</string>
|
||||
<string name="text_continue">המשך</string>
|
||||
<string name="next">הבא</string>
|
||||
<string name="back">אחורה</string>
|
||||
<string name="add_games">הוסף משחקים</string>
|
||||
@@ -253,9 +245,6 @@
|
||||
<string name="install_firmware_warning_description">משחקים רבים דורשים גישה לקושחה כדי לפעול כראוי.</string>
|
||||
<string name="notifications">התראות</string>
|
||||
<string name="notifications_description">תן גישה להתראות עם הכפתור למטה.</string>
|
||||
<string name="give_permission">תן הרשאה</string>
|
||||
<string name="notification_warning">דלג על מתן הרשאה להתראות?</string>
|
||||
<string name="notification_warning_description">Eden לא יוכל להתריע לך על מידע חשוב.</string>
|
||||
<string name="permission_denied">הרשאה נדחתה</string>
|
||||
<string name="permission_denied_description">את/ה דיחת את ההרשאה יותר מדי פעמים ועכשיו את/ה צריך/ה לתת גישה באופן ידני בהגדרות.</string>
|
||||
<string name="about">אודות</string>
|
||||
@@ -413,8 +402,6 @@
|
||||
<string name="display">תצוגה</string>
|
||||
<string name="processing">עיבוד לאחר</string>
|
||||
|
||||
<string name="frame_skipping">בעבודה: דילוג פריימים</string>
|
||||
<string name="frame_skipping_description">החלף דילוג על פריימים כדי לשפר ביצועים על ידי הפחתת מספר הפריימים המוצגים. תכונה זו עדיין בפיתוח ותופעל בגרסאות עתידיות.</string>
|
||||
<string name="renderer_accuracy">רמת דיוק</string>
|
||||
<string name="renderer_resolution">רזולוציה (מעוגן/נייד)</string>
|
||||
<string name="renderer_vsync">מצב VSync</string>
|
||||
@@ -677,9 +664,6 @@
|
||||
<string name="renderer_vulkan">Vulkan</string>
|
||||
<string name="renderer_none">אין שום דבר</string>
|
||||
|
||||
<!-- Renderer Accuracy -->
|
||||
<string name="renderer_accuracy_normal">רגיל</string>
|
||||
<string name="renderer_accuracy_high">גבוה</string>
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">ברירת מחדל</string>
|
||||
<!-- ASTC Decoding Method -->
|
||||
@@ -776,10 +760,13 @@
|
||||
<string name="cubeb">cubeb</string>
|
||||
|
||||
<!-- Anisotropic filtering options -->
|
||||
<string name="multiplier_two">2x</string>
|
||||
<string name="multiplier_four">4x</string>
|
||||
<string name="multiplier_eight">8x</string>
|
||||
<string name="multiplier_sixteen">16x</string>
|
||||
<string name="multiplier_x2">x2</string>
|
||||
<string name="multiplier_x4">x4</string>
|
||||
<string name="multiplier_x8">x8</string>
|
||||
<string name="multiplier_x16">x16</string>
|
||||
<string name="multiplier_x32">x32</string>
|
||||
<string name="multiplier_x64">x64</string>
|
||||
<string name="multiplier_none">None</string>
|
||||
|
||||
<!-- Black backgrounds theme -->
|
||||
<string name="use_black_backgrounds">רקעים שחורים</string>
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
<string name="notice_notification_channel_description">Értesítések megjelenítése, ha valami rosszul sül el.</string>
|
||||
<string name="notification_permission_not_granted">Nincs engedély az értesítés megjelenítéséhez!</string>
|
||||
<!-- Stats Overlay settings -->
|
||||
<string name="enhanced_fps_suffix">(Továbbfejlesztett)</string>
|
||||
<string name="process_ram">Processz RAM: %1$d MB</string>
|
||||
<string name="shaders_prefix">Shader(ek)</string>
|
||||
<string name="shaders_suffix">fordítása</string>
|
||||
@@ -77,10 +76,6 @@
|
||||
<string name="sample_shading_fraction_description">A mintavételezés árnyékolási lépés intenzitása. A magasabb értékek jobb minőséget eredményeznek, de nagyobb mértékben csökkentik a teljesítményt.</string>
|
||||
|
||||
<string name="veil_renderer">Megjelenítő</string>
|
||||
<string name="frame_interpolation">Továbbfejlesztett Képkocka-időzítés</string>
|
||||
<string name="frame_interpolation_description">Biztosítja a képkockák sima és egyenletes kézbesítését azok időzítésének szinkronizálásával, csökkentve a megakadásokat és egyenetlen animációkat. Ideális azokhoz a játékokhoz, amelyek képkocka-időzítési instabilitást vagy mikro-reccsenést tapasztalnak játék közben.</string>
|
||||
<string name="renderer_early_release_fences">Korai kerítés-felszabadítás</string>
|
||||
<string name="renderer_early_release_fences_description">Segít javítani a 0 FPS-t olyan játékokban, mint a DKCR:HD, Subnautica Below Zero és az Ori 2, de ronthatja az Unreal Engine játékok betöltését vagy teljesítményét.</string>
|
||||
<string name="sync_memory_operations">Memória-műveletek szinkronizálása</string>
|
||||
<string name="sync_memory_operations_description">Biztosítja az adatok konzisztenciáját a számítási és memória-műveletek között. Ez az opciónak javítania kell néhány játékban előforduló problémát, de bizonyos esetekben csökkentheti a teljesítményt. Az Unreal Engine 4-et használó játékok látszanak a legérintettebbek.</string>
|
||||
<string name="buffer_reorder_disable">Puffer újrarendezés letiltása</string>
|
||||
@@ -216,13 +211,10 @@
|
||||
<string name="get_started">Vágjunk bele</string>
|
||||
<string name="keys">Kulcsok</string>
|
||||
<string name="keys_description">Válaszd ki a <b>prod.keys</b> fájlodat az alábbi gombbal.</string>
|
||||
<string name="select_keys">Kulcsok kiválasztása</string>
|
||||
<string name="firmware">Firmware</string>
|
||||
<string name="select_firmware">Firmware kiválasztása</string>
|
||||
<string name="games">Játékok</string>
|
||||
<string name="games_description">Válaszd ki a <b>Játékok</b> mappát az alábbi gombbal.</string>
|
||||
<string name="done">Kész</string>
|
||||
<string name="text_continue">Folytatás</string>
|
||||
<string name="next">Következő</string>
|
||||
<string name="back">Vissza</string>
|
||||
<string name="add_games">Játékok hozzáadása</string>
|
||||
@@ -252,9 +244,6 @@
|
||||
<string name="install_firmware_warning_description">Sok játék megfelelő működéséhez firmware szükséges.</string>
|
||||
<string name="notifications">Értesítések</string>
|
||||
<string name="notifications_description">Értesítési engedélyek megadása az alábbi gombbal.</string>
|
||||
<string name="give_permission">Engedély megadása</string>
|
||||
<string name="notification_warning">Kihagyod az értesítési engedély megadását?</string>
|
||||
<string name="notification_warning_description">Eden nem fog tudni értesíteni a fontos információkról</string>
|
||||
<string name="permission_denied">Engedély megtagadva</string>
|
||||
<string name="permission_denied_description">Túl gyakran utasítottad el a hozzáférést, így manuálisan kell jóváhagynod a rendszer beállításokban.</string>
|
||||
<string name="about">Névjegy</string>
|
||||
@@ -408,8 +397,6 @@
|
||||
<string name="display">Kijelző</string>
|
||||
<string name="processing">Utófeldolgozás</string>
|
||||
|
||||
<string name="frame_skipping">Folyamatban: Képkihagyás</string>
|
||||
<string name="frame_skipping_description">Kapcsolja be a képkihagyást a teljesítmény javításához a renderelt képkockák számának csökkentésével. Ez a funkció még fejlesztés alatt áll, és a jövőbeli kiadásokban lesz elérhető.</string>
|
||||
<string name="renderer_accuracy">Pontosság szintje</string>
|
||||
<string name="renderer_resolution">Felbontás (Kézi/Dockolt)</string>
|
||||
<string name="renderer_vsync">VSync mód</string>
|
||||
@@ -772,9 +759,6 @@
|
||||
<string name="renderer_vulkan">Vulkan</string>
|
||||
<string name="renderer_none">Nincs</string>
|
||||
|
||||
<!-- Renderer Accuracy -->
|
||||
<string name="renderer_accuracy_normal">Normál</string>
|
||||
<string name="renderer_accuracy_high">Magas</string>
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">Alapértelmezett</string>
|
||||
<!-- ASTC Decoding Method -->
|
||||
@@ -875,10 +859,13 @@
|
||||
<string name="cubeb">cubeb</string>
|
||||
|
||||
<!-- Anisotropic filtering options -->
|
||||
<string name="multiplier_two">2x</string>
|
||||
<string name="multiplier_four">4x</string>
|
||||
<string name="multiplier_eight">8x</string>
|
||||
<string name="multiplier_sixteen">16x</string>
|
||||
<string name="multiplier_x2">x2</string>
|
||||
<string name="multiplier_x4">x4</string>
|
||||
<string name="multiplier_x8">x8</string>
|
||||
<string name="multiplier_x16">x16</string>
|
||||
<string name="multiplier_x32">x32</string>
|
||||
<string name="multiplier_x64">x64</string>
|
||||
<string name="multiplier_none">None</string>
|
||||
|
||||
<!-- Black backgrounds theme -->
|
||||
<string name="use_black_backgrounds">Fekete háttér</string>
|
||||
|
||||
@@ -27,7 +27,6 @@
|
||||
|
||||
|
||||
<!-- Stats Overlay settings -->
|
||||
<string name="enhanced_fps_suffix">(Ditingkatkan)</string>
|
||||
<string name="process_ram">RAM Proses: %1$d MB</string>
|
||||
<string name="shaders_prefix">Membangun</string>
|
||||
<string name="shaders_suffix">Shader</string>
|
||||
@@ -99,10 +98,6 @@
|
||||
<string name="sample_shading_fraction_description">Intensitas proses pencahayaan sampel. Nilai lebih tinggi meningkatkan kualitas lebih baik tetapi juga mengurangi performa lebih besar.</string>
|
||||
|
||||
<string name="veil_renderer">Renderer</string>
|
||||
<string name="frame_interpolation">Penyelarasan Frame Tingkat Lanjut</string>
|
||||
<string name="frame_interpolation_description">Memastikan pengiriman frame yang halus dan konsisten dengan menyinkronkan waktu antar frame, mengurangi stuttering dan animasi tidak rata. Ideal untuk game yang mengalami ketidakstabilan waktu frame atau micro-stutter selama gameplay.</string>
|
||||
<string name="renderer_early_release_fences">Lepas Pagar Lebih Awal</string>
|
||||
<string name="renderer_early_release_fences_description">Membantu memperbaiki 0 FPS di game seperti DKCR:HD, Subnautica Below Zero dan Ori 2, tapi mungkin mengganggu loading atau performa di game Unreal Engine.</string>
|
||||
<string name="sync_memory_operations">Sinkronisasi Operasi Memori</string>
|
||||
<string name="sync_memory_operations_description">Memastikan konsistensi data antara operasi komputasi dan memori. Opsi ini seharusnya memperbaiki masalah di beberapa game, tetapi mungkin mengurangi performa dalam beberapa kasus. Game dengan Unreal Engine 4 tampaknya yang paling terpengaruh.</string>
|
||||
<string name="buffer_reorder_disable">Nonaktifkan Penyusunan Ulang Buffer</string>
|
||||
@@ -238,14 +233,11 @@
|
||||
<string name="get_started">Memulai</string>
|
||||
<string name="keys">Kunci</string>
|
||||
<string name="keys_description">Pilih file <b>prod.keys</b> Anda dengan tombol di bawah ini.</string>
|
||||
<string name="select_keys">Pilih Kunci</string>
|
||||
<string name="firmware">Firmware</string>
|
||||
<string name="select_firmware">Pilih Firmware</string>
|
||||
<string name="games">Permainan</string>
|
||||
<string name="games_description">Pilih folder <b>Games</b> Anda dengan tombol di bawah ini.</string>
|
||||
<string name="done">Selesai</string>
|
||||
<string name="done_description">Semuanya telah siap.\nNikmati permainanmu!</string>
|
||||
<string name="text_continue">Lanjut</string>
|
||||
<string name="next">Berikutnya</string>
|
||||
<string name="back">Kembali</string>
|
||||
<string name="add_games">Tambahkan permainan</string>
|
||||
@@ -282,9 +274,6 @@
|
||||
<string name="install_firmware_warning_help">https://yuzu-mirror.github.io/help/quickstart/#guide-introduction</string>
|
||||
<string name="notifications">Notifikasi</string>
|
||||
<string name="notifications_description">Berikan izin notifikasi dengan tombol di bawah ini.</string>
|
||||
<string name="give_permission">Berikan izin</string>
|
||||
<string name="notification_warning">Lewati pemberian izin notifikasi?</string>
|
||||
<string name="notification_warning_description">Eden tidak akan dapat memberi tahu Anda tentang informasi penting.</string>
|
||||
<string name="permission_denied">Izin ditolak</string>
|
||||
<string name="permission_denied_description">Kamu terlalu sering menolak izin ini dan sekarang anda harus memberikannya secara manual di pengaturan sistem.</string>
|
||||
<string name="about">Tentang</string>
|
||||
@@ -444,8 +433,6 @@
|
||||
<string name="display">Tampilan</string>
|
||||
<string name="processing">Pascaproses</string>
|
||||
|
||||
<string name="frame_skipping">WIP: Loncatan Frame</string>
|
||||
<string name="frame_skipping_description">Aktifkan atau nonaktifkan frame skipping untuk meningkatkan performa dengan mengurangi jumlah frame yang dirender. Fitur ini masih dalam pengembangan dan akan diaktifkan di rilis mendatang.</string>
|
||||
<string name="renderer_accuracy">Tingkatan Akurasi</string>
|
||||
<string name="renderer_resolution">Resolusi (Handheld/Docked)</string>
|
||||
<string name="renderer_vsync">Mode Sinkronisasi Vertikal</string>
|
||||
@@ -822,9 +809,6 @@
|
||||
<string name="renderer_vulkan">Vulkan</string>
|
||||
<string name="renderer_none">Tak ada</string>
|
||||
|
||||
<!-- Renderer Accuracy -->
|
||||
<string name="renderer_accuracy_normal">Normal</string>
|
||||
<string name="renderer_accuracy_high">Tinggi</string>
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">Bawaan</string>
|
||||
<!-- ASTC Decoding Method -->
|
||||
@@ -929,10 +913,13 @@
|
||||
<string name="cubeb">Cubeb</string>
|
||||
|
||||
<!-- Anisotropic filtering options -->
|
||||
<string name="multiplier_two">2x</string>
|
||||
<string name="multiplier_four">4x</string>
|
||||
<string name="multiplier_eight">8x</string>
|
||||
<string name="multiplier_sixteen">16x</string>
|
||||
<string name="multiplier_x2">x2</string>
|
||||
<string name="multiplier_x4">x4</string>
|
||||
<string name="multiplier_x8">x8</string>
|
||||
<string name="multiplier_x16">x16</string>
|
||||
<string name="multiplier_x32">x32</string>
|
||||
<string name="multiplier_x64">x64</string>
|
||||
<string name="multiplier_none">None</string>
|
||||
|
||||
<!-- Black backgrounds theme -->
|
||||
<string name="use_black_backgrounds">Gunakan Latar Belakang Hitam</string>
|
||||
|
||||
@@ -27,7 +27,6 @@
|
||||
|
||||
|
||||
<!-- Stats Overlay settings -->
|
||||
<string name="enhanced_fps_suffix">(Migliorato)</string>
|
||||
<string name="process_ram">RAM processo: %1$d MB</string>
|
||||
<string name="shaders_prefix">Compilazione</string>
|
||||
<string name="shaders_suffix">shader</string>
|
||||
@@ -99,10 +98,6 @@
|
||||
<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>
|
||||
|
||||
<string name="veil_renderer">Renderer</string>
|
||||
<string name="frame_interpolation">Sincronizzazione avanzata fotogrammi</string>
|
||||
<string name="frame_interpolation_description">Garantisce una consegna fluida e costante dei fotogrammi sincronizzandone i tempi, riducendo scatti e animazioni irregolari. Ideale per giochi che presentano instabilità nei tempi dei fotogrammi o micro-scatti durante il gameplay.</string>
|
||||
<string name="renderer_early_release_fences">Rilascia le barriere prima</string>
|
||||
<string name="renderer_early_release_fences_description">Risolve problemi di 0 FPS in giochi come DKCR:HD, Subnautica Below Zero e Ori 2, ma potrebbe compromettere caricamento o prestazioni in giochi Unreal Engine.</string>
|
||||
<string name="sync_memory_operations">Sincronizza operazioni di memoria</string>
|
||||
<string name="sync_memory_operations_description">Garantisce la coerenza dei dati tra le operazioni di calcolo e memoria. Questa opzione dovrebbe risolvere problemi in alcuni giochi, ma potrebbe ridurre le prestazioni in alcuni casi. I giochi con Unreal Engine 4 sembrano essere i più colpiti.</string>
|
||||
<string name="buffer_reorder_disable">Disabilita riordino buffer</string>
|
||||
@@ -239,15 +234,12 @@
|
||||
<string name="get_started">Iniziare</string>
|
||||
<string name="keys">Chiavi</string>
|
||||
<string name="keys_description">Seleziona il tuo file <b>prod.keys</b> con il pulsante in basso.</string>
|
||||
<string name="select_keys">Seleziona le chiavi</string>
|
||||
<string name="firmware">Firmware</string>
|
||||
<string name="firmware_description">Seleziona il tuo file <b>firmware.zip</b>con il pulsante in basso.</string>
|
||||
<string name="select_firmware">Seleziona Firmware</string>
|
||||
<string name="games">Giochi</string>
|
||||
<string name="games_description">Seleziona la cartella dei <b>giochi</b> con il pulsante in basso.</string>
|
||||
<string name="done">Fatto</string>
|
||||
<string name="done_description">È tutto pronto.\nBuon divertimento con i tuoi giochi!</string>
|
||||
<string name="text_continue">Continua</string>
|
||||
<string name="next">Successivo</string>
|
||||
<string name="back">Indietro</string>
|
||||
<string name="add_games">Aggiungi giochi</string>
|
||||
@@ -287,9 +279,6 @@
|
||||
<string name="install_firmware_warning_help">https://yuzu-mirror.github.io/help/quickstart/#guide-introduction</string>
|
||||
<string name="notifications">Notifiche</string>
|
||||
<string name="notifications_description">Concedi l\'autorizzazione alle notifiche con il pulsante in basso.</string>
|
||||
<string name="give_permission">Concedere l\'autorizzazione</string>
|
||||
<string name="notification_warning">Saltare la concessione dell\'autorizzazione alle notifiche?</string>
|
||||
<string name="notification_warning_description">Eden non sarà in grado di notificarti informazioni importanti.</string>
|
||||
<string name="permission_denied">Permesso negato</string>
|
||||
<string name="permission_denied_description">Hai negato l\'autorizzazione troppe volte ed ora devi concederla manualmente nelle impostazioni di sistema.</string>
|
||||
<string name="about">Informazioni</string>
|
||||
@@ -454,8 +443,6 @@
|
||||
<string name="display">Schermo</string>
|
||||
<string name="processing">Post-elaborazione</string>
|
||||
|
||||
<string name="frame_skipping">WIP: Salto fotogrammi</string>
|
||||
<string name="frame_skipping_description">Attiva o disattiva il salto dei fotogrammi per migliorare le prestazioni riducendo il numero di fotogrammi renderizzati. Questa funzionalità è ancora in sviluppo e verrà abilitata nelle versioni future.</string>
|
||||
<string name="renderer_accuracy">Livello di accuratezza</string>
|
||||
<string name="renderer_resolution">Risoluzione (Portatile/Docked)</string>
|
||||
<string name="renderer_vsync">Modalità VSync</string>
|
||||
@@ -863,11 +850,6 @@
|
||||
<string name="renderer_vulkan">Vulkan</string>
|
||||
<string name="renderer_none">Nessuna</string>
|
||||
|
||||
<!-- Renderer Accuracy -->
|
||||
<string name="renderer_accuracy_normal">Normale</string>
|
||||
<string name="renderer_accuracy_high">Alta</string>
|
||||
<string name="renderer_accuracy_extreme">Estrema</string>
|
||||
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">Predefinito</string>
|
||||
<string name="dma_accuracy_unsafe">Non sicura</string>
|
||||
@@ -988,10 +970,13 @@
|
||||
<string name="cubeb">cubeb</string>
|
||||
|
||||
<!-- Anisotropic filtering options -->
|
||||
<string name="multiplier_two">2x</string>
|
||||
<string name="multiplier_four">4x</string>
|
||||
<string name="multiplier_eight">8x</string>
|
||||
<string name="multiplier_sixteen">16x</string>
|
||||
<string name="multiplier_x2">x2</string>
|
||||
<string name="multiplier_x4">x4</string>
|
||||
<string name="multiplier_x8">x8</string>
|
||||
<string name="multiplier_x16">x16</string>
|
||||
<string name="multiplier_x32">x32</string>
|
||||
<string name="multiplier_x64">x64</string>
|
||||
<string name="multiplier_none">None</string>
|
||||
|
||||
<!-- Black backgrounds theme -->
|
||||
<string name="use_black_backgrounds">Sfondi neri</string>
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user