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450 changed files with 27408 additions and 36846 deletions

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@ -7,7 +7,7 @@
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=$(date "+%Y")
YEAR=2026
HOLDER="Eden Emulator Project"
LICENSE="GPL-3.0-or-later"
@ -112,10 +112,10 @@ for file in $FILES; do
[ "$excluded" = "true" ] && continue
case "$file" in
*.cmake|*.sh|*.ps1|*.py|*.rb|*.perl|*.pl|*.nix|*CMakeLists.txt)
*.cmake|*.sh|*CMakeLists.txt)
begin="#"
;;
*.kt|*.kts|*.cpp|*.h|*.qml|*.c|*.hpp|*.hxx|*.cxx|*.h.in|*.inc)
*.kt*|*.cpp|*.h|*.qml)
begin="//"
;;
*)
@ -185,12 +185,11 @@ if [ "$UPDATE" = "true" ]; then
for file in $SRC_FILES $OTHER_FILES; do
case $(basename -- "$file") in
# Windows Powershell wont use shebangs
*.cmake|*.ps1|*CMakeLists.txt)
*.cmake|*CMakeLists.txt)
begin="#"
shell="false"
;;
*.sh|*.py|*.rb|*.perl|*.pl|*.nix)
*.sh)
begin="#"
shell=true
;;

22
.ci/source.sh Executable file
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@ -0,0 +1,22 @@
#!/bin/bash -ex
# git-archive-all
export PATH="$PATH:/home/$USER/.local/bin"
GITDATE="`git show -s --date=short --format='%ad' | sed 's/-//g'`"
GITREV="`git show -s --format='%h'`"
REV_NAME="eden-unified-source-${GITDATE}-${GITREV}"
COMPAT_LIST='dist/compatibility_list/compatibility_list.json'
mkdir artifacts
touch "${COMPAT_LIST}"
git describe --abbrev=0 --always HEAD > GIT-COMMIT
git describe --tags HEAD > GIT-TAG || echo 'unknown' > GIT-TAG
git-archive-all --include "${COMPAT_LIST}" --include GIT-COMMIT --include GIT-TAG --force-submodules artifacts/"${REV_NAME}.tar"
cd artifacts/
xz -T0 -9 "${REV_NAME}.tar"
sha256sum "${REV_NAME}.tar.xz" > "${REV_NAME}.tar.xz.sha256sum"
cd ..

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@ -1,214 +0,0 @@
From ec4c1fdf526cb9ad045abf59b29ee495bbf5023a Mon Sep 17 00:00:00 2001
From: crueter <crueter@eden-emu.dev>
Date: Sat, 30 May 2026 20:56:35 -0400
Subject: [PATCH] cpmutil compat
---
CMakeLists.txt | 31 ++++++++-----------
cmake/FetchOpenSSL.cmake | 64 ----------------------------------------
cmake/GetCPM.cmake | 5 ----
3 files changed, 13 insertions(+), 87 deletions(-)
delete mode 100644 cmake/FetchOpenSSL.cmake
delete mode 100644 cmake/GetCPM.cmake
diff --git a/CMakeLists.txt b/CMakeLists.txt
index 5420ecc..9ffd5a0 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -19,9 +19,7 @@ include(FetchContent)
include(ProcessorCount)
include(cmake/ConfigureOpenSSL.cmake)
include(cmake/DetectTargetPlatform.cmake)
-include(cmake/FetchOpenSSL.cmake)
include(cmake/FindVcvarsall.cmake)
-include(cmake/GetCPM.cmake)
# Custom options
option(OPENSSL_BUILD_VERBOSE "Enable verbose output from build" OFF)
@@ -47,9 +45,6 @@ if("${OPENSSL_TARGET_PLATFORM}" STREQUAL "")
detect_target_platform(OPENSSL_TARGET_PLATFORM)
endif()
-# Fetch OpenSSL source
-fetch_openssl()
-
# Apply patches
foreach(patch IN LISTS OPENSSL_PATCH)
if(EXISTS "${patch}" AND NOT IS_DIRECTORY "${patch}")
@@ -59,13 +54,13 @@ foreach(patch IN LISTS OPENSSL_PATCH)
execute_process(
COMMAND git init
- WORKING_DIRECTORY ${openssl_SOURCE_DIR}
+ WORKING_DIRECTORY ${OpenSSL_SOURCE_DIR}
OUTPUT_QUIET
ERROR_QUIET
)
execute_process(
COMMAND git apply ${patch}
- WORKING_DIRECTORY ${openssl_SOURCE_DIR}
+ WORKING_DIRECTORY ${OpenSSL_SOURCE_DIR}
OUTPUT_QUIET
ERROR_QUIET
)
@@ -161,8 +156,8 @@ list(PREPEND OPENSSL_CONFIGURE_OPTIONS ${OPENSSL_TARGET_PLATFORM})
# Configure OpenSSL
configure_openssl(
COMMAND ${VCVARSALL_COMMAND}
- FILE ${openssl_SOURCE_DIR}/Configure
- BUILD_DIR ${openssl_BINARY_DIR}
+ FILE ${OpenSSL_SOURCE_DIR}/Configure
+ BUILD_DIR ${OpenSSL_BINARY_DIR}
OPTIONS ${OPENSSL_CONFIGURE_OPTIONS}
)
@@ -203,8 +198,8 @@ endif()
# Parse Makefile
parse_makefile(${OPENSSL_MAKEFILE} "INSTALL_LIBS" OPENSSL_STATIC_LIBS)
parse_makefile(${OPENSSL_MAKEFILE} "INSTALL_SHLIBS" OPENSSL_SHARED_LIBS)
-list(TRANSFORM OPENSSL_STATIC_LIBS PREPEND "${openssl_BINARY_DIR}/")
-list(TRANSFORM OPENSSL_SHARED_LIBS PREPEND "${openssl_BINARY_DIR}/")
+list(TRANSFORM OPENSSL_STATIC_LIBS PREPEND "${OpenSSL_BINARY_DIR}/")
+list(TRANSFORM OPENSSL_SHARED_LIBS PREPEND "${OpenSSL_BINARY_DIR}/")
foreach(LIBRARY IN LISTS OPENSSL_STATIC_LIBS)
if(LIBRARY MATCHES "crypto")
@@ -239,14 +234,14 @@ endif()
# Provide same targets and variables as FindOpenSSL module
set(OPENSSL_FOUND ON CACHE BOOL "Override FindOpenSSL variables" FORCE)
-set(OPENSSL_INCLUDE_DIR ${openssl_SOURCE_DIR}/include ${openssl_BINARY_DIR}/include CACHE STRING "Override FindOpenSSL variables" FORCE)
+set(OPENSSL_INCLUDE_DIR ${OpenSSL_SOURCE_DIR}/include ${OpenSSL_BINARY_DIR}/include CACHE STRING "Override FindOpenSSL variables" FORCE)
set(OPENSSL_CRYPTO_LIBRARY ${OPENSSL_${OPENSSL_LIBRARY_TYPE}_CRYPTO_LIBRARY} CACHE STRING "Override FindOpenSSL variables" FORCE)
set(OPENSSL_CRYPTO_LIBRARIES ${OPENSSL_CRYPTO_LIBRARY} ${OPENSSL_DEPENDENCIES} CACHE STRING "Override FindOpenSSL variables" FORCE)
set(OPENSSL_SSL_LIBRARY ${OPENSSL_${OPENSSL_LIBRARY_TYPE}_SSL_LIBRARY} CACHE STRING "Override FindOpenSSL variables" FORCE)
set(OPENSSL_SSL_LIBRARIES ${OPENSSL_SSL_LIBRARY} ${OPENSSL_DEPENDENCIES} CACHE STRING "Override FindOpenSSL variables" FORCE)
set(OPENSSL_LIBRARIES ${OPENSSL_CRYPTO_LIBRARY} ${OPENSSL_SSL_LIBRARY} ${OPENSSL_DEPENDENCIES} CACHE STRING "Override FindOpenSSL variables" FORCE)
set(OPENSSL_VERSION ${OPENSSL_CONFIGURED_VERSION} CACHE STRING "Override FindOpenSSL variables" FORCE)
-set(OPENSSL_APPLINK_SOURCE ${openssl_SOURCE_DIR}/ms/applink.c CACHE STRING "Override FindOpenSSL variables" FORCE)
+set(OPENSSL_APPLINK_SOURCE ${OpenSSL_SOURCE_DIR}/ms/applink.c CACHE STRING "Override FindOpenSSL variables" FORCE)
add_library(OpenSSL::Crypto ${OPENSSL_LIBRARY_TYPE} IMPORTED GLOBAL)
add_library(OpenSSL::SSL ${OPENSSL_LIBRARY_TYPE} IMPORTED GLOBAL)
@@ -308,8 +303,8 @@ if(ANDROID)
endif()
file(GLOB_RECURSE OPENSSL_SOURCES
- ${openssl_SOURCE_DIR}/*.[ch]
- ${openssl_SOURCE_DIR}/*.[ch].in
+ ${OpenSSL_SOURCE_DIR}/*.[ch]
+ ${OpenSSL_SOURCE_DIR}/*.[ch].in
)
set(OPENSSL_BUILD_OUTPUT
@@ -322,7 +317,7 @@ add_custom_command(
OUTPUT ${OPENSSL_BUILD_OUTPUT}
COMMAND ${OPENSSL_BUILD_COMMAND}
DEPENDS ${OPENSSL_SOURCES}
- WORKING_DIRECTORY ${openssl_BINARY_DIR}
+ WORKING_DIRECTORY ${OpenSSL_BINARY_DIR}
VERBATIM
)
@@ -341,7 +336,7 @@ if(OPENSSL_TEST AND NOT CMAKE_CROSSCOMPILING)
add_test(
NAME openssl-test
COMMAND ${OPENSSL_BUILD_TOOL} test VERBOSE_FAILURE=yes HARNESS_JOBS=${NUMBER_OF_THREADS}
- WORKING_DIRECTORY ${openssl_BINARY_DIR}
+ WORKING_DIRECTORY ${OpenSSL_BINARY_DIR}
)
endif()
@@ -356,7 +351,7 @@ if(OPENSSL_INSTALL)
install(CODE
"execute_process(
COMMAND ${OPENSSL_INSTALL_COMMAND}
- WORKING_DIRECTORY \"${openssl_BINARY_DIR}\"
+ WORKING_DIRECTORY \"${OpenSSL_BINARY_DIR}\"
)"
)
endif()
diff --git a/cmake/FetchOpenSSL.cmake b/cmake/FetchOpenSSL.cmake
deleted file mode 100644
index a43505d..0000000
--- a/cmake/FetchOpenSSL.cmake
+++ /dev/null
@@ -1,64 +0,0 @@
-function(fetch_openssl)
- if(EXISTS "${OPENSSL_SOURCE}" AND IS_DIRECTORY "${OPENSSL_SOURCE}")
- # Fetch the local OpenSSL source
- if(NOT IS_ABSOLUTE "${OPENSSL_SOURCE}")
- string(PREPEND OPENSSL_SOURCE ${CMAKE_SOURCE_DIR}/)
- endif()
-
- string(REPLACE "\\" "/" openssl-source_SOURCE_DIR "${OPENSSL_SOURCE}")
- set(openssl-source_BINARY_DIR ${CMAKE_CURRENT_BINARY_DIR}/openssl-source-build)
- else()
- set(CPM_OPTIONS
- NAME openssl-source
- DOWNLOAD_ONLY ON
- )
-
- if(NOT OPENSSL_CONFIGURE_VERBOSE)
- list(APPEND CPM_OPTIONS QUIET)
- endif()
-
- if("${OPENSSL_SOURCE}" MATCHES "^http")
- # Download OpenSSL source from the internet
- list(APPEND CPM_OPTIONS URL ${OPENSSL_SOURCE})
- else()
- # Download OpenSSL source from the official website
- if("${OPENSSL_TARGET_VERSION}" STREQUAL "")
- set(OPENSSL_TARGET_VERSION ${PROJECT_VERSION})
- endif()
-
- if(OPENSSL_TARGET_VERSION VERSION_EQUAL PROJECT_VERSION)
- list(APPEND CPM_OPTIONS URL_HASH SHA256=aaf51a1fe064384f811daeaeb4ec4dce7340ec8bd893027eee676af31e83a04f)
- endif()
-
- if(OPENSSL_TARGET_VERSION MATCHES "^1\.1\.1[a-w]$")
- string(REPLACE "." "_" OPENSSL_TAGGED_VERSION ${OPENSSL_TARGET_VERSION})
- list(APPEND CPM_OPTIONS URL https://github.com/openssl/openssl/releases/download/OpenSSL_${OPENSSL_TAGGED_VERSION}/openssl-${OPENSSL_TARGET_VERSION}.tar.gz)
- else()
- list(APPEND CPM_OPTIONS URL https://github.com/openssl/openssl/releases/download/openssl-${OPENSSL_TARGET_VERSION}/openssl-${OPENSSL_TARGET_VERSION}.tar.gz)
- endif()
- endif()
-
- CPMAddPackage(${CPM_OPTIONS})
- endif()
-
- # Clean build directory if source directory has changed
- if(DEFINED CACHE{openssl-source_SOURCE_DIR_OLD} AND NOT openssl-source_SOURCE_DIR STREQUAL openssl-source_SOURCE_DIR_OLD)
- set(openssl-source_SOURCE_DIR_OLD ${openssl-source_SOURCE_DIR} CACHE INTERNAL "Previously fetched OpenSSL source")
-
- if(IS_DIRECTORY ${openssl-source_BINARY_DIR})
- file(REMOVE_RECURSE ${openssl-source_BINARY_DIR})
- file(MAKE_DIRECTORY ${openssl-source_BINARY_DIR})
- endif()
- endif()
-
- # Override the FindOpenSSL module
- FetchContent_Declare(
- OpenSSL
- SOURCE_DIR ${openssl-source_SOURCE_DIR}
- BINARY_DIR ${openssl-source_BINARY_DIR}
- OVERRIDE_FIND_PACKAGE
- )
- FetchContent_MakeAvailable(OpenSSL)
-
- return(PROPAGATE openssl_SOURCE_DIR openssl_BINARY_DIR)
-endfunction()
diff --git a/cmake/GetCPM.cmake b/cmake/GetCPM.cmake
deleted file mode 100644
index bfc50f5..0000000
--- a/cmake/GetCPM.cmake
+++ /dev/null
@@ -1,5 +0,0 @@
-file(
- DOWNLOAD https://github.com/cpm-cmake/CPM.cmake/releases/latest/download/get_cpm.cmake
- ${CMAKE_CURRENT_BINARY_DIR}/get_cpm.cmake
-)
-include(${CMAKE_CURRENT_BINARY_DIR}/get_cpm.cmake)
--
2.54.0

View file

@ -1,54 +0,0 @@
From d46675fbb61eb6d51e478023ce4075e545ad4cfd Mon Sep 17 00:00:00 2001
From: crueter <crueter@eden-emu.dev>
Date: Sat, 30 May 2026 21:11:55 -0400
Subject: [PATCH] use ccache
---
CMakeLists.txt | 1 -
cmake/ConfigureOpenSSL.cmake | 12 +++---------
2 files changed, 3 insertions(+), 10 deletions(-)
diff --git a/CMakeLists.txt b/CMakeLists.txt
index 9ffd5a0..9ff14c8 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -28,7 +28,6 @@ option(OPENSSL_ENABLE_PARALLEL "Build and test in parallel if possible" ON)
option(OPENSSL_INSTALL "Install OpenSSL components to the <prefix> directory" OFF)
option(OPENSSL_INSTALL_CERT "Install cert.pem to the <openssldir> directory" OFF)
option(OPENSSL_TEST "Enable testing and build OpenSSL self tests" OFF)
-option(OPENSSL_USE_CCACHE "Use ccache if available" ON)
if("${OPENSSL_BUILD_TARGET}" STREQUAL "")
# Makefile target for build
diff --git a/cmake/ConfigureOpenSSL.cmake b/cmake/ConfigureOpenSSL.cmake
index 211c18b..3d8cbed 100644
--- a/cmake/ConfigureOpenSSL.cmake
+++ b/cmake/ConfigureOpenSSL.cmake
@@ -69,15 +69,9 @@ function(apply_ccache FILE)
message(FATAL_ERROR "Couldn't find Makefile")
endif()
- if(OPENSSL_USE_CCACHE)
- find_program(CCACHE ccache)
-
- if(NOT CCACHE)
- return()
- endif()
-
+ if(USE_CCACHE)
file(READ ${FILE} MAKEFILE)
- string(REPLACE "\nCC=" "\nCC=ccache " MAKEFILE "${MAKEFILE}")
+ string(REPLACE "\nCC=" "\nCC=${CCACHE_BINARY} " MAKEFILE "${MAKEFILE}")
if(MSVC)
string(REPLACE "/Zi /Fdossl_static.pdb " "" MAKEFILE "${MAKEFILE}")
@@ -171,4 +165,4 @@ function(configure_openssl)
string(REPLACE "/W3" "/W0" MAKEFILE "${MAKEFILE}")
file(WRITE ${OPENSSL_MAKEFILE} "${MAKEFILE}")
endif()
-endfunction()
\ No newline at end of file
+endfunction()
--
2.54.0

View file

@ -1,28 +0,0 @@
From 4a3cc92a7abad403529ed1cb4255ca63d9252de4 Mon Sep 17 00:00:00 2001
From: crueter <crueter@eden-emu.dev>
Date: Sat, 30 May 2026 21:48:42 -0400
Subject: [PATCH 2/2] use cmake compiler flags
---
cmake/ConfigureOpenSSL.cmake | 5 ++++-
1 file changed, 4 insertions(+), 1 deletion(-)
diff --git a/cmake/ConfigureOpenSSL.cmake b/cmake/ConfigureOpenSSL.cmake
index 3d8cbed..3012e05 100644
--- a/cmake/ConfigureOpenSSL.cmake
+++ b/cmake/ConfigureOpenSSL.cmake
@@ -135,7 +135,10 @@ function(configure_openssl)
endif()
execute_process(
- COMMAND ${CONFIGURE_COMMAND}
+ COMMAND ${CMAKE_COMMAND} -E env
+ "CFLAGS=${CMAKE_C_FLAGS}"
+ "CXXFLAGS=${CMAKE_CXX_FLAGS}"
+ ${CONFIGURE_COMMAND}
WORKING_DIRECTORY ${CONFIGURE_BUILD_DIR}
${VERBOSE_OPTION}
COMMAND_ERROR_IS_FATAL ANY
--
2.54.0

View file

@ -1,39 +0,0 @@
--- a/CMakeLists.txt 2026-06-01 23:53:16.498043856 -0400
+++ b/CMakeLists.txt 2026-06-01 23:53:23.910543615 -0400
@@ -312,13 +312,29 @@
${OPENSSL_SHARED_CRYPTO_LIBRARY}
${OPENSSL_SHARED_SSL_LIBRARY}
)
-add_custom_command(
- OUTPUT ${OPENSSL_BUILD_OUTPUT}
- COMMAND ${OPENSSL_BUILD_COMMAND}
- DEPENDS ${OPENSSL_SOURCES}
- WORKING_DIRECTORY ${OpenSSL_BINARY_DIR}
- VERBATIM
-)
+if (WIN32)
+ add_custom_command(
+ OUTPUT ${OPENSSL_BUILD_OUTPUT}
+ COMMAND ${OPENSSL_BUILD_COMMAND}
+ DEPENDS ${OPENSSL_SOURCES}
+ WORKING_DIRECTORY ${OpenSSL_BINARY_DIR}
+ VERBATIM)
+else()
+ set(_openssl_build_script "${CMAKE_CURRENT_BINARY_DIR}/BuildOpenSSL.cmake")
+ file(WRITE ${_openssl_build_script}
+ "execute_process(\n"
+ " COMMAND ${OPENSSL_BUILD_COMMAND}\n"
+ " WORKING_DIRECTORY ${OpenSSL_BINARY_DIR}\n"
+ " RESULT_VARIABLE _r)\n"
+ "if(_r)\n"
+ " message(FATAL_ERROR \"OpenSSL build failed: \${_r}\")\n"
+ "endif()\n")
+ add_custom_command(
+ OUTPUT ${OPENSSL_BUILD_OUTPUT}
+ COMMAND ${CMAKE_COMMAND} -P ${_openssl_build_script}
+ DEPENDS ${OPENSSL_SOURCES}
+ VERBATIM)
+endif()
if(PROJECT_IS_TOP_LEVEL)
add_custom_target(openssl-build ALL DEPENDS ${OPENSSL_BUILD_OUTPUT})

File diff suppressed because it is too large Load diff

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@ -1,7 +1,7 @@
# SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later
cmake_minimum_required(VERSION 3.31)
cmake_minimum_required(VERSION 3.22)
project(yuzu)
@ -10,7 +10,6 @@ list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/externals/cmake-modul
set(CPM_SOURCE_CACHE ${CMAKE_SOURCE_DIR}/.cache/cpm)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
set(CMAKE_CXX_SCAN_FOR_MODULES 0)
include(DetectPlatform)
include(DetectArchitecture)
@ -76,8 +75,6 @@ cmake_dependent_option(YUZU_USE_QT_WEB_ENGINE "Use QtWebEngine for web applet im
set(YUZU_QT_MIRROR "" CACHE STRING "What mirror to use for downloading the bundled Qt libraries")
cmake_dependent_option(YUZU_USE_BUNDLED_QT "Download bundled Qt binaries" "${MSVC}" "ENABLE_QT" OFF)
option(ENABLE_DEBUG_TOOLS "Enable debugging tools (maxwell disassembler, SPIRV translator, etc)" OFF)
# non-linux bundled qt are static
if (YUZU_USE_BUNDLED_QT AND (APPLE OR NOT UNIX))
set(YUZU_STATIC_BUILD ON)
@ -122,13 +119,13 @@ if (YUZU_STATIC_BUILD)
set(QuaZip-Qt6_FORCE_BUNDLED ON)
set(YUZU_USE_BUNDLED_FFMPEG ON)
set(YUZU_USE_BUNDLED_SDL3 ON)
set(YUZU_USE_BUNDLED_SDL2 ON)
set(YUZU_USE_BUNDLED_OPENSSL ON)
set(HTTPLIB_USE_BROTLI_IF_AVAILABLE OFF)
elseif(APPLE)
set(YUZU_USE_BUNDLED_FFMPEG ON)
set(YUZU_USE_BUNDLED_SDL3 ON)
set(YUZU_USE_BUNDLED_SDL2 ON)
set(YUZU_USE_BUNDLED_OPENSSL ON)
# these libs do not properly provide static libs/let you do it with cmake
@ -193,11 +190,13 @@ if(MSVC)
$<$<COMPILE_LANGUAGE:C,CXX>:$<$<CONFIG:Debug>:/${libflag}d>>
$<$<COMPILE_LANGUAGE:C,CXX>:$<$<CONFIG:Release>:/${libflag}>>
$<$<COMPILE_LANGUAGE:C,CXX>:$<$<CONFIG:RelWithDebInfo>:/${libflag}>>
$<$<COMPILE_LANGUAGE:C,CXX>:$<$<CONFIG:MinSizeRel>:/${libflag}>>)
$<$<COMPILE_LANGUAGE:C,CXX>:$<$<CONFIG:MinSizeRel>:/${libflag}>>
)
endif()
# TODO(crueter): Cleanup, each dep that has a bundled option should allow to choose between bundled, external, system
cmake_dependent_option(YUZU_USE_BUNDLED_SDL3 "Download bundled SDL3 build" "${MSVC}" "NOT ANDROID" OFF)
cmake_dependent_option(YUZU_USE_EXTERNAL_SDL2 "Build SDL2 from external source" OFF "NOT MSVC;NOT ANDROID" OFF)
cmake_dependent_option(YUZU_USE_BUNDLED_SDL2 "Download bundled SDL2 build" "${MSVC}" "NOT ANDROID" OFF)
option(ENABLE_CUBEB "Enables the cubeb audio backend" ON)
@ -231,10 +230,6 @@ cmake_dependent_option(USE_DISCORD_PRESENCE "Enables Discord Rich Presence" OFF
option(YUZU_TESTS "Compile tests" "${BUILD_TESTING}")
# Install udev rules on Linux (mainly for gyros)
# Only acts on joysticks and nothing else.
cmake_dependent_option(YUZU_INSTALL_UDEV_RULES "Install udev rules for gyro access" OFF "PLATFORM_LINUX" OFF)
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)
@ -307,7 +302,7 @@ if (YUZU_ROOM)
add_compile_definitions(YUZU_ROOM)
endif()
if (UNIX AND NOT (PLATFORM_LINUX OR WIN32))
if ((ANDROID OR APPLE OR UNIX) AND (NOT PLATFORM_LINUX OR ANDROID) AND NOT WIN32)
if(CXX_APPLE OR CXX_CLANG)
# libc++ has stop_token and jthread as experimental
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fexperimental-library")
@ -363,6 +358,10 @@ if (CXX_GCC OR CXX_CLANG)
endif()
endif()
# Other presets, e.g. steamdeck
# TODO(crueter): Just have every Linux/Windows use old sdl2
set(YUZU_SYSTEM_PROFILE "generic" CACHE STRING "CMake and Externals profile to use. One of: generic, steamdeck")
# Configure C++ standard
# ===========================
@ -384,20 +383,13 @@ find_package(RenderDoc MODULE)
# openssl funniness
if (YUZU_USE_BUNDLED_OPENSSL)
set(BUILD_SHARED_LIBS OFF)
AddJsonPackage(openssl-ci)
else()
AddJsonPackage(openssl)
set(OPENSSL_BUILD_VERBOSE ON)
set(OPENSSL_CONFIGURE_VERBOSE ON)
if (OpenSSL_ADDED)
AddJsonPackage(openssl-cmake)
add_compile_definitions(YUZU_BUNDLED_OPENSSL)
endif()
endif()
if (OpenSSL_ADDED)
add_compile_definitions(YUZU_BUNDLED_OPENSSL)
endif()
find_package(OpenSSL 3 REQUIRED)
message(STATUS "Fetching needed dependencies with CPM")
@ -513,7 +505,7 @@ endfunction()
# =============================================
if (APPLE)
foreach(fw Carbon Metal Cocoa IOKit CoreVideo CoreMedia Security UniformTypeIdentifiers)
foreach(fw Carbon Metal Cocoa IOKit CoreVideo CoreMedia Security)
find_library(${fw}_LIBRARY ${fw} REQUIRED)
list(APPEND PLATFORM_LIBRARIES ${${fw}_LIBRARY})
endforeach()
@ -525,8 +517,6 @@ elseif (WIN32)
# PSAPI is the Process Status API
set(PLATFORM_LIBRARIES ${PLATFORM_LIBRARIES} psapi imm32 version crypt32 rpcrt4 gdi32 wldap32 mswsock)
endif()
elseif (PLATFORM_MANAGARM)
set(PLATFORM_LIBRARIES iconv intl)
elseif (PLATFORM_HAIKU)
# Haiku is so special :)
set(PLATFORM_LIBRARIES bsd /boot/system/lib/libnetwork.so)
@ -569,7 +559,7 @@ if (NOT YUZU_STATIC_ROOM)
endif()
if (NOT ANDROID)
find_package(SDL3)
find_package(SDL2)
endif()
if (USE_DISCORD_PRESENCE)
@ -594,6 +584,8 @@ if (ENABLE_QT)
else()
AddQt(6.9.3)
endif()
set(YUZU_STATIC_BUILD ON)
else()
message(STATUS "Using system Qt")
if (NOT Qt6_DIR)
@ -602,7 +594,23 @@ if (ENABLE_QT)
list(APPEND CMAKE_PREFIX_PATH "${Qt6_DIR}")
endif()
find_package(Qt6 REQUIRED COMPONENTS Core)
find_package(Qt6 CONFIG REQUIRED COMPONENTS Widgets Charts Concurrent)
if (YUZU_USE_QT_MULTIMEDIA)
find_package(Qt6 REQUIRED COMPONENTS Multimedia)
endif()
if (PLATFORM_LINUX OR PLATFORM_FREEBSD)
# yes Qt, we get it
set(QT_NO_PRIVATE_MODULE_WARNING ON)
find_package(Qt6 REQUIRED COMPONENTS DBus OPTIONAL_COMPONENTS GuiPrivate)
elseif (UNIX AND NOT APPLE)
find_package(Qt6 REQUIRED COMPONENTS DBus Gui)
endif()
if (ENABLE_QT_TRANSLATION)
find_package(Qt6 REQUIRED COMPONENTS LinguistTools)
endif()
if (NOT DEFINED QT_TARGET_PATH)
get_target_property(qtcore_path Qt6::Core LOCATION_Release)
@ -625,27 +633,21 @@ if (ENABLE_QT)
## Components ##
# Best practice is to ask for all components at once, so they are from the same version
set(YUZU_QT_COMPONENTS Core Widgets Charts Concurrent Gui)
if (PLATFORM_LINUX OR PLATFORM_FREEBSD)
set(YUZU_QT_COMPONENTS Core Widgets Charts Concurrent)
if (PLATFORM_LINUX)
list(APPEND YUZU_QT_COMPONENTS DBus)
# yes Qt, we get it
set(QT_NO_PRIVATE_MODULE_WARNING ON)
list(APPEND YUZU_QT_OPTIONAL GuiPrivate)
endif()
if (YUZU_USE_QT_MULTIMEDIA)
list(APPEND YUZU_QT_COMPONENTS Multimedia)
endif()
if (YUZU_USE_QT_WEB_ENGINE)
list(APPEND YUZU_QT_COMPONENTS WebEngineCore WebEngineWidgets)
endif()
if (ENABLE_QT_TRANSLATION)
list(APPEND YUZU_QT_COMPONENTS LinguistTools)
endif()
find_package(Qt6 REQUIRED COMPONENTS ${YUZU_QT_COMPONENTS} OPTIONAL_COMPONENTS ${YUZU_QT_OPTIONAL})
find_package(Qt6 REQUIRED COMPONENTS ${YUZU_QT_COMPONENTS})
set(QT_MAJOR_VERSION 6)
# Qt6 sets cxx_std_17 and we need to undo that
set_target_properties(Qt6::Platform PROPERTIES INTERFACE_COMPILE_FEATURES "")
@ -713,12 +715,6 @@ endif()
add_subdirectory(src)
if (ENABLE_DEBUG_TOOLS)
add_subdirectory(tools/maxwell-disas)
add_subdirectory(tools/maxwell-spirv)
add_subdirectory(tools/maxwell-ir)
endif()
# Set yuzu project or yuzu-cmd project as default StartUp Project in Visual Studio depending on whether QT is enabled or not
if(ENABLE_QT)
set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT yuzu)
@ -734,8 +730,6 @@ endif()
# https://specifications.freedesktop.org/icon-theme-spec/icon-theme-spec-latest.html
# https://specifications.freedesktop.org/shared-mime-info-spec/shared-mime-info-spec-latest.html
# https://www.freedesktop.org/software/appstream/docs/
# TODO: Icon/install handling n such should be put into dist/CMakeLists.txt
if(ENABLE_QT AND UNIX AND NOT APPLE)
install(FILES "dist/dev.eden_emu.eden.desktop"
DESTINATION "share/applications")
@ -748,10 +742,3 @@ if(ENABLE_QT AND UNIX AND NOT APPLE)
install(FILES "dist/dev.eden_emu.eden.metainfo.xml"
DESTINATION "share/metainfo")
endif()
if (YUZU_INSTALL_UDEV_RULES)
include(GNUInstallDirs)
install(FILES "dist/72-eden-input.rules"
DESTINATION "${CMAKE_INSTALL_LIBDIR}/udev/rules.d")
endif()

View file

@ -715,8 +715,8 @@ function(AddCIPackage)
"${${ARTIFACT_PACKAGE}_SOURCE_DIR}" PARENT_SCOPE)
if (PKG_ARGS_MODULE)
list(PREPEND CMAKE_PREFIX_PATH "${${ARTIFACT_PACKAGE}_SOURCE_DIR}")
Propagate(CMAKE_PREFIX_PATH)
list(APPEND CMAKE_PREFIX_PATH "${${ARTIFACT_PACKAGE}_SOURCE_DIR}")
set(CMAKE_PREFIX_PATH ${CMAKE_PREFIX_PATH} PARENT_SCOPE)
endif()
else()
find_package(${ARTIFACT_PACKAGE} ${ARTIFACT_MIN_VERSION} REQUIRED)
@ -730,7 +730,7 @@ function(AddQt version)
endif()
AddCIPackage(
NAME qt
NAME Qt
PACKAGE Qt6
VERSION ${version}
MIN_VERSION 6
@ -740,8 +740,5 @@ function(AddQt version)
freebsd-amd64 solaris-amd64 openbsd-amd64
MODULE)
find_package(Qt6 REQUIRED PATHS ${Qt6_SOURCE_DIR} NO_DEFAULT_PATH)
Propagate(CMAKE_PREFIX_PATH)
Propagate(Qt6_SOURCE_DIR)
set(CMAKE_PREFIX_PATH ${CMAKE_PREFIX_PATH} PARENT_SCOPE)
endfunction()

View file

@ -1,6 +1,3 @@
# SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later
# SPDX-FileCopyrightText: 2023 Alexandre Bouvier <contact@amb.tf>
#
# SPDX-License-Identifier: GPL-3.0-or-later
@ -16,8 +13,7 @@ endif()
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(LLVM HANDLE_COMPONENTS CONFIG_MODE)
# Demangle only for Windows targets
if (WIN32 AND LLVM_FOUND AND LLVM_Demangle_FOUND AND NOT TARGET LLVM::Demangle)
if (LLVM_FOUND AND LLVM_Demangle_FOUND AND NOT TARGET LLVM::Demangle)
add_library(LLVM::Demangle INTERFACE IMPORTED)
target_compile_definitions(LLVM::Demangle INTERFACE ${LLVM_DEFINITIONS})
target_include_directories(LLVM::Demangle INTERFACE ${LLVM_INCLUDE_DIRS})

View file

@ -1,5 +1,5 @@
{
"openssl-ci": {
"openssl": {
"ci": true,
"package": "OpenSSL",
"name": "openssl",
@ -7,34 +7,6 @@
"version": "3.6.0-1cb0d36b39",
"min_version": "3"
},
"openssl-cmake": {
"repo": "jimmy-park/openssl-cmake",
"hash": "2cc185c924fd70e7d886257ca0caa42b3b8f7f712f2052b4f94dde74759e27022de76178460e18c9bdfc57c366583999e198fbb6052d4e7d91c099d15a0ca63e",
"git_version": "3.6.2",
"tag": "%VERSION%",
"bundled": true,
"options": [
"OPENSSL_CONFIGURE_OPTIONS threads"
],
"patches": [
"0001-cpmutil-compat.patch",
"0002-use-ccache.patch",
"0003-use-cmake-compiler-flags.patch",
"0004-use-shell-wrapper.patch"
]
},
"openssl": {
"repo": "openssl/openssl",
"package": "OpenSSL",
"min_version": "3",
"version": "3",
"hash": "29002ce50cb95a4f4f1d0e9d3f684401fbd4eac34203dc2eef3b6334af5d44aa46bf788b63a6f5c139c383eafb7269ae87a58a9a3ad5912903b9773e545ccc0a",
"git_version": "3.6.2",
"tag": "openssl-%VERSION%",
"patches": [
"0001-add-bundled-cert.patch"
]
},
"boost": {
"package": "Boost",
"repo": "boostorg/boost",
@ -140,8 +112,7 @@
"options": [
"QUAZIP_QT_MAJOR_VERSION 6",
"QUAZIP_INSTALL OFF",
"QUAZIP_ENABLE_QTEXTCODEC OFF",
"QUAZIP_BZIP2 OFF"
"QUAZIP_ENABLE_QTEXTCODEC OFF"
]
}
}

View file

@ -1,8 +0,0 @@
# SPDX-FileCopyrightText: 2023 yuzu Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
# Allow systemd-logind to manage user access to hidraw with this file
# On most systems, this file should be installed to /etc/udev/rules.d/72-eden-input.rules
# Consult your distro if this is not the case
KERNEL=="hidraw*", SUBSYSTEM=="hidraw", ENV{ID_INPUT_JOYSTICK}=="1", MODE="0660", TAG+="uaccess"

19
dist/72-yuzu-input.rules vendored Normal file
View file

@ -0,0 +1,19 @@
# SPDX-FileCopyrightText: 2023 yuzu Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
# Allow systemd-logind to manage user access to hidraw with this file
# On most systems, this file should be installed to /etc/udev/rules.d/72-yuzu-input.rules
# Consult your distro if this is not the case
# Switch Pro Controller (USB/Bluetooth)
KERNEL=="hidraw*", ATTRS{idVendor}=="057e", ATTRS{idProduct}=="2009", MODE="0660", TAG+="uaccess"
KERNEL=="hidraw*", KERNELS=="*057e:2009*", MODE="0660", TAG+="uaccess"
# Joy-Con L (Bluetooth)
KERNEL=="hidraw*", KERNELS=="*057e:2006*", MODE="0660", TAG+="uaccess"
# Joy-Con R (Bluetooth)
KERNEL=="hidraw*", KERNELS=="*057e:2007*", MODE="0660", TAG+="uaccess"
# Joy-Con Charging Grip (USB)
KERNEL=="hidraw*", ATTRS{idVendor}=="057e", ATTRS{idProduct}=="200e", MODE="0660", TAG+="uaccess"

View file

@ -6,8 +6,8 @@
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sodipodi:docname="base.svg.2026_01_12_14_43_47.0.svg"
inkscape:version="1.4.2 (ebf0e94, 2025-05-08)"
sodipodi:docname="1stanni.svg"
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inkscape:export-filename="base.svg.2026_01_12_14_43_47.0.svg"
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inkscape:export-ydpi="96"
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@ -116,33 +114,6 @@
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@ -165,16 +136,6 @@
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d="m 318.98012,441.7375 c -9.87518,-6.73978 -64.39137,-49.0272 -67.68975,-127.81978 -3.69298,-88.21893 15.36468,-141.91029 15.36468,-141.91029 0,0 16.00378,0.99513 39.80316,26.53195 23.79939,25.53753 37.74965,46.43102 37.74965,46.43102 3.91262,-19.79992 12.84563,-66.32402 -60.72865,-87.55523 0,0 12.82326,-5.38883 39.3925,-3.81382 26.56907,1.57572 81.6822,21.93799 81.6822,21.93799 0,0 -14.79766,-20.63773 -49.47063,-34.94295 -34.67291,-14.30533 -76.1182,0.23644 -76.1182,0.23644 0,0 3.86959,-12.43127 27.22669,-26.38478 23.35718,-13.9537 49.27409,-26.501533 49.27409,-26.501533 0,0 -21.97854,-0.26548 -47.67725,8.44535 -6.68948,2.267506 -13.15863,5.094213 -19.05208,8.226563 l 16.05803,-40.634103 -4.4617,-1.89059 -5.1305,-0.95965 c 0,0 -11.24072,33.12428 -16.92051,49.576513 -12.13137,7.68489 -20.11005,14.87735 -20.11005,14.87735 0,0 -21.90573,-25.09227 -42.79668,-35.527803 -26.03412,-13.00525 -86.88249,-13.90359 -94.0044,10.401173 0,0 13.56804,-7.884703 34.70032,-2.080917 21.13214,5.803997 30.3644,9.287307 30.3644,9.287307 l 29.02989,-5.30681 -7.89811,8.95527 c 0,0 13.8496,7.21324 21.33822,13.68063 7.48859,6.46722 10.9757,10.11472 10.9757,10.11472 0,0 -13.02739,-4.39388 -53.03507,-1.40893 -40.00771,2.98473 -79.40016,45.60209 -79.40016,45.60209 0,0 38.57037,-12.93531 61.34393,-17.24677 22.77354,-4.31126 44.52166,-6.46757 44.52166,-6.46757 0,0 -17.23298,5.97003 -35.69792,31.00932 -18.46522,25.03987 -13.13146,64.83866 -13.13146,64.83866 0,0 29.33874,-47.7577 57.44675,-63.84249 28.10798,-16.08527 34.0799,-15.6238 34.0799,-15.6238 0,0 -22.56785,39.13486 -31.39017,101.98268 -8.03005,57.2039 26.77689,163.75449 31.1572,178.89699"
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@ -136,16 +136,6 @@ cmake -S . -B build -G "<GENERATOR>" -DCMAKE_C_COMPILER=clang-cl -DCMAKE_CXX_COM
<img src="https://user-images.githubusercontent.com/42481638/216899275-d514ec6a-e563-470e-81e2-3e04f0429b68.png" width="500">
</details>
#### Option D: Visual Studio with clang-cl
<details>
1. Install `"x64 Native Tools Command Prompt"` for VS from the installer and also install `cmake-gui`.
2. Open `"x64 Native Tools Command Prompt"` and type `cmake-gui`.
3. Click configure choose ninja generator > specify native compilers.
4. Put `"C:/Program Files/Microsoft Visual Studio/18/Community/VC/Tools/Llvm/x64/bin/clang-cl.exe"` as your C/C++ compiler path.
5. Open `Visual studio > Open project` or Solution > Change to search for the CMake project file (`CMakeList.txt`) file on the cloned directory, and then build.
</details>
## Troubleshooting
If your initial configure failed:

View file

@ -46,7 +46,7 @@ Qt Widgets appears to be broken. For now, add `-DENABLE_QT=OFF` to your configur
This is needed for some dependencies that call cc directly (tz):
```sh
echo '#!/bin/sh -e' >cc
echo '#!/bin/sh' >cc
echo 'gcc $@' >>cc
chmod +x cc
export PATH="$PATH:$PWD"
@ -65,13 +65,14 @@ export LIBGL_ALWAYS_SOFTWARE=1
```
- Modify the generated ffmpeg.make (in build dir) if using multiple threads (base system `make` doesn't use `-j4`, so change for `gmake`).
- If using OpenIndiana, due to a bug in SDL2's CMake configuration, audio driver defaults to SunOS `<sys/audioio.h>`, which does not exist on OpenIndiana. Using external or bundled SDL2 may solve this.
- System OpenSSL generally does not work. Instead, use `-DYUZU_USE_BUNDLED_OPENSSL=ON` to use a bundled static OpenSSL, or build a system dependency from source.
## OmniOS
Install `developer/gcc14` on OmniOS using pkgsrc.
Since so many dependencies are missing on `OmniOS`, you may wish to use `-DCPMUTIL_FORCE_BUNDLED=ON`
Since so many dependencies are missing on `OmniOS`, you may wish to use `-DCPMUTIL_FORCE_BUNDLED=ON -DYUZU_USE_EXTERNAL_SDL2=ON`
For OmniOS you are required to build glslang yourself:
```sh

View file

@ -69,6 +69,29 @@ Expressions can be `variable_names` or `1234` (numbers) or `*var` (dereference o
For more information type `info gdb` and read [the man page](https://man7.org/linux/man-pages/man1/gdb.1.html).
# RenderDoc (Graphic Debugging Tool)
## Simple checklist for debugging black screens using Renderdoc
Guidelines for graphical debugging using RenderDoc: **[RenderDoc usage](./RenderDoc.md)**
Renderdoc is a free, cross platform, multi-graphics API debugger. It is an invaluable tool for diagnosing issues with graphics applications, and includes support for Vulkan. Get it at [renderdoc.org](https://renderdoc.org).
Before using renderdoc to diagnose issues, it is always good to make sure there are no validation errors. Any errors means the behavior of the application is undefined. That said, renderdoc can help debug validation errors if you do have them.
When debugging a black screen, there are many ways the application could have setup Vulkan wrong.
Here is a short checklist of items to look at to make sure are appropriate:
- Draw call counts are correct (aka not zero, or if rendering many triangles, not 3)
- Vertex buffers are bound
- vertex attributes are correct - Make sure the size & offset of each attribute matches what should it should be
- Any bound push constants and descriptors have the right data - including:
- Matrices have correct values - double check the model, view, & projection matrices are uploaded correctly
- Pipeline state is correct
- viewport range is correct - x,y are 0,0; width & height are screen dimensions, minDepth is 0, maxDepth is 1, NDCDepthRange is 0,1
- Fill mode matches expected - usually solid
- Culling mode makes sense - commonly back or none
- The winding direction is correct - typically CCW (counter clockwise)
- Scissor region is correct - usually same as viewport's x,y,width, &height
- Blend state is correct
- Depth state is correct - typically enabled with Function set to Less than or Equal
- Swapchain images are bound when rendering to the swapchain
- Image being rendered to is the same as the one being presented when rendering to the swapchain
Alternatively, a [RenderDoc Extension](https://github.com/baldurk/renderdoc-contrib/tree/main/baldurk/whereismydraw) ([Archive](https://web.archive.org/web/20250000000000*/https://github.com/baldurk/renderdoc-contrib/tree/main/baldurk/whereismydraw)) exists which automates doing a lot of these manual steps.

View file

@ -16,7 +16,7 @@ To build Eden, you MUST have a C++ compiler.
The following additional tools are also required:
* **[CMake](https://www.cmake.org/)** 3.31+ - already included with the Android SDK
* **[CMake](https://www.cmake.org/)** 3.22+ - already included with the Android SDK
* **[Git](https://git-scm.com/)** for version control
* **[Windows installer](https://gitforwindows.org)**
* **[Python3](https://www.python.org/downloads/)** 3.10+ - necessary to download external repositories
@ -35,11 +35,6 @@ If you are on desktop and plan to use the Qt frontend, you *must* install Qt 6,
* For help setting up Qt Creator, run `./install.sh -h qtcreator`
* If you're using clang-cl and want to still use MSVC
* Check the option to add "C++ clang compiler for Windows" on Visual Studio installer and uncheck "x64/x86 build tool for MSVC" while selecting "C++ desktop developement tools" and change Visual Studio to 2026, from 2022.
* At qt creator section generator tab change Visual Studio 17 2022 to 2026.
* Finally, to use clang-cl: `cmake -S . -B build -G "Visual Studio 17 2026" -T ClangCL`
If you are on **Windows** and building with **MSVC** or **clang-cl**, you may go [back home](Build.md) and continue.
## Externals
@ -47,7 +42,7 @@ If you are on **Windows** and building with **MSVC** or **clang-cl**, you may go
The following are handled by Eden's externals:
* [FFmpeg](https://ffmpeg.org/) (should use `-DYUZU_USE_EXTERNAL_FFMPEG=ON`)
* [SDL3](https://www.libsdl.org/download-2.0.php) 3.2.10+ (Use `-DYUZU_USE_BUNDLED_SDL2=ON` to reduce compile time)
* [SDL2](https://www.libsdl.org/download-2.0.php) 2.0.18+ (should use `-DYUZU_USE_EXTERNAL_SDL2=ON` OR `-DYUZU_USE_BUNDLED_SDL2=ON` to reduce compile time)
All other dependencies will be downloaded and built by [CPM](https://github.com/cpm-cmake/CPM.cmake/) if `YUZU_USE_CPM` is on, but will always use system dependencies if available (UNIX-like only):
@ -123,7 +118,7 @@ sudo emerge -a \
dev-util/spirv-tools dev-util/spirv-headers dev-util/vulkan-headers \
dev-util/vulkan-utility-libraries dev-util/glslang \
media-gfx/renderdoc media-libs/libva media-libs/opus media-video/ffmpeg \
media-libs/VulkanMemoryAllocator media-libs/libsdl3 media-libs/cubeb \
media-libs/VulkanMemoryAllocator media-libs/libsdl2 media-libs/cubeb \
net-libs/enet \
sys-libs/zlib \
dev-cpp/nlohmann_json dev-cpp/simpleini dev-cpp/cpp-httplib dev-cpp/cpp-jwt \
@ -142,8 +137,7 @@ Required USE flags:
* `dev-qt/qtbase network concurrent dbus gui widgets`
* `dev-libs/quazip qt6`
* `media-libs/libsdl3 haptic joystick sound video`
* Adding `X vulkan udev opengl` is recommended but not required
* `media-libs/libsdl2 haptic joystick sound video`
* `dev-cpp/cpp-httplib ssl`
[Caveats](./Caveats.md#gentoo-linux)
@ -154,7 +148,7 @@ Required USE flags:
<summary>Arch Linux</summary>
```sh
sudo pacman -Syu --needed base-devel boost catch2 cmake enet ffmpeg fmt git glslang libzip lz4 ninja nlohmann-json openssl opus qt6-base qt6-multimedia qt6-charts sdl3 zlib zstd zip unzip vulkan-headers vulkan-utility-libraries libusb spirv-tools spirv-headers
sudo pacman -Syu --needed base-devel boost catch2 cmake enet ffmpeg fmt git glslang libzip lz4 ninja nlohmann-json openssl opus qt6-base qt6-multimedia qt6-charts sdl2 zlib zstd zip unzip vulkan-headers vulkan-utility-libraries libusb spirv-tools spirv-headers
```
* Building with QT Web Engine requires `qt6-webengine` as well.
@ -167,10 +161,10 @@ sudo pacman -Syu --needed base-devel boost catch2 cmake enet ffmpeg fmt git glsl
<summary>Ubuntu, Debian, Mint Linux</summary>
```sh
sudo apt-get install autoconf cmake g++ gcc git glslang-tools libglu1-mesa-dev libhidapi-dev libpulse-dev libtool libudev-dev libxcb-icccm4 libxcb-image0 libxcb-keysyms1 libxcb-render-util0 libxcb-xinerama0 libxcb-xkb1 libxext-dev libxkbcommon-x11-0 mesa-common-dev nasm ninja-build qt6-base-private-dev catch2 libfmt-dev liblz4-dev nlohmann-json3-dev libzstd-dev libssl-dev libavfilter-dev libavcodec-dev libswscale-dev pkg-config zlib1g-dev libva-dev libvdpau-dev qt6-tools-dev qt6-charts-dev libvulkan-dev spirv-tools spirv-headers libusb-1.0-0-dev libxbyak-dev libboost-dev libboost-fiber-dev libboost-context-dev libsdl3-dev libopus-dev libasound2t64 vulkan-utility-libraries-dev
sudo apt-get install autoconf cmake g++ gcc git glslang-tools libglu1-mesa-dev libhidapi-dev libpulse-dev libtool libudev-dev libxcb-icccm4 libxcb-image0 libxcb-keysyms1 libxcb-render-util0 libxcb-xinerama0 libxcb-xkb1 libxext-dev libxkbcommon-x11-0 mesa-common-dev nasm ninja-build qt6-base-private-dev catch2 libfmt-dev liblz4-dev nlohmann-json3-dev libzstd-dev libssl-dev libavfilter-dev libavcodec-dev libswscale-dev pkg-config zlib1g-dev libva-dev libvdpau-dev qt6-tools-dev qt6-charts-dev libvulkan-dev spirv-tools spirv-headers libusb-1.0-0-dev libxbyak-dev libboost-dev libboost-fiber-dev libboost-context-dev libsdl2-dev libopus-dev libasound2t64 vulkan-utility-libraries-dev
```
* Ubuntu 26.04, Linux Mint 22.3, or Debian 13 or later is required.
* Ubuntu 22.04, Linux Mint 20, or Debian 12 or later is required.
* To enable QT Web Engine, add `-DYUZU_USE_QT_WEB_ENGINE=ON` when running CMake.
</details>
@ -191,13 +185,13 @@ AlmaLinux (use `YUZU_USE_CPM=ON`):
sudo dnf install epel-release dnf-utils
# (run rpmfusion installation afterwards)
# vvv - This will work for most systems
sudo dnf install autoconf cmake libtool libudev cmake gcc gcc-c++ qt6-qtbase-devel zlib-devel openssl-devel boost SDL3 ffmpeg-devel libdrm glslang jq patch
sudo dnf install autoconf cmake libtool libudev cmake gcc gcc-c++ qt6-qtbase-devel zlib-devel openssl-devel boost SDL2 ffmpeg-devel libdrm glslang jq patch
# Qt6 private GUI must be taken from CRB repos
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: `SDL3-devel pkg-config fmt-dev nlohmann-json-dev`.
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.
@ -214,7 +208,7 @@ First, enable the community repository; [see here](https://wiki.alpinelinux.org/
# Enable the community repository
setup-apkrepos -c
# Install
apk add g++ git cmake make mesa-dev qt6-qtbase-dev qt6-qtbase-private-dev libquazip1-qt6 ffmpeg-dev qt6-charts-dev libusb-dev libtool boost-dev sdl3-dev zstd-dev vulkan-utility-libraries spirv-tools-dev openssl-dev nlohmann-json lz4-dev opus-dev jq patch
apk add g++ git cmake make mesa-dev qt6-qtbase-dev qt6-qtbase-private-dev libquazip1-qt6 ffmpeg-dev qt6-charts-dev libusb-dev libtool boost-dev sdl2-dev zstd-dev vulkan-utility-libraries spirv-tools-dev openssl-dev nlohmann-json lz4-dev opus-dev jq patch
```
</details>
@ -222,7 +216,7 @@ apk add g++ git cmake make mesa-dev qt6-qtbase-dev qt6-qtbase-private-dev libqua
<summary>Void Linux</summary>
```sh
xbps-install -Su git make cmake clang pkg-config patch SPIRV-Tools-devel SPIRV-Headers lz4 liblz4-devel boost-devel ffmpeg6-devel catch2 Vulkan-Utility-Libraries Vulkan-Headers glslang openssl-devel SDL3-devel quazip-qt6-devel qt6-base-devel qt6-qt5compat-devel qt6-charts-devel fmt-devel json-c++ libenet-devel libusb-devel
xbps-install -Su git make cmake clang pkg-config patch SPIRV-Tools-devel SPIRV-Headers lz4 liblz4-devel boost-devel ffmpeg6-devel catch2 Vulkan-Utility-Libraries Vulkan-Headers glslang openssl-devel SDL2-devel quazip-qt6-devel qt6-base-devel qt6-qt5compat-devel qt6-charts-devel fmt-devel json-c++ libenet-devel libusb-devel
```
Yes, `nlohmann-json` is just named `json-c++`. Why?
@ -243,7 +237,7 @@ If you're going for a pure build (i.e no downloaded deps), use `-DYUZU_USE_CPM=O
Install dependencies from **[Homebrew](https://brew.sh/)**
```sh
brew install autoconf automake boost ffmpeg fmt glslang hidapi libtool libusb lz4 ninja nlohmann-json openssl pkg-config qt@6 sdl3 speexdsp zlib zstd cmake Catch2 molten-vk vulkan-loader spirv-tools
brew install autoconf automake boost ffmpeg fmt glslang hidapi libtool libusb lz4 ninja nlohmann-json openssl pkg-config qt@6 sdl2 speexdsp zlib zstd cmake Catch2 molten-vk vulkan-loader spirv-tools
```
If you are compiling on Intel Mac, or are using a Rosetta Homebrew installation, you must replace all references of `/opt/homebrew` with `/usr/local`.
@ -260,7 +254,7 @@ brew install molten-vk
<details>
<summary>FreeBSD</summary>
As root run: `pkg install devel/cmake sdl3 devel/boost-libs devel/catch2 devel/libfmt devel/nlohmann-json devel/ninja devel/nasm devel/autoconf devel/pkgconf devel/qt6-base devel/qt6-charts 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 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/qt6-charts 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 vulkan-headers quazip-qt6`
If using FreeBSD 12 or prior, use `devel/pkg-config` instead.
@ -270,11 +264,7 @@ If using FreeBSD 12 or prior, use `devel/pkg-config` instead.
<details>
<summary>NetBSD</summary>
For NetBSD +10.1:
```sh
pkgin install git cmake boost fmtlib SDL3 catch2 libjwt spirv-headers spirv-tools ffmpeg7 libva nlohmann-json jq libopus qt6 cpp-httplib lz4 vulkan-headers nasm autoconf enet pkg-config libusb1 libcxx frozen
```
For NetBSD +10.1: `pkgin install git cmake boost fmtlib SDL2 catch2 libjwt spirv-headers spirv-tools ffmpeg7 libva nlohmann-json jq libopus qt6 cpp-httplib lz4 vulkan-headers nasm autoconf enet pkg-config libusb1 libcxx`.
[Caveats](./Caveats.md#netbsd).
@ -284,7 +274,7 @@ pkgin install git cmake boost fmtlib SDL3 catch2 libjwt spirv-headers spirv-tool
```sh
pkg_add -u
pkg_add cmake nasm git boost unzip--iconv autoconf-2.72p0 bash ffmpeg glslang gmake qt6 jq fmt nlohmann-json enet boost vulkan-utility-libraries vulkan-headers spirv-headers spirv-tools catch2 sdl3 libusb1-1.0.29 quazip-qt6
pkg_add cmake nasm git boost unzip--iconv autoconf-2.72p0 bash ffmpeg glslang gmake qt6 jq fmt nlohmann-json enet boost vulkan-utility-libraries vulkan-headers spirv-headers spirv-tools catch2 sdl2 libusb1-1.0.29
```
[Caveats](./Caveats.md#openbsd).
@ -294,7 +284,7 @@ pkg_add cmake nasm git boost unzip--iconv autoconf-2.72p0 bash ffmpeg glslang gm
<summary>DragonFlyBSD</summary>
```sh
pkg install gcc14 git cmake unzip nasm autoconf bash pkgconf ffmpeg glslang gmake jq nlohmann-json enet spirv-tools sdl3 vulkan-utility-libraries vulkan-headers catch2 libfmt openssl liblz4 boost-libs cpp-httplib qt6-base qt6-charts quazip-qt6 unordered-dense libva-vdpau-driver libva-utils libva-intel-driver
pkg install gcc14 git cmake unzip nasm autoconf bash pkgconf ffmpeg glslang gmake jq nlohmann-json enet spirv-tools sdl2 vulkan-utility-libraries vulkan-headers catch2 libfmt openssl liblz4 boost-libs cpp-httplib qt6-base qt6-charts quazip-qt6 unordered-dense libva-vdpau-driver libva-utils libva-intel-driver
```
[Caveats](./Caveats.md#dragonflybsd).
@ -304,7 +294,7 @@ pkg install gcc14 git cmake unzip nasm autoconf bash pkgconf ffmpeg glslang gmak
<summary>OpenIndiana</summary>
```sh
sudo pkg install git cmake qt6 boost glslang libzip library/lz4 libusb-1 nlohmann-json openssl opus sdl3 zlib compress/zstd unzip pkg-config nasm autoconf mesa library/libdrm header-drm developer/fmt
sudo pkg install git cmake qt6 boost glslang libzip library/lz4 libusb-1 nlohmann-json openssl opus sdl2 zlib compress/zstd unzip pkg-config nasm autoconf mesa library/libdrm header-drm developer/fmt
```
[Caveats](./Caveats.md#openindiana).
@ -328,7 +318,7 @@ sudo pkgin install git cmake autoconf build-essential libusb-1 nasm gcc13
```sh
BASE="git make autoconf libtool automake-wrapper jq patch"
MINGW="qt6-base qt6-charts qt6-tools qt6-translations qt6-svg cmake toolchain clang python-pip openssl vulkan-memory-allocator vulkan-devel glslang boost fmt lz4 nlohmann-json zlib zstd enet opus libusb unordered_dense openssl SDL3"
MINGW="qt6-base qt6-charts qt6-tools qt6-translations qt6-svg cmake toolchain clang python-pip openssl vulkan-memory-allocator vulkan-devel glslang boost fmt lz4 nlohmann-json zlib zstd enet opus libusb unordered_dense openssl SDL2"
# Either x86_64 or clang-aarch64 (Windows on ARM)
packages="$BASE"
for pkg in $MINGW; do
@ -354,7 +344,7 @@ pacman -Syuu --needed --noconfirm $packages
<summary>HaikuOS</summary>
```sh
pkgman install git cmake patch libfmt_devel nlohmann_json lz4_devel opus_devel boost1.90_devel vulkan_devel qt6_base_devel qt6_declarative_devel libsdl3_devel ffmpeg7_devel libx11_devel enet_devel catch2_devel quazip1_qt5_devel qt6_5compat_devel glslang qt6_devel qt6_charts_devel cubeb_devel simpleini quazip_qt6_devel
pkgman install git cmake patch libfmt_devel nlohmann_json lz4_devel opus_devel boost1.90_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 glslang qt6_devel qt6_charts_devel
```
[Caveats](./Caveats.md#haikuos).
@ -365,11 +355,9 @@ pkgman install git cmake patch libfmt_devel nlohmann_json lz4_devel opus_devel b
```sh
sudo pkg update
sudo pkg install git cmake ffmpeg6 zlib llvm18
sudo pkg install git cmake ffmpeg6 sdl2 zlib llvm18
```
RedoxOS currently does not support SDL3. You will have to compile it yourself and pray.
[Caveats](./Caveats.md#redoxos).
</details>

View file

@ -1,31 +0,0 @@
# HOS Kernel
In brief, the HOS kernel is a microkernel, all services and programs run in userspace, the primary way to do communication between these is via `HIPC` (not covered here); otherwise most of the primitives reside in the forms of syscalls invoked via `svc #imm`. The kernel supports both 32-bit and 64-bit programs, and has the capacity to use 32, 36 and 39 bits of address space for spawned processes. Most of the networking stack is based off FreeBSD's network stack.
The emulator implements the majority of the syscalls pertaining to the HOS kernel itself. When we talk about the HOS Kernel (in the context of the emulator) we are strictly speaking about the mechanisms from which syscalls are handled (and it's subsequent side effects, such as the page table book-keeping). The emulator at it's current state is unable to load a custom low-level kernel and do supervisor-level emulation.
Most programs in NX eventually invoke an `svc`, which, depending on it's immediate value, will go on to be dispatched into one of the specific syscall handlers.
These can be seen in [svc.cpp](/src/core/hle/kernel/svc.cpp). All of these correspond to syscalls which userspace programs may perform.
In turn, these syscalls create the mechanisms that allows programs to use CMIF/TIPC as their primary IPC form to contact other services/processes running on the system, the details of which will not be covered here, but you can consult the relevant [SwitchBrew article: 'HIPC'](https://switchbrew.org/wiki/HIPC).
From the point of view of the programs, no special devices (such as PCIE, Realtek drivers, Bluetooth or USB) has to be handled by the emulator; this is because most of the fun occurs in specialized services such as `usb:u` or `pcie` services. Which aren't emulated (yet).
Due to the nature of syscalls, many of them interact with memory. The emulated kernel has an internal tree-like structure, borrowed from FreeBSD's intrusive red-black tree; this is used to track and find mappings added or removed. Thus most of the process space is emulated in this way.
The kernel keeps it's own separate pagetable, in a traditional sense, each process has it's own pagetable, this is true for HOS as well.
Every process keeps it's own tracking of the following structures:
- Name (13 characters)
- 64-bit ID
- A handle table
- Exclusive monitor
- Threads
- Held locks
- Thread local pages
- A page table for each process
The emulator willingly restricts itself to only use 4 threads (to emulate 4 cores), this is because most existing applications do not benefit greatly from the added core count, and in fact can be detrimental due to extra contention. This translates equitatively to about 4 `ArmInterface` slots for each process, these are then redirected to whatever is the last `pc` of the last thread running on the core is meant to be; proceed to run it, then when returning (due to halt or interruption), proceed to reschedule the thread.
The scheduler as-is isn't 100% faithful to the original (for example the original is cooperative and not preemptive), and has great timing variance (especially due to the fact the emulator can run in systems with wildly different timings).

View file

@ -853,8 +853,6 @@ Texture Query.
Vote Across SIMD Thread Group
`VOTE_vtg` is a kepler leftover.
# VSET
`0100 000- ---- ----`

View file

@ -29,7 +29,8 @@ These options control dependencies.
- `YUZU_TZDB_PATH` (string) Path to a pre-downloaded timezone database (useful for nixOS and Gentoo)
- `YUZU_USE_BUNDLED_MOLTENVK` (ON, macOS only) Download bundled MoltenVK lib
- `YUZU_USE_BUNDLED_OPENSSL` (ON for MSVC, Android, Solaris, and OpenBSD) Download bundled OpenSSL build
- `YUZU_USE_BUNDLED_SDL3` (ON for MSVC) Download a prebuilt SDL3
- `YUZU_USE_EXTERNAL_SDL2` (OFF) Compiles SDL2 from source
- `YUZU_USE_BUNDLED_SDL2` (ON for MSVC) Download a prebuilt SDL2
### Miscellaneous
@ -43,9 +44,6 @@ These options control dependencies.
- UNIX may be better off appending `-flto=thin` to compiler args
- `USE_FASTER_LINKER` (OFF) Check if a faster linker is available
- Not recommended outside of Linux
- `YUZU_INSTALL_UDEV_RULES` (OFF) Install udev rules to enable hidraw access
- Needed for gyroscopes
- Only available on Linux
### Flavors
@ -62,7 +60,7 @@ These options control executables and build flavors.
**Desktop only**:
- `YUZU_CMD` (ON) Compile the SDL-based frontend (eden-cli)
- `YUZU_CMD` (ON) Compile the SDL2 frontend (eden-cli)
- `YUZU_ROOM` (OFF) Compile dedicated room functionality into the main executable
- `YUZU_ROOM_STANDALONE` (OFF) Compile a separate executable for room functionality
- `YUZU_STATIC_ROOM` (OFF) Compile the room executable *only* as a static, portable executable
@ -98,6 +96,5 @@ The following options were a part of Eden at one point, but have since been reti
- `ENABLE_SDL2` - While technically possible to *not* use SDL2 on desktop, this is **NOT** a supported configuration under any means, and adding this matrix to our build system was not worth the effort.
- `YUZU_USE_CPM` - This option once had a purpose, but that purpose has long since passed us by. *All* builds use CPMUtil to manage dependencies now.
- If you want to *force* the usage of system dependencies, use `-DCPMUTIL_FORCE_SYSTEM=ON`.
- `YUZU_USE_EXTERNAL_SDL` - This is now handled automatically. It was included even after CPM for purposes that have not applied for a very long time.
See `src/dynarmic/CMakeLists.txt` for additional options--usually, these don't need changed

View file

@ -2,27 +2,21 @@
Are you just a casual user? Take a look at our [User Handbook](./user) then!
If you want to register/signup as a contributor, take a gander at the [signup guide](./SIGNUP.md).
This contains documentation created by developers. This contains build instructions, guidelines, instructions/layouts for [cool stuff we made](./CPMUtil), and more.
- **[General Build Instructions](./Build.md)**
- **[CMake Options](./Options.md)**
- **[Cross Compiling](./CrossCompile.md)**
- **[Development Guidelines](./Development.md)**
- **[Dependencies](./Deps.md)**
- **[General Build Instructions](Build.md)**
- **[CMake Options](Options.md)**
- **[Cross Compiling](CrossCompile.md)**
- **[Development Guidelines](Development.md)**
- **[Dependencies](Deps.md)**
- **[Debug Guidelines](./Debug.md)**
- **[RenderDoc usage](./RenderDoc.md)**
- **[CPM - CMake Package Manager](./CPMUtil)**
- **[Platform-Specific Caveats](./Caveats.md)**
- **[Platform-Specific Caveats](Caveats.md)**
- **[The NVIDIA SM86 (Maxwell) GPU](./NvidiaGpu.md)**
- **[Dynarmic](./dynarmic)**
- **[Cross compilation](./CrossCompile.md)**
- **[Driver Bugs](./DriverBugs.md)**
- **[Building Older Commits](./build/OlderCommits.md)**
- Subsystems:
- **[Dynarmic](./dynarmic/README.md)**
- **[HOS Kernel](./HosKernel.md)**
- **[Settings](./Settings.md)**
## Policies
@ -31,12 +25,3 @@ Policies and information on development.
- **[AI and LLM Usage](./policies/AI.md)**
- **[Release Policy](./policies/Release.md)**
- **[Coding guidelines](./policies/Coding.md)**
- **[Coding Style guidelines](./policies/CodingStyle.md)**
## Externals
Other useful resources in general, take a quick read if you need.
- **[SwitchBrew](https://switchbrew.org/wiki/Main_Page)**
- **[IPS file format](https://zerosoft.zophar.net/ips.php)**
- **[IPSwitch file format](https://github.com/3096/ipswitch)**

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@ -1,52 +0,0 @@
# RenderDoc
Renderdoc is a free, cross platform, multi-graphics API debugger. It is an invaluable tool for diagnosing issues with graphics applications, and includes support for Vulkan. Get it at [renderdoc.org](https://renderdoc.org).
RenderDoc can capture Eden's Vulkan output when its Vulkan layer is loaded before Eden creates the Vulkan device. Before using renderdoc to diagnose issues, it is always good to make sure there are no validation errors. Any errors means the behavior of the application is undefined. That said, renderdoc can help debug validation errors if you do have them.
## Usage on Windows
You can either use RenderDoc UI to launch eden, or you can make eden attach it internally:
On Windows PowerShell:
```powershell
$env:ENABLE_VULKAN_RENDERDOC_CAPTURE='1'
.\eden.exe
```
When RenderDoc is attached, Eden logs the default Windows capture folder:
```text
%LOCALAPPDATA%\Temp\RenderDoc
```
Press RenderDoc's capture hotkey, usually `F12`, to capture a frame. To stop using RenderDoc, close Eden and launch it again without `ENABLE_VULKAN_RENDERDOC_CAPTURE`.
## Eden Hotkey
Eden also has a separate `Toggle Renderdoc Capture` hotkey behind the debug setting `renderdoc_hotkey`.
That hotkey does not load or unload RenderDoc. It only toggles Eden's own manual capture through RenderDoc's API:
- first press: starts a capture
- second press: ends that capture
## Simple checklist for debugging black screens using Renderdoc
When debugging a black screen, there are many ways the application could have setup Vulkan wrong.
Here is a short checklist of items to look at to make sure are appropriate:
- Draw call counts are correct (aka not zero, or if rendering many triangles, not 3)
- Vertex buffers are bound
- vertex attributes are correct - Make sure the size & offset of each attribute matches what should it should be
- Any bound push constants and descriptors have the right data - including:
- Matrices have correct values - double check the model, view, & projection matrices are uploaded correctly
- Pipeline state is correct
- viewport range is correct - x,y are 0,0; width & height are screen dimensions, minDepth is 0, maxDepth is 1, NDCDepthRange is 0,1
- Fill mode matches expected - usually solid
- Culling mode makes sense - commonly back or none
- The winding direction is correct - typically CCW (counter clockwise)
- Scissor region is correct - usually same as viewport's x,y,width, &height
- Blend state is correct
- Depth state is correct - typically enabled with Function set to Less than or Equal
- Swapchain images are bound when rendering to the swapchain
- Image being rendered to is the same as the one being presented when rendering to the swapchain
Alternatively, a [RenderDoc Extension](https://github.com/baldurk/renderdoc-contrib/tree/main/baldurk/whereismydraw) ([Archive](https://web.archive.org/web/20250000000000*/https://github.com/baldurk/renderdoc-contrib/tree/main/baldurk/whereismydraw)) exists which automates doing a lot of these manual steps.

View file

@ -1,327 +0,0 @@
# Settings
> [!WARNING]
> This guide is intended for developers ONLY. If you're looking for configuring the emulator itself, please read **[the user handbook](./user/README.md)**.
Settings on the emulator are very important, toggles and such can be used to guard and/or add branches to paths where some games may crash while others won't, and viceversa.
However, this process can be tedious for those unfamiliar; this document serves as a outline/documentation for the settings subsystem.
## Index
* [Adding Debug Knobs](#adding-debug-knobs)
* [Advantages](#advantages)
* [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)
* [Terminology and user communication](#terminology-and-user-communication)
* [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)
* [Best Practices](#best-practices)
* [Adding Boolean Settings Toggles](#adding-boolean-settings-toggles)
* [Step 1 - Common Setting](#step-1-common-setting)
* [Step 2 - Qt Toggle](#step-2-qt-toggle)
* [Step 3 - Kotlin (Android)](#step-3-kotlin-android)
* [Step 3.1 - BooleanSetting.kt](#step-3-1-booleansetting-kt)
* [Step 3.2 - SettingsItem.kt](#step-3-2-settingsitem-kt)
* [Step 3.3 - SettingsFragmentPresenter.kt](#step-3-3-settingsfragmentpresenter-kt)
* [Step 3.4 - Localization](#step-3-4-localization)
* [Step 4 - Use Your Toggle](#step-4-use-your-toggle)
* [Best Practices](#best-practices)
## Adding Boolean Settings Toggles
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.
---
### Step 1 - Common Setting
Firstly add your desired toggle:
Example: `src/common/setting.h`
```cpp
SwitchableSetting<bool> your_setting_name{linkage, false, "your_setting_name", Category::RendererExtensions};
```
Remember to add your toggle to the appropriate category, for example:
Common Categories:
* Category::Renderer
* Category::RendererAdvanced
* Category::RendererExtensions
* Category::System
* Category::Core
> [!WARNING]
> If you wish for your toggle to be `on by default` then change `false` to `true` after `linkage,`.
---
### Step 2 - Qt Toggle
Add the toggle to the Qt UI, where you wish for it to appear and place it there.
Example: `src/qt_common/config/shared_translation.cpp`
```cpp
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
---
### Step 3 - Kotlin (Android)
#### Step 3.1 - BooleanSetting.kt
Add where it should be in the settings.
Example: `src/android/app/src/main/java/org/yuzu/yuzu_emu/features/settings/model/BooleanSetting.kt`
```kts
RENDERER_YOUR_SETTING_NAME("your_setting_name"),
```
#### Make sure to:
* Ensure the prefix naming matches the intended category.
---
#### Step 3.2 - SettingsItem.kt
Add the toggle to the Kotlin (Android) UI
Example: `src/android/app/src/main/java/org/yuzu/yuzu_emu/features/settings/model/view/SettingsItem.kt`
```kts
put(
SwitchSetting(
BooleanSetting.RENDERER_YOUR_SETTING_NAME,
titleId = R.string.your_setting_name,
descriptionId = R.string.your_setting_name_description
)
)
```
---
#### Step 3.3 - SettingsFragmentPresenter.kt
Add your setting within the right category.
Example: `src/android/app/src/main/java/org/yuzu/yuzu_emu/features/settings/ui/SettingsFragmentPresenter.kt`
```kts
add(BooleanSetting.RENDERER_YOUR_SETTING_NAME.key)
```
> [!WARNING]
> Remember, placing matters! Settings appear in the order of where you add them.
---
#### Step 3.4 - Localization
Add your setting and description in the appropriate place.
Example: `src/android/app/src/main/res/values/strings.xml`
```xml
<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 4 - 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:
```cpp
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!
## 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.
---
### 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
//cpp side
#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);
```
```kts
//kotlin side
import org.yuzu.yuzu_emu.features.settings.model.Settings
// Check if bit x is set
bool feature_enabled = Settings.getDebugKnobAt(x); //x as integer from 0 to 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)
### Terminology and user communication
There are two main confusions when talking about knobs:
#### Whether it's zero-based or one-based
Sometimes when an user reports: knobs 1 and 2 gets better performance, dev may get confuse whether he means the knobs 1 and 2 literally, or the 1st and 2nd knobs (knobs 0 and 1).
Debug knobs are **zero-based**, which means:
* The first knob is the knob(0) (or knob0 henceforth), and the last one is the 15 (knob15, likewise)
* You can talk: "knob0 is enabled/disabled", "In this video i was using only knobs 0 and 2", etc.
#### Whether one is talking about the knob itself or about the entire parameter value (which represents all knobs)
Sometimes when an user reports: knob 3 results, it's unclear whether he's referring to knob setting with value 3 (which means both knob 0 and 1 are enabled), or to knob(3) specifically.
Whenever you're instructing tests or reporting results, be precise about whether one you're talking to avoid confusion:
#### Setting based terminology
ALWAYS use the word in PLURAL (knobs), without mentioning which one, to refer to the setting, aka multiple knobs at once:
Examples:
- **knobs=0**: no knobs enabled
- **knobs=1**: knob0 enabled, others disabled
- **knobs=2**: knob1 enabled, others disabled
- **knobs=3**: knobs 0 and 1 enabled, others disabled
...
#### Knob based terminology
Use the word in SINGULAR (knob), or in plural but referring which ones, when meaning multiple knobs at once:
Examples:
- **knob0**: knob 0 enabled, others disabled
- **knob1**: knob 1 enabled, others disabled
- **knobs 0 and 1**: knobs 0 and 1 enabled, others disabled
...
### 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

View file

@ -1,70 +1,126 @@
# Coding guidelines
These are **not** stylistic guidelines, they're, for the most part, suggestions on how to architecture new systems or improve upon the existing codebase.
These are mostly "suggestions", if you feel like your code is readable, comprehensible to others; and most importantly doesn't result in unreadable spaghetti you're fine to go.
# Foreword
But for new developers you may find that following these guidelines will make everything x10 easier.
Don't try to micro-optimize out of the get go, while yes, most of the code is pretty, subpar, most of these are aftertoughts and details that can be glossed over **generally**.
## Naming conventions
Architectural issues are more important, for example an API returning a `std::string` is not as efficient as one that operates on `std::string_view` directly (cost of constructing an `std::string` w/o small-string optimization and all of that).
Simply put, types/classes are named as `PascalCase`, same for methods and functions like `AddElement`. Variables are named `like_this_snake_case` and constants are `IN_SCREAMING_CASE`.
Regardless of the details, try to keep things simple. As a general rule of thumb.
Except for Qt MOC where `functionName` is preferred.
# C++ guidelines
Template typenames prefer short names like `T`, `I`, `U`, if a longer name is required either `Iterator` or `perform_action` are fine as well. Do not use names like `SS` as systems like solaris define it for registers, in general do not use any of the following for short names:
Everyone has their own way of viewing good/bad C++ practices, my general outline:
- `SS`, `DS`, `GS`, `FS`: Segment registers, defined by Solaris `<ucontext.h>`
- `EAX`, `EBX`, `ECX`, `EDX`, `ESI`, `EDI`, `ESP`, `EBP`, `EIP`: Registers, defined by Solaris.
- `X`: Defined by some utility headers, avoid.
- `_`: Defined by gettext, avoid.
- `N`, `M`, `S`: Preferably don't use this for types, use it for numeric constants.
- `TR`: Used by some weird `<ucontext.h>` whom define the Task Register as a logical register to provide to the user... (Need to remember which OS in specific).
- At your disposal you may use `boost::container::static_vector<>` (beware it has a ctor/initialization cost which goes up the more elements you add).
- Or you may use `boost::container::small_vector<>` (which has an initialization cost as well, and will use extra book-keeping for heap, try to keep a balance).
- Don't use `[[likely]]` or `[[unlikely]]`; PGO builds exist for that.
- Don't use inline assembly to try to outsmart the compiler unless you're 100% sure the assembly you're writing is actually good.
- And if so, try to restructure your C++ code so the compiler vectorizes it/makes it better, right?
- Or if that fails, use intrinsics instead of raw `asm volatile`.
- Use `std::optional<>` instead of `std::unique_ptr<>` if possible.
- `std::unique_ptr<>` carries indirection cost due to it being memory allocated on the heap.
- It isn't often that objects that contain `std::unique_ptr<>`, are allocated on the heap themselves, allocating even more things on the heap seems redundant.
- Avoid `std::recursive_mutex` at all costs.
- It's basically implemented as a linked list most of the time and has HEAVY performance penalties.
- Exploit the fact `std::atomic<uint32_t>/std::atomic<int32_t>` is basically free on most arches that matter.
- In x86_64, an atomic `uint32_t` is basically `mov [m32], r32`, which is essentially free/cheap.
- Avoid template parameters unless you really need them.
- For small inlineable functions this is fine, for more complex ones, please consider the generated assembly.
- Dont make your own memcpy/memset/strcpy/strncpy/etc.
- Seriously DON'T DO THIS. You will NOT beat the compiler.
- Nor 30 years of writing optimized `mem*`.
- If your code is slow, don't blame `mem*`, blame your code.
- Try to avoid using `virtual` since vtable indirection has a cost
- Avoid `dynamic_cast` and `typeid` at all costs.
- The reason is because the project has `-fno-rtti` disabled by default, due to the costs of dynamic polymorphism.
- Always copy-on-value for objects with `sizeof(void *) >= sizeof(T) * 2`, i.e objects sized as 2 pointers or less, for bigger objects you can use ref/pointer as usual.
- Try using move semantics instead of references, whenever possible.
- Remember function parameters are extremelly cheap as fuck, don't be afraid to place upto 8 parameters on a given function.
- Don't save a reference in structures of a parent object, i.e:
```c++
struct Child {
Parent& parent;
void Mehod() {
parent.Something();
}
};
```
- Instead you can do the following:
```c++
struct Child {
void Mehod(Parent& parent) {
parent.Something();
}
};
```
- This reduces the amount of pointers you have lying around, and also works better because of the aforementioned cheapness of parameter functions.
Macros must always be in `SCREAMING_CASE`. Do not use short letter macros as systems like Solaris will conflict with them; a good rule of thumb is >5 characters per macro - i.e `THIS_MACRO_IS_GOOD`, `AND_ALSO_THIS_ONE`.
# Engineering guidelines
Try not using hungarian notation, if you're able.
Coding isn't also writing stuff but architecturing stuff, consider the following:
## Formatting
- Try to reduce dependency on... dependencies
- While some dependencies are useful `boost::container` and `fmt` to name a few, remember each dependency added incurs a cost.
- It may also be subpar with a hand rolled implementation, biggest exemplar of this is `spirv-tools` providing subpar SPIRV optimizations in comparison to the in-house optimizer.
- Try to rely less on indirection for architecturing systems
- If the underlying HLE kernel emulation requires it, try making a solution that keeps things local
- For example, there isn't a need for file descriptors to each be a pointer, when they could be a fixed table size with elements that may be emplaced at will.
Formatting is extremelly lax, the general rule of thumb is: Don't add new lines just to increase line count. The less lines we have to look at, the better. This means also packing densely your code while not making it a clusterfuck. Strike a balance of "this is a short and comprehensible piece of code" and "my eyes are actually happy to see this!". Don't just drop the entire thing in a single line and call it "dense code", that's just spaghetti posing as code. In general, be mindful of what other devs need to look at.
Do not put if/while/etc braces after lines:
```c++
// no dont do this
// this is more lines of code for no good reason (why braces need their separate lines?)
// and those take space in someone's screen, cumulatively
if (thing)
{ //<--
some(); // ...
} //<-- 2 lines of code for basically "opening" and "closing" an statment
// do this
if (thing) { //<-- [...] and with your brain you can deduce it's this piece of code
// that's being closed
some(); // ...
} //<-- only one line, and it's clearer since you know its closing something [...]
// or this, albeit the extra line isn't needed (at your discretion of course)
if (thing)
some(); // ...
// this is also ok, keeps things in one line and makes it extremely clear
if (thing) some();
// NOT ok, don't be "clever" and use the comma operator to stash a bunch of statments
// in a single line, doing this will definitely ruin someone's day - just do the thing below
// vvv
if (thing) some(), thing(), a2(a1(), y1(), j1()), do_complex_shit(wa(), wo(), ploo());
// ... and in general don't use the comma operator for "multiple statments", EXCEPT if you think
// that it makes the code more readable (the situation may be rare however)
// Wow so much clearer! Now I can actually see what each statment is meant to do!
if (thing) {
some();
thing();
a2(a1(), y1(), j1());
do_complex_shit(wa(), wo(), ploo());
}
```
Brace rules are lax, if you can get the point across, do it:
```c++
// this is fine
do {
if (thing) {
return 0;
}
} while (other);
// this is also ok --- albeit a bit more dense
do if (thing) return 0; while (other);
// ok as well
do {
if (thing) return 0;
} while (other);
```
There is no 80-column limit but preferably be mindful of other developer's readability (like don't just put everything onto one line).
```c++
// someone is going to be mad due to this
SDL_AudioSpec obtained;
device_name.empty() ? device = SDL_OpenAudioDevice(nullptr, capture, &spec, &obtained, false) : device = SDL_OpenAudioDevice(device_name.c_str(), capture, &spec, &obtained, false);
// maybe consider this
SDL_AudioSpec obtained;
if (device_name.empty()) {
device = SDL_OpenAudioDevice(nullptr, capture, &spec, &obtained, false);
} else {
device = SDL_OpenAudioDevice(device_name.c_str(), capture, &spec, &obtained, false);
}
// or this is fine as well
SDL_AudioSpec obtained;
device = SDL_OpenAudioDevice(device_name.empty() ? nullptr : device_name.c_str(), capture, &spec, &obtained, false);
```
A note about operators: Use them sparingly, yes, the language is lax on them, but some usages can be... tripping to say the least.
```c++
a, b, c; //<-- NOT OK multiple statments with comma operator is definitely a recipe for disaster
return c ? a : b; //<-- OK ternaries at end of return statments are clear and fine
return a, b; //<-- NOT OK return will take value of `b` but also evaluate `a`, just use a separate statment
void f(int a[]) //<-- OK? if you intend to use the pointer as an array, otherwise just mark it as *
```
And about templates, use them sparingly, don't just do meta-templating for the sake of it, do it when you actually need it. This isn't a competition to see who can make the most complicated and robust meta-templating system. Just use what works, and preferably stick to the standard libary instead of reinventing the wheel. Additionally:
```c++
// NOT OK This will create (T * N * C * P) versions of the same function. DO. NOT. DO. THIS.
template<typename T, size_t N, size_t C, size_t P> inline void what() const noexcept;
// OK use parameters like a normal person, don't be afraid to use them :)
template<typename T> inline void what(size_t n, size_t c, size_t p) const noexcept;
```

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@ -1,126 +0,0 @@
# Coding Style guidelines
These are mostly "suggestions", if you feel like your code is readable, comprehensible to others; and most importantly doesn't result in unreadable spaghetti you're fine to go.
But for new developers you may find that following these guidelines will make everything x10 easier.
## Naming conventions
Simply put, types/classes are named as `PascalCase`, same for methods and functions like `AddElement`. Variables are named `like_this_snake_case` and constants are `IN_SCREAMING_CASE`.
Except for Qt MOC where `functionName` is preferred.
Template typenames prefer short names like `T`, `I`, `U`, if a longer name is required either `Iterator` or `perform_action` are fine as well. Do not use names like `SS` as systems like solaris define it for registers, in general do not use any of the following for short names:
- `SS`, `DS`, `GS`, `FS`: Segment registers, defined by Solaris `<ucontext.h>`
- `EAX`, `EBX`, `ECX`, `EDX`, `ESI`, `EDI`, `ESP`, `EBP`, `EIP`: Registers, defined by Solaris.
- `X`: Defined by some utility headers, avoid.
- `_`: Defined by gettext, avoid.
- `N`, `M`, `S`: Preferably don't use this for types, use it for numeric constants.
- `TR`: Used by some weird `<ucontext.h>` whom define the Task Register as a logical register to provide to the user... (Need to remember which OS in specific).
Macros must always be in `SCREAMING_CASE`. Do not use short letter macros as systems like Solaris will conflict with them; a good rule of thumb is >5 characters per macro - i.e `THIS_MACRO_IS_GOOD`, `AND_ALSO_THIS_ONE`.
Try not using hungarian notation, if you're able.
## Formatting
Formatting is extremelly lax, the general rule of thumb is: Don't add new lines just to increase line count. The less lines we have to look at, the better. This means also packing densely your code while not making it a clusterfuck. Strike a balance of "this is a short and comprehensible piece of code" and "my eyes are actually happy to see this!". Don't just drop the entire thing in a single line and call it "dense code", that's just spaghetti posing as code. In general, be mindful of what other devs need to look at.
Do not put if/while/etc braces after lines:
```c++
// no dont do this
// this is more lines of code for no good reason (why braces need their separate lines?)
// and those take space in someone's screen, cumulatively
if (thing)
{ //<--
some(); // ...
} //<-- 2 lines of code for basically "opening" and "closing" an statment
// do this
if (thing) { //<-- [...] and with your brain you can deduce it's this piece of code
// that's being closed
some(); // ...
} //<-- only one line, and it's clearer since you know its closing something [...]
// or this, albeit the extra line isn't needed (at your discretion of course)
if (thing)
some(); // ...
// this is also ok, keeps things in one line and makes it extremely clear
if (thing) some();
// NOT ok, don't be "clever" and use the comma operator to stash a bunch of statments
// in a single line, doing this will definitely ruin someone's day - just do the thing below
// vvv
if (thing) some(), thing(), a2(a1(), y1(), j1()), do_complex_shit(wa(), wo(), ploo());
// ... and in general don't use the comma operator for "multiple statments", EXCEPT if you think
// that it makes the code more readable (the situation may be rare however)
// Wow so much clearer! Now I can actually see what each statment is meant to do!
if (thing) {
some();
thing();
a2(a1(), y1(), j1());
do_complex_shit(wa(), wo(), ploo());
}
```
Brace rules are lax, if you can get the point across, do it:
```c++
// this is fine
do {
if (thing) {
return 0;
}
} while (other);
// this is also ok --- albeit a bit more dense
do if (thing) return 0; while (other);
// ok as well
do {
if (thing) return 0;
} while (other);
```
There is no 80-column limit but preferably be mindful of other developer's readability (like don't just put everything onto one line).
```c++
// someone is going to be mad due to this
SDL_AudioSpec obtained;
device_name.empty() ? device = SDL_OpenAudioDevice(nullptr, capture, &spec, &obtained, false) : device = SDL_OpenAudioDevice(device_name.c_str(), capture, &spec, &obtained, false);
// maybe consider this
SDL_AudioSpec obtained;
if (device_name.empty()) {
device = SDL_OpenAudioDevice(nullptr, capture, &spec, &obtained, false);
} else {
device = SDL_OpenAudioDevice(device_name.c_str(), capture, &spec, &obtained, false);
}
// or this is fine as well
SDL_AudioSpec obtained;
device = SDL_OpenAudioDevice(device_name.empty() ? nullptr : device_name.c_str(), capture, &spec, &obtained, false);
```
A note about operators: Use them sparingly, yes, the language is lax on them, but some usages can be... tripping to say the least.
```c++
a, b, c; //<-- NOT OK multiple statments with comma operator is definitely a recipe for disaster
return c ? a : b; //<-- OK ternaries at end of return statments are clear and fine
return a, b; //<-- NOT OK return will take value of `b` but also evaluate `a`, just use a separate statment
void f(int a[]) //<-- OK? if you intend to use the pointer as an array, otherwise just mark it as *
```
And about templates, use them sparingly, don't just do meta-templating for the sake of it, do it when you actually need it. This isn't a competition to see who can make the most complicated and robust meta-templating system. Just use what works, and preferably stick to the standard libary instead of reinventing the wheel. Additionally:
```c++
// NOT OK This will create (T * N * C * P) versions of the same function. DO. NOT. DO. THIS.
template<typename T, size_t N, size_t C, size_t P> inline void what() const noexcept;
// OK use parameters like a normal person, don't be afraid to use them :)
template<typename T> inline void what(size_t n, size_t c, size_t p) const noexcept;
```

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@ -0,0 +1,159 @@
# 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 - Common Setting](#step-1-common-setting)
2. [Step 2 - Qt Toggle](#step-2-qt-toggle)
3. [Step 3 - Kotlin (Android)](#step-3-kotlin-android)
* [Step 3.1 - BooleanSetting.kt](#step-3-1-booleansetting-kt)
* [Step 3.2 - SettingsItem.kt](#step-3-2-settingsitem-kt)
* [Step 3.3 - SettingsFragmentPresenter.kt](#step-3-3-settingsfragmentpresenter-kt)
* [Step 3.4 - Localization](#step-3-4-localization)
4. [Step 4 - Use Your Toggle](#step-4-use-your-toggle)
5. [Best Practices](#best-practices)
---
## Step 1 - Common Setting
Firstly add your desired toggle:
Example: `src/common/setting.h`
```cpp
SwitchableSetting<bool> your_setting_name{linkage, false, "your_setting_name", Category::RendererExtensions};
```
### Remember to add your toggle to the appropriate category, for example:
Common Categories:
* Category::Renderer
* Category::RendererAdvanced
* Category::RendererExtensions
* Category::System
* Category::Core
> [!WARNING]
> If you wish for your toggle to be `on by default` then change `false` to `true` after `linkage,`.
---
## Step 2 - Qt Toggle
Add the toggle to the Qt UI, where you wish for it to appear and place it there.
Example: `src/qt_common/config/shared_translation.cpp`
```cpp
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
---
## Step 3 - Kotlin (Android)
### Step 3.1 - BooleanSetting.kt
Add where it should be in the settings.
Example: `src/android/app/src/main/java/org/yuzu/yuzu_emu/features/settings/model/BooleanSetting.kt`
```kts
RENDERER_YOUR_SETTING_NAME("your_setting_name"),
```
### Make sure to:
* Ensure the prefix naming matches the intended category.
---
### Step 3.2 - SettingsItem.kt
Add the toggle to the Kotlin (Android) UI
Example: `src/android/app/src/main/java/org/yuzu/yuzu_emu/features/settings/model/view/SettingsItem.kt`
```kts
put(
SwitchSetting(
BooleanSetting.RENDERER_YOUR_SETTING_NAME,
titleId = R.string.your_setting_name,
descriptionId = R.string.your_setting_name_description
)
)
```
---
### Step 3.3 - SettingsFragmentPresenter.kt
Add your setting within the right category.
Example: `src/android/app/src/main/java/org/yuzu/yuzu_emu/features/settings/ui/SettingsFragmentPresenter.kt`
```kts
add(BooleanSetting.RENDERER_YOUR_SETTING_NAME.key)
```
> [!WARNING]
> Remember, placing matters! Settings appear in the order of where you add them.
---
### Step 3.4 - Localization
Add your setting and description in the appropriate place.
Example: `src/android/app/src/main/res/values/strings.xml`
```xml
<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 4 - 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:
```cpp
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!

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@ -0,0 +1,167 @@
# 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. [Terminology and user communication](#terminology-and-user-communication)
4. [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)
5. [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
//cpp side
#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);
```
```kts
//kotlin side
import org.yuzu.yuzu_emu.features.settings.model.Settings
// Check if bit x is set
bool feature_enabled = Settings.getDebugKnobAt(x); //x as integer from 0 to 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)
## Terminology and user communication
There are two main confusions when talking about knobs:
### Whether it's zero-based or one-based
Sometimes when an user reports: knobs 1 and 2 gets better performance, dev may get confuse whether he means the knobs 1 and 2 literally, or the 1st and 2nd knobs (knobs 0 and 1).
Debug knobs are **zero-based**, which means:
* The first knob is the knob(0) (or knob0 henceforth), and the last one is the 15 (knob15, likewise)
* You can talk: "knob0 is enabled/disabled", "In this video i was using only knobs 0 and 2", etc.
### Whether one is talking about the knob itself or about the entire parameter value (which represents all knobs)
Sometimes when an user reports: knob 3 results, it's unclear whether he's referring to knob setting with value 3 (which means both knob 0 and 1 are enabled), or to knob(3) specifically.
Whenever you're instructing tests or reporting results, be precise about whether one you're talking to avoid confusion:
### Setting based terminology
ALWAYS use the word in PLURAL (knobs), without mentioning which one, to refer to the setting, aka multiple knobs at once:
Examples:
- **knobs=0**: no knobs enabled
- **knobs=1**: knob0 enabled, others disabled
- **knobs=2**: knob1 enabled, others disabled
- **knobs=3**: knobs 0 and 1 enabled, others disabled
...
### Knob based terminology
Use the word in SINGULAR (knob), or in plural but referring which ones, when meaning multiple knobs at once:
Examples:
- **knob0**: knob 0 enabled, others disabled
- **knob1**: knob 1 enabled, others disabled
- **knobs 0 and 1**: knobs 0 and 1 enabled, others disabled
...
## 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

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@ -40,7 +40,7 @@ Windows/riscv64 doesn't exist, and may never (until corporate greed no longer co
Android/riscv64 is interesting. While support for it may be added if and when RISC-V phones/handhelds ever go mainstream, arm64 devices will always be preferred due to NCE.
Only Fedora/riscv64 has been tested, but in theory, every riscv64 distribution that has *at least* the standard build tools, Qt, FFmpeg, and SDL3 should work.
Only Fedora/riscv64 has been tested, but in theory, every riscv64 distribution that has *at least* the standard build tools, Qt, FFmpeg, and SDL2 should work.
## Other

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@ -9,11 +9,3 @@ At the moment of writing, we do not support CFW such as Atmosphere, due to:
We do however, maintain HLE compatibility with the former mentioned CFW, applications that require Atmosphere to run will run fine in the emulator without any adjustments.
If they don't run - then that's a bug!
## Atmosphere
Fusee Galee, the bootloader and other low-level mechanisms are not emulated at the moment.
Having OFW is recommended, but may not be required (untested).
Extract the contents of Atmosphere into `sdmc`. Then to launch simply use `-hlaunch` instead (orthogonal to `-qlaunch`).

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@ -1,22 +1,17 @@
# User Handbook - Command Line
There are two main applications, an SDL-based app (`eden-cli`) and a Qt based app (`eden`); both accept command line arguments.
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.
- `-input-profile <name>`: Specifies input profile name to use (for player #0 only).
- `-qlaunch`: Launch QLaunch.
- `-hlaunch`: Launch homebrew launcher `nx-hbloader`.
- Requires a copy of Atmosphere to be extracted onto `sdmc`.
- This is a shorthand for `<eden folder>/sdmc/atmosphere/hbl.nsp`.
- `-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.

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@ -44,10 +44,6 @@ Various graphical filters exist - each of them aimed at a specific target/image
- **MMPX**: Nearest-neighbour filter aimed at providing higher pixel-art quality.
- **Pros**: Offers decent pixel-art upscaling.
- **Cons**: Only works for pixel-art.
- **SGSR**: Uses Snapdragon Studios Game Super Resolution to enhance image quality (similar to FSR, but for Adreno devices).
- **Pros**: Optimized for Adreno devices.
- **Cons**: Doesn't play nicely with non-Adreno devices.
- **SGSR Edge**: Almost the same pipeline as SGSR, but with improved edge detection.
### Anisotropy values

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@ -1,4 +1,4 @@
# User Handbook - Multiplayer
# Multiplayer
Use this guide to answer questions regarding and to start using the multiplayer functionality of Eden.
## Multiplayer FAQ

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@ -25,12 +25,12 @@ A copy of this handbook is [available online](https://git.eden-emu.dev/eden-emu/
- **[Importing Saves](./ImportingSaves.md)**
- **[Installing Atmosphere Mods](./InstallingAtmosphereMods.md)**
- **[Installing Updates & DLCs](./InstallingUpdatesDLC.md)**
- **[Multiplayer](./Multiplayer.md)**
- **[Alter Date & Time](./AlterDateTime.md)**
## 3rd-party Integration
- **[Configuring Steam ROM Manager](./SteamROM.md)**
- **[Server hosting](./ServerHosting.md)**
- **[Server hosting](ServerHosting.md)**
- **[Syncthing Guide](./SyncthingGuide.md)**
- **[Third Party](./ThirdParty.md)**
- **[Obtainium](./ThirdParty.md#configuring-obtainium)**
@ -40,13 +40,12 @@ A copy of this handbook is [available online](https://git.eden-emu.dev/eden-emu/
## Advanced
- **[Command Line](./CommandLine.md)**
- **[Custom Firmware](./CFW.md)**
- **[Alter Date & Time](./AlterDateTime.md)**
- **[How To Access Logs](./HowToAccessLogs.md)**
- **[Gyro Controls](./GyroControls.md)**
- **[Platforms and Architectures](./Architectures.md)**
- **[Native Application Development](./Native.md)**
- **[Adding Boolean Settings Toggles](./AddingBooleanToggles.md)**
- **[Platforms and Architectures](Architectures.md)**
- **[Command Line](CommandLine.md)**
- **[Native Application Development](Native.md)**
- **[Adding Boolean Settings Toggles](AddingBooleanToggles.md)**
- **[Adding Debug Knobs](./AddingDebugKnobs.md)**
- **[Testing](./Testing.md)**
- **[Testing](Testing.md)**

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@ -30,6 +30,7 @@ Before touching the settings, please see the game boots with stock options. We t
## CPU
- `CPU/Virtual table bouncing`: Some games have the tendency to crash on loading due to an indirect bad jump (Pokemon ZA being the worst offender); this option lies to the game and tells it to just pretend it never executed a given function. This is fine for most casual users, but developers of switch applications **must** disable this. This temporary "hack" should hopefully be gone in 6-7 months from now on.
- `Fastmem`, aka. `CPU/Enable Host MMU`: Enables "fastmem"; a detailed description of fastmem can be found [here](../dynarmic/Design.md#fast-memory-fastmem).
- `CPU/Unsafe FMA`: Enables deliberate innacurate FMA behaviour which may affect how FMA returns any given operation - this may introduce tiny floating point errors which can cascade in sensitive code (i.e FFmpeg).
- `CPU/Faster FRSQRTE and FRECPE`: Introduces accuracy errors on square root and reciprocals in exchange for less checks - this introduces inaccuracies with some cases but it's mostly safe.

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@ -59,7 +59,7 @@ EmuDeck will automatically create an *Emulators - Emulators* parser for ***Steam
4. Paste the following code into the contents of the file, save and close the file.
```bash
#!/bin/sh -e
#!/bin/bash
emuName="eden" #parameterize me
. "$HOME/.config/EmuDeck/backend/functions/all.sh"

View file

@ -13,7 +13,6 @@ The main origin repository is always at https://git.eden-emu.dev/eden-emu/eden.
- https://github.com/eden-emulator/mirror
- https://git.crueter.xyz/mirror/eden
- https://codeberg.org/eden-emu/eden
- https://collective.taymaerz.de/eden/eden
Other mirrors obviously exist on the internet, but we can't guarantee their reliability and/or availability.

View file

@ -49,8 +49,8 @@ if (NOT TARGET stb::headers)
add_library(stb::headers ALIAS stb)
endif()
# ItaniumDemangle (Windows only)
if (WIN32 AND NOT TARGET LLVM::Demangle)
# ItaniumDemangle
if (NOT TARGET LLVM::Demangle)
add_library(demangle demangle/ItaniumDemangle.cpp)
target_include_directories(demangle PUBLIC ./demangle)
if (NOT MSVC)
@ -82,11 +82,6 @@ if (ARCHITECTURE_riscv64)
AddJsonPackage(biscuit)
endif()
# Lagoon
if (ARCHITECTURE_loongarch64)
AddJsonPackage(lagoon)
endif()
# Vulkan stuff
AddDependentPackages(vulkan-headers vulkan-utility-libraries)
@ -141,7 +136,8 @@ if(ENABLE_CUBEB)
endif()
if (NOT ANDROID)
if (NOT YUZU_USE_BUNDLED_SDL3)
if (YUZU_USE_EXTERNAL_SDL2)
message(STATUS "Using SDL2 from externals.")
if (NOT WIN32)
# Yuzu itself needs: Atomic Audio Events Joystick Haptic Sensor Threads Timers
# Since 2.0.18 Atomic+Threads required for HIDAPI/libusb (see https://github.com/libsdl-org/SDL/issues/5095)
@ -162,26 +158,21 @@ if (NOT ANDROID)
set(SDL_FILE ON)
endif()
AddJsonPackage(sdl3)
else()
message(STATUS "Using bundled SDL3")
if ("${YUZU_SYSTEM_PROFILE}" STREQUAL "steamdeck")
set(SDL_PIPEWIRE OFF) # build errors out with this on
AddJsonPackage("sdl2_steamdeck")
else()
AddJsonPackage("sdl2_generic")
endif()
elseif (YUZU_USE_BUNDLED_SDL2)
message(STATUS "Using bundled SDL2")
if (PLATFORM_FREEBSD)
set(BUILD_SHARED_LIBS ON)
endif()
AddJsonPackage(sdl3-ci)
AddJsonPackage(sdl2)
endif()
# Normalize SDL3 link target across package variants.
# Some SDL3 packages export only SDL3::SDL3-shared or SDL3::SDL3-static.
if (NOT TARGET SDL3::SDL3)
if (TARGET SDL3::SDL3-shared)
add_library(SDL3::SDL3 ALIAS SDL3::SDL3-shared)
elseif (TARGET SDL3::SDL3-static)
add_library(SDL3::SDL3 ALIAS SDL3::SDL3-static)
else()
message(FATAL_ERROR "SDL3 package found, but no usable SDL3 target was exported")
endif()
endif()
find_package(SDL2 2.26.4 REQUIRED)
endif()
set(BUILD_SHARED_LIBS OFF)

View file

@ -30,6 +30,7 @@
"tag": "v%VERSION%",
"hash": "5efa8140aadffe105dcf39935b732476e95755f6c7473ada3d0b64df2bc02c557633ae3948a25b45e1cf67e89a3ff6329fb30362e4ac033b9a1d1e453aa2eded",
"git_version": "0.37.0",
"version": "0.18.7",
"find_args": "MODULE GLOBAL",
"patches": [
"0001-mingw.patch",
@ -67,12 +68,6 @@
"tag": "v%VERSION%",
"hash": "9697e80a7d5d9bcb3ce51051a9a24962fb90ca79d215f1f03ae6b58da8ba13a63b5dda1b4dde3d26ac6445029696b8ef2883f4e5a777b342bba01283ed293856"
},
"lagoon": {
"repo": "loongson-community/lagoon",
"tag": "%VERSION%",
"version": "1.0.0",
"hash": "b9380f99c6effaeccc6d8f81d4942e852c11ad28613df637e155451556ae5826f93765bee57a5c87a9740d2bd1db463ad0f55a947772fe9d57eeabae3efa373e"
},
"libadrenotools": {
"repo": "eden-emulator/libadrenotools",
"sha": "8ba23b42d7",
@ -128,13 +123,13 @@
"BUNDLE_SPEEX ON"
]
},
"sdl3-ci": {
"sdl2": {
"ci": true,
"package": "SDL3",
"name": "SDL3",
"repo": "crueter-ci/SDL3",
"version": "3.4.8-d57c3b685c",
"min_version": "3.2.10"
"package": "SDL2",
"name": "SDL2",
"repo": "crueter-ci/SDL2",
"version": "2.32.10-3c28e8ecc0",
"min_version": "2.26.4"
},
"catch2": {
"package": "Catch2",
@ -162,13 +157,22 @@
"find_args": "MODULE",
"git_version": "4.25"
},
"sdl3": {
"package": "SDL3",
"sdl2_generic": {
"package": "SDL2",
"repo": "libsdl-org/SDL",
"tag": "release-%VERSION%",
"hash": "df5a323af7ac366661a3c0e887969c72584d232f3cc211419d59b0487b620b6b2859d4549c9e8df002ee489290062e466fcfddf7edc0872a37b1f2845e81c0f3",
"git_version": "3.4.8",
"version": "3.2.10"
"hash": "d5622d6bb7266f7942a7b8ad43e8a22524893bf0c2ea1af91204838d9b78d32768843f6faa248757427b8404b8c6443776d4afa6b672cd8571a4e0c03a829383",
"bundled": true,
"git_version": "2.32.10",
"skip_updates": true
},
"sdl2_steamdeck": {
"package": "SDL2",
"repo": "libsdl-org/SDL",
"sha": "cc016b0046",
"hash": "b8d9873446cdb922387471df9968e078714683046674ef0d0edddf8e25da65a539a3bae83d635496b970237f90b07b36a69f8d7855d450de59311d6d6e8c3dbc",
"bundled": true,
"skip_updates": "true"
},
"moltenvk": {
"repo": "V380-Ori/Ryujinx.MoltenVK",

View file

@ -1,6 +1,3 @@
# SPDX-FileCopyrightText: Copyright 2026 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
@ -19,24 +16,15 @@ if (NOT FILE_LIST)
endif()
set(DIRECTORY_NAME ${HEADER_NAME})
set(FILE_DATA "")
string(APPEND FILE_DATA "[[nodiscard]] static inline std::vector<FileSys::VirtualFile> CollectFiles_${DIRECTORY_NAME}() {\n")
string(APPEND FILE_DATA [[
std::vector<FileSys::VirtualFile> vfs_files;
auto const fn = [&](std::string_view name, std::span<const u8> data) {
vfs_files.push_back(std::make_shared<FileSys::VectorVfsFile>(
std::vector<u8>(data.begin(), data.end()),
std::string{name}
));
};
]])
set(FILE_DATA "")
foreach(ZONE_FILE ${FILE_LIST})
if (ZONE_FILE STREQUAL "\n")
continue()
endif()
string(APPEND FILE_DATA " {\n")
string(APPEND FILE_DATA " constexpr uint8_t tzdb_data[] = {\n")
string(APPEND FILE_DATA "{\"${ZONE_FILE}\",\n{")
file(READ ${ZONE_PATH}/${ZONE_FILE} ZONE_DATA HEX)
string(LENGTH "${ZONE_DATA}" ZONE_DATA_LEN)
foreach(I RANGE 0 ${ZONE_DATA_LEN} 2)
@ -54,12 +42,9 @@ foreach(ZONE_FILE ${FILE_LIST})
string(APPEND FILE_DATA " ")
endif()
endforeach()
string(APPEND FILE_DATA " };\n")
string(APPEND FILE_DATA " fn(\"${ZONE_FILE}\", tzdb_data);\n")
string(APPEND FILE_DATA " }\n")
string(APPEND FILE_DATA "}},\n")
endforeach()
string(APPEND FILE_DATA " return vfs_files;\n")
string(APPEND FILE_DATA "}\n")
file(READ ${NX_TZDB_SOURCE_DIR}/tzdb_template.h.in NX_TZDB_TEMPLATE_H_IN)
file(CONFIGURE OUTPUT ${NX_TZDB_INCLUDE_DIR}/nx_tzdb/${HEADER_NAME}.h CONTENT "${NX_TZDB_TEMPLATE_H_IN}")

View file

@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 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
@ -12,10 +9,10 @@
namespace NxTzdb {
// @DIRECTORY_NAME@
// clang-format off
@FILE_DATA@
const static std::map<const char*, const std::vector<uint8_t>> @DIRECTORY_NAME@ =
{
@FILE_DATA@};
// clang-format on
} // namespace NxTzdb

View file

@ -1,7 +1,5 @@
#!/bin/sh -e
#!/bin/sh
# SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later
# SPDX-FileCopyrightText: 2015 Citra Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
@ -12,19 +10,20 @@ paths_to_check="src/ CMakeLists.txt"
# If there are whitespace errors, print the offending file names and fail.
if ! git diff --cached --check -- $paths_to_check ; then
cat<<EOF
cat<<END
Error: This commit would contain trailing spaces or tabs, which is against this repo's policy.
Please correct those issues before committing. (Use 'git diff --check' for more details)
If you know what you are doing, you can try 'git commit --no-verify' to bypass the check
EOF
END
exit 1
fi
# Check for tabs, since tab-in-indent catches only those at the beginning of a line
if git diff --cached -- $paths_to_check | egrep '^\+.* '; then
cat<<EOF
cat<<END
Error: This commit would contain a tab, which is against this repo's policy.
If you know what you are doing, you can try 'git commit --no-verify' to bypass the check.
EOF
END
exit 1
fi

6
shell.nix Executable file → Normal file
View file

@ -1,7 +1,3 @@
#!/usr/bin/nix-shell
# SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later
let
nixpkgs = fetchTarball "https://github.com/NixOS/nixpkgs/tarball/nixos-24.05";
pkgs = import nixpkgs { config = {}; overlays = []; };
@ -20,7 +16,7 @@ pkgs.mkShellNoCC {
qt6.qtbase qt6.qtmultimedia qt6.qtwayland qt6.qttools
qt6.qtwebengine qt6.qt5compat
# eden-cli
SDL3
SDL2
# optional components
discord-rpc gamemode
];

View file

@ -8,7 +8,7 @@
include_directories(.)
# Dynarmic
if ((ARCHITECTURE_x86_64 OR ARCHITECTURE_arm64 OR ARCHITECTURE_riscv64 OR ARCHITECTURE_loongarch64) AND NOT YUZU_STATIC_ROOM)
if ((ARCHITECTURE_x86_64 OR ARCHITECTURE_arm64 OR ARCHITECTURE_riscv64) AND NOT YUZU_STATIC_ROOM)
add_subdirectory(dynarmic)
add_library(dynarmic::dynarmic ALIAS dynarmic)
endif()
@ -21,41 +21,20 @@ if (YUZU_STATIC_BUILD)
add_compile_definitions(QT_STATICPLUGIN)
endif()
# Build identifiers
if (NIGHTLY_BUILD)
add_compile_definitions(NIGHTLY_BUILD)
endif()
# Legacy (android only)
if (YUZU_LEGACY)
message(WARNING "Making legacy build. Performance may suffer.")
add_compile_definitions(YUZU_LEGACY)
endif()
# Genshin Spoof (android only)
if (GENSHIN_SPOOF)
message(WARNING "Making Genshin spoof build")
add_compile_definitions(GENSHIN_SPOOF)
endif()
# Build ID (mingw only right now)
# Pretty much just refers to the CI "target" for this build
if (NOT BUILD_ID)
if (ARCHITECTURE_x86_64)
set(BUILD_ID amd64)
elseif(ARCHITECTURE_arm64)
if (WIN32)
set(BUILD_ID arm64)
else()
set(BUILD_ID aarch64)
endif()
else()
set(BUILD_ID "${ARCHITECTURE}")
endif()
endif()
add_compile_definitions(BUILD_ID="${BUILD_ID}")
# Set compilation flags
if (MSVC AND NOT CXX_CLANG)
set(CMAKE_CONFIGURATION_TYPES Debug Release CACHE STRING "" FORCE)
@ -180,10 +159,7 @@ else()
endif()
if (ARCHITECTURE_x86_64)
add_compile_options($<$<COMPILE_LANGUAGE:C,CXX>:-mcx16>)
if (PLATFORM_LINUX OR PLATFORM_FREEBSD)
add_compile_options($<$<COMPILE_LANGUAGE:C,CXX>:-mtls-dialect=gnu2>)
endif()
add_compile_options(-mcx16)
endif()
if (APPLE AND CXX_CLANG)

View file

@ -256,7 +256,7 @@ android {
externalNativeBuild {
cmake {
version = "3.31.6"
version = "3.22.1"
path = file("${edenDir}/CMakeLists.txt")
}
}

View file

@ -15,6 +15,7 @@ import android.content.BroadcastReceiver
import android.content.Context
import android.content.Intent
import android.content.IntentFilter
import android.content.pm.PackageManager
import android.content.res.Configuration
import android.graphics.Rect
import android.graphics.drawable.Icon
@ -100,6 +101,7 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener, InputManager
private var romSwapGeneration = 0
private var hasEmulationSession = processHasEmulationSession
private val romSwapStopTimeoutRunnable = Runnable { onRomSwapStopTimeout() }
private val pictureInPictureFailureActions: MutableSet<String> = mutableSetOf()
private fun onRomSwapStopTimeout() {
if (!isWaitingForRomSwapStop) {
@ -125,8 +127,6 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener, InputManager
super.onCreate(savedInstanceState)
NativeConfig.reloadGlobalConfig()
InputHandler.updateControllerData()
val players = NativeConfig.getInputSettings(true)
var hasConfiguredControllers = false
@ -268,12 +268,18 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener, InputManager
}
override fun onUserLeaveHint() {
if (Build.VERSION.SDK_INT < Build.VERSION_CODES.S) {
if (BooleanSetting.PICTURE_IN_PICTURE.getBoolean() && !isInPictureInPictureMode) {
val pictureInPictureParamsBuilder = PictureInPictureParams.Builder()
.getPictureInPictureActionsBuilder().getPictureInPictureAspectBuilder()
enterPictureInPictureMode(pictureInPictureParamsBuilder.build())
}
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.S ||
!isPictureInPictureSupported() ||
!BooleanSetting.PICTURE_IN_PICTURE.getBoolean() ||
isInPictureInPictureMode
) {
return
}
val pictureInPictureParamsBuilder = PictureInPictureParams.Builder()
.getPictureInPictureActionsBuilder().getPictureInPictureAspectBuilder()
runPictureInPictureAction("enter picture-in-picture mode") {
enterPictureInPictureMode(pictureInPictureParamsBuilder.build())
}
}
@ -653,7 +659,29 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener, InputManager
return this.apply { setActions(pictureInPictureActions) }
}
private fun isPictureInPictureSupported() =
Build.VERSION.SDK_INT >= Build.VERSION_CODES.O &&
packageManager.hasSystemFeature(PackageManager.FEATURE_PICTURE_IN_PICTURE)
private fun runPictureInPictureAction(actionName: String, action: () -> Unit) {
try {
action()
} catch (e: IllegalStateException) {
if (pictureInPictureFailureActions.add(actionName)) {
Log.warning("[PiP] Failed to $actionName: ${e.message}")
}
} catch (e: UnsupportedOperationException) {
if (pictureInPictureFailureActions.add(actionName)) {
Log.warning("[PiP] Failed to $actionName: ${e.message}")
}
}
}
fun buildPictureInPictureParams() {
if (!isPictureInPictureSupported()) {
return
}
val pictureInPictureParamsBuilder = PictureInPictureParams.Builder()
.getPictureInPictureActionsBuilder().getPictureInPictureAspectBuilder()
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.S) {
@ -663,7 +691,9 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener, InputManager
BooleanSetting.PICTURE_IN_PICTURE.getBoolean() && isEmulationActive
)
}
setPictureInPictureParams(pictureInPictureParamsBuilder.build())
runPictureInPictureAction("set picture-in-picture params") {
setPictureInPictureParams(pictureInPictureParamsBuilder.build())
}
}
fun displayMultiplayerDialog() {

View file

@ -16,7 +16,6 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
RENDERER_USE_SPEED_LIMIT("use_speed_limit"),
USE_CUSTOM_CPU_TICKS("use_custom_cpu_ticks"),
SKIP_CPU_INNER_INVALIDATION("skip_cpu_inner_invalidation"),
ANTIFLICKER("antiflicker"),
FIX_BLOOM_EFFECTS("fix_bloom_effects"),
EMULATE_BGR565("emulate_bgr565"),
RESCALE_HACK("rescale_hack"),

View file

@ -750,13 +750,6 @@ abstract class SettingsItem(
descriptionId = R.string.skip_cpu_inner_invalidation_description
)
)
put(
SwitchSetting(
BooleanSetting.ANTIFLICKER,
titleId = R.string.antiflicker,
descriptionId = R.string.antiflicker_description
)
)
put(
SwitchSetting(
BooleanSetting.FIX_BLOOM_EFFECTS,

View file

@ -76,25 +76,18 @@ class SettingsFragmentPresenter(
}
}
private fun isSharpnessScalingFilterSelected(): Boolean {
private fun isFsrScalingFilterSelected(): Boolean {
val fsrFilterValue = resolveFsrScalingFilterValue() ?: return false
val needsGlobal = getNeedsGlobalForKey(IntSetting.RENDERER_SCALING_FILTER.key)
val selectedFilter = IntSetting.RENDERER_SCALING_FILTER.getInt(needsGlobal)
return selectedFilter in resolveSharpnessScalingFilterValues()
return selectedFilter == fsrFilterValue
}
private fun resolveSharpnessScalingFilterValues(): Set<Int> {
private fun resolveFsrScalingFilterValue(): Int? {
val names = context.resources.getStringArray(R.array.rendererScalingFilterNames)
val values = context.resources.getIntArray(R.array.rendererScalingFilterValues)
val sharpnessFilterNames = setOf(
context.getString(R.string.scaling_filter_fsr),
context.getString(R.string.scaling_filter_sgsr),
context.getString(R.string.scaling_filter_sgsr_edge),
)
return names.asSequence()
.mapIndexedNotNull { index, name ->
if (name in sharpnessFilterNames && index in values.indices) values[index] else null
}
.toSet()
val fsrIndex = names.indexOf(context.getString(R.string.scaling_filter_fsr))
return if (fsrIndex in values.indices) values[fsrIndex] else null
}
// Allows you to show/hide abstract settings based on the paired setting key
@ -274,7 +267,7 @@ class SettingsFragmentPresenter(
add(IntSetting.RENDERER_RESOLUTION.key)
add(IntSetting.RENDERER_VSYNC.key)
add(IntSetting.RENDERER_SCALING_FILTER.key)
if (isSharpnessScalingFilterSelected()) {
if (isFsrScalingFilterSelected()) {
add(IntSetting.FSR_SHARPENING_SLIDER.key)
}
add(IntSetting.RENDERER_ANTI_ALIASING.key)
@ -298,7 +291,6 @@ class SettingsFragmentPresenter(
add(IntSetting.FAST_GPU_TIME.key)
add(BooleanSetting.SKIP_CPU_INNER_INVALIDATION.key)
add(BooleanSetting.ANTIFLICKER.key)
add(BooleanSetting.FIX_BLOOM_EFFECTS.key)
add(BooleanSetting.EMULATE_BGR565.key)
add(BooleanSetting.RESCALE_HACK.key)

View file

@ -1090,7 +1090,7 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
private fun addQuickSettings() {
binding.quickSettingsSheet.apply {
val container = binding.quickSettingsSheet.findViewById<ViewGroup>(R.id.quick_settings_container)
val isSharpnessFilterSelected = isSharpnessScalingFilterSelected()
val isFsrSelected = isFsrScalingFilterSelected()
container.removeAllViews()
@ -1176,7 +1176,7 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
addQuickSettings()
}
if (isSharpnessFilterSelected) {
if (isFsrSelected) {
quickSettings.addSliderSetting(
R.string.fsr_sharpness,
container,
@ -1197,24 +1197,17 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
}
}
private fun isSharpnessScalingFilterSelected(): Boolean {
private fun isFsrScalingFilterSelected(): Boolean {
val fsrFilterValue = resolveFsrScalingFilterValue() ?: return false
val selectedFilter = IntSetting.RENDERER_SCALING_FILTER.getInt(needsGlobal = false)
return selectedFilter in resolveSharpnessScalingFilterValues()
return selectedFilter == fsrFilterValue
}
private fun resolveSharpnessScalingFilterValues(): Set<Int> {
private fun resolveFsrScalingFilterValue(): Int? {
val names = resources.getStringArray(R.array.rendererScalingFilterNames)
val values = resources.getIntArray(R.array.rendererScalingFilterValues)
val sharpnessFilterNames = setOf(
getString(R.string.scaling_filter_fsr),
getString(R.string.scaling_filter_sgsr),
getString(R.string.scaling_filter_sgsr_edge),
)
return names.asSequence()
.mapIndexedNotNull { index, name ->
if (name in sharpnessFilterNames && index in values.indices) values[index] else null
}
.toSet()
val fsrIndex = names.indexOf(getString(R.string.scaling_filter_fsr))
return if (fsrIndex in values.indices) values[fsrIndex] else null
}
private fun openQuickSettingsMenu() {

View file

@ -19,9 +19,6 @@ AndroidConfig::AndroidConfig(const std::string& config_name, ConfigType config_t
}
void AndroidConfig::ReloadAllValues() {
// Ensure the INI file is current before reloading values.
SetUpIni();
Reload();
ReadAndroidValues();
SaveAndroidValues();

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@ -462,8 +462,8 @@
<string name="renderer_resolution">الدقة (الإرساء/محمول)</string>
<string name="renderer_vsync">VSync وضع</string>
<string name="renderer_scaling_filter">مرشح ملائم للنافذة</string>
<string name="fsr_sharpness">حدة FSR/SGSR</string>
<string name="fsr_sharpness_description">يحدد مدى وضوح الصورة عند استخدام مرشحات FSR أو SGSR</string>
<string name="fsr_sharpness">حدة FSR</string>
<string name="fsr_sharpness_description">يحدد مدى وضوح الصورة عند استخدام التباين الديناميكي لـ FSR</string>
<string name="renderer_anti_aliasing">طريقة مضاد التعرج</string>
@ -503,8 +503,6 @@
<string name="fast_gpu_time_description">يُجبر هذا الخيار معظم الألعاب على العمل بأعلى دقة عرض أصلية. استخدم 256 للحصول على أقصى أداء و512 للحصول على أعلى جودة رسومات.</string>
<string name="skip_cpu_inner_invalidation">تخطي إبطال صلاحية وحدة المعالجة المركزية الداخلية</string>
<string name="skip_cpu_inner_invalidation_description">يتخطى بعض عمليات إبطال ذاكرة التخزين المؤقتة من جانب وحدة المعالجة المركزية أثناء تحديثات الذاكرة، مما يقلل من استخدام وحدة المعالجة المركزية ويحسن أداءها. قد يتسبب ذلك في حدوث أعطال أو تعطل في بعض الألعاب.</string>
<string name="antiflicker">مضاد الوميض</string>
<string name="antiflicker_description">يُجبر هذا الوضع وظائف وحدة معالجة الرسومات على الانتظار حتى يتم إرسال العمل إليها. استخدمه مع وضع وحدة معالجة الرسومات السريع لتجنب الوميض مع تأثير أقل على الأداء.</string>
<string name="fix_bloom_effects">إصلاح تأثيرات التوهج</string>
<string name="fix_bloom_effects_description">يقلل من ضبابية التوهج في LA/EOW (Adreno A6XX - A7XX/ Turnip)، ويزيل التوهج في Burnout. تحذير: قد يسبب تشوهات رسومية في ألعاب أخرى.</string>
<string name="emulate_bgr565">محاكاة BGR565</string>

View file

@ -329,6 +329,8 @@
<string name="renderer_resolution">ڕوونی (دۆخی دەستی/دۆخی دۆک)</string>
<string name="renderer_vsync">دۆخی VSync</string>
<string name="renderer_scaling_filter">فلتەری گونجاندنی پەنجەرە</string>
<string name="fsr_sharpness">تیژی FSR</string>
<string name="fsr_sharpness_description">دیاریکردنی تیژی وێنە لە کاتی بەکارهێنانی FSR</string>
<string name="renderer_anti_aliasing">شێوازی دژە-خاوڕۆیی</string>

View file

@ -439,6 +439,8 @@
<string name="renderer_resolution">Rozlišení (Handheld/V doku)</string>
<string name="renderer_vsync">Režim VSync</string>
<string name="renderer_scaling_filter">Škálovací filtr</string>
<string name="fsr_sharpness">Ostrost FSR</string>
<string name="fsr_sharpness_description">Určuje jak ostře bude obraz vypadat při použití dynamického kontrastu FSR.</string>
<string name="renderer_anti_aliasing">Metoda anti-aliasingu</string>

View file

@ -439,6 +439,8 @@ Wird der Handheld-Modus verwendet, verringert es die Auflösung und erhöht die
<string name="renderer_resolution">Auflösung (Handheld/Gedockt)</string>
<string name="renderer_vsync">VSync-Modus</string>
<string name="renderer_scaling_filter">Skalierungsfilter</string>
<string name="fsr_sharpness">FSR-Schärfe</string>
<string name="fsr_sharpness_description">Bestimmt die Schärfe bei FSR-Nutzung.</string>
<string name="renderer_anti_aliasing">Kantenglättung</string>

View file

@ -376,7 +376,7 @@
<string name="qlaunch_applet">Qlaunch</string>
<string name="qlaunch_description">Iniciar aplicaciones desde la pantalla de inicio del sistema</string>
<string name="applets">Lanzador de Applet</string>
<string name="applets_description">Ejecutar applets del sistema usando el firmware instalado</string>
<string name="applets_description">Ejecutar applets de sistema usando el firmware instalado</string>
<string name="applets_error_firmware">El firmware no está instalado</string>
<string name="applets_error_applet">Applet no disponible</string>
<string name="applets_error_description"><![CDATA[Por favor, asegúrese de que su archivo <a href=\"https://yuzu-mirror.github.io/help/quickstart/#dumping-prodkeys-and-titlekeys\">prod.keys</a> y el <a href=\"https://yuzu-mirror.github.io/help/quickstart/#dumping-system-firmware\">firmware</a> están instalados e inténtelo de nuevo.]]></string>
@ -456,8 +456,8 @@
<string name="renderer_resolution">Resolución (Portátil/Sobremesa)</string>
<string name="renderer_vsync">Modo de sincronización vertical</string>
<string name="renderer_scaling_filter">Filtro de adaptación de ventana</string>
<string name="fsr_sharpness">Nitidez FSR/SGSR</string>
<string name="fsr_sharpness_description">Determina el grado de nitidez de la imagen al usar filtros FSR o SGSR</string>
<string name="fsr_sharpness">Nitidez FSR</string>
<string name="fsr_sharpness_description">Ajusta la intensidad del filtro de enfoque al usar el contraste dinámico de FSR.</string>
<string name="renderer_anti_aliasing">Método de suavizado de bordes</string>
@ -489,22 +489,17 @@
<string name="enable_buffer_history">Activar el historial del búfer</string>
<string name="enable_buffer_history_description">Permite el acceso al estado del búfer anterior. Esta opción puede mejorar la calidad de renderizado y la consistencia en el rendimiento de algunos juegos.</string>
<string name="use_optimized_vertex_buffers">Búferes de vértices optimizados</string>
<string name="use_optimized_vertex_buffers_description">Permite la optimización del enlace del búfer de vértices para un mejor rendimiento. Requiere controladores Mesa 26.0+ Turnip/ controladores QCOM. Fallará con controladores Turnip más antiguos (versión 25.3 o inferior).</string>
<string name="hacks">Hacks</string>
<string name="fast_gpu_time">Tiempo rápido de la GPU</string>
<string name="fast_gpu_time_description">Fuerza a la mayoría de los juegos a ejecutarse a su resolución nativa más alta. Usa 256 para un máximo rendimiento y 512 para una fidelidad gráfica óptima.</string>
<string name="skip_cpu_inner_invalidation">Omitir invalidación interna de la CPU</string>
<string name="skip_cpu_inner_invalidation_description">Omite ciertas invalidaciones de caché de la CPU durante las actualizaciones de memoria, lo que reduce el uso de la CPU y mejora su rendimiento. Esto puede causar fallos o bloqueos en algunos juegos.</string>
<string name="antiflicker">Antiparpadeo</string>
<string name="antiflicker_description">Fuerza a las funciones de devolución de llamada de la GPU a esperar a que se envíen las tareas a la GPU.\nÚsalo con el modo de GPU rápida para evitar el parpadeo con un menor impacto en el rendimiento.</string>
<string name="fix_bloom_effects">Arreglar los efectos de resplandor</string>
<string name="fix_bloom_effects_description">Reduce el efecto de resplandor en LA/EOW (Adreno A6XX - A7XX/ Turnip), elimina el resplandor en Burnout. Advertencia: puede causar artefactos gráficos en otros juegos.</string>
<string name="emulate_bgr565">Emular BGR565</string>
<string name="emulate_bgr565_description">Soluciona problemas con colores invertidos en juegos, artefactos o sombras extrañas.</string>
<string name="rescale_hack">Activar la pasada de reescalado heredada</string>
<string name="rescale_hack_description">Permite el manejo de versiones anteriores para el paso de configuración de reescalado para juegos mediante el uso de una ruta de reescalado rápida.</string>
<string name="renderer_asynchronous_shaders">Usar sombreadores asíncronos</string>
<string name="renderer_asynchronous_shaders_description">Compila los sombreadores de forma asíncrona. Esto puede reducir los tirones, pero también puede introducir errores gráficos.</string>
<string name="gpu_unswizzle_settings">Ajustes de desentrelazado de la GPU</string>
@ -523,10 +518,8 @@
<string name="extensions">Extensiones</string>
<string name="dyna_state">Estado dinámico extendido</string>
<string name="dyna_state_description">Controla la cantidad de características que se pueden usar en ExtendedDynamicState (EDS). Un valor más alto permitirá reducir la cantidad de compilaciones de canalización basadas en el estado dinámico compatible con el controlador.</string>
<string name="disabled">Desactivado</string>
<string name="vertex_input_dynamic_state">Estado dinámico de entrada de vértices</string>
<string name="vertex_input_dynamic_state_description">La activación de esta función permite un manejo más flexible de la entrada de vértices, lo que podría reducir el tiempo de compilación de la canalización en vértices/búfer.</string>
<string name="sample_shading_fraction">Muestreo de sombreado</string>
<string name="sample_shading_fraction_description">Permite que el sombreador de fragmentos se ejecute por muestra en un fragmento multimuestreado, en lugar de una sola vez por fragmento. Mejora la calidad de los gráficos a coste de algo de rendimiento.</string>
@ -1074,7 +1067,7 @@
<!-- Black backgrounds theme -->
<string name="use_black_backgrounds">Fondos oscuros</string>
<string name="use_black_backgrounds_description">Cuando se usa el modo oscuro, aplicar fondos de pantalla negros.</string>
<string name="use_black_backgrounds_description">Cuando utilice el modo oscuro, aplique fondos negros.</string>
<!-- Buttons -->
<string name="enable_folder_button">Carpeta</string>

View file

@ -454,12 +454,11 @@
<string name="renderer_resolution">Résolution (Mode Portable/Mode TV)</string>
<string name="renderer_vsync">Mode VSync</string>
<string name="renderer_scaling_filter">Filtre de fenêtre adaptatif</string>
<string name="fsr_sharpness">Netteté FSR</string>
<string name="fsr_sharpness_description">Détermine à quel point l\'image sera affinée lors de l\'utilisation du contraste dynamique FSR.</string>
<string name="renderer_anti_aliasing">Méthode d\'anticrénelage</string>
<string name="advanced">Avancé</string>
<string name="renderer_accuracy">Mode GPU</string>
<string name="dma_accuracy">Précision DMA</string>
<string name="dma_accuracy_description">Contrôle la précision du DMA. Une précision sûre peut résoudre les problèmes dans certains jeux, mais peut aussi affecter les performances dans certains cas. Si vous n\'êtes pas sûr, laissez ce paramètre sur Par défaut.</string>
<string name="anisotropic_filtering">Filtrage anisotropique</string>
@ -475,29 +474,15 @@
<string name="use_disk_shader_cache_description">Réduire les saccades en stockant et en chargeant localement les shaders générés</string>
<string name="renderer_force_max_clock">Forcer les fréquences maximales (Adreno uniquement)</string>
<string name="renderer_force_max_clock_description">Forcer le GPU à fonctionner à ses fréquences maximales possibles (les contraintes thermiques seront toujours appliquées).</string>
<string name="renderer_asynchronous_gpu_emulation">Émulation GPU asynchrone </string>
<string name="renderer_asynchronous_gpu_emulation_description">Ce contournement peut améliorer les performances en faisant tourner l\'émulation GPU de manière asynchrone au détriment de la fidélité graphique et de la stabilité (plantages plus fréquents) dus à des erreurs de cadence.</string>
<string name="renderer_reactive_flushing">Utiliser le vidage réactif</string>
<string name="renderer_reactive_flushing_description">Améliore la précision du rendu dans certains jeux au détriment des performances.</string>
<string name="enable_buffer_history">Activer l\'historique du tampon</string>
<string name="hacks">Contournements</string>
<string name="fast_gpu_time">Temps GPU rapide</string>
<string name="skip_cpu_inner_invalidation">Ignorer l\'invalidation interne du CPU</string>
<string name="skip_cpu_inner_invalidation_description">Ignore certaines invalidations de cache côté CPU lors des mises à jour mémoire, réduisant l\'utilisation du CPU et améliorant ses performances. Peut causer des bugs ou plantages sur certains jeux.</string>
<string name="emulate_bgr565">Emuler BGR565</string>
<string name="renderer_asynchronous_shaders">Utiliser les shaders asynchrones</string>
<string name="renderer_asynchronous_shaders_description">Compile les shaders de manière asynchrone. Cela peut réduire les saccades mais peut aussi provoquer des problèmes graphiques.</string>
<string name="gpu_unswizzle_disabled">Désactivé</string>
<string name="gpu_unswizzle_default_button">Par défaut</string>
<string name="extensions">Extensions</string>
<string name="dyna_state">État dynamique étendu</string>
<string name="disabled">Désactivé</string>
<string name="vertex_input_dynamic_state">État dynamique d\'entrée de sommet</string>
<string name="sample_shading_fraction">Échantillonnage de shading</string>
<string name="display">Affichage</string>
<string name="renderer_screen_layout">Orientation</string>
@ -523,21 +508,6 @@
<string name="flush_by_line">Vider les journaux de débogage ligne par ligne</string>
<string name="flush_by_line_description">Vide les journaux de débogage à chaque ligne écrite, facilitant le débogage en cas de plantage ou de gel.</string>
<!-- GPU Logging strings -->
<string name="gpu_logging_header">Journalisation GPU</string>
<string name="gpu_logging_enabled">Activer la journalisation GPU</string>
<string name="gpu_log_level">Niveau de journalisation</string>
<string name="gpu_log_vulkan_calls">Journaliser les appels API Vulkan</string>
<string name="gpu_log_shader_dumps">Extraire les shaders</string>
<string name="gpu_log_shader_dumps_description">Sauvegarder le shader SPIR-V complié dans les fichiers</string>
<string name="gpu_log_memory_tracking">Monitorer la mémoire GPU</string>
<string name="gpu_log_memory_tracking_description">Monitorer les allocations et désallocations de la mémoire GPU</string>
<string name="gpu_log_driver_debug">Informations de débogage du pilote</string>
<string name="gpu_log_ring_buffer_size_description">Nombre d\'appels Vulkans récents à monitorer (par défaut : 512)</string>
<string name="gpu_log_ring_buffer_size_hint">64 à 4096 entrées</string>
<string name="general">Général</string>
<!-- Audio settings strings -->
<string name="audio_output_engine">Moteur de sortie</string>
<string name="audio_volume">Volume</string>
@ -620,7 +590,6 @@
<!-- Miscellaneous -->
<string name="slider_default">Par défaut</string>
<string name="default_string">Par défaut</string>
<string name="loading">Chargement...</string>
<string name="shutting_down">Extinction en cours...</string>
<string name="reset_setting_confirmation">Voulez-vous réinitialiser ce paramètre à sa valeur par défaut ?</string>
@ -659,7 +628,6 @@
<string name="select_gpu_driver_default">Par défaut</string>
<string name="select_gpu_driver_error">Pilote non valide sélectionné</string>
<string name="driver_already_installed">Pilote déjà installé</string>
<string name="installed_label">%1$s (Installé)</string>
<string name="system_gpu_driver">Pilote du GPU du système</string>
<string name="installing_driver">Installation du pilote...</string>
@ -679,7 +647,6 @@
<string name="installing">Installation en cours…</string>
<string name="latest">Dernière</string>
<string name="recommended_driver">Pilote recommandé :</string>
<string name="gpu_model">Modèle GPU</string>
<string name="unsupported_gpu">GPU non pris en charge</string>
<string name="unsupported_gpu_warning">Votre GPU ne prend pas en charge l\'injection de pilotes. Il n\'est pas recommandé de définir des pilotes personnalisés.</string>
@ -689,9 +656,6 @@
<string name="preferences_system_description">Mode TV, région, langue</string>
<string name="preferences_graphics">Vidéo</string>
<string name="preferences_graphics_description">Niveau de précision, résolution, cache de shaders</string>
<string name="quick_settings">Paramètres rapides</string>
<string name="enable_quick_settings">Activer les paramètres rapides</string>
<string name="enable_quick_settings_description">Autoriser l\'accès aux paramètres rapides par le balayage de l\'écran et le bouton du menu</string>
<string name="preferences_audio">Audio</string>
<string name="preferences_audio_description">Moteur de sortie, volume</string>
<string name="preferences_controls">Contrôles</string>
@ -699,25 +663,6 @@
<string name="preferences_player">Joueur %d</string>
<string name="preferences_debug">Débogage</string>
<string name="preferences_debug_description">Débogage CPU/GPU, API graphique, fastmem</string>
<string name="preferences_custom_paths">Chemins personnalisés</string>
<string name="preferences_custom_paths_description">Sauvegarder le répertoire des données</string>
<!-- Custom Paths settings -->
<string name="custom_save_directory">Sauvegarder le répertoire des données</string>
<string name="custom_save_directory_description">Définir un chemin personnalisé pour les sauvegardes</string>
<string name="reset_to_nand">Réinitialiser par défaut</string>
<string name="migrate_save_data">Migrer les données de sauvegarde</string>
<string name="save_migration_complete">Données de sauvegarde supprimées avec succès</string>
<string name="save_migration_failed">Échec de la migration des données de sauvegarde</string>
<string name="destination_has_saves">La destination contient déjà des données. Voulez-vous les écraser \?</string>
<string name="grant_permission">Accorder la permission</string>
<string name="custom_nand_directory">Dossier NAND</string>
<string name="custom_nand_directory_description">Définir un chemin personnalisé pour le stockage NAND</string>
<string name="custom_sdmc_directory">Répertoire de carte SD</string>
<string name="custom_sdmc_directory_description">Définir un chemin personnalisé pour le stockage de la carte SD virtuelle</string>
<string name="path_set">Chemin défini avec succès</string>
<string name="skip_migration">Sauter</string>
<!-- Game properties -->
<string name="info">Info</string>
<string name="info_description">ID du programme, développeur, version</string>
@ -731,7 +676,6 @@
<string name="copy_details">Copier les détails</string>
<string name="add_ons">Extensions</string>
<string name="add_ons_description">Activer les mods, mises à jour et DLC</string>
<string name="playtime">Temps de jeu :</string>
<string name="reset_playtime">Réinitialiser le Temps de Jeu</string>
<string name="reset_playtime_description">Réinitialiser le temps de jeu du jeu actuel à 0 seconde</string>
<string name="reset_playtime_warning_description">Cela effacera les données de temps de jeu du jeu actuel. Êtes-vous sûr\?</string>
@ -739,9 +683,6 @@
<string name="edit_playtime">Modifier le Temps de Jeu</string>
<string name="hours">Heures</string>
<string name="minutes">Minutes</string>
<string name="hours_abbr">h</string>
<string name="minutes_abbr">m</string>
<string name="seconds_abbr">s</string>
<string name="hours_must_be_between_0_and_9999">Les heures doivent être comprises entre 0 et 9999</string>
<string name="minutes_must_be_between_0_and_59">Les minutes doivent être comprises entre 0 et 59</string>
<string name="seconds_must_be_between_0_and_59">Les secondes doivent être comprises entre 0 et 59</string>
@ -773,7 +714,6 @@
<string name="confirm_uninstall">Confirmer la désinstallation</string>
<string name="confirm_uninstall_description">Êtes-vous sûr de vouloir désinstaller cette extension ?</string>
<string name="verify_integrity">Vérifier l\'intégrité</string>
<string name="verifying">Vérification...</string>
<string name="verify_success">La vérification de l\'intégrité a réussi !</string>
<string name="verify_failure">La vérification de l\'intégrité a échoué !</string>
<string name="verify_failure_description">Le contenu d\'un fichier peut être corrompu</string>
@ -845,7 +785,6 @@
<string name="emulation_control_opacity">Opacité</string>
<string name="emulation_touch_overlay_reset">Réinitialiser l\'overlay</string>
<string name="emulation_touch_overlay_edit">Modifier l\'overlay</string>
<string name="emulation_snap_to_grid">Aimanter à la grille</string>
<string name="emulation_pause">Mettre en pause l\'émulation</string>
<string name="emulation_unpause">Reprendre l\'émulation</string>
<string name="emulation_input_overlay">Options de l\'overlay</string>
@ -899,32 +838,6 @@
<string name="clock_boost">Boost (1700MHz)</string>
<string name="clock_fast">Rapide (2000MHz)</string>
<!-- GPU overclock factors -->
<string name="off">Désactivé</string>
<string name="fast_gpu_medium">Moyen (256)</string>
<string name="fast_gpu_high">Élevé (512)</string>
<!-- GPU swizzle texture size -->
<string name="gpu_texturesizeswizzle_verysmall">Très petit (16 Mo)</string>
<string name="gpu_texturesizeswizzle_small">Petit (32 Mo)</string>
<string name="gpu_texturesizeswizzle_normal">Normal (128 Mo)</string>
<string name="gpu_texturesizeswizzle_large">Large (256 Mo)</string>
<string name="gpu_texturesizeswizzle_verylarge">Très large (512 Mo)</string>
<!-- GPU swizzle streams -->
<string name="gpu_swizzle_verylow">Très faible (4 Mo)</string>
<string name="gpu_swizzle_low">Faible (8 Mo)</string>
<string name="gpu_swizzle_normal">Normal (16 Mo)</string>
<string name="gpu_swizzle_medium">Moyen (32 Mo)</string>
<string name="gpu_swizzle_high">Élevé (64 Mo)</string>
<!-- GPU swizzle chunks -->
<string name="gpu_swizzlechunk_verylow">Très faible (32)</string>
<string name="gpu_swizzlechunk_low">Faible (64)</string>
<string name="gpu_swizzlechunk_normal">Normal (128)</string>
<string name="gpu_swizzlechunk_medium">Moyen (256)</string>
<string name="gpu_swizzlechunk_high">Élevé (512)</string>
<!-- Temperature Units -->
<string name="temperature_celsius">Celsius</string>
<string name="temperature_fahrenheit">Fahrenheit</string>
@ -940,11 +853,6 @@
<string name="renderer_none">Aucune</string>
<!-- Renderer Accuracy -->
<string name="renderer_accuracy_low">Rapide</string>
<string name="renderer_accuracy_medium">Moyen</string>
<string name="renderer_accuracy_high">Précis</string>
<!-- DMA Accuracy -->
<string name="dma_accuracy_default">Défaut</string>
<string name="dma_accuracy_unsafe">Dangereux</string>
@ -978,26 +886,6 @@
<string name="cpu_accuracy_paranoid">Paranoïaque</string>
<string name="cpu_accuracy_debugging">Débogage</string>
<!-- Freedreno Settings -->
<string name="freedreno_settings_title">Paramètres de Freedreno</string>
<string name="gpu_driver_settings">Paramètres du pilote GPU</string>
<string name="freedreno_presets">Préréglages rapides</string>
<string name="freedreno_current_settings">Paramètres actuels</string>
<string name="freedreno_debug">Paramètres avancés</string>
<string name="freedreno_var_value">Valeur de la variable</string>
<string name="freedreno_add_variable">Ajouter la variable</string>
<string name="freedreno_clear_all">Effacer tout</string>
<string name="freedreno_saved">Configuration Freedreno sauvegardée</string>
<string name="freedreno_cleared_all">Toutes les variables Freedreno effacées</string>
<string name="freedreno_variable_added">Variable %1$s ajouté</string>
<string name="freedreno_preset_applied">Préréglage \'%1$s\' appliqué</string>
<string name="freedreno_error_empty_name">Le nom de la variable ne peut pas être vide</string>
<string name="freedreno_error_setting_variable">Échec de l\'assignation de la variable</string>
<string name="freedreno_info_title">À propos de la configuration Freedreno</string>
<string name="freedreno_per_game_title">Paramètres de Freedreno</string>
<string name="freedreno_per_game_description">Configurer les paramètres du pilote GPU pour ce jeu</string>
<string name="freedreno_per_game_saved">Configuration Freedreno sauvegardée</string>
<!-- Gamepad Buttons -->
<string name="gamepad_d_pad">Pavé directionnel</string>
<string name="gamepad_left_stick">Stick gauche</string>
@ -1014,37 +902,26 @@
<string name="theme_material_you">Material You</string>
<string name="app_settings">Paramètres de lApp</string>
<string name="theme_and_color">Thème et Couleur</string>
<string name="fullscreen_mode">Mode plein écran</string>
<!-- Theme Modes -->
<string name="change_theme_mode">Changer le mode de thème</string>
<string name="theme_mode_follow_system">Automatique</string>
<string name="theme_mode_light">Lumineux</string>
<string name="theme_mode_dark">Sombre</string>
<string name="multiplier_none">Aucun</string>
<!-- Black backgrounds theme -->
<string name="use_black_backgrounds">Arrière-plan noir</string>
<string name="use_black_backgrounds_description">Lorsque vous utilisez le thème sombre, appliquer un arrière-plan noir.</string>
<!-- Buttons -->
<string name="enable_folder_button">Dossier</string>
<string name="enable_folder_button_description">Afficher le bouton pour ajouter les dossiers de jeu</string>
<string name="enable_qlaunch_button">QLaunch</string>
<string name="enable_qlaunch_button_description">Afficher le bouton pour lancer QLaunch</string>
<!-- App Language -->
<string name="app_language">Language de l\'application</string>
<string name="app_language_description">Changer la langue de l\'interface</string>
<string name="app_language_system">Suivre le système</string>
<!-- Static Themes -->
<string name="static_theme_color">Couleur du thème</string>
<string name="eden_theme">Eden</string>
<string name="violet">Violet (Par défaut)</string>
<string name="blue">Bleu</string>
<string name="cyan">Cyan</string>
<string name="red">Rouge</string>
<string name="green">Vert</string>
<string name="yellow">Jaune</string>
<string name="orange">Orange</string>
<string name="pink">Rose</string>
@ -1063,8 +940,6 @@
<!-- Applet Modes -->
<string name="applets_menu">Applets</string>
<string name="applets_menu_description">Modifier les frontends et paramètres des applets</string>
<string name="applet_hle">Frontend personnalisé</string>
<string name="applet_lle">Applet réel</string>
@ -1073,39 +948,7 @@
<string name="airplane_mode">Mode avion</string>
<string name="airplane_mode_description">Passe le mode avion au système d\'exploitation Switch</string>
<string name="enable_overlay">Activer l\'applet d\'overlay</string>
<!-- Profile Management -->
<string name="profile_manager">Gestionnaire de profil</string>
<string name="profile_manager_description">Gérer les profils utilisateurs</string>
<string name="profile_add_user">Ajouter un utilisateur</string>
<string name="profile_new_user">Nouvel utilisateur</string>
<string name="profile_edit_user">Modifier l\'utilisateur</string>
<string name="profile_edit">Éditer</string>
<string name="profile_delete">Supprimer</string>
<string name="profile_username">Nom d\'utilisateur</string>
<string name="profile_uuid">ID de l\'utilisateur (UUID)</string>
<string name="profile_uuid_description">Il s\'agit de l\'identifiant unique de ce profil utilisateur. Il ne peut pas être changé après sa création.</string>
<string name="profile_generate">Générer</string>
<string name="profile_avatar">Avatar de l\'utilisateur</string>
<string name="profile_select_image">Sélectionner l\'image</string>
<string name="profile_firmware_avatars">Avatars du firmware</string>
<string name="profile_firmware_avatars_unavailable">Avatars du firmware non disponibles. Veuillez installer le firmware pour utiliser cette fonctionnalité.</string>
<string name="profile_revert_image">Restaurer à la valeur par défaut</string>
<string name="profile_current_user">Utilisateur actuel</string>
<string name="profile_max_users_title">Nombre d\'Utilisateurs Maximum Atteint</string>
<string name="profile_max_users_message">Vous ne pouvez pas créer plus du 8 profils utilisateurs. Veuillez supprimer un des profils existants pour en créer un nouveau.</string>
<string name="profile_delete_confirm_title">Supprimer le profil \?</string>
<string name="profile_create_failed">Échec de la création du profil utilisateur</string>
<string name="profile_update_failed">Échec de la mise à jour du profil utilisateur</string>
<string name="profile_image_load_error">Échec du chargement de l\'image : %1$s</string>
<string name="profile_image_save_error">Échec de la sauvegarde de l\'image : %1$s</string>
<string name="error">Erreur</string>
<!-- Licenses screen strings -->
<string name="licenses">Licences</string>
<string name="license_fidelityfx_fsr_description">Mise à l\'échelle de haute qualité par AMD.</string>
<string name="external_content">Contenu externe</string>
<string name="add_folders">Ajouter un dossier</string>
<string name="percent">%1$d%%</string>
</resources>
</resources>

View file

@ -359,6 +359,8 @@
<string name="renderer_resolution">רזולוציה (מעוגן/נייד)</string>
<string name="renderer_vsync">מצב VSync</string>
<string name="renderer_scaling_filter">פילטר מתאם חלון</string>
<string name="fsr_sharpness">חדות FSR</string>
<string name="fsr_sharpness_description">קובע את מידת החדות בעת שימוש ב-FSR.</string>
<string name="renderer_anti_aliasing">שיטת Anti-aliasing</string>

View file

@ -348,6 +348,8 @@
<string name="renderer_resolution">Felbontás (Kézi/Dockolt)</string>
<string name="renderer_vsync">VSync mód</string>
<string name="renderer_scaling_filter">Ablakhoz alkalmazkodó szűrő</string>
<string name="fsr_sharpness">FSR élesség</string>
<string name="fsr_sharpness_description">Meghatározza, milyen éles lesz a kép az FSR dinamikus kontraszt használata közben.</string>
<string name="renderer_anti_aliasing">Élsimítási módszer</string>

View file

@ -380,6 +380,8 @@
<string name="renderer_resolution">Resolusi (Handheld/Docked)</string>
<string name="renderer_vsync">Mode Sinkronisasi Vertikal</string>
<string name="renderer_scaling_filter">Filter penyesuaian jendela</string>
<string name="fsr_sharpness">Ketajaman FSR</string>
<string name="fsr_sharpness_description">Menentukan seberapa tajam gambar akan terlihat saat menggunakan kontras dinamis FSR</string>
<string name="renderer_anti_aliasing">Metode anti-aliasing</string>

View file

@ -387,6 +387,8 @@
<string name="renderer_resolution">Risoluzione (Portatile/Docked)</string>
<string name="renderer_vsync">Modalità VSync</string>
<string name="renderer_scaling_filter">Filtro adattivo della finestra </string>
<string name="fsr_sharpness">Nitidezza FSR</string>
<string name="fsr_sharpness_description">Determina quanto sarà nitida l\'immagine utilizzando il contrasto dinamico di FSR</string>
<string name="renderer_anti_aliasing">Metodo di anti-aliasing</string>

View file

@ -6,8 +6,8 @@
<string name="notification_permission_not_granted">알림 권한이 부여되지 않았습니다!</string>
<!-- Stats Overlay settings -->
<string name="process_ram">프로세스 RAM: %1$d MB</string>
<string name="shaders_prefix">구축 중</string>
<string name="shaders_suffix">개 셰이더</string>
<string name="shaders_prefix">셰이더</string>
<string name="shaders_suffix">빌드 중</string>
<string name="charging">(충전 중)</string>
<string name="system_info_label">시스템:</string>

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