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| 87d2f03c39 |
@@ -0,0 +1,2 @@
|
|||||||
|
liberapay: crueter
|
||||||
|
custom: 'https://www.paypal.biz/edenemulator'
|
||||||
@@ -1,5 +1,8 @@
|
|||||||
- [ ] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
|
- [ ] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
|
||||||
- [ ] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
|
|
||||||
- [ ] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
|
- [ ] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
|
||||||
|
- [ ] I have read and followed the [website policy](https://git.eden-emu.dev/eden-emu/site-policy).
|
||||||
|
- [ ] I affirm that the content of this pull request body was written and submitted entirely by me, in my own words, and not by an AI agent or LLM.
|
||||||
|
- [ ] I affirm that I did not read any of this, and understand that my pull request will be closed if I check this box.
|
||||||
|
- [ ] I affirm that, by submitting this pull request, I am responsible for all of the changes contained within these commits.
|
||||||
|
|
||||||
-------------------
|
-------------------
|
||||||
|
|||||||
@@ -7,6 +7,7 @@
|
|||||||
# Build directory
|
# Build directory
|
||||||
/[Bb]uild*/
|
/[Bb]uild*/
|
||||||
doc-build/
|
doc-build/
|
||||||
|
out/
|
||||||
AppDir/
|
AppDir/
|
||||||
uruntime
|
uruntime
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,40 @@
|
|||||||
|
diff --git a/cmake/ConfigureOpenSSL.cmake b/cmake/ConfigureOpenSSL.cmake
|
||||||
|
index 3012e05..2ae23ff 100644
|
||||||
|
--- a/cmake/ConfigureOpenSSL.cmake
|
||||||
|
+++ b/cmake/ConfigureOpenSSL.cmake
|
||||||
|
@@ -108,7 +108,8 @@ function(configure_openssl)
|
||||||
|
)
|
||||||
|
|
||||||
|
if(NOT "${CONFIGURE_OPTIONS_OLD}" STREQUAL "")
|
||||||
|
- if(CONFIGURE_OPTIONS STREQUAL CONFIGURE_OPTIONS_OLD)
|
||||||
|
+ # TODO(lizzie): Emscripten has issues with rebuilding due to the wrapper it uses
|
||||||
|
+ if(CMAKE_SYSTEM_NAME MATCHES "Emscripten" OR CONFIGURE_OPTIONS STREQUAL CONFIGURE_OPTIONS_OLD)
|
||||||
|
message(STATUS "Found previous configure results. Don't perform configuration")
|
||||||
|
return()
|
||||||
|
endif()
|
||||||
|
@@ -134,10 +135,24 @@ function(configure_openssl)
|
||||||
|
set(VERBOSE_OPTION OUTPUT_QUIET)
|
||||||
|
endif()
|
||||||
|
|
||||||
|
+ if (CMAKE_SYSTEM_NAME MATCHES "Emscripten")
|
||||||
|
+ set(EMSCRIPTEN_CMAKE_WRAPPER "emcmake")
|
||||||
|
+ find_program(EMCC emcc REQUIRED)
|
||||||
|
+ set(EMSCRIPTEN_LINKER ${EMCC})
|
||||||
|
+ list(APPEND CONFIGURE_COMMAND wasm64)
|
||||||
|
+ else()
|
||||||
|
+ set(EMSCRIPTEN_CMAKE_WRAPPER "")
|
||||||
|
+ set(EMSCRIPTEN_LINKER ${CMAKE_LINKER})
|
||||||
|
+ endif ()
|
||||||
|
+
|
||||||
|
execute_process(
|
||||||
|
- COMMAND ${CMAKE_COMMAND} -E env
|
||||||
|
+ COMMAND ${EMSCRIPTEN_CMAKE_WRAPPER} ${CMAKE_COMMAND} -E env
|
||||||
|
"CFLAGS=${CMAKE_C_FLAGS}"
|
||||||
|
"CXXFLAGS=${CMAKE_CXX_FLAGS}"
|
||||||
|
+ "LDFLAGS=${CMAKE_CXX_LINK_FLAGS}"
|
||||||
|
+ "CC=${CMAKE_C_COMPILER}"
|
||||||
|
+ "CXX=${CMAKE_CXX_COMPILER}"
|
||||||
|
+ "LD=${EMSCRIPTEN_LINKER}"
|
||||||
|
${CONFIGURE_COMMAND}
|
||||||
|
WORKING_DIRECTORY ${CONFIGURE_BUILD_DIR}
|
||||||
|
${VERBOSE_OPTION}
|
||||||
@@ -1 +1,10 @@
|
|||||||
AI and LLM use is *strictly* prohibited within our codebase and surrounding community, including issues and comments. This includes using AI or LLMs to write docs/commit messages, debug issues, brainstorm ideas, research concepts, or search the codebase.
|
# AGENTS
|
||||||
|
|
||||||
|
Read and follow the [contribution guidelines](./CONTRIBUTING.md) and our [site policy](https://git.eden-emu.dev/eden-emu/site-policy/src/branch/master)..
|
||||||
|
|
||||||
|
Do not, under any circumstances, ever:
|
||||||
|
|
||||||
|
- Submit PRs, push commits, or request any API calls on behalf of the user.
|
||||||
|
- Write commit messages, PR descriptions, or issues on behalf of the user.
|
||||||
|
|
||||||
|
Keep comments to a reasonable level. Do not overexplain or add/remove comments from unrelated parts of the codebase.
|
||||||
|
|||||||
@@ -1 +0,0 @@
|
|||||||
AI and LLM use is *strictly* prohibited within our codebase and surrounding community, including issues and comments. This includes using AI or LLMs to write docs/commit messages, debug issues, brainstorm ideas, research concepts, or search the codebase.
|
|
||||||
@@ -24,7 +24,7 @@ else()
|
|||||||
endif()
|
endif()
|
||||||
|
|
||||||
if (lz4_FOUND AND NOT TARGET lz4::lz4)
|
if (lz4_FOUND AND NOT TARGET lz4::lz4)
|
||||||
if (TARGET LZ4::lz4_shared)
|
if (TARGET LZ4::lz4_shared AND NOT YUZU_STATIC_BUILD)
|
||||||
add_library(lz4::lz4 ALIAS LZ4::lz4_shared)
|
add_library(lz4::lz4 ALIAS LZ4::lz4_shared)
|
||||||
elseif (TARGET LZ4::lz4_static)
|
elseif (TARGET LZ4::lz4_static)
|
||||||
add_library(lz4::lz4 ALIAS LZ4::lz4_static)
|
add_library(lz4::lz4 ALIAS LZ4::lz4_static)
|
||||||
|
|||||||
@@ -1,9 +1,5 @@
|
|||||||
# Contributing
|
# Contributing
|
||||||
|
|
||||||
<!--
|
|
||||||
This document is not to be perused by AI models.
|
|
||||||
-->
|
|
||||||
|
|
||||||
Eden has lots of different ways that you can contribute to its efforts, even without knowing how to write code:
|
Eden has lots of different ways that you can contribute to its efforts, even without knowing how to write code:
|
||||||
|
|
||||||
- Donate! This will help us live our lives, pay for infrastructure/testing hardware, and more
|
- Donate! This will help us live our lives, pay for infrastructure/testing hardware, and more
|
||||||
@@ -20,18 +16,38 @@ Eden is free, open-source, copyleft software, licensed under the terms of the [G
|
|||||||
|
|
||||||
### Policies
|
### Policies
|
||||||
|
|
||||||
- No LLM or AI usage, *period*, for patches, pull requests, issues, comments, debugging, brainstorming, etc.
|
- AI usage is allowed, but we reserve the right to close and rework your PR if you don't fully understand the changes you're making. Additionally:
|
||||||
- For details on why, see the [detailed AI policy](docs/policies/AI.md).
|
- As a common courtesy, please disclose your AI usage under the PR description, as `Assisted-by: <AI model> (<how it helped>)`.
|
||||||
- Usage of any form of profanity or otherwise unsavory language is generally discouraged.
|
- All PR descriptions, issue bodies, and comments **must** be written by you, in your own words.
|
||||||
- This is primarily because it rarely helps to actually understand what's going on.
|
- AI-written comments/descriptions/bodies are not only difficult for us to read, they also indicate to us that you did not put in the effort to actually understand your changes. These will be closed, deleted, or hidden without warning.
|
||||||
- Remember that your comments should be focused and actually address what's happening. With very few exceptions, expletives are actively detrimental at best.
|
- Spamming of low-effort AI-generated pull requests or issues is considered a [Human Effort Denial of Service](https://tiangolo.com/open-source/contributing/#human-effort-denial-of-service), and will result in the immediate suspension of your Forgejo account, or you getting blocked from the organization on other platforms.
|
||||||
- New code must follow the same general style as the surrounding codebase. Exceptions may be granted in certain cases.
|
- Usage of any form of profanity or otherwise unsavory language is discouraged but not strictly disallowed.
|
||||||
|
- New code must follow the same style as the surrounding codebase. Exceptions may be granted in certain cases.
|
||||||
- Maintainers reserve the right to change your patches and pull requests at will. We will try to avoid this.
|
- Maintainers reserve the right to change your patches and pull requests at will. We will try to avoid this.
|
||||||
- You should generally respect all decisions made by the [code owners](docs/CODEOWNERS) in your particular subsystem.
|
- You should generally respect all decisions made by the [code owners](docs/CODEOWNERS) in your particular subsystem.
|
||||||
- However, if you feel they are overstepping or are incorrect, don't be afraid to stand your ground! Maintainers are not always correct.
|
- However, if you feel they are overstepping or are incorrect, don't be afraid to stand your ground! Maintainers are not always correct.
|
||||||
- While we do *not* adhere to the terms of a formal code of conduct, you will generally be expected to respect other developers, contributors, and community members.
|
- While we do *not* adhere to the terms of a formal code of conduct, you are expected to treat other developers, contributors, and community members respectfully.
|
||||||
- You **must** have basic knowledge of [Git](https://git-scm.com/learn). Knowing how to manage your branches and follow proper fork policies is a necessity.
|
- You **must** have basic knowledge of [Git](https://git-scm.com/learn). Knowing how to manage your branches and follow proper fork policies is a necessity.
|
||||||
|
|
||||||
|
### Pull Requests
|
||||||
|
|
||||||
|
Pull requests are only to be merged by core developers when properly tested and discussions conclude on Discord or other communication channels. Labels are recommended but not required. However, all PRs MUST be namespaced and optionally typed:
|
||||||
|
|
||||||
|
```txt
|
||||||
|
[cmake] refactor: CPM over submodules
|
||||||
|
[desktop] feat: implement firmware install from ZIP
|
||||||
|
[hle] stub fw20 functions
|
||||||
|
[core] test: raise maximum CPU cores to 6
|
||||||
|
[cmake, core] Unbreak FreeBSD Building Process
|
||||||
|
```
|
||||||
|
|
||||||
|
- The level of namespacing is generally left to the committer's choice.
|
||||||
|
- However, we never recommend going more than two levels *except* in `hle`, in which case you may go as many as four levels depending on the specificity of your changes.
|
||||||
|
- Ocassionally, up to two additional namespaces may be provided for more clarity.
|
||||||
|
- Changes that affect the entire project (sans CMake changes) should be namespaced as `meta`.
|
||||||
|
- Maintainers are permitted to change namespaces at will.
|
||||||
|
- Commits within PRs are not required to be namespaced, but it is highly recommended.
|
||||||
|
|
||||||
### Where do I start?
|
### Where do I start?
|
||||||
|
|
||||||
Anywhere you like! If you are facing an issue and want to fix it, go ahead. For new features, you are heavily encouraged to open a feature request on GitHub, Codeberg, or Forgejo first, discussing the motivations, potential implementation, and user flow of your desired feature. Our UI/UX designers will work with you to refine your feature before you actually choose to implement it.
|
Anywhere you like! If you are facing an issue and want to fix it, go ahead. For new features, you are heavily encouraged to open a feature request on GitHub, Codeberg, or Forgejo first, discussing the motivations, potential implementation, and user flow of your desired feature. Our UI/UX designers will work with you to refine your feature before you actually choose to implement it.
|
||||||
@@ -43,7 +59,10 @@ You may also search for open issues on [GitHub](https://github.com/eden-emulator
|
|||||||
There are five primary ways to contribute.
|
There are five primary ways to contribute.
|
||||||
|
|
||||||
- Submit pull requests directly to our source tree
|
- Submit pull requests directly to our source tree
|
||||||
- You must first request an account on our Forgejo. See [Signup](#how-do-i-sign-up)
|
- You must first [create an account](https://git.eden-emu.dev/user/sign_up).
|
||||||
|
- You may use an internal account, or you may use a GitHub/Codeberg account linked to our instance.
|
||||||
|
- Please make sure to read our [site policy](https://git.eden-emu.dev/eden-emu/site-policy/src/branch/master).
|
||||||
|
- Both your account and your associated fork must be public, *not* limited/private, otherwise our CI workflow will not work on your pull requests.
|
||||||
- Submit pull requests to our [GitHub mirror](https://github.com/eden-emulator/Issue-Reports)
|
- Submit pull requests to our [GitHub mirror](https://github.com/eden-emulator/Issue-Reports)
|
||||||
- Note that this is subject to being removed by DMCA, so don't rely on this.
|
- Note that this is subject to being removed by DMCA, so don't rely on this.
|
||||||
- Submit pull requests to our [Codeberg mirror](https://codeberg.org/eden-emu/eden)
|
- Submit pull requests to our [Codeberg mirror](https://codeberg.org/eden-emu/eden)
|
||||||
@@ -53,33 +72,10 @@ There are five primary ways to contribute.
|
|||||||
- Alongside the contents of your email, please attach the patch/diff file itself for easy access and use.
|
- Alongside the contents of your email, please attach the patch/diff file itself for easy access and use.
|
||||||
- Email our developers at [`developers@eden-emu.dev`](mailto:developers@eden-emu.dev) with any of your relevant findings or code changes.
|
- Email our developers at [`developers@eden-emu.dev`](mailto:developers@eden-emu.dev) with any of your relevant findings or code changes.
|
||||||
|
|
||||||
To test your changes, ensure to read the [build documentation](./docs/Build.md) for your specific platform(s) to ensure everything compiles and works properly. You should also make sure that your branch is up-to-date with the upstream `master` branch before opening a pull request.
|
To test your changes, ensure to read the [build documentation](./docs/Build.md) for your specific platform(s) to ensure everything compiles and works properly. You should also make sure that your branch is up-to-date with the upstream `master` branch before opening a pull request. **You** are responsible for ensuring that your contribution does what it says and doesn't break everything else horribly.
|
||||||
|
|
||||||
### How do I sign up?
|
|
||||||
|
|
||||||
<details>
|
|
||||||
<summary>To sign up and begin contributing... (click to open)</summary>
|
|
||||||
|
|
||||||
Email [crueter@crueter.xyz](mailto:crueter@crueter.xyz) with the following format:
|
|
||||||
|
|
||||||
```txt
|
|
||||||
Subject: [Eden Git] Registration Request
|
|
||||||
Username: <Your Desired Username>
|
|
||||||
Email: <Your Desired Email>
|
|
||||||
I wish to sign up because... <your reason here>
|
|
||||||
```
|
|
||||||
|
|
||||||
Received mail that does not follow this format will be ignored.
|
|
||||||
|
|
||||||
Once your request is processed, you will receive a confirmation email with your temporary password and some information on Git access and policies. If you do not receive a response within 48 hours, feel free to send another email.
|
|
||||||
|
|
||||||
> [!WARNING]
|
|
||||||
> Some email providers may place the response email in your spam/junk folder; notable offenders include Gmail and Outlook. *Always* ensure to check your Spam or Junk folder.
|
|
||||||
|
|
||||||
</details>
|
|
||||||
|
|
||||||
## Non-code Contributions
|
## Non-code Contributions
|
||||||
|
|
||||||
Alongside the other contribution methods listed up top, you can also choose to contribute through documentation, organization, or community guides. These can be done either through the code contribution methods described above, or created externally and shared via our Discord community.
|
Alongside the other contribution methods listed up top, you can also choose to contribute through documentation, organization, or community guides. These can be done either through the code contribution methods described above, or created externally and shared via our Discord community.
|
||||||
|
|
||||||
If you have an external tool/page that you believe would be handy to integrate/link into Eden, please additionally email our developers at [`developers@eden-emu.dev`](mailto:developers@eden-emu.dev). **Do not submit vibe-coded or AI generated tools or applications**.
|
If you have an external tool/page that you believe would be handy to integrate/link into Eden, please additionally email our developers at [`developers@eden-emu.dev`](mailto:developers@eden-emu.dev).
|
||||||
|
|||||||
@@ -79,7 +79,7 @@
|
|||||||
"name": "ffmpeg",
|
"name": "ffmpeg",
|
||||||
"package": "FFmpeg",
|
"package": "FFmpeg",
|
||||||
"repo": "crueter-ci/FFmpeg",
|
"repo": "crueter-ci/FFmpeg",
|
||||||
"version": "9.0.1-1788120736-bf1b838f2a"
|
"version": "9.0.2-1790726865-946fcce07b"
|
||||||
},
|
},
|
||||||
"fmt": {
|
"fmt": {
|
||||||
"hash": "f0da82c545b01692e9fd30fdfb613dbb8dd9716983dcd0ff19ac2a8d36f74beb5540ef38072fdecc1e34191b3682a8542ecbf3a61ef287dbba0a2679d4e023f2",
|
"hash": "f0da82c545b01692e9fd30fdfb613dbb8dd9716983dcd0ff19ac2a8d36f74beb5540ef38072fdecc1e34191b3682a8542ecbf3a61ef287dbba0a2679d4e023f2",
|
||||||
@@ -202,7 +202,8 @@
|
|||||||
"0001-cpmutil-compat.patch",
|
"0001-cpmutil-compat.patch",
|
||||||
"0002-use-ccache.patch",
|
"0002-use-ccache.patch",
|
||||||
"0003-use-cmake-compiler-flags.patch",
|
"0003-use-cmake-compiler-flags.patch",
|
||||||
"0004-use-shell-wrapper.patch"
|
"0004-use-shell-wrapper.patch",
|
||||||
|
"0005-cross-compile.patch"
|
||||||
],
|
],
|
||||||
"repo": "jimmy-park/openssl-cmake",
|
"repo": "jimmy-park/openssl-cmake",
|
||||||
"version": "3.6.2"
|
"version": "3.6.2"
|
||||||
@@ -333,6 +334,11 @@
|
|||||||
"repo": "herumi/xbyak",
|
"repo": "herumi/xbyak",
|
||||||
"version": "v7.40.1"
|
"version": "v7.40.1"
|
||||||
},
|
},
|
||||||
|
"zbic": {
|
||||||
|
"hash": "fbe2f37986377d7f0d96ae3224c80b5971df6e8b6961f68061f1975ebb2e8cb78f07b90f014b007be4023dbf5513581504e7f7d61a5237cb2a8a7a61ae11e482",
|
||||||
|
"repo": "kinnay/zbic",
|
||||||
|
"version": "11b08f2712264bbed731545085cbd9702096ceb7"
|
||||||
|
},
|
||||||
"zlib": {
|
"zlib": {
|
||||||
"hash": "16fea4df307a68cf0035858abe2fd550250618a97590e202037acd18a666f57afc10f8836cbbd472d54a0e76539d0e558cb26f059d53de52ff90634bbf4f47d4",
|
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"min_version": "1.2",
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"min_version": "1.2",
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@@ -346,13 +352,13 @@
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},
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},
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"zstd": {
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"zstd": {
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"find_args": "MODULE",
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"find_args": "MODULE",
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"min_version": "1.5",
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"options": [
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"options": [
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"repo": "facebook/zstd",
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"repo": "facebook/zstd",
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"source_subdir": "build/cmake",
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"source_subdir": "build/cmake",
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</svg>
|
|
||||||
|
Before Width: | Height: | Size: 5.5 KiB After Width: | Height: | Size: 2.9 KiB |
|
Before Width: | Height: | Size: 56 KiB After Width: | Height: | Size: 32 KiB |
|
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 7.7 KiB |
|
Before Width: | Height: | Size: 2.4 KiB After Width: | Height: | Size: 2.4 KiB |
|
Before Width: | Height: | Size: 2.4 KiB After Width: | Height: | Size: 2.4 KiB |
|
Before Width: | Height: | Size: 1.7 KiB After Width: | Height: | Size: 1.7 KiB |
@@ -6,10 +6,31 @@ General guide for cross compiling.
|
|||||||
|
|
||||||
A painless guide for cross compilation (or to test NCE) from a x86_64 system without polluting your main.
|
A painless guide for cross compilation (or to test NCE) from a x86_64 system without polluting your main.
|
||||||
|
|
||||||
- Install QEMU: `sudo pkg install qemu`
|
```sh
|
||||||
- Download Debian 13: `wget https://cdimage.debian.org/debian-cd/current/arm64/iso-cd/debian-13.0.0-arm64-netinst.iso`
|
#!/bin/sh
|
||||||
- Create a system disk: `qemu-img create -f qcow2 debian-13-arm64-ci.qcow2 30G`
|
ISO_FILE="debian-13.0.0-arm64-netinst.iso"
|
||||||
- Run the VM: `qemu-system-aarch64 -M virt -m 2G -cpu max -bios /usr/local/share/qemu/edk2-aarch64-code.fd -drive if=none,file=debian-13.0.0-arm64-netinst.iso,format=raw,id=cdrom -device scsi-cd,drive=cdrom -drive if=none,file=debian-13-arm64-ci.qcow2,id=hd0,format=qcow2 -device virtio-blk-device,drive=hd0 -device virtio-gpu-pci -device usb-ehci -device usb-kbd -device intel-hda -device hda-output -nic user,model=virtio-net-pci`
|
DISK_FILE="debian-13-arm64-ci.qcow2"
|
||||||
|
which -- qemu-system-aarch64 || sudo pkg install qemu
|
||||||
|
[ -f "$ISO_FILE" ] || wget https://cdimage.debian.org/debian-cd/current/arm64/iso-cd/$ISO_FILE
|
||||||
|
[ -f "$DISK_FILE" ] || qemu-img create -f qcow2 "$DISK_FILE" 30G
|
||||||
|
QEMU_FLAGS=(
|
||||||
|
-M virt
|
||||||
|
-m 2G
|
||||||
|
-cpu max
|
||||||
|
-bios /usr/local/share/qemu/edk2-aarch64-code.fd
|
||||||
|
-drive if=none,file=$ISO_FILE,format=raw,id=cdrom
|
||||||
|
-drive if=none,file=$DISK_FILE,id=hd0,format=qcow2
|
||||||
|
-device scsi-cd,drive=cdrom
|
||||||
|
-device virtio-blk-device,drive=hd0
|
||||||
|
-device virtio-gpu-pci
|
||||||
|
-device usb-ehci
|
||||||
|
-device usb-kbd
|
||||||
|
-device intel-hda
|
||||||
|
-device hda-output
|
||||||
|
-nic user,model=virtio-net-pci
|
||||||
|
)
|
||||||
|
qemu-system-aarch64 "${QEMU_FLAGS[@]}"
|
||||||
|
```
|
||||||
|
|
||||||
## Gentoo
|
## Gentoo
|
||||||
|
|
||||||
|
|||||||
@@ -24,25 +24,6 @@ If the work is licensed/vendored from other people or projects, you may omit the
|
|||||||
|
|
||||||
For more information on the license header script, run `.ci/license-header.sh -h`.
|
For more information on the license header script, run `.ci/license-header.sh -h`.
|
||||||
|
|
||||||
## Pull Requests
|
|
||||||
|
|
||||||
Pull requests are only to be merged by core developers when properly tested and discussions conclude on Discord or other communication channels. Labels are recommended but not required. However, all PRs MUST be namespaced and optionally typed:
|
|
||||||
|
|
||||||
```txt
|
|
||||||
[cmake] refactor: CPM over submodules
|
|
||||||
[desktop] feat: implement firmware install from ZIP
|
|
||||||
[hle] stub fw20 functions
|
|
||||||
[core] test: raise maximum CPU cores to 6
|
|
||||||
[cmake, core] Unbreak FreeBSD Building Process
|
|
||||||
```
|
|
||||||
|
|
||||||
- The level of namespacing is generally left to the committer's choice.
|
|
||||||
- However, we never recommend going more than two levels *except* in `hle`, in which case you may go as many as four levels depending on the specificity of your changes.
|
|
||||||
- Ocassionally, up to two additional namespaces may be provided for more clarity.
|
|
||||||
- Changes that affect the entire project (sans CMake changes) should be namespaced as `meta`.
|
|
||||||
- Maintainers are permitted to change namespaces at will.
|
|
||||||
- Commits within PRs are not required to be namespaced, but it is highly recommended.
|
|
||||||
|
|
||||||
## Adding new settings
|
## Adding new settings
|
||||||
|
|
||||||
When adding new settings, use `tr("Setting:")` if the setting is meant to be a field, otherwise use `tr("Setting")` if the setting is meant to be a Yes/No or checkmark type of setting, see [this short style guide](https://learn.microsoft.com/en-us/style-guide/punctuation/colons#in-ui).
|
When adding new settings, use `tr("Setting:")` if the setting is meant to be a field, otherwise use `tr("Setting")` if the setting is meant to be a Yes/No or checkmark type of setting, see [this short style guide](https://learn.microsoft.com/en-us/style-guide/punctuation/colons#in-ui).
|
||||||
|
|||||||
@@ -28,7 +28,7 @@ This contains documentation created by developers, build instructions, guideline
|
|||||||
|
|
||||||
Policies and information on development.
|
Policies and information on development.
|
||||||
|
|
||||||
- **[AI and LLM Usage](./policies/AI.md)**
|
- **[AI and LLM Usage](./CONTRIBUTING.md#policies)**
|
||||||
- **[Coding guidelines](./policies/Coding.md)**
|
- **[Coding guidelines](./policies/Coding.md)**
|
||||||
- **[Contributing](../CONTRIBUTING.md)**
|
- **[Contributing](../CONTRIBUTING.md)**
|
||||||
|
|
||||||
|
|||||||
@@ -33,10 +33,9 @@ Eden by default will be cloned into:
|
|||||||
## Building with Terminal
|
## Building with Terminal
|
||||||
|
|
||||||
1. Download the SDK and NDK from Android Studio.
|
1. Download the SDK and NDK from Android Studio.
|
||||||
2. Navigate to SDK and NDK paths.
|
2. Navigate to SDK path.
|
||||||
3. Then set ANDROID_SDK_ROOT and ANDROID_NDK_ROOT in terminal via
|
3. Then set ANDROID_HOME in terminal via
|
||||||
`export ANDROID_SDK_ROOT=path/to/sdk`
|
`export ANDROID_HOME=path/to/sdk`
|
||||||
`export ANDROID_NDK_ROOT=path/to/ndk`.
|
|
||||||
4. Navigate to `eden/src/android`.
|
4. Navigate to `eden/src/android`.
|
||||||
5. Then Build with `./gradlew assembleRelWithDebInfo`.
|
5. Then Build with `./gradlew assembleRelWithDebInfo`.
|
||||||
6. To build the optimised build use `./gradlew assembleGenshinSpoofRelWithDebInfo`.
|
6. To build the optimised build use `./gradlew assembleGenshinSpoofRelWithDebInfo`.
|
||||||
|
|||||||
|
Before Width: | Height: | Size: 128 KiB After Width: | Height: | Size: 120 KiB |
|
Before Width: | Height: | Size: 98 KiB After Width: | Height: | Size: 89 KiB |
|
Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 17 KiB |
@@ -1,116 +0,0 @@
|
|||||||
# AI Policy
|
|
||||||
|
|
||||||
AI and LLM use is *strictly* prohibited within our codebase and surrounding community, including issues and comments. This includes using AI or LLMs to write docs/commit messages, debug issues, brainstorm ideas, research concepts, or search the codebase.
|
|
||||||
|
|
||||||
- [AI Policy](#ai-policy)
|
|
||||||
- [Low-quality code](#low-quality-code)
|
|
||||||
- [Licensing concerns](#licensing-concerns)
|
|
||||||
- [Vibe-coding](#vibe-coding)
|
|
||||||
- [Commit messages](#commit-messages)
|
|
||||||
- [Miscellaneous concerns](#miscellaneous-concerns)
|
|
||||||
- [Unacceptable Use Examples](#unacceptable-use-examples)
|
|
||||||
- [Addendum: Commit Messages](#addendum-commit-messages)
|
|
||||||
|
|
||||||
## Low-quality code
|
|
||||||
|
|
||||||
AI is notorious for producing low-quality code; be it:
|
|
||||||
|
|
||||||
- nonfunctional,
|
|
||||||
- verbose/inefficient,
|
|
||||||
- breaking other parts of the codebase,
|
|
||||||
- or writing/architecting in a completely different style
|
|
||||||
|
|
||||||
All code, AI or not, is held under a **strict standard of excellence**. AI/LLM-generated code will fail this test 10 times out of 10.
|
|
||||||
|
|
||||||
## Licensing concerns
|
|
||||||
|
|
||||||
This is an area of ongoing litigation, and as such, is still very iffy. For the time being, know that allowing AI to ingest the codebase may end up with its copyleft code regurgitated into incompatibly-licensed proprietary or permissive software. For you, this means to **not** feed code into LLMs.
|
|
||||||
|
|
||||||
AI models may have also ingested AGPLv3 code, which is license-incompatible with our codebase.
|
|
||||||
|
|
||||||
## Vibe-coding
|
|
||||||
|
|
||||||
Just don't. If you're not going to put the effort in to understand every line of code you wrote, neither will we, and your patch or pull request will be ignored.
|
|
||||||
|
|
||||||
## Commit messages
|
|
||||||
|
|
||||||
AI-generated commit messages are absolutely terrible, and your pull request or patch will immediately be rejected if you choose to do this. They are, quite simply, actively detrimental to our understanding of your changes, and if you're not willing to summarize the intent behind your changes, then we're not going to bother reading the code you wrote.
|
|
||||||
|
|
||||||
Write concise, simple, and descriptive commit messages that actually convey the proper intent behind what your change is trying to do.
|
|
||||||
|
|
||||||
See the [Addendum](#addendum-commit-messages) for an instance of how bad AI models are at commit messages.
|
|
||||||
|
|
||||||
## Miscellaneous concerns
|
|
||||||
|
|
||||||
- While many environmental concerns about AI are typically blown out of proportion, it *is* a legitimate issue, and should be taken into account.
|
|
||||||
- Many people have significant concerns over the ethics of AI usage due to inhumane and predatory behavior by large AI companies, particularly Anthropic and OpenAI. This can technically be avoided through the usage of local LLMs.
|
|
||||||
- LLMs have a tendency to add unicode characters (such as the arrow → and the em-dash — symbols) to their output, which can make viewing code or documents harder on command-line editors and viewers.
|
|
||||||
- Dedicated coding models--namely Claude--also like to add a lot of comments to overexplain every individual line of code it produces. This actually makes it *harder* to understand the code!
|
|
||||||
|
|
||||||
## Unacceptable Use Examples
|
|
||||||
|
|
||||||
Here are a few examples of unacceptable use:
|
|
||||||
|
|
||||||
- Solving problems
|
|
||||||
- Slapping a few files and a "please fix bug XYZ" into an LLM is a recipe for disaster that will pretty much never work.
|
|
||||||
- Fully AI-generated code, aka "vibecoding"
|
|
||||||
- Writing code based on pseudo-instructions
|
|
||||||
- If you don't know how to write code, don't. If you've figured out the root cause (preferably without feeding random files into an LLM) and actively know what's going on, provide information to other developers or friends of yours who have knowledge of the language and/or the codebase.
|
|
||||||
|
|
||||||
## Addendum: Commit Messages
|
|
||||||
|
|
||||||
The patchset for pull request [#3422](https://git.eden-emu.dev/eden-emu/eden/pulls/3422) was fed into several LLMs to generate a commit message. One LLM produced the following:
|
|
||||||
|
|
||||||
```txt
|
|
||||||
profile_manager: Refactor user deletion to use index instead of UUID
|
|
||||||
|
|
||||||
This commit improves the user profile deletion flow in the following ways:
|
|
||||||
|
|
||||||
1. **UI layer (ConfigureProfileManager)**:
|
|
||||||
- Replaces UUID-based deletion with index-based deletion
|
|
||||||
- Passes the selected row index from the tree view to the confirmation dialog
|
|
||||||
- Emits deleteUser(int index) signal from ConfigureProfileManagerDeleteDialog
|
|
||||||
- Removes lambda capture and std::function callback in favor of direct signal/slot connection
|
|
||||||
|
|
||||||
2. **Delete dialog**:
|
|
||||||
- Changes SetInfo() signature to accept index instead of accept callback
|
|
||||||
- Stores index internally and emits it via deleteUser signal on acceptance
|
|
||||||
|
|
||||||
3. **Core ProfileManager**:
|
|
||||||
- Refactors RemoveUser(UUID) → RemoveProfileAtIndex(index)
|
|
||||||
- Removes duplicated stable_partition + save logic from RemoveUser()
|
|
||||||
- Centralizes profile removal and save-file writing in RemoveProfileAtIndex()
|
|
||||||
|
|
||||||
4. **Minor follow-up**:
|
|
||||||
- Adds profile_manager.ResetUserSaveFile() call in PopulateUserList() to ensure consistent state when refreshing the user list
|
|
||||||
|
|
||||||
These changes eliminate redundant code, reduce the risk of UUID → index mismatch bugs, and make the deletion path more straightforward and maintainable.
|
|
||||||
|
|
||||||
Fixes: potential inconsistency when user order changes between UI and backend
|
|
||||||
```
|
|
||||||
|
|
||||||
This is:
|
|
||||||
|
|
||||||
- Needlessly verbose (nobody cares about most of these details)
|
|
||||||
- Doesn't address the actual purpose of the PR (fixing a double-deletion bug in the profile manager)
|
|
||||||
- Has unicode arrows (this is bad for command-line editors)
|
|
||||||
- Uses corporate and word-salad language
|
|
||||||
|
|
||||||
Another (code-oriented) LLM output the following:
|
|
||||||
|
|
||||||
```txt
|
|
||||||
profile(manager/ui): switch to index-based deletion and unify removal logic
|
|
||||||
|
|
||||||
- Make ConfigureProfileManagerDeleteDialog emit a deleteUser(int) signal instead of taking a callback. Store the target index in the dialog (m_index) and emit it on acceptance.
|
|
||||||
- Change ConfigureProfileManager to pass an index to SetInfo and to accept an index in DeleteUser. Wire the dialog signal to the new DeleteUser slot.
|
|
||||||
- Update headers: add the signal and m_index, add TODO to move dialog to a .ui file, and update slot/signature declarations.
|
|
||||||
- Add ProfileManager::RemoveProfileAtIndex(std::size_t) and refactor RemoveUser(UUID) to call RemoveProfileAtIndex to avoid duplicated removal logic. Ensure the removal path marks saves as needed and writes the user save file.
|
|
||||||
- Ensure the profile list updates immediately after deletes by calling profile_manager.ResetUserSaveFile() when populating the user list (qlaunch fix).
|
|
||||||
- Misc: update SPDX copyright year and fix build breakages caused by the API changes.
|
|
||||||
|
|
||||||
This consolidates profile removal behavior, fixes potential race conditions in the profile dialog, and removes duplicated removal code.
|
|
||||||
```
|
|
||||||
|
|
||||||
This has all of the same problems as the other one. Needlessly verbose, doesn't address *what* it actually fixes ("consolidates profile removal behavior"... okay, why? What does it fix?), etc. It even has the bonus of totally hallucinating the addition of a method!
|
|
||||||
|
|
||||||
On a more "philosophical" note, LLMs tend to be geared towards *corporate language*, as that's what they're trained on. This is why AI-generated commit messages feel like "word salad", and typically pad out the commit message to make it *look* like a lot of things were changed (trust me, it's like that in the corporate world). They typically also drift towards unneeded buzzwords and useless implementation details.
|
|
||||||
@@ -45,12 +45,13 @@ Another option would be to launch the game in Eden and close it - then go into t
|
|||||||
***INFO***: Make sure you select the correct directory or it will not work, the screen should show the **cheats** sub-directory.
|
***INFO***: Make sure you select the correct directory or it will not work, the screen should show the **cheats** sub-directory.
|
||||||
|
|
||||||
</aside>
|
</aside>
|
||||||
2. You should now see the cheat appear in the **Add-ons** screen.
|
|
||||||
3. Launch the game and confirm that the cheat is applied.
|
9. You should now see the cheat appear in the **Add-ons** screen.
|
||||||
|
10. Launch the game and confirm that the cheat is applied.
|
||||||
|
|
||||||
### Step 2: Multiple Cheats
|
### Step 2: Multiple Cheats
|
||||||
|
|
||||||
In order to install multiple cheats, you must repeat the steps above with the new cheat, creating a new directory with the name of the cheat and cheats directory. You **cannot** install multiple cheats with a single file.
|
In order to install multiple cheats, you must repeat the steps above with the new cheat, creating a new directory with the name of the cheat and cheats directory.
|
||||||
|
|
||||||
Community Member [Ninjistix](https://github.com/Ninjistix) created a utility (Windows or anything that can run Python) that can take a file with multiple cheats and create the files/structure for you with a provided Build ID. To download and run it, see the [GitHub Project](https://github.com/Ninjistix/nxCheat_Splitter) page.
|
Community Member [Ninjistix](https://github.com/Ninjistix) created a utility (Windows or anything that can run Python) that can take a file with multiple cheats and create the files/structure for you with a provided Build ID. To download and run it, see the [GitHub Project](https://github.com/Ninjistix/nxCheat_Splitter) page.
|
||||||
|
|
||||||
@@ -122,7 +123,7 @@ Another option would be to launch the game in Eden and close it - then go into t
|
|||||||
|
|
||||||
### Step 2: Multiple Cheats
|
### Step 2: Multiple Cheats
|
||||||
|
|
||||||
In order to install multiple cheats, you must repeat the steps above with the new cheat, creating a new directory with the name of the cheat and cheats directory. You **cannot** install multiple cheats with a single file.
|
In order to install multiple cheats, you must repeat the steps above with the new cheat, creating a new directory with the name of the cheat and cheats directory.
|
||||||
|
|
||||||
Community Member [Ninjistix](https://github.com/Ninjistix) created a utility (Windows or anything that can run Python) that can take a file with multiple cheats and create the files/structure for you with a provided Build ID. To download and run it, see the [GitHub Project](https://github.com/Ninjistix/nxCheat_Splitter) page.
|
Community Member [Ninjistix](https://github.com/Ninjistix) created a utility (Windows or anything that can run Python) that can take a file with multiple cheats and create the files/structure for you with a provided Build ID. To download and run it, see the [GitHub Project](https://github.com/Ninjistix/nxCheat_Splitter) page.
|
||||||
|
|
||||||
@@ -154,3 +155,11 @@ Cheats are enabled by default, but can be disabled so they don't affect gameplay
|
|||||||
3. *Select/Deselect* the name of the cheat you wish to enable/disable.
|
3. *Select/Deselect* the name of the cheat you wish to enable/disable.
|
||||||
4. Click **OK** to close the window.
|
4. Click **OK** to close the window.
|
||||||
5. Launch the game to confirm the cheat is/is not active.
|
5. Launch the game to confirm the cheat is/is not active.
|
||||||
|
|
||||||
|
### Runtime Cheat Controls
|
||||||
|
|
||||||
|
* While a game is running, open **Cheats** from the menu bar to toggle individual entries from the loaded cheat files. The menu stays open while toggling entries and is hidden when the running game has no cheats. Runtime changes apply to the current game session only.
|
||||||
|
|
||||||
|
* Use **Configure > System > Core > Enable cheats by default** to choose whether regular cheats start enabled. The setting can also be overridden for an individual game from its **System** settings.
|
||||||
|
|
||||||
|
* Master Code entries (`{}` blocks) are always enabled and appear as disabled and checked items in the runtime menu.
|
||||||
|
|||||||
@@ -48,6 +48,11 @@ if (NOT TARGET stb::headers)
|
|||||||
add_library(stb::headers ALIAS stb)
|
add_library(stb::headers ALIAS stb)
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
|
AddJsonPackage(NAME zbic DOWNLOAD_ONLY)
|
||||||
|
set(ZBIC_INCLUDE_DIR
|
||||||
|
"${zbic_SOURCE_DIR}/src"
|
||||||
|
PARENT_SCOPE)
|
||||||
|
|
||||||
# ItaniumDemangle (Windows only)
|
# ItaniumDemangle (Windows only)
|
||||||
if (WIN32 AND NOT TARGET LLVM::Demangle)
|
if (WIN32 AND NOT TARGET LLVM::Demangle)
|
||||||
add_library(demangle demangle/ItaniumDemangle.cpp)
|
add_library(demangle demangle/ItaniumDemangle.cpp)
|
||||||
|
|||||||
@@ -101,6 +101,11 @@ endfunction()
|
|||||||
# ia64 exists
|
# ia64 exists
|
||||||
# the rest exist, but are probably less popular than ia64
|
# the rest exist, but are probably less popular than ia64
|
||||||
|
|
||||||
|
detect_architecture_symbols(
|
||||||
|
ARCH wasm
|
||||||
|
SYMBOLS
|
||||||
|
"__EMSCRIPTEN__")
|
||||||
|
|
||||||
detect_architecture_symbols(
|
detect_architecture_symbols(
|
||||||
ARCH arm64
|
ARCH arm64
|
||||||
SYMBOLS
|
SYMBOLS
|
||||||
@@ -203,11 +208,6 @@ detect_architecture_symbols(
|
|||||||
"__loongarch__"
|
"__loongarch__"
|
||||||
"__loongarch64")
|
"__loongarch64")
|
||||||
|
|
||||||
detect_architecture_symbols(
|
|
||||||
ARCH wasm
|
|
||||||
SYMBOLS
|
|
||||||
"__EMSCRIPTEN__")
|
|
||||||
|
|
||||||
# "generic" target
|
# "generic" target
|
||||||
# If you have reached this point, you're on some as-of-yet unsupported architecture.
|
# If you have reached this point, you're on some as-of-yet unsupported architecture.
|
||||||
# See the docs up above for known unsupported architectures
|
# See the docs up above for known unsupported architectures
|
||||||
|
|||||||
@@ -259,7 +259,7 @@ android {
|
|||||||
|
|
||||||
externalNativeBuild {
|
externalNativeBuild {
|
||||||
cmake {
|
cmake {
|
||||||
version = "3.31.6"
|
version = "3.31.5"
|
||||||
path = file("${edenDir}/CMakeLists.txt")
|
path = file("${edenDir}/CMakeLists.txt")
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -34,6 +34,13 @@ import org.yuzu.yuzu_emu.applets.web.WebBrowser
|
|||||||
* with the native side of the Yuzu code.
|
* with the native side of the Yuzu code.
|
||||||
*/
|
*/
|
||||||
object NativeLibrary {
|
object NativeLibrary {
|
||||||
|
@Keep
|
||||||
|
class RuntimeCheat(
|
||||||
|
val id: Int,
|
||||||
|
val name: String,
|
||||||
|
val enabled: Boolean,
|
||||||
|
val isMaster: Boolean
|
||||||
|
)
|
||||||
@Keep
|
@Keep
|
||||||
data class UpdateResult(
|
data class UpdateResult(
|
||||||
var tag: String = "",
|
var tag: String = "",
|
||||||
@@ -197,6 +204,9 @@ object NativeLibrary {
|
|||||||
*/
|
*/
|
||||||
external fun isPaused(): Boolean
|
external fun isPaused(): Boolean
|
||||||
|
|
||||||
|
external fun getRuntimeCheats(): Array<RuntimeCheat>
|
||||||
|
external fun setRuntimeCheatEnabled(id: Int, enabled: Boolean): Boolean
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Returns the performance stats for the current game
|
* Returns the performance stats for the current game
|
||||||
*/
|
*/
|
||||||
|
|||||||
@@ -13,6 +13,7 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
|
|||||||
FASTMEM("cpuopt_fastmem"),
|
FASTMEM("cpuopt_fastmem"),
|
||||||
FASTMEM_EXCLUSIVES("cpuopt_fastmem_exclusives"),
|
FASTMEM_EXCLUSIVES("cpuopt_fastmem_exclusives"),
|
||||||
CORE_SYNC_CORE_SPEED("sync_core_speed"),
|
CORE_SYNC_CORE_SPEED("sync_core_speed"),
|
||||||
|
ENABLE_CHEATS_BY_DEFAULT("enable_cheats_by_default"),
|
||||||
RENDERER_USE_SPEED_LIMIT("use_speed_limit"),
|
RENDERER_USE_SPEED_LIMIT("use_speed_limit"),
|
||||||
USE_CUSTOM_CPU_TICKS("use_custom_cpu_ticks"),
|
USE_CUSTOM_CPU_TICKS("use_custom_cpu_ticks"),
|
||||||
SKIP_CPU_INNER_INVALIDATION("skip_cpu_inner_invalidation"),
|
SKIP_CPU_INNER_INVALIDATION("skip_cpu_inner_invalidation"),
|
||||||
@@ -25,12 +26,10 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
|
|||||||
RENDERER_USE_DISK_SHADER_CACHE("use_disk_shader_cache"),
|
RENDERER_USE_DISK_SHADER_CACHE("use_disk_shader_cache"),
|
||||||
RENDERER_FORCE_MAX_CLOCK("force_max_clock"),
|
RENDERER_FORCE_MAX_CLOCK("force_max_clock"),
|
||||||
RENDERER_ASYNCHRONOUS_GPU_EMULATION("use_asynchronous_gpu_emulation"),
|
RENDERER_ASYNCHRONOUS_GPU_EMULATION("use_asynchronous_gpu_emulation"),
|
||||||
RENDERER_ASYNC_PRESENTATION("async_presentation"),
|
|
||||||
RENDERER_ASYNCHRONOUS_SHADERS("use_asynchronous_shaders"),
|
RENDERER_ASYNCHRONOUS_SHADERS("use_asynchronous_shaders"),
|
||||||
RENDERER_REACTIVE_FLUSHING("use_reactive_flushing"),
|
RENDERER_REACTIVE_FLUSHING("use_reactive_flushing"),
|
||||||
ENABLE_BUFFER_HISTORY("enable_buffer_history"),
|
ENABLE_BUFFER_HISTORY("enable_buffer_history"),
|
||||||
USE_OPTIMIZED_VERTEX_BUFFERS("use_optimized_vertex_buffers"),
|
USE_OPTIMIZED_VERTEX_BUFFERS("use_optimized_vertex_buffers"),
|
||||||
ENABLE_GPU_BUFFER_READBACK("enable_gpu_buffer_readback"),
|
|
||||||
SYNC_MEMORY_OPERATIONS("sync_memory_operations"),
|
SYNC_MEMORY_OPERATIONS("sync_memory_operations"),
|
||||||
BUFFER_REORDER_DISABLE("disable_buffer_reorder"),
|
BUFFER_REORDER_DISABLE("disable_buffer_reorder"),
|
||||||
RENDERER_DEBUG("debug"),
|
RENDERER_DEBUG("debug"),
|
||||||
|
|||||||
@@ -316,6 +316,13 @@ abstract class SettingsItem(
|
|||||||
descriptionId = R.string.use_sync_core_description
|
descriptionId = R.string.use_sync_core_description
|
||||||
)
|
)
|
||||||
)
|
)
|
||||||
|
put(
|
||||||
|
SwitchSetting(
|
||||||
|
BooleanSetting.ENABLE_CHEATS_BY_DEFAULT,
|
||||||
|
titleId = R.string.enable_cheats_by_default,
|
||||||
|
descriptionId = R.string.enable_cheats_by_default_description
|
||||||
|
)
|
||||||
|
)
|
||||||
put(
|
put(
|
||||||
SingleChoiceSetting(
|
SingleChoiceSetting(
|
||||||
IntSetting.REGION_INDEX,
|
IntSetting.REGION_INDEX,
|
||||||
@@ -753,13 +760,6 @@ abstract class SettingsItem(
|
|||||||
descriptionId = R.string.renderer_asynchronous_gpu_emulation_description
|
descriptionId = R.string.renderer_asynchronous_gpu_emulation_description
|
||||||
)
|
)
|
||||||
)
|
)
|
||||||
put(
|
|
||||||
SwitchSetting(
|
|
||||||
BooleanSetting.RENDERER_ASYNC_PRESENTATION,
|
|
||||||
titleId = R.string.renderer_async_presentation,
|
|
||||||
descriptionId = R.string.renderer_async_presentation_description
|
|
||||||
)
|
|
||||||
)
|
|
||||||
put(
|
put(
|
||||||
SingleChoiceSetting(
|
SingleChoiceSetting(
|
||||||
IntSetting.DMA_ACCURACY,
|
IntSetting.DMA_ACCURACY,
|
||||||
@@ -908,13 +908,6 @@ abstract class SettingsItem(
|
|||||||
descriptionId = R.string.enable_buffer_history_description
|
descriptionId = R.string.enable_buffer_history_description
|
||||||
)
|
)
|
||||||
)
|
)
|
||||||
put(
|
|
||||||
SwitchSetting(
|
|
||||||
BooleanSetting.ENABLE_GPU_BUFFER_READBACK,
|
|
||||||
titleId = R.string.enable_gpu_buffer_readback,
|
|
||||||
descriptionId = R.string.enable_gpu_buffer_readback_description
|
|
||||||
)
|
|
||||||
)
|
|
||||||
put(
|
put(
|
||||||
SwitchSetting(
|
SwitchSetting(
|
||||||
BooleanSetting.USE_OPTIMIZED_VERTEX_BUFFERS,
|
BooleanSetting.USE_OPTIMIZED_VERTEX_BUFFERS,
|
||||||
|
|||||||
@@ -510,6 +510,7 @@ class SettingsFragmentPresenter(
|
|||||||
add(IntSetting.FAST_CPU_TIME.key)
|
add(IntSetting.FAST_CPU_TIME.key)
|
||||||
add(IntSetting.FAST_GPU_TIME.key)
|
add(IntSetting.FAST_GPU_TIME.key)
|
||||||
add(BooleanSetting.CORE_SYNC_CORE_SPEED.key)
|
add(BooleanSetting.CORE_SYNC_CORE_SPEED.key)
|
||||||
|
add(BooleanSetting.ENABLE_CHEATS_BY_DEFAULT.key)
|
||||||
|
|
||||||
add(IntSetting.MEMORY_LAYOUT.key)
|
add(IntSetting.MEMORY_LAYOUT.key)
|
||||||
add(BooleanSetting.USE_CUSTOM_CPU_TICKS.key)
|
add(BooleanSetting.USE_CUSTOM_CPU_TICKS.key)
|
||||||
@@ -549,7 +550,6 @@ class SettingsFragmentPresenter(
|
|||||||
add(BooleanSetting.RENDERER_FORCE_MAX_CLOCK.key)
|
add(BooleanSetting.RENDERER_FORCE_MAX_CLOCK.key)
|
||||||
add(BooleanSetting.RENDERER_REACTIVE_FLUSHING.key)
|
add(BooleanSetting.RENDERER_REACTIVE_FLUSHING.key)
|
||||||
add(BooleanSetting.ENABLE_BUFFER_HISTORY.key)
|
add(BooleanSetting.ENABLE_BUFFER_HISTORY.key)
|
||||||
add(BooleanSetting.ENABLE_GPU_BUFFER_READBACK.key)
|
|
||||||
add(BooleanSetting.USE_OPTIMIZED_VERTEX_BUFFERS.key)
|
add(BooleanSetting.USE_OPTIMIZED_VERTEX_BUFFERS.key)
|
||||||
|
|
||||||
add(HeaderSetting(R.string.hacks))
|
add(HeaderSetting(R.string.hacks))
|
||||||
@@ -560,7 +560,6 @@ class SettingsFragmentPresenter(
|
|||||||
add(BooleanSetting.RENDERER_ASYNCHRONOUS_SHADERS.key)
|
add(BooleanSetting.RENDERER_ASYNCHRONOUS_SHADERS.key)
|
||||||
add(IntSetting.ANDROID_PIPELINE_WORKERS.key)
|
add(IntSetting.ANDROID_PIPELINE_WORKERS.key)
|
||||||
add(BooleanSetting.RENDERER_ASYNCHRONOUS_GPU_EMULATION.key)
|
add(BooleanSetting.RENDERER_ASYNCHRONOUS_GPU_EMULATION.key)
|
||||||
add(BooleanSetting.RENDERER_ASYNC_PRESENTATION.key)
|
|
||||||
add(SettingsItem.GPU_UNSWIZZLE_COMBINED)
|
add(SettingsItem.GPU_UNSWIZZLE_COMBINED)
|
||||||
|
|
||||||
add(HeaderSetting(R.string.extensions))
|
add(HeaderSetting(R.string.extensions))
|
||||||
|
|||||||
@@ -79,9 +79,8 @@ class DriverFetcherFragment : Fragment() {
|
|||||||
IntRange(100, 599) to "Unsupported",
|
IntRange(100, 599) to "Unsupported",
|
||||||
IntRange(600, 639) to "Mr. Purple EOL-24.3.4",
|
IntRange(600, 639) to "Mr. Purple EOL-24.3.4",
|
||||||
IntRange(640, 699) to "Mr. Purple T19",
|
IntRange(640, 699) to "Mr. Purple T19",
|
||||||
IntRange(700, 710) to "KIMCHI 25.2.0_r5",
|
IntRange(700, 710) to "Mr. Purple T29",
|
||||||
IntRange(711, 799) to "Mr. Purple T23",
|
IntRange(711, 899) to "Mr. Purple T30",
|
||||||
IntRange(800, 899) to "GameHub Adreno 8xx",
|
|
||||||
IntRange(900, Int.MAX_VALUE) to "Unsupported"
|
IntRange(900, Int.MAX_VALUE) to "Unsupported"
|
||||||
)
|
)
|
||||||
|
|
||||||
|
|||||||
@@ -734,6 +734,7 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
|
|||||||
|
|
||||||
binding.inGameMenu.menu.findItem(R.id.menu_quick_settings)?.isVisible =
|
binding.inGameMenu.menu.findItem(R.id.menu_quick_settings)?.isVisible =
|
||||||
BooleanSetting.ENABLE_QUICK_SETTINGS.getBoolean()
|
BooleanSetting.ENABLE_QUICK_SETTINGS.getBoolean()
|
||||||
|
binding.inGameMenu.menu.findItem(R.id.menu_cheats)?.isVisible = false
|
||||||
|
|
||||||
binding.pausedIcon.setOnClickListener {
|
binding.pausedIcon.setOnClickListener {
|
||||||
if (this::emulationState.isInitialized && emulationState.isPaused) {
|
if (this::emulationState.isInitialized && emulationState.isPaused) {
|
||||||
@@ -817,6 +818,12 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
|
|||||||
|
|
||||||
R.id.menu_load_amiibo -> handleLoadAmiiboSelection()
|
R.id.menu_load_amiibo -> handleLoadAmiiboSelection()
|
||||||
|
|
||||||
|
R.id.menu_cheats -> {
|
||||||
|
binding.drawerLayout.closeDrawer(binding.inGameMenu)
|
||||||
|
showRuntimeCheatDialog()
|
||||||
|
true
|
||||||
|
}
|
||||||
|
|
||||||
R.id.menu_controls -> {
|
R.id.menu_controls -> {
|
||||||
val action = HomeNavigationDirections.actionGlobalSettingsActivity(
|
val action = HomeNavigationDirections.actionGlobalSettingsActivity(
|
||||||
null,
|
null,
|
||||||
@@ -962,6 +969,8 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
|
|||||||
|
|
||||||
emulationState.updateSurface()
|
emulationState.updateSurface()
|
||||||
|
|
||||||
|
binding.inGameMenu.menu.findItem(R.id.menu_cheats)?.isVisible =
|
||||||
|
NativeLibrary.getRuntimeCheats().isNotEmpty()
|
||||||
updateShowStatsOverlay()
|
updateShowStatsOverlay()
|
||||||
updateSocOverlay()
|
updateSocOverlay()
|
||||||
|
|
||||||
@@ -987,6 +996,7 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
|
|||||||
}
|
}
|
||||||
emulationViewModel.isEmulationStopping.collect(viewLifecycleOwner) {
|
emulationViewModel.isEmulationStopping.collect(viewLifecycleOwner) {
|
||||||
if (it) {
|
if (it) {
|
||||||
|
binding.inGameMenu.menu.findItem(R.id.menu_cheats)?.isVisible = false
|
||||||
binding.loadingText.setText(R.string.shutting_down)
|
binding.loadingText.setText(R.string.shutting_down)
|
||||||
ViewUtils.showView(binding.loadingIndicator)
|
ViewUtils.showView(binding.loadingIndicator)
|
||||||
ViewUtils.hideView(binding.inputContainer)
|
ViewUtils.hideView(binding.inputContainer)
|
||||||
@@ -1119,6 +1129,45 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
|
|||||||
NativePostProcessing.persist()
|
NativePostProcessing.persist()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private fun showRuntimeCheatDialog() {
|
||||||
|
val cheats = NativeLibrary.getRuntimeCheats()
|
||||||
|
if (cheats.isEmpty()) return
|
||||||
|
|
||||||
|
val names = cheats.map { it.name.ifEmpty { getString(R.string.unnamed_cheat) } }.toTypedArray()
|
||||||
|
lateinit var dialog: androidx.appcompat.app.AlertDialog
|
||||||
|
dialog = MaterialAlertDialogBuilder(requireContext())
|
||||||
|
.setTitle(R.string.cheats)
|
||||||
|
.setMultiChoiceItems(names, cheats.map { it.enabled }.toBooleanArray()) { _, which, enabled ->
|
||||||
|
if (cheats[which].isMaster) {
|
||||||
|
dialog.listView.setItemChecked(which, true)
|
||||||
|
} else if (!NativeLibrary.setRuntimeCheatEnabled(cheats[which].id, enabled)) {
|
||||||
|
dialog.listView.setItemChecked(which, !enabled)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
.setNegativeButton(R.string.disable_all_cheats) { _, _ ->
|
||||||
|
cheats.forEach {
|
||||||
|
if (!it.isMaster) NativeLibrary.setRuntimeCheatEnabled(it.id, false)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
.setNeutralButton(R.string.enable_all_cheats) { _, _ ->
|
||||||
|
cheats.forEach {
|
||||||
|
if (!it.isMaster) NativeLibrary.setRuntimeCheatEnabled(it.id, true)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
.setPositiveButton(R.string.done, null)
|
||||||
|
.create()
|
||||||
|
dialog.setOnShowListener {
|
||||||
|
val listView = dialog.listView
|
||||||
|
fun updateMasterVisuals() = repeat(listView.childCount) { index ->
|
||||||
|
listView.getChildAt(index).alpha =
|
||||||
|
if (cheats[listView.firstVisiblePosition + index].isMaster) 0.38f else 1f
|
||||||
|
}
|
||||||
|
listView.setOnScrollChangeListener { _, _, _, _, _ -> updateMasterVisuals() }
|
||||||
|
updateMasterVisuals()
|
||||||
|
}
|
||||||
|
dialog.show()
|
||||||
|
}
|
||||||
|
|
||||||
private fun addQuickSettings() {
|
private fun addQuickSettings() {
|
||||||
binding.quickSettingsSheet.apply {
|
binding.quickSettingsSheet.apply {
|
||||||
val container = binding.quickSettingsSheet.findViewById<ViewGroup>(R.id.quick_settings_container)
|
val container = binding.quickSettingsSheet.findViewById<ViewGroup>(R.id.quick_settings_container)
|
||||||
|
|||||||
@@ -23,6 +23,7 @@ import org.yuzu.yuzu_emu.model.Driver.Companion.toDriver
|
|||||||
import org.yuzu.yuzu_emu.utils.GpuDriverHelper
|
import org.yuzu.yuzu_emu.utils.GpuDriverHelper
|
||||||
import org.yuzu.yuzu_emu.NativeLibrary
|
import org.yuzu.yuzu_emu.NativeLibrary
|
||||||
import org.yuzu.yuzu_emu.utils.GpuDriverMetadata
|
import org.yuzu.yuzu_emu.utils.GpuDriverMetadata
|
||||||
|
import org.yuzu.yuzu_emu.utils.DirectoryInitialization
|
||||||
import org.yuzu.yuzu_emu.utils.NativeConfig
|
import org.yuzu.yuzu_emu.utils.NativeConfig
|
||||||
import java.io.File
|
import java.io.File
|
||||||
|
|
||||||
@@ -146,11 +147,11 @@ class DriverViewModel : ViewModel() {
|
|||||||
private fun wipeGameShaders(game: Game) {
|
private fun wipeGameShaders(game: Game) {
|
||||||
viewModelScope.launch {
|
viewModelScope.launch {
|
||||||
withContext(Dispatchers.IO) {
|
withContext(Dispatchers.IO) {
|
||||||
val externalFilesDir = YuzuApplication.appContext.getExternalFilesDir(null)
|
val userDirectory = DirectoryInitialization.userDirectory
|
||||||
?: return@withContext
|
?: return@withContext
|
||||||
val shaderDir = File(
|
val shaderDir = File(
|
||||||
externalFilesDir.absolutePath +
|
userDirectory +
|
||||||
"/shader/" + game.settingsName.lowercase()
|
"/cache/shader/" + game.settingsName.lowercase()
|
||||||
)
|
)
|
||||||
if (shaderDir.exists()) {
|
if (shaderDir.exists()) {
|
||||||
shaderDir.deleteRecursively()
|
shaderDir.deleteRecursively()
|
||||||
|
|||||||
@@ -100,7 +100,7 @@ class Game(
|
|||||||
|
|
||||||
companion object {
|
companion object {
|
||||||
val extensions: Set<String> = HashSet(
|
val extensions: Set<String> = HashSet(
|
||||||
listOf("xci", "nsp", "nca", "nro")
|
listOf("xci", "nsp", "nca", "nro", "nsz", "xcz")
|
||||||
)
|
)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -109,7 +109,7 @@ object GameHelper {
|
|||||||
|
|
||||||
// File extensions considered as external content, buuut should
|
// File extensions considered as external content, buuut should
|
||||||
// be done better imo.
|
// be done better imo.
|
||||||
private val externalContentExtensions = setOf("nsp", "xci")
|
private val externalContentExtensions = setOf("nsp", "xci", "nsz", "xcz")
|
||||||
|
|
||||||
private fun scanContentContainersRecursive(
|
private fun scanContentContainersRecursive(
|
||||||
files: Array<MinimalDocumentFile>,
|
files: Array<MinimalDocumentFile>,
|
||||||
|
|||||||
@@ -76,7 +76,9 @@ jboolean Java_org_yuzu_yuzu_1emu_utils_GameMetadata_getIsValid(JNIEnv* env, jobj
|
|||||||
auto const file_type = loader->GetFileType();
|
auto const file_type = loader->GetFileType();
|
||||||
if (file_type == Loader::FileType::Unknown || file_type == Loader::FileType::Error)
|
if (file_type == Loader::FileType::Unknown || file_type == Loader::FileType::Error)
|
||||||
return false;
|
return false;
|
||||||
if ((file_type == Loader::FileType::NSP || file_type == Loader::FileType::XCI) && !Loader::IsBootableGameContainer(file, file_type))
|
if ((file_type == Loader::FileType::NSP || file_type == Loader::FileType::XCI ||
|
||||||
|
file_type == Loader::FileType::NSZ || file_type == Loader::FileType::XCZ) &&
|
||||||
|
!Loader::IsBootableGameContainer(file, file_type))
|
||||||
return false;
|
return false;
|
||||||
u64 program_id = 0;
|
u64 program_id = 0;
|
||||||
return loader->ReadProgramId(program_id) == Loader::ResultStatus::Success;
|
return loader->ReadProgramId(program_id) == Loader::ResultStatus::Success;
|
||||||
|
|||||||
@@ -67,6 +67,7 @@ extern "C" {
|
|||||||
#include "core/file_sys/submission_package.h"
|
#include "core/file_sys/submission_package.h"
|
||||||
#include "core/file_sys/vfs/vfs.h"
|
#include "core/file_sys/vfs/vfs.h"
|
||||||
#include "core/file_sys/vfs/vfs_real.h"
|
#include "core/file_sys/vfs/vfs_real.h"
|
||||||
|
#include "core/memory/dmnt_cheat_types.h"
|
||||||
#include "core/frontend/applets/cabinet.h"
|
#include "core/frontend/applets/cabinet.h"
|
||||||
#include "core/frontend/applets/controller.h"
|
#include "core/frontend/applets/controller.h"
|
||||||
#include "core/frontend/applets/error.h"
|
#include "core/frontend/applets/error.h"
|
||||||
@@ -946,6 +947,31 @@ jboolean Java_org_yuzu_yuzu_1emu_NativeLibrary_isPaused(JNIEnv* env, jclass claz
|
|||||||
return static_cast<jboolean>(EmulationSession::GetInstance().IsPaused());
|
return static_cast<jboolean>(EmulationSession::GetInstance().IsPaused());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
jobjectArray Java_org_yuzu_yuzu_1emu_NativeLibrary_getRuntimeCheats(JNIEnv* env, jclass clazz) {
|
||||||
|
const auto cheats = EmulationSession::GetInstance().System().GetRuntimeCheats();
|
||||||
|
const auto runtime_cheat_class = env->FindClass("org/yuzu/yuzu_emu/NativeLibrary$RuntimeCheat");
|
||||||
|
const auto constructor = env->GetMethodID(runtime_cheat_class, "<init>", "(ILjava/lang/String;ZZ)V");
|
||||||
|
auto result = env->NewObjectArray(static_cast<jsize>(cheats.size()), runtime_cheat_class, nullptr);
|
||||||
|
for (jsize i = 0; i < static_cast<jsize>(cheats.size()); ++i) {
|
||||||
|
const auto& cheat = cheats[i];
|
||||||
|
const auto name = Common::Android::ToJString(env, cheat.name);
|
||||||
|
const auto item = env->NewObject(runtime_cheat_class, constructor, static_cast<jint>(cheat.id), name,
|
||||||
|
static_cast<jboolean>(cheat.enabled),
|
||||||
|
static_cast<jboolean>(cheat.is_master));
|
||||||
|
env->SetObjectArrayElement(result, i, item);
|
||||||
|
env->DeleteLocalRef(name);
|
||||||
|
env->DeleteLocalRef(item);
|
||||||
|
}
|
||||||
|
env->DeleteLocalRef(runtime_cheat_class);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
jboolean Java_org_yuzu_yuzu_1emu_NativeLibrary_setRuntimeCheatEnabled(JNIEnv* env, jclass clazz,
|
||||||
|
jint id, jboolean enabled) {
|
||||||
|
return static_cast<jboolean>(EmulationSession::GetInstance().System().SetCheatEnabled(
|
||||||
|
static_cast<u32>(id), static_cast<bool>(enabled)));
|
||||||
|
}
|
||||||
|
|
||||||
jbyteArray Java_org_yuzu_yuzu_1emu_NativeLibrary_getAppletCaptureBuffer(JNIEnv* env, jclass clazz) {
|
jbyteArray Java_org_yuzu_yuzu_1emu_NativeLibrary_getAppletCaptureBuffer(JNIEnv* env, jclass clazz) {
|
||||||
using namespace VideoCore::Capture;
|
using namespace VideoCore::Capture;
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,30 @@
|
|||||||
|
<vector xmlns:android="http://schemas.android.com/apk/res/android" xmlns:aapt="http://schemas.android.com/aapt"
|
||||||
|
android:viewportWidth="212"
|
||||||
|
android:viewportHeight="212"
|
||||||
|
android:width="212dp"
|
||||||
|
android:height="212dp">
|
||||||
|
<group
|
||||||
|
android:translateX="6"
|
||||||
|
android:translateY="6">
|
||||||
|
<path
|
||||||
|
android:pathData="M58 168v-98a50 50 0 0 1 50 -50h20"
|
||||||
|
android:strokeColor="#FFFFFF"
|
||||||
|
android:strokeWidth="25" />
|
||||||
|
<path
|
||||||
|
android:pathData="M58 168v-30a50 50 0 0 1 50 -50h20"
|
||||||
|
android:strokeColor="#FFFFFF"
|
||||||
|
android:strokeWidth="25" />
|
||||||
|
<path
|
||||||
|
android:pathData="M160 20A18 18 0 0 1 124 20A18 18 0 0 1 160 20Z"
|
||||||
|
android:strokeColor="#FFFFFF"
|
||||||
|
android:strokeWidth="15" />
|
||||||
|
<path
|
||||||
|
android:pathData="M160 88A18 18 0 0 1 124 88A18 18 0 0 1 160 88Z"
|
||||||
|
android:strokeColor="#FFFFFF"
|
||||||
|
android:strokeWidth="15" />
|
||||||
|
<path
|
||||||
|
android:pathData="M76 180A18 18 0 0 1 40 180A18 18 0 0 1 76 180Z"
|
||||||
|
android:strokeColor="#FFFFFF"
|
||||||
|
android:strokeWidth="15" />
|
||||||
|
</group>
|
||||||
|
</vector>
|
||||||
@@ -1,10 +0,0 @@
|
|||||||
<vector xmlns:android="http://schemas.android.com/apk/res/android"
|
|
||||||
android:width="98dp"
|
|
||||||
android:height="96dp"
|
|
||||||
android:viewportWidth="98"
|
|
||||||
android:viewportHeight="96">
|
|
||||||
<path
|
|
||||||
android:fillColor="?attr/colorControlNormal"
|
|
||||||
android:fillType="evenOdd"
|
|
||||||
android:pathData="M48.854,0C21.839,0 0,22 0,49.217c0,21.756 13.993,40.172 33.405,46.69 2.427,0.49 3.316,-1.059 3.316,-2.362 0,-1.141 -0.08,-5.052 -0.08,-9.127 -13.59,2.934 -16.42,-5.867 -16.42,-5.867 -2.184,-5.704 -5.42,-7.17 -5.42,-7.17 -4.448,-3.015 0.324,-3.015 0.324,-3.015 4.934,0.326 7.523,5.052 7.523,5.052 4.367,7.496 11.404,5.378 14.235,4.074 0.404,-3.178 1.699,-5.378 3.074,-6.6 -10.839,-1.141 -22.243,-5.378 -22.243,-24.283 0,-5.378 1.94,-9.778 5.014,-13.2 -0.485,-1.222 -2.184,-6.275 0.486,-13.038 0,0 4.125,-1.304 13.426,5.052a46.97,46.97 0,0 1,12.214 -1.63c4.125,0 8.33,0.571 12.213,1.63 9.302,-6.356 13.427,-5.052 13.427,-5.052 2.67,6.763 0.97,11.816 0.485,13.038 3.155,3.422 5.015,7.822 5.015,13.2 0,18.905 -11.404,23.06 -22.324,24.283 1.78,1.548 3.316,4.481 3.316,9.126 0,6.6 -0.08,11.897 -0.08,13.526 0,1.304 0.89,2.853 3.316,2.364 19.412,-6.52 33.405,-24.935 33.405,-46.691C97.707,22 75.788,0 48.854,0z" />
|
|
||||||
</vector>
|
|
||||||
|
Before Width: | Height: | Size: 56 KiB After Width: | Height: | Size: 56 KiB |
@@ -250,7 +250,7 @@
|
|||||||
style="@style/EdenButton.Secondary"
|
style="@style/EdenButton.Secondary"
|
||||||
android:layout_width="56dp"
|
android:layout_width="56dp"
|
||||||
android:layout_height="56dp"
|
android:layout_height="56dp"
|
||||||
app:icon="@drawable/ic_github"
|
app:icon="@drawable/ic_forgejo"
|
||||||
app:iconGravity="textStart"
|
app:iconGravity="textStart"
|
||||||
app:iconSize="24dp"
|
app:iconSize="24dp"
|
||||||
app:iconPadding="0dp" />
|
app:iconPadding="0dp" />
|
||||||
|
|||||||
@@ -259,7 +259,7 @@
|
|||||||
android:layout_height="56dp"
|
android:layout_height="56dp"
|
||||||
android:layout_weight="1"
|
android:layout_weight="1"
|
||||||
android:layout_marginStart="8dp"
|
android:layout_marginStart="8dp"
|
||||||
app:icon="@drawable/ic_github"
|
app:icon="@drawable/ic_forgejo"
|
||||||
app:iconSize="24dp"
|
app:iconSize="24dp"
|
||||||
app:iconGravity="textStart"
|
app:iconGravity="textStart"
|
||||||
app:iconPadding="0dp"
|
app:iconPadding="0dp"
|
||||||
|
|||||||
@@ -43,6 +43,10 @@
|
|||||||
android:icon="@drawable/ic_nfc"
|
android:icon="@drawable/ic_nfc"
|
||||||
android:title="@string/load_amiibo" />
|
android:title="@string/load_amiibo" />
|
||||||
|
|
||||||
|
<item
|
||||||
|
android:id="@+id/menu_cheats"
|
||||||
|
android:icon="@drawable/ic_code"
|
||||||
|
android:title="@string/cheats" />
|
||||||
|
|
||||||
<item
|
<item
|
||||||
android:id="@+id/menu_overlay_controls"
|
android:id="@+id/menu_overlay_controls"
|
||||||
|
|||||||
@@ -28,7 +28,7 @@
|
|||||||
<string name="input_overlay_behavior">السلوك</string>
|
<string name="input_overlay_behavior">السلوك</string>
|
||||||
<string name="overlay_auto_hide">إخفاء الطبقة تلقائيًا</string>
|
<string name="overlay_auto_hide">إخفاء الطبقة تلقائيًا</string>
|
||||||
<string name="overlay_auto_hide_description">إخفاء طبقة ذراع التحكم باللمس تلقائيًا بعد مرور الوقت المحدد من عدم النشاط.</string>
|
<string name="overlay_auto_hide_description">إخفاء طبقة ذراع التحكم باللمس تلقائيًا بعد مرور الوقت المحدد من عدم النشاط.</string>
|
||||||
<string name="enable_input_overlay_auto_hide">تمكين إخفاء الطبقة تلقائيًا</string>
|
<string name="enable_input_overlay_auto_hide">تفعيل إخفاء الطبقة تلقائيًا</string>
|
||||||
<string name="hide_overlay_on_controller_input">إخفاء الطبقة عند إدخال ذراع التحكم</string>
|
<string name="hide_overlay_on_controller_input">إخفاء الطبقة عند إدخال ذراع التحكم</string>
|
||||||
<string name="hide_overlay_on_controller_input_description">إخفاء تلقائي لطبقة عناصر التحكم باللمس عند استخدام ذراع تحكم فعلية. تظهر الطبقة مرة أخرى عند فصل ذراع التحكم.</string>
|
<string name="hide_overlay_on_controller_input_description">إخفاء تلقائي لطبقة عناصر التحكم باللمس عند استخدام ذراع تحكم فعلية. تظهر الطبقة مرة أخرى عند فصل ذراع التحكم.</string>
|
||||||
<string name="invert_confirm_back_controller_buttons">عكس أزرار التأكيد/الرجوع في وحدة التحكم</string>
|
<string name="invert_confirm_back_controller_buttons">عكس أزرار التأكيد/الرجوع في وحدة التحكم</string>
|
||||||
@@ -51,7 +51,7 @@
|
|||||||
<string name="stats_overlay_customization">التخصيص</string>
|
<string name="stats_overlay_customization">التخصيص</string>
|
||||||
<string name="stats_overlay_items">الرؤية</string>
|
<string name="stats_overlay_items">الرؤية</string>
|
||||||
<string name="stats_overlay_options">طبقة الأداء</string>
|
<string name="stats_overlay_options">طبقة الأداء</string>
|
||||||
<string name="enable_stats_overlay_">تمكين طبقة إحصائيات الأداء</string>
|
<string name="enable_stats_overlay_">تفعيل طبقة إحصائيات الأداء</string>
|
||||||
<string name="stats_overlay_options_description">ضبط المعلومات التي يتم عرضها في طبقة إحصائيات الأداء</string>
|
<string name="stats_overlay_options_description">ضبط المعلومات التي يتم عرضها في طبقة إحصائيات الأداء</string>
|
||||||
<string name="show_fps">عرض معدل الإطارات</string>
|
<string name="show_fps">عرض معدل الإطارات</string>
|
||||||
<string name="show_fps_description">عرض معدل الإطارات الحالي</string>
|
<string name="show_fps_description">عرض معدل الإطارات الحالي</string>
|
||||||
@@ -81,7 +81,7 @@
|
|||||||
|
|
||||||
<!-- Device Overlay settings -->
|
<!-- Device Overlay settings -->
|
||||||
<string name="show_soc_overlay">عرض طبقة معلومات الجهاز</string>
|
<string name="show_soc_overlay">عرض طبقة معلومات الجهاز</string>
|
||||||
<string name="enable_soc_overlay">تمكين طبقة الجهاز</string>
|
<string name="enable_soc_overlay">تفعيل طبقة الجهاز</string>
|
||||||
<string name="soc_overlay_options">طبقة الجهاز</string>
|
<string name="soc_overlay_options">طبقة الجهاز</string>
|
||||||
<string name="soc_overlay_options_description">ضبط المعلومات التي يتم عرضها في طبقة الجهاز</string>
|
<string name="soc_overlay_options_description">ضبط المعلومات التي يتم عرضها في طبقة الجهاز</string>
|
||||||
|
|
||||||
@@ -98,8 +98,8 @@
|
|||||||
|
|
||||||
<string name="use_sync_core">مزامنة سرعة النواة</string>
|
<string name="use_sync_core">مزامنة سرعة النواة</string>
|
||||||
<string name="use_sync_core_description">قم بمزامنة سرعة النواة مع النسبة المئوية للسرعة القصوى لتحسين الأداء دون تغيير السرعة الفعلية للعبة.</string>
|
<string name="use_sync_core_description">قم بمزامنة سرعة النواة مع النسبة المئوية للسرعة القصوى لتحسين الأداء دون تغيير السرعة الفعلية للعبة.</string>
|
||||||
<string name="cpuopt_unsafe_host_mmu">تمكين محاكاة MMU المضيف</string>
|
<string name="cpuopt_unsafe_host_mmu">تفعيل محاكاة MMU المضيف</string>
|
||||||
<string name="cpuopt_unsafe_host_mmu_description">يعمل هذا التحسين على تسريع وصول الذاكرة بواسطة البرنامج الضيف. يؤدي تمكينه إلى إجراء عمليات قراءة/كتابة ذاكرة الضيف مباشرة في الذاكرة والاستفادة من MMU المضيف. يؤدي تعطيل هذا إلى إجبار جميع عمليات الوصول إلى الذاكرة على استخدام محاكاة MMU البرمجية.</string>
|
<string name="cpuopt_unsafe_host_mmu_description">يعمل هذا التحسين على تسريع وصول الذاكرة بواسطة البرنامج الضيف. يؤدي تفعيله إلى إجراء عمليات قراءة/كتابة ذاكرة الضيف مباشرة في الذاكرة والاستفادة من MMU المضيف. يؤدي تعطيل هذا إلى إجبار جميع عمليات الوصول إلى الذاكرة على استخدام محاكاة MMU البرمجية.</string>
|
||||||
<string name="debug_knobs">مقابض تصحيح الأخطاء</string>
|
<string name="debug_knobs">مقابض تصحيح الأخطاء</string>
|
||||||
<string name="debug_knobs_description">للإستخدام في التطوير فقط.</string>
|
<string name="debug_knobs_description">للإستخدام في التطوير فقط.</string>
|
||||||
<string name="debug_knobs_hint">0 إلى 65535</string>
|
<string name="debug_knobs_hint">0 إلى 65535</string>
|
||||||
@@ -254,7 +254,7 @@
|
|||||||
<string name="emulator_data">إعداد بيانات المحاكي</string>
|
<string name="emulator_data">إعداد بيانات المحاكي</string>
|
||||||
<string name="emulator_data_description">يلزم وجود مفاتيح حتى يعمل المحاكي، ويوصى باستخدام الفيرموير ويكون ضروريًا لاستخدام تطبيق القائمة الرئيسية.</string>
|
<string name="emulator_data_description">يلزم وجود مفاتيح حتى يعمل المحاكي، ويوصى باستخدام الفيرموير ويكون ضروريًا لاستخدام تطبيق القائمة الرئيسية.</string>
|
||||||
<string name="permissions">منح الأذونات</string>
|
<string name="permissions">منح الأذونات</string>
|
||||||
<string name="permissions_description">منح أذونات اختيارية لاستخدام ميزات معينة للمحاكي</string>
|
<string name="permissions_description">منح أذونات اختيارية لاستخدام ميزات محددة في المحاكي</string>
|
||||||
<string name="install_firmware_warning_description">العديد من الألعاب تتطلب الوصول إلى الفيرموير لتشغيل بشكل صحيح.</string>
|
<string name="install_firmware_warning_description">العديد من الألعاب تتطلب الوصول إلى الفيرموير لتشغيل بشكل صحيح.</string>
|
||||||
<string name="install_firmware_warning_help">https://yuzu-mirror.github.io/help/quickstart/#guide-introduction</string>
|
<string name="install_firmware_warning_help">https://yuzu-mirror.github.io/help/quickstart/#guide-introduction</string>
|
||||||
<string name="notifications">الإشعارات</string>
|
<string name="notifications">الإشعارات</string>
|
||||||
@@ -342,7 +342,7 @@
|
|||||||
<string name="frame_gen_flow_scale_description">دقة مسار التدفق البصري، كجزء من الناتج. ويُعد خفض هذه القيمة أرخص طريقة لاستعادة الأداء.</string>
|
<string name="frame_gen_flow_scale_description">دقة مسار التدفق البصري، كجزء من الناتج. ويُعد خفض هذه القيمة أرخص طريقة لاستعادة الأداء.</string>
|
||||||
<string name="frame_gen_unsupported">توليد الإطار غير متاح</string>
|
<string name="frame_gen_unsupported">توليد الإطار غير متاح</string>
|
||||||
<string name="frame_gen_unsupported_description">يفتقر برنامج تشغيل وحدة معالجة الرسومات هذا إلى نموذج ذاكرة Vulkan أو دعم الدقة النصفية (float16) التي تتطلبها برامج التظليل الخاصة بـ «Lossless Scaling».</string>
|
<string name="frame_gen_unsupported_description">يفتقر برنامج تشغيل وحدة معالجة الرسومات هذا إلى نموذج ذاكرة Vulkan أو دعم الدقة النصفية (float16) التي تتطلبها برامج التظليل الخاصة بـ «Lossless Scaling».</string>
|
||||||
<string name="lossless_scaling_setup_description">اختياري. قم بتوفير ملف Lossless.dll الخاص بك لتمكين إنشاء الإطارات لاحقًا</string>
|
<string name="lossless_scaling_setup_description">اختياري. قم بتوفير ملف Lossless.dll الخاص بك لتفعيل إنشاء الإطارات لاحقًا</string>
|
||||||
<string name="lossless_scaling_install">تثبيت ملف Lossless.dll</string>
|
<string name="lossless_scaling_install">تثبيت ملف Lossless.dll</string>
|
||||||
<string name="lossless_scaling_install_description">يتطلب إنشاء الإطارات أن تكون لديك نسخة قانونية خاصة بك من ملف Lossless.dll المأخوذ من برنامج Lossless Scaling</string>
|
<string name="lossless_scaling_install_description">يتطلب إنشاء الإطارات أن تكون لديك نسخة قانونية خاصة بك من ملف Lossless.dll المأخوذ من برنامج Lossless Scaling</string>
|
||||||
<string name="lossless_scaling_replace_description">اختر نسخة أخرى من ملف Lossless.dll</string>
|
<string name="lossless_scaling_replace_description">اختر نسخة أخرى من ملف Lossless.dll</string>
|
||||||
@@ -350,7 +350,7 @@
|
|||||||
<string name="frame_generation_supported">مدعوم</string>
|
<string name="frame_generation_supported">مدعوم</string>
|
||||||
<string name="frame_generation_unsupported">غير مدعوم (لا يتوفر نموذج ذاكرة Vulkan أو float16)</string>
|
<string name="frame_generation_unsupported">غير مدعوم (لا يتوفر نموذج ذاكرة Vulkan أو float16)</string>
|
||||||
<string name="lossless_scaling">Lossless Scaling</string>
|
<string name="lossless_scaling">Lossless Scaling</string>
|
||||||
<string name="lossless_scaling_description">قم بتوفير نسختك الخاصة من ملف Lossless.dll لتمكين توليد الإطارات</string>
|
<string name="lossless_scaling_description">قم بتوفير نسختك الخاصة من ملف Lossless.dll لتفعيل توليد الإطارات</string>
|
||||||
<string name="lossless_scaling_installed">مثبت</string>
|
<string name="lossless_scaling_installed">مثبت</string>
|
||||||
<string name="lossless_scaling_not_installed">غير مثبت</string>
|
<string name="lossless_scaling_not_installed">غير مثبت</string>
|
||||||
<string name="lossless_scaling_replace">استبدل</string>
|
<string name="lossless_scaling_replace">استبدل</string>
|
||||||
@@ -502,9 +502,9 @@
|
|||||||
<string name="frame_limit_slider">نسبة الحد الأقصى للسرعة</string>
|
<string name="frame_limit_slider">نسبة الحد الأقصى للسرعة</string>
|
||||||
<string name="frame_limit_slider_description">يحدد النسبة المئوية للحد من سرعة المحاكاة. %100 هي السرعة الطبيعية. القيم الأعلى أو الأقل ستزيد أو تقلل من الحد الأقصى للسرعة.</string>
|
<string name="frame_limit_slider_description">يحدد النسبة المئوية للحد من سرعة المحاكاة. %100 هي السرعة الطبيعية. القيم الأعلى أو الأقل ستزيد أو تقلل من الحد الأقصى للسرعة.</string>
|
||||||
<string name="turbo_speed_limit">سرعة تيربو</string>
|
<string name="turbo_speed_limit">سرعة تيربو</string>
|
||||||
<string name="turbo_speed_limit_description">عند تمكين وضع التيربو، سيتم تشغيل المحاكاة بهذه السرعة.</string>
|
<string name="turbo_speed_limit_description">عند تفعيل وضع التيربو، سيتم تشغيل المحاكاة بهذه السرعة.</string>
|
||||||
<string name="slow_speed_limit">سرعة بطيئة</string>
|
<string name="slow_speed_limit">سرعة بطيئة</string>
|
||||||
<string name="slow_speed_limit_description">عند تمكين الوضع البطيء، سيتم تشغيل المحاكاة بهذه السرعة.</string>
|
<string name="slow_speed_limit_description">عند تفعيل الوضع البطيء، سيتم تشغيل المحاكاة بهذه السرعة.</string>
|
||||||
<string name="cpu_backend">خلفية وحدة المعالجة المركزية</string>
|
<string name="cpu_backend">خلفية وحدة المعالجة المركزية</string>
|
||||||
<string name="cpu_accuracy">دقة وحدة المعالجة المركزية</string>
|
<string name="cpu_accuracy">دقة وحدة المعالجة المركزية</string>
|
||||||
<string name="value_with_units">%1$s%2$s</string>
|
<string name="value_with_units">%1$s%2$s</string>
|
||||||
@@ -574,14 +574,10 @@
|
|||||||
<string name="renderer_force_max_clock_description">يجبر وحدة معالجة الرسومات على العمل بأقصى سرعة ممكنة (سيظل يتم تطبيق القيود الحرارية).</string>
|
<string name="renderer_force_max_clock_description">يجبر وحدة معالجة الرسومات على العمل بأقصى سرعة ممكنة (سيظل يتم تطبيق القيود الحرارية).</string>
|
||||||
<string name="renderer_asynchronous_gpu_emulation">محاكاة غير متزامنة لوحدة معالجة الرسومات</string>
|
<string name="renderer_asynchronous_gpu_emulation">محاكاة غير متزامنة لوحدة معالجة الرسومات</string>
|
||||||
<string name="renderer_asynchronous_gpu_emulation_description">يمكن لهذه الحيلة أن تزيد الأداء عن طريق تشغيل محاكاة وحدة معالجة الرسومات بشكل غير متزامن على حساب مشاكل الرسومات وزيادة معدلات الأعطال بسبب العمليات المتعلقة بالتوقيت.</string>
|
<string name="renderer_asynchronous_gpu_emulation_description">يمكن لهذه الحيلة أن تزيد الأداء عن طريق تشغيل محاكاة وحدة معالجة الرسومات بشكل غير متزامن على حساب مشاكل الرسومات وزيادة معدلات الأعطال بسبب العمليات المتعلقة بالتوقيت.</string>
|
||||||
<string name="renderer_async_presentation">عرض غير متزامن</string>
|
|
||||||
<string name="renderer_async_presentation_description">يمكن لهذه الحيلة أن تزيد من الأداء عن طريق نقل عملية العرض إلى خيط معالجة منفصل على حساب مشاكل الرسوميات.</string>
|
|
||||||
<string name="renderer_reactive_flushing">استخدم التنظيف التفاعلي</string>
|
<string name="renderer_reactive_flushing">استخدم التنظيف التفاعلي</string>
|
||||||
<string name="renderer_reactive_flushing_description">يحسن دقة العرض في بعض الألعاب على حساب الأداء.</string>
|
<string name="renderer_reactive_flushing_description">يحسن دقة العرض في بعض الألعاب على حساب الأداء.</string>
|
||||||
<string name="enable_buffer_history">تمكين سجل التخزين المؤقت</string>
|
<string name="enable_buffer_history">تفعيل سجل التخزين المؤقت</string>
|
||||||
<string name="enable_buffer_history_description">يُتيح هذا الخيار الوصول إلى حالات التخزين المؤقت السابقة. وقد يُحسّن جودة العرض وثبات الأداء في بعض الألعاب.</string>
|
<string name="enable_buffer_history_description">يُتيح هذا الخيار الوصول إلى حالات التخزين المؤقت السابقة. وقد يُحسّن جودة العرض وثبات الأداء في بعض الألعاب.</string>
|
||||||
<string name="enable_gpu_buffer_readback">تفعيل قراءة مخزن وحدة معالجة الرسومات</string>
|
|
||||||
<string name="enable_gpu_buffer_readback_description">يحافظ هذا النظام على بيانات المخزن المؤقت المُعدّلة بواسطة وحدة معالجة الرسومات عن طريق قراءتها مرة أخرى قبل التحميل. تتطلب بعض الألعاب ذلك لعرض بعض التأثيرات بشكل صحيح. قد يُسبب ذلك مشاكل إذا لم يتمكن الجهاز من التعامل مع عبء العمل الإضافي.</string>
|
|
||||||
<string name="use_optimized_vertex_buffers">مخازن الرؤوس المُحسّنة</string>
|
<string name="use_optimized_vertex_buffers">مخازن الرؤوس المُحسّنة</string>
|
||||||
<string name="use_optimized_vertex_buffers_description">يُتيح ربطًا مُحسَّنًا لمخازن الرؤوس لتحسين الأداء. يتطلب برامج تشغيل Mesa 26.0+ Turnip/ برامج تشغيل QCOM. قد يتعطل على برامج تشغيل Turnip القديمة (25.3 وما دون).</string>
|
<string name="use_optimized_vertex_buffers_description">يُتيح ربطًا مُحسَّنًا لمخازن الرؤوس لتحسين الأداء. يتطلب برامج تشغيل Mesa 26.0+ Turnip/ برامج تشغيل QCOM. قد يتعطل على برامج تشغيل Turnip القديمة (25.3 وما دون).</string>
|
||||||
|
|
||||||
@@ -618,7 +614,7 @@
|
|||||||
<string name="dyna_state_description">يتحكم هذا الخيار في عدد الميزات التي يمكن استخدامها في ExtendedDynamicState (EDS). كلما زادت القيمة، قلّ عدد عمليات تجميع خط الأنابيب بناءً على الحالة الديناميكية التي يدعمها برنامج التشغيل.</string>
|
<string name="dyna_state_description">يتحكم هذا الخيار في عدد الميزات التي يمكن استخدامها في ExtendedDynamicState (EDS). كلما زادت القيمة، قلّ عدد عمليات تجميع خط الأنابيب بناءً على الحالة الديناميكية التي يدعمها برنامج التشغيل.</string>
|
||||||
<string name="disabled">معطل</string>
|
<string name="disabled">معطل</string>
|
||||||
<string name="vertex_input_dynamic_state">حالة ديناميكية لإدخال الرأس</string>
|
<string name="vertex_input_dynamic_state">حالة ديناميكية لإدخال الرأس</string>
|
||||||
<string name="vertex_input_dynamic_state_description">يتيح تمكين هذه الميزة معالجة أكثر مرونة لمدخلات الرؤوس، مما قد يقلل من وقت تجميع خط الأنابيب في vertex/buffer.</string>
|
<string name="vertex_input_dynamic_state_description">يتيح تفعيل هذه الميزة معالجة أكثر مرونة لمدخلات الرؤوس، مما قد يقلل من وقت تجميع خط الأنابيب في vertex/buffer.</string>
|
||||||
<string name="sample_shading_fraction">تظليل العينة</string>
|
<string name="sample_shading_fraction">تظليل العينة</string>
|
||||||
<string name="sample_shading_fraction_description">يسمح هذا الخيار بتنفيذ مُظلل الأجزاء لكل عينة في جزء متعدد العينات بدلاً من تنفيذه مرة واحدة لكل جزء. يُحسّن هذا من جودة الرسومات على حساب بعض الأداء.</string>
|
<string name="sample_shading_fraction_description">يسمح هذا الخيار بتنفيذ مُظلل الأجزاء لكل عينة في جزء متعدد العينات بدلاً من تنفيذه مرة واحدة لكل جزء. يُحسّن هذا من جودة الرسومات على حساب بعض الأداء.</string>
|
||||||
|
|
||||||
@@ -827,9 +823,9 @@
|
|||||||
<string name="preferences_system">النظام</string>
|
<string name="preferences_system">النظام</string>
|
||||||
<string name="preferences_system_description">وضع الإرساء، المنطقة، اللغة</string>
|
<string name="preferences_system_description">وضع الإرساء، المنطقة، اللغة</string>
|
||||||
<string name="preferences_graphics">الرسومات</string>
|
<string name="preferences_graphics">الرسومات</string>
|
||||||
<string name="preferences_graphics_description">مستوى الدقة، الدقة، ذاكرة التخزين المؤقتة للتظليل</string>
|
<string name="preferences_graphics_description">مستوى دقة المحاكاة، الدقة، ذاكرة التخزين المؤقتة للتظليل</string>
|
||||||
<string name="quick_settings">الإعدادات السريعة</string>
|
<string name="quick_settings">الإعدادات السريعة</string>
|
||||||
<string name="enable_quick_settings">تمكين الإعدادات السريعة</string>
|
<string name="enable_quick_settings">تفعيل الإعدادات السريعة</string>
|
||||||
<string name="enable_quick_settings_description">السماح بالوصول إلى قائمة الإعدادات السريعة عن طريق التمرير و زر القائمة</string>
|
<string name="enable_quick_settings_description">السماح بالوصول إلى قائمة الإعدادات السريعة عن طريق التمرير و زر القائمة</string>
|
||||||
<string name="preferences_audio">الصوت</string>
|
<string name="preferences_audio">الصوت</string>
|
||||||
<string name="preferences_audio_description">محرك الإخراج، مستوى الصوت</string>
|
<string name="preferences_audio_description">محرك الإخراج، مستوى الصوت</string>
|
||||||
@@ -1099,7 +1095,6 @@
|
|||||||
<string name="gpu_fence_behavior_immediate">فوري</string>
|
<string name="gpu_fence_behavior_immediate">فوري</string>
|
||||||
<string name="gpu_fence_behavior_balanced">متوازن</string>
|
<string name="gpu_fence_behavior_balanced">متوازن</string>
|
||||||
<string name="gpu_fence_behavior_accurate">دقيق</string>
|
<string name="gpu_fence_behavior_accurate">دقيق</string>
|
||||||
<string name="gpu_fence_behavior_strict">صارم</string>
|
|
||||||
|
|
||||||
<string name="vram_usage_conservative">محافظ</string>
|
<string name="vram_usage_conservative">محافظ</string>
|
||||||
<string name="vram_usage_aggressive">عدواني</string>
|
<string name="vram_usage_aggressive">عدواني</string>
|
||||||
@@ -1226,8 +1221,8 @@
|
|||||||
<string name="airplane_mode">وضع الطيران</string>
|
<string name="airplane_mode">وضع الطيران</string>
|
||||||
<string name="airplane_mode_description">يمرر وضع الطيران إلى نظام تشغيل Switch</string>
|
<string name="airplane_mode_description">يمرر وضع الطيران إلى نظام تشغيل Switch</string>
|
||||||
|
|
||||||
<string name="enable_overlay">تمكين التطبيق الصغير للطبقة</string>
|
<string name="enable_overlay">تفعيل التطبيق الصغير للطبقة</string>
|
||||||
<string name="enable_overlay_description">تمكين التطبيق الصغير المدمج في Horizon. اضغط مع الاستمرار على زر الشاشة الرئيسية لمدة 1 ثانية لإظهاره.</string>
|
<string name="enable_overlay_description">تفعيل التطبيق الصغير المدمج في Horizon. اضغط مع الاستمرار على زر الشاشة الرئيسية لمدة 1 ثانية لإظهاره.</string>
|
||||||
|
|
||||||
<!-- Profile Management -->
|
<!-- Profile Management -->
|
||||||
<string name="profile_manager">إدارة ملف التعريف</string>
|
<string name="profile_manager">إدارة ملف التعريف</string>
|
||||||
|
|||||||
@@ -967,7 +967,6 @@ Wirklich fortfahren?</string>
|
|||||||
<string name="gpu_fence_behavior_immediate">Direkt</string>
|
<string name="gpu_fence_behavior_immediate">Direkt</string>
|
||||||
<string name="gpu_fence_behavior_balanced">Ausgewogen</string>
|
<string name="gpu_fence_behavior_balanced">Ausgewogen</string>
|
||||||
<string name="gpu_fence_behavior_accurate">Genau</string>
|
<string name="gpu_fence_behavior_accurate">Genau</string>
|
||||||
<string name="gpu_fence_behavior_strict">Strikt</string>
|
|
||||||
|
|
||||||
<string name="vram_usage_conservative">Konservativ</string>
|
<string name="vram_usage_conservative">Konservativ</string>
|
||||||
<string name="vram_usage_aggressive">Aggressiv</string>
|
<string name="vram_usage_aggressive">Aggressiv</string>
|
||||||
|
|||||||
@@ -518,14 +518,10 @@
|
|||||||
<string name="renderer_force_max_clock_description">Fuerza a la GPU a ejecutarse a la velocidad máxima de reloj posible (se seguirán aplicando restricciones térmicas).</string>
|
<string name="renderer_force_max_clock_description">Fuerza a la GPU a ejecutarse a la velocidad máxima de reloj posible (se seguirán aplicando restricciones térmicas).</string>
|
||||||
<string name="renderer_asynchronous_gpu_emulation">Emulación de GPU asíncrona</string>
|
<string name="renderer_asynchronous_gpu_emulation">Emulación de GPU asíncrona</string>
|
||||||
<string name="renderer_asynchronous_gpu_emulation_description">Este hack puede aumentar el rendimiento ejecutando la emulación de la GPU de forma asíncrona, a costa de problemas gráficos y un aumento en la tasa de fallos debido a operaciones relacionadas con la sincronización.</string>
|
<string name="renderer_asynchronous_gpu_emulation_description">Este hack puede aumentar el rendimiento ejecutando la emulación de la GPU de forma asíncrona, a costa de problemas gráficos y un aumento en la tasa de fallos debido a operaciones relacionadas con la sincronización.</string>
|
||||||
<string name="renderer_async_presentation">Presentación asíncrona</string>
|
|
||||||
<string name="renderer_async_presentation_description">Este hack puede aumentar el rendimiento al mover la presentación a un hilo independiente de la CPU a costa de problemas gráficos.</string>
|
|
||||||
<string name="renderer_reactive_flushing">Usar limpieza reactiva</string>
|
<string name="renderer_reactive_flushing">Usar limpieza reactiva</string>
|
||||||
<string name="renderer_reactive_flushing_description">Mejora la precisión de renderizado en algunos juegos, pero reduce el rendimiento.</string>
|
<string name="renderer_reactive_flushing_description">Mejora la precisión de renderizado en algunos juegos, pero reduce el rendimiento.</string>
|
||||||
<string name="enable_buffer_history">Activar el historial del búfer</string>
|
<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="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="enable_gpu_buffer_readback">Activar la lectura del buffer de la GPU</string>
|
|
||||||
<string name="enable_gpu_buffer_readback_description">Conserva los datos del búfer modificados por la GPU leyéndolos antes de subirlos.\nAlgunos juegos requieren esto para renderizar correctamente ciertos efectos.\nPuede causar problemas si el hardware no puede soportar la carga de trabajo adicional.</string>
|
|
||||||
<string name="use_optimized_vertex_buffers">Búferes de vértices optimizados</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="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>
|
||||||
|
|
||||||
@@ -1038,7 +1034,6 @@
|
|||||||
<string name="gpu_fence_behavior_immediate">Inmediato</string>
|
<string name="gpu_fence_behavior_immediate">Inmediato</string>
|
||||||
<string name="gpu_fence_behavior_balanced">Equilibrado</string>
|
<string name="gpu_fence_behavior_balanced">Equilibrado</string>
|
||||||
<string name="gpu_fence_behavior_accurate">Preciso</string>
|
<string name="gpu_fence_behavior_accurate">Preciso</string>
|
||||||
<string name="gpu_fence_behavior_strict">Estricto</string>
|
|
||||||
|
|
||||||
<string name="vram_usage_conservative">Conservador</string>
|
<string name="vram_usage_conservative">Conservador</string>
|
||||||
<string name="vram_usage_aggressive">Agresivo</string>
|
<string name="vram_usage_aggressive">Agresivo</string>
|
||||||
|
|||||||
@@ -563,14 +563,10 @@
|
|||||||
<string name="renderer_force_max_clock_description">Заставляет ГПУ работать на максимально возможных тактовых частотах (тепловые ограничения все равно будут применяться).</string>
|
<string name="renderer_force_max_clock_description">Заставляет ГПУ работать на максимально возможных тактовых частотах (тепловые ограничения все равно будут применяться).</string>
|
||||||
<string name="renderer_asynchronous_gpu_emulation">Асинхронная эмуляция ГПУ</string>
|
<string name="renderer_asynchronous_gpu_emulation">Асинхронная эмуляция ГПУ</string>
|
||||||
<string name="renderer_asynchronous_gpu_emulation_description">Может повысить производительность за счёт асинхронного запуска эмуляции ГПУ, но ценой появления графических ошибок и увеличения частоты вылетов из-за операций, зависящих от синхронизации.</string>
|
<string name="renderer_asynchronous_gpu_emulation_description">Может повысить производительность за счёт асинхронного запуска эмуляции ГПУ, но ценой появления графических ошибок и увеличения частоты вылетов из-за операций, зависящих от синхронизации.</string>
|
||||||
<string name="renderer_async_presentation">Асинхронная презентация</string>
|
|
||||||
<string name="renderer_async_presentation_description">Может повысить производительность за счёт перемещения вывода кадров в отдельный поток ЦП, но ценой возникновения графических проблем.</string>
|
|
||||||
<string name="renderer_reactive_flushing">Реактивная очистка</string>
|
<string name="renderer_reactive_flushing">Реактивная очистка</string>
|
||||||
<string name="renderer_reactive_flushing_description">Повышение точности рендеринга в некоторых играх за счет снижения производительности.</string>
|
<string name="renderer_reactive_flushing_description">Повышение точности рендеринга в некоторых играх за счет снижения производительности.</string>
|
||||||
<string name="enable_buffer_history">Включить историю буфера</string>
|
<string name="enable_buffer_history">Включить историю буфера</string>
|
||||||
<string name="enable_buffer_history_description">Позволяет обращаться к предыдущим состояниям буфера. Эта опция может повысить качество рендеринга и стабильность производительности в некоторых играх.</string>
|
<string name="enable_buffer_history_description">Позволяет обращаться к предыдущим состояниям буфера. Эта опция может повысить качество рендеринга и стабильность производительности в некоторых играх.</string>
|
||||||
<string name="enable_gpu_buffer_readback">Включить обратное чтение буфера ГПУ</string>
|
|
||||||
<string name="enable_gpu_buffer_readback_description">Сохраняет измененные ГПУ данные буфера путем чтения их обратно перед выгрузками. Некоторые игры требуют этого, чтобы рендерить определенные эффекты правильно. Может вызывать проблемы если оборудование не может обработать дополнительную рабочую нагрузку.</string>
|
|
||||||
<string name="use_optimized_vertex_buffers">Оптимизированные вершинные буферы</string>
|
<string name="use_optimized_vertex_buffers">Оптимизированные вершинные буферы</string>
|
||||||
<string name="use_optimized_vertex_buffers_description">Включает оптимизированную привязку вершинного буфера для повышения производительности. Требует Mesa Turnip 26.0+ / QCOM. Приводит к вылету на старых версиях драйверов Turnip (25.3 и ниже).</string>
|
<string name="use_optimized_vertex_buffers_description">Включает оптимизированную привязку вершинного буфера для повышения производительности. Требует Mesa Turnip 26.0+ / QCOM. Приводит к вылету на старых версиях драйверов Turnip (25.3 и ниже).</string>
|
||||||
|
|
||||||
@@ -1088,7 +1084,6 @@
|
|||||||
<string name="gpu_fence_behavior_immediate">Мгновенный</string>
|
<string name="gpu_fence_behavior_immediate">Мгновенный</string>
|
||||||
<string name="gpu_fence_behavior_balanced">Сбалансированный</string>
|
<string name="gpu_fence_behavior_balanced">Сбалансированный</string>
|
||||||
<string name="gpu_fence_behavior_accurate">Точный</string>
|
<string name="gpu_fence_behavior_accurate">Точный</string>
|
||||||
<string name="gpu_fence_behavior_strict">Строгий</string>
|
|
||||||
|
|
||||||
<string name="vram_usage_conservative">Консервативный</string>
|
<string name="vram_usage_conservative">Консервативный</string>
|
||||||
<string name="vram_usage_aggressive">Агрессивный</string>
|
<string name="vram_usage_aggressive">Агрессивный</string>
|
||||||
|
|||||||
@@ -481,8 +481,6 @@
|
|||||||
<string name="renderer_force_max_clock_description">Змушує GPU працювати на максимальній тактовій частоті.</string>
|
<string name="renderer_force_max_clock_description">Змушує GPU працювати на максимальній тактовій частоті.</string>
|
||||||
<string name="renderer_asynchronous_gpu_emulation">Асинхронна емуляція ГП</string>
|
<string name="renderer_asynchronous_gpu_emulation">Асинхронна емуляція ГП</string>
|
||||||
<string name="renderer_asynchronous_gpu_emulation_description">Це обхідне рішення може покращити продуктивність завдяки асинхронному виконанню емуляції ГП, але спричинить проблеми з графікою та збільшить частоту збоїв чутливих до таймінгів операцій.</string>
|
<string name="renderer_asynchronous_gpu_emulation_description">Це обхідне рішення може покращити продуктивність завдяки асинхронному виконанню емуляції ГП, але спричинить проблеми з графікою та збільшить частоту збоїв чутливих до таймінгів операцій.</string>
|
||||||
<string name="renderer_async_presentation">Асинхронне подання</string>
|
|
||||||
<string name="renderer_async_presentation_description">Це обхідне рішення може покращити продуктивність завдяки переміщенню подання на окремий потік ЦП, але спричинить проблеми з графікою.</string>
|
|
||||||
<string name="renderer_reactive_flushing">Реактивне очищення</string>
|
<string name="renderer_reactive_flushing">Реактивне очищення</string>
|
||||||
<string name="renderer_reactive_flushing_description">Покращує точність рендерингу в деяких іграх.</string>
|
<string name="renderer_reactive_flushing_description">Покращує точність рендерингу в деяких іграх.</string>
|
||||||
<string name="enable_buffer_history">Увімкнути історію буфера</string>
|
<string name="enable_buffer_history">Увімкнути історію буфера</string>
|
||||||
|
|||||||
@@ -564,14 +564,10 @@
|
|||||||
<string name="renderer_force_max_clock_description">强制 GPU 以最大时钟运行 (温控依然生效)。</string>
|
<string name="renderer_force_max_clock_description">强制 GPU 以最大时钟运行 (温控依然生效)。</string>
|
||||||
<string name="renderer_asynchronous_gpu_emulation">GPU 异步模拟</string>
|
<string name="renderer_asynchronous_gpu_emulation">GPU 异步模拟</string>
|
||||||
<string name="renderer_asynchronous_gpu_emulation_description">此技巧可通过异步运行 GPU 模拟来提升性能,但在执行与时序相关的操作时,可能带来图形显示问题以及增加崩溃概率。</string>
|
<string name="renderer_asynchronous_gpu_emulation_description">此技巧可通过异步运行 GPU 模拟来提升性能,但在执行与时序相关的操作时,可能带来图形显示问题以及增加崩溃概率。</string>
|
||||||
<string name="renderer_async_presentation">异步呈现</string>
|
|
||||||
<string name="renderer_async_presentation_description">此技巧通过将图形呈现移至独立的 CPU 线程来提升性能,但可能会带来图形显示问题。</string>
|
|
||||||
<string name="renderer_reactive_flushing">启用反应性刷新</string>
|
<string name="renderer_reactive_flushing">启用反应性刷新</string>
|
||||||
<string name="renderer_reactive_flushing_description">通过牺牲性能来提升某些游戏的渲染精度。</string>
|
<string name="renderer_reactive_flushing_description">通过牺牲性能来提升某些游戏的渲染精度。</string>
|
||||||
<string name="enable_buffer_history">启用缓冲区历史</string>
|
<string name="enable_buffer_history">启用缓冲区历史</string>
|
||||||
<string name="enable_buffer_history_description">启用对先前缓冲区状态的访问。此选项可在某些游戏中提升渲染质量并保持性能的一致性。</string>
|
<string name="enable_buffer_history_description">启用对先前缓冲区状态的访问。此选项可在某些游戏中提升渲染质量并保持性能的一致性。</string>
|
||||||
<string name="enable_gpu_buffer_readback">启用 GPU 缓冲区回读</string>
|
|
||||||
<string name="enable_gpu_buffer_readback_description">在上传前回读经由 GPU 修改过的缓冲区数据,以将其保留。一些游戏会用到这项设定以正确渲染某些效果。如果硬件无法处理额外的工作负载,则可能会导致问题。</string>
|
|
||||||
<string name="use_optimized_vertex_buffers">优化顶点缓冲区</string>
|
<string name="use_optimized_vertex_buffers">优化顶点缓冲区</string>
|
||||||
<string name="use_optimized_vertex_buffers_description">启用经过优化的顶点缓冲区绑定以提升性能。需要 Mesa 26.0 及以上版本的 Turnip 或 QCOM 驱动程序。若使用较旧版本的 Turnip 驱动 (25.3 及以下版本) 则会导致崩溃。</string>
|
<string name="use_optimized_vertex_buffers_description">启用经过优化的顶点缓冲区绑定以提升性能。需要 Mesa 26.0 及以上版本的 Turnip 或 QCOM 驱动程序。若使用较旧版本的 Turnip 驱动 (25.3 及以下版本) 则会导致崩溃。</string>
|
||||||
|
|
||||||
@@ -1089,7 +1085,6 @@
|
|||||||
<string name="gpu_fence_behavior_immediate">即时</string>
|
<string name="gpu_fence_behavior_immediate">即时</string>
|
||||||
<string name="gpu_fence_behavior_balanced">均衡</string>
|
<string name="gpu_fence_behavior_balanced">均衡</string>
|
||||||
<string name="gpu_fence_behavior_accurate">精确</string>
|
<string name="gpu_fence_behavior_accurate">精确</string>
|
||||||
<string name="gpu_fence_behavior_strict">严格</string>
|
|
||||||
|
|
||||||
<string name="vram_usage_conservative">保守式</string>
|
<string name="vram_usage_conservative">保守式</string>
|
||||||
<string name="vram_usage_aggressive">主动式</string>
|
<string name="vram_usage_aggressive">主动式</string>
|
||||||
|
|||||||
@@ -16,7 +16,7 @@
|
|||||||
<string name="value_too_high">範圍最大必須為%1$d</string>
|
<string name="value_too_high">範圍最大必須為%1$d</string>
|
||||||
<string name="invalid_value">無效的範圍</string>
|
<string name="invalid_value">無效的範圍</string>
|
||||||
|
|
||||||
<string name="using_per_game_config">使用個別設定中</string>
|
<string name="using_per_game_config">使用個別遊戲設定中</string>
|
||||||
|
|
||||||
<!-- Input Overlay -->
|
<!-- Input Overlay -->
|
||||||
<string name="show_input_overlay">顯示虛擬按鍵</string>
|
<string name="show_input_overlay">顯示虛擬按鍵</string>
|
||||||
@@ -54,7 +54,7 @@
|
|||||||
<string name="enable_stats_overlay_">啟用效能統計疊加層</string>
|
<string name="enable_stats_overlay_">啟用效能統計疊加層</string>
|
||||||
<string name="stats_overlay_options_description">設定疊加層中顯示的資訊</string>
|
<string name="stats_overlay_options_description">設定疊加層中顯示的資訊</string>
|
||||||
<string name="show_fps">顯示影格率</string>
|
<string name="show_fps">顯示影格率</string>
|
||||||
<string name="show_fps_description">顯示當前影格率</string>
|
<string name="show_fps_description">顯示目前的影格率</string>
|
||||||
<string name="show_frametime">顯示影格時間</string>
|
<string name="show_frametime">顯示影格時間</string>
|
||||||
<string name="show_app_ram_usage">顯示應用程式的記憶體用量</string>
|
<string name="show_app_ram_usage">顯示應用程式的記憶體用量</string>
|
||||||
<string name="show_app_ram_usage_description">顯示模擬器的記憶體用量</string>
|
<string name="show_app_ram_usage_description">顯示模擬器的記憶體用量</string>
|
||||||
@@ -99,7 +99,7 @@
|
|||||||
<string name="use_sync_core">同步核心速度</string>
|
<string name="use_sync_core">同步核心速度</string>
|
||||||
<string name="use_sync_core_description">將核心速度與最大速度百分比同步,在不改變遊戲實際速度的情況下提高效能</string>
|
<string name="use_sync_core_description">將核心速度與最大速度百分比同步,在不改變遊戲實際速度的情況下提高效能</string>
|
||||||
<string name="cpuopt_unsafe_host_mmu">啟用主機 MMU 模擬</string>
|
<string name="cpuopt_unsafe_host_mmu">啟用主機 MMU 模擬</string>
|
||||||
<string name="cpuopt_unsafe_host_mmu_description">此最佳化可加速客體程式的記憶體存取。啟用後,客體記憶體讀取/寫入將直接在記憶體中執行並利用主機的 MMU。停用此功能將強制所有記憶體存取使用軟體 MMU 模擬。</string>
|
<string name="cpuopt_unsafe_host_mmu_description">此最佳化可加速客體程式的記憶體存取。啟用後,客體記憶體讀取/寫入將直接在記憶體中執行並利用主機的 MMU。停用此功能將強制所有記憶體存取使用軟體 MMU 模擬</string>
|
||||||
<string name="debug_knobs">偵錯開關</string>
|
<string name="debug_knobs">偵錯開關</string>
|
||||||
<string name="debug_knobs_description">僅限開發用途</string>
|
<string name="debug_knobs_description">僅限開發用途</string>
|
||||||
<string name="debug_knobs_hint">0 到 65535</string>
|
<string name="debug_knobs_hint">0 到 65535</string>
|
||||||
@@ -143,7 +143,7 @@
|
|||||||
<string name="multiplayer_host_kicked">您已被房主踢出</string>
|
<string name="multiplayer_host_kicked">您已被房主踢出</string>
|
||||||
<string name="multiplayer_unknown_error">未知錯誤</string>
|
<string name="multiplayer_unknown_error">未知錯誤</string>
|
||||||
<string name="multiplayer_room_uninitialized">房間未初始化</string>
|
<string name="multiplayer_room_uninitialized">房間未初始化</string>
|
||||||
<string name="multiplayer_room_idle">房間閒置</string>
|
<string name="multiplayer_room_idle">房間閒置中</string>
|
||||||
<string name="multiplayer_room_joining">正在加入房間</string>
|
<string name="multiplayer_room_joining">正在加入房間</string>
|
||||||
<string name="multiplayer_room_joined">已加入房間</string>
|
<string name="multiplayer_room_joined">已加入房間</string>
|
||||||
<string name="multiplayer_room_moderator">房間管理員</string>
|
<string name="multiplayer_room_moderator">房間管理員</string>
|
||||||
@@ -151,7 +151,7 @@
|
|||||||
<string name="multiplayer_member_leave">%1$s 離開</string>
|
<string name="multiplayer_member_leave">%1$s 離開</string>
|
||||||
<string name="multiplayer_member_kicked">%1$s 被踢出</string>
|
<string name="multiplayer_member_kicked">%1$s 被踢出</string>
|
||||||
<string name="multiplayer_member_banned">%1$s 被封鎖</string>
|
<string name="multiplayer_member_banned">%1$s 被封鎖</string>
|
||||||
<string name="multiplayer_address_unbanned">位址已解封</string>
|
<string name="multiplayer_address_unbanned">IP 位址已解封</string>
|
||||||
<string name="multiplayer_kick_member">踢出成員</string>
|
<string name="multiplayer_kick_member">踢出成員</string>
|
||||||
<string name="multiplayer_password">密碼</string>
|
<string name="multiplayer_password">密碼</string>
|
||||||
<string name="multiplayer_joining">正在加入…</string>
|
<string name="multiplayer_joining">正在加入…</string>
|
||||||
@@ -173,7 +173,7 @@
|
|||||||
<string name="multiplayer_ban">封鎖使用者</string>
|
<string name="multiplayer_ban">封鎖使用者</string>
|
||||||
<string name="multiplayer_room_browser">公開房間</string>
|
<string name="multiplayer_room_browser">公開房間</string>
|
||||||
<string name="multiplayer_no_rooms_found">未找到公開房間</string>
|
<string name="multiplayer_no_rooms_found">未找到公開房間</string>
|
||||||
<string name="multiplayer_password_required">需要輸入密碼</string>
|
<string name="multiplayer_password_required">請輸入密碼</string>
|
||||||
<string name="multiplayer_player_count">:%1$d/%2$d</string>
|
<string name="multiplayer_player_count">:%1$d/%2$d</string>
|
||||||
<string name="multiplayer_game">遊戲</string>
|
<string name="multiplayer_game">遊戲</string>
|
||||||
<string name="multiplayer_no_game_info">任意遊戲</string>
|
<string name="multiplayer_no_game_info">任意遊戲</string>
|
||||||
@@ -185,11 +185,11 @@
|
|||||||
<string name="multiplayer_preferred_game_name">遊戲</string>
|
<string name="multiplayer_preferred_game_name">遊戲</string>
|
||||||
<string name="multiplayer_lobby_type">大廳類型</string>
|
<string name="multiplayer_lobby_type">大廳類型</string>
|
||||||
<string name="multiplayer_room_name_error">長度需為 3-20 個字元</string>
|
<string name="multiplayer_room_name_error">長度需為 3-20 個字元</string>
|
||||||
<string name="multiplayer_required">必填</string>
|
<string name="multiplayer_required">請填寫這個欄位</string>
|
||||||
<string name="multiplayer_token_required">需要Web令牌,請前往進階設定 -> 系統 -> 網路</string>
|
<string name="multiplayer_token_required">需要 Web 令牌,請前往進階設定 -> 系統 -> 網路</string>
|
||||||
<string name="multiplayer_ip_error">IP 格式無效</string>
|
<string name="multiplayer_ip_error">IP 格式無效</string>
|
||||||
<string name="multiplayer_username_error">必須介於 4-20 個字元之間,並且僅能使用英文字母、數字、句點、破折號、底線和空格(標點符號須為英文格式)</string>
|
<string name="multiplayer_username_error">必須介於 4-20 個字元之間,並且僅能使用英文字母、數字、句點、破折號、底線和空格(標點符號須為英文格式)</string>
|
||||||
<string name="multiplayer_nickname_invalid">使用者名稱無效,請在系統→網路中檢查設定</string>
|
<string name="multiplayer_nickname_invalid">使用者名稱無效,請在系統 -> 網路中檢查設定</string>
|
||||||
<string name="multiplayer_token_error">必須為 48 個字元,且僅包含小寫字母 a-z</string>
|
<string name="multiplayer_token_error">必須為 48 個字元,且僅包含小寫字母 a-z</string>
|
||||||
<string name="multiplayer_port_error">埠號需為 1-65535</string>
|
<string name="multiplayer_port_error">埠號需為 1-65535</string>
|
||||||
<string name="cancel">取消</string>
|
<string name="cancel">取消</string>
|
||||||
@@ -201,16 +201,16 @@
|
|||||||
|
|
||||||
<!-- Setup strings -->
|
<!-- Setup strings -->
|
||||||
<string name="welcome">歡迎!</string>
|
<string name="welcome">歡迎!</string>
|
||||||
<string name="welcome_description">瞭解如何設定 <b>Eden</b> 並開始模擬。</string>
|
<string name="welcome_description">瞭解如何設定 <b>Eden</b> 並開始模擬</string>
|
||||||
<string name="get_started">開始使用</string>
|
<string name="get_started">開始使用</string>
|
||||||
<string name="keys">金鑰</string>
|
<string name="keys">金鑰</string>
|
||||||
<string name="keys_description">使用下方的按鈕安裝您的 <b>prod.keys</b> 檔案。</string>
|
<string name="keys_description">使用下方的按鈕安裝您的 <b>prod.keys</b> 檔案</string>
|
||||||
<string name="firmware">韌體</string>
|
<string name="firmware">韌體</string>
|
||||||
<string name="firmware_description">使用下方的按鈕安裝您的<b>firmware.zip</b>檔案</string>
|
<string name="firmware_description">使用下方的按鈕安裝您的<b>firmware.zip</b>檔案</string>
|
||||||
<string name="games">遊戲資料夾</string>
|
<string name="games">遊戲資料夾</string>
|
||||||
<string name="games_description">使用下方的按鈕選擇您的<b>遊戲</b>資料夾。</string>
|
<string name="games_description">使用下方的按鈕選擇您的<b>遊戲</b>資料夾。</string>
|
||||||
<string name="done">完成</string>
|
<string name="done">完成</string>
|
||||||
<string name="done_description">您已準備就緒。\n盡情遊玩您的遊戲!</string>
|
<string name="done_description">您已準備就緒\n盡情遊玩您的遊戲!</string>
|
||||||
<string name="next">下一步</string>
|
<string name="next">下一步</string>
|
||||||
<string name="back">上一步</string>
|
<string name="back">上一步</string>
|
||||||
<string name="add_games">新增遊戲</string>
|
<string name="add_games">新增遊戲</string>
|
||||||
@@ -237,7 +237,7 @@
|
|||||||
<string name="update_install_failed">更新安裝失敗:%1$s</string>
|
<string name="update_install_failed">更新安裝失敗:%1$s</string>
|
||||||
<string name="home_search">搜尋</string>
|
<string name="home_search">搜尋</string>
|
||||||
<string name="home_settings">設定</string>
|
<string name="home_settings">設定</string>
|
||||||
<string name="empty_gamelist">找不到檔案,或者尚未選取遊戲目錄</string>
|
<string name="empty_gamelist">找不到遊戲檔案,或者尚未選取遊戲目錄</string>
|
||||||
<string name="manage_game_folders">管理遊戲資料夾</string>
|
<string name="manage_game_folders">管理遊戲資料夾</string>
|
||||||
<string name="select_games_folder_description">允許 Eden 尋找您的遊戲檔案</string>
|
<string name="select_games_folder_description">允許 Eden 尋找您的遊戲檔案</string>
|
||||||
<string name="add_games_warning">跳過選擇遊戲資料夾?</string>
|
<string name="add_games_warning">跳過選擇遊戲資料夾?</string>
|
||||||
@@ -287,7 +287,7 @@
|
|||||||
<string name="warning_skip">跳過</string>
|
<string name="warning_skip">跳過</string>
|
||||||
<string name="warning_cancel">取消</string>
|
<string name="warning_cancel">取消</string>
|
||||||
<string name="install_amiibo_keys">安裝 Amiibo 金鑰</string>
|
<string name="install_amiibo_keys">安裝 Amiibo 金鑰</string>
|
||||||
<string name="install_amiibo_keys_description">若要在遊戲中使用 Amiibo 得先安裝</string>
|
<string name="install_amiibo_keys_description">需要先安裝才能在遊戲中使用 Amiibo</string>
|
||||||
<string name="gpu_driver_fetcher">GPU 驅動程式下載器</string>
|
<string name="gpu_driver_fetcher">GPU 驅動程式下載器</string>
|
||||||
<string name="gpu_driver_manager">GPU 驅動程式管理員</string>
|
<string name="gpu_driver_manager">GPU 驅動程式管理員</string>
|
||||||
<string name="install_gpu_driver_description">安裝替代驅動程式以取得潛在的更佳效能或準確度</string>
|
<string name="install_gpu_driver_description">安裝替代驅動程式以取得潛在的更佳效能或準確度</string>
|
||||||
@@ -299,7 +299,7 @@
|
|||||||
<string name="post_processing_open_list">開啟清單</string>
|
<string name="post_processing_open_list">開啟清單</string>
|
||||||
<string name="post_processing_close_list">收起清單</string>
|
<string name="post_processing_close_list">收起清單</string>
|
||||||
<string name="post_processing_remove_all">移除效果</string>
|
<string name="post_processing_remove_all">移除效果</string>
|
||||||
<string name="post_processing_preset_locked">濾鏡已啟用。請在開啟遊戲前於 後製處理效果 中調整</string>
|
<string name="post_processing_preset_locked">濾鏡已啟用。請在開啟遊戲前於\"後製處理效果\"中調整</string>
|
||||||
<string name="post_processing_preset_modified">數值已變更,與原始濾鏡設定不同</string>
|
<string name="post_processing_preset_modified">數值已變更,與原始濾鏡設定不同</string>
|
||||||
<string name="post_processing_presets">濾鏡</string>
|
<string name="post_processing_presets">濾鏡</string>
|
||||||
<string name="post_processing_preset_new">新增濾鏡</string>
|
<string name="post_processing_preset_new">新增濾鏡</string>
|
||||||
@@ -314,40 +314,49 @@
|
|||||||
<string name="frame_gen_per_game_description">調整此遊戲的影格生成設定</string>
|
<string name="frame_gen_per_game_description">調整此遊戲的影格生成設定</string>
|
||||||
<string name="frame_gen_description">使用Lossless Scaling在已渲染的影格之間插入補間影格。啟用此功能時,會強制採用FIFO垂直同步</string>
|
<string name="frame_gen_description">使用Lossless Scaling在已渲染的影格之間插入補間影格。啟用此功能時,會強制採用FIFO垂直同步</string>
|
||||||
<string name="frame_gen_multiplier">影格倍率</string>
|
<string name="frame_gen_multiplier">影格倍率</string>
|
||||||
<string name="frame_gen_multiplier_description">設定在每個已渲染的影格中要顯示的影格數。數值越高所需的 GPU 運算時間也會按比例增加。若要求的影格數超過裝置顯示器能呈現的數量將會降低模擬速度</string>
|
<string name="frame_gen_multiplier_description">設定在每個已渲染的影格中要顯示的影格數,數值越高所需的GPU運算時間也會按比例增加。若要求的影格數超過裝置顯示器能呈現的數量將會降低模擬速度</string>
|
||||||
<string name="frame_gen_multiplier_2x">2x</string>
|
<string name="frame_gen_multiplier_2x">2x</string>
|
||||||
<string name="frame_gen_multiplier_3x">3x</string>
|
<string name="frame_gen_multiplier_3x">3x</string>
|
||||||
<string name="frame_gen_multiplier_4x">4x</string>
|
<string name="frame_gen_multiplier_4x">4x</string>
|
||||||
<string name="frame_gen_target_rate">目標影格率</string>
|
<string name="frame_gen_target_rate">目標影格率</string>
|
||||||
<string name="frame_gen_target_rate_description">選擇裝置顯示器能實際呈現的影格率。之後倍率器會自動升高或降低以維持影格率。如果某個調整導致遊戲本身運作變慢,則會自動復原該設定</string>
|
<string name="frame_gen_target_rate_description">選擇裝置顯示器能實際呈現的影格率,之後倍率器會自動升高或降低以維持影格率。如果某個調整導致遊戲本身運作變慢,則會自動復原該設定</string>
|
||||||
<string name="frame_gen_target_rate_off">使用固定倍率</string>
|
<string name="frame_gen_target_rate_off">使用固定倍率</string>
|
||||||
<string name="frame_gen_target_rate_60">60 FPS</string>
|
<string name="frame_gen_target_rate_60">60 FPS</string>
|
||||||
<string name="frame_gen_target_rate_90">90 FPS</string>
|
<string name="frame_gen_target_rate_90">90 FPS</string>
|
||||||
<string name="frame_gen_target_rate_120">120 FPS</string>
|
<string name="frame_gen_target_rate_120">120 FPS</string>
|
||||||
|
<string name="frame_gen_on">開啟</string>
|
||||||
|
<string name="frame_gen_off">關閉</string>
|
||||||
|
<string name="frame_gen_fixed">固定</string>
|
||||||
|
<string name="frame_gen_flow_auto">自動</string>
|
||||||
|
<string name="frame_gen_quick_description">開啟或關閉影格生成後選擇影格倍率</string>
|
||||||
|
<string name="frame_gen_target_rate_quick_description">選擇要生成的目標影格率,倍率器會自動調整</string>
|
||||||
|
<string name="frame_gen_flow_scale_quick_description">用來預測影格之間動態的解析度,較低的數值可以減少 GPU 運算時間</string>
|
||||||
<string name="frame_gen_queue_target">影格佇列目標</string>
|
<string name="frame_gen_queue_target">影格佇列目標</string>
|
||||||
<string name="frame_gen_queue_target_description">最多允許多少個已完成的影格在顯示器前等待,較大的佇列可以吸收 GPU 突發負載,但會增加輸入延遲</string>
|
<string name="frame_gen_queue_target_description">最多允許多少個已完成的影格在顯示器前等待,較大的佇列可以吸收 GPU 突發負載,但會增加輸入延遲</string>
|
||||||
<string name="frame_gen_queue_target_0">最低延遲(無緩衝)</string>
|
<string name="frame_gen_queue_target_0">最低延遲(無緩衝)</string>
|
||||||
<string name="frame_gen_queue_target_1">平衡(1 影格)</string>
|
<string name="frame_gen_queue_target_1">平衡(1 影格)</string>
|
||||||
<string name="frame_gen_queue_target_2">最流暢(2 影格)</string>
|
<string name="frame_gen_queue_target_2">最流暢(2 影格)</string>
|
||||||
<string name="frame_gen_flow_scale_auto">配合遊戲調整運動預測</string>
|
<string name="frame_gen_flow_scale_auto">配合遊戲調整運動預測</string>
|
||||||
<string name="frame_gen_flow_scale_auto_description">以遊戲實際渲染的解析度而非升頻後的輸出進行運動預測。由於升頻後不會增加任何動態細節,因此不會影響準確度</string>
|
<string name="frame_gen_flow_scale_auto_description">以遊戲實際渲染的解析度而非升頻後的輸出進行運動預測,由於升頻後不會增加任何動態細節,因此不會影響準確度</string>
|
||||||
<string name="frame_gen_flow_scale">運動預測解析度</string>
|
<string name="frame_gen_flow_scale">運動預測解析度</string>
|
||||||
<string name="frame_gen_flow_scale_description">光流處理的解析度,以輸出解析度的比例表示。降低此設定值是減少效能負載最有效的方法</string>
|
<string name="frame_gen_flow_scale_description">光流處理的解析度,以輸出解析度的比例表示,降低此設定值是減少效能負載最有效的方法</string>
|
||||||
<string name="frame_gen_unsupported">無法使用影格生成</string>
|
<string name="frame_gen_unsupported">無法使用影格生成</string>
|
||||||
|
<string name="frame_gen_unsupported_description">此 GPU 驅動程式缺少 Lossless Scaling 著色器所需的 Vulkan 記憶體模型或半精度浮點數(float16)支援</string>
|
||||||
<string name="lossless_scaling_setup_description">可選擇安裝自己擁有的 Lossless.dll 以在之後啟用影格生成功能</string>
|
<string name="lossless_scaling_setup_description">可選擇安裝自己擁有的 Lossless.dll 以在之後啟用影格生成功能</string>
|
||||||
<string name="lossless_scaling_install">安裝 Lossless.dll</string>
|
<string name="lossless_scaling_install">安裝 Lossless.dll</string>
|
||||||
<string name="lossless_scaling_install_description">您需要擁有從合法管道獲得的 Lossless Scaling 並從該軟體的資料夾中取得 Lossless.dll 檔案才能使用影格生成功能</string>
|
<string name="lossless_scaling_install_description">您需要擁有從合法管道獲得的 Lossless Scaling 並從該軟體的資料夾中取得 Lossless.dll 檔案才能使用影格生成功能</string>
|
||||||
<string name="lossless_scaling_replace_description">安裝不同的 Lossless.dll 檔案</string>
|
<string name="lossless_scaling_replace_description">安裝不同的 Lossless.dll 檔案</string>
|
||||||
<string name="frame_generation_support">影格生成</string>
|
<string name="frame_generation_support">影格生成</string>
|
||||||
<string name="frame_generation_supported">支援</string>
|
<string name="frame_generation_supported">支援</string>
|
||||||
|
<string name="frame_generation_unsupported">不支援(無 Vulkan 記憶體模型或 float16)</string>
|
||||||
<string name="lossless_scaling">Lossless Scaling</string>
|
<string name="lossless_scaling">Lossless Scaling</string>
|
||||||
<string name="lossless_scaling_description">安裝您擁有的 Lossless.dll 檔案以使用影格生成</string>
|
<string name="lossless_scaling_description">安裝您擁有的 Lossless.dll 檔案以使用影格生成</string>
|
||||||
<string name="lossless_scaling_installed">已安裝</string>
|
<string name="lossless_scaling_installed">已安裝</string>
|
||||||
<string name="lossless_scaling_not_installed">未安裝</string>
|
<string name="lossless_scaling_not_installed">未安裝</string>
|
||||||
<string name="lossless_scaling_replace">替換</string>
|
<string name="lossless_scaling_replace">更換</string>
|
||||||
<string name="lossless_scaling_remove">刪除</string>
|
<string name="lossless_scaling_remove">刪除</string>
|
||||||
<string name="lossless_scaling_remove_description">刪除已安裝的 Lossless.dll 及預先編譯的著色器</string>
|
<string name="lossless_scaling_remove_description">刪除已安裝的 Lossless.dll 及預先編譯的著色器</string>
|
||||||
<string name="lossless_scaling_remove_confirmation">影格生成功能會停止運作直到您重新安裝 Lossless.dll 。您的 Lossless.dll 原始檔並不會被 Eden 修改</string>
|
<string name="lossless_scaling_remove_confirmation">影格生成功能會停止運作直到您重新安裝Lossless.dll,您的 Lossless.dll原始檔不會被 Eden 修改</string>
|
||||||
<string name="lossless_scaling_missing">Lossless.dll 未安裝</string>
|
<string name="lossless_scaling_missing">Lossless.dll 未安裝</string>
|
||||||
<string name="lossless_scaling_missing_description">前往 設定 -> Lossless Scaling 安裝以使用影格生成功能</string>
|
<string name="lossless_scaling_missing_description">前往 設定 -> Lossless Scaling 安裝以使用影格生成功能</string>
|
||||||
<string name="lossless_scaling_locked">請先關閉遊戲</string>
|
<string name="lossless_scaling_locked">請先關閉遊戲</string>
|
||||||
@@ -360,9 +369,9 @@
|
|||||||
<string name="error_lossless_copy_failed">無法複製選取的檔案</string>
|
<string name="error_lossless_copy_failed">無法複製選取的檔案</string>
|
||||||
<string name="error_lossless_unreadable">無法讀取選取的檔案</string>
|
<string name="error_lossless_unreadable">無法讀取選取的檔案</string>
|
||||||
<string name="error_lossless_not_pe">選取的檔案並不是 Windows 程式庫。請在 Lossless Scaling 的安裝位置(資料夾)中選擇 Lossless.dll</string>
|
<string name="error_lossless_not_pe">選取的檔案並不是 Windows 程式庫。請在 Lossless Scaling 的安裝位置(資料夾)中選擇 Lossless.dll</string>
|
||||||
<string name="error_lossless_missing_shaders">這個 Lossless.dll 的副本並未包含影格生成著色器。請更新 Lossless Scaling 後再試一次</string>
|
<string name="error_lossless_missing_shaders">這個 Lossless.dll 的副本並未包含影格生成著色器。請更新 Lossless Scaling 後重試</string>
|
||||||
<string name="error_lossless_translation_failed">無法轉譯影格生成著色器。尚不支援此 Lossless Scaling 版本</string>
|
<string name="error_lossless_translation_failed">無法轉譯影格生成著色器,尚不支援此 Lossless Scaling 版本</string>
|
||||||
<string name="error_lossless_cache_failed">轉譯的著色器無法寫入到儲存空間。請確認手機容量是否充足</string>
|
<string name="error_lossless_cache_failed">轉譯的著色器無法寫入到儲存空間,請確認手機容量是否充足</string>
|
||||||
<string name="advanced_settings">進階設定</string>
|
<string name="advanced_settings">進階設定</string>
|
||||||
<string name="settings_description">調整模擬器設定</string>
|
<string name="settings_description">調整模擬器設定</string>
|
||||||
<string name="search_recently_played">最近遊玩</string>
|
<string name="search_recently_played">最近遊玩</string>
|
||||||
@@ -374,19 +383,19 @@
|
|||||||
<string name="notification_no_directory_link">無法開啟 Eden 目錄</string>
|
<string name="notification_no_directory_link">無法開啟 Eden 目錄</string>
|
||||||
<string name="notification_no_directory_link_description">請使用檔案管理員的側邊面板手動定位到使用者資料夾</string>
|
<string name="notification_no_directory_link_description">請使用檔案管理員的側邊面板手動定位到使用者資料夾</string>
|
||||||
<string name="manage_save_data">管理儲存資料</string>
|
<string name="manage_save_data">管理儲存資料</string>
|
||||||
<string name="manage_save_data_description">導入/導出遊戲的儲存資料\n壓縮檔必須為.zip格式\n壓縮檔中首個子資料夾名稱必須為遊戲 ID</string>
|
<string name="manage_save_data_description">匯入/匯出遊戲的儲存資料\n壓縮檔必須為.zip格式\n壓縮檔中首個子資料夾名稱必須為遊戲ID</string>
|
||||||
<string name="import_save_warning">導入儲存資料</string>
|
<string name="import_save_warning">匯入儲存資料</string>
|
||||||
<string name="import_save_warning_description">這將會以提供的檔案覆寫現有的該遊戲儲存資料,您確定要繼續嗎?</string>
|
<string name="import_save_warning_description">這將會以提供的檔案覆蓋現有的該遊戲儲存資料,您確定要繼續嗎?</string>
|
||||||
<string name="save_files_importing">正在導入儲存資料…</string>
|
<string name="save_files_importing">正在匯入儲存資料…</string>
|
||||||
<string name="save_files_exporting">正在導出儲存資料…</string>
|
<string name="save_files_exporting">正在匯出儲存資料…</string>
|
||||||
<string name="save_file_imported_success">已成功導入</string>
|
<string name="save_file_imported_success">已成功匯入</string>
|
||||||
<string name="save_file_invalid_zip_structure">無效的儲存目錄結構</string>
|
<string name="save_file_invalid_zip_structure">無效的儲存目錄結構</string>
|
||||||
<string name="save_file_invalid_zip_structure_description">首個子資料夾名稱必須為遊戲 ID</string>
|
<string name="save_file_invalid_zip_structure_description">首個子資料夾名稱必須為遊戲 ID</string>
|
||||||
<string name="install_firmware">安裝韌體</string>
|
<string name="install_firmware">安裝韌體</string>
|
||||||
<string name="install_firmware_description">韌體必須為 ZIP 壓縮檔,將會用於部分遊戲的啟動</string>
|
<string name="install_firmware_description">韌體必須為 ZIP 壓縮檔,將會用於部分遊戲的啟動</string>
|
||||||
<string name="firmware_installing">正在安裝韌體</string>
|
<string name="firmware_installing">正在安裝韌體</string>
|
||||||
<string name="firmware_installed_failure">韌體安裝失敗</string>
|
<string name="firmware_installed_failure">韌體安裝失敗</string>
|
||||||
<string name="firmware_installed_failure_description">請確保韌體 nca 檔案位於 zip 壓縮檔的根目錄,然後再試一次。</string>
|
<string name="firmware_installed_failure_description">請確保韌體 nca 檔案位於 zip 壓縮檔的根目錄後再試一次</string>
|
||||||
<string name="firmware_uninstalled_failure">韌體解除安裝失敗</string>
|
<string name="firmware_uninstalled_failure">韌體解除安裝失敗</string>
|
||||||
<string name="share_log">分享偵錯記錄</string>
|
<string name="share_log">分享偵錯記錄</string>
|
||||||
<string name="share_log_description">分享 Eden 的記錄檔以便對相關問題進行偵錯</string>
|
<string name="share_log_description">分享 Eden 的記錄檔以便對相關問題進行偵錯</string>
|
||||||
@@ -406,7 +415,7 @@
|
|||||||
<string name="install_game_content_success_overwrite">%1$d 覆寫成功</string>
|
<string name="install_game_content_success_overwrite">%1$d 覆寫成功</string>
|
||||||
<string name="install_game_content_help_link">https://yuzu-mirror.github.io/help/quickstart/#dumping-installed-updates</string>
|
<string name="install_game_content_help_link">https://yuzu-mirror.github.io/help/quickstart/#dumping-installed-updates</string>
|
||||||
<string name="custom_driver_not_supported">您的裝置不支援自訂驅動程式</string>
|
<string name="custom_driver_not_supported">您的裝置不支援自訂驅動程式</string>
|
||||||
<string name="custom_driver_not_supported_description">此裝置不支援注入自訂驅動程式。\n請以後再來查看是否已新增支援!</string>
|
<string name="custom_driver_not_supported_description">此裝置不支援注入自訂驅動程式\n請以後再來查看是否已新增支援!</string>
|
||||||
<string name="manage_yuzu_data">管理 Eden 資料</string>
|
<string name="manage_yuzu_data">管理 Eden 資料</string>
|
||||||
<string name="manage_yuzu_data_description">安裝韌體、金鑰,導入/導出使用者資料及安裝其它項目!</string>
|
<string name="manage_yuzu_data_description">安裝韌體、金鑰,導入/導出使用者資料及安裝其它項目!</string>
|
||||||
<string name="game_folders">遊戲資料夾</string>
|
<string name="game_folders">遊戲資料夾</string>
|
||||||
@@ -437,8 +446,8 @@
|
|||||||
<string name="keys_failed">金鑰安裝失敗</string>
|
<string name="keys_failed">金鑰安裝失敗</string>
|
||||||
<string name="keys_install_success">金鑰安裝成功</string>
|
<string name="keys_install_success">金鑰安裝成功</string>
|
||||||
<string name="error_keys_copy_failed">一個或多個金鑰安裝失敗</string>
|
<string name="error_keys_copy_failed">一個或多個金鑰安裝失敗</string>
|
||||||
<string name="error_keys_invalid_filename">請確保金鑰檔案具有.keys副檔名後重試。</string>
|
<string name="error_keys_invalid_filename">請確保金鑰檔案具有 .keys 副檔名後重試</string>
|
||||||
<string name="error_keys_failed_init">金鑰初始化失敗。請檢查您的轉儲工具是否為最新版本並重新轉儲金鑰。</string>
|
<string name="error_keys_failed_init">金鑰初始化失敗,請檢查您的轉儲工具是否為最新版本並重新轉儲金鑰</string>
|
||||||
|
|
||||||
<!-- Applet launcher strings -->
|
<!-- Applet launcher strings -->
|
||||||
<string name="qlaunch_applet">Qlaunch</string>
|
<string name="qlaunch_applet">Qlaunch</string>
|
||||||
@@ -469,19 +478,19 @@
|
|||||||
<string name="licenses_description">這些專案使 Eden Android 版成為可能</string>
|
<string name="licenses_description">這些專案使 Eden Android 版成為可能</string>
|
||||||
<string name="build">組建版本</string>
|
<string name="build">組建版本</string>
|
||||||
<string name="user_data">使用者資料</string>
|
<string name="user_data">使用者資料</string>
|
||||||
<string name="user_data_description">導入/導出所有應用程式資料。\n\n導入使用者資料時,現有的使用者資料將被取代!\n\n直接從 Citron 導入使用者資料可能會出現問題,建議手動導入所有所需資料。</string>
|
<string name="user_data_description">匯入/匯出所有應用程式資料\n\n匯入使用者資料時,現有的使用者資料將被取代!\n\n直接從 Citron 匯入使用者資料可能會出現問題,建議手動匯入所有所需資料</string>
|
||||||
<string name="exporting_user_data">正在導出使用者資料…</string>
|
<string name="exporting_user_data">正在匯出使用者資料…</string>
|
||||||
<string name="importing_user_data">正在導入使用者資料…</string>
|
<string name="importing_user_data">正在匯入使用者資料…</string>
|
||||||
<string name="invalid_yuzu_backup">無效的 Eden 備份</string>
|
<string name="invalid_yuzu_backup">無效的 Eden 備份</string>
|
||||||
<string name="user_data_export_success">使用者資料導出成功</string>
|
<string name="user_data_export_success">使用者資料匯出成功</string>
|
||||||
<string name="user_data_import_success">使用者資料導入成功</string>
|
<string name="user_data_import_success">使用者資料匯入成功</string>
|
||||||
<string name="user_data_export_cancelled">導出已取消</string>
|
<string name="user_data_export_cancelled">匯出已取消</string>
|
||||||
<string name="user_data_import_failed_description">請確保使用者資料夾位於 zip 壓縮檔的根目錄,並在 config/config.ini 路徑中包含組態檔案,並再試一次</string>
|
<string name="user_data_import_failed_description">請確保使用者資料夾位於 zip 壓縮檔的根目錄,並在 config/config.ini 路徑中包含組態檔案後重試</string>
|
||||||
<!-- General settings strings -->
|
<!-- General settings strings -->
|
||||||
<string name="frame_limit_enable">限制模擬速度</string>
|
<string name="frame_limit_enable">限制模擬速度</string>
|
||||||
<string name="frame_limit_enable_description">將模擬速度限制在標準速度的指定百分比</string>
|
<string name="frame_limit_enable_description">將模擬速度限制在標準速度的指定百分比</string>
|
||||||
<string name="frame_limit_slider">限制速度百分比</string>
|
<string name="frame_limit_slider">限制速度百分比</string>
|
||||||
<string name="frame_limit_slider_description">指定模擬速度的百分比。100% 為標準速度,更高或更低的值將會減少或增加速度限制</string>
|
<string name="frame_limit_slider_description">指定模擬速度的百分比,100% 為標準速度,更高或更低的值將會減少或增加速度限制</string>
|
||||||
<string name="turbo_speed_limit">加速模式</string>
|
<string name="turbo_speed_limit">加速模式</string>
|
||||||
<string name="turbo_speed_limit_description">當開啟加速模式時,模擬器將以此速度執行</string>
|
<string name="turbo_speed_limit_description">當開啟加速模式時,模擬器將以此速度執行</string>
|
||||||
<string name="slow_speed_limit">慢速模式</string>
|
<string name="slow_speed_limit">慢速模式</string>
|
||||||
@@ -509,16 +518,16 @@
|
|||||||
<string name="fast_cpu_time">CPU 時脈</string>
|
<string name="fast_cpu_time">CPU 時脈</string>
|
||||||
<string name="fast_cpu_time_description">提高模擬 CPU 回報的時脈,可以減少某些 FPS 限制。較弱的 CPU 可能會出現效能下降的情況,部分遊戲可能會出現異常</string>
|
<string name="fast_cpu_time_description">提高模擬 CPU 回報的時脈,可以減少某些 FPS 限制。較弱的 CPU 可能會出現效能下降的情況,部分遊戲可能會出現異常</string>
|
||||||
<string name="custom_cpu_ticks">自訂 CPU 時脈</string>
|
<string name="custom_cpu_ticks">自訂 CPU 時脈</string>
|
||||||
<string name="custom_cpu_ticks_description">自訂CPU時脈。更高的值可能提高效能,但也可能導致遊戲卡死。建議範圍為77-21000。</string>
|
<string name="custom_cpu_ticks_description">自訂 CPU 時脈,更高的值可能提高效能,但也可能導致遊戲卡死。建議範圍為 77-21000</string>
|
||||||
<string name="cpu_ticks">時脈</string>
|
<string name="cpu_ticks">時脈</string>
|
||||||
<string name="memory_layout">記憶體佈局</string>
|
<string name="memory_layout">記憶體布局</string>
|
||||||
<string name="memory_layout_description">(實驗性)更改模擬記憶體佈局。此設定不會提高效能,但可能有助於使用模組來提高解析度的遊戲的載入。不要在 RAM 為 8GB 或更少的手機上使用。若遊戲崩潰請將進階設定裡偵錯選項中的CPU後端改為 Dynarmic (JIT)</string>
|
<string name="memory_layout_description">(實驗性)更改模擬記憶體布局,此設定不會提高效能,但可能有助於使用模組來提高解析度的遊戲的載入。不要在 RAM 為 8GB 或更少的手機上使用。若遊戲崩潰請將進階設定裡偵錯選項中的 CPU 後端改為 Dynarmic(JIT)</string>
|
||||||
|
|
||||||
<string name="generate">生成</string>
|
<string name="generate">生成</string>
|
||||||
|
|
||||||
<!-- Network settings strings -->
|
<!-- Network settings strings -->
|
||||||
<string name="web_token">網路令牌</string>
|
<string name="web_token">網路令牌</string>
|
||||||
<string name="web_token_description">用於建立公開大廳的網路令牌。由48個小寫字母a-z組成</string>
|
<string name="web_token_description">用於建立公開大廳的網路令牌,由 48 個小寫字母 a-z 組成</string>
|
||||||
<string name="web_username">網路使用者名稱</string>
|
<string name="web_username">網路使用者名稱</string>
|
||||||
<string name="web_username_description">多人遊戲房間中顯示的使用者名稱。必須為 4-20 個字元,僅能使用英文字母、數字、句點、破折號、底線和空格(標點符號須為英文格式)</string>
|
<string name="web_username_description">多人遊戲房間中顯示的使用者名稱。必須為 4-20 個字元,僅能使用英文字母、數字、句點、破折號、底線和空格(標點符號須為英文格式)</string>
|
||||||
<string name="network">網路</string>
|
<string name="network">網路</string>
|
||||||
@@ -535,11 +544,11 @@
|
|||||||
<string name="advanced">進階</string>
|
<string name="advanced">進階</string>
|
||||||
|
|
||||||
<string name="renderer_accuracy">GPU 模式</string>
|
<string name="renderer_accuracy">GPU 模式</string>
|
||||||
<string name="renderer_accuracy_description">設定 GPU 模擬的準確度。大多數遊戲在設定為快速時即可正常渲染,但有些需要渲染粒子的遊戲仍需設為準確來避免圖形錯誤</string>
|
<string name="renderer_accuracy_description">設定 GPU 模擬的準確度,大多數遊戲在設定為快速時即可正常渲染,但有些需要渲染粒子的遊戲仍需設為準確來避免圖形錯誤</string>
|
||||||
<string name="dma_accuracy">DMA 準確度</string>
|
<string name="dma_accuracy">DMA 準確度</string>
|
||||||
<string name="dma_accuracy_description">控制 DMA 準確度。將準確度設為穩定可以修復某些遊戲中的問題,但在某些情況下也可能影響效能。如果不確定,請保留為預設</string>
|
<string name="dma_accuracy_description">控制 DMA 準確度,將準確度設為穩定可以修復某些遊戲中的問題,但在某些情況下也可能影響效能。如果不確定,請保留為預設</string>
|
||||||
<string name="gpu_fence_behavior">GPU 同步柵欄模式</string>
|
<string name="gpu_fence_behavior">GPU 同步柵欄模式</string>
|
||||||
<string name="gpu_fence_behavior_description">控制 GPU 同步柵欄模式。即時是速度最快的選項,但可能會導致一些問題。使用平衡可以提供更好的相容性並修復某些遊戲中的錯誤。準確則是在犧牲部分效能的情況下進一步提升相容性。嚴格是最慢的選項,但可以修復那些對同步要求更嚴格的遊戲中的問題。預設則會依照 GPU 準確度設定</string>
|
<string name="gpu_fence_behavior_description">控制 GPU 同步柵欄模式,即時是速度最快的選項,但可能會導致一些問題;使用平衡可以提供更好的相容性並修復某些遊戲中的錯誤;準確則是在犧牲部分效能的情況下進一步提升相容性;嚴格是最慢的選項,但可以修復那些對同步要求更嚴格的遊戲中的問題;預設則會依照 GPU 準確度設定</string>
|
||||||
<string name="anisotropic_filtering">各向異性過濾</string>
|
<string name="anisotropic_filtering">各向異性過濾</string>
|
||||||
<string name="anisotropic_filtering_description">改善斜角檢視時的紋理品質</string>
|
<string name="anisotropic_filtering_description">改善斜角檢視時的紋理品質</string>
|
||||||
<string name="vram_usage_mode">VRAM 使用模式</string>
|
<string name="vram_usage_mode">VRAM 使用模式</string>
|
||||||
@@ -548,23 +557,19 @@
|
|||||||
<string name="accelerate_astc_description">選擇 ASTC 壓縮紋理的解碼方式:CPU(慢速、穩定)、GPU(快速、推薦)或 CPU 非同步(無卡頓,可能導致問題)</string>
|
<string name="accelerate_astc_description">選擇 ASTC 壓縮紋理的解碼方式:CPU(慢速、穩定)、GPU(快速、推薦)或 CPU 非同步(無卡頓,可能導致問題)</string>
|
||||||
|
|
||||||
<string name="sync_memory_operations">同步記憶體操作</string>
|
<string name="sync_memory_operations">同步記憶體操作</string>
|
||||||
<string name="sync_memory_operations_description">確保計算和記憶體操作之間的資料一致性。 此選項應能修復某些遊戲中的問題,但在某些情況下可能會降低效能。 使用Unreal Engine 4的遊戲似乎受影響最大</string>
|
<string name="sync_memory_operations_description">確保計算和記憶體操作之間的資料一致性,此選項應能修復某些遊戲中的問題,但在某些情況下可能會降低效能。使用 Unreal Engine 4 的遊戲似乎受影響最大</string>
|
||||||
<string name="use_disk_shader_cache">磁碟著色器快取</string>
|
<string name="use_disk_shader_cache">磁碟著色器快取</string>
|
||||||
<string name="use_disk_shader_cache_description">將產生的著色器快取儲存至硬碟以減少中斷</string>
|
<string name="use_disk_shader_cache_description">將產生的著色器快取儲存至硬碟以減少中斷</string>
|
||||||
<string name="renderer_force_max_clock">強制使用最大時脈 (僅限Adreno)</string>
|
<string name="renderer_force_max_clock">強制使用最大時脈(僅限 Adreno)</string>
|
||||||
<string name="renderer_force_max_clock_description">強制 GPU 以可能的最大時脈執行 (熱溫限制仍會被套用)</string>
|
<string name="renderer_force_max_clock_description">強制GPU以可能的最大時脈運作(熱溫限制仍會被套用)</string>
|
||||||
<string name="renderer_asynchronous_gpu_emulation">GPU 非同步模擬</string>
|
<string name="renderer_asynchronous_gpu_emulation">GPU 非同步模擬</string>
|
||||||
<string name="renderer_asynchronous_gpu_emulation_description">此修改可透過使用 GPU 非同步模擬來提升性能,不過可能會導致圖形問題且會提高在進行時序相關操作時當機的機率</string>
|
<string name="renderer_asynchronous_gpu_emulation_description">此修改可透過使用 GPU 非同步模擬來提升性能,不過可能會導致圖形問題且會提高在進行時序相關操作時當機的機率</string>
|
||||||
<string name="renderer_async_presentation">非同步呈現</string>
|
|
||||||
<string name="renderer_async_presentation_description">此修改可以透過將渲染移至單獨的 CPU 執行緒來提升性能,但可能會導致圖形問題</string>
|
|
||||||
<string name="renderer_reactive_flushing">使用重新啟用排清</string>
|
<string name="renderer_reactive_flushing">使用重新啟用排清</string>
|
||||||
<string name="renderer_reactive_flushing_description">犧牲效能,以改善部分遊戲的轉譯準確度</string>
|
<string name="renderer_reactive_flushing_description">犧牲效能以改善部分遊戲的轉譯準確度</string>
|
||||||
<string name="enable_buffer_history">啟用緩衝區歷史</string>
|
<string name="enable_buffer_history">啟用緩衝區歷史</string>
|
||||||
<string name="enable_buffer_history_description">允許存取先前的緩衝區狀態。此選項可能會改善部分遊戲的渲染品質與效能穩定性</string>
|
<string name="enable_buffer_history_description">允許存取先前的緩衝區狀態,此選項可能會改善部分遊戲的渲染品質與效能穩定性</string>
|
||||||
<string name="enable_gpu_buffer_readback">啟用 GPU 緩衝區讀回</string>
|
|
||||||
<string name="enable_gpu_buffer_readback_description">透過在上傳之前先將 GPU 修改過的緩衝區資料讀回來保存資料,部分遊戲需要啟用此功能才能正常渲染遊戲特效。如果硬體無法負荷可能會導致錯誤</string>
|
|
||||||
<string name="use_optimized_vertex_buffers">最佳化頂點緩衝區</string>
|
<string name="use_optimized_vertex_buffers">最佳化頂點緩衝區</string>
|
||||||
<string name="use_optimized_vertex_buffers_description">啟用最佳化的頂點緩衝區綁定。需要安裝 Mesa 26.0+ Turnip drivers/Qualcomm drivers。使用舊版 Turnip drivers 會導致當機 (25.3版和更低的版本)</string>
|
<string name="use_optimized_vertex_buffers_description">啟用最佳化的頂點緩衝區綁定,需要安裝 Mesa 26.0+ Turnip drivers/Qualcomm drivers。使用舊版 Turnip drivers 會導致當機(25.3 版或更低的版本)</string>
|
||||||
|
|
||||||
<string name="hacks">修改</string>
|
<string name="hacks">修改</string>
|
||||||
|
|
||||||
@@ -573,30 +578,30 @@
|
|||||||
<string name="skip_cpu_inner_invalidation">跳過 CPU 內部失效處理</string>
|
<string name="skip_cpu_inner_invalidation">跳過 CPU 內部失效處理</string>
|
||||||
<string name="skip_cpu_inner_invalidation_description">在記憶體更新期間跳過某些 CPU 端快取的失效處理,減少 CPU 使用率並提高其性能。可能會導致某些遊戲出現故障或當機</string>
|
<string name="skip_cpu_inner_invalidation_description">在記憶體更新期間跳過某些 CPU 端快取的失效處理,減少 CPU 使用率並提高其性能。可能會導致某些遊戲出現故障或當機</string>
|
||||||
<string name="fix_bloom_effects">修正光暈特效</string>
|
<string name="fix_bloom_effects">修正光暈特效</string>
|
||||||
<string name="fix_bloom_effects_description">在 薩爾達傳說:織夢島 和 薩爾達傳說:智慧的再現 中 減少光暈模糊的問題並移除 橫衝直撞:狂飆樂園重製版 中的光暈效果 (Adreno A6XX - A7XX/ Turnip)。警告:可能會在其它遊戲中導致圖形異常</string>
|
<string name="fix_bloom_effects_description">在 \"薩爾達傳說:織夢島\" 和 \"薩爾達傳說:智慧的再現\" 中減少光暈模糊的問題並移除 \"橫衝直撞:狂飆樂園重製版\" 中的光暈效果(適用於 Adreno A6XX - A7XX/ Turnip)。警告:可能會在其它遊戲中導致圖形異常</string>
|
||||||
<string name="emulate_bgr565">模擬 BGR565</string>
|
<string name="emulate_bgr565">模擬 BGR565</string>
|
||||||
<string name="emulate_bgr565_description">修正遊戲中出現的顏色反轉、圖形異常或陰影異常</string>
|
<string name="emulate_bgr565_description">修正遊戲中出現的色彩反轉、圖形異常或陰影異常</string>
|
||||||
<string name="rescale_hack">啟用舊版重新縮放處理</string>
|
<string name="rescale_hack">啟用舊版重新縮放處理</string>
|
||||||
<string name="rescale_hack_description">透過快速重新縮放處理來啟用遊戲重新縮放設定階段的舊版處理方式</string>
|
<string name="rescale_hack_description">透過快速重新縮放處理來啟用遊戲重新縮放設定階段的舊版處理方式</string>
|
||||||
<string name="renderer_asynchronous_shaders">使用非同步著色器</string>
|
<string name="renderer_asynchronous_shaders">使用非同步著色器</string>
|
||||||
<string name="renderer_asynchronous_shaders_description">使用非同步編譯著色器。這可能會減少卡頓,但也可能導致圖形錯誤。</string>
|
<string name="renderer_asynchronous_shaders_description">使用非同步編譯著色器,這可能會減少卡頓,但也可能導致圖形錯誤</string>
|
||||||
<string name="gpu_unswizzle_settings">GPU Unswizzle 設定</string>
|
<string name="gpu_unswizzle_settings">GPU Unswizzle 設定</string>
|
||||||
<string name="gpu_unswizzle_settings_description">設定基於 GPU 的 Unswizzling 參數或完全停用此功能。調整此設定以在性能與紋理載入品質中取得平衡</string>
|
<string name="gpu_unswizzle_settings_description">設定基於 GPU 的 Unswizzling 參數或完全停用此功能,調整此設定以在性能與紋理載入品質中取得平衡</string>
|
||||||
<string name="gpu_unswizzle_enable">啟用 GPU Unswizzle</string>
|
<string name="gpu_unswizzle_enable">啟用 GPU Unswizzle</string>
|
||||||
<string name="gpu_unswizzle_disabled">停用</string>
|
<string name="gpu_unswizzle_disabled">停用</string>
|
||||||
<string name="gpu_unswizzle_texture_size">GPU Unswizzle 最大紋理尺寸</string>
|
<string name="gpu_unswizzle_texture_size">GPU Unswizzle 最大紋理尺寸</string>
|
||||||
<string name="gpu_unswizzle_texture_size_description">設定 GPU 紋理 Unswizzling 的最大值 (MB)。雖然 GPU 處理中型和大型紋理的速度較快,但 CPU 處理非常小的紋理可能更有效率。整此設定以在 GPU 加速與 CPU 負載之間取得平衡</string>
|
<string name="gpu_unswizzle_texture_size_description">設定 GPU 紋理 Unswizzling 的最大值(MB),雖然 GPU 處理中型和大型紋理的速度較快,但 CPU 處理非常小的紋理可能更有效率。調整此設定以在 GPU 加速與 CPU 負載之間取得平衡</string>
|
||||||
<string name="gpu_unswizzle_stream_size">GPU Unswizzle 流大小</string>
|
<string name="gpu_unswizzle_stream_size">GPU Unswizzle Stream 大小</string>
|
||||||
<string name="gpu_unswizzle_stream_size_description">設定每個影格處理大型紋理 Unswizzling 的資料上限。數值越高載入紋理的速度越快,但會增加畫面延遲;數值較低則能降低 GPU 負載,不過有可能導致至紋理載入不完全甚至突然出現</string>
|
<string name="gpu_unswizzle_stream_size_description">設定每個影格處理大型紋理 Unswizzling 的資料上限,數值越高載入紋理的速度越快,但會增加畫面延遲;數值較低則能降低 GPU 負載,不過有可能導致至紋理載入不完全甚至突然出現</string>
|
||||||
<string name="gpu_unswizzle_chunk_size">GPU Unswizzle 塊大小</string>
|
<string name="gpu_unswizzle_chunk_size">GPU Unswizzle Chunk 大小</string>
|
||||||
<string name="gpu_unswizzle_chunk_size_description">設定 3D 紋理每批次處理的深度切片數量。增加此數值可提升規格較佳 GPU 的處理效率,但在較低規格的硬體上可能導致卡頓或驅動程式逾時</string>
|
<string name="gpu_unswizzle_chunk_size_description">設定 3D 紋理每批次處理的深度切片數量,增加此數值可提升規格較佳 GPU 的處理效率,但在較低規格的硬體上可能導致卡頓或驅動程式逾時</string>
|
||||||
<string name="gpu_unswizzle_default_button">預設</string>
|
<string name="gpu_unswizzle_default_button">預設</string>
|
||||||
|
|
||||||
|
|
||||||
<string name="extensions">擴充功能</string>
|
<string name="extensions">擴充功能</string>
|
||||||
|
|
||||||
<string name="dyna_state">擴展動態狀態</string>
|
<string name="dyna_state">擴展動態狀態</string>
|
||||||
<string name="dyna_state_description">控制擴展動態狀態中可使用的功能數量。較高的數值可根據驅動程式支援的動態狀態減少管線編譯的次數。</string>
|
<string name="dyna_state_description">控制擴展動態狀態中可使用的功能數量,較高的數值可根據驅動程式支援的動態狀態減少管線編譯的次數</string>
|
||||||
<string name="disabled">停用</string>
|
<string name="disabled">停用</string>
|
||||||
<string name="vertex_input_dynamic_state">頂點輸入動態狀態</string>
|
<string name="vertex_input_dynamic_state">頂點輸入動態狀態</string>
|
||||||
<string name="vertex_input_dynamic_state_description">啟用此功能可提供更彈性的頂點輸入處理方式,並可能減少頂點/緩衝區的管線編譯時間</string>
|
<string name="vertex_input_dynamic_state_description">啟用此功能可提供更彈性的頂點輸入處理方式,並可能減少頂點/緩衝區的管線編譯時間</string>
|
||||||
@@ -618,19 +623,19 @@
|
|||||||
<string name="cpu">CPU</string>
|
<string name="cpu">CPU</string>
|
||||||
<string name="clocks">時脈</string>
|
<string name="clocks">時脈</string>
|
||||||
<string name="use_auto_stub">使用自動存根</string>
|
<string name="use_auto_stub">使用自動存根</string>
|
||||||
<string name="use_auto_stub_description">自動補上缺少的服務和功能。可提高相容性但可能導致當機和穩定性問題。</string>
|
<string name="use_auto_stub_description">自動補上缺少的服務和功能,可提高相容性但可能導致當機和穩定性問題</string>
|
||||||
|
|
||||||
<string name="gpu">GPU</string>
|
<string name="gpu">GPU</string>
|
||||||
<string name="renderer_api">API</string>
|
<string name="renderer_api">API</string>
|
||||||
<string name="renderer_debug">圖形偵錯</string>
|
<string name="renderer_debug">圖形偵錯</string>
|
||||||
<string name="renderer_debug_description">將圖形 API 設為慢速偵錯模式</string>
|
<string name="renderer_debug_description">將圖形 API 設為慢速偵錯模式</string>
|
||||||
<string name="patch_old_qcom_drivers">BCn 區塊壓縮紋理修補</string>
|
<string name="patch_old_qcom_drivers">BCn 區塊壓縮紋理修補</string>
|
||||||
<string name="patch_old_qcom_drivers_description">覆寫 Adreno GPU 的 BCn 紋理格式自動偵測。通常會根據 Android 版本自動偵測(會在API 28 以上自動啟用)</string>
|
<string name="patch_old_qcom_drivers_description">覆寫 Adreno GPU 的 BCn 紋理格式自動偵測。通常會根據 Android 版本自動偵測(會在 API 28 以上的裝置自動啟用)</string>
|
||||||
<string name="fastmem">Fastmem</string>
|
<string name="fastmem">Fastmem</string>
|
||||||
|
|
||||||
<string name="log">日誌</string>
|
<string name="log">日誌</string>
|
||||||
<string name="flush_by_line">按行寫入偵錯日誌</string>
|
<string name="flush_by_line">按行寫入偵錯日誌</string>
|
||||||
<string name="flush_by_line_description">在每行寫入時重新整理偵錯日誌,讓程式在當機或閃退時更容易偵錯。</string>
|
<string name="flush_by_line_description">寫入一行日誌就立刻更新偵錯記錄,讓程式在當機或畫面凍結時更容易偵錯</string>
|
||||||
<string name="extended_logging">啟用更詳細的日誌記錄</string>
|
<string name="extended_logging">啟用更詳細的日誌記錄</string>
|
||||||
<string name="extended_logging_description">將日誌檔的最大檔案限制從 100MB 提高到 1GB</string>
|
<string name="extended_logging_description">將日誌檔的最大檔案限制從 100MB 提高到 1GB</string>
|
||||||
<string name="log_filter">日誌過濾器</string>
|
<string name="log_filter">日誌過濾器</string>
|
||||||
@@ -643,11 +648,11 @@
|
|||||||
<string name="gpu_log_vulkan_calls">記錄 Vulkan API 呼叫</string>
|
<string name="gpu_log_vulkan_calls">記錄 Vulkan API 呼叫</string>
|
||||||
<string name="gpu_log_vulkan_calls_description">在環形緩衝區中記錄所有 Vulkan API 呼叫</string>
|
<string name="gpu_log_vulkan_calls_description">在環形緩衝區中記錄所有 Vulkan API 呼叫</string>
|
||||||
<string name="gpu_log_shader_dumps">傾印 SPIR-V 著色器</string>
|
<string name="gpu_log_shader_dumps">傾印 SPIR-V 著色器</string>
|
||||||
<string name="gpu_log_shader_dumps_description">將重新編譯後的 SPIR-V 二進位檔案 (.spv) 儲存至 Eden 資料夾裡的 dump 資料夾中。可使用 spirv-dis/spirv-cross/spirv-val 進行檢查</string>
|
<string name="gpu_log_shader_dumps_description">將重新編譯後的 SPIR-V 二進位檔案(.spv)儲存至 Eden 資料夾裡的 dump 資料夾中。可使用 spirv-dis/spirv-cross/spirv-val 進行檢查</string>
|
||||||
<string name="dump_guest_shaders">傾印客體(Maxwell)著色器</string>
|
<string name="dump_guest_shaders">傾印客體(Maxwell)著色器</string>
|
||||||
<string name="dump_guest_shaders_description">將 Maxwell 客體著色器位元組碼檔案 (.ash) 儲存至 Eden 資料夾裡的 dump 資料夾中。可使用 nvdisasm 進行檢查</string>
|
<string name="dump_guest_shaders_description">將 Maxwell 客體著色器位元組碼檔案(.ash)儲存至 Eden 資料夾裡的 dump 資料夾中。可使用 nvdisasm 進行檢查</string>
|
||||||
<string name="dump_macros">傾印 Maxwell 巨集</string>
|
<string name="dump_macros">傾印 Maxwell 巨集</string>
|
||||||
<string name="dump_macros_description">將 Maxwell 巨集程式檔案 (.macro) 儲存至 Eden 資料夾裡的 dump 資料夾中。可使用 envydis 進行檢查</string>
|
<string name="dump_macros_description">將 Maxwell 巨集程式檔案(.macro)儲存至 Eden 資料夾裡的 dump 資料夾中。可使用 envydis 進行檢查</string>
|
||||||
<string name="gpu_log_memory_tracking">追蹤 GPU 記憶體</string>
|
<string name="gpu_log_memory_tracking">追蹤 GPU 記憶體</string>
|
||||||
<string name="gpu_log_memory_tracking_description">監控 GPU 記憶體的分配和釋放</string>
|
<string name="gpu_log_memory_tracking_description">監控 GPU 記憶體的分配和釋放</string>
|
||||||
<string name="gpu_log_driver_debug">驅動程式偵錯資料</string>
|
<string name="gpu_log_driver_debug">驅動程式偵錯資料</string>
|
||||||
@@ -733,7 +738,7 @@
|
|||||||
<string name="button_map_description">按下一個按鈕或肩部按鍵/移動搖桿</string>
|
<string name="button_map_description">按下一個按鈕或肩部按鍵/移動搖桿</string>
|
||||||
<string name="map_dpad_direction">將方向鍵配對到 %1$s</string>
|
<string name="map_dpad_direction">將方向鍵配對到 %1$s</string>
|
||||||
<string name="map_control">配對到 %1$s</string>
|
<string name="map_control">配對到 %1$s</string>
|
||||||
<string name="failed_to_load_profile">導入設定檔失敗</string>
|
<string name="failed_to_load_profile">匯入設定檔失敗</string>
|
||||||
<string name="failed_to_save_profile">儲存設定檔失敗</string>
|
<string name="failed_to_save_profile">儲存設定檔失敗</string>
|
||||||
<string name="reset_mapping">重設控制器配對</string>
|
<string name="reset_mapping">重設控制器配對</string>
|
||||||
<string name="reset_mapping_description">您確定要將此控制器的所有配對重設為預設值?此動作無法復原</string>
|
<string name="reset_mapping_description">您確定要將此控制器的所有配對重設為預設值?此動作無法復原</string>
|
||||||
@@ -754,21 +759,21 @@
|
|||||||
<string name="auto">自動</string>
|
<string name="auto">自動</string>
|
||||||
<string name="submit">提交</string>
|
<string name="submit">提交</string>
|
||||||
<string name="string_null">無</string>
|
<string name="string_null">無</string>
|
||||||
<string name="string_import">導入</string>
|
<string name="string_import">匯入</string>
|
||||||
<string name="export">導出</string>
|
<string name="export">匯出</string>
|
||||||
<string name="export_failed">導出失敗</string>
|
<string name="export_failed">匯出失敗</string>
|
||||||
<string name="import_failed">導入失敗</string>
|
<string name="import_failed">匯入失敗</string>
|
||||||
<string name="cancelling">正在取消</string>
|
<string name="cancelling">正在取消</string>
|
||||||
<string name="install">安裝</string>
|
<string name="install">安裝</string>
|
||||||
<string name="fetch">下載</string>
|
<string name="fetch">下載</string>
|
||||||
<string name="delete">刪除</string>
|
<string name="delete">刪除</string>
|
||||||
<string name="edit">編輯</string>
|
<string name="edit">編輯</string>
|
||||||
<string name="import_success">已成功導入</string>
|
<string name="import_success">已成功匯入</string>
|
||||||
<string name="export_success">已成功導出</string>
|
<string name="export_success">已成功匯出</string>
|
||||||
<string name="start">開始</string>
|
<string name="start">開始</string>
|
||||||
<string name="global">全域設定</string>
|
<string name="global">全域設定</string>
|
||||||
<string name="custom">個別遊戲設定</string>
|
<string name="custom">個別遊戲設定</string>
|
||||||
<string name="import_complete">導入完成</string>
|
<string name="import_complete">匯入完成</string>
|
||||||
<string name="use_global_setting">使用全域設定</string>
|
<string name="use_global_setting">使用全域設定</string>
|
||||||
<string name="operation_completed_successfully">操作已成功完成</string>
|
<string name="operation_completed_successfully">操作已成功完成</string>
|
||||||
<string name="confirm">確認</string>
|
<string name="confirm">確認</string>
|
||||||
@@ -801,7 +806,7 @@
|
|||||||
<string name="recommended_driver">推薦驅動程式:</string>
|
<string name="recommended_driver">推薦驅動程式:</string>
|
||||||
<string name="gpu_model">GPU 型號</string>
|
<string name="gpu_model">GPU 型號</string>
|
||||||
<string name="unsupported_gpu">不支援的 GPU</string>
|
<string name="unsupported_gpu">不支援的 GPU</string>
|
||||||
<string name="unsupported_gpu_warning">您的GPU不支援驅動程式注入。不建議嘗試設定自訂驅動程式。</string>
|
<string name="unsupported_gpu_warning">您的 GPU 不支援驅動程式注入,不建議嘗試設定自訂驅動程式</string>
|
||||||
|
|
||||||
<!-- Preferences Screen -->
|
<!-- Preferences Screen -->
|
||||||
<string name="preferences_settings">設定</string>
|
<string name="preferences_settings">設定</string>
|
||||||
@@ -831,7 +836,7 @@
|
|||||||
<string name="save_migration_complete">成功遷移儲存資料</string>
|
<string name="save_migration_complete">成功遷移儲存資料</string>
|
||||||
<string name="save_migration_failed">儲存資料遷移失敗</string>
|
<string name="save_migration_failed">儲存資料遷移失敗</string>
|
||||||
<string name="save_directory_set">存檔目錄設定完成</string>
|
<string name="save_directory_set">存檔目錄設定完成</string>
|
||||||
<string name="destination_has_saves">所選取的位置已有儲存資料。是否要取代該檔案?</string>
|
<string name="destination_has_saves">所選取的位置已有儲存資料,是否要取代該檔案?</string>
|
||||||
<string name="all_files_permission_required">若要自訂路徑必須授予所有檔案的存取權</string>
|
<string name="all_files_permission_required">若要自訂路徑必須授予所有檔案的存取權</string>
|
||||||
<string name="grant_permission">授予權限</string>
|
<string name="grant_permission">授予權限</string>
|
||||||
<string name="custom_nand_directory">NAND 路徑</string>
|
<string name="custom_nand_directory">NAND 路徑</string>
|
||||||
@@ -868,13 +873,13 @@
|
|||||||
<string name="hours_must_be_between_0_and_9999">必須介於 0 到 9999 小時之間</string>
|
<string name="hours_must_be_between_0_and_9999">必須介於 0 到 9999 小時之間</string>
|
||||||
<string name="minutes_must_be_between_0_and_59">必須介於 0 到 59 分鐘之間</string>
|
<string name="minutes_must_be_between_0_and_59">必須介於 0 到 59 分鐘之間</string>
|
||||||
<string name="seconds_must_be_between_0_and_59">必須介於 0 到 59 秒之間</string>
|
<string name="seconds_must_be_between_0_and_59">必須介於 0 到 59 秒之間</string>
|
||||||
<string name="playtime_updated_successfully">成功更新遊玩時間</string>
|
<string name="playtime_updated_successfully">成功修改遊玩時間</string>
|
||||||
<string name="clear_shader_cache">清除著色器快取</string>
|
<string name="clear_shader_cache">清除著色器快取</string>
|
||||||
<string name="clear_shader_cache_description">清除此遊戲所有已編譯的著色器快取</string>
|
<string name="clear_shader_cache_description">清除此遊戲所有已編譯的著色器快取</string>
|
||||||
<string name="clear_shader_cache_warning_description">重新編譯著色器快取的過程中可能會導致遊戲有些微卡頓</string>
|
<string name="clear_shader_cache_warning_description">重新編譯著色器快取的過程中可能會導致遊戲有些微卡頓</string>
|
||||||
<string name="cleared_shaders_successfully">著色器快取已成功清除</string>
|
<string name="cleared_shaders_successfully">著色器快取已成功清除</string>
|
||||||
<string name="driver_shader_wipe_dialog_title">已刪除著色器快取</string>
|
<string name="driver_shader_wipe_dialog_title">已刪除著色器快取</string>
|
||||||
<string name="driver_shader_wipe_dialog_message">為了維持Vulkan管線驗證,Eden已自動清除所有著色器快取。為了預防閃退和圖形錯誤,這是必須的動作。因為著色器需要重新編譯,您在遊戲過程中可能會遇到些微卡頓的情況</string>
|
<string name="driver_shader_wipe_dialog_message">為了維持Vulkan管線驗證,Eden 已自動清除所有著色器快取,若要預防閃退和圖形錯誤,這是必須的動作。因為著色器需要重新編譯,您在遊戲過程中可能會遇到些微卡頓的情況</string>
|
||||||
<string name="addons_game">附加元件:%1$s</string>
|
<string name="addons_game">附加元件:%1$s</string>
|
||||||
<string name="save_data">儲存資料</string>
|
<string name="save_data">儲存資料</string>
|
||||||
<string name="save_data_description">管理此遊戲的儲存資料</string>
|
<string name="save_data_description">管理此遊戲的儲存資料</string>
|
||||||
@@ -906,8 +911,8 @@
|
|||||||
<string name="verify_no_result_description">未完成文件完整性檢查</string>
|
<string name="verify_no_result_description">未完成文件完整性檢查</string>
|
||||||
<string name="verification_failed_for">以下文件的完整性驗證失敗:\n %1$s</string>
|
<string name="verification_failed_for">以下文件的完整性驗證失敗:\n %1$s</string>
|
||||||
<string name="share_game_settings">分享設定</string>
|
<string name="share_game_settings">分享設定</string>
|
||||||
<string name="import_config">導入設定</string>
|
<string name="import_config">匯入設定</string>
|
||||||
<string name="export_config">導出設定</string>
|
<string name="export_config">匯出設定</string>
|
||||||
<string name="share_config_failed">分享設定失敗</string>
|
<string name="share_config_failed">分享設定失敗</string>
|
||||||
|
|
||||||
<!-- ROM loading errors -->
|
<!-- ROM loading errors -->
|
||||||
@@ -928,7 +933,7 @@
|
|||||||
<string name="custom_settings_failed_message">無法套用自訂設定 %1$s: %2$s</string>
|
<string name="custom_settings_failed_message">無法套用自訂設定 %1$s: %2$s</string>
|
||||||
<string name="launch_with_default_settings">使用預設設定啟動</string>
|
<string name="launch_with_default_settings">使用預設設定啟動</string>
|
||||||
<string name="launch_cancelled">啟動已取消</string>
|
<string name="launch_cancelled">啟動已取消</string>
|
||||||
<string name="custom_settings_failure_reasons">無法套用請求的設定。這可能是由於缺少GPU驅動程式或設定問題。</string>
|
<string name="custom_settings_failure_reasons">無法套用請求的設定,這可能是由於缺少 GPU 驅動程式或設定問題</string>
|
||||||
<string name="custom_settings_applied">已套用自訂設定</string>
|
<string name="custom_settings_applied">已套用自訂設定</string>
|
||||||
<string name="launching_game">正在啟動 %1$s...</string>
|
<string name="launching_game">正在啟動 %1$s...</string>
|
||||||
<string name="failed_to_initialize_game">無法初始化遊戲</string>
|
<string name="failed_to_initialize_game">無法初始化遊戲</string>
|
||||||
@@ -949,10 +954,10 @@
|
|||||||
<!-- Driver strings -->
|
<!-- Driver strings -->
|
||||||
<string name="driver_not_found">未安裝所需的驅動程式: %s</string>
|
<string name="driver_not_found">未安裝所需的驅動程式: %s</string>
|
||||||
<string name="invalid_driver_file">無效的驅動程式檔案: %s</string>
|
<string name="invalid_driver_file">無效的驅動程式檔案: %s</string>
|
||||||
<string name="network_unavailable">無可用網路連線。請檢查您的網路連線並重試</string>
|
<string name="network_unavailable">無可用網路連線,請檢查您的網路連線並重試</string>
|
||||||
<string name="driver_missing_title">需要 GPU 驅動程式</string>
|
<string name="driver_missing_title">需要 GPU 驅動程式</string>
|
||||||
<string name="driver_missing_message">這個遊戲的設定需要 \"%s\"驅動程式,而它並沒有安裝在您的裝置上\n\n要下載並安裝此驅動程式嗎?</string>
|
<string name="driver_missing_message">這個遊戲的設定需要 \"%s\"驅動程式,而它並沒有安裝在您的裝置上\n\n要下載並安裝此驅動程式嗎?</string>
|
||||||
<string name="driver_download_cancelled">驅動程式下載已取消。沒有所需的驅動程式無法啟動遊戲。</string>
|
<string name="driver_download_cancelled">驅動程式下載已取消,沒有所需的驅動程式無法啟動遊戲</string>
|
||||||
<string name="download">下載</string>
|
<string name="download">下載</string>
|
||||||
|
|
||||||
<!-- Emulation Menu -->
|
<!-- Emulation Menu -->
|
||||||
@@ -987,7 +992,7 @@
|
|||||||
<string name="amiibo_not_valid">您所選擇的並不是正確的 amiibo 金鑰檔</string>
|
<string name="amiibo_not_valid">您所選擇的並不是正確的 amiibo 金鑰檔</string>
|
||||||
<string name="amiibo_in_use">選擇的檔案已在使用中</string>
|
<string name="amiibo_in_use">選擇的檔案已在使用中</string>
|
||||||
<string name="amiibo_unknown_error">發生未知的錯誤</string>
|
<string name="amiibo_unknown_error">發生未知的錯誤</string>
|
||||||
<string name="amiibo_load_success">已導入Amiibo</string>
|
<string name="amiibo_load_success">Amiibo 已匯入</string>
|
||||||
|
|
||||||
|
|
||||||
<!-- Software keyboard -->
|
<!-- Software keyboard -->
|
||||||
@@ -1016,9 +1021,9 @@
|
|||||||
<string name="region_taiwan">臺灣</string>
|
<string name="region_taiwan">臺灣</string>
|
||||||
|
|
||||||
<!-- Memory Layouts -->
|
<!-- Memory Layouts -->
|
||||||
<string name="memory_4gb">4GB (推薦)</string>
|
<string name="memory_4gb">4GB(推薦)</string>
|
||||||
<string name="memory_6gb">6GB (不穩定)</string>
|
<string name="memory_6gb">6GB(不穩定)</string>
|
||||||
<string name="memory_8gb">8GB (不穩定)</string>
|
<string name="memory_8gb">8GB(不穩定)</string>
|
||||||
|
|
||||||
<!-- CPU clock levels -->
|
<!-- CPU clock levels -->
|
||||||
<string name="clock_normal">正常</string>
|
<string name="clock_normal">正常</string>
|
||||||
@@ -1068,20 +1073,26 @@
|
|||||||
|
|
||||||
<!-- Renderer Accuracy -->
|
<!-- Renderer Accuracy -->
|
||||||
<string name="renderer_accuracy_low">效能</string>
|
<string name="renderer_accuracy_low">效能</string>
|
||||||
<string name="renderer_accuracy_high">準確</string>
|
<string name="renderer_accuracy_high">品質</string>
|
||||||
|
|
||||||
<!-- DMA Accuracy -->
|
<!-- DMA Accuracy -->
|
||||||
<string name="dma_accuracy_default">預設</string>
|
<string name="dma_accuracy_default">預設</string>
|
||||||
<string name="dma_accuracy_unsafe">不穩定</string>
|
<string name="dma_accuracy_unsafe">不穩定</string>
|
||||||
<string name="dma_accuracy_safe">穩定</string>
|
<string name="dma_accuracy_safe">穩定</string>
|
||||||
|
|
||||||
|
<!-- GPU Fence Behavior -->
|
||||||
|
<string name="gpu_fence_behavior_default">預設</string>
|
||||||
|
<string name="gpu_fence_behavior_immediate">即時</string>
|
||||||
|
<string name="gpu_fence_behavior_balanced">平衡</string>
|
||||||
|
<string name="gpu_fence_behavior_accurate">準確</string>
|
||||||
|
|
||||||
<string name="vram_usage_conservative">保守</string>
|
<string name="vram_usage_conservative">保守</string>
|
||||||
<string name="vram_usage_aggressive">積極</string>
|
<string name="vram_usage_aggressive">積極</string>
|
||||||
|
|
||||||
<!-- Renderer VSync -->
|
<!-- Renderer VSync -->
|
||||||
<string name="renderer_vsync_immediate">即時 (關閉)</string>
|
<string name="renderer_vsync_immediate">即時(關閉)</string>
|
||||||
<string name="renderer_vsync_mailbox">Mailbox</string>
|
<string name="renderer_vsync_mailbox">Mailbox</string>
|
||||||
<string name="renderer_vsync_fifo">FIFO (開啟)</string>
|
<string name="renderer_vsync_fifo">FIFO(開啟)</string>
|
||||||
<string name="renderer_vsync_fifo_relaxed">FIFO 寬鬆</string>
|
<string name="renderer_vsync_fifo_relaxed">FIFO 寬鬆</string>
|
||||||
|
|
||||||
<!-- Anti-Aliasing -->
|
<!-- Anti-Aliasing -->
|
||||||
@@ -1103,6 +1114,18 @@
|
|||||||
<string name="cpu_accuracy_paranoid">不合理</string>
|
<string name="cpu_accuracy_paranoid">不合理</string>
|
||||||
<string name="cpu_accuracy_debugging">偵錯</string>
|
<string name="cpu_accuracy_debugging">偵錯</string>
|
||||||
|
|
||||||
|
<!-- Freedreno Settings -->
|
||||||
|
<string name="freedreno_settings_title">Freedreno 設定</string>
|
||||||
|
<string name="gpu_driver_settings">GPU 驅動程式設定</string>
|
||||||
|
<string name="freedreno_presets">預先提供的設定檔</string>
|
||||||
|
<string name="freedreno_current_settings">目前使用的設定</string>
|
||||||
|
<string name="freedreno_debug">進階設定</string>
|
||||||
|
<string name="freedreno_var_name">變數名稱 (例如: TU_DEBUG)</string>
|
||||||
|
<string name="freedreno_var_value">變數值</string>
|
||||||
|
<string name="freedreno_add_variable">新增變數</string>
|
||||||
|
<string name="freedreno_clear_all">全部清除</string>
|
||||||
|
<string name="freedreno_saved">Freedreno 設定已儲存</string>
|
||||||
|
<string name="freedreno_cleared_all">已清除所有 Freedreno 變數</string>
|
||||||
<!-- Gamepad Buttons -->
|
<!-- Gamepad Buttons -->
|
||||||
<string name="gamepad_d_pad">方向鍵</string>
|
<string name="gamepad_d_pad">方向鍵</string>
|
||||||
<string name="gamepad_left_stick">左搖桿</string>
|
<string name="gamepad_left_stick">左搖桿</string>
|
||||||
|
|||||||
@@ -558,7 +558,6 @@
|
|||||||
<item>@string/gpu_fence_behavior_immediate</item>
|
<item>@string/gpu_fence_behavior_immediate</item>
|
||||||
<item>@string/gpu_fence_behavior_balanced</item>
|
<item>@string/gpu_fence_behavior_balanced</item>
|
||||||
<item>@string/gpu_fence_behavior_accurate</item>
|
<item>@string/gpu_fence_behavior_accurate</item>
|
||||||
<item>@string/gpu_fence_behavior_strict</item>
|
|
||||||
</string-array>
|
</string-array>
|
||||||
<integer-array name="gpuFenceBehaviorValues">
|
<integer-array name="gpuFenceBehaviorValues">
|
||||||
<item>0</item>
|
<item>0</item>
|
||||||
|
|||||||
@@ -498,7 +498,7 @@
|
|||||||
<string name="user_data_import_failed_description">Make sure the user data folders are at the root of the zip folder and contain a config file at config/config.ini and try again.</string>
|
<string name="user_data_import_failed_description">Make sure the user data folders are at the root of the zip folder and contain a config file at config/config.ini and try again.</string>
|
||||||
<string name="discord_link" translatable="false">https://discord.gg/HstXbPch7X</string>
|
<string name="discord_link" translatable="false">https://discord.gg/HstXbPch7X</string>
|
||||||
<string name="stoat_link" translatable="false">https://stt.gg/qKgFEAbH</string>
|
<string name="stoat_link" translatable="false">https://stt.gg/qKgFEAbH</string>
|
||||||
<string name="x_link" translatable="false">https://nitter.poast.org/edenemuofficial</string>
|
<string name="x_link" translatable="false">https://x.com/edenemuofficial</string>
|
||||||
<string name="website_link" translatable="false">https://eden-emu.dev</string>
|
<string name="website_link" translatable="false">https://eden-emu.dev</string>
|
||||||
<string name="github_link" translatable="false">https://git.eden-emu.dev/eden-emu</string>
|
<string name="github_link" translatable="false">https://git.eden-emu.dev/eden-emu</string>
|
||||||
|
|
||||||
@@ -580,14 +580,10 @@
|
|||||||
<string name="renderer_force_max_clock_description">Forces the GPU to run at the maximum possible clocks (thermal constraints will still be applied).</string>
|
<string name="renderer_force_max_clock_description">Forces the GPU to run at the maximum possible clocks (thermal constraints will still be applied).</string>
|
||||||
<string name="renderer_asynchronous_gpu_emulation">GPU async emulation</string>
|
<string name="renderer_asynchronous_gpu_emulation">GPU async emulation</string>
|
||||||
<string name="renderer_asynchronous_gpu_emulation_description">This hack can increase performance by running GPU emulation asynchronously at the cost of graphical issues and increased crash rates by timing-related operations.</string>
|
<string name="renderer_asynchronous_gpu_emulation_description">This hack can increase performance by running GPU emulation asynchronously at the cost of graphical issues and increased crash rates by timing-related operations.</string>
|
||||||
<string name="renderer_async_presentation">Asynchronous presentation</string>
|
|
||||||
<string name="renderer_async_presentation_description">This hack can increase performance by moving presentation to a separate CPU thread at the cost of graphical issues.</string>
|
|
||||||
<string name="renderer_reactive_flushing">Use reactive flushing</string>
|
<string name="renderer_reactive_flushing">Use reactive flushing</string>
|
||||||
<string name="renderer_reactive_flushing_description">Improves rendering accuracy in some games at the cost of performance.</string>
|
<string name="renderer_reactive_flushing_description">Improves rendering accuracy in some games at the cost of performance.</string>
|
||||||
<string name="enable_buffer_history">Enable buffer history</string>
|
<string name="enable_buffer_history">Enable buffer history</string>
|
||||||
<string name="enable_buffer_history_description">Enables access to previous buffer states. This option may improve rendering quality and performance consistency in some games.</string>
|
<string name="enable_buffer_history_description">Enables access to previous buffer states. This option may improve rendering quality and performance consistency in some games.</string>
|
||||||
<string name="enable_gpu_buffer_readback">Enable GPU Buffer Readback</string>
|
|
||||||
<string name="enable_gpu_buffer_readback_description">Preserves GPU-modified buffer data by reading it back before uploads. Some games require this to render certain effects properly. May cause issues if the hardware cannot handle the additional workload.</string>
|
|
||||||
<string name="use_optimized_vertex_buffers">Optimized Vertex Buffers</string>
|
<string name="use_optimized_vertex_buffers">Optimized Vertex Buffers</string>
|
||||||
<string name="use_optimized_vertex_buffers_description">Enables optimized vertex buffer binding for improved performance. Requires Mesa 26.0+ Turnip drivers/ QCOM drivers. Will crash on older Turnip drivers (25.3 and below).</string>
|
<string name="use_optimized_vertex_buffers_description">Enables optimized vertex buffer binding for improved performance. Requires Mesa 26.0+ Turnip drivers/ QCOM drivers. Will crash on older Turnip drivers (25.3 and below).</string>
|
||||||
|
|
||||||
@@ -598,7 +594,7 @@
|
|||||||
<string name="skip_cpu_inner_invalidation">Skip CPU Inner Invalidation</string>
|
<string name="skip_cpu_inner_invalidation">Skip CPU Inner Invalidation</string>
|
||||||
<string name="skip_cpu_inner_invalidation_description">Skips certain CPU-side cache invalidations during memory updates, reducing CPU usage and improving it\'s performance. This may cause glitches or crashes on some games.</string>
|
<string name="skip_cpu_inner_invalidation_description">Skips certain CPU-side cache invalidations during memory updates, reducing CPU usage and improving it\'s performance. This may cause glitches or crashes on some games.</string>
|
||||||
<string name="fix_bloom_effects">Fix Bloom Effects</string>
|
<string name="fix_bloom_effects">Fix Bloom Effects</string>
|
||||||
<string name="fix_bloom_effects_description">Reduces bloom blur in LA/EOW (Adreno A6XX - A7XX/ Turnip), removes bloom in Burnout. Warning: may cause graphical artifacts in other games.</string>
|
<string name="fix_bloom_effects_description">Removes bloom in Burnout.</string>
|
||||||
<string name="emulate_bgr565">Emulate BGR565</string>
|
<string name="emulate_bgr565">Emulate BGR565</string>
|
||||||
<string name="emulate_bgr565_description">Fixes problems with inverted colors in games or strange artifacts or strange shadows.</string>
|
<string name="emulate_bgr565_description">Fixes problems with inverted colors in games or strange artifacts or strange shadows.</string>
|
||||||
<string name="rescale_hack">Enable Legacy Rescale Pass</string>
|
<string name="rescale_hack">Enable Legacy Rescale Pass</string>
|
||||||
@@ -844,6 +840,12 @@
|
|||||||
<string name="preferences_graphics">Graphics</string>
|
<string name="preferences_graphics">Graphics</string>
|
||||||
<string name="preferences_graphics_description">Accuracy level, resolution, shader cache</string>
|
<string name="preferences_graphics_description">Accuracy level, resolution, shader cache</string>
|
||||||
<string name="quick_settings">Quick Settings</string>
|
<string name="quick_settings">Quick Settings</string>
|
||||||
|
<string name="cheats">Cheats</string>
|
||||||
|
<string name="enable_all_cheats">Enable All Cheats</string>
|
||||||
|
<string name="disable_all_cheats">Disable All Cheats</string>
|
||||||
|
<string name="unnamed_cheat">Unnamed Cheat</string>
|
||||||
|
<string name="enable_cheats_by_default">Enable cheats by default</string>
|
||||||
|
<string name="enable_cheats_by_default_description">Enable regular cheats when a game starts</string>
|
||||||
<string name="enable_quick_settings">Enable Quick Settings</string>
|
<string name="enable_quick_settings">Enable Quick Settings</string>
|
||||||
<string name="enable_quick_settings_description">Allow access to quick settings menu via swipe and menu button</string>
|
<string name="enable_quick_settings_description">Allow access to quick settings menu via swipe and menu button</string>
|
||||||
<string name="preferences_audio">Audio</string>
|
<string name="preferences_audio">Audio</string>
|
||||||
@@ -1138,7 +1140,6 @@
|
|||||||
<string name="gpu_fence_behavior_immediate">Immediate</string>
|
<string name="gpu_fence_behavior_immediate">Immediate</string>
|
||||||
<string name="gpu_fence_behavior_balanced">Balanced</string>
|
<string name="gpu_fence_behavior_balanced">Balanced</string>
|
||||||
<string name="gpu_fence_behavior_accurate">Accurate</string>
|
<string name="gpu_fence_behavior_accurate">Accurate</string>
|
||||||
<string name="gpu_fence_behavior_strict">Strict</string>
|
|
||||||
|
|
||||||
<!-- ASTC Decoding Method Choices -->
|
<!-- ASTC Decoding Method Choices -->
|
||||||
<string name="accelerate_astc_cpu" translatable="false">CPU</string>
|
<string name="accelerate_astc_cpu" translatable="false">CPU</string>
|
||||||
|
|||||||
@@ -14,21 +14,6 @@
|
|||||||
#include "core/core_timing.h"
|
#include "core/core_timing.h"
|
||||||
#include "core/hle/kernel/k_event.h"
|
#include "core/hle/kernel/k_event.h"
|
||||||
|
|
||||||
// See texture_cache/util.h
|
|
||||||
template<typename T, size_t N>
|
|
||||||
#if BOOST_VERSION >= 108100 || __GNUC__ > 12
|
|
||||||
[[nodiscard]] boost::container::static_vector<T, N> FixStaticVectorADL(const boost::container::static_vector<T, N>& v) {
|
|
||||||
return v;
|
|
||||||
}
|
|
||||||
#else
|
|
||||||
[[nodiscard]] std::vector<T> FixStaticVectorADL(const boost::container::static_vector<T, N>& v) {
|
|
||||||
std::vector<T> u;
|
|
||||||
for (auto const& e : v)
|
|
||||||
u.push_back(e);
|
|
||||||
return u;
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
namespace AudioCore::AudioIn {
|
namespace AudioCore::AudioIn {
|
||||||
|
|
||||||
System::System(Core::System& system_, Kernel::KEvent* event_, const size_t session_id_)
|
System::System(Core::System& system_, Kernel::KEvent* event_, const size_t session_id_)
|
||||||
@@ -110,7 +95,7 @@ Result System::Start() {
|
|||||||
|
|
||||||
boost::container::static_vector<AudioBuffer, BufferCount> buffers_to_flush{};
|
boost::container::static_vector<AudioBuffer, BufferCount> buffers_to_flush{};
|
||||||
buffers.RegisterBuffers(buffers_to_flush);
|
buffers.RegisterBuffers(buffers_to_flush);
|
||||||
session->AppendBuffers(FixStaticVectorADL(buffers_to_flush));
|
session->AppendBuffers(buffers_to_flush);
|
||||||
session->SetRingSize(static_cast<u32>(buffers_to_flush.size()));
|
session->SetRingSize(static_cast<u32>(buffers_to_flush.size()));
|
||||||
|
|
||||||
return ResultSuccess;
|
return ResultSuccess;
|
||||||
@@ -155,7 +140,7 @@ void System::RegisterBuffers() {
|
|||||||
if (state == State::Started) {
|
if (state == State::Started) {
|
||||||
boost::container::static_vector<AudioBuffer, BufferCount> registered_buffers{};
|
boost::container::static_vector<AudioBuffer, BufferCount> registered_buffers{};
|
||||||
buffers.RegisterBuffers(registered_buffers);
|
buffers.RegisterBuffers(registered_buffers);
|
||||||
session->AppendBuffers(FixStaticVectorADL(registered_buffers));
|
session->AppendBuffers(registered_buffers);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -137,6 +137,8 @@ add_library(
|
|||||||
uuid.cpp
|
uuid.cpp
|
||||||
uuid.h
|
uuid.h
|
||||||
vector_math.h
|
vector_math.h
|
||||||
|
zbic_compression.cpp
|
||||||
|
zbic_compression.h
|
||||||
zstd_compression.cpp
|
zstd_compression.cpp
|
||||||
zstd_compression.h
|
zstd_compression.h
|
||||||
fs/ryujinx_compat.h fs/ryujinx_compat.cpp
|
fs/ryujinx_compat.h fs/ryujinx_compat.cpp
|
||||||
@@ -147,6 +149,10 @@ add_library(
|
|||||||
net/net.h net/net.cpp
|
net/net.h net/net.cpp
|
||||||
container/unordered_map.h container/unordered_set.h)
|
container/unordered_map.h container/unordered_set.h)
|
||||||
|
|
||||||
|
set_source_files_properties(zbic_compression.cpp PROPERTIES
|
||||||
|
INCLUDE_DIRECTORIES "${ZBIC_INCLUDE_DIR}"
|
||||||
|
COMPILE_OPTIONS "$<$<CXX_COMPILER_ID:Clang,GNU>:-Wno-unused-function;-Wno-missing-declarations;-Wno-shadow>")
|
||||||
|
|
||||||
if(WIN32)
|
if(WIN32)
|
||||||
target_sources(common PRIVATE windows/timer_resolution.cpp
|
target_sources(common PRIVATE windows/timer_resolution.cpp
|
||||||
windows/timer_resolution.h)
|
windows/timer_resolution.h)
|
||||||
|
|||||||
@@ -7,18 +7,25 @@
|
|||||||
#include <vector>
|
#include <vector>
|
||||||
|
|
||||||
#include "common/assert.h"
|
#include "common/assert.h"
|
||||||
|
#include "common/bit_util.h"
|
||||||
#include "common/fs/file.h"
|
#include "common/fs/file.h"
|
||||||
#include "common/fs/fs.h"
|
#include "common/fs/fs.h"
|
||||||
|
#include "common/fs/fs_types.h"
|
||||||
#ifdef __ANDROID__
|
#ifdef __ANDROID__
|
||||||
#include "common/fs/fs_android.h"
|
#include "common/fs/fs_android.h"
|
||||||
#endif
|
#endif
|
||||||
#include "common/logging.h"
|
#include "common/logging.h"
|
||||||
|
#include "common/literals.h"
|
||||||
|
|
||||||
#ifdef _WIN32
|
#ifdef _WIN32
|
||||||
#include <io.h>
|
#include <io.h>
|
||||||
#include <share.h>
|
#include <share.h>
|
||||||
|
#include <windows.h>
|
||||||
#else
|
#else
|
||||||
#include <unistd.h>
|
#include <unistd.h>
|
||||||
|
#include <sys/mman.h>
|
||||||
|
#include <sys/stat.h>
|
||||||
|
#include <fcntl.h>
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifdef _MSC_VER
|
#ifdef _MSC_VER
|
||||||
@@ -244,42 +251,162 @@ FileType IOFile::GetType() const {
|
|||||||
return file_type;
|
return file_type;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#if defined(__unix__)
|
||||||
|
static int PlatformMapReadOnly(IOFile& io, const char* path) {
|
||||||
|
io.mmap_fd = open(path, O_RDONLY);
|
||||||
|
if (io.mmap_fd > 0) {
|
||||||
|
struct stat st;
|
||||||
|
fstat(io.mmap_fd, &st);
|
||||||
|
io.mmap_size = st.st_size;
|
||||||
|
|
||||||
|
int map_flags = MAP_PRIVATE;
|
||||||
|
#ifdef MAP_PREFAULT_READ
|
||||||
|
// Prefaults reads so the final resulting pagetable from this big stupid mmap()
|
||||||
|
// isn't comically lazily loaded, we just coalesce everything in-place for our
|
||||||
|
// lovely mmap flags; if we didn't prefault the reads the page table will be
|
||||||
|
// constructed in-place (i.e on a read-by-read basis) causing lovely soft-faults
|
||||||
|
// which would nuke any performance gains.
|
||||||
|
//
|
||||||
|
// This of course incurs a cost in the initial mmap(2) call, but that is fine.
|
||||||
|
map_flags |= MAP_PREFAULT_READ;
|
||||||
|
#endif
|
||||||
|
#ifdef MAP_NOSYNC
|
||||||
|
// This causes physical media to not be synched to our file/memory
|
||||||
|
// This means that if the read-only file is written to, we won't see changes
|
||||||
|
// or we may see changes which are just funnily scattered, in any case
|
||||||
|
// this presumes the files won't be changed during execution
|
||||||
|
//
|
||||||
|
// Do not ever use this on write files (if we ever support that); this will create
|
||||||
|
// a fun amount of fragmentation on the disk.
|
||||||
|
map_flags |= MAP_NOSYNC;
|
||||||
|
#endif
|
||||||
|
#if defined(NDEBUG) && defined(MAP_NOCORE)
|
||||||
|
map_flags |= MAP_NOCORE;
|
||||||
|
#endif
|
||||||
|
#ifdef MAP_HUGE_2MB
|
||||||
|
map_flags |= MAP_HUGE_2MB; //2mb pages
|
||||||
|
#elif defined(MAP_ALIGNED)
|
||||||
|
// File must be big enough that it's worth to super align. We can't just super-align every
|
||||||
|
// file otherwise we will run out of alignments for actually important files :)
|
||||||
|
// System doesn't guarantee a super alignment, but if it's available it will delete
|
||||||
|
// about 3 layers(?) of the TLB tree for each read/write.
|
||||||
|
// Again the cost of faults may make this negligible gains, but hey, we gotta work
|
||||||
|
// what we gotta work with.
|
||||||
|
map_flags |= MAP_ALIGNED(21); //2^21 = 2mb use 2MB pages
|
||||||
|
#endif
|
||||||
|
io.mmap_base = (u8*)mmap(nullptr, io.mmap_size, PROT_READ, map_flags, io.mmap_fd, 0);
|
||||||
|
if (io.mmap_base == MAP_FAILED) {
|
||||||
|
close(io.mmap_fd);
|
||||||
|
io.mmap_fd = -1;
|
||||||
|
} else {
|
||||||
|
using namespace Common::Literals;
|
||||||
|
// For small files it is acceptable to use a full readahead
|
||||||
|
// See https://github.com/torvalds/linux/blob/e80d033851b3bc94c3d254ac66660ddd0a49d72c/include/linux/pagemap.h#L1392
|
||||||
|
if (u64(st.st_size) >= 256_MiB) {
|
||||||
|
posix_madvise(io.mmap_base, io.mmap_size, POSIX_MADV_RANDOM);
|
||||||
|
} else {
|
||||||
|
posix_madvise(io.mmap_base, io.mmap_size, POSIX_MADV_SEQUENTIAL);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return io.mmap_fd;
|
||||||
|
}
|
||||||
|
static void PlatformUnmap(IOFile& io) {
|
||||||
|
if (io.mmap_fd != -1) {
|
||||||
|
munmap(io.mmap_base, io.mmap_size);
|
||||||
|
close(io.mmap_fd);
|
||||||
|
io.mmap_fd = -1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#elif defined(__APPLE__)
|
||||||
|
// NO IMPLEMENTATION YET
|
||||||
|
#else
|
||||||
|
static int PlatformMapReadOnly(IOFile& io, const wchar_t* path) {
|
||||||
|
io.file_handle = CreateFileW(path, GENERIC_READ, FILE_SHARE_READ, nullptr, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL | FILE_FLAG_SEQUENTIAL_SCAN, nullptr);
|
||||||
|
if (HANDLE(io.file_handle) != INVALID_HANDLE_VALUE) {
|
||||||
|
io.mapping_handle = CreateFileMappingW(HANDLE(io.file_handle), nullptr, PAGE_READONLY, 0, 0, nullptr);
|
||||||
|
if (io.mapping_handle) {
|
||||||
|
io.mmap_base = (u8*)MapViewOfFile(HANDLE(io.mapping_handle), FILE_MAP_READ, 0, 0, 0);
|
||||||
|
if (io.mmap_base) {
|
||||||
|
_LARGE_INTEGER pvalue;
|
||||||
|
GetFileSizeEx(io.file_handle, &pvalue);
|
||||||
|
io.mmap_size = uint32_t(pvalue.QuadPart);
|
||||||
|
} else {
|
||||||
|
CloseHandle(io.mapping_handle);
|
||||||
|
CloseHandle(io.file_handle);
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
CloseHandle(io.file_handle);
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
static void PlatformUnmap(IOFile& io) {
|
||||||
|
if(io.mapping_handle) {
|
||||||
|
if(io.mmap_base)
|
||||||
|
UnmapViewOfFile(HANDLE(io.mmap_base));
|
||||||
|
CloseHandle(HANDLE(io.mapping_handle));
|
||||||
|
}
|
||||||
|
if(io.file_handle != INVALID_HANDLE_VALUE)
|
||||||
|
CloseHandle(HANDLE(io.file_handle));
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
void IOFile::Open(const fs::path& path, FileAccessMode mode, FileType type, FileShareFlag flag) {
|
void IOFile::Open(const fs::path& path, FileAccessMode mode, FileType type, FileShareFlag flag) {
|
||||||
Close();
|
Close();
|
||||||
|
|
||||||
file_path = path;
|
file_path = path;
|
||||||
file_access_mode = mode;
|
file_access_mode = mode;
|
||||||
file_type = type;
|
file_type = type;
|
||||||
|
|
||||||
errno = 0;
|
errno = 0;
|
||||||
|
|
||||||
#ifdef _WIN32
|
#ifdef _WIN32
|
||||||
|
// TODO: this probably can use better logic but oh well I'm not a windowser
|
||||||
|
file_handle = nullptr;
|
||||||
|
if (type == FileType::BinaryFile && mode == FileAccessMode::Read) {
|
||||||
|
if (PlatformMapReadOnly(*this, path.c_str()) == -1) {
|
||||||
|
LOG_ERROR(Common_Filesystem, "Error mmap'ing file"); //: {}", path.c_str());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (file_handle == nullptr) {
|
||||||
if (flag != FileShareFlag::ShareNone) {
|
if (flag != FileShareFlag::ShareNone) {
|
||||||
file = _wfsopen(path.c_str(), AccessModeToWStr(mode, type), ToWindowsFileShareFlag(flag));
|
file = _wfsopen(path.c_str(), AccessModeToWStr(mode, type), ToWindowsFileShareFlag(flag));
|
||||||
} else {
|
} else {
|
||||||
_wfopen_s(&file, path.c_str(), AccessModeToWStr(mode, type));
|
_wfopen_s(&file, path.c_str(), AccessModeToWStr(mode, type));
|
||||||
}
|
}
|
||||||
|
}
|
||||||
#elif __ANDROID__
|
#elif __ANDROID__
|
||||||
if (Android::IsContentUri(path)) {
|
if (Android::IsContentUri(path)) {
|
||||||
ASSERT_MSG(mode == FileAccessMode::Read, "Content URI file access is for read-only!");
|
ASSERT_MSG(mode == FileAccessMode::Read, "Content URI file access is for read-only!");
|
||||||
const auto fd = Android::OpenContentUri(path, Android::OpenMode::Read);
|
if (PlatformMapReadOnly(*this, path.c_str()) == -1) {
|
||||||
|
LOG_ERROR(Common_Filesystem, "Error mmap'ing file: {}", path.c_str());
|
||||||
|
int const fd = Android::OpenContentUri(path, Android::OpenMode::Read);
|
||||||
if (fd != -1) {
|
if (fd != -1) {
|
||||||
file = fdopen(fd, "r");
|
file = fdopen(fd, "r");
|
||||||
const auto error_num = errno;
|
if (errno != 0 && file == nullptr)
|
||||||
if (error_num != 0 && file == nullptr) {
|
LOG_ERROR(Common_Filesystem, "Error opening file: {}, error: {}", path.c_str(), strerror(errno));
|
||||||
LOG_ERROR(Common_Filesystem, "Error opening file: {}, error: {}", path.c_str(),
|
|
||||||
strerror(error_num));
|
|
||||||
}
|
|
||||||
} else {
|
} else {
|
||||||
LOG_ERROR(Common_Filesystem, "Error opening file: {}", path.c_str());
|
LOG_ERROR(Common_Filesystem, "Error opening file: {}", path.c_str());
|
||||||
}
|
}
|
||||||
|
}
|
||||||
} else {
|
} else {
|
||||||
file = std::fopen(path.c_str(), AccessModeToStr(mode, type));
|
file = std::fopen(path.c_str(), AccessModeToStr(mode, type));
|
||||||
}
|
}
|
||||||
|
#elif defined(__HAIKU__) || defined(__managarm__) || defined(__OPENORBIS__) || defined(__APPLE__)
|
||||||
|
file = std::fopen(path.c_str(), AccessModeToStr(mode, type));
|
||||||
|
#elif defined(__unix__)
|
||||||
|
if (type == FileType::BinaryFile && mode == FileAccessMode::Read) {
|
||||||
|
if (PlatformMapReadOnly(*this, path.c_str()) == -1) {
|
||||||
|
LOG_ERROR(Common_Filesystem, "Error mmap'ing file: {}", path.c_str());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (mmap_fd == -1) {
|
||||||
|
file = std::fopen(path.c_str(), AccessModeToStr(mode, type)); // mmap(2) failed or simply we can't use it
|
||||||
|
}
|
||||||
#else
|
#else
|
||||||
|
// Some other fancy OS (ahem fucking Darwin/Mac OSX)
|
||||||
file = std::fopen(path.c_str(), AccessModeToStr(mode, type));
|
file = std::fopen(path.c_str(), AccessModeToStr(mode, type));
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
if (!IsOpen()) {
|
if (!IsOpen()) {
|
||||||
const auto ec = std::error_code{errno, std::generic_category()};
|
const auto ec = std::error_code{errno, std::generic_category()};
|
||||||
LOG_ERROR(Common_Filesystem, "Failed to open the file at path={}, ec_message={}",
|
LOG_ERROR(Common_Filesystem, "Failed to open the file at path={}, ec_message={}",
|
||||||
@@ -288,25 +415,25 @@ void IOFile::Open(const fs::path& path, FileAccessMode mode, FileType type, File
|
|||||||
}
|
}
|
||||||
|
|
||||||
void IOFile::Close() {
|
void IOFile::Close() {
|
||||||
if (!IsOpen()) {
|
#if defined(__APPLE__)
|
||||||
return;
|
// NO IMPLEMENTATION YET
|
||||||
}
|
#else
|
||||||
|
PlatformUnmap(*this);
|
||||||
|
#endif
|
||||||
|
if (file) {
|
||||||
errno = 0;
|
errno = 0;
|
||||||
|
|
||||||
const auto close_result = std::fclose(file) == 0;
|
const auto close_result = std::fclose(file) == 0;
|
||||||
|
|
||||||
if (!close_result) {
|
if (!close_result) {
|
||||||
const auto ec = std::error_code{errno, std::generic_category()};
|
const auto ec = std::error_code{errno, std::generic_category()};
|
||||||
LOG_ERROR(Common_Filesystem, "Failed to close the file at path={}, ec_message={}",
|
LOG_ERROR(Common_Filesystem, "Failed to close the file at path={}, ec_message={}",
|
||||||
PathToUTF8String(file_path), ec.message());
|
PathToUTF8String(file_path), ec.message());
|
||||||
}
|
}
|
||||||
|
|
||||||
file = nullptr;
|
file = nullptr;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
bool IOFile::IsOpen() const {
|
bool IOFile::IsOpen() const {
|
||||||
return file != nullptr;
|
return file != nullptr || IsMappedFile();
|
||||||
}
|
}
|
||||||
|
|
||||||
std::string IOFile::ReadString(size_t length) const {
|
std::string IOFile::ReadString(size_t length) const {
|
||||||
@@ -323,80 +450,65 @@ size_t IOFile::WriteString(std::span<const char> string) const {
|
|||||||
}
|
}
|
||||||
|
|
||||||
bool IOFile::Flush() const {
|
bool IOFile::Flush() const {
|
||||||
if (!IsOpen()) {
|
ASSERT(!IsMappedFile());
|
||||||
return false;
|
if (file) {
|
||||||
}
|
|
||||||
|
|
||||||
errno = 0;
|
errno = 0;
|
||||||
|
auto const flush_result = std::fflush(file) == 0;
|
||||||
#ifdef _WIN32
|
|
||||||
const auto flush_result = std::fflush(file) == 0;
|
|
||||||
#else
|
|
||||||
const auto flush_result = std::fflush(file) == 0;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
if (!flush_result) {
|
if (!flush_result) {
|
||||||
const auto ec = std::error_code{errno, std::generic_category()};
|
const auto ec = std::error_code{errno, std::generic_category()};
|
||||||
LOG_ERROR(Common_Filesystem, "Failed to flush the file at path={}, ec_message={}",
|
LOG_ERROR(Common_Filesystem, "Failed to flush the file at path={}, ec_message={}",
|
||||||
PathToUTF8String(file_path), ec.message());
|
PathToUTF8String(file_path), ec.message());
|
||||||
}
|
}
|
||||||
|
|
||||||
return flush_result;
|
return flush_result;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool IOFile::Commit() const {
|
|
||||||
if (!IsOpen()) {
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool IOFile::Commit() const {
|
||||||
|
ASSERT(!IsMappedFile());
|
||||||
|
if (file) {
|
||||||
errno = 0;
|
errno = 0;
|
||||||
|
|
||||||
#ifdef _WIN32
|
#ifdef _WIN32
|
||||||
const auto commit_result = std::fflush(file) == 0 && _commit(fileno(file)) == 0;
|
const auto commit_result = std::fflush(file) == 0 && _commit(fileno(file)) == 0;
|
||||||
#else
|
#else
|
||||||
const auto commit_result = std::fflush(file) == 0 && fsync(fileno(file)) == 0;
|
const auto commit_result = std::fflush(file) == 0 && fsync(fileno(file)) == 0;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
if (!commit_result) {
|
if (!commit_result) {
|
||||||
const auto ec = std::error_code{errno, std::generic_category()};
|
const auto ec = std::error_code{errno, std::generic_category()};
|
||||||
LOG_ERROR(Common_Filesystem, "Failed to commit the file at path={}, ec_message={}",
|
LOG_ERROR(Common_Filesystem, "Failed to commit the file at path={}, ec_message={}",
|
||||||
PathToUTF8String(file_path), ec.message());
|
PathToUTF8String(file_path), ec.message());
|
||||||
}
|
}
|
||||||
|
|
||||||
return commit_result;
|
return commit_result;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool IOFile::SetSize(u64 size) const {
|
|
||||||
if (!IsOpen()) {
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool IOFile::SetSize(u64 size) const {
|
||||||
|
ASSERT(!IsMappedFile());
|
||||||
|
if (file) {
|
||||||
errno = 0;
|
errno = 0;
|
||||||
|
|
||||||
#ifdef _WIN32
|
#ifdef _WIN32
|
||||||
const auto set_size_result = _chsize_s(fileno(file), static_cast<s64>(size)) == 0;
|
const auto set_size_result = _chsize_s(fileno(file), s64(size)) == 0;
|
||||||
#else
|
#else
|
||||||
const auto set_size_result = ftruncate(fileno(file), static_cast<s64>(size)) == 0;
|
const auto set_size_result = ftruncate(fileno(file), s64(size)) == 0;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
if (!set_size_result) {
|
if (!set_size_result) {
|
||||||
const auto ec = std::error_code{errno, std::generic_category()};
|
const auto ec = std::error_code{errno, std::generic_category()};
|
||||||
LOG_ERROR(Common_Filesystem, "Failed to resize the file at path={}, size={}, ec_message={}",
|
LOG_ERROR(Common_Filesystem, "Failed to resize the file at path={}, size={}, ec_message={}",
|
||||||
PathToUTF8String(file_path), size, ec.message());
|
PathToUTF8String(file_path), size, ec.message());
|
||||||
}
|
}
|
||||||
|
|
||||||
return set_size_result;
|
return set_size_result;
|
||||||
}
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
u64 IOFile::GetSize() const {
|
u64 IOFile::GetSize() const {
|
||||||
if (!IsOpen()) {
|
if (IsMappedFile())
|
||||||
return 0;
|
return mmap_size;
|
||||||
}
|
if (file) {
|
||||||
|
// Flush any unwritten buffered data into the file prior to retrieving the file mmap_size.
|
||||||
// Flush any unwritten buffered data into the file prior to retrieving the file size.
|
|
||||||
std::fflush(file);
|
std::fflush(file);
|
||||||
|
#if __ANDROID__
|
||||||
#ifdef __ANDROID__
|
|
||||||
u64 file_size = 0;
|
u64 file_size = 0;
|
||||||
if (Android::IsContentUri(file_path)) {
|
if (Android::IsContentUri(file_path)) {
|
||||||
file_size = Android::GetSize(file_path);
|
file_size = Android::GetSize(file_path);
|
||||||
@@ -406,54 +518,64 @@ u64 IOFile::GetSize() const {
|
|||||||
file_size = fs::file_size(file_path, ec);
|
file_size = fs::file_size(file_path, ec);
|
||||||
|
|
||||||
if (ec) {
|
if (ec) {
|
||||||
LOG_ERROR(Common_Filesystem,
|
LOG_ERROR(Common_Filesystem, "Failed to retrieve the file mmap_size of path={}, ec_message={}",
|
||||||
"Failed to retrieve the file size of path={}, ec_message={}",
|
|
||||||
PathToUTF8String(file_path), ec.message());
|
PathToUTF8String(file_path), ec.message());
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
#else
|
#else
|
||||||
std::error_code ec;
|
std::error_code ec;
|
||||||
|
auto const file_size = fs::file_size(file_path, ec);
|
||||||
const auto file_size = fs::file_size(file_path, ec);
|
|
||||||
|
|
||||||
if (ec) {
|
if (ec) {
|
||||||
LOG_ERROR(Common_Filesystem, "Failed to retrieve the file size of path={}, ec_message={}",
|
LOG_ERROR(Common_Filesystem, "Failed to retrieve the file mmap_size of path={}, ec_message={}",
|
||||||
PathToUTF8String(file_path), ec.message());
|
PathToUTF8String(file_path), ec.message());
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
return file_size;
|
return file_size;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool IOFile::Seek(s64 offset, SeekOrigin origin) const {
|
|
||||||
if (!IsOpen()) {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
errno = 0;
|
|
||||||
|
|
||||||
const auto seek_result = fseeko(file, offset, ToSeekOrigin(origin)) == 0;
|
|
||||||
|
|
||||||
if (!seek_result) {
|
|
||||||
const auto ec = std::error_code{errno, std::generic_category()};
|
|
||||||
LOG_ERROR(Common_Filesystem,
|
|
||||||
"Failed to seek the file at path={}, offset={}, origin={}, ec_message={}",
|
|
||||||
PathToUTF8String(file_path), offset, origin, ec.message());
|
|
||||||
}
|
|
||||||
|
|
||||||
return seek_result;
|
|
||||||
}
|
|
||||||
|
|
||||||
s64 IOFile::Tell() const {
|
|
||||||
if (!IsOpen()) {
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool IOFile::Seek(s64 offset, SeekOrigin origin) const {
|
||||||
|
if (IsMappedFile()) {
|
||||||
|
// fuck you to whoever made this method const
|
||||||
|
switch (origin) {
|
||||||
|
case SeekOrigin::SetOrigin:
|
||||||
|
mmap_offset = s64(offset);
|
||||||
|
break;
|
||||||
|
case SeekOrigin::CurrentPosition:
|
||||||
|
mmap_offset += s64(offset);
|
||||||
|
break;
|
||||||
|
case SeekOrigin::End:
|
||||||
|
mmap_offset = s64(mmap_size) + s64(offset);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
if (file) {
|
||||||
errno = 0;
|
errno = 0;
|
||||||
|
const auto seek_result = fseeko(file, offset, ToSeekOrigin(origin)) == 0;
|
||||||
|
if (!seek_result) {
|
||||||
|
const auto ec = std::error_code{errno, std::generic_category()};
|
||||||
|
LOG_ERROR(Common_Filesystem, "Failed to seek the file at path={}, offset={}, origin={}, ec_message={}",
|
||||||
|
PathToUTF8String(file_path), offset, origin, ec.message());
|
||||||
|
}
|
||||||
|
return seek_result;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
s64 IOFile::Tell() const {
|
||||||
|
if (IsMappedFile()) {
|
||||||
|
errno = 0;
|
||||||
|
return s64(mmap_offset);
|
||||||
|
}
|
||||||
|
if (file) {
|
||||||
|
errno = 0;
|
||||||
return ftello(file);
|
return ftello(file);
|
||||||
}
|
}
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
} // namespace Common::FS
|
} // namespace Common::FS
|
||||||
|
|||||||
@@ -7,6 +7,7 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <cstdio>
|
#include <cstdio>
|
||||||
|
#include <cstring>
|
||||||
#include <filesystem>
|
#include <filesystem>
|
||||||
#include <span>
|
#include <span>
|
||||||
#include <type_traits>
|
#include <type_traits>
|
||||||
@@ -186,19 +187,6 @@ public:
|
|||||||
FileType type = FileType::BinaryFile,
|
FileType type = FileType::BinaryFile,
|
||||||
FileShareFlag flag = FileShareFlag::ShareReadOnly);
|
FileShareFlag flag = FileShareFlag::ShareReadOnly);
|
||||||
|
|
||||||
// #ifdef _WIN32
|
|
||||||
// template <typename Path>
|
|
||||||
// void Open(const Path& path, FileAccessMode mode, FileType type = FileType::BinaryFile,
|
|
||||||
// FileShareFlag flag = FileShareFlag::ShareReadOnly) {
|
|
||||||
// using ValueType = typename Path::value_type;
|
|
||||||
// if constexpr (IsChar<ValueType>) {
|
|
||||||
// Open(ToU8String(path), mode, type, flag);
|
|
||||||
// } else {
|
|
||||||
// Open(std::filesystem::path{path}, mode, type, flag);
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// #endif
|
|
||||||
|
|
||||||
/// Closes the file if it is opened.
|
/// Closes the file if it is opened.
|
||||||
void Close();
|
void Close();
|
||||||
|
|
||||||
@@ -228,8 +216,7 @@ public:
|
|||||||
[[nodiscard]] size_t Read(T& data) const {
|
[[nodiscard]] size_t Read(T& data) const {
|
||||||
if constexpr (IsContiguousContainer<T>) {
|
if constexpr (IsContiguousContainer<T>) {
|
||||||
using ContiguousType = typename T::value_type;
|
using ContiguousType = typename T::value_type;
|
||||||
static_assert(std::is_trivially_copyable_v<ContiguousType>,
|
static_assert(std::is_trivially_copyable_v<ContiguousType>, "Data type must be trivially copyable.");
|
||||||
"Data type must be trivially copyable.");
|
|
||||||
return ReadSpan<ContiguousType>(data);
|
return ReadSpan<ContiguousType>(data);
|
||||||
} else {
|
} else {
|
||||||
return ReadObject(data) ? 1 : 0;
|
return ReadObject(data) ? 1 : 0;
|
||||||
@@ -254,8 +241,7 @@ public:
|
|||||||
[[nodiscard]] size_t Write(const T& data) const {
|
[[nodiscard]] size_t Write(const T& data) const {
|
||||||
if constexpr (IsContiguousContainer<T>) {
|
if constexpr (IsContiguousContainer<T>) {
|
||||||
using ContiguousType = typename T::value_type;
|
using ContiguousType = typename T::value_type;
|
||||||
static_assert(std::is_trivially_copyable_v<ContiguousType>,
|
static_assert(std::is_trivially_copyable_v<ContiguousType>, "Data type must be trivially copyable.");
|
||||||
"Data type must be trivially copyable.");
|
|
||||||
return WriteSpan<ContiguousType>(data);
|
return WriteSpan<ContiguousType>(data);
|
||||||
} else {
|
} else {
|
||||||
static_assert(std::is_trivially_copyable_v<T>, "Data type must be trivially copyable.");
|
static_assert(std::is_trivially_copyable_v<T>, "Data type must be trivially copyable.");
|
||||||
@@ -282,10 +268,11 @@ public:
|
|||||||
template <typename T>
|
template <typename T>
|
||||||
requires std::is_trivially_copyable_v<T>
|
requires std::is_trivially_copyable_v<T>
|
||||||
[[nodiscard]] size_t ReadSpan(std::span<T> data) const {
|
[[nodiscard]] size_t ReadSpan(std::span<T> data) const {
|
||||||
if (!IsOpen()) {
|
if (IsMappedFile()) {
|
||||||
return 0;
|
std::memcpy(data.data(), mmap_base + mmap_offset, sizeof(T) * data.size());
|
||||||
|
return data.size();
|
||||||
}
|
}
|
||||||
return std::fread(data.data(), sizeof(T), data.size(), file);
|
return IsOpen() ? std::fread(data.data(), sizeof(T), data.size(), file) : 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -306,12 +293,11 @@ public:
|
|||||||
template <typename T>
|
template <typename T>
|
||||||
[[nodiscard]] size_t WriteSpan(std::span<const T> data) const {
|
[[nodiscard]] size_t WriteSpan(std::span<const T> data) const {
|
||||||
static_assert(std::is_trivially_copyable_v<T>, "Data type must be trivially copyable.");
|
static_assert(std::is_trivially_copyable_v<T>, "Data type must be trivially copyable.");
|
||||||
|
if (IsMappedFile()) {
|
||||||
if (!IsOpen()) {
|
std::memcpy(mmap_base + mmap_offset, data.data(), sizeof(T) * data.size());
|
||||||
return 0;
|
return data.size();
|
||||||
}
|
}
|
||||||
|
return IsOpen() ? std::fwrite(data.data(), sizeof(T), data.size(), file) : 0;
|
||||||
return std::fwrite(data.data(), sizeof(T), data.size(), file);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -334,12 +320,15 @@ public:
|
|||||||
[[nodiscard]] bool ReadObject(T& object) const {
|
[[nodiscard]] bool ReadObject(T& object) const {
|
||||||
static_assert(std::is_trivially_copyable_v<T>, "Data type must be trivially copyable.");
|
static_assert(std::is_trivially_copyable_v<T>, "Data type must be trivially copyable.");
|
||||||
static_assert(!std::is_pointer_v<T>, "T must not be a pointer to an object.");
|
static_assert(!std::is_pointer_v<T>, "T must not be a pointer to an object.");
|
||||||
|
if (IsMappedFile()) {
|
||||||
if (!IsOpen()) {
|
std::memcpy(&object, mmap_base + mmap_offset, sizeof(T));
|
||||||
return false;
|
#ifdef _WIN32
|
||||||
|
return bool(sizeof(T));
|
||||||
|
#else
|
||||||
|
return sizeof(T);
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
return IsOpen() ? std::fread(&object, sizeof(T), 1, file) == 1 : false;
|
||||||
return std::fread(&object, sizeof(T), 1, file) == 1;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -361,12 +350,15 @@ public:
|
|||||||
[[nodiscard]] bool WriteObject(const T& object) const {
|
[[nodiscard]] bool WriteObject(const T& object) const {
|
||||||
static_assert(std::is_trivially_copyable_v<T>, "Data type must be trivially copyable.");
|
static_assert(std::is_trivially_copyable_v<T>, "Data type must be trivially copyable.");
|
||||||
static_assert(!std::is_pointer_v<T>, "T must not be a pointer to an object.");
|
static_assert(!std::is_pointer_v<T>, "T must not be a pointer to an object.");
|
||||||
|
if (IsMappedFile()) {
|
||||||
if (!IsOpen()) {
|
std::memcpy(mmap_base + mmap_offset, &object, sizeof(T));
|
||||||
return false;
|
#ifdef _WIN32
|
||||||
|
return sizeof(T) != 0;
|
||||||
|
#else
|
||||||
|
return sizeof(T);
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
return IsOpen() ? std::fwrite(&object, sizeof(T), 1, file) == 1 : false;
|
||||||
return std::fwrite(&object, sizeof(T), 1, file) == 1;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -449,12 +441,28 @@ public:
|
|||||||
*/
|
*/
|
||||||
[[nodiscard]] s64 Tell() const;
|
[[nodiscard]] s64 Tell() const;
|
||||||
|
|
||||||
private:
|
#ifdef _WIN32
|
||||||
|
inline bool IsMappedFile() const noexcept { return mapping_handle != nullptr; }
|
||||||
|
#else // POSIX
|
||||||
|
inline bool IsMappedFile() const noexcept { return mmap_fd != -1; }
|
||||||
|
#endif
|
||||||
|
|
||||||
std::filesystem::path file_path;
|
std::filesystem::path file_path;
|
||||||
FileAccessMode file_access_mode{};
|
FileAccessMode file_access_mode{};
|
||||||
FileType file_type{};
|
FileType file_type{};
|
||||||
|
|
||||||
std::FILE* file = nullptr;
|
std::FILE* file = nullptr;
|
||||||
|
// Any decent system should have mmap() for files
|
||||||
|
// Systems with artifical mmap() limitations should simply change the logic within file.cpp
|
||||||
|
// and reduce the threshold for which the mmap() is set to
|
||||||
|
#ifdef _WIN32
|
||||||
|
void *mapping_handle = nullptr;
|
||||||
|
void *file_handle = nullptr;
|
||||||
|
#else // POSIX
|
||||||
|
int mmap_fd = -1;
|
||||||
|
#endif
|
||||||
|
u8* mmap_base = nullptr;
|
||||||
|
size_t mmap_size = 0;
|
||||||
|
mutable s64 mmap_offset = 0; // fuck you
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace Common::FS
|
} // namespace Common::FS
|
||||||
|
|||||||
@@ -418,6 +418,10 @@ void SetGlobalFilter(const Filter& filter) {
|
|||||||
logging_instance->filter = filter;
|
logging_instance->filter = filter;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool IsMessageEnabled(Class log_class, Level log_level) {
|
||||||
|
return logging_instance && logging_instance->filter.CheckMessage(log_class, log_level);
|
||||||
|
}
|
||||||
|
|
||||||
void SetColorConsoleBackendEnabled(bool enabled) {
|
void SetColorConsoleBackendEnabled(bool enabled) {
|
||||||
if (logging_instance)
|
if (logging_instance)
|
||||||
logging_instance->color_console_backend.enabled = enabled;
|
logging_instance->color_console_backend.enabled = enabled;
|
||||||
|
|||||||
@@ -138,6 +138,7 @@ void Stop();
|
|||||||
|
|
||||||
/// The global filter will prevent any messages from even being processed if they are filtered.
|
/// The global filter will prevent any messages from even being processed if they are filtered.
|
||||||
void SetGlobalFilter(const Filter& filter);
|
void SetGlobalFilter(const Filter& filter);
|
||||||
|
[[nodiscard]] bool IsMessageEnabled(Class log_class, Level log_level);
|
||||||
void SetColorConsoleBackendEnabled(bool enabled);
|
void SetColorConsoleBackendEnabled(bool enabled);
|
||||||
|
|
||||||
} // namespace Common::Log
|
} // namespace Common::Log
|
||||||
|
|||||||
@@ -178,10 +178,6 @@ bool IsGPUFenceBehaviorAccurate() {
|
|||||||
return values.gpu_fence_behavior.GetValue() == GpuFenceBehavior::Accurate;
|
return values.gpu_fence_behavior.GetValue() == GpuFenceBehavior::Accurate;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool IsGPUFenceBehaviorStrict() {
|
|
||||||
return values.gpu_fence_behavior.GetValue() == GpuFenceBehavior::Strict;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool IsFastmemEnabled() {
|
bool IsFastmemEnabled() {
|
||||||
if (values.cpu_accuracy.GetValue() == Settings::CpuAccuracy::Debugging)
|
if (values.cpu_accuracy.GetValue() == Settings::CpuAccuracy::Debugging)
|
||||||
return bool(values.cpuopt_fastmem);
|
return bool(values.cpuopt_fastmem);
|
||||||
|
|||||||
@@ -171,8 +171,13 @@ struct Values {
|
|||||||
SwitchableSetting<bool> enable_overlay{linkage, false, "enable_overlay", Category::LibraryApplet};
|
SwitchableSetting<bool> enable_overlay{linkage, false, "enable_overlay", Category::LibraryApplet};
|
||||||
|
|
||||||
// Audio
|
// Audio
|
||||||
SwitchableSetting<AudioEngine> sink_id{linkage, AudioEngine::Auto, "output_engine",
|
SwitchableSetting<AudioEngine> sink_id{linkage,
|
||||||
Category::Audio, Specialization::RuntimeList};
|
#ifdef __ANDROID__
|
||||||
|
AudioEngine::Sdl3,
|
||||||
|
#else
|
||||||
|
AudioEngine::Auto,
|
||||||
|
#endif
|
||||||
|
"output_engine", Category::Audio, Specialization::RuntimeList};
|
||||||
SwitchableSetting<std::string> audio_output_device_id{
|
SwitchableSetting<std::string> audio_output_device_id{
|
||||||
linkage, "auto", "output_device", Category::Audio, Specialization::RuntimeList};
|
linkage, "auto", "output_device", Category::Audio, Specialization::RuntimeList};
|
||||||
SwitchableSetting<std::string> audio_input_device_id{
|
SwitchableSetting<std::string> audio_input_device_id{
|
||||||
@@ -242,6 +247,7 @@ struct Values {
|
|||||||
|
|
||||||
SwitchableSetting<bool> sync_core_speed{linkage, false, "sync_core_speed", Category::Core,
|
SwitchableSetting<bool> sync_core_speed{linkage, false, "sync_core_speed", Category::Core,
|
||||||
Specialization::Default};
|
Specialization::Default};
|
||||||
|
SwitchableSetting<bool> enable_cheats_by_default{linkage, true, "enable_cheats_by_default", Category::Core};
|
||||||
|
|
||||||
// Cpu
|
// Cpu
|
||||||
SwitchableSetting<CpuBackend, true> cpu_backend{linkage,
|
SwitchableSetting<CpuBackend, true> cpu_backend{linkage,
|
||||||
@@ -472,13 +478,8 @@ struct Values {
|
|||||||
SwitchableSetting<bool> frame_gen_dump_flow{linkage, false, "frame_gen_dump_flow",
|
SwitchableSetting<bool> frame_gen_dump_flow{linkage, false, "frame_gen_dump_flow",
|
||||||
Category::Renderer};
|
Category::Renderer};
|
||||||
|
|
||||||
SwitchableSetting<bool> use_asynchronous_gpu_emulation{linkage,
|
SwitchableSetting<bool> use_asynchronous_gpu_emulation{linkage, true, "use_asynchronous_gpu_emulation",
|
||||||
#ifdef __ANDROID__
|
Category::Renderer};
|
||||||
false,
|
|
||||||
#else
|
|
||||||
true,
|
|
||||||
#endif
|
|
||||||
"use_asynchronous_gpu_emulation", Category::Renderer};
|
|
||||||
// *nix platforms may have issues with the borderless windowed fullscreen mode.
|
// *nix platforms may have issues with the borderless windowed fullscreen mode.
|
||||||
// Default to exclusive fullscreen on these platforms for now.
|
// Default to exclusive fullscreen on these platforms for now.
|
||||||
SwitchableSetting<FullscreenMode, true> fullscreen_mode{linkage,
|
SwitchableSetting<FullscreenMode, true> fullscreen_mode{linkage,
|
||||||
@@ -525,7 +526,7 @@ struct Values {
|
|||||||
SwitchableSetting<GpuFenceBehavior, true> gpu_fence_behavior{linkage,
|
SwitchableSetting<GpuFenceBehavior, true> gpu_fence_behavior{linkage,
|
||||||
GpuFenceBehavior::Default,
|
GpuFenceBehavior::Default,
|
||||||
GpuFenceBehavior::Default,
|
GpuFenceBehavior::Default,
|
||||||
GpuFenceBehavior::Strict,
|
GpuFenceBehavior::Accurate,
|
||||||
"gpu_fence_behavior",
|
"gpu_fence_behavior",
|
||||||
Category::RendererAdvanced,
|
Category::RendererAdvanced,
|
||||||
Specialization::Default,
|
Specialization::Default,
|
||||||
@@ -537,7 +538,7 @@ struct Values {
|
|||||||
"vram_usage_mode",
|
"vram_usage_mode",
|
||||||
Category::RendererAdvanced};
|
Category::RendererAdvanced};
|
||||||
|
|
||||||
SwitchableSetting<NvdecEmulation> nvdec_emulation{linkage, NvdecEmulation::Gpu,
|
SwitchableSetting<NvdecEmulation> nvdec_emulation{linkage, NvdecEmulation::Cpu,
|
||||||
"nvdec_emulation", Category::RendererAdvanced};
|
"nvdec_emulation", Category::RendererAdvanced};
|
||||||
|
|
||||||
SwitchableSetting<AnisotropyMode, true> max_anisotropy{linkage,
|
SwitchableSetting<AnisotropyMode, true> max_anisotropy{linkage,
|
||||||
@@ -641,7 +642,7 @@ struct Values {
|
|||||||
true};
|
true};
|
||||||
SwitchableSetting<bool> async_presentation{linkage,
|
SwitchableSetting<bool> async_presentation{linkage,
|
||||||
#ifdef __ANDROID__
|
#ifdef __ANDROID__
|
||||||
false,
|
true,
|
||||||
#else
|
#else
|
||||||
false,
|
false,
|
||||||
#endif
|
#endif
|
||||||
@@ -653,16 +654,6 @@ struct Values {
|
|||||||
SwitchableSetting<bool> emulate_bgr565{linkage, false, "emulate_bgr565",
|
SwitchableSetting<bool> emulate_bgr565{linkage, false, "emulate_bgr565",
|
||||||
Category::RendererHacks};
|
Category::RendererHacks};
|
||||||
|
|
||||||
SwitchableSetting<bool> rescale_hack{linkage, false, "rescale_hack",
|
|
||||||
Category::RendererHacks};
|
|
||||||
SwitchableSetting<bool> enable_gpu_buffer_readback{linkage,
|
|
||||||
false,
|
|
||||||
"enable_gpu_buffer_readback",
|
|
||||||
Category::RendererAdvanced,
|
|
||||||
Specialization::Default,
|
|
||||||
true,
|
|
||||||
true};
|
|
||||||
|
|
||||||
SwitchableSetting<bool> use_asynchronous_shaders{linkage, false, "use_asynchronous_shaders",
|
SwitchableSetting<bool> use_asynchronous_shaders{linkage, false, "use_asynchronous_shaders",
|
||||||
Category::RendererHacks};
|
Category::RendererHacks};
|
||||||
|
|
||||||
@@ -939,7 +930,7 @@ struct Values {
|
|||||||
// Network
|
// Network
|
||||||
Setting<std::string> network_interface{linkage, std::string(), "network_interface",
|
Setting<std::string> network_interface{linkage, std::string(), "network_interface",
|
||||||
Category::Network};
|
Category::Network};
|
||||||
SwitchableSetting<bool> airplane_mode{linkage, false, "airplane_mode", Category::Network};
|
SwitchableSetting<bool> airplane_mode{linkage, true, "airplane_mode", Category::Network};
|
||||||
|
|
||||||
// WebService
|
// WebService
|
||||||
Setting<std::string> web_api_url{linkage, "api.ynet-fun.xyz", "web_api_url",
|
Setting<std::string> web_api_url{linkage, "api.ynet-fun.xyz", "web_api_url",
|
||||||
@@ -979,7 +970,6 @@ bool IsDMALevelSafe();
|
|||||||
bool IsGPUFenceBehaviorDefault();
|
bool IsGPUFenceBehaviorDefault();
|
||||||
bool IsGPUFenceBehaviorBalanced();
|
bool IsGPUFenceBehaviorBalanced();
|
||||||
bool IsGPUFenceBehaviorAccurate();
|
bool IsGPUFenceBehaviorAccurate();
|
||||||
bool IsGPUFenceBehaviorStrict();
|
|
||||||
|
|
||||||
bool IsFastmemEnabled();
|
bool IsFastmemEnabled();
|
||||||
void SetNceEnabled(bool is_64bit);
|
void SetNceEnabled(bool is_64bit);
|
||||||
|
|||||||
@@ -137,7 +137,7 @@ ENUM(VramUsageMode, Conservative, Aggressive);
|
|||||||
ENUM(RendererBackend, OpenGL_GLSL, Vulkan, Null, OpenGL_GLASM, OpenGL_SPIRV);
|
ENUM(RendererBackend, OpenGL_GLSL, Vulkan, Null, OpenGL_GLASM, OpenGL_SPIRV);
|
||||||
ENUM(GpuAccuracy, Low, High);
|
ENUM(GpuAccuracy, Low, High);
|
||||||
ENUM(DmaAccuracy, Default, Unsafe, Safe);
|
ENUM(DmaAccuracy, Default, Unsafe, Safe);
|
||||||
ENUM(GpuFenceBehavior, Default, Immediate, Balanced, Accurate, Strict);
|
ENUM(GpuFenceBehavior, Default, Immediate, Balanced, Accurate);
|
||||||
ENUM(CpuBackend, Dynarmic, Nce);
|
ENUM(CpuBackend, Dynarmic, Nce);
|
||||||
ENUM(CpuAccuracy, Auto, Accurate, Unsafe, Paranoid, Debugging);
|
ENUM(CpuAccuracy, Auto, Accurate, Unsafe, Paranoid, Debugging);
|
||||||
ENUM(CpuClock, Normal, Boost, Overclock)
|
ENUM(CpuClock, Normal, Boost, Overclock)
|
||||||
@@ -150,7 +150,7 @@ ENUM(ScalingFilter, NearestNeighbor, Bilinear, Bicubic, Gaussian, Lanczos, Scale
|
|||||||
ENUM(AntiAliasing, None, Fxaa, Smaa);
|
ENUM(AntiAliasing, None, Fxaa, Smaa);
|
||||||
ENUM(AspectRatio, R16_9, R4_3, R21_9, R16_10, Stretch);
|
ENUM(AspectRatio, R16_9, R4_3, R21_9, R16_10, Stretch);
|
||||||
ENUM(ConsoleMode, Handheld, Docked);
|
ENUM(ConsoleMode, Handheld, Docked);
|
||||||
ENUM(AppletMode, HLE, LLE);
|
ENUM(AppletMode, HLE, LLE, Disabled);
|
||||||
ENUM(SpirvOptimizeMode, Never, OnLoad, Always);
|
ENUM(SpirvOptimizeMode, Never, OnLoad, Always);
|
||||||
ENUM(GpuClock, Normal, Boost, Overclock)
|
ENUM(GpuClock, Normal, Boost, Overclock)
|
||||||
ENUM(GpuUnswizzleSize, VerySmall, Small, Normal, Large, VeryLarge)
|
ENUM(GpuUnswizzleSize, VerySmall, Small, Normal, Large, VeryLarge)
|
||||||
|
|||||||
@@ -6,6 +6,7 @@
|
|||||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||||
|
|
||||||
#ifdef _WIN32
|
#ifdef _WIN32
|
||||||
|
#include <algorithm>
|
||||||
#include <windows.h>
|
#include <windows.h>
|
||||||
#include <mutex>
|
#include <mutex>
|
||||||
#else
|
#else
|
||||||
@@ -20,19 +21,22 @@ namespace Common {
|
|||||||
|
|
||||||
#ifdef _WIN32
|
#ifdef _WIN32
|
||||||
static std::vector<std::pair<u64, u64>> vector_regions {};
|
static std::vector<std::pair<u64, u64>> vector_regions {};
|
||||||
|
static std::mutex vector_regions_mutex {};
|
||||||
|
|
||||||
// Workaround for handling non-commited memory accessed by Dynarmic; usually result of an error
|
// Workaround for handling non-commited memory accessed by Dynarmic; usually result of an error
|
||||||
static LONG WINAPI FakePageFaultHandler(PEXCEPTION_POINTERS info) {
|
static LONG WINAPI FakePageFaultHandler(PEXCEPTION_POINTERS info) {
|
||||||
DWORD code = info->ExceptionRecord->ExceptionCode;
|
DWORD code = info->ExceptionRecord->ExceptionCode;
|
||||||
u64 exception_addr = reinterpret_cast<u64>(info->ExceptionRecord->ExceptionAddress);
|
u64 exception_addr = reinterpret_cast<u64>(info->ExceptionRecord->ExceptionInformation[1]);
|
||||||
|
|
||||||
if (code != EXCEPTION_ACCESS_VIOLATION) {
|
if (code != EXCEPTION_ACCESS_VIOLATION || info->ExceptionRecord->ExceptionInformation[0] == 1) {
|
||||||
// Not our problem
|
// Not our problem
|
||||||
return EXCEPTION_CONTINUE_SEARCH;
|
return EXCEPTION_CONTINUE_SEARCH;
|
||||||
}
|
}
|
||||||
|
|
||||||
u64 addr = 0, addr2 = 0;
|
u64 addr = 0, addr2 = 0;
|
||||||
|
|
||||||
|
{
|
||||||
|
std::lock_guard lock(vector_regions_mutex);
|
||||||
for (auto region: vector_regions) {
|
for (auto region: vector_regions) {
|
||||||
auto addr_shifted = exception_addr >> HostPageBits;
|
auto addr_shifted = exception_addr >> HostPageBits;
|
||||||
if (region.first <= addr_shifted && addr_shifted <= region.second) {
|
if (region.first <= addr_shifted && addr_shifted <= region.second) {
|
||||||
@@ -48,6 +52,7 @@ static LONG WINAPI FakePageFaultHandler(PEXCEPTION_POINTERS info) {
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (addr == 0 && addr2 == 0) {
|
if (addr == 0 && addr2 == 0) {
|
||||||
// Not our problem
|
// Not our problem
|
||||||
@@ -77,8 +82,16 @@ bool CommitVectorPage(uintptr_t addr, bool write) noexcept {
|
|||||||
auto res = VirtualQuery(reinterpret_cast<void*>(addr), &info, sizeof(info));
|
auto res = VirtualQuery(reinterpret_cast<void*>(addr), &info, sizeof(info));
|
||||||
if (res == 0) {
|
if (res == 0) {
|
||||||
LOG_CRITICAL(HW_Memory, "Failed to query large buffer region at {:#x} with error {}, will try committing anyway", addr, GetLastError());
|
LOG_CRITICAL(HW_Memory, "Failed to query large buffer region at {:#x} with error {}, will try committing anyway", addr, GetLastError());
|
||||||
|
} else if (info.State == MEM_COMMIT) {
|
||||||
|
DWORD old_protect {};
|
||||||
|
auto perm = write ? PAGE_READWRITE : PAGE_READONLY;
|
||||||
|
if (!VirtualProtect(reinterpret_cast<void*>(addr), HostPageSize, perm, &old_protect)) {
|
||||||
|
LOG_ERROR(HW_Memory, "Failed to change permissions of large buffer region at {:#x}, error {}", addr, GetLastError());
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
return true;
|
||||||
} else if (info.State != MEM_RESERVE) {
|
} else if (info.State != MEM_RESERVE) {
|
||||||
LOG_ERROR(HW_Memory, "Tried to commit an unreserved large buffer region at {:#x} that is not mapped or is already committed (state {:#x})", addr, info.State);
|
LOG_ERROR(HW_Memory, "Tried to commit an unreserved large buffer region at {:#x} that is not mapped (state {:#x})", addr, info.State);
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -123,7 +136,8 @@ void* AllocateMemoryPages(std::size_t size) noexcept {
|
|||||||
void* base = VirtualAlloc(nullptr, size, MEM_RESERVE, PAGE_READWRITE);
|
void* base = VirtualAlloc(nullptr, size, MEM_RESERVE, PAGE_READWRITE);
|
||||||
|
|
||||||
if (base != nullptr) {
|
if (base != nullptr) {
|
||||||
vector_regions.emplace_back(reinterpret_cast<u64>(base), reinterpret_cast<u64>(base) + size);
|
std::lock_guard lock(vector_regions_mutex);
|
||||||
|
vector_regions.emplace_back(reinterpret_cast<u64>(base) >> HostPageBits, (reinterpret_cast<u64>(base) + size) >> HostPageBits);
|
||||||
|
|
||||||
static std::once_flag flag;
|
static std::once_flag flag;
|
||||||
std::call_once(flag, []() { AddVectoredExceptionHandler(1, FakePageFaultHandler); });
|
std::call_once(flag, []() { AddVectoredExceptionHandler(1, FakePageFaultHandler); });
|
||||||
@@ -149,6 +163,8 @@ void FreeMemoryPages(void* base, [[maybe_unused]] std::size_t size) noexcept {
|
|||||||
if (!base)
|
if (!base)
|
||||||
return;
|
return;
|
||||||
#ifdef _WIN32
|
#ifdef _WIN32
|
||||||
|
std::lock_guard lock(vector_regions_mutex);
|
||||||
|
std::erase_if(vector_regions, [base](const auto& r) {return r.first == reinterpret_cast<u64>(base); });
|
||||||
ASSERT(VirtualFree(base, 0, MEM_RELEASE));
|
ASSERT(VirtualFree(base, 0, MEM_RELEASE));
|
||||||
#else
|
#else
|
||||||
ASSERT(munmap(base, size) == 0);
|
ASSERT(munmap(base, size) == 0);
|
||||||
|
|||||||
@@ -28,9 +28,9 @@ constexpr u64 HostPageBits = 12;
|
|||||||
constexpr u64 HostPageMask = ~(HostPageSize - 1);
|
constexpr u64 HostPageMask = ~(HostPageSize - 1);
|
||||||
bool CommitVectorPage(uintptr_t addr, bool write) noexcept;
|
bool CommitVectorPage(uintptr_t addr, bool write) noexcept;
|
||||||
#else
|
#else
|
||||||
const u64 HostPageSize = sysconf(_SC_PAGESIZE);
|
inline const u64 HostPageSize = sysconf(_SC_PAGESIZE);
|
||||||
const u64 HostPageBits = std::countr_zero(HostPageSize);
|
inline const u64 HostPageBits = std::countr_zero(HostPageSize);
|
||||||
const u64 HostPageMask = ~(HostPageSize - 1);
|
inline const u64 HostPageMask = ~(HostPageSize - 1);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
void* AllocateMemoryPages(std::size_t size) noexcept;
|
void* AllocateMemoryPages(std::size_t size) noexcept;
|
||||||
@@ -81,8 +81,8 @@ public:
|
|||||||
UNREACHABLE_MSG("Out of bounds RW access on SparseLargeVector @ {}", index);
|
UNREACHABLE_MSG("Out of bounds RW access on SparseLargeVector @ {}", index);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!IsCommittedPage(index)) {
|
if (!IsCommittedPage(index) && !CommitPage(index)) {
|
||||||
CommitPage(index);
|
UNREACHABLE_MSG("Cannot access SparseLargeVector index {} with RW permission", index);
|
||||||
}
|
}
|
||||||
return base_ptr[index];
|
return base_ptr[index];
|
||||||
}
|
}
|
||||||
@@ -103,8 +103,7 @@ public:
|
|||||||
LOG_CRITICAL(Common_Memory, "Out of bounds write on SparseLargeVector @ {}", index);
|
LOG_CRITICAL(Common_Memory, "Out of bounds write on SparseLargeVector @ {}", index);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
if (!IsCommittedPage(index))
|
if (IsCommittedPage(index) || CommitPage(index))
|
||||||
CommitPage(index);
|
|
||||||
base_ptr[index] = value;
|
base_ptr[index] = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -177,16 +176,22 @@ private:
|
|||||||
return (val >> (page & 63)) & 1;
|
return (val >> (page & 63)) & 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
constexpr void CommitPage(std::size_t index) noexcept {
|
constexpr bool CommitPage(std::size_t index) noexcept {
|
||||||
auto page_index = (index * sizeof(T)) >> HostPageBits;
|
auto page_index = (index * sizeof(T)) >> HostPageBits;
|
||||||
auto page = reinterpret_cast<uintptr_t>(base_ptr + index) & HostPageMask;
|
auto page = reinterpret_cast<uintptr_t>(base_ptr + index) & HostPageMask;
|
||||||
#if defined(_WIN32)
|
#if defined(_WIN32)
|
||||||
CommitVectorPage(page, true);
|
if (!CommitVectorPage(page, true)) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
#else
|
#else
|
||||||
mprotect(reinterpret_cast<void*>(page), HostPageSize, PROT_READ | PROT_WRITE);
|
if (mprotect(reinterpret_cast<void*>(page), HostPageSize, PROT_READ | PROT_WRITE) != 0) {
|
||||||
|
LOG_ERROR(Common_Memory, "Failed to commit large buffer region at index {}, error {}", index, strerror(errno));
|
||||||
|
return false;
|
||||||
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
committed_pages[page_index >> 6].fetch_or(1ULL << (page_index & 63), std::memory_order_release);
|
committed_pages[page_index >> 6].fetch_or(1ULL << (page_index & 63), std::memory_order_release);
|
||||||
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
constexpr void DecommitPage(std::size_t index) noexcept {
|
constexpr void DecommitPage(std::size_t index) noexcept {
|
||||||
|
|||||||
@@ -116,19 +116,121 @@ std::string ReplaceAll(std::string result, const std::string& src, const std::st
|
|||||||
}
|
}
|
||||||
|
|
||||||
std::string UTF16ToUTF8(std::u16string_view input) {
|
std::string UTF16ToUTF8(std::u16string_view input) {
|
||||||
std::wstring_convert<std::codecvt_utf8_utf16<char16_t>, char16_t> convert;
|
std::string result;
|
||||||
return convert.to_bytes(input.data(), input.data() + input.size());
|
result.reserve(input.size() * 4);
|
||||||
|
for (size_t i = 0; i < input.size(); ++i) {
|
||||||
|
uint32_t code = input[i];
|
||||||
|
// Handle surrogate pairs
|
||||||
|
if (code >= 0xD800 && code <= 0xDBFF) {
|
||||||
|
if (i + 1 < input.size()) {
|
||||||
|
uint32_t low = input[i + 1];
|
||||||
|
if (low >= 0xDC00 && low <= 0xDFFF) {
|
||||||
|
code = ((code - 0xD800) << 10) + (low - 0xDC00) + 0x10000;
|
||||||
|
++i;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (code <= 0x7F) {
|
||||||
|
result.push_back(char(code));
|
||||||
|
} else if (code <= 0x7FF) {
|
||||||
|
result.push_back(char(0xC0 | (code >> 6)));
|
||||||
|
result.push_back(char(0x80 | (code & 0x3F)));
|
||||||
|
} else if (code <= 0xFFFF) {
|
||||||
|
result.push_back(char(0xE0 | (code >> 12)));
|
||||||
|
result.push_back(char(0x80 | ((code >> 6) & 0x3F)));
|
||||||
|
result.push_back(char(0x80 | (code & 0x3F)));
|
||||||
|
} else {
|
||||||
|
result.push_back(char(0xF0 | (code >> 18)));
|
||||||
|
result.push_back(char(0x80 | ((code >> 12) & 0x3F)));
|
||||||
|
result.push_back(char(0x80 | ((code >> 6) & 0x3F)));
|
||||||
|
result.push_back(char(0x80 | (code & 0x3F)));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
std::u16string UTF8ToUTF16(std::string_view input) {
|
std::u16string UTF8ToUTF16(std::string_view input) {
|
||||||
std::wstring_convert<std::codecvt_utf8_utf16<char16_t>, char16_t> convert;
|
std::u16string result;
|
||||||
return convert.from_bytes(input.data(), input.data() + input.size());
|
result.reserve(input.size() * 2);
|
||||||
|
for (size_t i = 0; i < input.size(); ) {
|
||||||
|
uint32_t code = 0;
|
||||||
|
unsigned char c = input[i];
|
||||||
|
size_t len = 0;
|
||||||
|
if ((c & 0x80) == 0) {
|
||||||
|
code = c;
|
||||||
|
len = 1;
|
||||||
|
} else if ((c & 0xE0) == 0xC0) {
|
||||||
|
code = c & 0x1F;
|
||||||
|
len = 2;
|
||||||
|
} else if ((c & 0xF0) == 0xE0) {
|
||||||
|
code = c & 0x0F;
|
||||||
|
len = 3;
|
||||||
|
} else if ((c & 0xF8) == 0xF0) {
|
||||||
|
code = c & 0x07;
|
||||||
|
len = 4;
|
||||||
|
} else {
|
||||||
|
++i;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
if (i + len - 1 >= input.size())
|
||||||
|
break;
|
||||||
|
for (size_t j = 1; j <= len - 1; ++j) {
|
||||||
|
if ((input[i + j] & 0xC0) != 0x80) {
|
||||||
|
code = 0xFFFD;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
code = (code << 6) | (input[i + j] & 0x3F);
|
||||||
|
}
|
||||||
|
if (code <= 0xFFFF) {
|
||||||
|
result.push_back(char16_t(code));
|
||||||
|
} else {
|
||||||
|
code -= 0x10000;
|
||||||
|
result.push_back(char16_t(0xD800 + (code >> 10)));
|
||||||
|
result.push_back(char16_t(0xDC00 + (code & 0x3FF)));
|
||||||
|
}
|
||||||
|
i += len;
|
||||||
|
}
|
||||||
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
std::u32string UTF8ToUTF32(std::string_view input) {
|
std::u32string UTF8ToUTF32(std::string_view input) {
|
||||||
std::wstring_convert<std::codecvt_utf8<char32_t>, char32_t> convert;
|
std::u32string result;
|
||||||
return convert.from_bytes(input.data(), input.data() + input.size());
|
result.reserve(input.size());
|
||||||
|
for (size_t i = 0; i < input.size(); ) {
|
||||||
|
uint32_t code = 0;
|
||||||
|
unsigned char c = input[i];
|
||||||
|
size_t len = 0;
|
||||||
|
if ((c & 0x80) == 0) {
|
||||||
|
code = c;
|
||||||
|
len = 1;
|
||||||
|
} else if ((c & 0xE0) == 0xC0) {
|
||||||
|
code = c & 0x1F;
|
||||||
|
len = 2;
|
||||||
|
} else if ((c & 0xF0) == 0xE0) {
|
||||||
|
code = c & 0x0F;
|
||||||
|
len = 3;
|
||||||
|
} else if ((c & 0xF8) == 0xF0) {
|
||||||
|
code = c & 0x07;
|
||||||
|
len = 4;
|
||||||
|
} else {
|
||||||
|
++i;
|
||||||
|
continue;
|
||||||
}
|
}
|
||||||
|
if (i + len - 1 >= input.size())
|
||||||
|
break;
|
||||||
|
for (size_t j = 1; j <= len - 1; ++j) {
|
||||||
|
if ((input[i + j] & 0xC0) != 0x80) {
|
||||||
|
code = 0xFFFD;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
code = (code << 6) | (input[i + j] & 0x3F);
|
||||||
|
}
|
||||||
|
result.push_back(code);
|
||||||
|
i += len;
|
||||||
|
}
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
#ifdef _WIN32
|
#ifdef _WIN32
|
||||||
static std::wstring CPToUTF16(u32 code_page, std::string_view input) {
|
static std::wstring CPToUTF16(u32 code_page, std::string_view input) {
|
||||||
|
|||||||