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5 Commits
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| 8bc31c8561 |
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@@ -788,7 +788,7 @@ int Java_org_yuzu_yuzu_1emu_NativeLibrary_installFileToNand(JNIEnv* env, jobject
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jboolean Java_org_yuzu_yuzu_1emu_NativeLibrary_doesUpdateMatchProgram(JNIEnv* env, jobject jobj,
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jstring jprogramId,
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jstring jupdatePath) {
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const u64 program_id = FileSys::GetBaseTitleID(EmulationSession::GetProgramId(env, jprogramId));
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u64 program_id = EmulationSession::GetProgramId(env, jprogramId);
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std::string updatePath = Common::Android::GetJString(env, jupdatePath);
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std::shared_ptr<FileSys::NSP> nsp = std::make_shared<FileSys::NSP>(
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EmulationSession::GetInstance().System().GetFilesystem()->OpenFile(
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@@ -796,7 +796,7 @@ jboolean Java_org_yuzu_yuzu_1emu_NativeLibrary_doesUpdateMatchProgram(JNIEnv* en
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for (const auto& item : nsp->GetNCAs()) {
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for (const auto& nca_details : item.second) {
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if (nca_details.second->GetName().ends_with(".cnmt.nca")) {
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const auto update_id = FileSys::GetBaseTitleID(nca_details.second->GetTitleId());
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auto update_id = nca_details.second->GetTitleId() & ~0xFFFULL;
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if (update_id == program_id) {
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return true;
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}
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@@ -289,7 +289,6 @@
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<string name="gpu_driver_fetcher">Obtenedor de controladores de la GPU</string>
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<string name="gpu_driver_manager">Gestor de controladores de la GPU</string>
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<string name="install_gpu_driver_description">Instale los controladores alternativos para obtener un posible mejor rendimiento o precisión</string>
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<string name="post_processing_add">Añadir efecto</string>
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<string name="post_processing_open_list">Abrir lista</string>
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<string name="post_processing_close_list">Cerrar lista</string>
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<string name="post_processing_reset">Restablecer a predeterminado</string>
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@@ -318,13 +318,6 @@
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<string name="frame_gen_target_rate">Целевая частота кадров</string>
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<string name="frame_gen_target_rate_description">Выберите значение под ваш дисплей. Множитель подстроится сам, чтобы его держать, и откатит изменения, если игра начнёт тормозить.</string>
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<string name="frame_gen_target_rate_off">Использовать фиксированный множитель</string>
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<string name="frame_gen_on">Вкл.</string>
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<string name="frame_gen_off">Выкл.</string>
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<string name="frame_gen_fixed">Фикс.</string>
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<string name="frame_gen_flow_auto">Авто</string>
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<string name="frame_gen_quick_description">Включите или выключите генерацию кадров и выберите множитель кадров.</string>
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<string name="frame_gen_target_rate_quick_description">Генерация кадров с заданной частотой кадров. Множитель регулируется автоматически.</string>
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<string name="frame_gen_flow_scale_quick_description">Разрешение, используемое для оценки движения между кадрами. Меньшие значения экономят время ГПУ.</string>
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<string name="frame_gen_queue_target">Целевой размер очереди кадров</string>
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<string name="frame_gen_queue_target_description">Сколько готовых кадров может ожидать перед выводом на экран. Более длинные очереди сглаживают скачки ГПУ ценой задержки ввода.</string>
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<string name="frame_gen_queue_target_0">Минимальная задержка (Без буферизации)</string>
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@@ -335,14 +328,12 @@
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<string name="frame_gen_flow_scale">Разрешение оценки движения</string>
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<string name="frame_gen_flow_scale_description">Разрешение прохода оптического потока в долях от выходного разрешения. Его понижение — самый дешёвый способ вернуть производительность.</string>
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<string name="frame_gen_unsupported">Генерация кадров недоступна</string>
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<string name="frame_gen_unsupported_description">В этом ГПУ драйвере отсутствует поддержка модели памяти Vulkan или половинной точности (float16), которая требуется шейдерам Lossless Scaling.</string>
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<string name="lossless_scaling_setup_description">Опционально. Укажите свой Lossless.dll для включения генерации кадров позже.</string>
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<string name="lossless_scaling_install">Установить Lossless.dll</string>
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<string name="lossless_scaling_install_description">Для генерации кадров требуется ваша собственная легальная копия Lossless.dll из Lossless Scaling</string>
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<string name="lossless_scaling_replace_description">Выбрать другой файл Lossless.dll</string>
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<string name="frame_generation_support">Генерация кадров</string>
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<string name="frame_generation_supported">Поддерживается</string>
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<string name="frame_generation_unsupported">Не поддерживается (нет модели памяти Vulkan или float16)</string>
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<string name="lossless_scaling_description">Предоставьте свою копию Lossless.dll для включения генерации кадров</string>
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<string name="lossless_scaling_installed">Установлена</string>
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<string name="lossless_scaling_not_installed">Не установлена</string>
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|
||||
@@ -1,7 +1,6 @@
|
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<?xml version="1.0" encoding="utf-8"?>
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<resources xmlns:tools="http://schemas.android.com/tools" tools:ignore="MissingTranslation">
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<string name="app_disclaimer">本软件可以运行用于 Nintendo Switch 游戏机的游戏。不包含任何游戏或密钥。<br /><br />在您开始之前, 请定位您设备存储上的 <![CDATA[<b> prod.keys </b>]]> 文件。<br /><br /><![CDATA[<a href=\"https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/user/QuickStart.md\">了解更多</a>]]></string>
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<string name="notice_notification_channel_name">错误与注意事项</string>
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<string name="notice_notification_channel_description">当发生错误时显示通知。</string>
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<string name="notification_permission_not_granted">未授予通知权限!</string>
|
||||
@@ -291,25 +290,6 @@
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<string name="gpu_driver_fetcher">GPU驱动获取器</string>
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<string name="gpu_driver_manager">GPU 驱动管理器</string>
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<string name="install_gpu_driver_description">安装替代的驱动程序以获得更好的性能和精度</string>
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<string name="post_processing">后处理效果</string>
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<string name="post_processing_description">在渲染完成后应用 ReShade FX 效果</string>
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<string name="post_processing_per_game_description">配置此游戏的效果链</string>
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<string name="post_processing_add">添加效果</string>
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<string name="post_processing_remove">移除</string>
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<string name="post_processing_open_list">打开列表</string>
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<string name="post_processing_close_list">关闭列表</string>
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<string name="post_processing_remove_all">移除效果</string>
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<string name="post_processing_preset_locked">预设已激活。在开始游戏前可以在后处理效果中编辑它。</string>
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<string name="post_processing_preset_modified">数值已从原始预设被更改。</string>
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<string name="post_processing_presets">预设</string>
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<string name="post_processing_preset_new">新建预设</string>
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<string name="post_processing_preset_new_description">把您加载的效果及当前数值保存为一个预设,以便今后选用。</string>
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<string name="post_processing_preset_name_invalid">请给预设起一个不含等号的名称。</string>
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<string name="post_processing_preset_none">无预设</string>
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<string name="post_processing_preset_delete">删除预设</string>
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<string name="post_processing_preset_reset">重置预设值</string>
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<string name="post_processing_reset">重置为默认值</string>
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<string name="post_processing_empty">找不到效果。请在此文件中放置 .fx 文件:</string>
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<string name="frame_gen">帧生成</string>
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<string name="frame_gen_per_game_description">配置针对此游戏的帧生成设定</string>
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||||
<string name="frame_gen_description">设定要在使用无损缩放渲染的帧之间应用的插帧。启用后强制采用FIFO呈现模式 。</string>
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@@ -324,13 +304,6 @@
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<string name="frame_gen_target_rate_60">60 FPS</string>
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<string name="frame_gen_target_rate_90">90 FPS</string>
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<string name="frame_gen_target_rate_120">120 FPS</string>
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<string name="frame_gen_on">开</string>
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<string name="frame_gen_off">关</string>
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<string name="frame_gen_fixed">固定</string>
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<string name="frame_gen_flow_auto">自动</string>
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<string name="frame_gen_quick_description">打开或关闭帧生成并选择帧生成倍数。</string>
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<string name="frame_gen_target_rate_quick_description">生成帧到目标帧率。倍率会自动调整。</string>
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||||
<string name="frame_gen_flow_scale_quick_description">用来估算帧间运动的分辨率。较低的值可以节省 GPU 时间。</string>
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<string name="frame_gen_queue_target">帧队列目标</string>
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<string name="frame_gen_queue_target_description">在显示之前有多少已完成渲染的帧正在等待。较大的队列可以缓解 GPU 突发的压力,但会增加输入延迟。</string>
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<string name="frame_gen_queue_target_0">最低延迟 (无缓冲)</string>
|
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@@ -341,14 +314,12 @@
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<string name="frame_gen_flow_scale">运动预估分辨率</string>
|
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<string name="frame_gen_flow_scale_description">光流通道的分辨率,以输出的比例表示。降低它是提升性能最经济的做法。</string>
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<string name="frame_gen_unsupported">帧生成不可用</string>
|
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<string name="frame_gen_unsupported_description">这个 GPU 驱动缺少 Lossless Scaling 着色器所需的 Vulkan 内存模型或半精度 (float16) 支持。</string>
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<string name="lossless_scaling_setup_description">作为可选项。请提供您自己的 Lossless.dll 以便在之后可以启用帧生成。</string>
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<string name="lossless_scaling_install">安装 Lossless.dll</string>
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<string name="lossless_scaling_install_description">帧生成需要您自己从 Lossless Scaling 获得合法的 Lossless.dll 副本</string>
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<string name="lossless_scaling_replace_description">选择其它 Lossless.dll 副本</string>
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<string name="frame_generation_support">帧生成</string>
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<string name="frame_generation_supported">支持</string>
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<string name="frame_generation_unsupported">不支持 (无 Vulkan 内存模型或 float16)</string>
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<string name="lossless_scaling">无损缩放</string>
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<string name="lossless_scaling_description">提供您自己的 Lossless.dll 文件以启用帧生成</string>
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<string name="lossless_scaling_installed">已安装</string>
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@@ -640,11 +611,6 @@
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<string name="log">日志记录</string>
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<string name="flush_by_line">按行刷新调试日志</string>
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<string name="flush_by_line_description">在每行写入时刷新调试日志,使在崩溃或冻结时调试更容易。</string>
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<string name="extended_logging">开启扩展日志</string>
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<string name="extended_logging_description">将最大日志文件大小从 100 MiB 提升至 1GiB。</string>
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<string name="log_filter">日志筛选器</string>
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<string name="log_filter_description">控制 Eden 的日志类别。例如: *:Info Service.LM:Debug</string>
|
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<!-- GPU Logging strings -->
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<string name="gpu_logging_header">GPU 日志</string>
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<string name="gpu_log_level">日志等级</string>
|
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@@ -928,8 +894,6 @@
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<string name="loader_error_file_not_found">ROM 文件不存在</string>
|
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|
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<string name="loader_requires_firmware">游戏需要固件</string>
|
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<string name="loader_requires_firmware_description"><![CDATA[这个游戏可能需要固件才能正常运行,但您还没有安装任何固件。请在启动前安装固件,或者按 “确定” 继续启动。]]></string>
|
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|
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<!-- Intent Launch strings -->
|
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<string name="searching_for_game">正在搜索游戏...</string>
|
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<string name="game_not_found_for_title_id">未找到标题ID的游戏: %1$s</string>
|
||||
|
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@@ -229,7 +229,7 @@
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<string name="add_directory_success">遊戲目錄新增成功</string>
|
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<string name="enable_update_checks">檢查更新</string>
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<string name="enable_update_checks_description">在Eden啟動時檢查有無新版本並選擇是否要下載與安裝更新</string>
|
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<string name="update_available">發現新版本</string>
|
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<string name="update_available">偵測到新版本</string>
|
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<string name="update_available_description">有更新可供安裝:%1$s\n\n您要進行更新嗎?</string>
|
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<string name="downloading_update">下載更新中</string>
|
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<string name="update_download_failed">更新下載失敗</string>
|
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@@ -1020,40 +1020,9 @@
|
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<string name="memory_6gb">6GB (不穩定)</string>
|
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<string name="memory_8gb">8GB (不穩定)</string>
|
||||
|
||||
<!-- CPU clock levels -->
|
||||
<string name="clock_normal">正常</string>
|
||||
<string name="clock_boost">加速</string>
|
||||
<string name="clock_fast">超頻</string>
|
||||
|
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<!-- GPU clock levels -->
|
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<string name="fast_gpu_normal">正常</string>
|
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<string name="fast_gpu_medium">加速</string>
|
||||
<string name="fast_gpu_high">超頻</string>
|
||||
|
||||
<!-- GPU swizzle texture size -->
|
||||
<string name="gpu_texturesizeswizzle_verysmall">極小 (16MB)</string>
|
||||
<string name="gpu_texturesizeswizzle_small">小(32MB)</string>
|
||||
<string name="gpu_texturesizeswizzle_normal">正常(128MB)</string>
|
||||
<string name="gpu_texturesizeswizzle_large">大(256MB)</string>
|
||||
<string name="gpu_texturesizeswizzle_verylarge">極大(512MB)</string>
|
||||
|
||||
<!-- GPU swizzle streams -->
|
||||
<string name="gpu_swizzle_verylow">極小(4MB)</string>
|
||||
<string name="gpu_swizzle_low">小(8MB)</string>
|
||||
<string name="gpu_swizzle_normal">正常(16MB)</string>
|
||||
<string name="gpu_swizzle_medium">中(32MB)</string>
|
||||
<string name="gpu_swizzle_high">大(64MB)</string>
|
||||
|
||||
<!-- GPU swizzle chunks -->
|
||||
<string name="gpu_swizzlechunk_verylow">極小(32)</string>
|
||||
<string name="gpu_swizzlechunk_low">小(64)</string>
|
||||
<string name="gpu_swizzlechunk_normal">正常(128)</string>
|
||||
<string name="gpu_swizzlechunk_medium">中(256)</string>
|
||||
<string name="gpu_swizzlechunk_high">大(512)</string>
|
||||
|
||||
<!-- Temperature Units -->
|
||||
<string name="temperature_celsius">攝氏</string>
|
||||
<string name="temperature_fahrenheit">華氏</string>
|
||||
<string name="temperature_celsius">攝氏度</string>
|
||||
<string name="temperature_fahrenheit">華氏度</string>
|
||||
|
||||
<!-- Memory Sizes -->
|
||||
<string name="memory_byte_shorthand">B</string>
|
||||
@@ -1066,8 +1035,6 @@
|
||||
|
||||
<string name="renderer_none">無</string>
|
||||
|
||||
<!-- Renderer Accuracy -->
|
||||
<string name="renderer_accuracy_low">效能</string>
|
||||
<string name="renderer_accuracy_high">準確</string>
|
||||
|
||||
<!-- DMA Accuracy -->
|
||||
|
||||
@@ -35,20 +35,17 @@ static IPSFileType IdentifyMagic(std::span<const u8> magic) {
|
||||
}
|
||||
|
||||
static bool IsEOF(IPSFileType type, std::span<const u8> magic) {
|
||||
return (type == IPSFileType::IPS && magic.size() >= 3 && std::memcmp(magic.data(), "EOF", 3) == 0)
|
||||
|| (type == IPSFileType::IPS32 && magic.size() >= 4 && std::memcmp(magic.data(), "EEOF", 4) == 0);
|
||||
return (type == IPSFileType::IPS && magic.size() > 3 && std::memcmp(magic.data(), "EOF", 3) == 0)
|
||||
|| (type == IPSFileType::IPS32 && magic.size() > 4 && std::memcmp(magic.data(), "EEOF", 4) == 0);
|
||||
}
|
||||
|
||||
VirtualFile PatchIPS(const VirtualFile& in, const VirtualFile& ips) {
|
||||
if (in == nullptr || ips == nullptr)
|
||||
return nullptr;
|
||||
|
||||
const auto type = IdentifyMagic(ips->ReadBytes(0x5));
|
||||
if (type == IPSFileType::Error)
|
||||
return nullptr;
|
||||
|
||||
auto in_data = in->ReadAllBytes();
|
||||
if (in_data.size() == 0)
|
||||
auto const type = IdentifyMagic(in_data);
|
||||
if (type == IPSFileType::Error)
|
||||
return nullptr;
|
||||
|
||||
std::vector<u8> temp(type == IPSFileType::IPS ? 3 : 4);
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
#include "common/logging.h"
|
||||
#include "common/uuid.h"
|
||||
#include "core/core.h"
|
||||
#include "core/file_sys/registered_cache.h"
|
||||
#include "core/file_sys/savedata_factory.h"
|
||||
#include "core/file_sys/vfs/vfs.h"
|
||||
|
||||
@@ -61,17 +62,24 @@ SaveDataFactory::SaveDataFactory(Core::System& system_, ProgramId program_id_,
|
||||
|
||||
SaveDataFactory::~SaveDataFactory() = default;
|
||||
|
||||
std::string SaveDataFactory::GetSaveDataPath(SaveDataSpaceId space, SaveDataType type, u64 title_id, u128 user_id, u64 save_id) const {
|
||||
if (type == SaveDataType::Account || type == SaveDataType::Device) {
|
||||
const auto requested_id = title_id != 0 ? title_id : program_id;
|
||||
const auto parent_id = system.GetContentProvider().GetParentApplicationId(requested_id);
|
||||
title_id = parent_id.value_or(requested_id);
|
||||
}
|
||||
return GetFullPath(program_id, dir, space, type, title_id, user_id, save_id);
|
||||
}
|
||||
|
||||
VirtualDir SaveDataFactory::Create(SaveDataSpaceId space, const SaveDataAttribute& meta) const {
|
||||
const auto save_directory = GetFullPath(program_id, dir, space, meta.type, meta.program_id,
|
||||
meta.user_id, meta.system_save_data_id);
|
||||
const auto save_directory = GetSaveDataPath(space, meta.type, meta.program_id, meta.user_id, meta.system_save_data_id);
|
||||
|
||||
return dir->CreateDirectoryRelative(save_directory);
|
||||
}
|
||||
|
||||
VirtualDir SaveDataFactory::Open(SaveDataSpaceId space, const SaveDataAttribute& meta) const {
|
||||
|
||||
const auto save_directory = GetFullPath(program_id, dir, space, meta.type, meta.program_id,
|
||||
meta.user_id, meta.system_save_data_id);
|
||||
const auto save_directory = GetSaveDataPath(space, meta.type, meta.program_id, meta.user_id, meta.system_save_data_id);
|
||||
|
||||
auto out = dir->GetDirectoryRelative(save_directory);
|
||||
|
||||
@@ -154,8 +162,7 @@ std::string SaveDataFactory::GetUserGameSaveDataRoot(u128 user_id, bool future)
|
||||
|
||||
SaveDataSize SaveDataFactory::ReadSaveDataSize(SaveDataType type, u64 title_id,
|
||||
u128 user_id) const {
|
||||
const auto path =
|
||||
GetFullPath(program_id, dir, SaveDataSpaceId::User, type, title_id, user_id, 0);
|
||||
const auto path = GetSaveDataPath(SaveDataSpaceId::User, type, title_id, user_id, 0);
|
||||
const auto relative_dir = GetOrCreateDirectoryRelative(dir, path);
|
||||
|
||||
const auto size_file = relative_dir->GetFile(GetSaveDataSizeFileName());
|
||||
@@ -173,8 +180,7 @@ SaveDataSize SaveDataFactory::ReadSaveDataSize(SaveDataType type, u64 title_id,
|
||||
|
||||
void SaveDataFactory::WriteSaveDataSize(SaveDataType type, u64 title_id, u128 user_id,
|
||||
SaveDataSize new_value) const {
|
||||
const auto path =
|
||||
GetFullPath(program_id, dir, SaveDataSpaceId::User, type, title_id, user_id, 0);
|
||||
const auto path = GetSaveDataPath(SaveDataSpaceId::User, type, title_id, user_id, 0);
|
||||
const auto relative_dir = GetOrCreateDirectoryRelative(dir, path);
|
||||
|
||||
const auto size_file = relative_dir->CreateFile(GetSaveDataSizeFileName());
|
||||
|
||||
@@ -50,6 +50,7 @@ public:
|
||||
void SetAutoCreate(bool state);
|
||||
|
||||
private:
|
||||
std::string GetSaveDataPath(SaveDataSpaceId space, SaveDataType type, u64 title_id, u128 user_id, u64 save_id) const;
|
||||
Core::System& system;
|
||||
ProgramId program_id;
|
||||
VirtualDir dir;
|
||||
|
||||
@@ -191,7 +191,7 @@ void LoopProcess(Core::System& system) {
|
||||
server_manager->RegisterNamedService("audout:d", std::make_shared<IAudioOutManagerForDebugger>(system), 30);
|
||||
server_manager->RegisterNamedService("audin:d", std::make_shared<IAudioInManagerForDebugger>(system), 30);
|
||||
server_manager->RegisterNamedService("audrec:d", std::make_shared<IFinalOutputRecorderManagerForDebugger>(system), 30);
|
||||
server_manager->RegisterNamedService("audren:d", std::make_shared<IAudioRendererManagerForDebugger>(system), 30);
|
||||
server_manager->RegisterNamedService("audren:d", std::make_shared<IAudioInManager>(system), 30);
|
||||
|
||||
server_manager->RegisterNamedService("audin:u", std::make_shared<IAudioInManager>(system), 30);
|
||||
server_manager->RegisterNamedService("audin:a", std::make_shared<IAudioInManagerForApplet>(system), 30);
|
||||
|
||||
@@ -39,16 +39,8 @@ Block::iterator Block::PrependNewInst(iterator insertion_point, Opcode opcode, s
|
||||
// just pool it!!! - reason why there is an inline buffer is because many small blocks are created
|
||||
// with few instructions due to subpar optimisations on other passes... plus branch-heavy code will
|
||||
// hugely benefit from the coherency of faster allocations...
|
||||
IR::Inst* inst;
|
||||
if (inlined_inst.size() < inlined_inst.max_size()) {
|
||||
inlined_inst.emplace_back(opcode);
|
||||
inst = &inlined_inst[inlined_inst.size() - 1];
|
||||
} else {
|
||||
if (pooled_inst.empty() || pooled_inst.back().size() == pooled_inst.back().max_size())
|
||||
pooled_inst.emplace_back();
|
||||
pooled_inst.back().emplace_back(opcode);
|
||||
inst = &pooled_inst.back()[pooled_inst.back().size() - 1];
|
||||
}
|
||||
inlined_inst.emplace_back(opcode);
|
||||
auto* inst = &inlined_inst[inlined_inst.size() - 1];
|
||||
DEBUG_ASSERT(args.size() == inst->NumArgs());
|
||||
std::for_each(args.begin(), args.end(), [&inst, index = size_t(0)](const auto& arg) mutable {
|
||||
inst->SetArg(index, arg);
|
||||
@@ -61,7 +53,6 @@ void Block::Reset(LocationDescriptor location_) noexcept {
|
||||
mcl::intrusive_list<IR::Inst> tmp = {};
|
||||
instructions.swap(tmp);
|
||||
inlined_inst.clear();
|
||||
pooled_inst.clear();
|
||||
cond_failed.reset();
|
||||
location = location_;
|
||||
end_location = location_;
|
||||
|
||||
@@ -142,11 +142,9 @@ public:
|
||||
}
|
||||
|
||||
/// "Hot cache" for small blocks so we don't call global allocator
|
||||
boost::container::static_vector<Inst, 30> inlined_inst;
|
||||
boost::container::static_vector<Inst, 65536> inlined_inst = {};
|
||||
/// List of instructions in this block.
|
||||
instruction_list_type instructions;
|
||||
/// "Long/far" memory pool
|
||||
boost::container::stable_vector<boost::container::static_vector<Inst, 32>> pooled_inst;
|
||||
/// Block to execute next if `cond` did not pass.
|
||||
std::optional<LocationDescriptor> cond_failed = {};
|
||||
/// Description of the starting location of this block
|
||||
@@ -162,7 +160,7 @@ public:
|
||||
/// Number of cycles this block takes to execute.
|
||||
size_t cycle_count = 0;
|
||||
};
|
||||
static_assert(sizeof(Block) == 4096);
|
||||
//static_assert(sizeof(Block) == 4096);
|
||||
|
||||
/// Returns a string representation of the contents of block. Intended for debugging.
|
||||
std::string DumpBlock(const IR::Block& block) noexcept;
|
||||
|
||||
Reference in New Issue
Block a user