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1147 changed files with 61143 additions and 78470 deletions
-22
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@@ -1,22 +0,0 @@
#!/bin/sh -e
# SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later
# SPDX-FileCopyrightText: Copyright 2026 crueter
# SPDX-License-Identifier: GPL-3.0-or-later
_svg=dev.eden_emu.eden.svg
_icon=dist/eden.icon
_composed="$_icon/Assets/$_svg"
_svg="dist/$_svg"
rm "$_composed"
cp "$_svg" "$_composed"
xcrun actool "$_icon" \
--compile dist \
--platform macosx \
--minimum-deployment-target 11.0 \
--app-icon eden \
--output-partial-info-plist /dev/null
+2 -2
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@@ -115,7 +115,7 @@ for file in $FILES; do
*.cmake|*.sh|*CMakeLists.txt)
begin="#"
;;
*.kt*|*.cpp|*.h|*.qml)
*.kt*|*.cpp|*.h)
begin="//"
;;
*)
@@ -193,7 +193,7 @@ if [ "$UPDATE" = "true" ]; then
begin="#"
shell=true
;;
*)
*.kt*|*.cpp|*.h)
begin="//"
shell="false"
;;
+116
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@@ -0,0 +1,116 @@
#!/bin/bash -e
# SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later
case "$1" in
amd64 | "")
echo "Making amd64-v3 optimized build of Eden"
ARCH="amd64_v3"
ARCH_FLAGS="-march=x86-64-v3"
export EXTRA_CMAKE_FLAGS=(-DYUZU_BUILD_PRESET=v3)
;;
steamdeck | zen2)
echo "Making Steam Deck (Zen 2) optimized build of Eden"
ARCH="steamdeck"
ARCH_FLAGS="-march=znver2 -mtune=znver2"
export EXTRA_CMAKE_FLAGS=(-DYUZU_BUILD_PRESET=zen2 -DYUZU_SYSTEM_PROFILE=steamdeck)
;;
rog-ally | allyx | zen4)
echo "Making ROG Ally X (Zen 4) optimized build of Eden"
ARCH="rog-ally-x"
ARCH_FLAGS="-march=znver4 -mtune=znver4"
export EXTRA_CMAKE_FLAGS=(-DYUZU_BUILD_PRESET=zen2 -DYUZU_SYSTEM_PROFILE=steamdeck)
;;
legacy)
echo "Making amd64 generic build of Eden"
ARCH=amd64
ARCH_FLAGS="-march=x86-64 -mtune=generic"
export EXTRA_CMAKE_FLAGS=(-DYUZU_BUILD_PRESET=generic)
;;
aarch64)
echo "Making armv8-a build of Eden"
ARCH=aarch64
ARCH_FLAGS="-march=armv8-a -mtune=generic -w"
export EXTRA_CMAKE_FLAGS=(-DYUZU_BUILD_PRESET=generic)
;;
armv9)
echo "Making armv9-a build of Eden"
ARCH=armv9
ARCH_FLAGS="-march=armv9-a -mtune=generic -w"
export EXTRA_CMAKE_FLAGS=(-DYUZU_BUILD_PRESET=armv9)
;;
native)
echo "Making native build of Eden"
ARCH="$(uname -m)"
ARCH_FLAGS="-march=native -mtune=native"
export EXTRA_CMAKE_FLAGS=(-DYUZU_BUILD_PRESET=native)
;;
*)
echo "Invalid target $1 specified, must be one of native, amd64, steamdeck, zen2, allyx, rog-ally, zen4, legacy, aarch64, armv9"
exit 1
;;
esac
export ARCH_FLAGS="$ARCH_FLAGS -O3"
if [ -z "$NPROC" ]; then
NPROC="$(nproc)"
fi
if [ "$1" != "" ]; then shift; fi
if [ "$TARGET" = "appimage" ]; then
export EXTRA_CMAKE_FLAGS=("${EXTRA_CMAKE_FLAGS[@]}" -DCMAKE_INSTALL_PREFIX=/usr -DYUZU_ROOM=ON -DYUZU_ROOM_STANDALONE=OFF -DYUZU_CMD=OFF)
else
# For the linux-fresh verification target, verify compilation without PCH as well.
export EXTRA_CMAKE_FLAGS=("${EXTRA_CMAKE_FLAGS[@]}" -DYUZU_USE_PRECOMPILED_HEADERS=OFF)
fi
if [ "$DEVEL" != "true" ]; then
export EXTRA_CMAKE_FLAGS=("${EXTRA_CMAKE_FLAGS[@]}" -DENABLE_UPDATE_CHECKER=ON)
fi
if [ "$USE_WEBENGINE" = "true" ]; then
WEBENGINE=ON
else
WEBENGINE=OFF
fi
if [ "$USE_MULTIMEDIA" = "false" ]; then
MULTIMEDIA=OFF
else
MULTIMEDIA=ON
fi
if [ -z "$BUILD_TYPE" ]; then
export BUILD_TYPE="Release"
fi
export EXTRA_CMAKE_FLAGS=("${EXTRA_CMAKE_FLAGS[@]}" $@)
mkdir -p build && cd build
cmake .. -G Ninja \
-DCMAKE_BUILD_TYPE="$BUILD_TYPE" \
-DENABLE_QT_TRANSLATION=ON \
-DUSE_DISCORD_PRESENCE=ON \
-DCMAKE_CXX_FLAGS="$ARCH_FLAGS" \
-DCMAKE_C_FLAGS="$ARCH_FLAGS" \
-DYUZU_USE_BUNDLED_QT=OFF \
-DYUZU_USE_BUNDLED_SDL2=OFF \
-DYUZU_USE_EXTERNAL_SDL2=ON \
-DYUZU_TESTS=OFF \
-DYUZU_USE_QT_MULTIMEDIA=$MULTIMEDIA \
-DYUZU_USE_QT_WEB_ENGINE=$WEBENGINE \
-DYUZU_USE_FASTER_LD=ON \
-DENABLE_LTO=ON \
"${EXTRA_CMAKE_FLAGS[@]}"
ninja -j${NPROC}
if [ -d "bin/Release" ]; then
strip -s bin/Release/*
else
strip -s bin/*
fi
+250
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@@ -0,0 +1,250 @@
AppRun
eden.desktop
dev.eden_emu.eden.desktop
shared/bin/eden
shared/lib/lib.path
shared/lib/ld-linux-x86-64.so.2
shared/lib/libQt6Widgets.so.6.4.2
shared/lib/libQt6DBus.so.6.4.2
shared/lib/libudev.so.1.7.5
shared/lib/libbrotlienc.so.1.0.9
shared/lib/libbrotlidec.so.1.0.9
shared/lib/libssl.so.3
shared/lib/libcrypto.so.3
shared/lib/libavcodec.so.59.37.100
shared/lib/libavutil.so.57.28.100
shared/lib/libQt6Gui.so.6.4.2
shared/lib/libQt6Core.so.6.4.2
shared/lib/libstdc++.so.6.0.30
shared/lib/libm.so.6
shared/lib/libgcc_s.so.1
shared/lib/libc.so.6
shared/lib/libdbus-1.so.3.32.4
shared/lib/libbrotlicommon.so.1.0.9
shared/lib/libswresample.so.4.7.100
shared/lib/libvpx.so.7.1.0
shared/lib/libwebpmux.so.3.0.10
shared/lib/libwebp.so.7.1.5
shared/lib/liblzma.so.5.4.1
shared/lib/libdav1d.so.6.6.0
shared/lib/librsvg-2.so.2.48.0
shared/lib/libgobject-2.0.so.0.7400.6
shared/lib/libglib-2.0.so.0.7400.6
shared/lib/libcairo.so.2.11600.0
shared/lib/libzvbi.so.0.13.2
shared/lib/libz.so.1.2.13
shared/lib/libsnappy.so.1.1.9
shared/lib/libaom.so.3.6.0
shared/lib/libcodec2.so.1.0
shared/lib/libgsm.so.1.0.19
shared/lib/libjxl.so.0.7.0
shared/lib/libjxl_threads.so.0.7.0
shared/lib/libmp3lame.so.0.0.0
shared/lib/libopenjp2.so.2.5.0
shared/lib/libopus.so.0.8.0
shared/lib/librav1e.so.0.5.1
shared/lib/libshine.so.3.0.1
shared/lib/libspeex.so.1.5.2
shared/lib/libSvtAv1Enc.so.1.4.1
shared/lib/libtheoraenc.so.1.1.2
shared/lib/libtheoradec.so.1.1.4
shared/lib/libtwolame.so.0.0.0
shared/lib/libvorbis.so.0.4.9
shared/lib/libvorbisenc.so.2.0.12
shared/lib/libx264.so.164
shared/lib/libx265.so.199
shared/lib/libxvidcore.so.4.3
shared/lib/libva.so.2.1700.0
shared/lib/libmfx.so.1.35
shared/lib/libva-drm.so.2.1700.0
shared/lib/libva-x11.so.2.1700.0
shared/lib/libvdpau.so.1.0.0
shared/lib/libX11.so.6.4.0
shared/lib/libdrm.so.2.4.0
shared/lib/libOpenCL.so.1.0.0
shared/lib/libEGL.so.1.1.0
shared/lib/libfontconfig.so.1.12.0
shared/lib/libxkbcommon.so.0.0.0
shared/lib/libGLX.so.0.0.0
shared/lib/libOpenGL.so.0.0.0
shared/lib/libpng16.so.16.39.0
shared/lib/libharfbuzz.so.0.60000.0
shared/lib/libmd4c.so.0.4.8
shared/lib/libfreetype.so.6.18.3
shared/lib/libicui18n.so.72.1
shared/lib/libicuuc.so.72.1
shared/lib/libdouble-conversion.so.3.1
shared/lib/libb2.so.1.0.4
shared/lib/libpcre2-16.so.0.11.2
shared/lib/libzstd.so.1.5.4
shared/lib/libsystemd.so.0.35.0
shared/lib/libsoxr.so.0.1.2
shared/lib/libcairo-gobject.so.2.11600.0
shared/lib/libgdk_pixbuf-2.0.so.0.4200.10
shared/lib/libgio-2.0.so.0.7400.6
shared/lib/libxml2.so.2.9.14
shared/lib/libpangocairo-1.0.so.0.5000.12
shared/lib/libpango-1.0.so.0.5000.12
shared/lib/libffi.so.8.1.2
shared/lib/libpcre2-8.so.0.11.2
shared/lib/libpixman-1.so.0.42.2
shared/lib/libxcb-shm.so.0.0.0
shared/lib/libxcb.so.1.1.0
shared/lib/libxcb-render.so.0.0.0
shared/lib/libXrender.so.1.3.0
shared/lib/libXext.so.6.4.0
shared/lib/libhwy.so.1.0.3
shared/lib/liblcms2.so.2.0.14
shared/lib/libogg.so.0.8.5
shared/lib/libnuma.so.1.0.0
shared/lib/libpthread.so.0
shared/lib/libXfixes.so.3.1.0
shared/lib/libX11-xcb.so.1.0.0
shared/lib/libxcb-dri3.so.0.1.0
shared/lib/libGLdispatch.so.0.0.0
shared/lib/libexpat.so.1.8.10
shared/lib/libgraphite2.so.3.2.1
shared/lib/libicudata.so.72.1
shared/lib/libgomp.so.1.0.0
shared/lib/libcap.so.2.66
shared/lib/libgcrypt.so.20.4.1
shared/lib/liblz4.so.1.9.4
shared/lib/libgmodule-2.0.so.0.7400.6
shared/lib/libjpeg.so.62.3.0
shared/lib/libmount.so.1.1.0
shared/lib/libselinux.so.1
shared/lib/libpangoft2-1.0.so.0.5000.12
shared/lib/libfribidi.so.0.4.0
shared/lib/libthai.so.0.3.1
shared/lib/libXau.so.6.0.0
shared/lib/libXdmcp.so.6.0.0
shared/lib/libgpg-error.so.0.33.1
shared/lib/libblkid.so.1.1.0
shared/lib/libdatrie.so.1.4.0
shared/lib/libbsd.so.0.11.7
shared/lib/libmd.so.0.0.5
shared/lib/libvulkan.so.1.3.239
share/vulkan/icd.d/intel_hasvk_icd.x86_64.json
shared/lib/libvulkan_intel_hasvk.so
shared/lib/libwayland-client.so.0.21.0
shared/lib/libxcb-present.so.0.0.0
shared/lib/libxcb-xfixes.so.0.0.0
shared/lib/libxcb-sync.so.1.0.0
shared/lib/libxcb-randr.so.0.1.0
shared/lib/libxshmfence.so.1.0.0
share/vulkan/icd.d/intel_icd.x86_64.json
shared/lib/libvulkan_intel.so
share/vulkan/icd.d/lvp_icd.x86_64.json
shared/lib/libvulkan_lvp.so
shared/lib/libLLVM-15.so.1
shared/lib/libedit.so.2.0.70
shared/lib/libz3.so.4
shared/lib/libtinfo.so.6.4
share/vulkan/icd.d/radeon_icd.x86_64.json
shared/lib/libvulkan_radeon.so
shared/lib/libdrm_amdgpu.so.1.0.0
shared/lib/libelf-0.188.so
shared/lib/libVkLayer_MESA_device_select.so
bin/qt.conf
shared/lib/qt6/plugins/platforms/libqeglfs.so
shared/lib/qt6/plugins/platforms/libqlinuxfb.so
shared/lib/qt6/plugins/platforms/libqminimal.so
shared/lib/qt6/plugins/platforms/libqminimalegl.so
shared/lib/qt6/plugins/platforms/libqoffscreen.so
shared/lib/qt6/plugins/platforms/libqvkkhrdisplay.so
shared/lib/qt6/plugins/platforms/libqvnc.so
shared/lib/qt6/plugins/platforms/libqwayland-egl.so
shared/lib/qt6/plugins/platforms/libqwayland-generic.so
shared/lib/qt6/plugins/platforms/libqxcb.so
shared/lib/libQt6WaylandClient.so.6.4.2
shared/lib/libwayland-cursor.so.0.21.0
shared/lib/qt6/plugins/platformthemes/libqgtk3.so
shared/lib/libgtk-3.so.0.2406.32
shared/lib/libgdk-3.so.0.2406.32
shared/lib/libatk-1.0.so.0.24609.1
shared/lib/libepoxy.so.0.0.0
shared/lib/libXi.so.6.1.0
shared/lib/libatk-bridge-2.0.so.0.0.0
shared/lib/libwayland-egl.so.1.21.0
shared/lib/libXcursor.so.1.0.2
shared/lib/libXdamage.so.1.1.0
shared/lib/libXcomposite.so.1.0.0
shared/lib/libXrandr.so.2.2.0
shared/lib/libXinerama.so.1.0.0
shared/lib/libdl.so.2
shared/lib/libatspi.so.0.0.1
share/glib-2.0/schemas/gschemas.compiled
shared/lib/gio/modules/giomodule.cache
shared/lib/gio/modules/libdconfsettings.so
shared/lib/gio/modules/libgvfsdbus.so
shared/lib/gvfs/libgvfscommon.so
share/X11/xkb/rules/evdev
share/X11/xkb/keycodes/evdev
share/X11/xkb/keycodes/aliases
share/X11/xkb/types/complete
share/X11/xkb/types/basic
share/X11/xkb/types/mousekeys
share/X11/xkb/types/pc
share/X11/xkb/types/iso9995
share/X11/xkb/types/level5
share/X11/xkb/types/extra
share/X11/xkb/types/numpad
share/X11/xkb/compat/complete
share/X11/xkb/compat/basic
share/X11/xkb/compat/ledcaps
share/X11/xkb/compat/lednum
share/X11/xkb/compat/iso9995
share/X11/xkb/compat/mousekeys
share/X11/xkb/compat/accessx
share/X11/xkb/compat/misc
share/X11/xkb/compat/ledscroll
share/X11/xkb/compat/xfree86
share/X11/xkb/compat/level5
share/X11/xkb/compat/caps
share/X11/xkb/symbols/pc
share/X11/xkb/symbols/srvr_ctrl
share/X11/xkb/symbols/keypad
share/X11/xkb/symbols/altwin
share/X11/xkb/symbols/us
share/X11/xkb/symbols/inet
shared/lib/qt6/plugins/platforminputcontexts/libcomposeplatforminputcontextplugin.so
shared/lib/qt6/plugins/platforminputcontexts/libibusplatforminputcontextplugin.so
shared/lib/qt6/plugins/iconengines/libqsvgicon.so
shared/lib/qt6/plugins/imageformats/libqgif.so
shared/lib/qt6/plugins/imageformats/libqico.so
shared/lib/qt6/plugins/imageformats/libqjpeg.so
shared/lib/qt6/plugins/imageformats/libqsvg.so
shared/lib/libQt6Svg.so.6.4.2
etc/fonts/fonts.conf
shared/lib/qt6/plugins/wayland-shell-integration/libfullscreen-shell-v1.so
shared/lib/qt6/plugins/wayland-shell-integration/libivi-shell.so
shared/lib/qt6/plugins/wayland-shell-integration/libqt-shell.so
shared/lib/qt6/plugins/wayland-shell-integration/libwl-shell-plugin.so
shared/lib/qt6/plugins/wayland-shell-integration/libxdg-shell.so
shared/lib/qt6/plugins/wayland-graphics-integration-client/libdmabuf-server.so
shared/lib/qt6/plugins/wayland-graphics-integration-client/libdrm-egl-server.so
shared/lib/qt6/plugins/wayland-graphics-integration-client/libqt-plugin-wayland-egl.so
shared/lib/qt6/plugins/wayland-graphics-integration-client/libshm-emulation-server.so
shared/lib/qt6/plugins/wayland-graphics-integration-client/libvulkan-server.so
shared/lib/libQt6WaylandEglClientHwIntegration.so.6.4.2
shared/lib/libQt6OpenGL.so.6.4.2
share/glvnd/egl_vendor.d/50_mesa.json
shared/lib/libEGL_mesa.so.0.0.0
shared/lib/libgbm.so.1.0.0
shared/lib/libglapi.so.0.0.0
shared/lib/libxcb-dri2.so.0.0.0
shared/lib/libwayland-server.so.0.21.0
shared/lib/dri/swrast_dri.so
shared/lib/libsensors.so.5.0.0
shared/lib/libdrm_radeon.so.1.0.1
shared/lib/libdrm_nouveau.so.2.0.0
shared/lib/libdrm_intel.so.1.0.0
shared/lib/libpciaccess.so.0.11.1
shared/lib/qt6/plugins/wayland-decoration-client/libbradient.so
shared/lib/gtk-3.0/modules/libcanberra-gtk3-module.so
shared/lib/libcanberra-gtk3.so.0.1.9
shared/lib/libcanberra.so.0.2.5
shared/lib/libvorbisfile.so.3.3.8
shared/lib/libtdb.so.1.4.8
shared/lib/libltdl.so.7.3.2
shared/lib/libXss.so.1.0.0
+153
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@@ -0,0 +1,153 @@
#!/bin/sh -e
# SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later
# This script assumes you're in the source directory
export APPIMAGE_EXTRACT_AND_RUN=1
export BASE_ARCH="$(uname -m)"
SHARUN="https://github.com/VHSgunzo/sharun/releases/latest/download/sharun-${BASE_ARCH}-aio"
URUNTIME="https://github.com/VHSgunzo/uruntime/releases/latest/download/uruntime-appimage-dwarfs-${BASE_ARCH}"
case "$1" in
amd64|"")
echo "Packaging amd64-v3 optimized build of Eden"
ARCH="amd64_v3"
;;
steamdeck|zen2)
echo "Packaging Steam Deck (Zen 2) optimized build of Eden"
ARCH="steamdeck"
;;
rog-ally|allyx|zen4)
echo "Packaging ROG Ally X (Zen 4) optimized build of Eden"
ARCH="rog-ally-x"
;;
legacy)
echo "Packaging amd64 generic build of Eden"
ARCH=amd64
;;
aarch64)
echo "Packaging armv8-a build of Eden"
ARCH=aarch64
;;
armv9)
echo "Packaging armv9-a build of Eden"
ARCH=armv9
;;
native)
echo "Packaging native build of Eden"
ARCH="$BASE_ARCH"
;;
esac
export BUILDDIR="$2"
if [ "$BUILDDIR" = '' ]
then
BUILDDIR=build
fi
EDEN_TAG=$(git describe --tags --abbrev=0)
echo "Making \"$EDEN_TAG\" build"
# git checkout "$EDEN_TAG"
VERSION="$(echo "$EDEN_TAG")"
# NOW MAKE APPIMAGE
mkdir -p ./AppDir
cd ./AppDir
cp ../dist/dev.eden_emu.eden.desktop .
cp ../dist/dev.eden_emu.eden.svg .
ln -sf ./dev.eden_emu.eden.svg ./.DirIcon
UPINFO='gh-releases-zsync|eden-emulator|Releases|latest|*.AppImage.zsync'
if [ "$DEVEL" = 'true' ]; then
sed -i 's|Name=Eden|Name=Eden Nightly|' ./dev.eden_emu.eden.desktop
UPINFO="$(echo "$UPINFO" | sed 's|Releases|nightly|')"
fi
LIBDIR="/usr/lib"
# Workaround for Gentoo
if [ ! -d "$LIBDIR/qt6" ]
then
LIBDIR="/usr/lib64"
fi
# Workaround for Debian
if [ ! -d "$LIBDIR/qt6" ]
then
LIBDIR="/usr/lib/${BASE_ARCH}-linux-gnu"
fi
# Bundle all libs
wget --retry-connrefused --tries=30 "$SHARUN" -O ./sharun-aio
chmod +x ./sharun-aio
xvfb-run -a ./sharun-aio l -p -v -e -s -k \
../$BUILDDIR/bin/eden* \
$LIBDIR/lib*GL*.so* \
$LIBDIR/dri/* \
$LIBDIR/vdpau/* \
$LIBDIR/libvulkan* \
$LIBDIR/libXss.so* \
$LIBDIR/libdecor-0.so* \
$LIBDIR/libgamemode.so* \
$LIBDIR/qt6/plugins/audio/* \
$LIBDIR/qt6/plugins/bearer/* \
$LIBDIR/qt6/plugins/imageformats/* \
$LIBDIR/qt6/plugins/iconengines/* \
$LIBDIR/qt6/plugins/platforms/* \
$LIBDIR/qt6/plugins/platformthemes/* \
$LIBDIR/qt6/plugins/platforminputcontexts/* \
$LIBDIR/qt6/plugins/styles/* \
$LIBDIR/qt6/plugins/xcbglintegrations/* \
$LIBDIR/qt6/plugins/wayland-*/* \
$LIBDIR/pulseaudio/* \
$LIBDIR/pipewire-0.3/* \
$LIBDIR/spa-0.2/*/* \
$LIBDIR/alsa-lib/*
rm -f ./sharun-aio
# Prepare sharun
if [ "$ARCH" = 'aarch64' ]; then
# allow the host vulkan to be used for aarch64 given the sad situation
echo 'SHARUN_ALLOW_SYS_VKICD=1' > ./.env
fi
# Workaround for Gentoo
if [ -d "shared/libproxy" ]; then
cp shared/libproxy/* lib/
fi
ln -f ./sharun ./AppRun
./sharun -g
# turn appdir into appimage
cd ..
wget -q "$URUNTIME" -O ./uruntime
chmod +x ./uruntime
#Add udpate info to runtime
echo "Adding update information \"$UPINFO\" to runtime..."
./uruntime --appimage-addupdinfo "$UPINFO"
echo "Generating AppImage..."
./uruntime --appimage-mkdwarfs -f \
--set-owner 0 --set-group 0 \
--no-history --no-create-timestamp \
--categorize=hotness --hotness-list=.ci/linux/eden.dwfsprof \
--compression zstd:level=22 -S26 -B32 \
--header uruntime \
-N 4 \
-i ./AppDir -o Eden-"$VERSION"-"$ARCH".AppImage
echo "Generating zsync file..."
zsyncmake *.AppImage -u *.AppImage
echo "All Done!"
+51
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@@ -0,0 +1,51 @@
#!/bin/bash -ex
# SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later
if [ "$COMPILER" == "clang" ]
then
EXTRA_CMAKE_FLAGS+=(
-DCMAKE_CXX_COMPILER=clang-cl
-DCMAKE_C_COMPILER=clang-cl
-DCMAKE_CXX_FLAGS="-O3"
-DCMAKE_C_FLAGS="-O3"
)
BUILD_TYPE="RelWithDebInfo"
fi
[ -z "$WINDEPLOYQT" ] && { echo "WINDEPLOYQT environment variable required."; exit 1; }
echo $EXTRA_CMAKE_FLAGS
mkdir -p build && cd build
cmake .. -G Ninja \
-DCMAKE_BUILD_TYPE="${BUILD_TYPE:-Release}" \
-DENABLE_QT_TRANSLATION=ON \
-DUSE_DISCORD_PRESENCE=ON \
-DYUZU_USE_BUNDLED_SDL2=ON \
-DBUILD_TESTING=OFF \
-DYUZU_TESTS=OFF \
-DDYNARMIC_TESTS=OFF \
-DYUZU_CMD=OFF \
-DYUZU_ROOM_STANDALONE=OFF \
-DYUZU_USE_QT_MULTIMEDIA=${USE_MULTIMEDIA:-false} \
-DYUZU_USE_QT_WEB_ENGINE=${USE_WEBENGINE:-false} \
-DENABLE_LTO=ON \
-DCMAKE_EXE_LINKER_FLAGS=" /LTCG" \
-DYUZU_USE_BUNDLED_QT=${BUNDLE_QT:-false} \
-DUSE_CCACHE=${CCACHE:-false} \
-DENABLE_UPDATE_CHECKER=${DEVEL:-true} \
"${EXTRA_CMAKE_FLAGS[@]}" \
"$@"
ninja
set +e
rm -f bin/*.pdb
set -e
$WINDEPLOYQT --release --no-compiler-runtime --no-opengl-sw --no-system-dxc-compiler --no-system-d3d-compiler --dir pkg bin/eden.exe
cp bin/* pkg
+18
View File
@@ -0,0 +1,18 @@
GITDATE=$(git show -s --date=short --format='%ad' | tr -d "-")
GITREV=$(git show -s --format='%h')
ZIP_NAME="Eden-Windows-${ARCH}-${GITDATE}-${GITREV}.zip"
ARTIFACTS_DIR="artifacts"
PKG_DIR="build/pkg"
mkdir -p "$ARTIFACTS_DIR"
TMP_DIR=$(mktemp -d)
cp -r "$PKG_DIR"/* "$TMP_DIR"/
cp LICENSE* README* "$TMP_DIR"/
7z a -tzip "$ARTIFACTS_DIR/$ZIP_NAME" "$TMP_DIR"/*
rm -rf "$TMP_DIR"
-54
View File
@@ -1,54 +0,0 @@
name: update-deps
on:
# saturday at noon
schedule:
- cron: '0 12 * * 6'
workflow_dispatch:
jobs:
tx-update:
runs-on: source
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Update deps
run: |
git config --local user.name "Eden CI"
git config --local user.email "ci@eden-emu.dev"
git config --local user.signingkey "D57652791BB25D2A"
git config --local push.autoSetupRemote true
git remote set-url origin ci:eden-emu/eden.git
DATE=$(date +"%b %d")
echo "DATE=$DATE" >> "$GITHUB_ENV"
git switch -c update-deps-$DATE
tools/cpmutil.sh package update -ac
git push
- name: Create PR
run: |
TITLE="[externals] Dependency update for $DATE"
BODY="$(git show -s --format='%b')"
BASE=master
HEAD=update-deps-$DATE
cat << EOF > data.json
{
"base": "$BASE",
"body": "$BODY",
"head": "$HEAD",
"title": "$TITLE"
}
EOF
curl -X 'POST' \
'https://git.eden-emu.dev/api/v1/repos/eden-emu/eden/pulls' \
-H 'accept: application/json' \
-H 'Authorization: Bearer ${{ secrets.CI_FJ_TOKEN }}' \
-H 'Content-Type: application/json' \
-d "@data.json" --fail
@@ -3,8 +3,6 @@ name: Check Strings
on:
push:
branches: [ master ]
pull_request:
branches: [ master ]
jobs:
check-strings:
@@ -12,7 +10,7 @@ jobs:
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 1
fetch-depth: 0
- name: Find Unused Strings
run: ./tools/unused-strings.sh
@@ -1,9 +1,10 @@
name: tx-pull
on:
# tuesday, saturday at 2pm
# monday, wednesday, saturday at 2pm
schedule:
- cron: '0 14 * * 2,6'
cron:
- '0 14 * * 1,3,6'
workflow_dispatch:
jobs:
@@ -58,3 +59,4 @@ jobs:
-H 'Authorization: Bearer ${{ secrets.CI_FJ_TOKEN }}' \
-H 'Content-Type: application/json' \
-d "@data.json" --fail
-1
View File
@@ -63,4 +63,3 @@ artifacts
*.AppImage*
/install*
vulkansdk*.exe
*.tar.zst
-89
View File
@@ -1,89 +0,0 @@
From 509be32bbfa6eb95014860f7c9ea6d45c8ddaa56 Mon Sep 17 00:00:00 2001
From: crueter <crueter@eden-emu.dev>
Date: Sun, 8 Mar 2026 15:11:12 -0400
Subject: [PATCH] [cmake] Simplify zstd find logic, and support pre-existing
zstd target
Some deduplication work on the zstd required/if-available logic. Also
adds support for pre-existing `zstd::libzstd` which is useful for
projects that bundle their own zstd in a way that doesn't get caught by
`CONFIG`
Signed-off-by: crueter <crueter@eden-emu.dev>
---
CMakeLists.txt | 46 ++++++++++++++++++++++++++--------------------
1 file changed, 26 insertions(+), 20 deletions(-)
diff --git a/CMakeLists.txt b/CMakeLists.txt
index 1874e36be0..8d31198006 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -241,28 +241,34 @@ endif()
# NOTE:
# zstd < 1.5.6 does not provide the CMake imported target `zstd::libzstd`.
# Older versions must be consumed via their pkg-config file.
-if(HTTPLIB_REQUIRE_ZSTD)
- find_package(zstd 1.5.6 CONFIG)
- if(NOT zstd_FOUND)
- find_package(PkgConfig REQUIRED)
- pkg_check_modules(zstd REQUIRED IMPORTED_TARGET libzstd)
- add_library(zstd::libzstd ALIAS PkgConfig::zstd)
- endif()
- set(HTTPLIB_IS_USING_ZSTD TRUE)
-elseif(HTTPLIB_USE_ZSTD_IF_AVAILABLE)
- find_package(zstd 1.5.6 CONFIG QUIET)
- if(NOT zstd_FOUND)
- find_package(PkgConfig QUIET)
- if(PKG_CONFIG_FOUND)
- pkg_check_modules(zstd QUIET IMPORTED_TARGET libzstd)
-
- if(TARGET PkgConfig::zstd)
+if (HTTPLIB_REQUIRE_ZSTD)
+ set(HTTPLIB_ZSTD_REQUESTED ON)
+ set(HTTPLIB_ZSTD_REQUIRED REQUIRED)
+elseif (HTTPLIB_USE_ZSTD_IF_AVAILABLE)
+ set(HTTPLIB_ZSTD_REQUESTED ON)
+ set(HTTPLIB_ZSTD_REQUIRED QUIET)
+endif()
+
+if (HTTPLIB_ZSTD_REQUESTED)
+ if (TARGET zstd::libzstd)
+ set(HTTPLIB_IS_USING_ZSTD TRUE)
+ else()
+ find_package(zstd 1.5.6 CONFIG QUIET)
+
+ if (NOT zstd_FOUND)
+ find_package(PkgConfig ${HTTPLIB_ZSTD_REQUIRED})
+ pkg_check_modules(zstd ${HTTPLIB_ZSTD_REQUIRED} IMPORTED_TARGET libzstd)
+
+ if (TARGET PkgConfig::zstd)
add_library(zstd::libzstd ALIAS PkgConfig::zstd)
endif()
endif()
+
+ # This will always be true if zstd is required.
+ # If zstd *isn't* found when zstd is set to required,
+ # CMake will error out earlier in this block.
+ set(HTTPLIB_IS_USING_ZSTD ${zstd_FOUND})
endif()
- # Both find_package and PkgConf set a XXX_FOUND var
- set(HTTPLIB_IS_USING_ZSTD ${zstd_FOUND})
endif()
# Used for default, common dirs that the end-user can change (if needed)
@@ -317,13 +323,13 @@ if(HTTPLIB_COMPILE)
$<BUILD_INTERFACE:${_httplib_build_includedir}/httplib.h>
$<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}/httplib.h>
)
-
+
# Add C++20 module support if requested
# Include from separate file to prevent parse errors on older CMake versions
if(CMAKE_VERSION VERSION_GREATER_EQUAL "3.28")
include(cmake/modules.cmake)
endif()
-
+
set_target_properties(${PROJECT_NAME}
PROPERTIES
VERSION ${${PROJECT_NAME}_VERSION}
+35
View File
@@ -0,0 +1,35 @@
diff --git a/library/aesni.h b/library/aesni.h
index 754c984c79..59e27afd3e 100644
--- a/library/aesni.h
+++ b/library/aesni.h
@@ -35,7 +35,7 @@
/* GCC-like compilers: currently, we only support intrinsics if the requisite
* target flag is enabled when building the library (e.g. `gcc -mpclmul -msse2`
* or `clang -maes -mpclmul`). */
-#if (defined(__GNUC__) || defined(__clang__)) && defined(__AES__) && defined(__PCLMUL__)
+#if defined(__GNUC__) || defined(__clang__)
#define MBEDTLS_AESNI_HAVE_INTRINSICS
#endif
/* For 32-bit, we only support intrinsics */
diff --git a/library/aesni.c b/library/aesni.c
index 2857068..3e104ab 100644
--- a/library/aesni.c
+++ b/library/aesni.c
@@ -31,16 +31,14 @@
#include <immintrin.h>
#endif
-#if defined(MBEDTLS_ARCH_IS_X86)
#if defined(MBEDTLS_COMPILER_IS_GCC)
#pragma GCC push_options
#pragma GCC target ("pclmul,sse2,aes")
#define MBEDTLS_POP_TARGET_PRAGMA
-#elif defined(__clang__) && (__clang_major__ >= 5)
+#elif defined(__clang__)
#pragma clang attribute push (__attribute__((target("pclmul,sse2,aes"))), apply_to=function)
#define MBEDTLS_POP_TARGET_PRAGMA
#endif
-#endif
#if !defined(MBEDTLS_AES_USE_HARDWARE_ONLY)
/*
+20
View File
@@ -0,0 +1,20 @@
diff --git a/library/common.h b/library/common.h
index 50f2a29..c60d9dc 100644
--- a/library/common.h
+++ b/library/common.h
@@ -19,11 +19,11 @@
#include <stdint.h>
#include <stddef.h>
-#if defined(__ARM_NEON)
-#include <arm_neon.h>
+#if defined(MBEDTLS_PLATFORM_IS_WINDOWS_ON_ARM64)
+#include <arm64_neon.h>
#define MBEDTLS_HAVE_NEON_INTRINSICS
-#elif defined(MBEDTLS_PLATFORM_IS_WINDOWS_ON_ARM64)
-#include <arm64_neon.h>
+#elif (defined(__ANDROID__) && defined(__ARM_FP)) || defined(__ARM_NEON)
+#include <arm_neon.h>
#define MBEDTLS_HAVE_NEON_INTRINSICS
#endif
+55
View File
@@ -0,0 +1,55 @@
diff --git a/include/mcl/assert.hpp b/include/mcl/assert.hpp
index f77dbe7..9ec0b9c 100644
--- a/include/mcl/assert.hpp
+++ b/include/mcl/assert.hpp
@@ -23,8 +23,11 @@ template<typename... Ts>
} // namespace mcl::detail
+#ifndef UNREACHABLE
#define UNREACHABLE() ASSERT_FALSE("Unreachable code!")
+#endif
+#ifndef ASSERT
#define ASSERT(expr) \
[&] { \
if (std::is_constant_evaluated()) { \
@@ -37,7 +40,9 @@ template<typename... Ts>
} \
} \
}()
+#endif
+#ifndef ASSERT_MSG
#define ASSERT_MSG(expr, ...) \
[&] { \
if (std::is_constant_evaluated()) { \
@@ -50,13 +55,24 @@ template<typename... Ts>
} \
} \
}()
+#endif
+#ifndef ASSERT_FALSE
#define ASSERT_FALSE(...) ::mcl::detail::assert_terminate("false", __VA_ARGS__)
+#endif
#if defined(NDEBUG) || defined(MCL_IGNORE_ASSERTS)
-# define DEBUG_ASSERT(expr) ASSUME(expr)
-# define DEBUG_ASSERT_MSG(expr, ...) ASSUME(expr)
+# ifndef DEBUG_ASSERT
+# define DEBUG_ASSERT(expr) ASSUME(expr)
+# endif
+# ifndef DEBUG_ASSERT_MSG
+# define DEBUG_ASSERT_MSG(expr, ...) ASSUME(expr)
+# endif
#else
-# define DEBUG_ASSERT(expr) ASSERT(expr)
-# define DEBUG_ASSERT_MSG(expr, ...) ASSERT_MSG(expr, __VA_ARGS__)
+# ifndef DEBUG_ASSERT
+# define DEBUG_ASSERT(expr) ASSERT(expr)
+# endif
+# ifndef DEBUG_ASSERT_MSG
+# define DEBUG_ASSERT_MSG(expr, ...) ASSERT_MSG(expr, __VA_ARGS__)
+# endif
#endif
+14
View File
@@ -0,0 +1,14 @@
diff --git a/external/CMakeLists.txt b/external/CMakeLists.txt
index eb4e69e..3155805 100644
--- a/external/CMakeLists.txt
+++ b/external/CMakeLists.txt
@@ -72,7 +72,8 @@ if (SPIRV_TOOLS_USE_MIMALLOC)
pop_variable(MI_BUILD_TESTS)
endif()
-if (DEFINED SPIRV-Headers_SOURCE_DIR)
+# NetBSD doesn't have SPIRV-Headers readily available on system
+if (DEFINED SPIRV-Headers_SOURCE_DIR AND NOT ${CMAKE_SYSTEM_NAME} STREQUAL "NetBSD")
# This allows flexible position of the SPIRV-Headers repo.
set(SPIRV_HEADER_DIR ${SPIRV-Headers_SOURCE_DIR})
else()
@@ -0,0 +1,287 @@
From 67bf3d1381b1faf59e87001d6156ba4e21cada14 Mon Sep 17 00:00:00 2001
From: crueter <crueter@eden-emu.dev>
Date: Mon, 29 Dec 2025 21:22:36 -0500
Subject: [PATCH] [cmake] refactor: shared/static handling
This significantly redoes the way shared and static libraries are
handled. Now, it's controlled by two options: `SPIRV_TOOLS_BUILD_STATIC`
and `SPIRV_TOOLS_BUILD_SHARED`.
The default configuration (no `BUILD_SHARED_LIBS` set, options left at
default) is to build shared ONLY if this is the master project, or
static ONLY if this is a subproject (e.g. FetchContent, CPM.cmake). Also
I should note that static-only (i.e. no shared) is now a supported
target, this is done because projects including it as a submodule e.g.
on Android or Windows may prefer this.
Now the shared/static handling:
- static ON, shared OFF: Only generates `.a` libraries.
- static ON, shared ON: Generates `.a` libraries, but also
`libSPIRV-Tools.so`
- static OFF, shared ON: Only generates `.so` libraries.
Notable TODOs:
- SPIRV-Tools-shared.pc seems redundant--how should we handle which one
to use in the case of distributions that distribute both types (MSYS2
for instance)?
* *Note: pkgconfig sucks at this and usually just leaves it up to the
user, so the optimal solution may indeed be doing absolutely
nothing.* CMake is unaffected :)
- use namespaces in the CMake config files pleaaaaase
This is going to change things a good bit for package maintainers, but
cest la vie. It's for the greater good, I promise.
Signed-off-by: crueter <crueter@eden-emu.dev>
---
CMakeLists.txt | 108 +++++++++++++++++++++++++-----------------
source/CMakeLists.txt | 62 ++++++++++++------------
2 files changed, 94 insertions(+), 76 deletions(-)
diff --git a/CMakeLists.txt b/CMakeLists.txt
index 4d843b4d2f..07201f690f 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -14,6 +14,15 @@
cmake_minimum_required(VERSION 3.22.1)
+# master project detection--useful for FetchContent/submodule inclusion
+set(master_project OFF)
+set(subproject ON)
+
+if (NOT DEFINED PROJECT_NAME)
+ set(master_project ON)
+ set(subproject OFF)
+endif()
+
project(spirv-tools)
# Avoid a bug in CMake 3.22.1. By default it will set -std=c++11 for
@@ -135,46 +144,49 @@ if (DEFINED SPIRV_TOOLS_EXTRA_DEFINITIONS)
add_definitions(${SPIRV_TOOLS_EXTRA_DEFINITIONS})
endif()
-# Library build setting definitions:
-#
-# * SPIRV_TOOLS_BUILD_STATIC - ON or OFF - Defaults to ON.
-# If enabled the following targets will be created:
-# ${SPIRV_TOOLS}-static - STATIC library.
-# Has full public symbol visibility.
-# ${SPIRV_TOOLS}-shared - SHARED library.
-# Has default-hidden symbol visibility.
-# ${SPIRV_TOOLS} - will alias to one of above, based on BUILD_SHARED_LIBS.
-# If disabled the following targets will be created:
-# ${SPIRV_TOOLS} - either STATIC or SHARED based on SPIRV_TOOLS_LIBRARY_TYPE.
-# Has full public symbol visibility.
-# ${SPIRV_TOOLS}-shared - SHARED library.
-# Has default-hidden symbol visibility.
-#
-# * SPIRV_TOOLS_LIBRARY_TYPE - SHARED or STATIC.
-# Specifies the library type used for building SPIRV-Tools libraries.
-# Defaults to SHARED when BUILD_SHARED_LIBS=1, otherwise STATIC.
-#
-# * SPIRV_TOOLS_FULL_VISIBILITY - "${SPIRV_TOOLS}-static" or "${SPIRV_TOOLS}"
-# Evaluates to the SPIRV_TOOLS target library name that has no hidden symbols.
-# This is used by internal targets for accessing symbols that are non-public.
-# Note this target provides no API stability guarantees.
-#
-# Ideally, all of these will go away - see https://github.com/KhronosGroup/SPIRV-Tools/issues/3909.
-option(ENABLE_EXCEPTIONS_ON_MSVC "Build SPIRV-TOOLS with c++ exceptions enabled in MSVC" ON)
-option(SPIRV_TOOLS_BUILD_STATIC "Build ${SPIRV_TOOLS}-static target. ${SPIRV_TOOLS} will alias to ${SPIRV_TOOLS}-static or ${SPIRV_TOOLS}-shared based on BUILD_SHARED_LIBS" ON)
-if(SPIRV_TOOLS_BUILD_STATIC)
- set(SPIRV_TOOLS_FULL_VISIBILITY ${SPIRV_TOOLS}-static)
+# If BUILD_SHARED_LIBS is undefined, set it based on whether we are
+# the master project or a subproject
+if (NOT DEFINED BUILD_SHARED_LIBS)
+ set(BUILD_SHARED_LIBS ${master_project})
+endif()
+
+if (BUILD_SHARED_LIBS)
+ set(static_default OFF)
+else()
+ set(static_default ON)
+endif()
+
+option(SPIRV_TOOLS_BUILD_SHARED "Build ${SPIRV_TOOLS} as a shared library"
+ ${BUILD_SHARED_LIBS})
+option(SPIRV_TOOLS_BUILD_STATIC "Build ${SPIRV_TOOLS} as a static library"
+ ${static_default})
+
+# Avoid conflict between the dll import library and
+# the static library (thanks microsoft)
+if(CMAKE_STATIC_LIBRARY_PREFIX STREQUAL "" AND
+ CMAKE_STATIC_LIBRARY_SUFFIX STREQUAL ".lib")
+ set(SPIRV_TOOLS_STATIC_LIBNAME "${SPIRV_TOOLS}-static")
+else()
+ set(SPIRV_TOOLS_STATIC_LIBNAME "${SPIRV_TOOLS}")
+endif()
+
+if (SPIRV_TOOLS_BUILD_STATIC)
+ # If building a static library at all, always build other libraries as static,
+ # and link to the static SPIRV-Tools library.
set(SPIRV_TOOLS_LIBRARY_TYPE "STATIC")
-else(SPIRV_TOOLS_BUILD_STATIC)
- set(SPIRV_TOOLS_FULL_VISIBILITY ${SPIRV_TOOLS})
- if (NOT DEFINED SPIRV_TOOLS_LIBRARY_TYPE)
- if(BUILD_SHARED_LIBS)
- set(SPIRV_TOOLS_LIBRARY_TYPE "SHARED")
- else()
- set(SPIRV_TOOLS_LIBRARY_TYPE "STATIC")
- endif()
- endif()
-endif(SPIRV_TOOLS_BUILD_STATIC)
+ set(SPIRV_TOOLS_FULL_VISIBILITY ${SPIRV_TOOLS}-static)
+elseif (SPIRV_TOOLS_BUILD_SHARED)
+ # If only building a shared library, link other libraries to the
+ # shared library. Also, other libraries should be shared
+ set(SPIRV_TOOLS_LIBRARY_TYPE "SHARED")
+ set(SPIRV_TOOLS_FULL_VISIBILITY ${SPIRV_TOOLS}-shared)
+else()
+ message(FATAL_ERROR "You must set one of "
+ "SPIRV_TOOLS_BUILD_STATIC or SPIRV_TOOLS_BUILD_SHARED!")
+endif()
+
+option(ENABLE_EXCEPTIONS_ON_MSVC
+ "Build SPIRV-TOOLS with C++ exceptions enabled in MSVC" ON)
function(spvtools_default_compile_options TARGET)
target_compile_options(${TARGET} PRIVATE ${SPIRV_WARNINGS})
@@ -372,7 +384,7 @@ if (NOT "${SPIRV_SKIP_TESTS}")
endif()
set(SPIRV_LIBRARIES "-lSPIRV-Tools-opt -lSPIRV-Tools -lSPIRV-Tools-link")
-set(SPIRV_SHARED_LIBRARIES "-lSPIRV-Tools-shared")
+set(SPIRV_SHARED_LIBRARIES "-lSPIRV-Tools")
# Build pkg-config file
# Use a first-class target so it's regenerated when relevant files are updated.
@@ -388,7 +400,12 @@ add_custom_command(
-DSPIRV_LIBRARIES=${SPIRV_LIBRARIES}
-P ${CMAKE_CURRENT_SOURCE_DIR}/cmake/write_pkg_config.cmake
DEPENDS "CHANGES" "${CMAKE_CURRENT_SOURCE_DIR}/cmake/SPIRV-Tools.pc.in" "${CMAKE_CURRENT_SOURCE_DIR}/cmake/write_pkg_config.cmake")
-add_custom_command(
+
+set(pc_files ${CMAKE_CURRENT_BINARY_DIR}/SPIRV-Tools.pc)
+
+# TODO(crueter): remove?
+if (SPIRV_TOOLS_BUILD_SHARED)
+ add_custom_command(
OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/SPIRV-Tools-shared.pc
COMMAND ${CMAKE_COMMAND}
-DCHANGES_FILE=${CMAKE_CURRENT_SOURCE_DIR}/CHANGES
@@ -400,9 +417,12 @@ add_custom_command(
-DSPIRV_SHARED_LIBRARIES=${SPIRV_SHARED_LIBRARIES}
-P ${CMAKE_CURRENT_SOURCE_DIR}/cmake/write_pkg_config.cmake
DEPENDS "CHANGES" "${CMAKE_CURRENT_SOURCE_DIR}/cmake/SPIRV-Tools-shared.pc.in" "${CMAKE_CURRENT_SOURCE_DIR}/cmake/write_pkg_config.cmake")
-add_custom_target(spirv-tools-pkg-config
- ALL
- DEPENDS ${CMAKE_CURRENT_BINARY_DIR}/SPIRV-Tools-shared.pc ${CMAKE_CURRENT_BINARY_DIR}/SPIRV-Tools.pc)
+ set(pc_files ${pc_files} ${CMAKE_CURRENT_BINARY_DIR}/SPIRV-Tools-shared.pc)
+endif()
+
+add_custom_target(spirv-tools-pkg-config
+ ALL
+ DEPENDS ${pc_files})
# Install pkg-config file
if (ENABLE_SPIRV_TOOLS_INSTALL)
diff --git a/source/CMakeLists.txt b/source/CMakeLists.txt
index bfa1e661bc..fd3712c70c 100644
--- a/source/CMakeLists.txt
+++ b/source/CMakeLists.txt
@@ -337,49 +337,44 @@ function(spirv_tools_default_target_options target)
)
set_property(TARGET ${target} PROPERTY FOLDER "SPIRV-Tools libraries")
spvtools_check_symbol_exports(${target})
- add_dependencies(${target} spirv-tools-build-version core_tables extinst_tables)
+ add_dependencies(${target}
+ spirv-tools-build-version core_tables extinst_tables)
endfunction()
-# Always build ${SPIRV_TOOLS}-shared. This is expected distro packages, and
-# unlike the other SPIRV_TOOLS target, defaults to hidden symbol visibility.
-add_library(${SPIRV_TOOLS}-shared SHARED ${SPIRV_SOURCES})
-if (SPIRV_TOOLS_USE_MIMALLOC)
- target_link_libraries(${SPIRV_TOOLS}-shared PRIVATE mimalloc-static)
+if (SPIRV_TOOLS_BUILD_SHARED)
+ add_library(${SPIRV_TOOLS}-shared SHARED ${SPIRV_SOURCES})
+ if (SPIRV_TOOLS_USE_MIMALLOC)
+ target_link_libraries(${SPIRV_TOOLS}-shared PRIVATE mimalloc-static)
+ endif()
+
+ set_target_properties(${SPIRV_TOOLS}-shared PROPERTIES
+ OUTPUT_NAME "${SPIRV_TOOLS}")
+ spirv_tools_default_target_options(${SPIRV_TOOLS}-shared)
+
+ target_compile_definitions(${SPIRV_TOOLS}-shared
+ PRIVATE SPIRV_TOOLS_IMPLEMENTATION
+ PUBLIC SPIRV_TOOLS_SHAREDLIB)
+
+ list(APPEND SPIRV_TOOLS_TARGETS ${SPIRV_TOOLS}-shared)
endif()
-spirv_tools_default_target_options(${SPIRV_TOOLS}-shared)
-set_target_properties(${SPIRV_TOOLS}-shared PROPERTIES CXX_VISIBILITY_PRESET hidden)
-target_compile_definitions(${SPIRV_TOOLS}-shared
- PRIVATE SPIRV_TOOLS_IMPLEMENTATION
- PUBLIC SPIRV_TOOLS_SHAREDLIB
-)
if(SPIRV_TOOLS_BUILD_STATIC)
add_library(${SPIRV_TOOLS}-static STATIC ${SPIRV_SOURCES})
if (SPIRV_TOOLS_USE_MIMALLOC AND SPIRV_TOOLS_USE_MIMALLOC_IN_STATIC_BUILD)
target_link_libraries(${SPIRV_TOOLS}-shared PRIVATE mimalloc-static)
endif()
+
spirv_tools_default_target_options(${SPIRV_TOOLS}-static)
- # The static target does not have the '-static' suffix.
- set_target_properties(${SPIRV_TOOLS}-static PROPERTIES OUTPUT_NAME "${SPIRV_TOOLS}")
-
- # Create the "${SPIRV_TOOLS}" target as an alias to either "${SPIRV_TOOLS}-static"
- # or "${SPIRV_TOOLS}-shared" depending on the value of BUILD_SHARED_LIBS.
- if(BUILD_SHARED_LIBS)
- add_library(${SPIRV_TOOLS} ALIAS ${SPIRV_TOOLS}-shared)
- else()
- add_library(${SPIRV_TOOLS} ALIAS ${SPIRV_TOOLS}-static)
- endif()
+ set_target_properties(${SPIRV_TOOLS}-static PROPERTIES
+ OUTPUT_NAME "${SPIRV_TOOLS_STATIC_LIBNAME}")
- set(SPIRV_TOOLS_TARGETS ${SPIRV_TOOLS}-static ${SPIRV_TOOLS}-shared)
-else()
- add_library(${SPIRV_TOOLS} ${SPIRV_TOOLS_LIBRARY_TYPE} ${SPIRV_SOURCES})
- if (SPIRV_TOOLS_USE_MIMALLOC)
- target_link_libraries(${SPIRV_TOOLS} PRIVATE mimalloc-static)
- endif()
- spirv_tools_default_target_options(${SPIRV_TOOLS})
- set(SPIRV_TOOLS_TARGETS ${SPIRV_TOOLS} ${SPIRV_TOOLS}-shared)
+ list(APPEND SPIRV_TOOLS_TARGETS ${SPIRV_TOOLS}-static)
endif()
+# Create the "SPIRV-Tools" target as an alias to either "SPIRV-Tools-static"
+# or "SPIRV-Tools-shared" depending on the value of SPIRV_TOOLS_BUILD_SHARED.
+add_library(${SPIRV_TOOLS} ALIAS ${SPIRV_TOOLS_FULL_VISIBILITY})
+
if("${CMAKE_SYSTEM_NAME}" STREQUAL "Linux")
find_library(LIBRT rt)
if(LIBRT)
@@ -390,14 +385,17 @@ if("${CMAKE_SYSTEM_NAME}" STREQUAL "Linux")
endif()
if(ENABLE_SPIRV_TOOLS_INSTALL)
- if (SPIRV_TOOLS_USE_MIMALLOC AND (NOT SPIRV_TOOLS_BUILD_STATIC OR SPIRV_TOOLS_USE_MIMALLOC_IN_STATIC_BUILD))
+ if (SPIRV_TOOLS_USE_MIMALLOC AND
+ (NOT SPIRV_TOOLS_BUILD_STATIC OR SPIRV_TOOLS_USE_MIMALLOC_IN_STATIC_BUILD))
list(APPEND SPIRV_TOOLS_TARGETS mimalloc-static)
endif()
install(TARGETS ${SPIRV_TOOLS_TARGETS} EXPORT ${SPIRV_TOOLS}Targets)
export(EXPORT ${SPIRV_TOOLS}Targets FILE ${SPIRV_TOOLS}Target.cmake)
spvtools_config_package_dir(${SPIRV_TOOLS} PACKAGE_DIR)
- install(EXPORT ${SPIRV_TOOLS}Targets FILE ${SPIRV_TOOLS}Target.cmake DESTINATION ${PACKAGE_DIR})
+ install(EXPORT ${SPIRV_TOOLS}Targets
+ FILE ${SPIRV_TOOLS}Target.cmake
+ DESTINATION ${PACKAGE_DIR})
# Special config file for root library compared to other libs.
file(WRITE ${CMAKE_BINARY_DIR}/${SPIRV_TOOLS}Config.cmake
+184 -118
View File
@@ -49,28 +49,35 @@ if (YUZU_STATIC_ROOM)
# disable e v e r y t h i n g
set(ENABLE_QT OFF)
set(ENABLE_SDL2 OFF)
set(YUZU_CMD OFF)
set(ENABLE_CUBEB OFF)
set(ENABLE_UPDATE_CHECKER OFF)
set(USE_DISCORD_PRESENCE OFF)
set(BUILD_TESTING OFF)
set(ENABLE_OPENSSL OFF)
set(ENABLE_WEB_SERVICE OFF)
set(ENABLE_LIBUSB OFF)
# allow static libs for boost though
# allow static libs for boost and mbedtls though
set(Boost_USE_STATIC_LIBS ON)
set(CMAKE_FIND_LIBRARY_SUFFIXES ".a")
set(OPENSSL_USE_STATIC_LIBS ON)
set(MBEDTLS_LIB_SUFFIX "_static")
set(YUZU_USE_CPM ON)
set(zstd_FORCE_BUNDLED ON)
set(fmt_FORCE_BUNDLED ON)
endif()
# common network mbedtls
# common: xbyak? booost fmt lz4 zstd
# network: enet boost
# qt stuff
option(ENABLE_QT "Enable the Qt frontend" ON)
option(ENABLE_QT_TRANSLATION "Enable translations for the Qt frontend" OFF)
option(ENABLE_UPDATE_CHECKER "Enable update checker (for Qt and Android)" OFF)
cmake_dependent_option(YUZU_USE_QT_MULTIMEDIA "Use QtMultimedia for Camera" OFF "NOT YUZU_USE_BUNDLED_QT" OFF)
option(YUZU_USE_QT_MULTIMEDIA "Use QtMultimedia for Camera" OFF)
cmake_dependent_option(YUZU_USE_QT_WEB_ENGINE "Use QtWebEngine for web applet implementation" OFF "NOT YUZU_USE_BUNDLED_QT" OFF)
set(YUZU_QT_MIRROR "" CACHE STRING "What mirror to use for downloading the bundled Qt libraries")
cmake_dependent_option(YUZU_USE_BUNDLED_QT "Download bundled Qt binaries" "${MSVC}" "ENABLE_QT" OFF)
@@ -123,15 +130,22 @@ if (YUZU_STATIC_BUILD)
set(YUZU_USE_BUNDLED_OPENSSL ON)
set(HTTPLIB_USE_BROTLI_IF_AVAILABLE OFF)
## some libraries define a Library::Name_static alternative ##
set(MBEDTLS_LIB_SUFFIX _static)
elseif(APPLE)
set(YUZU_USE_CPM ON)
set(YUZU_USE_BUNDLED_FFMPEG ON)
set(YUZU_USE_BUNDLED_SDL2 ON)
set(YUZU_USE_BUNDLED_OPENSSL ON)
# these libs do not properly provide static libs/let you do it with cmake
set(fmt_FORCE_BUNDLED ON)
set(SPIRV-Tools_FORCE_BUNDLED ON)
set(SPIRV-Headers_FORCE_BUNDLED ON)
set(zstd_FORCE_BUNDLED ON)
set(MbedTLS_FORCE_BUNDLED ON)
endif()
endif()
@@ -142,8 +156,8 @@ if (MSVC AND ARCHITECTURE_x86)
endif()
if (CXX_CLANG_CL)
# clang-cl prints literally 10000+ warnings without this
add_compile_options(
# clang-cl prints literally 10000+ warnings without this
$<$<COMPILE_LANGUAGE:C,CXX>:-Wno-unused-command-line-argument>
$<$<COMPILE_LANGUAGE:C,CXX>:-Wno-unsafe-buffer-usage>
$<$<COMPILE_LANGUAGE:C,CXX>:-Wno-unused-value>
@@ -153,12 +167,12 @@ if (CXX_CLANG_CL)
$<$<COMPILE_LANGUAGE:C,CXX>:-Wno-deprecated-declarations>
$<$<COMPILE_LANGUAGE:C,CXX>:-Wno-cast-function-type-mismatch>
$<$<COMPILE_LANGUAGE:C,CXX>:/EHsc>)
# REQUIRED CPU features IN Windows-amd64
if (ARCHITECTURE_x86_64)
add_compile_options(
$<$<COMPILE_LANGUAGE:C,CXX>:-msse4.1>
$<$<COMPILE_LANGUAGE:C,CXX>:-mcx16>
)
$<$<COMPILE_LANGUAGE:C,CXX>:-mcx16>)
endif()
endif()
@@ -169,34 +183,13 @@ if (MSVC AND NOT CXX_CLANG)
set(CMAKE_CXX_FLAGS_INIT "${CMAKE_CXX_FLAGS_INIT} /W3 /WX-")
endif()
# Set runtime library to MD/MDd for all configurations
if(MSVC)
if (YUZU_USE_BUNDLED_QT AND ARCHITECTURE_arm64)
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
set(libflag MT)
else()
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>DLL")
set(libflag MD)
endif()
# Force all projects (including external dependencies) to use the same runtime
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /${libflag}")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /${libflag}d")
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} /${libflag}")
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} /${libflag}d")
# Add this to ensure Cubeb uses the same runtime
add_compile_options(
$<$<COMPILE_LANGUAGE:C,CXX>:$<$<CONFIG:Debug>:/${libflag}d>>
$<$<COMPILE_LANGUAGE:C,CXX>:$<$<CONFIG:Release>:/${libflag}>>
$<$<COMPILE_LANGUAGE:C,CXX>:$<$<CONFIG:RelWithDebInfo>:/${libflag}>>
$<$<COMPILE_LANGUAGE:C,CXX>:$<$<CONFIG:MinSizeRel>:/${libflag}>>
)
endif()
# Set bundled sdl2/qt as dependent options.
# On Linux system SDL2 is likely to be lacking HIDAPI support which have drawbacks but is needed for SDL motion
cmake_dependent_option(ENABLE_SDL2 "Enable the SDL2 frontend" ON "NOT ANDROID" OFF)
# TODO(crueter): Cleanup, each dep that has a bundled option should allow to choose between bundled, external, system
cmake_dependent_option(YUZU_USE_EXTERNAL_SDL2 "Build SDL2 from external source" OFF "NOT MSVC;NOT ANDROID" OFF)
cmake_dependent_option(YUZU_USE_BUNDLED_SDL2 "Download bundled SDL2 build" "${MSVC}" "NOT ANDROID" OFF)
cmake_dependent_option(YUZU_USE_EXTERNAL_SDL2 "Build SDL2 from external source" OFF "ENABLE_SDL2;NOT MSVC" OFF)
cmake_dependent_option(YUZU_USE_BUNDLED_SDL2 "Download bundled SDL2 build" "${MSVC}" "ENABLE_SDL2" OFF)
option(ENABLE_CUBEB "Enables the cubeb audio backend" ON)
@@ -205,6 +198,8 @@ if (MSVC OR ANDROID)
set(EXT_DEFAULT ON)
endif()
option(YUZU_USE_CPM "Use CPM to fetch system dependencies (fmt, boost, etc) if needed. Externals will still be fetched." ${EXT_DEFAULT})
# ffmpeg
option(YUZU_USE_BUNDLED_FFMPEG "Download bundled FFmpeg" ${EXT_DEFAULT})
cmake_dependent_option(YUZU_USE_EXTERNAL_FFMPEG "Build FFmpeg from external source" "${PLATFORM_SUN}" "NOT WIN32 AND NOT ANDROID" OFF)
@@ -220,7 +215,7 @@ option(YUZU_USE_BUNDLED_SIRIT "Download bundled sirit" ${BUNDLED_SIRIT_DEFAULT})
# FreeBSD 15+ has libusb, versions below should disable it
cmake_dependent_option(ENABLE_LIBUSB "Enable the use of LibUSB" ON "WIN32 OR PLATFORM_LINUX OR PLATFORM_FREEBSD OR APPLE" OFF)
cmake_dependent_option(ENABLE_OPENGL "Enable OpenGL" ON "NOT (WIN32 AND ARCHITECTURE_arm64) AND NOT APPLE" OFF)
cmake_dependent_option(ENABLE_OPENGL "Enable OpenGL" ON "NOT WIN32 OR NOT ARCHITECTURE_arm64" OFF)
mark_as_advanced(FORCE ENABLE_OPENGL)
option(ENABLE_WEB_SERVICE "Enable web services (telemetry, etc.)" ON)
@@ -239,7 +234,7 @@ option(NIGHTLY_BUILD "Use Nightly qualifiers in the update checker and build met
cmake_dependent_option(YUZU_ROOM "Enable dedicated room functionality" ON "NOT ANDROID" OFF)
cmake_dependent_option(YUZU_ROOM_STANDALONE "Enable standalone room executable" ON "YUZU_ROOM" OFF)
cmake_dependent_option(YUZU_CMD "Compile the eden-cli executable" ON "NOT ANDROID" OFF)
cmake_dependent_option(YUZU_CMD "Compile the eden-cli executable" ON "ENABLE_SDL2;NOT ANDROID" OFF)
cmake_dependent_option(YUZU_CRASH_DUMPS "Compile crash dump (Minidump) support" OFF "WIN32 OR PLATFORM_LINUX" OFF)
@@ -250,12 +245,30 @@ cmake_dependent_option(YUZU_USE_BUNDLED_MOLTENVK "Download bundled MoltenVK lib"
option(YUZU_DISABLE_LLVM "Disable LLVM (useful for CI)" OFF)
set(DEFAULT_ENABLE_OPENSSL ON)
if (ANDROID OR WIN32 OR APPLE OR PLATFORM_SUN OR PLATFORM_OPENBSD)
# - Windows defaults to the Schannel backend.
# - macOS defaults to the SecureTransport backend.
# - Android currently has no SSL backend as the NDK doesn't include any SSL
# library; a proper 'native' backend would have to go through Java.
# - Solaris and OpenBSD have too old backends
# But you can force builds for those platforms to use OpenSSL if you have
# your own copy of it.
set(DEFAULT_ENABLE_OPENSSL OFF)
endif()
if (ENABLE_WEB_SERVICE OR USE_DISCORD_PRESENCE)
set(DEFAULT_ENABLE_OPENSSL ON)
endif()
option(ENABLE_OPENSSL "Enable OpenSSL backend for ISslConnection" ${DEFAULT_ENABLE_OPENSSL})
set(DEFAULT_YUZU_USE_BUNDLED_OPENSSL OFF)
if (EXT_DEFAULT OR PLATFORM_SUN OR PLATFORM_OPENBSD)
set(DEFAULT_YUZU_USE_BUNDLED_OPENSSL ON)
endif()
option(YUZU_USE_BUNDLED_OPENSSL "Download bundled OpenSSL build" ${DEFAULT_YUZU_USE_BUNDLED_OPENSSL})
cmake_dependent_option(YUZU_USE_BUNDLED_OPENSSL "Download bundled OpenSSL build" ${DEFAULT_YUZU_USE_BUNDLED_OPENSSL} "ENABLE_OPENSSL" OFF)
if (ANDROID AND YUZU_DOWNLOAD_ANDROID_VVL)
AddJsonPackage(vulkan-validation-layers)
@@ -293,6 +306,11 @@ if (NOT EXISTS ${PROJECT_BINARY_DIR}/${compat_json})
file(WRITE ${PROJECT_BINARY_DIR}/${compat_json} "")
endif()
if (YUZU_LEGACY)
message(WARNING "Making legacy build. Performance may suffer.")
add_compile_definitions(YUZU_LEGACY)
endif()
if (ARCHITECTURE_arm64 AND (ANDROID OR PLATFORM_LINUX))
set(HAS_NCE 1)
add_compile_definitions(HAS_NCE=1)
@@ -378,96 +396,123 @@ set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${PROJECT_BINARY_DIR}/bin)
set(THREADS_PREFER_PTHREAD_FLAG ON)
find_package(Threads REQUIRED)
find_package(RenderDoc MODULE)
# openssl funniness
if (YUZU_USE_BUNDLED_OPENSSL)
if (ENABLE_OPENSSL)
if (YUZU_USE_BUNDLED_OPENSSL)
set(BUILD_SHARED_LIBS OFF)
AddJsonPackage(openssl)
if (OpenSSL_ADDED)
add_compile_definitions(YUZU_BUNDLED_OPENSSL)
endif()
endif()
find_package(OpenSSL 1.1.1 REQUIRED)
endif()
if (YUZU_USE_CPM)
message(STATUS "Fetching needed dependencies with CPM")
set(BUILD_SHARED_LIBS OFF)
AddJsonPackage(openssl)
if (OpenSSL_ADDED)
add_compile_definitions(YUZU_BUNDLED_OPENSSL)
endif()
endif()
set(BUILD_TESTING OFF)
set(ENABLE_TESTING OFF)
find_package(OpenSSL 3 REQUIRED)
# TODO(crueter): renderdoc?
message(STATUS "Fetching needed dependencies with CPM")
# boost
set(BOOST_INCLUDE_LIBRARIES algorithm icl pool container heap asio headers process filesystem crc variant)
set(BUILD_SHARED_LIBS OFF)
set(BUILD_TESTING OFF)
set(ENABLE_TESTING OFF)
AddJsonPackage(boost)
# boost
set(BOOST_INCLUDE_LIBRARIES algorithm icl pool container heap asio headers process filesystem crc variant)
# really annoying thing where boost::headers doesn't work with cpm
# TODO(crueter) investigate
set(BOOST_NO_HEADERS ${Boost_ADDED})
AddJsonPackage(boost)
# really annoying thing where boost::headers doesn't work with cpm
# TODO(crueter) investigate
set(BOOST_NO_HEADERS ${Boost_ADDED})
if (Boost_ADDED)
if (MSVC OR ANDROID)
add_compile_definitions(YUZU_BOOST_v1)
endif()
if (NOT MSVC OR CXX_CLANG)
# boost sucks
if (PLATFORM_SUN)
add_compile_options($<$<COMPILE_LANGUAGE:C,CXX>:-pthreads>)
if (Boost_ADDED)
if (MSVC OR ANDROID)
add_compile_definitions(YUZU_BOOST_v1)
endif()
target_compile_options(boost_heap INTERFACE $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-shadow>)
target_compile_options(boost_icl INTERFACE $<$<COMPILE_LANGUAGE:C,CXX>:-Wno-shadow>)
target_compile_options(boost_asio INTERFACE
$<$<COMPILE_LANGUAGE:C,CXX>:-Wno-conversion>
$<$<COMPILE_LANGUAGE:C,CXX>:-Wno-implicit-fallthrough>
)
endif()
endif()
if (NOT MSVC OR CXX_CLANG)
# boost sucks
if (PLATFORM_SUN)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthreads")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -pthreads")
endif()
# fmt
AddJsonPackage(fmt)
# lz4
AddJsonPackage(lz4)
if (lz4_ADDED)
add_library(lz4::lz4 ALIAS lz4_static)
endif()
# zstd
AddJsonPackage(zstd)
if (zstd_ADDED)
add_library(zstd::zstd ALIAS libzstd_static)
add_library(zstd::libzstd ALIAS libzstd_static)
endif()
# nlohmann
AddJsonPackage(nlohmann)
if (NOT YUZU_STATIC_ROOM)
# zlib
AddJsonPackage(zlib)
if (ZLIB_ADDED)
add_library(ZLIB::ZLIB ALIAS zlibstatic)
endif()
# Opus
AddJsonPackage(opus)
if (Opus_ADDED)
if (MSVC AND CXX_CLANG)
target_compile_options(opus PRIVATE
$<$<COMPILE_LANGUAGE:C,CXX>:-Wno-implicit-function-declaration>
)
target_compile_options(boost_heap INTERFACE -Wno-shadow)
target_compile_options(boost_icl INTERFACE -Wno-shadow)
target_compile_options(boost_asio INTERFACE -Wno-conversion -Wno-implicit-fallthrough)
endif()
endif()
if (NOT TARGET Opus::opus)
add_library(Opus::opus ALIAS opus)
# fmt
AddJsonPackage(fmt)
# lz4
AddJsonPackage(lz4)
if (lz4_ADDED)
add_library(lz4::lz4 ALIAS lz4_static)
endif()
# zstd
AddJsonPackage(zstd)
if (zstd_ADDED)
add_library(zstd::zstd ALIAS libzstd_static)
add_library(zstd::libzstd ALIAS libzstd_static)
endif()
if (NOT YUZU_STATIC_ROOM)
# nlohmann
AddJsonPackage(nlohmann)
# zlib
AddJsonPackage(zlib)
if (ZLIB_ADDED)
add_library(ZLIB::ZLIB ALIAS zlibstatic)
endif()
# Opus
AddJsonPackage(opus)
if (Opus_ADDED)
if (MSVC AND CXX_CLANG)
target_compile_options(opus PRIVATE
-Wno-implicit-function-declaration
)
endif()
endif()
if (NOT TARGET Opus::opus)
add_library(Opus::opus ALIAS opus)
endif()
endif()
else()
# TODO: we can probably just use CPM for this... right?
# Enforce the search mode of non-required packages for better and shorter failure messages
find_package(fmt 8 REQUIRED)
if (NOT YUZU_DISABLE_LLVM)
find_package(LLVM MODULE COMPONENTS Demangle)
endif()
find_package(nlohmann_json 3.8 REQUIRED)
find_package(lz4 REQUIRED)
find_package(RenderDoc MODULE)
find_package(stb MODULE)
find_package(Opus 1.3 MODULE REQUIRED)
find_package(ZLIB 1.2 REQUIRED)
find_package(zstd 1.5 REQUIRED MODULE)
# wow
find_package(Boost 1.57.0 CONFIG REQUIRED OPTIONAL_COMPONENTS headers context system fiber filesystem)
if (ENABLE_OPENSSL)
find_package(OpenSSL 1.1.1 REQUIRED)
endif()
endif()
@@ -505,10 +550,10 @@ endfunction()
# =============================================
if (APPLE)
foreach(fw Carbon Metal Cocoa IOKit CoreVideo CoreMedia Security)
find_library(${fw}_LIBRARY ${fw} REQUIRED)
list(APPEND PLATFORM_LIBRARIES ${${fw}_LIBRARY})
endforeach()
# Umbrella framework for everything GUI-related
find_library(COCOA_LIBRARY Cocoa REQUIRED)
find_library(IOKIT_LIBRARY IOKit REQUIRED)
set(PLATFORM_LIBRARIES ${COCOA_LIBRARY} ${IOKIT_LIBRARY} ${COREVIDEO_LIBRARY})
elseif (WIN32)
# Target Windows 10
add_compile_definitions(_WIN32_WINNT=0x0A00 WINVER=0x0A00)
@@ -529,8 +574,8 @@ message(STATUS "Platform Libraries: ${PLATFORM_LIBRARIES}")
add_subdirectory(externals)
# pass targets from externals
# TODO(crueter): CPMUtil Propagate func?
find_package(enet)
find_package(MbedTLS)
find_package(unordered_dense REQUIRED)
if (ARCHITECTURE_x86 OR ARCHITECTURE_x86_64)
@@ -542,8 +587,10 @@ if (NOT YUZU_STATIC_ROOM)
find_package(VulkanMemoryAllocator)
find_package(VulkanUtilityLibraries)
find_package(SimpleIni)
find_package(SPIRV-Tools)
find_package(sirit)
find_package(gamemode)
find_package(mcl)
find_package(frozen)
if (ARCHITECTURE_riscv64)
@@ -558,7 +605,7 @@ if (NOT YUZU_STATIC_ROOM)
find_package(oaknut)
endif()
if (NOT ANDROID)
if (ENABLE_SDL2)
find_package(SDL2)
endif()
@@ -713,6 +760,25 @@ if (MSVC AND CXX_CLANG)
link_libraries(llvm-mingw-runtime)
endif()
# Set runtime library to MD/MDd for all configurations
if(MSVC)
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>DLL")
# Force all projects (including external dependencies) to use the same runtime
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /MD")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /MDd")
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} /MD")
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} /MDd")
# Add this to ensure Cubeb uses the same runtime
add_compile_options(
$<$<CONFIG:Debug>:/MDd>
$<$<CONFIG:Release>:/MD>
$<$<CONFIG:RelWithDebInfo>:/MD>
$<$<CONFIG:MinSizeRel>:/MD>
)
endif()
add_subdirectory(src)
# Set yuzu project or yuzu-cmd project as default StartUp Project in Visual Studio depending on whether QT is enabled or not
+26
View File
@@ -0,0 +1,26 @@
# SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later
# SPDX-FileCopyrightText: 2022 yuzu Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
include(FindPackageHandleStandardArgs)
find_package(PkgConfig QUIET)
pkg_search_module(SPIRV-Tools QUIET IMPORTED_TARGET SPIRV-Tools)
find_package_handle_standard_args(SPIRV-Tools
REQUIRED_VARS SPIRV-Tools_LINK_LIBRARIES
VERSION_VAR SPIRV-Tools_VERSION
)
if (PLATFORM_MSYS)
FixMsysPath(PkgConfig::SPIRV-Tools)
endif()
if (SPIRV-Tools_FOUND AND NOT TARGET SPIRV-Tools::SPIRV-Tools)
if (TARGET SPIRV-Tools)
add_library(SPIRV-Tools::SPIRV-Tools ALIAS SPIRV-Tools)
else()
add_library(SPIRV-Tools::SPIRV-Tools ALIAS PkgConfig::SPIRV-Tools)
endif()
endif()
+8 -10
View File
@@ -33,21 +33,19 @@ endif()
set(GIT_DESC ${BUILD_VERSION})
# Generate cpp with Git revision from template
# Also if this is a CI build, add the build name (ie: Nightly, Canary) to the scm_rev file as well
# TODO(crueter): Stable releases feed.
set(BUILD_AUTO_UPDATE_STABLE_REPO "eden-emu/eden")
set(BUILD_AUTO_UPDATE_STABLE_API "git.eden-emu.dev")
set(BUILD_AUTO_UPDATE_STABLE_API_PATH "/api/v1/repos/")
set(BUILD_AUTO_UPDATE_API_PATH "/latest/release.json")
# Auto-updater metadata! Must somewhat mirror GitHub API endpoint
if (NIGHTLY_BUILD)
set(BUILD_AUTO_UPDATE_WEBSITE "https://git.eden-emu.dev")
set(BUILD_AUTO_UPDATE_API "nightly.eden-emu.dev")
set(BUILD_AUTO_UPDATE_REPO "eden-ci/nightly")
set(BUILD_AUTO_UPDATE_WEBSITE "https://github.com")
set(BUILD_AUTO_UPDATE_API "api.github.com")
set(BUILD_AUTO_UPDATE_API_PATH "/repos/")
set(BUILD_AUTO_UPDATE_REPO "Eden-CI/Nightly")
set(REPO_NAME "Eden Nightly")
else()
set(BUILD_AUTO_UPDATE_WEBSITE "https://git.eden-emu.dev")
set(BUILD_AUTO_UPDATE_API "stable.eden-emu.dev")
set(BUILD_AUTO_UPDATE_API "git.eden-emu.dev")
set(BUILD_AUTO_UPDATE_API_PATH "/api/v1/repos/")
set(BUILD_AUTO_UPDATE_REPO "eden-emu/eden")
set(REPO_NAME "Eden")
endif()
+2 -8
View File
@@ -9,7 +9,7 @@
<h1 align="center">
<br>
<a href="https://git.eden-emu.dev/eden-emu/eden"><img src="./dist/qt_themes/default/icons/256x256/eden.png" alt="Eden" width="200"></a>
<a href="https://git.eden-emu.dev/eden-emu/eden"><img src="./dist/qt_themes/default/icons/256x256/eden_named.png" alt="Eden" width="200"></a>
<br>
<b>Eden</b>
<br>
@@ -61,10 +61,6 @@ See the [sign-up instructions](docs/SIGNUP.md) for information on registration.
Alternatively, if you wish to add translations, go to the [Eden project on Transifex](https://app.transifex.com/edenemu/eden-emulator) and review [the translations README](./dist/languages).
## Documentation
We have a user manual! See our [User Handbook](./docs/user/README.md).
## Building
See the [General Build Guide](docs/Build.md)
@@ -73,9 +69,7 @@ For information on provided development tooling, see the [Tools directory](./too
## Download
You can download the latest releases from [here](https://git.eden-emu.dev/eden-emu/eden/releases).
Save us some bandwidth! We have [mirrors available](./docs/user/ThirdParty.md#mirrors) as well.
You can download the latest releases from [here](https://github.com/eden-emulator/Releases/releases).
## Support
+7 -7
View File
@@ -5,7 +5,7 @@
"name": "openssl",
"repo": "crueter-ci/OpenSSL",
"version": "3.6.0-1cb0d36b39",
"min_version": "3"
"min_version": "1.1.1"
},
"boost": {
"package": "Boost",
@@ -46,9 +46,9 @@
"package": "ZLIB",
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@@ -4,8 +4,7 @@
- [Arch Linux](#arch-linux)
- [Gentoo Linux](#gentoo-linux)
- [macOS](#macos)
- [OpenIndiana](#openindiana)
- [OmniOS](#omnios)
- [Solaris](#solaris)
- [HaikuOS](#haikuos)
- [OpenBSD](#openbsd)
- [FreeBSD](#freebsd)
@@ -32,14 +31,14 @@ If you're having issues with building, always consult that ebuild.
macOS is largely untested. Expect crashes, significant Vulkan issues, and other fun stuff.
## OpenIndiana
## Solaris
Always consult [the OpenIndiana package list](https://pkg.openindiana.org/hipster/en/index.shtml) to cross-verify availability.
Run the usual update + install of essential toolings: `sudo pkg update && sudo pkg install git cmake`.
- **gcc**: Install either `developer/gcc-14`.
- **clang**: Version 20 is broken, install `developer/clang-19`.
- **gcc**: `sudo pkg install developer/gcc-14`.
- **clang**: Version 20 is broken, use `sudo pkg install developer/clang-19`.
Qt Widgets appears to be broken. For now, add `-DENABLE_QT=OFF` to your configure command. In the meantime, a Qt Quick frontend is in the works--check back later!
@@ -68,31 +67,6 @@ export LIBGL_ALWAYS_SOFTWARE=1
- If using OpenIndiana, due to a bug in SDL2's CMake configuration, audio driver defaults to SunOS `<sys/audioio.h>`, which does not exist on OpenIndiana. Using external or bundled SDL2 may solve this.
- System OpenSSL generally does not work. Instead, use `-DYUZU_USE_BUNDLED_OPENSSL=ON` to use a bundled static OpenSSL, or build a system dependency from source.
## OmniOS
Install `developer/gcc14` on OmniOS using pkgsrc.
Since so many dependencies are missing on `OmniOS`, you may wish to use `-DCPMUTIL_FORCE_BUNDLED=ON -DYUZU_USE_EXTERNAL_SDL2=ON`
For OmniOS you are required to build glslang yourself:
```sh
sudo pkg install python-313
git clone --depth=1 https://github.com/KhronosGroup/glslang.git
cd glslang
python3.13 ./update_glslang_sources.py
cmake -B build -DCMAKE_BUILD_TYPE=Release
cmake --build build -- -j `nproc`
cmake --install build
```
It may be tempting to specify `-t glslang`, but this will cause installation to fail. So don't.
Using `--parallel` on CMake incorrectly passes `dmake ... -jn` instead of `dmake ... -j n`, this is a bug with OmniOS's CMake, and as such it's recommended to not use this option until it's fixed.
You may also need to install `gmake` in order to properly build FFmpeg, this is provided by the `build-essential` package.
If it wasn't obvious already, you require a X11 server to properly run the emulator within OmniOS, [this guide](https://web.archive.org/web/20260424200928/https://geekblood.wordpress.com/2017/10/26/installing-x11-and-a-desktop-environment-on-omnios/) is a great starting point for that, the links to pkgsrc are outdated so follow [this exemplar](https://pkgsrc.smartos.org/install-on-illumos/) as well:
## HaikuOS
It's recommended to do a `pkgman full-sync` before installing. See [HaikuOS: Installing applications](https://www.haiku-os.org/guides/daily-tasks/install-applications/). Sometimes the process may be interrupted by an error like "Interrupted syscall". Simply firing the command again fixes the issue. By default `g++` is included on the default installation.
@@ -117,7 +91,7 @@ After configuration, you may need to modify `externals/ffmpeg/CMakeFiles/ffmpeg-
`-lc++-experimental` doesn't exist in OpenBSD but the LLVM driver still tries to link against it, to solve just symlink `ln -s /usr/lib/libc++.a /usr/lib/libc++experimental.a`. Builds are currently not working due to lack of `std::jthread` and such, either compile libc++ manually or wait for ports to catch up.
If clang has errors, try using `g++11`.
If clang has errors, try using `g++-11`.
## FreeBSD
@@ -133,8 +107,6 @@ hw.usb.usbhid.enable="0"
## NetBSD
2026-02-07: `vulkan-headers` must not be installed, since the version found in `pkgsrc` is older than required. Either wait for binary packages to update or build newer versions from source.
Install `pkgin` if not already `pkg_add pkgin`, see also the general [pkgsrc guide](https://www.netbsd.org/docs/pkgsrc/using.html). For NetBSD 10.1 provide `echo 'PKG_PATH="https://cdn.netbsd.org/pub/pkgsrc/packages/NetBSD/amd64/10.1/All/"' >/etc/pkg_install.conf`. If `pkgin` is taking too much time consider adding the following to `/etc/rc.conf`:
```sh
@@ -144,7 +116,7 @@ ip6addrctl_policy=ipv4_prefer
System provides a default `g++-10` which doesn't support the current C++ codebase; install `clang-19` with `pkgin install clang-19`. Or install `gcc14` (or `gcc15` with current pkgsrc). Provided that, the following CMake commands may work:
- `cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++ -Bbuild` (Recommended)
- `cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++ -Bbuild`
- `cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=/usr/pkg/gcc14/bin/gcc -DCMAKE_CXX_COMPILER=/usr/pkg/gcc14/bin/g++ -Bbuild`
- `cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=/usr/pkg/gcc15/bin/gcc -DCMAKE_CXX_COMPILER=/usr/pkg/gcc15/bin/g++ -Bbuild`
@@ -166,12 +138,8 @@ cmake --install build
However, pkgsrc is highly recommended, see [getting pkgsrc](https://iso.us.netbsd.org/pub/pkgsrc/current/pkgsrc/doc/pkgsrc.html#getting). You must get `current` not the `2025Q2` version.
`QtCore` on NetBSD is included, but due to misconfigurations(!) we MUST include one of the standard headers that include `bits/c++config.h`, since source_location (required by `QtCore`) isn't properly configured to intake `bits/c++config.h` (none of the experimental library is). This is a bug with NetBSD packaging and not our fault, but alas.
## DragonFlyBSD
2026-02-07: `vulkan-headers` and `vulkan-utility-libraries` must NOT be uninstalled, since they're too old: `1.3.289`. Either wait for binary packages to update or build newer versions from source.
If `libstdc++.so.6` is not found (`GLIBCXX_3.4.30`) then attempt:
```sh
+20 -31
View File
@@ -9,7 +9,6 @@ When reporting issues or finding bugs, we often need backtraces, debug logs, or
If your bug is related to a graphical issue--e.g. mismatched colors, vertex explosions, flickering, etc.--then you are required to include graphical debugging logs in your issue reports.
Graphics Debugging is found in General -> Debug on desktop, and Advanced Settings -> Debug on Android. Android users are all set; however, desktop users may need to install the Vulkan Validation Layers:
- Windows: Install the [Vulkan SDK](https://vulkan.lunarg.com/sdk/home)
- Linux, BSD, etc: Install `vulkan-validation-layers`, `vulkan-layers`, or similar from your package manager. It should be located in e.g. `/usr/lib64/libVkLayer_khronos_validation.so`
@@ -23,26 +22,17 @@ Debug logs can be found in General -> Debug -> Open Log Location on desktop, and
Ignoring SIGSEGV when debugging in host:
- **gdb**: `handle SIGSEGV nostop pass`.
- **gdb**: `handle all nostop pass`.
- **lldb**: `pro hand -p true -s false -n false SIGSEGV`.
## Debugging (guest code)
### gdb
You must have GDB installed for aarch64 to debug the target. Install it through your package manager, e.g.:
Run `./build/bin/eden-cli -c <path to your config file (see logs where you run eden normally to see where it is)> -d -g <path to game>`
- On Arch:
- `sudo pacman -Syu aarch64-linux-gnu-gdb`
- On Gentoo:
- `sudo emerge --ask crossdev`
- `sudo crossdev -t aarch64-unknown-linux-gnu --ex-gdb`
Run `./build/bin/eden-cli -c <path to your config file (see logs where you run eden normally to see where it is)> -d -g <path to game>`, or `Enable GDB Stub` at General > Debug, then hook up an aarch64-gdb:
- `target remote localhost:6543`
Type `c` (for continue) and then if it crashes just do a `bt` (backtrace) and `layout asm`
Then hook up an aarch64-gdb (use `yay aarch64-gdb` or `sudo pkg in arch64-gdb` to install)
Then type `target remote localhost:1234` and type `c` (for continue) - and then if it crashes just do a `bt` (backtrace) and `layout asm`.
### gdb cheatsheet
@@ -71,27 +61,26 @@ For more information type `info gdb` and read [the man page](https://man7.org/li
## Simple checklist for debugging black screens using Renderdoc
Renderdoc is a free, cross platform, multi-graphics API debugger. It is an invaluable tool for diagnosing issues with graphics applications, and includes support for Vulkan. Get it at [renderdoc.org](https://renderdoc.org).
Renderdoc is a free, cross platform, multi-graphics API debugger. It is an invaluable tool for diagnosing issues with graphics applications, and includes support for Vulkan. Get it [here](https://renderdoc.org).
Before using renderdoc to diagnose issues, it is always good to make sure there are no validation errors. Any errors means the behavior of the application is undefined. That said, renderdoc can help debug validation errors if you do have them.
When debugging a black screen, there are many ways the application could have setup Vulkan wrong.
Here is a short checklist of items to look at to make sure are appropriate:
- Draw call counts are correct (aka not zero, or if rendering many triangles, not 3)
- Vertex buffers are bound
- vertex attributes are correct - Make sure the size & offset of each attribute matches what should it should be
- Any bound push constants and descriptors have the right data - including:
- Matrices have correct values - double check the model, view, & projection matrices are uploaded correctly
- Pipeline state is correct
- viewport range is correct - x,y are 0,0; width & height are screen dimensions, minDepth is 0, maxDepth is 1, NDCDepthRange is 0,1
- Fill mode matches expected - usually solid
- Culling mode makes sense - commonly back or none
- The winding direction is correct - typically CCW (counter clockwise)
- Scissor region is correct - usually same as viewport's x,y,width, &height
- Blend state is correct
- Depth state is correct - typically enabled with Function set to Less than or Equal
- Swapchain images are bound when rendering to the swapchain
- Image being rendered to is the same as the one being presented when rendering to the swapchain
* Draw call counts are correct (aka not zero, or if rendering many triangles, not 3)
* Vertex buffers are bound
* vertex attributes are correct - Make sure the size & offset of each attribute matches what should it should be
* Any bound push constants and descriptors have the right data - including:
* Matrices have correct values - double check the model, view, & projection matrices are uploaded correctly
* Pipeline state is correct
* viewport range is correct - x,y are 0,0; width & height are screen dimensions, minDepth is 0, maxDepth is 1, NDCDepthRange is 0,1
* Fill mode matches expected - usually solid
* Culling mode makes sense - commonly back or none
* The winding direction is correct - typically CCW (counter clockwise)
* Scissor region is correct - usually same as viewport's x,y,width, &height
* Blend state is correct
* Depth state is correct - typically enabled with Function set to Less than or Equal
* Swapchain images are bound when rendering to the swapchain
* Image being rendered to is the same as the one being presented when rendering to the swapchain
Alternatively, a [RenderDoc Extension](https://github.com/baldurk/renderdoc-contrib/tree/main/baldurk/whereismydraw) ([Archive](https://web.archive.org/web/20250000000000*/https://github.com/baldurk/renderdoc-contrib/tree/main/baldurk/whereismydraw)) exists which automates doing a lot of these manual steps.
+20 -27
View File
@@ -51,11 +51,12 @@ All other dependencies will be downloaded and built by [CPM](https://github.com/
* [fmt](https://fmt.dev/) 8.0.1+
* [lz4](http://www.lz4.org)
* [nlohmann\_json](https://github.com/nlohmann/json) 3.8+
* [OpenSSL](https://www.openssl.org/source/) 3+
* [OpenSSL](https://www.openssl.org/source/) 1.1.1+
* [ZLIB](https://www.zlib.net/) 1.2+
* [zstd](https://facebook.github.io/zstd/) 1.5+
* [enet](http://enet.bespin.org/) 1.3+
* [Opus](https://opus-codec.org/) 1.3+
* [MbedTLS](https://github.com/Mbed-TLS/mbedtls) 3+
Vulkan 1.3.274+ is also needed:
@@ -76,6 +77,7 @@ Certain other dependencies will be fetched by CPM regardless. System packages *c
* This package is known to be broken on the AUR.
* [cpp-jwt](https://github.com/arun11299/cpp-jwt) 1.4+ - if `ENABLE_WEB_SERVICE` is on
* [unordered-dense](https://github.com/martinus/unordered_dense)
* [mcl](https://github.com/azahar-emu/mcl) - subject to removal
On amd64:
@@ -119,7 +121,7 @@ sudo emerge -a \
dev-util/vulkan-utility-libraries dev-util/glslang \
media-gfx/renderdoc media-libs/libva media-libs/opus media-video/ffmpeg \
media-libs/VulkanMemoryAllocator media-libs/libsdl2 media-libs/cubeb \
net-libs/enet \
net-libs/enet net-libs/mbedtls \
sys-libs/zlib \
dev-cpp/nlohmann_json dev-cpp/simpleini dev-cpp/cpp-httplib dev-cpp/cpp-jwt \
games-util/gamemode \
@@ -137,6 +139,7 @@ Required USE flags:
* `dev-qt/qtbase network concurrent dbus gui widgets`
* `dev-libs/quazip qt6`
* `net-libs/mbedtls cmac`
* `media-libs/libsdl2 haptic joystick sound video`
* `dev-cpp/cpp-httplib ssl`
@@ -148,7 +151,7 @@ Required USE flags:
<summary>Arch Linux</summary>
```sh
sudo pacman -Syu --needed base-devel boost catch2 cmake enet ffmpeg fmt git glslang libzip lz4 ninja nlohmann-json openssl opus qt6-base qt6-multimedia qt6-charts sdl2 zlib zstd zip unzip vulkan-headers vulkan-utility-libraries libusb spirv-tools spirv-headers
sudo pacman -Syu --needed base-devel boost catch2 cmake enet ffmpeg fmt git glslang libzip lz4 mbedtls ninja nlohmann-json openssl opus qt6-base qt6-multimedia sdl2 zlib zstd zip unzip vulkan-headers vulkan-utility-libraries libusb spirv-tools spirv-headers
```
* Building with QT Web Engine requires `qt6-webengine` as well.
@@ -161,7 +164,7 @@ sudo pacman -Syu --needed base-devel boost catch2 cmake enet ffmpeg fmt git glsl
<summary>Ubuntu, Debian, Mint Linux</summary>
```sh
sudo apt-get install autoconf cmake g++ gcc git glslang-tools libglu1-mesa-dev libhidapi-dev libpulse-dev libtool libudev-dev libxcb-icccm4 libxcb-image0 libxcb-keysyms1 libxcb-render-util0 libxcb-xinerama0 libxcb-xkb1 libxext-dev libxkbcommon-x11-0 mesa-common-dev nasm ninja-build qt6-base-private-dev catch2 libfmt-dev liblz4-dev nlohmann-json3-dev libzstd-dev libssl-dev libavfilter-dev libavcodec-dev libswscale-dev pkg-config zlib1g-dev libva-dev libvdpau-dev qt6-tools-dev qt6-charts-dev libvulkan-dev spirv-tools spirv-headers libusb-1.0-0-dev libxbyak-dev libboost-dev libboost-fiber-dev libboost-context-dev libsdl2-dev libopus-dev libasound2t64 vulkan-utility-libraries-dev
sudo apt-get install autoconf cmake g++ gcc git glslang-tools libglu1-mesa-dev libhidapi-dev libpulse-dev libtool libudev-dev libxcb-icccm4 libxcb-image0 libxcb-keysyms1 libxcb-render-util0 libxcb-xinerama0 libxcb-xkb1 libxext-dev libxkbcommon-x11-0 mesa-common-dev nasm ninja-build qt6-base-private-dev libmbedtls-dev catch2 libfmt-dev liblz4-dev nlohmann-json3-dev libzstd-dev libssl-dev libavfilter-dev libavcodec-dev libswscale-dev pkg-config zlib1g-dev libva-dev libvdpau-dev qt6-tools-dev libvulkan-dev spirv-tools spirv-headers libusb-1.0-0-dev libxbyak-dev libboost-dev libboost-fiber-dev libboost-context-dev libsdl2-dev libopus-dev libasound2t64 vulkan-utility-libraries-dev
```
* Ubuntu 22.04, Linux Mint 20, or Debian 12 or later is required.
@@ -175,7 +178,7 @@ sudo apt-get install autoconf cmake g++ gcc git glslang-tools libglu1-mesa-dev l
Fedora:
```sh
sudo dnf install autoconf cmake fmt-devel gcc{,-c++} glslang hidapi-devel json-devel libtool libusb1-devel libzstd-devel lz4-devel nasm ninja-build openssl-devel pulseaudio-libs-devel qt6-linguist qt6-qtbase{-private,}-devel qt6-qtwebengine-devel qt6-qtmultimedia-devel qt6-charts-devel speexdsp-devel wayland-devel zlib-devel ffmpeg-devel libXext-devel boost jq
sudo dnf install autoconf cmake fmt-devel gcc{,-c++} glslang hidapi-devel json-devel libtool libusb1-devel libzstd-devel lz4-devel nasm ninja-build openssl-devel pulseaudio-libs-devel qt6-linguist qt6-qtbase{-private,}-devel qt6-qtwebengine-devel qt6-qtmultimedia-devel speexdsp-devel wayland-devel zlib-devel ffmpeg-devel libXext-devel boost jq
```
AlmaLinux (use `YUZU_USE_CPM=ON`):
@@ -208,15 +211,17 @@ First, enable the community repository; [see here](https://wiki.alpinelinux.org/
# Enable the community repository
setup-apkrepos -c
# Install
apk add g++ git cmake make mesa-dev qt6-qtbase-dev qt6-qtbase-private-dev libquazip1-qt6 ffmpeg-dev qt6-charts-dev libusb-dev libtool boost-dev sdl2-dev zstd-dev vulkan-utility-libraries spirv-tools-dev openssl-dev nlohmann-json lz4-dev opus-dev jq patch
apk add g++ git cmake make mbedtls-dev mbedtls-static mesa-dev qt6-qtbase-dev qt6-qtbase-private-dev libquazip1-qt6 ffmpeg-dev libusb-dev libtool boost-dev sdl2-dev zstd-dev vulkan-utility-libraries spirv-tools-dev openssl-dev nlohmann-json lz4-dev opus-dev jq patch
```
`mbedtls-static` has to be specified otherwise `libeverest.a` and `libp256m.a` will fail to be found.
</details>
<details>
<summary>Void Linux</summary>
```sh
xbps-install -Su git make cmake clang pkg-config patch SPIRV-Tools-devel SPIRV-Headers lz4 liblz4-devel boost-devel ffmpeg6-devel catch2 Vulkan-Utility-Libraries Vulkan-Headers glslang openssl-devel SDL2-devel quazip-qt6-devel qt6-base-devel qt6-qt5compat-devel qt6-charts-devel fmt-devel json-c++ libenet-devel libusb-devel
xbps-install -Su git make cmake clang pkg-config patch mbedtls-devel SPIRV-Tools-devel SPIRV-Headers lz4 liblz4-devel boost-devel ffmpeg6-devel catch2 Vulkan-Utility-Libraries Vulkan-Headers glslang openssl-devel SDL2-devel quazip-qt6-devel qt6-base-devel qt6-qt5compat-devel fmt-devel json-c++ libenet-devel libusb-devel
```
Yes, `nlohmann-json` is just named `json-c++`. Why?
@@ -228,8 +233,6 @@ Yes, `nlohmann-json` is just named `json-c++`. Why?
A convenience script is provided on the root of this project [shell.nix](../shell.nix). Run the usual `nix-shell`.
If you're going for a pure build (i.e no downloaded deps), use `-DYUZU_USE_CPM=ON -DCPMUTIL_FORCE_SYSTEM=ON`.
</details>
<details>
<summary>macOS</summary>
@@ -254,7 +257,7 @@ brew install molten-vk
<details>
<summary>FreeBSD</summary>
As root run: `pkg install devel/cmake devel/sdl20 devel/boost-libs devel/catch2 devel/libfmt devel/nlohmann-json devel/ninja devel/nasm devel/autoconf devel/pkgconf devel/qt6-base devel/qt6-charts devel/simpleini net/enet multimedia/ffnvcodec-headers multimedia/ffmpeg audio/opus archivers/liblz4 lang/gcc12 graphics/glslang graphics/vulkan-utility-libraries graphics/spirv-tools www/cpp-httplib devel/unordered-dense vulkan-headers quazip-qt6`
As root run: `pkg install devel/cmake devel/sdl20 devel/boost-libs devel/catch2 devel/libfmt devel/nlohmann-json devel/ninja devel/nasm devel/autoconf devel/pkgconf devel/qt6-base devel/simpleini net/enet multimedia/ffnvcodec-headers multimedia/ffmpeg audio/opus archivers/liblz4 lang/gcc12 graphics/glslang graphics/vulkan-utility-libraries graphics/spirv-tools www/cpp-httplib devel/unordered-dense mbedtls3 vulkan-headers quazip-qt6`
If using FreeBSD 12 or prior, use `devel/pkg-config` instead.
@@ -264,7 +267,7 @@ If using FreeBSD 12 or prior, use `devel/pkg-config` instead.
<details>
<summary>NetBSD</summary>
For NetBSD +10.1: `pkgin install git cmake boost fmtlib SDL2 catch2 libjwt spirv-headers spirv-tools ffmpeg7 libva nlohmann-json jq libopus qt6 cpp-httplib lz4 vulkan-headers nasm autoconf enet pkg-config libusb1 libcxx`.
For NetBSD +10.1: `pkgin install git cmake boost fmtlib SDL2 catch2 libjwt spirv-headers spirv-tools ffmpeg7 libva nlohmann-json jq libopus qt6 mbedtls3 cpp-httplib lz4 vulkan-headers nasm autoconf enet pkg-config libusb1 libcxx`.
[Caveats](./Caveats.md#netbsd).
@@ -284,30 +287,20 @@ pkg_add cmake nasm git boost unzip--iconv autoconf-2.72p0 bash ffmpeg glslang gm
<summary>DragonFlyBSD</summary>
```sh
pkg install gcc14 git cmake unzip nasm autoconf bash pkgconf ffmpeg glslang gmake jq nlohmann-json enet spirv-tools sdl2 vulkan-utility-libraries vulkan-headers catch2 libfmt openssl liblz4 boost-libs cpp-httplib qt6-base qt6-charts quazip-qt6 unordered-dense libva-vdpau-driver libva-utils libva-intel-driver
pkg install gcc14 git cmake unzip nasm autoconf bash pkgconf ffmpeg glslang gmake jq nlohmann-json enet spirv-tools sdl2 vulkan-utility-libraries vulkan-headers catch2 libfmt openssl liblz4 boost-libs cpp-httplib qt6-base quazip-qt6 unordered-dense libva-vdpau-driver libva-utils libva-intel-driver
```
[Caveats](./Caveats.md#dragonflybsd).
</details>
<details>
<summary>OpenIndiana</summary>
<summary>Solaris / OpenIndiana</summary>
```sh
sudo pkg install git cmake qt6 boost glslang libzip library/lz4 libusb-1 nlohmann-json openssl opus sdl2 zlib compress/zstd unzip pkg-config nasm autoconf mesa library/libdrm header-drm developer/fmt
sudo pkg install qt6 boost glslang libzip library/lz4 libusb-1 nlohmann-json openssl opus sdl2 zlib compress/zstd unzip pkg-config nasm autoconf mesa library/libdrm header-drm developer/fmt
```
[Caveats](./Caveats.md#openindiana).
</details>
<details>
<summary>OmniOS</summary>
```sh
sudo pkgin install git cmake autoconf build-essential libusb-1 nasm gcc13
```
[Caveats](./Caveats.md#omnios).
[Caveats](./Caveats.md#solaris).
</details>
<details>
@@ -318,7 +311,7 @@ sudo pkgin install git cmake autoconf build-essential libusb-1 nasm gcc13
```sh
BASE="git make autoconf libtool automake-wrapper jq patch"
MINGW="qt6-base qt6-charts qt6-tools qt6-translations qt6-svg cmake toolchain clang python-pip openssl vulkan-memory-allocator vulkan-devel glslang boost fmt lz4 nlohmann-json zlib zstd enet opus libusb unordered_dense openssl SDL2"
MINGW="qt6-base qt6-tools qt6-translations qt6-svg cmake toolchain clang python-pip openssl vulkan-memory-allocator vulkan-devel glslang boost fmt lz4 nlohmann-json zlib zstd enet opus mbedtls libusb unordered_dense openssl SDL2"
# Either x86_64 or clang-aarch64 (Windows on ARM)
packages="$BASE"
for pkg in $MINGW; do
@@ -344,7 +337,7 @@ pacman -Syuu --needed --noconfirm $packages
<summary>HaikuOS</summary>
```sh
pkgman install git cmake patch libfmt_devel nlohmann_json lz4_devel opus_devel boost1.90_devel vulkan_devel qt6_base_devel qt6_declarative_devel libsdl2_devel ffmpeg7_devel libx11_devel enet_devel catch2_devel quazip1_qt5_devel qt6_5compat_devel glslang qt6_devel qt6_charts_devel
pkgman install git cmake patch libfmt_devel nlohmann_json lz4_devel opus_devel boost1.89_devel vulkan_devel qt6_base_devel qt6_declarative_devel libsdl2_devel ffmpeg7_devel libx11_devel enet_devel catch2_devel quazip1_qt5_devel qt6_5compat_devel mbedtls3_devel glslang qt6_devel
```
[Caveats](./Caveats.md#haikuos).
+121 -14
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@@ -1,11 +1,9 @@
# Development guidelines
## License Headers
All commits must have proper license header accreditation.
You can easily add all necessary license headers by running:
```sh
git fetch origin master:master
.ci/license-header.sh -u -c
@@ -13,7 +11,6 @@ git push
```
Alternatively, you may omit `-c` and do an amend commit:
```sh
git fetch origin master:master
.ci/license-header.sh
@@ -25,10 +22,8 @@ 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`.
## 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
@@ -39,7 +34,7 @@ Pull requests are only to be merged by core developers when properly tested and
- 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`.
* 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.
@@ -55,7 +50,6 @@ When adding new settings, use `tr("Setting:")` if the setting is meant to be a f
- Try to not write "slow/fast" options unless it clearly degrades/increases performance for a given case, as most options may modify behaviour that result in different metrics accross different systems. If for example the option is an "accuracy" option, writing "High" is sufficient to imply "Slow". No need to write "High (Slow)".
Some examples:
- "[...] negatively affecting image quality", "[...] degrading image quality": Same wording but with less filler.
- "[...] this may cause some glitches or crashes in some games", "[...] this may cause soft-crashes": Crashes implies there may be glitches (as crashes are technically a form of a fatal glitch). The entire sentence is structured as "may cause [...] on some games", which is redundant, because "may cause [...] in games" has the same semantic meaning ("may" is a chance that it will occur on "some" given set).
- "FIFO Relaxed is similar to FIFO [...]", "FIFO Relaxed [...]": The name already implies similarity.
@@ -63,16 +57,13 @@ Some examples:
- "[...] it can [...] in some cases", "[...] it can [...]": Implied probability.
Before adding a new setting, consider:
- Does the piece of code that the setting pertains to, make a significant difference if it's on/off?
- Can it be auto-detected?
# IDE setup
## VSCode
Copy this to `.vscode/settings.json`, get CMake tools and it should be ready to build:
```json
{
"editor.tabSize": 4,
@@ -92,7 +83,6 @@ You may additionally need the `Qt Extension Pack` extension if building Qt.
# Build speedup
If you have an HDD, use ramdisk (build in RAM), approximatedly you need 4GB for a full build with debug symbols:
```sh
mkdir /tmp/ramdisk
chmod 777 /tmp/ramdisk
@@ -106,11 +96,128 @@ umount /tmp/ramdisk
# Assets and large files
A general rule of thumb, before uploading files:
- PNG files: Use [optipng](https://web.archive.org/web/20240325055059/https://optipng.sourceforge.net/).
- SVG files: Use [svgo](https://github.com/svg/svgo).
May not be used but worth mentioning nonethless:
- OGG files: Use [OptiVorbis](https://github.com/OptiVorbis/OptiVorbis).
- Video files: Use ffmpeg, preferably re-encode as AV1.
# Bisecting older commits
Since going into the past can be tricky (especially due to the dependencies from the project being lost thru time). This should "restore" the URLs for the respective submodules.
```sh
#!/bin/sh -e
cat > .gitmodules <<EOF
[submodule "enet"]
path = externals/enet
url = https://github.com/lsalzman/enet.git
[submodule "cubeb"]
path = externals/cubeb
url = https://github.com/mozilla/cubeb.git
[submodule "dynarmic"]
path = externals/dynarmic
url = https://github.com/lioncash/dynarmic.git
[submodule "libusb"]
path = externals/libusb/libusb
url = https://github.com/libusb/libusb.git
[submodule "discord-rpc"]
path = externals/discord-rpc
url = https://github.com/yuzu-emu-mirror/discord-rpc.git
[submodule "Vulkan-Headers"]
path = externals/Vulkan-Headers
url = https://github.com/KhronosGroup/Vulkan-Headers.git
[submodule "sirit"]
path = externals/sirit
url = https://github.com/yuzu-emu-mirror/sirit.git
[submodule "mbedtls"]
path = externals/mbedtls
url = https://github.com/yuzu-emu-mirror/mbedtls.git
[submodule "xbyak"]
path = externals/xbyak
url = https://github.com/herumi/xbyak.git
[submodule "opus"]
path = externals/opus
url = https://github.com/xiph/opus.git
[submodule "SDL"]
path = externals/SDL
url = https://github.com/libsdl-org/SDL.git
[submodule "cpp-httplib"]
path = externals/cpp-httplib
url = https://github.com/yhirose/cpp-httplib.git
[submodule "ffmpeg"]
path = externals/ffmpeg/ffmpeg
url = https://github.com/FFmpeg/FFmpeg.git
[submodule "vcpkg"]
path = externals/vcpkg
url = https://github.com/microsoft/vcpkg.git
[submodule "cpp-jwt"]
path = externals/cpp-jwt
url = https://github.com/arun11299/cpp-jwt.git
[submodule "libadrenotools"]
path = externals/libadrenotools
url = https://github.com/bylaws/libadrenotools.git
[submodule "tzdb_to_nx"]
path = externals/nx_tzdb/tzdb_to_nx
url = https://github.com/lat9nq/tzdb_to_nx.git
[submodule "VulkanMemoryAllocator"]
path = externals/VulkanMemoryAllocator
url = https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator.git
[submodule "breakpad"]
path = externals/breakpad
url = https://github.com/yuzu-emu-mirror/breakpad.git
[submodule "simpleini"]
path = externals/simpleini
url = https://github.com/brofield/simpleini.git
[submodule "oaknut"]
path = externals/oaknut
url = https://github.com/merryhime/oaknut.git
[submodule "Vulkan-Utility-Libraries"]
path = externals/Vulkan-Utility-Libraries
url = https://github.com/KhronosGroup/Vulkan-Utility-Libraries.git
[submodule "oboe"]
path = externals/oboe
url = https://github.com/google/oboe.git
[submodule "externals/boost-headers"]
path = externals/boost-headers
url = https://github.com/boostorg/headers.git
EOF
git submodule sync
update_or_checkout () {
if [ $0 = 'externals/sirit' ] \
|| [ $0 = 'externals/dynarmic' ] \
|| [ $0 = 'externals/breakpad' ] \
|| [ $0 = 'externals/discord-rpc' ] \
|| [ $0 = 'externals/mbedtls' ]; then
[ -f $0/CMakeLists.txt ] || git submodule update --force --remote --init -- $0
echo $0 ':remote' && git submodule update --remote $0
exit
elif [ $0 = 'externals/nx_tzdb/tzdb_to_nx' ]; then
[ -f $0/CMakeLists.txt ] || git submodule update --force --remote --init -- $0
echo $0 ':remote' && git submodule update --remote $0
else
echo $0 ':update' && git submodule update --init $0 && exit
echo $0 ':remote' && git submodule update --remote $0 && exit
echo $0 ':failure'
fi
}
export -f update_or_checkout
grep path .gitmodules | sed 's/.*= //' | xargs -n 1 -I {} bash -c 'update_or_checkout "$@"' {}
# Fix for LLVM builds
sed -i 's/src\/yuzu\/main.cpp/${CMAKE_SOURCE_DIR}\/src\/yuzu\/main.cpp/g' CMakeModules/FindLLVM.cmake
# Only after cloning and everything - fixes issues with Zydis
cat > externals/dynarmic/src/dynarmic/common/x64_disassemble.cpp <<EOF
#include <cstddef>
#include <vector>
#include <string>
namespace Dynarmic::Common {
void DumpDisassembledX64(const void* ptr, size_t size) {}
std::vector<std::string> DisassembleX64(const void* ptr, size_t size) { return {}; }
}
EOF
```
If having issues with older artifacts, then run `rm -r externals/dynarmic/build externals/dynarmic/externals externals/nx_tzdb/tzdb_to_nx/externals externals/sirit/externals`.
Configuring CMake with `-DSIRIT_USE_SYSTEM_SPIRV_HEADERS=1 -DCMAKE_CXX_FLAGS="-Wno-error" -DCMAKE_C_FLAGS="-Wno-error -Wno-array-parameter -Wno-stringop-overflow"` is also recommended.
-100
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@@ -1,100 +0,0 @@
# CMake Options
To change these options, add `-DOPTION_NAME=NEWVALUE` to the command line.
- On Qt Creator, go to Project -> Current Configuration
Notes:
- Defaults are marked per-platform.
- "Non-UNIX" just means Windows/MSVC and Android (yes, macOS is UNIX
- Android generally doesn't need to change anything; if you do, go to `src/android/app/build.gradle.kts`
- To set a boolean variable to on, use `ON` for the value; to turn it off, use `OFF`
- If a variable is mentioned as being e.g. "ON" for a specific platform(s), that means it is defaulted to OFF on others
- TYPE is always boolean unless otherwise specified
- Format:
- `OPTION_NAME` (TYPE DEFAULT) DESCRIPTION
## Options
### Dependencies
These options control dependencies.
- `YUZU_USE_BUNDLED_FFMPEG` (ON for non-UNIX) Download a pre-built and configured FFmpeg
- `YUZU_USE_EXTERNAL_FFMPEG` (ON for Solaris) Build FFmpeg from source
- `YUZU_DOWNLOAD_ANDROID_VVL` (ON) Download validation layer binary for Android
- `YUZU_DOWNLOAD_TIME_ZONE_DATA` (ON) Always download time zone binaries
- Currently, build fails without this
- `YUZU_TZDB_PATH` (string) Path to a pre-downloaded timezone database (useful for nixOS and Gentoo)
- `YUZU_USE_BUNDLED_MOLTENVK` (ON, macOS only) Download bundled MoltenVK lib
- `YUZU_USE_BUNDLED_OPENSSL` (ON for MSVC, Android, Solaris, and OpenBSD) Download bundled OpenSSL build
- `YUZU_USE_EXTERNAL_SDL2` (OFF) Compiles SDL2 from source
- `YUZU_USE_BUNDLED_SDL2` (ON for MSVC) Download a prebuilt SDL2
### Miscellaneous
- `ENABLE_WEB_SERVICE` (ON) Enable multiplayer service
- `ENABLE_WIFI_SCAN` (OFF) Enable WiFi scanning (requires iw on Linux) - experimental
- `ENABLE_CUBEB` (ON) Enables the cubeb audio backend
- This option is subject for removal.
- `YUZU_TESTS` (ON) Compile tests - requires Catch2
- `ENABLE_LTO` (OFF) Enable link-time optimization
- Not recommended on Windows
- UNIX may be better off appending `-flto=thin` to compiler args
- `USE_FASTER_LINKER` (OFF) Check if a faster linker is available
- Not recommended outside of Linux
### Flavors
These options control executables and build flavors.
- `YUZU_LEGACY` (OFF): Apply patches to improve compatibility on some older GPUs at the cost of performance
- `NIGHTLY_BUILD` (OFF): This is only used by CI. Do not use this unless you're making your own distribution and know what you're doing.
- `YUZU_STATIC_BUILD` (OFF) Attempt to build using static libraries if possible
- Not supported on Linux
- Automatically set if `YUZU_USE_BUNDLED_QT` is on for non-Linux
- `ENABLE_UPDATE_CHECKER` (OFF) Enable update checking functionality
- `YUZU_DISABLE_LLVM` (OFF) Do not attempt to link to the LLVM demangler
- Really only useful for CI or distribution builds
**Desktop only**:
- `YUZU_CMD` (ON) Compile the SDL2 frontend (eden-cli)
- `YUZU_ROOM` (OFF) Compile dedicated room functionality into the main executable
- `YUZU_ROOM_STANDALONE` (OFF) Compile a separate executable for room functionality
- `YUZU_STATIC_ROOM` (OFF) Compile the room executable *only* as a static, portable executable
- This is only usable on Alpine Linux.
### Desktop
The following options are desktop only.
- `ENABLE_LIBUSB` (ON) Enable the use of the libusb input backend (HIGHLY RECOMMENDED)
- `ENABLE_OPENGL` (ON) Enable the OpenGL graphics backend
- Unavailable on Windows/ARM64
- You probably shouldn't turn this off.
### Qt
Also desktop-only, but apply strictly to Qt
- `ENABLE_QT` (ON) Enable the Qt frontend (recommended)
- `ENABLE_QT_TRANSLATION` (OFF) Enable translations for the Qt frontend
- `YUZU_USE_BUNDLED_QT` (ON for MSVC) Download bundled Qt binaries
- Not recommended on Linux. For Windows and macOS, the provided build is statically linked.
- `YUZU_QT_MIRROR` (string) What mirror to use for downloading the bundled Qt libraries
- `YUZU_USE_QT_MULTIMEDIA` (OFF) Use QtMultimedia for camera support
- `YUZU_USE_QT_WEB_ENGINE` (OFF) Use QtWebEngine for web applet implementation (requires the huge QtWebEngine dependency; not recommended)
- `USE_DISCORD_PRESENCE` (OFF) Enables Discord Rich Presence (Qt frontend only)
### Retired Options
The following options were a part of Eden at one point, but have since been retired.
- `ENABLE_OPENSSL` - MbedTLS was fully replaced with OpenSSL in [#3606](https://git.eden-emu.dev/eden-emu/eden/pulls/3606), because OpenSSL straight-up performs better.
- `ENABLE_SDL2` - While technically possible to *not* use SDL2 on desktop, this is **NOT** a supported configuration under any means, and adding this matrix to our build system was not worth the effort.
- `YUZU_USE_CPM` - This option once had a purpose, but that purpose has long since passed us by. *All* builds use CPMUtil to manage dependencies now.
- If you want to *force* the usage of system dependencies, use `-DCPMUTIL_FORCE_SYSTEM=ON`.
See `src/dynarmic/CMakeLists.txt` for additional options--usually, these don't need changed
+1 -4
View File
@@ -1,11 +1,8 @@
# Eden Build Documentation
Are you just a casual user? Take a look at our [User Handbook](./user) then!
This contains documentation created by developers. This contains build instructions, guidelines, instructions/layouts for [cool stuff we made](./CPMUtil), and more.
- **[General Build Instructions](Build.md)**
- **[CMake Options](Options.md)**
- **[Cross Compiling](CrossCompile.md)**
- **[Development Guidelines](Development.md)**
- **[Dependencies](Deps.md)**
@@ -13,10 +10,10 @@ This contains documentation created by developers. This contains build instructi
- **[CPM - CMake Package Manager](./CPMUtil)**
- **[Platform-Specific Caveats](Caveats.md)**
- **[The NVIDIA SM86 (Maxwell) GPU](./NvidiaGpu.md)**
- **[User Handbook](./user)**
- **[Dynarmic](./dynarmic)**
- **[Cross compilation](./CrossCompile.md)**
- **[Driver Bugs](./DriverBugs.md)**
- **[Building Older Commits](./build/OlderCommits.md)**
## Policies
+4 -23
View File
@@ -18,7 +18,7 @@ First of all, you MUST have a valid reason to sign up for our Git. Valid reasons
The following are not valid reasons to sign up:
- I want to contribute to Eden.
* Be at least somewhat specific! We always welcome contributors and developers, but generic "I want to contribute" messages don't give us enough information.
* Be at least somewhat specific!
- I want to support Eden.
* If you wish to support us through development, be more specific; otherwise, to support us, check out our [donations page](https://eden-emu.dev/donations).
- I want to report issues.
@@ -41,36 +41,17 @@ Email: <Your Desired Email>
I wish to sign up because... <your reason here>
```
Email notifications are disabled for the time being, so you don't have to use a real email. If you wish to remain anonymous, either send a separate email asking for access to a shared anonymous account, *or* create a fake username and email. Do note that the email you sign up with is used to accredit commits on the web UI, and *must* match your configured GPG key.
## Patches
In general, PRs are the preferred method of tracking patches, as they allow us to go through our standard triage, CI, and testing process without having to deal with the minutiae of incremental patches. However, we also understand that many people prefer to use raw patches, and that's totally okay! While we currently don't have a mailing list, we do accept email patches. To do so:
1. Make your changes on a clean copy of the master branch
2. Commit your changes with a descriptive, well-formed message (see the [commit message docs](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/Development.md#pull-requests)), and a proper description thoroughly explaining your changes.
* Note that we don't need to know all the individual details about your code. A description explaining the motivation and general implementation of your changes is enough, alongside caveats and any potential blockers.
3. Format your patch with `git format-patch -1 HEAD`.
4. Email us with the subject `[Eden] [PATCH] <brief patch description...>`, with a brief description of your patch, and the previously-formatted patch file as an attachment.
* If you don't include the first two bracketed parts, your email may be lost!
The following emails are currently set up to receive and process patches:
- [eden@eden-emu.dev](mailto:eden@eden-emu.dev]
- [crueter@eden-emu.dev](mailto:eden@eden-emu.dev)
Email notifications are disabled for the time being, so you don't have to use a real email. If you wish to remain anonymous, either send a separate email asking for access to a shared anonymous account, *or* create a fake username and email.
## Instructions
If you have read everything above and affirm that you will not abuse your access, click the summary below to get the email to send your request to.
<details>
<summary>I affirm that I have read ALL of the information above, and will not abuse my access to Eden, nor will I send unnecessary spam to the following email.</summary>
<summary>I affirm that I have read ALL of the information above, and will not abuse my access to Eden, nor will I send unnecessary spam requests or the following email.</summary>
Email [crueter@crueter.xyz](mailto:crueter@crueter.xyz) with the format above.
Once your request is processed, you should receive a confirmation email from crueter with your password alongside a link to a repository containing instructions on SSH, etc. Note that you are required to change your password. If your request is rejected, you will receive a notice as such, asking for clarification if needed. If you do not receive a response in 48 hours, you may 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/Junk folder, until Google/Microsoft finally end their vendetta against the great evil of my `.xyz` domain.
</details>
</details>
-40
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@@ -1,40 +0,0 @@
# Building Older Commits
Bisecting and debugging older versions of Eden can be difficult, as many of our submodules have been deleted or removed. However, work has been done to make this process as simple as possible for users.
## Script
Copy the following script and store it in `fix.sh`:
```sh
#!/bin/sh -e
git -C externals/discord-rpc checkout 0d8b2d6a37c6e47d62b37caa14708bf747c883bb
git add externals/discord-rpc
git -C externals/dynarmic checkout 05b7ba50588d1004e23ef91f1bda8be234be68f4
git add externals/dynarmic
git -C externals/mbedtls checkout ce4f81f4a926a0e0dcadd0128e016baba416e8ea
git add externals/mbedtls
git -C externals/oboe checkout e4f06f2143eb0173bf4a2bd15aae5e8cc3179405
git add externals/oboe
git -C externals/sirit checkout b870b062998244231a4f08004d3b25151732c5c5
git add externals/sirit
```
Then, run `chmod +x fix.sh`
## Submodules
To check out submodules successfully, use this order of operations:
```sh
git submodule update --init --recursive --depth 1 --jobs 8 --progress
./fix.sh
git submodule update --init --recursive --depth 1 --jobs 8 --progress
```
And you should be good to go! If you check out a different commit that changes submodule commits, run the above command list again.
+9
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@@ -286,6 +286,15 @@ Exclusive OR (i.e.: XOR)
Memory access.
### Terminal: Interpret
```c++
SetTerm(IR::Term::Interpret{next})
```
This terminal instruction calls the interpreter, starting at `next`.
The interpreter must interpret exactly one instruction.
### Terminal: ReturnToDispatch
```c++
+5
View File
@@ -117,6 +117,11 @@ public:
MemoryWrite32(vaddr + 4, u32(value >> 32));
}
void InterpreterFallback(u32 pc, size_t num_instructions) override {
// This is never called in practice.
std::terminate();
}
void CallSVC(u32 swi) override {
// Do something.
}
+2 -7
View File
@@ -17,9 +17,7 @@ AI is notorious for hallucinating facts out of thin air and sometimes outright l
- Code that works, but is extraordinarily verbose or not nearly as efficient as it can be
- Code that works well and is written well, but solves a different problem than was intended, or solves the same problem but in a completely incorrect way that will break other things horribly.
Human-written code will, without exception, always be of infinitely higher quality when properly researched and implemented by someone familiar with *both* the surrounding code and the programming language in use. LLMs may produce a "good enough" result, but this result is often subpar.
**All code is held under a STRICT STANDARD OF EXCELLENCE**. AI code is no different, and since it often produces subpar or outright terrible code, it will often fail to meet this excellence standard.
Human-written code will, without exception, always be of infinitely higher quality when properly researched and implemented by someone both familiar with the surrounding code and the programming language in use. LLMs may produce a "good enough" result, but this result is often subpar. Keep in mind: all code is held under a standard of excellence. If your code sucks, it will be rejected. AI-generated code just so happens to be a particularly sucky genre of code, and will thus be held to this same standard.
On a lesser-known note, LLM outputs often contain unicode symbols such as emojis or the arrow symbol. Please don't put Unicode symbols in your code. It messes with many an IDE, and the three people viewing your code on Lynx will be very unhappy.
@@ -27,8 +25,7 @@ On a lesser-known note, LLM outputs often contain unicode symbols such as emojis
## Acceptable Use
As stated previously, AI is good in a few *very specific* cases. In these cases, it's usually fine to use AI, as long as you **explicitly provide notice that it was used**.
- As stated previously, AI is good in a few *very specific* cases. In these cases, it's usually fine to use AI, as long as you **explicitly provide notice that it was used**.
- Anything directly outside of the realm of the code written in your PR or patch is none of our business.
- This primarily covers research.
- However, we *still* strongly discourage this for the reasons mentioned above.
@@ -107,6 +104,4 @@ This consolidates profile removal behavior, fixes potential race conditions in t
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.
**Don't use AI for commit messages**.
@@ -1,6 +1,4 @@
# User Handbook - Configuring Steam ROM Manager
## Importing Eden into Steam with Steam Rom Manager
# Importing Eden into Steam with Steam Rom Manager
Use this when you want to import the Eden AppImage into your Steam Library along with artwork using *Steam ROM Manager.*
@@ -8,7 +6,7 @@ Use this when you want to import the Eden AppImage into your Steam Library along
---
#### Pre-Requisites
### Pre-Requisites
- Eden set up and configured
- Internet Connection
@@ -16,9 +14,9 @@ Use this when you want to import the Eden AppImage into your Steam Library along
---
### Steps
## Steps
#### Initial Setup
### Initial Setup
1. Press the **STEAM** button and then go to *Power → Switch to Desktop* to enter the Desktop mode.
@@ -26,14 +24,14 @@ Use this when you want to import the Eden AppImage into your Steam Library along
---
#### Manual Installation
### Manual Installation
1. Open the *Discover Store* and search for *Steam ROM Manager.*
2. Select the **Install** button to install the program.
---
#### Installing Through *EmuDeck*
### Installing Through *EmuDeck*
<aside>
@@ -47,9 +45,9 @@ Use this when you want to import the Eden AppImage into your Steam Library along
---
#### Adding Eden into *Steam ROM Manager*
### Adding Eden into *Steam ROM Manager*
#### EmuDeck Users
### EmuDeck Users
EmuDeck will automatically create an *Emulators - Emulators* parser for ***Steam ROM Manager*** that uses shell scripts to launch them. We will follow this convention.
@@ -89,7 +87,7 @@ EmuDeck will automatically create an *Emulators - Emulators* parser for ***Steam
---
#### Non-EmuDeck Users
### Non-EmuDeck Users
We will need to create a new parser for the Emulators. Unlike with the EmuDeck model, we will have the parser look for AppImages.
@@ -128,7 +126,7 @@ We will need to create a new parser for the Emulators. Unlike with the EmuDeck
---
#### Adding Eden to Steam
### Adding Eden to Steam
Now that we have the parser or shell script created, we can actually add it to Steam.
@@ -139,7 +137,7 @@ Now that we have the parser or shell script created, we can actually add it to S
---
#### Correcting a Mismatch
### Correcting a Mismatch
If the emulator is not identified correctly, you may need to tell *Steam ROM Manager* what the game is manually.
@@ -149,7 +147,7 @@ Now that we have the parser or shell script created, we can actually add it to S
---
#### Excluding Matches
### Excluding Matches
You may want to tell Steam ROM Manager to ignore some files that it finds in the directory. This is how you do so.
@@ -161,105 +159,4 @@ Now that we have the parser or shell script created, we can actually add it to S
5. The program will now start writing the entries into the Steam Library. You should get pop up notifications of the progress, but you can monitor the progress by selecting the **Log** on the left-hand side if needed.
6. Restart Steam to have the changes take effect. Check your library to ensure that your games are there, in a category if you defined one in the parser.
7. Try to launch the Emulator from Steam and ensure everything is working. You are now good to go.
## Importing Games into Steam with Steam Rom Manager
Use this when you want to import your games inside Eden into Steam to launch with artwork from Steam Game Mode without needing to launch Eden first.
**Click [Here](https://evilperson1337.notion.site/Importing-Games-into-Steam-with-Steam-Rom-Manager-2b757c2edaf680d7a491c92b138f1fcc) for a version of this guide with images & visual elements.**
---
#### Pre-Requisites
- Steam Deck Set up and Configured
- Eden set up and Configured
- Internet Access
---
### Steps
1. Press the **STEAM** button and then go to *Power → Switch to Desktop* to enter the Desktop mode.
1. Install ***Steam ROM Manager***, there are 2 ways you can accomplish this, either manually or through [*EmuDeck*](https://www.emudeck.com/#downloads).
---
#### Manual Installation
1. Open the *Discover Store* and search for *Steam ROM Manager.*
2. Select the **Install** button to install the program.
---
#### Installing Through *EmuDeck*
<aside>
***NOTE***: This assumes you have already set up EmuDeck, if not - just run through the guided installation and select *Steam ROM Manager* as one of the options.
</aside>
1. Open **EmuDeck**, then navigate to *Manage Emulators.*
2. Scroll down to the bottom of the page to the *Manage your Tools & Frontends* section. Click **Steam ROM Manager**.
3. Click the **Install** button on the right hand side to install it.
---
2. Open the Start Menu and Launch ***Steam ROM Manager***
1. The program will now launch and show you a window with parsers.
<aside>
***TIP***: Your layout may look different depending on how you installed *Steam ROM Manager*. You may need to go to **Settings → Theme** and change it to *Classic* to follow along.
</aside>
2. Switch off all Parsers by hitting the *Toggle Parsers* switch.
3. Scroll down the list on the left-hand side and look for a parser called *Nintendo Switch - Eden* and switch it on. This parser may not exist depending on how you installed *Steam ROM Manager* (EmuDeck creates it for you). Follow these steps to create it if it is missing.
---
#### Creating the Eden Parser
1. Select Create Parser and in the *Community Presets* option look for **Nintendo Switch - Yuzu**.
2. Change the **Parser title** from *Nintendo Switch - Yuzu* to *Nintendo Switch - Eden.*
3. Hit the **Browse** option under the *ROMs directory* section. Select the directory containing your Switch ROMs.
4. Under *Steam collections*, you can add a Steam category name. This just organizes the games under a common category in your Steam Library, this is optional but recommended.
5. Scroll down slightly to the **Executable Configuration → Executable**, select **Browse** and select the Eden AppImage.
6. Leave everything else the same and hit **Save** to save the parser.
---
4. Click the Eden parser to view the options on the right, select **Test** at the bottom of the screen to ensure that *Steam ROM Manager* detects your games correctly.
1. *Steam ROM Manager* will start to scan the specified ROMs directory and match them to games. Look over the results to ensure they are accurate. If you do not see any entries - check your parsers ROMs directory field.
1. When you are happy with the results, click the **Add Games****Parse** to start the actual Parsing.
1. The program will now identify the games and pull artwork from [*SteamGridDB*](https://www.steamgriddb.com/).
2. Review the game matches and ensure everything is there.
---
#### Correcting a Mismatch
If the game is not identified correctly, you may need to tell *Steam ROM Manager* what the game is manually.
1. Hover over the game card and click the magnifying glass icon.
2. Search for the game on the *Search SteamGridDB* section and scroll through the results, selecting the one you want.
3. Ensure the *Name* and *Game ID* update in the **Per-App Exceptions** and press **Save and close**. The game should now update.
---
#### Excluding Matches
You may want to tell Steam ROM Manager to ignore some files (updates/DLC/etc.) that it finds in the directory. This is how you do so.
1. Hit the **Exclude Games** button in the bottom right.
2. Deselect the game you want to exclude, the poster artwork should go dim and the **Number Excluded** number should increment up. Repeat with any other exclusions you want to add.
3. Hit **Save Excludes** when you are happy with your selections.
---
3. When you are happy with the results, select **Save to Steam** to save the results.
1. The program will now start writing the entries into the Steam Library. You should get pop up notifications of the progress, but you can monitor the progress by selecting the **Log** on the left-hand side if needed.
2. Restart Steam to have the changes take effect. Check your library to ensure that your games are there, in a category if you defined one in the parser.
3. Try to launch a game and ensure everything is working. You are now good to go.
7. Try to launch the Emulator from Steam and ensure everything is working. You are now good to go.
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@@ -0,0 +1,100 @@
# Importing Games into Steam with Steam Rom Manager
Use this when you want to import your games inside Eden into Steam to launch with artwork from Steam Game Mode without needing to launch Eden first.
**Click [Here](https://evilperson1337.notion.site/Importing-Games-into-Steam-with-Steam-Rom-Manager-2b757c2edaf680d7a491c92b138f1fcc) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Steam Deck Set up and Configured
- Eden set up and Configured
- Internet Access
---
## Steps
1. Press the **STEAM** button and then go to *Power → Switch to Desktop* to enter the Desktop mode.
1. Install ***Steam ROM Manager***, there are 2 ways you can accomplish this, either manually or through [*EmuDeck*](https://www.emudeck.com/#downloads).
---
### Manual Installation
1. Open the *Discover Store* and search for *Steam ROM Manager.*
2. Select the **Install** button to install the program.
---
### Installing Through *EmuDeck*
<aside>
***NOTE***: This assumes you have already set up EmuDeck, if not - just run through the guided installation and select *Steam ROM Manager* as one of the options.
</aside>
1. Open **EmuDeck**, then navigate to *Manage Emulators.*
2. Scroll down to the bottom of the page to the *Manage your Tools & Frontends* section. Click **Steam ROM Manager**.
3. Click the **Install** button on the right hand side to install it.
---
2. Open the Start Menu and Launch ***Steam ROM Manager***
1. The program will now launch and show you a window with parsers.
<aside>
***TIP***: Your layout may look different depending on how you installed *Steam ROM Manager*. You may need to go to **Settings → Theme** and change it to *Classic* to follow along.
</aside>
2. Switch off all Parsers by hitting the *Toggle Parsers* switch.
3. Scroll down the list on the left-hand side and look for a parser called *Nintendo Switch - Eden* and switch it on. This parser may not exist depending on how you installed *Steam ROM Manager* (EmuDeck creates it for you). Follow these steps to create it if it is missing.
---
### Creating the Eden Parser
1. Select Create Parser and in the *Community Presets* option look for **Nintendo Switch - Yuzu**.
2. Change the **Parser title** from *Nintendo Switch - Yuzu* to *Nintendo Switch - Eden.*
3. Hit the **Browse** option under the *ROMs directory* section. Select the directory containing your Switch ROMs.
4. Under *Steam collections*, you can add a Steam category name. This just organizes the games under a common category in your Steam Library, this is optional but recommended.
5. Scroll down slightly to the **Executable Configuration → Executable**, select **Browse** and select the Eden AppImage.
6. Leave everything else the same and hit **Save** to save the parser.
---
4. Click the Eden parser to view the options on the right, select **Test** at the bottom of the screen to ensure that *Steam ROM Manager* detects your games correctly.
1. *Steam ROM Manager* will start to scan the specified ROMs directory and match them to games. Look over the results to ensure they are accurate. If you do not see any entries - check your parsers ROMs directory field.
1. When you are happy with the results, click the **Add Games****Parse** to start the actual Parsing.
1. The program will now identify the games and pull artwork from [*SteamGridDB*](https://www.steamgriddb.com/).
2. Review the game matches and ensure everything is there.
---
### Correcting a Mismatch
If the game is not identified correctly, you may need to tell *Steam ROM Manager* what the game is manually.
1. Hover over the game card and click the magnifying glass icon.
2. Search for the game on the *Search SteamGridDB* section and scroll through the results, selecting the one you want.
3. Ensure the *Name* and *Game ID* update in the **Per-App Exceptions** and press **Save and close**. The game should now update.
---
### Excluding Matches
You may want to tell Steam ROM Manager to ignore some files (updates/DLC/etc.) that it finds in the directory. This is how you do so.
1. Hit the **Exclude Games** button in the bottom right.
2. Deselect the game you want to exclude, the poster artwork should go dim and the **Number Excluded** number should increment up. Repeat with any other exclusions you want to add.
3. Hit **Save Excludes** when you are happy with your selections.
---
3. When you are happy with the results, select **Save to Steam** to save the results.
1. The program will now start writing the entries into the Steam Library. You should get pop up notifications of the progress, but you can monitor the progress by selecting the **Log** on the left-hand side if needed.
2. Restart Steam to have the changes take effect. Check your library to ensure that your games are there, in a category if you defined one in the parser.
3. Try to launch a game and ensure everything is working. You are now good to go.
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@@ -12,13 +12,12 @@ The setting ranges from 0 to 65535 (0x0000 to 0xFFFF), where each bit represents
* [Accessing Debug Knobs (dev side)](#accessing-debug-knobs-dev-side)
* [Setting Debug Knobs (user side)](#setting-debug-knobs-user-side)
* [Bit Manipulation Examples](#bit-manipulation-examples)
3. [Terminology and user communication](#terminology-and-user-communication)
4. [Examples](#examples)
3. [Examples](#examples)
* [Example 1: Conditional Debug Logging](#example-1-conditional-debug-logging)
* [Example 2: Performance Tuning](#example-2-performance-tuning)
* [Example 3: Feature Gating](#example-3-feature-gating)
5. [Best Practices](#best-practices)
4. [Best Practices](#best-practices)
---
@@ -78,44 +77,6 @@ To enable specific features, calculate the decimal value by setting the appropri
* **Enable bits 0 and 1**: Value = 3 (2^0 + 2^1)
* **Enable bit 15**: Value = 32768 (2^15)
## Terminology and user communication
There are two main confusions when talking about knobs:
### Whether it's zero-based or one-based
Sometimes when an user reports: knobs 1 and 2 gets better performance, dev may get confuse whether he means the knobs 1 and 2 literally, or the 1st and 2nd knobs (knobs 0 and 1).
Debug knobs are **zero-based**, which means:
* The first knob is the knob(0) (or knob0 henceforth), and the last one is the 15 (knob15, likewise)
* You can talk: "knob0 is enabled/disabled", "In this video i was using only knobs 0 and 2", etc.
### Whether one is talking about the knob itself or about the entire parameter value (which represents all knobs)
Sometimes when an user reports: knob 3 results, it's unclear whether he's referring to knob setting with value 3 (which means both knob 0 and 1 are enabled), or to knob(3) specifically.
Whenever you're instructing tests or reporting results, be precise about whether one you're talking to avoid confusion:
### Setting based terminology
ALWAYS use the word in PLURAL (knobs), without mentioning which one, to refer to the setting, aka multiple knobs at once:
Examples:
- **knobs=0**: no knobs enabled
- **knobs=1**: knob0 enabled, others disabled
- **knobs=2**: knob1 enabled, others disabled
- **knobs=3**: knobs 0 and 1 enabled, others disabled
...
### Knob based terminology
Use the word in SINGULAR (knob), or in plural but referring which ones, when meaning multiple knobs at once:
Examples:
- **knob0**: knob 0 enabled, others disabled
- **knob1**: knob 1 enabled, others disabled
- **knobs 0 and 1**: knobs 0 and 1 enabled, others disabled
...
## Examples
### Example 1: Conditional Debug Logging
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@@ -1,6 +1,6 @@
# Setting a Custom Date/Time in Eden
Use this guide whenever you want to modify the Date or Time that Eden reports to games. This can be useful for modifying RNG elements, skipping wait times in games, etc.
Use this guide whenever you want to modify the Date or Time that Eden reports to games. This can be useful for modifying RNG elements, skipping wait times in games, etc.
**Click [Here](https://evilperson1337.notion.site/Setting-a-Custom-Date-Time-in-Eden-2b357c2edaf680acb8d4e63ccc126564) for a version of this guide with images & visual elements.**
@@ -16,5 +16,5 @@ Use this guide whenever you want to modify the Date or Time that Eden reports to
1. Navigate to *Emulation → Configure*.
2. Click on the **System** item on the left-hand side navigation, then check the *Custom RTC Date* box.
3. The Date/Time option now becomes editable. Set it to the value you want and hit **OK**.
4. GREAT SCOTT! We have time traveled! You can of course go forward or backward in time (as long as it is not before the year 1970) and your game should update accordingly (e.g. certain *Super Mario Odyssey* moons that take time for flowers to grow will now be fully grown.).
3. The Date/Time option now becomes editable. Set it to the value you want and hit **OK**.
4. GREAT SCOTT! We have time traveled! You can of course go forward or backward in time (as long as it is not before the year 1970) and your game should update accordingly (e.g. certain *Super Mario Odyssey* moons that take time for flowers to grow will now be fully grown.).
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@@ -16,15 +16,6 @@ The CPU must support FMA for an optimal gameplay experience. The GPU needs to su
If your GPU doesn't support or is just behind by a minor version, see Mesa environment variables below (*nix only).
## Releases and versions
- Stable releases/Versioned releases: Has a version number and it's the versions we expect 3rd party repositories to host (package managers and such), these are, well, stable, have low amount of regressions (wrt. to master and nightlies) and generally focus on "keeping things without regressions", recommended for the average user.
- RC releases: Release candidate, generally "less stable but still stable" versions.
- Full release: "The stablest possible you could get".
- Nightly: Builds done around 2PM UTC (if there are any changes), generally stable, but not recommended for the average user. These contain daily updates and may contain critical fixes for some games.
- Master: Unstable builds, can lead from a game working exceptionally fine to absolute crashing in some systems because someone forgot to check if NixOS or Solaris worked. These contain straight from the oven fixes, please don't use them unless you plan to contribute something! They're very experimental! Still 95% of the time it will work just fine.
- PR builds: Highly experimental builds, testers may grab from these. The average user should treat them the same as master builds, except sometimes they straight up don't build/work.
## User configuration
### Configuration directories
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@@ -1,11 +0,0 @@
# User Handbook - Custom Firmware (CFW)
At the moment of writing, we do not support CFW such as Atmosphere, due to:
- Lacking the required LLE emulation capabilities to properly emulate the full firmware.
- Lack of implementation on some of the key internals.
- Nobody has bothered to do it (PRs always welcome!)
We do however, maintain HLE compatibility with the former mentioned CFW, applications that require Atmosphere to run will run fine in the emulator without any adjustments.
If they don't run - then that's a bug!
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@@ -7,7 +7,6 @@ There are two main applications, an SDL2 based app (`eden-cli`) and a Qt based a
- `-g <path>`: Alternate way to specify what to load, overrides. However let it be noted that arguments that use `-` will be treated as options/ignored, if your game, for some reason, starts with `-`, in order to safely handle it you may need to specify it as an argument.
- `-f`: Use fullscreen.
- `-u <number>`: Select the index of the user to load as.
- `-input-profile <name>`: Specifies input profile name to use (for player #0 only).
- `-qlaunch`: Launch QLaunch.
- `-setup`: Launch setup applet.
@@ -21,4 +20,3 @@ There are two main applications, an SDL2 based app (`eden-cli`) and a Qt based a
- `--program/-p`: Specify the program arguments to pass (optional).
- `--user/-u`: Specify the user index.
- `--version/-v`: Display version and quit.
- `--input-profile/-i`: Specifies input profile name to use (for player #0 only).
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@@ -0,0 +1,49 @@
# Configuring Controller Profiles
Use this guide for when you want to configure specific controller settings to be reused.
**Click [Here](https://evilperson1337.notion.site/Configuring-Controller-Profiles-2be57c2edaf680eabc3ac8c333ec75c4) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Eden Set Up and Configured
---
### Steps
1. Launch Eden and wait for it to load.
2. Navigate to *Emulation > Configure…*
3. Select **Controls** from the left-hand menu and configure your controller for the way you want it to be in game.
4. Select **New** and enter a name for the profile in the box that appears. Press **OK** to save the profile settings.
5. Select **OK** to close the settings menu.
## Setting Controller Profiles By Game
Use this guide when you want to set up specific controller profiles for specific games. This can be useful for certain games like *Captain Toad Treasure Tracker* where a blue dot appears in the middle of the screen when you have docked mode enabled, but not handheld mode.
**Click [Here](https://evilperson1337.notion.site/Setting-Controller-Profiles-By-Game-2b057c2edaf681658a57f0c199cb6083) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Eden Emulator set up and fully configured
- Controller Profile Created
- See [*Configuring Controller Profiles*](./ControllerProfiles.md) for instructions on how to do this if needed.
---
### Steps
1. *Right-Click* the game you want to apply the profile to in the main window and select **Properties.**
2. Navigate to the **Input Profiles** tab in the window that appears. Drop down on *Player 1 profile* (or whatever player profile you want to apply it to) and select the profile you want.
<aside>
***NOTE***: You may have to resize the window to see all tabs, or press the arrows by the tabs to see **Input Profiles**.
</aside>
1. Click **OK** to apply the profile mapping.
2. Launch the game and confirm that the profile is applied, regardless of what the global configuration is.
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@@ -1,65 +0,0 @@
# User Handbook - Controllers
Most of the controls should work out of the box. If not, please use a joystick calibrator to ensure it's not an issue with your own controller, for example:
- https://github.com/dkosmari/calibrate-joystick
## Using external controllers on the Steamdeck
In desktop mode ignore your pro controller/xbox contoller external controller and use **Steam Virtual Gamepad 0 as Player 1**. If you have multiple external controllers set **Player 2 to Steam Virtual Gamepad 1**. Steam app must not be closed on desktop mode.
Here's the annoying part of it. When waking up the steam deck from sleep try not to touch any button on the Steamdeck and turn on your external controller. Then open the Eden.AppImage. If you're lucky you can get your external controller to be position 0 and also Steam Virtual Gamepad 0 in desktop mode. If not that is ok too unless you need to configure player 1 to have gyro. You might need to repeat this to get your external controller as Steam Virtual Gamepad 0 so you can config Player 1 having gyro. You might be able to config player 1 to have gyro with the Steamdeck itself. Or you can also config player 1, 2, 3, etc, to have gyro somehow. Make sure they are all using Virtual Gamepads though.
Turn off controller then go to gaming mode. Try not to touch any buttons on the physical Steamdeck. When in gaming mode turn on the external controller. If lucky it will be assigned as Steam Virtual Gamepad 0. If not just use steam Gamemode feature to rearrange controller positions order.
Basically the Steamdeck or the external controller is fighting for position 0 and it depends on what is touched first after waking from sleep.
## Configuring Controller Profiles
Use this guide for when you want to configure specific controller settings to be reused.
**Click [Here](https://evilperson1337.notion.site/Configuring-Controller-Profiles-2be57c2edaf680eabc3ac8c333ec75c4) for a version of this guide with images & visual elements.**
---
#### Pre-Requisites
- Eden Set Up and Configured
---
#### Steps
1. Launch Eden and wait for it to load.
2. Navigate to *Emulation > Configure…*
3. Select **Controls** from the left-hand menu and configure your controller for the way you want it to be in game.
4. Select **New** and enter a name for the profile in the box that appears. Press **OK** to save the profile settings.
5. Select **OK** to close the settings menu.
### Setting Controller Profiles By Game
Use this guide when you want to set up specific controller profiles for specific games. This can be useful for certain games like *Captain Toad Treasure Tracker* where a blue dot appears in the middle of the screen when you have docked mode enabled, but not handheld mode.
**Click [Here](https://evilperson1337.notion.site/Setting-Controller-Profiles-By-Game-2b057c2edaf681658a57f0c199cb6083) for a version of this guide with images & visual elements.**
---
#### Pre-Requisites
- Eden Emulator set up and fully configured
- Controller Profile Created
- See [*Configuring Controller Profiles*](./ControllerProfiles.md) for instructions on how to do this if needed.
---
#### Steps
1. *Right-Click* the game you want to apply the profile to in the main window and select **Properties.**
2. Navigate to the **Input Profiles** tab in the window that appears. Drop down on *Player 1 profile* (or whatever player profile you want to apply it to) and select the profile you want.
<aside>
***NOTE***: You may have to resize the window to see all tabs, or press the arrows by the tabs to see **Input Profiles**.
</aside>
1. Click **OK** to apply the profile mapping.
2. Launch the game and confirm that the profile is applied, regardless of what the global configuration is.
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@@ -1,7 +1,5 @@
# User Handbook - Graphics
Graphical enhancements and visual quality improvments. This doesn't cover texture mods.
## Visual Enhancements
### Anti-aliasing
@@ -91,7 +89,7 @@ The OpenGL backend would invoke behaviour that would result in swarst/LLVMpipe w
### HaikuOS compatibility
HaikuOS bundles a Mesa library that doesn't support full core OpenGL 4.6 (required by the emulator). This leads to HaikuOS being one of the few computer platforms where Vulkan is the only available option for users. If OpenGL is desired, Mesa has to be built manually from source. For debugging purposes `lavapipe` is recommended over the GPU driver; there is in-kernel support for NVIDIA cards through.
HaikuOS bundles a Mesa library that doesn't support full core OpenGL 4.6 (required by the emulator). This leads to HaikuOS being one of the few computer platforms where Vulkan is the only available option for users. If OpenGL is desired, Mesa has to be built manually from source. For debugging purpouses `lavapipe` is recommended over the GPU driver; there is in-kernel support for NVIDIA cards through.
### Fixes for Windows 10 and above having "Device loss"
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@@ -1,206 +0,0 @@
# User Handbook - Installing Mods
## General Notes
**Note:** When installing a mod, always read the mod's installation instructions.
This is especially important if a mod uses a framework such as **ARCropolis**, **Skyline**, or **Atmosphere plugins**. In those cases, follow the framework's instructions instead of using Eden's normal mod folder.
For example, **Super Smash Bros. Ultimate** uses such a framework. See the related section below for details.
---
# Installing Mods for Most Games
1. Right click a game in the game list.
2. Click **"Open Mod Data Location"**.
3. Extract the mod into that folder.
Each mod should be placed inside **its own subfolder**.
---
# Enabling or Disabling Mods
1. Right click the game in the game list.
2. Click **Configure Game**.
3. In the **Add-Ons** tab, enable or disable mods, updates, and DLC by ticking or unticking their boxes.
---
# Important Note About SD Card Paths
Some mods are designed for real Nintendo Switch consoles and refer to the **SD card root**.
The emulated SD card is located at:
```
%AppData%\eden\sdmc
```
Example:
```
Switch instruction: sd:/ultimate/mods
Eden equivalent: sdmc/ultimate/mods
```
---
# Framework-Based Mods (Super Smash Bros. Ultimate)
Some games require external mod frameworks instead of the built-in mod loader.
The most common example is **Super Smash Bros. Ultimate**.
These mods are installed directly to the **emulated SD card**, not the normal Eden mod folder.
---
# Installing the ARCropolis Modding Framework
**Note:** Some mod packs bundle ARCropolis with their installer (for example, Smash Ult-S).
---
## 1. Download ARCropolis
Download the latest release:
https://github.com/Raytwo/ARCropolis/releases/
---
## 2. Install ARCropolis
Extract the **`atmosphere`** folder into:
```
%AppData%\eden\sdmc
```
This is the **emulated SD card directory**.
Verify installation by checking that the following file exists:
```
sdmc\atmosphere\contents\01006A800016E000\romfs\skyline\plugins\libarcropolis.nro
```
---
## 3. Download Skyline
Download the latest Skyline release:
https://github.com/skyline-dev/skyline/releases
Skyline used to be bundled with ARCropolis but is now distributed separately to avoid compatibility issues caused by outdated bundled versions.
---
## 4. Install Skyline
Extract the **`exefs`** folder into:
```
sdmc\atmosphere\contents\01006A800016E000
```
The `exefs` folder should be **next to the `romfs` folder**.
Verify installation by checking that the following file exists:
```
%AppData%\eden\sdmc\atmosphere\contents\01006A800016E000\exefs\subsdk9
```
---
## 5. Launch the Game Once
Start the game and make sure you see the **ARCropolis version text on the title screen**.
This will also create the folders required for installing mods.
---
## 6. Install Smash Ultimate Mods
Install mods inside:
```
sdmc\ultimate\mods
```
Each mod must be placed inside **its own subfolder**.
Example:
```
sdmc\ultimate\mods\ExampleMod
```
---
# Troubleshooting
## ARCropolis text does not appear on startup
Check the following:
- `libarcropolis.nro` exists in:
```
sdmc\atmosphere\contents\01006A800016E000\romfs\skyline\plugins
```
- `subsdk9` exists in:
```
sdmc\atmosphere\contents\01006A800016E000\exefs
```
- Files were extracted to:
```
%AppData%\eden\sdmc
```
---
## Mods are not loading
Make sure mods are installed inside:
```
sdmc\ultimate\mods
```
Each mod must have its **own subfolder**.
Correct example:
```
sdmc\ultimate\mods\ExampleMod
```
Incorrect example:
```
sdmc\ultimate\mods\ExampleMod\ExampleMod
```
---
## Installing mods in the wrong folder
ARCropolis mods **do not go in Eden's normal mod folder**.
Do **not** install Smash mods here:
```
user\load\01006A800016E000
```
That folder is only used for traditional **RomFS mods**, not ARCropolis.
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@@ -56,7 +56,7 @@ Use this when you need to connect to a multiplayer room for LDN functionality in
- Multiplayer Options Configured in Eden Settings
- Network Access
### Steps
## Steps
There are 2 primary methods that you can use to connect to an existing room, depending on how the room is hosted.
- Joining a Public Lobby
@@ -70,7 +70,7 @@ There are 2 primary methods that you can use to connect to an existing room, dep
</aside>
## Joining a Public Lobby
### Joining a Public Lobby
1. Open Eden and navigate to *Multiplayer → Browse Public Game Lobby*.
2. The **Public Room Browser** will now open and display a list of publicly accessible rooms. Find one you want to connect to and double click it.
@@ -90,7 +90,7 @@ If the hoster has not made the lobby public, or you don't want to find it in the
---
## Hosting a Multiplayer Room
# Hosting a Multiplayer Room
Use this guide for when you want to host a multiplayer lobby to play with others in Eden. In order to have someone access the room from outside your local network, see the *Access Your Multiplayer Room Externally* section for next steps.
**Click [Here](https://evilperson1337.notion.site/Hosting-a-Multiplayer-Room-2c357c2edaf6819481dbe8a99926cea2) for a version of this guide with images & visual elements.**
@@ -100,7 +100,7 @@ Use this guide for when you want to host a multiplayer lobby to play with others
- Network Access
- Ability to allow programs through the firewall on your device.
### Steps
## Steps
1. Open Eden and navigate to *Emulation → Multiplayer → Create Room.*
2. Fill out the following information in the popup dialog box.
@@ -120,7 +120,7 @@ Use this guide for when you want to host a multiplayer lobby to play with others
---
## Access Your Multiplayer Room Externally
# Access Your Multiplayer Room Externally
Quite often the person with whom you want to play is located off of your internal network (LAN). If you want to host a room and play with them you will need to get your devices to communicate with each other. This guide will go over your options on how to do this so that you can play together.
**Click [Here](https://evilperson1337.notion.site/Access-Your-Multiplayer-Room-Externally-2c357c2edaf681c0ab2ce2ee624d809d) for a version of this guide with images & visual elements.**
@@ -129,9 +129,9 @@ Quite often the person with whom you want to play is located off of your interna
- Eden set up and Functioning
- Network Access
### Options
## Options
#### Port Forwarding
### Port Forwarding
- **Difficulty Level**: High
@@ -148,9 +148,8 @@ The process works by creating a static mapping—often called a “port-forward
For our purposes we would pick the port we want to expose (*e.g. 24872*) and we would access our router's configuration and create a port-forward rule to send the traffic from an external connection to your local machine over our specified port (*24872)*. The exact way to do so, varies greatly by router manufacturer - and sometimes require contacting your ISP to do so depending on your agreement. You can look up your router on [*portforward.com*](https://portforward.com/router.htm) which may have instructions on how to do so for your specific equipment. If it is not there, you will have to use Google/ChatGPT to determine the steps for your equipment.
Remember you can't have one port open for multiple devices at the same time - you must only host from one device (or do more convoluted networking which we will not cover here).
#### Use a Tunnelling Service
### Use a Tunnelling Service
- **Difficulty Level**: Easy
<aside>
@@ -168,7 +167,7 @@ For our purposes we would spawn the listener for the port that way chose when ho
- [*Playit.GG*](https://playit.gg/)
#### Use a VPN Service
### Use a VPN Service
- **Difficulty**: Easy
@@ -190,7 +189,7 @@ The VPN solution is a good compromise between the tunnelling solution and port f
---
## Finding the Server Information for a Multiplayer Room
# Finding the Server Information for a Multiplayer Room
Use this guide when you need to determine the connection information for the Public Multiplayer Lobby you are connected to.
**Click [Here](https://evilperson1337.notion.site/Finding-the-Server-Information-for-a-Multiplayer-Room-2c557c2edaf6809e94e8ed3429b9eb26) for a version of this guide with images & visual elements.**
@@ -199,7 +198,7 @@ Use this guide when you need to determine the connection information for the Pub
- Eden set up and configured
- Internet Access
### Steps
## Steps
### Method 1: Grabbing the Address from the Log File
1. Open Eden and Connect to the room you want to identify.
@@ -223,7 +222,7 @@ Use this guide when you need to determine the connection information for the Pub
2. Open the terminal supported by your operating system.
3. Run one of the following commands, replacing *<Name>* with the name of the server from step 1.
#### PowerShell Command [Windows Users]
### PowerShell Command [Windows Users]
```powershell
# Calls the API to get the address and port information
@@ -236,7 +235,7 @@ Use this guide when you need to determine the connection information for the Pub
#}
```
#### CURL Command [MacOS/Linux Users] **Requires jq*
### CURL Command [MacOS/Linux Users] **Requires jq*
```bash
# Calls the API to get the address and port information
@@ -253,7 +252,7 @@ Use this guide when you need to determine the connection information for the Pub
---
## Multiplayer for Local Co-Op Games
# Multiplayer for Local Co-Op Games
Use this guide when you want to play with a friend on a different system for games that only support local co-op.
**Click [Here](https://evilperson1337.notion.site/Multiplayer-for-Local-Co-Op-Games-2c657c2edaf680c59975ec6b52022a2d) for a version of this guide with images & visual elements.**
@@ -272,7 +271,7 @@ In either situation at its core, we are emulating an input device on the host ma
- Parsec is free to use for personal, non-commercial use. For instructions on how to set up an account and install the client you should refer to the Parsec documentation on it's site.
- Parsec client installed on your machine and remote (friend's) machine
### Steps
## Steps
<aside>
@@ -295,22 +294,3 @@ This guide will assume you are the one hosting the game and go over things *Pars
10. Set up the remote player's controller.
11. Hit **OK** to apply the changes.
12. Launch the game you want to play and enter the co-op mode. How this works depends on the game, so you will have to look in the menus or online to find out.
## Metaserver troubleshooting
If you can't connect to the metaserver, it's likely your ISP is blocking the requests.
### Linux and Steamdeck
Most Linux systems and Steamdeck should allow to modify the base `/etc/hosts` file, this should fix the DNS lookup issue; hence add the following to said file:
```
28.165.181.135 api.ynet-fun.xyz api.ynet-fun.xyz
```
### Zapret
In `lists/list-general.txt` add the following:
```
api.ynet-fun.xyz
ynet-fun.xyz
```

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