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69 Commits

Author SHA1 Message Date
wildcard d88f9e00c9 Update src/core/loader/nso.cpp 2026-05-11 02:38:01 +02:00
wildcard 4bedd49376 Fix Paper Mario TTYD crashes on Android
This fixes the crash in Paper Mario TTYD on Android. The issue was a 32bit svc was being executed at module_start + 0x112F50 so we replace that svc we nop to fix the crash issue.
2026-05-11 02:34:57 +02:00
CamilleLaVey 5575d77520 [android] Another set of QoL changes for Android - 2 (#3886)
Changes:

- Defaults: Set Async GPU and Async Vulkan Presentation to OFF. Stability wasn't worth the trade-off.
- Threading: Lowered default pipeline workers from 7 to 4 to reduce heat and CPU contention.
- Settings: Added a slider for manual pipeline worker count so users can test what works best for their SoC.
- QCOM: Removed SPIRV bans; improves load times and thermals in heavy titles like Jump Force.
- UI: Cleaned up settings descriptions to be less ambiguous.

------------------------
Some games fixed:

-> Trinity Fusion: No longer crashes with Turnip, no longer shows the black dot in the middle of the screen on both QCOM and Turnip drivers.
-> Naruto X Boruto - Ultimate Ninja Storm Connections: Game no longer requires a fixed version of turnip to work (previously requiring Turnip driver from MESA 24.3/ @MrPurple666 EoL v2 driver)

Co-authored-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3886
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2026-05-10 06:38:02 +02:00
lizzie afe92c5bed [dist] new 1st anniversary icon (#3942)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3942
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-10 05:36:58 +02:00
John 732fee2e85 Add Enable Legacy Rescale Pass to Android (#3851)
Testing: Luigi Mansion 3 artifact lines also happen on android.

Toggle existed on every platform but android. It works on Android and also removes the artifact lines that also happen on intel and amd gpus.

A testing PR until #3665

Co-authored-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3851
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-05-09 23:49:14 +02:00
lizzie 86f2f0bc36 [*] Re-fix clang-cl building (#3940)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3940
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-09 16:26:17 +02:00
Eden CI cad9db4886 [dist, android] Update translations from Transifex for May 09 (#3941)
Automatic translation update for May 09

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3941
2026-05-09 16:22:25 +02:00
lizzie 672c21829b [core/hle/kernel] Remove redundant TLS load/stores, reuse computed segment+address instead (#3932)
While originally for MSVC, this also should help clang/gcc not die trying to make codegen for the load/store of fields for the tls_data

should help to reuse computed values instead of recomputing shit for no reason

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3932
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-05-09 05:48:20 +02:00
lizzie eec460ec2e [dynarmic] remove decode matcher function handlers using std::function<>, use raw function pointers (#3920)
issues:
- std::function<> is used, which is famously bad
- storage of tehse in tables makes big fucking tables for no good reason
- lets just store a normal pointer and stuff! :)

this pr attempts to address that

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3920
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-05-09 05:41:41 +02:00
lizzie a6423a88cc [file_sys] resize SD card size in 4GiB chunks (#3921)
some homebrew theoretically would freak out when 1TB is reached... so let's just magically resize the SD card :)

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3921
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-05-09 05:28:22 +02:00
lizzie f87b1dafc8 [file_sys/sytem_archive] add missing identifiers for +8.0 (#3867)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3867
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-09 05:27:33 +02:00
lizzie 707e8afb29 [common] remove logging thread, simply write in place like a maniac (#3928)
theoretically, it's better because distributes load of logging across various threads

this should work because 99% of I/O solutions are blocking by default

EXCEPT, maybe android differs? please check logcat didn't get affected (again) by me underestimating android ~~stupidity~~ brillaince

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3928
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-05-09 05:26:17 +02:00
lizzie bf115ef5a7 [cmake] fix & allow FFmpeg cross compilations (#2973)
Should allow to cross compile FFmpeg.

Signed-off-by: lizzie lizzie@eden-emu.dev

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2973
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-07 15:58:17 +02:00
crueter b154a7da3c [hle, friend] GetFriendListForViewerV2 STUBBED and update list of functions (#3933) (#3937)
Fixes freezes Friend List on firmware 22+ and update list of functions according to data from Switchbrew

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3933
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3937
2026-05-06 20:23:42 +02:00
crueter 37026c8aaa [ci] Remove dead scripts (#3935)
These are horrifically outdated. Just use CMake

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3935
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-06 18:49:44 +02:00
crueter 65beea7c73 [docs] Clean up debug and development docs + fix mdlint (#3936)
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3936
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-06 16:50:38 +02:00
PavelBARABANOV 86eae5cc41 [core] Fix qlaunch crash on second launch (#3930)
partial revert [08232ce642](https://git.eden-emu.dev/eden-emu/eden/commit/08232ce64275eaf388eba7005f4dae28fc18a0b7)

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3930
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-06 04:20:55 +02:00
crueter 8b9a841d99 [desktop] Fix QtCommon missing header in bootmanager.cpp (#3931)
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3931
2026-05-06 03:27:51 +02:00
lizzie ca1fcaca3b [opengl] remove GLAD symbols from builds w/o OpenGL (#3922)
removes unused symbols from non-OpenGL builds, notably mac

I REMEMBER MAKING THIS PR A WHILE AGO but I have no record of it here, so hell lets redo it

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3922
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-06 03:23:27 +02:00
Eden CI 8f4e8c6d6a [dist, android] Update translations from Transifex for May 05 (#3929)
Automatic translation update for May 05

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3929
2026-05-05 21:48:58 +02:00
lizzie 4f4c298a39 [hle, service] fix errors related to race conditions triggering under SMG1 and SMG2 (#3927)
- service manager may add a service while someone else is finding it, so properly lock
- nvhost doesn't properly account for the fact that iterators GET FUCKING INVALIDATED
- use proper exit routine for mapping locked that failed (try/catch hell)

the last two were introduced by #3858, but the first one has been present since ???

either way, remember that ankerl map has invalidated iterators upon erase/insert, so i accounted for that and SMG1 (and probably smg2) boot fine now

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3927
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-05-05 07:31:08 +02:00
maufeat fee603f0b9 [kernel, hle] Initial 22.0.0 kernel changes and cmd stubs (#3761)
- KProcess::Run() and CreateThread() SVC now write the current thread handle to TLS+0x110
- KPageTableBase::LockForMapDeviceAddressSpace now checks for a new KPageTableBase boolean, m_allowed_exec_device_mapping
- Stub `am` + `acc` + `settings` cmd module that needs to work for qlaunch

Thanks to: @alula and @yellows8
Source for changes: https://github.com/Atmosphere-NX/Atmosphere/pull/2744, https://switchbrew.org/, https://yls8.mtheall.com/

Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3761
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-05-05 01:29:46 +02:00
MaranBr fc5fa7f1b2 [video_core] Reapply "Simplify TextureCache GC and remove redundant code" (#3723)
This enhances the garbage collection in TextureCache to make it more responsive and reliable during long gameplay sessions.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3723
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-05-04 21:28:43 +02:00
crueter 17c341ff6c [video_core] index rescaling metadata by descriptor (#3899) (#3924)
#3898 fix was good but exposed a rescaling metadata mismatch that can cause scaled texture descriptors to read the wrong state so this patch tries to keep them aligned with shader lookup

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3899
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>

Co-authored-by: ryana <ryanamayque@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3924
2026-05-04 20:27:53 +02:00
PavelBARABANOV 2deee80f29 [android] move GENSHIN_SPOOF flag to genshinSpoof flavor (#3923)
The standard build was downloading the optimized APK and vice versa due to GENSHIN_SPOOF being incorrectly defined in the mainline flavor. This should resolve the issue.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3923
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-05-04 19:54:26 +02:00
ryana 27e5cb0f12 [spirv] mark sampled image descriptor indices non-uniform (#3900)
fixes incorrect texture selection on vk when shaders use per-pixel descriptor indices, in line with #3898 so dynamic descs are no longer treated as uniform

also fixes TD;LTD spotty grass issue on SD not addressed by above pr

you can test out all the fixes here: https://git.eden-emu.dev/may/eden/src/branch/may/integrate-texture-descriptor-fixes

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3900
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-05-04 18:16:11 +02:00
ryana a76c76d122 [shader_recompiler] handle dynamic texture descriptor strides (#3898)
this fixes dynamic texture descriptors that are not laid out as simple 8-byte entries

tested on steam deck/amd

notes
- DynamicDescriptorSizeShift called twice because i moved it away from the struct but doing it this way keeps the patch just in this single file than adding a new derived field in the shared struct (i also think its just a cheap recomputation anyways)
- removed cbuf scanning because i figured out how to do a bounds check statically

credits:
- Mythrax <mythrax@mytrax-rs.org> (identified the 1024 descriptor cap fix in #3897)

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3898
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-05-04 18:15:55 +02:00
rayman30 44fa2805d6 [macos, dynarmic] Implement VectorMin/Max{S,U}64 emitters (Apple Silicon fix) (#3421)
[macos] dynarmic: Implement VectorMin/Max{S,U}64 emitters (Apple Silicon fix)

Implements the missing A64 backend emitters for VectorMinS64, VectorMinU64, VectorMaxS64, and VectorMaxU64.

These IR opcodes are generated by the optimizer but lack direct hardware instruction support for 64-bit elements in the base NEON set (e.g., UMIN.2D does not exist). They are implemented using a compare (CMGT/CMHI) followed by a bitwise select (BSL). This correctly selects between the two source registers, whereas using BIT would incorrectly zero out elements.

This implementation is guarded by #ifdef __APPLE__ to ensure no impact on other platforms.

Unit tests could not be added to a64.cpp because UMIN.2D is not a valid A64 instruction, causing the assembler (Oaknut) to reject it. The fix was verified by running Team Sonic Racing, which previously crashed on this synthetic opcode.

Fixes crash in Team Sonic Racing on macOS.

Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3421
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-05-03 04:29:49 +02:00
Eden CI 7d0e79335e [dist, android] Update translations from Transifex for May 02 (#3918)
Automatic translation update for May 02

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3918
2026-05-02 19:31:02 +02:00
lizzie d17ecb01af [file_sys] fix compilation on GCC 16 (#3917)
Signed-off-by: lizzie lizzie@eden-emu.dev
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3917
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-05-02 01:12:24 +02:00
crueter b537e83bed [android] Fix update checker crash on release mode (#3909)
R8 minifies the UpdateResult's data class to remove the `Set...`
methods, as it's technically not used in Kotlin/Java land.

Just force the minifier to keep it

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3909
2026-04-30 20:32:19 +02:00
lizzie 8765b49512 [video_core] fix H264 and jthread() causing spurious errors (#3907)
fixes regression by #3878

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3907
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-04-29 19:23:20 +02:00
lizzie a587b7dc3a [hle/nvdrv] drop redundant shared_ptr<> in internal nvhost_as_gpu mappings (#3858)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3858
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-04-29 16:44:28 +02:00
lizzie 90515bc6a2 [host1x] fix ffmpeg not having va-api on freebsd, inline nvenc (#3878)
- fix va-api not being used on freebsd

small thingies dont affect a lot:
- removes some pointer indirection (why save pointer to GMMU if its accesible via host1x)
- use std::variant<> for decoder
- miscelly vp9/v8/h264 opts
Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3878
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-04-29 16:41:25 +02:00
crueter 676b1aabfc [frontend] Built-in auto updater (#3845)
Checks latest release and opens a dialog containing the changelog, and
allow the user to select a specific build to download. After
downloading, it prompts the user to open it.

On Windows, this just opens up the zip in File Explorer. In the future setup files will be available. On macOS this opens up the DMG in Finder so the user can drag it to the Applications folder. Android retains the auto-update functionality from before, but updated to the new scheme. Body/View on Forgejo are not implemented, that should be in a future PR.

Additionally, moved some common httplib incantations to `Common::Net`. This will serve as the common network accessor and JSON parser from here on out.

TODO:
- [x] android :(
- [x] Search for builds based on keywords, with weights towards certain builds (e.g. macOS will search for dmg then tar.gz, windows msvc then mingw/exe then zip, etc.)
- [x] remove linux leftovers
- [x] don't allow asset selection on platforms w/o assets
- [x] nightly changelog should be in the real

FUTURE IMPLEMENTATION:
- [ ] Body/View on Forgejo for Android
- [ ] Setup files for Windows (Eden/nightly are separate) -- maybe portable/setup selector?
- [ ] Something else I'm forgetting

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3845
2026-04-28 20:42:23 +02:00
lizzie 77decca678 [video_core/engines/maxwell3d] memory inline DrawState to reduce indirection on hot paths (#3758)
usual indirection removal
helps very slightly to codegen

the idea is basically to reduce the amount of pointer deference overall in the code, and use idiomatic std::variant<>-isms to not rely on vtables/unique_ptr overhead
this should allow the compiler to emit better code
of course it's a tiny optimisation and only CPU side, but allows us to reduce indirection which is almost always a good thing

"but youre passing more parameters to the function!!!" its literally memoized into a register my friend

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3758
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-04-28 17:44:51 +02:00
Eden CI ed225f8a8b [dist, android] Update translations from Transifex for Apr 28 (#3902)
Automatic translation update for Apr 28

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3902
2026-04-28 16:11:44 +02:00
lizzie d69bd86183 [memory] coalesce redundant remappings of MultiPageLevel (#3857)
there is no need to call mmap() over the mapped region as the OS will automatically map it via lazy paging

basically the mmap() and virtualAlloc on a region already allocated is a no-op (FOR THIS SPECIFIC USECASE)

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3857
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-04-28 01:17:56 +02:00
lizzie c172abfb53 [hle] reuse previous pagetable when initializing new processes on the same KProcessPageTable (#3891)
VirtualBuffer<> would be recreated each time due to the `operator=()` from the unique_ptr<> when initializing a new process, this change makes it so said thing doesn't happen (instead it resizes the existing buffer)

this means that consecutive launches of the same process that happen to have the same process page table (or reuse it) will no longer incur a ctor/dtor path for VirtualBuffer and instead just resize the existing one

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3891
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-04-28 01:15:21 +02:00
lizzie d33dc16820 [dynarmic] set BL terminal as FastLinkBlock (#3811)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3811
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-04-28 01:12:35 +02:00
lizzie 8cdaf19a83 [video_core] simplify InvalidationAccumulator (#3890)
various redundant fields aren't required, so just redo it for good measure

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3890
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-04-28 00:24:54 +02:00
lizzie f088f5bd45 [loader] change ASLR algo to be more uniform (#3869)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3869
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-04-27 05:09:55 +02:00
lizzie cbeea5b954 [hle] handle NPad shared_memory being null on certain updates and cases (#3860)
Does NOT fix root issue with shared_memory of NPad yet, that is something probably separate
I'd like to suspect it's because every NPad by default it's expected to have shared memory, even when not explicitly initialized, but seems unlikely

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3860
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-04-27 04:01:49 +02:00
Duncan Ogilvie 1590e7c061 [core] GDB improvements (#3848)
The commands to reproduce the issues are in the commit messages. I tested on Super Mario Odyssey using [nx2elf](https://github.com/shuffle2/nx2elf) converted binaries and gdb-multiarch:

```
(gdb) monitor info
Process:     0x51 (Application)
Program Id:  0x0100000000010000
Layout:
  Alias: 0x1103400000 - 0x21033fffff
  Heap:  0x2103400000 - 0x23033fffff
  Aslr:  0x0008000000 - 0x7fffffffff
  Stack: 0x1083400000 - 0x11033fffff
Modules:
  0x0080b3d000 - 0x0080b40fff nnrtld
  0x0080b41000 - 0x0081ff1fff RedStar.nss
  0x0081ff2000 - 0x008270efff multimedia
  0x008270f000 - 0x00833e2fff nnSdk
(gdb) monitor mappings
Mappings:
  0x0000000000 - 0x0080b3cfff     Free ----- [0, 0]
  0x0080b3d000 - 0x0080b3efff r-x Code ----- [0, 0]
  0x0080b3f000 - 0x0080b3ffff r-- Code ----- [0, 0]
  0x0080b40000 - 0x0080b40fff rw- CodeData ----- [0, 0]
  0x0080b41000 - 0x008156bfff r-x Code ----- [0, 0]
  0x008156c000 - 0x0081cdafff r-- Code ----- [0, 0]
  0x0081cdb000 - 0x0081ff1fff rw- CodeData ----- [0, 0]
  0x0081ff2000 - 0x0082365fff r-x Code ----- [0, 0]
  0x0082366000 - 0x00825c0fff r-- Code ----- [0, 0]
  0x00825c1000 - 0x008270efff rw- CodeData ----- [0, 0]
  0x008270f000 - 0x0082c3cfff r-x Code ----- [0, 0]
  0x0082c3d000 - 0x00832bffff r-- Code ----- [0, 0]
  0x00832c0000 - 0x00833e2fff rw- CodeData ----- [0, 0]
  0x00833e3000 - 0x0083403fff     Free ----- [0, 0]
  0x0083404000 - 0x0083404fff rw- ThreadLocal ----- [0, 0]
  0x0083405000 - 0x1083403fff     Free ----- [0, 0]
  0x1083404000 - 0x1083503fff rw- Stack ----- [0, 0]
  0x1083504000 - 0x7fffffffff     Free ----- [0, 0]
(gdb) set sysroot
(gdb) set solib-search-path /Users/duncan/Downloads/smo-program
Reading symbols from /Users/duncan/Downloads/smo-program/rtld.elf...
(No debugging symbols found in /Users/duncan/Downloads/smo-program/rtld.elf)
Reading symbols from /Users/duncan/Downloads/smo-program/main.elf...
(No debugging symbols found in /Users/duncan/Downloads/smo-program/main.elf)
Reading symbols from /Users/duncan/Downloads/smo-program/subsdk0.elf...
(No debugging symbols found in /Users/duncan/Downloads/smo-program/subsdk0.elf)
Reading symbols from /Users/duncan/Downloads/smo-program/sdk.elf...
(No debugging symbols found in /Users/duncan/Downloads/smo-program/sdk.elf)
(gdb) info shared
From                To                  Syms Read   Shared Object Library
0x0000000080b3d000  0x0000000080b41000  Yes (*)     /Users/duncan/Downloads/smo-program/rtld.elf
0x0000000080b41000  0x0000000081ff2000  Yes (*)     /Users/duncan/Downloads/smo-program/main.elf
0x0000000081ff2000  0x000000008270f000  Yes (*)     /Users/duncan/Downloads/smo-program/subsdk0.elf
0x000000008270f000  0x00000000833e3000  Yes (*)     /Users/duncan/Downloads/smo-program/sdk.elf
(*): Shared library is missing debugging information.
(gdb) info functions nnMain
All functions matching regular expression "nnMain":

Non-debugging symbols:
0x0000000081024250  nnMain
0x0000000082c2de40  nnMain@plt
(gdb) b *nnMain
Breakpoint 1 at 0x81024250
(gdb) c
Continuing.

Breakpoint 1, 0x0000000081024250 in nnMain () from /Users/duncan/Downloads/smo-program/main.elf
(gdb) x/10i $pc
=> 0x81024250 <nnMain>:	stp	x22, x21, [sp, #-48]!
   0x81024254 <nnMain+4>:	stp	x20, x19, [sp, #16]
   0x81024258 <nnMain+8>:	stp	x29, x30, [sp, #32]
   0x8102425c <nnMain+12>:	add	x29, sp, #0x20
   0x81024260 <nnMain+16>:	bl	0x81569aa0
   0x81024264 <nnMain+20>:	mov	w19, w0
   0x81024268 <nnMain+24>:	bl	0x81569ab0
   0x8102426c <nnMain+28>:	mov	x20, x0
   0x81024270 <nnMain+32>:	mov	w0, w19
   0x81024274 <nnMain+36>:	mov	x1, x20
```

Symlinked like this:

```
ls -l /Users/duncan/Downloads/smo-program
total 687472
-rw-r--r--@ 1 duncan  staff   20385356 Apr  9 18:12 main.elf
lrwxr-xr-x@ 1 duncan  staff         11 Apr  9 15:26 multimedia -> subsdk0.elf
lrwxr-xr-x@ 1 duncan  staff          8 Apr  9 15:28 nnrtld -> rtld.elf
lrwxr-xr-x@ 1 duncan  staff          7 Apr  9 15:26 nnSdk -> sdk.elf
lrwxr-xr-x@ 1 duncan  staff          8 Apr  9 15:26 RedStar.nss -> main.elf
-rw-r--r--@ 1 duncan  staff      12440 Apr  9 18:12 rtld.elf
-rw-r--r--@ 1 duncan  staff   12662960 Apr  9 18:12 sdk.elf
-rw-r--r--@ 1 duncan  staff    6294336 Apr  9 18:12 subsdk0.elf
```

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3848
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-04-27 03:39:34 +02:00
lizzie c95f8df8a5 [docs] update deps for illumos, instructions for OmniOS (#3892)
omniOS is different enough from openIndiana that they warrant their own section

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3892
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-04-26 21:17:40 +02:00
crueter e81f5111de [android] Fix auto updater by using https scheme (#3895)
Seems like some phone vendors require https for URLs? Weird behavior,
works on some phones but not others

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3895
2026-04-26 21:15:07 +02:00
crueter 91058d7383 [desktop] Fix 2 mod manager bugs (#3884)
- Multi-import would show duplicates of a mod if it had both exefs and
  romfs
- Import from folder would crash on some single mods

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3884
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-04-26 03:26:04 +02:00
crueter 048d02e5b4 [android] Remove unused SPIRV strings and make strings check run on PRs (#3885)
I reorganized my runners so it shouldn't be an issue anymore

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3885
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-04-25 23:32:20 +02:00
lizzie 17e2be173c [spirv] nuke spirv-opt (#3877)
lots of AGILEism in spirv-opt
theres BETTER alternatives like https://github.com/renderbag/re-spirv (im not gonna bother for now, it probably has shitty build system)
it sucks

the IR already resolves most of the shader code to just constant load/stores
Spirv-opt passes do not seem to make such a big difference
only introduce extra latency
like for example cbuf pass in IR already removes a lot of code, that spirv_opt would otherwise miss due to the fact it doesn't have cbuf information

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3877
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-04-25 21:54:27 +02:00
crueter bd6dd7ecec [maxwell] Fix Flow::Block comp error (#3882)
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3882
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-04-25 20:50:11 +02:00
crueter 72ae613176 [dist, android] Update translations from Transifex (#3881)
Signed-off-by: Eden CI <ci@eden-emu.dev>
Co-authored-by: Eden CI <ci@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3881
2026-04-25 18:07:47 +02:00
crueter 26ce96297c [frontend] Change update checker to use new endpoints (#3879)
Related: [RFC3870](https://git.eden-emu.dev/eden-emu/eden/issues/3870)

Nightly and stable releases are now served through
`nightly.eden-emu.dev` and `stable.eden-emu.dev`, respectively. These
are stored using Backblaze, and served and cached through the Cloudflare
CDN. Ideally this will reduce costs, though I'll have to wait for my
first invoice to be certain.

These will serve as the new download locations going forward. Since we
have full control over this API, we can make any adjustments we want as
needed. For now, all it does is provide `tag_name`, `name`, and `body`,
the latter of which will be used for the upcoming updater PR.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3879
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-04-24 18:40:49 +02:00
CamilleLaVey b3cc8723c1 [vulkan] 2nd Vulkan Global Maintenance (#3853)
This pr is a sequel to the one merged some days ago (#3839); which aims to improve stability, graphical accuracy and better Vulkan implementation and coherency among all platforms, contains the next changes:

-> Removal of VK_EXT_unified_image_layouts: The removal of this ext was for cleaning purposes since the only part of this extension implemented was the activator; meanwhile a proper structure of use for this extension was not implemented, currently it's not viable to keep following an idea of a proper implementation due to complexity of this feature and the state of buffer cache and texture cache, which it's task that we must do near in the future, when this happens a better oportunity will arise to properly set layouts along a proper implementation of VK_EXT_descriptors_indexing, practically this feature was dead code.

-> Adjustment of VK_EXT_custom_border_color: The implementation of this feature was handled poorly and worsened during the first tries of making ExtendedDynamicState stable, by gating it's use to the slider of EDS (dyna_state) if the counter was at least in 1, even tho this entered in a bug with the RemoveUnsuitableExtension, when is not a requirement for enabling in Vulkan's documentation and was my mistake, some time later in ExtendedDynamicState refactor (#3074) I tried to make the implementation more robust in comparison the Yuzu's implementation which had bans on vendor drivers, the new handling was requesting if extension was available and what kind of support feature it had, enabling what it was available and wiring an adequate path for said available feature; which leads us to today's change, after reading carefully how certain paths weren't triggered or caused mostly issues on how extension should work I did the next changes:

    - I removed the forced disabling with ExtendedDynamicState setting
    - Resolved the bug with RemoveUnsuitableExtension + dyna_state
    - Removed comments of explanation + log_debug warning
    - Set extension to be disabled if customBorderColorWithoutFormat is not available
    - Helps to solidify the removal of bans in vendor drivers

This changes fixes the VUID 04015 for the handling with undefined format and made the usage of the extension more near to what Vulkan specification expects, yet there is still cases where we can't emulate properly samplers and some translucid black boxes will still appear, yet, now alleviated by allowing extension choose the proper custom available in Vulkan or degrade into a fallaback of solid colors.

-> Adjustment of VK_EXT/KHR_robustness2: This feature was introduced in ExtendedDynamicState refactor (#3074), as safety measure for descriptors during the Write of buffers, providing robustness with an upgraded access to image, buffers and proper discard of null data in descriptors, however, despite the configuration the logs during debug sessions never stopped to bring the next VUID-VkWriteDescriptorSet-descriptorType-00324 and VUID-VkWriteDescriptorSet-descriptorType-00325, being the first one, the most constant issue plaguing logs; the approach was not only ensuring device can access between each of the version of this feature, whether is an EXT or KHR (drivers can report one of them or both, yet, if we call the one of them and it's not the version supported, driver would not load the feature, there's a priority to the KHR version) with a simplified configuration of the extension to use only nullDescritor to deflect properly buffers and other trash data outside of descriptors bound; ensuring to wire the path when it's and not available and also with BindVertexBuffers2EXT when it's or not available; fixing both VUID's. This changes helps to save some CPU resources and memory on binding routes.

      - Fixes VUID-VkWriteDescriptorSet-descriptorType-00324
      - Fixes VUID-VkWriteDescriptorSet-descriptorType-00325
      - Fixes VUID-vkCmdBindVertexBuffers-pBuffers-00621 (alongisde a latter adjustment for pStrides)

-> Adjustment VK_EXT_image_robustness: As other features, this was implemented during the ExtendedDynamicState refactor (#3074), currently this change it's just to ensure more drivers are accessing this feature by changing the modality from extension to an explicit feature, some other redundant code was cleaned within this change.

-> Restored gating flush operation on removed gpu accuracy: An issue report from an user called CaptFaraday in https://github.com/eden-emulator/Issue-Reports/issues/425, posted a behavior appearing after the rework of gpu accuracy levels (#3129), which broke the rendering in Paper Mario - The-Thousand-Year Door where some graphical issues such as black flash and missing rendering from many animations through the game thanks to the removal of the flush inside FlushAndInvalidateRegion gated with IsGPULevelExtreme and suggested a possible fix with resting the missing gating and flush; which I did and properly restoring the complete behavior of this functionality + wiring to the new IsGPULevelHigh for a better semantic correctness, the change was tested and didn't affected Yoshi's Crafted World graphical problems and main reason behind the deletion of this function, fixed in fcfcee7247.

      - Solves https://github.com/eden-emulator/Issue-Reports/issues/266
      - Solves https://github.com/eden-emulator/Issue-Reports/issues/425
      - Fixes Paper Mario - The-Thousand-Year Door
      - Keeps Yoshi's Crafted World issue still fixed

-> Adjustment VK_EXT_conditional_rendering: Yuzu inherited us in their Vulkan backend multiple flaws which got worsened with the time as game and drivers changed, aside that, with the time studying this source code and especially the Vulkan-side of Eden, I started to learn and recognize some extensions that required a wide and robust modification to ensure the logic of the extension works as intended; currently ConditionalRendering had a lot of minimal modification:

    - Reordering the functions from "_NotifySegment_" to avoid a masive ram leak coming from query_cache (@weakboson) (#131)
    - Removing a function "_NotifySegment_" from rasterizer to ensure Metroid Prime 4 stopped crashing due to serious ram leaks in query_cache (@Maufeat) (#3142)

And other intents to make ConditionalRendering fully working, such as happened in ExtendedDynamicState refactor (#3074) but only patched an horrible situation with how the extension was truly working, after spending more than 3 months studying how this and other sub-sequential and essential extensions touched in this PR worked in Vulkan, I dived once again to make it work properly; one of the first changes was to fix an invalid reference lookup of queries, which fixed the removal of "NotifySegment" inside rasterizer and start to adjusting other parts of the implementation of ConditionalRendering minimally and switching with heavy tests to ensure not a single game gets broken among the changes; yet the initial benefits from fixing the indirection in the lookups to query cache, was to reduce the amount of time of GPU was spending in the constant state of queries, which proved to reduce flickering in Pokémon ZA among others, with also an small increase of performance but more noticeable stability, starting to reduce stutering bit by bit.

This advances allowed me to fix one of the the functions of IsGPULevelHigh, where existed a bypass to accelerate conditional rendering without the proper checks if the extension was truly supported, freeing QCOM from the flag of a fixated presync workaround; which also improved the usage of QCOM driver for 8 Elite devices and Unreal Engine 4 - 5 games, such as Dragon Ball Z - Sparking Zero; but that's not the only benefit from the current tries to make ConditionalRendering implementation more robust and accurate to specifications, but also started to show key points of where VK_EXT_transform_feedback was also failing to work properly.

-> Adjustment VK_EXT_transform_feedback: Like many other features in this PR, this one was also adjusted minimally in ExtendedDynamicState refactor (#3074), with the ConditionalRendering refactor going on, the solutions for the usage of this extensions started by ensuring each key function is properly gated by a getter which would only be enabled if the extension was already being loaded in the virtual device, if wasn't the case I was making sure to wire the fallback correctly, which wasn't in place and didn't had a robust handling since ever, this way games started to not only improve graphical accuracy, like some games such as Zelda - Echoes Of Wisdom where the lightning and dark border moves/ reacts dynamically.

Besides that, this change brought the possibility to finally get rid of the indirection of the buffers synchronization which often take a non-synchornization path to ensure a faster reply but with higher possibilities to cause graphical issues in among several games; aside that, also helped to ensure "_query_cache.CounterEnable(VideoCommon::QueryType::StreamingByteCount, false)_;" function is properly allocated and reset in a different place than where this was placed.

   - Maintain Metroid Prime 4 fixes even after returning the lines that caused the game to be unplayable, whether was an instant crash
     or crash after some minutes of gameplay, fixes that were introduced in other work (#3142).

Within the first step in the refactor of this extension, this work was reviewed by @wildcard which made me notice of an issue of handling inside buffers, there existed a mismatch on the tracking of feedback buffers and since we're treating them as buffer_slot, counterstream was still tracking and consuming stream_buffers and not where data was really passing through; derivating the counter selection of counterBufferCount by stream indexes and not by slot, which could cause cases of _Stream =! slot_, a solution proposed for me was to add stream mapper function where the stream slot were located + updating UpdateBuffers() to calculate buffer counts per slot and not stream, allowing to fully map the map funtion of stream mapper; along other changes on the WriteBuffers + ProduceBufferCounter to avoid any misaligment.

-> Other minimal adjustments: Alongside these important adjustment, others were also made to ensure logical coherency to this recent changes, such as ensuring FullSynchronization of buffers path, since GPU has mostly a syncing issue with certain type of textures and vertex calculations, the original behavior of jumping into a non-synchronize path of buffers let GPU ran without proper awareness of the textures being loaded, ensuring more performance if all the textures reached properly inside GPU, but with no safety provided for buffers, even we added a cases were dummies and mostly buffer trash data gets discarded by nullDescriptors, this won't ensure graphical artifacts or a bad calculation on the range of lightning/ gfx could appear. I dare to think this was thought to be implemented due to the original heavy costs on Yuzu's time, this along the removal of QCOM's drivers from Query's Presync funtions.

A small adjustment to the mutable functions inside the CreateImageView structure to add the extended usage:

"Because Switch's GPU creates incompatible views (sRGB and UNORM) on the same image. A sRGB image can't be used as storage but it is in a UNORM view. Which is exactly the use case of these flags." - @weakboson

During all of this changes inside queries, we started to get in some devices "Device Loss" warning from Vulkan along 2 specific warnings:

    - [ 102.384895] Render.Vulkan <Critical> video_core/vulkan_common/vulkan_debug_callback.cpp:69:DebugUtilCallback: vkDeviceWaitIdle(): THREADING ERROR : object of type VkQueue is simultaneously used in current thread 517024609280 and thread 517864567808
    - [ 114.003530] Render.Vulkan <Critical> video_core/vulkan_common/vulkan_debug_callback.cpp:69:DebugUtilCallback: vkCmdBeginQuery(): VkQueryPool 0x15e400000015e4 and query 172: query not reset. After query pool creation, each query must be reset (with vkCmdResetQueryPool or vkResetQueryPool) before it is used. Queries must also be reset between uses.

Since before all of this adjustments, original GPU thread often take it's time to stop and look for a moment to synchronize with CPU (non-TimelineSemaphore), the whole flow data was improved that we were producing more data stale than we could really take due to the lack of a Reset to avoid pools being filled with old data, in order to get rid of this, another try to implement ResetQueryPool's appeared which was intented to be implemented some months ago and got removed in #3270, this time aligning the vkDeviceWaitIdle + ResetQueryPool was proved to be effective than first implementation and didn't caused major issues, now GPU can Vulkan can reset staling data, which can catalogued as old once they were used and displayed in frame, keeping a more fluid exchance and discard of data.

    - Fixes VUID-vkCmdBeginQuery-None-00807
    - Fixes multithreading error with vkDeviceWaitIdle and data allocation

We have some other changes to the coherency of ExtendedDynamicState2 and the feature of restart primitives, which now patches topologies once are processed if they pass through ExtendedDynamicState2 enabled and get reset before every draw to prevent another topology VUID; also I ensured refresh, reset, clamp and overall improve the math inside the Viewport/ Scissor feature operations inside DynamicState and later upgrades.

---------------------------
UPDATE (23/04/2026): After passing a heavy testing phase, an issue was encountered with AMD drivers on Windows which based on the commit:  c07dfa6fb4, Super Mario Odissey started to show vertex glitches on the the waterfall + water fog being rendered incorrectly, if VertexInputDynamicState was disabled caused black screen on ExtendedDynamicState (1 - 3) and hard crash if ExtendedDynamicState it was disabled; this situation was caused to the vertex input dynamic tied to ExtendedDynamicState1, AMD driver didn't allowed fast access to BindVertexBuffers2EXT without binding strides first, which caused a syncing problem between the binded vertex and the missing buffer in the same chain, this got fixed by removing the conditions for vertex input dynamic.

Aside that; another pair of issues were addressed in the meantime of refining this PR, one of them was to solve the failing BGR565 formats to swizzle into RGBA5 which allows to swap between red and blue; solving the inverse situation of blue icons on Mario Kart 8 Deluxe for older QCOM drivers and SoC's, such as Snapdragon 855 - 870; which will also help some Exynos processors to render properly. This solution was converted into a toggle/hack because it's use it's very conditional on older hardware; newer SoC's such as 8 Elite won't longer require this handling to convert properly BGR565 texture even if the support for the format is not available.

---------------------------

Here an small preview of what this pr has been fixed so far, but our testing range may be more limited than what this can actually do:

- Allow to display new effect on games

1. Jump Force: New particle on stages and main menu.
2. The Legend Of Zelda - Echoes of Wisdom: darkness post processing effect on screen filter such as game intro and smokes on houses (8 Elite).
3. Reduce texture flickering on games such as EoW, Monster Hunter Rise.
4. Improved performance stability on various games with Android.
5. Improved Xenoblade games rendering with QCOM stock drivers by improve viewpoint handling (8 Elite).
6. Fixes vertex explosion on Xenoblade 3 with AMD GPU with extended dynamic state enabled.
7. Fixed Mario Kart 8 Deluxe rendering with VK_EXT_vertex_input_dynamic_state enabled.
8. Fixes certain angle of Pokemon Legend Z-A would look mono color with vertex input dynamic state.
9. Fixed graphical issue with VK_EXT_vertex_input_dynamic_state on mobile drivers.
10. Fixed vertex explosion with Turnip (8 Elite) on The Legend Of Zelda- Breath Of The Wild during loading screen.
11. Fixed issue of vertex on Pokémon Legends ZA with VK_EXT_vertex_input_dynamic_state enabled.
12. Improved rendering and stability of Inmortal Fenyx Rising, including QCOM drivers being able to reach into gameplay.
13. Fixes Paper Mario - The-Thousand-Year Door missing rendering on animations through the whole game.
14. Fixed Mario Kart 8 Deluxe blue tint icon on Snapdragon 855 - 870 (by enabling Emulated BGR565 hack toggle).
15. Fixed Naruto Ultimate Ninja Storm issue rendering on characters like Naruto being blue on older QCOM SoC's and Exynos (by enabling Emulated BGR565 hack toggle)
16. Fixed Dangaronpa Killing Harmony v3 issue rendering on characters with blue tint on older QCOM SoC's.
---------------------------

_**Special Thanks - Credits**_

-> @Gidoly for being able to keep track of the intensive testing phase this pr required and the will to keep helping in development, you're a good friend and very useful.
-> @CaptFaraday for the suggestion of the fix for Paper Mario.
-> @wildcard for the review during the refactor of VK_EXT_transform_feedback, without this comment I would probably ran into many untrackable issues.
-> @weakboson for the suggestion into the solution for sRGB's and UNORM's in the incompatible views.

Co-authored-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3853
Reviewed-by: crueter <crueter@eden-emu.dev>
2026-04-24 16:37:18 +02:00
lizzie 417ed904f0 [dynarmic] fix MWAIT push/pop not being handled properly on xbyak (#3875)
push %edx is not what i wanted, nor what anybody wants, xbyak silently accepting this before was not intended
now that xbyak is updated this is an issue

the issue was simply:
a) ptr being overwritten (if it happened to be EDX/EBX/EAX) due to changed WAITPKG logic (oops)
b) xbyak not reporting wrong r32 pop/push on older versions thus missing it and now it throws an exception

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3875
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-04-23 05:06:33 +02:00
wildcard 838cc926f6 keyboard fixes (#3865)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3865
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-04-23 03:43:54 +02:00
coolone 860acb4faf [android] Fix crash on start any games for many handhelds (Ayaneo, Retroid etc) (#3647)
## Summary
This change hardens Android Picture-in-Picture handling to avoid runtime crashes on devices/ROMs where PiP APIs are unavailable or behave inconsistently.

## What changed
- Added a feature gate for PiP support using `FEATURE_PICTURE_IN_PICTURE`.
- Early-returned from PiP flows when unsupported.
- Wrapped PiP API calls (`enterPictureInPictureMode`, `setPictureInPictureParams`) in guarded handlers that catch `IllegalStateException` and `UnsupportedOperationException`.
- Logged one warning per failed PiP action to avoid log spam.

## Why
On some Android devices, calling PiP APIs can throw at runtime even when the app is otherwise functioning normally. This patch prevents those calls from crashing/interrupting emulation and keeps behavior unchanged on supported devices.

## Notes
- No behavior changes for fully PiP-capable devices.
- Safe no-op on unsupported devices.

Co-authored-by: Nikolai Trukhin <coolone.official@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3647
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-04-22 05:32:52 +02:00
Eden CI a0bb6324c0 [dist, android] Update translations from Transifex for Apr 21 (#3871)
Automatic translation update for Apr 21

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3871
2026-04-21 16:02:40 +02:00
MaranBr 3a823de605 [dynarmic] Remove Ignore Global Monitor from CPU Accuracy Auto (#3846)
This fixes a flickering issue in some games, such as The Legend of Zelda: Echoes of Wisdom.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3846
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2026-04-21 05:03:43 +02:00
crueter 0257a8d491 [desktop] Change data manager to use tabs instead of a list (#3856)
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3856
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2026-04-21 04:01:39 +02:00
PavelBARABANOV 6c76908ddb [android] Allow manual overlay toggle even with controller connected + move async GPU options to hacks (#3862)
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3862
Co-authored-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
Co-committed-by: PavelBARABANOV <pavelbarabanov94@gmail.com>
2026-04-17 20:29:45 +02:00
omardotdev e6ad51e3d5 [settings] remove duplicate settings (#3847)
this removes the duplicate serial knob, battery/unit serial shown on the settings tab and uses the debugging tab instead
(this used to be a pr to fix breeze compatibility issues where the text/input fields would look wrong when the theme was set to breeze but since the settings was moved its not really needed to change the window size)

Co-authored-by: Omar <180954465+omardotdev@users.noreply.github.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3847
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: omardotdev <omardotdev@eden-emu.dev>
Co-committed-by: omardotdev <omardotdev@eden-emu.dev>
2026-04-17 06:58:40 +02:00
Eden CI f11b69d6b7 [dist, android] Update translations from Transifex for Apr 14 (#3859)
Automatic translation update for Apr 14

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3859
Co-authored-by: Eden CI <ci@eden-emu.dev>
Co-committed-by: Eden CI <ci@eden-emu.dev>
2026-04-14 18:14:01 +02:00
xbzk 27cadb24f3 [android, intent] Run restoreContentForGame for shortcut launching + Improve custom settings context for shortcut launching (based on normal launch) (#3854)
intended to fix two bugs identified by Pavel upon android shortcut launching (and prolly all FEs since the rely on intent launching too):
1. external content not loading: fixed by running restoreContentForGame  for per game mount in content path.
2. custom settings no loading: that was proven to be user side, but adjustments were made to match normal launch.
should be harmless for normal usage. once validated can be merged.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3854
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-04-14 00:21:51 +02:00
John a7ef19e028 [settings] Exposes the Hidden GPU Async Setting on other Platforms (#3833)
Disabling it may:
- Alleviates and Fixes flickering in Pokemon LZA, Kirby, Jamboree, XCDE, etc.
- Audio improvements in Metroid Prime 4

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3833
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
2026-04-13 00:28:12 +02:00
Eden CI 2c1eff2e60 [dist, android] Update translations from Transifex for Apr 11 (#3850)
Automatic translation update for Apr 11

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3850
Co-authored-by: Eden CI <ci@eden-emu.dev>
Co-committed-by: Eden CI <ci@eden-emu.dev>
2026-04-11 18:37:13 +02:00
xbzk abb616c357 [vk,swapchain] vsync: Changed Immediate fallback from (FIFO) to (Mailbox, then FIFO) (#3746)
Just discovered that stock adreno drivers on a730 had no Immediate VSync mode available, and it was falling back to FIFO, which causes a lot of response delay in Unity games.

But if someone chose Immediate, it prefers low latency above buffering, so Mailbox is his friend, and FIFO is his nemesis.

So i just changed Immediate to fall back to Mailbox first, and only if Mailbox is not available either it falls back to FIFO:

Immediate -> Mailbox -> FIFO;
Mailbox -> FIFO;
FIFO Relaxed -> FIFO.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3746
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: xbzk <xbzk@eden-emu.dev>
Co-committed-by: xbzk <xbzk@eden-emu.dev>
2026-04-11 02:49:55 +02:00
lizzie c95cb8f8ec [hle] improved flusher that uses jthread (#3837)
not happy with this impl, but I made this a bit quickly to demostrate it can be done better :)

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3837
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-04-09 23:46:38 +02:00
CamilleLaVey 3d0eb4b5d7 [vulkan] 1st Vulkan Global Maintenance (#3839)
This pr aims to make a first step into giving Eden's Vulkan backend maintenance with better formatting, understanding and reduce the redundancy between some wrong implementations:

-> ProvokingVertex: Has been reworked completely, now the wiring to ExtendedDynamicState3 (ProvokingVertexMode) it works safe, the gating of the extension no longer requires user enabling on UI, it will be enabled automatically based on what features of the extension are available on driver, depending if first or last mode are available and also will be properly set under TrasformFeedback operations; this way we're gonna ensure all drivers, including Android stock drivers on QCOM, Mali and other mobile vendors drivers access correctly to the extension, fixing some graphical issues (flickering textures or wrong sccisors on vertex that required first mode) generated by the missing first mode handling or the proper clearing on pipeline state. This change will increase/ decrease slightly the performance on some games that changes dynamically between first and last modes, but will also ensure a clear path to GPU to use resources smartly, reducing VRAM consumption in PC and MEM/GPU percentage of use on Android (marginal to 5 - 8% approx).

-> Removal VK_EXT_multi_draw: It has passed some months since the first try to implement this feature, but wasn't completed so functionality was null to negative, taking space in source and using small CPU cicles for initialization during device creation that reduced CPU effectiveness by 2 - 5%, aside that, after reviewing the situation of formally introducing handling for multidraws to reduce the floods of constants draw calls into 1 per batch, seems to not pay the overhead when the multidraw capacity is less or equal to 1, aside that, for the time being batching multidraws will introduce indirections on each batch of command draws, that graphical issues will appear and reducing performance can happen, something it was gonna solve. For the time being it's discarded, but, may be analyzed the chance to introduce it properly in a later date.

-> Removal VK_EXT_indexing_descriptor: Currently the implementation of this feature was partial, with not proper handling on layouts; just the initial checks on device creation and chained up to the pNext feature, currently this extension will require a buffer cache and texture cache rework to set layouts and reduce the amount of use of descriptor into making it a less expensive cost effective, aside that to generate a path for the Bindless Texture and Bindless Buffer, allowing to track state of textures in runtime and ensuring the state of some compiled shaders doesn't change if it's no needed, among other benefits, besides that, enabling this feature was only generating innecessary checks on GPU, so consumption would be higher than it should be.

-> Removal of VK_EXT_swapchain_maintenance1: The use of this feature was really conditional to certain support on newer drivers and cards, which wasn't available for all platforms, I concluded that if the support for this instance wasn't really there, the cost effective between the try to initialize it and running it, won't be good as when it didn't exist on our Vulkan device, with also the constant factor of not being completely implemented, right now I'm aiming to reduce the complexity on Vulkan side to keep it as simple as it could for a future video_core rework, which may start somewhere these weeks.

-> Refined the Maintenance features: Meawhile this features are usually inherent to Vulkan core functionality, sometimes drivers doesn't expose them well, which leads to Eden run Vulkan without really noticing the existence of maintenance features on driver to improve stability, so we're tied to declare them and load them when a device creation starts by asking if driver supports and which, currently 1 - 5 are core maintenance features, meanwhile the 7 - 9 are more experimental and not being available everywhere, so right now to help drivers give attention to this features we not only load them, but also calculate with features bits which features inside Maintenance5 are available to use, that was the initial purpose, but we weren't using the full potential of the extension; I made cleaned part of the unneeded log code for the initialization of this Maintenance5 and it's feature flags, but also making an operation to sanitize depth/ stencil when One is not available in swizzle operations, making it easier to draw it; it's also needed to mention that Maintenance9 was removed from source code until we can have better handling on Arrays2D, aside that, the use of the extension was really conditional to certain drivers being capable of use it, so I remove it.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3839
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-04-08 23:46:50 +02:00
CamilleLaVey 1b4a79c7ee [android] QoL changes to Android Phase - 1 (#3832)
This pr content and goal is to provide following to Eden's user base issues with settings, adjust default values on settings and refactor some handlings to improve the plug-and-play factor:

-> Combo-box for ASTC Recompression Method Removed: The removal of this toggle was due to the redundant process inside Android devices, most drivers do suppot ASTC handling natively and meanwhile this option provided some benefits to some older Mali devices, the specifications from those and the real compatibility doesn't pay the need for this setting, unless something else is provided to be wrong, the default setting will be uncompressed and no longer available in UI to change. Removed some dead code along with it.

-> Removal of ASTC Decode Method ifdef block for Android: Since Yuzu's, the handling for this option was strangely set on CPU, having a specific block for Android in settings, possibly due to the constant spikes on GPU usage that wouldn't be good to load GPU with the whole flow of operations; but since then and until today, Eden's constant effort to make operations more accurate and smartly resolved, have marked the difference that now CPU default on Android no longer provides the benefit to relief GPU stress than reducing performance in some heavy draw commands on some games; the default will be set to GPU to keep parity with PC configuration aiming for a global configuration with all platforms. The setting will be kept to user range, unless is proved to no longer be needed, right now low end devices could still have benefit from CPU/Async, but requires testing from community to show real potential.

-> Adjusted default value of ExtendedDynamicState: Currently we're facing some issues of logic inside of ExtendedDynamicState implementation, that makes it a bit unstable when it comes to use the disabled mode, right now we jump to ExtendedDynamicState1 for more stability, meanwhile we fix the remaining issues in future updates (currently one fix will be presented - or would be merged along this pr, the 1st Global Vulkan Maintenance which has some fixes for this situation), so stock drivers and other mobile drivers will behave and benefit from this.

-> Exposed hidden and defaulted settings to user's UI: Yuzu implemented some settings that were available on PC's UI but weren't presented on Android's UI or wasn't something expected to do, either way there are some strange behaviors due to this default settings and each of them do something different, i'm not gonna dive into a deep explanation, but to make it short, they stablish asynchronous operations for GPU operations, like Async GPU Emulation (to use a CPU thread to boost performance with GPU emulation, currently a performance hack), Asynchronous Vulkan Presentation this does something a like to disperse draw's/ syncing from TimelineSemaphores and set a thread of CPU to help in running some Vulkan operations (another performance Hack), meanwhile most of the Desktop drivers are mostly nice with this setting, Nvidia aren't due to the nature of the hack, so provokes black screen or failing into initialize games. Mostly Asynchronous operations are fast-paths/ hacks to improve performance to the cost of some graphical issues like the pop-in with Asynchronous Shader Building during the shader compilations, sometimes the trade-off could give random crashes and other issues. Android it's not the exception and currently by disabling GPU Async Emulation user's will be able to fix some strange flickering on Zelda - Link's Awakening (NCE) and other games suffering from similar issues, may also fix random crashes on games that are supposed to work. These settings will be exposed for a short amount of time, meanwhile I receive feedback of the usefulness of having them active or the whole operation being used on Android, aside that, disabling them or one of them will inevitable reduce performance a bit, not so notorious, but it will be up to user's decision now to use them or not.

-> AMD FidelityFX's Super Resolution UI handling (a personal request): Now the slider default value will be 0% and will only appear whenever FSR is choosed among other window adapting filters, this will also work with the quick setting menu during runtime.

-> Fixed the issue of changing drivers removing all games compiled shader cache: Currently our implementation to safeguard users from unknown issues when a different driver tries to load/ read compiled shaders from another version of Turnip/ QCOM driver, that will delete shaders if the driver is removed or changed; deleted all games compiled shader cache, which increased the annoyance on Android users along with adding unneeded complexity, this used to happen whenever a driver was changed in global settings or per-game settings. Now no longer will happen if the driver is changed on global settings and changing drivers in per-game configuration will only delete current game where the driver was change without affecting others, from here, I'll apologize for this unneeded situation.

-> Refactored the input controller detection (another request of mine, hehehe...): This implementation will work to reduce the burden on a new installation (since I have to test everything personally, cuz testers are lazy ass mfs), the input detection is now more accurate to what kind of input a device has, whether is in-built or wireless gamepad, will map it once Eden detect's physical input by reading the controllers inputs that OS provides natively and set or disable touchscreen controllers automatically:

   - If in-built is detected (Ayaneo, Ayn, Retroid or any Android handheld), Eden will map it automatically and will disable touchscreen controller.
  - If Wireless gamepad is detected, the same behavior as described above will happen with the extra to recover touchscreen controller whenever the gamepad goes off.

It was quite funny to do this, cuz Xiaomi and some other manufacturers always do strange shenanigans with how the inputs are detected (wasn't funny).

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3832
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-04-08 23:42:55 +02:00
288 changed files with 21597 additions and 20414 deletions
-116
View File
@@ -1,116 +0,0 @@
#!/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
View File
@@ -1,250 +0,0 @@
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
View File
@@ -1,153 +0,0 @@
#!/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"-"$ARCH".AppImage
echo "Generating zsync file..."
zsyncmake *.AppImage -u *.AppImage
echo "All Done!"
-51
View File
@@ -1,51 +0,0 @@
#!/bin/bash -ex
# SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later
if [ "$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
$WINDEPLOYQT --release --no-compiler-runtime --no-opengl-sw --no-system-dxc-compiler --no-system-d3d-compiler --dir pkg bin/eden.exe
cp bin/* pkg
-18
View File
@@ -1,18 +0,0 @@
GITDATE=$(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"
+3 -1
View File
@@ -3,6 +3,8 @@ name: Check Strings
on: on:
push: push:
branches: [ master ] branches: [ master ]
pull_request:
branches: [ master ]
jobs: jobs:
check-strings: check-strings:
@@ -10,7 +12,7 @@ jobs:
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v4
with: with:
fetch-depth: 0 fetch-depth: 1
- name: Find Unused Strings - name: Find Unused Strings
run: ./tools/unused-strings.sh run: ./tools/unused-strings.sh
-14
View File
@@ -1,14 +0,0 @@
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()
@@ -1,287 +0,0 @@
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
+29 -30
View File
@@ -130,7 +130,6 @@ if (YUZU_STATIC_BUILD)
# these libs do not properly provide static libs/let you do it with cmake # these libs do not properly provide static libs/let you do it with cmake
set(fmt_FORCE_BUNDLED ON) set(fmt_FORCE_BUNDLED ON)
set(SPIRV-Tools_FORCE_BUNDLED ON)
set(SPIRV-Headers_FORCE_BUNDLED ON) set(SPIRV-Headers_FORCE_BUNDLED ON)
set(zstd_FORCE_BUNDLED ON) set(zstd_FORCE_BUNDLED ON)
endif() endif()
@@ -170,6 +169,31 @@ if (MSVC AND NOT CXX_CLANG)
set(CMAKE_CXX_FLAGS_INIT "${CMAKE_CXX_FLAGS_INIT} /W3 /WX-") set(CMAKE_CXX_FLAGS_INIT "${CMAKE_CXX_FLAGS_INIT} /W3 /WX-")
endif() 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>:/${libflag}>>
)
endif()
# TODO(crueter): Cleanup, each dep that has a bundled option should allow to choose between bundled, external, system # TODO(crueter): Cleanup, each dep that has a bundled option should allow to choose between bundled, external, system
cmake_dependent_option(YUZU_USE_EXTERNAL_SDL2 "Build SDL2 from external source" OFF "NOT MSVC;NOT ANDROID" OFF) cmake_dependent_option(YUZU_USE_EXTERNAL_SDL2 "Build SDL2 from external source" OFF "NOT MSVC;NOT ANDROID" OFF)
cmake_dependent_option(YUZU_USE_BUNDLED_SDL2 "Download bundled SDL2 build" "${MSVC}" "NOT ANDROID" OFF) cmake_dependent_option(YUZU_USE_BUNDLED_SDL2 "Download bundled SDL2 build" "${MSVC}" "NOT ANDROID" OFF)
@@ -269,11 +293,6 @@ if (NOT EXISTS ${PROJECT_BINARY_DIR}/${compat_json})
file(WRITE ${PROJECT_BINARY_DIR}/${compat_json} "") file(WRITE ${PROJECT_BINARY_DIR}/${compat_json} "")
endif() 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)) if (ARCHITECTURE_arm64 AND (ANDROID OR PLATFORM_LINUX))
set(HAS_NCE 1) set(HAS_NCE 1)
add_compile_definitions(HAS_NCE=1) add_compile_definitions(HAS_NCE=1)
@@ -425,10 +444,10 @@ if (zstd_ADDED)
add_library(zstd::libzstd ALIAS libzstd_static) add_library(zstd::libzstd ALIAS libzstd_static)
endif() endif()
if (NOT YUZU_STATIC_ROOM) # nlohmann
# nlohmann AddJsonPackage(nlohmann)
AddJsonPackage(nlohmann)
if (NOT YUZU_STATIC_ROOM)
# zlib # zlib
AddJsonPackage(zlib) AddJsonPackage(zlib)
@@ -486,7 +505,7 @@ endfunction()
# ============================================= # =============================================
if (APPLE) if (APPLE)
foreach(fw Carbon Metal Cocoa IOKit CoreVideo CoreMedia) foreach(fw Carbon Metal Cocoa IOKit CoreVideo CoreMedia Security)
find_library(${fw}_LIBRARY ${fw} REQUIRED) find_library(${fw}_LIBRARY ${fw} REQUIRED)
list(APPEND PLATFORM_LIBRARIES ${${fw}_LIBRARY}) list(APPEND PLATFORM_LIBRARIES ${${fw}_LIBRARY})
endforeach() endforeach()
@@ -523,7 +542,6 @@ if (NOT YUZU_STATIC_ROOM)
find_package(VulkanMemoryAllocator) find_package(VulkanMemoryAllocator)
find_package(VulkanUtilityLibraries) find_package(VulkanUtilityLibraries)
find_package(SimpleIni) find_package(SimpleIni)
find_package(SPIRV-Tools)
find_package(sirit) find_package(sirit)
find_package(gamemode) find_package(gamemode)
find_package(frozen) find_package(frozen)
@@ -695,25 +713,6 @@ if (MSVC AND CXX_CLANG)
link_libraries(llvm-mingw-runtime) link_libraries(llvm-mingw-runtime)
endif() 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) 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 # 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
@@ -1,26 +0,0 @@
# 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 -6
View File
@@ -33,19 +33,21 @@ endif()
set(GIT_DESC ${BUILD_VERSION}) set(GIT_DESC ${BUILD_VERSION})
# Generate cpp with Git revision from template # 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
# Auto-updater metadata! Must somewhat mirror GitHub API endpoint # 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")
if (NIGHTLY_BUILD) if (NIGHTLY_BUILD)
set(BUILD_AUTO_UPDATE_WEBSITE "https://git.eden-emu.dev") set(BUILD_AUTO_UPDATE_WEBSITE "https://git.eden-emu.dev")
set(BUILD_AUTO_UPDATE_API "git.eden-emu.dev") set(BUILD_AUTO_UPDATE_API "nightly.eden-emu.dev")
set(BUILD_AUTO_UPDATE_API_PATH "/api/v1/repos/")
set(BUILD_AUTO_UPDATE_REPO "eden-ci/nightly") set(BUILD_AUTO_UPDATE_REPO "eden-ci/nightly")
set(REPO_NAME "Eden Nightly") set(REPO_NAME "Eden Nightly")
else() else()
set(BUILD_AUTO_UPDATE_WEBSITE "https://git.eden-emu.dev") set(BUILD_AUTO_UPDATE_WEBSITE "https://git.eden-emu.dev")
set(BUILD_AUTO_UPDATE_API "git.eden-emu.dev") set(BUILD_AUTO_UPDATE_API "stable.eden-emu.dev")
set(BUILD_AUTO_UPDATE_API_PATH "/api/v1/repos/")
set(BUILD_AUTO_UPDATE_REPO "eden-emu/eden") set(BUILD_AUTO_UPDATE_REPO "eden-emu/eden")
set(REPO_NAME "Eden") set(REPO_NAME "Eden")
endif() endif()
+133 -74
View File
@@ -6,8 +6,8 @@
viewBox="0 0 512 512" viewBox="0 0 512 512"
version="1.1" version="1.1"
id="svg7" id="svg7"
sodipodi:docname="base.svg.2026_01_12_14_43_47.0.svg" sodipodi:docname="1stanni.svg"
inkscape:version="1.4.2 (ebf0e94, 2025-05-08)" inkscape:version="1.4.3 (0d15f75042, 2025-12-25)"
inkscape:export-filename="base.svg.2026_01_12_14_43_47.0.svg" inkscape:export-filename="base.svg.2026_01_12_14_43_47.0.svg"
inkscape:export-xdpi="96" inkscape:export-xdpi="96"
inkscape:export-ydpi="96" inkscape:export-ydpi="96"
@@ -19,36 +19,34 @@
<defs <defs
id="defs7"> id="defs7">
<linearGradient <linearGradient
id="linearGradient1" id="linearGradient34"
inkscape:collect="always"> inkscape:collect="always">
<stop <stop
style="stop-color:#ff2e88;stop-opacity:0.5;" style="stop-color:#ffd700;stop-opacity:1;"
offset="0" offset="0"
id="stop3" /> id="stop34" />
<stop <stop
style="stop-color:#bf42f6;stop-opacity:0.5;" style="stop-color:#ffd700;stop-opacity:0.48031053;"
offset="0.44631511" offset="1"
id="stop4" /> id="stop35" />
<stop
style="stop-color:#5da5ed;stop-opacity:0.5;"
offset="0.90088946"
id="stop2" />
</linearGradient> </linearGradient>
<rect
x="20.999999"
y="287.30493"
width="487.07235"
height="134.69506"
id="rect22" />
<linearGradient <linearGradient
id="linearGradient138" id="linearGradient21"
inkscape:collect="always"> inkscape:collect="always">
<stop <stop
style="stop-color:#ff2e88;stop-opacity:1;" style="stop-color:#3a0057;stop-opacity:1;"
offset="0" offset="0"
id="stop152" /> id="stop21" />
<stop <stop
style="stop-color:#bf42f6;stop-opacity:1;" style="stop-color:#830091;stop-opacity:1;"
offset="0.44971901" offset="1"
id="stop137" /> id="stop22" />
<stop
style="stop-color:#5da5ed;stop-opacity:1;"
offset="0.89793283"
id="stop138" />
</linearGradient> </linearGradient>
<linearGradient <linearGradient
id="swatch37" id="swatch37"
@@ -116,33 +114,6 @@
width="521.34025" width="521.34025"
height="248.94868" height="248.94868"
id="rect24" /> id="rect24" />
<linearGradient
id="linearGradient11"
inkscape:collect="always">
<stop
style="stop-color:#ff2e88;stop-opacity:1;"
offset="0"
id="stop11" />
<stop
style="stop-color:#bf42f6;stop-opacity:1;"
offset="0.44971901"
id="stop154" />
<stop
style="stop-color:#5da5ed;stop-opacity:1;"
offset="0.89793283"
id="stop12" />
</linearGradient>
<linearGradient
inkscape:collect="always"
xlink:href="#linearGradient138"
id="linearGradient6"
gradientUnits="userSpaceOnUse"
gradientTransform="matrix(1.118028,0,0,1.116699,-46.314723,-42.388667)"
x1="270.39996"
y1="40.000019"
x2="270.39996"
y2="494.39996"
spreadMethod="pad" />
<clipPath <clipPath
clipPathUnits="userSpaceOnUse" clipPathUnits="userSpaceOnUse"
id="clipPath18"> id="clipPath18">
@@ -165,16 +136,6 @@
inkscape:label="Circle" inkscape:label="Circle"
r="191.89999" /> r="191.89999" />
</clipPath> </clipPath>
<linearGradient
inkscape:collect="always"
xlink:href="#linearGradient11"
id="linearGradient27"
gradientUnits="userSpaceOnUse"
gradientTransform="translate(-6.9401139e-5,-2.8678628)"
x1="256.00012"
y1="102.94693"
x2="256.00012"
y2="409.05307" />
<clipPath <clipPath
clipPathUnits="userSpaceOnUse" clipPathUnits="userSpaceOnUse"
id="clipPath128"> id="clipPath128">
@@ -187,14 +148,106 @@
</clipPath> </clipPath>
<linearGradient <linearGradient
inkscape:collect="always" inkscape:collect="always"
xlink:href="#linearGradient1" xlink:href="#linearGradient21"
id="linearGradient2" id="linearGradient22"
x1="256" x1="256"
y1="64" y1="0"
x2="256" x2="256"
y2="448" y2="512"
gradientUnits="userSpaceOnUse" gradientUnits="userSpaceOnUse" />
gradientTransform="matrix(1.3229974,0,0,1.3214002,-82.687336,-82.290326)" /> <linearGradient
inkscape:collect="always"
xlink:href="#linearGradient34"
id="linearGradient35"
x1="256"
y1="-0.048701428"
x2="256"
y2="512.04932"
gradientUnits="userSpaceOnUse" />
<filter
inkscape:label="Glowing Bubble"
inkscape:menu="Ridges"
inkscape:menu-tooltip="Bubble effect with refraction and glow"
x="-0.19420711"
y="-0.11239541"
width="1.3884142"
height="1.2247908"
style="color-interpolation-filters:sRGB;"
id="filter61">
<feGaussianBlur
stdDeviation="1"
result="result1"
id="feGaussianBlur56" />
<feGaussianBlur
stdDeviation="10"
result="result6"
in="result1"
id="feGaussianBlur57" />
<feComposite
operator="atop"
in="result6"
in2="result1"
result="result8"
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<feComposite
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result="fbSourceGraphic"
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in2="result8"
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in="fbSourceGraphic"
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result="result0"
in="fbSourceGraphicAlpha"
stdDeviation="1"
id="feGaussianBlur58" />
<feSpecularLighting
specularExponent="35"
specularConstant="1.5"
surfaceScale="-2"
lighting-color="rgb(255,255,255)"
result="result1"
in="result0"
id="feSpecularLighting58">
<feDistantLight
azimuth="230"
elevation="60"
id="feDistantLight58" />
</feSpecularLighting>
<feComposite
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result="result2"
in="result1"
in2="fbSourceGraphicAlpha"
id="feComposite59" />
<feComposite
k3="1.2"
k2="1.1"
operator="arithmetic"
result="result4"
in="fbSourceGraphic"
in2="result2"
id="feComposite60" />
<feGaussianBlur
result="result80"
in="result4"
stdDeviation="0.5"
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operator="atop"
in="result9"
in2="result80"
result="result91"
id="feComposite61" />
<feBlend
mode="multiply"
in2="result91"
id="feBlend61" />
</filter>
</defs> </defs>
<sodipodi:namedview <sodipodi:namedview
id="namedview7" id="namedview7"
@@ -205,23 +258,29 @@
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inkscape:window-maximized="1" inkscape:window-maximized="1"
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<circle
style="fill:url(#linearGradient22);fill-opacity:1;stroke:none;stroke-width:8"
id="path21"
cx="256"
cy="256"
r="256" />
<path <path
id="path8-7" id="path8-7"
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@@ -4,7 +4,8 @@
- [Arch Linux](#arch-linux) - [Arch Linux](#arch-linux)
- [Gentoo Linux](#gentoo-linux) - [Gentoo Linux](#gentoo-linux)
- [macOS](#macos) - [macOS](#macos)
- [Solaris](#solaris) - [OpenIndiana](#openindiana)
- [OmniOS](#omnios)
- [HaikuOS](#haikuos) - [HaikuOS](#haikuos)
- [OpenBSD](#openbsd) - [OpenBSD](#openbsd)
- [FreeBSD](#freebsd) - [FreeBSD](#freebsd)
@@ -31,14 +32,14 @@ If you're having issues with building, always consult that ebuild.
macOS is largely untested. Expect crashes, significant Vulkan issues, and other fun stuff. macOS is largely untested. Expect crashes, significant Vulkan issues, and other fun stuff.
## Solaris ## OpenIndiana
Always consult [the OpenIndiana package list](https://pkg.openindiana.org/hipster/en/index.shtml) to cross-verify availability. 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`. Run the usual update + install of essential toolings: `sudo pkg update && sudo pkg install git cmake`.
- **gcc**: `sudo pkg install developer/gcc-14`. - **gcc**: Install either `developer/gcc-14`.
- **clang**: Version 20 is broken, use `sudo pkg install developer/clang-19`. - **clang**: Version 20 is broken, 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! 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!
@@ -67,6 +68,31 @@ 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. - 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. - 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 ## 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. 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.
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@@ -9,6 +9,7 @@ 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. 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: 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) - 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` - 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`
@@ -30,15 +31,16 @@ Ignoring SIGSEGV when debugging in host:
### gdb ### gdb
You must have GDB installed for aarch64 to debug the target. Install it through your package manager, e.g.: You must have GDB installed for aarch64 to debug the target. Install it through your package manager, e.g.:
* 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>` - On Arch:
Or `Enable GDB Stub` at General > Debug, then hook up an aarch64-gdb: - `sudo pacman -Syu aarch64-linux-gnu-gdb`
* `target remote localhost:6543` - 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` Type `c` (for continue) and then if it crashes just do a `bt` (backtrace) and `layout asm`
@@ -69,26 +71,27 @@ For more information type `info gdb` and read [the man page](https://man7.org/li
## Simple checklist for debugging black screens using Renderdoc ## 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 [here](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 at [renderdoc.org](https://renderdoc.org).
Before using renderdoc to diagnose issues, it is always good to make sure there are no validation errors. Any errors means the behavior of the application is undefined. That said, renderdoc can help debug validation errors if you do have them. 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. 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: 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 - Draw call counts are correct (aka not zero, or if rendering many triangles, not 3)
* vertex attributes are correct - Make sure the size & offset of each attribute matches what should it should be - Vertex buffers are bound
* Any bound push constants and descriptors have the right data - including: - vertex attributes are correct - Make sure the size & offset of each attribute matches what should it should be
* Matrices have correct values - double check the model, view, & projection matrices are uploaded correctly - Any bound push constants and descriptors have the right data - including:
* Pipeline state is correct - Matrices have correct values - double check the model, view, & projection matrices are uploaded correctly
* viewport range is correct - x,y are 0,0; width & height are screen dimensions, minDepth is 0, maxDepth is 1, NDCDepthRange is 0,1 - Pipeline state is correct
* Fill mode matches expected - usually solid - viewport range is correct - x,y are 0,0; width & height are screen dimensions, minDepth is 0, maxDepth is 1, NDCDepthRange is 0,1
* Culling mode makes sense - commonly back or none - Fill mode matches expected - usually solid
* The winding direction is correct - typically CCW (counter clockwise) - Culling mode makes sense - commonly back or none
* Scissor region is correct - usually same as viewport's x,y,width, &height - The winding direction is correct - typically CCW (counter clockwise)
* Blend state is correct - Scissor region is correct - usually same as viewport's x,y,width, &height
* Depth state is correct - typically enabled with Function set to Less than or Equal - Blend state is correct
* Swapchain images are bound when rendering to the swapchain - Depth state is correct - typically enabled with Function set to Less than or Equal
* Image being rendered to is the same as the one being presented when rendering to the swapchain - 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. 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.
+13 -3
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@@ -291,13 +291,23 @@ pkg install gcc14 git cmake unzip nasm autoconf bash pkgconf ffmpeg glslang gmak
</details> </details>
<details> <details>
<summary>Solaris / OpenIndiana</summary> <summary>OpenIndiana</summary>
```sh ```sh
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 sudo pkg install git cmake qt6 boost glslang libzip library/lz4 libusb-1 nlohmann-json openssl opus sdl2 zlib compress/zstd unzip pkg-config nasm autoconf mesa library/libdrm header-drm developer/fmt
``` ```
[Caveats](./Caveats.md#solaris). [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).
</details> </details>
<details> <details>
+14 -121
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@@ -1,9 +1,11 @@
# Development guidelines # Development guidelines
## License Headers ## License Headers
All commits must have proper license header accreditation. All commits must have proper license header accreditation.
You can easily add all necessary license headers by running: You can easily add all necessary license headers by running:
```sh ```sh
git fetch origin master:master git fetch origin master:master
.ci/license-header.sh -u -c .ci/license-header.sh -u -c
@@ -11,6 +13,7 @@ git push
``` ```
Alternatively, you may omit `-c` and do an amend commit: Alternatively, you may omit `-c` and do an amend commit:
```sh ```sh
git fetch origin master:master git fetch origin master:master
.ci/license-header.sh .ci/license-header.sh
@@ -22,8 +25,10 @@ If the work is licensed/vendored from other people or projects, you may omit the
For more information on the license header script, run `.ci/license-header.sh -h`. For more information on the license header script, run `.ci/license-header.sh -h`.
## Pull Requests ## Pull Requests
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: 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 [cmake] refactor: CPM over submodules
[desktop] feat: implement firmware install from ZIP [desktop] feat: implement firmware install from ZIP
[hle] stub fw20 functions [hle] stub fw20 functions
@@ -34,7 +39,7 @@ 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. - 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. - 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. - 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. - Maintainers are permitted to change namespaces at will.
- Commits within PRs are not required to be namespaced, but it is highly recommended. - Commits within PRs are not required to be namespaced, but it is highly recommended.
@@ -50,6 +55,7 @@ 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)". - 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: Some examples:
- "[...] negatively affecting image quality", "[...] degrading image quality": Same wording but with less filler. - "[...] 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). - "[...] 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. - "FIFO Relaxed is similar to FIFO [...]", "FIFO Relaxed [...]": The name already implies similarity.
@@ -57,13 +63,16 @@ Some examples:
- "[...] it can [...] in some cases", "[...] it can [...]": Implied probability. - "[...] it can [...] in some cases", "[...] it can [...]": Implied probability.
Before adding a new setting, consider: 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? - Does the piece of code that the setting pertains to, make a significant difference if it's on/off?
- Can it be auto-detected? - Can it be auto-detected?
# IDE setup # IDE setup
## VSCode ## VSCode
Copy this to `.vscode/settings.json`, get CMake tools and it should be ready to build: Copy this to `.vscode/settings.json`, get CMake tools and it should be ready to build:
```json ```json
{ {
"editor.tabSize": 4, "editor.tabSize": 4,
@@ -83,6 +92,7 @@ You may additionally need the `Qt Extension Pack` extension if building Qt.
# Build speedup # Build speedup
If you have an HDD, use ramdisk (build in RAM), approximatedly you need 4GB for a full build with debug symbols: If you have an HDD, use ramdisk (build in RAM), approximatedly you need 4GB for a full build with debug symbols:
```sh ```sh
mkdir /tmp/ramdisk mkdir /tmp/ramdisk
chmod 777 /tmp/ramdisk chmod 777 /tmp/ramdisk
@@ -96,128 +106,11 @@ umount /tmp/ramdisk
# Assets and large files # Assets and large files
A general rule of thumb, before uploading files: A general rule of thumb, before uploading files:
- PNG files: Use [optipng](https://web.archive.org/web/20240325055059/https://optipng.sourceforge.net/). - PNG files: Use [optipng](https://web.archive.org/web/20240325055059/https://optipng.sourceforge.net/).
- SVG files: Use [svgo](https://github.com/svg/svgo). - SVG files: Use [svgo](https://github.com/svg/svgo).
May not be used but worth mentioning nonethless: May not be used but worth mentioning nonethless:
- OGG files: Use [OptiVorbis](https://github.com/OptiVorbis/OptiVorbis). - OGG files: Use [OptiVorbis](https://github.com/OptiVorbis/OptiVorbis).
- Video files: Use ffmpeg, preferably re-encode as AV1. - 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/${CMAKE_SOURCE_DIR}\/src\/yuzu\/main.cpp/g' CMakeModules/FindLLVM.cmake
# Only after cloning and everything - fixes issues with Zydis
cat > externals/dynarmic/src/dynarmic/common/x64_disassemble.cpp <<EOF
#include <cstddef>
#include <vector>
#include <string>
namespace Dynarmic::Common {
void DumpDisassembledX64(const void* ptr, size_t size) {}
std::vector<std::string> DisassembleX64(const void* ptr, size_t size) { return {}; }
}
EOF
```
If having issues with older artifacts, then run `rm -r externals/dynarmic/build externals/dynarmic/externals externals/nx_tzdb/tzdb_to_nx/externals externals/sirit/externals`.
Configuring CMake with `-DSIRIT_USE_SYSTEM_SPIRV_HEADERS=1 -DCMAKE_CXX_FLAGS="-Wno-error" -DCMAKE_C_FLAGS="-Wno-error -Wno-array-parameter -Wno-stringop-overflow"` is also recommended.
-8
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@@ -192,14 +192,6 @@ else()
endif() endif()
endif() endif()
# SPIRV Tools
AddJsonPackage(spirv-tools)
if (SPIRV-Tools_ADDED)
add_library(SPIRV-Tools::SPIRV-Tools ALIAS SPIRV-Tools-static)
target_link_libraries(SPIRV-Tools-static PRIVATE SPIRV-Tools-opt SPIRV-Tools-link)
endif()
# Catch2 # Catch2
if (YUZU_TESTS OR DYNARMIC_TESTS) if (YUZU_TESTS OR DYNARMIC_TESTS)
AddJsonPackage(catch2) AddJsonPackage(catch2)
+4
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@@ -17,6 +17,10 @@
if (${CMAKE_SYSTEM_NAME} STREQUAL "SunOS") if (${CMAKE_SYSTEM_NAME} STREQUAL "SunOS")
set(PLATFORM_SUN ON) set(PLATFORM_SUN ON)
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "OpenOrbis")
set(PLATFORM_PS4 ON)
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "managarm")
set(PLATFORM_MANAGARM ON)
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "FreeBSD") elseif (${CMAKE_SYSTEM_NAME} STREQUAL "FreeBSD")
set(PLATFORM_FREEBSD ON) set(PLATFORM_FREEBSD ON)
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "OpenBSD") elseif (${CMAKE_SYSTEM_NAME} STREQUAL "OpenBSD")
-14
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@@ -102,20 +102,6 @@
"git_version": "1.3.18", "git_version": "1.3.18",
"find_args": "MODULE" "find_args": "MODULE"
}, },
"spirv-tools": {
"package": "SPIRV-Tools",
"repo": "KhronosGroup/SPIRV-Tools",
"sha": "0a7e28689a",
"hash": "eadfcceb82f4b414528d99962335e4f806101168474028f3cf7691ac40c37f323decf2a42c525e2d5bfa6f14ff132d6c5cf9b87c151490efad01f5e13ade1520",
"git_version": "2025.4",
"options": [
"SPIRV_SKIP_EXECUTABLES ON"
],
"patches": [
"0001-netbsd-fix.patch",
"0002-allow-static-only.patch"
]
},
"spirv-headers": { "spirv-headers": {
"package": "SPIRV-Headers", "package": "SPIRV-Headers",
"repo": "KhronosGroup/SPIRV-Headers", "repo": "KhronosGroup/SPIRV-Headers",
+2 -2
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@@ -1259,7 +1259,7 @@ class ParameterPack final : public Node {
// Setup OutputBuffer for a pack expansion, unless we're already expanding // Setup OutputBuffer for a pack expansion, unless we're already expanding
// one. // one.
void initializePackExpansion(OutputBuffer &OB) const { void initializePackExpansion(OutputBuffer &OB) const {
if (OB.CurrentPackMax == std::numeric_limits<unsigned>::max()) { if (OB.CurrentPackMax == (std::numeric_limits<unsigned>::max)()) {
OB.CurrentPackMax = static_cast<unsigned>(Data.size()); OB.CurrentPackMax = static_cast<unsigned>(Data.size());
OB.CurrentPackIndex = 0; OB.CurrentPackIndex = 0;
} }
@@ -1353,7 +1353,7 @@ public:
const Node *getChild() const { return Child; } const Node *getChild() const { return Child; }
void printLeft(OutputBuffer &OB) const override { void printLeft(OutputBuffer &OB) const override {
constexpr unsigned Max = std::numeric_limits<unsigned>::max(); constexpr unsigned Max = (std::numeric_limits<unsigned>::max)();
ScopedOverride<unsigned> SavePackIdx(OB.CurrentPackIndex, Max); ScopedOverride<unsigned> SavePackIdx(OB.CurrentPackIndex, Max);
ScopedOverride<unsigned> SavePackMax(OB.CurrentPackMax, Max); ScopedOverride<unsigned> SavePackMax(OB.CurrentPackMax, Max);
size_t StreamPos = OB.getCurrentPosition(); size_t StreamPos = OB.getCurrentPosition();
+2 -2
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@@ -88,8 +88,8 @@ public:
/// If a ParameterPackExpansion (or similar type) is encountered, the offset /// If a ParameterPackExpansion (or similar type) is encountered, the offset
/// into the pack that we're currently printing. /// into the pack that we're currently printing.
unsigned CurrentPackIndex = std::numeric_limits<unsigned>::max(); unsigned CurrentPackIndex = (std::numeric_limits<unsigned>::max)();
unsigned CurrentPackMax = std::numeric_limits<unsigned>::max(); unsigned CurrentPackMax = (std::numeric_limits<unsigned>::max)();
/// When zero, we're printing template args and '>' needs to be parenthesized. /// When zero, we're printing template args and '>' needs to be parenthesized.
/// Use a counter so we can simply increment inside parentheses. /// Use a counter so we can simply increment inside parentheses.
+118 -68
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@@ -1,4 +1,4 @@
# SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project # SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later # SPDX-License-Identifier: GPL-3.0-or-later
# SPDX-FileCopyrightText: 2021 yuzu Emulator Project # SPDX-FileCopyrightText: 2021 yuzu Emulator Project
@@ -11,63 +11,105 @@ set(FFmpeg_HWACCEL_FLAGS)
set(FFmpeg_HWACCEL_INCLUDE_DIRS) set(FFmpeg_HWACCEL_INCLUDE_DIRS)
set(FFmpeg_HWACCEL_LDFLAGS) set(FFmpeg_HWACCEL_LDFLAGS)
if (UNIX AND NOT ANDROID) if (NOT YUZU_USE_BUNDLED_FFMPEG)
find_package(PkgConfig REQUIRED) set(FFmpeg_CROSS_COMPILE_FLAGS "")
if (NOT ANDROID) if (ANDROID)
pkg_check_modules(LIBVA libva) # TODO: Maybe use CMAKE_SYSROOT? and probably provide a toolchain file for android
pkg_check_modules(CUDA cuda) # I mean isn't that the "proper" way anyways?
pkg_check_modules(FFNVCODEC ffnvcodec) string(TOLOWER "${CMAKE_HOST_SYSTEM_NAME}" FFmpeg_HOST_SYSTEM_NAME)
pkg_check_modules(VDPAU vdpau) set(TOOLCHAIN "${ANDROID_NDK}/toolchains/llvm/prebuilt/${FFmpeg_HOST_SYSTEM_NAME}-${CMAKE_HOST_SYSTEM_PROCESSOR}")
set(SYSROOT "${TOOLCHAIN}/sysroot")
set(FFmpeg_CPU "armv8-a")
list(APPEND FFmpeg_CROSS_COMPILE_FLAGS
--enable-cross-compile
--arch=arm64
#--cpu=${FFmpeg_CPU}
--cross-prefix="${TOOLCHAIN}/bin/aarch64-linux-android-"
--sysroot="${SYSROOT}"
--target-os=android
--extra-ldflags="--ld-path=${TOOLCHAIN}/bin/ld.lld"
--extra-ldflags="-nostdlib"
)
set(FFmpeg_IS_CROSS_COMPILING TRUE)
# User attempts to do a FFmpeg cross compilation because...
# Here we just quickly test against host/system processors not matching
# TODO: Test for versions not matching as well?
elseif (NOT (CMAKE_HOST_SYSTEM_PROCESSOR MATCHES CMAKE_SYSTEM_PROCESSOR
AND CMAKE_HOST_SYSTEM_NAME MATCHES CMAKE_SYSTEM_NAME))
string(TOLOWER "${CMAKE_SYSTEM_NAME}" FFmpeg_SYSTEM_NAME)
if (FFmpeg_SYSTEM_NAME STREQUAL "openorbis" OR FFmpeg_SYSTEM_NAME STREQUAL "managarm")
set(FFmpeg_SYSTEM_NAME "none")
endif()
# TODO: Can we really do better? Auto-detection? Something clever?
list(APPEND FFmpeg_CROSS_COMPILE_FLAGS
--enable-cross-compile
--arch="${CMAKE_SYSTEM_PROCESSOR}"
--target-os="${FFmpeg_SYSTEM_NAME}"
--sysroot="${CMAKE_SYSROOT}"
)
if (DEFINED FFmpeg_CROSS_PREFIX)
list(APPEND FFmpeg_CROSS_COMPILE_FLAGS --cross-prefix="${FFmpeg_CROSS_PREFIX}")
else()
message(WARNING "Please set FFmpeg_CROSS_PREFIX to your cross toolchain prefix, for example: \${CMAKE_STAGING_PREFIX}/bin/${CMAKE_SYSTEM_PROCESSOR}-${CMAKE_SYSTEM_NAME}-")
endif()
set(FFmpeg_IS_CROSS_COMPILING TRUE)
endif() endif()
endif()
if (NOT APPLE) if (PLATFORM_PS4 OR PLATFORM_MANAGARM)
# In Solaris needs explicit linking for ffmpeg which links to /lib/amd64/libX11.so # Doesn't support VA-API, don't go thru the embarrassment of trying to enable it
if(PLATFORM_SUN) list(APPEND FFmpeg_HWACCEL_FLAGS --disable-vaapi)
find_library(LIBDRM_LIB libdrm PATHS /usr/lib/64 /usr/lib/amd64 /usr/lib) elseif (UNIX AND NOT DEFINED FFmpeg_IS_CROSS_COMPILING)
if(LIBDRM_LIB) find_package(PkgConfig REQUIRED)
pkg_check_modules(LIBVA libva)
pkg_check_modules(CUDA cuda)
pkg_check_modules(FFNVCODEC ffnvcodec)
pkg_check_modules(VDPAU vdpau)
find_package(X11)
if(X11_FOUND)
if (NOT APPLE)
# In Solaris needs explicit linking for ffmpeg which links to /lib/amd64/libX11.so
if(PLATFORM_SUN)
list(APPEND FFmpeg_HWACCEL_LIBRARIES list(APPEND FFmpeg_HWACCEL_LIBRARIES
X11 X11
"${LIBDRM_LIB}") "${CMAKE_SYSROOT}/usr/lib/xorg/amd64/libdrm.so")
message(STATUS "Found libdrm at: ${LIBDRM_LIB}")
else() else()
message(WARNING "libdrm not found, disabling libdrm support") pkg_check_modules(LIBDRM libdrm REQUIRED)
list(APPEND FFmpeg_HWACCEL_FLAGS list(APPEND FFmpeg_HWACCEL_LIBRARIES
--disable-libdrm) ${LIBDRM_LIBRARIES})
list(APPEND FFmpeg_HWACCEL_INCLUDE_DIRS
${LIBDRM_INCLUDE_DIRS})
endif() endif()
else()
pkg_check_modules(LIBDRM libdrm REQUIRED)
list(APPEND FFmpeg_HWACCEL_LIBRARIES
${LIBDRM_LIBRARIES})
list(APPEND FFmpeg_HWACCEL_INCLUDE_DIRS
${LIBDRM_INCLUDE_DIRS})
list(APPEND FFmpeg_HWACCEL_FLAGS list(APPEND FFmpeg_HWACCEL_FLAGS
--enable-libdrm) --enable-libdrm)
endif() endif()
endif() if(LIBVA_FOUND)
pkg_check_modules(LIBVA-DRM libva-drm REQUIRED)
if(LIBVA_FOUND) pkg_check_modules(LIBVA-X11 libva-x11 REQUIRED)
find_package(X11 REQUIRED) list(APPEND FFmpeg_HWACCEL_LIBRARIES
pkg_check_modules(LIBVA-DRM libva-drm REQUIRED) ${X11_LIBRARIES}
pkg_check_modules(LIBVA-X11 libva-x11 REQUIRED) ${LIBVA-DRM_LIBRARIES}
list(APPEND FFmpeg_HWACCEL_LIBRARIES ${LIBVA-X11_LIBRARIES}
${X11_LIBRARIES} ${LIBVA_LIBRARIES})
${LIBVA-DRM_LIBRARIES} list(APPEND FFmpeg_HWACCEL_FLAGS
${LIBVA-X11_LIBRARIES} --enable-hwaccel=h264_vaapi
${LIBVA_LIBRARIES}) --enable-hwaccel=vp8_vaapi
list(APPEND FFmpeg_HWACCEL_FLAGS --enable-hwaccel=vp9_vaapi)
--enable-hwaccel=h264_vaapi list(APPEND FFmpeg_HWACCEL_INCLUDE_DIRS
--enable-hwaccel=vp8_vaapi ${X11_INCLUDE_DIRS}
--enable-hwaccel=vp9_vaapi) ${LIBVA-DRM_INCLUDE_DIRS}
list(APPEND FFmpeg_HWACCEL_INCLUDE_DIRS ${LIBVA-X11_INCLUDE_DIRS}
${X11_INCLUDE_DIRS} ${LIBVA_INCLUDE_DIRS}
${LIBVA-DRM_INCLUDE_DIRS} )
${LIBVA-X11_INCLUDE_DIRS} message(STATUS "ffmpeg: va-api libraries version ${LIBVA_VERSION} found")
${LIBVA_INCLUDE_DIRS} else()
) list(APPEND FFmpeg_HWACCEL_FLAGS --disable-vaapi)
message(STATUS "ffmpeg: va-api libraries version ${LIBVA_VERSION} found") message(WARNING "ffmpeg: libva-dev not found, disabling Video Acceleration API (VA-API)...")
endif()
else() else()
list(APPEND FFmpeg_HWACCEL_FLAGS --disable-vaapi) list(APPEND FFmpeg_HWACCEL_FLAGS --disable-vaapi)
message(WARNING "ffmpeg: libva-dev not found, disabling Video Acceleration API (VA-API)...") message(WARNING "ffmpeg: X11 libraries not found, disabling VA-API...")
endif() endif()
if (FFNVCODEC_FOUND) if (FFNVCODEC_FOUND)
@@ -111,6 +153,28 @@ if (UNIX AND NOT ANDROID)
endif() endif()
endif() endif()
if (PLATFORM_PS4)
list(APPEND FFmpeg_CROSS_COMPILE_LIBS
-lkernel
-lSceUserService
-lSceSysmodule
-lSceNet
-lSceLibcInternal
)
list(APPEND FFmpeg_CROSS_COMPILE_FLAGS
--disable-pthreads
--extra-cflags=${CMAKE_SYSROOT}/usr/include
--extra-cxxflags=${CMAKE_SYSROOT}/usr/include
--extra-libs="${FFmpeg_CROSS_COMPILE_LIBS}"
)
elseif (PLATFORM_MANAGARM)
# Required for proper stuff
list(APPEND FFmpeg_CROSS_COMPILE_FLAGS
--disable-pthreads
--extra-libs="${FFmpeg_CROSS_COMPILE_LIBS}"
)
endif()
if (YUZU_USE_BUNDLED_FFMPEG) if (YUZU_USE_BUNDLED_FFMPEG)
AddJsonPackage(ffmpeg-ci) AddJsonPackage(ffmpeg-ci)
@@ -181,24 +245,6 @@ else()
find_program(BASH_PROGRAM bash REQUIRED) find_program(BASH_PROGRAM bash REQUIRED)
set(FFmpeg_CROSS_COMPILE_FLAGS "")
if (ANDROID)
string(TOLOWER "${CMAKE_HOST_SYSTEM_NAME}" FFmpeg_HOST_SYSTEM_NAME)
set(TOOLCHAIN "${ANDROID_NDK}/toolchains/llvm/prebuilt/${FFmpeg_HOST_SYSTEM_NAME}-${CMAKE_HOST_SYSTEM_PROCESSOR}")
set(SYSROOT "${TOOLCHAIN}/sysroot")
set(FFmpeg_CPU "armv8-a")
list(APPEND FFmpeg_CROSS_COMPILE_FLAGS
--arch=arm64
#--cpu=${FFmpeg_CPU}
--enable-cross-compile
--cross-prefix=${TOOLCHAIN}/bin/aarch64-linux-android-
--sysroot=${SYSROOT}
--target-os=android
--extra-ldflags="--ld-path=${TOOLCHAIN}/bin/ld.lld"
--extra-ldflags="-nostdlib"
)
endif()
# `configure` parameters builds only exactly what yuzu needs from FFmpeg # `configure` parameters builds only exactly what yuzu needs from FFmpeg
# `--disable-vdpau` is needed to avoid linking issues # `--disable-vdpau` is needed to avoid linking issues
set(FFmpeg_CC ${CMAKE_C_COMPILER_LAUNCHER} ${CMAKE_C_COMPILER}) set(FFmpeg_CC ${CMAKE_C_COMPILER_LAUNCHER} ${CMAKE_C_COMPILER})
@@ -221,8 +267,12 @@ else()
--enable-decoder=vp9 --enable-decoder=vp9
--enable-filter=yadif,scale --enable-filter=yadif,scale
--enable-pic --enable-pic
--cc="${FFmpeg_CC}" --cc=${FFmpeg_CC}
--cxx="${FFmpeg_CXX}" --cxx=${FFmpeg_CXX}
--ld=${CMAKE_LINKER}
--extra-cflags=${CMAKE_C_FLAGS}
--extra-cxxflags=${CMAKE_CXX_FLAGS}
--extra-ldflags=${CMAKE_C_LINK_FLAGS}
${FFmpeg_HWACCEL_FLAGS} ${FFmpeg_HWACCEL_FLAGS}
${FFmpeg_CROSS_COMPILE_FLAGS} ${FFmpeg_CROSS_COMPILE_FLAGS}
WORKING_DIRECTORY WORKING_DIRECTORY
@@ -254,7 +304,7 @@ else()
OUTPUT OUTPUT
${FFmpeg_BUILD_LIBRARIES} ${FFmpeg_BUILD_LIBRARIES}
COMMAND COMMAND
make ${FFmpeg_MAKE_ARGS} gmake ${FFmpeg_MAKE_ARGS}
WORKING_DIRECTORY WORKING_DIRECTORY
${FFmpeg_BUILD_DIR} ${FFmpeg_BUILD_DIR}
) )
+7 -4
View File
@@ -1,3 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: 2023 yuzu Emulator Project // SPDX-FileCopyrightText: 2023 yuzu Emulator Project
// SPDX-FileCopyrightText: 1996 Arthur David Olson // SPDX-FileCopyrightText: 1996 Arthur David Olson
// SPDX-License-Identifier: BSD-2-Clause // SPDX-License-Identifier: BSD-2-Clause
@@ -466,8 +469,8 @@ CalendarTimeInternal* timesub(const time_t* timep, s64 offset, const Rule* sp,
int signed_y = static_cast<s32>(y); int signed_y = static_cast<s32>(y);
tmp->tm_year = signed_y - TM_YEAR_BASE; tmp->tm_year = signed_y - TM_YEAR_BASE;
} }
else if ((!std::is_signed_v<time_t> || std::numeric_limits<s32>::min() + TM_YEAR_BASE <= y) && else if ((!std::is_signed_v<time_t> || (std::numeric_limits<s32>::min)() + TM_YEAR_BASE <= y) &&
y - TM_YEAR_BASE <= std::numeric_limits<s32>::max()) { y - TM_YEAR_BASE <= (std::numeric_limits<s32>::max)()) {
tmp->tm_year = static_cast<s32>(y - TM_YEAR_BASE); tmp->tm_year = static_cast<s32>(y - TM_YEAR_BASE);
} }
else { else {
@@ -558,8 +561,8 @@ CalendarTimeInternal* localsub(Rule const* sp, time_t const* timep, s64 setname,
else { else {
newy += years; newy += years;
} }
if (!(std::numeric_limits<s32>::min() <= newy && if (!((std::numeric_limits<s32>::min)() <= newy &&
newy <= std::numeric_limits<s32>::max())) { newy <= (std::numeric_limits<s32>::max)())) {
return nullptr; return nullptr;
} }
result->tm_year = static_cast<s32>(newy); result->tm_year = static_cast<s32>(newy);
+7 -4
View File
@@ -1,3 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: 2023 yuzu Emulator Project // SPDX-FileCopyrightText: 2023 yuzu Emulator Project
// SPDX-FileCopyrightText: 1996 Arthur David Olson // SPDX-FileCopyrightText: 1996 Arthur David Olson
// SPDX-License-Identifier: BSD-2-Clause // SPDX-License-Identifier: BSD-2-Clause
@@ -26,10 +29,10 @@ constexpr size_t TZ_MAX_CHARS = 50;
constexpr size_t MY_TZNAME_MAX = 255; constexpr size_t MY_TZNAME_MAX = 255;
constexpr size_t TZNAME_MAXIMUM = 255; constexpr size_t TZNAME_MAXIMUM = 255;
constexpr size_t TZ_MAX_LEAPS = 50; constexpr size_t TZ_MAX_LEAPS = 50;
constexpr s64 TIME_T_MAX = std::numeric_limits<s64>::max(); constexpr s64 TIME_T_MAX = (std::numeric_limits<s64>::max)();
constexpr s64 TIME_T_MIN = std::numeric_limits<s64>::min(); constexpr s64 TIME_T_MIN = (std::numeric_limits<s64>::min)();
constexpr size_t CHARS_EXTRA = 3; constexpr size_t CHARS_EXTRA = 3;
constexpr size_t MAX_ZONE_CHARS = std::max(TZ_MAX_CHARS + CHARS_EXTRA, sizeof("UTC")); constexpr size_t MAX_ZONE_CHARS = (std::max)(TZ_MAX_CHARS + CHARS_EXTRA, sizeof("UTC"));
constexpr size_t MAX_TZNAME_CHARS = 2 * (MY_TZNAME_MAX + 1); constexpr size_t MAX_TZNAME_CHARS = 2 * (MY_TZNAME_MAX + 1);
struct ttinfo { struct ttinfo {
@@ -51,7 +54,7 @@ struct Rule {
std::array<s64, TZ_MAX_TIMES> ats; std::array<s64, TZ_MAX_TIMES> ats;
std::array<u8, TZ_MAX_TIMES> types; std::array<u8, TZ_MAX_TIMES> types;
std::array<ttinfo, TZ_MAX_TYPES> ttis; std::array<ttinfo, TZ_MAX_TYPES> ttis;
std::array<char, std::max(MAX_ZONE_CHARS, MAX_TZNAME_CHARS)> chars; std::array<char, (std::max)(MAX_ZONE_CHARS, MAX_TZNAME_CHARS)> chars;
s32 defaulttype; s32 defaulttype;
std::array <u8, 0x12C4> padding1; std::array <u8, 0x12C4> padding1;
}; };
+11 -1
View File
@@ -25,6 +25,16 @@ if (NIGHTLY_BUILD)
add_compile_definitions(NIGHTLY_BUILD) add_compile_definitions(NIGHTLY_BUILD)
endif() endif()
if (YUZU_LEGACY)
message(WARNING "Making legacy build. Performance may suffer.")
add_compile_definitions(YUZU_LEGACY)
endif()
if (GENSHIN_SPOOF)
message(WARNING "Making Genshin spoof build")
add_compile_definitions(GENSHIN_SPOOF)
endif()
# Set compilation flags # Set compilation flags
if (MSVC AND NOT CXX_CLANG) if (MSVC AND NOT CXX_CLANG)
set(CMAKE_CONFIGURATION_TYPES Debug Release CACHE STRING "" FORCE) set(CMAKE_CONFIGURATION_TYPES Debug Release CACHE STRING "" FORCE)
@@ -175,7 +185,7 @@ else()
add_compile_definitions(_FILE_OFFSET_BITS=64) add_compile_definitions(_FILE_OFFSET_BITS=64)
endif() endif()
if (YUZU_STATIC_BUILD AND NOT APPLE) if (YUZU_STATIC_BUILD AND NOT APPLE AND NOT MSVC)
add_compile_options(-static) add_compile_options(-static)
# yuzu-cmd requires us to explicitly link libpthread, libgcc, and libstdc++ as static # yuzu-cmd requires us to explicitly link libpthread, libgcc, and libstdc++ as static
+6
View File
@@ -203,6 +203,12 @@ android {
resValue("string", "app_name_suffixed", "Eden Optimized") resValue("string", "app_name_suffixed", "Eden Optimized")
applicationId = "com.miHoYo.Yuanshen" applicationId = "com.miHoYo.Yuanshen"
externalNativeBuild {
cmake {
arguments.add("-DGENSHIN_SPOOF=ON")
}
}
ndk { ndk {
abiFilters += listOf("arm64-v8a") abiFilters += listOf("arm64-v8a")
} }
@@ -33,6 +33,19 @@ import org.yuzu.yuzu_emu.applets.web.WebBrowser
* with the native side of the Yuzu code. * with the native side of the Yuzu code.
*/ */
object NativeLibrary { object NativeLibrary {
@Keep
data class UpdateResult(
var tag: String = "",
var title: String = "",
var body: String = "",
var url: String = "",
var assets: MutableList<String> = mutableListOf()
) {
fun addAsset(asset: String) {
assets.add(asset)
}
}
@JvmField @JvmField
var sEmulationActivity = WeakReference<EmulationActivity?>(null) var sEmulationActivity = WeakReference<EmulationActivity?>(null)
@@ -240,17 +253,7 @@ object NativeLibrary {
/** /**
* Checks for available updates. * Checks for available updates.
*/ */
external fun checkForUpdate(): Array<String>? external fun checkForUpdate(): UpdateResult?
/**
* Return the URL to the release page
*/
external fun getUpdateUrl(version: String): String
/**
* Return the URL to download the APK for the given version
*/
external fun getUpdateApkUrl(tag: String, artifact: String, packageId: String): String
/** /**
* Returns whether the update checker is enabled through CMAKE options. * Returns whether the update checker is enabled through CMAKE options.
@@ -15,6 +15,7 @@ import android.content.BroadcastReceiver
import android.content.Context import android.content.Context
import android.content.Intent import android.content.Intent
import android.content.IntentFilter import android.content.IntentFilter
import android.content.pm.PackageManager
import android.content.res.Configuration import android.content.res.Configuration
import android.graphics.Rect import android.graphics.Rect
import android.graphics.drawable.Icon import android.graphics.drawable.Icon
@@ -100,6 +101,7 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener, InputManager
private var romSwapGeneration = 0 private var romSwapGeneration = 0
private var hasEmulationSession = processHasEmulationSession private var hasEmulationSession = processHasEmulationSession
private val romSwapStopTimeoutRunnable = Runnable { onRomSwapStopTimeout() } private val romSwapStopTimeoutRunnable = Runnable { onRomSwapStopTimeout() }
private val pictureInPictureFailureActions: MutableSet<String> = mutableSetOf()
private fun onRomSwapStopTimeout() { private fun onRomSwapStopTimeout() {
if (!isWaitingForRomSwapStop) { if (!isWaitingForRomSwapStop) {
@@ -246,6 +248,7 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener, InputManager
nfcReader.startScanning() nfcReader.startScanning()
startMotionSensorListener() startMotionSensorListener()
InputHandler.updateControllerData() InputHandler.updateControllerData()
notifyPhysicalControllerState()
buildPictureInPictureParams() buildPictureInPictureParams()
} }
@@ -265,12 +268,18 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener, InputManager
} }
override fun onUserLeaveHint() { override fun onUserLeaveHint() {
if (Build.VERSION.SDK_INT < Build.VERSION_CODES.S) { if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.S ||
if (BooleanSetting.PICTURE_IN_PICTURE.getBoolean() && !isInPictureInPictureMode) { !isPictureInPictureSupported() ||
val pictureInPictureParamsBuilder = PictureInPictureParams.Builder() !BooleanSetting.PICTURE_IN_PICTURE.getBoolean() ||
.getPictureInPictureActionsBuilder().getPictureInPictureAspectBuilder() isInPictureInPictureMode
enterPictureInPictureMode(pictureInPictureParamsBuilder.build()) ) {
} return
}
val pictureInPictureParamsBuilder = PictureInPictureParams.Builder()
.getPictureInPictureActionsBuilder().getPictureInPictureAspectBuilder()
runPictureInPictureAction("enter picture-in-picture mode") {
enterPictureInPictureMode(pictureInPictureParamsBuilder.build())
} }
} }
@@ -403,8 +412,7 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener, InputManager
val isPhysicalKeyboard = event.source and InputDevice.SOURCE_KEYBOARD == InputDevice.SOURCE_KEYBOARD && val isPhysicalKeyboard = event.source and InputDevice.SOURCE_KEYBOARD == InputDevice.SOURCE_KEYBOARD &&
event.device?.isVirtual == false event.device?.isVirtual == false
val isControllerInput = event.source and InputDevice.SOURCE_JOYSTICK == InputDevice.SOURCE_JOYSTICK || val isControllerInput = InputHandler.isPhysicalGameController(event.device)
event.source and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD
if (!isControllerInput && if (!isControllerInput &&
event.source and InputDevice.SOURCE_MOUSE != InputDevice.SOURCE_MOUSE && event.source and InputDevice.SOURCE_MOUSE != InputDevice.SOURCE_MOUSE &&
@@ -425,8 +433,7 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener, InputManager
} }
override fun dispatchGenericMotionEvent(event: MotionEvent): Boolean { override fun dispatchGenericMotionEvent(event: MotionEvent): Boolean {
val isControllerInput = event.source and InputDevice.SOURCE_JOYSTICK == InputDevice.SOURCE_JOYSTICK || val isControllerInput = InputHandler.isPhysicalGameController(event.device)
event.source and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD
if (!isControllerInput && if (!isControllerInput &&
event.source and InputDevice.SOURCE_KEYBOARD != InputDevice.SOURCE_KEYBOARD && event.source and InputDevice.SOURCE_KEYBOARD != InputDevice.SOURCE_KEYBOARD &&
@@ -460,38 +467,36 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener, InputManager
} }
private fun isGameController(deviceId: Int): Boolean { private fun isGameController(deviceId: Int): Boolean {
val device = InputDevice.getDevice(deviceId) ?: return false return InputHandler.isPhysicalGameController(InputDevice.getDevice(deviceId))
val sources = device.sources
return sources and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD ||
sources and InputDevice.SOURCE_JOYSTICK == InputDevice.SOURCE_JOYSTICK
} }
override fun onInputDeviceAdded(deviceId: Int) { override fun onInputDeviceAdded(deviceId: Int) {
if (isGameController(deviceId)) { if (isGameController(deviceId)) {
InputHandler.updateControllerData() InputHandler.updateControllerData()
val navHostFragment = notifyPhysicalControllerState()
supportFragmentManager.findFragmentById(R.id.fragment_container) as? NavHostFragment
val emulationFragment =
navHostFragment?.childFragmentManager?.fragments?.firstOrNull() as? org.yuzu.yuzu_emu.fragments.EmulationFragment
emulationFragment?.onControllerConnected()
} }
} }
override fun onInputDeviceRemoved(deviceId: Int) { override fun onInputDeviceRemoved(deviceId: Int) {
InputHandler.updateControllerData() InputHandler.updateControllerData()
val navHostFragment = notifyPhysicalControllerState()
supportFragmentManager.findFragmentById(R.id.fragment_container) as? NavHostFragment
val emulationFragment =
navHostFragment?.childFragmentManager?.fragments?.firstOrNull() as? org.yuzu.yuzu_emu.fragments.EmulationFragment
emulationFragment?.onControllerDisconnected()
} }
override fun onInputDeviceChanged(deviceId: Int) { override fun onInputDeviceChanged(deviceId: Int) {
if (isGameController(deviceId)) { if (isGameController(deviceId)) {
InputHandler.updateControllerData() InputHandler.updateControllerData()
notifyPhysicalControllerState()
} }
} }
private fun notifyPhysicalControllerState() {
val navHostFragment =
supportFragmentManager.findFragmentById(R.id.fragment_container) as? NavHostFragment
val emulationFragment =
navHostFragment?.childFragmentManager?.fragments?.firstOrNull() as? org.yuzu.yuzu_emu.fragments.EmulationFragment
emulationFragment?.onPhysicalControllerStateChanged(InputHandler.androidControllers.isNotEmpty())
}
override fun onSensorChanged(event: SensorEvent) { override fun onSensorChanged(event: SensorEvent) {
if (!NativeLibrary.isRunning() || NativeLibrary.isPaused()) { if (!NativeLibrary.isRunning() || NativeLibrary.isPaused()) {
return return
@@ -654,7 +659,29 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener, InputManager
return this.apply { setActions(pictureInPictureActions) } return this.apply { setActions(pictureInPictureActions) }
} }
private fun isPictureInPictureSupported() =
Build.VERSION.SDK_INT >= Build.VERSION_CODES.O &&
packageManager.hasSystemFeature(PackageManager.FEATURE_PICTURE_IN_PICTURE)
private fun runPictureInPictureAction(actionName: String, action: () -> Unit) {
try {
action()
} catch (e: IllegalStateException) {
if (pictureInPictureFailureActions.add(actionName)) {
Log.warning("[PiP] Failed to $actionName: ${e.message}")
}
} catch (e: UnsupportedOperationException) {
if (pictureInPictureFailureActions.add(actionName)) {
Log.warning("[PiP] Failed to $actionName: ${e.message}")
}
}
}
fun buildPictureInPictureParams() { fun buildPictureInPictureParams() {
if (!isPictureInPictureSupported()) {
return
}
val pictureInPictureParamsBuilder = PictureInPictureParams.Builder() val pictureInPictureParamsBuilder = PictureInPictureParams.Builder()
.getPictureInPictureActionsBuilder().getPictureInPictureAspectBuilder() .getPictureInPictureActionsBuilder().getPictureInPictureAspectBuilder()
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.S) { if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.S) {
@@ -664,7 +691,9 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener, InputManager
BooleanSetting.PICTURE_IN_PICTURE.getBoolean() && isEmulationActive BooleanSetting.PICTURE_IN_PICTURE.getBoolean() && isEmulationActive
) )
} }
setPictureInPictureParams(pictureInPictureParamsBuilder.build()) runPictureInPictureAction("set picture-in-picture params") {
setPictureInPictureParams(pictureInPictureParamsBuilder.build())
}
} }
fun displayMultiplayerDialog() { fun displayMultiplayerDialog() {
@@ -1,3 +1,7 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project // SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later // SPDX-License-Identifier: GPL-2.0-or-later
@@ -33,8 +37,10 @@ object SoftwareKeyboard {
val emulationActivity = NativeLibrary.sEmulationActivity.get() val emulationActivity = NativeLibrary.sEmulationActivity.get()
val overlayView = emulationActivity!!.findViewById<View>(R.id.surface_input_overlay) val overlayView = emulationActivity!!.findViewById<View>(R.id.surface_input_overlay)
overlayView.requestFocus()
val im = val im =
overlayView.context.getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager overlayView.context.getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager
im.restartInput(overlayView)
im.showSoftInput(overlayView, InputMethodManager.SHOW_FORCED) im.showSoftInput(overlayView, InputMethodManager.SHOW_FORCED)
// There isn't a good way to know that the IMM is dismissed, so poll every 500ms to submit inline keyboard result. // There isn't a good way to know that the IMM is dismissed, so poll every 500ms to submit inline keyboard result.
@@ -57,7 +57,8 @@ class QuickSettings(val emulationFragment: EmulationFragment) {
container: ViewGroup, container: ViewGroup,
setting: IntSetting, setting: IntSetting,
namesArrayId: Int, namesArrayId: Int,
valuesArrayId: Int valuesArrayId: Int,
onValueChanged: ((Int) -> Unit)? = null
) { ) {
val inflater = LayoutInflater.from(emulationFragment.requireContext()) val inflater = LayoutInflater.from(emulationFragment.requireContext())
val itemView = inflater.inflate(R.layout.item_quick_settings_menu, container, false) val itemView = inflater.inflate(R.layout.item_quick_settings_menu, container, false)
@@ -89,6 +90,7 @@ class QuickSettings(val emulationFragment: EmulationFragment) {
setting.setInt(values[index]) setting.setInt(values[index])
saveSettings() saveSettings()
valueView.text = name valueView.text = name
onValueChanged?.invoke(values[index])
} }
} }
radioGroup.addView(radioButton) radioGroup.addView(radioButton)
@@ -17,11 +17,15 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
USE_CUSTOM_CPU_TICKS("use_custom_cpu_ticks"), USE_CUSTOM_CPU_TICKS("use_custom_cpu_ticks"),
SKIP_CPU_INNER_INVALIDATION("skip_cpu_inner_invalidation"), SKIP_CPU_INNER_INVALIDATION("skip_cpu_inner_invalidation"),
FIX_BLOOM_EFFECTS("fix_bloom_effects"), FIX_BLOOM_EFFECTS("fix_bloom_effects"),
EMULATE_BGR565("emulate_bgr565"),
RESCALE_HACK("rescale_hack"),
CPUOPT_UNSAFE_HOST_MMU("cpuopt_unsafe_host_mmu"), CPUOPT_UNSAFE_HOST_MMU("cpuopt_unsafe_host_mmu"),
USE_DOCKED_MODE("use_docked_mode"), USE_DOCKED_MODE("use_docked_mode"),
USE_AUTO_STUB("use_auto_stub"), USE_AUTO_STUB("use_auto_stub"),
RENDERER_USE_DISK_SHADER_CACHE("use_disk_shader_cache"), RENDERER_USE_DISK_SHADER_CACHE("use_disk_shader_cache"),
RENDERER_FORCE_MAX_CLOCK("force_max_clock"), RENDERER_FORCE_MAX_CLOCK("force_max_clock"),
RENDERER_ASYNCHRONOUS_GPU_EMULATION("use_asynchronous_gpu_emulation"),
RENDERER_ASYNC_PRESENTATION("async_presentation"),
RENDERER_ASYNCHRONOUS_SHADERS("use_asynchronous_shaders"), RENDERER_ASYNCHRONOUS_SHADERS("use_asynchronous_shaders"),
RENDERER_REACTIVE_FLUSHING("use_reactive_flushing"), RENDERER_REACTIVE_FLUSHING("use_reactive_flushing"),
ENABLE_BUFFER_HISTORY("enable_buffer_history"), ENABLE_BUFFER_HISTORY("enable_buffer_history"),
@@ -31,8 +35,6 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
RENDERER_DEBUG("debug"), RENDERER_DEBUG("debug"),
RENDERER_PATCH_OLD_QCOM_DRIVERS("patch_old_qcom_drivers"), RENDERER_PATCH_OLD_QCOM_DRIVERS("patch_old_qcom_drivers"),
RENDERER_VERTEX_INPUT_DYNAMIC_STATE("vertex_input_dynamic_state"), RENDERER_VERTEX_INPUT_DYNAMIC_STATE("vertex_input_dynamic_state"),
RENDERER_PROVOKING_VERTEX("provoking_vertex"),
RENDERER_DESCRIPTOR_INDEXING("descriptor_indexing"),
RENDERER_SAMPLE_SHADING("sample_shading"), RENDERER_SAMPLE_SHADING("sample_shading"),
GPU_UNSWIZZLE_ENABLED("gpu_unswizzle_enabled"), GPU_UNSWIZZLE_ENABLED("gpu_unswizzle_enabled"),
PICTURE_IN_PICTURE("picture_in_picture"), PICTURE_IN_PICTURE("picture_in_picture"),
@@ -17,7 +17,6 @@ enum class IntSetting(override val key: String) : AbstractIntSetting {
RENDERER_VRAM_USAGE_MODE("vram_usage_mode"), RENDERER_VRAM_USAGE_MODE("vram_usage_mode"),
RENDERER_NVDEC_EMULATION("nvdec_emulation"), RENDERER_NVDEC_EMULATION("nvdec_emulation"),
RENDERER_ASTC_DECODE_METHOD("accelerate_astc"), RENDERER_ASTC_DECODE_METHOD("accelerate_astc"),
RENDERER_ASTC_RECOMPRESSION("astc_recompression"),
RENDERER_ACCURACY("gpu_accuracy"), RENDERER_ACCURACY("gpu_accuracy"),
RENDERER_RESOLUTION("resolution_setup"), RENDERER_RESOLUTION("resolution_setup"),
RENDERER_VSYNC("use_vsync"), RENDERER_VSYNC("use_vsync"),
@@ -25,7 +24,6 @@ enum class IntSetting(override val key: String) : AbstractIntSetting {
RENDERER_ANTI_ALIASING("anti_aliasing"), RENDERER_ANTI_ALIASING("anti_aliasing"),
RENDERER_SCREEN_LAYOUT("screen_layout"), RENDERER_SCREEN_LAYOUT("screen_layout"),
RENDERER_ASPECT_RATIO("aspect_ratio"), RENDERER_ASPECT_RATIO("aspect_ratio"),
RENDERER_OPTIMIZE_SPIRV_OUTPUT("optimize_spirv_output"),
RENDERER_DYNA_STATE("dyna_state"), RENDERER_DYNA_STATE("dyna_state"),
DMA_ACCURACY("dma_accuracy"), DMA_ACCURACY("dma_accuracy"),
@@ -69,7 +67,8 @@ enum class IntSetting(override val key: String) : AbstractIntSetting {
MY_PAGE_APPLET("my_page_applet_mode"), MY_PAGE_APPLET("my_page_applet_mode"),
INPUT_OVERLAY_AUTO_HIDE("input_overlay_auto_hide"), INPUT_OVERLAY_AUTO_HIDE("input_overlay_auto_hide"),
OVERLAY_GRID_SIZE("overlay_grid_size"), OVERLAY_GRID_SIZE("overlay_grid_size"),
GPU_LOG_RING_BUFFER_SIZE("gpu_log_ring_buffer_size") GPU_LOG_RING_BUFFER_SIZE("gpu_log_ring_buffer_size"),
ANDROID_PIPELINE_WORKERS("pipeline_worker_count")
; ;
override fun getInt(needsGlobal: Boolean): Int = NativeConfig.getInt(key, needsGlobal) override fun getInt(needsGlobal: Boolean): Int = NativeConfig.getInt(key, needsGlobal)
@@ -141,13 +141,6 @@ abstract class SettingsItem(
valuesId = R.array.dynaStateValues valuesId = R.array.dynaStateValues
) )
) )
put(
SwitchSetting(
BooleanSetting.RENDERER_PROVOKING_VERTEX,
titleId = R.string.provoking_vertex,
descriptionId = R.string.provoking_vertex_description
)
)
put( put(
SwitchSetting( SwitchSetting(
BooleanSetting.RENDERER_VERTEX_INPUT_DYNAMIC_STATE, BooleanSetting.RENDERER_VERTEX_INPUT_DYNAMIC_STATE,
@@ -155,13 +148,6 @@ abstract class SettingsItem(
descriptionId = R.string.vertex_input_dynamic_state_description descriptionId = R.string.vertex_input_dynamic_state_description
) )
) )
put(
SwitchSetting(
BooleanSetting.RENDERER_DESCRIPTOR_INDEXING,
titleId = R.string.descriptor_indexing,
descriptionId = R.string.descriptor_indexing_description
)
)
put( put(
SliderSetting( SliderSetting(
IntSetting.RENDERER_SAMPLE_SHADING, IntSetting.RENDERER_SAMPLE_SHADING,
@@ -349,15 +335,6 @@ abstract class SettingsItem(
valuesId = R.array.astcDecodingMethodValues valuesId = R.array.astcDecodingMethodValues
) )
) )
put(
SingleChoiceSetting(
IntSetting.RENDERER_ASTC_RECOMPRESSION,
titleId = R.string.astc_recompression,
descriptionId = R.string.astc_recompression_description,
choicesId = R.array.astcRecompressionMethodNames,
valuesId = R.array.astcRecompressionMethodValues
)
)
put( put(
SingleChoiceSetting( SingleChoiceSetting(
IntSetting.RENDERER_VRAM_USAGE_MODE, IntSetting.RENDERER_VRAM_USAGE_MODE,
@@ -605,6 +582,16 @@ abstract class SettingsItem(
units = "%" units = "%"
) )
) )
put(
SliderSetting(
IntSetting.ANDROID_PIPELINE_WORKERS,
titleId = R.string.pipeline_worker_cores,
descriptionId = R.string.pipeline_worker_cores_description,
min = 4,
max = 8,
units = "cores"
)
)
put( put(
SingleChoiceSetting( SingleChoiceSetting(
IntSetting.RENDERER_ANTI_ALIASING, IntSetting.RENDERER_ANTI_ALIASING,
@@ -653,12 +640,17 @@ abstract class SettingsItem(
) )
) )
put( put(
SingleChoiceSetting( SwitchSetting(
IntSetting.RENDERER_OPTIMIZE_SPIRV_OUTPUT, BooleanSetting.RENDERER_ASYNCHRONOUS_GPU_EMULATION,
titleId = R.string.renderer_optimize_spirv_output, titleId = R.string.renderer_asynchronous_gpu_emulation,
descriptionId = R.string.renderer_optimize_spirv_output_description, descriptionId = R.string.renderer_asynchronous_gpu_emulation_description
choicesId = R.array.optimizeSpirvOutputEntries, )
valuesId = R.array.optimizeSpirvOutputValues )
put(
SwitchSetting(
BooleanSetting.RENDERER_ASYNC_PRESENTATION,
titleId = R.string.renderer_async_presentation,
descriptionId = R.string.renderer_async_presentation_description
) )
) )
put( put(
@@ -765,6 +757,20 @@ abstract class SettingsItem(
descriptionId = R.string.fix_bloom_effects_description descriptionId = R.string.fix_bloom_effects_description
) )
) )
put(
SwitchSetting(
BooleanSetting.RESCALE_HACK,
titleId = R.string.rescale_hack,
descriptionId = R.string.rescale_hack_description
)
)
put(
SwitchSetting(
BooleanSetting.EMULATE_BGR565,
titleId = R.string.emulate_bgr565,
descriptionId = R.string.emulate_bgr565_description
)
)
put( put(
SwitchSetting( SwitchSetting(
BooleanSetting.CPUOPT_UNSAFE_HOST_MMU, BooleanSetting.CPUOPT_UNSAFE_HOST_MMU,
@@ -29,6 +29,7 @@ import org.yuzu.yuzu_emu.databinding.DialogSliderBinding
import org.yuzu.yuzu_emu.databinding.DialogSpinboxBinding import org.yuzu.yuzu_emu.databinding.DialogSpinboxBinding
import org.yuzu.yuzu_emu.features.input.NativeInput import org.yuzu.yuzu_emu.features.input.NativeInput
import org.yuzu.yuzu_emu.features.input.model.AnalogDirection import org.yuzu.yuzu_emu.features.input.model.AnalogDirection
import org.yuzu.yuzu_emu.features.settings.model.IntSetting
import org.yuzu.yuzu_emu.features.settings.model.view.AnalogInputSetting import org.yuzu.yuzu_emu.features.settings.model.view.AnalogInputSetting
import org.yuzu.yuzu_emu.features.settings.model.view.ButtonInputSetting import org.yuzu.yuzu_emu.features.settings.model.view.ButtonInputSetting
import org.yuzu.yuzu_emu.features.settings.model.view.IntSingleChoiceSetting import org.yuzu.yuzu_emu.features.settings.model.view.IntSingleChoiceSetting
@@ -381,6 +382,10 @@ class SettingsDialogFragment : DialogFragment(), DialogInterface.OnClickListener
} }
scSetting.setSelectedValue(value) scSetting.setSelectedValue(value)
if (scSetting.setting.key == IntSetting.RENDERER_SCALING_FILTER.key) {
settingsViewModel.setShouldReloadSettingsList(true)
}
if (scSetting.setting.key == "app_language") { if (scSetting.setting.key == "app_language") {
settingsViewModel.setShouldRecreateForLanguageChange(true) settingsViewModel.setShouldRecreateForLanguageChange(true)
// recreate page apply language change instantly // recreate page apply language change instantly
@@ -58,19 +58,38 @@ class SettingsFragmentPresenter(
val pairedSettingKey = item.setting.pairedSettingKey val pairedSettingKey = item.setting.pairedSettingKey
if (pairedSettingKey.isNotEmpty()) { if (pairedSettingKey.isNotEmpty()) {
val needsGlobal = getNeedsGlobalForKey(pairedSettingKey)
val pairedSettingValue = NativeConfig.getBoolean( val pairedSettingValue = NativeConfig.getBoolean(
pairedSettingKey, pairedSettingKey,
if (NativeLibrary.isRunning() && !NativeConfig.isPerGameConfigLoaded()) { needsGlobal
!NativeConfig.usingGlobal(pairedSettingKey)
} else {
NativeConfig.usingGlobal(pairedSettingKey)
}
) )
if (!pairedSettingValue) return if (!pairedSettingValue) return
} }
add(item) add(item)
} }
private fun getNeedsGlobalForKey(key: String): Boolean {
return if (NativeLibrary.isRunning() && !NativeConfig.isPerGameConfigLoaded()) {
!NativeConfig.usingGlobal(key)
} else {
NativeConfig.usingGlobal(key)
}
}
private fun isFsrScalingFilterSelected(): Boolean {
val fsrFilterValue = resolveFsrScalingFilterValue() ?: return false
val needsGlobal = getNeedsGlobalForKey(IntSetting.RENDERER_SCALING_FILTER.key)
val selectedFilter = IntSetting.RENDERER_SCALING_FILTER.getInt(needsGlobal)
return selectedFilter == fsrFilterValue
}
private fun resolveFsrScalingFilterValue(): Int? {
val names = context.resources.getStringArray(R.array.rendererScalingFilterNames)
val values = context.resources.getIntArray(R.array.rendererScalingFilterValues)
val fsrIndex = names.indexOf(context.getString(R.string.scaling_filter_fsr))
return if (fsrIndex in values.indices) values[fsrIndex] else null
}
// Allows you to show/hide abstract settings based on the paired setting key // Allows you to show/hide abstract settings based on the paired setting key
private fun ArrayList<SettingsItem>.addAbstract(item: SettingsItem) { private fun ArrayList<SettingsItem>.addAbstract(item: SettingsItem) {
val pairedSettingKey = item.setting.pairedSettingKey val pairedSettingKey = item.setting.pairedSettingKey
@@ -248,9 +267,10 @@ class SettingsFragmentPresenter(
add(IntSetting.RENDERER_RESOLUTION.key) add(IntSetting.RENDERER_RESOLUTION.key)
add(IntSetting.RENDERER_VSYNC.key) add(IntSetting.RENDERER_VSYNC.key)
add(IntSetting.RENDERER_SCALING_FILTER.key) add(IntSetting.RENDERER_SCALING_FILTER.key)
add(IntSetting.FSR_SHARPENING_SLIDER.key) if (isFsrScalingFilterSelected()) {
add(IntSetting.FSR_SHARPENING_SLIDER.key)
}
add(IntSetting.RENDERER_ANTI_ALIASING.key) add(IntSetting.RENDERER_ANTI_ALIASING.key)
add(IntSetting.RENDERER_OPTIMIZE_SPIRV_OUTPUT.key)
add(HeaderSetting(R.string.advanced)) add(HeaderSetting(R.string.advanced))
@@ -259,7 +279,6 @@ class SettingsFragmentPresenter(
add(IntSetting.MAX_ANISOTROPY.key) add(IntSetting.MAX_ANISOTROPY.key)
add(IntSetting.RENDERER_VRAM_USAGE_MODE.key) add(IntSetting.RENDERER_VRAM_USAGE_MODE.key)
add(IntSetting.RENDERER_ASTC_DECODE_METHOD.key) add(IntSetting.RENDERER_ASTC_DECODE_METHOD.key)
add(IntSetting.RENDERER_ASTC_RECOMPRESSION.key)
add(BooleanSetting.SYNC_MEMORY_OPERATIONS.key) add(BooleanSetting.SYNC_MEMORY_OPERATIONS.key)
add(BooleanSetting.RENDERER_USE_DISK_SHADER_CACHE.key) add(BooleanSetting.RENDERER_USE_DISK_SHADER_CACHE.key)
@@ -273,15 +292,18 @@ class SettingsFragmentPresenter(
add(IntSetting.FAST_GPU_TIME.key) add(IntSetting.FAST_GPU_TIME.key)
add(BooleanSetting.SKIP_CPU_INNER_INVALIDATION.key) add(BooleanSetting.SKIP_CPU_INNER_INVALIDATION.key)
add(BooleanSetting.FIX_BLOOM_EFFECTS.key) add(BooleanSetting.FIX_BLOOM_EFFECTS.key)
add(BooleanSetting.EMULATE_BGR565.key)
add(BooleanSetting.RESCALE_HACK.key)
add(BooleanSetting.RENDERER_ASYNCHRONOUS_SHADERS.key) add(BooleanSetting.RENDERER_ASYNCHRONOUS_SHADERS.key)
add(IntSetting.ANDROID_PIPELINE_WORKERS.key)
add(BooleanSetting.RENDERER_ASYNCHRONOUS_GPU_EMULATION.key)
add(BooleanSetting.RENDERER_ASYNC_PRESENTATION.key)
add(SettingsItem.GPU_UNSWIZZLE_COMBINED) add(SettingsItem.GPU_UNSWIZZLE_COMBINED)
add(HeaderSetting(R.string.extensions)) add(HeaderSetting(R.string.extensions))
add(IntSetting.RENDERER_DYNA_STATE.key) add(IntSetting.RENDERER_DYNA_STATE.key)
add(BooleanSetting.RENDERER_VERTEX_INPUT_DYNAMIC_STATE.key) add(BooleanSetting.RENDERER_VERTEX_INPUT_DYNAMIC_STATE.key)
add(BooleanSetting.RENDERER_PROVOKING_VERTEX.key)
add(BooleanSetting.RENDERER_DESCRIPTOR_INDEXING.key)
add(IntSetting.RENDERER_SAMPLE_SHADING.key) add(IntSetting.RENDERER_SAMPLE_SHADING.key)
add(HeaderSetting(R.string.display)) add(HeaderSetting(R.string.display))
@@ -90,6 +90,7 @@ import org.yuzu.yuzu_emu.utils.FileUtil
import org.yuzu.yuzu_emu.utils.GameHelper import org.yuzu.yuzu_emu.utils.GameHelper
import org.yuzu.yuzu_emu.utils.GameIconUtils import org.yuzu.yuzu_emu.utils.GameIconUtils
import org.yuzu.yuzu_emu.utils.GpuDriverHelper import org.yuzu.yuzu_emu.utils.GpuDriverHelper
import org.yuzu.yuzu_emu.utils.InputHandler
import org.yuzu.yuzu_emu.utils.Log import org.yuzu.yuzu_emu.utils.Log
import org.yuzu.yuzu_emu.utils.NativeConfig import org.yuzu.yuzu_emu.utils.NativeConfig
import org.yuzu.yuzu_emu.utils.NativeFreedrenoConfig import org.yuzu.yuzu_emu.utils.NativeFreedrenoConfig
@@ -114,6 +115,8 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
val handler = Handler(Looper.getMainLooper()) val handler = Handler(Looper.getMainLooper())
private var controllerInputReceived = false private var controllerInputReceived = false
private var hasPhysicalControllerConnected = false
private var overlayHiddenByPhysicalController = false
private var _binding: FragmentEmulationBinding? = null private var _binding: FragmentEmulationBinding? = null
@@ -288,13 +291,23 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
// Game launched via intent (check for existing custom config) // Game launched via intent (check for existing custom config)
intentGame != null -> { intentGame != null -> {
game?.let { gameInstance -> game?.let { gameInstance ->
runCatching { GameHelper.restoreContentForGame(gameInstance) }
.onFailure {
Log.warning(
"[EmulationFragment] Failed to restore content for intent launch: ${it.message}"
)
}
val customConfigFile = SettingsFile.getCustomSettingsFile(gameInstance) val customConfigFile = SettingsFile.getCustomSettingsFile(gameInstance)
if (customConfigFile.exists()) { if (customConfigFile.exists()) {
shouldUseCustom = true
Log.info( Log.info(
"[EmulationFragment] Found existing custom settings for ${gameInstance.title}, loading them" "[EmulationFragment] Found existing custom settings for ${gameInstance.title}, loading them"
) )
SettingsFile.loadCustomConfig(gameInstance) SettingsFile.loadCustomConfig(gameInstance)
NativeConfig.unloadPerGameConfig()
} else { } else {
shouldUseCustom = false
Log.info( Log.info(
"[EmulationFragment] No custom settings found for ${gameInstance.title}, using global settings" "[EmulationFragment] No custom settings found for ${gameInstance.title}, using global settings"
) )
@@ -666,6 +679,7 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
driverInUse = driverViewModel.selectedDriverVersion.value driverInUse = driverViewModel.selectedDriverVersion.value
updateQuickOverlayMenuEntry(BooleanSetting.SHOW_INPUT_OVERLAY.getBoolean()) updateQuickOverlayMenuEntry(BooleanSetting.SHOW_INPUT_OVERLAY.getBoolean())
onPhysicalControllerStateChanged(InputHandler.androidControllers.isNotEmpty())
binding.surfaceEmulation.holder.addCallback(this) binding.surfaceEmulation.holder.addCallback(this)
binding.doneControlConfig.setOnClickListener { stopConfiguringControls() } binding.doneControlConfig.setOnClickListener { stopConfiguringControls() }
@@ -760,11 +774,8 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
R.id.menu_quick_overlay -> { R.id.menu_quick_overlay -> {
val newState = !BooleanSetting.SHOW_INPUT_OVERLAY.getBoolean() val newState = !BooleanSetting.SHOW_INPUT_OVERLAY.getBoolean()
BooleanSetting.SHOW_INPUT_OVERLAY.setBoolean(newState)
updateQuickOverlayMenuEntry(newState)
binding.surfaceInputOverlay.refreshControls()
// Sync view visibility with the setting
toggleOverlay(newState) toggleOverlay(newState)
updateQuickOverlayMenuEntry(BooleanSetting.SHOW_INPUT_OVERLAY.getBoolean())
NativeConfig.saveGlobalConfig() NativeConfig.saveGlobalConfig()
true true
} }
@@ -870,7 +881,7 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
if (drawerView == binding.quickSettingsSheet) { if (drawerView == binding.quickSettingsSheet) {
isQuickSettingsMenuOpen = true isQuickSettingsMenuOpen = true
if (shouldUseCustom) { if (shouldUseCustom) {
SettingsFile.loadCustomConfig(args.game!!) SettingsFile.loadCustomConfig(game!!)
} }
} }
} }
@@ -1053,7 +1064,8 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
val shouldShowOverlay = if (args.overlayGamelessEditMode) { val shouldShowOverlay = if (args.overlayGamelessEditMode) {
true true
} else { } else {
showInputOverlay && emulationViewModel.emulationStarted.value showInputOverlay && emulationViewModel.emulationStarted.value &&
!hasPhysicalControllerConnected
} }
b.surfaceInputOverlay.setVisible(shouldShowOverlay) b.surfaceInputOverlay.setVisible(shouldShowOverlay)
if (!isInFoldableLayout) { if (!isInFoldableLayout) {
@@ -1078,6 +1090,7 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
private fun addQuickSettings() { private fun addQuickSettings() {
binding.quickSettingsSheet.apply { binding.quickSettingsSheet.apply {
val container = binding.quickSettingsSheet.findViewById<ViewGroup>(R.id.quick_settings_container) val container = binding.quickSettingsSheet.findViewById<ViewGroup>(R.id.quick_settings_container)
val isFsrSelected = isFsrScalingFilterSelected()
container.removeAllViews() container.removeAllViews()
@@ -1159,16 +1172,20 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
IntSetting.RENDERER_SCALING_FILTER, IntSetting.RENDERER_SCALING_FILTER,
R.array.rendererScalingFilterNames, R.array.rendererScalingFilterNames,
R.array.rendererScalingFilterValues R.array.rendererScalingFilterValues
) ) {
addQuickSettings()
}
quickSettings.addSliderSetting( if (isFsrSelected) {
R.string.fsr_sharpness, quickSettings.addSliderSetting(
container, R.string.fsr_sharpness,
IntSetting.FSR_SHARPENING_SLIDER, container,
minValue = 0, IntSetting.FSR_SHARPENING_SLIDER,
maxValue = 100, minValue = 0,
units = "%" maxValue = 100,
) units = "%"
)
}
quickSettings.addIntSetting( quickSettings.addIntSetting(
R.string.renderer_anti_aliasing, R.string.renderer_anti_aliasing,
@@ -1180,6 +1197,19 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
} }
} }
private fun isFsrScalingFilterSelected(): Boolean {
val fsrFilterValue = resolveFsrScalingFilterValue() ?: return false
val selectedFilter = IntSetting.RENDERER_SCALING_FILTER.getInt(needsGlobal = false)
return selectedFilter == fsrFilterValue
}
private fun resolveFsrScalingFilterValue(): Int? {
val names = resources.getStringArray(R.array.rendererScalingFilterNames)
val values = resources.getIntArray(R.array.rendererScalingFilterValues)
val fsrIndex = names.indexOf(getString(R.string.scaling_filter_fsr))
return if (fsrIndex in values.indices) values[fsrIndex] else null
}
private fun openQuickSettingsMenu() { private fun openQuickSettingsMenu() {
binding.drawerLayout.closeDrawer(binding.inGameMenu) binding.drawerLayout.closeDrawer(binding.inGameMenu)
binding.drawerLayout.openDrawer(binding.quickSettingsSheet) binding.drawerLayout.openDrawer(binding.quickSettingsSheet)
@@ -2502,13 +2532,31 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
} }
fun onControllerConnected() { fun onControllerConnected() {
controllerInputReceived = false onPhysicalControllerStateChanged(InputHandler.androidControllers.isNotEmpty())
} }
fun onControllerDisconnected() { fun onControllerDisconnected() {
if (!BooleanSetting.HIDE_OVERLAY_ON_CONTROLLER_INPUT.getBoolean()) return onPhysicalControllerStateChanged(InputHandler.androidControllers.isNotEmpty())
if (!BooleanSetting.SHOW_INPUT_OVERLAY.getBoolean()) return }
fun onPhysicalControllerStateChanged(hasConnectedControllers: Boolean) {
hasPhysicalControllerConnected = hasConnectedControllers
controllerInputReceived = false controllerInputReceived = false
toggleOverlay(true) if (!isAdded || _binding == null) return
if (binding.surfaceInputOverlay.isGamelessMode()) return
if (hasConnectedControllers) {
if (BooleanSetting.SHOW_INPUT_OVERLAY.getBoolean() &&
BooleanSetting.HIDE_OVERLAY_ON_CONTROLLER_INPUT.getBoolean()) {
overlayHiddenByPhysicalController = true
toggleOverlay(false)
}
return
}
if (overlayHiddenByPhysicalController) {
overlayHiddenByPhysicalController = false
toggleOverlay(true)
}
} }
} }
@@ -58,6 +58,7 @@ class DriverViewModel : ViewModel() {
private val driversToDelete = mutableListOf<String>() private val driversToDelete = mutableListOf<String>()
private var previousDriverPath: String = "" private var previousDriverPath: String = ""
private var activeGame: Game? = null
private val _shouldShowDriverShaderDialog = MutableStateFlow(false) private val _shouldShowDriverShaderDialog = MutableStateFlow(false)
val shouldShowDriverShaderDialog: StateFlow<Boolean> get() = _shouldShowDriverShaderDialog val shouldShowDriverShaderDialog: StateFlow<Boolean> get() = _shouldShowDriverShaderDialog
@@ -98,6 +99,7 @@ class DriverViewModel : ViewModel() {
} }
fun onOpenDriverManager(game: Game?) { fun onOpenDriverManager(game: Game?) {
activeGame = game
if (game != null) { if (game != null) {
SettingsFile.loadCustomConfig(game) SettingsFile.loadCustomConfig(game)
} }
@@ -116,10 +118,12 @@ class DriverViewModel : ViewModel() {
} }
if (!skipShaderWipe && newDriverPath != previousDriverPath) { if (!skipShaderWipe && newDriverPath != previousDriverPath) {
wipeAllShaders() activeGame?.let {
wipeGameShaders(it)
if (!BooleanSetting.DONT_SHOW_DRIVER_SHADER_WARNING.getBoolean(needsGlobal = true)) { if (!BooleanSetting.DONT_SHOW_DRIVER_SHADER_WARNING.getBoolean(needsGlobal = true)) {
_shouldShowDriverShaderDialog.value = true _shouldShowDriverShaderDialog.value = true
}
} }
} }
@@ -139,12 +143,14 @@ class DriverViewModel : ViewModel() {
_shouldShowDriverShaderDialog.value = false _shouldShowDriverShaderDialog.value = false
} }
private fun wipeAllShaders() { private fun wipeGameShaders(game: Game) {
viewModelScope.launch { viewModelScope.launch {
withContext(Dispatchers.IO) { withContext(Dispatchers.IO) {
val externalFilesDir = YuzuApplication.appContext.getExternalFilesDir(null)
?: return@withContext
val shaderDir = File( val shaderDir = File(
YuzuApplication.appContext.getExternalFilesDir(null)?.canonicalPath + externalFilesDir.absolutePath +
"/shader/" "/shader/" + game.settingsName.lowercase()
) )
if (shaderDir.exists()) { if (shaderDir.exists()) {
shaderDir.deleteRecursively() shaderDir.deleteRecursively()
@@ -202,6 +208,7 @@ class DriverViewModel : ViewModel() {
} }
driversToDelete.clear() driversToDelete.clear()
} finally { } finally {
activeGame = null
_isDeletingDrivers.value = false _isDeletingDrivers.value = false
} }
} }
@@ -17,16 +17,23 @@ import android.graphics.drawable.VectorDrawable
import android.os.Build import android.os.Build
import android.os.Handler import android.os.Handler
import android.os.Looper import android.os.Looper
import android.text.Editable
import android.text.InputType
import android.util.AttributeSet import android.util.AttributeSet
import android.view.HapticFeedbackConstants import android.view.HapticFeedbackConstants
import android.view.KeyEvent
import android.view.MotionEvent import android.view.MotionEvent
import android.view.View import android.view.View
import android.view.View.OnTouchListener import android.view.View.OnTouchListener
import android.view.WindowInsets import android.view.WindowInsets
import android.view.inputmethod.BaseInputConnection
import android.view.inputmethod.EditorInfo
import android.view.inputmethod.InputConnection
import androidx.core.content.ContextCompat import androidx.core.content.ContextCompat
import androidx.window.layout.WindowMetricsCalculator import androidx.window.layout.WindowMetricsCalculator
import kotlin.math.max import kotlin.math.max
import kotlin.math.min import kotlin.math.min
import org.yuzu.yuzu_emu.NativeLibrary
import org.yuzu.yuzu_emu.features.input.NativeInput import org.yuzu.yuzu_emu.features.input.NativeInput
import org.yuzu.yuzu_emu.R import org.yuzu.yuzu_emu.R
import org.yuzu.yuzu_emu.features.input.model.NativeAnalog import org.yuzu.yuzu_emu.features.input.model.NativeAnalog
@@ -49,6 +56,7 @@ class InputOverlay(context: Context, attrs: AttributeSet?) :
private val overlayButtons: MutableSet<InputOverlayDrawableButton> = HashSet() private val overlayButtons: MutableSet<InputOverlayDrawableButton> = HashSet()
private val overlayDpads: MutableSet<InputOverlayDrawableDpad> = HashSet() private val overlayDpads: MutableSet<InputOverlayDrawableDpad> = HashSet()
private val overlayJoysticks: MutableSet<InputOverlayDrawableJoystick> = HashSet() private val overlayJoysticks: MutableSet<InputOverlayDrawableJoystick> = HashSet()
private val imeEditable = Editable.Factory.getInstance().newEditable("")
private var inEditMode = false private var inEditMode = false
private var gamelessMode = false private var gamelessMode = false
@@ -75,6 +83,63 @@ class InputOverlay(context: Context, attrs: AttributeSet?) :
// External listener for EmulationFragment joypad overlay auto-hide // External listener for EmulationFragment joypad overlay auto-hide
var touchEventListener: ((MotionEvent) -> Unit)? = null var touchEventListener: ((MotionEvent) -> Unit)? = null
override fun onCheckIsTextEditor(): Boolean = true
override fun onCreateInputConnection(outAttrs: EditorInfo): InputConnection {
imeEditable.clear()
outAttrs.inputType =
InputType.TYPE_CLASS_TEXT or
InputType.TYPE_TEXT_FLAG_NO_SUGGESTIONS or
InputType.TYPE_TEXT_VARIATION_VISIBLE_PASSWORD
outAttrs.imeOptions = EditorInfo.IME_FLAG_NO_EXTRACT_UI or EditorInfo.IME_ACTION_DONE
outAttrs.initialSelStart = 0
outAttrs.initialSelEnd = 0
return object : BaseInputConnection(this, true) {
override fun getEditable(): Editable = imeEditable
override fun commitText(text: CharSequence?, newCursorPosition: Int): Boolean {
if (!text.isNullOrEmpty()) {
forwardCommittedText(text)
}
return super.commitText(text, newCursorPosition)
}
override fun deleteSurroundingText(beforeLength: Int, afterLength: Int): Boolean {
repeat(beforeLength.coerceAtLeast(0)) {
NativeLibrary.submitInlineKeyboardInput(KeyEvent.KEYCODE_DEL)
}
return super.deleteSurroundingText(beforeLength, afterLength)
}
override fun sendKeyEvent(event: KeyEvent): Boolean {
if (event.action != KeyEvent.ACTION_DOWN) {
return true
}
when (event.keyCode) {
KeyEvent.KEYCODE_BACK,
KeyEvent.KEYCODE_DEL,
KeyEvent.KEYCODE_ENTER -> {
NativeLibrary.submitInlineKeyboardInput(event.keyCode)
}
else -> {
val textChar = event.unicodeChar
if (textChar != 0) {
NativeLibrary.submitInlineKeyboardText(textChar.toChar().toString())
}
}
}
return true
}
override fun performEditorAction(actionCode: Int): Boolean {
NativeLibrary.submitInlineKeyboardInput(KeyEvent.KEYCODE_ENTER)
return true
}
}
}
override fun onLayout(changed: Boolean, left: Int, top: Int, right: Int, bottom: Int) { override fun onLayout(changed: Boolean, left: Int, top: Int, right: Int, bottom: Int) {
super.onLayout(changed, left, top, right, bottom) super.onLayout(changed, left, top, right, bottom)
@@ -119,6 +184,25 @@ class InputOverlay(context: Context, attrs: AttributeSet?) :
} }
} }
private fun forwardCommittedText(text: CharSequence) {
val builder = StringBuilder()
text.forEach { character ->
when (character) {
'\n' -> {
if (builder.isNotEmpty()) {
NativeLibrary.submitInlineKeyboardText(builder.toString())
builder.clear()
}
NativeLibrary.submitInlineKeyboardInput(KeyEvent.KEYCODE_ENTER)
}
else -> builder.append(character)
}
}
if (builder.isNotEmpty()) {
NativeLibrary.submitInlineKeyboardText(builder.toString())
}
}
private fun drawGrid(canvas: Canvas) { private fun drawGrid(canvas: Canvas) {
val gridSize = IntSetting.OVERLAY_GRID_SIZE.getInt() val gridSize = IntSetting.OVERLAY_GRID_SIZE.getInt()
val width = canvas.width val width = canvas.width
@@ -175,25 +175,25 @@ class MainActivity : AppCompatActivity(), ThemeProvider {
val latestVersion = NativeLibrary.checkForUpdate() val latestVersion = NativeLibrary.checkForUpdate()
if (latestVersion != null) { if (latestVersion != null) {
runOnUiThread { runOnUiThread {
val tag: String = latestVersion[0] showUpdateDialog(latestVersion)
val name: String = latestVersion[1]
showUpdateDialog(tag, name)
} }
} }
}.start() }.start()
} }
private fun showUpdateDialog(tag: String, name: String) { // TODO(crueter): body, "View on Forgejo" button
private fun showUpdateDialog(release: NativeLibrary.UpdateResult) {
MaterialAlertDialogBuilder(this) MaterialAlertDialogBuilder(this)
.setTitle(R.string.update_available) .setTitle(R.string.update_available)
.setMessage(getString(R.string.update_available_description, name)) .setMessage(getString(R.string.update_available_description, release.title))
.setPositiveButton(android.R.string.ok) { _, _ -> .setPositiveButton(android.R.string.ok) { _, _ ->
var artifact = tag val assets = release.assets
// Nightly builds have a slightly different format
if (NativeLibrary.isNightlyBuild()) { if (assets.isEmpty()) {
artifact = tag.substringAfter('.', tag) openLink(release.url)
} else {
downloadAndInstallUpdate(release)
} }
downloadAndInstallUpdate(tag, artifact)
} }
.setNeutralButton(R.string.cancel) { dialog, _ -> .setNeutralButton(R.string.cancel) { dialog, _ ->
dialog.dismiss() dialog.dismiss()
@@ -206,17 +206,23 @@ class MainActivity : AppCompatActivity(), ThemeProvider {
.show() .show()
} }
private fun downloadAndInstallUpdate(version: String, artifact: String) { private fun openLink(link: String) {
val intent = Intent(Intent.ACTION_VIEW, link.toUri())
startActivity(intent)
}
private fun downloadAndInstallUpdate(release: NativeLibrary.UpdateResult) {
CoroutineScope(Dispatchers.IO).launch { CoroutineScope(Dispatchers.IO).launch {
val packageId = applicationContext.packageName val packageId = applicationContext.packageName
val apkUrl = NativeLibrary.getUpdateApkUrl(version, artifact, packageId) val asset = release.assets[0]
val artifact = asset.split("/").last()
val apkFile = File(cacheDir, "update-$artifact.apk") val apkFile = File(cacheDir, "update-$artifact.apk")
withContext(Dispatchers.Main) { withContext(Dispatchers.Main) {
showDownloadProgressDialog() showDownloadProgressDialog()
} }
val downloader = APKDownloader(apkUrl, apkFile) val downloader = APKDownloader(asset, apkFile)
downloader.download( downloader.download(
onProgress = { progress -> onProgress = { progress ->
runOnUiThread { runOnUiThread {
@@ -248,7 +254,7 @@ class MainActivity : AppCompatActivity(), ThemeProvider {
} else { } else {
Toast.makeText( Toast.makeText(
this@MainActivity, this@MainActivity,
getString(R.string.update_download_failed) + "\n\nURL: $apkUrl", getString(R.string.update_download_failed) + "\n\nURL: $asset",
Toast.LENGTH_LONG Toast.LENGTH_LONG
).show() ).show()
} }
@@ -277,7 +283,7 @@ class MainActivity : AppCompatActivity(), ThemeProvider {
private fun updateDownloadProgress(progress: Int) { private fun updateDownloadProgress(progress: Int) {
progressBar?.progress = progress progressBar?.progress = progress
progressMessage?.text = "$progress%" progressMessage?.text = getString(R.string.percent, progress)
} }
private fun dismissDownloadProgressDialog() { private fun dismissDownloadProgressDialog() {
@@ -1,3 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: 2023 yuzu Emulator Project // SPDX-FileCopyrightText: 2023 yuzu Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later // SPDX-License-Identifier: GPL-3.0-or-later
@@ -14,6 +17,60 @@ object InputHandler {
var androidControllers = mapOf<Int, YuzuPhysicalDevice>() var androidControllers = mapOf<Int, YuzuPhysicalDevice>()
var registeredControllers = mutableListOf<ParamPackage>() var registeredControllers = mutableListOf<ParamPackage>()
private val controllerButtons = intArrayOf(
KeyEvent.KEYCODE_BUTTON_A,
KeyEvent.KEYCODE_BUTTON_B,
KeyEvent.KEYCODE_BUTTON_X,
KeyEvent.KEYCODE_BUTTON_Y,
KeyEvent.KEYCODE_BUTTON_L1,
KeyEvent.KEYCODE_BUTTON_R1,
KeyEvent.KEYCODE_BUTTON_L2,
KeyEvent.KEYCODE_BUTTON_R2,
KeyEvent.KEYCODE_BUTTON_THUMBL,
KeyEvent.KEYCODE_BUTTON_THUMBR,
KeyEvent.KEYCODE_BUTTON_START,
KeyEvent.KEYCODE_BUTTON_SELECT,
KeyEvent.KEYCODE_DPAD_UP,
KeyEvent.KEYCODE_DPAD_DOWN,
KeyEvent.KEYCODE_DPAD_LEFT,
KeyEvent.KEYCODE_DPAD_RIGHT
)
private val controllerAxes = intArrayOf(
MotionEvent.AXIS_X,
MotionEvent.AXIS_Y,
MotionEvent.AXIS_Z,
MotionEvent.AXIS_RX,
MotionEvent.AXIS_RY,
MotionEvent.AXIS_RZ,
MotionEvent.AXIS_HAT_X,
MotionEvent.AXIS_HAT_Y,
MotionEvent.AXIS_LTRIGGER,
MotionEvent.AXIS_RTRIGGER
)
fun isPhysicalGameController(device: InputDevice?): Boolean {
device ?: return false
if (device.isVirtual) {
return false
}
val sources = device.sources
val hasControllerSource =
sources and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD ||
sources and InputDevice.SOURCE_JOYSTICK == InputDevice.SOURCE_JOYSTICK
if (!hasControllerSource) {
return false
}
val hasControllerButtons = device.hasKeys(*controllerButtons).any { it }
val hasControllerAxes = device.motionRanges.any { range ->
controllerAxes.contains(range.axis)
}
return hasControllerButtons || hasControllerAxes
}
fun dispatchKeyEvent(event: KeyEvent): Boolean { fun dispatchKeyEvent(event: KeyEvent): Boolean {
val action = when (event.action) { val action = when (event.action) {
KeyEvent.ACTION_DOWN -> NativeInput.ButtonState.PRESSED KeyEvent.ACTION_DOWN -> NativeInput.ButtonState.PRESSED
@@ -57,10 +114,7 @@ object InputHandler {
val inputSettings = NativeConfig.getInputSettings(true) val inputSettings = NativeConfig.getInputSettings(true)
deviceIds.forEach { deviceId -> deviceIds.forEach { deviceId ->
InputDevice.getDevice(deviceId)?.apply { InputDevice.getDevice(deviceId)?.apply {
// Verify that the device has gamepad buttons, control sticks, or both. if (isPhysicalGameController(this)) {
if (sources and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD ||
sources and InputDevice.SOURCE_JOYSTICK == InputDevice.SOURCE_JOYSTICK
) {
if (!gameControllerDeviceIds.contains(controllerNumber)) { if (!gameControllerDeviceIds.contains(controllerNumber)) {
gameControllerDeviceIds[controllerNumber] = YuzuPhysicalDevice( gameControllerDeviceIds[controllerNumber] = YuzuPhysicalDevice(
this, this,
@@ -95,7 +95,7 @@ namespace AndroidSettings {
Settings::Setting<u32> input_overlay_auto_hide{linkage, 5, "input_overlay_auto_hide", Settings::Setting<u32> input_overlay_auto_hide{linkage, 5, "input_overlay_auto_hide",
Settings::Category::Overlay, Settings::Category::Overlay,
Settings::Specialization::Default, true, true, &enable_input_overlay_auto_hide}; Settings::Specialization::Default, true, true, &enable_input_overlay_auto_hide};
Settings::Setting<bool> hide_overlay_on_controller_input{linkage, false, Settings::Setting<bool> hide_overlay_on_controller_input{linkage, true,
"hide_overlay_on_controller_input", "hide_overlay_on_controller_input",
Settings::Category::Overlay, Settings::Category::Overlay,
Settings::Specialization::Default, true, Settings::Specialization::Default, true,
@@ -147,6 +147,13 @@ namespace AndroidSettings {
&show_performance_overlay}; &show_performance_overlay};
Settings::Setting<s32> pipeline_worker_count{linkage, 4, "pipeline_worker_count",
Settings::Category::Android,
Settings::Specialization::Default,
true,
true};
Settings::Setting<bool> show_input_overlay{linkage, true, "show_input_overlay", Settings::Setting<bool> show_input_overlay{linkage, true, "show_input_overlay",
Settings::Category::Overlay}; Settings::Category::Overlay};
Settings::Setting<bool> overlay_snap_to_grid{linkage, false, "overlay_snap_to_grid", Settings::Setting<bool> overlay_snap_to_grid{linkage, false, "overlay_snap_to_grid",
+59 -61
View File
@@ -1699,78 +1699,76 @@ JNIEXPORT jboolean JNICALL Java_org_yuzu_yuzu_1emu_NativeLibrary_isNightlyBuild(
#ifdef ENABLE_UPDATE_CHECKER #ifdef ENABLE_UPDATE_CHECKER
JNIEXPORT jobjectArray JNICALL Java_org_yuzu_yuzu_1emu_NativeLibrary_checkForUpdate( JNIEXPORT jobject JNICALL Java_org_yuzu_yuzu_1emu_NativeLibrary_checkForUpdate(
JNIEnv* env, JNIEnv* env,
jobject obj) { jobject obj) {
std::optional<UpdateChecker::Update> release = UpdateChecker::GetUpdate(); std::optional<Common::Net::Release> release = UpdateChecker::GetUpdate();
if (!release) return nullptr; if (!release) return nullptr;
const std::string tag = release->tag; const std::string tag = release->tag;
const std::string name = release->name; const std::string title = release->title;
const std::string body = release->body;
const std::string url = release->html_url;
jobjectArray result = env->NewObjectArray(2, env->FindClass("java/lang/String"), nullptr); // Android *should* only ever define a single asset.
// If not, something has gone wrong, but the Kotlin side can handle it.
const auto assets = release->GetPlatformAssets();
const jstring jtag = env->NewStringUTF(tag.c_str()); jclass updateResultClass = env->FindClass("org/yuzu/yuzu_emu/NativeLibrary$UpdateResult");
const jstring jname = env->NewStringUTF(name.c_str()); if (!updateResultClass) {
LOG_ERROR(Frontend, "Could not find UpdateResult class");
env->SetObjectArrayElement(result, 0, jtag); return nullptr;
env->SetObjectArrayElement(result, 1, jname);
env->DeleteLocalRef(jtag);
env->DeleteLocalRef(jname);
return result;
}
JNIEXPORT jstring JNICALL Java_org_yuzu_yuzu_1emu_NativeLibrary_getUpdateUrl(
JNIEnv* env,
jobject obj,
jstring version) {
const char* version_str = env->GetStringUTFChars(version, nullptr);
const std::string url = fmt::format("{}/{}/releases/tag/{}",
std::string{Common::g_build_auto_update_website},
std::string{Common::g_build_auto_update_repo},
version_str);
env->ReleaseStringUTFChars(version, version_str);
return env->NewStringUTF(url.c_str());
}
JNIEXPORT jstring JNICALL Java_org_yuzu_yuzu_1emu_NativeLibrary_getUpdateApkUrl(
JNIEnv* env,
jobject obj,
jstring tag,
jstring artifact,
jstring packageId) {
const char* version_str = env->GetStringUTFChars(tag, nullptr);
const char* artifact_str = env->GetStringUTFChars(artifact, nullptr);
const char* package_id_str = env->GetStringUTFChars(packageId, nullptr);
std::string variant;
std::string package_id(package_id_str);
if (package_id.find("dev.legacy.eden_emulator") != std::string::npos) {
variant = "legacy";
} else if (package_id.find("com.miHoYo.Yuanshen") != std::string::npos) {
variant = "optimized";
} else {
#ifdef ARCHITECTURE_arm64
variant = "standard";
#else
variant = "chromeos";
#endif
} }
const std::string apk_filename = fmt::format("Eden-Android-{}-{}.apk", artifact_str, variant); jmethodID updateResultCtor = env->GetMethodID(updateResultClass, "<init>", "()V");
const std::string url = fmt::format("{}/{}/releases/download/{}/{}",
std::string{Common::g_build_auto_update_website},
std::string{Common::g_build_auto_update_repo},
version_str,
apk_filename);
env->ReleaseStringUTFChars(tag, version_str); if (!updateResultCtor) {
env->ReleaseStringUTFChars(artifact, artifact_str); LOG_ERROR(Frontend, "Could not find UpdateResult ctor");
env->ReleaseStringUTFChars(packageId, package_id_str); env->DeleteLocalRef(updateResultClass);
return env->NewStringUTF(url.c_str()); return nullptr;
}
jmethodID setTag = env->GetMethodID(updateResultClass, "setTag", "(Ljava/lang/String;)V");
jmethodID setTitle = env->GetMethodID(updateResultClass, "setTitle", "(Ljava/lang/String;)V");
jmethodID setBody = env->GetMethodID(updateResultClass, "setBody", "(Ljava/lang/String;)V");
jmethodID setUrl = env->GetMethodID(updateResultClass, "setUrl", "(Ljava/lang/String;)V");
jmethodID addAsset = env->GetMethodID(updateResultClass, "addAsset", "(Ljava/lang/String;)V");
jobject updateResult = env->NewObject(updateResultClass, updateResultCtor);
LOG_DEBUG(Frontend, "Tag: {}", tag);
LOG_DEBUG(Frontend, "Title: {}", title);
LOG_DEBUG(Frontend, "Body: {}", body);
LOG_DEBUG(Frontend, "Url: {}", url);
const auto jtag = env->NewStringUTF(tag.c_str());
const auto jtitle = env->NewStringUTF(title.c_str());
const auto jbody = env->NewStringUTF(body.c_str());
const auto jurl = env->NewStringUTF(url.c_str());
env->CallVoidMethod(updateResult, setTag, jtag);
env->CallVoidMethod(updateResult, setTitle, jtitle);
env->CallVoidMethod(updateResult, setBody, jbody);
env->CallVoidMethod(updateResult, setUrl, jurl);
// TODO(crueter): Handling for multiple assets?
// Maybe another data class x(
for (const Common::Net::Asset &a : assets) {
const auto jaurl = env->NewStringUTF(a.path.c_str());
env->CallVoidMethod(updateResult, addAsset, jaurl);
env->DeleteLocalRef(jaurl);
}
env->DeleteLocalRef(jtag);
env->DeleteLocalRef(jtitle);
env->DeleteLocalRef(jbody);
env->DeleteLocalRef(jurl);
env->DeleteLocalRef(updateResultClass);
return updateResult;
} }
#endif #endif
JNIEXPORT jstring JNICALL Java_org_yuzu_yuzu_1emu_NativeLibrary_getBuildVersion( JNIEXPORT jstring JNICALL Java_org_yuzu_yuzu_1emu_NativeLibrary_getBuildVersion(
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@@ -32,7 +32,7 @@
<string name="hide_overlay_on_controller_input">إخفاء الطبقة عند إدخال ذراع التحكم</string> <string name="hide_overlay_on_controller_input">إخفاء الطبقة عند إدخال ذراع التحكم</string>
<string name="hide_overlay_on_controller_input_description">إخفاء تلقائي لطبقة عناصر التحكم باللمس عند استخدام ذراع تحكم فعلية. تظهر الطبقة مرة أخرى عند فصل ذراع التحكم.</string> <string name="hide_overlay_on_controller_input_description">إخفاء تلقائي لطبقة عناصر التحكم باللمس عند استخدام ذراع تحكم فعلية. تظهر الطبقة مرة أخرى عند فصل ذراع التحكم.</string>
<string name="invert_confirm_back_controller_buttons">عكس أزرار التأكيد/الرجوع في وحدة التحكم</string> <string name="invert_confirm_back_controller_buttons">عكس أزرار التأكيد/الرجوع في وحدة التحكم</string>
<string name="invert_confirm_back_controller_buttons_description">قم بتبديل طريقة عمل زري التأكيد والرجوع في نظام Android لتتوافق مع أنماط Switch و Xbox أثناء استخدام واجهة المستخدم الخاصة بالتطبيق.</string> <string name="invert_confirm_back_controller_buttons_description">تبديل طريقة التعامل مع زري «تأكيد» و«رجوع» في نظام Android لتتوافق مع أنماط أجهزة Switch وXbox أثناء استخدام واجهة المستخدم الخاصة بالتطبيق.</string>
<string name="input_overlay_options">طبقة الإدخال</string> <string name="input_overlay_options">طبقة الإدخال</string>
<string name="input_overlay_options_description">ضبط ذراع التحكم على الشاشة</string> <string name="input_overlay_options_description">ضبط ذراع التحكم على الشاشة</string>
@@ -268,7 +268,7 @@
<string name="product">المنتج</string> <string name="product">المنتج</string>
<string name="android_version">إصدار Android</string> <string name="android_version">إصدار Android</string>
<string name="android_security_patch">تصحيح الأمان</string> <string name="android_security_patch">تصحيح الأمان</string>
<string name="build_id">معرف البناء</string> <string name="build_id">معرف الإصدار</string>
<string name="general_information">معلومات عامة</string> <string name="general_information">معلومات عامة</string>
<string name="hardware">الأجهزة</string> <string name="hardware">الأجهزة</string>
<string name="supported_abis">واجهات برمجة التطبيقات المدعومة</string> <string name="supported_abis">واجهات برمجة التطبيقات المدعومة</string>
@@ -287,7 +287,7 @@
<string name="install_amiibo_keys">تثبيت مفاتيح أميبو</string> <string name="install_amiibo_keys">تثبيت مفاتيح أميبو</string>
<string name="install_amiibo_keys_description">مطلوب لاستخدام أميبو في اللعبة</string> <string name="install_amiibo_keys_description">مطلوب لاستخدام أميبو في اللعبة</string>
<string name="gpu_driver_fetcher">أداة جلب برامج تشغيل وحدة المعالجة الرسومية</string> <string name="gpu_driver_fetcher">أداة جلب برامج تشغيل وحدة المعالجة الرسومية</string>
<string name="gpu_driver_manager">مدير برامج تشغيل وحدة معالجة الرسومات</string> <string name="gpu_driver_manager">إدارة برامج تشغيل وحدة معالجة الرسومات</string>
<string name="install_gpu_driver_description">تثبيت برامج تشغيل بديلة لأداء أو دقة أفضل</string> <string name="install_gpu_driver_description">تثبيت برامج تشغيل بديلة لأداء أو دقة أفضل</string>
<string name="advanced_settings">الإعدادات المتقدمة</string> <string name="advanced_settings">الإعدادات المتقدمة</string>
<string name="settings_description">ضبط إعدادات المحاكي</string> <string name="settings_description">ضبط إعدادات المحاكي</string>
@@ -403,7 +403,7 @@
<string name="contributors">المساهمين</string> <string name="contributors">المساهمين</string>
<string name="contributors_description">الأشخاص الذين جعلوا تطبيق Eden لنظام Android ممكنًا</string> <string name="contributors_description">الأشخاص الذين جعلوا تطبيق Eden لنظام Android ممكنًا</string>
<string name="licenses_description">المشاريع التي تجعل Eden لأجهزة Android ممكنة</string> <string name="licenses_description">المشاريع التي تجعل Eden لأجهزة Android ممكنة</string>
<string name="build">البناء</string> <string name="build">الإصدار</string>
<string name="user_data">بيانات المستخدم</string> <string name="user_data">بيانات المستخدم</string>
<string name="user_data_description">استيراد/تصدير جميع بيانات التطبيق.\nعند استيراد بيانات المستخدم، سيتم حذف جميع بيانات المستخدم الموجودة!\nقد يُسبب استيراد البيانات من Citron بعض المشاكل. يُنصح باستيراد جميع البيانات المطلوبة يدويًا.</string> <string name="user_data_description">استيراد/تصدير جميع بيانات التطبيق.\nعند استيراد بيانات المستخدم، سيتم حذف جميع بيانات المستخدم الموجودة!\nقد يُسبب استيراد البيانات من Citron بعض المشاكل. يُنصح باستيراد جميع البيانات المطلوبة يدويًا.</string>
<string name="exporting_user_data">جارٍ تصدير بيانات المستخدم...</string> <string name="exporting_user_data">جارٍ تصدير بيانات المستخدم...</string>
@@ -463,8 +463,6 @@
<string name="fsr_sharpness">حدة FSR</string> <string name="fsr_sharpness">حدة FSR</string>
<string name="fsr_sharpness_description">يحدد مدى وضوح الصورة عند استخدام التباين الديناميكي لـ FSR</string> <string name="fsr_sharpness_description">يحدد مدى وضوح الصورة عند استخدام التباين الديناميكي لـ FSR</string>
<string name="renderer_anti_aliasing">طريقة مضاد التعرج</string> <string name="renderer_anti_aliasing">طريقة مضاد التعرج</string>
<string name="renderer_optimize_spirv_output">تحسين مخرجات SPIRV</string>
<string name="renderer_optimize_spirv_output_description">يعمل على تحسين أداء برامج التظليل المجمعة لتحسين كفاءة وحدة معالجة الرسومات، ولكنه قد يؤدي إلى زيادة وقت التحميل وإبطاء السرعة في البداية.</string>
<string name="advanced">متقدم</string> <string name="advanced">متقدم</string>
@@ -479,8 +477,6 @@
<string name="vram_usage_mode_description">تحكم في مدى قوة تخصيص المحاكي لذاكرة وحدة معالجة الرسومات وتحريرها.</string> <string name="vram_usage_mode_description">تحكم في مدى قوة تخصيص المحاكي لذاكرة وحدة معالجة الرسومات وتحريرها.</string>
<string name="accelerate_astc">طريقة فك ضغط ASTC</string> <string name="accelerate_astc">طريقة فك ضغط ASTC</string>
<string name="accelerate_astc_description">حدد كيفية فك ضغط نسيج ASTC للعرض: CPU (بطيء، آمن)، GPU (سريع، موصى به)، أو CPU Async (بدون توقف، قد يسبب مشاكل)</string> <string name="accelerate_astc_description">حدد كيفية فك ضغط نسيج ASTC للعرض: CPU (بطيء، آمن)، GPU (سريع، موصى به)، أو CPU Async (بدون توقف، قد يسبب مشاكل)</string>
<string name="astc_recompression">طريقة إعادة ضغط ASTC</string>
<string name="astc_recompression_description">حدد كيفية إعادة ضغط نسيج ASTC لتحسين التوافق والأداء. تمكين هذا الخيار يوفر VRAM ولكن قد يقلل من جودة النسيج.</string>
<string name="sync_memory_operations">مزامنة عمليات الذاكرة</string> <string name="sync_memory_operations">مزامنة عمليات الذاكرة</string>
<string name="sync_memory_operations_description">يضمن اتساق البيانات بين عمليات الحوسبة والذاكرة. هذا الخيار قد يحل المشكلات في بعض الألعاب، ولكن قد يقلل الأداء في بعض الحالات. يبدو أن الألعاب التي تستخدم Unreal Engine 4 هي الأكثر تأثرًا.</string> <string name="sync_memory_operations_description">يضمن اتساق البيانات بين عمليات الحوسبة والذاكرة. هذا الخيار قد يحل المشكلات في بعض الألعاب، ولكن قد يقلل الأداء في بعض الحالات. يبدو أن الألعاب التي تستخدم Unreal Engine 4 هي الأكثر تأثرًا.</string>
@@ -488,12 +484,16 @@
<string name="use_disk_shader_cache_description">يقلل من التأتأة عن طريق تخزين وتحميل التظليلات التي تم إنشاؤها محليًا.</string> <string name="use_disk_shader_cache_description">يقلل من التأتأة عن طريق تخزين وتحميل التظليلات التي تم إنشاؤها محليًا.</string>
<string name="renderer_force_max_clock">إجبار السرعة القصوى (لأجهزة Adreno فقط)</string> <string name="renderer_force_max_clock">إجبار السرعة القصوى (لأجهزة Adreno فقط)</string>
<string name="renderer_force_max_clock_description">يجبر وحدة معالجة الرسومات على العمل بأقصى سرعة ممكنة (سيظل يتم تطبيق القيود الحرارية).</string> <string name="renderer_force_max_clock_description">يجبر وحدة معالجة الرسومات على العمل بأقصى سرعة ممكنة (سيظل يتم تطبيق القيود الحرارية).</string>
<string name="renderer_asynchronous_gpu_emulation">محاكاة غير متزامنة لوحدة معالجة الرسومات</string>
<string name="renderer_asynchronous_gpu_emulation_description">يُشغّل هذا الخيار محاكاة وحدة معالجة الرسومات بشكل غير متزامن لتقليل توقف وحدة المعالجة المركزية وتحسين الإنتاجية. عطّل هذا الخيار فقط في حال واجهت مشاكل متعلقة بالتوقيت.</string>
<string name="renderer_async_presentation">عرض غير متزامن</string>
<string name="renderer_async_presentation_description">يحسّن الأداء بشكل طفيف عن طريق نقل عملية العرض إلى خيط معالجة منفصل لوحدة المعالجة المركزية.</string>
<string name="renderer_reactive_flushing">استخدم التنظيف التفاعلي</string> <string name="renderer_reactive_flushing">استخدم التنظيف التفاعلي</string>
<string name="renderer_reactive_flushing_description">يحسن دقة العرض في بعض الألعاب على حساب الأداء.</string> <string name="renderer_reactive_flushing_description">يحسن دقة العرض في بعض الألعاب على حساب الأداء.</string>
<string name="enable_buffer_history">تمكين سجل التخزين المؤقت</string> <string name="enable_buffer_history">تمكين سجل التخزين المؤقت</string>
<string name="enable_buffer_history_description">يُتيح هذا الخيار الوصول إلى حالات التخزين المؤقت السابقة. وقد يُحسّن جودة العرض وثبات الأداء في بعض الألعاب.</string> <string name="enable_buffer_history_description">يُتيح هذا الخيار الوصول إلى حالات التخزين المؤقت السابقة. وقد يُحسّن جودة العرض وثبات الأداء في بعض الألعاب.</string>
<string name="use_optimized_vertex_buffers">مخازن الرؤوس المُحسّنة</string> <string name="use_optimized_vertex_buffers">مخازن الرؤوس المُحسّنة</string>
<string name="use_optimized_vertex_buffers_description">يُتيح ربطًا مُحسَّنًا لمخازن الرؤوس لتحسين الأداء. يتطلب برامج تشغيل Turnip من Mesa 26.0 أو أحدث. قد يتعطل على برامج التشغيل الأقدم.</string> <string name="use_optimized_vertex_buffers_description">يتيح ربط مخزن الرؤوس المُحسّن لتحسين الأداء. يتطلب برامج تشغيل Turnip/QCOM من إصدار Mesa 26.0 أو أحدث. سيؤدي إلى تعطل النظام عند استخدام برامج تشغيل Turnip الأقدم.</string>
<string name="hacks">اختراقات</string> <string name="hacks">اختراقات</string>
@@ -502,7 +502,9 @@
<string name="skip_cpu_inner_invalidation">تخطي إبطال صلاحية وحدة المعالجة المركزية الداخلية</string> <string name="skip_cpu_inner_invalidation">تخطي إبطال صلاحية وحدة المعالجة المركزية الداخلية</string>
<string name="skip_cpu_inner_invalidation_description">يتخطى بعض عمليات إبطال ذاكرة التخزين المؤقتة من جانب وحدة المعالجة المركزية أثناء تحديثات الذاكرة، مما يقلل من استخدام وحدة المعالجة المركزية ويحسن أداءها. قد يتسبب ذلك في حدوث أعطال أو تعطل في بعض الألعاب.</string> <string name="skip_cpu_inner_invalidation_description">يتخطى بعض عمليات إبطال ذاكرة التخزين المؤقتة من جانب وحدة المعالجة المركزية أثناء تحديثات الذاكرة، مما يقلل من استخدام وحدة المعالجة المركزية ويحسن أداءها. قد يتسبب ذلك في حدوث أعطال أو تعطل في بعض الألعاب.</string>
<string name="fix_bloom_effects">إصلاح تأثيرات التوهج</string> <string name="fix_bloom_effects">إصلاح تأثيرات التوهج</string>
<string name="fix_bloom_effects_description">يقلل من ضبابية التوهج في LA/EOW (Adreno 700)، ويزيل التوهج في Burnout. تحذير: قد يسبب ظهور خلل رسومي في ألعاب أخرى.</string> <string name="fix_bloom_effects_description">يقلل من ضبابية التوهج في LA/EOW (Adreno A6XX - A7XX/ Turnip)، ويزيل التوهج في Burnout. تحذير: قد يسبب تشوهات رسومية في ألعاب أخرى.</string>
<string name="emulate_bgr565">محاكاة BGR565</string>
<string name="emulate_bgr565_description">يُصلح مشاكل انعكاس الألوان في الألعاب أو ظهور تشوهات غريبة أو ظلال غريبة.</string>
<string name="renderer_asynchronous_shaders">استخدم تظليل غير متزامن</string> <string name="renderer_asynchronous_shaders">استخدم تظليل غير متزامن</string>
<string name="renderer_asynchronous_shaders_description">يقوم بتجميع التظليل بشكل غير متزامن. قد يقلل ذلك من التقطعات ولكنه قد يؤدي أيضًا إلى حدوث أخطاء.</string> <string name="renderer_asynchronous_shaders_description">يقوم بتجميع التظليل بشكل غير متزامن. قد يقلل ذلك من التقطعات ولكنه قد يؤدي أيضًا إلى حدوث أخطاء.</string>
<string name="gpu_unswizzle_settings">إعدادات إلغاء ترتيب بيانات وحدة معالجة الرسومات</string> <string name="gpu_unswizzle_settings">إعدادات إلغاء ترتيب بيانات وحدة معالجة الرسومات</string>
@@ -525,10 +527,6 @@
<string name="disabled">معطل</string> <string name="disabled">معطل</string>
<string name="vertex_input_dynamic_state">حالة ديناميكية لإدخال الرأس</string> <string name="vertex_input_dynamic_state">حالة ديناميكية لإدخال الرأس</string>
<string name="vertex_input_dynamic_state_description">يتيح ميزة الحالة الديناميكية لإدخال الرأس لتحسين الجودة والأداء.</string> <string name="vertex_input_dynamic_state_description">يتيح ميزة الحالة الديناميكية لإدخال الرأس لتحسين الجودة والأداء.</string>
<string name="provoking_vertex">الرأس المثير</string>
<string name="provoking_vertex_description">يحسن الإضاءة ومعالجة الرؤوس في بعض الألعاب. مدعوم فقط على وحدات معالجة الرسومات Vulkan 1.0+.</string>
<string name="descriptor_indexing">فهرسة الوصف</string>
<string name="descriptor_indexing_description">يحسن معالجة النسيج والمخزن المؤقت، بالإضافة إلى طبقة الترجمة Maxwell. مدعوم من بعض وحدات معالجة الرسومات Vulkan 1.1 وجميع وحدات معالجة الرسومات Vulkan 1.2+.</string>
<string name="sample_shading_fraction">تظليل العينة</string> <string name="sample_shading_fraction">تظليل العينة</string>
<string name="sample_shading_fraction_description">يسمح هذا الخيار بتنفيذ مُظلل الأجزاء لكل عينة في جزء متعدد العينات بدلاً من تنفيذه مرة واحدة لكل جزء. يُحسّن هذا من جودة الرسومات على حساب بعض الأداء.</string> <string name="sample_shading_fraction_description">يسمح هذا الخيار بتنفيذ مُظلل الأجزاء لكل عينة في جزء متعدد العينات بدلاً من تنفيذه مرة واحدة لكل جزء. يُحسّن هذا من جودة الرسومات على حساب بعض الأداء.</string>
@@ -633,10 +631,10 @@
<string name="gamecube_controller">ذراع تحكم GameCube</string> <string name="gamecube_controller">ذراع تحكم GameCube</string>
<string name="invert_axis">عكس المحور</string> <string name="invert_axis">عكس المحور</string>
<string name="invert_button">عكس الزر</string> <string name="invert_button">عكس الزر</string>
<string name="toggle_button">زر التبديل</string> <string name="toggle_button">زر تشغيل/إيقاف</string>
<string name="turbo_button">زر التوربو</string> <string name="turbo_button">زر التوربو</string>
<string name="set_threshold">تعيين الحد الفاصل</string> <string name="set_threshold">تعيين الحد الفاصل</string>
<string name="toggle_axis">تبديل المحور</string> <string name="toggle_axis">تشغيل/إيقاف المحور</string>
<string name="connected">متصل</string> <string name="connected">متصل</string>
<string name="use_system_vibrator">استخدم هزاز النظام</string> <string name="use_system_vibrator">استخدم هزاز النظام</string>
<string name="input_overlay">طبقة الإدخال</string> <string name="input_overlay">طبقة الإدخال</string>
@@ -662,7 +660,7 @@
<!-- Miscellaneous --> <!-- Miscellaneous -->
<string name="slider_default">افتراضي</string> <string name="slider_default">افتراضي</string>
<string name="default_string">الافتراضي</string> <string name="default_string">افتراضي</string>
<string name="loading">جارٍ التحميل…</string> <string name="loading">جارٍ التحميل…</string>
<string name="shutting_down">جارٍ إيقاف التشغيل...</string> <string name="shutting_down">جارٍ إيقاف التشغيل...</string>
<string name="reset_setting_confirmation">هل تريد إعادة تعيين هذا الإعداد إلى قيمته الافتراضية؟</string> <string name="reset_setting_confirmation">هل تريد إعادة تعيين هذا الإعداد إلى قيمته الافتراضية؟</string>
@@ -688,8 +686,8 @@
<string name="import_success">تم الاستيراد بنجاح</string> <string name="import_success">تم الاستيراد بنجاح</string>
<string name="export_success">تم التصدير بنجاح</string> <string name="export_success">تم التصدير بنجاح</string>
<string name="start">بدء</string> <string name="start">بدء</string>
<string name="global">المتغيرات العامة</string> <string name="global">الإعدادات العامة</string>
<string name="custom">مخصص</string> <string name="custom">الإعدادات المخصصة للعبة</string>
<string name="import_complete">اكتمل الاستيراد</string> <string name="import_complete">اكتمل الاستيراد</string>
<string name="use_global_setting">استخدام الإعداد العام</string> <string name="use_global_setting">استخدام الإعداد العام</string>
<string name="operation_completed_successfully">اكتملت العملية بنجاح</string> <string name="operation_completed_successfully">اكتملت العملية بنجاح</string>
@@ -768,7 +766,7 @@
<string name="info_description">معرف العنوان، المطور، الإصدار</string> <string name="info_description">معرف العنوان، المطور، الإصدار</string>
<string name="per_game_settings">الإعدادات الخاصة للعبة</string> <string name="per_game_settings">الإعدادات الخاصة للعبة</string>
<string name="per_game_settings_description">تعديل الإعدادات الخاصة بهذه اللعبة</string> <string name="per_game_settings_description">تعديل الإعدادات الخاصة بهذه اللعبة</string>
<string name="launch_options">تشغيل الإعدادات</string> <string name="launch_options">إعدادات التشغيل</string>
<string name="path">المسار</string> <string name="path">المسار</string>
<string name="program_id">معرف العنوان</string> <string name="program_id">معرف العنوان</string>
<string name="developer">المطور</string> <string name="developer">المطور</string>
@@ -880,13 +878,13 @@
<!-- Emulation Menu --> <!-- Emulation Menu -->
<string name="emulation_exit">خروج من المحاكاة</string> <string name="emulation_exit">خروج من المحاكاة</string>
<string name="emulation_done">إنهاء</string> <string name="emulation_done">إنهاء</string>
<string name="emulation_toggle_controls">تبديل أزرار التحكم</string> <string name="emulation_toggle_controls">تشغيل/إيقاف أزرار التحكم</string>
<string name="emulation_rel_stick_center">مركز العصا النسبي</string> <string name="emulation_rel_stick_center">مركز العصا النسبي</string>
<string name="emulation_dpad_slide">انزلاق الأسهم</string> <string name="emulation_dpad_slide">انزلاق الأسهم</string>
<string name="emulation_haptics">الاهتزازات الديناميكية</string> <string name="emulation_haptics">الاهتزازات الديناميكية</string>
<string name="emulation_show_overlay">عرض ذراع التحكم</string> <string name="emulation_show_overlay">عرض ذراع التحكم</string>
<string name="emulation_hide_overlay">إخفاء ذراع التحكم</string> <string name="emulation_hide_overlay">إخفاء ذراع التحكم</string>
<string name="emulation_toggle_all">تبديل الكل</string> <string name="emulation_toggle_all">تشغيل/إيقاف الكل</string>
<string name="emulation_control_adjust">ضبط الطبقة</string> <string name="emulation_control_adjust">ضبط الطبقة</string>
<string name="emulation_control_scale">الحجم</string> <string name="emulation_control_scale">الحجم</string>
<string name="emulation_control_opacity">الشفافية</string> <string name="emulation_control_opacity">الشفافية</string>
@@ -997,9 +995,6 @@
<string name="dma_accuracy_unsafe">غير آمن</string> <string name="dma_accuracy_unsafe">غير آمن</string>
<string name="dma_accuracy_safe">آمن</string> <string name="dma_accuracy_safe">آمن</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">غير مضغوط</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">محافظ</string> <string name="vram_usage_conservative">محافظ</string>
<string name="vram_usage_aggressive">عدواني</string> <string name="vram_usage_aggressive">عدواني</string>
@@ -1131,7 +1126,7 @@
<string name="enable_overlay_description">تمكين التطبيق الصغير المدمج في Horizon. اضغط مع الاستمرار على زر الشاشة الرئيسية لمدة 1 ثانية لإظهاره.</string> <string name="enable_overlay_description">تمكين التطبيق الصغير المدمج في Horizon. اضغط مع الاستمرار على زر الشاشة الرئيسية لمدة 1 ثانية لإظهاره.</string>
<!-- Profile Management --> <!-- Profile Management -->
<string name="profile_manager">مدير الملف الشخصي</string> <string name="profile_manager">إدارة ملف التعريف</string>
<string name="profile_manager_description">إدارة ملفات تعريف المستخدمين</string> <string name="profile_manager_description">إدارة ملفات تعريف المستخدمين</string>
<string name="profile_add_user">إضافة مستخدم</string> <string name="profile_add_user">إضافة مستخدم</string>
<string name="profile_new_user">مستخدم جديد</string> <string name="profile_new_user">مستخدم جديد</string>
@@ -1164,5 +1159,6 @@
<string name="license_fidelityfx_fsr_description">تحسين الجودة بدرجة عالية من AMD</string> <string name="license_fidelityfx_fsr_description">تحسين الجودة بدرجة عالية من AMD</string>
<string name="external_content">محتوى خارجي</string> <string name="external_content">محتوى خارجي</string>
<string name="add_folders">إضافة مجلد</string> <string name="add_folders">إضافة مجلد</string>
<string name="percent">%1$d%%</string>
</resources> </resources>
@@ -332,7 +332,6 @@
<string name="fsr_sharpness">تیژی FSR</string> <string name="fsr_sharpness">تیژی FSR</string>
<string name="fsr_sharpness_description">دیاریکردنی تیژی وێنە لە کاتی بەکارهێنانی FSR</string> <string name="fsr_sharpness_description">دیاریکردنی تیژی وێنە لە کاتی بەکارهێنانی FSR</string>
<string name="renderer_anti_aliasing">شێوازی دژە-خاوڕۆیی</string> <string name="renderer_anti_aliasing">شێوازی دژە-خاوڕۆیی</string>
<string name="renderer_optimize_spirv_output_description">شێیدەرە کۆمپایلکراوەکان باش دەکات بۆ باشترکردنی کارایی GPU.</string>
<string name="dma_accuracy">وردیی DMA</string> <string name="dma_accuracy">وردیی DMA</string>
@@ -343,8 +342,6 @@
<string name="vram_usage_mode_description">کۆنتڕۆڵی بەکارهێنانی VRAM</string> <string name="vram_usage_mode_description">کۆنتڕۆڵی بەکارهێنانی VRAM</string>
<string name="accelerate_astc">ڕێگای دیکۆدکردنی ASTC</string> <string name="accelerate_astc">ڕێگای دیکۆدکردنی ASTC</string>
<string name="accelerate_astc_description">هەڵبژێرە چۆن تێکستوورە پەستووکراوەکانی ASTC دەکرێنەوە بۆ ڕێندرکردن: CPU (هێواش، سەلامەت)، GPU (خێرا، پێشنیارکراو)، یان CPU Async (بێ ستەتەر، لەوانەیە کێشە دروست بکات)</string> <string name="accelerate_astc_description">هەڵبژێرە چۆن تێکستوورە پەستووکراوەکانی ASTC دەکرێنەوە بۆ ڕێندرکردن: CPU (هێواش، سەلامەت)، GPU (خێرا، پێشنیارکراو)، یان CPU Async (بێ ستەتەر، لەوانەیە کێشە دروست بکات)</string>
<string name="astc_recompression">ڕێگای پێکهێنانەوەی ASTC</string>
<string name="astc_recompression_description">هەڵبژێرە چۆن تێکستوورەکانی ASTC پەستوو دەکرێنەوە بۆ باشترکردنی گونجاندن و کارایی. چالاککردنی ئەم هەڵبژاردە VRAM هەڵدەگرێت بەڵام لەوانەیە کەمکردنەوەی کوالێتی تێکستوور بکات.</string>
<string name="sync_memory_operations">هاوبەشیی کردارەکانی بیرگە</string> <string name="sync_memory_operations">هاوبەشیی کردارەکانی بیرگە</string>
<string name="sync_memory_operations_description">دڵنیایی داتا لە نێوان کردارەکانی کۆمپیوتەر و بیرگە. ئەم هەڵبژاردە کێشەکان لە هەندێک یاری چارەسەر دەکات، بەڵام لە هەندێک حاڵەت کارایی کەم دەکاتەوە. وا دیارە یارییەکانی Unreal Engine 4 زۆرترین کاریگەریان هەیە.</string> <string name="sync_memory_operations_description">دڵنیایی داتا لە نێوان کردارەکانی کۆمپیوتەر و بیرگە. ئەم هەڵبژاردە کێشەکان لە هەندێک یاری چارەسەر دەکات، بەڵام لە هەندێک حاڵەت کارایی کەم دەکاتەوە. وا دیارە یارییەکانی Unreal Engine 4 زۆرترین کاریگەریان هەیە.</string>
@@ -360,10 +357,6 @@
<string name="renderer_asynchronous_shaders_description">کۆمپایلکردنی شادەرەکان بەشێوەی ناڕێک. ئەمە ڕەنگە کەمکردنەوەی ستەتەر بکات بەڵام لەوانەیە هەڵەش دروست بکات.</string> <string name="renderer_asynchronous_shaders_description">کۆمپایلکردنی شادەرەکان بەشێوەی ناڕێک. ئەمە ڕەنگە کەمکردنەوەی ستەتەر بکات بەڵام لەوانەیە هەڵەش دروست بکات.</string>
<string name="dyna_state">الحالة الديناميكية الممتدة</string> <string name="dyna_state">الحالة الديناميكية الممتدة</string>
<string name="disabled">ناچالاک</string> <string name="disabled">ناچالاک</string>
<string name="provoking_vertex">الرأس المثير</string>
<string name="provoking_vertex_description">يحسن الإضاءة ومعالجة الرؤوس في بعض الألعاب. مدعوم فقط على وحدات معالجة الرسومات التي تدعم فولكان 1.0+.</string>
<string name="descriptor_indexing">فهرسة الواصفات</string>
<string name="descriptor_indexing_description">يحسن معالجة القوام والمخازن المؤقتة، بالإضافة إلى طبقة ترجمة ماكسويل. مدعوم من قبل بعض وحدات معالجة الرسومات التي تدعم فولكان 1.1 وجميع وحدات معالجة الرسومات التي تدعم فولكان 1.2+.</string>
<string name="display">پیشاندان</string> <string name="display">پیشاندان</string>
<string name="renderer_screen_layout">ڕێکخستنی شاشە</string> <string name="renderer_screen_layout">ڕێکخستنی شاشە</string>
@@ -577,9 +570,6 @@
<!-- DMA Accuracy --> <!-- DMA Accuracy -->
<string name="dma_accuracy_default">بنەڕەتی</string> <string name="dma_accuracy_default">بنەڕەتی</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">پێکهێنەنەوە</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">پارێزەر</string> <string name="vram_usage_conservative">پارێزەر</string>
<string name="vram_usage_aggressive">توند</string> <string name="vram_usage_aggressive">توند</string>
@@ -442,8 +442,6 @@
<string name="fsr_sharpness">Ostrost FSR</string> <string name="fsr_sharpness">Ostrost FSR</string>
<string name="fsr_sharpness_description">Určuje jak ostře bude obraz vypadat při použití dynamického kontrastu FSR.</string> <string name="fsr_sharpness_description">Určuje jak ostře bude obraz vypadat při použití dynamického kontrastu FSR.</string>
<string name="renderer_anti_aliasing">Metoda anti-aliasingu</string> <string name="renderer_anti_aliasing">Metoda anti-aliasingu</string>
<string name="renderer_optimize_spirv_output">Optimalizovat výstup SPIRV</string>
<string name="renderer_optimize_spirv_output_description">Optimalizuje kompilované shadery pro zlepšení efektivity GPU, ale mohou se objevit delší nahrávací časy a zpomalení v úvodu.</string>
<string name="advanced">Pokročilé</string> <string name="advanced">Pokročilé</string>
@@ -458,8 +456,6 @@
<string name="vram_usage_mode_description">Určuje, jak moc agresivně emulátor přiděluje a uvolňuje grafickou paměť.</string> <string name="vram_usage_mode_description">Určuje, jak moc agresivně emulátor přiděluje a uvolňuje grafickou paměť.</string>
<string name="accelerate_astc">Metoda dekódování ASTC</string> <string name="accelerate_astc">Metoda dekódování ASTC</string>
<string name="accelerate_astc_description">Vyberte způsob jak se dekódují ASTC textury: CPU (pomalé, bezpečné), GPU (rychlé, doporučené) nebo CPU Async (asynchronní, žádné zasekávání, ale může způsobit problémy)</string> <string name="accelerate_astc_description">Vyberte způsob jak se dekódují ASTC textury: CPU (pomalé, bezpečné), GPU (rychlé, doporučené) nebo CPU Async (asynchronní, žádné zasekávání, ale může způsobit problémy)</string>
<string name="astc_recompression">Metoda rekomprese ASTC</string>
<string name="astc_recompression_description">Vyberte způsob rekomprese textur ASTC pro zlepšení kompatibility a výkonu. Zapnutí této volby ušetří VRAM, ale může snížit kvalitu textur.</string>
<string name="sync_memory_operations">Synchronizace paměťových operací</string> <string name="sync_memory_operations">Synchronizace paměťových operací</string>
<string name="sync_memory_operations_description">Zajišťuje konzistenci dat mezi výpočetními a paměťovými operacemi. Tato volba by měla opravit problémy v některých hrách, ale může v některých případech snížit výkon. Největší změny se týkají her založených na Unreal Engine 4.</string> <string name="sync_memory_operations_description">Zajišťuje konzistenci dat mezi výpočetními a paměťovými operacemi. Tato volba by měla opravit problémy v některých hrách, ale může v některých případech snížit výkon. Největší změny se týkají her založených na Unreal Engine 4.</string>
@@ -486,10 +482,6 @@
<string name="disabled">Vypnuto</string> <string name="disabled">Vypnuto</string>
<string name="vertex_input_dynamic_state">Dynamický stav vstupu vrcholů (Vertex Input)</string> <string name="vertex_input_dynamic_state">Dynamický stav vstupu vrcholů (Vertex Input)</string>
<string name="vertex_input_dynamic_state_description">Aktivuje funkci dynamického stavu vstupu vrcholů (Vertex Input Dynamic State) pro lepší kvalitu a výkon.</string> <string name="vertex_input_dynamic_state_description">Aktivuje funkci dynamického stavu vstupu vrcholů (Vertex Input Dynamic State) pro lepší kvalitu a výkon.</string>
<string name="provoking_vertex">Určující vrchol</string>
<string name="provoking_vertex_description">Zlepšuje osvětlení a zpracování vrcholů v některých hrách. Podporováno pouze na GPU s API Vulkan 1.0+.</string>
<string name="descriptor_indexing">Indexování deskriptorů</string>
<string name="descriptor_indexing_description">Zlepšuje zpracování textur a bufferů, stejně jako překladovou vrstvu architektury Maxwell. Podporováno některými GPU s API Vulkan 1.1 a všemi GPU s API Vulkan 1.2+.</string>
<string name="display">Zobrazení</string> <string name="display">Zobrazení</string>
<string name="renderer_screen_layout">Orientace</string> <string name="renderer_screen_layout">Orientace</string>
@@ -727,9 +719,6 @@
<string name="dma_accuracy_unsafe">Nebezpečné</string> <string name="dma_accuracy_unsafe">Nebezpečné</string>
<string name="dma_accuracy_safe">Bezpečné</string> <string name="dma_accuracy_safe">Bezpečné</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Nekomprimované</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Konzervativní</string> <string name="vram_usage_conservative">Konzervativní</string>
<string name="vram_usage_aggressive">Agresivní</string> <string name="vram_usage_aggressive">Agresivní</string>
@@ -442,8 +442,6 @@ Wird der Handheld-Modus verwendet, verringert es die Auflösung und erhöht die
<string name="fsr_sharpness">FSR-Schärfe</string> <string name="fsr_sharpness">FSR-Schärfe</string>
<string name="fsr_sharpness_description">Bestimmt die Schärfe bei FSR-Nutzung.</string> <string name="fsr_sharpness_description">Bestimmt die Schärfe bei FSR-Nutzung.</string>
<string name="renderer_anti_aliasing">Kantenglättung</string> <string name="renderer_anti_aliasing">Kantenglättung</string>
<string name="renderer_optimize_spirv_output">Optimiere SPIRV-Ausgabe</string>
<string name="renderer_optimize_spirv_output_description">Optimiert den kompilierten Shader, um die GPU-Effizienz zu verbessern.</string>
<string name="advanced">Erweitert</string> <string name="advanced">Erweitert</string>
@@ -458,8 +456,6 @@ Wird der Handheld-Modus verwendet, verringert es die Auflösung und erhöht die
<string name="vram_usage_mode_description">Steuerung der GPU-Speicherzuweisung</string> <string name="vram_usage_mode_description">Steuerung der GPU-Speicherzuweisung</string>
<string name="accelerate_astc">ASTC-Decodierung</string> <string name="accelerate_astc">ASTC-Decodierung</string>
<string name="accelerate_astc_description">Wählen Sie aus, wie ASTC-komprimierte Texturen für das Rendering decodiert werden: CPU (langsam, sicher), GPU (schnell, empfohlen) oder CPU Async (kein Ruckeln, kann Probleme verursachen)</string> <string name="accelerate_astc_description">Wählen Sie aus, wie ASTC-komprimierte Texturen für das Rendering decodiert werden: CPU (langsam, sicher), GPU (schnell, empfohlen) oder CPU Async (kein Ruckeln, kann Probleme verursachen)</string>
<string name="astc_recompression">ASTC-Neukompression</string>
<string name="astc_recompression_description">Wählen Sie, wie ASTC-Texturen neu komprimiert werden, um die Kompatibilität und Leistung zu verbessern. Diese Option spart VRAM, kann aber die Texturqualität verringern.</string>
<string name="sync_memory_operations">Speicheroperationen synchronisieren</string> <string name="sync_memory_operations">Speicheroperationen synchronisieren</string>
<string name="sync_memory_operations_description">Stellt die Datenkonsistenz zwischen Compute- und Speicheroperationen sicher. Diese Option sollte Probleme in einigen Spielen beheben, kann aber in einigen Fällen die Leistung verringern. Spiele mit Unreal Engine 4 scheinen am stärksten betroffen zu sein.</string> <string name="sync_memory_operations_description">Stellt die Datenkonsistenz zwischen Compute- und Speicheroperationen sicher. Diese Option sollte Probleme in einigen Spielen beheben, kann aber in einigen Fällen die Leistung verringern. Spiele mit Unreal Engine 4 scheinen am stärksten betroffen zu sein.</string>
@@ -484,10 +480,6 @@ Wird der Handheld-Modus verwendet, verringert es die Auflösung und erhöht die
<string name="disabled">Deaktiviert</string> <string name="disabled">Deaktiviert</string>
<string name="vertex_input_dynamic_state">Vertex Input Dynamic State</string> <string name="vertex_input_dynamic_state">Vertex Input Dynamic State</string>
<string name="vertex_input_dynamic_state_description">Aktiviert die Funktion \"Vertex Input Dynamic State\" für bessere Qualität und Leistung.</string> <string name="vertex_input_dynamic_state_description">Aktiviert die Funktion \"Vertex Input Dynamic State\" für bessere Qualität und Leistung.</string>
<string name="provoking_vertex">Provokanter Vertex</string>
<string name="provoking_vertex_description">Verbessert die Beleuchtung und die Vertex-Verarbeitung in einigen Spielen. Wird nur von GPUs mit Vulkan 1.0+ unterstützt.</string>
<string name="descriptor_indexing">Deskriptor-Indizierung</string>
<string name="descriptor_indexing_description">Verbessert die Textur- und Puffer-Verarbeitung sowie die Maxwell-Übersetzungsschicht. Wird von einigen Vulkan 1.1-GPUs und allen Vulkan 1.2+-GPUs unterstützt.</string>
<string name="sample_shading_fraction">Sample Shading</string> <string name="sample_shading_fraction">Sample Shading</string>
<string name="sample_shading_fraction_description">Ermöglicht es dem Fragment-Shader, in einem Multisample-Fragment pro Sample anstatt einmal pro Fragment ausgeführt zu werden. Verbessert die Grafikqualität auf Kosten der Leistung.</string> <string name="sample_shading_fraction_description">Ermöglicht es dem Fragment-Shader, in einem Multisample-Fragment pro Sample anstatt einmal pro Fragment ausgeführt zu werden. Verbessert die Grafikqualität auf Kosten der Leistung.</string>
@@ -935,9 +927,6 @@ Wirklich fortfahren?</string>
<string name="dma_accuracy_unsafe">Unsicher</string> <string name="dma_accuracy_unsafe">Unsicher</string>
<string name="dma_accuracy_safe">Sicher</string> <string name="dma_accuracy_safe">Sicher</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Unkomprimiert</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Konservativ</string> <string name="vram_usage_conservative">Konservativ</string>
<string name="vram_usage_aggressive">Aggressiv</string> <string name="vram_usage_aggressive">Aggressiv</string>
@@ -351,7 +351,7 @@
<item quantity="other">%d archivos de guardado importados con éxito.</item> <item quantity="other">%d archivos de guardado importados con éxito.</item>
</plurals> </plurals>
<string name="no_save_data_found">No se encontraron datos de guardado</string> <string name="no_save_data_found">No se encontraron datos de guardado</string>
<string name="verify_installed_content">Verificar contenido instalado</string> <string name="verify_installed_content">Verificar los contenidos instalados</string>
<string name="verify_installed_content_description">Comprueba todo el contenido instalado por si hubiese alguno corrupto</string> <string name="verify_installed_content_description">Comprueba todo el contenido instalado por si hubiese alguno corrupto</string>
<string name="keys_missing">Faltan las claves de encriptación</string> <string name="keys_missing">Faltan las claves de encriptación</string>
@@ -457,8 +457,6 @@
<string name="fsr_sharpness">Nitidez FSR</string> <string name="fsr_sharpness">Nitidez FSR</string>
<string name="fsr_sharpness_description">Ajusta la intensidad del filtro de enfoque al usar el contraste dinámico de FSR.</string> <string name="fsr_sharpness_description">Ajusta la intensidad del filtro de enfoque al usar el contraste dinámico de FSR.</string>
<string name="renderer_anti_aliasing">Método de suavizado de bordes</string> <string name="renderer_anti_aliasing">Método de suavizado de bordes</string>
<string name="renderer_optimize_spirv_output">Optimizar la salida de SPIRV</string>
<string name="renderer_optimize_spirv_output_description">Optimiza los sombreadores compilados para mejorar la eficiencia de la GPU.</string>
<string name="advanced">Avanzado</string> <string name="advanced">Avanzado</string>
@@ -473,8 +471,6 @@
<string name="vram_usage_mode_description">Controla con qué agresividad el emulador asigna y libera la memoria de la GPU.</string> <string name="vram_usage_mode_description">Controla con qué agresividad el emulador asigna y libera la memoria de la GPU.</string>
<string name="accelerate_astc">Método de decodificación ASTC</string> <string name="accelerate_astc">Método de decodificación ASTC</string>
<string name="accelerate_astc_description">Elija cómo se descodifican las texturas comprimidas ASTC para el renderizado: CPU (lento, seguro), GPU (rápido, recomendado) o CPU Async (sin tirones, puede causar problemas)</string> <string name="accelerate_astc_description">Elija cómo se descodifican las texturas comprimidas ASTC para el renderizado: CPU (lento, seguro), GPU (rápido, recomendado) o CPU Async (sin tirones, puede causar problemas)</string>
<string name="astc_recompression">Método de recompresión ASTC</string>
<string name="astc_recompression_description">Elija cómo se recomprimen las texturas ASTC para mejorar la compatibilidad y el rendimiento. Habilitar esta opción ahorra VRAM pero puede reducir la calidad de las texturas.</string>
<string name="sync_memory_operations">Sincronizar operaciones de memoria</string> <string name="sync_memory_operations">Sincronizar operaciones de memoria</string>
<string name="sync_memory_operations_description">Garantiza la consistencia de los datos entre las operaciones de computación y memoria. Esta opción debería solucionar problemas en algunos juegos, pero también puede reducir el rendimiento en algunos casos. Los juegos de Unreal Engine 4 a menudo ven los cambios más significativos de los mismos.</string> <string name="sync_memory_operations_description">Garantiza la consistencia de los datos entre las operaciones de computación y memoria. Esta opción debería solucionar problemas en algunos juegos, pero también puede reducir el rendimiento en algunos casos. Los juegos de Unreal Engine 4 a menudo ven los cambios más significativos de los mismos.</string>
@@ -482,12 +478,16 @@
<string name="use_disk_shader_cache_description">Reduce los tirones almacenando y cargando los sombreadores generados.</string> <string name="use_disk_shader_cache_description">Reduce los tirones almacenando y cargando los sombreadores generados.</string>
<string name="renderer_force_max_clock">Forzar velocidad al máximo (solo Adreno)</string> <string name="renderer_force_max_clock">Forzar velocidad al máximo (solo Adreno)</string>
<string name="renderer_force_max_clock_description">Fuerza a la GPU a ejecutarse a la velocidad máxima de reloj posible (se seguirán aplicando restricciones térmicas).</string> <string name="renderer_force_max_clock_description">Fuerza a la GPU a ejecutarse a la velocidad máxima de reloj posible (se seguirán aplicando restricciones térmicas).</string>
<string name="renderer_asynchronous_gpu_emulation">Emulación de GPU asíncrona</string>
<string name="renderer_asynchronous_gpu_emulation_description">Ejecuta la emulación de la GPU de forma asíncrona para reducir los bloqueos de la CPU y mejorar el rendimiento. Desactiva esta opción solo si experimentas problemas de sincronización.</string>
<string name="renderer_async_presentation">Presentación asíncrona</string>
<string name="renderer_async_presentation_description">Mejora ligeramente el rendimiento al mover la presentación a un hilo independiente de la CPU.</string>
<string name="renderer_reactive_flushing">Usar limpieza reactiva</string> <string name="renderer_reactive_flushing">Usar limpieza reactiva</string>
<string name="renderer_reactive_flushing_description">Mejora la precisión de renderizado en algunos juegos, pero reduce el rendimiento.</string> <string name="renderer_reactive_flushing_description">Mejora la precisión de renderizado en algunos juegos, pero reduce el rendimiento.</string>
<string name="enable_buffer_history">Activar el historial del búfer</string> <string name="enable_buffer_history">Activar el historial del búfer</string>
<string name="enable_buffer_history_description">Permite el acceso al estado del búfer anterior. Esta opción puede mejorar la calidad de renderizado y la consistencia en el rendimiento de algunos juegos.</string> <string name="enable_buffer_history_description">Permite el acceso al estado del búfer anterior. Esta opción puede mejorar la calidad de renderizado y la consistencia en el rendimiento de algunos juegos.</string>
<string name="use_optimized_vertex_buffers">Búferes de vértices optimizados</string> <string name="use_optimized_vertex_buffers">Búferes de vértices optimizados</string>
<string name="use_optimized_vertex_buffers_description">Permite la vinculación optimizada del búfer de vértices para un mejor rendimiento. Requiere controladores de Mesa 26.0+ Turnip. Se producin fallos en controladores más antiguos.</string> <string name="use_optimized_vertex_buffers_description">Permite la optimización del enlace del búfer de vértices para un mejor rendimiento. Requiere controladores Mesa 26.0+ Turnip/ controladores QCOM. Causará fallos con controladores Turnip más antiguos.</string>
<string name="hacks">Hacks</string> <string name="hacks">Hacks</string>
@@ -496,7 +496,9 @@
<string name="skip_cpu_inner_invalidation">Omitir invalidación interna de la CPU</string> <string name="skip_cpu_inner_invalidation">Omitir invalidación interna de la CPU</string>
<string name="skip_cpu_inner_invalidation_description">Omite ciertas invalidaciones de caché de la CPU durante las actualizaciones de memoria, lo que reduce el uso de la CPU y mejora su rendimiento. Esto puede causar fallos o bloqueos en algunos juegos.</string> <string name="skip_cpu_inner_invalidation_description">Omite ciertas invalidaciones de caché de la CPU durante las actualizaciones de memoria, lo que reduce el uso de la CPU y mejora su rendimiento. Esto puede causar fallos o bloqueos en algunos juegos.</string>
<string name="fix_bloom_effects">Arreglar los efectos de resplandor</string> <string name="fix_bloom_effects">Arreglar los efectos de resplandor</string>
<string name="fix_bloom_effects_description">Reduce el efecto de resplandor en LA/EOW (Adreno 700), elimina el resplandor en Burnout. Advertencia: puede causar artefactos gráficos en otros juegos.</string> <string name="fix_bloom_effects_description">Reduce el efecto de resplandor en LA/EOW (Adreno A6XX - A7XX/ Turnip), elimina el resplandor en Burnout. Advertencia: puede causar artefactos gráficos en otros juegos.</string>
<string name="emulate_bgr565">Emular BGR565</string>
<string name="emulate_bgr565_description">Soluciona problemas con colores invertidos en juegos, artefactos o sombras extrañas.</string>
<string name="renderer_asynchronous_shaders">Usar sombreadores asíncronos</string> <string name="renderer_asynchronous_shaders">Usar sombreadores asíncronos</string>
<string name="renderer_asynchronous_shaders_description">Compila los sombreadores de forma asíncrona. Esto puede reducir los tirones, pero también puede introducir errores gráficos.</string> <string name="renderer_asynchronous_shaders_description">Compila los sombreadores de forma asíncrona. Esto puede reducir los tirones, pero también puede introducir errores gráficos.</string>
<string name="gpu_unswizzle_settings">Ajustes de desentrelazado de la GPU</string> <string name="gpu_unswizzle_settings">Ajustes de desentrelazado de la GPU</string>
@@ -519,10 +521,6 @@
<string name="disabled">Desactivado</string> <string name="disabled">Desactivado</string>
<string name="vertex_input_dynamic_state">Estado dinámico de entrada de vértices</string> <string name="vertex_input_dynamic_state">Estado dinámico de entrada de vértices</string>
<string name="vertex_input_dynamic_state_description">Activa la función de estado dinámico de entrada de vértices para una mejor calidad y rendimiento.</string> <string name="vertex_input_dynamic_state_description">Activa la función de estado dinámico de entrada de vértices para una mejor calidad y rendimiento.</string>
<string name="provoking_vertex">Vértice provocante</string>
<string name="provoking_vertex_description">Mejora la iluminación y el manejo de vértices en ciertos juegos. Solo es compatible con las GPU Vulkan 1.0+.</string>
<string name="descriptor_indexing">Indexación del descriptor</string>
<string name="descriptor_indexing_description">Mejora la textura y el manejo del búfer, así como la capa de traducción Maxwell. Compatible con algunas GPU Vulkan 1.1 y todas las GPU Vulkan 1.2+.</string>
<string name="sample_shading_fraction">Muestreo de sombreado</string> <string name="sample_shading_fraction">Muestreo de sombreado</string>
<string name="sample_shading_fraction_description">Permite que el sombreador de fragmentos se ejecute por muestra en un fragmento multimuestreado, en lugar de una sola vez por fragmento. Mejora la calidad de los gráficos a coste de algo de rendimiento.</string> <string name="sample_shading_fraction_description">Permite que el sombreador de fragmentos se ejecute por muestra en un fragmento multimuestreado, en lugar de una sola vez por fragmento. Mejora la calidad de los gráficos a coste de algo de rendimiento.</string>
@@ -769,7 +767,7 @@
<string name="version">Versión</string> <string name="version">Versión</string>
<string name="copy_details">Copiar detalles</string> <string name="copy_details">Copiar detalles</string>
<string name="add_ons">Complementos</string> <string name="add_ons">Complementos</string>
<string name="add_ons_description">Activa/desactiva mods, actualizaciones y contenidos descargables</string> <string name="add_ons_description">Alternar mods, actualizaciones y contenido descargable</string>
<string name="playtime">Tiempo jugado:</string> <string name="playtime">Tiempo jugado:</string>
<string name="reset_playtime">Borrar tiempo de juego</string> <string name="reset_playtime">Borrar tiempo de juego</string>
<string name="reset_playtime_description">Restablecer el tiempo de juego actual a 0 segundos</string> <string name="reset_playtime_description">Restablecer el tiempo de juego actual a 0 segundos</string>
@@ -991,9 +989,6 @@
<string name="dma_accuracy_unsafe">Inseguro</string> <string name="dma_accuracy_unsafe">Inseguro</string>
<string name="dma_accuracy_safe">Seguro</string> <string name="dma_accuracy_safe">Seguro</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Sin compresión</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Conservador</string> <string name="vram_usage_conservative">Conservador</string>
<string name="vram_usage_aggressive">Agresivo</string> <string name="vram_usage_aggressive">Agresivo</string>
@@ -1158,5 +1153,6 @@
<string name="license_fidelityfx_fsr_description">Upscaling de alta calidad de AMD</string> <string name="license_fidelityfx_fsr_description">Upscaling de alta calidad de AMD</string>
<string name="external_content">Contenido externo</string> <string name="external_content">Contenido externo</string>
<string name="add_folders">Añadir carpeta</string> <string name="add_folders">Añadir carpeta</string>
<string name="percent">%1$d%%</string>
</resources> </resources>
@@ -71,10 +71,6 @@
<string name="uninstall_firmware_description">حذف فرمور آن را از دستگاه پاک می‌کند و ممکن است بر سازگاری بازی‌ها تأثیر بگذارد</string> <string name="uninstall_firmware_description">حذف فرمور آن را از دستگاه پاک می‌کند و ممکن است بر سازگاری بازی‌ها تأثیر بگذارد</string>
<string name="firmware_uninstalling">در حال حذف فرمور</string> <string name="firmware_uninstalling">در حال حذف فرمور</string>
<string name="firmware_uninstalled_success">فرمور با موفقیت حذف شد</string> <string name="firmware_uninstalled_success">فرمور با موفقیت حذف شد</string>
<string name="provoking_vertex">رأس تحریک‌کننده</string>
<string name="provoking_vertex_description">نورپردازی و مدیریت رأس را در برخی بازی‌ها بهبود می‌بخشد. فقط در کارت‌های گرافیک با پشتیبانی از ولکان 1.0+ قابل استفاده است</string>
<string name="descriptor_indexing">نمایه‌سازی توصیفگر</string>
<string name="descriptor_indexing_description">مدیریت بافت‌ها و بافرها و همچنین لایه ترجمه ماکسول را بهبود می‌بخشد. توسط برخی کارت‌های گرافیک ولکان 1.1 و تمام کارت‌های گرافیک ولکان 1.2+ پشتیبانی می‌شود</string>
<string name="fast_gpu_time">فاکتور اورکلاک GPU</string> <string name="fast_gpu_time">فاکتور اورکلاک GPU</string>
<string name="fast_gpu_time_description">برای حداکثر عملکرد از 128 و برای حداکثر وفاداری گرافیکی از 512 استفاده کنید.</string> <string name="fast_gpu_time_description">برای حداکثر عملکرد از 128 و برای حداکثر وفاداری گرافیکی از 512 استفاده کنید.</string>
<string name="fast_gpu_medium">متوسط (256)</string> <string name="fast_gpu_medium">متوسط (256)</string>
@@ -114,12 +110,6 @@
<string name="accelerate_astc_gpu">GPU</string> <string name="accelerate_astc_gpu">GPU</string>
<string name="accelerate_astc_async">CPU ناهمگام</string> <string name="accelerate_astc_async">CPU ناهمگام</string>
<!-- ASTC Recompression Method -->
<string name="astc_recompression">روش فشرده‌سازی مجدد ASTC</string>
<string name="astc_recompression_description">انتخاب کنید که بافت‌های ASTC چگونه فشرده‌سازی مجدد شوند تا سازگاری و عملکرد بهبود یابد. فعال کردن این گزینه VRAM را ذخیره می‌کند اما ممکن است کیفیت بافت را کاهش دهد.</string>
<string name="astc_recompression_uncompressed">فشرده‌نشده</string>
<string name="astc_recompression_bc1">BC1 (کیفیت پایین)</string>
<string name="astc_recompression_bc3">BC3 (کیفیت متوسط)</string>
<!-- VRAM Usage Mode --> <!-- VRAM Usage Mode -->
<string name="vram_usage_mode">حالت استفاده از VRAM</string> <string name="vram_usage_mode">حالت استفاده از VRAM</string>
@@ -135,8 +125,6 @@
<string name="nvdec_emulation_none">هیچ‌کدام</string> <string name="nvdec_emulation_none">هیچ‌کدام</string>
<!-- Optimize Spir-V output --> <!-- Optimize Spir-V output -->
<string name="renderer_optimize_spirv_output">بهینه‌سازی خروجی Spir-V</string>
<string name="renderer_optimize_spirv_output_description">شیدر کامپایل شده را برای بهبود کارایی GPU بهینه‌سازی می‌کند.</string>
<string name="never">هرگز</string> <string name="never">هرگز</string>
<string name="on_load">در هنگام بارگذاری</string> <string name="on_load">در هنگام بارگذاری</string>
<string name="always">همیشه</string> <string name="always">همیشه</string>
@@ -413,7 +413,9 @@
<string name="frame_limit_slider">Limiter le pourcentage de vitesse</string> <string name="frame_limit_slider">Limiter le pourcentage de vitesse</string>
<string name="frame_limit_slider_description">Spécifier le pourcentage pour limiter la vitesse d\'émulation. 100% correspond à la vitesse normale. Des valeurs plus élevées ou plus basses augmenteront ou diminueront la limite de vitesse.</string> <string name="frame_limit_slider_description">Spécifier le pourcentage pour limiter la vitesse d\'émulation. 100% correspond à la vitesse normale. Des valeurs plus élevées ou plus basses augmenteront ou diminueront la limite de vitesse.</string>
<string name="turbo_speed_limit">Vitesse turbo</string> <string name="turbo_speed_limit">Vitesse turbo</string>
<string name="turbo_speed_limit_description">Lorsque le mode Turbo est activé, l\'émulation s\'exécute à cette vitesse.</string>
<string name="slow_speed_limit">Vitesse lente</string> <string name="slow_speed_limit">Vitesse lente</string>
<string name="slow_speed_limit_description">Lorsque le mode Lent est activé, l\'émulation s\'exécute à cette vitesse.</string>
<string name="cpu_backend">Backend du CPU</string> <string name="cpu_backend">Backend du CPU</string>
<string name="cpu_accuracy">Précision du CPU</string> <string name="cpu_accuracy">Précision du CPU</string>
<string name="value_with_units">%1$s%2$s</string> <string name="value_with_units">%1$s%2$s</string>
@@ -455,7 +457,6 @@
<string name="fsr_sharpness">Netteté FSR</string> <string name="fsr_sharpness">Netteté FSR</string>
<string name="fsr_sharpness_description">Détermine à quel point l\'image sera affinée lors de l\'utilisation du contraste dynamique FSR.</string> <string name="fsr_sharpness_description">Détermine à quel point l\'image sera affinée lors de l\'utilisation du contraste dynamique FSR.</string>
<string name="renderer_anti_aliasing">Méthode d\'anticrénelage</string> <string name="renderer_anti_aliasing">Méthode d\'anticrénelage</string>
<string name="renderer_optimize_spirv_output_description">Optimise le shader compilé pour améliorer l\'efficacité du GPU.</string>
<string name="dma_accuracy">Précision DMA</string> <string name="dma_accuracy">Précision DMA</string>
@@ -466,8 +467,6 @@
<string name="vram_usage_mode_description">Gestion de la mémoire GPU</string> <string name="vram_usage_mode_description">Gestion de la mémoire GPU</string>
<string name="accelerate_astc">Méthode ASTC</string> <string name="accelerate_astc">Méthode ASTC</string>
<string name="accelerate_astc_description">Choisissez comment les textures compressées ASTC sont décodées pour le rendu : CPU (lent, sûr), GPU (rapide, recommandé) ou CPU Async (pas de saccades, peut causer des problèmes)</string> <string name="accelerate_astc_description">Choisissez comment les textures compressées ASTC sont décodées pour le rendu : CPU (lent, sûr), GPU (rapide, recommandé) ou CPU Async (pas de saccades, peut causer des problèmes)</string>
<string name="astc_recompression">Recompression ASTC</string>
<string name="astc_recompression_description">Choisissez comment les textures ASTC sont recompressées pour améliorer la compatibilité et les performances. Activer cette option économise la VRAM mais peut réduire la qualité des textures.</string>
<string name="sync_memory_operations">Synchroniser les opérations mémoire</string> <string name="sync_memory_operations">Synchroniser les opérations mémoire</string>
<string name="sync_memory_operations_description">Garantit la cohérence des données entre les opérations de calcul et de mémoire. Cette option devrait résoudre les problèmes dans certains jeux, mais peut réduire les performances dans certains cas. Les jeux utilisant Unreal Engine 4 semblent être les plus affectés.</string> <string name="sync_memory_operations_description">Garantit la cohérence des données entre les opérations de calcul et de mémoire. Cette option devrait résoudre les problèmes dans certains jeux, mais peut réduire les performances dans certains cas. Les jeux utilisant Unreal Engine 4 semblent être les plus affectés.</string>
@@ -485,10 +484,6 @@
<string name="disabled">Désactivé</string> <string name="disabled">Désactivé</string>
<string name="vertex_input_dynamic_state">État dynamique d\'entrée de sommet</string> <string name="vertex_input_dynamic_state">État dynamique d\'entrée de sommet</string>
<string name="vertex_input_dynamic_state_description">Active la fonctionnalité d\'état dynamique des entrées de sommets pour une meilleure qualité et de meilleures performances.</string> <string name="vertex_input_dynamic_state_description">Active la fonctionnalité d\'état dynamique des entrées de sommets pour une meilleure qualité et de meilleures performances.</string>
<string name="provoking_vertex">Provoque des Vertex</string>
<string name="provoking_vertex_description">Améliore l`éclairage et la gestion des vertex dans certains jeux. Pris en charge uniquement par les GPU Vulkan 1.0+.</string>
<string name="descriptor_indexing">Indexation des descripteurs</string>
<string name="descriptor_indexing_description">Améliore la gestion des textures et des tampons, ainsi que la couche de traduction Maxwell. Pris en charge par certains GPU Vulkan 1.1 et tous les GPU Vulkan 1.2+.</string>
<string name="display">Affichage</string> <string name="display">Affichage</string>
<string name="renderer_screen_layout">Orientation</string> <string name="renderer_screen_layout">Orientation</string>
@@ -864,9 +859,6 @@
<string name="dma_accuracy_unsafe">Dangereux</string> <string name="dma_accuracy_unsafe">Dangereux</string>
<string name="dma_accuracy_safe">Sûr</string> <string name="dma_accuracy_safe">Sûr</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Non compressé</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Conservateur</string> <string name="vram_usage_conservative">Conservateur</string>
<string name="vram_usage_aggressive">Agressif</string> <string name="vram_usage_aggressive">Agressif</string>
@@ -362,7 +362,6 @@
<string name="fsr_sharpness">חדות FSR</string> <string name="fsr_sharpness">חדות FSR</string>
<string name="fsr_sharpness_description">קובע את מידת החדות בעת שימוש ב-FSR.</string> <string name="fsr_sharpness_description">קובע את מידת החדות בעת שימוש ב-FSR.</string>
<string name="renderer_anti_aliasing">שיטת Anti-aliasing</string> <string name="renderer_anti_aliasing">שיטת Anti-aliasing</string>
<string name="renderer_optimize_spirv_output_description">משפר את השאדר המהודר כדי להגביר את יעילות ה-GPU.</string>
<string name="dma_accuracy">דיוק DMA</string> <string name="dma_accuracy">דיוק DMA</string>
@@ -373,8 +372,6 @@
<string name="vram_usage_mode_description">שליטה בקצב הקצאת ושחרור זיכרון GPU</string> <string name="vram_usage_mode_description">שליטה בקצב הקצאת ושחרור זיכרון GPU</string>
<string name="accelerate_astc">שיטת פענוח ASTC</string> <string name="accelerate_astc">שיטת פענוח ASTC</string>
<string name="accelerate_astc_description">בחר כיצד לפרק את הטקסטורות הדחוסות ב-ASTC עבור רינדור: CPU (איטי, בטוח), GPU (מהיר, מומלץ) או CPU Async (ללא קפיצות, עלול לגרום לבעיות)</string> <string name="accelerate_astc_description">בחר כיצד לפרק את הטקסטורות הדחוסות ב-ASTC עבור רינדור: CPU (איטי, בטוח), GPU (מהיר, מומלץ) או CPU Async (ללא קפיצות, עלול לגרום לבעיות)</string>
<string name="astc_recompression">שיטת דחיסת ASTC</string>
<string name="astc_recompression_description">בחר כיצד דחיסה מחדש של טקסטורות ASTC משפרת תאימות וביצועים. הפעלת אפשרות זו חוסכת VRAM אך עלולה להוריד את איכות הטקסטורה.</string>
<string name="sync_memory_operations">סנכרון פעולות זיכרון</string> <string name="sync_memory_operations">סנכרון פעולות זיכרון</string>
<string name="sync_memory_operations_description">מבטיח עקביות נתונים בין פעולות חישוב וזיכרון. אפשרות זו אמורה לתקן בעיות במשחקים מסוימים, אך עלולה להפחית ביצועים במקרים מסוימים. נראה שהמשחקים עם Unreal Engine 4 הם המושפעים ביותר.</string> <string name="sync_memory_operations_description">מבטיח עקביות נתונים בין פעולות חישוב וזיכרון. אפשרות זו אמורה לתקן בעיות במשחקים מסוימים, אך עלולה להפחית ביצועים במקרים מסוימים. נראה שהמשחקים עם Unreal Engine 4 הם המושפעים ביותר.</string>
@@ -390,10 +387,6 @@
<string name="renderer_asynchronous_shaders_description">מקמפל שיידרים באופן אסינכרוני. זה עשוי להפחית קפיצות אך גם עלול לגרום לתקלות גרפיות.</string> <string name="renderer_asynchronous_shaders_description">מקמפל שיידרים באופן אסינכרוני. זה עשוי להפחית קפיצות אך גם עלול לגרום לתקלות גרפיות.</string>
<string name="dyna_state">מצב דינמי מורחב</string> <string name="dyna_state">מצב דינמי מורחב</string>
<string name="disabled">מושבת</string> <string name="disabled">מושבת</string>
<string name="provoking_vertex">קודקוד מעורר</string>
<string name="provoking_vertex_description">משפר תאורה וטיפול בקודקודים במשחקים מסוימים. נתמך רק בכרטיסי מסך עם Vulkan 1.0+.</string>
<string name="descriptor_indexing">אינדוקס תיאורים</string>
<string name="descriptor_indexing_description">משפר טיפול במרקמים ומאגרים, כמו גם בשכבת התרגום של Maxwell. נתמך בחלק מכרטיסי ה-Vulkan 1.1 ובכל כרטיסי ה-Vulkan 1.2+.</string>
<string name="display">תצוגה</string> <string name="display">תצוגה</string>
<string name="renderer_screen_layout">כיוון</string> <string name="renderer_screen_layout">כיוון</string>
@@ -622,9 +615,6 @@
<!-- DMA Accuracy --> <!-- DMA Accuracy -->
<string name="dma_accuracy_default">ברירת מחדל</string> <string name="dma_accuracy_default">ברירת מחדל</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">לא דחוס</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">שמרני</string> <string name="vram_usage_conservative">שמרני</string>
<string name="vram_usage_aggressive">אגרסיבי</string> <string name="vram_usage_aggressive">אגרסיבי</string>
@@ -351,7 +351,6 @@
<string name="fsr_sharpness">FSR élesség</string> <string name="fsr_sharpness">FSR élesség</string>
<string name="fsr_sharpness_description">Meghatározza, milyen éles lesz a kép az FSR dinamikus kontraszt használata közben.</string> <string name="fsr_sharpness_description">Meghatározza, milyen éles lesz a kép az FSR dinamikus kontraszt használata közben.</string>
<string name="renderer_anti_aliasing">Élsimítási módszer</string> <string name="renderer_anti_aliasing">Élsimítási módszer</string>
<string name="renderer_optimize_spirv_output_description">Optimalizálja a lefordított shadert a GPU hatékonyságának javításáért.</string>
<string name="dma_accuracy">DMA pontosság</string> <string name="dma_accuracy">DMA pontosság</string>
@@ -362,8 +361,6 @@
<string name="vram_usage_mode_description">GPU memória kezelésének módja</string> <string name="vram_usage_mode_description">GPU memória kezelésének módja</string>
<string name="accelerate_astc">ASTC dekódolási módszer</string> <string name="accelerate_astc">ASTC dekódolási módszer</string>
<string name="accelerate_astc_description">Válassza ki, hogyan legyenek dekódolva az ASTC tömörített textúrák a rendereléshez: CPU (lassú, biztonságos), GPU (gyors, ajánlott) vagy CPU Async (nincs megakadás, de problémákat okozhat)</string> <string name="accelerate_astc_description">Válassza ki, hogyan legyenek dekódolva az ASTC tömörített textúrák a rendereléshez: CPU (lassú, biztonságos), GPU (gyors, ajánlott) vagy CPU Async (nincs megakadás, de problémákat okozhat)</string>
<string name="astc_recompression">ASTC újratömörítési módszer</string>
<string name="astc_recompression_description">Válassza ki, hogyan történik az ASTC textúrák újratömörítése a kompatibilitás és a teljesítmény javításáért. Ez az opció VRAM-ot takarít meg, de csökkentheti a textúra minőségét.</string>
<string name="sync_memory_operations">Memória-műveletek szinkronizálása</string> <string name="sync_memory_operations">Memória-műveletek szinkronizálása</string>
<string name="sync_memory_operations_description">Biztosítja az adatok konzisztenciáját a számítási és memória-műveletek között. Ez az opciónak javítania kell néhány játékban előforduló problémát, de bizonyos esetekben csökkentheti a teljesítményt. Az Unreal Engine 4-et használó játékok látszanak a legérintettebbek.</string> <string name="sync_memory_operations_description">Biztosítja az adatok konzisztenciáját a számítási és memória-műveletek között. Ez az opciónak javítania kell néhány játékban előforduló problémát, de bizonyos esetekben csökkentheti a teljesítményt. Az Unreal Engine 4-et használó játékok látszanak a legérintettebbek.</string>
@@ -379,10 +376,6 @@
<string name="renderer_asynchronous_shaders_description">A shaderek aszinkron fordítása. Csökkentheti a belassulásokat, de hibákat is okozhat.</string> <string name="renderer_asynchronous_shaders_description">A shaderek aszinkron fordítása. Csökkentheti a belassulásokat, de hibákat is okozhat.</string>
<string name="dyna_state">Kiterjesztett Dinamikus Állapot</string> <string name="dyna_state">Kiterjesztett Dinamikus Állapot</string>
<string name="disabled">Letiltva</string> <string name="disabled">Letiltva</string>
<string name="provoking_vertex">Provokáló csúcs</string>
<string name="provoking_vertex_description">Javítja a világítást és a csúcskezelést bizonyos játékokban. Csak Vulkan 1.0+ GPU-kon támogatott.</string>
<string name="descriptor_indexing">Deskriptor Indexelés</string>
<string name="descriptor_indexing_description">Javítja a textúrák és pufferek kezelését, valamint a Maxwell fordítási réteget. Néhány Vulkan 1.1 GPU és minden Vulkan 1.2+ GPU támogatja.</string>
<string name="display">Kijelző</string> <string name="display">Kijelző</string>
<string name="renderer_screen_layout">Orientáció</string> <string name="renderer_screen_layout">Orientáció</string>
@@ -711,9 +704,6 @@
<!-- DMA Accuracy --> <!-- DMA Accuracy -->
<string name="dma_accuracy_default">Alapértelmezett</string> <string name="dma_accuracy_default">Alapértelmezett</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Tömörítetlen</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Konzervatív</string> <string name="vram_usage_conservative">Konzervatív</string>
<string name="vram_usage_aggressive">Aggresszív</string> <string name="vram_usage_aggressive">Aggresszív</string>
@@ -383,7 +383,6 @@
<string name="fsr_sharpness">Ketajaman FSR</string> <string name="fsr_sharpness">Ketajaman FSR</string>
<string name="fsr_sharpness_description">Menentukan seberapa tajam gambar akan terlihat saat menggunakan kontras dinamis FSR</string> <string name="fsr_sharpness_description">Menentukan seberapa tajam gambar akan terlihat saat menggunakan kontras dinamis FSR</string>
<string name="renderer_anti_aliasing">Metode anti-aliasing</string> <string name="renderer_anti_aliasing">Metode anti-aliasing</string>
<string name="renderer_optimize_spirv_output_description">Mengoptimalkan shader yang dikompilasi untuk meningkatkan efisiensi GPU.</string>
<string name="dma_accuracy">Akurasi DMA</string> <string name="dma_accuracy">Akurasi DMA</string>
@@ -394,8 +393,6 @@
<string name="vram_usage_mode_description">Kontrol seberapa agresif emulator mengalokasikan dan membebaskan memori GPU.</string> <string name="vram_usage_mode_description">Kontrol seberapa agresif emulator mengalokasikan dan membebaskan memori GPU.</string>
<string name="accelerate_astc">Metode Dekoding ASTC</string> <string name="accelerate_astc">Metode Dekoding ASTC</string>
<string name="accelerate_astc_description">Pilih cara tekstur terkompresi ASTC didekode untuk rendering: CPU (lambat, aman), GPU (cepat, direkomendasikan), atau CPU Async (tanpa lag, mungkin menyebabkan masalah)</string> <string name="accelerate_astc_description">Pilih cara tekstur terkompresi ASTC didekode untuk rendering: CPU (lambat, aman), GPU (cepat, direkomendasikan), atau CPU Async (tanpa lag, mungkin menyebabkan masalah)</string>
<string name="astc_recompression">Metode Rekompresi ASTC</string>
<string name="astc_recompression_description">Pilih cara tekstur ASTC dikompresi ulang untuk meningkatkan kompatibilitas dan performa. Mengaktifkan opsi ini menghemat VRAM tetapi dapat menurunkan kualitas tekstur.</string>
<string name="sync_memory_operations">Sinkronisasi Operasi Memori</string> <string name="sync_memory_operations">Sinkronisasi Operasi Memori</string>
<string name="sync_memory_operations_description">Memastikan konsistensi data antara operasi komputasi dan memori. Opsi ini seharusnya memperbaiki masalah di beberapa game, tetapi mungkin mengurangi performa dalam beberapa kasus. Game dengan Unreal Engine 4 tampaknya yang paling terpengaruh.</string> <string name="sync_memory_operations_description">Memastikan konsistensi data antara operasi komputasi dan memori. Opsi ini seharusnya memperbaiki masalah di beberapa game, tetapi mungkin mengurangi performa dalam beberapa kasus. Game dengan Unreal Engine 4 tampaknya yang paling terpengaruh.</string>
@@ -411,10 +408,6 @@
<string name="renderer_asynchronous_shaders_description">Kompilasi shader secara asinkron. Ini dapat mengurangi lag tetapi juga dapat menyebabkan glitch.</string> <string name="renderer_asynchronous_shaders_description">Kompilasi shader secara asinkron. Ini dapat mengurangi lag tetapi juga dapat menyebabkan glitch.</string>
<string name="dyna_state">Status Dinamis Ekstensi</string> <string name="dyna_state">Status Dinamis Ekstensi</string>
<string name="disabled">Dinonaktifkan</string> <string name="disabled">Dinonaktifkan</string>
<string name="provoking_vertex">Vertex Provokasi</string>
<string name="provoking_vertex_description">Meningkatkan pencahayaan dan penanganan vertex di beberapa game. Hanya didukung di GPU Vulkan 1.0+.</string>
<string name="descriptor_indexing">Pengindeks Deskriptor</string>
<string name="descriptor_indexing_description">Meningkatkan penanganan tekstur dan buffer, serta lapisan terjemahan Maxwell. Didukung oleh beberapa GPU Vulkan 1.1 dan semua GPU Vulkan 1.2+.</string>
<string name="display">Tampilan</string> <string name="display">Tampilan</string>
<string name="renderer_screen_layout">Orientasi</string> <string name="renderer_screen_layout">Orientasi</string>
@@ -757,9 +750,6 @@
<!-- DMA Accuracy --> <!-- DMA Accuracy -->
<string name="dma_accuracy_default">Bawaan</string> <string name="dma_accuracy_default">Bawaan</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Tidak Dikompresi</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Konservatif</string> <string name="vram_usage_conservative">Konservatif</string>
<string name="vram_usage_aggressive">Agresif</string> <string name="vram_usage_aggressive">Agresif</string>
@@ -390,7 +390,6 @@
<string name="fsr_sharpness">Nitidezza FSR</string> <string name="fsr_sharpness">Nitidezza FSR</string>
<string name="fsr_sharpness_description">Determina quanto sarà nitida l\'immagine utilizzando il contrasto dinamico di FSR</string> <string name="fsr_sharpness_description">Determina quanto sarà nitida l\'immagine utilizzando il contrasto dinamico di FSR</string>
<string name="renderer_anti_aliasing">Metodo di anti-aliasing</string> <string name="renderer_anti_aliasing">Metodo di anti-aliasing</string>
<string name="renderer_optimize_spirv_output_description">Ottimizza lo shader compilato per migliorare l\'efficienza della GPU.</string>
<string name="dma_accuracy">Precisione DMA</string> <string name="dma_accuracy">Precisione DMA</string>
@@ -401,8 +400,6 @@
<string name="vram_usage_mode_description">Controlla l`allocazione della memoria GPU</string> <string name="vram_usage_mode_description">Controlla l`allocazione della memoria GPU</string>
<string name="accelerate_astc">Metodo decodifica ASTC</string> <string name="accelerate_astc">Metodo decodifica ASTC</string>
<string name="accelerate_astc_description">Scegli come decodificare le texture compresse ASTC per il rendering: CPU (lento, sicuro), GPU (veloce, consigliato) o CPU Async (senza stuttering, può causare problemi)</string> <string name="accelerate_astc_description">Scegli come decodificare le texture compresse ASTC per il rendering: CPU (lento, sicuro), GPU (veloce, consigliato) o CPU Async (senza stuttering, può causare problemi)</string>
<string name="astc_recompression">Metodo ricompressione ASTC</string>
<string name="astc_recompression_description">Scegli come ricomprimere le texture ASTC per migliorare compatibilità e prestazioni. Abilitare questa opzione salva VRAM ma può ridurre la qualità delle texture.</string>
<string name="sync_memory_operations">Sincronizza operazioni di memoria</string> <string name="sync_memory_operations">Sincronizza operazioni di memoria</string>
<string name="sync_memory_operations_description">Garantisce la coerenza dei dati tra le operazioni di calcolo e memoria. Questa opzione dovrebbe risolvere problemi in alcuni giochi, ma potrebbe ridurre le prestazioni in alcuni casi. I giochi con Unreal Engine 4 sembrano essere i più colpiti.</string> <string name="sync_memory_operations_description">Garantisce la coerenza dei dati tra le operazioni di calcolo e memoria. Questa opzione dovrebbe risolvere problemi in alcuni giochi, ma potrebbe ridurre le prestazioni in alcuni casi. I giochi con Unreal Engine 4 sembrano essere i più colpiti.</string>
@@ -418,10 +415,6 @@
<string name="renderer_asynchronous_shaders_description">Compila gli shader in modo asincrono. Può ridurre gli scatti, ma può anche causare glitch grafici.</string> <string name="renderer_asynchronous_shaders_description">Compila gli shader in modo asincrono. Può ridurre gli scatti, ma può anche causare glitch grafici.</string>
<string name="dyna_state">Stato dinamico esteso</string> <string name="dyna_state">Stato dinamico esteso</string>
<string name="disabled">Disabilitato</string> <string name="disabled">Disabilitato</string>
<string name="provoking_vertex">Vertice provocante</string>
<string name="provoking_vertex_description">Migliora illuminazione e gestione dei vertici in alcuni giochi. Supportato solo su GPU Vulkan 1.0+.</string>
<string name="descriptor_indexing">Indicizzazione descrittori</string>
<string name="descriptor_indexing_description">Migliora la gestione di texture e buffer, nonché il livello di traduzione Maxwell. Supportato da alcune GPU Vulkan 1.1 e tutte le GPU Vulkan 1.2+.</string>
<string name="display">Schermo</string> <string name="display">Schermo</string>
<string name="renderer_screen_layout">Orientamento</string> <string name="renderer_screen_layout">Orientamento</string>
@@ -797,9 +790,6 @@
<string name="dma_accuracy_unsafe">Non sicura</string> <string name="dma_accuracy_unsafe">Non sicura</string>
<string name="dma_accuracy_safe">Sicura</string> <string name="dma_accuracy_safe">Sicura</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Non compresso</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Conservativa</string> <string name="vram_usage_conservative">Conservativa</string>
<string name="vram_usage_aggressive">Aggressiva</string> <string name="vram_usage_aggressive">Aggressiva</string>
@@ -349,7 +349,6 @@
<string name="renderer_vsync">垂直同期モード</string> <string name="renderer_vsync">垂直同期モード</string>
<string name="renderer_scaling_filter">ウィンドウ適応フィルター</string> <string name="renderer_scaling_filter">ウィンドウ適応フィルター</string>
<string name="renderer_anti_aliasing">アンチエイリアス方式</string> <string name="renderer_anti_aliasing">アンチエイリアス方式</string>
<string name="renderer_optimize_spirv_output_description">コンパイル済みシェーダーを最適化し、GPUの効率を向上させます。</string>
<string name="dma_accuracy">DMA精度</string> <string name="dma_accuracy">DMA精度</string>
@@ -360,8 +359,6 @@
<string name="vram_usage_mode_description">VRAMの使用効率を設定</string> <string name="vram_usage_mode_description">VRAMの使用効率を設定</string>
<string name="accelerate_astc">ASTCデコード方法</string> <string name="accelerate_astc">ASTCデコード方法</string>
<string name="accelerate_astc_description">ASTC圧縮テクスチャのデコード方法を選択: CPU (低速、安全)、GPU (高速、推奨)、またはCPU非同期 (カクつきなし、問題が発生する可能性あり)</string> <string name="accelerate_astc_description">ASTC圧縮テクスチャのデコード方法を選択: CPU (低速、安全)、GPU (高速、推奨)、またはCPU非同期 (カクつきなし、問題が発生する可能性あり)</string>
<string name="astc_recompression">ASTC再圧縮方法</string>
<string name="astc_recompression_description">ASTCテクスチャの再圧縮方法を選択して互換性とパフォーマンスを向上させます。このオプションを有効にするとVRAMを節約できますが、テクスチャ品質が低下する可能性があります。</string>
<string name="sync_memory_operations">メモリ操作の同期</string> <string name="sync_memory_operations">メモリ操作の同期</string>
<string name="sync_memory_operations_description">計算処理とメモリ操作間のデータ一貫性を保証します。 このオプションは一部のゲームの問題を修正しますが、場合によってはパフォーマンスが低下する可能性があります。 Unreal Engine 4のゲームが最も影響を受けるようです。</string> <string name="sync_memory_operations_description">計算処理とメモリ操作間のデータ一貫性を保証します。 このオプションは一部のゲームの問題を修正しますが、場合によってはパフォーマンスが低下する可能性があります。 Unreal Engine 4のゲームが最も影響を受けるようです。</string>
@@ -377,10 +374,6 @@
<string name="renderer_asynchronous_shaders_description">シェーダーを非同期でコンパイルします。これによりカクつきが減る可能性がありますが、グラフィックの不具合が発生する場合もあります。</string> <string name="renderer_asynchronous_shaders_description">シェーダーを非同期でコンパイルします。これによりカクつきが減る可能性がありますが、グラフィックの不具合が発生する場合もあります。</string>
<string name="dyna_state">拡張ダイナミックステート</string> <string name="dyna_state">拡張ダイナミックステート</string>
<string name="disabled">無効</string> <string name="disabled">無効</string>
<string name="provoking_vertex">プロボーキング頂点</string>
<string name="provoking_vertex_description">特定のゲームで照明と頂点処理を改善します。Vulkan 1.0+ GPUでのみサポートされています。</string>
<string name="descriptor_indexing">ディスクリプタインデキシング</string>
<string name="descriptor_indexing_description">テクスチャとバッファの処理、およびMaxwell翻訳レイヤーを改善します。一部のVulkan 1.1 GPUとすべてのVulkan 1.2+ GPUでサポートされています。</string>
<string name="display">ディスプレイ</string> <string name="display">ディスプレイ</string>
<string name="renderer_screen_layout">画面の向き</string> <string name="renderer_screen_layout">画面の向き</string>
@@ -618,9 +611,6 @@
<!-- DMA Accuracy --> <!-- DMA Accuracy -->
<string name="dma_accuracy_default">デフォルト</string> <string name="dma_accuracy_default">デフォルト</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">非圧縮</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">保守的</string> <string name="vram_usage_conservative">保守的</string>
<string name="vram_usage_aggressive">積極的</string> <string name="vram_usage_aggressive">積極的</string>
@@ -349,7 +349,6 @@
<string name="renderer_vsync">수직동기화 모드</string> <string name="renderer_vsync">수직동기화 모드</string>
<string name="renderer_scaling_filter">윈도우 적응 필터</string> <string name="renderer_scaling_filter">윈도우 적응 필터</string>
<string name="renderer_anti_aliasing">안티에일리어싱 방법</string> <string name="renderer_anti_aliasing">안티에일리어싱 방법</string>
<string name="renderer_optimize_spirv_output_description">컴파일된 셰이더를 최적화하여 GPU 효율성을 향상시킵니다.</string>
<string name="dma_accuracy">DMA 정확도</string> <string name="dma_accuracy">DMA 정확도</string>
@@ -360,8 +359,6 @@
<string name="vram_usage_mode_description">GPU 메모리 할당/해제 방식 선택</string> <string name="vram_usage_mode_description">GPU 메모리 할당/해제 방식 선택</string>
<string name="accelerate_astc">ASTC 디코딩 방법</string> <string name="accelerate_astc">ASTC 디코딩 방법</string>
<string name="accelerate_astc_description">ASTC 압축 텍스처의 디코딩 방식을 선택하세요: CPU (느림, 안전), GPU (빠름, 권장), 또는 CPU 비동기 (끊김 없음, 문제 발생 가능)</string> <string name="accelerate_astc_description">ASTC 압축 텍스처의 디코딩 방식을 선택하세요: CPU (느림, 안전), GPU (빠름, 권장), 또는 CPU 비동기 (끊김 없음, 문제 발생 가능)</string>
<string name="astc_recompression">ASTC 재압축 방법</string>
<string name="astc_recompression_description">ASTC 텍스처의 재압축 방식을 선택하여 호환성과 성능을 향상시킵니다. 이 옵션을 활성화하면 VRAM을 절약할 수 있지만 텍스처 품질이 저하될 수 있습니다.</string>
<string name="sync_memory_operations">메모리 작업 동기화</string> <string name="sync_memory_operations">메모리 작업 동기화</string>
<string name="sync_memory_operations_description">컴퓨팅 및 메모리 작업 간 데이터 일관성을 보장합니다. 이 옵션은 일부 게임의 문제를 해결할 수 있지만 경우에 따라 성능이 저하될 수 있습니다. Unreal Engine 4 게임이 가장 큰 영향을 받는 것으로 보입니다.</string> <string name="sync_memory_operations_description">컴퓨팅 및 메모리 작업 간 데이터 일관성을 보장합니다. 이 옵션은 일부 게임의 문제를 해결할 수 있지만 경우에 따라 성능이 저하될 수 있습니다. Unreal Engine 4 게임이 가장 큰 영향을 받는 것으로 보입니다.</string>
@@ -377,10 +374,6 @@
<string name="renderer_asynchronous_shaders_description">셰이더를 비동기적으로 컴파일합니다. 이로 인해 끊김 현상이 줄어들 수 있지만 그래픽 오류가 발생할 수도 있습니다.</string> <string name="renderer_asynchronous_shaders_description">셰이더를 비동기적으로 컴파일합니다. 이로 인해 끊김 현상이 줄어들 수 있지만 그래픽 오류가 발생할 수도 있습니다.</string>
<string name="dyna_state">확장 동적 상태</string> <string name="dyna_state">확장 동적 상태</string>
<string name="disabled">비활성화됨</string> <string name="disabled">비활성화됨</string>
<string name="provoking_vertex">프로보킹 버텍스</string>
<string name="provoking_vertex_description">일부 게임에서 조명과 버텍스 처리를 개선합니다. Vulkan 1.0+ GPU에서만 지원됩니다.</string>
<string name="descriptor_indexing">디스크립터 인덱싱</string>
<string name="descriptor_indexing_description">텍스처 및 버퍼 처리와 Maxwell 변환 레이어를 개선합니다. 일부 Vulkan 1.1 GPU 및 모든 Vulkan 1.2+ GPU에서 지원됩니다.</string>
<string name="display">디스플레이</string> <string name="display">디스플레이</string>
<string name="renderer_screen_layout">화면 방향</string> <string name="renderer_screen_layout">화면 방향</string>
@@ -670,9 +663,6 @@
<!-- DMA Accuracy --> <!-- DMA Accuracy -->
<string name="dma_accuracy_default">기본값</string> <string name="dma_accuracy_default">기본값</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">비압축</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">보수적</string> <string name="vram_usage_conservative">보수적</string>
<string name="vram_usage_aggressive">적극적</string> <string name="vram_usage_aggressive">적극적</string>
@@ -332,7 +332,6 @@
<string name="fsr_sharpness">FSR-skarphet</string> <string name="fsr_sharpness">FSR-skarphet</string>
<string name="fsr_sharpness_description">Bestemmer bildekvalitet med FSR</string> <string name="fsr_sharpness_description">Bestemmer bildekvalitet med FSR</string>
<string name="renderer_anti_aliasing">Anti-aliasing-metode</string> <string name="renderer_anti_aliasing">Anti-aliasing-metode</string>
<string name="renderer_optimize_spirv_output_description">Optimaliserer den kompilerte shaderen for å forbedre GPU-effektiviteten.</string>
<string name="dma_accuracy">DMA-nøyaktighet</string> <string name="dma_accuracy">DMA-nøyaktighet</string>
@@ -343,8 +342,6 @@
<string name="vram_usage_mode_description">Kontroller minnetildeling for GPU</string> <string name="vram_usage_mode_description">Kontroller minnetildeling for GPU</string>
<string name="accelerate_astc">ASTC-dekoding</string> <string name="accelerate_astc">ASTC-dekoding</string>
<string name="accelerate_astc_description">Velg hvordan ASTC-komprimerte teksturer skal dekodes for rendering: CPU (tregt, sikkert), GPU (raskt, anbefalt) eller CPU Async (ingen stuttering, kan forårsake problemer)</string> <string name="accelerate_astc_description">Velg hvordan ASTC-komprimerte teksturer skal dekodes for rendering: CPU (tregt, sikkert), GPU (raskt, anbefalt) eller CPU Async (ingen stuttering, kan forårsake problemer)</string>
<string name="astc_recompression">ASTC-komprimering</string>
<string name="astc_recompression_description">Velg hvordan ASTC-teksturer komprimeres på nytt for å forbedre kompatibilitet og ytelse. Å aktivere dette alternativet sparer VRAM, men kan redusere teksturkvaliteten.</string>
<string name="sync_memory_operations">Synkroniser minneoperasjoner</string> <string name="sync_memory_operations">Synkroniser minneoperasjoner</string>
<string name="sync_memory_operations_description">Sikrer datakonsistens mellom beregnings- og minneoperasjoner. Dette alternativet bør fikse problemer i noen spill, men kan redusere ytelsen i noen tilfeller. Spill med Unreal Engine 4 ser ut til å være de mest berørte.</string> <string name="sync_memory_operations_description">Sikrer datakonsistens mellom beregnings- og minneoperasjoner. Dette alternativet bør fikse problemer i noen spill, men kan redusere ytelsen i noen tilfeller. Spill med Unreal Engine 4 ser ut til å være de mest berørte.</string>
@@ -360,10 +357,6 @@
<string name="renderer_asynchronous_shaders_description">Kompilerer shadere asynkront. Dette kan redusere rykk, men kan også forårsake grafiske feil.</string> <string name="renderer_asynchronous_shaders_description">Kompilerer shadere asynkront. Dette kan redusere rykk, men kan også forårsake grafiske feil.</string>
<string name="dyna_state">Utvidet dynamisk tilstand</string> <string name="dyna_state">Utvidet dynamisk tilstand</string>
<string name="disabled">Deaktivert</string> <string name="disabled">Deaktivert</string>
<string name="provoking_vertex">Provoserende vertex</string>
<string name="provoking_vertex_description">Forbedrer belysning og vertexhåndtering i enkelte spill. Støttes kun på Vulkan 1.0+ GPU-er.</string>
<string name="descriptor_indexing">Beskrivelsesindeksering</string>
<string name="descriptor_indexing_description">Forbedrer tekstur- og bufferhåndtering, samt Maxwell-oversettelseslaget. Støttes av noen Vulkan 1.1 GPU-er og alle Vulkan 1.2+ GPU-er.</string>
<string name="display">Skjerm</string> <string name="display">Skjerm</string>
<string name="renderer_screen_layout">Orientering</string> <string name="renderer_screen_layout">Orientering</string>
@@ -590,9 +583,6 @@
<!-- DMA Accuracy --> <!-- DMA Accuracy -->
<string name="dma_accuracy_default">Standard</string> <string name="dma_accuracy_default">Standard</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Ukomprimert</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Konservativ</string> <string name="vram_usage_conservative">Konservativ</string>
<string name="vram_usage_aggressive">Aggressiv</string> <string name="vram_usage_aggressive">Aggressiv</string>
@@ -442,8 +442,6 @@
<string name="fsr_sharpness">Ostrość FSR</string> <string name="fsr_sharpness">Ostrość FSR</string>
<string name="fsr_sharpness_description">Kontroluje ostrość obrazu w FSR.</string> <string name="fsr_sharpness_description">Kontroluje ostrość obrazu w FSR.</string>
<string name="renderer_anti_aliasing">Metoda wygładzania krawędzi</string> <string name="renderer_anti_aliasing">Metoda wygładzania krawędzi</string>
<string name="renderer_optimize_spirv_output">Optymalizuj wyjście SPIRV</string>
<string name="renderer_optimize_spirv_output_description">Optymalizuje skompilowany shader w celu poprawy wydajności GPU.</string>
<string name="advanced">Zaawansowane</string> <string name="advanced">Zaawansowane</string>
@@ -458,8 +456,6 @@
<string name="vram_usage_mode_description">Kontroluj alokację i zwalnianie pamięci GPU.</string> <string name="vram_usage_mode_description">Kontroluj alokację i zwalnianie pamięci GPU.</string>
<string name="accelerate_astc">Metoda dekodowania ASTC</string> <string name="accelerate_astc">Metoda dekodowania ASTC</string>
<string name="accelerate_astc_description">Wybierz sposób dekodowania tekstur skompresowanych w formacie ASTC do renderowania: CPU (wolne, bezpieczne), GPU (szybkie, zalecane) lub CPU Async (bez zacięć, może powodować problemy)</string> <string name="accelerate_astc_description">Wybierz sposób dekodowania tekstur skompresowanych w formacie ASTC do renderowania: CPU (wolne, bezpieczne), GPU (szybkie, zalecane) lub CPU Async (bez zacięć, może powodować problemy)</string>
<string name="astc_recompression">Metoda rekompresji ASTC</string>
<string name="astc_recompression_description">Wybierz sposób ponownej kompresji tekstur ASTC w celu poprawy zgodności i wydajności. Włączenie tej opcji oszczędza VRAM, ale może obniżyć jakość tekstur.</string>
<string name="sync_memory_operations">Synchronizuj operacje pamięci</string> <string name="sync_memory_operations">Synchronizuj operacje pamięci</string>
<string name="sync_memory_operations_description">Zapewnia spójność danych między operacjami obliczeniowymi i pamięciowymi. Ta opcja powinna naprawiać problemy w niektórych grach, ale może zmniejszyć wydajność w niektórych przypadkach. Gry z Unreal Engine 4 wydają się być najbardziej dotknięte.</string> <string name="sync_memory_operations_description">Zapewnia spójność danych między operacjami obliczeniowymi i pamięciowymi. Ta opcja powinna naprawiać problemy w niektórych grach, ale może zmniejszyć wydajność w niektórych przypadkach. Gry z Unreal Engine 4 wydają się być najbardziej dotknięte.</string>
@@ -484,10 +480,6 @@
<string name="disabled">Wyłączone</string> <string name="disabled">Wyłączone</string>
<string name="vertex_input_dynamic_state">Dynamiczny stan wejścia wierzchołków</string> <string name="vertex_input_dynamic_state">Dynamiczny stan wejścia wierzchołków</string>
<string name="vertex_input_dynamic_state_description">Włącza funkcję dynamicznego stanu wejścia wierzchołków, poprawiając jakość i wydajność.</string> <string name="vertex_input_dynamic_state_description">Włącza funkcję dynamicznego stanu wejścia wierzchołków, poprawiając jakość i wydajność.</string>
<string name="provoking_vertex">Wierzchołek prowokujący</string>
<string name="provoking_vertex_description">Poprawia oświetlenie i obsługę wierzchołków w niektórych grach. Obsługiwane tylko przez GPU Vulkan 1.0+.</string>
<string name="descriptor_indexing">Indeksowanie deskryptorów</string>
<string name="descriptor_indexing_description">Poprawia obsługę tekstur i buforów oraz warstwę tłumaczenia Maxwell. Obsługiwane przez niektóre GPU Vulkan 1.1 i wszystkie GPU Vulkan 1.2+.</string>
<string name="sample_shading_fraction">Cieniowanie próbkowane</string> <string name="sample_shading_fraction">Cieniowanie próbkowane</string>
<string name="sample_shading_fraction_description">Pozwala uruchamiać shader fragmentów dla każdej próbki w wielopróbkowanym fragmencie zamiast raz na fragment. Poprawia jakość grafiki kosztem części wydajności.</string> <string name="sample_shading_fraction_description">Pozwala uruchamiać shader fragmentów dla każdej próbki w wielopróbkowanym fragmencie zamiast raz na fragment. Poprawia jakość grafiki kosztem części wydajności.</string>
@@ -913,9 +905,6 @@
<string name="dma_accuracy_unsafe">Niezalecane</string> <string name="dma_accuracy_unsafe">Niezalecane</string>
<string name="dma_accuracy_safe">Bezpieczne</string> <string name="dma_accuracy_safe">Bezpieczne</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Bez kompresji</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Oszczędny</string> <string name="vram_usage_conservative">Oszczędny</string>
<string name="vram_usage_aggressive">Agresywny</string> <string name="vram_usage_aggressive">Agresywny</string>
@@ -433,7 +433,6 @@
<string name="fsr_sharpness">Nitidez do FSR</string> <string name="fsr_sharpness">Nitidez do FSR</string>
<string name="fsr_sharpness_description">Determina a nitidez da imagem ao utilizar o contraste dinâmico do FSR</string> <string name="fsr_sharpness_description">Determina a nitidez da imagem ao utilizar o contraste dinâmico do FSR</string>
<string name="renderer_anti_aliasing">Método de Anti-aliasing</string> <string name="renderer_anti_aliasing">Método de Anti-aliasing</string>
<string name="renderer_optimize_spirv_output_description">Otimiza o shader compilado para melhorar a eficiência da GPU.</string>
<string name="advanced">Avançado</string> <string name="advanced">Avançado</string>
@@ -446,8 +445,6 @@
<string name="vram_usage_mode_description">Controla a alocação de memória GPU</string> <string name="vram_usage_mode_description">Controla a alocação de memória GPU</string>
<string name="accelerate_astc">Método de decodificação ASTC</string> <string name="accelerate_astc">Método de decodificação ASTC</string>
<string name="accelerate_astc_description">Escolha como as texturas comprimidas em ASTC são decodificadas para renderização: CPU (lenta, segura), GPU (rápida, recomendada) ou CPU Assíncrona (sem travamentos, mas pode causar problemas).</string> <string name="accelerate_astc_description">Escolha como as texturas comprimidas em ASTC são decodificadas para renderização: CPU (lenta, segura), GPU (rápida, recomendada) ou CPU Assíncrona (sem travamentos, mas pode causar problemas).</string>
<string name="astc_recompression">Método de recompressão ASTC</string>
<string name="astc_recompression_description">Escolha como as texturas ASTC são recompactadas para melhorar a compatibilidade e o desempenho. Ativar esta opção economiza VRAM, mas pode reduzir a qualidade da textura.</string>
<string name="sync_memory_operations">Sincronizar Operações de Memória</string> <string name="sync_memory_operations">Sincronizar Operações de Memória</string>
<string name="sync_memory_operations_description">Garante a consistência de dados entre operações de computação e memória. Esta opção pode corrigir problemas em alguns jogos, mas também pode reduzir o desempenho, sendo os jogos da Unreal Engine 4 os mais afetados.</string> <string name="sync_memory_operations_description">Garante a consistência de dados entre operações de computação e memória. Esta opção pode corrigir problemas em alguns jogos, mas também pode reduzir o desempenho, sendo os jogos da Unreal Engine 4 os mais afetados.</string>
@@ -467,10 +464,6 @@
<string name="disabled">Desativado</string> <string name="disabled">Desativado</string>
<string name="vertex_input_dynamic_state">Vertex Input Dynamic State</string> <string name="vertex_input_dynamic_state">Vertex Input Dynamic State</string>
<string name="vertex_input_dynamic_state_description">Ativa o recurso de vertex input dynamic state para melhor qualidade e desempenho.</string> <string name="vertex_input_dynamic_state_description">Ativa o recurso de vertex input dynamic state para melhor qualidade e desempenho.</string>
<string name="provoking_vertex">Provoking Vertex</string>
<string name="provoking_vertex_description">Vértice Provocante: Melhora a iluminação e o processamento de vértices em certos jogos. Suportado apenas em GPUs com Vulkan 1.0 ou superior.</string>
<string name="descriptor_indexing">Descriptor Indexing</string>
<string name="descriptor_indexing_description">Indexação de Descritores: Melhora o processamento de texturas e buffers, assim como a camada de tradução Maxwell. Suportado por algumas GPUs Vulkan 1.1 e todas as GPUs Vulkan 1.2 ou superiores.</string>
<string name="display">Tela</string> <string name="display">Tela</string>
<string name="renderer_screen_layout">Orientação</string> <string name="renderer_screen_layout">Orientação</string>
@@ -858,9 +851,6 @@
<string name="dma_accuracy_unsafe">Insegura</string> <string name="dma_accuracy_unsafe">Insegura</string>
<string name="dma_accuracy_safe">Segura</string> <string name="dma_accuracy_safe">Segura</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Não comprimido</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Conservador</string> <string name="vram_usage_conservative">Conservador</string>
<string name="vram_usage_aggressive">Agressivo</string> <string name="vram_usage_aggressive">Agressivo</string>
@@ -355,7 +355,6 @@
<string name="fsr_sharpness">Nitidez do FSR</string> <string name="fsr_sharpness">Nitidez do FSR</string>
<string name="fsr_sharpness_description">Determina a nitidez da imagem ao usar contraste dinâmico do FSR</string> <string name="fsr_sharpness_description">Determina a nitidez da imagem ao usar contraste dinâmico do FSR</string>
<string name="renderer_anti_aliasing">Método de Anti-Serrilhado</string> <string name="renderer_anti_aliasing">Método de Anti-Serrilhado</string>
<string name="renderer_optimize_spirv_output_description">Otimiza o shader compilado para melhorar a eficiência da GPU.</string>
<string name="dma_accuracy">Precisão da DMA</string> <string name="dma_accuracy">Precisão da DMA</string>
@@ -366,8 +365,6 @@
<string name="vram_usage_mode_description">Controla alocação de memória GPU.</string> <string name="vram_usage_mode_description">Controla alocação de memória GPU.</string>
<string name="accelerate_astc">Método ASTC</string> <string name="accelerate_astc">Método ASTC</string>
<string name="accelerate_astc_description">Escolha como as texturas comprimidas em ASTC são descodificadas para renderização: CPU (lento, seguro), GPU (rápido, recomendado) ou CPU Async (sem engasgos, pode causar problemas)</string> <string name="accelerate_astc_description">Escolha como as texturas comprimidas em ASTC são descodificadas para renderização: CPU (lento, seguro), GPU (rápido, recomendado) ou CPU Async (sem engasgos, pode causar problemas)</string>
<string name="astc_recompression">Recompressão ASTC</string>
<string name="astc_recompression_description">Escolha como as texturas ASTC são recomprimidas para melhorar a compatibilidade e o desempenho. Ativar esta opção poupa VRAM, mas pode reduzir a qualidade da textura.</string>
<string name="sync_memory_operations">Sincronizar Operações de Memória</string> <string name="sync_memory_operations">Sincronizar Operações de Memória</string>
<string name="sync_memory_operations_description">Garante a consistência dos dados entre operações de computação e memória. Esta opção deve corrigir problemas em alguns jogos, mas pode reduzir o desempenho nalguns casos. Os jogos com Unreal Engine 4 parecem ser os mais afectados.</string> <string name="sync_memory_operations_description">Garante a consistência dos dados entre operações de computação e memória. Esta opção deve corrigir problemas em alguns jogos, mas pode reduzir o desempenho nalguns casos. Os jogos com Unreal Engine 4 parecem ser os mais afectados.</string>
@@ -383,10 +380,6 @@
<string name="renderer_asynchronous_shaders_description">Compila shaders de forma assíncrona. Isto pode reduzir engasgadelas, mas também pode introduzir falhas gráficas.</string> <string name="renderer_asynchronous_shaders_description">Compila shaders de forma assíncrona. Isto pode reduzir engasgadelas, mas também pode introduzir falhas gráficas.</string>
<string name="dyna_state">Estado Dinâmico Estendido</string> <string name="dyna_state">Estado Dinâmico Estendido</string>
<string name="disabled">Desativado</string> <string name="disabled">Desativado</string>
<string name="provoking_vertex">Vértice provocante</string>
<string name="provoking_vertex_description">Melhora a iluminação e o tratamento de vértices em certos jogos. Suportado apenas em GPUs Vulkan 1.0+.</string>
<string name="descriptor_indexing">Indexação de descritores</string>
<string name="descriptor_indexing_description">Melhora o tratamento de texturas e buffers, assim como a camada de tradução Maxwell. Suportado por algumas GPUs Vulkan 1.1 e todas Vulkan 1.2+.</string>
<string name="display">Ecrã</string> <string name="display">Ecrã</string>
<string name="renderer_screen_layout">Oriantação</string> <string name="renderer_screen_layout">Oriantação</string>
@@ -723,9 +716,6 @@ uma tentativa de mapeamento automático</string>
<!-- DMA Accuracy --> <!-- DMA Accuracy -->
<string name="dma_accuracy_default">Predefinido</string> <string name="dma_accuracy_default">Predefinido</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Não Comprimido</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Conservador</string> <string name="vram_usage_conservative">Conservador</string>
<string name="vram_usage_aggressive">Agressivo</string> <string name="vram_usage_aggressive">Agressivo</string>
@@ -459,8 +459,6 @@
<string name="fsr_sharpness">Резкость FSR</string> <string name="fsr_sharpness">Резкость FSR</string>
<string name="fsr_sharpness_description">Определяет, насколько чётким будет изображение при использовании динамического контраста FSR.</string> <string name="fsr_sharpness_description">Определяет, насколько чётким будет изображение при использовании динамического контраста FSR.</string>
<string name="renderer_anti_aliasing">Метод сглаживания</string> <string name="renderer_anti_aliasing">Метод сглаживания</string>
<string name="renderer_optimize_spirv_output">Оптимизация вывода SPIRV</string>
<string name="renderer_optimize_spirv_output_description">Оптимизирует скомпилированный шейдер для повышения эффективности ГПУ.</string>
<string name="advanced">Расширенные</string> <string name="advanced">Расширенные</string>
@@ -475,8 +473,6 @@
<string name="vram_usage_mode_description">Стратегия управления видеопамятью</string> <string name="vram_usage_mode_description">Стратегия управления видеопамятью</string>
<string name="accelerate_astc">Метод декодирования ASTC</string> <string name="accelerate_astc">Метод декодирования ASTC</string>
<string name="accelerate_astc_description">Выберите способ декодирования сжатых текстур ASTC для рендеринга: ЦП (медленно, безопасно), ГПУ (быстро, рекомендуется) или ЦП асинхронно (без заиканий, могут возникнуть проблемы)</string> <string name="accelerate_astc_description">Выберите способ декодирования сжатых текстур ASTC для рендеринга: ЦП (медленно, безопасно), ГПУ (быстро, рекомендуется) или ЦП асинхронно (без заиканий, могут возникнуть проблемы)</string>
<string name="astc_recompression">Метод пережатия ASTC</string>
<string name="astc_recompression_description">Выберите способ пересжатия текстур ASTC для улучшения совместимости и производительности. Включение этой опции экономит VRAM, но может снизить качество текстур.</string>
<string name="sync_memory_operations">Синхронизация операций с памятью</string> <string name="sync_memory_operations">Синхронизация операций с памятью</string>
<string name="sync_memory_operations_description">Обеспечивает согласованность данных между вычислительными операциями и операциями с памятью. Эта опция должна исправлять проблемы в некоторых играх, но может снижать производительность в некоторых случаях. Наиболее сильно это затрагивает игры на Unreal Engine 4.</string> <string name="sync_memory_operations_description">Обеспечивает согласованность данных между вычислительными операциями и операциями с памятью. Эта опция должна исправлять проблемы в некоторых играх, но может снижать производительность в некоторых случаях. Наиболее сильно это затрагивает игры на Unreal Engine 4.</string>
@@ -484,12 +480,16 @@
<string name="use_disk_shader_cache_description">Уменьшение зависаний за счет хранения и загрузки сгенерированных шейдеров.</string> <string name="use_disk_shader_cache_description">Уменьшение зависаний за счет хранения и загрузки сгенерированных шейдеров.</string>
<string name="renderer_force_max_clock">Принудительная максимальная тактовая частота (только для Adreno)</string> <string name="renderer_force_max_clock">Принудительная максимальная тактовая частота (только для Adreno)</string>
<string name="renderer_force_max_clock_description">Заставляет ГПУ работать на максимально возможных тактовых частотах (тепловые ограничения все равно будут применяться).</string> <string name="renderer_force_max_clock_description">Заставляет ГПУ работать на максимально возможных тактовых частотах (тепловые ограничения все равно будут применяться).</string>
<string name="renderer_asynchronous_gpu_emulation">Асинхронная эмуляция ГПУ</string>
<string name="renderer_asynchronous_gpu_emulation_description">Выполняет эмуляцию ГПУ асинхронно для снижения задержек ЦП и увеличения производительности. Отключайте только при возникновении проблем с таймингами.</string>
<string name="renderer_async_presentation">Асинхронная презентация</string>
<string name="renderer_async_presentation_description">Немного улучшает производительность, перемещая презентацию в отдельный поток ЦП.</string>
<string name="renderer_reactive_flushing">Реактивная очистка</string> <string name="renderer_reactive_flushing">Реактивная очистка</string>
<string name="renderer_reactive_flushing_description">Повышение точности рендеринга в некоторых играх за счет снижения производительности.</string> <string name="renderer_reactive_flushing_description">Повышение точности рендеринга в некоторых играх за счет снижения производительности.</string>
<string name="enable_buffer_history">Включить историю буфера</string> <string name="enable_buffer_history">Включить историю буфера</string>
<string name="enable_buffer_history_description">Позволяет обращаться к предыдущим состояниям буфера. Эта опция может повысить качество рендеринга и стабильность производительности в некоторых играх.</string> <string name="enable_buffer_history_description">Позволяет обращаться к предыдущим состояниям буфера. Эта опция может повысить качество рендеринга и стабильность производительности в некоторых играх.</string>
<string name="use_optimized_vertex_buffers">Оптимизированные вершинные буферы</string> <string name="use_optimized_vertex_buffers">Оптимизированные вершинные буферы</string>
<string name="use_optimized_vertex_buffers_description">Активирует оптимизированную привязку вершинных буферов для улучшения производительности. Требуются Mesa Turnip драйвера версией не ниже 26.0, на более старых драйверах будут происходить сбои и краши</string> <string name="use_optimized_vertex_buffers_description">Включает оптимизированную привязку вершинного буфера для повышения производительности. Требует Mesa Turnip 26.0+ / QCOM драйверы. Приводит к вылету на старых версиях Turnip.</string>
<string name="hacks">Хаки</string> <string name="hacks">Хаки</string>
@@ -498,7 +498,9 @@
<string name="skip_cpu_inner_invalidation">Пропустить внутреннюю инвалидацию ЦП</string> <string name="skip_cpu_inner_invalidation">Пропустить внутреннюю инвалидацию ЦП</string>
<string name="skip_cpu_inner_invalidation_description">Пропускает некоторые инвалидации кэша на стороне ЦП при обновлениях памяти, уменьшая нагрузку на процессор и повышая производительность. Может вызывать сбои в некоторых играх.</string> <string name="skip_cpu_inner_invalidation_description">Пропускает некоторые инвалидации кэша на стороне ЦП при обновлениях памяти, уменьшая нагрузку на процессор и повышая производительность. Может вызывать сбои в некоторых играх.</string>
<string name="fix_bloom_effects">Исправить эффекты размытия</string> <string name="fix_bloom_effects">Исправить эффекты размытия</string>
<string name="fix_bloom_effects_description">Частично убирает размытие в LA/EOW (Adreno 700), полностью отключает его в Burnout. Внимание: может вызывать графические артефакты в других играх.</string> <string name="fix_bloom_effects_description">Частично убирает размытие в LA/EOW (Adreno A6XX - A7XX/ Turnip), полностью отключает его в Burnout. Внимание: может вызывать графические артефакты в других играх.</string>
<string name="emulate_bgr565">Эмулировать BGR565</string>
<string name="emulate_bgr565_description">Исправляет проблемы с инвертированными цветами в играх, а также со странными артефактами или некорректными тенями.</string>
<string name="renderer_asynchronous_shaders">Использовать асинхронные шейдеры</string> <string name="renderer_asynchronous_shaders">Использовать асинхронные шейдеры</string>
<string name="renderer_asynchronous_shaders_description">Компилирует шейдеры асинхронно. Это может уменьшить подтормаживания, но также может вызвать графические артефакты.</string> <string name="renderer_asynchronous_shaders_description">Компилирует шейдеры асинхронно. Это может уменьшить подтормаживания, но также может вызвать графические артефакты.</string>
<string name="gpu_unswizzle_settings">Настройки распаковки текстур (Unswizzle)</string> <string name="gpu_unswizzle_settings">Настройки распаковки текстур (Unswizzle)</string>
@@ -521,10 +523,6 @@
<string name="disabled">Отключено</string> <string name="disabled">Отключено</string>
<string name="vertex_input_dynamic_state">Динамическое состояние ввода вершин</string> <string name="vertex_input_dynamic_state">Динамическое состояние ввода вершин</string>
<string name="vertex_input_dynamic_state_description">Включает функцию динамического состояния ввода вершин для повышения качества и производительности</string> <string name="vertex_input_dynamic_state_description">Включает функцию динамического состояния ввода вершин для повышения качества и производительности</string>
<string name="provoking_vertex">Определяющая вершина</string>
<string name="provoking_vertex_description">Улучшает освещение и обработку вершин в некоторых играх. Поддерживается только ГПУ с Vulkan 1.0+.</string>
<string name="descriptor_indexing">Индексирование дескрипторов</string>
<string name="descriptor_indexing_description">Улучшает обработку текстур и буферов, а также слой перевода Maxwell. Поддерживается некоторыми ГПУ Vulkan 1.1 и всеми ГПУ Vulkan 1.2+.</string>
<string name="sample_shading_fraction">Сэмпловое затенение</string> <string name="sample_shading_fraction">Сэмпловое затенение</string>
<string name="sample_shading_fraction_description">Позволяет шейдеру фрагментов выполняться для каждого сэмпла в многосэмпловом фрагменте, а не один раз на фрагмент. Улучшает качество графики ценой некоторого падения производительности.</string> <string name="sample_shading_fraction_description">Позволяет шейдеру фрагментов выполняться для каждого сэмпла в многосэмпловом фрагменте, а не один раз на фрагмент. Улучшает качество графики ценой некоторого падения производительности.</string>
@@ -993,9 +991,6 @@
<string name="dma_accuracy_unsafe">Небезопасно</string> <string name="dma_accuracy_unsafe">Небезопасно</string>
<string name="dma_accuracy_safe">Безопасный</string> <string name="dma_accuracy_safe">Безопасный</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Без сжатия</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Консервативный</string> <string name="vram_usage_conservative">Консервативный</string>
<string name="vram_usage_aggressive">Агрессивный</string> <string name="vram_usage_aggressive">Агрессивный</string>
@@ -1089,6 +1084,7 @@
<string name="app_language_system">Следовать системе</string> <string name="app_language_system">Следовать системе</string>
<!-- Static Themes --> <!-- Static Themes -->
<string name="static_theme_color">Цвет темы</string> <string name="static_theme_color">Цвет темы</string>
<string name="eden_theme">Eden</string>
<string name="violet">Фиолетовый </string> <string name="violet">Фиолетовый </string>
<string name="blue">Синий</string> <string name="blue">Синий</string>
<string name="cyan">Циановый</string> <string name="cyan">Циановый</string>
@@ -1159,5 +1155,4 @@
<string name="license_fidelityfx_fsr_description">Высококачественное масштабирование от AMD</string> <string name="license_fidelityfx_fsr_description">Высококачественное масштабирование от AMD</string>
<string name="external_content">Дополнительный контент</string> <string name="external_content">Дополнительный контент</string>
<string name="add_folders">Добавить папку</string> <string name="add_folders">Добавить папку</string>
</resources>
</resources>

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