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25 Commits

Author SHA1 Message Date
lizzie 8e80396ee0 fix 2025-11-06 22:49:49 +00:00
CamilleLaVey 672011f302 Added Maintenance5 to 9 headers 2025-11-06 18:03:30 -04:00
CamilleLaVey bb1d1e484d Added Maintenance EXT's for better driver compatibility 2025-11-06 17:47:05 -04:00
CamilleLaVey 5a03ef7fba Disabling BGR5 emulation format on 8 Elite stock drivers 2025-11-06 17:37:16 -04:00
CamilleLaVey 88555a17be Forcing hardware handling for decode formats on Android 2025-11-06 15:55:10 -04:00
CamilleLaVey 9600f99b1a Maintance for older driver statements and new handling on QCOM drivers 2025-11-06 14:39:39 -04:00
CamilleLaVey 7bed3bb947 Disabling VK_KHR_shader_float_controls on QCOM and ARM 2025-11-06 12:10:33 -04:00
CamilleLaVey 380112bcb4 Added QCOM helper for driver detections 2025-11-06 09:59:01 -04:00
CamilleLaVey 2685f832e5 Profilling FP16 to FTZ usage in QCOM drivers 2025-11-06 09:22:57 -04:00
CamilleLaVey d65afcda81 revert Added FTZ optimizations and adjust pipeline float control handling for Qualcomm drivers
revert Added FTZ optimizations and adjust pipeline float control handling for Qualcomm drivers
2025-11-06 13:34:05 +01:00
CamilleLaVey 1cb88492a8 revert [vk] Add back VIDS but disable on EDS0 (#2957)
revert [vk] Add back VIDS but disable on EDS0 (#2957)

Should fix regressions from removing it while also fixing black screen with it enabled

Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2957
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: JPikachu <jpikachu@eden-emu.dev>
Co-committed-by: JPikachu <jpikachu@eden-emu.dev>
2025-11-06 03:12:38 +01:00
CamilleLaVey 1b06fa6658 revert [vk] disable VK_EXT_vertex_input_dynamic_state again (#2954)
revert [vk] disable VK_EXT_vertex_input_dynamic_state again (#2954)

DO NOT REMOVE THIS! EVER! EVEN IF MESA CLAIMS TO FIX IT!

A few months ago, Aleksandr and I did extensive testing on a 6600 and
6950XT and were able to confirm that VK_EXT_vertex_input_dynamic_state
is indeed broken beyond repair on RADV. MESA has claimed multiple times
to fix this, yet it's never budged once (average GitLab users)

Most games literally do not work without this. DO. NOT. REMOVE.
EVER!

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2954
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
2025-11-06 03:12:11 +01:00
CamilleLaVey af1b610fbb revert [vk] Clean up Extended Dynamic State code (#2947)
revert [vk] Clean up Extended Dynamic State code (#2947)

- Removed forced dynamic state 0 logic
- Restore and update the removal of broken states on certain drivers
- Inside 'vk_rasterizer.cpp' make 'UpdateDynamicStates' only check device
   capabilities directly instead of relying on user settings.
- Add a 'Force Unsupported Extensions' toggle that:
   "Bypasses all driver workarounds and safety checks.
     May cause crashes, graphical glitches, or instability.
     Only enable for testing purposes."

Cleans up EDS logic and adds new 'Force Unsupported Extensions' toggle,
Fixes vertex explosions in 'Pokemon: Legends ZA' when EDS is set to 0.

Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2947
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: JPikachu <jpikachu@eden-emu.dev>
Co-committed-by: JPikachu <jpikachu@eden-emu.dev>
2025-11-06 03:11:31 +01:00
CamilleLaVey 9a266e60b6 Merge branch 'floatopsfixes1' of https://git.eden-emu.dev/eden-emu/eden into floatopsfixes1 2025-11-05 22:10:11 -04:00
CamilleLaVey 1fc9c3f6ff Added FTZ optimizations and adjust pipeline float control handling for Qualcomm drivers 2025-11-05 22:10:02 -04:00
CamilleLaVey a0f08704f1 revert 612da00d1b
revert [vk] Clean up Extended Dynamic State code (#2947)

- Removed forced dynamic state 0 logic
- Restore and update the removal of broken states on certain drivers
- Inside 'vk_rasterizer.cpp' make 'UpdateDynamicStates' only check device
   capabilities directly instead of relying on user settings.
- Add a 'Force Unsupported Extensions' toggle that:
   "Bypasses all driver workarounds and safety checks.
     May cause crashes, graphical glitches, or instability.
     Only enable for testing purposes."

Cleans up EDS logic and adds new 'Force Unsupported Extensions' toggle,
Fixes vertex explosions in 'Pokemon: Legends ZA' when EDS is set to 0.

Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2947
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
Co-authored-by: JPikachu <jpikachu@eden-emu.dev>
Co-committed-by: JPikachu <jpikachu@eden-emu.dev>
2025-11-06 02:58:21 +01:00
CamilleLaVey c6c3edc95c revert 1c4dae066b
revert [vk] Add back VIDS but disable on EDS0 (#2957)

Should fix regressions from removing it while also fixing black screen with it enabled

Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2957
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: JPikachu <jpikachu@eden-emu.dev>
Co-committed-by: JPikachu <jpikachu@eden-emu.dev>
2025-11-06 02:57:49 +01:00
CamilleLaVey 76c5de0443 revert 9406438d51
revert [vk] disable VK_EXT_vertex_input_dynamic_state again (#2954)

DO NOT REMOVE THIS! EVER! EVEN IF MESA CLAIMS TO FIX IT!

A few months ago, Aleksandr and I did extensive testing on a 6600 and
6950XT and were able to confirm that VK_EXT_vertex_input_dynamic_state
is indeed broken beyond repair on RADV. MESA has claimed multiple times
to fix this, yet it's never budged once (average GitLab users)

Most games literally do not work without this. DO. NOT. REMOVE.
EVER!

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2954
Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
2025-11-06 02:57:19 +01:00
CamilleLaVey 9ffead7e7a Re-enabling VK_KHR_shader_float_controls for further testing 2025-11-05 19:23:37 -04:00
CamilleLaVey 22bb942947 Merge branch 'floatopsfixes1' of https://git.eden-emu.dev/eden-emu/eden into floatopsfixes1 2025-11-05 16:50:26 -04:00
CamilleLaVey 3af7aafc25 Add suitability for Robustness2 2025-11-05 16:50:18 -04:00
CamilleLaVey 3a8677597f Fix parenthesis/ build error 2025-11-05 21:25:42 +01:00
CamilleLaVey 16ae756da3 Improve float operations for ARM and Qualcomm drivers and other extensions workarounds 2025-11-05 21:25:42 +01:00
CamilleLaVey 004264d2a6 Fix parenthesis/ build error 2025-11-05 14:33:15 -04:00
CamilleLaVey 4bbde3e5ec Improve float operations for ARM and Qualcomm drivers and other extensions workarounds 2025-11-05 13:59:47 -04:00
608 changed files with 79301 additions and 84131 deletions
+7 -107
View File
@@ -1,121 +1,21 @@
#!/bin/sh -e
#!/bin/bash -e
# SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later
NUM_JOBS=$(nproc 2>/dev/null || getconf _NPROCESSORS_ONLN 2>/dev/null || echo 2)
export CMAKE_BUILD_PARALLEL_LEVEL="${NUM_JOBS}"
ARTIFACTS_DIR="$PWD/artifacts"
export NDK_CCACHE=$(which ccache)
: "${CCACHE:=false}"
RETURN=0
usage() {
cat <<EOF
Usage: $0 [-t|--target FLAVOR] [-b|--build-type BUILD_TYPE]
[-h|--help] [-r|--release] [extra options]
Build script for Android.
Associated variables can be set outside the script,
and will apply both to this script and the packaging script.
bool values are "true" or "false"
Options:
-r, --release Enable update checker. If set, sets the DEVEL bool variable to false.
By default, DEVEL is true.
-t, --target <FLAVOR> Build flavor (variable: TARGET)
Valid values are: legacy, optimized, standard, chromeos
Default: standard
-b, --build-type <TYPE> Build type (variable: TYPE)
Valid values are: Release, RelWithDebInfo, Debug
Default: Debug
Extra arguments are passed to CMake (e.g. -DCMAKE_OPTION_NAME=VALUE)
Set the CCACHE variable to "true" to enable build caching.
The APK and AAB will be output into "artifacts".
EOF
exit "$RETURN"
}
die() {
echo "-- ! $*" >&2
RETURN=1 usage
}
target() {
[ -z "$1" ] && die "You must specify a valid target."
TARGET="$1"
}
type() {
[ -z "$1" ] && die "You must specify a valid type."
TYPE="$1"
}
while true; do
case "$1" in
-r|--release) DEVEL=false ;;
-t|--target) target "$2"; shift ;;
-b|--build-type) type "$2"; shift ;;
-h|--help) usage ;;
*) break ;;
esac
shift
done
: "${TARGET:=standard}"
: "${TYPE:=Release}"
: "${DEVEL:=true}"
TARGET_LOWER=$(echo "$TARGET" | tr '[:upper:]' '[:lower:]')
case "$TARGET_LOWER" in
legacy) FLAVOR=Legacy ;;
optimized) FLAVOR=GenshinSpoof ;;
standard) FLAVOR=Mainline ;;
chromeos) FLAVOR=ChromeOS ;;
*) die "Invalid build flavor $TARGET."
esac
case "$TYPE" in
RelWithDebInfo|Release|Debug) ;;
*) die "Invalid build type $TYPE."
esac
LOWER_FLAVOR=$(echo "$FLAVOR" | sed 's/./\L&/')
LOWER_TYPE=$(echo "$TYPE" | sed 's/./\L&/')
if [ -n "${ANDROID_KEYSTORE_B64}" ]; then
if [ ! -z "${ANDROID_KEYSTORE_B64}" ]; then
export ANDROID_KEYSTORE_FILE="${GITHUB_WORKSPACE}/ks.jks"
echo "${ANDROID_KEYSTORE_B64}" | base64 --decode > "${ANDROID_KEYSTORE_FILE}"
SHA1SUM=$(keytool -list -v -storepass "${ANDROID_KEYSTORE_PASS}" -keystore "${ANDROID_KEYSTORE_FILE}" | grep SHA1 | cut -d " " -f3)
echo "-- Keystore SHA1 is ${SHA1SUM}"
base64 --decode <<< "${ANDROID_KEYSTORE_B64}" > "${ANDROID_KEYSTORE_FILE}"
fi
cd src/android
chmod +x ./gradlew
set -- "$@" -DUSE_CCACHE="${CCACHE}"
[ "$DEVEL" != "true" ] && set -- "$@" -DENABLE_UPDATE_CHECKER=ON
./gradlew assembleMainlineRelease
./gradlew bundleMainlineRelease
echo "-- building..."
./gradlew "copy${FLAVOR}${TYPE}Outputs" \
-Dorg.gradle.caching="${CCACHE}" \
-Dorg.gradle.parallel="${CCACHE}" \
-Dorg.gradle.workers.max="${NUM_JOBS}" \
-PYUZU_ANDROID_ARGS="$*" \
--info
if [ -n "${ANDROID_KEYSTORE_B64}" ]; then
if [ ! -z "${ANDROID_KEYSTORE_B64}" ]; then
rm "${ANDROID_KEYSTORE_FILE}"
fi
echo "-- Done! APK and AAB artifacts are in ${ARTIFACTS_DIR}"
ls -l "${ARTIFACTS_DIR}/"
+22
View File
@@ -0,0 +1,22 @@
#!/bin/sh
# SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later
GITDATE="$(git show -s --date=short --format='%ad' | sed 's/-//g')"
GITREV="$(git show -s --format='%h')"
ARTIFACTS_DIR="$PWD/artifacts"
mkdir -p "${ARTIFACTS_DIR}/"
REV_NAME="eden-android-${GITDATE}-${GITREV}"
BUILD_FLAVOR="mainline"
BUILD_TYPE_LOWER="release"
BUILD_TYPE_UPPER="Release"
cp src/android/app/build/outputs/apk/"${BUILD_FLAVOR}/${BUILD_TYPE_LOWER}/app-${BUILD_FLAVOR}-${BUILD_TYPE_LOWER}.apk" \
"${ARTIFACTS_DIR}/${REV_NAME}.apk" || echo "APK not found"
cp src/android/app/build/outputs/bundle/"${BUILD_FLAVOR}${BUILD_TYPE_UPPER}"/"app-${BUILD_FLAVOR}-${BUILD_TYPE_LOWER}.aab" \
"${ARTIFACTS_DIR}/${REV_NAME}.aab" || echo "AAB not found"
ls -la "${ARTIFACTS_DIR}/"
+1 -1
View File
@@ -4,7 +4,7 @@
# SPDX-License-Identifier: GPL-3.0-or-later
# specify full path if dupes may exist
EXCLUDE_FILES="CPM.cmake CPMUtil.cmake GetSCMRev.cmake renderdoc_app.h tools/cpm tools/shellcheck.sh tools/update-cpm.sh tools/windows/vcvarsall.sh externals/stb externals/glad externals/getopt externals/gamemode externals/FidelityFX-FSR externals/demangle externals/bc_decoder externals/cmake-modules"
EXCLUDE_FILES="CPM.cmake CPMUtil.cmake GetSCMRev.cmake renderdoc_app.h tools/cpm tools/shellcheck.sh tools/update-cpm.sh externals/stb externals/glad externals/getopt externals/gamemode externals/FidelityFX-FSR externals/demangle externals/bc_decoder"
# license header constants, please change when needed :))))
YEAR=2025
@@ -1,36 +1,25 @@
# SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later
# SPDX-FileCopyrightText: 2023 yuzu Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later
$ErrorActionPreference = "Stop"
# Check if running as administrator
try {
net session 1>$null 2>$null
} catch {
if (-not ([bool](net session 2>$null))) {
Write-Host "This script must be run with administrator privileges!"
Exit 1
}
$VulkanSDKVer = "1.4.335.0"
$VULKAN_SDK = "C:/VulkanSDK/$VulkanSDKVer"
$VulkanSDKVer = "1.4.321.1"
$ExeFile = "vulkansdk-windows-X64-$VulkanSDKVer.exe"
$Uri = "https://sdk.lunarg.com/sdk/download/$VulkanSDKVer/windows/$ExeFile"
$Destination = "./$ExeFile"
# Check if Vulkan SDK is already installed
if (Test-Path $VULKAN_SDK) {
Write-Host "-- Vulkan SDK already installed at $VULKAN_SDK"
return
}
echo "Downloading Vulkan SDK $VulkanSDKVer from $Uri"
$WebClient = New-Object System.Net.WebClient
$WebClient.DownloadFile($Uri, $Destination)
echo "Finished downloading $ExeFile"
$VULKAN_SDK = "C:/VulkanSDK/$VulkanSDKVer"
$Arguments = "--root `"$VULKAN_SDK`" --accept-licenses --default-answer --confirm-command install"
echo "Installing Vulkan SDK $VulkanSDKVer"
@@ -47,4 +36,4 @@ echo "Finished installing Vulkan SDK $VulkanSDKVer"
if ("$env:GITHUB_ACTIONS" -eq "true") {
echo "VULKAN_SDK=$VULKAN_SDK" | Out-File -FilePath $env:GITHUB_ENV -Encoding utf8 -Append
echo "$VULKAN_SDK/Bin" | Out-File -FilePath $env:GITHUB_PATH -Encoding utf8 -Append
}
}
+6 -2
View File
@@ -1,4 +1,8 @@
blank_issues_enabled: false
contact_links:
- name: Eden Discord
url: https://discord.gg/HstXbPch7X
- name: yuzu Discord
url: https://discord.com/invite/u77vRWY
about: If you are experiencing an issue with yuzu, and you need tech support, or if you have a general question, try asking in the official yuzu Discord linked here. Piracy is not allowed.
- name: Community forums
url: https://community.citra-emu.org
about: This is an alternative place for tech support, however helpers there are not as active.
-19
View File
@@ -1,19 +0,0 @@
name: tx-src
on:
push:
branches: [ master ]
jobs:
sources:
runs-on: source
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Push New Sources
run: |
export PATH=/usr/lib/qt6/bin:$PATH
./tools/translations/qt-source.sh
tx-cli push -s
-22
View File
@@ -1,22 +0,0 @@
name: Check Strings
on:
push:
branches: [ master ]
jobs:
check-strings:
runs-on: source
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Find Unused Strings
run: ./tools/find-unused-strings.sh
- name: Find Stale Translations
run: ./tools/stale-translations.sh
- name: Diff
run: git --no-pager diff --exit-code HEAD
-62
View File
@@ -1,62 +0,0 @@
name: tx-pull
on:
# monday, wednesday, saturday at 2pm
schedule:
cron:
- '0 14 * * 1,3,6'
workflow_dispatch:
jobs:
tx-update:
runs-on: source
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Get New Translations
run: tx-cli pull -t -f
- name: Push branch
run: |
git config --local user.name "Eden CI"
git config --local user.email "ci@eden-emu.dev"
git config --local user.signingkey "D57652791BB25D2A"
git config --local push.autoSetupRemote true
git remote set-url origin ci:eden-emu/eden.git
TIMESTAMP=$(date +"%s")
echo "TIMESTAMP=$TIMESTAMP" >> "$GITHUB_ENV"
git switch -c update-translations-$TIMESTAMP
git add dist src/android/app/src/main/res
git commit -sS -m "[dist, android] Update translations from Transifex"
git push
- name: Create PR
run: |
DATE=$(date +"%b %d")
TITLE="[dist, android] Update translations from Transifex for $DATE"
BODY="Automatic translation update for $DATE"
BASE=master
HEAD=update-translations-$TIMESTAMP
cat << EOF > data.json
{
"base": "$BASE",
"body": "$BODY",
"head": "$HEAD",
"title": "$TITLE"
}
EOF
curl -X 'POST' \
'https://git.eden-emu.dev/api/v1/repos/eden-emu/eden/pulls' \
-H 'accept: application/json' \
-H 'Authorization: Bearer ${{ secrets.CI_FJ_TOKEN }}' \
-H 'Content-Type: application/json' \
-d "@data.json" --fail
-4
View File
@@ -7,7 +7,6 @@
# Build directory
/[Bb]uild*/
doc-build/
out/
AppDir/
uruntime
@@ -37,8 +36,6 @@ CMakeLists.txt.user*
# *nix related
# Common convention for backup or temporary files
*~
*.core
dtrace-out/
# Visual Studio CMake settings
CMakeSettings.json
@@ -62,4 +59,3 @@ eden-windows-msvc
artifacts
*.AppImage*
/install*
vulkansdk*.exe
+10
View File
@@ -0,0 +1,10 @@
diff --git a/CMakeLists.txt b/CMakeLists.txt
index 1811c42..bac9098 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -1,4 +1,4 @@
-cmake_minimum_required(VERSION 2.6)
+cmake_minimum_required(VERSION 3.5)
if(TEST_CPP)
project("mbed TLS" C CXX)
else()
+13
View File
@@ -0,0 +1,13 @@
diff --git a/library/aesni.h b/library/aesni.h
index 754c984c79..59e27afd3e 100644
--- a/library/aesni.h
+++ b/library/aesni.h
@@ -35,7 +35,7 @@
/* GCC-like compilers: currently, we only support intrinsics if the requisite
* target flag is enabled when building the library (e.g. `gcc -mpclmul -msse2`
* or `clang -maes -mpclmul`). */
-#if (defined(__GNUC__) || defined(__clang__)) && defined(__AES__) && defined(__PCLMUL__)
+#if defined(__GNUC__) || defined(__clang__)
#define MBEDTLS_AESNI_HAVE_INTRINSICS
#endif
/* For 32-bit, we only support intrinsics */
-20
View File
@@ -1,20 +0,0 @@
diff --git a/library/common.h b/library/common.h
index 50f2a29..c60d9dc 100644
--- a/library/common.h
+++ b/library/common.h
@@ -19,11 +19,11 @@
#include <stdint.h>
#include <stddef.h>
-#if defined(__ARM_NEON)
-#include <arm_neon.h>
+#if defined(MBEDTLS_PLATFORM_IS_WINDOWS_ON_ARM64)
+#include <arm64_neon.h.h>
#define MBEDTLS_HAVE_NEON_INTRINSICS
-#elif defined(MBEDTLS_PLATFORM_IS_WINDOWS_ON_ARM64)
-#include <arm64_neon.h>
+#elif defined(__ANDROID__) || defined(__ARM_NEON)
+#include <arm_neon.h>
#define MBEDTLS_HAVE_NEON_INTRINSICS
#endif
@@ -1,16 +1,3 @@
diff --git a/library/aesni.h b/library/aesni.h
index 754c984c79..59e27afd3e 100644
--- a/library/aesni.h
+++ b/library/aesni.h
@@ -35,7 +35,7 @@
/* GCC-like compilers: currently, we only support intrinsics if the requisite
* target flag is enabled when building the library (e.g. `gcc -mpclmul -msse2`
* or `clang -maes -mpclmul`). */
-#if (defined(__GNUC__) || defined(__clang__)) && defined(__AES__) && defined(__PCLMUL__)
+#if defined(__GNUC__) || defined(__clang__)
#define MBEDTLS_AESNI_HAVE_INTRINSICS
#endif
/* For 32-bit, we only support intrinsics */
diff --git a/library/aesni.c b/library/aesni.c
index 2857068..3e104ab 100644
--- a/library/aesni.c
+1
View File
@@ -13,6 +13,7 @@ Copyright: yuzu Emulator Project
License: GPL-2.0-or-later
Files: dist/qt_themes/default/icons/256x256/eden.png
dist/qt_themes/default/icons/256x256/eden_named.png
dist/yuzu.bmp
dist/eden.icns
dist/eden.ico
+327 -126
View File
@@ -5,30 +5,72 @@ cmake_minimum_required(VERSION 3.22)
project(yuzu)
if (${CMAKE_SYSTEM_NAME} STREQUAL "SunOS")
set(PLATFORM_SUN ON)
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "FreeBSD")
set(PLATFORM_FREEBSD ON)
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "OpenBSD")
set(PLATFORM_OPENBSD ON)
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "NetBSD")
set(PLATFORM_NETBSD ON)
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "Haiku")
set(PLATFORM_HAIKU ON)
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "Linux")
set(PLATFORM_LINUX ON)
endif()
if (CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
set(CXX_CLANG ON)
if (MSVC)
set(CXX_CLANG_CL ON)
endif()
elseif (CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
set(CXX_GCC ON)
elseif (CMAKE_CXX_COMPILER_ID STREQUAL "MSVC")
set(CXX_CL ON)
elseif (CMAKE_CXX_COMPILER_ID STREQUAL "IntelLLVM")
set(CXX_ICC ON)
elseif (CMAKE_CXX_COMPILER_ID STREQUAL "AppleClang")
set(CXX_APPLE ON)
endif()
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/CMakeModules")
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/externals/cmake-modules")
set(CPM_SOURCE_CACHE ${CMAKE_SOURCE_DIR}/.cache/cpm)
# https://gitlab.kitware.com/cmake/cmake/-/merge_requests/11112
# This works totally fine on MinGW64, but not CLANG{,ARM}64
if(MINGW AND CXX_CLANG)
set(CMAKE_SYSTEM_VERSION 10.0.0)
endif()
include(DetectPlatform)
include(DetectArchitecture)
include(DefaultConfig)
include(DownloadExternals)
include(CMakeDependentOption)
include(CTest)
include(CPMUtil)
# NB: this does not account for SPARC
# If you get Eden working on SPARC, please shoot crueter@crueter.xyz multiple emails
# and you will be hailed for eternity
if (PLATFORM_SUN)
# Terrific Solaris pkg shenanigans
list(APPEND CMAKE_PREFIX_PATH "${CMAKE_SYSROOT}/usr/lib/qt/6.6/lib/amd64/cmake")
list(APPEND CMAKE_MODULE_PATH "${CMAKE_SYSROOT}/usr/lib/qt/6.6/lib/amd64/cmake")
DetectArchitecture()
# Amazing - absolutely incredible
list(APPEND CMAKE_PREFIX_PATH "${CMAKE_SYSROOT}/usr/lib/amd64/cmake")
list(APPEND CMAKE_MODULE_PATH "${CMAKE_SYSROOT}/usr/lib/amd64/cmake")
if (NOT DEFINED ARCHITECTURE)
message(FATAL_ERROR "Architecture didn't make it out of scope, did you delete DetectArchitecture.cmake?")
# For some mighty reason, doing a normal release build sometimes may not trigger
# the proper -O3 switch to materialize
if (CMAKE_BUILD_TYPE MATCHES "Release")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -O3")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -O3")
endif()
if (CMAKE_BUILD_TYPE MATCHES "RelWithDebInfo")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -O2")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -O2")
endif()
endif()
# Needed for FFmpeg w/ VAAPI and DRM
if (PLATFORM_OPENBSD)
# OpenBSD 7.8 broke libcxx when upgrading, so we must define the PSTL backend manually
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -I${CMAKE_SYSROOT}/usr/X11R6/include -D_LIBCPP_PSTL_BACKEND_SERIAL=1")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -I${CMAKE_SYSROOT}/usr/X11R6/include -D_LIBCPP_PSTL_BACKEND_SERIAL=1")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -I${CMAKE_SYSROOT}/usr/X11R6/include")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -I${CMAKE_SYSROOT}/usr/X11R6/include")
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -L${CMAKE_SYSROOT}/usr/X11R6/lib")
elseif (PLATFORM_NETBSD)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -I${CMAKE_SYSROOT}/usr/X11R7/include")
@@ -41,69 +83,92 @@ if (PLATFORM_NETBSD)
set(ENV{PKG_CONFIG_PATH} "${PKG_CONFIG_PATH}:${CMAKE_SYSROOT}/usr/pkg/lib/ffmpeg7/pkgconfig")
endif()
# static stuff
option(YUZU_STATIC_BUILD "Use static libraries and executables if available" OFF)
# Detect current compilation architecture and create standard definitions
# =======================================================================
# TODO: StaticBuild.cmake
if (YUZU_STATIC_BUILD)
include(StaticQtLibs)
include(CheckSymbolExists)
function(detect_architecture symbol arch)
if (NOT DEFINED ARCHITECTURE)
set(CMAKE_REQUIRED_QUIET 1)
check_symbol_exists("${symbol}" "" ARCHITECTURE_${arch})
unset(CMAKE_REQUIRED_QUIET)
# lol
set(Boost_USE_STATIC_LIBS ON)
set(BUILD_SHARED_LIBS OFF)
## find .a libs first (static, usually)
set(CMAKE_FIND_LIBRARY_SUFFIXES ".a")
## some libraries use CMAKE_IMPORT_LIBRARY_SUFFIX e.g. Harfbuzz ##
set(CMAKE_IMPORT_LIBRARY_SUFFIX ".a")
if (MINGW)
# simple hook to reject dynamic libs
function(find_library var)
# also skip previously-found libraries cuz... yaknow
# UNLESS they are dll.a :{
if (${var} AND NOT ${var} MATCHES "dll\\.a$")
return()
endif()
_find_library(${var} ${ARGN})
if (${var})
get_filename_component(lib_name "${${var}}" NAME)
if (lib_name MATCHES "dll\\.a$")
unset(${var} CACHE)
set(${var} "${var}-NOTFOUND" CACHE INTERNAL "" FORCE)
endif()
endif()
endfunction()
# msys2 quazip does not build a static lib
set(QuaZip-Qt6_FORCE_BUNDLED ON)
set(YUZU_USE_BUNDLED_FFMPEG ON)
set(YUZU_USE_BUNDLED_SDL2 ON)
set(YUZU_USE_BUNDLED_OPENSSL ON)
set(HTTPLIB_USE_BROTLI_IF_AVAILABLE OFF)
## some libraries define a Library::Name_static alternative ##
set(MBEDTLS_LIB_SUFFIX _static)
elseif(APPLE)
set(YUZU_USE_CPM ON)
set(YUZU_USE_BUNDLED_FFMPEG ON)
set(YUZU_USE_BUNDLED_SDL2 ON)
set(YUZU_USE_BUNDLED_OPENSSL ON)
# these libs do not properly provide static libs/let you do it with cmake
set(fmt_FORCE_BUNDLED ON)
set(SPIRV-Tools_FORCE_BUNDLED ON)
set(SPIRV-Headers_FORCE_BUNDLED ON)
set(zstd_FORCE_BUNDLED ON)
set(MbedTLS_FORCE_BUNDLED ON)
# The output variable needs to be unique across invocations otherwise
# CMake's crazy scope rules will keep it defined
if (ARCHITECTURE_${arch})
set(ARCHITECTURE "${arch}" PARENT_SCOPE)
set(ARCHITECTURE_${arch} 1 PARENT_SCOPE)
add_definitions("-DARCHITECTURE_${arch}=1")
endif()
endif()
endfunction()
if (NOT ENABLE_GENERIC)
# https://sourceforge.net/p/predef/wiki/Architectures/
# TODO: THIS IS FUCKING FLAWED ONLY THE FIRST SYMBOL THAT APPEARS WILL BE CONSIDERED :(
if (MSVC)
detect_architecture("_M_AMD64" x86_64)
detect_architecture("_M_IX86" x86)
detect_architecture("_M_ARM" arm)
detect_architecture("_M_ARM64" arm64)
else()
detect_architecture("__x86_64__" x86_64)
detect_architecture("__i386__" x86)
detect_architecture("__arm__" arm)
detect_architecture("__aarch64__" arm64)
endif()
detect_architecture("__ARM64__" arm64)
detect_architecture("__aarch64__" arm64)
detect_architecture("_M_ARM64" arm64)
detect_architecture("__arm__" arm)
detect_architecture("__TARGET_ARCH_ARM" arm)
detect_architecture("_M_ARM" arm)
detect_architecture("__x86_64" x86_64)
detect_architecture("__x86_64__" x86_64)
detect_architecture("__amd64" x86_64)
detect_architecture("_M_X64" x86_64)
detect_architecture("__i386" x86)
detect_architecture("__i386__" x86)
detect_architecture("_M_IX86" x86)
detect_architecture("__ia64" ia64)
detect_architecture("__ia64__" ia64)
detect_architecture("_M_IA64" ia64)
detect_architecture("__mips" mips)
detect_architecture("__mips__" mips)
detect_architecture("_M_MRX000" mips)
detect_architecture("__powerpc64__" ppc64)
detect_architecture("__ppc64__" ppc64)
detect_architecture("__PPC64__" ppc64)
detect_architecture("_ARCH_PPC64" ppc64)
detect_architecture("__ppc__" ppc)
detect_architecture("__ppc" ppc)
detect_architecture("__powerpc__" ppc)
detect_architecture("_ARCH_COM" ppc)
detect_architecture("_ARCH_PWR" ppc)
detect_architecture("_ARCH_PPC" ppc)
detect_architecture("_M_MPPC" ppc)
detect_architecture("_M_PPC" ppc)
detect_architecture("__riscv" riscv)
detect_architecture("__EMSCRIPTEN__" wasm)
endif()
if (NOT DEFINED ARCHITECTURE)
set(ARCHITECTURE "GENERIC")
set(ARCHITECTURE_GENERIC 1)
add_definitions(-DARCHITECTURE_GENERIC=1)
endif()
message(STATUS "Target architecture: ${ARCHITECTURE}")
if (MSVC AND ARCHITECTURE_x86)
message(FATAL_ERROR "Attempting to build with the x86 environment is not supported. \
This can typically happen if you used the Developer Command Prompt from the start menu; \
@@ -124,27 +189,40 @@ if (CXX_CLANG_CL)
$<$<COMPILE_LANGUAGE:C,CXX>:/EHsc> # thanks microsoft
)
# REQUIRED CPU features IN Windows-amd64
if (ARCHITECTURE_x86_64)
add_compile_options(
# Required CPU features for amd64
$<$<COMPILE_LANGUAGE:C,CXX>:-msse4.1>
$<$<COMPILE_LANGUAGE:C,CXX>:-mcx16>
)
endif()
endif()
set(CPM_SOURCE_CACHE ${CMAKE_SOURCE_DIR}/.cache/cpm)
include(DownloadExternals)
include(CMakeDependentOption)
include(CTest)
# Disable Warnings as Errors for MSVC
if (MSVC AND NOT CXX_CLANG)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /W3 /WX-")
endif()
if (PLATFORM_FREEBSD)
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -L${CMAKE_SYSROOT}/usr/local/lib")
endif()
# Set bundled sdl2/qt as dependent options.
# On Linux system SDL2 is likely to be lacking HIDAPI support which have drawbacks but is needed for SDL motion
cmake_dependent_option(ENABLE_SDL2 "Enable the SDL2 frontend" ON "NOT ANDROID" OFF)
# TODO(crueter): Cleanup, each dep that has a bundled option should allow to choose between bundled, external, system
cmake_dependent_option(YUZU_USE_EXTERNAL_SDL2 "Build SDL2 from external source" OFF "ENABLE_SDL2;NOT MSVC" OFF)
cmake_dependent_option(YUZU_USE_BUNDLED_SDL2 "Download bundled SDL2 build" "${MSVC}" "ENABLE_SDL2" OFF)
if (ENABLE_SDL2)
# TODO(crueter): Cleanup, each dep that has a bundled option should allow to choose between bundled, external, system
cmake_dependent_option(YUZU_USE_EXTERNAL_SDL2 "Compile external SDL2" OFF "NOT MSVC" OFF)
option(YUZU_USE_BUNDLED_SDL2 "Download bundled SDL2 build" "${MSVC}")
endif()
# qt stuff
option(ENABLE_QT "Enable the Qt frontend" ON)
@@ -165,14 +243,10 @@ option(YUZU_USE_CPM "Use CPM to fetch system dependencies (fmt, boost, etc) if n
# ffmpeg
option(YUZU_USE_BUNDLED_FFMPEG "Download bundled FFmpeg" ${EXT_DEFAULT})
cmake_dependent_option(YUZU_USE_EXTERNAL_FFMPEG "Build FFmpeg from external source" "${PLATFORM_SUN}" "NOT WIN32 AND NOT ANDROID" OFF)
cmake_dependent_option(YUZU_USE_EXTERNAL_FFMPEG "Build FFmpeg from source" "${PLATFORM_SUN}" "NOT WIN32 AND NOT ANDROID" OFF)
# sirit
set(BUNDLED_SIRIT_DEFAULT OFF)
if ((MSVC AND NOT (CMAKE_BUILD_TYPE MATCHES "Debug|RelWithDebInfo") OR ANDROID))
set(BUNDLED_SIRIT_DEFAULT ON)
endif()
option(YUZU_USE_BUNDLED_SIRIT "Download bundled sirit" ${BUNDLED_SIRIT_DEFAULT})
option(YUZU_USE_BUNDLED_SIRIT "Download bundled sirit" ${EXT_DEFAULT})
# Re-allow on FreeBSD once its on mainline ports
cmake_dependent_option(ENABLE_LIBUSB "Enable the use of LibUSB" ON "WIN32 OR PLATFORM_LINUX OR APPLE" OFF)
@@ -189,7 +263,13 @@ option(YUZU_TESTS "Compile tests" "${BUILD_TESTING}")
option(YUZU_ENABLE_LTO "Enable link-time optimization" OFF)
if(YUZU_ENABLE_LTO)
include(UseLTO)
include(CheckIPOSupported)
check_ipo_supported(RESULT COMPILER_SUPPORTS_LTO)
if(NOT COMPILER_SUPPORTS_LTO)
message(FATAL_ERROR "Your compiler does not support interprocedural optimization (IPO). Re-run CMake with -DYUZU_ENABLE_LTO=OFF.")
endif()
set(CMAKE_POLICY_DEFAULT_CMP0069 NEW)
set(CMAKE_INTERPROCEDURAL_OPTIMIZATION ${COMPILER_SUPPORTS_LTO})
endif()
option(USE_CCACHE "Use ccache for compilation" OFF)
@@ -203,19 +283,9 @@ if(USE_CCACHE)
else()
message(FATAL_ERROR "USE_CCACHE enabled, but no executable found at: ${CCACHE_PATH}")
endif()
# Follow SCCache recommendations:
# <https://github.com/mozilla/sccache/blob/main/README.md?plain=1#L144>
if(WIN32)
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
string(REPLACE "/Zi" "/Z7" CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG}")
string(REPLACE "/Zi" "/Z7" CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG}")
elseif(CMAKE_BUILD_TYPE STREQUAL "RelWithDebInfo")
string(REPLACE "/Zi" "/Z7" CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO}")
string(REPLACE "/Zi" "/Z7" CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO}")
endif()
endif()
endif()
# TODO(crueter): CI this?
option(YUZU_DOWNLOAD_ANDROID_VVL "Download validation layer binary for android" ON)
option(YUZU_LEGACY "Apply patches that improve compatibility with older GPUs (e.g. Snapdragon 865) at the cost of performance" OFF)
@@ -225,12 +295,12 @@ cmake_dependent_option(YUZU_ROOM_STANDALONE "Enable standalone room executable"
cmake_dependent_option(YUZU_CMD "Compile the eden-cli executable" ON "ENABLE_SDL2;NOT ANDROID" OFF)
cmake_dependent_option(YUZU_CRASH_DUMPS "Compile crash dump (Minidump) support" OFF "WIN32 OR PLATFORM_LINUX" OFF)
cmake_dependent_option(YUZU_CRASH_DUMPS "Compile crash dump (Minidump) support" OFF "WIN32 OR LINUX" OFF)
option(YUZU_DOWNLOAD_TIME_ZONE_DATA "Always download time zone binaries" ON)
set(YUZU_TZDB_PATH "" CACHE STRING "Path to a pre-downloaded timezone database")
cmake_dependent_option(YUZU_USE_FASTER_LD "Check if a faster linker is available" ON "PLATFORM_LINUX" OFF)
cmake_dependent_option(YUZU_USE_FASTER_LD "Check if a faster linker is available" ON "LINUX" OFF)
cmake_dependent_option(YUZU_USE_BUNDLED_MOLTENVK "Download bundled MoltenVK lib" ON "APPLE" OFF)
@@ -247,7 +317,7 @@ if (ANDROID OR WIN32 OR APPLE OR PLATFORM_SUN)
set(DEFAULT_ENABLE_OPENSSL OFF)
endif()
if (ENABLE_WEB_SERVICE OR USE_DISCORD_PRESENCE)
if (ENABLE_WEB_SERVICE)
set(DEFAULT_ENABLE_OPENSSL ON)
endif()
@@ -260,17 +330,44 @@ if (ENABLE_OPENSSL)
option(YUZU_USE_BUNDLED_OPENSSL "Download bundled OpenSSL build" ${DEFAULT_YUZU_USE_BUNDLED_OPENSSL})
endif()
# TODO(crueter): CPM this
if (ANDROID AND YUZU_DOWNLOAD_ANDROID_VVL)
AddJsonPackage(vulkan-validation-layers)
# TODO(crueter): CPM this
set(vvl_version "1.4.321.0")
set(vvl_zip_file "${CMAKE_BINARY_DIR}/externals/vvl-android.zip")
if (NOT EXISTS "${vvl_zip_file}")
# Download and extract validation layer release to externals directory
set(vvl_base_url "https://github.com/KhronosGroup/Vulkan-ValidationLayers/releases/download")
file(DOWNLOAD "${vvl_base_url}/vulkan-sdk-${vvl_version}/android-binaries-${vvl_version}.zip"
"${vvl_zip_file}" SHOW_PROGRESS)
execute_process(COMMAND ${CMAKE_COMMAND} -E tar xf "${vvl_zip_file}"
WORKING_DIRECTORY "${CMAKE_BINARY_DIR}/externals")
endif()
set(abi ${CMAKE_ANDROID_ARCH_ABI})
set(vvl_lib_path "${CMAKE_CURRENT_SOURCE_DIR}/src/android/app/src/main/jniLibs/${abi}/")
file(COPY "${VVL_SOURCE_DIR}/${abi}/libVkLayer_khronos_validation.so"
# Copy the arm64 binary to src/android/app/main/jniLibs
set(vvl_lib_path "${CMAKE_CURRENT_SOURCE_DIR}/src/android/app/src/main/jniLibs/arm64-v8a/")
file(COPY "${CMAKE_BINARY_DIR}/externals/android-binaries-${vvl_version}/arm64-v8a/libVkLayer_khronos_validation.so"
DESTINATION "${vvl_lib_path}")
endif()
if (ANDROID)
set(CMAKE_SKIP_INSTALL_RULES ON)
set(CMAKE_POLICY_VERSION_MINIMUM 3.5) # Workaround for Oboe
endif()
# We need to downgrade debug info (/Zi -> /Z7) to use an older but more cacheable format
# See https://github.com/nanoant/CMakePCHCompiler/issues/21
if(WIN32 AND (CMAKE_BUILD_TYPE STREQUAL "Debug" OR CMAKE_BUILD_TYPE STREQUAL "RelWithDebInfo"))
string(REPLACE "/Zi" "/Z7" CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO}")
string(REPLACE "/Zi" "/Z7" CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG}")
endif()
# Default to a Release build
get_property(IS_MULTI_CONFIG GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG)
if (NOT IS_MULTI_CONFIG AND NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE "Release" CACHE STRING "Choose the type of build, options are: Debug Release RelWithDebInfo MinSizeRel." FORCE)
message(STATUS "Defaulting to a Release build")
endif()
if(EXISTS ${PROJECT_SOURCE_DIR}/hooks/pre-commit AND NOT EXISTS ${PROJECT_SOURCE_DIR}/.git/hooks/pre-commit)
if (EXISTS ${PROJECT_SOURCE_DIR}/.git/)
message(STATUS "Copying pre-commit hook")
@@ -278,23 +375,25 @@ if(EXISTS ${PROJECT_SOURCE_DIR}/hooks/pre-commit AND NOT EXISTS ${PROJECT_SOURCE
endif()
endif()
set(compat_base dist/compatibility_list/compatibility_list)
set(compat_qrc ${compat_base}.qrc)
set(compat_json ${compat_base}.json)
configure_file(${PROJECT_SOURCE_DIR}/${compat_qrc}
${PROJECT_BINARY_DIR}/${compat_qrc}
configure_file(${PROJECT_SOURCE_DIR}/dist/compatibility_list/compatibility_list.qrc
${PROJECT_BINARY_DIR}/dist/compatibility_list/compatibility_list.qrc
COPYONLY)
if (EXISTS ${PROJECT_SOURCE_DIR}/${compat_json})
configure_file("${PROJECT_SOURCE_DIR}/${compat_json}"
"${PROJECT_BINARY_DIR}/${compat_json}"
if (EXISTS ${PROJECT_SOURCE_DIR}/dist/compatibility_list/compatibility_list.json)
configure_file("${PROJECT_SOURCE_DIR}/dist/compatibility_list/compatibility_list.json"
"${PROJECT_BINARY_DIR}/dist/compatibility_list/compatibility_list.json"
COPYONLY)
endif()
# TODO: Compat list download
if (NOT EXISTS ${PROJECT_BINARY_DIR}/${compat_json})
file(WRITE ${PROJECT_BINARY_DIR}/${compat_json} "")
if (ENABLE_COMPATIBILITY_LIST_DOWNLOAD AND NOT EXISTS ${PROJECT_BINARY_DIR}/dist/compatibility_list/compatibility_list.json)
message(STATUS "Downloading compatibility list for yuzu...")
file(DOWNLOAD
https://api.yuzu-emu.org/gamedb/
"${PROJECT_BINARY_DIR}/dist/compatibility_list/compatibility_list.json" SHOW_PROGRESS)
endif()
if (NOT EXISTS ${PROJECT_BINARY_DIR}/dist/compatibility_list/compatibility_list.json)
file(WRITE ${PROJECT_BINARY_DIR}/dist/compatibility_list/compatibility_list.json "")
endif()
if (YUZU_LEGACY)
@@ -376,6 +475,8 @@ set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${PROJECT_BINARY_DIR}/bin)
# System imported libraries
# =======================================================================
include(CPMUtil)
# openssl funniness
if (ENABLE_OPENSSL)
if (YUZU_USE_BUNDLED_OPENSSL)
@@ -467,7 +568,6 @@ if (YUZU_USE_CPM)
add_library(Opus::opus ALIAS opus)
endif()
else()
# TODO: we can probably just use CPM for this... right?
# Enforce the search mode of non-required packages for better and shorter failure messages
find_package(fmt 8 REQUIRED)
@@ -481,12 +581,15 @@ else()
find_package(stb MODULE)
find_package(Opus 1.3 MODULE REQUIRED)
find_package(ZLIB 1.2 REQUIRED)
find_package(zstd 1.5 REQUIRED MODULE)
# wow
find_package(Boost 1.57.0 CONFIG REQUIRED OPTIONAL_COMPONENTS headers context system fiber filesystem)
find_package(Boost 1.57.0 CONFIG REQUIRED OPTIONAL_COMPONENTS headers context system fiber)
if (CMAKE_SYSTEM_NAME STREQUAL "Linux" OR ANDROID)
find_package(gamemode 1.7 MODULE)
endif()
if (ENABLE_OPENSSL)
find_package(OpenSSL 1.1.1 REQUIRED)
@@ -528,16 +631,17 @@ endfunction()
if (APPLE)
# Umbrella framework for everything GUI-related
find_library(COCOA_LIBRARY Cocoa REQUIRED)
find_library(IOKIT_LIBRARY IOKit REQUIRED)
find_library(COCOA_LIBRARY Cocoa)
set(PLATFORM_LIBRARIES ${COCOA_LIBRARY} ${IOKIT_LIBRARY} ${COREVIDEO_LIBRARY})
find_library(ICONV_LIBRARY iconv REQUIRED)
list(APPEND PLATFORM_LIBRARIES ${ICONV_LIBRARY})
elseif (WIN32)
# Target Windows 10
add_compile_definitions(_WIN32_WINNT=0x0A00 WINVER=0x0A00)
set(PLATFORM_LIBRARIES ${PLATFORM_LIBRARIES} winmm iphlpapi ws2_32 wlanapi)
set(PLATFORM_LIBRARIES winmm ws2_32 iphlpapi)
if (MINGW)
# PSAPI is the Process Status API
set(PLATFORM_LIBRARIES ${PLATFORM_LIBRARIES} psapi imm32 version crypt32 rpcrt4 gdi32 wldap32 mswsock)
set(PLATFORM_LIBRARIES ${PLATFORM_LIBRARIES} psapi imm32 version)
endif()
elseif (PLATFORM_HAIKU)
# Haiku is so special :)
@@ -550,8 +654,6 @@ elseif (CMAKE_SYSTEM_NAME MATCHES "^(Linux|kFreeBSD|GNU|SunOS)$")
set(PLATFORM_LIBRARIES rt)
endif()
message(STATUS "Platform Libraries: ${PLATFORM_LIBRARIES}")
add_subdirectory(externals)
# pass targets from externals
@@ -563,7 +665,6 @@ find_package(VulkanUtilityLibraries)
find_package(SimpleIni)
find_package(SPIRV-Tools)
find_package(sirit)
find_package(gamemode)
if (ARCHITECTURE_x86 OR ARCHITECTURE_x86_64)
find_package(xbyak)
@@ -672,6 +773,11 @@ if(ENABLE_QT)
set_target_properties(Qt6::Platform PROPERTIES INTERFACE_COMPILE_FEATURES "")
endif()
if (UNIX AND NOT APPLE AND NOT ANDROID)
find_package(PkgConfig REQUIRED)
pkg_check_modules(LIBVA libva)
endif()
if (NOT (YUZU_USE_BUNDLED_FFMPEG OR YUZU_USE_EXTERNAL_FFMPEG))
# Use system installed FFmpeg
find_package(FFmpeg REQUIRED QUIET COMPONENTS ${FFmpeg_COMPONENTS})
@@ -698,6 +804,54 @@ endif()
set(THREADS_PREFER_PTHREAD_FLAG ON)
find_package(Threads REQUIRED)
# Setup a custom clang-format target (if clang-format can be found) that will run
# against all the src files. This should be used before making a pull request.
# =======================================================================
set(CLANG_FORMAT_POSTFIX "-15")
find_program(CLANG_FORMAT
NAMES clang-format${CLANG_FORMAT_POSTFIX}
clang-format
PATHS ${PROJECT_BINARY_DIR}/externals)
# if find_program doesn't find it, try to download from externals
if (NOT CLANG_FORMAT)
if (WIN32 AND NOT CMAKE_CROSSCOMPILING)
message(STATUS "Clang format not found! Downloading...")
set(CLANG_FORMAT "${PROJECT_BINARY_DIR}/externals/clang-format${CLANG_FORMAT_POSTFIX}.exe")
file(DOWNLOAD
https://github.com/eden-emulator/ext-windows-bin/raw/master/clang-format${CLANG_FORMAT_POSTFIX}.exe
"${CLANG_FORMAT}" SHOW_PROGRESS
STATUS DOWNLOAD_SUCCESS)
if (NOT DOWNLOAD_SUCCESS EQUAL 0)
message(WARNING "Could not download clang format! Disabling the clang format target")
file(REMOVE ${CLANG_FORMAT})
unset(CLANG_FORMAT)
endif()
else()
message(WARNING "Clang format not found! Disabling the clang format target")
endif()
endif()
if (CLANG_FORMAT)
set(SRCS ${PROJECT_SOURCE_DIR}/src)
set(CCOMMENT "Running clang format against all the .h and .cpp files in src/")
if (WIN32)
add_custom_target(clang-format
COMMAND powershell.exe -Command "Get-ChildItem '${SRCS}/*' -Include *.cpp,*.h -Recurse | Foreach {&'${CLANG_FORMAT}' -i $_.fullname}"
COMMENT ${CCOMMENT})
elseif(MINGW)
add_custom_target(clang-format
COMMAND find `cygpath -u ${SRCS}` -iname *.h -o -iname *.cpp | xargs `cygpath -u ${CLANG_FORMAT}` -i
COMMENT ${CCOMMENT})
else()
add_custom_target(clang-format
COMMAND find ${SRCS} -iname *.h -o -iname *.cpp | xargs ${CLANG_FORMAT} -i
COMMENT ${CCOMMENT})
endif()
unset(SRCS)
unset(CCOMMENT)
endif()
# Include source code
# ===================
@@ -731,8 +885,47 @@ if (MSVC AND CXX_CLANG)
link_libraries(llvm-mingw-runtime)
endif()
#[[
search order:
- gold (GCC only) - the best, generally, but unfortunately not packaged anymore
- mold (GCC only) - generally does well on GCC
- ldd - preferred on clang
- bfd - the final fallback
- If none are found (macOS uses ld.prime, etc) just use the default linker
]]
if (YUZU_USE_FASTER_LD)
include(FasterLinker)
find_program(LINKER_BFD bfd)
if (LINKER_BFD)
set(LINKER bfd)
endif()
find_program(LINKER_LLD lld)
if (LINKER_LLD)
set(LINKER lld)
endif()
if (CXX_GCC)
find_program(LINKER_MOLD mold)
if (LINKER_MOLD AND CMAKE_CXX_COMPILER_VERSION VERSION_GREATER_EQUAL "12.1")
set(LINKER mold)
endif()
find_program(LINKER_GOLD gold)
if (LINKER_GOLD)
set(LINKER gold)
endif()
endif()
if (LINKER)
message(NOTICE "Selecting ${LINKER} as linker")
add_link_options("-fuse-ld=${LINKER}")
else()
message(WARNING "No faster linker found--using default")
endif()
if (LINKER STREQUAL "lld" AND CXX_GCC)
message(WARNING "Using lld on GCC may cause issues with certain LTO settings. If the program fails to compile, disable YUZU_USE_FASTER_LD, or install mold or GNU gold.")
endif()
endif()
# Set runtime library to MD/MDd for all configurations
@@ -754,6 +947,14 @@ if(MSVC)
)
endif()
if (MINGW)
# This saves a truly ridiculous amount of time during linking
# In my tests, without this it takes 2 mins, with it takes 3-5 seconds
# or on GitHub Actions, 10 minutes -> 3 seconds
set(MINGW_FLAGS "-Wl,--strip-all -Wl,--gc-sections")
set(CMAKE_EXE_LINKER_FLAGS_RELEASE "${CMAKE_EXE_LINKER_FLAGS_RELEASE} ${MINGW_FLAGS}")
endif()
add_subdirectory(src)
# Set yuzu project or yuzu-cmd project as default StartUp Project in Visual Studio depending on whether QT is enabled or not
+4 -9
View File
@@ -542,11 +542,10 @@ function(AddCIPackage)
PACKAGE
EXTENSION
MIN_VERSION
DISABLED_PLATFORMS
)
set(multiValueArgs DISABLED_PLATFORMS)
cmake_parse_arguments(PKG_ARGS "" "${oneValueArgs}" "${multiValueArgs}" ${ARGN})
cmake_parse_arguments(PKG_ARGS "" "${oneValueArgs}" "" ${ARGN})
if(NOT DEFINED PKG_ARGS_VERSION)
message(FATAL_ERROR "[CPMUtil] VERSION is required")
@@ -603,12 +602,8 @@ function(AddCIPackage)
add_ci_package(mingw-arm64)
endif()
if((ANDROID AND ARCHITECTURE_x86_64) AND NOT "android-x86_64" IN_LIST DISABLED_PLATFORMS)
add_ci_package(android-x86_64)
endif()
if((ANDROID AND ARCHITECTURE_arm64) AND NOT "android-aarch64" IN_LIST DISABLED_PLATFORMS)
add_ci_package(android-aarch64)
if (ANDROID AND NOT "android" IN_LIST DISABLED_PLATFORMS)
add_ci_package(android)
endif()
if(PLATFORM_SUN AND NOT "solaris-amd64" IN_LIST DISABLED_PLATFORMS)
-7
View File
@@ -1,6 +1,3 @@
# 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
@@ -13,10 +10,6 @@ find_package_handle_standard_args(Opus
VERSION_VAR OPUS_VERSION
)
if (PLATFORM_MSYS)
FixMsysPath(PkgConfig::OPUS)
endif()
if (Opus_FOUND AND NOT TARGET Opus::opus)
add_library(Opus::opus ALIAS PkgConfig::OPUS)
endif()
-7
View File
@@ -1,6 +1,3 @@
# 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
@@ -13,10 +10,6 @@ find_package_handle_standard_args(SPIRV-Tools
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)
-7
View File
@@ -1,6 +1,3 @@
# SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later
# SPDX-FileCopyrightText: 2022 Alexandre Bouvier <contact@amb.tf>
#
# SPDX-License-Identifier: GPL-3.0-or-later
@@ -14,10 +11,6 @@ find_package_handle_standard_args(enet
VERSION_VAR ENET_VERSION
)
if (PLATFORM_MSYS)
FixMsysPath(PkgConfig::ENET)
endif()
if (enet_FOUND AND NOT TARGET enet::enet)
add_library(enet::enet ALIAS PkgConfig::ENET)
endif()
-7
View File
@@ -1,6 +1,3 @@
# SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later
# SPDX-FileCopyrightText: 2022 Alexandre Bouvier <contact@amb.tf>
#
# SPDX-License-Identifier: GPL-3.0-or-later
@@ -14,10 +11,6 @@ find_package_handle_standard_args(libusb
VERSION_VAR LIBUSB_VERSION
)
if (PLATFORM_MSYS)
FixMsysPath(PkgConfig::LIBUSB)
endif()
if (libusb_FOUND AND NOT TARGET libusb::usb)
add_library(libusb::usb ALIAS PkgConfig::LIBUSB)
endif()
-8
View File
@@ -1,6 +1,3 @@
# 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
@@ -12,11 +9,6 @@ if (lz4_CONSIDERED_CONFIGS)
else()
find_package(PkgConfig QUIET)
pkg_search_module(LZ4 QUIET IMPORTED_TARGET liblz4)
if (PLATFORM_MSYS)
FixMsysPath(PkgConfig::LZ4)
endif()
find_package_handle_standard_args(lz4
REQUIRED_VARS LZ4_LINK_LIBRARIES
VERSION_VAR LZ4_VERSION
+10 -22
View File
@@ -6,34 +6,22 @@
include(FindPackageHandleStandardArgs)
find_package(zstd QUIET CONFIG)
if (zstd_CONSIDERED_CONFIGS)
find_package_handle_standard_args(zstd CONFIG_MODE)
else()
find_package(PkgConfig QUIET)
pkg_search_module(ZSTD QUIET IMPORTED_TARGET libzstd)
find_package_handle_standard_args(zstd
REQUIRED_VARS ZSTD_LINK_LIBRARIES
VERSION_VAR ZSTD_VERSION
)
endif()
find_package(PkgConfig QUIET)
pkg_search_module(ZSTD QUIET IMPORTED_TARGET libzstd)
find_package_handle_standard_args(zstd
REQUIRED_VARS ZSTD_LINK_LIBRARIES
VERSION_VAR ZSTD_VERSION
)
if (zstd_FOUND AND NOT TARGET zstd::zstd)
if (TARGET zstd::libzstd_shared AND NOT YUZU_STATIC_BUILD)
if (TARGET zstd::libzstd_shared)
add_library(zstd::zstd ALIAS zstd::libzstd_shared)
add_library(zstd::libzstd ALIAS zstd::libzstd_shared)
elseif (TARGET zstd::libzstd_static)
add_library(zstd::zstd ALIAS zstd::libzstd_static)
add_library(zstd::libzstd ALIAS zstd::libzstd_static)
else()
add_library(zstd::zstd ALIAS PkgConfig::ZSTD)
endif()
endif()
get_target_property(ZSTD_TARGET zstd::zstd ALIASED_TARGET)
if (NOT TARGET zstd::libzstd)
if (ZSTD_TARGET)
add_library(zstd::libzstd ALIAS ${ZSTD_TARGET})
else()
add_library(zstd::libzstd ALIAS zstd::zstd)
add_library(zstd::libzstd ALIAS PkgConfig::ZSTD)
endif()
endif()
-21
View File
@@ -1,21 +0,0 @@
# SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later
function(FixMsysPath target)
get_target_property(include_dir ${target} INTERFACE_INCLUDE_DIRECTORIES)
if (NOT (include_dir MATCHES "^/"))
return()
endif()
set(root_default $ENV{MSYS2_LOCATION})
if (root_default STREQUAL "")
set(root_default "C:/msys64")
endif()
set(MSYS_ROOT_PATH ${root_default} CACHE STRING "Location of the MSYS2 root")
set(include_dir "C:/msys64${include_dir}")
set_target_properties(${target} PROPERTIES
INTERFACE_INCLUDE_DIRECTORIES ${include_dir})
endfunction()
+49
View File
@@ -0,0 +1,49 @@
# SPDX-FileCopyrightText: 2025 crueter
# SPDX-License-Identifier: GPL-3.0-or-later
include(GetGitRevisionDescription)
function(trim var)
string(REGEX REPLACE "\n" "" new "${${var}}")
set(${var} ${new} PARENT_SCOPE)
endfunction()
set(TAG_FILE ${CMAKE_SOURCE_DIR}/GIT-TAG)
set(REF_FILE ${CMAKE_SOURCE_DIR}/GIT-REFSPEC)
set(COMMIT_FILE ${CMAKE_SOURCE_DIR}/GIT-COMMIT)
set(RELEASE_FILE ${CMAKE_SOURCE_DIR}/GIT-RELEASE)
if (EXISTS ${REF_FILE} AND EXISTS ${COMMIT_FILE})
file(READ ${REF_FILE} GIT_REFSPEC)
file(READ ${COMMIT_FILE} GIT_COMMIT)
else()
get_git_head_revision(GIT_REFSPEC GIT_COMMIT)
git_branch_name(GIT_REFSPEC)
if (GIT_REFSPEC MATCHES "NOTFOUND")
set(GIT_REFSPEC 1.0.0)
set(GIT_COMMIT stable)
endif()
endif()
if (EXISTS ${TAG_FILE})
file(READ ${TAG_FILE} GIT_TAG)
else()
git_describe(GIT_TAG --tags --abbrev=0)
if (GIT_TAG MATCHES "NOTFOUND")
set(GIT_TAG "${GIT_REFSPEC}")
endif()
endif()
if (EXISTS ${RELEASE_FILE})
file(READ ${RELEASE_FILE} GIT_RELEASE)
trim(GIT_RELEASE)
message(STATUS "Git release: ${GIT_RELEASE}")
endif()
trim(GIT_REFSPEC)
trim(GIT_COMMIT)
trim(GIT_TAG)
message(STATUS "Git commit: ${GIT_COMMIT}")
message(STATUS "Git tag: ${GIT_TAG}")
message(STATUS "Git refspec: ${GIT_REFSPEC}")
+58
View File
@@ -0,0 +1,58 @@
# SPDX-FileCopyrightText: 2022 yuzu Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later
set(MINGW_PREFIX /usr/x86_64-w64-mingw32/)
set(CMAKE_SYSTEM_NAME Windows)
set(CMAKE_SYSTEM_PROCESSOR x86_64)
set(CMAKE_FIND_ROOT_PATH ${MINGW_PREFIX})
set(SDL2_PATH ${MINGW_PREFIX})
set(MINGW_TOOL_PREFIX ${CMAKE_SYSTEM_PROCESSOR}-w64-mingw32-)
# Specify the cross compiler
set(CMAKE_C_COMPILER ${MINGW_TOOL_PREFIX}clang)
set(CMAKE_CXX_COMPILER ${MINGW_TOOL_PREFIX}clang++)
set(CMAKE_RC_COMPILER ${MINGW_TOOL_PREFIX}windres)
set(CMAKE_C_COMPILER_AR ${MINGW_TOOL_PREFIX}ar)
set(CMAKE_CXX_COMPILER_AR ${MINGW_TOOL_PREFIX}ar)
set(CMAKE_C_COMPILER_RANLIB ${MINGW_TOOL_PREFIX}ranlib)
set(CMAKE_CXX_COMPILER_RANLIB ${MINGW_TOOL_PREFIX}ranlib)
# Mingw tools
set(STRIP ${MINGW_TOOL_PREFIX}strip)
set(WINDRES ${MINGW_TOOL_PREFIX}windres)
set(ENV{PKG_CONFIG} ${MINGW_TOOL_PREFIX}pkg-config)
# ccache wrapper
option(USE_CCACHE "Use ccache for compilation" OFF)
if(USE_CCACHE)
find_program(CCACHE ccache)
if(CCACHE)
message(STATUS "Using ccache found in PATH")
set_property(GLOBAL PROPERTY RULE_LAUNCH_COMPILE ${CCACHE})
set_property(GLOBAL PROPERTY RULE_LAUNCH_LINK ${CCACHE})
else(CCACHE)
message(WARNING "USE_CCACHE enabled, but no ccache found")
endif(CCACHE)
endif(USE_CCACHE)
# Search for programs in the build host directories
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
# Echo modified cmake vars to screen for debugging purposes
if(NOT DEFINED ENV{MINGW_DEBUG_INFO})
message("")
message("Custom cmake vars: (blank = system default)")
message("-----------------------------------------")
message("* CMAKE_C_COMPILER : ${CMAKE_C_COMPILER}")
message("* CMAKE_CXX_COMPILER : ${CMAKE_CXX_COMPILER}")
message("* CMAKE_RC_COMPILER : ${CMAKE_RC_COMPILER}")
message("* WINDRES : ${WINDRES}")
message("* ENV{PKG_CONFIG} : $ENV{PKG_CONFIG}")
message("* STRIP : ${STRIP}")
message("* USE_CCACHE : ${USE_CCACHE}")
message("")
# So that the debug info only appears once
set(ENV{MINGW_DEBUG_INFO} SHOWN)
endif()
+57
View File
@@ -0,0 +1,57 @@
# SPDX-FileCopyrightText: 2018 tech4me <guiwanglong@gmail.com>
# SPDX-License-Identifier: GPL-2.0-or-later
set(MINGW_PREFIX /usr/x86_64-w64-mingw32/)
set(CMAKE_SYSTEM_NAME Windows)
set(CMAKE_SYSTEM_PROCESSOR x86_64)
# Actually a hack, w/o this will cause some strange errors
set(CMAKE_HOST_WIN32 TRUE)
set(CMAKE_FIND_ROOT_PATH ${MINGW_PREFIX})
set(SDL2_PATH ${MINGW_PREFIX})
set(MINGW_TOOL_PREFIX ${CMAKE_SYSTEM_PROCESSOR}-w64-mingw32-)
# Specify the cross compiler
set(CMAKE_C_COMPILER ${MINGW_TOOL_PREFIX}gcc)
set(CMAKE_CXX_COMPILER ${MINGW_TOOL_PREFIX}g++)
set(CMAKE_RC_COMPILER ${MINGW_TOOL_PREFIX}windres)
# Mingw tools
set(STRIP ${MINGW_TOOL_PREFIX}strip)
set(WINDRES ${MINGW_TOOL_PREFIX}windres)
set(ENV{PKG_CONFIG} ${MINGW_TOOL_PREFIX}pkg-config)
# ccache wrapper
option(USE_CCACHE "Use ccache for compilation" OFF)
if(USE_CCACHE)
find_program(CCACHE ccache)
if(CCACHE)
message(STATUS "Using ccache found in PATH")
set_property(GLOBAL PROPERTY RULE_LAUNCH_COMPILE ${CCACHE})
set_property(GLOBAL PROPERTY RULE_LAUNCH_LINK ${CCACHE})
else(CCACHE)
message(WARNING "USE_CCACHE enabled, but no ccache found")
endif(CCACHE)
endif(USE_CCACHE)
# Search for programs in the build host directories
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
# Echo modified cmake vars to screen for debugging purposes
if(NOT DEFINED ENV{MINGW_DEBUG_INFO})
message("")
message("Custom cmake vars: (blank = system default)")
message("-----------------------------------------")
message("* CMAKE_C_COMPILER : ${CMAKE_C_COMPILER}")
message("* CMAKE_CXX_COMPILER : ${CMAKE_CXX_COMPILER}")
message("* CMAKE_RC_COMPILER : ${CMAKE_RC_COMPILER}")
message("* WINDRES : ${WINDRES}")
message("* ENV{PKG_CONFIG} : $ENV{PKG_CONFIG}")
message("* STRIP : ${STRIP}")
message("* USE_CCACHE : ${USE_CCACHE}")
message("")
# So that the debug info only appears once
set(ENV{MINGW_DEBUG_INFO} SHOWN)
endif()
-31
View File
@@ -1,31 +0,0 @@
# SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later
## When linking to a static Qt build on MinGW, certain additional libraries
## must be statically linked to as well.
function(static_qt_link target)
macro(extra_libs)
foreach(lib ${ARGN})
find_library(${lib}_LIBRARY ${lib} REQUIRED)
target_link_libraries(${target} PRIVATE ${${lib}_LIBRARY})
endforeach()
endmacro()
# I am constantly impressed at how ridiculously stupid the linker is
# NB: yes, we have to put them here twice. I have no idea why
# libtiff.a
extra_libs(tiff jbig bz2 lzma deflate jpeg tiff)
# libfreetype.a
extra_libs(freetype bz2 Lerc brotlidec brotlicommon freetype)
# libharfbuzz.a
extra_libs(harfbuzz graphite2)
# sijfjkfnjkdfjsbjsbsdfhvbdf
if (ENABLE_OPENSSL)
target_link_libraries(${target} PRIVATE OpenSSL::SSL OpenSSL::Crypto)
endif()
endfunction()
+5 -4
View File
@@ -1,5 +1,6 @@
# Contributing
<!--
SPDX-FileCopyrightText: 2018 yuzu Emulator Project
SPDX-License-Identifier: GPL-2.0-or-later
-->
You want to contribute? Please consult [the development guide](./docs/Development.md).
Don't forget to [get a git account](./docs/SIGNUP.md) - not a requirement per se but it's highly recommended.
**The Contributor's Guide has moved to [the yuzu wiki](https://github.com/yuzu-emu/yuzu/wiki/Contributing).**
+8 -8
View File
@@ -21,13 +21,13 @@ It is written in C++ with portability in mind, and we actively maintain builds f
<p align="center">
</a>
<a href="https://discord.gg/HstXbPch7X">
<a href="https://discord.gg/kXAmGCXBGD">
<img src="https://img.shields.io/discord/1367654015269339267?color=5865F2&label=Eden&logo=discord&logoColor=white"
alt="Discord">
</a>
<a href="https://stt.gg/qKgFEAbH">
<img src="https://img.shields.io/revolt/invite/qKgFEAbH?color=d61f3a&label=Stoat"
alt="Stoat">
<a href="https://rvlt.gg/qKgFEAbH">
<img src="https://img.shields.io/revolt/invite/qKgFEAbH?color=d61f3a&label=Revolt"
alt="Revolt">
</a>
</p>
@@ -52,10 +52,10 @@ Check out our [website](https://eden-emu.dev) for the latest news on exciting fe
## Development
Most of the development happens on our Git server. It is also where [our central repository](https://git.eden-emu.dev/eden-emu/eden) is hosted. For development discussions, please join us on [Discord](https://discord.gg/HstXbPch7X) or [Stoat](https://stt.gg/qKgFEAbH).
You can also follow us on [X (Twitter)](https://nitter.poast.org/edenemuofficial) for updates and announcements.
Most of the development happens on our Git server. It is also where [our central repository](https://git.eden-emu.dev/eden-emu/eden) is hosted. For development discussions, please join us on [Discord](https://discord.gg/kXAmGCXBGD) or [Revolt](https://rvlt.gg/qKgFEAbH).
You can also follow us on [X (Twitter)](https://x.com/edenemuofficial) for updates and announcements.
If you would like to contribute, we are open to new developers and pull requests. Please ensure that your work is of a high standard and properly documented. You can also contact any of the developers on Discord or Stoat to learn more about the current state of the emulator.
If you would like to contribute, we are open to new developers and pull requests. Please ensure that your work is of a high standard and properly documented. You can also contact any of the developers on Discord or Revolt to learn more about the current state of the emulator.
See the [sign-up instructions](docs/SIGNUP.md) for information on registration.
@@ -82,7 +82,7 @@ Any donations received will go towards things such as:
* Additional hardware (e.g. GPUs as needed to improve rendering support, other peripherals to add support for, etc.)
* CI Infrastructure
If you would prefer to support us in a different way, please join our [Discord](https://discord.gg/HstXbPch7X) and talk to Camille or any of our other developers.
If you would prefer to support us in a different way, please join our [Discord](https://discord.gg/edenemu) and talk to Camille or any of our other developers.
## License
+10 -13
View File
@@ -4,8 +4,13 @@
"package": "OpenSSL",
"name": "openssl",
"repo": "crueter-ci/OpenSSL",
"version": "3.6.0-965d6279e8",
"min_version": "1.1.1"
"version": "3.6.0",
"min_version": "1.1.1",
"disabled_platforms": [
"macos-universal",
"mingw-amd64",
"mingw-arm64"
]
},
"boost": {
"package": "Boost",
@@ -15,7 +20,7 @@
"hash": "4fb7f6fde92762305aad8754d7643cd918dd1f3f67e104e9ab385b18c73178d72a17321354eb203b790b6702f2cf6d725a5d6e2dfbc63b1e35f9eb59fb42ece9",
"git_version": "1.89.0",
"version": "1.57",
"find_args": "CONFIG OPTIONAL_COMPONENTS headers context system fiber filesystem",
"find_args": "CONFIG",
"patches": [
"0001-clang-cl.patch",
"0002-use-marmasm.patch",
@@ -25,9 +30,9 @@
"fmt": {
"repo": "fmtlib/fmt",
"tag": "%VERSION%",
"hash": "f0da82c545b01692e9fd30fdfb613dbb8dd9716983dcd0ff19ac2a8d36f74beb5540ef38072fdecc1e34191b3682a8542ecbf3a61ef287dbba0a2679d4e023f2",
"hash": "c4ab814c20fbad7e3f0ae169125a4988a2795631194703251481dc36b18da65c886c4faa9acd046b0a295005217b3689eb0126108a9ba5aac2ca909aae263c2f",
"version": "8",
"git_version": "12.1.0"
"git_version": "12.0.0"
},
"lz4": {
"name": "lz4",
@@ -91,13 +96,5 @@
"version": "20250828",
"artifact": "clang-rt-builtins.tar.zst",
"hash": "d902392caf94e84f223766e2cc51ca5fab6cae36ab8dc6ef9ef6a683ab1c483bfcfe291ef0bd38ab16a4ecc4078344fa8af72da2f225ab4c378dee23f6186181"
},
"vulkan-validation-layers": {
"package": "VVL",
"repo": "KhronosGroup/Vulkan-ValidationLayers",
"tag": "vulkan-sdk-%VERSION%",
"git_version": "1.4.335.0",
"artifact": "android-binaries-%VERSION%.zip",
"hash": "48167c4a17736301bd08f9290f41830443e1f18cce8ad867fc6f289b49e18b40e93c9850b377951af82f51b5b6d7313aa6a884fc5df79f5ce3df82696c1c1244"
}
}
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@@ -1,9 +0,0 @@
# Icon variations
These icons are licensed under GPLv3. Please see the [script for generating icons](../../tools/README.md) and appropriatedly redirect for seasonal icons.
- `base_named.svg` - Named variant.
- `base_small.svg`: Variant used for tiny icons (16x16, 64x64, etc).
- `base.svg`: Variant without branding/naming.
Try to keep the icons simple. And preferably automatically be able to be generated (to reduce maintanaince burden). Additionally keep the files small (use `svgo` and `optipng`) to not clutter the git.
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@@ -1 +0,0 @@
#1F143C
+39 -183
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@@ -1,672 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<svg
width="512"
height="512"
fill="none"
viewBox="0 0 512 512"
version="1.1"
id="svg7"
sodipodi:docname="newyear2025.svg"
inkscape:version="1.4.2 (f4327f4, 2025-05-13)"
xml:space="preserve"
xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
xmlns:xlink="http://www.w3.org/1999/xlink"
xmlns="http://www.w3.org/2000/svg"
xmlns:svg="http://www.w3.org/2000/svg">
<metadata>
<rdf:RDF xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:cc="http://creativecommons.org/ns#">
<cc:Work rdf:about="">
<dc:title>New Year 2025 Logo</dc:title>
<dc:creator>
<cc:Agent>
<dc:title>Madeline_Dev</dc:title>
<dc:identifier>mailto:madelvidel@gmail.com</dc:identifier>
</cc:Agent>
</dc:creator>
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@@ -821,6 +821,31 @@ QTabBar QToolButton::left-arrow:disabled {
image: url(:/qss_icons/rc/left_arrow_disabled.png);
}
QDockWidget {
background: #31363b;
border: 1px solid #403F3F;
titlebar-close-icon: url(:/qss_icons/rc/close.png);
titlebar-normal-icon: url(:/qss_icons/rc/undock.png);
}
QDockWidget::close-button,
QDockWidget::float-button {
border: 1px solid transparent;
border-radius: 2px;
background: transparent;
}
QDockWidget::close-button:hover,
QDockWidget::float-button:hover {
background: rgba(255, 255, 255, 10);
}
QDockWidget::close-button:pressed,
QDockWidget::float-button:pressed {
padding: 1px -1px -1px 1px;
background: rgba(255, 255, 255, 10);
}
QTreeView,
QListView {
border: 1px solid #54575B;
+48
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@@ -1685,6 +1685,54 @@ QTabBar QToolButton::right-arrow:disabled {
image: url(":/qss_icons/rc/arrow_right_disabled.png");
}
/* QDockWiget -------------------------------------------------------------
--------------------------------------------------------------------------- */
QDockWidget {
outline: 1px solid #32414B;
background-color: #19232D;
border: 1px solid #32414B;
border-radius: 4px;
titlebar-close-icon: url(":/qss_icons/rc/window_close.png");
titlebar-normal-icon: url(":/qss_icons/rc/window_undock.png");
}
QDockWidget::title {
/* Better size for title bar */
padding: 6px;
spacing: 4px;
border: none;
background-color: #32414B;
}
QDockWidget::close-button {
background-color: #32414B;
border-radius: 4px;
border: none;
}
QDockWidget::close-button:hover {
image: url(":/qss_icons/rc/window_close_focus.png");
}
QDockWidget::close-button:pressed {
image: url(":/qss_icons/rc/window_close_pressed.png");
}
QDockWidget::float-button {
background-color: #32414B;
border-radius: 4px;
border: none;
}
QDockWidget::float-button:hover {
image: url(":/qss_icons/rc/window_undock_focus.png");
}
QDockWidget::float-button:pressed {
image: url(":/qss_icons/rc/window_undock_pressed.png");
}
/* QTreeView QListView QTableView -----------------------------------------
https://doc.qt.io/qt-5/stylesheet-examples.html#customizing-qtreeview
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@@ -26,7 +26,7 @@ Android has a completely different build process than other platforms. See its [
If the configure phase fails, see the `Troubleshooting` section below. Usually, as long as you followed the dependencies guide, the defaults *should* successfully configure and build.
### Option A: Qt Creator
### Qt Creator
This is the recommended GUI method for Linux, macOS, and Windows.
@@ -46,51 +46,39 @@ Hit "Configure Project", then wait for CMake to finish configuring (may take a w
</details>
### Option B: Command Line
### Command Line
This is recommended for *BSD, Solaris, Linux, and MSYS2. MSVC is possible, but not recommended.
<details>
<summary>Click to Open</summary>
> [!WARNING]
>For all systems:
>- *CMake* **MUST** be in your PATH (and also *ninja*, if you are using it as `<GENERATOR>`)
>- You *MUST* be in the cloned *Eden* directory
>
>On Windows:
> - It's recommended to install **[Ninja](https://ninja-build.org/)**
> - You must load **Visual C++ development environment**, this can be done by running our convenience script:
> - `tools/windows/load-msvc-env.ps1` (for PowerShell 5+)
> - `tools/windows/load-msvc-env.sh` (for MSYS2, Git Bash, etc)
Note that CMake must be in your PATH, and you must be in the cloned Eden directory. On Windows, you must also set up a Visual C++ development environment. This can be done by running `C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Auxiliary\Build\vcvars64.bat` in the same terminal.
Recommended generators:
Available `<GENERATOR>`:
- MSYS2: `MSYS Makefiles`
- MSVC: `Ninja` (preferred) or `Visual Studio 17 2022`
- MSVC: Install **[ninja](https://ninja-build.org/)** and use `Ninja`, OR use `Visual Studio 17 2022`
- macOS: `Ninja` (preferred) or `Xcode`
- Others: `Ninja` (preferred) or `UNIX Makefiles`
Available `<BUILD_TYPE>`:
- `Release` (default)
- `RelWithDebInfo` (debug symbols--compiled executable will be large)
- `Debug` (if you are using a debugger and annoyed with stuff getting optimized out)
Caveat for Debug Builds:
- If you're building with CCache, you will need to add the environment variable `CL` with the `/FS` flag ([Reference](https://learn.microsoft.com/pt-br/cpp/build/reference/fs-force-synchronous-pdb-writes?view=msvc-170))
BUILD_TYPE should usually be `Release` or `RelWithDebInfo` (debug symbols--compiled executable will be large). If you are using a debugger and annoyed with stuff getting optimized out, try `Debug`.
Also see the [Options](Options.md) page for additional CMake options.
```sh
cmake -S . -B build -G "<GENERATOR>" -DCMAKE_BUILD_TYPE=<BUILD_TYPE> -DYUZU_TESTS=OFF
cmake -S . -B build -G "GENERATOR" -DCMAKE_BUILD_TYPE=<BUILD_TYPE> -DYUZU_TESTS=OFF
```
If you are on Windows and prefer to use Clang:
```sh
cmake -S . -B build -G "<GENERATOR>" -DCMAKE_C_COMPILER=clang-cl -DCMAKE_CXX_COMPILER=clang-cl
cmake -S . -B build -G "GENERATOR" -DCMAKE_C_COMPILER=clang-cl -DCMAKE_CXX_COMPILER=clang-cl
```
</details>
### Option C: [CLion](https://www.jetbrains.com/clion/)
### [CLion](https://www.jetbrains.com/clion/)
<details>
<summary>Click to Open</summary>
@@ -137,7 +125,7 @@ If your initial configure failed:
- Evaluate the error and find any related settings
- See the [CPM docs](CPM.md) to see if you may need to forcefully bundle any packages
Otherwise, feel free to ask for help in Stoat or Discord.
Otherwise, feel free to ask for help in Revolt or Discord.
## Caveats
@@ -145,13 +133,13 @@ Many platforms have quirks, bugs, and other fun stuff that may cause issues when
## Building & Running
### On Qt Creator
### Qt Creator
Simply hit Ctrl+B, or the "hammer" icon in the bottom left. To run, hit the "play" icon, or Ctrl+R.
### On Command Line
### Command Line
If you are using the `UNIX Makefiles` or `Visual Studio 17 2022` as `<GENERATOR>`, you should also add `--parallel` for faster build times.
If you are not on Windows and are using the `UNIX Makefiles` generator, you must also add `-j$(nproc)` to this command.
```
cmake --build build
@@ -169,4 +157,4 @@ Some platforms have convenience scripts provided for building.
- **[Linux](scripts/Linux.md)**
- **[Windows](scripts/Windows.md)**
macOS scripts will come soon.
macOS scripts will come soon.
+3 -41
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@@ -30,13 +30,6 @@ macOS is largely untested. Expect crashes, significant Vulkan issues, and other
## Solaris
Always consult [the OpenIndiana package list](https://pkg.openindiana.org/hipster/en/index.shtml) to cross-verify availability.
Run the usual update + install of essential toolings: `sudo pkg update && sudo pkg install git cmake`.
- **gcc**: `sudo pkg install developer/gcc-14`.
- **clang**: Version 20 is broken, use `sudo pkg install developer/clang-19`.
Qt Widgets appears to be broken. For now, add `-DENABLE_QT=OFF` to your configure command. In the meantime, a Qt Quick frontend is in the works--check back later!
This is needed for some dependencies that call cc directly (tz):
@@ -77,13 +70,11 @@ For this reason this patch is NOT applied to default on all platforms (for obvio
Still will not run flawlessly until `mesa-24` is available. Modify CMakeCache.txt with the `.so` of libGL and libGLESv2 by doing the incredibly difficult task of copy pasting them (`cp /boot/system/lib/libGL.so .`)
If you have `quazip1_qt6_devel`, uninstall it. It may call `Core5Compat` on CMake which is wrongly packaged.
## OpenBSD
After configuration, you may need to modify `externals/ffmpeg/CMakeFiles/ffmpeg-build/build.make` to use `-j$(nproc)` instead of just `-j`.
`-lc++-experimental` doesn't exist in OpenBSD but the LLVM driver still tries to link against it, to solve just symlink `ln -s /usr/lib/libc++.a /usr/lib/libc++experimental.a`. Builds are currently not working due to lack of `std::jthread` and such, either compile libc++ manually or wait for ports to catch up.
`-lc++-experimental` doesn't exist in OpenBSD but the LLVM driver still tries to link against it, to solve just symlink `ln -s /usr/lib/libc++.a /usr/lib/libc++experimental.a`.
If clang has errors, try using `g++-11`.
@@ -101,17 +92,11 @@ ip6addrctl=YES
ip6addrctl_policy=ipv4_prefer
```
System provides a default `g++-10` which doesn't support the current C++ codebase; install `clang-19` with `pkgin install clang-19`. Or install `gcc14` (or `gcc15` with current pkgsrc). Provided that, the following CMake commands may work:
- `cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++ -Bbuild`
- `cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=/usr/pkg/gcc14/bin/gcc -DCMAKE_CXX_COMPILER=/usr/pkg/gcc14/bin/g++ -Bbuild`
- `cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=/usr/pkg/gcc15/bin/gcc -DCMAKE_CXX_COMPILER=/usr/pkg/gcc15/bin/g++ -Bbuild`
System provides a default `g++-10` which doesn't support the current C++ codebase; install `clang-19` with `pkgin install clang-19`. Then build with `cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_CXX_COMPILER=clang++ -DCMAKE_C_COMPILER=clang -B build`.
Make may error out when generating C++ headers of SPIRV shaders, hence it's recommended to use `gmake` over the default system one.
[parallel/spirv-tools](https://iso.us.netbsd.org/pub/pkgsrc/current/pkgsrc/parallel/spirv-tools/index.html) isn't available in binary form and must be build from source.
Such that glslang is not available on NetBSD, to circumvent this simply build glslang by yourself:
glslang is not available on NetBSD, to circumvent this simply build glslang by yourself:
```sh
pkgin python313
git clone --depth=1 https://github.com/KhronosGroup/glslang.git
@@ -122,23 +107,6 @@ cmake --build build -- -j`nproc`
cmake --install build
```
However, pkgsrc is highly recommended, see [getting pkgsrc](https://iso.us.netbsd.org/pub/pkgsrc/current/pkgsrc/doc/pkgsrc.html#getting). You must get `current` not the `2025Q2` version.
# DragonFlyBSD
If `libstdc++.so.6` is not found (`GLIBCXX_3.4.30`) then attempt:
```sh
rm /usr/local/lib/gcc11/libstdc++.so.6
ln -s /usr/local/lib/gcc14/libstdc++.so /usr/local/lib/gcc11/libstdc++.so.6
```
This may have unforeseen consequences of which we don't need to worry about for now.
Default `g++` (and the libstdc++) is too outdated - so install `gcc14` and redirect CMake to the new compiler toolchain `-DCMAKE_CXX_COMPILER=gcc14 -DCMAKE_C_COMPILER=g++14`.
There is also `llvm18` and use `-DCMAKE_CXX_COMPILER=clang++18 -DCMAKE_C_COMPILER=clang18` (note the `18` suffix at the end). NOTE: It doesn't have an updated libcxx so `<span>` will be missing, either build it manually or use gcc.
If build hangs, use `hammer2 bulkfree`.
## MSYS2
`qt6-static` isn't supported yet.
@@ -201,9 +169,3 @@ find ./*/ -name "*.dll" | while read -r dll; do deps "$dll"; done
DirectX 12 is not available - simply copy and paste a random DLL and name it `d3d12.dll`.
Install [Qt6 compatibility libraries](github.com/ANightly/qt6windows7) specifically Qt 6.9.5.
## RedoxOS
The package install may randomly hang at times, in which case it has to be restarted. ALWAYS do a `sudo pkg update` or the chances of it hanging will be close to 90%. If "multiple" installs fail at once, try installing 1 by 1 the packages.
When CMake invokes certain file syscalls - it may sometimes cause crashes or corruptions on the (kernel?) address space - so reboot the system if there is a "hang" in CMake.
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@@ -8,8 +8,6 @@ But for new developers you may find that following these guidelines will make ev
Simply put, types/classes are named as `PascalCase`, same for methods and functions like `AddElement`. Variables are named `like_this_snake_case` and constants are `IN_SCREAMING_CASE`.
Except for Qt MOC where `functionName` is preferred.
Template typenames prefer short names like `T`, `I`, `U`, if a longer name is required either `Iterator` or `perform_action` are fine as well.
Macros must always be in `SCREAMING_CASE`. Do not use short letter macros as systems like Solaris will conflict with them; a good rule of thumb is >5 characters per macro - i.e `THIS_MACRO_IS_GOOD`, `AND_ALSO_THIS_ONE`.
+24 -36
View File
@@ -3,13 +3,10 @@
To build Eden, you MUST have a C++ compiler.
* On Linux, this is usually [GCC](https://gcc.gnu.org/) 11+ or [Clang](https://clang.llvm.org/) v14+
- GCC 12 also requires Clang 14+
* On Windows, we support:
- **[MSVC](https://visualstudio.microsoft.com/downloads/)** (default)
- It's STRONGLY RECOMMENDED to use the **Community** option and **Visual Studio 2022**
- You need to install: **[Desktop development with C++](https://learn.microsoft.com/en-us/cpp/build/vscpp-step-0-installation?view=msvc-170)**
- **[clang-cl](https://learn.microsoft.com/en-us/cpp/build/clang-support-msbuild?view=msvc-180)**
- You need to install: **C++ Clang tools for Windows**
- **[MSYS2](https://www.msys2.org)** (experimental)
* On Windows, this is either:
- **[MSVC](https://visualstudio.microsoft.com/downloads/)** (you should select *Community* option),
- clang-cl - can be downloaded from the MSVC installer,
- or **[MSYS2](https://www.msys2.org)**
* On macOS, this is Apple Clang
- This can be installed with `xcode-select --install`
@@ -18,23 +15,20 @@ The following additional tools are also required:
* **[CMake](https://www.cmake.org/)** 3.22+ - already included with the Android SDK
* **[Git](https://git-scm.com/)** for version control
- **[Windows installer](https://gitforwindows.org)**
* **[Python3](https://www.python.org/downloads/)** 3.10+ - necessary to download external repositories
* On Windows, you must install the **[Vulkan SDK](https://vulkan.lunarg.com/sdk/home#windows)** as well
- *A convenience script to install the latest SDK is provided in:*
- `tools/windows/install-vulkan-sdk.ps1` (for PowerShell 5+)
- `tools/windows/install-vulkan-sdk.sh` (for MSYS2, Git Bash, etc)
- *A convenience script to install the latest SDK is provided in `.ci/windows/install-vulkan-sdk.ps1`*
If you are on desktop and plan to use the Qt frontend, you *must* install Qt 6, and optionally Qt Creator (the **RECOMMENDED** IDE for building)
If you are on desktop and plan to use the Qt frontend, you *must* install Qt 6, and optionally Qt Creator (the recommended IDE for building)
* On Linux, *BSD and macOS, this can be done by the package manager
- If you wish to use Qt Creator, append `qtcreator` or `qt-creator` to the commands seen below.
* MSVC/clang-cl users on Windows must install through the official [Qt](https://www.qt.io/download-qt-installer-oss) installer
* MSVC/clang-cl users on Windows must install through the [official installer](https://www.qt.io/download-qt-installer-oss)
* Linux and macOS users may choose to use the installer as well.
* MSYS2 can also install Qt 6 via the package manager
If you are on Windows, a convenience script to install MSVC, MSYS2, Qt, all necessary packages for MSYS2, and set up a zsh environment with useful keybinds and aliases can be found [here](https://git.crueter.xyz/scripts/windev).
- For help setting up Qt Creator, run `./install.sh -h qtcreator`
If you are on **Windows** and building with **MSVC** or **clang-cl**, you may go [back home](Build.md) and continue.
If you are on Windows and NOT building with MSYS2, you may go [back home](Build.md) and continue.
## Externals
The following are handled by Eden's externals:
@@ -183,8 +177,6 @@ sudo dnf config-manager --enable crb
sudo dnf install qt6-qtbase-private-devel
```
For systems like OpenEuler or derivates, don't forget to also install: `SDL2-devel pkg-config fmt-dev nlohmann-json-dev`.
* [RPM Fusion](https://rpmfusion.org/Configuration) is required for `ffmpeg-devel`
* Fedora 32 or later is required.
* Fedora 36+ users with GCC 12 need Clang and should configure CMake with: `cmake -DCMAKE_CXX_COMPILER=clang++ -DCMAKE_C_COMPILER=clang -B build`
@@ -204,6 +196,7 @@ apk add g++ git cmake make mbedtls-dev mbedtls-static mesa-dev qt6-qtbase-dev qt
`mbedtls-static` has to be specified otherwise `libeverest.a` and `libp256m.a` will fail to be found.
</details>
<details>
<summary>Void Linux</summary>
@@ -243,7 +236,7 @@ brew install molten-vk vulkan-loader
<details>
<summary>FreeBSD</summary>
As root run: `pkg install devel/cmake devel/sdl20 devel/boost-libs devel/catch2 devel/libfmt devel/nlohmann-json devel/ninja devel/nasm devel/autoconf devel/pkgconf devel/qt6-base devel/simpleini net/enet multimedia/ffnvcodec-headers multimedia/ffmpeg audio/opus archivers/liblz4 lang/gcc12 graphics/glslang graphics/vulkan-utility-libraries graphics/spirv-tools www/cpp-httplib devel/unordered-dense mbedtls3 vulkan-headers quazip-qt6`
As root run: `pkg install devel/cmake devel/sdl20 devel/boost-libs devel/catch2 devel/libfmt devel/nlohmann-json devel/ninja devel/nasm devel/autoconf devel/pkgconf devel/qt6-base devel/simpleini net/enet multimedia/ffnvcodec-headers multimedia/ffmpeg audio/opus archivers/liblz4 lang/gcc12 graphics/glslang graphics/vulkan-utility-libraries graphics/spirv-tools www/cpp-httplib devel/jwt-cpp devel/unordered-dense`
If using FreeBSD 12 or prior, use `devel/pkg-config` instead.
@@ -253,7 +246,7 @@ If using FreeBSD 12 or prior, use `devel/pkg-config` instead.
<details>
<summary>NetBSD</summary>
For NetBSD +10.1: `pkgin install git cmake boost fmtlib SDL2 catch2 libjwt spirv-headers ffmpeg7 libva nlohmann-json jq libopus qt6 mbedtls3 cpp-httplib lz4 vulkan-headers nasm autoconf enet pkg-config libusb1 libcxx`.
For NetBSD +10.1: `pkgin install git cmake boost fmtlib SDL2 catch2 libjwt spirv-headers ffmpeg7 libva nlohmann-json jq libopus qt6 mbedtls3 cpp-httplib lz4 vulkan-headers nasm autoconf enet pkg-config libusb1`.
[Caveats](./Caveats.md#netbsd).
@@ -268,23 +261,18 @@ pkg_add cmake nasm git boost unzip--iconv autoconf-2.72p0 bash ffmpeg glslang gm
[Caveats](./Caveats.md#openbsd).
</details>
<details>
<summary>DragonFlyBSD</summary>
```sh
pkg install gcc14 git cmake unzip nasm autoconf bash pkgconf ffmpeg glslang gmake jq nlohmann-json enet spirv-tools sdl2 vulkan-utility-libraries vulkan-headers catch2 libfmt openssl liblz4 boost-libs cpp-httplib qt6-base quazip-qt6 unordered-dense libva-vdpau-driver libva-utils libva-intel-driver
```
[Caveats](./Caveats.md#dragonflybsd).
</details>
<details>
<summary>Solaris / OpenIndiana</summary>
```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
```
Always consult [the OpenIndiana package list](https://pkg.openindiana.org/hipster/en/index.shtml) to cross-verify availability.
Run the usual update + install of essential toolings: `sudo pkg update && sudo pkg install git cmake`.
- **gcc**: `sudo pkg install developer/gcc-14`.
- **clang**: Version 20 is broken, use `sudo pkg install developer/clang-19`.
Then install the libraries: `sudo pkg install qt6 boost glslang libzip library/lz4 libusb-1 nlohmann-json openssl opus sdl2 zlib compress/zstd unzip pkg-config nasm autoconf mesa library/libdrm header-drm developer/fmt`.
[Caveats](./Caveats.md#solaris).
@@ -322,22 +310,22 @@ pacman -Syuu --needed --noconfirm $packages
<summary>HaikuOS</summary>
```sh
pkgman install git cmake patch libfmt_devel nlohmann_json lz4_devel opus_devel boost1.89_devel vulkan_devel qt6_base_devel qt6_declarative_devel libsdl2_devel ffmpeg7_devel libx11_devel enet_devel catch2_devel quazip1_qt5_devel qt6_5compat_devel mbedtls3_devel glslang qt6_devel
pkgman install git cmake patch libfmt_devel nlohmann_json lz4_devel opus_devel boost1.89_devel vulkan_devel qt6_base_devel libsdl2_devel ffmpeg7_devel libx11_devel enet_devel catch2_devel quazip1_qt6_devel qt6_5compat_devel libusb1_devel libz_devel mbedtls3_devel glslang
```
[Caveats](./Caveats.md#haikuos).
</details>
<details>
<summary>RedoxOS</summary>
TODO: Fix syscall crashes (heavy IO stalls and hangup due to net mutexes?)
```sh
sudo pkg update
sudo pkg install git cmake ffmpeg6 sdl2 zlib llvm18
sudo pkg update && sudo pkg install git cmake
sudo pkg install ffmpeg6 sdl2 zlib llvm18
```
[Caveats](./Caveats.md#redoxos).
</details>
## All Done
-874
View File
@@ -1,874 +0,0 @@
# The NVIDIA SM86 (Maxwell) GPU - Instruction set
<!-- TOC -->
[AL2P](#AL2P)
[ALD](#ALD)
[AST](#AST)
[ATOM](#ATOM)
[ATOMS](#ATOMS)
[B2R](#B2R)
[BAR](#BAR)
[BFE](#BFE)
[BFI](#BFI)
[BPT](#BPT)
[BRA](#BRA)
[BRK](#BRK)
[BRX](#BRX)
[CAL](#CAL)
[CCTL](#CCTL)
[CCTLL](#CCTLL)
[CONT](#CONT)
[CS2R](#CS2R)
[CSET](#CSET)
[CSETP](#CSETP)
[DADD](#DADD)
[DEPBAR](#DEPBAR)
[DFMA](#DFMA)
[DMNMX](#DMNMX)
[DMUL](#DMUL)
[DSET](#DSET)
[DSETP](#DSETP)
[EXIT](#EXIT)
[F2F](#F2F)
[F2I](#F2I)
[FADD](#FADD)
[FCHK](#FCHK)
[FCMP](#FCMP)
[FFMA](#FFMA)
[FLO](#FLO)
[FMNMX](#FMNMX)
[FMUL](#FMUL)
[FSET](#FSET)
[FSETP](#FSETP)
[FSWZADD](#FSWZADD)
[GETCRSPTR](#GETCRSPTR)
[GETLMEMBASE](#GETLMEMBASE)
[HADD2](#HADD2)
[HFMA2](#HFMA2)
[HMUL2](#HMUL2)
[HSET2](#HSET2)
[HSETP2](#HSETP2)
[I2F](#I2F)
[I2I](#I2I)
[IADD](#IADD)
[IADD3](#IADD3)
[ICMP](#ICMP)
[IDE](#IDE)
[IDP](#IDP)
[IMAD](#IMAD)
[IMADSP](#IMADSP)
[IMNMX](#IMNMX)
[IMUL](#IMUL)
[IPA](#IPA)
[ISBERD](#ISBERD)
[ISCADD](#ISCADD)
[ISET](#ISET)
[ISETP](#ISETP)
[JCAL](#JCAL)
[JMP](#JMP)
[JMX](#JMX)
[KIL](#KIL)
[LD](#LD)
[LDC](#LDC)
[LDG](#LDG)
[LDL](#LDL)
[LDS](#LDS)
[LEA](#LEA)
[LEPC](#LEPC)
[LONGJMP](#LONGJMP)
[LOP](#LOP)
[LOP3](#LOP3)
[MEMBAR](#MEMBAR)
[MOV](#MOV)
[MUFU](#MUFU)
[NOP](#NOP)
[OUT](#OUT)
[P2R](#P2R)
[PBK](#PBK)
[PCNT](#PCNT)
[PEXIT](#PEXIT)
[PIXLD](#PIXLD)
[PLONGJMP](#PLONGJMP)
[POPC](#POPC)
[PRET](#PRET)
[PRMT](#PRMT)
[PSET](#PSET)
[PSETP](#PSETP)
[R2B](#R2B)
[R2P](#R2P)
[RAM](#RAM)
[RED](#RED)
[RET](#RET)
[RRO](#RRO)
[RTT](#RTT)
[S2R](#S2R)
[SAM](#SAM)
[SEL](#SEL)
[SETCRSPTR](#SETCRSPTR)
[SETLMEMBASE](#SETLMEMBASE)
[SHF](#SHF)
[SHFL](#SHFL)
[SHL](#SHL)
[SHR](#SHR)
[SSY](#SSY)
[ST](#ST)
[STG](#STG)
[STL](#STL)
[STP](#STP)
[STS](#STS)
[SUATOM](#SUATOM)
[SULD](#SULD)
[SURED](#SURED)
[SUST](#SUST)
[SYNC](#SYNC)
[TEX](#TEX)
[TLD](#TLD)
[TLD4](#TLD4)
[TMML](#TMML)
[TXA](#TXA)
[TXD](#TXD)
[TXQ](#TXQ)
[VABSDIFF](#VABSDIFF)
[VABSDIFF4](#VABSDIFF4)
[VADD](#VADD)
[VMAD](#VMAD)
[VMNMX](#VMNMX)
[VOTE](#VOTE)
[VSET](#VSET)
[VSETP](#VSETP)
[VSHL](#VSHL)
[VSHR](#VSHR)
[XMAD](#XMAD)
<!-- /TOC -->
NOTE: Regenerate TOC with `cat docs/gpu/README.md | grep '#' | cut -d '#' -f 2 | tr -d ' ' | awk '{print "["$1"](#"$1")"}'`.
The numbers (in binary) represent the opcodes; `-` signifies "don't care".
# AL2P
`1110 1111 1010 0---`
# ALD
`1110 1111 1101 1---`
# AST
`1110 1111 1111 0---`
# ATOM
- **ATOM_cas**: `1110 1110 1111 ----`
- **ATOM**: `1110 1101 ---- ----`
Atomic operation.
- INC, DEC for U32/S32/U64 does nothing.
- ADD, INC, DEC for S64 does nothing.
- Only ADD does something for F32.
- Only ADD, MIN and MAX does something for F16x2.
# ATOMS
- **ATOMS_cas**: `1110 1110 ---- ----`
- **ATOMS**: `1110 1100 ---- ----`
# B2R
`1111 0000 1011 1---`
# BAR
`1111 0000 1010 1---`
# BFE
- **BFE_reg**: `0101 1100 0000 0---`
- **BFE_cbuf**: `0100 1100 0000 0---`
- **BFE_imm**: `0011 100- 0000 0---`
Bit Field Extract.
# BFI
- **BFI_reg**: `0101 1011 1111 0---`
- **BFI_rc**: `0101 0011 1111 0---`
- **BFI_cr**: `0100 1011 1111 0---`
- **BFI_imm**: `0011 011- 1111 0---`
Bit Field Insert.
# BPT
`1110 0011 1010 ----`
Breakpoint trap.
# BRA
`1110 0010 0100 ----`
Relative branch.
# BRK
`1110 0011 0100 ----`
Break.
# BRX
`1110 0010 0101 ----`
# CAL
`1110 0010 0110 ----`
# CCTL
`1110 1111 011- ----`
Cache Control.
# CCTLL
`1110 1111 100- ----`
Texture Cache Control.
# CONT
`1110 0011 0101 ----`
Continue.
# CS2R
`0101 0000 1100 1---`
Move Special Register to Register.
# CSET
`0101 0000 1001 1---`
Test Condition Code And Set.
# CSETP
`0101 0000 1010 0---`
Test Condition Code and Set Predicate.
# DADD
- **DADD_reg**: `0101 1100 0111 0---`
- **DADD_cbuf**: `0100 1100 0111 0---`
- **DADD_imm**: `0011 100- 0111 0---`
# DEPBAR
`1111 0000 1111 0---`
# DFMA
- **DFMA_reg**: `0101 1011 0111 ----`
- **DFMA_rc**: `0101 0011 0111 ----`
- **DFMA_cr**: `0100 1011 0111 ----`
- **DFMA_imm**: `0011 011- 0111 ----`
FP64 Fused Mutiply Add.
# DMNMX
- **DMNMX_reg**: `0101 1100 0101 0---`
- **DMNMX_cbuf**: `0100 1100 0101 0---`
- **DMNMX_imm**: `0011 100- 0101 0---`
FP64 Minimum/Maximum.
# DMUL
- **DMUL_reg**: `0101 1100 1000 0---`
- **DMUL_cbuf**: `0100 1100 1000 0---`
- **DMUL_imm**: `0011 100- 1000 0---`
FP64 Multiply.
# DSET
- **DSET_reg**: `0101 1001 0--- ----`
- **DSET_cbuf**: `0100 1001 0--- ----`
- **DSET_imm**: `0011 001- 0--- ----`
FP64 Compare And Set.
# DSETP
- **DSETP_reg**: `0101 1011 1000 ----`
- **DSETP_cbuf**: `0100 1011 1000 ----`
- **DSETP_imm**: `0011 011- 1000 ----`
FP64 Compare And Set Predicate.
# EXIT
`1110 0011 0000 ----`
# F2F
- **F2F_reg**: `0101 1100 1010 1---`
- **F2F_cbuf**: `0100 1100 1010 1---`
- **F2F_imm**: `0011 100- 1010 1---`
# F2I
- **F2I_reg**: `0101 1100 1011 0---`
- **F2I_cbuf**: `0100 1100 1011 0---`
- **F2I_imm**: `0011 100- 1011 0---`
# FADD
- **FADD_reg**: `0101 1100 0101 1---`
- **FADD_cbuf**: `0100 1100 0101 1---`
- **FADD_imm**: `0011 100- 0101 1---`
- **FADD32I**: `0000 10-- ---- ----`
FP32 Add.
# FCHK
- **FCHK_reg**: `0101 1100 1000 1---`
- **FCHK_cbuf**: `0100 1100 1000 1---`
- **FCHK_imm**: `0011 100- 1000 1---`
Single Precision FP Divide Range Check.
# FCMP
- **FCMP_reg**: `0101 1011 1010 ----`
- **FCMP_rc**: `0101 0011 1010 ----`
- **FCMP_cr**: `0100 1011 1010 ----`
- **FCMP_imm**: `0011 011- 1010 ----`
FP32 Compare to Zero and Select Source.
# FFMA
- **FFMA_reg**: `0101 1001 1--- ----`
- **FFMA_rc**: `0101 0001 1--- ----`
- **FFMA_cr**: `0100 1001 1--- ----`
- **FFMA_imm**: `0011 001- 1--- ----`
- **FFMA32I**: `0000 11-- ---- ----`
FP32 Fused Multiply and Add.
# FLO
- **FLO_reg**: `0101 1100 0011 0---`
- **FLO_cbuf**: `0100 1100 0011 0---`
- **FLO_imm**: `0011 100- 0011 0---`
# FMNMX
- **FMNMX_reg**: `0101 1100 0110 0---`
- **FMNMX_cbuf**: `0100 1100 0110 0---`
- **FMNMX_imm**: `0011 100- 0110 0---`
FP32 Minimum/Maximum.
# FMUL
- **FMUL_reg**: `0101 1100 0110 1---`
- **FMUL_cbuf**: `0100 1100 0110 1---`
- **FMUL_imm**: `0011 100- 0110 1---`
- **FMUL32I**: `0001 1110 ---- ----`
FP32 Multiply.
# FSET
- **FSET_reg**: `0101 1000 ---- ----`
- **FSET_cbuf**: `0100 1000 ---- ----`
- **FSET_imm**: `0011 000- ---- ----`
FP32 Compare And Set.
# FSETP
- **FSETP_reg**: `0101 1011 1011 ----`
- **FSETP_cbuf**: `0100 1011 1011 ----`
- **FSETP_imm**: `0011 011- 1011 ----`
FP32 Compare And Set Predicate.
# FSWZADD
`0101 0000 1111 1---`
FP32 Add used for FSWZ emulation.
# GETCRSPTR
`1110 0010 1100 ----`
# GETLMEMBASE
`1110 0010 1101 ----`
# HADD2
- **HADD2_reg**: `0101 1101 0001 0---`
- **HADD2_cbuf**: `0111 101- 1--- ----`
- **HADD2_imm**: `0111 101- 0--- ----`
- **HADD2_32I**: `0010 110- ---- ----`
FP16 Add.
# HFMA2
- **HFMA2_reg**: `0101 1101 0000 0---`
- **HFMA2_rc**: `0110 0--- 1--- ----`
- **HFMA2_cr**: `0111 0--- 1--- ----`
- **HFMA2_imm**: `0111 0--- 0--- ----`
- **HFMA2_32I**: `0010 100- ---- ----`
FP16 Fused Mutiply Add.
# HMUL2
- **HMUL2_reg**: `0101 1101 0000 1---`
- **HMUL2_cbuf**: `0111 100- 1--- ----`
- **HMUL2_imm**: `0111 100- 0--- ----`
- **HMUL2_32I**: `0010 101- ---- ----`
FP16 Multiply.
# HSET2
- **HSET2_reg**: `0101 1101 0001 1---`
- **HSET2_cbuf**: `0111 110- 1--- ----`
- **HSET2_imm**: `0111 110- 0--- ----`
FP16 Compare And Set.
# HSETP2
- **HSETP2_reg**: `0101 1101 0010 0---`
- **HSETP2_cbuf**: `0111 111- 1--- ----`
- **HSETP2_imm**: `0111 111- 0--- ----`
FP16 Compare And Set Predicate.
# I2F
- **I2F_reg**: `0101 1100 1011 1---`
- **I2F_cbuf**: `0100 1100 1011 1---`
- **I2F_imm**: `0011 100- 1011 1---`
# I2I
- **I2I_reg**: `0101 1100 1110 0---`
- **I2I_cbuf**: `0100 1100 1110 0---`
- **I2I_imm**: `0011 100- 1110 0---`
# IADD
- **IADD_reg**: `0101 1100 0001 0---`
- **IADD_cbuf**: `0100 1100 0001 0---`
- **IADD_imm**: `0011 100- 0001 0---`
Integer Addition.
# IADD3
- **IADD3_reg**: `0101 1100 1100 ----`
- **IADD3_cbuf**: `0100 1100 1100 ----`
- **IADD3_imm**: `0011 100- 1100 ----`
- **IADD32I**: `0001 110- ---- ----`
3-input Integer Addition.
# ICMP
- **ICMP_reg**: `0101 1011 0100 ----`
- **ICMP_rc**: `0101 0011 0100 ----`
- **ICMP_cr**: `0100 1011 0100 ----`
- **ICMP_imm**: `0011 011- 0100 ----`
Integer Compare to Zero and Select Source.
# IDE
`1110 0011 1001 ----`
# IDP
- **IDP_reg**: `0101 0011 1111 1---`
- **IDP_imm**: `0101 0011 1101 1---`
# IMAD
- **IMAD_reg**: `0101 1010 0--- ----`
- **IMAD_rc**: `0101 0010 0--- ----`
- **IMAD_cr**: `0100 1010 0--- ----`
- **IMAD_imm**: `0011 010- 0--- ----`
- **IMAD32I**: `1000 00-- ---- ----`
Integer Multiply And Add.
# IMADSP
- **IMADSP_reg**: `0101 1010 1--- ----`
- **IMADSP_rc**: `0101 0010 1--- ----`
- **IMADSP_cr**: `0100 1010 1--- ----`
- **IMADSP_imm**: `0011 010- 1--- ----`
Extracted Integer Multiply And Add..
# IMNMX
- **IMNMX_reg**: `0101 1100 0010 0---`
- **IMNMX_cbuf**: `0100 1100 0010 0---`
- **IMNMX_imm**: `0011 100- 0010 0---`
Integer Minimum/Maximum.
# IMUL
- **IMUL_reg**: `0101 1100 0011 1---`
- **IMUL_cbuf**: `0100 1100 0011 1---`
- **IMUL_imm**: `0011 100- 0011 1---`
- **IMUL32I**: `0001 1111 ---- ----`
Integer Multiply.
# IPA
`1110 0000 ---- ----`
# ISBERD
`1110 1111 1101 0---`
In-Stage-Buffer Entry Read.
# ISCADD
- **ISCADD_reg**: `0101 1100 0001 1---`
- **ISCADD_cbuf**: `0100 1100 0001 1---`
- **ISCADD_imm**: `0011 100- 0001 1---`
- **ISCADD32I**: `0001 01-- ---- ----`
Scaled Integer Addition.
# ISET
- **ISET_reg**: `0101 1011 0101 ----`
- **ISET_cbuf**: `0100 1011 0101 ----`
- **ISET_imm**: `0011 011- 0101 ----`
Integer Compare And Set.
# ISETP
- **ISETP_reg**: `0101 1011 0110 ----`
- **ISETP_cbuf**: `0100 1011 0110 ----`
- **ISETP_imm**: `0011 011- 0110 ----`
Integer Compare And Set Predicate.
# JCAL
`1110 0010 0010 ----`
Absolute Call.
# JMP
`1110 0010 0001 ----`
Absolute Jump.
# JMX
`1110 0010 0000 ----`
Absolute Jump Indirect.
# KIL
`1110 0011 0011 ----`
# LD
`100- ---- ---- ----`
Load from generic Memory.
# LDC
`1110 1111 1001 0---`
Load Constant.
# LDG
`1110 1110 1101 0---`
Load from Global Memory.
# LDL
`1110 1111 0100 0---`
Load within Local Memory Window.
# LDS
`1110 1111 0100 1---`
Load within Shared Memory Window.
# LEA
- **LEA_hi_reg**: `0101 1011 1101 1---`
- **LEA_hi_cbuf**: `0001 10-- ---- ----`
- **LEA_lo_reg**: `0101 1011 1101 0---`
- **LEA_lo_cbuf**: `0100 1011 1101 ----`
- **LEA_lo_imm**: `0011 011- 1101 0---`
# LEPC
`0101 0000 1101 0---`
# LONGJMP
`1110 0011 0001 ----`
# LOP
- **LOP_reg**: `0101 1100 0100 0---`
- **LOP_cbuf**: `0100 1100 0100 0---`
- **LOP_imm**: `0011 100- 0100 0---`
# LOP3
- **LOP3_reg**: `0101 1011 1110 0---`
- **LOP3_cbuf**: `0000 001- ---- ----`
- **LOP3_imm**: `0011 11-- ---- ----`
- **LOP32I**: `0000 01-- ---- ----`
# MEMBAR
`1110 1111 1001 1---`
Memory Barrier.
# MOV
- **MOV_reg**: `0101 1100 1001 1---`
- **MOV_cbuf**: `0100 1100 1001 1---`
- **MOV_imm**: `0011 100- 1001 1---`
- **MOV32I**: `0000 0001 0000 ----`
# MUFU
`0101 0000 1000 0---`
Multi Function Operation.
# NOP
`0101 0000 1011 0---`
No operation.
# OUT
- **OUT_reg**: `1111 1011 1110 0---`
- **OUT_cbuf**: `1110 1011 1110 0---`
- **OUT_imm**: `1111 011- 1110 0---`
# P2R
- **P2R_reg**: `0101 1100 1110 1---`
- **P2R_cbuf**: `0100 1100 1110 1---`
- **P2R_imm**: `0011 1000 1110 1---`
Move Predicate Register To Register.
# PBK
`1110 0010 1010 ----`
Pre-break.
# PCNT
`1110 0010 1011 ----`
Pre-continue.
# PEXIT
`1110 0010 0011 ----`
Pre-exit.
# PIXLD
`1110 1111 1110 1---`
# PLONGJMP
`1110 0010 1000 ----`
Pre-long jump.
# POPC
- **POPC_reg**: `0101 1100 0000 1---`
- **POPC_cbuf**: `0100 1100 0000 1---`
- **POPC_imm**: `0011 100- 0000 1---`
Population/Bit count.
# PRET
`1110 0010 0111 ----`
Pre-return from subroutine. Pushes the return address to the CRS stack.
# PRMT
- **PRMT_reg**: `0101 1011 1100 ----`
- **PRMT_rc**: `0101 0011 1100 ----`
- **PRMT_cr**: `0100 1011 1100 ----`
- **PRMT_imm**: `0011 011- 1100 ----`
# PSET
`0101 0000 1000 1---`
Combine Predicates and Set.
# PSETP
`0101 0000 1001 0---`
Combine Predicates and Set Predicate.
# R2B
`1111 0000 1100 0---`
Move Register to Barrier.
# R2P
- **R2P_reg**: `0101 1100 1111 0---`
- **R2P_cbuf**: `0100 1100 1111 0---`
- **R2P_imm**: `0011 100- 1111 0---`
Move Register To Predicate/CC Register.
# RAM
`1110 0011 1000 ----`
# RED
`1110 1011 1111 1---`
Reduction Operation on Generic Memory.
# RET
`1110 0011 0010 ----`
Return.
# RRO
- **RRO_reg**: `0101 1100 1001 0---`
- **RRO_cbuf**: `0100 1100 1001 0---`
- **RRO_imm**: `0011 100- 1001 0---`
# RTT
`1110 0011 0110 ----`
# S2R
`1111 0000 1100 1---`
# SAM
`1110 0011 0111 ----`
# SEL
- **SEL_reg**: `0101 1100 1010 0---`
- **SEL_cbuf**: `0100 1100 1010 0---`
- **SEL_imm**: `0011 100- 1010 0---`
# SETCRSPTR
`1110 0010 1110 ----`
# SETLMEMBASE
`1110 0010 1111 ----`
# SHF
- **SHF_l_reg**: `0101 1011 1111 1---`
- **SHF_l_imm**: `0011 011- 1111 1---`
- **SHF_r_reg**: `0101 1100 1111 1---`
- **SHF_r_imm**: `0011 100- 1111 1---`
# SHFL
`1110 1111 0001 0---`
# SHL
- **SHL_reg**: `0101 1100 0100 1---`
- **SHL_cbuf**: `0100 1100 0100 1---`
- **SHL_imm**: `0011 100- 0100 1---`
# SHR
- **SHR_reg**: `0101 1100 0010 1---`
- **SHR_cbuf**: `0100 1100 0010 1---`
- **SHR_imm**: `0011 100- 0010 1---`
# SSY
`1110 0010 1001 ----`
Set Synchronization Point.
# ST
`101- ---- ---- ----`
Store to generic Memory.
# STG
`1110 1110 1101 1---`
Store to global Memory.
# STL
`1110 1111 0101 0---`
Store within Local or Shared Window.
# STP
`1110 1110 1010 0---`
Store to generic Memory and Predicate.
# STS
`1110 1111 0101 1---`
Store within Local or Shared Window.
# SUATOM
- **SUATOM**: `1110 1010 0--- ----`
- **SUATOM_cas**: `1110 1010 1--- ----`
Atomic Op on Surface Memory.
# SULD
`1110 1011 000- ----`
Surface Load.
# SURED
`1110 1011 010- ----`
Reduction Op on Surface Memory.
# SUST
`1110 1011 001- ----`
Surface Store.
# SYNC
`1111 0000 1111 1---`
# TEX
- **TEX**: `1100 0--- ---- ----`
- **TEX_b**: `1101 1110 10-- ----`
- **TEXS**: `1101 -00- ---- ----`
Texture Fetch with scalar/non-vec4 source/destinations.
# TLD
- **TLD**: `1101 1100 ---- ----`
- **TLD_b**: `1101 1101 ---- ----`
- **TLDS**: `1101 -01- ---- ----`
Texture Load with scalar/non-vec4 source/destinations.
# TLD4
- **TLD4**: `1100 10-- ---- ----`
- **TLD4_b**: `1101 1110 11-- ----`
- **TLD4S**: `1101 1111 -0-- ----`
Texture Load 4 with scalar/non-vec4 source/destinations.
# TMML
- **TMML**: `1101 1111 0101 1---`
- **TMML_b**: `1101 1111 0110 0---`
Texture MipMap Level.
# TXA
`1101 1111 0100 0---`
# TXD
- **TXD**: `1101 1110 00-- ----`
- **TXD_b**: `1101 1110 01-- ----`
Texture Fetch With Derivatives.
# TXQ
- **TXQ**: `1101 1111 0100 1---`
- **TXQ_b**: `1101 1111 0101 0---`
Texture Query.
# VABSDIFF
`0101 0100 ---- ----`
# VABSDIFF4
`0101 0000 0--- ----`
# VADD
`0010 00-- ---- ----`
# VMAD
`0101 1111 ---- ----`
# VMNMX
`0011 101- ---- ----`
# VOTE
- **VOTE**: `0101 0000 1101 1---`
- **VOTE_vtg**: `0101 0000 1110 0---`
Vote Across SIMD Thread Group
# VSET
`0100 000- ---- ----`
# VSETP
`0101 0000 1111 0---`
# VSHL
`0101 0111 ---- ----`
# VSHR
`0101 0110 ---- ----`
# XMAD
- **XMAD_reg**: `0101 1011 00-- ----`
- **XMAD_rc**: `0101 0001 0--- ----`
- **XMAD_cr**: `0100 111- ---- ----`
- **XMAD_imm**: `0011 011- 00-- ----`
Integer Short Multiply Add.
-2
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@@ -10,6 +10,4 @@ This contains documentation created by developers. This contains build instructi
- **[Debug Guidelines](./Debug.md)**
- **[CPM - CMake Package Manager](CPMUtil.md)**
- **[Platform-Specific Caveats](Caveats.md)**
- **[The NVIDIA SM86 (Maxwell) GPU](./NvidiaGpu.md)**
- **[User Handbook](./user)**
- **[Release Policy](./ReleasePolicy.md)**
-25
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@@ -1,25 +0,0 @@
# Release Policy
While releases are usually made at the discretion of the team, we feel that establishing a clearer guideline on how those come to be will help expectations when it comes to features and fixes per version.
## Release candidates
Every full release is *preceded* by at least, 3 release candidates. The reasoning is that each week of the month, there will be a release candidate, with the "4th one" being the final full release.
The main expectation is that the release candidates bring both fixes and, sometimes, new features. But not guarantee a regression-free experience.
The criteria for choosing a date for a release candidate is at discretion, or "perceived necesity" at any given time.
## Full release
A full release means there are *no major* leftover regressions, importantly this means that a grand portion of regressions found between release candidates are swept out before declaring a full release. This doesn't mean a full release is regression-free; but we do a best-effort approach to reduce them for end-users.
The main expectation is that users can safely upgrade from a stable build to another, with no major regressions.
## Snapshot/rolling release
While we don't publish rolling releases, we are aware users may compile from source and/or provide binaries to master builds of the project.
This is mostly fine since we keep master very stable from major hiccups. However sometimes bugs do slip between tests or reviews - so users are advised to keep that in mind.
We advise that users also read git logs (`git log --oneline`) before recompiling to get a clearer picture of the changes given into the emulator.
+9 -53
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@@ -1,37 +1,30 @@
# Android
# Note: These build instructions are a work-in-progress.
## Dependencies
* [Android Studio](https://developer.android.com/studio)
* [NDK 27+ and CMake 3.22.1](https://developer.android.com/studio/projects/install-ndk#default-version)
* [Git](https://git-scm.com/download)
## WINDOWS ONLY - Additional Dependencies
* **[Visual Studio 2022 Community](https://visualstudio.microsoft.com/downloads/)** - **Make sure to select "Desktop development with C++" support in the installer. Make sure to update to the latest version if already installed.**
* **[Vulkan SDK](https://vulkan.lunarg.com/sdk/home#windows)** - **Make sure to select Latest SDK.**
* A convenience script to install the latest SDK is provided in `.ci\windows\install-vulkan-sdk.ps1`.
### WINDOWS ONLY - Additional Dependencies
* **[Visual Studio 2022 Community](https://visualstudio.microsoft.com/downloads/)** - **Make sure to select "Desktop development with C++" support in the installer. Make sure to update to the latest version if already installed.**
* **[Vulkan SDK](https://vulkan.lunarg.com/sdk/home#windows)** - **Make sure to select Latest SDK.**
- A convenience script to install the latest SDK is provided in `.ci\windows\install-vulkan-sdk.ps1`.
## Cloning Eden with Git
```sh
```
git clone --recursive https://git.eden-emu.dev/eden-emu/eden.git
```
Eden by default will be cloned into:
Eden by default will be cloned into -
* `C:\Users\<user-name>\eden` on Windows
* `~/eden` on Linux and macOS
## Building
1. Start Android Studio, on the startup dialog select `Open`.
2. Navigate to the `eden/src/android` directory and click on `OK`.
3. In `Build > Select Build Variant`, select `release` or `relWithDebInfo` as the "Active build variant".
4. Build the project with `Build > Make Project` or run it on an Android device with `Run > Run 'app'`.
## Building with Terminal
1. Download the SDK and NDK from Android Studio.
2. Navigate to SDK and NDK paths.
3. Then set ANDROID_SDK_ROOT and ANDROID_NDK_ROOT in terminal via
@@ -45,44 +38,7 @@ Eden by default will be cloned into:
Remember to have a Java SDK installed if not already, on Debian and similar this is done with `sudo apt install openjdk-17-jdk`.
### Script
A convenience script for building is provided in `.ci/android/build.sh`. On Windows, this must be run in Git Bash or MSYS2. This script provides the following options:
```txt
Usage: build.sh [-c|--chromeos] [-t|--target FLAVOR] [-b|--build-type BUILD_TYPE]
[-h|--help] [-r|--release] [extra options]
Build script for Android.
Associated variables can be set outside the script,
and will apply both to this script and the packaging script.
bool values are "true" or "false"
Options:
-c, --chromeos Build for ChromeOS (x86_64) (variable: CHROMEOS, bool)
Default: false
-r, --release Enable update checker. If set, sets the DEVEL bool variable to false.
By default, DEVEL is true.
-t, --target <FLAVOR> Build flavor (variable: TARGET)
Valid values are: legacy, optimized, standard
Default: standard
-b, --build-type <TYPE> Build type (variable: TYPE)
Valid values are: Release, RelWithDebInfo, Debug
Default: Debug
Extra arguments are passed to CMake (e.g. -DCMAKE_OPTION_NAME=VALUE)
Set the CCACHE variable to "true" to enable build caching.
The APK and AAB will be output into "artifacts".
```
Examples:
* Build legacy release with update checker for ChromeOS:
* `.ci/android/build.sh -c -r -t legacy`
* Build standard release with debug info without update checker for phones:
* `.ci/android/build.sh -b RelWithDebInfo`
* Build optimized release with update checker:
* `.ci/android/build.sh -r -t optimized`
A convenience script for building is provided in `.ci/android/build.sh`. The built APK can be put into an `artifacts` directory via `.ci/android/package.sh`. On Windows, these must be done in the Git Bash or MinGW terminal.
### Additional Resources
<https://developer.android.com/studio/intro>
https://developer.android.com/studio/intro
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# Importing Eden into Steam with Steam Rom Manager
Use this when you want to import the Eden AppImage into your Steam Library along with artwork using *Steam ROM Manager.*
**Click [Here](https://evilperson1337.notion.site/Importing-Eden-into-Steam-with-Steam-Rom-Manager-2b757c2edaf68054851bc287b6382cb5) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Eden set up and configured
- Internet Connection
- Comfort Accessing and Navigating SteamOS Desktop Mode
---
## Steps
### Initial Setup
1. Press the **STEAM** button and then go to *Power → Switch to Desktop* to enter the Desktop mode.
2. Install ***Steam ROM Manager*** (if needed), there are 2 ways you can accomplish this, either manually or through [*EmuDeck*](https://www.emudeck.com/#downloads).
---
### Manual Installation
1. Open the *Discover Store* and search for *Steam ROM Manager.*
2. Select the **Install** button to install the program.
---
### Installing Through *EmuDeck*
<aside>
***NOTE***: This assumes you have already set up EmuDeck, if not - just run through the guided installation and select *Steam ROM Manager* as one of the options.
</aside>
1. Open **EmuDeck**, then navigate to *Manage Emulators.*
2. Scroll down to the bottom of the page to the *Manage your Tools & Frontends* section. Click **Steam ROM Manager**.
3. Click the **Install** button on the right hand side to install it.
---
### Adding Eden into *Steam ROM Manager*
### EmuDeck Users
EmuDeck will automatically create an *Emulators - Emulators* parser for ***Steam ROM Manager*** that uses shell scripts to launch them. We will follow this convention.
1. In the file explorer go to your **EmuDeck installation folder → tools → launchers**
2. Right-Click some empty space and hit **Create New → Text File,** call this new file ***eden.sh*** instead of ***Text File.txt***
3. Right-Click the ***eden.sh*** file you created and hit ***Open with Kate***.
4. Paste the following code into the contents of the file, save and close the file.
```bash
#!/bin/bash
emuName="eden" #parameterize me
. "$HOME/.config/EmuDeck/backend/functions/all.sh"
emulatorInit "$emuName"
# find full path to emulator appimage
appimage=$(find "$emusFolder" -iname "${emuName}*.AppImage" -print -quit 2>/dev/null)
# make sure the appimage is executable
chmod +x "$appimage"
set -- "$appimage" "$@"
echo "Launching ${emuName} with:" "$@"
"$@"
cloud_sync_uploadForced
rm -rf "$savesPath/.gaming"
```
5. Open a terminal in the directory containing the ***eden.sh*** file and run the following command to make it executable.
```bash
chmod u+x ./eden.sh
```
6. Proceed to the Adding the Emulator section
---
### Non-EmuDeck Users
We will need to create a new parser for the Emulators. Unlike with the EmuDeck model, we will have the parser look for AppImages.
<aside>
***TIP***: In order to ensure that the matches occur correctly, it is recommended that you name the Eden Appimage as ***eden.AppImage***, rather than what it downloads as.
</aside>
1. Open *Steam ROM Manager* and choose **Create Parser**.
<aside>
***TIP***: You may need to go to **Settings → Theme** and set it to *Classic* to view this option.
</aside>
2. Add the following settings to create the parser.
1. Basic Configuration
1. **Parser Type**: *Blob*
2. **Parser Title**: *Emulators - Emulators*
3. **Steam Directory**: *${steamdirglobal}*
4. **User Accounts**: *Global*
5. **ROMs Directory**: <path to directory containing eden AppImage>
6. **Steam Collections**: *Emulation* (OPTIONAL)
2. Parser Specific Configuration
1. **Search Glob**: *${title}@(.AppImage|.APPIMAGE|.appimage)*
3. Executable Configuration
1. **Executable Modifier**: *"${exePath}”*
4. Title Modification Configuration
1. **Title Modifier**: *${fuzzyTitle}*
3. Hit the **Test** button to ensure your emulator AppImages.
4. Hit **Save** to save the Parser.
---
### Adding Eden to Steam
Now that we have the parser or shell script created, we can actually add it to Steam.
1. Open *Steam ROM Manager* if it is not already open.
2. Toggle the **Emulators - Emulators** parser on and hit ***Add Games*** in the top left.
3. Click **Parse** to identify the emulators.
4. Make sure all your emulators are showing up and have the right matches.
---
### Correcting a Mismatch
If the emulator is not identified correctly, you may need to tell *Steam ROM Manager* what the game is manually.
1. Hover over the emulator card and click the magnifying glass icon. Here it incorrectly identified *Eden* as a game by a similar name. **
2. Search for *Eden Emulator* on the *Search SteamGridDB* section and scroll through the results, selecting the one you want.
3. Ensure the *Name* and *Game ID* update in the **Per-App Exceptions** and press **Save and close**. The game should now update.
---
### Excluding Matches
You may want to tell Steam ROM Manager to ignore some files that it finds in the directory. This is how you do so.
1. Hit the **Exclude Games** button in the bottom right.
2. Deselect the game you want to exclude, the poster artwork should go dim and the **Number Excluded** number should increment up. Repeat with any other exclusions you want to add.
3. Hit **Save Excludes** when you are happy with your selections.
---
5. The program will now start writing the entries into the Steam Library. You should get pop up notifications of the progress, but you can monitor the progress by selecting the **Log** on the left-hand side if needed.
6. Restart Steam to have the changes take effect. Check your library to ensure that your games are there, in a category if you defined one in the parser.
7. Try to launch the Emulator from Steam and ensure everything is working. You are now good to go.
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# Importing Games into Steam with Steam Rom Manager
Use this when you want to import your games inside Eden into Steam to launch with artwork from Steam Game Mode without needing to launch Eden first.
**Click [Here](https://evilperson1337.notion.site/Importing-Games-into-Steam-with-Steam-Rom-Manager-2b757c2edaf680d7a491c92b138f1fcc) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Steam Deck Set up and Configured
- Eden set up and Configured
- Internet Access
---
## Steps
1. Press the **STEAM** button and then go to *Power → Switch to Desktop* to enter the Desktop mode.
1. Install ***Steam ROM Manager***, there are 2 ways you can accomplish this, either manually or through [*EmuDeck*](https://www.emudeck.com/#downloads).
---
### Manual Installation
1. Open the *Discover Store* and search for *Steam ROM Manager.*
2. Select the **Install** button to install the program.
---
### Installing Through *EmuDeck*
<aside>
***NOTE***: This assumes you have already set up EmuDeck, if not - just run through the guided installation and select *Steam ROM Manager* as one of the options.
</aside>
1. Open **EmuDeck**, then navigate to *Manage Emulators.*
2. Scroll down to the bottom of the page to the *Manage your Tools & Frontends* section. Click **Steam ROM Manager**.
3. Click the **Install** button on the right hand side to install it.
---
2. Open the Start Menu and Launch ***Steam ROM Manager***
1. The program will now launch and show you a window with parsers.
<aside>
***TIP***: Your layout may look different depending on how you installed *Steam ROM Manager*. You may need to go to **Settings → Theme** and change it to *Classic* to follow along.
</aside>
2. Switch off all Parsers by hitting the *Toggle Parsers* switch.
3. Scroll down the list on the left-hand side and look for a parser called *Nintendo Switch - Eden* and switch it on. This parser may not exist depending on how you installed *Steam ROM Manager* (EmuDeck creates it for you). Follow these steps to create it if it is missing.
---
### Creating the Eden Parser
1. Select Create Parser and in the *Community Presets* option look for **Nintendo Switch - Yuzu**.
2. Change the **Parser title** from *Nintendo Switch - Yuzu* to *Nintendo Switch - Eden.*
3. Hit the **Browse** option under the *ROMs directory* section. Select the directory containing your Switch ROMs.
4. Under *Steam collections*, you can add a Steam category name. This just organizes the games under a common category in your Steam Library, this is optional but recommended.
5. Scroll down slightly to the **Executable Configuration → Executable**, select **Browse** and select the Eden AppImage.
6. Leave everything else the same and hit **Save** to save the parser.
---
4. Click the Eden parser to view the options on the right, select **Test** at the bottom of the screen to ensure that *Steam ROM Manager* detects your games correctly.
1. *Steam ROM Manager* will start to scan the specified ROMs directory and match them to games. Look over the results to ensure they are accurate. If you do not see any entries - check your parsers ROMs directory field.
1. When you are happy with the results, click the **Add Games****Parse** to start the actual Parsing.
1. The program will now identify the games and pull artwork from [*SteamGridDB*](https://www.steamgriddb.com/).
2. Review the game matches and ensure everything is there.
---
### Correcting a Mismatch
If the game is not identified correctly, you may need to tell *Steam ROM Manager* what the game is manually.
1. Hover over the game card and click the magnifying glass icon.
2. Search for the game on the *Search SteamGridDB* section and scroll through the results, selecting the one you want.
3. Ensure the *Name* and *Game ID* update in the **Per-App Exceptions** and press **Save and close**. The game should now update.
---
### Excluding Matches
You may want to tell Steam ROM Manager to ignore some files (updates/DLC/etc.) that it finds in the directory. This is how you do so.
1. Hit the **Exclude Games** button in the bottom right.
2. Deselect the game you want to exclude, the poster artwork should go dim and the **Number Excluded** number should increment up. Repeat with any other exclusions you want to add.
3. Hit **Save Excludes** when you are happy with your selections.
---
3. When you are happy with the results, select **Save to Steam** to save the results.
1. The program will now start writing the entries into the Steam Library. You should get pop up notifications of the progress, but you can monitor the progress by selecting the **Log** on the left-hand side if needed.
2. Restart Steam to have the changes take effect. Check your library to ensure that your games are there, in a category if you defined one in the parser.
3. Try to launch a game and ensure everything is working. You are now good to go.
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# User Handbook - Adding Boolean Settings Toggles
> [!WARNING]
> This guide is intended for developers ONLY. If you are not a developer, this likely irrelevant to yourself.
>
> If you want to add temporary toggles, please refer to **[Adding Debug Knobs](AddingDebugKnobs.md)**
This guide will walk you through adding a new boolean toggle setting to Eden's configuration across both Qt's (PC) and Kotlin's (Android) UIs.
## Index
1. [Step 1 - src/common/settings](#step-1-src-common-settings)
2. [Qt's (PC) Steps](#qt-pc-steps)
* [Step 2 - src/qt_common/config/shared_translation.cpp](#step-2-src-qt_common-config-shared_translation-cpp)
3. [ Kotlin's (Android) Steps](#android-steps)
* [Step 3 - BooleanSetting.kt](#step-3-src-android-app-src-main-java-org-yuzu-yuzu_emu-features-settings-model-booleansetting-kt)
* [Step 4 - SettingsItem.kt](#step-4-src-android-app-src-main-java-org-yuzu-yuzu_emu-features-settings-model-view-settingsitem-kt)
* [Step 5 - SettingsFragmentPresenter.kt](#step-5-src-android-app-src-main-java-org-yuzu-yuzu_emu-features-settings-ui-settingsfragmentpresenter-kt)
* [Step 6 - strings.xml](#step-6-src-android-app-src-main-res-values-strings-xml)
4. [Step 7 - Use Your Toggle](#step-7-use-your-toggle)
5. [Best Practices](#best-practices)
---
## Step 1 - src/common/settings.
Firstly add your desired toggle inside `setting.h`,
Example:
```
SwitchableSetting<bool> your_setting_name{linkage, false, "your_setting_name", Category::RendererExtensions};
```
NOTE - If you wish for your toggle to be on by default then change `false` to `true` after `linkage,`.
### Remember to add your toggle to the appropriate category, for example:
Common Categories:
* Category::Renderer
* Category::RendererAdvanced
* Category::RendererExtensions
* Category::System
* Category::Core
---
## Qt (PC) Steps
### Step 2 - src/qt_common/config/shared_translation.cpp
Now you can add the toggle to the QT (PC) UI inside `shared_translation.cpp`,
Find where you wish for it to appear and place it there.
Example:
```
INSERT(Settings,
your_setting_name,
tr("Your Setting Display Name"),
tr("Detailed description of what this setting does.\n"
"You can use multiple lines.\n"
"Explain any caveats or requirements."));
```
### Make sure to:
* Keep display naming consistant
* Put detailed info in the description
* Use `\n` for line breaks in descriptions
---
## Android Steps
### Step 3 - src/android/app/src/main/java/org/yuzu/yuzu_emu/features/settings/model/BooleanSetting.kt
Now add it inside `BooleanSetting.kt` where it should be in the settings.
Example:
```
RENDERER_YOUR_SETTING_NAME("your_setting_name"),
```
Remember to make sure the naming of the prefix matches the desired category.
### Step 4 - src/android/app/src/main/java/org/yuzu/yuzu_emu/features/settings/model/view/SettingsItem.kt
Now you may add the toggle to the Kotlin (Android) UI inside `SettingsItem.kt`.
Example:
```
put(
SwitchSetting(
BooleanSetting.RENDERER_YOUR_SETTING_NAME,
titleId = R.string.your_setting_name,
descriptionId = R.string.your_setting_name_description
)
)
```
### Step 5 - src/android/app/src/main/java/org/yuzu/yuzu_emu/features/settings/ui/SettingsFragmentPresenter.kt
Now add your setting to the correct location inside `SettingsFragmentPresenter.kt` within the right category.
Example:
```
add(BooleanSetting.RENDERER_YOUR_SETTING_NAME.key)
```
Remember, placing matters! Settings appear in the order of where you add them.
### Step 6 - src/android/app/src/main/res/values/strings.xml
Now add your setting and description to `strings.xml` in the appropriate place.
Example:
```
<string name="your_setting_name">Your Setting Display Name</string>
<string name="your_setting_name_description">Detailed description of what this setting does. Explain any caveats, requirements, or warnings here.</string>
```
---
## Step 7 - Use Your Toggle!
Now the UI part is done find a place in the code for the toggle,
And use it to your heart's desire!
Example:
```
const bool your_value = Settings::values.your_setting_name.GetValue();
if (your_value) {
// Do something when enabled
}
```
If you wish to do something only when the toggle is disabled,
Use `if (!your_value) {` instead of `if (your_value) {`.
---
## Best Practices
* Naming - Use clear, descriptive names. Something for both the devs and the users.
* Defaults - Choose safe default values (usually false for new features).
* Documentation - Write clear descriptions explaining when and why to use the setting.
* Categories - Put settings in the appropriate category.
* Order - Place related settings near each other.
* Testing - Always test on both PC and Android before committing when possible.
### Thank you for reading, I hope this guide helped you making your toggle!
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# User Handbook - Adding Debug Knobs
Debug Knobs is a 16-bit integer setting (`debug_knobs`) in the Eden Emulator that serves as a bitmask for gating various testing and debugging features. This allows developers and advanced users to enable or disable specific debug behaviors without requiring deploying of complete but temporary toggles.
The setting ranges from 0 to 65535 (0x0000 to 0xFFFF), where each bit represents a different debug feature flag.
## Index
1. [Advantages](#advantages)
2. [Usage](#usage)
* [Accessing Debug Knobs (dev side)](#accessing-debug-knobs-dev-side)
* [Setting Debug Knobs (user side)](#setting-debug-knobs-user-side)
* [Bit Manipulation Examples](#bit-manipulation-examples)
3. [Examples](#examples)
* [Example 1: Conditional Debug Logging](#example-1-conditional-debug-logging)
* [Example 2: Performance Tuning](#example-2-performance-tuning)
* [Example 3: Feature Gating](#example-3-feature-gating)
4. [Best Practices](#best-practices)
---
## Advantages
The main advantage is to avoid deploying new disposable toggles (those made only for testing stage, and are disposed once new feature gets good to merge). This empowers devs to be free of all frontend burocracy and hassle of new toggles.
Common advantages recap:
* **Fine-Grained Control**: Enable or disable up to 16 individual debug features independently using bit manipulation on a single build
* **Runtime Configuration**: Change debug behavior at runtime the same way as new toggles would do
* **Safe incremental development**: New debug features can be added while impact can be isolated from previous deployments
## Usage
### Accessing Debug Knobs (dev side)
Use the `Settings::getDebugKnobAt(u8 i)` function to check if a specific bit is set:
```cpp
#include "common/settings.h"
// Check if bit 0 is set
bool feature_enabled = Settings::getDebugKnobAt(0);
// Check if bit 15 is set
bool another_feature = Settings::getDebugKnobAt(15);
```
The function returns `true` if the specified bit (0-15) is set in the `debug_knobs` value, `false` otherwise.
### Setting Debug Knobs (user side)
Developers must inform which knobs are tied to each functionality to be tested.
The debug knobs value can be set through:
1. **Desktop UI**: In the Debug configuration tab, there's a spinbox for "Debug knobs" (0-65535)
2. **Android UI**: Available as an integer setting in the Debug section
3. **Configuration Files**: Set the `debug_knobs` value in the emulator's configuration
### Bit Manipulation Examples
To enable specific features, calculate the decimal value by setting the appropriate bits:
* **Enable only bit 0**: Value = 1 (2^0)
* **Enable only bit 1**: Value = 2 (2^1)
* **Enable bits 0 and 1**: Value = 3 (2^0 + 2^1)
* **Enable bit 15**: Value = 32768 (2^15)
## Examples
### Example 1: Conditional Debug Logging
```cpp
void SomeFunction() {
if (Settings::getDebugKnobAt(0)) {
LOG_DEBUG(Common, "Debug feature 0 is enabled");
// Additional debug code here
}
if (Settings::getDebugKnobAt(1)) {
LOG_DEBUG(Common, "Debug feature 1 is enabled");
// Different debug behavior
}
}
```
### Example 2: Performance Tuning
```cpp
bool UseOptimizedPath() {
// Skip optimization if debug bit 2 is set for testing
return !Settings::getDebugKnobAt(2);
}
```
### Example 3: Feature Gating
```cpp
void ExperimentalFeature() {
static constexpr u8 EXPERIMENTAL_FEATURE_BIT = 3;
if (!Settings::getDebugKnobAt(EXPERIMENTAL_FEATURE_BIT)) {
// Fallback to stable implementation
StableImplementation();
return;
}
// Experimental implementation
ExperimentalImplementation();
}
```
## Best Practices
* This setting is intended for development and testing purposes only
* Knobs must be unwired before PR creation
* The setting is per-game configurable, allowing different debug setups for different titles
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# Setting a Custom Date/Time in Eden
Use this guide whenever you want to modify the Date or Time that Eden reports to games. This can be useful for modifying RNG elements, skipping wait times in games, etc.
**Click [Here](https://evilperson1337.notion.site/Setting-a-Custom-Date-Time-in-Eden-2b357c2edaf680acb8d4e63ccc126564) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Eden set up and fully configured
---
## Steps
1. Navigate to *Emulation → Configure*.
2. Click on the **System** item on the left-hand side navigation, then check the *Custom RTC Date* box.
3. The Date/Time option now becomes editable. Set it to the value you want and hit **OK**.
4. GREAT SCOTT! We have time traveled! You can of course go forward or backward in time (as long as it is not before the year 1970) and your game should update accordingly (e.g. certain *Super Mario Odyssey* moons that take time for flowers to grow will now be fully grown.).
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# User Handbook - Command Line
There are two main applications, an SDL2 based app (`eden-cli`) and a Qt based app (`eden`); both accept command line arguments.
## eden
- `./eden <path>`: Running with a single argument and nothing else, will make the emulator look for the given file and load it, this behaviour is similar to `eden-cli`; allows dragging and dropping games into the application.
- `-g <path>`: Alternate way to specify what to load, overrides. However let it be noted that arguments that use `-` will be treated as options/ignored, if your game, for some reason, starts with `-`, in order to safely handle it you may need to specify it as an argument.
- `-f`: Use fullscreen.
- `-u <number>`: Select the index of the user to load as.
- `-qlaunch`: Launch QLaunch.
- `-setup`: Launch setup applet.
## eden-cli
- `--debug/-d`: Enter debug mode, allow gdb stub at port `1234`
- `--config/-c`: Specify alternate configuration file.
- `--fullscreen/-f`: Set fullscreen.
- `--help/-h`: Display help.
- `--game/-g`: Specify the game to run.
- `--multiplayer/-m`: Specify multiplayer options.
- `--program/-p`: Specify the program arguments to pass (optional).
- `--user/-u`: Specify the user index.
- `--version/-v`: Display version and quit.
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# Configuring Controller Profiles
Use this guide for when you want to configure specific controller settings to be reused.
**Click [Here](https://evilperson1337.notion.site/Configuring-Controller-Profiles-2be57c2edaf680eabc3ac8c333ec75c4) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Eden Set Up and Configured
---
### Steps
1. Launch Eden and wait for it to load.
2. Navigate to *Emulation > Configure…*
3. Select **Controls** from the left-hand menu and configure your controller for the way you want it to be in game.
4. Select **New** and enter a name for the profile in the box that appears. Press **OK** to save the profile settings.
5. Select **OK** to close the settings menu.
## Setting Controller Profiles By Game
Use this guide when you want to set up specific controller profiles for specific games. This can be useful for certain games like *Captain Toad Treasure Tracker* where a blue dot appears in the middle of the screen when you have docked mode enabled, but not handheld mode.
**Click [Here](https://evilperson1337.notion.site/Setting-Controller-Profiles-By-Game-2b057c2edaf681658a57f0c199cb6083) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Eden Emulator set up and fully configured
- Controller Profile Created
- See [*Configuring Controller Profiles*](./ControllerProfiles.md) for instructions on how to do this if needed.
---
### Steps
1. *Right-Click* the game you want to apply the profile to in the main window and select **Properties.**
2. Navigate to the **Input Profiles** tab in the window that appears. Drop down on *Player 1 profile* (or whatever player profile you want to apply it to) and select the profile you want.
<aside>
***NOTE***: You may have to resize the window to see all tabs, or press the arrows by the tabs to see **Input Profiles**.
</aside>
1. Click **OK** to apply the profile mapping.
2. Launch the game and confirm that the profile is applied, regardless of what the global configuration is.
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@@ -43,12 +43,6 @@ Various graphical filters exist - each of them aimed at a specific target/image
- **Pros**: Offers decent pixel-art upscaling.
- **Cons**: Only works for pixel-art.
### Anisotropy values
The anisotropy value is (value game wants + the set value); **Default** will use the native anisotropy value as it would be on hardware. **Automatic** sets it according to screen resolution. Turning off anisotropy is not recommended as it can break a myriad of games, however it is provided in the name of flexibility.
Values from x2, x4, x8, x16, x32 up to x64 values are provided. This should be enough to not need to revise those values in my lifetime ever again.
### External
While stock shaders offer a basic subset of options for most users, programs such as [ReShade](https://github.com/crosire/reshade) offer a more flexible experience. In addition to that users can also seek out modifications (mods) for enhancing visual experience (60 FPS mods, HDR, etc).
@@ -90,22 +84,3 @@ The OpenGL backend would invoke behaviour that would result in swarst/LLVMpipe w
### HaikuOS compatibility
HaikuOS bundles a Mesa library that doesn't support full core OpenGL 4.6 (required by the emulator). This leads to HaikuOS being one of the few computer platforms where Vulkan is the only available option for users. If OpenGL is desired, Mesa has to be built manually from source. For debugging purpouses `lavapipe` is recommended over the GPU driver; there is in-kernel support for NVIDIA cards through.
### Fixes for Windows 10 and above having "Device loss"
Run the following batch script *inside* the Eden folder:
```cmd
@echo off
pushd "%~dp0"
if exist "%temp%\FixFullScreen.reg" (
del %temp%\FixFullScreen.reg
)
set str_path="%cd:\=\\%\\eden.exe"
echo Windows Registry Editor Version 5.00 >> %temp%\FixFullScreen.reg
echo. >> %temp%\FixFullScreen.reg
echo [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\AppCompatFlags\Layers] >> %temp%\FixFullScreen.reg
echo %str_path%="~ DISABLEDXMAXIMIZEDWINDOWEDMODE HIGHDPIAWARE" >> %temp%\FixFullScreen.reg
regedit /s %temp%\FixFullScreen.reg
del %temp%\FixFullScreen.reg
exit /b
```
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# Getting Gyro/Motion Controls Working on Steam Deck
Use this guide when you want to use the Steam Deck's native gyro functionality for motion controls in Eden.
**Click [Here](https://evilperson1337.notion.site/Getting-Gyro-Motion-Controls-Working-on-Steam-Deck-2b057c2edaf681a1aaade35db6e0fd1b) for a version of this guide with images & visual elements.**
## Steamdeck
### Pre-Requisites
- Steam Deck Set up and Configured
- Eden set up and Configured
- Internet Access
---
### Steps
1. Go into Steam Deck's Desktop Mode, and use the shortcut to launch EmuDeck.
2. Install [SteamDeckGyroDSU](https://github.com/kmicki/SteamDeckGyroDSU/releases) by going to *3rd Party Tools > Gyroscope* and clicking **Install.**
a. Alternatively you can install [SteamDeckGyroDSU](https://github.com/kmicki/SteamDeckGyroDSU/releases) manually following the GitHub page instructions.
3. Upon completion of the installation. You will need to reboot your Steam Deck. Do so before continuing on.
4. Go back into the Steam Deck Desktop Mode and open the Dolphin File Explorer.
5. Navigate to the following directory to see you controller configuration: `/home/deck/.config/Eden`
6. *Right-Click* the **qt-config.ini** file and open it with ***Kate***
7. Look for the following line: `player_0_motionleft=[empty]`.
8. Change the line to now say: `player_0_motionleft="motion:0,pad:0,port:26760,guid:0000000000000000000000007f000001,engine:cemuhookudp"`
9. Save the file and open Eden.
10. Launch a compatible title, like *The Legend of Zelda: Breath of the Wild*.
11. Test the gyro capabilities, for the above mentioned title, it is accessed by holding down the **R Trigger** and moving the Steam Deck around.
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# How to Access Logs
Use this when you need to review the logs to determine an issue or provide them to a member of the Eden team.
**Click [Here](https://evilperson1337.notion.site/How-to-Access-Logs-2b057c2edaf68105a281fe1688a332d4) for a version of this guide with images & visual elements.**
---
## Pre-Requisites
- Eden installed and run at least once
---
## Steps
### Windows
*By default the Eden folder is stored in your AppData `C:\Users\<USER>\AppData\Roaming\Eden\log`, or the local **user** folder if you have a portable installation.*
<aside>
1. Open Eden.
2. Navigate to *File > Open Eden Folder > Log Folder*, a Windows explorer window will appear.
3. Your log files are now here for your review or upload.
</aside>
### Steam Deck
*By default the Eden folder is stored in `/home/deck/.local/share/Eden`, or the local **user** folder if you have a portable installation.*
<aside>
1. Open Eden.
2. Navigate to *File > Open Eden Folder > Log Folder*, a Dolphin file explorer window will appear.
3. Your log files are now here for your review or upload.
</aside>
### Android
*Logs are stored in the application data, so you wouldn't be able to access the files directly without a rooted device.*
<aside>
1. Open the Eden application on your device.
2. Navigate to *Settings > Share Debug Logs.* You can either save it to your device or send it through some other manner supported by your device.
</aside>
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# Importing Saves Into Eden
Use this guide when you want to manually import save files for use in the Eden emulator.
**Click [Here](https://evilperson1337.notion.site/Importing-Saves-Into-Eden-2b057c2edaf681fe968df8d63821ccae) for a version of this guide with images & visual elements.**
### Pre-Requisites
- Eden emulator already set up and configured.
- The save file(s) you want to import
## Desktop
### Steps
1. Open Eden and wait for it to load.
2. Start the game and create a save file to establish the directories.
3. *Right-Click* the game for which you want to load a save in.
4. Select *Open Save Data Location.*
5. A File Explorer will now appear where Eden is looking for the save data for this title.
6. Copy the save file(s) you want to import and use in Eden into this directory.
<aside>
***NOTE***: Different games have different ways of saving them, it may be a single file or multiple files.
</aside>
7. Close the file explorer as it is no longer needed.
8. Launch the game in Eden and verify that the save data appears through whatever method the game implements.
## Android
TBD
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# User Handbook - Installing Atmosphere Mods
Use this guide for when you want to install an Atmosphere-based mod for use in Eden.
**Click [Here](https://evilperson1337.notion.site/Installing-Atmosphere-Mods-2b057c2edaf681fe8d39cbfc2d0cc799) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
- Eden already set up and functioning with keys and firmware
- The mod you want to install
---
## Steps
1. Right-Click the game you want to apply the mod to and select **Open Mod Data Location.**
2. Create new folder inside the mod directory with the name of the mod.
3. Extract the downloaded mod (if applicable) to a temporary directory.
4. Locate the ***exefs*** and ***romfs*** folders inside the extracted mod - usually *atmosphere/contents/<TITLE_ID>*.
5. Copy the ***exefs*** and ***romfs*** folders into the mod folder you created earlier.
6. Restart Eden.
7. Right-Click the game you installed the mod to and hit *Configure Game*.
8. Look in the **Add-Ons** tab and observe that the Mod Name (or whatever you named the folder to earlier) now appears on the list and is selected.
9. Hit **OK** and launch the game. Your mod should now be active.
<aside>
***NOTE:*** Your mod may not show up on the home screen initially, if it does not. Hit the refresh button in the bottom-left of the window or go back into *Configure Game* and disable the mod by unchecking it, and clicking **OK**. It should now appear on the home screen in the Add-Ons column correctly. Just go back into the *Configure Game* and enable it again if you use this method.
</aside>
10. Your mod is now ready to play.
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# User Handbook - Working with Updates/DLC in Eden
Use this guide when you want to install Updates or DLC for your games in Eden.
<aside>
***NOTE***: This applies to separate Update/DLC files, not “merged” NSP/XCIs which include the base game and Updates/DLC applied on top of them in a single file. These files work in Eden, but would not require the following steps.
</aside>
**Click [Here](https://evilperson1337.notion.site/Working-with-Updates-DLC-in-Eden-2b057c2edaf681dfb65dfc4dd96980c0) for a version of this guide with images & visual elements.**
---
### Pre-Requisites
1. Eden already setup and configured for your platform.
2. The Update/DLC file(s) you want to install
---
## Installing Updates/DLC
1. Open Eden to the Main Window.
2. Select *File > Install Files to NAND...*.
3. Navigate to the Update/DLC files you want to install.
<aside>
***TIP***: You can install multiple files at once by selecting multiple files in this window.
</aside>
4. The file(s) will be scanned for validity and then a confirmation window will appear, select *Install* to begin installation.
<aside>
***TIP***: You can deselect any that you do not want to install with the checkbox by each entry.
</aside>
5. Upon installation, you will get a prompt saying it was installed successfully.
6. Look at the *Add-Ons* column in the main window, you should now see the additional installed content reflected.
---
## Disabling Updates/DLC
Upon occasion you may find that you want to disable a certain DLC or Update (incompatibility with a mod, causes significant regression, etc.). Luckily the process if very easy to do so.
1. *Right-Click* the game for which you want to disable the additional content.
2. Select *Configure Game.*
3. Uncheck the box next to the DLC or Update you want to disable and hit **OK**.
4. The listing should now reflect that it has been disabled with a **[D]** before the entry. If you load the game, you will observe that the reported version is not updated (assuming the game reports this information).

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