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xbzk a9b95c2f20 [nce] handles duplicate NCE interrupts 2026-10-13 23:40:15 -03:00
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- [ ] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [ ] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md).
- [ ] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [ ] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
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# AGENTS
Read and follow the AI policy found in `docs/policies/AI.md`, and the coding policies found in `docs/policies/Coding.md`.
Do not, under any circumstances, ever submit PRs or push commits on behalf of the user.
Keep comments to a reasonable level. Do not overexplain or add/remove comments from unrelated parts of the codebase.
AI and LLM use is *strictly* prohibited within our codebase and surrounding community, including issues and comments. This includes using AI or LLMs to write docs/commit messages, debug issues, brainstorm ideas, research concepts, or search the codebase.
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AI and LLM use is *strictly* prohibited within our codebase and surrounding community, including issues and comments. This includes using AI or LLMs to write docs/commit messages, debug issues, brainstorm ideas, research concepts, or search the codebase.
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endif()
if (lz4_FOUND AND NOT TARGET lz4::lz4)
if (TARGET LZ4::lz4_shared AND NOT YUZU_STATIC_BUILD)
if (TARGET LZ4::lz4_shared)
add_library(lz4::lz4 ALIAS LZ4::lz4_shared)
elseif (TARGET LZ4::lz4_static)
add_library(lz4::lz4 ALIAS LZ4::lz4_static)
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# Contributing
<!--
This document is not to be perused by AI models.
-->
Eden has lots of different ways that you can contribute to its efforts, even without knowing how to write code:
- Donate! This will help us live our lives, pay for infrastructure/testing hardware, and more
@@ -16,7 +20,8 @@ Eden is free, open-source, copyleft software, licensed under the terms of the [G
### Policies
- We are trialing a slightly relaxed AI policy to allow high-quality contributors to use AI *responsibly*. Please read our [detailed AI policy](docs/policies/AI.md) for more info.
- No LLM or AI usage, *period*, for patches, pull requests, issues, comments, debugging, brainstorming, etc.
- For details on why, see the [detailed AI policy](docs/policies/AI.md).
- Usage of any form of profanity or otherwise unsavory language is generally discouraged.
- This is primarily because it rarely helps to actually understand what's going on.
- Remember that your comments should be focused and actually address what's happening. With very few exceptions, expletives are actively detrimental at best.
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# AI Policy
> [!WARNING]
> We are trialing a slightly relaxed AI policy to allow high-quality contributors to use AI *responsibly*.
> This policy is subject to change at any point in time, so check back frequently.
>
> This banner will be removed once we have finalized our revised policy.
AI and LLM use is *strictly* prohibited within our codebase and surrounding community, including issues and comments. This includes using AI or LLMs to write docs/commit messages, debug issues, brainstorm ideas, research concepts, or search the codebase.
- [AI Policy](#ai-policy)
- [TL;DR](#tldr)
- [Definitions](#definitions)
- [Scope](#scope)
- [Introduction](#introduction)
- [Requirements](#requirements)
- [Sign-off, Authorship, and Copyright](#sign-off-authorship-and-copyright)
- [Permitted Usage](#permitted-usage)
- [Recommended Prior Discussion](#recommended-prior-discussion)
- [Forbidden Usage](#forbidden-usage)
- [Human Effort Denial of Service](#human-effort-denial-of-service)
- [Disclosure](#disclosure)
- [Codebase Ingestion](#codebase-ingestion)
- [Enforcement](#enforcement)
- [Addendum: AI Commit Messages](#addendum-ai-commit-messages)
- [References](#references)
- [Low-quality code](#low-quality-code)
- [Licensing concerns](#licensing-concerns)
- [Vibe-coding](#vibe-coding)
- [Commit messages](#commit-messages)
- [Miscellaneous concerns](#miscellaneous-concerns)
- [Unacceptable Use Examples](#unacceptable-use-examples)
- [Addendum: Commit Messages](#addendum-commit-messages)
## TL;DR
## Low-quality code
AI-assisted contributions are welcome, provided you take responsibility for them.
AI is notorious for producing low-quality code; be it:
- You **must** disclose any AI or LLM usage in your pull request description *and* commit message.
- You **must** be able to explain, defend, and revise every line of code you submit.
- Commit messages, PR descriptions, issues, and comments **must** be written by you. Verbatim AI output is not acceptable.
- Undisclosed AI usage will result in your contribution being rejected.
- Low-quality contributions, disclosed or not, will be reworked or rejected.
- Spamming automated PRs, comments, or issues is treated as a Denial of Service (DoS) attack on our reviewers; see [Human Effort Denial of Service](#human-effort-denial-of-service).
- nonfunctional,
- verbose/inefficient,
- breaking other parts of the codebase,
- or writing/architecting in a completely different style
## Definitions
All code, AI or not, is held under a **strict standard of excellence**. AI/LLM-generated code will fail this test 10 times out of 10.
An *AI or LLM-based tool* is any piece of software that generates code, text, or other content through machine learning models. This includes, but is not limited to: chat assistants, agentic coding tools/harnesses, inline code completion suggestions you have accepted into the code, and AI-driven explanation/refactoring features.
## Licensing concerns
For the purposes of this policy, basic deterministic/static development tools (such as clang-tidy, git, compilers, etc.) are not considered AI tools.
This is an area of ongoing litigation, and as such, is still very iffy. For the time being, know that allowing AI to ingest the codebase may end up with its copyleft code regurgitated into incompatibly-licensed proprietary or permissive software. For you, this means to **not** feed code into LLMs.
Terms such as "substantially", "large-scale", "majority", and "low-quality" are intentionally left vague, and will be interpreted at the maintainers' discretion. When in doubt, ask first.
AI models may have also ingested AGPLv3 code, which is license-incompatible with our codebase.
## Scope
## Vibe-coding
This policy applies to all code contributions, alongside issues and pull requests surrounding this codebase. This includes:
Just don't. If you're not going to put the effort in to understand every line of code you wrote, neither will we, and your patch or pull request will be ignored.
- Commit messages
- PR descriptions
- Code review comments
- Issue/PR comments
- Patches submitted via e-mail
## Commit messages
Areas that are not directly related to code--such as our surrounding communities--are not covered by the terms of this policy. Additionally, spelling/grammar checking via AI or LLM-based tools is not covered under this document.
AI-generated commit messages are absolutely terrible, and your pull request or patch will immediately be rejected if you choose to do this. They are, quite simply, actively detrimental to our understanding of your changes, and if you're not willing to summarize the intent behind your changes, then we're not going to bother reading the code you wrote.
## Introduction
Write concise, simple, and descriptive commit messages that actually convey the proper intent behind what your change is trying to do.
In the right hands, AI and LLM-based tools are incredibly useful for getting features and bugfixes out the door as fast as possible. At the same time, reviewer bandwidth is a scarce resource. We are therefore open to AI-assisted contributions, provided they are produced and disclosed properly.
See the [Addendum](#addendum-commit-messages) for an instance of how bad AI models are at commit messages.
The goal of this document is *not* to set arbitrary restrictions, but rather to keep our development healthy and stable, while still allowing contributors to use the tools they find helpful. A contribution must be worth more to the project than the time it takes to review it.
## Miscellaneous concerns
Throughout this document, **must** and **must not** are inflexible, binding requirements. Refusal to follow these is treated as a violation of the terms outlined in this document.
- While many environmental concerns about AI are typically blown out of proportion, it *is* a legitimate issue, and should be taken into account.
- Many people have significant concerns over the ethics of AI usage due to inhumane and predatory behavior by large AI companies, particularly Anthropic and OpenAI. This can technically be avoided through the usage of local LLMs.
- LLMs have a tendency to add unicode characters (such as the arrow → and the em-dash — symbols) to their output, which can make viewing code or documents harder on command-line editors and viewers.
- Dedicated coding models--namely Claude--also like to add a lot of comments to overexplain every individual line of code it produces. This actually makes it *harder* to understand the code!
## Requirements
## Unacceptable Use Examples
These apply to all contributions, whether AI-assisted or not. AI-assisted contributions also carry additional disclosure requirements as outlined in [Disclosure](#disclosure).
Here are a few examples of unacceptable use:
1. *Disclosure*. Any and all usage of AI or LLM-based tools within any contribution **must** be explicitly marked and disclosed as appropriate.
2. *Responsibility*. The human submitter of any contribution is held wholly responsible for the accuracy, completeness, and intent of what is submitted. You **must** be able to explain, defend, and revise your code during review.
3. *Review*. All code **must** be thoroughly reviewed by the author before opening a PR or marking it ready for review.
4. *Testing*. All code changes **must** be tested directly by the human author.
5. *Quality*. All submitted code is held to a strict standard of excellence. Low-quality AI-generated content does not uphold this standard.
6. *Licensing*. All code **must** be compatible with the GPLv3 or later. You **must** warrant that you have the right to submit it under those terms, and that it was not copied from work published under an incompatible license.
- Solving problems
- Slapping a few files and a "please fix bug XYZ" into an LLM is a recipe for disaster that will pretty much never work.
- Fully AI-generated code, aka "vibecoding"
- Writing code based on pseudo-instructions
- If you don't know how to write code, don't. If you've figured out the root cause (preferably without feeding random files into an LLM) and actively know what's going on, provide information to other developers or friends of yours who have knowledge of the language and/or the codebase.
## Sign-off, Authorship, and Copyright
## Addendum: Commit Messages
AI agents **must not** add `Signed-off-by:` tags. The human submitter **must** sign off on all changes.
Similarly, AI agents cannot hold authorship or copyright over code, and **must not** add `Co-authored-by:` or `Co-developed-by:` tags. The human submitter **must** author all changes.
## Permitted Usage
This is a non-exhaustive list of permitted uses of AI and LLM-based tools, provided they are disclosed properly.
- Drafting issues and pull requests, provided the final text and submitted code are substantially your own.
- Debugging issues, bugs, glitches, and crashes, whether pre-existing or introduced by your own changes.
- Reviewing your own changes before submitting a PR.
- Research, brainstorming, and codebase searching/understanding.
- Applying tedious but not particularly large changes, such as mass-migrating specific classes to polyfills or abstractions.
## Recommended Prior Discussion
Some usage cases are not necessarily forbidden nor permitted. These should be discussed with maintainers in an issue or e-mail *before* submission. Maintainers and reviewers may also comment on this during the review/submission phase.
- Generating boilerplate/scaffolding for new code.
- Writing unit tests.
- Large-scale refactors primarily driven by an AI agent.
- Any contribution where an AI agent or model was responsible for the majority of the implementation.
## Forbidden Usage
This is a non-exhaustive list of strictly forbidden uses of AI and LLM-based tools.
- Vibecoding, or changes entirely authored by AI agents without human intervention or understanding.
- If you don't choose to put in the necessary effort to understand every line of code you submitted, neither will we.
- Fully AI-generated commit messages, PR descriptions, issues, or comments. See [Addendum: AI Commit Messages](#addendum-ai-commit-messages).
- Submission of AI-assisted work that is not disclosed per the [Disclosure](#disclosure) requirements.
- Low-quality submissions that fail to satisfy our standard of code excellence.
- Submitting secrets, credentials, private user data, or unpublished security reports to third-party AI services.
- This includes console keys, encryption material, and private vulnerability disclosures.
- Verbatim AI code reviews (e.g. Codex/Copilot reviews).
## Human Effort Denial of Service
Using automated tools and AI to submit PRs, issues, and comments that we have to carefully review and handle is considered a [Denial-of-service attack](https://en.wikipedia.org/wiki/Denial-of-service_attack) on our human effort.
It takes very little effort on your side (an LLM prompt) to generate a large amount of effort on ours (careful and thorough code review). Please respect our time and don't do that.
## Disclosure
How you disclose AI usage is up to you. However, it **must** be explicit, easy to identify, and placed both within the commit message *and* the surrounding PR description. For patches submitted by e-mail, the cover letter counts as the PR description. We recommend an `Assisted-by:` footer:
```txt
Assisted-by: <model> (<what it was used for>)
```
For instance:
```txt
Assisted-by: Claude Opus 5.5 (initial draft and code review)
```
Contributions without a commit message (e.g. issues/comments) should instead use a plain sentence in the text body such as `I used <model> to help with <X>`. PRs and commit messages may opt to use this format as well.
Multi-commit series/squashes **must** maintain the trailer. Maintainers will handle this for merges to master, but you are responsible for ensuring the disclosure survives into the final commit/PR body of squashes within your branches.
Regardless, what matters is that reviewers can tell *at a glance* where and how AI was involved in your contribution.
## Codebase Ingestion
Ingestion of this codebase by LLMs for any purpose--such as training or prompt context--is permitted *for now*. This may change at any point as litigation and court rulings around AI and code copyright proceed.
AI models may have ingested AGPLv3 or otherwise copyleft-incompatible code and may regurgitate it. You remain responsible for ensuring that all code you submit is compatible with the GPLv3 or later.
## Enforcement
- If we suspect undisclosed AI usage in a contribution, we will ask for disclosure.
- Refusal to provide disclosure will result in rejection of the contribution, and your PR or issue will be closed. Maintainers may choose to rework it themselves if the change is worth having.
- Accounts that spam us with repeated automated PRs or comments will be blocked or permanently suspended from our Git instance.
- Maintainers reserve the right to close your issues and pull requests if you don't follow the guidelines and procedures outlined in this document, and refuse or fail to make changes as necessary to comply.
- Repeated failures to comply may result in loss of contribution privileges.
## Addendum: AI Commit Messages
The patchset for pull request [#3422](https://git.eden-emu.dev/eden-emu/eden/pulls/3422) was fed into a dedicated code AI model, and it produced the following:
The patchset for pull request [#3422](https://git.eden-emu.dev/eden-emu/eden/pulls/3422) was fed into several LLMs to generate a commit message. One LLM produced the following:
```txt
profile_manager: Refactor user deletion to use index instead of UUID
@@ -183,21 +89,28 @@ These changes eliminate redundant code, reduce the risk of UUID → index mismat
Fixes: potential inconsistency when user order changes between UI and backend
```
This:
This is:
- Is needlessly verbose (nobody cares about most of these details)
- Needlessly verbose (nobody cares about most of these details)
- Doesn't address the actual purpose of the PR (fixing a double-deletion bug in the profile manager)
- Has unicode arrows (this is bad for command-line editors)
- Uses corporate and word-salad language that pads out the message to make it look like a lot changed
- Uses corporate and word-salad language
A good commit message should be concise, descriptive, and convey the *intent* behind the change, such as the bug being fixed or the feature being added. It should *not* be a detailed changelog of every individual byte that's changed.
Another (code-oriented) LLM output the following:
## References
```txt
profile(manager/ui): switch to index-based deletion and unify removal logic
This policy document has been adapted from the AI policies of numerous other free and open-source projects, whether restrictive or permissive.
- Make ConfigureProfileManagerDeleteDialog emit a deleteUser(int) signal instead of taking a callback. Store the target index in the dialog (m_index) and emit it on acceptance.
- Change ConfigureProfileManager to pass an index to SetInfo and to accept an index in DeleteUser. Wire the dialog signal to the new DeleteUser slot.
- Update headers: add the signal and m_index, add TODO to move dialog to a .ui file, and update slot/signature declarations.
- Add ProfileManager::RemoveProfileAtIndex(std::size_t) and refactor RemoveUser(UUID) to call RemoveProfileAtIndex to avoid duplicated removal logic. Ensure the removal path marks saves as needed and writes the user save file.
- Ensure the profile list updates immediately after deletes by calling profile_manager.ResetUserSaveFile() when populating the user list (qlaunch fix).
- Misc: update SPDX copyright year and fix build breakages caused by the API changes.
- [Gitea](https://github.com/go-gitea/gitea/blob/main/CONTRIBUTING.md#ai-contribution-policy)
- The [Linux kernel](https://kernel.org/doc/html/next/process/coding-assistants.html)
- [Gentoo Linux](https://wiki.gentoo.org/wiki/Project:Council/AI_policy)
- [cURL](https://curl.se/dev/contribute.html#on-ai-use-in-curl)
- [FastAPI](https://tiangolo.com/open-source/contributing/#automated-code-and-ai)
This consolidates profile removal behavior, fixes potential race conditions in the profile dialog, and removes duplicated removal code.
```
This has all of the same problems as the other one. Needlessly verbose, doesn't address *what* it actually fixes ("consolidates profile removal behavior"... okay, why? What does it fix?), etc. It even has the bonus of totally hallucinating the addition of a method!
On a more "philosophical" note, LLMs tend to be geared towards *corporate language*, as that's what they're trained on. This is why AI-generated commit messages feel like "word salad", and typically pad out the commit message to make it *look* like a lot of things were changed (trust me, it's like that in the corporate world). They typically also drift towards unneeded buzzwords and useless implementation details.
@@ -17,6 +17,7 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
USE_CUSTOM_CPU_TICKS("use_custom_cpu_ticks"),
SKIP_CPU_INNER_INVALIDATION("skip_cpu_inner_invalidation"),
NCE_INVALIDATION_GPU_READBACK("nce_invalidation_gpu_readback"),
NCE_RUNTIME_NRO_PATCH("nce_runtime_nro_patch"),
FIX_BLOOM_EFFECTS("fix_bloom_effects"),
EMULATE_BGR565("emulate_bgr565"),
RESCALE_HACK("rescale_hack"),
@@ -94,7 +95,7 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
ENABLE_QUICK_SETTINGS("enable_quick_settings");
//external fun isFrameSkippingEnabled(): Boolean
// external fun isFrameSkippingEnabled(): Boolean
external fun isFrameInterpolationEnabled(): Boolean
override fun getBoolean(needsGlobal: Boolean): Boolean =
@@ -866,6 +866,13 @@ abstract class SettingsItem(
descriptionId = R.string.nce_invalidation_gpu_readback_description
)
)
put(
SwitchSetting(
BooleanSetting.NCE_RUNTIME_NRO_PATCH,
titleId = R.string.nce_runtime_nro_patch,
descriptionId = R.string.nce_runtime_nro_patch_description
)
)
put(
SwitchSetting(
BooleanSetting.FIX_BLOOM_EFFECTS,
@@ -555,6 +555,7 @@ class SettingsFragmentPresenter(
add(BooleanSetting.SKIP_CPU_INNER_INVALIDATION.key)
add(BooleanSetting.NCE_INVALIDATION_GPU_READBACK.key)
add(BooleanSetting.NCE_RUNTIME_NRO_PATCH.key)
add(BooleanSetting.FIX_BLOOM_EFFECTS.key)
add(BooleanSetting.EMULATE_BGR565.key)
add(BooleanSetting.RENDERER_ASYNCHRONOUS_SHADERS.key)
@@ -589,6 +589,8 @@
<string name="skip_cpu_inner_invalidation_description">يتخطى بعض عمليات إبطال ذاكرة التخزين المؤقتة من جانب وحدة المعالجة المركزية أثناء تحديثات الذاكرة، مما يقلل من استخدام وحدة المعالجة المركزية ويحسن أداءها. قد يتسبب ذلك في حدوث أعطال أو تعطل في بعض الألعاب.</string>
<string name="nce_invalidation_gpu_readback">إعادة قراءة وحدة معالجة الرسومات قبل إبطال صلاحية NCE</string>
<string name="nce_invalidation_gpu_readback_description">إصلاح مؤقت. يعالج مشكلة تعطل لعبة Ender Magnolia (وغيرها من ألعاب UE). قد يؤدي إلى انخفاض في الأداء. يجري العمل على تحسينه.</string>
<string name="nce_runtime_nro_patch">تصحيح حالات NRO في وقت التشغيل لـ NCE</string>
<string name="nce_runtime_nro_patch_description">حل مؤقت. إصلاح مشكلة تشغيل لعبة Biomutant. قد يؤثر ذلك على الأداء. يجري العمل على تحسينه.</string>
<string name="fix_bloom_effects">إصلاح تأثيرات التوهج</string>
<string name="fix_bloom_effects_description">يقلل من ضبابية التوهج في LA/EOW (Adreno A6XX - A7XX/ Turnip)، ويزيل التوهج في Burnout. تحذير: قد يسبب تشوهات رسومية في ألعاب أخرى.</string>
<string name="emulate_bgr565">محاكاة BGR565</string>
@@ -696,7 +698,7 @@
<string name="control_stick">عصا التحكم</string>
<string name="right_stick">العصا اليمنى</string>
<string name="c_stick">عصا-C</string>
<string name="pressed">ضغط العصا</string>
<string name="pressed">مضغوط</string>
<string name="range">النطاق</string>
<string name="deadzone">المنطقة الميتة</string>
<string name="modifier">معدل</string>
@@ -36,7 +36,7 @@
<string name="input_overlay_options">虛擬按鍵設定</string>
<string name="input_overlay_options_description">調整虛擬按鍵的位置與顯示設定</string>
<string name="edit_overlay_layout">調整虛擬按鍵</string>
<string name="edit_overlay_layout">編輯虛擬按鍵</string>
<string name="edit_overlay_layout_description">調整虛擬按鍵的位置和大小</string>
@@ -253,8 +253,8 @@
<string name="install_firmware_warning">跳過安裝韌體?</string>
<string name="emulator_data">設定模擬器資料</string>
<string name="emulator_data_description">模擬器需要金鑰才能正常執行,同時建議安裝韌體以啟動 QLaunch 小程式</string>
<string name="permissions">授予通知權限</string>
<string name="permissions_description">授予 Eden 傳送通知的權限以使用模擬器的特定功能</string>
<string name="permissions">授予權限</string>
<string name="permissions_description">授予權限以使用模擬器的特定功能</string>
<string name="install_firmware_warning_description">許多遊戲需要韌體才能正常運作</string>
<string name="install_firmware_warning_help">https://yuzu-mirror.github.io/help/quickstart/#guide-introduction</string>
<string name="notifications">通知</string>
@@ -268,8 +268,8 @@
<string name="device_manufacturer">製造商</string>
<string name="device_model">型號</string>
<string name="product">型號代碼</string>
<string name="android_version">Android 版本</string>
<string name="android_security_patch">Android 安全性修補程式等級</string>
<string name="android_version">安卓版本</string>
<string name="android_security_patch">安卓安全性修補程式等級</string>
<string name="build_id">版本號碼</string>
<string name="general_information">基本資訊</string>
<string name="hardware">硬體</string>
@@ -287,7 +287,7 @@
<string name="warning_skip">跳過</string>
<string name="warning_cancel">取消</string>
<string name="install_amiibo_keys">安裝 Amiibo 金鑰</string>
<string name="install_amiibo_keys_description">安裝 Amiibo 以在日後遊玩時使用</string>
<string name="install_amiibo_keys_description">需要先安裝才能在遊戲中使用 Amiibo</string>
<string name="gpu_driver_fetcher">GPU 驅動程式下載器</string>
<string name="gpu_driver_manager">GPU 驅動程式管理員</string>
<string name="install_gpu_driver_description">安裝替代驅動程式以取得潛在的更佳效能或準確度</string>
@@ -417,17 +417,17 @@
<string name="custom_driver_not_supported">您的裝置不支援自訂驅動程式</string>
<string name="custom_driver_not_supported_description">此裝置不支援注入自訂驅動程式\n請以後再來查看是否已新增支援!</string>
<string name="manage_yuzu_data">管理 Eden 資料</string>
<string name="manage_yuzu_data_description">安裝韌體、金鑰,匯入/匯出使用者資料及安裝其它項目!</string>
<string name="manage_yuzu_data_description">安裝韌體、金鑰,導入/導出使用者資料及安裝其它項目!</string>
<string name="game_folders">遊戲資料夾</string>
<string name="deep_scan">深度掃描</string>
<string name="add_game_folder">新增遊戲資料夾</string>
<string name="folder_already_added">這個資料夾已經新增過了!</string>
<string name="game_folder_properties">遊戲資料夾設定</string>
<plurals name="saves_import_failed">
<item quantity="other">%d 個存檔匯入失敗</item>
<item quantity="other">%d 個存檔導入失敗</item>
</plurals>
<plurals name="saves_import_success">
<item quantity="other">成功匯入 %d 個存檔</item>
<item quantity="other">成功導入 %d 個存檔</item>
</plurals>
<string name="no_save_data_found">找不到儲存資料</string>
<string name="verify_installed_content">驗證已安裝內容的完整性</string>
@@ -578,9 +578,11 @@
<string name="skip_cpu_inner_invalidation">跳過 CPU 內部失效處理</string>
<string name="skip_cpu_inner_invalidation_description">在記憶體更新期間跳過某些 CPU 端快取的失效處理,減少 CPU 使用率並提高其性能。可能會導致某些遊戲出現故障或當機</string>
<string name="nce_invalidation_gpu_readback">在 NCE 無效化前進行 GPU 回讀</string>
<string name="nce_invalidation_gpu_readback_description">(暫時性功能)修復《終結者瑪格諾莉亞:霧中綻放》及其它使用虛幻引擎之遊戲中的當機問題,可能會降低效能。此功能正在改善中</string>
<string name="nce_invalidation_gpu_readback_description">(暫時性功能)修復 \"終結者瑪格諾莉亞:霧中綻放\" 及其它使用虛幻引擎之遊戲中的當機問題,可能會降低效能。此功能正在改善中</string>
<string name="nce_runtime_nro_patch">對 NCE Runtime 的 NRO 檔案進行修補</string>
<string name="nce_runtime_nro_patch_description">(暫時性功能)修復 \"Biomutant\" 的啟動問題,可能會對效能造成影響。此功能正在改善中</string>
<string name="fix_bloom_effects">修正光暈特效</string>
<string name="fix_bloom_effects_description">在《薩爾達傳說:織夢島》和《薩爾達傳說:智慧的再現》中減少光暈模糊的問題並移除《橫衝直撞:狂飆樂園重製版》中的光暈效果(適用於 Adreno A6XX - A7XX/ Turnip)。警告:可能會在其它遊戲中導致圖形異常</string>
<string name="fix_bloom_effects_description">在 \"薩爾達傳說:織夢島\" 和 \"薩爾達傳說:智慧的再現\" 中減少光暈模糊的問題並移除 \"橫衝直撞:狂飆樂園重製版\" 中的光暈效果(適用於 Adreno A6XX - A7XX/ Turnip)。警告:可能會在其它遊戲中導致圖形異常</string>
<string name="emulate_bgr565">模擬 BGR565</string>
<string name="emulate_bgr565_description">修正遊戲中出現的色彩反轉、圖形異常或陰影異常</string>
<string name="rescale_hack">啟用舊版重新縮放處理</string>
@@ -603,7 +605,7 @@
<string name="extensions">擴充功能</string>
<string name="dyna_state">擴展動態狀態</string>
<string name="dyna_state_description">控制 Vulkan 擴展動態狀態中可使用的功能數量,較高的數值可根據驅動程式支援的動態狀態減少管線編譯的次數</string>
<string name="dyna_state_description">控制擴展動態狀態中可使用的功能數量,較高的數值可根據驅動程式支援的動態狀態減少管線編譯的次數</string>
<string name="disabled">停用</string>
<string name="vertex_input_dynamic_state">頂點輸入動態狀態</string>
<string name="vertex_input_dynamic_state_description">啟用此功能可提供更彈性的頂點輸入處理方式,並可能減少頂點/緩衝區的管線編譯時間</string>
@@ -808,7 +810,7 @@
<string name="recommended_driver">推薦驅動程式:</string>
<string name="gpu_model">GPU 型號</string>
<string name="unsupported_gpu">不支援的 GPU</string>
<string name="unsupported_gpu_warning">您的 GPU 不支援驅動程式注入,不建議嘗試安裝自訂驅動程式</string>
<string name="unsupported_gpu_warning">您的 GPU 不支援驅動程式注入,不建議嘗試設定自訂驅動程式</string>
<!-- Preferences Screen -->
<string name="preferences_settings">設定</string>
@@ -892,7 +894,7 @@
<string name="select_content_type">內容類型</string>
<string name="updates_and_dlc">更新及 DLC</string>
<string name="mods_and_cheats">模組及金手指</string>
<string name="addon_notice">注意!</string>
<string name="addon_notice">重要的˙附加元件通知</string>
<!-- \"cheats/" "romfs/" and \"exefs/ should not be translated -->
<string name="addon_notice_description">若要安裝模組及金手指,您必須選擇一個包含 cheats/、romfs/ 或 exefs/ 的目錄。我們無法驗證這些內容是否與您的遊戲相容,所以請謹慎安裝!</string>
<string name="invalid_directory">無效的目錄</string>
@@ -981,7 +983,7 @@
<string name="emulation_pause">暫停模擬</string>
<string name="emulation_unpause">繼續模擬</string>
<string name="emulation_input_overlay">疊加層/虛擬按鍵設定</string>
<string name="load_amiibo">匯入 Amiibo</string>
<string name="load_amiibo">導入 Amiibo</string>
<string name="touchscreen">觸控螢幕</string>
<string name="lock_drawer">鎖定側邊選單</string>
<string name="unlock_drawer">解鎖側邊選單</string>
@@ -1128,16 +1130,6 @@
<string name="freedreno_clear_all">全部清除</string>
<string name="freedreno_saved">Freedreno 設定已儲存</string>
<string name="freedreno_cleared_all">已清除所有 Freedreno 變數</string>
<string name="freedreno_variable_added">變數 %1$s 已新增</string>
<string name="freedreno_preset_applied">設定檔 \"%1$s\" 已套用</string>
<string name="freedreno_error_empty_name">變數名稱不可空白</string>
<string name="freedreno_error_setting_variable">變數設定失敗</string>
<string name="freedreno_info_title">關於 Freedreno 設定</string>
<string name="freedreno_info_description">透過調整 Freedreno/Turnip GPU 驅動程式的設定來偵錯、分析和最佳化效能,會自動儲存變更。詳情請參閱 https://docs.mesa3d.org/drivers/freedreno.html</string>
<string name="freedreno_per_game_title">Freedreno 設定</string>
<string name="freedreno_per_game_description">調整此遊戲的 GPU 驅動程式設定</string>
<string name="freedreno_per_game_saved">Freedreno 設定已儲存</string>
<!-- Gamepad Buttons -->
<string name="gamepad_d_pad">方向鍵</string>
<string name="gamepad_left_stick">左搖桿</string>
@@ -1146,17 +1138,14 @@
<string name="gamepad_screenshot">螢幕截圖</string>
<!-- Disk shader cache -->
<string name="building_shaders">正在編譯著色器</string>
<string name="building_shaders">正在建置著色器</string>
<!-- App options -->
<string name="change_app_theme">變更應用程式主題</string>
<string name="theme_default">預設</string>
<string name="theme_material_you">Material You</string>
<string name="app_settings">Eden 介面設定</string>
<string name="theme_material_you">質感設計3</string>
<string name="app_settings">Eden介面設定</string>
<string name="theme_and_color">主題和顏色</string>
<string name="fullscreen_mode">全螢幕模式</string>
<string name="fullscreen_mode_description">在使用 Eden 時隱藏 Android 系統的導覽列,在直向時從螢幕底部往上滑以暫時顯示它們;橫向時則從螢幕側邊往內滑動</string>
<!-- Theme Modes -->
<string name="change_theme_mode">變更主題模式</string>
<string name="theme_mode_follow_system">跟隨系統</string>
@@ -1165,26 +1154,18 @@
<!-- Black backgrounds theme -->
<string name="use_black_backgrounds">黑色背景</string>
<string name="use_black_backgrounds_description">使用深色主題時套用黑色背景</string>
<!-- Buttons -->
<string name="enable_folder_button">遊戲資料夾</string>
<string name="enable_folder_button_description">在 Eden 首頁顯示新增遊戲資料夾的按鈕</string>
<string name="enable_qlaunch_button">QLaunch</string>
<string name="enable_qlaunch_button_description">在 Eden 首頁顯示 QLaunch 按鈕</string>
<string name="use_black_backgrounds_description">使用深色主題時,套用黑色背景。</string>
<!-- App Language -->
<string name="app_language">語言</string>
<string name="app_language_description">選擇 Eden 顯示的語言</string>
<string name="app_language_description">選擇Eden顯示的語言</string>
<string name="app_language_system">跟隨系統</string>
<!-- Static Themes -->
<string name="static_theme_color">主題色彩</string>
<string name="eden_theme">Eden</string>
<string name="violet">紫色</string>
<string name="blue">藍色</string>
<string name="cyan">青色</string>
<string name="red">紅色</string>
<string name="green">綠色</string>
<string name="yellow">黃色</string>
<string name="orange">橘色</string>
<string name="pink">粉紅色</string>
@@ -1206,27 +1187,13 @@
<string name="applets_menu_description">更改小程式前端和設定</string>
<string name="applet_hle">自訂前端</string>
<string name="applet_lle">Switch 小程式</string>
<string name="applet_lle">Switch小程式</string>
<string name="swkbd_applet">軟體鍵盤</string>
<string name="airplane_mode">飛航模式</string>
<string name="airplane_mode_description">將飛航模式傳遞給 Switch 作業系統</string>
<string name="airplane_mode_description">將飛航模式傳遞給Switch作業系統</string>
<string name="enable_overlay">啟用小程式虛擬按鍵</string>
<string name="enable_overlay_description">啟用 Horizon OS 內建的小程式虛擬按鍵,長按 Home 鍵 1 秒以顯示虛擬按鍵</string>
<!-- Profile Management -->
<string name="profile_manager">使用者管理</string>
<string name="profile_manager_description">更改使用者名稱、圖片及新增或刪除使用者</string>
<string name="profile_add_user">新增使用者</string>
<string name="profile_new_user">新增使用者</string>
<string name="profile_edit_user">編輯使用者資料</string>
<string name="profile_edit">編輯</string>
<string name="profile_delete">刪除</string>
<string name="profile_username">使用者名稱</string>
<string name="profile_uuid">使用者 ID (通用唯一辨識碼)</string>
<string name="profile_uuid_description">這是此使用者設定檔的唯一識別碼,建立後就無法進行更改</string>
<!-- Licenses screen strings -->
<string name="licenses">授權</string>
<string name="license_fidelityfx_fsr_description">來自 AMD 的升級圖像品質</string>
@@ -595,6 +595,8 @@
<string name="skip_cpu_inner_invalidation_description">Skips certain CPU-side cache invalidations during memory updates, reducing CPU usage and improving it\'s performance. This may cause glitches or crashes on some games.</string>
<string name="nce_invalidation_gpu_readback">GPU Readback Before NCE Invalidation</string>
<string name="nce_invalidation_gpu_readback_description">Temporary. Fix Ender Magnolia (and other UE titles) crashes. May reduce performance. Improvement in progress.</string>
<string name="nce_runtime_nro_patch">Patch Runtime NROs for NCE</string>
<string name="nce_runtime_nro_patch_description">Temporary. Fix Biomutant boot. May impact performance. Improvement in progress.</string>
<string name="fix_bloom_effects">Fix Bloom Effects</string>
<string name="fix_bloom_effects_description">Reduces bloom blur in LA/EOW (Adreno A6XX - A7XX/ Turnip), removes bloom in Burnout. Warning: may cause graphical artifacts in other games.</string>
<string name="emulate_bgr565">Emulate BGR565</string>
+2
View File
@@ -641,6 +641,8 @@ struct Values {
true};
SwitchableSetting<bool> nce_invalidation_gpu_readback{
linkage, false, "nce_invalidation_gpu_readback", Category::RendererHacks};
SwitchableSetting<bool> nce_runtime_nro_patch{
linkage, false, "nce_runtime_nro_patch", Category::RendererHacks};
SwitchableSetting<bool> async_presentation{linkage,
#ifdef __ANDROID__
true,
+2 -2
View File
@@ -369,8 +369,8 @@ void ArmNce::SetContext(const Kernel::Svc::ThreadContext& ctx) {
}
void ArmNce::SignalInterrupt(Kernel::KThread* thread) {
// Add break loop condition.
m_guest_ctx.esr_el1.fetch_or(static_cast<u64>(HaltReason::BreakLoop));
constexpr u64 break_loop = static_cast<u64>(HaltReason::BreakLoop);
if ((m_guest_ctx.esr_el1.fetch_or(break_loop) & break_loop) != 0) return;
auto* params = &thread->GetNativeExecutionParameters();
LockThreadParameters(params);
-42
View File
@@ -45,23 +45,6 @@ Patcher::Patcher() : c(m_patch_instructions), c_pre(m_patch_instructions_pre) {
WriteLoadContext(c_pre);
}
Patcher::Patcher(std::span<const u8> text) : c(m_patch_instructions), c_pre(m_patch_instructions_pre) {
modules.emplace_back();
curr_patch = &modules.back();
const auto words = std::span<const u32>{reinterpret_cast<const u32*>(text.data()), text.size() / sizeof(u32)};
for (u32 i = ModuleCodeIndex; i < static_cast<u32>(words.size()); ++i) {
const uintptr_t offset = i * sizeof(u32);
if (auto mrs = MRS{words[i]}; mrs.Verify() && mrs.GetRt() != 31 && (mrs.GetSystemReg() == TpidrEl0 || mrs.GetSystemReg() == TpidrroEl0)) {
BranchToPatch(offset);
const auto src_reg = mrs.GetSystemReg() == TpidrroEl0 ? oaknut::SystemReg::TPIDRRO_EL0 : oaknut::SystemReg::TPIDR_EL0;
WriteMrsHandler(offset + sizeof(u32), oaknut::XReg{static_cast<int>(mrs.GetRt())}, src_reg);
} else if (auto msr = MSR{words[i]}; msr.Verify() && msr.GetSystemReg() == TpidrEl0) {
BranchToPatch(offset);
WriteMsrHandler(offset + sizeof(u32), oaknut::XReg{static_cast<int>(msr.GetRt())});
}
}
}
Patcher::~Patcher() = default;
bool Patcher::PatchText(std::span<const u8> program_image, const Kernel::CodeSet::Segment& code) {
@@ -199,31 +182,6 @@ bool Patcher::PatchText(std::span<const u8> program_image, const Kernel::CodeSet
return true;
}
std::span<const u32> Patcher::RelocateRuntimeTls(
s64 patch_offset, std::vector<InstructionPatch>& out_patches) {
const auto& patch = modules.front();
const auto can_branch = [](s64 offset) {
return offset % 4 == 0 && offset >= -static_cast<s64>(MaxRelativeBranch) && offset < static_cast<s64>(MaxRelativeBranch);
};
out_patches.clear();
out_patches.reserve(patch.m_branch_to_patch_relocations.size());
for (const auto& rel : patch.m_branch_to_patch_relocations) {
const s64 offset = patch_offset + rel.patch_offset - static_cast<s64>(rel.module_offset);
if (!can_branch(offset)) {return {};}
u32 replacement;
oaknut::CodeGenerator rc{&replacement};
rc.B(offset);
out_patches.push_back({rel.module_offset, replacement});
}
for (const auto& rel : patch.m_branch_to_module_relocations) {
const s64 offset = static_cast<s64>(rel.module_offset) - patch_offset - rel.patch_offset;
if (!can_branch(offset)) {return {};}
oaknut::CodeGenerator rc{m_patch_instructions.data() + rel.patch_offset / sizeof(u32)};
rc.B(offset);
}
return m_patch_instructions;
}
bool Patcher::RelocateAndCopy(Common::ProcessAddress load_base, const Kernel::CodeSet::Segment& code, std::vector<u8>& program_image, EntryTrampolines* out_trampolines) {
const size_t patch_size = GetSectionSize();
const size_t pre_patch_size = GetPreSectionSize();
-7
View File
@@ -48,22 +48,15 @@ using ModuleTextAddress = u64;
using PatchTextAddress = u64;
using EntryTrampolines = ::Common::unordered_map<ModuleTextAddress, PatchTextAddress>;
struct InstructionPatch {
u64 offset;
u32 replacement;
};
class Patcher {
public:
void SetModuleID(const ModuleID& id) {
module_id = id;
}
explicit Patcher();
explicit Patcher(std::span<const u8> text);
~Patcher();
bool PatchText(std::span<const u8> program_image, const Kernel::CodeSet::Segment& code);
bool RelocateAndCopy(Common::ProcessAddress load_base, const Kernel::CodeSet::Segment& code, std::vector<u8>& program_image, EntryTrampolines* out_trampolines);
std::span<const u32> RelocateRuntimeTls(s64 patch_offset, std::vector<InstructionPatch>& out_patches);
size_t GetSectionSize() const noexcept;
size_t GetPreSectionSize() const noexcept;
-3
View File
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
-3
View File
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2019 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
-3
View File
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
-3
View File
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
+1 -1
View File
@@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2019 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2019 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
#pragma once
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
+1 -1
View File
@@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
-3
View File
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
#include "core/hle/service/am/service/common_state_getter.h"
@@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
#pragma once
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
-3
View File
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2019 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
-3
View File
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
-3
View File
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@@ -1,4 +1,7 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
@@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
-3
View File
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later

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