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30 commits

Author SHA1 Message Date
CamilleLaVey
53060c9a91 Small experiment 2026-04-08 23:47:15 +02:00
CamilleLaVey
8200a7564c [texture_cache] Removal of lowmemorydevice dead code 2026-04-08 23:47:15 +02:00
CamilleLaVey
1637a2cb30 fix license headers+ 2026-04-08 23:47:15 +02:00
CamilleLaVey
cb851cf091 [texture_cache] Adjusted GC logic for the iterations with older or obsolete textures 2026-04-08 23:47:15 +02:00
CamilleLaVey
90fd089e58 [texture_cache] Reduce garbage collection logic by simplifying conditions and thresholds 2026-04-08 23:47:15 +02:00
CamilleLaVey
29e77b5e2d small fix for the softlock after lru cache removal 2026-04-08 23:47:15 +02:00
CamilleLaVey
c515a6bf83 Gido MEOW 2026-04-08 23:47:15 +02:00
CamilleLaVey
2e90822686 [texture_cache] Replace LRU index with frame tick in ImageBase + update garbage collection logic 2026-04-08 23:47:15 +02:00
CamilleLaVey
9bef0b35ba I got meowed by Gidoly 2026-04-08 23:47:15 +02:00
CamilleLaVey
ba1e137bb6 [buffer_cache] Removal of LRU inside buffer cache and replaced with tick operations inside frames. 2026-04-08 23:47:15 +02:00
CamilleLaVey
febddbd00c [maxwell] Removed prefetching for ProcessCommands 2026-04-08 23:47:15 +02:00
CamilleLaVey
ad2225b5d0 [maxwell] Refactor execution mask initialization to use fill() instead of reset() 2026-04-08 23:47:15 +02:00
CamilleLaVey
3d0eb4b5d7
[vulkan] 1st Vulkan Global Maintenance (#3839)
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This pr aims to make a first step into giving Eden's Vulkan backend maintenance with better formatting, understanding and reduce the redundancy between some wrong implementations:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3832
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-04-08 23:42:55 +02:00
crueter
c05d999225
[bcat] Fix news to use Forgejo releases instead (#3841)
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Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3841
2026-04-08 22:09:55 +02:00
crueter
71d3dd67d3
[frontend] Force https on bundled OpenSSL (#3843)
For some unknown reason, bundled OpenSSL likes the `https` scheme,
whereas system OpenSSL (on Gentoo at least) does not... even when the
bundled OpenSSL is built exactly like the Gentoo one, certificate and
all...

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3843
2026-04-08 21:27:10 +02:00
crueter
9b2fba1275
[ci] Add CPMUtil dependency update workflow (#3838)
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We have dependabot at home

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3838
2026-04-08 05:15:27 +02:00
Eden CI
19eab4d7aa
[dist, android] Update translations from Transifex for Apr 07 (#3834)
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Automatic translation update for Apr 07

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3834
Co-authored-by: Eden CI <ci@eden-emu.dev>
Co-committed-by: Eden CI <ci@eden-emu.dev>
2026-04-07 19:18:07 +02:00
crueter
50a6f331cf
[desktop] Use pixel-based font sizes instead of point-based for game card (#3827)
Some checks are pending
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Archaic systems that still don't utilize point sizes properly should
like this.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3827
2026-04-07 00:04:16 +02:00
crueter
9c13c71da8
[externals] Require httplib >=0.18.7 (#3830)
This is the version in Trixie and is thus far the oldest known version
that works. We know for a fact that Bookworm's doesn't work, so drop
that entirely.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3830
2026-04-07 00:03:45 +02:00
crueter
7d53849cd3
[desktop] "Fix" card auto-alignment (#3829)
Closes #3707

All this does is anchor the left and right-most cards to their
respective edges, and then equally distributes the gaps between cards
thereafter.

Don't even bother trying to figure out what the hell I just wrote. I'm a
UI designer, not a mathematician.

Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3829
2026-04-07 00:02:59 +02:00
John
fd0c5655c4
Fixes [shader_recompiler] fix CBuf get/set VUUID due to using composite for U32[1], F32[1] (#3790) (#3823)
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Fixes Megaman Starforce Legacy Collection crashing.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3823
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: John <john@eden-emu.dev>
Co-committed-by: John <john@eden-emu.dev>
2026-04-06 21:48:22 +02:00
crueter
88f0e7862a
[ci] fix tx-pull cron fr this time (#3828)
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Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3828
2026-04-06 19:49:24 +02:00
smiRaphi
d99a8c65cc
[hle/kernel] Fix OutputDebugString formatting (#3744)
Fixes the debug outputs by buffering it, should not effect any normal game as the flush thread only get's created once the function has actually been called.

Turning it from:
```
[   9.707449] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString: SDK Assertion Failure: 'hipc::ResultSessionClosed::Includes(result)' in CloseClientSessionHandleSafely() at pid=81, tid=76(Main
[   9.707642] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString: Thread)

[   9.707791] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString: [SF-Internal]
[   9.707827] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:

[   9.708202] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString: Stack trace:

[   9.708880] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:   0x00000000866B5170 (unknown)

[   9.708911] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:   0x00000000866B42BC (unknown)

[   9.708916] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:   0x00000000866B4AEC (unknown)

[   9.708919] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:   0x00000000866B2F20 (unknown)

[   9.708922] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:   0x00000000866B19BC (unknown)

[   9.708925] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:   0x0000000086875C64 (unknown)

[   9.708927] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:   0x00000000868752E0 (unknown)

[   9.708929] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:   0x0000000086874C1C (unknown)

[   9.708932] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:   0x00000000866FBD1C (unknown)

[   9.708944] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:   0x00000000866FBDCC (unknown)

[   9.708967] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:

[   9.709035] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString: Related modules:

[   9.709061] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:   base               size               name/path

[   9.709349] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:   0x000000008665D000 0x0000000000E50000 nnSdkEn

[   9.709431] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:17:OutputDebugString:

```
Into:
```
[   5.895512] Debug.Emulated <Info> core\hle\kernel\svc\svc_debug_string.cpp:47:FlushDbgLoop:
SDK Assertion Failure: 'hipc::ResultSessionClosed::Includes(result)' in CloseClientSessionHandleSafely() at pid=81, tid=76(MainThread)
[SF-Internal]
Stack trace:
  0x00000000866B5170 (unknown)
  0x00000000866B42BC (unknown)
  0x00000000866B4AEC (unknown)
  0x00000000866B2F20 (unknown)
  0x00000000866B19BC (unknown)
  0x0000000086875C64 (unknown)
  0x00000000868752E0 (unknown)
  0x0000000086874C1C (unknown)
  0x00000000866FBD1C (unknown)
  0x00000000866FBDCC (unknown)

Related modules:
  base               size               name/path
  0x000000008665D000 0x0000000000E50000 nnSdkEn

```

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3744
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: smiRaphi <neogt404@gmail.com>
Co-committed-by: smiRaphi <neogt404@gmail.com>
2026-04-06 19:17:43 +02:00
lizzie
876884e783
[video_core/host_shaders] unroll lanczos loop for slightly better perf (#3754)
Some (Mali) drivers particularly are afraid to unroll loops with more than 7 constant iterations (?); hence manual unrolling is potentially beneficial due to avoiding extra branching + the uniform runtime expectations

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3754
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-04-06 19:14:13 +02:00
MaranBr
028050cf04
[shader_recompiler] Fix IsScaled dynamic indexing reading wrong bit source (#3789)
The non-immediate path in IsScaled was incorrectly using index_value as the source for OpBitFieldUExtract, instead of loading the corresponding word from the push constant bitmask.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3789
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: MaranBr <maranbr@outlook.com>
Co-committed-by: MaranBr <maranbr@outlook.com>
2026-04-06 19:13:35 +02:00
lizzie
1f787ffc39
[cmake, deps] conjure common/httplib.h and remove global def for httplib macros (#3800)
httplib stuff done by @crueter on #3797

+ some extra stuff since the warning push/pop should be in header i fear :)

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

Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3800
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-04-06 19:13:09 +02:00
lizzie
148dc7b480
[arm] remove vtable bounce hack (#3776)
horrible hack anyways, and PKZA shouldn't need it anymore

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

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3776
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-04-06 19:12:51 +02:00
crueter
612a203ab2
[docs] add instructions to build older commits (#3826)
Signed-off-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3826
2026-04-06 19:12:10 +02:00
lizzie
5e927199c5
[dynarmic, cmake] Assorted RISC-V build fixes (#3797)
Signed-off-by: lizzie <lizzie@eden-emu.dev>
Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3797
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-04-06 19:11:47 +02:00
318 changed files with 13417 additions and 13946 deletions

View file

@ -1,9 +1,9 @@
name: tx-pull
on:
# monday, wednesday, saturday at 2pm
# tuesday, saturday at 2pm
schedule:
cron: '0 14 * * 1,3,6'
- cron: '0 14 * * 2,6'
workflow_dispatch:
jobs:

View file

@ -0,0 +1,54 @@
name: update-deps
on:
# saturday at noon
schedule:
- cron: '0 12 * * 6'
workflow_dispatch:
jobs:
tx-update:
runs-on: source
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Update deps
run: |
git config --local user.name "Eden CI"
git config --local user.email "ci@eden-emu.dev"
git config --local user.signingkey "D57652791BB25D2A"
git config --local push.autoSetupRemote true
git remote set-url origin ci:eden-emu/eden.git
DATE=$(date +"%b %d")
echo "DATE=$DATE" >> "$GITHUB_ENV"
git switch -c update-deps-$DATE
tools/cpmutil.sh package update -ac
git push
- name: Create PR
run: |
TITLE="[externals] Dependency update for $DATE"
BODY="$(git show -s --format='%b')"
BASE=master
HEAD=update-deps-$DATE
cat << EOF > data.json
{
"base": "$BASE",
"body": "$BODY",
"head": "$HEAD",
"title": "$TITLE"
}
EOF
curl -X 'POST' \
'https://git.eden-emu.dev/api/v1/repos/eden-emu/eden/pulls' \
-H 'accept: application/json' \
-H 'Authorization: Bearer ${{ secrets.CI_FJ_TOKEN }}' \
-H 'Content-Type: application/json' \
-d "@data.json" --fail

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812
dist/languages/sv.ts vendored

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816
dist/languages/uk.ts vendored

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810
dist/languages/vi.ts vendored

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View file

@ -16,6 +16,7 @@ This contains documentation created by developers. This contains build instructi
- **[Dynarmic](./dynarmic)**
- **[Cross compilation](./CrossCompile.md)**
- **[Driver Bugs](./DriverBugs.md)**
- **[Building Older Commits](./build/OlderCommits.md)**
## Policies

40
docs/build/OlderCommits.md vendored Normal file
View file

@ -0,0 +1,40 @@
# Building Older Commits
Bisecting and debugging older versions of Eden can be difficult, as many of our submodules have been deleted or removed. However, work has been done to make this process as simple as possible for users.
## Script
Copy the following script and store it in `fix.sh`:
```sh
#!/bin/sh -e
git -C externals/discord-rpc checkout 0d8b2d6a37c6e47d62b37caa14708bf747c883bb
git add externals/discord-rpc
git -C externals/dynarmic checkout 05b7ba50588d1004e23ef91f1bda8be234be68f4
git add externals/dynarmic
git -C externals/mbedtls checkout ce4f81f4a926a0e0dcadd0128e016baba416e8ea
git add externals/mbedtls
git -C externals/oboe checkout e4f06f2143eb0173bf4a2bd15aae5e8cc3179405
git add externals/oboe
git -C externals/sirit checkout b870b062998244231a4f08004d3b25151732c5c5
git add externals/sirit
```
Then, run `chmod +x fix.sh`
## Submodules
To check out submodules successfully, use this order of operations:
```sh
git submodule update --init --recursive --depth 1 --jobs 8 --progress
./fix.sh
git submodule update --init --recursive --depth 1 --jobs 8 --progress
```
And you should be good to go! If you check out a different commit that changes submodule commits, run the above command list again.

View file

@ -62,6 +62,12 @@ endif()
# unordered_dense
AddJsonPackage(unordered-dense)
# httplib
if (IOS)
set(HTTPLIB_USE_BROTLI_IF_AVAILABLE OFF)
endif()
AddJsonPackage(httplib)
if (YUZU_STATIC_ROOM)
return()
endif()
@ -227,9 +233,6 @@ if (VulkanMemoryAllocator_ADDED)
endif()
endif()
# httplib
AddJsonPackage(httplib)
# cpp-jwt
if (ENABLE_WEB_SERVICE OR ENABLE_UPDATE_CHECKER)
AddJsonPackage(cpp-jwt)

View file

@ -30,13 +30,15 @@
"tag": "v%VERSION%",
"hash": "5efa8140aadffe105dcf39935b732476e95755f6c7473ada3d0b64df2bc02c557633ae3948a25b45e1cf67e89a3ff6329fb30362e4ac033b9a1d1e453aa2eded",
"git_version": "0.37.0",
"version": "0.18.7",
"find_args": "MODULE GLOBAL",
"patches": [
"0001-mingw.patch",
"0002-fix-zstd.patch"
],
"options": [
"HTTPLIB_REQUIRE_OPENSSL ON"
"HTTPLIB_REQUIRE_OPENSSL ON",
"HTTPLIB_DISABLE_MACOSX_AUTOMATIC_ROOT_CERTIFICATES ON"
]
},
"cpp-jwt": {

View file

@ -8,7 +8,7 @@
include_directories(.)
# Dynarmic
if (ARCHITECTURE_x86_64 OR ARCHITECTURE_arm64 AND NOT YUZU_STATIC_ROOM)
if ((ARCHITECTURE_x86_64 OR ARCHITECTURE_arm64 OR ARCHITECTURE_riscv64) AND NOT YUZU_STATIC_ROOM)
add_subdirectory(dynarmic)
add_library(dynarmic::dynarmic ALIAS dynarmic)
endif()

View file

@ -246,6 +246,7 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener, InputManager
nfcReader.startScanning()
startMotionSensorListener()
InputHandler.updateControllerData()
notifyPhysicalControllerState()
buildPictureInPictureParams()
}
@ -403,8 +404,7 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener, InputManager
val isPhysicalKeyboard = event.source and InputDevice.SOURCE_KEYBOARD == InputDevice.SOURCE_KEYBOARD &&
event.device?.isVirtual == false
val isControllerInput = event.source and InputDevice.SOURCE_JOYSTICK == InputDevice.SOURCE_JOYSTICK ||
event.source and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD
val isControllerInput = InputHandler.isPhysicalGameController(event.device)
if (!isControllerInput &&
event.source and InputDevice.SOURCE_MOUSE != InputDevice.SOURCE_MOUSE &&
@ -425,8 +425,7 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener, InputManager
}
override fun dispatchGenericMotionEvent(event: MotionEvent): Boolean {
val isControllerInput = event.source and InputDevice.SOURCE_JOYSTICK == InputDevice.SOURCE_JOYSTICK ||
event.source and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD
val isControllerInput = InputHandler.isPhysicalGameController(event.device)
if (!isControllerInput &&
event.source and InputDevice.SOURCE_KEYBOARD != InputDevice.SOURCE_KEYBOARD &&
@ -460,38 +459,36 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener, InputManager
}
private fun isGameController(deviceId: Int): Boolean {
val device = InputDevice.getDevice(deviceId) ?: return false
val sources = device.sources
return sources and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD ||
sources and InputDevice.SOURCE_JOYSTICK == InputDevice.SOURCE_JOYSTICK
return InputHandler.isPhysicalGameController(InputDevice.getDevice(deviceId))
}
override fun onInputDeviceAdded(deviceId: Int) {
if (isGameController(deviceId)) {
InputHandler.updateControllerData()
val navHostFragment =
supportFragmentManager.findFragmentById(R.id.fragment_container) as? NavHostFragment
val emulationFragment =
navHostFragment?.childFragmentManager?.fragments?.firstOrNull() as? org.yuzu.yuzu_emu.fragments.EmulationFragment
emulationFragment?.onControllerConnected()
notifyPhysicalControllerState()
}
}
override fun onInputDeviceRemoved(deviceId: Int) {
InputHandler.updateControllerData()
val navHostFragment =
supportFragmentManager.findFragmentById(R.id.fragment_container) as? NavHostFragment
val emulationFragment =
navHostFragment?.childFragmentManager?.fragments?.firstOrNull() as? org.yuzu.yuzu_emu.fragments.EmulationFragment
emulationFragment?.onControllerDisconnected()
notifyPhysicalControllerState()
}
override fun onInputDeviceChanged(deviceId: Int) {
if (isGameController(deviceId)) {
InputHandler.updateControllerData()
notifyPhysicalControllerState()
}
}
private fun notifyPhysicalControllerState() {
val navHostFragment =
supportFragmentManager.findFragmentById(R.id.fragment_container) as? NavHostFragment
val emulationFragment =
navHostFragment?.childFragmentManager?.fragments?.firstOrNull() as? org.yuzu.yuzu_emu.fragments.EmulationFragment
emulationFragment?.onPhysicalControllerStateChanged(InputHandler.androidControllers.isNotEmpty())
}
override fun onSensorChanged(event: SensorEvent) {
if (!NativeLibrary.isRunning() || NativeLibrary.isPaused()) {
return

View file

@ -57,7 +57,8 @@ class QuickSettings(val emulationFragment: EmulationFragment) {
container: ViewGroup,
setting: IntSetting,
namesArrayId: Int,
valuesArrayId: Int
valuesArrayId: Int,
onValueChanged: ((Int) -> Unit)? = null
) {
val inflater = LayoutInflater.from(emulationFragment.requireContext())
val itemView = inflater.inflate(R.layout.item_quick_settings_menu, container, false)
@ -89,6 +90,7 @@ class QuickSettings(val emulationFragment: EmulationFragment) {
setting.setInt(values[index])
saveSettings()
valueView.text = name
onValueChanged?.invoke(values[index])
}
}
radioGroup.addView(radioButton)

View file

@ -22,6 +22,8 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
USE_AUTO_STUB("use_auto_stub"),
RENDERER_USE_DISK_SHADER_CACHE("use_disk_shader_cache"),
RENDERER_FORCE_MAX_CLOCK("force_max_clock"),
RENDERER_ASYNCHRONOUS_GPU_EMULATION("use_asynchronous_gpu_emulation"),
RENDERER_ASYNC_PRESENTATION("async_presentation"),
RENDERER_ASYNCHRONOUS_SHADERS("use_asynchronous_shaders"),
RENDERER_REACTIVE_FLUSHING("use_reactive_flushing"),
ENABLE_BUFFER_HISTORY("enable_buffer_history"),
@ -31,8 +33,6 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
RENDERER_DEBUG("debug"),
RENDERER_PATCH_OLD_QCOM_DRIVERS("patch_old_qcom_drivers"),
RENDERER_VERTEX_INPUT_DYNAMIC_STATE("vertex_input_dynamic_state"),
RENDERER_PROVOKING_VERTEX("provoking_vertex"),
RENDERER_DESCRIPTOR_INDEXING("descriptor_indexing"),
RENDERER_SAMPLE_SHADING("sample_shading"),
GPU_UNSWIZZLE_ENABLED("gpu_unswizzle_enabled"),
PICTURE_IN_PICTURE("picture_in_picture"),

View file

@ -17,7 +17,6 @@ enum class IntSetting(override val key: String) : AbstractIntSetting {
RENDERER_VRAM_USAGE_MODE("vram_usage_mode"),
RENDERER_NVDEC_EMULATION("nvdec_emulation"),
RENDERER_ASTC_DECODE_METHOD("accelerate_astc"),
RENDERER_ASTC_RECOMPRESSION("astc_recompression"),
RENDERER_ACCURACY("gpu_accuracy"),
RENDERER_RESOLUTION("resolution_setup"),
RENDERER_VSYNC("use_vsync"),

View file

@ -141,13 +141,6 @@ abstract class SettingsItem(
valuesId = R.array.dynaStateValues
)
)
put(
SwitchSetting(
BooleanSetting.RENDERER_PROVOKING_VERTEX,
titleId = R.string.provoking_vertex,
descriptionId = R.string.provoking_vertex_description
)
)
put(
SwitchSetting(
BooleanSetting.RENDERER_VERTEX_INPUT_DYNAMIC_STATE,
@ -155,13 +148,6 @@ abstract class SettingsItem(
descriptionId = R.string.vertex_input_dynamic_state_description
)
)
put(
SwitchSetting(
BooleanSetting.RENDERER_DESCRIPTOR_INDEXING,
titleId = R.string.descriptor_indexing,
descriptionId = R.string.descriptor_indexing_description
)
)
put(
SliderSetting(
IntSetting.RENDERER_SAMPLE_SHADING,
@ -349,15 +335,6 @@ abstract class SettingsItem(
valuesId = R.array.astcDecodingMethodValues
)
)
put(
SingleChoiceSetting(
IntSetting.RENDERER_ASTC_RECOMPRESSION,
titleId = R.string.astc_recompression,
descriptionId = R.string.astc_recompression_description,
choicesId = R.array.astcRecompressionMethodNames,
valuesId = R.array.astcRecompressionMethodValues
)
)
put(
SingleChoiceSetting(
IntSetting.RENDERER_VRAM_USAGE_MODE,
@ -652,6 +629,20 @@ abstract class SettingsItem(
descriptionId = R.string.renderer_force_max_clock_description
)
)
put(
SwitchSetting(
BooleanSetting.RENDERER_ASYNCHRONOUS_GPU_EMULATION,
titleId = R.string.renderer_asynchronous_gpu_emulation,
descriptionId = R.string.renderer_asynchronous_gpu_emulation_description
)
)
put(
SwitchSetting(
BooleanSetting.RENDERER_ASYNC_PRESENTATION,
titleId = R.string.renderer_async_presentation,
descriptionId = R.string.renderer_async_presentation_description
)
)
put(
SingleChoiceSetting(
IntSetting.RENDERER_OPTIMIZE_SPIRV_OUTPUT,

View file

@ -29,6 +29,7 @@ import org.yuzu.yuzu_emu.databinding.DialogSliderBinding
import org.yuzu.yuzu_emu.databinding.DialogSpinboxBinding
import org.yuzu.yuzu_emu.features.input.NativeInput
import org.yuzu.yuzu_emu.features.input.model.AnalogDirection
import org.yuzu.yuzu_emu.features.settings.model.IntSetting
import org.yuzu.yuzu_emu.features.settings.model.view.AnalogInputSetting
import org.yuzu.yuzu_emu.features.settings.model.view.ButtonInputSetting
import org.yuzu.yuzu_emu.features.settings.model.view.IntSingleChoiceSetting
@ -381,6 +382,10 @@ class SettingsDialogFragment : DialogFragment(), DialogInterface.OnClickListener
}
scSetting.setSelectedValue(value)
if (scSetting.setting.key == IntSetting.RENDERER_SCALING_FILTER.key) {
settingsViewModel.setShouldReloadSettingsList(true)
}
if (scSetting.setting.key == "app_language") {
settingsViewModel.setShouldRecreateForLanguageChange(true)
// recreate page apply language change instantly

View file

@ -58,19 +58,38 @@ class SettingsFragmentPresenter(
val pairedSettingKey = item.setting.pairedSettingKey
if (pairedSettingKey.isNotEmpty()) {
val needsGlobal = getNeedsGlobalForKey(pairedSettingKey)
val pairedSettingValue = NativeConfig.getBoolean(
pairedSettingKey,
if (NativeLibrary.isRunning() && !NativeConfig.isPerGameConfigLoaded()) {
!NativeConfig.usingGlobal(pairedSettingKey)
} else {
NativeConfig.usingGlobal(pairedSettingKey)
}
needsGlobal
)
if (!pairedSettingValue) return
}
add(item)
}
private fun getNeedsGlobalForKey(key: String): Boolean {
return if (NativeLibrary.isRunning() && !NativeConfig.isPerGameConfigLoaded()) {
!NativeConfig.usingGlobal(key)
} else {
NativeConfig.usingGlobal(key)
}
}
private fun isFsrScalingFilterSelected(): Boolean {
val fsrFilterValue = resolveFsrScalingFilterValue() ?: return false
val needsGlobal = getNeedsGlobalForKey(IntSetting.RENDERER_SCALING_FILTER.key)
val selectedFilter = IntSetting.RENDERER_SCALING_FILTER.getInt(needsGlobal)
return selectedFilter == fsrFilterValue
}
private fun resolveFsrScalingFilterValue(): Int? {
val names = context.resources.getStringArray(R.array.rendererScalingFilterNames)
val values = context.resources.getIntArray(R.array.rendererScalingFilterValues)
val fsrIndex = names.indexOf(context.getString(R.string.scaling_filter_fsr))
return if (fsrIndex in values.indices) values[fsrIndex] else null
}
// Allows you to show/hide abstract settings based on the paired setting key
private fun ArrayList<SettingsItem>.addAbstract(item: SettingsItem) {
val pairedSettingKey = item.setting.pairedSettingKey
@ -248,7 +267,9 @@ class SettingsFragmentPresenter(
add(IntSetting.RENDERER_RESOLUTION.key)
add(IntSetting.RENDERER_VSYNC.key)
add(IntSetting.RENDERER_SCALING_FILTER.key)
add(IntSetting.FSR_SHARPENING_SLIDER.key)
if (isFsrScalingFilterSelected()) {
add(IntSetting.FSR_SHARPENING_SLIDER.key)
}
add(IntSetting.RENDERER_ANTI_ALIASING.key)
add(IntSetting.RENDERER_OPTIMIZE_SPIRV_OUTPUT.key)
@ -259,11 +280,12 @@ class SettingsFragmentPresenter(
add(IntSetting.MAX_ANISOTROPY.key)
add(IntSetting.RENDERER_VRAM_USAGE_MODE.key)
add(IntSetting.RENDERER_ASTC_DECODE_METHOD.key)
add(IntSetting.RENDERER_ASTC_RECOMPRESSION.key)
add(BooleanSetting.SYNC_MEMORY_OPERATIONS.key)
add(BooleanSetting.RENDERER_USE_DISK_SHADER_CACHE.key)
add(BooleanSetting.RENDERER_FORCE_MAX_CLOCK.key)
add(BooleanSetting.RENDERER_ASYNCHRONOUS_GPU_EMULATION.key)
add(BooleanSetting.RENDERER_ASYNC_PRESENTATION.key)
add(BooleanSetting.RENDERER_REACTIVE_FLUSHING.key)
add(BooleanSetting.ENABLE_BUFFER_HISTORY.key)
add(BooleanSetting.USE_OPTIMIZED_VERTEX_BUFFERS.key)
@ -280,8 +302,6 @@ class SettingsFragmentPresenter(
add(IntSetting.RENDERER_DYNA_STATE.key)
add(BooleanSetting.RENDERER_VERTEX_INPUT_DYNAMIC_STATE.key)
add(BooleanSetting.RENDERER_PROVOKING_VERTEX.key)
add(BooleanSetting.RENDERER_DESCRIPTOR_INDEXING.key)
add(IntSetting.RENDERER_SAMPLE_SHADING.key)
add(HeaderSetting(R.string.display))

View file

@ -90,6 +90,7 @@ import org.yuzu.yuzu_emu.utils.FileUtil
import org.yuzu.yuzu_emu.utils.GameHelper
import org.yuzu.yuzu_emu.utils.GameIconUtils
import org.yuzu.yuzu_emu.utils.GpuDriverHelper
import org.yuzu.yuzu_emu.utils.InputHandler
import org.yuzu.yuzu_emu.utils.Log
import org.yuzu.yuzu_emu.utils.NativeConfig
import org.yuzu.yuzu_emu.utils.NativeFreedrenoConfig
@ -114,6 +115,8 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
val handler = Handler(Looper.getMainLooper())
private var controllerInputReceived = false
private var hasPhysicalControllerConnected = false
private var overlayHiddenByPhysicalController = false
private var _binding: FragmentEmulationBinding? = null
@ -666,6 +669,7 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
driverInUse = driverViewModel.selectedDriverVersion.value
updateQuickOverlayMenuEntry(BooleanSetting.SHOW_INPUT_OVERLAY.getBoolean())
onPhysicalControllerStateChanged(InputHandler.androidControllers.isNotEmpty())
binding.surfaceEmulation.holder.addCallback(this)
binding.doneControlConfig.setOnClickListener { stopConfiguringControls() }
@ -760,11 +764,8 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
R.id.menu_quick_overlay -> {
val newState = !BooleanSetting.SHOW_INPUT_OVERLAY.getBoolean()
BooleanSetting.SHOW_INPUT_OVERLAY.setBoolean(newState)
updateQuickOverlayMenuEntry(newState)
binding.surfaceInputOverlay.refreshControls()
// Sync view visibility with the setting
toggleOverlay(newState)
updateQuickOverlayMenuEntry(BooleanSetting.SHOW_INPUT_OVERLAY.getBoolean())
NativeConfig.saveGlobalConfig()
true
}
@ -1053,7 +1054,8 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
val shouldShowOverlay = if (args.overlayGamelessEditMode) {
true
} else {
showInputOverlay && emulationViewModel.emulationStarted.value
showInputOverlay && emulationViewModel.emulationStarted.value &&
!hasPhysicalControllerConnected
}
b.surfaceInputOverlay.setVisible(shouldShowOverlay)
if (!isInFoldableLayout) {
@ -1078,6 +1080,7 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
private fun addQuickSettings() {
binding.quickSettingsSheet.apply {
val container = binding.quickSettingsSheet.findViewById<ViewGroup>(R.id.quick_settings_container)
val isFsrSelected = isFsrScalingFilterSelected()
container.removeAllViews()
@ -1159,16 +1162,20 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
IntSetting.RENDERER_SCALING_FILTER,
R.array.rendererScalingFilterNames,
R.array.rendererScalingFilterValues
)
) {
addQuickSettings()
}
quickSettings.addSliderSetting(
R.string.fsr_sharpness,
container,
IntSetting.FSR_SHARPENING_SLIDER,
minValue = 0,
maxValue = 100,
units = "%"
)
if (isFsrSelected) {
quickSettings.addSliderSetting(
R.string.fsr_sharpness,
container,
IntSetting.FSR_SHARPENING_SLIDER,
minValue = 0,
maxValue = 100,
units = "%"
)
}
quickSettings.addIntSetting(
R.string.renderer_anti_aliasing,
@ -1180,6 +1187,19 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
}
}
private fun isFsrScalingFilterSelected(): Boolean {
val fsrFilterValue = resolveFsrScalingFilterValue() ?: return false
val selectedFilter = IntSetting.RENDERER_SCALING_FILTER.getInt(needsGlobal = false)
return selectedFilter == fsrFilterValue
}
private fun resolveFsrScalingFilterValue(): Int? {
val names = resources.getStringArray(R.array.rendererScalingFilterNames)
val values = resources.getIntArray(R.array.rendererScalingFilterValues)
val fsrIndex = names.indexOf(getString(R.string.scaling_filter_fsr))
return if (fsrIndex in values.indices) values[fsrIndex] else null
}
private fun openQuickSettingsMenu() {
binding.drawerLayout.closeDrawer(binding.inGameMenu)
binding.drawerLayout.openDrawer(binding.quickSettingsSheet)
@ -2479,6 +2499,7 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
fun toggleOverlay(enable: Boolean) {
if (!isAdded || _binding == null) return
if (enable && hasPhysicalControllerConnected && !args.overlayGamelessEditMode) return
if (enable == !BooleanSetting.SHOW_INPUT_OVERLAY.getBoolean()) {
// Reset controller input flag so controller can hide overlay again
if (!enable) {
@ -2502,13 +2523,30 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
}
fun onControllerConnected() {
controllerInputReceived = false
onPhysicalControllerStateChanged(InputHandler.androidControllers.isNotEmpty())
}
fun onControllerDisconnected() {
if (!BooleanSetting.HIDE_OVERLAY_ON_CONTROLLER_INPUT.getBoolean()) return
if (!BooleanSetting.SHOW_INPUT_OVERLAY.getBoolean()) return
onPhysicalControllerStateChanged(InputHandler.androidControllers.isNotEmpty())
}
fun onPhysicalControllerStateChanged(hasConnectedControllers: Boolean) {
hasPhysicalControllerConnected = hasConnectedControllers
controllerInputReceived = false
toggleOverlay(true)
if (!isAdded || _binding == null) return
if (binding.surfaceInputOverlay.isGamelessMode()) return
if (hasConnectedControllers) {
if (BooleanSetting.SHOW_INPUT_OVERLAY.getBoolean()) {
overlayHiddenByPhysicalController = true
toggleOverlay(false)
}
return
}
if (overlayHiddenByPhysicalController) {
overlayHiddenByPhysicalController = false
toggleOverlay(true)
}
}
}

View file

@ -58,6 +58,7 @@ class DriverViewModel : ViewModel() {
private val driversToDelete = mutableListOf<String>()
private var previousDriverPath: String = ""
private var activeGame: Game? = null
private val _shouldShowDriverShaderDialog = MutableStateFlow(false)
val shouldShowDriverShaderDialog: StateFlow<Boolean> get() = _shouldShowDriverShaderDialog
@ -98,6 +99,7 @@ class DriverViewModel : ViewModel() {
}
fun onOpenDriverManager(game: Game?) {
activeGame = game
if (game != null) {
SettingsFile.loadCustomConfig(game)
}
@ -116,10 +118,12 @@ class DriverViewModel : ViewModel() {
}
if (!skipShaderWipe && newDriverPath != previousDriverPath) {
wipeAllShaders()
activeGame?.let {
wipeGameShaders(it)
if (!BooleanSetting.DONT_SHOW_DRIVER_SHADER_WARNING.getBoolean(needsGlobal = true)) {
_shouldShowDriverShaderDialog.value = true
if (!BooleanSetting.DONT_SHOW_DRIVER_SHADER_WARNING.getBoolean(needsGlobal = true)) {
_shouldShowDriverShaderDialog.value = true
}
}
}
@ -139,12 +143,14 @@ class DriverViewModel : ViewModel() {
_shouldShowDriverShaderDialog.value = false
}
private fun wipeAllShaders() {
private fun wipeGameShaders(game: Game) {
viewModelScope.launch {
withContext(Dispatchers.IO) {
val externalFilesDir = YuzuApplication.appContext.getExternalFilesDir(null)
?: return@withContext
val shaderDir = File(
YuzuApplication.appContext.getExternalFilesDir(null)?.canonicalPath +
"/shader/"
externalFilesDir.absolutePath +
"/shader/" + game.settingsName.lowercase()
)
if (shaderDir.exists()) {
shaderDir.deleteRecursively()
@ -202,6 +208,7 @@ class DriverViewModel : ViewModel() {
}
driversToDelete.clear()
} finally {
activeGame = null
_isDeletingDrivers.value = false
}
}

View file

@ -1,3 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: 2023 yuzu Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
@ -14,6 +17,60 @@ object InputHandler {
var androidControllers = mapOf<Int, YuzuPhysicalDevice>()
var registeredControllers = mutableListOf<ParamPackage>()
private val controllerButtons = intArrayOf(
KeyEvent.KEYCODE_BUTTON_A,
KeyEvent.KEYCODE_BUTTON_B,
KeyEvent.KEYCODE_BUTTON_X,
KeyEvent.KEYCODE_BUTTON_Y,
KeyEvent.KEYCODE_BUTTON_L1,
KeyEvent.KEYCODE_BUTTON_R1,
KeyEvent.KEYCODE_BUTTON_L2,
KeyEvent.KEYCODE_BUTTON_R2,
KeyEvent.KEYCODE_BUTTON_THUMBL,
KeyEvent.KEYCODE_BUTTON_THUMBR,
KeyEvent.KEYCODE_BUTTON_START,
KeyEvent.KEYCODE_BUTTON_SELECT,
KeyEvent.KEYCODE_DPAD_UP,
KeyEvent.KEYCODE_DPAD_DOWN,
KeyEvent.KEYCODE_DPAD_LEFT,
KeyEvent.KEYCODE_DPAD_RIGHT
)
private val controllerAxes = intArrayOf(
MotionEvent.AXIS_X,
MotionEvent.AXIS_Y,
MotionEvent.AXIS_Z,
MotionEvent.AXIS_RX,
MotionEvent.AXIS_RY,
MotionEvent.AXIS_RZ,
MotionEvent.AXIS_HAT_X,
MotionEvent.AXIS_HAT_Y,
MotionEvent.AXIS_LTRIGGER,
MotionEvent.AXIS_RTRIGGER
)
fun isPhysicalGameController(device: InputDevice?): Boolean {
device ?: return false
if (device.isVirtual) {
return false
}
val sources = device.sources
val hasControllerSource =
sources and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD ||
sources and InputDevice.SOURCE_JOYSTICK == InputDevice.SOURCE_JOYSTICK
if (!hasControllerSource) {
return false
}
val hasControllerButtons = device.hasKeys(*controllerButtons).any { it }
val hasControllerAxes = device.motionRanges.any { range ->
controllerAxes.contains(range.axis)
}
return hasControllerButtons || hasControllerAxes
}
fun dispatchKeyEvent(event: KeyEvent): Boolean {
val action = when (event.action) {
KeyEvent.ACTION_DOWN -> NativeInput.ButtonState.PRESSED
@ -57,10 +114,7 @@ object InputHandler {
val inputSettings = NativeConfig.getInputSettings(true)
deviceIds.forEach { deviceId ->
InputDevice.getDevice(deviceId)?.apply {
// Verify that the device has gamepad buttons, control sticks, or both.
if (sources and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD ||
sources and InputDevice.SOURCE_JOYSTICK == InputDevice.SOURCE_JOYSTICK
) {
if (isPhysicalGameController(this)) {
if (!gameControllerDeviceIds.contains(controllerNumber)) {
gameControllerDeviceIds[controllerNumber] = YuzuPhysicalDevice(
this,

View file

@ -479,8 +479,6 @@
<string name="vram_usage_mode_description">تحكم في مدى قوة تخصيص المحاكي لذاكرة وحدة معالجة الرسومات وتحريرها.</string>
<string name="accelerate_astc">طريقة فك ضغط ASTC</string>
<string name="accelerate_astc_description">حدد كيفية فك ضغط نسيج ASTC للعرض: CPU (بطيء، آمن)، GPU (سريع، موصى به)، أو CPU Async (بدون توقف، قد يسبب مشاكل)</string>
<string name="astc_recompression">طريقة إعادة ضغط ASTC</string>
<string name="astc_recompression_description">حدد كيفية إعادة ضغط نسيج ASTC لتحسين التوافق والأداء. تمكين هذا الخيار يوفر VRAM ولكن قد يقلل من جودة النسيج.</string>
<string name="sync_memory_operations">مزامنة عمليات الذاكرة</string>
<string name="sync_memory_operations_description">يضمن اتساق البيانات بين عمليات الحوسبة والذاكرة. هذا الخيار قد يحل المشكلات في بعض الألعاب، ولكن قد يقلل الأداء في بعض الحالات. يبدو أن الألعاب التي تستخدم Unreal Engine 4 هي الأكثر تأثرًا.</string>
@ -525,10 +523,6 @@
<string name="disabled">معطل</string>
<string name="vertex_input_dynamic_state">حالة ديناميكية لإدخال الرأس</string>
<string name="vertex_input_dynamic_state_description">يتيح ميزة الحالة الديناميكية لإدخال الرأس لتحسين الجودة والأداء.</string>
<string name="provoking_vertex">الرأس المثير</string>
<string name="provoking_vertex_description">يحسن الإضاءة ومعالجة الرؤوس في بعض الألعاب. مدعوم فقط على وحدات معالجة الرسومات Vulkan 1.0+.</string>
<string name="descriptor_indexing">فهرسة الوصف</string>
<string name="descriptor_indexing_description">يحسن معالجة النسيج والمخزن المؤقت، بالإضافة إلى طبقة الترجمة Maxwell. مدعوم من بعض وحدات معالجة الرسومات Vulkan 1.1 وجميع وحدات معالجة الرسومات Vulkan 1.2+.</string>
<string name="sample_shading_fraction">تظليل العينة</string>
<string name="sample_shading_fraction_description">يسمح هذا الخيار بتنفيذ مُظلل الأجزاء لكل عينة في جزء متعدد العينات بدلاً من تنفيذه مرة واحدة لكل جزء. يُحسّن هذا من جودة الرسومات على حساب بعض الأداء.</string>
@ -997,9 +991,6 @@
<string name="dma_accuracy_unsafe">غير آمن</string>
<string name="dma_accuracy_safe">آمن</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">غير مضغوط</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">محافظ</string>
<string name="vram_usage_aggressive">عدواني</string>
@ -1066,6 +1057,8 @@
<string name="theme_material_you">ألوان ديناميكية</string>
<string name="app_settings">إعدادات التطبيق</string>
<string name="theme_and_color">السمة واللون</string>
<string name="fullscreen_mode">وضع ملء الشاشة</string>
<string name="fullscreen_mode_description">إخفاء أشرطة نظام Android عبر شاشات التطبيق. اسحب من أحد الحواف لإظهارها مؤقتًا.</string>
<!-- Theme Modes -->
<string name="change_theme_mode">تغيير وضع السمة</string>
@ -1096,7 +1089,7 @@
<string name="blue">أزرق</string>
<string name="cyan">سماوي</string>
<string name="red">أحمر</string>
<string name="green">أخضر (افتراضي)</string>
<string name="green">أخضر</string>
<string name="yellow">أصفر</string>
<string name="orange">برتقالي</string>
<string name="pink">وردي</string>

View file

@ -343,8 +343,6 @@
<string name="vram_usage_mode_description">کۆنتڕۆڵی بەکارهێنانی VRAM</string>
<string name="accelerate_astc">ڕێگای دیکۆدکردنی ASTC</string>
<string name="accelerate_astc_description">هەڵبژێرە چۆن تێکستوورە پەستووکراوەکانی ASTC دەکرێنەوە بۆ ڕێندرکردن: CPU (هێواش، سەلامەت)، GPU (خێرا، پێشنیارکراو)، یان CPU Async (بێ ستەتەر، لەوانەیە کێشە دروست بکات)</string>
<string name="astc_recompression">ڕێگای پێکهێنانەوەی ASTC</string>
<string name="astc_recompression_description">هەڵبژێرە چۆن تێکستوورەکانی ASTC پەستوو دەکرێنەوە بۆ باشترکردنی گونجاندن و کارایی. چالاککردنی ئەم هەڵبژاردە VRAM هەڵدەگرێت بەڵام لەوانەیە کەمکردنەوەی کوالێتی تێکستوور بکات.</string>
<string name="sync_memory_operations">هاوبەشیی کردارەکانی بیرگە</string>
<string name="sync_memory_operations_description">دڵنیایی داتا لە نێوان کردارەکانی کۆمپیوتەر و بیرگە. ئەم هەڵبژاردە کێشەکان لە هەندێک یاری چارەسەر دەکات، بەڵام لە هەندێک حاڵەت کارایی کەم دەکاتەوە. وا دیارە یارییەکانی Unreal Engine 4 زۆرترین کاریگەریان هەیە.</string>
@ -360,10 +358,6 @@
<string name="renderer_asynchronous_shaders_description">کۆمپایلکردنی شادەرەکان بەشێوەی ناڕێک. ئەمە ڕەنگە کەمکردنەوەی ستەتەر بکات بەڵام لەوانەیە هەڵەش دروست بکات.</string>
<string name="dyna_state">الحالة الديناميكية الممتدة</string>
<string name="disabled">ناچالاک</string>
<string name="provoking_vertex">الرأس المثير</string>
<string name="provoking_vertex_description">يحسن الإضاءة ومعالجة الرؤوس في بعض الألعاب. مدعوم فقط على وحدات معالجة الرسومات التي تدعم فولكان 1.0+.</string>
<string name="descriptor_indexing">فهرسة الواصفات</string>
<string name="descriptor_indexing_description">يحسن معالجة القوام والمخازن المؤقتة، بالإضافة إلى طبقة ترجمة ماكسويل. مدعوم من قبل بعض وحدات معالجة الرسومات التي تدعم فولكان 1.1 وجميع وحدات معالجة الرسومات التي تدعم فولكان 1.2+.</string>
<string name="display">پیشاندان</string>
<string name="renderer_screen_layout">ڕێکخستنی شاشە</string>
@ -577,9 +571,6 @@
<!-- DMA Accuracy -->
<string name="dma_accuracy_default">بنەڕەتی</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">پێکهێنەنەوە</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">پارێزەر</string>
<string name="vram_usage_aggressive">توند</string>

View file

@ -458,8 +458,6 @@
<string name="vram_usage_mode_description">Určuje, jak moc agresivně emulátor přiděluje a uvolňuje grafickou paměť.</string>
<string name="accelerate_astc">Metoda dekódování ASTC</string>
<string name="accelerate_astc_description">Vyberte způsob jak se dekódují ASTC textury: CPU (pomalé, bezpečné), GPU (rychlé, doporučené) nebo CPU Async (asynchronní, žádné zasekávání, ale může způsobit problémy)</string>
<string name="astc_recompression">Metoda rekomprese ASTC</string>
<string name="astc_recompression_description">Vyberte způsob rekomprese textur ASTC pro zlepšení kompatibility a výkonu. Zapnutí této volby ušetří VRAM, ale může snížit kvalitu textur.</string>
<string name="sync_memory_operations">Synchronizace paměťových operací</string>
<string name="sync_memory_operations_description">Zajišťuje konzistenci dat mezi výpočetními a paměťovými operacemi. Tato volba by měla opravit problémy v některých hrách, ale může v některých případech snížit výkon. Největší změny se týkají her založených na Unreal Engine 4.</string>
@ -486,10 +484,6 @@
<string name="disabled">Vypnuto</string>
<string name="vertex_input_dynamic_state">Dynamický stav vstupu vrcholů (Vertex Input)</string>
<string name="vertex_input_dynamic_state_description">Aktivuje funkci dynamického stavu vstupu vrcholů (Vertex Input Dynamic State) pro lepší kvalitu a výkon.</string>
<string name="provoking_vertex">Určující vrchol</string>
<string name="provoking_vertex_description">Zlepšuje osvětlení a zpracování vrcholů v některých hrách. Podporováno pouze na GPU s API Vulkan 1.0+.</string>
<string name="descriptor_indexing">Indexování deskriptorů</string>
<string name="descriptor_indexing_description">Zlepšuje zpracování textur a bufferů, stejně jako překladovou vrstvu architektury Maxwell. Podporováno některými GPU s API Vulkan 1.1 a všemi GPU s API Vulkan 1.2+.</string>
<string name="display">Zobrazení</string>
<string name="renderer_screen_layout">Orientace</string>
@ -727,9 +721,6 @@
<string name="dma_accuracy_unsafe">Nebezpečné</string>
<string name="dma_accuracy_safe">Bezpečné</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Nekomprimované</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Konzervativní</string>
<string name="vram_usage_aggressive">Agresivní</string>

View file

@ -458,8 +458,6 @@ Wird der Handheld-Modus verwendet, verringert es die Auflösung und erhöht die
<string name="vram_usage_mode_description">Steuerung der GPU-Speicherzuweisung</string>
<string name="accelerate_astc">ASTC-Decodierung</string>
<string name="accelerate_astc_description">Wählen Sie aus, wie ASTC-komprimierte Texturen für das Rendering decodiert werden: CPU (langsam, sicher), GPU (schnell, empfohlen) oder CPU Async (kein Ruckeln, kann Probleme verursachen)</string>
<string name="astc_recompression">ASTC-Neukompression</string>
<string name="astc_recompression_description">Wählen Sie, wie ASTC-Texturen neu komprimiert werden, um die Kompatibilität und Leistung zu verbessern. Diese Option spart VRAM, kann aber die Texturqualität verringern.</string>
<string name="sync_memory_operations">Speicheroperationen synchronisieren</string>
<string name="sync_memory_operations_description">Stellt die Datenkonsistenz zwischen Compute- und Speicheroperationen sicher. Diese Option sollte Probleme in einigen Spielen beheben, kann aber in einigen Fällen die Leistung verringern. Spiele mit Unreal Engine 4 scheinen am stärksten betroffen zu sein.</string>
@ -484,10 +482,6 @@ Wird der Handheld-Modus verwendet, verringert es die Auflösung und erhöht die
<string name="disabled">Deaktiviert</string>
<string name="vertex_input_dynamic_state">Vertex Input Dynamic State</string>
<string name="vertex_input_dynamic_state_description">Aktiviert die Funktion \"Vertex Input Dynamic State\" für bessere Qualität und Leistung.</string>
<string name="provoking_vertex">Provokanter Vertex</string>
<string name="provoking_vertex_description">Verbessert die Beleuchtung und die Vertex-Verarbeitung in einigen Spielen. Wird nur von GPUs mit Vulkan 1.0+ unterstützt.</string>
<string name="descriptor_indexing">Deskriptor-Indizierung</string>
<string name="descriptor_indexing_description">Verbessert die Textur- und Puffer-Verarbeitung sowie die Maxwell-Übersetzungsschicht. Wird von einigen Vulkan 1.1-GPUs und allen Vulkan 1.2+-GPUs unterstützt.</string>
<string name="sample_shading_fraction">Sample Shading</string>
<string name="sample_shading_fraction_description">Ermöglicht es dem Fragment-Shader, in einem Multisample-Fragment pro Sample anstatt einmal pro Fragment ausgeführt zu werden. Verbessert die Grafikqualität auf Kosten der Leistung.</string>
@ -935,9 +929,6 @@ Wirklich fortfahren?</string>
<string name="dma_accuracy_unsafe">Unsicher</string>
<string name="dma_accuracy_safe">Sicher</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Unkomprimiert</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Konservativ</string>
<string name="vram_usage_aggressive">Aggressiv</string>
@ -1004,7 +995,6 @@ Wirklich fortfahren?</string>
<string name="theme_material_you">Material You</string>
<string name="app_settings">App-Einstellungen</string>
<string name="theme_and_color">Theme und Farben</string>
<!-- Theme Modes -->
<string name="change_theme_mode">Design</string>
<string name="theme_mode_follow_system">System folgen</string>

View file

@ -302,7 +302,7 @@
<string name="manage_save_data">Administrar datos de guardado</string>
<string name="manage_save_data_description">Guardar los datos encontrados. Por favor, seleccione una opción de abajo.</string>
<string name="import_save_warning">Importar datos de guardado</string>
<string name="import_save_warning_description">Ésto sobreescribirá todos los datos de guardado existentes con el archivo proporcionado. ¿Está seguro de querer continuar?</string>
<string name="import_save_warning_description">Esto sobreescribirá todos los datos de guardado existentes con el archivo proporcionado. ¿Está seguro de querer continuar\?</string>
<string name="save_files_importing">Importando archivos de guardado...</string>
<string name="save_files_exporting">Exportando archivos de guardado...</string>
<string name="save_file_imported_success">Importado correctamente</string>
@ -333,8 +333,8 @@
<string name="install_game_content_help_link">https://yuzu-mirror.github.io/help/quickstart/#dumping-installed-updates</string>
<string name="custom_driver_not_supported">Controladores personalizados no soportados</string>
<string name="custom_driver_not_supported_description">La carga de controladores personalizados no está disponible para este dispositivo.\n¡Compruebe más adelante si se añadió el soporte a esta opción!</string>
<string name="manage_yuzu_data">Administrar datos de Eden</string>
<string name="manage_yuzu_data_description">Importa/exporta el firmware, las claves, los datos de usuario, ¡y más!</string>
<string name="manage_yuzu_data">Gestionar datos de Eden</string>
<string name="manage_yuzu_data_description">Importar/exportar el firmware, las claves, los datos de usuario, ¡y más!</string>
<string name="game_folders">Carpetas de juegos</string>
<string name="deep_scan">Escaneo recursivo </string>
<string name="add_game_folder">Añadir carpeta con juegos</string>
@ -350,8 +350,8 @@
<item quantity="many">%d archivos de guardado importados con éxito.</item>
<item quantity="other">%d archivos de guardado importados con éxito.</item>
</plurals>
<string name="no_save_data_found">No hay archivos de guardado</string>
<string name="verify_installed_content">Verificar contenidos instalados</string>
<string name="no_save_data_found">No se encontraron datos de guardado</string>
<string name="verify_installed_content">Verificar contenido instalado</string>
<string name="verify_installed_content_description">Comprueba todo el contenido instalado por si hubiese alguno corrupto</string>
<string name="keys_missing">Faltan las claves de encriptación</string>
@ -473,8 +473,6 @@
<string name="vram_usage_mode_description">Controla con qué agresividad el emulador asigna y libera la memoria de la GPU.</string>
<string name="accelerate_astc">Método de decodificación ASTC</string>
<string name="accelerate_astc_description">Elija cómo se descodifican las texturas comprimidas ASTC para el renderizado: CPU (lento, seguro), GPU (rápido, recomendado) o CPU Async (sin tirones, puede causar problemas)</string>
<string name="astc_recompression">Método de recompresión ASTC</string>
<string name="astc_recompression_description">Elija cómo se recomprimen las texturas ASTC para mejorar la compatibilidad y el rendimiento. Habilitar esta opción ahorra VRAM pero puede reducir la calidad de las texturas.</string>
<string name="sync_memory_operations">Sincronizar operaciones de memoria</string>
<string name="sync_memory_operations_description">Garantiza la consistencia de los datos entre las operaciones de computación y memoria. Esta opción debería solucionar problemas en algunos juegos, pero también puede reducir el rendimiento en algunos casos. Los juegos de Unreal Engine 4 a menudo ven los cambios más significativos de los mismos.</string>
@ -519,10 +517,6 @@
<string name="disabled">Desactivado</string>
<string name="vertex_input_dynamic_state">Estado dinámico de entrada de vértices</string>
<string name="vertex_input_dynamic_state_description">Activa la función de estado dinámico de entrada de vértices para una mejor calidad y rendimiento.</string>
<string name="provoking_vertex">Vértice provocante</string>
<string name="provoking_vertex_description">Mejora la iluminación y el manejo de vértices en ciertos juegos. Solo es compatible con las GPU Vulkan 1.0+.</string>
<string name="descriptor_indexing">Indexación del descriptor</string>
<string name="descriptor_indexing_description">Mejora la textura y el manejo del búfer, así como la capa de traducción Maxwell. Compatible con algunas GPU Vulkan 1.1 y todas las GPU Vulkan 1.2+.</string>
<string name="sample_shading_fraction">Muestreo de sombreado</string>
<string name="sample_shading_fraction_description">Permite que el sombreador de fragmentos se ejecute por muestra en un fragmento multimuestreado, en lugar de una sola vez por fragmento. Mejora la calidad de los gráficos a coste de algo de rendimiento.</string>
@ -768,7 +762,7 @@
<string name="developer">Desarrollador</string>
<string name="version">Versión</string>
<string name="copy_details">Copiar detalles</string>
<string name="add_ons">Extras/Add-ons</string>
<string name="add_ons">Complementos</string>
<string name="add_ons_description">Activa/desactiva mods, actualizaciones y contenidos descargables</string>
<string name="playtime">Tiempo jugado:</string>
<string name="reset_playtime">Borrar tiempo de juego</string>
@ -791,28 +785,28 @@
<string name="cleared_shaders_successfully">Sombreadores limpiados con éxito</string>
<string name="driver_shader_wipe_dialog_title">Sombreadores limpiados</string>
<string name="driver_shader_wipe_dialog_message">Eden ha limpiado automáticamente todos los sombreadores guardados para mantener la canalización de Vulkan válida. Esto es esencial al cambiar o actualizar los controladores de la GPU para prevenir errores y fallos gráficos. Es posible que experimente algunas interrupciones durante la reconstrucción de los sombreadores.</string>
<string name="addons_game">Addons: %1$s</string>
<string name="addons_game">Complementos: %1$s</string>
<string name="save_data">Datos de guardado</string>
<string name="save_data_description">Controla los datos de guardado de este juego</string>
<string name="save_data_description">Gestiona los datos de guardado de este juego</string>
<string name="delete_save_data">Borrar datos de guardado</string>
<string name="delete_save_data_description">Elimina todos los datos de guardado de este juego</string>
<string name="delete_save_data_warning_description">Ésto elimina de manera permanente todos los datos de guardado de este juego. ¿Seguro que quieres continuar?</string>
<string name="delete_save_data_description">Elimina todos los datos de guardado especificos de este juego</string>
<string name="delete_save_data_warning_description">Esto eliminará de manera permanente todos los datos de guardado de este juego. ¿Está seguro de que quiere continuar\?</string>
<string name="save_data_deleted_successfully">Datos de guardado eliminados con éxito</string>
<string name="select_content_type">Tipo de contenido</string>
<string name="updates_and_dlc">Actualizaciones y contenido descargable</string>
<string name="mods_and_cheats">Mods y trucos</string>
<string name="addon_notice">Aviso importante de addons</string>
<string name="addon_notice">Aviso importante de complementos</string>
<!-- \"cheats/" "romfs/" and \"exefs/ should not be translated -->
<string name="addon_notice_description">Para instalar mods y trucos, debe seleccionar una carpeta que contenga los directorios cheats/, romfs/, o exefs/ . ¡No podemos confirmar si éstos serán compatibles con su juego, así que tenga cuidado!</string>
<string name="invalid_directory">Directorio no válido</string>
<!-- \"cheats/" "romfs/" and \"exefs/ should not be translated -->
<string name="invalid_directory_description">Por favor, asegúrese de que el directorio que ha selecionado incluye las carpetas cheats/, romfs/, o exefs/ e inténtelo de nuevo.</string>
<string name="addon_installed_successfully">Addon instalado con éxito</string>
<string name="addon_installed_successfully">Complemento instalado con éxito</string>
<string name="verifying_content">Verificando contenido...</string>
<string name="content_install_notice">Aviso importante de contenido</string>
<string name="content_install_notice_description">El contenido seleccionado no es de este juego.\n¿Instalar aun que\?</string>
<string name="confirm_uninstall">Confirmar desinstalación</string>
<string name="confirm_uninstall_description">¿De verdad quieres desinstalar este addon?</string>
<string name="confirm_uninstall_description">¿Está seguro de que quiere desinstalar este complemento\?</string>
<string name="verify_integrity">Verificar integridad</string>
<string name="verifying">Verificando...</string>
<string name="verify_success">¡La verificación de integridad ha sido un éxito!</string>
@ -828,14 +822,14 @@
<!-- ROM loading errors -->
<string name="loader_error_encrypted">Su ROM está encriptada</string>
<string name="loader_error_encrypted_roms_description"><![CDATA[Siga las guías para volver a volcar sus <a href=\"https://yuzu-mirror.github.io/help/quickstart/#dumping-physical-titles-game-cards\">tarjetas de juego</a> o <a href=\"https://yuzu-mirror.github.io/help/quickstart/#dumping-digital-titles-eshop\">títulos digitales</a>.]]></string>
<string name="loader_error_encrypted_keys_description"><![CDATA[Por favor, compruebe que su archivo <a href=\"https://yuzu-mirror.github.io/help/quickstart/#dumping-prodkeys-and-titlekeys\">prod.keys</a> está instalado, para que los juegos sean descifrados.]]></string>
<string name="loader_error_encrypted_roms_description"><![CDATA[Siga las guías para volver a volcar sus <a href=\"https://yuzu-mirror.github.io/help/quickstart/#dumping-physical-titles-game-cards\">tarjetas de juego</a> o <a href=\"https://yuzu-mirror.github.io/help/quickstart/#dumping-digital-titles-eshop\">títulos instalados</a>.]]></string>
<string name="loader_error_encrypted_keys_description"><![CDATA[Por favor, compruebe que su archivo <a href=\"https://yuzu-mirror.github.io/help/quickstart/#dumping-prodkeys-and-titlekeys\">prod.keys</a> está instalado, para que los juegos sean desencriptados.]]></string>
<string name="loader_error_video_core">Ocurrió un error al inicializar el núcleo de video, posiblemente debido a una incompatibilidad con el driver seleccionado</string>
<string name="loader_error_video_core_description">Esto suele deberse a un controlador de la GPU incompatible. La instalación de un controlador de la GPU personalizado puede resolver este problema.</string>
<string name="loader_error_file_not_found">Archivo ROM no existe</string>
<string name="loader_requires_firmware">El juego requiere firmware</string>
<string name="loader_requires_firmware_description"><![CDATA[El juego que intentas iniciar requiere firmware para arrancar o pasar el menú de inicio. Por favor <a href=\"https://yuzu-mirror.github.io/help/quickstart\"> vuelca e instala el firmware</a>, o pulsa \"Aceptar\" para continuar de todos modos.]]></string>
<string name="loader_requires_firmware_description"><![CDATA[El juego que intenta iniciar requiere el firmware para arrancar o pasar el menú de inicio. Por favor <a href=\"https://yuzu-mirror.github.io/help/quickstart\"> vuelque e instale el firmware</a>, o pulse \"Aceptar\" para continuar de todos modos.]]></string>
<!-- Intent Launch strings -->
<string name="searching_for_game">Buscando juego...</string>
@ -991,9 +985,6 @@
<string name="dma_accuracy_unsafe">Inseguro</string>
<string name="dma_accuracy_safe">Seguro</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Sin compresión</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Conservador</string>
<string name="vram_usage_aggressive">Agresivo</string>
@ -1060,6 +1051,8 @@
<string name="theme_material_you">Material You</string>
<string name="app_settings">Configuración de la aplicación</string>
<string name="theme_and_color">Tema y color</string>
<string name="fullscreen_mode">Modo pantalla completa</string>
<string name="fullscreen_mode_description">Ocultar las barras del sistema de Android. Desliza la pantalla desde una esquina para mostrarlas temporalmente.</string>
<!-- Theme Modes -->
<string name="change_theme_mode">Cambiar modo del tema</string>
@ -1090,7 +1083,7 @@
<string name="blue">Azul</string>
<string name="cyan">Cian</string>
<string name="red">Rojo</string>
<string name="green">Verde (Predeterminado)</string>
<string name="green">Verde</string>
<string name="yellow">Amarillo</string>
<string name="orange">Naranja</string>
<string name="pink">Rosa</string>
@ -1119,7 +1112,7 @@
<string name="airplane_mode">Modo avión</string>
<string name="airplane_mode_description">Pasa el modo avión al sistema operativo Switch</string>
<string name="enable_overlay">Habilitar el Applet de superposición</string>
<string name="enable_overlay">Habilitar el applet de superposición</string>
<string name="enable_overlay_description">Activa el applet integrado superpuesto de Horizon. Mantenga pulsado el botón de inicio durante 1 segundo para que aparezca.</string>
<!-- Profile Management -->

View file

@ -71,10 +71,6 @@
<string name="uninstall_firmware_description">حذف فرمور آن را از دستگاه پاک می‌کند و ممکن است بر سازگاری بازی‌ها تأثیر بگذارد</string>
<string name="firmware_uninstalling">در حال حذف فرمور</string>
<string name="firmware_uninstalled_success">فرمور با موفقیت حذف شد</string>
<string name="provoking_vertex">رأس تحریک‌کننده</string>
<string name="provoking_vertex_description">نورپردازی و مدیریت رأس را در برخی بازی‌ها بهبود می‌بخشد. فقط در کارت‌های گرافیک با پشتیبانی از ولکان 1.0+ قابل استفاده است</string>
<string name="descriptor_indexing">نمایه‌سازی توصیفگر</string>
<string name="descriptor_indexing_description">مدیریت بافت‌ها و بافرها و همچنین لایه ترجمه ماکسول را بهبود می‌بخشد. توسط برخی کارت‌های گرافیک ولکان 1.1 و تمام کارت‌های گرافیک ولکان 1.2+ پشتیبانی می‌شود</string>
<string name="fast_gpu_time">فاکتور اورکلاک GPU</string>
<string name="fast_gpu_time_description">برای حداکثر عملکرد از 128 و برای حداکثر وفاداری گرافیکی از 512 استفاده کنید.</string>
<string name="fast_gpu_medium">متوسط (256)</string>
@ -114,12 +110,6 @@
<string name="accelerate_astc_gpu">GPU</string>
<string name="accelerate_astc_async">CPU ناهمگام</string>
<!-- ASTC Recompression Method -->
<string name="astc_recompression">روش فشرده‌سازی مجدد ASTC</string>
<string name="astc_recompression_description">انتخاب کنید که بافت‌های ASTC چگونه فشرده‌سازی مجدد شوند تا سازگاری و عملکرد بهبود یابد. فعال کردن این گزینه VRAM را ذخیره می‌کند اما ممکن است کیفیت بافت را کاهش دهد.</string>
<string name="astc_recompression_uncompressed">فشرده‌نشده</string>
<string name="astc_recompression_bc1">BC1 (کیفیت پایین)</string>
<string name="astc_recompression_bc3">BC3 (کیفیت متوسط)</string>
<!-- VRAM Usage Mode -->
<string name="vram_usage_mode">حالت استفاده از VRAM</string>

View file

@ -275,8 +275,11 @@
<string name="cpu_info">Informations sur le processeur central</string>
<string name="gpu_information">Informations sur le processeur graphique</string>
<string name="vulkan_driver_version">Version du pilote Vulkan</string>
<string name="error_getting_emulator_info">Impossible dobtenir les infos de lémulateur</string>
<string name="memory_info">Informations sur la mémoire</string>
<string name="total_memory">Capacité totale de mémoire</string>
<string name="soc">SOC:</string>
<string name="warning_help">Aide</string>
<string name="warning">Avertissement</string>
<string name="warning_skip">Sauter</string>
@ -314,6 +317,9 @@
<string name="share_log">Partager les logs de débogage</string>
<string name="share_log_description">Partagez le fichier de log de Eden pour déboguer les problèmes.</string>
<string name="share_log_missing">Aucun fichier de log trouvé</string>
<string name="share_gpu_log">Partager les logs du GPU</string>
<string name="share_gpu_log_description">Partage les logs du GPU générés par Eden afin de déboguer les problèmes graphiques.</string>
<string name="share_gpu_log_missing">Aucun fichier de log du GPU trouvé,</string>
<string name="install_game_content">Installer le contenu du jeu</string>
<string name="install_game_content_description">Installer une mise à jour ou un DLC</string>
<string name="installing_game_content">Installation du contenu en cours...</string>
@ -369,7 +375,9 @@
<string name="qlaunch_description">Lancer des applications depuis l\'écran d\'accueil du système</string>
<string name="applets">Lanceur d\'applets</string>
<string name="applets_description">Lancer des applets système en utilisant le firmware installé</string>
<string name="applets_error_firmware">Aucun firmware installé</string>
<string name="applets_error_applet">Applet non disponible</string>
<string name="applets_error_description"><![CDATA[Veuillez vérifier que votre fichier<a href=\"https://yuzu-mirror.github.io/help/quickstart/#dumping-prodkeys-and-titlekeys\">prod.keys</a> et le<a href=\"https://yuzu-mirror.github.io/help/quickstart/#dumping-system-firmware\">firmware</a>sont installés et réessayez.]]></string>
<string name="album_applet">Album</string>
<string name="album_applet_description">Afficher les images stockées dans le dossier de captures d\'écran de l\'utilisateur avec le visualiseur de photos système.</string>
<string name="mii_edit_applet">Éditeur Mii</string>
@ -387,6 +395,7 @@
<string name="copied_to_clipboard">Copié dans le presse-papier</string>
<string name="about_app_description">Un émulateur Switch open source</string>
<string name="contributors">Contributeurs</string>
<string name="contributors_description">Les gens qui ont rendu possible Eden pour Android</string>
<string name="licenses_description">Des projets qui rendent possible Eden pour Android</string>
<string name="build">Build</string>
<string name="user_data">Données utilisateur</string>
@ -403,6 +412,8 @@
<string name="frame_limit_enable_description">Limiter la vitesse d\'émulation à un pourcentage spécifié de la vitesse normale</string>
<string name="frame_limit_slider">Limiter le pourcentage de vitesse</string>
<string name="frame_limit_slider_description">Spécifier le pourcentage pour limiter la vitesse d\'émulation. 100% correspond à la vitesse normale. Des valeurs plus élevées ou plus basses augmenteront ou diminueront la limite de vitesse.</string>
<string name="turbo_speed_limit">Vitesse turbo</string>
<string name="slow_speed_limit">Vitesse lente</string>
<string name="cpu_backend">Backend du CPU</string>
<string name="cpu_accuracy">Précision du CPU</string>
<string name="value_with_units">%1$s%2$s</string>
@ -419,6 +430,9 @@
<string name="use_custom_rtc_description">Vous permet de définir une horloge en temps réel personnalisée distincte de l\'heure actuelle de votre système.</string>
<string name="set_custom_rtc">Définir l\'horloge RTC personnalisée</string>
<!-- CPU -->
<string name="fast_cpu_time">Overclock du CPU</string>
<string name="fast_cpu_time_description">Force le CPU émulé à fonctionner à une fréquence plus élevée, en contournant certaines limitations de FPS. Utilisez Boost (1700MHz) pour atteindre la fréquence native maximale de la Nintendo Switch, ou Fast (2000MHz) pour doubler la fréquence. Cest un “hack”. Certains chipsets moins puissants peuvent voir leurs performances réduites et les jeux peuvent se comporter différemment.</string>
<string name="custom_cpu_ticks">Ticks CPU personnalisés</string>
<string name="custom_cpu_ticks_description">Définissez une valeur personnalisée de ticks CPU. Des valeurs plus élevées peuvent améliorer les performances, mais peuvent aussi provoquer des gels du jeu. Une plage de 77 à 21000 est recommandée.</string>
<string name="cpu_ticks">Ticks</string>
@ -452,8 +466,6 @@
<string name="vram_usage_mode_description">Gestion de la mémoire GPU</string>
<string name="accelerate_astc">Méthode ASTC</string>
<string name="accelerate_astc_description">Choisissez comment les textures compressées ASTC sont décodées pour le rendu : CPU (lent, sûr), GPU (rapide, recommandé) ou CPU Async (pas de saccades, peut causer des problèmes)</string>
<string name="astc_recompression">Recompression ASTC</string>
<string name="astc_recompression_description">Choisissez comment les textures ASTC sont recompressées pour améliorer la compatibilité et les performances. Activer cette option économise la VRAM mais peut réduire la qualité des textures.</string>
<string name="sync_memory_operations">Synchroniser les opérations mémoire</string>
<string name="sync_memory_operations_description">Garantit la cohérence des données entre les opérations de calcul et de mémoire. Cette option devrait résoudre les problèmes dans certains jeux, mais peut réduire les performances dans certains cas. Les jeux utilisant Unreal Engine 4 semblent être les plus affectés.</string>
@ -471,10 +483,6 @@
<string name="disabled">Désactivé</string>
<string name="vertex_input_dynamic_state">État dynamique d\'entrée de sommet</string>
<string name="vertex_input_dynamic_state_description">Active la fonctionnalité d\'état dynamique des entrées de sommets pour une meilleure qualité et de meilleures performances.</string>
<string name="provoking_vertex">Provoque des Vertex</string>
<string name="provoking_vertex_description">Améliore l`éclairage et la gestion des vertex dans certains jeux. Pris en charge uniquement par les GPU Vulkan 1.0+.</string>
<string name="descriptor_indexing">Indexation des descripteurs</string>
<string name="descriptor_indexing_description">Améliore la gestion des textures et des tampons, ainsi que la couche de traduction Maxwell. Pris en charge par certains GPU Vulkan 1.1 et tous les GPU Vulkan 1.2+.</string>
<string name="display">Affichage</string>
<string name="renderer_screen_layout">Orientation</string>
@ -850,9 +858,6 @@
<string name="dma_accuracy_unsafe">Dangereux</string>
<string name="dma_accuracy_safe">Sûr</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Non compressé</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Conservateur</string>
<string name="vram_usage_aggressive">Agressif</string>
@ -897,7 +902,6 @@
<string name="theme_material_you">Material You</string>
<string name="app_settings">Paramètres de lApp</string>
<string name="theme_and_color">Thème et Couleur</string>
<!-- Theme Modes -->
<string name="change_theme_mode">Changer le mode de thème</string>
<string name="theme_mode_follow_system">Automatique</string>

View file

@ -373,8 +373,6 @@
<string name="vram_usage_mode_description">שליטה בקצב הקצאת ושחרור זיכרון GPU</string>
<string name="accelerate_astc">שיטת פענוח ASTC</string>
<string name="accelerate_astc_description">בחר כיצד לפרק את הטקסטורות הדחוסות ב-ASTC עבור רינדור: CPU (איטי, בטוח), GPU (מהיר, מומלץ) או CPU Async (ללא קפיצות, עלול לגרום לבעיות)</string>
<string name="astc_recompression">שיטת דחיסת ASTC</string>
<string name="astc_recompression_description">בחר כיצד דחיסה מחדש של טקסטורות ASTC משפרת תאימות וביצועים. הפעלת אפשרות זו חוסכת VRAM אך עלולה להוריד את איכות הטקסטורה.</string>
<string name="sync_memory_operations">סנכרון פעולות זיכרון</string>
<string name="sync_memory_operations_description">מבטיח עקביות נתונים בין פעולות חישוב וזיכרון. אפשרות זו אמורה לתקן בעיות במשחקים מסוימים, אך עלולה להפחית ביצועים במקרים מסוימים. נראה שהמשחקים עם Unreal Engine 4 הם המושפעים ביותר.</string>
@ -390,10 +388,6 @@
<string name="renderer_asynchronous_shaders_description">מקמפל שיידרים באופן אסינכרוני. זה עשוי להפחית קפיצות אך גם עלול לגרום לתקלות גרפיות.</string>
<string name="dyna_state">מצב דינמי מורחב</string>
<string name="disabled">מושבת</string>
<string name="provoking_vertex">קודקוד מעורר</string>
<string name="provoking_vertex_description">משפר תאורה וטיפול בקודקודים במשחקים מסוימים. נתמך רק בכרטיסי מסך עם Vulkan 1.0+.</string>
<string name="descriptor_indexing">אינדוקס תיאורים</string>
<string name="descriptor_indexing_description">משפר טיפול במרקמים ומאגרים, כמו גם בשכבת התרגום של Maxwell. נתמך בחלק מכרטיסי ה-Vulkan 1.1 ובכל כרטיסי ה-Vulkan 1.2+.</string>
<string name="display">תצוגה</string>
<string name="renderer_screen_layout">כיוון</string>
@ -622,9 +616,6 @@
<!-- DMA Accuracy -->
<string name="dma_accuracy_default">ברירת מחדל</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">לא דחוס</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">שמרני</string>
<string name="vram_usage_aggressive">אגרסיבי</string>

View file

@ -362,8 +362,6 @@
<string name="vram_usage_mode_description">GPU memória kezelésének módja</string>
<string name="accelerate_astc">ASTC dekódolási módszer</string>
<string name="accelerate_astc_description">Válassza ki, hogyan legyenek dekódolva az ASTC tömörített textúrák a rendereléshez: CPU (lassú, biztonságos), GPU (gyors, ajánlott) vagy CPU Async (nincs megakadás, de problémákat okozhat)</string>
<string name="astc_recompression">ASTC újratömörítési módszer</string>
<string name="astc_recompression_description">Válassza ki, hogyan történik az ASTC textúrák újratömörítése a kompatibilitás és a teljesítmény javításáért. Ez az opció VRAM-ot takarít meg, de csökkentheti a textúra minőségét.</string>
<string name="sync_memory_operations">Memória-műveletek szinkronizálása</string>
<string name="sync_memory_operations_description">Biztosítja az adatok konzisztenciáját a számítási és memória-műveletek között. Ez az opciónak javítania kell néhány játékban előforduló problémát, de bizonyos esetekben csökkentheti a teljesítményt. Az Unreal Engine 4-et használó játékok látszanak a legérintettebbek.</string>
@ -379,10 +377,6 @@
<string name="renderer_asynchronous_shaders_description">A shaderek aszinkron fordítása. Csökkentheti a belassulásokat, de hibákat is okozhat.</string>
<string name="dyna_state">Kiterjesztett Dinamikus Állapot</string>
<string name="disabled">Letiltva</string>
<string name="provoking_vertex">Provokáló csúcs</string>
<string name="provoking_vertex_description">Javítja a világítást és a csúcskezelést bizonyos játékokban. Csak Vulkan 1.0+ GPU-kon támogatott.</string>
<string name="descriptor_indexing">Deskriptor Indexelés</string>
<string name="descriptor_indexing_description">Javítja a textúrák és pufferek kezelését, valamint a Maxwell fordítási réteget. Néhány Vulkan 1.1 GPU és minden Vulkan 1.2+ GPU támogatja.</string>
<string name="display">Kijelző</string>
<string name="renderer_screen_layout">Orientáció</string>
@ -711,9 +705,6 @@
<!-- DMA Accuracy -->
<string name="dma_accuracy_default">Alapértelmezett</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Tömörítetlen</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Konzervatív</string>
<string name="vram_usage_aggressive">Aggresszív</string>

View file

@ -394,8 +394,6 @@
<string name="vram_usage_mode_description">Kontrol seberapa agresif emulator mengalokasikan dan membebaskan memori GPU.</string>
<string name="accelerate_astc">Metode Dekoding ASTC</string>
<string name="accelerate_astc_description">Pilih cara tekstur terkompresi ASTC didekode untuk rendering: CPU (lambat, aman), GPU (cepat, direkomendasikan), atau CPU Async (tanpa lag, mungkin menyebabkan masalah)</string>
<string name="astc_recompression">Metode Rekompresi ASTC</string>
<string name="astc_recompression_description">Pilih cara tekstur ASTC dikompresi ulang untuk meningkatkan kompatibilitas dan performa. Mengaktifkan opsi ini menghemat VRAM tetapi dapat menurunkan kualitas tekstur.</string>
<string name="sync_memory_operations">Sinkronisasi Operasi Memori</string>
<string name="sync_memory_operations_description">Memastikan konsistensi data antara operasi komputasi dan memori. Opsi ini seharusnya memperbaiki masalah di beberapa game, tetapi mungkin mengurangi performa dalam beberapa kasus. Game dengan Unreal Engine 4 tampaknya yang paling terpengaruh.</string>
@ -411,10 +409,6 @@
<string name="renderer_asynchronous_shaders_description">Kompilasi shader secara asinkron. Ini dapat mengurangi lag tetapi juga dapat menyebabkan glitch.</string>
<string name="dyna_state">Status Dinamis Ekstensi</string>
<string name="disabled">Dinonaktifkan</string>
<string name="provoking_vertex">Vertex Provokasi</string>
<string name="provoking_vertex_description">Meningkatkan pencahayaan dan penanganan vertex di beberapa game. Hanya didukung di GPU Vulkan 1.0+.</string>
<string name="descriptor_indexing">Pengindeks Deskriptor</string>
<string name="descriptor_indexing_description">Meningkatkan penanganan tekstur dan buffer, serta lapisan terjemahan Maxwell. Didukung oleh beberapa GPU Vulkan 1.1 dan semua GPU Vulkan 1.2+.</string>
<string name="display">Tampilan</string>
<string name="renderer_screen_layout">Orientasi</string>
@ -757,9 +751,6 @@
<!-- DMA Accuracy -->
<string name="dma_accuracy_default">Bawaan</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Tidak Dikompresi</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Konservatif</string>
<string name="vram_usage_aggressive">Agresif</string>

View file

@ -401,8 +401,6 @@
<string name="vram_usage_mode_description">Controlla l`allocazione della memoria GPU</string>
<string name="accelerate_astc">Metodo decodifica ASTC</string>
<string name="accelerate_astc_description">Scegli come decodificare le texture compresse ASTC per il rendering: CPU (lento, sicuro), GPU (veloce, consigliato) o CPU Async (senza stuttering, può causare problemi)</string>
<string name="astc_recompression">Metodo ricompressione ASTC</string>
<string name="astc_recompression_description">Scegli come ricomprimere le texture ASTC per migliorare compatibilità e prestazioni. Abilitare questa opzione salva VRAM ma può ridurre la qualità delle texture.</string>
<string name="sync_memory_operations">Sincronizza operazioni di memoria</string>
<string name="sync_memory_operations_description">Garantisce la coerenza dei dati tra le operazioni di calcolo e memoria. Questa opzione dovrebbe risolvere problemi in alcuni giochi, ma potrebbe ridurre le prestazioni in alcuni casi. I giochi con Unreal Engine 4 sembrano essere i più colpiti.</string>
@ -418,10 +416,6 @@
<string name="renderer_asynchronous_shaders_description">Compila gli shader in modo asincrono. Può ridurre gli scatti, ma può anche causare glitch grafici.</string>
<string name="dyna_state">Stato dinamico esteso</string>
<string name="disabled">Disabilitato</string>
<string name="provoking_vertex">Vertice provocante</string>
<string name="provoking_vertex_description">Migliora illuminazione e gestione dei vertici in alcuni giochi. Supportato solo su GPU Vulkan 1.0+.</string>
<string name="descriptor_indexing">Indicizzazione descrittori</string>
<string name="descriptor_indexing_description">Migliora la gestione di texture e buffer, nonché il livello di traduzione Maxwell. Supportato da alcune GPU Vulkan 1.1 e tutte le GPU Vulkan 1.2+.</string>
<string name="display">Schermo</string>
<string name="renderer_screen_layout">Orientamento</string>
@ -797,9 +791,6 @@
<string name="dma_accuracy_unsafe">Non sicura</string>
<string name="dma_accuracy_safe">Sicura</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Non compresso</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Conservativa</string>
<string name="vram_usage_aggressive">Aggressiva</string>
@ -844,7 +835,6 @@
<string name="theme_material_you">Material You</string>
<string name="app_settings">Impostazioni app</string>
<string name="theme_and_color">Tema e colore</string>
<!-- Theme Modes -->
<string name="change_theme_mode">Cambia la modalità del tema</string>
<string name="theme_mode_follow_system">Segue il Sistema</string>

View file

@ -360,8 +360,6 @@
<string name="vram_usage_mode_description">VRAMの使用効率を設定</string>
<string name="accelerate_astc">ASTCデコード方法</string>
<string name="accelerate_astc_description">ASTC圧縮テクスチャのデコード方法を選択: CPU (低速、安全)、GPU (高速、推奨)、またはCPU非同期 (カクつきなし、問題が発生する可能性あり)</string>
<string name="astc_recompression">ASTC再圧縮方法</string>
<string name="astc_recompression_description">ASTCテクスチャの再圧縮方法を選択して互換性とパフォーマンスを向上させます。このオプションを有効にするとVRAMを節約できますが、テクスチャ品質が低下する可能性があります。</string>
<string name="sync_memory_operations">メモリ操作の同期</string>
<string name="sync_memory_operations_description">計算処理とメモリ操作間のデータ一貫性を保証します。 このオプションは一部のゲームの問題を修正しますが、場合によってはパフォーマンスが低下する可能性があります。 Unreal Engine 4のゲームが最も影響を受けるようです。</string>
@ -377,10 +375,6 @@
<string name="renderer_asynchronous_shaders_description">シェーダーを非同期でコンパイルします。これによりカクつきが減る可能性がありますが、グラフィックの不具合が発生する場合もあります。</string>
<string name="dyna_state">拡張ダイナミックステート</string>
<string name="disabled">無効</string>
<string name="provoking_vertex">プロボーキング頂点</string>
<string name="provoking_vertex_description">特定のゲームで照明と頂点処理を改善します。Vulkan 1.0+ GPUでのみサポートされています。</string>
<string name="descriptor_indexing">ディスクリプタインデキシング</string>
<string name="descriptor_indexing_description">テクスチャとバッファの処理、およびMaxwell翻訳レイヤーを改善します。一部のVulkan 1.1 GPUとすべてのVulkan 1.2+ GPUでサポートされています。</string>
<string name="display">ディスプレイ</string>
<string name="renderer_screen_layout">画面の向き</string>
@ -618,9 +612,6 @@
<!-- DMA Accuracy -->
<string name="dma_accuracy_default">デフォルト</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">非圧縮</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">保守的</string>
<string name="vram_usage_aggressive">積極的</string>

View file

@ -360,8 +360,6 @@
<string name="vram_usage_mode_description">GPU 메모리 할당/해제 방식 선택</string>
<string name="accelerate_astc">ASTC 디코딩 방법</string>
<string name="accelerate_astc_description">ASTC 압축 텍스처의 디코딩 방식을 선택하세요: CPU (느림, 안전), GPU (빠름, 권장), 또는 CPU 비동기 (끊김 없음, 문제 발생 가능)</string>
<string name="astc_recompression">ASTC 재압축 방법</string>
<string name="astc_recompression_description">ASTC 텍스처의 재압축 방식을 선택하여 호환성과 성능을 향상시킵니다. 이 옵션을 활성화하면 VRAM을 절약할 수 있지만 텍스처 품질이 저하될 수 있습니다.</string>
<string name="sync_memory_operations">메모리 작업 동기화</string>
<string name="sync_memory_operations_description">컴퓨팅 및 메모리 작업 간 데이터 일관성을 보장합니다. 이 옵션은 일부 게임의 문제를 해결할 수 있지만 경우에 따라 성능이 저하될 수 있습니다. Unreal Engine 4 게임이 가장 큰 영향을 받는 것으로 보입니다.</string>
@ -377,10 +375,6 @@
<string name="renderer_asynchronous_shaders_description">셰이더를 비동기적으로 컴파일합니다. 이로 인해 끊김 현상이 줄어들 수 있지만 그래픽 오류가 발생할 수도 있습니다.</string>
<string name="dyna_state">확장 동적 상태</string>
<string name="disabled">비활성화됨</string>
<string name="provoking_vertex">프로보킹 버텍스</string>
<string name="provoking_vertex_description">일부 게임에서 조명과 버텍스 처리를 개선합니다. Vulkan 1.0+ GPU에서만 지원됩니다.</string>
<string name="descriptor_indexing">디스크립터 인덱싱</string>
<string name="descriptor_indexing_description">텍스처 및 버퍼 처리와 Maxwell 변환 레이어를 개선합니다. 일부 Vulkan 1.1 GPU 및 모든 Vulkan 1.2+ GPU에서 지원됩니다.</string>
<string name="display">디스플레이</string>
<string name="renderer_screen_layout">화면 방향</string>
@ -670,9 +664,6 @@
<!-- DMA Accuracy -->
<string name="dma_accuracy_default">기본값</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">비압축</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">보수적</string>
<string name="vram_usage_aggressive">적극적</string>

View file

@ -343,8 +343,6 @@
<string name="vram_usage_mode_description">Kontroller minnetildeling for GPU</string>
<string name="accelerate_astc">ASTC-dekoding</string>
<string name="accelerate_astc_description">Velg hvordan ASTC-komprimerte teksturer skal dekodes for rendering: CPU (tregt, sikkert), GPU (raskt, anbefalt) eller CPU Async (ingen stuttering, kan forårsake problemer)</string>
<string name="astc_recompression">ASTC-komprimering</string>
<string name="astc_recompression_description">Velg hvordan ASTC-teksturer komprimeres på nytt for å forbedre kompatibilitet og ytelse. Å aktivere dette alternativet sparer VRAM, men kan redusere teksturkvaliteten.</string>
<string name="sync_memory_operations">Synkroniser minneoperasjoner</string>
<string name="sync_memory_operations_description">Sikrer datakonsistens mellom beregnings- og minneoperasjoner. Dette alternativet bør fikse problemer i noen spill, men kan redusere ytelsen i noen tilfeller. Spill med Unreal Engine 4 ser ut til å være de mest berørte.</string>
@ -360,10 +358,6 @@
<string name="renderer_asynchronous_shaders_description">Kompilerer shadere asynkront. Dette kan redusere rykk, men kan også forårsake grafiske feil.</string>
<string name="dyna_state">Utvidet dynamisk tilstand</string>
<string name="disabled">Deaktivert</string>
<string name="provoking_vertex">Provoserende vertex</string>
<string name="provoking_vertex_description">Forbedrer belysning og vertexhåndtering i enkelte spill. Støttes kun på Vulkan 1.0+ GPU-er.</string>
<string name="descriptor_indexing">Beskrivelsesindeksering</string>
<string name="descriptor_indexing_description">Forbedrer tekstur- og bufferhåndtering, samt Maxwell-oversettelseslaget. Støttes av noen Vulkan 1.1 GPU-er og alle Vulkan 1.2+ GPU-er.</string>
<string name="display">Skjerm</string>
<string name="renderer_screen_layout">Orientering</string>
@ -590,9 +584,6 @@
<!-- DMA Accuracy -->
<string name="dma_accuracy_default">Standard</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Ukomprimert</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Konservativ</string>
<string name="vram_usage_aggressive">Aggressiv</string>

View file

@ -458,8 +458,6 @@
<string name="vram_usage_mode_description">Kontroluj alokację i zwalnianie pamięci GPU.</string>
<string name="accelerate_astc">Metoda dekodowania ASTC</string>
<string name="accelerate_astc_description">Wybierz sposób dekodowania tekstur skompresowanych w formacie ASTC do renderowania: CPU (wolne, bezpieczne), GPU (szybkie, zalecane) lub CPU Async (bez zacięć, może powodować problemy)</string>
<string name="astc_recompression">Metoda rekompresji ASTC</string>
<string name="astc_recompression_description">Wybierz sposób ponownej kompresji tekstur ASTC w celu poprawy zgodności i wydajności. Włączenie tej opcji oszczędza VRAM, ale może obniżyć jakość tekstur.</string>
<string name="sync_memory_operations">Synchronizuj operacje pamięci</string>
<string name="sync_memory_operations_description">Zapewnia spójność danych między operacjami obliczeniowymi i pamięciowymi. Ta opcja powinna naprawiać problemy w niektórych grach, ale może zmniejszyć wydajność w niektórych przypadkach. Gry z Unreal Engine 4 wydają się być najbardziej dotknięte.</string>
@ -484,10 +482,6 @@
<string name="disabled">Wyłączone</string>
<string name="vertex_input_dynamic_state">Dynamiczny stan wejścia wierzchołków</string>
<string name="vertex_input_dynamic_state_description">Włącza funkcję dynamicznego stanu wejścia wierzchołków, poprawiając jakość i wydajność.</string>
<string name="provoking_vertex">Wierzchołek prowokujący</string>
<string name="provoking_vertex_description">Poprawia oświetlenie i obsługę wierzchołków w niektórych grach. Obsługiwane tylko przez GPU Vulkan 1.0+.</string>
<string name="descriptor_indexing">Indeksowanie deskryptorów</string>
<string name="descriptor_indexing_description">Poprawia obsługę tekstur i buforów oraz warstwę tłumaczenia Maxwell. Obsługiwane przez niektóre GPU Vulkan 1.1 i wszystkie GPU Vulkan 1.2+.</string>
<string name="sample_shading_fraction">Cieniowanie próbkowane</string>
<string name="sample_shading_fraction_description">Pozwala uruchamiać shader fragmentów dla każdej próbki w wielopróbkowanym fragmencie zamiast raz na fragment. Poprawia jakość grafiki kosztem części wydajności.</string>
@ -913,9 +907,6 @@
<string name="dma_accuracy_unsafe">Niezalecane</string>
<string name="dma_accuracy_safe">Bezpieczne</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Bez kompresji</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Oszczędny</string>
<string name="vram_usage_aggressive">Agresywny</string>
@ -960,7 +951,6 @@
<string name="theme_material_you">Material You</string>
<string name="app_settings">Ustawienia aplikacji</string>
<string name="theme_and_color">Motyw i kolor</string>
<!-- Theme Modes -->
<string name="change_theme_mode">Zmień tryb motywu</string>
<string name="theme_mode_follow_system">Podążaj za systemowym</string>

View file

@ -446,8 +446,6 @@
<string name="vram_usage_mode_description">Controla a alocação de memória GPU</string>
<string name="accelerate_astc">Método de decodificação ASTC</string>
<string name="accelerate_astc_description">Escolha como as texturas comprimidas em ASTC são decodificadas para renderização: CPU (lenta, segura), GPU (rápida, recomendada) ou CPU Assíncrona (sem travamentos, mas pode causar problemas).</string>
<string name="astc_recompression">Método de recompressão ASTC</string>
<string name="astc_recompression_description">Escolha como as texturas ASTC são recompactadas para melhorar a compatibilidade e o desempenho. Ativar esta opção economiza VRAM, mas pode reduzir a qualidade da textura.</string>
<string name="sync_memory_operations">Sincronizar Operações de Memória</string>
<string name="sync_memory_operations_description">Garante a consistência de dados entre operações de computação e memória. Esta opção pode corrigir problemas em alguns jogos, mas também pode reduzir o desempenho, sendo os jogos da Unreal Engine 4 os mais afetados.</string>
@ -467,10 +465,6 @@
<string name="disabled">Desativado</string>
<string name="vertex_input_dynamic_state">Vertex Input Dynamic State</string>
<string name="vertex_input_dynamic_state_description">Ativa o recurso de vertex input dynamic state para melhor qualidade e desempenho.</string>
<string name="provoking_vertex">Provoking Vertex</string>
<string name="provoking_vertex_description">Vértice Provocante: Melhora a iluminação e o processamento de vértices em certos jogos. Suportado apenas em GPUs com Vulkan 1.0 ou superior.</string>
<string name="descriptor_indexing">Descriptor Indexing</string>
<string name="descriptor_indexing_description">Indexação de Descritores: Melhora o processamento de texturas e buffers, assim como a camada de tradução Maxwell. Suportado por algumas GPUs Vulkan 1.1 e todas as GPUs Vulkan 1.2 ou superiores.</string>
<string name="display">Tela</string>
<string name="renderer_screen_layout">Orientação</string>
@ -858,9 +852,6 @@
<string name="dma_accuracy_unsafe">Insegura</string>
<string name="dma_accuracy_safe">Segura</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Não comprimido</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Conservador</string>
<string name="vram_usage_aggressive">Agressivo</string>
@ -905,7 +896,6 @@
<string name="theme_material_you">Material You</string>
<string name="app_settings">Configurações do App</string>
<string name="theme_and_color">Tema e Cores</string>
<!-- Theme Modes -->
<string name="change_theme_mode">Alterar o tema</string>
<string name="theme_mode_follow_system">Igual ao Sistema</string>

View file

@ -366,8 +366,6 @@
<string name="vram_usage_mode_description">Controla alocação de memória GPU.</string>
<string name="accelerate_astc">Método ASTC</string>
<string name="accelerate_astc_description">Escolha como as texturas comprimidas em ASTC são descodificadas para renderização: CPU (lento, seguro), GPU (rápido, recomendado) ou CPU Async (sem engasgos, pode causar problemas)</string>
<string name="astc_recompression">Recompressão ASTC</string>
<string name="astc_recompression_description">Escolha como as texturas ASTC são recomprimidas para melhorar a compatibilidade e o desempenho. Ativar esta opção poupa VRAM, mas pode reduzir a qualidade da textura.</string>
<string name="sync_memory_operations">Sincronizar Operações de Memória</string>
<string name="sync_memory_operations_description">Garante a consistência dos dados entre operações de computação e memória. Esta opção deve corrigir problemas em alguns jogos, mas pode reduzir o desempenho nalguns casos. Os jogos com Unreal Engine 4 parecem ser os mais afectados.</string>
@ -383,10 +381,6 @@
<string name="renderer_asynchronous_shaders_description">Compila shaders de forma assíncrona. Isto pode reduzir engasgadelas, mas também pode introduzir falhas gráficas.</string>
<string name="dyna_state">Estado Dinâmico Estendido</string>
<string name="disabled">Desativado</string>
<string name="provoking_vertex">Vértice provocante</string>
<string name="provoking_vertex_description">Melhora a iluminação e o tratamento de vértices em certos jogos. Suportado apenas em GPUs Vulkan 1.0+.</string>
<string name="descriptor_indexing">Indexação de descritores</string>
<string name="descriptor_indexing_description">Melhora o tratamento de texturas e buffers, assim como a camada de tradução Maxwell. Suportado por algumas GPUs Vulkan 1.1 e todas Vulkan 1.2+.</string>
<string name="display">Ecrã</string>
<string name="renderer_screen_layout">Oriantação</string>
@ -723,9 +717,6 @@ uma tentativa de mapeamento automático</string>
<!-- DMA Accuracy -->
<string name="dma_accuracy_default">Predefinido</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Não Comprimido</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Conservador</string>
<string name="vram_usage_aggressive">Agressivo</string>

View file

@ -352,7 +352,7 @@
<item quantity="many">Импортировано %d сохранений</item>
<item quantity="other">Импортировано %d сохранений</item>
</plurals>
<string name="no_save_data_found">Не найдены сохраненмия</string>
<string name="no_save_data_found">Файлы сохранений не найдены</string>
<string name="verify_installed_content">Подтвердить установленный контент</string>
<string name="verify_installed_content_description">Проверяет весь установленный контент на наличие повреждений</string>
@ -361,7 +361,7 @@
<string name="keys_missing_help">https://yuzu-mirror.github.io/help/quickstart/#dumping-decryption-keys</string>
<string name="uninstall_firmware">Удалить прошивку</string>
<string name="uninstall_firmware_description">Удаление прошивки сотрет ее с устройства и может повлиять на совместимость игр.</string>
<string name="uninstall_firmware_description">Удаление прошивки сотрёт её с устройства и может повлиять на совместимость игр.</string>
<string name="firmware_uninstalling">Удаление прошивки...</string>
<string name="firmware_uninstalled_success">Прошивка успешно удалена</string>
@ -397,6 +397,7 @@
<string name="copied_to_clipboard">Скопировано в буфер обмена</string>
<string name="about_app_description">Эмулятор Switch с открытым исходным кодом</string>
<string name="contributors">Контрибьюторы</string>
<string name="contributors_description">Люди, благодаря которым появился Eden для Android</string>
<string name="licenses_description">Проекты, которые сделали Eden для Android возможным</string>
<string name="build">Сборка</string>
<string name="user_data">Данные пользователя</string>
@ -474,14 +475,12 @@
<string name="vram_usage_mode_description">Стратегия управления видеопамятью</string>
<string name="accelerate_astc">Метод декодирования ASTC</string>
<string name="accelerate_astc_description">Выберите способ декодирования сжатых текстур ASTC для рендеринга: ЦП (медленно, безопасно), ГПУ (быстро, рекомендуется) или ЦП асинхронно (без заиканий, могут возникнуть проблемы)</string>
<string name="astc_recompression">Метод пережатия ASTC</string>
<string name="astc_recompression_description">Выберите способ пересжатия текстур ASTC для улучшения совместимости и производительности. Включение этой опции экономит VRAM, но может снизить качество текстур.</string>
<string name="sync_memory_operations">Синхронизация операций с памятью</string>
<string name="sync_memory_operations_description">Обеспечивает согласованность данных между вычислительными операциями и операциями с памятью. Эта опция должна исправлять проблемы в некоторых играх, но может снижать производительность в некоторых случаях. Наиболее сильно это затрагивает игры на Unreal Engine 4.</string>
<string name="use_disk_shader_cache">Кэш шейдеров на диске</string>
<string name="use_disk_shader_cache_description">Уменьшение зависаний за счет хранения и загрузки сгенерированных шейдеров.</string>
<string name="renderer_force_max_clock">Принудительно заставить максимальную тактовую частоту (только для Adreno)</string>
<string name="renderer_force_max_clock">Принудительная максимальная тактовая частота (только для Adreno)</string>
<string name="renderer_force_max_clock_description">Заставляет ГПУ работать на максимально возможных тактовых частотах (тепловые ограничения все равно будут применяться).</string>
<string name="renderer_reactive_flushing">Реактивная очистка</string>
<string name="renderer_reactive_flushing_description">Повышение точности рендеринга в некоторых играх за счет снижения производительности.</string>
@ -520,10 +519,6 @@
<string name="disabled">Отключено</string>
<string name="vertex_input_dynamic_state">Динамическое состояние ввода вершин</string>
<string name="vertex_input_dynamic_state_description">Включает функцию динамического состояния ввода вершин для повышения качества и производительности</string>
<string name="provoking_vertex">Определяющая вершина</string>
<string name="provoking_vertex_description">Улучшает освещение и обработку вершин в некоторых играх. Поддерживается только ГПУ с Vulkan 1.0+.</string>
<string name="descriptor_indexing">Индексирование дескрипторов</string>
<string name="descriptor_indexing_description">Улучшает обработку текстур и буферов, а также слой перевода Maxwell. Поддерживается некоторыми ГПУ Vulkan 1.1 и всеми ГПУ Vulkan 1.2+.</string>
<string name="sample_shading_fraction">Сэмпловое затенение</string>
<string name="sample_shading_fraction_description">Позволяет шейдеру фрагментов выполняться для каждого сэмпла в многосэмпловом фрагменте, а не один раз на фрагмент. Улучшает качество графики ценой некоторого падения производительности.</string>
@ -992,9 +987,6 @@
<string name="dma_accuracy_unsafe">Небезопасно</string>
<string name="dma_accuracy_safe">Безопасный</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Без сжатия</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Консервативный</string>
<string name="vram_usage_aggressive">Агрессивный</string>
@ -1061,6 +1053,8 @@
<string name="theme_material_you">Material You</string>
<string name="app_settings">Настройки приложения</string>
<string name="theme_and_color">Тема и цвет</string>
<string name="fullscreen_mode">Полноэкранный режим</string>
<string name="fullscreen_mode_description">Скрывать системные панели Android на всех экранах приложения. Проведите от края экрана, чтобы временно отобразить их</string>
<!-- Theme Modes -->
<string name="change_theme_mode">Сменить режим темы</string>
@ -1090,7 +1084,7 @@
<string name="blue">Синий</string>
<string name="cyan">Циановый</string>
<string name="red">Красный</string>
<string name="green">Зелёный (По умолчанию)</string>
<string name="green">Зелёный</string>
<string name="yellow">Жёлтый</string>
<string name="orange">Оранжевый</string>
<string name="pink">Розовый</string>
@ -1116,8 +1110,8 @@
<string name="swkbd_applet">Программная клавиатура</string>
<string name="airplane_mode">Режим полета</string>
<string name="airplane_mode_description">Передает режим полета в ОС Switch</string>
<string name="airplane_mode">Режим полёта</string>
<string name="airplane_mode_description">Передаёт режим полёта в ОС Switch</string>
<string name="enable_overlay">Включить апплет-оверлей</string>
<string name="enable_overlay_description">Активирует встроенный в Horizon оверлейный апплет. Для его отображения нажмите и удерживайте кнопку «HOME» в течение одной секунды.</string>

View file

@ -365,8 +365,6 @@
<string name="vram_usage_mode_description">Контролишите колико агресивно емулатор додељује и ослобађа ГПУ меморију.</string>
<string name="accelerate_astc">АСТЦ метода декодирања</string>
<string name="accelerate_astc_description">Изаберите како су текстуре са компримираним текстовима декодиране за приказивање: ЦПУ (споро, сигуран), ГПУ (Фаст, Препоручи) или ЦПУ АСИНЦ (без затезача, могу да изазове питања)</string>
<string name="astc_recompression">Метода рекомпресије АСТЦ-а</string>
<string name="astc_recompression_description">Изаберите како се текстуре АСТЦ препоручују да би се побољшале компатибилност и перформансе. Омогућавање ове опције штеди ВРАМ, али може смањити квалитет текстуре.</string>
<string name="sync_memory_operations">Синхронизација меморијских операција</string>
<string name="sync_memory_operations_description">Осигурава конзистентност података између рачунских и меморијских операција. Ова опција би требало да поправи проблеме у неким играма, али може смањити перформансе у неким случајевима. Чини се да су игре са Unreal Engine 4 највише погођене.</string>
@ -382,10 +380,6 @@
<string name="renderer_asynchronous_shaders_description">Саставља схадера асинхроно. Ово може умањити затезаче, али могу такође да уведе пропусте.</string>
<string name="dyna_state">Проширена динамичка држава</string>
<string name="disabled">Искључено</string>
<string name="provoking_vertex">Провоцирајући врх</string>
<string name="provoking_vertex_description">Побољшава осветљење и вертификат руковања у одређеним играма. Подржан само на Вулкану 1.0+ ГПУ-у.</string>
<string name="descriptor_indexing">Индексирање дескриптора</string>
<string name="descriptor_indexing_description">Побољшава текстуру и руковање међуспремника, као и преводилачки слој Маквелл. Подржани од стране неких Вулкана 1.1 ГПУ-а и сви Вулкан 1.2+ ГПУ.</string>
<string name="display">Приказ</string>
<string name="renderer_screen_layout">Оријентација</string>
@ -720,9 +714,6 @@
<!-- DMA Accuracy -->
<string name="dma_accuracy_default">Подразумевано</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Некомпримован</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Конзервативан</string>
<string name="vram_usage_aggressive">Агресиван</string>

View file

@ -12,7 +12,7 @@
<!-- Spinbox strings -->
<string name="increment">Збільшення</string>
<string name="decrement">Зменшення</string>
<string name="value_too_low">Значення повинно бути щонайменше %1$d</string>
<string name="value_too_low">Значення повинно бути не менше %1$d</string>
<string name="value_too_high">Значення повинно бути не більше %1$d</string>
<string name="invalid_value">Неправильне значення</string>
@ -475,8 +475,6 @@
<string name="vram_usage_mode_description">Налаштування виділення пам`яті GPU</string>
<string name="accelerate_astc">Метод декодування ASTC</string>
<string name="accelerate_astc_description">Виберіть спосіб декодування стиснених текстур ASTC для рендерингу: CPU (повільно, безпечно), GPU (швидко, рекомендовано) або CPU Async (без затримок, можуть виникнути несправності)</string>
<string name="astc_recompression">Метод перестиснення ASTC</string>
<string name="astc_recompression_description">Виберіть спосіб перестиснення текстур ASTC для покращення сумісності та продуктивності. Увімкнення цієї опції зберігає VRAM, але може знизити якість текстур.</string>
<string name="sync_memory_operations">Синхронізація операцій з пам\'яттю</string>
<string name="sync_memory_operations_description">Забезпечує узгодженість даних між обчислювальними операціями та операціями з пам\'яттю. Ця опція має виправляти проблеми в деяких іграх, але може знижувати продуктивність у деяких випадках. Ігри на Unreal Engine 4, здається, найбільш постраждалі.</string>
@ -521,10 +519,6 @@
<string name="disabled">Вимкнено</string>
<string name="vertex_input_dynamic_state">Динамічний стан введення вершин</string>
<string name="vertex_input_dynamic_state_description">Вмикає можливість динамічного стану введення вершин для кращих якості й продуктивності.</string>
<string name="provoking_vertex">Провокативна вершина</string>
<string name="provoking_vertex_description">Покращує освітлення та взаємодію з вершинами у деяких іграх. Лише для ГП з підтримкою Vulkan 1.0+.</string>
<string name="descriptor_indexing">Індексація дескрипторів</string>
<string name="descriptor_indexing_description">Покращує обробку текстур та буферів, а також шар перекладу Maxwell. Підтримується деякими GPU Vulkan 1.1 та всіма GPU Vulkan 1.2+.</string>
<string name="sample_shading_fraction">Простий шейдинг</string>
<string name="sample_shading_fraction_description">Дозволяє виконувати фрагмент шейдера для кожного зразка в багатозразковому фрагменті замість одного разу для кожного фрагмента. Покращує якість графікі ціною втрати продуктивності.</string>
@ -993,9 +987,6 @@
<string name="dma_accuracy_unsafe">Небезпечно</string>
<string name="dma_accuracy_safe">Безпечно</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Без стиснення</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Консервативний</string>
<string name="vram_usage_aggressive">Агресивний</string>
@ -1062,6 +1053,8 @@
<string name="theme_material_you">Material You</string>
<string name="app_settings">Налаштування застосунку</string>
<string name="theme_and_color">Тема і колір</string>
<string name="fullscreen_mode">Повноекранний режим</string>
<string name="fullscreen_mode_description">Приховати системні панелі Android у застосунку. Проведіть пальцем від краю екрана, щоб показати їх на короткий час.</string>
<!-- Theme Modes -->
<string name="change_theme_mode">Змінити режим теми</string>
@ -1092,7 +1085,7 @@
<string name="blue">Синій</string>
<string name="cyan">Блакитний</string>
<string name="red">Червоний</string>
<string name="green">Зелений (стандартний)</string>
<string name="green">Зелений</string>
<string name="yellow">Жовтий</string>
<string name="orange">Помаранчевий</string>
<string name="pink">Рожевий</string>

View file

@ -341,8 +341,6 @@
<string name="vram_usage_mode_description">Kiểm soát cách cấp phát bộ nhớ GPU</string>
<string name="accelerate_astc">Phương thức giải mã ASTC</string>
<string name="accelerate_astc_description">Chọn cách giải mã texture nén ASTC để kết xuất: CPU (chậm, an toàn), GPU (nhanh, khuyên dùng) hoặc CPU Async (không giật, có thể gây ra sự cố)</string>
<string name="astc_recompression">Phương thức nén lại ASTC</string>
<string name="astc_recompression_description">Chọn cách nén lại texture ASTC để cải thiện khả năng tương thích và hiệu suất. Bật tùy chọn này tiết kiệm VRAM nhưng có thể làm giảm chất lượng texture.</string>
<string name="sync_memory_operations">Đồng bộ hoá thao tác bộ nhớ</string>
<string name="sync_memory_operations_description">Đảm bảo tính nhất quán dữ liệu giữa các thao tác tính toán và bộ nhớ. Tùy chọn này nên khắc phục sự cố trong một số trò chơi, nhưng có thể làm giảm hiệu suất trong một số trường hợp. Các trò chơi với Unreal Engine 4 có vẻ bị ảnh hưởng nhiều nhất.</string>
@ -358,10 +356,6 @@
<string name="renderer_asynchronous_shaders_description">Biên dịch shader không đồng bộ. Điều này có thể giảm giật lag nhưng cũng có thể gây ra lỗi đồ họa.</string>
<string name="dyna_state">Trạng thái động mở rộng</string>
<string name="disabled">Đã tắt</string>
<string name="provoking_vertex">Đỉnh kích hoạt</string>
<string name="provoking_vertex_description">Cải thiện ánh sáng và xử lý đỉnh trong một số trò chơi. Chỉ được hỗ trợ trên GPU Vulkan 1.0+.</string>
<string name="descriptor_indexing">Lập chỉ mục bộ mô tả</string>
<string name="descriptor_indexing_description">Cải thiện xử lý kết cấu và bộ đệm, cũng như lớp dịch Maxwell. Được hỗ trợ bởi một số GPU Vulkan 1.1 và tất cả GPU Vulkan 1.2+.</string>
<string name="display">Hiển thị</string>
<string name="renderer_screen_layout">Hướng màn hình</string>
@ -586,9 +580,6 @@
<!-- DMA Accuracy -->
<string name="dma_accuracy_default">Mặc định</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Không nén</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Bảo thủ</string>
<string name="vram_usage_aggressive">Mạnh</string>

View file

@ -1,8 +1,8 @@
<?xml version="1.0" encoding="utf-8"?>
<resources xmlns:tools="http://schemas.android.com/tools" tools:ignore="MissingTranslation">
<string name="app_disclaimer">此软件可以运行Nintendo Switch游戏机的游戏但本身并不自带任何游戏或密钥。<br /><br />开始之前,请先选择<![CDATA[<b>密钥文件prod.keys</b>]]>。<br /><br /><![CDATA[<a href=\"https://yuzu-mirror.github.io/help/quickstart\">详情</a>]]></string>
<string name="notice_notification_channel_name">通知及错误提醒</string>
<string name="app_disclaimer">本软件可以运行Nintendo Switch游戏主机的游戏但自身并不包含任何游戏或密钥。<br /><br />请于开始之前选定位于你的设备存储空间中的<![CDATA[<b>prod.keys</b>]]>。<br /><br /><![CDATA[<a href=\"https://yuzu-mirror.github.io/help/quickstart\">了解更多</a>]]></string>
<string name="notice_notification_channel_name">错误与注意事项</string>
<string name="notice_notification_channel_description">当发生错误时显示通知。</string>
<string name="notification_permission_not_granted">未授予通知权限!</string>
<string name="app_notification_channel_description">Eden模拟器通知</string>
@ -12,36 +12,36 @@
<!-- Spinbox strings -->
<string name="increment">增加</string>
<string name="decrement">减少</string>
<string name="value_too_low">值必须最小为 %1$d</string>
<string name="value_too_high">值最大必须为 %1$d</string>
<string name="value_too_low">此值至少应为 %1$d</string>
<string name="value_too_high">此值至多应为 %1$d</string>
<string name="invalid_value">无效的值</string>
<string name="using_per_game_config">使用针对特定游戏的配置</string>
<string name="using_per_game_config">使用各别游戏配置</string>
<!-- Input Overlay -->
<string name="show_input_overlay">虚拟按键输入</string>
<string name="show_input_overlay_description">模拟过程中显示触摸控制覆盖</string>
<string name="overlay_snap_to_grid">截图到网格</string>
<string name="overlay_snap_to_grid_description">编辑时将叠加控件吸附到网格</string>
<string name="overlay_grid_size">网格大小</string>
<string name="overlay_grid_size_description">网格单元的大小(以像素为单位)</string>
<string name="input_overlay_behavior">平衡</string>
<string name="overlay_auto_hide">自动隐藏虚拟按键</string>
<string name="overlay_auto_hide_description">在指定的时间间隔后自动隐藏触摸控制覆盖层。</string>
<string name="enable_input_overlay_auto_hide">开启自动隐藏虚拟按键</string>
<string name="hide_overlay_on_controller_input">使用控制器时自动隐藏虚拟输入</string>
<string name="hide_overlay_on_controller_input_description">在使用控制器自动隐藏虚拟输入,当控制器断开会自动再现。</string>
<string name="invert_confirm_back_controller_buttons">反转 确认/返回 手柄按钮</string>
<string name="invert_confirm_back_controller_buttons_description">使用应用界面时,将安卓确认和返回按钮的作切换到 Switch 和 Xbox 的样式</string>
<string name="show_input_overlay">显示输入叠加层</string>
<string name="show_input_overlay_description">游戏模拟期间显示触控叠加层</string>
<string name="overlay_snap_to_grid">对齐到网格</string>
<string name="overlay_snap_to_grid_description">在编辑时将叠加层控件对齐到网格</string>
<string name="overlay_grid_size">网格尺寸</string>
<string name="overlay_grid_size_description">网格单元像素单位尺寸</string>
<string name="input_overlay_behavior">行为</string>
<string name="overlay_auto_hide">触控叠加层自动隐藏</string>
<string name="overlay_auto_hide_description">在指定时间内未进行任何操作后,自动隐藏触控叠加层。</string>
<string name="enable_input_overlay_auto_hide">启用触控叠加层自动隐藏</string>
<string name="hide_overlay_on_controller_input">使用控制器时隐藏触控叠加层</string>
<string name="hide_overlay_on_controller_input_description">在使用实体控制器时自动隐藏触控叠加层,而当控制器断开时触控叠加层则会重新显现。</string>
<string name="invert_confirm_back_controller_buttons">切换“确认/返回”控制器按钮功能</string>
<string name="invert_confirm_back_controller_buttons_description">与本应用的界面交互时,交换 Android 的“确认”与“返回”按钮的处理方式,以匹配 Switch 和 Xbox 的风格</string>
<string name="input_overlay_options">虚拟按键输入</string>
<string name="input_overlay_options_description">配置虚拟按键</string>
<string name="edit_overlay_layout">编辑虚拟按键</string>
<string name="edit_overlay_layout_description">调整屏控件的的位置和大小</string>
<string name="input_overlay_options">输入叠加层</string>
<string name="input_overlay_options_description">配置屏上控件</string>
<string name="edit_overlay_layout">编辑触控叠加层布局</string>
<string name="edit_overlay_layout_description">调整屏控件的的位置和大小</string>
<!-- Stats Overlay settings -->
<string name="process_ram">进程内存: %1$d MB</string>
<string name="process_ram">进程内存占用: %1$d MB</string>
<string name="shaders_prefix">正在编译</string>
<string name="shaders_suffix">着色器</string>
<string name="charging">(充电中)</string>
@ -51,31 +51,31 @@
<string name="stats_overlay_customization">自定义</string>
<string name="stats_overlay_items">显示项</string>
<string name="stats_overlay_options">悬浮窗</string>
<string name="enable_stats_overlay_">启用性能统计悬浮窗</string>
<string name="stats_overlay_options_description">配置悬浮窗中显示的性能信息</string>
<string name="enable_stats_overlay_">启用性能统计叠加层</string>
<string name="stats_overlay_options_description">配置性能统计叠加层中显示的信息</string>
<string name="show_fps">显示帧率</string>
<string name="show_fps_description">显示当前帧率(FPS)</string>
<string name="show_fps_description">显示当前帧率</string>
<string name="show_frametime">显示帧时间</string>
<string name="show_app_ram_usage">显示应用内存占用</string>
<string name="show_app_ram_usage_description">显示模拟器正在使用的内存量</string>
<string name="show_system_ram_usage">显示系统内存占用</string>
<string name="show_system_ram_usage_description">显示系统使用的内存量</string>
<string name="show_app_ram_usage">显示应用内存使用情况</string>
<string name="show_app_ram_usage_description">显示模拟器内存</string>
<string name="show_system_ram_usage">显示系统内存使用情况</string>
<string name="show_system_ram_usage_description">显示系统内存</string>
<string name="show_bat_temperature">显示电池温度</string>
<string name="bat_temperature_unit">电池温度单位</string>
<string name="show_power_info">显示电池信息</string>
<string name="show_power_info_description">显示当前功耗和电池剩余容量</string>
<string name="show_shaders_building">显示着色器构建</string>
<string name="show_shaders_building_description">显示当前正在构建的着色器数量</string>
<string name="overlay_position">悬浮窗位置</string>
<string name="overlay_position_description">选择悬浮窗在屏幕上的显示位置</string>
<string name="show_shaders_building">显示着色器编译信息</string>
<string name="show_shaders_building_description">显示当前正在编译的着色器数量</string>
<string name="overlay_position">叠加层位置</string>
<string name="overlay_position_description">选择叠加层在屏幕上显示的位置</string>
<string name="overlay_position_top_left">左上</string>
<string name="overlay_position_top_right">右上</string>
<string name="overlay_position_bottom_left">左下</string>
<string name="overlay_position_bottom_right">右下</string>
<string name="overlay_position_center_top">顶部居中</string>
<string name="overlay_position_center_bottom">底部居中</string>
<string name="perf_overlay_background">悬浮窗背景</string>
<string name="perf_overlay_background_description">悬浮窗添加背景以提高可读性</string>
<string name="perf_overlay_background">叠加层背景</string>
<string name="perf_overlay_background_description">叠加层添加背景以提高可读性</string>
<!-- Device Overlay settings -->
<string name="show_soc_overlay">显示设备信息叠加层</string>
@ -391,6 +391,7 @@
<string name="copied_to_clipboard">已复制到剪贴板</string>
<string name="about_app_description">一款开源的 Switch 模拟器</string>
<string name="contributors">贡献者</string>
<string name="contributors_description">Eden Android 版的诞生离不开这些人的支持</string>
<string name="licenses_description">Android 版 Eden 离不开这些项目的支持</string>
<string name="build">构建版本</string>
<string name="user_data">用户数据</string>
@ -468,8 +469,6 @@
<string name="vram_usage_mode_description">控制显存分配策略</string>
<string name="accelerate_astc">ASTC解码方式</string>
<string name="accelerate_astc_description">选择ASTC压缩纹理的解码方式CPU慢速、安全、GPU快速、推荐或CPU异步无卡顿可能导致问题</string>
<string name="astc_recompression">ASTC重压缩方式</string>
<string name="astc_recompression_description">选择ASTC纹理的重新压缩方式以提高兼容性和性能。启用此选项可节省VRAM但可能会降低纹理质量。</string>
<string name="sync_memory_operations">同步内存操作</string>
<string name="sync_memory_operations_description">确保计算和内存操作之间的数据一致性。 此选项应能修复某些游戏中的问题,但在某些情况下可能会降低性能。 使用Unreal Engine 4的游戏似乎受影响最大。</string>
@ -514,10 +513,6 @@
<string name="disabled">已禁用</string>
<string name="vertex_input_dynamic_state">顶点输入动态状态</string>
<string name="vertex_input_dynamic_state_description">开启顶点输入动态状态功能来获得更好的质量和性能。</string>
<string name="provoking_vertex">引发顶点</string>
<string name="provoking_vertex_description">改善某些游戏中的光照和顶点处理。仅支持Vulkan 1.0+ GPU。</string>
<string name="descriptor_indexing">描述符索引</string>
<string name="descriptor_indexing_description">改进纹理和缓冲区处理以及Maxwell转换层。部分Vulkan 1.1 GPU和所有Vulkan 1.2+ GPU支持。</string>
<string name="sample_shading_fraction">采样着色</string>
<string name="sample_shading_fraction_description">允许片段着色器在多采样片段中每个样本执行一次,而不是每个片段执行一次。以提高性能为代价改善图形质量。</string>
@ -628,7 +623,7 @@
<string name="toggle_axis">切换轴</string>
<string name="connected">已连接</string>
<string name="use_system_vibrator">使用系统马达</string>
<string name="input_overlay">虚拟按键输入</string>
<string name="input_overlay">输入叠加层</string>
<string name="vibration">震动</string>
<string name="vibration_strength">震动强度</string>
<string name="profile">用户配置</string>
@ -876,19 +871,19 @@
<string name="emulation_show_overlay">显示控制器</string>
<string name="emulation_hide_overlay">隐藏控制器</string>
<string name="emulation_toggle_all">全部切换</string>
<string name="emulation_control_adjust">调整虚拟按键</string>
<string name="emulation_control_adjust">调整触控叠加层</string>
<string name="emulation_control_scale">缩放</string>
<string name="emulation_control_opacity">不透明度</string>
<string name="emulation_touch_overlay_reset">重置虚拟按键</string>
<string name="emulation_touch_overlay_edit">编辑虚拟按键</string>
<string name="emulation_touch_overlay_reset">重置触控叠加层</string>
<string name="emulation_touch_overlay_edit">编辑触控叠加层</string>
<string name="emulation_snap_to_grid">截图到网格</string>
<string name="emulation_pause">暂停模拟</string>
<string name="emulation_unpause">继续模拟</string>
<string name="emulation_input_overlay">虚拟按键选项</string>
<string name="emulation_input_overlay">触控叠加层选项</string>
<string name="load_amiibo">加载 Amiibo</string>
<string name="touchscreen">触摸屏</string>
<string name="lock_drawer">锁定侧边菜单</string>
<string name="unlock_drawer">解锁侧边菜单</string>
<string name="lock_drawer">锁定侧边</string>
<string name="unlock_drawer">解锁侧边</string>
<string name="reset">重置</string>
<!-- Amiibo -->
@ -902,7 +897,7 @@
<!-- Software keyboard -->
<string name="software_keyboard">键盘</string>
<string name="software_keyboard">软键盘</string>
<!-- Errors and warnings -->
<string name="abort_button">中止</string>
@ -913,7 +908,7 @@
<string name="save_load_error">保存/载入发生错误</string>
<string name="fatal_error">致命错误</string>
<string name="fatal_error_message">发生致命错误。请查阅日志获取详细信息。\n继续模拟可能会导致崩溃。</string>
<string name="device_memory_inadequate">设备RAM%1$s\n建议%2$s</string>
<string name="device_memory_inadequate">设备内存%1$s\n建议%2$s</string>
<string name="memory_formatted">%1$s%2$s</string>
<string name="no_game_present">当前没有可启动的游戏!</string>
@ -924,7 +919,7 @@
<string name="region_australia">澳大利亚</string>
<string name="region_china">中国</string>
<string name="region_korea">韩国</string>
<string name="region_taiwan">台湾地区</string>
<string name="region_taiwan">台湾</string>
<!-- Memory Layouts -->
<string name="memory_4gb">4GB (推荐)</string>
@ -941,21 +936,21 @@
<string name="fast_gpu_high">高 (512)</string>
<!-- GPU swizzle texture size -->
<string name="gpu_texturesizeswizzle_verysmall">小 (16 MB)</string>
<string name="gpu_texturesizeswizzle_verysmall">小 (16 MB)</string>
<string name="gpu_texturesizeswizzle_small">较小 (32 MB)</string>
<string name="gpu_texturesizeswizzle_normal">正常 (128 MB)</string>
<string name="gpu_texturesizeswizzle_large">较大 (256 MB)</string>
<string name="gpu_texturesizeswizzle_verylarge">大 (512 MB)</string>
<string name="gpu_texturesizeswizzle_verylarge">大 (512 MB)</string>
<!-- GPU swizzle streams -->
<string name="gpu_swizzle_verylow">低 (4 MB)</string>
<string name="gpu_swizzle_verylow">低 (4 MB)</string>
<string name="gpu_swizzle_low">低 (8 MB)</string>
<string name="gpu_swizzle_normal">正常 (16 MB)</string>
<string name="gpu_swizzle_medium">中 (32 MB)</string>
<string name="gpu_swizzle_high">高 (64 MB)</string>
<!-- GPU swizzle chunks -->
<string name="gpu_swizzlechunk_verylow">低 (32)</string>
<string name="gpu_swizzlechunk_verylow">低 (32)</string>
<string name="gpu_swizzlechunk_low">低 (64)</string>
<string name="gpu_swizzlechunk_normal">正常 (128)</string>
<string name="gpu_swizzlechunk_medium">中 (256)</string>
@ -986,9 +981,6 @@
<string name="dma_accuracy_unsafe">不安全</string>
<string name="dma_accuracy_safe">安全</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">不压缩</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">保守模式</string>
<string name="vram_usage_aggressive">激进模式</string>
@ -1053,8 +1045,10 @@
<string name="change_app_theme">切换主题</string>
<string name="theme_default">系统默认</string>
<string name="theme_material_you">Material You</string>
<string name="app_settings">App 设置</string>
<string name="app_settings">应用设置</string>
<string name="theme_and_color">主题与颜色</string>
<string name="fullscreen_mode">全屏模式</string>
<string name="fullscreen_mode_description">于应用中隐藏 Android 系统栏,若要短暂显示只需从屏幕边缘向内滑动即可。</string>
<!-- Theme Modes -->
<string name="change_theme_mode">更改主题模式</string>
@ -1075,16 +1069,17 @@
<string name="enable_qlaunch_button_description">显示启动 QLaunch 的按钮</string>
<!-- App Language -->
<string name="app_language">App 语言</string>
<string name="app_language_description">更改 app 界面的语言</string>
<string name="app_language">应用使用的语言</string>
<string name="app_language_description">更改应用界面语言</string>
<string name="app_language_system">跟随系统</string>
<!-- Static Themes -->
<string name="static_theme_color">主题颜色</string>
<string name="eden_theme">Eden</string>
<string name="violet">紫色(默认)</string>
<string name="violet">紫色</string>
<string name="blue">蓝色</string>
<string name="cyan">青色</string>
<string name="red">红色</string>
<string name="green">绿色</string>
<string name="yellow">黄色</string>
<string name="orange">橙色</string>
<string name="pink">粉色</string>
@ -1108,13 +1103,13 @@
<string name="applet_hle">自定义前端</string>
<string name="applet_lle">真实小程序</string>
<string name="swkbd_applet">键盘</string>
<string name="swkbd_applet">软键盘</string>
<string name="airplane_mode">飞行模式</string>
<string name="airplane_mode_description">将飞行模式传递给Switch操作系统</string>
<string name="enable_overlay">开启覆盖层小程序</string>
<string name="enable_overlay_description">开启 Horizon 内置的覆盖层小程序。请按住 home 键 1 秒来显示它。</string>
<string name="enable_overlay">启用叠加层小程序</string>
<string name="enable_overlay_description">开启 Horizon 内建的叠加层小程序,要显示它请按压 home 键 1 秒</string>
<!-- Profile Management -->
<string name="profile_manager">用户配置管理</string>
@ -1147,7 +1142,7 @@
<!-- Licenses screen strings -->
<string name="licenses">许可证</string>
<string name="license_fidelityfx_fsr_description">来自 AMD 的高品质画质升级技术</string>
<string name="license_fidelityfx_fsr_description">AMD 的高品质画面增强技术</string>
<string name="external_content">外部内容</string>
<string name="add_folders">添加文件夹</string>

View file

@ -451,8 +451,6 @@
<string name="vram_usage_mode_description">控制GPU記憶體的分配與釋放策略</string>
<string name="accelerate_astc">ASTC解碼方式</string>
<string name="accelerate_astc_description">選擇ASTC壓縮紋理的解碼方式CPU慢速、安全、GPU快速、推薦或CPU非同步無卡頓可能導致問題</string>
<string name="astc_recompression">ASTC重新壓縮方式</string>
<string name="astc_recompression_description">選擇ASTC紋理的重新壓縮方式以提高相容性和效能。啟用此選項可節省VRAM但可能會降低紋理品質。</string>
<string name="sync_memory_operations">同步記憶體操作</string>
<string name="sync_memory_operations_description">確保計算和記憶體操作之間的資料一致性。 此選項應能修復某些遊戲中的問題,但在某些情況下可能會降低效能。 使用Unreal Engine 4的遊戲似乎受影響最大。</string>
@ -470,10 +468,6 @@
<string name="disabled">已停用</string>
<string name="vertex_input_dynamic_state">頂點輸入動態狀態</string>
<string name="vertex_input_dynamic_state_description">啟用頂點輸入動態狀態以取得更佳的品質及性能</string>
<string name="provoking_vertex">引發頂點</string>
<string name="provoking_vertex_description">改善某些遊戲中的光照和頂點處理。僅支援Vulkan 1.0+ GPU。</string>
<string name="descriptor_indexing">描述符索引</string>
<string name="descriptor_indexing_description">改進紋理和緩衝區處理以及Maxwell轉換層。部分Vulkan 1.1 GPU和所有Vulkan 1.2+ GPU支援。</string>
<string name="display">顯示</string>
<string name="renderer_screen_layout">方向</string>
@ -861,9 +855,6 @@
<string name="dma_accuracy_unsafe">不安全</string>
<string name="dma_accuracy_safe">安全</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">未壓縮</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">保守</string>
<string name="vram_usage_aggressive">積極</string>
@ -908,7 +899,6 @@
<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>
<!-- 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>

View file

@ -138,21 +138,6 @@
<item>1</item> <!-- GPU -->
<item>2</item> <!-- CPU Asynchronously -->
</integer-array>
<!-- ASTC Recompression Method Choices -->
<string-array name="astcRecompressionMethodNames">
<item>@string/astc_recompression_uncompressed</item>
<item>@string/astc_recompression_bc1</item>
<item>@string/astc_recompression_bc3</item>
</string-array>
<!-- ASTC Recompression Method Values -->
<integer-array name="astcRecompressionMethodValues">
<item>0</item> <!-- Uncompressed -->
<item>1</item> <!-- BC1 -->
<item>2</item> <!-- BC3 -->
</integer-array>
<!-- NVDEC Emulation Choices -->
<string-array name="rendererNvdecNames">
<item>@string/nvdec_emulation_none</item> <!-- Off -->

View file

@ -485,8 +485,6 @@
<string name="vram_usage_mode_description">Control how aggressively the emulator allocates and frees GPU memory.</string>
<string name="accelerate_astc">ASTC Decoding Method</string>
<string name="accelerate_astc_description">Pick how ASTC-compressed textures are decoded for rendering: CPU (slow, safe), GPU (fast, recommended), or CPU Async (no stutters, may cause issues)</string>
<string name="astc_recompression">ASTC Recompression Method</string>
<string name="astc_recompression_description">Choose how ASTC textures are recompressed to improve compatibility and performance. Enabling this option saves VRAM but may lower texture quality.</string>
<string name="sync_memory_operations">Sync Memory Operations</string>
<string name="sync_memory_operations_description">Ensures data consistency between compute and memory operations. This option should fix issues in some games, but may also reduce performance in some cases. Unreal Engine 4 games often see the most significant changes thereof.</string>
@ -494,6 +492,10 @@
<string name="use_disk_shader_cache_description">Reduces stuttering by locally storing and loading generated shaders.</string>
<string name="renderer_force_max_clock">Force maximum clocks (Adreno only)</string>
<string name="renderer_force_max_clock_description">Forces the GPU to run at the maximum possible clocks (thermal constraints will still be applied).</string>
<string name="renderer_asynchronous_gpu_emulation">GPU async emulation</string>
<string name="renderer_asynchronous_gpu_emulation_description">Runs GPU emulation asynchronously to reduce CPU stalls and improve throughput. Disable this only if you run into timing-related issues.</string>
<string name="renderer_async_presentation">Asynchronous presentation</string>
<string name="renderer_async_presentation_description">Slightly improves performance by moving presentation to a separate CPU thread.</string>
<string name="renderer_reactive_flushing">Use reactive flushing</string>
<string name="renderer_reactive_flushing_description">Improves rendering accuracy in some games at the cost of performance.</string>
<string name="enable_buffer_history">Enable buffer history</string>
@ -531,10 +533,6 @@
<string name="disabled">Disabled</string>
<string name="vertex_input_dynamic_state">Vertex Input Dynamic State</string>
<string name="vertex_input_dynamic_state_description">Enables vertex input dynamic state feature for better quality and performance.</string>
<string name="provoking_vertex">Provoking Vertex</string>
<string name="provoking_vertex_description">Improves lighting and vertex handling in certain games. Only supported on Vulkan 1.0+ GPUs.</string>
<string name="descriptor_indexing">Descriptor Indexing</string>
<string name="descriptor_indexing_description">Improves texture and buffer handling, as well as the Maxwell translation layer. Supported by some Vulkan 1.1 GPUs and all Vulkan 1.2+ GPUs.</string>
<string name="sample_shading_fraction">Sample Shading</string>
<string name="sample_shading_fraction_description">Allows the fragment shader to execute per sample in a multi-sampled fragment instead once per fragment. Improves graphics quality at the cost of some performance.</string>
@ -1041,12 +1039,7 @@
<string name="accelerate_astc_gpu" translatable="false">GPU</string>
<string name="accelerate_astc_async" translatable="false">CPU Async</string>
<!-- ASTC Recompression Method Choices -->
<string name="astc_recompression_uncompressed">Uncompressed</string>
<string name="astc_recompression_bc1" translatable="false">BC1</string>
<string name="astc_recompression_bc3" translatable="false">BC3</string>
<!-- ASTC Recompression Method Choices -->
<string name="vram_usage_conservative">Conservative</string>
<string name="vram_usage_aggressive">Aggressive</string>

View file

@ -146,7 +146,8 @@ add_library(
zstd_compression.cpp
zstd_compression.h
fs/ryujinx_compat.h fs/ryujinx_compat.cpp
fs/symlink.h fs/symlink.cpp)
fs/symlink.h fs/symlink.cpp
httplib.h)
if(WIN32)
target_sources(common PRIVATE windows/timer_resolution.cpp
@ -244,7 +245,7 @@ else()
target_link_libraries(common PUBLIC Boost::headers)
endif()
target_link_libraries(common PUBLIC Boost::filesystem Boost::context)
target_link_libraries(common PUBLIC Boost::filesystem Boost::context httplib::httplib)
if (lz4_ADDED)
target_include_directories(common PRIVATE ${lz4_SOURCE_DIR}/lib)

18
src/common/httplib.h Normal file
View file

@ -0,0 +1,18 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
#pragma once
#define CPPHTTPLIB_DISABLE_MACOSX_AUTOMATIC_ROOT_CERTIFICATES 1
#define CPPHTTPLIB_OPENSSL_SUPPORT 1
#ifdef __GNUC__
#pragma GCC diagnostic push
#ifndef __clang__
#pragma GCC diagnostic ignored "-Wmaybe-uninitialized"
#endif
#endif
#include <httplib.h>
#ifdef __GNUC__
#pragma GCC diagnostic pop
#endif

View file

@ -1,139 +0,0 @@
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <deque>
#include <memory>
#include <type_traits>
#include "common/common_types.h"
namespace Common {
template <class Traits>
class LeastRecentlyUsedCache {
using ObjectType = typename Traits::ObjectType;
using TickType = typename Traits::TickType;
struct Item {
ObjectType obj;
TickType tick;
Item* next{};
Item* prev{};
};
public:
LeastRecentlyUsedCache() : first_item{}, last_item{} {}
~LeastRecentlyUsedCache() = default;
size_t Insert(ObjectType obj, TickType tick) {
const auto new_id = Build();
auto& item = item_pool[new_id];
item.obj = obj;
item.tick = tick;
Attach(item);
return new_id;
}
void Touch(size_t id, TickType tick) {
auto& item = item_pool[id];
if (item.tick >= tick) {
return;
}
item.tick = tick;
if (&item == last_item) {
return;
}
Detach(item);
Attach(item);
}
void Free(size_t id) {
auto& item = item_pool[id];
Detach(item);
item.prev = nullptr;
item.next = nullptr;
free_items.push_back(id);
}
template <typename Func>
void ForEachItemBelow(TickType tick, Func&& func) {
static constexpr bool RETURNS_BOOL =
std::is_same_v<std::invoke_result<Func, ObjectType>, bool>;
Item* iterator = first_item;
while (iterator) {
if (static_cast<s64>(tick) - static_cast<s64>(iterator->tick) < 0) {
return;
}
Item* next = iterator->next;
if constexpr (RETURNS_BOOL) {
if (func(iterator->obj)) {
return;
}
} else {
func(iterator->obj);
}
iterator = next;
}
}
private:
size_t Build() {
if (free_items.empty()) {
const size_t item_id = item_pool.size();
auto& item = item_pool.emplace_back();
item.next = nullptr;
item.prev = nullptr;
return item_id;
}
const size_t item_id = free_items.front();
free_items.pop_front();
auto& item = item_pool[item_id];
item.next = nullptr;
item.prev = nullptr;
return item_id;
}
void Attach(Item& item) {
if (!first_item) {
first_item = &item;
}
if (!last_item) {
last_item = &item;
} else {
item.prev = last_item;
last_item->next = &item;
item.next = nullptr;
last_item = &item;
}
}
void Detach(Item& item) {
if (item.prev) {
item.prev->next = item.next;
}
if (item.next) {
item.next->prev = item.prev;
}
if (&item == first_item) {
first_item = item.next;
if (first_item) {
first_item->prev = nullptr;
}
}
if (&item == last_item) {
last_item = item.prev;
if (last_item) {
last_item->next = nullptr;
}
}
}
std::deque<Item> item_pool;
std::deque<size_t> free_items;
Item* first_item{};
Item* last_item{};
};
} // namespace Common

View file

@ -287,8 +287,6 @@ struct Values {
true,
&use_custom_cpu_ticks};
SwitchableSetting<bool> vtable_bouncing{linkage, true, "vtable_bouncing", Category::Cpu};
Setting<bool> cpuopt_page_tables{linkage, true, "cpuopt_page_tables", Category::CpuDebug};
Setting<bool> cpuopt_block_linking{linkage, true, "cpuopt_block_linking", Category::CpuDebug};
Setting<bool> cpuopt_return_stack_buffer{linkage, true, "cpuopt_return_stack_buffer",
@ -361,7 +359,11 @@ struct Values {
true,
true};
SwitchableSetting<int, true> fsr_sharpening_slider{linkage,
#ifdef ANDROID
0,
#else
25,
#endif
0,
200,
"fsr_sharpening_slider",
@ -452,11 +454,7 @@ struct Values {
"max_anisotropy",
Category::RendererAdvanced};
SwitchableSetting<AstcDecodeMode, true> accelerate_astc{linkage,
#ifdef ANDROID
AstcDecodeMode::Cpu,
#else
AstcDecodeMode::Gpu,
#endif
"accelerate_astc",
Category::RendererAdvanced};
@ -585,7 +583,9 @@ struct Values {
Category::RendererHacks};
SwitchableSetting<ExtendedDynamicState> dyna_state{linkage,
#if defined (ANDROID) || defined (__APPLE__)
#if defined(ANDROID)
ExtendedDynamicState::EDS1,
#elif defined(__APPLE__)
ExtendedDynamicState::Disabled,
#else
ExtendedDynamicState::EDS2,
@ -608,8 +608,6 @@ struct Values {
true,
#endif
"vertex_input_dynamic_state", Category::RendererExtensions};
SwitchableSetting<bool> provoking_vertex{linkage, false, "provoking_vertex", Category::RendererExtensions};
SwitchableSetting<bool> descriptor_indexing{linkage, false, "descriptor_indexing", Category::RendererExtensions};
Setting<bool> renderer_debug{linkage, false, "debug", Category::RendererDebug};
Setting<bool> renderer_shader_feedback{linkage, false, "shader_feedback",

View file

@ -1246,7 +1246,7 @@ if (HAS_NCE)
target_link_libraries(core PRIVATE merry::oaknut)
endif()
if (ARCHITECTURE_x86_64 OR ARCHITECTURE_arm64)
if (ARCHITECTURE_x86_64 OR ARCHITECTURE_arm64 OR ARCHITECTURE_riscv64)
target_sources(core PRIVATE
arm/dynarmic/arm_dynarmic.h
arm/dynarmic/arm_dynarmic_64.cpp
@ -1269,7 +1269,6 @@ endif()
target_sources(core PRIVATE hle/service/ssl/ssl_backend_openssl.cpp)
target_link_libraries(core PRIVATE OpenSSL::SSL OpenSSL::Crypto)
target_compile_definitions(core PRIVATE CPPHTTPLIB_OPENSSL_SUPPORT)
# TODO

View file

@ -59,14 +59,10 @@ CallbackOrAccessOneWord DynarmicCP15::CompileSendOneWord(bool two, unsigned opc1
#if defined(_MSC_VER) && defined(ARCHITECTURE_x86_64)
_mm_mfence();
_mm_lfence();
#elif defined(ARCHITECTURE_x86_64)
asm volatile("mfence\n\tlfence\n\t" : : : "memory");
#elif defined(_MSC_VER) && defined(ARCHITECTURE_arm64)
_Memory_barrier();
#elif defined(ARCHITECTURE_arm64)
asm volatile("dsb sy\n\t" : : : "memory");
#else
#error Unsupported architecture
__sync_synchronize();
#endif
return 0;
},
@ -78,14 +74,10 @@ CallbackOrAccessOneWord DynarmicCP15::CompileSendOneWord(bool two, unsigned opc1
[](void*, std::uint32_t, std::uint32_t) -> std::uint64_t {
#if defined(_MSC_VER) && defined(ARCHITECTURE_x86_64)
_mm_mfence();
#elif defined(ARCHITECTURE_x86_64)
asm volatile("mfence\n\t" : : : "memory");
#elif defined(_MSC_VER) && defined(ARCHITECTURE_arm64)
_Memory_barrier();
#elif defined(ARCHITECTURE_arm64)
asm volatile("dmb sy\n\t" : : : "memory");
#else
#error Unsupported architecture
__sync_synchronize();
#endif
return 0;
},

View file

@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
@ -103,26 +103,12 @@ void PhysicalCore::RunThread(Kernel::KThread* thread) {
const bool data_abort = True(hr & Core::HaltReason::DataAbort);
const bool interrupt = True(hr & Core::HaltReason::BreakLoop);
bool may_abort = true; // Ignore aborting virtual functions (for debugging)
if (prefetch_abort && ::Settings::values.vtable_bouncing) {
auto& lock = m_kernel.GlobalSchedulerContext().SchedulerLock();
lock.Lock();
Kernel::Svc::ThreadContext ctx;
interface->GetContext(ctx);
LOG_WARNING(Core_ARM, "vtable bouncing {:016X}", ctx.lr);
ctx.pc = ctx.lr;
ctx.r[0] = 0;
interface->SetContext(ctx);
lock.Unlock();
may_abort = false;
}
// Since scheduling may occur here, we cannot use any cached
// state after returning from calls we make.
// Notify the debugger and go to sleep if a breakpoint was hit,
// or if the thread is unable to continue for any reason.
if (breakpoint || (prefetch_abort && may_abort)) {
if (breakpoint || prefetch_abort) {
if (breakpoint) {
interface->RewindBreakpointInstruction();
}

View file

@ -1,6 +1,13 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <condition_variable>
#include <mutex>
#include <thread>
#include "core/core.h"
#include "core/hle/kernel/k_thread.h"
#include "core/hle/kernel/svc.h"
@ -8,14 +15,62 @@
namespace Kernel::Svc {
constexpr auto MAX_MSG_TIME = std::chrono::milliseconds(250);
const auto MAX_MSG_SIZE = 0x1000;
static std::string msg_buffer;
static std::mutex msg_mutex;
static std::condition_variable msg_cv;
static std::chrono::steady_clock::time_point last_msg_time;
static bool worker_running = true;
static std::unique_ptr<std::thread> flush_thread;
static std::once_flag start_flag;
static void FlushDbgLoop() {
while (true) {
std::unique_lock lock(msg_mutex);
msg_cv.wait(lock, [] { return !msg_buffer.empty() || !worker_running; });
if (!worker_running && msg_buffer.empty()) break;
auto timeout = last_msg_time + MAX_MSG_TIME;
bool woke_early = msg_cv.wait_until(lock, timeout, [] {
return msg_buffer.size() >= MAX_MSG_SIZE || !worker_running;
});
if (!woke_early || msg_buffer.size() >= MAX_MSG_SIZE || !worker_running) {
if (!msg_buffer.empty()) {
// Remove trailing newline as LOG_INFO adds that anyways
if (msg_buffer.back() == '\n')
msg_buffer.pop_back();
LOG_INFO(Debug_Emulated, "\n{}", msg_buffer);
msg_buffer.clear();
}
if (!worker_running) break;
}
}
}
/// Used to output a message on a debug hardware unit - does nothing on a retail unit
Result OutputDebugString(Core::System& system, u64 address, u64 len) {
R_SUCCEED_IF(len == 0);
std::string str(len, '\0');
GetCurrentMemory(system.Kernel()).ReadBlock(address, str.data(), str.size());
LOG_INFO(Debug_Emulated, "{}", str);
// Only start the thread the very first time this function is called
std::call_once(start_flag, [] {
flush_thread = std::make_unique<std::thread>(FlushDbgLoop);
});
{
std::lock_guard lock(msg_mutex);
const auto old_size = msg_buffer.size();
msg_buffer.resize(old_size + len);
GetCurrentMemory(system.Kernel()).ReadBlock(address, msg_buffer.data() + old_size, len);
last_msg_time = std::chrono::steady_clock::now();
}
msg_cv.notify_one();
R_SUCCEED();
}
@ -27,4 +82,16 @@ Result OutputDebugString64From32(Core::System& system, uint32_t debug_str, uint3
R_RETURN(OutputDebugString(system, debug_str, len));
}
struct BufferAutoFlush {
~BufferAutoFlush() {
{
std::lock_guard lock(msg_mutex);
worker_running = false;
}
msg_cv.notify_all();
if (flush_thread && flush_thread->joinable()) flush_thread->join();
}
};
static BufferAutoFlush auto_flusher;
} // namespace Kernel::Svc

View file

@ -15,9 +15,7 @@
#include <fmt/format.h>
#include <nlohmann/json.hpp>
#ifdef CPPHTTPLIB_OPENSSL_SUPPORT
#include <httplib.h>
#endif
#include "common/httplib.h"
#include <chrono>
#include <cstring>
@ -37,7 +35,8 @@
namespace Service::News {
namespace {
constexpr const char* GitHubAPI_EdenReleases = "/repos/eden-emulator/Releases/releases";
// TODO(crueter): COMPILE DEFINITION
constexpr const char* GitHubAPI_EdenReleases = "/api/v1/repos/eden-emu/eden/releases";
// Cached logo data
std::vector<u8> default_logo_small;
@ -103,8 +102,6 @@ std::vector<u8> TryLoadFromDisk(const std::filesystem::path& path) {
std::vector<u8> DownloadImage(const std::string& url_path, const std::filesystem::path& cache_path) {
LOG_INFO(Service_BCAT, "Downloading image: https://eden-emu.dev{}", url_path);
#ifdef CPPHTTPLIB_OPENSSL_SUPPORT
try {
httplib::Client cli("https://eden-emu.dev");
cli.set_follow_location(true);
@ -128,8 +125,6 @@ std::vector<u8> DownloadImage(const std::string& url_path, const std::filesystem
} catch (...) {
LOG_WARNING(Service_BCAT, "Failed to download: {}", url_path);
}
#endif
return {};
}
@ -232,30 +227,63 @@ void WriteCachedJson(std::string_view json) {
}
std::optional<std::string> DownloadReleasesJson() {
#ifdef CPPHTTPLIB_OPENSSL_SUPPORT
try {
httplib::SSLClient cli{"api.github.com", 443};
cli.set_connection_timeout(10);
cli.set_read_timeout(10);
httplib::Headers headers{
{"User-Agent", "Eden"},
{"Accept", "application/vnd.github+json"},
};
// TODO(crueter): automate this in some way...
#ifdef YUZU_BUNDLED_OPENSSL
cli.load_ca_cert_store(kCert, sizeof(kCert));
const auto url = "https://git.eden-emu.dev";
#else
const auto url = "git.eden-emu.dev";
#endif
if (auto res = cli.Get(GitHubAPI_EdenReleases, headers); res && res->status < 400) {
return res->body;
// TODO(crueter): This is duplicated between frontend and here.
constexpr auto path = GitHubAPI_EdenReleases;
constexpr std::size_t timeout_seconds = 15;
std::unique_ptr<httplib::Client> client = std::make_unique<httplib::Client>(url);
client->set_connection_timeout(timeout_seconds);
client->set_read_timeout(timeout_seconds);
client->set_write_timeout(timeout_seconds);
#ifdef YUZU_BUNDLED_OPENSSL
client->load_ca_cert_store(kCert, sizeof(kCert));
#endif
if (client == nullptr) {
LOG_ERROR(Service_BCAT, "Invalid URL {}{}", url, path);
return {};
}
httplib::Request request{
.method = "GET",
.path = path,
};
client->set_follow_location(true);
httplib::Result result = client->send(request);
if (!result) {
LOG_ERROR(Service_BCAT, "GET to {}{} returned null", url, path);
return {};
} else if (result->status < 400) {
return result->body;
}
if (result->status >= 400) {
LOG_ERROR(Service_BCAT,
"GET to {}{} returned error status code: {}",
url,
path,
result->status);
return {};
}
if (!result->headers.contains("content-type")) {
LOG_ERROR(Service_BCAT, "GET to {}{} returned no content", url, path);
return {};
}
} catch (...) {
LOG_WARNING(Service_BCAT, " failed to download releases");
}
#endif
return std::nullopt;
}
@ -341,7 +369,7 @@ std::string FormatBody(const nlohmann::json& release, std::string_view title) {
body.pop_back();
}
body += "\n\n... View more on GitHub";
body += "\n\n... View more on Forgejo";
}
return body;
@ -498,7 +526,7 @@ std::vector<u8> BuildMsgpack(std::string_view title, std::string_view body,
w.WriteString("");
w.WriteKey("allow_domains");
w.WriteString("^https?://github.com(/|$)");
w.WriteString("^https?://git.eden-emu.dev(/|$)");
// More link
w.WriteKey("more");
@ -508,7 +536,7 @@ std::vector<u8> BuildMsgpack(std::string_view title, std::string_view body,
w.WriteKey("url");
w.WriteString(html_url);
w.WriteKey("text");
w.WriteString("Open GitHub");
w.WriteString("Open Forgejo");
// Body
w.WriteKey("body");
@ -545,7 +573,7 @@ void EnsureBuiltinNewsLoaded() {
if (const auto fresh = DownloadReleasesJson()) {
WriteCachedJson(*fresh);
ImportReleases(*fresh);
LOG_DEBUG(Service_BCAT, "news: {} entries updated from GitHub", NewsStorage::Instance().ListAll().size());
LOG_DEBUG(Service_BCAT, "news: {} entries updated from Forgejo", NewsStorage::Instance().ListAll().size());
}
}).detach();
});

View file

@ -126,7 +126,7 @@ if ("arm64" IN_LIST ARCHITECTURE OR DYNARMIC_TESTS)
find_package(oaknut 2.0.1 CONFIG)
endif()
if ("riscv" IN_LIST ARCHITECTURE)
if ("riscv64" IN_LIST ARCHITECTURE)
find_package(biscuit 0.9.1 REQUIRED)
endif()

View file

@ -13,10 +13,7 @@ add_library(dynarmic STATIC
backend/block_range_information.h
backend/exception_handler.h
common/always_false.h
common/assert.cpp
common/assert.h
common/cast_util.h
common/common_types.h
common/crypto/aes.cpp
common/crypto/aes.h
common/crypto/crc32.cpp
@ -258,7 +255,7 @@ if ("arm64" IN_LIST ARCHITECTURE)
)
endif()
if ("riscv" IN_LIST ARCHITECTURE)
if ("riscv64" IN_LIST ARCHITECTURE)
target_link_libraries(dynarmic PRIVATE biscuit::biscuit)
target_sources(dynarmic PRIVATE
@ -281,6 +278,7 @@ if ("riscv" IN_LIST ARCHITECTURE)
backend/riscv64/emit_riscv64_vector.cpp
backend/riscv64/emit_riscv64.cpp
backend/riscv64/emit_riscv64.h
backend/riscv64/exclusive_monitor.cpp
backend/riscv64/reg_alloc.cpp
backend/riscv64/reg_alloc.h
backend/riscv64/stack_layout.h
@ -289,9 +287,12 @@ if ("riscv" IN_LIST ARCHITECTURE)
backend/riscv64/a32_address_space.h
backend/riscv64/a32_core.h
backend/riscv64/a32_interface.cpp
backend/riscv64/a64_interface.cpp
backend/riscv64/code_block.h
common/spin_lock_riscv64.cpp
)
message(FATAL_ERROR "TODO: Unimplemented frontend for this host architecture")
message(WARNING "TODO: Incomplete frontend for this host architecture")
endif()
if (WIN32)
@ -359,7 +360,7 @@ set_target_properties(dynarmic PROPERTIES
target_compile_options(dynarmic PRIVATE ${DYNARMIC_CXX_FLAGS})
target_link_libraries(dynarmic PRIVATE unordered_dense::unordered_dense)
target_link_libraries(dynarmic PUBLIC fmt::fmt)
target_link_libraries(dynarmic PUBLIC fmt::fmt common)
if (BOOST_NO_HEADERS)
target_link_libraries(dynarmic PRIVATE Boost::variant Boost::icl Boost::pool)

View file

@ -227,7 +227,7 @@ void A32AddressSpace::EmitPrelude() {
if (conf.HasOptimization(OptimizationFlag::ReturnStackBuffer)) {
code.LDR(Xscratch0, l_return_to_dispatcher);
for (size_t i = 0; i < RSBCount; i++) {
for (std::size_t i = 0; i < RSBCount; i++) {
code.STR(Xscratch0, SP, offsetof(StackLayout, rsb) + offsetof(RSBEntry, code_ptr) + i * sizeof(RSBEntry));
}
}
@ -266,7 +266,7 @@ void A32AddressSpace::EmitPrelude() {
if (conf.HasOptimization(OptimizationFlag::ReturnStackBuffer)) {
code.LDR(Xscratch0, l_return_to_dispatcher);
for (size_t i = 0; i < RSBCount; i++) {
for (std::size_t i = 0; i < RSBCount; i++) {
code.STR(Xscratch0, SP, offsetof(StackLayout, rsb) + offsetof(RSBEntry, code_ptr) + i * sizeof(RSBEntry));
}
}

View file

@ -10,8 +10,8 @@
#include <mutex>
#include <boost/icl/interval_set.hpp>
#include "dynarmic/common/assert.h"
#include "dynarmic/common/common_types.h"
#include "common/assert.h"
#include "common/common_types.h"
#include "dynarmic/backend/arm64/a32_address_space.h"
#include "dynarmic/backend/arm64/a32_core.h"

View file

@ -9,7 +9,7 @@
#include "dynarmic/backend/arm64/a32_jitstate.h"
#include "dynarmic/mcl/bit.hpp"
#include "dynarmic/common/common_types.h"
#include "common/common_types.h"
namespace Dynarmic::Backend::Arm64 {

View file

@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
/* This file is part of the dynarmic project.
@ -10,7 +10,7 @@
#include <array>
#include "dynarmic/common/common_types.h"
#include "common/common_types.h"
#include "dynarmic/frontend/A32/a32_location_descriptor.h"
#include "dynarmic/ir/location_descriptor.h"

View file

@ -403,7 +403,7 @@ void A64AddressSpace::EmitPrelude() {
if (conf.HasOptimization(OptimizationFlag::ReturnStackBuffer)) {
code.LDR(Xscratch0, l_return_to_dispatcher);
for (size_t i = 0; i < RSBCount; i++) {
for (std::size_t i = 0; i < RSBCount; i++) {
code.STR(Xscratch0, SP, offsetof(StackLayout, rsb) + offsetof(RSBEntry, code_ptr) + i * sizeof(RSBEntry));
}
}
@ -441,7 +441,7 @@ void A64AddressSpace::EmitPrelude() {
if (conf.HasOptimization(OptimizationFlag::ReturnStackBuffer)) {
code.LDR(Xscratch0, l_return_to_dispatcher);
for (size_t i = 0; i < RSBCount; i++) {
for (std::size_t i = 0; i < RSBCount; i++) {
code.STR(Xscratch0, SP, offsetof(StackLayout, rsb) + offsetof(RSBEntry, code_ptr) + i * sizeof(RSBEntry));
}
}

View file

@ -10,8 +10,8 @@
#include <mutex>
#include <boost/icl/interval_set.hpp>
#include "dynarmic/common/assert.h"
#include "dynarmic/common/common_types.h"
#include "common/assert.h"
#include "common/common_types.h"
#include "dynarmic/backend/arm64/a64_address_space.h"
#include "dynarmic/backend/arm64/a64_core.h"

View file

@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
/* This file is part of the dynarmic project.
@ -10,7 +10,7 @@
#include <array>
#include "dynarmic/common/common_types.h"
#include "common/common_types.h"
#include "dynarmic/frontend/A64/a64_location_descriptor.h"

View file

@ -11,22 +11,22 @@
#include <vector>
#include "dynarmic/mcl/bit.hpp"
#include "dynarmic/common/common_types.h"
#include "common/common_types.h"
#include <oaknut/oaknut.hpp>
namespace Dynarmic::Backend::Arm64 {
using namespace oaknut::util;
static constexpr size_t gpr_size = 8;
static constexpr size_t fpr_size = 16;
static constexpr std::size_t gpr_size = 8;
static constexpr std::size_t fpr_size = 16;
struct FrameInfo {
std::vector<int> gprs;
std::vector<int> fprs;
size_t frame_size;
size_t gprs_size;
size_t fprs_size;
std::size_t frame_size;
std::size_t gprs_size;
std::size_t fprs_size;
};
static std::vector<int> ListToIndexes(u32 list) {
@ -39,15 +39,15 @@ static std::vector<int> ListToIndexes(u32 list) {
return indexes;
}
static FrameInfo CalculateFrameInfo(RegisterList rl, size_t frame_size) {
static FrameInfo CalculateFrameInfo(RegisterList rl, std::size_t frame_size) {
const auto gprs = ListToIndexes(static_cast<u32>(rl));
const auto fprs = ListToIndexes(static_cast<u32>(rl >> 32));
const size_t num_gprs = gprs.size();
const size_t num_fprs = fprs.size();
const std::size_t num_gprs = gprs.size();
const std::size_t num_fprs = fprs.size();
const size_t gprs_size = (num_gprs + 1) / 2 * 16;
const size_t fprs_size = num_fprs * 16;
const std::size_t gprs_size = (num_gprs + 1) / 2 * 16;
const std::size_t fprs_size = num_fprs * 16;
return {
gprs,
@ -60,16 +60,16 @@ static FrameInfo CalculateFrameInfo(RegisterList rl, size_t frame_size) {
#define DO_IT(TYPE, REG_TYPE, PAIR_OP, SINGLE_OP, OFFSET) \
if (frame_info.TYPE##s.size() > 0) { \
for (size_t i = 0; i < frame_info.TYPE##s.size() - 1; i += 2) { \
for (std::size_t i = 0; i < frame_info.TYPE##s.size() - 1; i += 2) { \
code.PAIR_OP(oaknut::REG_TYPE{frame_info.TYPE##s[i]}, oaknut::REG_TYPE{frame_info.TYPE##s[i + 1]}, SP, (OFFSET) + i * TYPE##_size); \
} \
if (frame_info.TYPE##s.size() % 2 == 1) { \
const size_t i = frame_info.TYPE##s.size() - 1; \
const std::size_t i = frame_info.TYPE##s.size() - 1; \
code.SINGLE_OP(oaknut::REG_TYPE{frame_info.TYPE##s[i]}, SP, (OFFSET) + i * TYPE##_size); \
} \
}
void ABI_PushRegisters(oaknut::CodeGenerator& code, RegisterList rl, size_t frame_size) {
void ABI_PushRegisters(oaknut::CodeGenerator& code, RegisterList rl, std::size_t frame_size) {
const FrameInfo frame_info = CalculateFrameInfo(rl, frame_size);
code.SUB(SP, SP, frame_info.gprs_size + frame_info.fprs_size);
@ -80,7 +80,7 @@ void ABI_PushRegisters(oaknut::CodeGenerator& code, RegisterList rl, size_t fram
code.SUB(SP, SP, frame_info.frame_size);
}
void ABI_PopRegisters(oaknut::CodeGenerator& code, RegisterList rl, size_t frame_size) {
void ABI_PopRegisters(oaknut::CodeGenerator& code, RegisterList rl, std::size_t frame_size) {
const FrameInfo frame_info = CalculateFrameInfo(rl, frame_size);
code.ADD(SP, SP, frame_info.frame_size);

View file

@ -9,14 +9,11 @@
#pragma once
#include <initializer_list>
#include <stdexcept>
#include <type_traits>
#include "dynarmic/common/common_types.h"
#include "dynarmic/common/assert.h"
#include "common/common_types.h"
#include "common/assert.h"
#include <oaknut/oaknut.hpp>
#include "dynarmic/common/always_false.h"
namespace Dynarmic::Backend::Arm64 {
@ -29,7 +26,7 @@ constexpr oaknut::XReg Xpagetable{24};
constexpr oaknut::XReg Xscratch0{16}, Xscratch1{17}, Xscratch2{30};
constexpr oaknut::WReg Wscratch0{16}, Wscratch1{17}, Wscratch2{30};
template<size_t bitsize>
template<std::size_t bitsize>
constexpr auto Rscratch0() {
if constexpr (bitsize == 32) {
return Wscratch0;
@ -40,7 +37,7 @@ constexpr auto Rscratch0() {
}
}
template<size_t bitsize>
template<std::size_t bitsize>
constexpr auto Rscratch1() {
if constexpr (bitsize == 32) {
return Wscratch1;
@ -70,7 +67,7 @@ constexpr RegisterList ToRegList(oaknut::Reg reg) {
constexpr RegisterList ABI_CALLEE_SAVE = 0x0000ff00'7ff80000;
constexpr RegisterList ABI_CALLER_SAVE = 0xffffffff'4000ffff;
void ABI_PushRegisters(oaknut::CodeGenerator& code, RegisterList rl, size_t stack_space);
void ABI_PopRegisters(oaknut::CodeGenerator& code, RegisterList rl, size_t stack_space);
void ABI_PushRegisters(oaknut::CodeGenerator& code, RegisterList rl, std::size_t stack_space);
void ABI_PopRegisters(oaknut::CodeGenerator& code, RegisterList rl, std::size_t stack_space);
} // namespace Dynarmic::Backend::Arm64

View file

@ -24,7 +24,7 @@
namespace Dynarmic::Backend::Arm64 {
AddressSpace::AddressSpace(size_t code_cache_size)
AddressSpace::AddressSpace(std::size_t code_cache_size)
: ir_block{IR::LocationDescriptor{0}}
, code_cache_size(code_cache_size)
, mem(code_cache_size)
@ -102,8 +102,8 @@ void AddressSpace::ClearCache() {
code.set_offset(prelude_info.end_of_prelude);
}
size_t AddressSpace::GetRemainingSize() {
return code_cache_size - static_cast<size_t>(code.offset());
std::size_t AddressSpace::GetRemainingSize() {
return code_cache_size - static_cast<std::size_t>(code.offset());
}
EmittedBlockInfo AddressSpace::Emit(IR::Block block) {

View file

@ -11,7 +11,7 @@
#include <map>
#include <optional>
#include "dynarmic/common/common_types.h"
#include "common/common_types.h"
#include <oaknut/code_block.hpp>
#include <oaknut/oaknut.hpp>
#include <ankerl/unordered_dense.h>
@ -26,7 +26,7 @@ namespace Dynarmic::Backend::Arm64 {
class AddressSpace {
public:
explicit AddressSpace(size_t code_cache_size);
explicit AddressSpace(std::size_t code_cache_size);
virtual ~AddressSpace();
virtual void GenerateIR(IR::Block& ir_block, IR::LocationDescriptor) const = 0;
@ -60,7 +60,7 @@ protected:
#endif
}
size_t GetRemainingSize();
std::size_t GetRemainingSize();
EmittedBlockInfo Emit(IR::Block ir_block);
void Link(EmittedBlockInfo& block);
void LinkBlockLinks(const CodePtr entry_point, const CodePtr target_ptr, const std::vector<BlockRelocation>& block_relocations_list);
@ -69,7 +69,7 @@ protected:
FakeCall FastmemCallback(u64 host_pc);
IR::Block ir_block;
const size_t code_cache_size;
const std::size_t code_cache_size;
oaknut::CodeBlock mem;
oaknut::CodeGenerator code;

View file

@ -9,7 +9,7 @@
#pragma once
#include <bit>
#include "dynarmic/common/common_types.h"
#include "common/common_types.h"
#include "dynarmic/mcl/function_info.hpp"
namespace Dynarmic::Backend::Arm64 {

View file

@ -176,7 +176,7 @@ void EmitIR<IR::Opcode::NZCVFromPackedFlags>(oaknut::CodeGenerator&, EmitContext
ctx.reg_alloc.DefineAsExisting(inst, args[0]);
}
static void EmitAddCycles(oaknut::CodeGenerator& code, EmitContext& ctx, size_t cycles_to_add) {
static void EmitAddCycles(oaknut::CodeGenerator& code, EmitContext& ctx, std::size_t cycles_to_add) {
if (!ctx.conf.enable_cycle_counting) {
return;
}

View file

@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
/* This file is part of the dynarmic project.
@ -13,7 +13,7 @@
#include <memory>
#include <vector>
#include "dynarmic/common/common_types.h"
#include "common/common_types.h"
#include <ankerl/unordered_dense.h>
#include "dynarmic/backend/arm64/fastmem.h"
@ -103,7 +103,7 @@ struct BlockRelocation {
struct EmittedBlockInfo {
CodePtr entry_point;
size_t size;
std::size_t size;
std::vector<Relocation> relocations;
ankerl::unordered_dense::map<IR::LocationDescriptor, std::vector<BlockRelocation>> block_relocations;
ankerl::unordered_dense::map<std::ptrdiff_t, FastmemPatchInfo> fastmem_patch_info;
@ -127,9 +127,9 @@ struct EmitConfig {
// Page table
u64 page_table_pointer;
size_t page_table_address_space_bits;
std::size_t page_table_address_space_bits;
int page_table_pointer_mask_bits;
size_t page_table_log2_stride;
std::size_t page_table_log2_stride;
bool silently_mirror_page_table;
bool absolute_offset_page_table;
u8 detect_misaligned_access_via_page_table;
@ -138,7 +138,7 @@ struct EmitConfig {
// Fastmem
std::optional<u64> fastmem_pointer;
bool recompile_on_fastmem_failure;
size_t fastmem_address_space_bits;
std::size_t fastmem_address_space_bits;
bool silently_mirror_fastmem;
// Timing
@ -156,9 +156,9 @@ struct EmitConfig {
void (*emit_check_memory_abort)(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst, oaknut::Label& end);
// State offsets
size_t state_nzcv_offset;
size_t state_fpsr_offset;
size_t state_exclusive_state_offset;
std::size_t state_nzcv_offset;
std::size_t state_fpsr_offset;
std::size_t state_exclusive_state_offset;
// A32 specific
std::array<std::shared_ptr<A32::Coprocessor>, 16> coprocessors{};

View file

@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
/* This file is part of the dynarmic project.
@ -45,7 +45,7 @@ static void CallCoprocCallback(oaknut::CodeGenerator& code, EmitContext& ctx, A3
template<>
void EmitIR<IR::Opcode::A32CoprocInternalOperation>(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst) {
const auto coproc_info = inst->GetArg(0).GetCoprocInfo();
const size_t coproc_num = coproc_info[0];
const std::size_t coproc_num = coproc_info[0];
const bool two = coproc_info[1] != 0;
const auto opc1 = static_cast<unsigned>(coproc_info[2]);
const auto CRd = static_cast<A32::CoprocReg>(coproc_info[3]);
@ -72,7 +72,7 @@ template<>
void EmitIR<IR::Opcode::A32CoprocSendOneWord>(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst) {
auto args = ctx.reg_alloc.GetArgumentInfo(inst);
const auto coproc_info = inst->GetArg(0).GetCoprocInfo();
const size_t coproc_num = coproc_info[0];
const std::size_t coproc_num = coproc_info[0];
const bool two = coproc_info[1] != 0;
const auto opc1 = static_cast<unsigned>(coproc_info[2]);
const auto CRn = static_cast<A32::CoprocReg>(coproc_info[3]);
@ -115,7 +115,7 @@ void EmitIR<IR::Opcode::A32CoprocSendTwoWords>(oaknut::CodeGenerator& code, Emit
auto args = ctx.reg_alloc.GetArgumentInfo(inst);
const auto coproc_info = inst->GetArg(0).GetCoprocInfo();
const size_t coproc_num = coproc_info[0];
const std::size_t coproc_num = coproc_info[0];
const bool two = coproc_info[1] != 0;
const auto opc = static_cast<unsigned>(coproc_info[2]);
const auto CRm = static_cast<A32::CoprocReg>(coproc_info[3]);
@ -158,7 +158,7 @@ template<>
void EmitIR<IR::Opcode::A32CoprocGetOneWord>(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst) {
const auto coproc_info = inst->GetArg(0).GetCoprocInfo();
const size_t coproc_num = coproc_info[0];
const std::size_t coproc_num = coproc_info[0];
const bool two = coproc_info[1] != 0;
const auto opc1 = static_cast<unsigned>(coproc_info[2]);
const auto CRn = static_cast<A32::CoprocReg>(coproc_info[3]);
@ -199,7 +199,7 @@ void EmitIR<IR::Opcode::A32CoprocGetOneWord>(oaknut::CodeGenerator& code, EmitCo
template<>
void EmitIR<IR::Opcode::A32CoprocGetTwoWords>(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst) {
const auto coproc_info = inst->GetArg(0).GetCoprocInfo();
const size_t coproc_num = coproc_info[0];
const std::size_t coproc_num = coproc_info[0];
const bool two = coproc_info[1] != 0;
const unsigned opc = coproc_info[2];
const auto CRm = static_cast<A32::CoprocReg>(coproc_info[3]);
@ -243,7 +243,7 @@ void EmitIR<IR::Opcode::A32CoprocLoadWords>(oaknut::CodeGenerator& code, EmitCon
auto args = ctx.reg_alloc.GetArgumentInfo(inst);
const auto coproc_info = inst->GetArg(0).GetCoprocInfo();
const size_t coproc_num = coproc_info[0];
const std::size_t coproc_num = coproc_info[0];
const bool two = coproc_info[1] != 0;
const bool long_transfer = coproc_info[2] != 0;
const auto CRd = static_cast<A32::CoprocReg>(coproc_info[3]);
@ -274,7 +274,7 @@ void EmitIR<IR::Opcode::A32CoprocStoreWords>(oaknut::CodeGenerator& code, EmitCo
auto args = ctx.reg_alloc.GetArgumentInfo(inst);
const auto coproc_info = inst->GetArg(0).GetCoprocInfo();
const size_t coproc_num = coproc_info[0];
const std::size_t coproc_num = coproc_info[0];
const bool two = coproc_info[1] != 0;
const bool long_transfer = coproc_info[2] != 0;
const auto CRd = static_cast<A32::CoprocReg>(coproc_info[3]);

View file

@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
/* This file is part of the dynarmic project.
@ -21,7 +21,7 @@ namespace Dynarmic::Backend::Arm64 {
using namespace oaknut::util;
template<size_t bitsize, typename EmitFn>
template<std::size_t bitsize, typename EmitFn>
static void EmitCRC(oaknut::CodeGenerator&, EmitContext& ctx, IR::Inst* inst, EmitFn emit_fn) {
auto args = ctx.reg_alloc.GetArgumentInfo(inst);

View file

@ -11,7 +11,6 @@
#include <fmt/ostream.h>
#include <oaknut/oaknut.hpp>
#include "dynarmic/backend/arm64/a32_jitstate.h"
#include "dynarmic/backend/arm64/abi.h"
#include "dynarmic/backend/arm64/emit_arm64.h"
#include "dynarmic/backend/arm64/emit_context.h"
@ -24,7 +23,7 @@ namespace Dynarmic::Backend::Arm64 {
using namespace oaknut::util;
template<size_t bitsize, typename EmitFn>
template<std::size_t bitsize, typename EmitFn>
static void EmitTwoOp(oaknut::CodeGenerator&, EmitContext& ctx, IR::Inst* inst, EmitFn emit) {
auto args = ctx.reg_alloc.GetArgumentInfo(inst);
@ -35,7 +34,7 @@ static void EmitTwoOp(oaknut::CodeGenerator&, EmitContext& ctx, IR::Inst* inst,
emit(Rresult, Roperand);
}
template<size_t bitsize, typename EmitFn>
template<std::size_t bitsize, typename EmitFn>
static void EmitThreeOp(oaknut::CodeGenerator&, EmitContext& ctx, IR::Inst* inst, EmitFn emit) {
auto args = ctx.reg_alloc.GetArgumentInfo(inst);
@ -868,7 +867,7 @@ void EmitIR<IR::Opcode::RotateRightMasked64>(oaknut::CodeGenerator& code, EmitCo
[&](auto& Xresult, auto& Xoperand, auto& Xshift) { code.ROR(Xresult, Xoperand, Xshift); });
}
template<size_t bitsize, typename EmitFn>
template<std::size_t bitsize, typename EmitFn>
static void MaybeAddSubImm(oaknut::CodeGenerator& code, u64 imm, EmitFn emit_fn) {
static_assert(bitsize == 32 || bitsize == 64);
if constexpr (bitsize == 32) {
@ -882,7 +881,7 @@ static void MaybeAddSubImm(oaknut::CodeGenerator& code, u64 imm, EmitFn emit_fn)
}
}
template<size_t bitsize, bool sub>
template<std::size_t bitsize, bool sub>
static void EmitAddSub(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst) {
const auto nzcv_inst = inst->GetAssociatedPseudoOperation(IR::Opcode::GetNZCVFromOp);
const auto overflow_inst = inst->GetAssociatedPseudoOperation(IR::Opcode::GetOverflowFromOp);
@ -1102,7 +1101,7 @@ void EmitIR<IR::Opcode::SignedDiv64>(oaknut::CodeGenerator& code, EmitContext& c
[&](auto& Xresult, auto& Xa, auto& Xb) { code.SDIV(Xresult, Xa, Xb); });
}
template<size_t bitsize>
template<std::size_t bitsize>
static bool IsValidBitImm(u64 imm) {
static_assert(bitsize == 32 || bitsize == 64);
if constexpr (bitsize == 32) {
@ -1112,7 +1111,7 @@ static bool IsValidBitImm(u64 imm) {
}
}
template<size_t bitsize, typename EmitFn>
template<std::size_t bitsize, typename EmitFn>
static void MaybeBitImm(oaknut::CodeGenerator& code, u64 imm, EmitFn emit_fn) {
static_assert(bitsize == 32 || bitsize == 64);
if constexpr (bitsize == 32) {
@ -1126,7 +1125,7 @@ static void MaybeBitImm(oaknut::CodeGenerator& code, u64 imm, EmitFn emit_fn) {
}
}
template<size_t bitsize, typename EmitFn1, typename EmitFn2 = std::nullptr_t>
template<std::size_t bitsize, typename EmitFn1, typename EmitFn2 = std::nullptr_t>
static void EmitBitOp(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst, EmitFn1 emit_without_flags, EmitFn2 emit_with_flags = nullptr) {
auto args = ctx.reg_alloc.GetArgumentInfo(inst);
auto Rresult = ctx.reg_alloc.WriteReg<bitsize>(inst);
@ -1168,7 +1167,7 @@ static void EmitBitOp(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* i
}
}
template<size_t bitsize>
template<std::size_t bitsize>
static void EmitAndNot(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst) {
const auto nz_inst = inst->GetAssociatedPseudoOperation(IR::Opcode::GetNZFromOp);
const auto nzcv_inst = inst->GetAssociatedPseudoOperation(IR::Opcode::GetNZCVFromOp);

View file

@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
/* This file is part of the dynarmic project.
@ -23,7 +23,7 @@ namespace Dynarmic::Backend::Arm64 {
using namespace oaknut::util;
template<size_t bitsize, typename EmitFn>
template<std::size_t bitsize, typename EmitFn>
static void EmitTwoOp(oaknut::CodeGenerator&, EmitContext& ctx, IR::Inst* inst, EmitFn emit) {
auto args = ctx.reg_alloc.GetArgumentInfo(inst);
auto Vresult = ctx.reg_alloc.WriteVec<bitsize>(inst);
@ -34,7 +34,7 @@ static void EmitTwoOp(oaknut::CodeGenerator&, EmitContext& ctx, IR::Inst* inst,
emit(Vresult, Voperand);
}
template<size_t bitsize, typename EmitFn>
template<std::size_t bitsize, typename EmitFn>
static void EmitThreeOp(oaknut::CodeGenerator&, EmitContext& ctx, IR::Inst* inst, EmitFn emit) {
auto args = ctx.reg_alloc.GetArgumentInfo(inst);
auto Vresult = ctx.reg_alloc.WriteVec<bitsize>(inst);
@ -46,7 +46,7 @@ static void EmitThreeOp(oaknut::CodeGenerator&, EmitContext& ctx, IR::Inst* inst
emit(Vresult, Va, Vb);
}
template<size_t bitsize, typename EmitFn>
template<std::size_t bitsize, typename EmitFn>
static void EmitFourOp(oaknut::CodeGenerator&, EmitContext& ctx, IR::Inst* inst, EmitFn emit) {
auto args = ctx.reg_alloc.GetArgumentInfo(inst);
auto Vresult = ctx.reg_alloc.WriteVec<bitsize>(inst);
@ -59,7 +59,7 @@ static void EmitFourOp(oaknut::CodeGenerator&, EmitContext& ctx, IR::Inst* inst,
emit(Vresult, Va, Vb, Vc);
}
template<size_t bitsize_from, size_t bitsize_to, typename EmitFn>
template<std::size_t bitsize_from, std::size_t bitsize_to, typename EmitFn>
static void EmitConvert(oaknut::CodeGenerator&, EmitContext& ctx, IR::Inst* inst, EmitFn emit) {
auto args = ctx.reg_alloc.GetArgumentInfo(inst);
auto Vto = ctx.reg_alloc.WriteVec<bitsize_to>(inst);
@ -73,12 +73,12 @@ static void EmitConvert(oaknut::CodeGenerator&, EmitContext& ctx, IR::Inst* inst
emit(Vto, Vfrom);
}
template<size_t bitsize_from, size_t bitsize_to, bool is_signed>
template<std::size_t bitsize_from, std::size_t bitsize_to, bool is_signed>
static void EmitToFixed(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst) {
auto args = ctx.reg_alloc.GetArgumentInfo(inst);
auto Rto = ctx.reg_alloc.WriteReg<std::max<size_t>(bitsize_to, 32)>(inst);
auto Rto = ctx.reg_alloc.WriteReg<std::max<std::size_t>(bitsize_to, 32)>(inst);
auto Vfrom = ctx.reg_alloc.ReadVec<bitsize_from>(args[0]);
const size_t fbits = args[1].GetImmediateU8();
const std::size_t fbits = args[1].GetImmediateU8();
const auto rounding_mode = static_cast<FP::RoundingMode>(args[2].GetImmediateU8());
RegAlloc::Realize(Rto, Vfrom);
ctx.fpsr.Load();
@ -158,12 +158,12 @@ static void EmitToFixed(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst*
}
}
template<size_t bitsize_from, size_t bitsize_to, typename EmitFn>
template<std::size_t bitsize_from, std::size_t bitsize_to, typename EmitFn>
static void EmitFromFixed(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst, EmitFn emit) {
auto args = ctx.reg_alloc.GetArgumentInfo(inst);
auto Vto = ctx.reg_alloc.WriteVec<bitsize_to>(inst);
auto Rfrom = ctx.reg_alloc.ReadReg<std::max<size_t>(bitsize_from, 32)>(args[0]);
const size_t fbits = args[1].GetImmediateU8();
auto Rfrom = ctx.reg_alloc.ReadReg<std::max<std::size_t>(bitsize_from, 32)>(args[0]);
const std::size_t fbits = args[1].GetImmediateU8();
const auto rounding_mode = static_cast<FP::RoundingMode>(args[2].GetImmediateU8());
RegAlloc::Realize(Vto, Rfrom);
ctx.fpsr.Load();
@ -212,7 +212,7 @@ void EmitIR<IR::Opcode::FPAdd64>(oaknut::CodeGenerator& code, EmitContext& ctx,
EmitThreeOp<64>(code, ctx, inst, [&](auto& Dresult, auto& Da, auto& Db) { code.FADD(Dresult, Da, Db); });
}
template<size_t size>
template<std::size_t size>
void EmitCompare(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst) {
auto args = ctx.reg_alloc.GetArgumentInfo(inst);
auto flags = ctx.reg_alloc.WriteFlags(inst);

View file

@ -10,6 +10,7 @@
#include <optional>
#include <utility>
#include <cstddef>
#include <bit>
#include <oaknut/oaknut.hpp>
@ -23,7 +24,6 @@
#include "dynarmic/ir/acc_type.h"
#include "dynarmic/ir/basic_block.h"
#include "dynarmic/ir/microinstruction.h"
#include "dynarmic/ir/opcodes.h"
namespace Dynarmic::Backend::Arm64 {
@ -35,7 +35,7 @@ bool IsOrdered(IR::AccType acctype) {
return acctype == IR::AccType::ORDERED || acctype == IR::AccType::ORDEREDRW || acctype == IR::AccType::LIMITEDORDERED;
}
LinkTarget ReadMemoryLinkTarget(size_t bitsize) {
LinkTarget ReadMemoryLinkTarget(std::size_t bitsize) {
switch (bitsize) {
case 8:
return LinkTarget::ReadMemory8;
@ -51,7 +51,7 @@ LinkTarget ReadMemoryLinkTarget(size_t bitsize) {
UNREACHABLE();
}
LinkTarget WriteMemoryLinkTarget(size_t bitsize) {
LinkTarget WriteMemoryLinkTarget(std::size_t bitsize) {
switch (bitsize) {
case 8:
return LinkTarget::WriteMemory8;
@ -67,7 +67,7 @@ LinkTarget WriteMemoryLinkTarget(size_t bitsize) {
UNREACHABLE();
}
LinkTarget WrappedReadMemoryLinkTarget(size_t bitsize) {
LinkTarget WrappedReadMemoryLinkTarget(std::size_t bitsize) {
switch (bitsize) {
case 8:
return LinkTarget::WrappedReadMemory8;
@ -83,7 +83,7 @@ LinkTarget WrappedReadMemoryLinkTarget(size_t bitsize) {
UNREACHABLE();
}
LinkTarget WrappedWriteMemoryLinkTarget(size_t bitsize) {
LinkTarget WrappedWriteMemoryLinkTarget(std::size_t bitsize) {
switch (bitsize) {
case 8:
return LinkTarget::WrappedWriteMemory8;
@ -99,7 +99,7 @@ LinkTarget WrappedWriteMemoryLinkTarget(size_t bitsize) {
UNREACHABLE();
}
LinkTarget ExclusiveReadMemoryLinkTarget(size_t bitsize) {
LinkTarget ExclusiveReadMemoryLinkTarget(std::size_t bitsize) {
switch (bitsize) {
case 8:
return LinkTarget::ExclusiveReadMemory8;
@ -115,7 +115,7 @@ LinkTarget ExclusiveReadMemoryLinkTarget(size_t bitsize) {
UNREACHABLE();
}
LinkTarget ExclusiveWriteMemoryLinkTarget(size_t bitsize) {
LinkTarget ExclusiveWriteMemoryLinkTarget(std::size_t bitsize) {
switch (bitsize) {
case 8:
return LinkTarget::ExclusiveWriteMemory8;
@ -131,7 +131,7 @@ LinkTarget ExclusiveWriteMemoryLinkTarget(size_t bitsize) {
UNREACHABLE();
}
template<size_t bitsize>
template<std::size_t bitsize>
void CallbackOnlyEmitReadMemory(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst) {
auto args = ctx.reg_alloc.GetArgumentInfo(inst);
ctx.reg_alloc.PrepareForCall({}, args[1]);
@ -150,7 +150,7 @@ void CallbackOnlyEmitReadMemory(oaknut::CodeGenerator& code, EmitContext& ctx, I
}
}
template<size_t bitsize>
template<std::size_t bitsize>
void CallbackOnlyEmitExclusiveReadMemory(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst) {
auto args = ctx.reg_alloc.GetArgumentInfo(inst);
ctx.reg_alloc.PrepareForCall({}, args[1]);
@ -171,7 +171,7 @@ void CallbackOnlyEmitExclusiveReadMemory(oaknut::CodeGenerator& code, EmitContex
}
}
template<size_t bitsize>
template<std::size_t bitsize>
void CallbackOnlyEmitWriteMemory(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst) {
auto args = ctx.reg_alloc.GetArgumentInfo(inst);
ctx.reg_alloc.PrepareForCall({}, args[1], args[2]);
@ -186,7 +186,7 @@ void CallbackOnlyEmitWriteMemory(oaknut::CodeGenerator& code, EmitContext& ctx,
}
}
template<size_t bitsize>
template<std::size_t bitsize>
void CallbackOnlyEmitExclusiveWriteMemory(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst) {
auto args = ctx.reg_alloc.GetArgumentInfo(inst);
ctx.reg_alloc.PrepareForCall({}, args[1], args[2]);
@ -209,13 +209,13 @@ void CallbackOnlyEmitExclusiveWriteMemory(oaknut::CodeGenerator& code, EmitConte
ctx.reg_alloc.DefineAsRegister(inst, X0);
}
constexpr size_t page_table_const_bits = 12;
constexpr size_t page_table_const_size = 1 << page_table_const_bits;
constexpr size_t page_table_const_mask = (1 << page_table_const_bits) - 1;
constexpr std::size_t page_table_const_bits = 12;
constexpr std::size_t page_table_const_size = 1 << page_table_const_bits;
constexpr std::size_t page_table_const_mask = (1 << page_table_const_bits) - 1;
// This function may use Xscratch0 as a scratch register
// Trashes NZCV
template<size_t bitsize>
template<std::size_t bitsize>
void EmitDetectMisalignedVAddr(oaknut::CodeGenerator& code, EmitContext& ctx, oaknut::XReg Xaddr, const SharedLabel& fallback) {
static_assert(bitsize == 8 || bitsize == 16 || bitsize == 32 || bitsize == 64 || bitsize == 128);
@ -253,10 +253,10 @@ void EmitDetectMisalignedVAddr(oaknut::CodeGenerator& code, EmitContext& ctx, oa
// May use Xscratch1 as scratch register
// Address to read/write = [ret0 + ret1], ret0 is always Xscratch0 and ret1 is either Xaddr or Xscratch1
// Trashes NZCV
template<size_t bitsize>
template<std::size_t bitsize>
std::pair<oaknut::XReg, oaknut::XReg> InlinePageTableEmitVAddrLookup(oaknut::CodeGenerator& code, EmitContext& ctx, oaknut::XReg Xaddr, const SharedLabel& fallback) {
const size_t valid_page_index_bits = ctx.conf.page_table_address_space_bits - page_table_const_bits;
const size_t unused_top_bits = 64 - ctx.conf.page_table_address_space_bits;
const std::size_t valid_page_index_bits = ctx.conf.page_table_address_space_bits - page_table_const_bits;
const std::size_t unused_top_bits = 64 - ctx.conf.page_table_address_space_bits;
EmitDetectMisalignedVAddr<bitsize>(code, ctx, Xaddr, fallback);
@ -408,7 +408,7 @@ CodePtr EmitMemoryStr(oaknut::CodeGenerator& code, int value_idx, oaknut::XReg X
return fastmem_location;
}
template<size_t bitsize>
template<std::size_t bitsize>
void InlinePageTableEmitReadMemory(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst) {
auto args = ctx.reg_alloc.GetArgumentInfo(inst);
auto Xaddr = ctx.reg_alloc.ReadX(args[1]);
@ -448,7 +448,7 @@ void InlinePageTableEmitReadMemory(oaknut::CodeGenerator& code, EmitContext& ctx
code.l(*end);
}
template<size_t bitsize>
template<std::size_t bitsize>
void InlinePageTableEmitWriteMemory(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst) {
auto args = ctx.reg_alloc.GetArgumentInfo(inst);
auto Xaddr = ctx.reg_alloc.ReadX(args[1]);
@ -511,7 +511,7 @@ inline bool ShouldExt32(EmitContext& ctx) {
// May use Xscratch0 as scratch register
// Address to read/write = [ret0 + ret1], ret0 is always Xfastmem and ret1 is either Xaddr or Xscratch0
// Trashes NZCV
template<size_t bitsize>
template<std::size_t bitsize>
std::pair<oaknut::XReg, oaknut::XReg> FastmemEmitVAddrLookup(oaknut::CodeGenerator& code, EmitContext& ctx, oaknut::XReg Xaddr, const SharedLabel& fallback) {
if (ctx.conf.fastmem_address_space_bits == 64 || ShouldExt32(ctx)) {
return std::make_pair(Xfastmem, Xaddr);
@ -527,7 +527,7 @@ std::pair<oaknut::XReg, oaknut::XReg> FastmemEmitVAddrLookup(oaknut::CodeGenerat
return std::make_pair(Xfastmem, Xaddr);
}
template<size_t bitsize>
template<std::size_t bitsize>
void FastmemEmitReadMemory(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst, DoNotFastmemMarker marker) {
auto args = ctx.reg_alloc.GetArgumentInfo(inst);
auto Xaddr = ctx.reg_alloc.ReadX(args[1]);
@ -577,7 +577,7 @@ void FastmemEmitReadMemory(oaknut::CodeGenerator& code, EmitContext& ctx, IR::In
code.l(*end);
}
template<size_t bitsize>
template<std::size_t bitsize>
void FastmemEmitWriteMemory(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst, DoNotFastmemMarker marker) {
auto args = ctx.reg_alloc.GetArgumentInfo(inst);
auto Xaddr = ctx.reg_alloc.ReadX(args[1]);
@ -633,7 +633,7 @@ void FastmemEmitWriteMemory(oaknut::CodeGenerator& code, EmitContext& ctx, IR::I
} // namespace
template<size_t bitsize>
template<std::size_t bitsize>
void EmitReadMemory(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst) {
if (const auto marker = ShouldFastmem(ctx, inst)) {
FastmemEmitReadMemory<bitsize>(code, ctx, inst, *marker);
@ -644,12 +644,12 @@ void EmitReadMemory(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* ins
}
}
template<size_t bitsize>
template<std::size_t bitsize>
void EmitExclusiveReadMemory(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst) {
CallbackOnlyEmitExclusiveReadMemory<bitsize>(code, ctx, inst);
}
template<size_t bitsize>
template<std::size_t bitsize>
void EmitWriteMemory(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst) {
if (const auto marker = ShouldFastmem(ctx, inst)) {
FastmemEmitWriteMemory<bitsize>(code, ctx, inst, *marker);
@ -660,7 +660,7 @@ void EmitWriteMemory(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* in
}
}
template<size_t bitsize>
template<std::size_t bitsize>
void EmitExclusiveWriteMemory(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst) {
CallbackOnlyEmitExclusiveWriteMemory<bitsize>(code, ctx, inst);
}

View file

@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
/* This file is part of the dynarmic project.
@ -6,7 +6,7 @@
* SPDX-License-Identifier: 0BSD
*/
#include "dynarmic/common/common_types.h"
#include <cstddef>
namespace oaknut {
struct CodeGenerator;
@ -23,13 +23,13 @@ namespace Dynarmic::Backend::Arm64 {
struct EmitContext;
enum class LinkTarget;
template<size_t bitsize>
template<std::size_t bitsize>
void EmitReadMemory(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst);
template<size_t bitsize>
template<std::size_t bitsize>
void EmitExclusiveReadMemory(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst);
template<size_t bitsize>
template<std::size_t bitsize>
void EmitWriteMemory(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst);
template<size_t bitsize>
template<std::size_t bitsize>
void EmitExclusiveWriteMemory(oaknut::CodeGenerator& code, EmitContext& ctx, IR::Inst* inst);
} // namespace Dynarmic::Backend::Arm64

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