diff --git a/.gitignore b/.gitignore index 0be76d85cd..67bdd8adf4 100644 --- a/.gitignore +++ b/.gitignore @@ -63,3 +63,4 @@ artifacts *.AppImage* /install* vulkansdk*.exe +*.tar.zst diff --git a/.patch/mbedtls/0001-aesni-fix.patch b/.patch/mbedtls/0001-aesni-fix.patch deleted file mode 100644 index 5587e4c22d..0000000000 --- a/.patch/mbedtls/0001-aesni-fix.patch +++ /dev/null @@ -1,35 +0,0 @@ -diff --git a/library/aesni.h b/library/aesni.h -index 754c984c79..59e27afd3e 100644 ---- a/library/aesni.h -+++ b/library/aesni.h -@@ -35,7 +35,7 @@ - /* GCC-like compilers: currently, we only support intrinsics if the requisite - * target flag is enabled when building the library (e.g. `gcc -mpclmul -msse2` - * or `clang -maes -mpclmul`). */ --#if (defined(__GNUC__) || defined(__clang__)) && defined(__AES__) && defined(__PCLMUL__) -+#if defined(__GNUC__) || defined(__clang__) - #define MBEDTLS_AESNI_HAVE_INTRINSICS - #endif - /* For 32-bit, we only support intrinsics */ -diff --git a/library/aesni.c b/library/aesni.c -index 2857068..3e104ab 100644 ---- a/library/aesni.c -+++ b/library/aesni.c -@@ -31,16 +31,14 @@ - #include - #endif - --#if defined(MBEDTLS_ARCH_IS_X86) - #if defined(MBEDTLS_COMPILER_IS_GCC) - #pragma GCC push_options - #pragma GCC target ("pclmul,sse2,aes") - #define MBEDTLS_POP_TARGET_PRAGMA --#elif defined(__clang__) && (__clang_major__ >= 5) -+#elif defined(__clang__) - #pragma clang attribute push (__attribute__((target("pclmul,sse2,aes"))), apply_to=function) - #define MBEDTLS_POP_TARGET_PRAGMA - #endif --#endif - - #if !defined(MBEDTLS_AES_USE_HARDWARE_ONLY) - /* diff --git a/.patch/mbedtls/0002-arm64-aes-fix.patch b/.patch/mbedtls/0002-arm64-aes-fix.patch deleted file mode 100644 index 2140943426..0000000000 --- a/.patch/mbedtls/0002-arm64-aes-fix.patch +++ /dev/null @@ -1,20 +0,0 @@ -diff --git a/library/common.h b/library/common.h -index 50f2a29..c60d9dc 100644 ---- a/library/common.h -+++ b/library/common.h -@@ -19,11 +19,11 @@ - #include - #include - --#if defined(__ARM_NEON) --#include -+#if defined(MBEDTLS_PLATFORM_IS_WINDOWS_ON_ARM64) -+#include - #define MBEDTLS_HAVE_NEON_INTRINSICS --#elif defined(MBEDTLS_PLATFORM_IS_WINDOWS_ON_ARM64) --#include -+#elif (defined(__ANDROID__) && defined(__ARM_FP)) || defined(__ARM_NEON) -+#include - #define MBEDTLS_HAVE_NEON_INTRINSICS - #endif - diff --git a/CMakeLists.txt b/CMakeLists.txt index 0568a49ec8..4490df21cb 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -49,35 +49,28 @@ if (YUZU_STATIC_ROOM) # disable e v e r y t h i n g set(ENABLE_QT OFF) - set(ENABLE_SDL2 OFF) set(YUZU_CMD OFF) set(ENABLE_CUBEB OFF) set(ENABLE_UPDATE_CHECKER OFF) set(USE_DISCORD_PRESENCE OFF) set(BUILD_TESTING OFF) - set(ENABLE_OPENSSL OFF) set(ENABLE_WEB_SERVICE OFF) set(ENABLE_LIBUSB OFF) - # allow static libs for boost and mbedtls though + # allow static libs for boost though set(Boost_USE_STATIC_LIBS ON) set(CMAKE_FIND_LIBRARY_SUFFIXES ".a") - set(MBEDTLS_LIB_SUFFIX "_static") - set(YUZU_USE_CPM ON) + set(OPENSSL_USE_STATIC_LIBS ON) set(zstd_FORCE_BUNDLED ON) set(fmt_FORCE_BUNDLED ON) endif() -# common network mbedtls -# common: xbyak? booost fmt lz4 zstd -# network: enet boost - # qt stuff option(ENABLE_QT "Enable the Qt frontend" ON) option(ENABLE_QT_TRANSLATION "Enable translations for the Qt frontend" OFF) option(ENABLE_UPDATE_CHECKER "Enable update checker (for Qt and Android)" OFF) -option(YUZU_USE_QT_MULTIMEDIA "Use QtMultimedia for Camera" OFF) +cmake_dependent_option(YUZU_USE_QT_MULTIMEDIA "Use QtMultimedia for Camera" OFF "NOT YUZU_USE_BUNDLED_QT" OFF) cmake_dependent_option(YUZU_USE_QT_WEB_ENGINE "Use QtWebEngine for web applet implementation" OFF "NOT YUZU_USE_BUNDLED_QT" OFF) set(YUZU_QT_MIRROR "" CACHE STRING "What mirror to use for downloading the bundled Qt libraries") cmake_dependent_option(YUZU_USE_BUNDLED_QT "Download bundled Qt binaries" "${MSVC}" "ENABLE_QT" OFF) @@ -130,12 +123,7 @@ if (YUZU_STATIC_BUILD) set(YUZU_USE_BUNDLED_OPENSSL ON) set(HTTPLIB_USE_BROTLI_IF_AVAILABLE OFF) - - ## some libraries define a Library::Name_static alternative ## - set(MBEDTLS_LIB_SUFFIX _static) elseif(APPLE) - set(YUZU_USE_CPM ON) - set(YUZU_USE_BUNDLED_FFMPEG ON) set(YUZU_USE_BUNDLED_SDL2 ON) set(YUZU_USE_BUNDLED_OPENSSL ON) @@ -145,7 +133,6 @@ if (YUZU_STATIC_BUILD) set(SPIRV-Tools_FORCE_BUNDLED ON) set(SPIRV-Headers_FORCE_BUNDLED ON) set(zstd_FORCE_BUNDLED ON) - set(MbedTLS_FORCE_BUNDLED ON) endif() endif() @@ -183,13 +170,9 @@ if (MSVC AND NOT CXX_CLANG) set(CMAKE_CXX_FLAGS_INIT "${CMAKE_CXX_FLAGS_INIT} /W3 /WX-") endif() -# Set bundled sdl2/qt as dependent options. -# On Linux system SDL2 is likely to be lacking HIDAPI support which have drawbacks but is needed for SDL motion -cmake_dependent_option(ENABLE_SDL2 "Enable the SDL2 frontend" ON "NOT ANDROID" OFF) - # TODO(crueter): Cleanup, each dep that has a bundled option should allow to choose between bundled, external, system -cmake_dependent_option(YUZU_USE_EXTERNAL_SDL2 "Build SDL2 from external source" OFF "ENABLE_SDL2;NOT MSVC" OFF) -cmake_dependent_option(YUZU_USE_BUNDLED_SDL2 "Download bundled SDL2 build" "${MSVC}" "ENABLE_SDL2" OFF) +cmake_dependent_option(YUZU_USE_EXTERNAL_SDL2 "Build SDL2 from external source" OFF "NOT MSVC;NOT ANDROID" OFF) +cmake_dependent_option(YUZU_USE_BUNDLED_SDL2 "Download bundled SDL2 build" "${MSVC}" "NOT ANDROID" OFF) option(ENABLE_CUBEB "Enables the cubeb audio backend" ON) @@ -198,8 +181,6 @@ if (MSVC OR ANDROID) set(EXT_DEFAULT ON) endif() -option(YUZU_USE_CPM "Use CPM to fetch system dependencies (fmt, boost, etc) if needed. Externals will still be fetched." ${EXT_DEFAULT}) - # ffmpeg option(YUZU_USE_BUNDLED_FFMPEG "Download bundled FFmpeg" ${EXT_DEFAULT}) cmake_dependent_option(YUZU_USE_EXTERNAL_FFMPEG "Build FFmpeg from external source" "${PLATFORM_SUN}" "NOT WIN32 AND NOT ANDROID" OFF) @@ -234,7 +215,7 @@ option(NIGHTLY_BUILD "Use Nightly qualifiers in the update checker and build met cmake_dependent_option(YUZU_ROOM "Enable dedicated room functionality" ON "NOT ANDROID" OFF) cmake_dependent_option(YUZU_ROOM_STANDALONE "Enable standalone room executable" ON "YUZU_ROOM" OFF) -cmake_dependent_option(YUZU_CMD "Compile the eden-cli executable" ON "ENABLE_SDL2;NOT ANDROID" OFF) +cmake_dependent_option(YUZU_CMD "Compile the eden-cli executable" ON "NOT ANDROID" OFF) cmake_dependent_option(YUZU_CRASH_DUMPS "Compile crash dump (Minidump) support" OFF "WIN32 OR PLATFORM_LINUX" OFF) @@ -245,30 +226,12 @@ cmake_dependent_option(YUZU_USE_BUNDLED_MOLTENVK "Download bundled MoltenVK lib" option(YUZU_DISABLE_LLVM "Disable LLVM (useful for CI)" OFF) -set(DEFAULT_ENABLE_OPENSSL ON) -if (ANDROID OR WIN32 OR APPLE OR PLATFORM_SUN OR PLATFORM_OPENBSD) - # - Windows defaults to the Schannel backend. - # - macOS defaults to the SecureTransport backend. - # - Android currently has no SSL backend as the NDK doesn't include any SSL - # library; a proper 'native' backend would have to go through Java. - # - Solaris and OpenBSD have too old backends - # But you can force builds for those platforms to use OpenSSL if you have - # your own copy of it. - set(DEFAULT_ENABLE_OPENSSL OFF) -endif() - -if (ENABLE_WEB_SERVICE OR USE_DISCORD_PRESENCE) - set(DEFAULT_ENABLE_OPENSSL ON) -endif() - -option(ENABLE_OPENSSL "Enable OpenSSL backend for ISslConnection" ${DEFAULT_ENABLE_OPENSSL}) - set(DEFAULT_YUZU_USE_BUNDLED_OPENSSL OFF) if (EXT_DEFAULT OR PLATFORM_SUN OR PLATFORM_OPENBSD) set(DEFAULT_YUZU_USE_BUNDLED_OPENSSL ON) endif() -cmake_dependent_option(YUZU_USE_BUNDLED_OPENSSL "Download bundled OpenSSL build" ${DEFAULT_YUZU_USE_BUNDLED_OPENSSL} "ENABLE_OPENSSL" OFF) +option(YUZU_USE_BUNDLED_OPENSSL "Download bundled OpenSSL build" ${DEFAULT_YUZU_USE_BUNDLED_OPENSSL}) if (ANDROID AND YUZU_DOWNLOAD_ANDROID_VVL) AddJsonPackage(vulkan-validation-layers) @@ -396,123 +359,94 @@ set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${PROJECT_BINARY_DIR}/bin) set(THREADS_PREFER_PTHREAD_FLAG ON) find_package(Threads REQUIRED) -# openssl funniness -if (ENABLE_OPENSSL) - if (YUZU_USE_BUNDLED_OPENSSL) - set(BUILD_SHARED_LIBS OFF) - AddJsonPackage(openssl) - if (OpenSSL_ADDED) - add_compile_definitions(YUZU_BUNDLED_OPENSSL) - endif() - endif() +find_package(RenderDoc MODULE) - find_package(OpenSSL 1.1.1 REQUIRED) +# openssl funniness +if (YUZU_USE_BUNDLED_OPENSSL) + set(BUILD_SHARED_LIBS OFF) + AddJsonPackage(openssl) + if (OpenSSL_ADDED) + add_compile_definitions(YUZU_BUNDLED_OPENSSL) + endif() endif() -if (YUZU_USE_CPM) - message(STATUS "Fetching needed dependencies with CPM") +find_package(OpenSSL 3 REQUIRED) - set(BUILD_SHARED_LIBS OFF) - set(BUILD_TESTING OFF) - set(ENABLE_TESTING OFF) +message(STATUS "Fetching needed dependencies with CPM") - # TODO(crueter): renderdoc? +set(BUILD_SHARED_LIBS OFF) +set(BUILD_TESTING OFF) +set(ENABLE_TESTING OFF) - # boost - set(BOOST_INCLUDE_LIBRARIES algorithm icl pool container heap asio headers process filesystem crc variant) +# boost +set(BOOST_INCLUDE_LIBRARIES algorithm icl pool container heap asio headers process filesystem crc variant) - AddJsonPackage(boost) +AddJsonPackage(boost) - # really annoying thing where boost::headers doesn't work with cpm - # TODO(crueter) investigate - set(BOOST_NO_HEADERS ${Boost_ADDED}) +# really annoying thing where boost::headers doesn't work with cpm +# TODO(crueter) investigate +set(BOOST_NO_HEADERS ${Boost_ADDED}) - if (Boost_ADDED) - if (MSVC OR ANDROID) - add_compile_definitions(YUZU_BOOST_v1) +if (Boost_ADDED) + if (MSVC OR ANDROID) + add_compile_definitions(YUZU_BOOST_v1) + endif() + + if (NOT MSVC OR CXX_CLANG) + # boost sucks + if (PLATFORM_SUN) + set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthreads") + set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -pthreads") endif() - if (NOT MSVC OR CXX_CLANG) - # boost sucks - if (PLATFORM_SUN) - set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthreads") - set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -pthreads") - endif() + target_compile_options(boost_heap INTERFACE -Wno-shadow) + target_compile_options(boost_icl INTERFACE -Wno-shadow) + target_compile_options(boost_asio INTERFACE -Wno-conversion -Wno-implicit-fallthrough) + endif() +endif() - target_compile_options(boost_heap INTERFACE -Wno-shadow) - target_compile_options(boost_icl INTERFACE -Wno-shadow) - target_compile_options(boost_asio INTERFACE -Wno-conversion -Wno-implicit-fallthrough) +# fmt +AddJsonPackage(fmt) + +# lz4 +AddJsonPackage(lz4) + +if (lz4_ADDED) + add_library(lz4::lz4 ALIAS lz4_static) +endif() + +# zstd +AddJsonPackage(zstd) + +if (zstd_ADDED) + add_library(zstd::zstd ALIAS libzstd_static) + add_library(zstd::libzstd ALIAS libzstd_static) +endif() + +if (NOT YUZU_STATIC_ROOM) + # nlohmann + AddJsonPackage(nlohmann) + + # zlib + AddJsonPackage(zlib) + + if (ZLIB_ADDED) + add_library(ZLIB::ZLIB ALIAS zlibstatic) + endif() + + # Opus + AddJsonPackage(opus) + + if (Opus_ADDED) + if (MSVC AND CXX_CLANG) + target_compile_options(opus PRIVATE + -Wno-implicit-function-declaration + ) endif() endif() - # fmt - AddJsonPackage(fmt) - - # lz4 - AddJsonPackage(lz4) - - if (lz4_ADDED) - add_library(lz4::lz4 ALIAS lz4_static) - endif() - - # zstd - AddJsonPackage(zstd) - - if (zstd_ADDED) - add_library(zstd::zstd ALIAS libzstd_static) - add_library(zstd::libzstd ALIAS libzstd_static) - endif() - - if (NOT YUZU_STATIC_ROOM) - # nlohmann - AddJsonPackage(nlohmann) - - # zlib - AddJsonPackage(zlib) - - if (ZLIB_ADDED) - add_library(ZLIB::ZLIB ALIAS zlibstatic) - endif() - - # Opus - AddJsonPackage(opus) - - if (Opus_ADDED) - if (MSVC AND CXX_CLANG) - target_compile_options(opus PRIVATE - -Wno-implicit-function-declaration - ) - endif() - endif() - - if (NOT TARGET Opus::opus) - add_library(Opus::opus ALIAS opus) - endif() - endif() -else() - # TODO: we can probably just use CPM for this... right? - # Enforce the search mode of non-required packages for better and shorter failure messages - find_package(fmt 8 REQUIRED) - - if (NOT YUZU_DISABLE_LLVM) - find_package(LLVM MODULE COMPONENTS Demangle) - endif() - - find_package(nlohmann_json 3.8 REQUIRED) - find_package(lz4 REQUIRED) - find_package(RenderDoc MODULE) - find_package(stb MODULE) - - find_package(Opus 1.3 MODULE REQUIRED) - - find_package(ZLIB 1.2 REQUIRED) - find_package(zstd 1.5 REQUIRED MODULE) - - # wow - find_package(Boost 1.57.0 CONFIG REQUIRED OPTIONAL_COMPONENTS headers context system fiber filesystem) - - if (ENABLE_OPENSSL) - find_package(OpenSSL 1.1.1 REQUIRED) + if (NOT TARGET Opus::opus) + add_library(Opus::opus ALIAS opus) endif() endif() @@ -574,8 +508,8 @@ message(STATUS "Platform Libraries: ${PLATFORM_LIBRARIES}") add_subdirectory(externals) # pass targets from externals +# TODO(crueter): CPMUtil Propagate func? find_package(enet) -find_package(MbedTLS) find_package(unordered_dense REQUIRED) if (ARCHITECTURE_x86 OR ARCHITECTURE_x86_64) @@ -605,7 +539,7 @@ if (NOT YUZU_STATIC_ROOM) find_package(oaknut) endif() - if (ENABLE_SDL2) + if (NOT ANDROID) find_package(SDL2) endif() @@ -641,7 +575,7 @@ if (ENABLE_QT) list(APPEND CMAKE_PREFIX_PATH "${Qt6_DIR}") endif() - find_package(Qt6 CONFIG REQUIRED COMPONENTS Widgets Concurrent) + find_package(Qt6 CONFIG REQUIRED COMPONENTS Widgets Charts Concurrent) if (YUZU_USE_QT_MULTIMEDIA) find_package(Qt6 REQUIRED COMPONENTS Multimedia) @@ -680,7 +614,7 @@ if (ENABLE_QT) ## Components ## # Best practice is to ask for all components at once, so they are from the same version - set(YUZU_QT_COMPONENTS Core Widgets Concurrent) + set(YUZU_QT_COMPONENTS Core Widgets Charts Concurrent) if (PLATFORM_LINUX) list(APPEND YUZU_QT_COMPONENTS DBus) endif() diff --git a/CMakeModules/GenerateSCMRev.cmake b/CMakeModules/GenerateSCMRev.cmake index f91a207dfd..5b0adad8dd 100644 --- a/CMakeModules/GenerateSCMRev.cmake +++ b/CMakeModules/GenerateSCMRev.cmake @@ -36,14 +36,17 @@ set(GIT_DESC ${BUILD_VERSION}) # Also if this is a CI build, add the build name (ie: Nightly, Canary) to the scm_rev file as well # Auto-updater metadata! Must somewhat mirror GitHub API endpoint -set(BUILD_AUTO_UPDATE_WEBSITE "https://github.com") -set(BUILD_AUTO_UPDATE_API "http://api.github.com") - if (NIGHTLY_BUILD) + set(BUILD_AUTO_UPDATE_WEBSITE "https://github.com") + set(BUILD_AUTO_UPDATE_API "api.github.com") + set(BUILD_AUTO_UPDATE_API_PATH "/repos/") set(BUILD_AUTO_UPDATE_REPO "Eden-CI/Nightly") set(REPO_NAME "Eden Nightly") else() - set(BUILD_AUTO_UPDATE_REPO "eden-emulator/Releases") + set(BUILD_AUTO_UPDATE_WEBSITE "https://git.eden-emu.dev") + set(BUILD_AUTO_UPDATE_API "git.eden-emu.dev") + set(BUILD_AUTO_UPDATE_API_PATH "/api/v1/repos/") + set(BUILD_AUTO_UPDATE_REPO "eden-emu/eden") set(REPO_NAME "Eden") endif() diff --git a/README.md b/README.md index db52c6435d..44a2b4c28b 100644 --- a/README.md +++ b/README.md @@ -9,7 +9,7 @@


- Eden + Eden
Eden
@@ -61,6 +61,10 @@ See the [sign-up instructions](docs/SIGNUP.md) for information on registration. Alternatively, if you wish to add translations, go to the [Eden project on Transifex](https://app.transifex.com/edenemu/eden-emulator) and review [the translations README](./dist/languages). +## Documentation + +We have a user manual! See our [User Handbook](./docs/user/README.md). + ## Building See the [General Build Guide](docs/Build.md) @@ -69,7 +73,9 @@ For information on provided development tooling, see the [Tools directory](./too ## Download -You can download the latest releases from [here](https://github.com/eden-emulator/Releases/releases). +You can download the latest releases from [here](https://git.eden-emu.dev/eden-emu/eden/releases). + +Save us some bandwidth! We have [mirrors available](./docs/user/ThirdParty.md#mirrors) as well. ## Support diff --git a/cpmfile.json b/cpmfile.json index 80086797af..774f160360 100644 --- a/cpmfile.json +++ b/cpmfile.json @@ -5,7 +5,7 @@ "name": "openssl", "repo": "crueter-ci/OpenSSL", "version": "3.6.0-1cb0d36b39", - "min_version": "1.1.1" + "min_version": "3" }, "boost": { "package": "Boost", diff --git a/dist/dev.eden_emu.eden.svg b/dist/dev.eden_emu.eden.svg index 7a68ed3e67..b125f4fb80 100644 --- a/dist/dev.eden_emu.eden.svg +++ b/dist/dev.eden_emu.eden.svg @@ -6,8 +6,8 @@ viewBox="0 0 512 512" version="1.1" id="svg7" - sodipodi:docname="EdenLogoLoveWhiteV3.svg" - inkscape:version="1.4.3 (0d15f75, 2025-12-25)" + sodipodi:docname="saintpatrick2026_named.svg" + inkscape:version="1.4.2 (ebf0e940d0, 2025-05-08)" xml:space="preserve" inkscape:export-filename="dev.eden_emu.eden.png" inkscape:export-xdpi="96" @@ -47,20 +47,12 @@ style="stop-color:#66003b;stop-opacity:1;" offset="0" id="stop14" /> + d="m 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a/dist/icon_variations/2025_named.svg b/dist/icon_variations/2025_named.svg deleted file mode 100644 index c374ceb63e..0000000000 --- a/dist/icon_variations/2025_named.svg +++ /dev/null @@ -1,225 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/dist/icon_variations/README.md b/dist/icon_variations/README.md index 7c444a7e04..4259f9ba39 100644 --- a/dist/icon_variations/README.md +++ b/dist/icon_variations/README.md @@ -2,7 +2,7 @@ These icons are licensed under GPLv3. Please see the [script for generating icons](../../tools/README.md) and appropriatedly redirect for seasonal icons. -- `base_named.svg` - Named variant. +- `base_named.svg` - Named variant (deprecated). - `base_small.svg`: Variant used for tiny icons (16x16, 64x64, etc). - `base.svg`: Variant without branding/naming. diff --git a/dist/icon_variations/base_named.svg b/dist/icon_variations/base_named.svg deleted file mode 100644 index 37f747d0fb..0000000000 --- a/dist/icon_variations/base_named.svg +++ /dev/null @@ -1,337 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/dist/icon_variations/halloween2025_named.svg b/dist/icon_variations/halloween2025_named.svg deleted file mode 100644 index 78fcaef5d9..0000000000 --- a/dist/icon_variations/halloween2025_named.svg +++ /dev/null @@ -1,110 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - diff --git a/dist/icon_variations/newyear2025_named.svg b/dist/icon_variations/newyear2025_named.svg deleted file mode 100644 index 5530089e4d..0000000000 --- a/dist/icon_variations/newyear2025_named.svg +++ /dev/null @@ -1,684 +0,0 @@ - - - - - - New Year 2025 Logo - - - Madeline_Dev - mailto:madelvidel@gmail.com - - - 2025 - - 2025 Eden Emulator Project - https://git.eden-emu.dev - - - - diff --git a/dist/icon_variations/original_named.svg b/dist/icon_variations/original_named.svg deleted file mode 100644 index 127bd05ae1..0000000000 --- a/dist/icon_variations/original_named.svg +++ /dev/null @@ -1,81 +0,0 @@ - - - - - - - - - - - - - - - - - diff --git a/dist/icon_variations/saintpatrick2026.svg b/dist/icon_variations/saintpatrick2026.svg new file mode 100644 index 0000000000..b125f4fb80 --- /dev/null +++ b/dist/icon_variations/saintpatrick2026.svg @@ -0,0 +1,196 @@ + + + + + + + + + Madeline_Dev + mailto:madelvidel@gmail.com + + + 2025 + + 2025 Eden Emulator Project + https://git.eden-emu.dev + + + + diff --git a/dist/icon_variations/saintpatrick2026_bgcolor b/dist/icon_variations/saintpatrick2026_bgcolor new file mode 100644 index 0000000000..5fc9cb0b37 --- /dev/null +++ b/dist/icon_variations/saintpatrick2026_bgcolor @@ -0,0 +1 @@ +#3cce5bff \ No newline at end of file diff --git a/dist/icon_variations/valentines2026_named.svg b/dist/icon_variations/valentines2026_named.svg deleted file mode 100644 index cba95d8fc8..0000000000 --- a/dist/icon_variations/valentines2026_named.svg +++ /dev/null @@ -1,225 +0,0 @@ - - - - - - - - - Madeline_Dev - mailto:madelvidel@gmail.com - - - 2025 - - 2025 Eden Emulator Project - https://git.eden-emu.dev - - - - diff --git a/dist/qt_themes/default/icons/256x256/eden.png b/dist/qt_themes/default/icons/256x256/eden.png index f9983caff5..fbee9f1836 100644 Binary files a/dist/qt_themes/default/icons/256x256/eden.png and b/dist/qt_themes/default/icons/256x256/eden.png differ diff --git a/dist/qt_themes/default/icons/256x256/eden_named.png b/dist/qt_themes/default/icons/256x256/eden_named.png deleted file mode 100644 index 5db680dc21..0000000000 Binary files a/dist/qt_themes/default/icons/256x256/eden_named.png and /dev/null differ diff --git a/docs/Caveats.md b/docs/Caveats.md index 39b5ab15e6..d554f3ff77 100644 --- a/docs/Caveats.md +++ b/docs/Caveats.md @@ -91,7 +91,7 @@ After configuration, you may need to modify `externals/ffmpeg/CMakeFiles/ffmpeg- `-lc++-experimental` doesn't exist in OpenBSD but the LLVM driver still tries to link against it, to solve just symlink `ln -s /usr/lib/libc++.a /usr/lib/libc++experimental.a`. Builds are currently not working due to lack of `std::jthread` and such, either compile libc++ manually or wait for ports to catch up. -If clang has errors, try using `g++-11`. +If clang has errors, try using `g++11`. ## FreeBSD @@ -107,6 +107,8 @@ hw.usb.usbhid.enable="0" ## NetBSD +2026-02-07: `vulkan-headers` must not be installed, since the version found in `pkgsrc` is older than required. Either wait for binary packages to update or build newer versions from source. + Install `pkgin` if not already `pkg_add pkgin`, see also the general [pkgsrc guide](https://www.netbsd.org/docs/pkgsrc/using.html). For NetBSD 10.1 provide `echo 'PKG_PATH="https://cdn.netbsd.org/pub/pkgsrc/packages/NetBSD/amd64/10.1/All/"' >/etc/pkg_install.conf`. If `pkgin` is taking too much time consider adding the following to `/etc/rc.conf`: ```sh @@ -116,7 +118,7 @@ ip6addrctl_policy=ipv4_prefer System provides a default `g++-10` which doesn't support the current C++ codebase; install `clang-19` with `pkgin install clang-19`. Or install `gcc14` (or `gcc15` with current pkgsrc). Provided that, the following CMake commands may work: -- `cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++ -Bbuild` +- `cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++ -Bbuild` (Recommended) - `cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=/usr/pkg/gcc14/bin/gcc -DCMAKE_CXX_COMPILER=/usr/pkg/gcc14/bin/g++ -Bbuild` - `cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_COMPILER=/usr/pkg/gcc15/bin/gcc -DCMAKE_CXX_COMPILER=/usr/pkg/gcc15/bin/g++ -Bbuild` @@ -138,8 +140,12 @@ cmake --install build However, pkgsrc is highly recommended, see [getting pkgsrc](https://iso.us.netbsd.org/pub/pkgsrc/current/pkgsrc/doc/pkgsrc.html#getting). You must get `current` not the `2025Q2` version. +`QtCore` on NetBSD is included, but due to misconfigurations(!) we MUST include one of the standard headers that include `bits/c++config.h`, since source_location (required by `QtCore`) isn't properly configured to intake `bits/c++config.h` (none of the experimental library is). This is a bug with NetBSD packaging and not our fault, but alas. + ## DragonFlyBSD +2026-02-07: `vulkan-headers` and `vulkan-utility-libraries` must NOT be uninstalled, since they're too old: `1.3.289`. Either wait for binary packages to update or build newer versions from source. + If `libstdc++.so.6` is not found (`GLIBCXX_3.4.30`) then attempt: ```sh diff --git a/docs/Debug.md b/docs/Debug.md index 3fc3bc9fee..f384918fe2 100644 --- a/docs/Debug.md +++ b/docs/Debug.md @@ -22,17 +22,25 @@ Debug logs can be found in General -> Debug -> Open Log Location on desktop, and Ignoring SIGSEGV when debugging in host: -- **gdb**: `handle all nostop pass`. +- **gdb**: `handle SIGSEGV nostop pass`. - **lldb**: `pro hand -p true -s false -n false SIGSEGV`. ## Debugging (guest code) ### gdb -Run `./build/bin/eden-cli -c -d -g ` +You must have GDB installed for aarch64 to debug the target. Install it through your package manager, e.g.: +* On Arch: + * `sudo pacman -Syu aarch64-linux-gnu-gdb` +* On Gentoo: + * `sudo emerge --ask crossdev` + * `sudo crossdev -t aarch64-unknown-linux-gnu --ex-gdb` -Then hook up an aarch64-gdb (use `yay aarch64-gdb` or `sudo pkg in arch64-gdb` to install) -Then type `target remote localhost:1234` and type `c` (for continue) - and then if it crashes just do a `bt` (backtrace) and `layout asm`. +Run `./build/bin/eden-cli -c -d -g ` +Or `Enable GDB Stub` at General > Debug, then hook up an aarch64-gdb: +* `target remote localhost:6543` + +Type `c` (for continue) and then if it crashes just do a `bt` (backtrace) and `layout asm` ### gdb cheatsheet diff --git a/docs/Deps.md b/docs/Deps.md index c91d6fc4fb..fe1f7a14b2 100644 --- a/docs/Deps.md +++ b/docs/Deps.md @@ -51,12 +51,11 @@ All other dependencies will be downloaded and built by [CPM](https://github.com/ * [fmt](https://fmt.dev/) 8.0.1+ * [lz4](http://www.lz4.org) * [nlohmann\_json](https://github.com/nlohmann/json) 3.8+ -* [OpenSSL](https://www.openssl.org/source/) 1.1.1+ +* [OpenSSL](https://www.openssl.org/source/) 3+ * [ZLIB](https://www.zlib.net/) 1.2+ * [zstd](https://facebook.github.io/zstd/) 1.5+ * [enet](http://enet.bespin.org/) 1.3+ * [Opus](https://opus-codec.org/) 1.3+ -* [MbedTLS](https://github.com/Mbed-TLS/mbedtls) 3+ Vulkan 1.3.274+ is also needed: @@ -121,7 +120,7 @@ sudo emerge -a \ dev-util/vulkan-utility-libraries dev-util/glslang \ media-gfx/renderdoc media-libs/libva media-libs/opus media-video/ffmpeg \ media-libs/VulkanMemoryAllocator media-libs/libsdl2 media-libs/cubeb \ - net-libs/enet net-libs/mbedtls \ + net-libs/enet \ sys-libs/zlib \ dev-cpp/nlohmann_json dev-cpp/simpleini dev-cpp/cpp-httplib dev-cpp/cpp-jwt \ games-util/gamemode \ @@ -139,7 +138,6 @@ Required USE flags: * `dev-qt/qtbase network concurrent dbus gui widgets` * `dev-libs/quazip qt6` -* `net-libs/mbedtls cmac` * `media-libs/libsdl2 haptic joystick sound video` * `dev-cpp/cpp-httplib ssl` @@ -151,7 +149,7 @@ Required USE flags: Arch Linux ```sh -sudo pacman -Syu --needed base-devel boost catch2 cmake enet ffmpeg fmt git glslang libzip lz4 mbedtls ninja nlohmann-json openssl opus qt6-base qt6-multimedia sdl2 zlib zstd zip unzip vulkan-headers vulkan-utility-libraries libusb spirv-tools spirv-headers +sudo pacman -Syu --needed base-devel boost catch2 cmake enet ffmpeg fmt git glslang libzip lz4 ninja nlohmann-json openssl opus qt6-base qt6-multimedia qt6-charts sdl2 zlib zstd zip unzip vulkan-headers vulkan-utility-libraries libusb spirv-tools spirv-headers ``` * Building with QT Web Engine requires `qt6-webengine` as well. @@ -164,7 +162,7 @@ sudo pacman -Syu --needed base-devel boost catch2 cmake enet ffmpeg fmt git glsl Ubuntu, Debian, Mint Linux ```sh -sudo apt-get install autoconf cmake g++ gcc git glslang-tools libglu1-mesa-dev libhidapi-dev libpulse-dev libtool libudev-dev libxcb-icccm4 libxcb-image0 libxcb-keysyms1 libxcb-render-util0 libxcb-xinerama0 libxcb-xkb1 libxext-dev libxkbcommon-x11-0 mesa-common-dev nasm ninja-build qt6-base-private-dev libmbedtls-dev catch2 libfmt-dev liblz4-dev nlohmann-json3-dev libzstd-dev libssl-dev libavfilter-dev libavcodec-dev libswscale-dev pkg-config zlib1g-dev libva-dev libvdpau-dev qt6-tools-dev libvulkan-dev spirv-tools spirv-headers libusb-1.0-0-dev libxbyak-dev libboost-dev libboost-fiber-dev libboost-context-dev libsdl2-dev libopus-dev libasound2t64 vulkan-utility-libraries-dev +sudo apt-get install autoconf cmake g++ gcc git glslang-tools libglu1-mesa-dev libhidapi-dev libpulse-dev libtool libudev-dev libxcb-icccm4 libxcb-image0 libxcb-keysyms1 libxcb-render-util0 libxcb-xinerama0 libxcb-xkb1 libxext-dev libxkbcommon-x11-0 mesa-common-dev nasm ninja-build qt6-base-private-dev catch2 libfmt-dev liblz4-dev nlohmann-json3-dev libzstd-dev libssl-dev libavfilter-dev libavcodec-dev libswscale-dev pkg-config zlib1g-dev libva-dev libvdpau-dev qt6-tools-dev qt6-charts-dev libvulkan-dev spirv-tools spirv-headers libusb-1.0-0-dev libxbyak-dev libboost-dev libboost-fiber-dev libboost-context-dev libsdl2-dev libopus-dev libasound2t64 vulkan-utility-libraries-dev ``` * Ubuntu 22.04, Linux Mint 20, or Debian 12 or later is required. @@ -178,7 +176,7 @@ sudo apt-get install autoconf cmake g++ gcc git glslang-tools libglu1-mesa-dev l Fedora: ```sh -sudo dnf install autoconf cmake fmt-devel gcc{,-c++} glslang hidapi-devel json-devel libtool libusb1-devel libzstd-devel lz4-devel nasm ninja-build openssl-devel pulseaudio-libs-devel qt6-linguist qt6-qtbase{-private,}-devel qt6-qtwebengine-devel qt6-qtmultimedia-devel speexdsp-devel wayland-devel zlib-devel ffmpeg-devel libXext-devel boost jq +sudo dnf install autoconf cmake fmt-devel gcc{,-c++} glslang hidapi-devel json-devel libtool libusb1-devel libzstd-devel lz4-devel nasm ninja-build openssl-devel pulseaudio-libs-devel qt6-linguist qt6-qtbase{-private,}-devel qt6-qtwebengine-devel qt6-qtmultimedia-devel qt6-charts-devel speexdsp-devel wayland-devel zlib-devel ffmpeg-devel libXext-devel boost jq ``` AlmaLinux (use `YUZU_USE_CPM=ON`): @@ -211,17 +209,15 @@ First, enable the community repository; [see here](https://wiki.alpinelinux.org/ # Enable the community repository setup-apkrepos -c # Install -apk add g++ git cmake make mbedtls-dev mbedtls-static mesa-dev qt6-qtbase-dev qt6-qtbase-private-dev libquazip1-qt6 ffmpeg-dev libusb-dev libtool boost-dev sdl2-dev zstd-dev vulkan-utility-libraries spirv-tools-dev openssl-dev nlohmann-json lz4-dev opus-dev jq patch +apk add g++ git cmake make mesa-dev qt6-qtbase-dev qt6-qtbase-private-dev libquazip1-qt6 ffmpeg-dev qt6-charts-dev libusb-dev libtool boost-dev sdl2-dev zstd-dev vulkan-utility-libraries spirv-tools-dev openssl-dev nlohmann-json lz4-dev opus-dev jq patch ``` -`mbedtls-static` has to be specified otherwise `libeverest.a` and `libp256m.a` will fail to be found. -
Void Linux ```sh -xbps-install -Su git make cmake clang pkg-config patch mbedtls-devel SPIRV-Tools-devel SPIRV-Headers lz4 liblz4-devel boost-devel ffmpeg6-devel catch2 Vulkan-Utility-Libraries Vulkan-Headers glslang openssl-devel SDL2-devel quazip-qt6-devel qt6-base-devel qt6-qt5compat-devel fmt-devel json-c++ libenet-devel libusb-devel +xbps-install -Su git make cmake clang pkg-config patch SPIRV-Tools-devel SPIRV-Headers lz4 liblz4-devel boost-devel ffmpeg6-devel catch2 Vulkan-Utility-Libraries Vulkan-Headers glslang openssl-devel SDL2-devel quazip-qt6-devel qt6-base-devel qt6-qt5compat-devel qt6-charts-devel fmt-devel json-c++ libenet-devel libusb-devel ``` Yes, `nlohmann-json` is just named `json-c++`. Why? @@ -233,6 +229,8 @@ Yes, `nlohmann-json` is just named `json-c++`. Why? A convenience script is provided on the root of this project [shell.nix](../shell.nix). Run the usual `nix-shell`. +If you're going for a pure build (i.e no downloaded deps), use `-DYUZU_USE_CPM=ON -DCPMUTIL_FORCE_SYSTEM=ON`. +
macOS @@ -257,7 +255,7 @@ brew install molten-vk
FreeBSD -As root run: `pkg install devel/cmake devel/sdl20 devel/boost-libs devel/catch2 devel/libfmt devel/nlohmann-json devel/ninja devel/nasm devel/autoconf devel/pkgconf devel/qt6-base devel/simpleini net/enet multimedia/ffnvcodec-headers multimedia/ffmpeg audio/opus archivers/liblz4 lang/gcc12 graphics/glslang graphics/vulkan-utility-libraries graphics/spirv-tools www/cpp-httplib devel/unordered-dense mbedtls3 vulkan-headers quazip-qt6` +As root run: `pkg install devel/cmake devel/sdl20 devel/boost-libs devel/catch2 devel/libfmt devel/nlohmann-json devel/ninja devel/nasm devel/autoconf devel/pkgconf devel/qt6-base devel/qt6-charts devel/simpleini net/enet multimedia/ffnvcodec-headers multimedia/ffmpeg audio/opus archivers/liblz4 lang/gcc12 graphics/glslang graphics/vulkan-utility-libraries graphics/spirv-tools www/cpp-httplib devel/unordered-dense vulkan-headers quazip-qt6` If using FreeBSD 12 or prior, use `devel/pkg-config` instead. @@ -267,7 +265,7 @@ If using FreeBSD 12 or prior, use `devel/pkg-config` instead.
NetBSD -For NetBSD +10.1: `pkgin install git cmake boost fmtlib SDL2 catch2 libjwt spirv-headers spirv-tools ffmpeg7 libva nlohmann-json jq libopus qt6 mbedtls3 cpp-httplib lz4 vulkan-headers nasm autoconf enet pkg-config libusb1 libcxx`. +For NetBSD +10.1: `pkgin install git cmake boost fmtlib SDL2 catch2 libjwt spirv-headers spirv-tools ffmpeg7 libva nlohmann-json jq libopus qt6 cpp-httplib lz4 vulkan-headers nasm autoconf enet pkg-config libusb1 libcxx`. [Caveats](./Caveats.md#netbsd). @@ -287,7 +285,7 @@ pkg_add cmake nasm git boost unzip--iconv autoconf-2.72p0 bash ffmpeg glslang gm DragonFlyBSD ```sh -pkg install gcc14 git cmake unzip nasm autoconf bash pkgconf ffmpeg glslang gmake jq nlohmann-json enet spirv-tools sdl2 vulkan-utility-libraries vulkan-headers catch2 libfmt openssl liblz4 boost-libs cpp-httplib qt6-base quazip-qt6 unordered-dense libva-vdpau-driver libva-utils libva-intel-driver +pkg install gcc14 git cmake unzip nasm autoconf bash pkgconf ffmpeg glslang gmake jq nlohmann-json enet spirv-tools sdl2 vulkan-utility-libraries vulkan-headers catch2 libfmt openssl liblz4 boost-libs cpp-httplib qt6-base qt6-charts quazip-qt6 unordered-dense libva-vdpau-driver libva-utils libva-intel-driver ``` [Caveats](./Caveats.md#dragonflybsd). @@ -311,7 +309,7 @@ sudo pkg install qt6 boost glslang libzip library/lz4 libusb-1 nlohmann-json ope ```sh BASE="git make autoconf libtool automake-wrapper jq patch" -MINGW="qt6-base qt6-tools qt6-translations qt6-svg cmake toolchain clang python-pip openssl vulkan-memory-allocator vulkan-devel glslang boost fmt lz4 nlohmann-json zlib zstd enet opus mbedtls libusb unordered_dense openssl SDL2" +MINGW="qt6-base qt6-charts qt6-tools qt6-translations qt6-svg cmake toolchain clang python-pip openssl vulkan-memory-allocator vulkan-devel glslang boost fmt lz4 nlohmann-json zlib zstd enet opus libusb unordered_dense openssl SDL2" # Either x86_64 or clang-aarch64 (Windows on ARM) packages="$BASE" for pkg in $MINGW; do @@ -337,7 +335,7 @@ pacman -Syuu --needed --noconfirm $packages HaikuOS ```sh -pkgman install git cmake patch libfmt_devel nlohmann_json lz4_devel opus_devel boost1.89_devel vulkan_devel qt6_base_devel qt6_declarative_devel libsdl2_devel ffmpeg7_devel libx11_devel enet_devel catch2_devel quazip1_qt5_devel qt6_5compat_devel mbedtls3_devel glslang qt6_devel +pkgman install git cmake patch libfmt_devel nlohmann_json lz4_devel opus_devel boost1.89_devel vulkan_devel qt6_base_devel qt6_declarative_devel libsdl2_devel ffmpeg7_devel libx11_devel enet_devel catch2_devel quazip1_qt5_devel qt6_5compat_devel glslang qt6_devel qt6_charts_devel ``` [Caveats](./Caveats.md#haikuos). diff --git a/docs/Options.md b/docs/Options.md new file mode 100644 index 0000000000..55aead805f --- /dev/null +++ b/docs/Options.md @@ -0,0 +1,100 @@ +# CMake Options + +To change these options, add `-DOPTION_NAME=NEWVALUE` to the command line. + +- On Qt Creator, go to Project -> Current Configuration + +Notes: + +- Defaults are marked per-platform. +- "Non-UNIX" just means Windows/MSVC and Android (yes, macOS is UNIX +- Android generally doesn't need to change anything; if you do, go to `src/android/app/build.gradle.kts` +- To set a boolean variable to on, use `ON` for the value; to turn it off, use `OFF` +- If a variable is mentioned as being e.g. "ON" for a specific platform(s), that means it is defaulted to OFF on others +- TYPE is always boolean unless otherwise specified +- Format: + - `OPTION_NAME` (TYPE DEFAULT) DESCRIPTION + +## Options + +### Dependencies + +These options control dependencies. + +- `YUZU_USE_BUNDLED_FFMPEG` (ON for non-UNIX) Download a pre-built and configured FFmpeg +- `YUZU_USE_EXTERNAL_FFMPEG` (ON for Solaris) Build FFmpeg from source +- `YUZU_DOWNLOAD_ANDROID_VVL` (ON) Download validation layer binary for Android +- `YUZU_DOWNLOAD_TIME_ZONE_DATA` (ON) Always download time zone binaries + - Currently, build fails without this +- `YUZU_TZDB_PATH` (string) Path to a pre-downloaded timezone database (useful for nixOS and Gentoo) +- `YUZU_USE_BUNDLED_MOLTENVK` (ON, macOS only) Download bundled MoltenVK lib +- `YUZU_USE_BUNDLED_OPENSSL` (ON for MSVC, Android, Solaris, and OpenBSD) Download bundled OpenSSL build +- `YUZU_USE_EXTERNAL_SDL2` (OFF) Compiles SDL2 from source +- `YUZU_USE_BUNDLED_SDL2` (ON for MSVC) Download a prebuilt SDL2 + +### Miscellaneous + +- `ENABLE_WEB_SERVICE` (ON) Enable multiplayer service +- `ENABLE_WIFI_SCAN` (OFF) Enable WiFi scanning (requires iw on Linux) - experimental +- `ENABLE_CUBEB` (ON) Enables the cubeb audio backend + - This option is subject for removal. +- `YUZU_TESTS` (ON) Compile tests - requires Catch2 +- `ENABLE_LTO` (OFF) Enable link-time optimization + - Not recommended on Windows + - UNIX may be better off appending `-flto=thin` to compiler args +- `USE_FASTER_LINKER` (OFF) Check if a faster linker is available + - Not recommended outside of Linux + +### Flavors + +These options control executables and build flavors. + +- `YUZU_LEGACY` (OFF): Apply patches to improve compatibility on some older GPUs at the cost of performance +- `NIGHTLY_BUILD` (OFF): This is only used by CI. Do not use this unless you're making your own distribution and know what you're doing. +- `YUZU_STATIC_BUILD` (OFF) Attempt to build using static libraries if possible + - Not supported on Linux + - Automatically set if `YUZU_USE_BUNDLED_QT` is on for non-Linux +- `ENABLE_UPDATE_CHECKER` (OFF) Enable update checking functionality +- `YUZU_DISABLE_LLVM` (OFF) Do not attempt to link to the LLVM demangler + - Really only useful for CI or distribution builds + +**Desktop only**: + +- `YUZU_CMD` (ON) Compile the SDL2 frontend (eden-cli) +- `YUZU_ROOM` (OFF) Compile dedicated room functionality into the main executable +- `YUZU_ROOM_STANDALONE` (OFF) Compile a separate executable for room functionality +- `YUZU_STATIC_ROOM` (OFF) Compile the room executable *only* as a static, portable executable + - This is only usable on Alpine Linux. + +### Desktop + +The following options are desktop only. + +- `ENABLE_LIBUSB` (ON) Enable the use of the libusb input frontend (HIGHLY RECOMMENDED) +- `ENABLE_OPENGL` (ON) Enable the OpenGL graphics frontend + - Unavailable on Windows/ARM64 + - You probably shouldn't turn this off. + +### Qt + +Also desktop-only, but apply strictly to Qt + +- `ENABLE_QT` (ON) Enable the Qt frontend (recommended) +- `ENABLE_QT_TRANSLATION` (OFF) Enable translations for the Qt frontend +- `YUZU_USE_BUNDLED_QT` (ON for MSVC) Download bundled Qt binaries + - Not recommended on Linux. For Windows and macOS, the provided build is statically linked. +- `YUZU_QT_MIRROR` (string) What mirror to use for downloading the bundled Qt libraries +- `YUZU_USE_QT_MULTIMEDIA` (OFF) Use QtMultimedia for camera support +- `YUZU_USE_QT_WEB_ENGINE` (OFF) Use QtWebEngine for web applet implementation (requires the huge QtWebEngine dependency; not recommended) +- `USE_DISCORD_PRESENCE` (OFF) Enables Discord Rich Presence (Qt frontend only) + +### Retired Options + +The following options were a part of Eden at one point, but have since been retired. + +- `ENABLE_OPENSSL` - MbedTLS was fully replaced with OpenSSL in [#3606](https://git.eden-emu.dev/eden-emu/eden/pulls/3606), because OpenSSL straight-up performs better. +- `ENABLE_SDL2` - While technically possible to *not* use SDL2 on desktop, this is **NOT** a supported configuration under any means, and adding this matrix to our build system was not worth the effort. +- `YUZU_USE_CPM` - This option once had a purpose, but that purpose has long since passed us by. *All* builds use CPMUtil to manage dependencies now. + - If you want to *force* the usage of system dependencies, use `-DCPMUTIL_FORCE_SYSTEM=ON`. + +See `src/dynarmic/CMakeLists.txt` for additional options--usually, these don't need changed diff --git a/docs/README.md b/docs/README.md index 5af1ac8345..4ea532be8e 100644 --- a/docs/README.md +++ b/docs/README.md @@ -1,8 +1,11 @@ # Eden Build Documentation +Are you just a casual user? Take a look at our [User Handbook](./user) then! + This contains documentation created by developers. This contains build instructions, guidelines, instructions/layouts for [cool stuff we made](./CPMUtil), and more. - **[General Build Instructions](Build.md)** +- **[CMake Options](Options.md)** - **[Cross Compiling](CrossCompile.md)** - **[Development Guidelines](Development.md)** - **[Dependencies](Deps.md)** @@ -10,7 +13,6 @@ This contains documentation created by developers. This contains build instructi - **[CPM - CMake Package Manager](./CPMUtil)** - **[Platform-Specific Caveats](Caveats.md)** - **[The NVIDIA SM86 (Maxwell) GPU](./NvidiaGpu.md)** -- **[User Handbook](./user)** - **[Dynarmic](./dynarmic)** - **[Cross compilation](./CrossCompile.md)** - **[Driver Bugs](./DriverBugs.md)** diff --git a/docs/SIGNUP.md b/docs/SIGNUP.md index 6995db6d9a..5e5f7cebf6 100644 --- a/docs/SIGNUP.md +++ b/docs/SIGNUP.md @@ -18,7 +18,7 @@ First of all, you MUST have a valid reason to sign up for our Git. Valid reasons The following are not valid reasons to sign up: - I want to contribute to Eden. - * Be at least somewhat specific! + * Be at least somewhat specific! We always welcome contributors and developers, but generic "I want to contribute" messages don't give us enough information. - I want to support Eden. * If you wish to support us through development, be more specific; otherwise, to support us, check out our [donations page](https://eden-emu.dev/donations). - I want to report issues. @@ -41,17 +41,36 @@ Email: I wish to sign up because... ``` -Email notifications are disabled for the time being, so you don't have to use a real email. If you wish to remain anonymous, either send a separate email asking for access to a shared anonymous account, *or* create a fake username and email. +Email notifications are disabled for the time being, so you don't have to use a real email. If you wish to remain anonymous, either send a separate email asking for access to a shared anonymous account, *or* create a fake username and email. Do note that the email you sign up with is used to accredit commits on the web UI, and *must* match your configured GPG key. + +## Patches + +In general, PRs are the preferred method of tracking patches, as they allow us to go through our standard triage, CI, and testing process without having to deal with the minutiae of incremental patches. However, we also understand that many people prefer to use raw patches, and that's totally okay! While we currently don't have a mailing list, we do accept email patches. To do so: + +1. Make your changes on a clean copy of the master branch +2. Commit your changes with a descriptive, well-formed message (see the [commit message docs](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/Development.md#pull-requests)), and a proper description thoroughly explaining your changes. + * Note that we don't need to know all the individual details about your code. A description explaining the motivation and general implementation of your changes is enough, alongside caveats and any potential blockers. +3. Format your patch with `git format-patch -1 HEAD`. +4. Email us with the subject `[Eden] [PATCH] `, with a brief description of your patch, and the previously-formatted patch file as an attachment. + * If you don't include the first two bracketed parts, your email may be lost! + +The following emails are currently set up to receive and process patches: + +- [eden@eden-emu.dev](mailto:eden@eden-emu.dev] +- [crueter@eden-emu.dev](mailto:eden@eden-emu.dev) ## Instructions If you have read everything above and affirm that you will not abuse your access, click the summary below to get the email to send your request to.
-I affirm that I have read ALL of the information above, and will not abuse my access to Eden, nor will I send unnecessary spam requests or the following email. +I affirm that I have read ALL of the information above, and will not abuse my access to Eden, nor will I send unnecessary spam to the following email. Email [crueter@crueter.xyz](mailto:crueter@crueter.xyz) with the format above. Once your request is processed, you should receive a confirmation email from crueter with your password alongside a link to a repository containing instructions on SSH, etc. Note that you are required to change your password. If your request is rejected, you will receive a notice as such, asking for clarification if needed. If you do not receive a response in 48 hours, you may send another email. -
\ No newline at end of file +> [!WARNING] +> Some email providers may place the response email in your spam/junk folder; notable offenders include Gmail and Outlook. *Always* ensure to check your Spam/Junk folder, until Google/Microsoft finally end their vendetta against the great evil of my `.xyz` domain. + +
diff --git a/docs/dynarmic/Design.md b/docs/dynarmic/Design.md index 8c6c1929b2..020cfd65bd 100644 --- a/docs/dynarmic/Design.md +++ b/docs/dynarmic/Design.md @@ -286,15 +286,6 @@ Exclusive OR (i.e.: XOR) Memory access. -### Terminal: Interpret - -```c++ -SetTerm(IR::Term::Interpret{next}) -``` - -This terminal instruction calls the interpreter, starting at `next`. -The interpreter must interpret exactly one instruction. - ### Terminal: ReturnToDispatch ```c++ diff --git a/docs/dynarmic/README.md b/docs/dynarmic/README.md index a97d36680d..bfba7c9cb0 100644 --- a/docs/dynarmic/README.md +++ b/docs/dynarmic/README.md @@ -117,11 +117,6 @@ public: MemoryWrite32(vaddr + 4, u32(value >> 32)); } - void InterpreterFallback(u32 pc, size_t num_instructions) override { - // This is never called in practice. - std::terminate(); - } - void CallSVC(u32 swi) override { // Do something. } diff --git a/docs/policies/AI.md b/docs/policies/AI.md index 1618420a11..719548f4c8 100644 --- a/docs/policies/AI.md +++ b/docs/policies/AI.md @@ -17,7 +17,9 @@ AI is notorious for hallucinating facts out of thin air and sometimes outright l - Code that works, but is extraordinarily verbose or not nearly as efficient as it can be - Code that works well and is written well, but solves a different problem than was intended, or solves the same problem but in a completely incorrect way that will break other things horribly. -Human-written code will, without exception, always be of infinitely higher quality when properly researched and implemented by someone both familiar with the surrounding code and the programming language in use. LLMs may produce a "good enough" result, but this result is often subpar. Keep in mind: all code is held under a standard of excellence. If your code sucks, it will be rejected. AI-generated code just so happens to be a particularly sucky genre of code, and will thus be held to this same standard. +Human-written code will, without exception, always be of infinitely higher quality when properly researched and implemented by someone familiar with *both* the surrounding code and the programming language in use. LLMs may produce a "good enough" result, but this result is often subpar. + +**All code is held under a STRICT STANDARD OF EXCELLENCE**. AI code is no different, and since it often produces subpar or outright terrible code, it will often fail to meet this excellence standard. On a lesser-known note, LLM outputs often contain unicode symbols such as emojis or the arrow symbol. Please don't put Unicode symbols in your code. It messes with many an IDE, and the three people viewing your code on Lynx will be very unhappy. @@ -25,7 +27,8 @@ On a lesser-known note, LLM outputs often contain unicode symbols such as emojis ## Acceptable Use -- As stated previously, AI is good in a few *very specific* cases. In these cases, it's usually fine to use AI, as long as you **explicitly provide notice that it was used**. +As stated previously, AI is good in a few *very specific* cases. In these cases, it's usually fine to use AI, as long as you **explicitly provide notice that it was used**. + - Anything directly outside of the realm of the code written in your PR or patch is none of our business. - This primarily covers research. - However, we *still* strongly discourage this for the reasons mentioned above. @@ -104,4 +107,6 @@ This consolidates profile removal behavior, fixes potential race conditions in t This has all of the same problems as the other one. Needlessly verbose, doesn't address *what* it actually fixes ("consolidates profile removal behavior"... okay, why? What does it fix?), etc. It even has the bonus of totally hallucinating the addition of a method! +On a more "philosophical" note, LLMs tend to be geared towards *corporate language*, as that's what they're trained on. This is why AI-generated commit messages feel like "word salad", and typically pad out the commit message to make it *look* like a lot of things were changed (trust me, it's like that in the corporate world). They typically also drift towards unneeded buzzwords and useless implementation details. + **Don't use AI for commit messages**. diff --git a/docs/user/AddGamesToSRM.md b/docs/user/AddGamesToSRM.md deleted file mode 100644 index 433999c9b6..0000000000 --- a/docs/user/AddGamesToSRM.md +++ /dev/null @@ -1,100 +0,0 @@ -# Importing Games into Steam with Steam Rom Manager - -Use this when you want to import your games inside Eden into Steam to launch with artwork from Steam Game Mode without needing to launch Eden first. - -**Click [Here](https://evilperson1337.notion.site/Importing-Games-into-Steam-with-Steam-Rom-Manager-2b757c2edaf680d7a491c92b138f1fcc) for a version of this guide with images & visual elements.** - ---- - -### Pre-Requisites - -- Steam Deck Set up and Configured -- Eden set up and Configured -- Internet Access - ---- - -## Steps - -1. Press the **STEAM** button and then go to *Power → Switch to Desktop* to enter the Desktop mode. - -1. Install ***Steam ROM Manager***, there are 2 ways you can accomplish this, either manually or through [*EmuDeck*](https://www.emudeck.com/#downloads). - - --- - - ### Manual Installation - - 1. Open the *Discover Store* and search for *Steam ROM Manager.* - 2. Select the **Install** button to install the program. - - --- - - ### Installing Through *EmuDeck* - - - - 1. Open **EmuDeck**, then navigate to *Manage Emulators.* - 2. Scroll down to the bottom of the page to the *Manage your Tools & Frontends* section. Click **Steam ROM Manager**. - - 3. Click the **Install** button on the right hand side to install it. - - --- - -2. Open the Start Menu and Launch ***Steam ROM Manager*** - -1. The program will now launch and show you a window with parsers. - - - -2. Switch off all Parsers by hitting the *Toggle Parsers* switch. -3. Scroll down the list on the left-hand side and look for a parser called *Nintendo Switch - Eden* and switch it on. This parser may not exist depending on how you installed *Steam ROM Manager* (EmuDeck creates it for you). Follow these steps to create it if it is missing. - - --- - ### Creating the Eden Parser - - 1. Select Create Parser and in the *Community Presets* option look for **Nintendo Switch - Yuzu**. - 2. Change the **Parser title** from *Nintendo Switch - Yuzu* to *Nintendo Switch - Eden.* - 3. Hit the **Browse** option under the *ROMs directory* section. Select the directory containing your Switch ROMs. - 4. Under *Steam collections*, you can add a Steam category name. This just organizes the games under a common category in your Steam Library, this is optional but recommended. - 5. Scroll down slightly to the **Executable Configuration → Executable**, select **Browse** and select the Eden AppImage. - 6. Leave everything else the same and hit **Save** to save the parser. - --- - -4. Click the Eden parser to view the options on the right, select **Test** at the bottom of the screen to ensure that *Steam ROM Manager* detects your games correctly. -1. *Steam ROM Manager* will start to scan the specified ROMs directory and match them to games. Look over the results to ensure they are accurate. If you do not see any entries - check your parsers ROMs directory field. -1. When you are happy with the results, click the **Add Games** → **Parse** to start the actual Parsing. -1. The program will now identify the games and pull artwork from [*SteamGridDB*](https://www.steamgriddb.com/). -2. Review the game matches and ensure everything is there. - - --- - - ### Correcting a Mismatch - - If the game is not identified correctly, you may need to tell *Steam ROM Manager* what the game is manually. - - 1. Hover over the game card and click the magnifying glass icon. - 2. Search for the game on the *Search SteamGridDB* section and scroll through the results, selecting the one you want. - 3. Ensure the *Name* and *Game ID* update in the **Per-App Exceptions** and press **Save and close**. The game should now update. - - --- - - ### Excluding Matches - - You may want to tell Steam ROM Manager to ignore some files (updates/DLC/etc.) that it finds in the directory. This is how you do so. - - 1. Hit the **Exclude Games** button in the bottom right. - 2. Deselect the game you want to exclude, the poster artwork should go dim and the **Number Excluded** number should increment up. Repeat with any other exclusions you want to add. - 3. Hit **Save Excludes** when you are happy with your selections. - --- -3. When you are happy with the results, select **Save to Steam** to save the results. -1. The program will now start writing the entries into the Steam Library. You should get pop up notifications of the progress, but you can monitor the progress by selecting the **Log** on the left-hand side if needed. -2. Restart Steam to have the changes take effect. Check your library to ensure that your games are there, in a category if you defined one in the parser. -3. Try to launch a game and ensure everything is working. You are now good to go. \ No newline at end of file diff --git a/docs/user/AddingDebugKnobs.md b/docs/user/AddingDebugKnobs.md index bcf3f1fcc6..83db52b375 100644 --- a/docs/user/AddingDebugKnobs.md +++ b/docs/user/AddingDebugKnobs.md @@ -12,12 +12,13 @@ The setting ranges from 0 to 65535 (0x0000 to 0xFFFF), where each bit represents * [Accessing Debug Knobs (dev side)](#accessing-debug-knobs-dev-side) * [Setting Debug Knobs (user side)](#setting-debug-knobs-user-side) * [Bit Manipulation Examples](#bit-manipulation-examples) -3. [Examples](#examples) +3. [Terminology and user communication](#terminology-and-user-communication) +4. [Examples](#examples) * [Example 1: Conditional Debug Logging](#example-1-conditional-debug-logging) * [Example 2: Performance Tuning](#example-2-performance-tuning) * [Example 3: Feature Gating](#example-3-feature-gating) -4. [Best Practices](#best-practices) +5. [Best Practices](#best-practices) --- @@ -77,6 +78,44 @@ To enable specific features, calculate the decimal value by setting the appropri * **Enable bits 0 and 1**: Value = 3 (2^0 + 2^1) * **Enable bit 15**: Value = 32768 (2^15) +## Terminology and user communication + +There are two main confusions when talking about knobs: + +### Whether it's zero-based or one-based + +Sometimes when an user reports: knobs 1 and 2 gets better performance, dev may get confuse whether he means the knobs 1 and 2 literally, or the 1st and 2nd knobs (knobs 0 and 1). + +Debug knobs are **zero-based**, which means: +* The first knob is the knob(0) (or knob0 henceforth), and the last one is the 15 (knob15, likewise) +* You can talk: "knob0 is enabled/disabled", "In this video i was using only knobs 0 and 2", etc. + +### Whether one is talking about the knob itself or about the entire parameter value (which represents all knobs) + +Sometimes when an user reports: knob 3 results, it's unclear whether he's referring to knob setting with value 3 (which means both knob 0 and 1 are enabled), or to knob(3) specifically. +Whenever you're instructing tests or reporting results, be precise about whether one you're talking to avoid confusion: + +### Setting based terminology + +ALWAYS use the word in PLURAL (knobs), without mentioning which one, to refer to the setting, aka multiple knobs at once: +Examples: +- **knobs=0**: no knobs enabled +- **knobs=1**: knob0 enabled, others disabled +- **knobs=2**: knob1 enabled, others disabled +- **knobs=3**: knobs 0 and 1 enabled, others disabled + +... + +### Knob based terminology + +Use the word in SINGULAR (knob), or in plural but referring which ones, when meaning multiple knobs at once: +Examples: +- **knob0**: knob 0 enabled, others disabled +- **knob1**: knob 1 enabled, others disabled +- **knobs 0 and 1**: knobs 0 and 1 enabled, others disabled + +... + ## Examples ### Example 1: Conditional Debug Logging diff --git a/docs/user/CFW.md b/docs/user/CFW.md new file mode 100644 index 0000000000..ea224d3d36 --- /dev/null +++ b/docs/user/CFW.md @@ -0,0 +1,11 @@ +# User Handbook - Custom Firmware (CFW) + +At the moment of writing, we do not support CFW such as Atmosphere, due to: + +- Lacking the required LLE emulation capabilities to properly emulate the full firmware. +- Lack of implementation on some of the key internals. +- Nobody has bothered to do it (PRs always welcome!) + +We do however, maintain HLE compatibility with the former mentioned CFW, applications that require Atmosphere to run will run fine in the emulator without any adjustments. + +If they don't run - then that's a bug! diff --git a/docs/user/Graphics.md b/docs/user/Graphics.md index e1e13a777d..ad359b9049 100644 --- a/docs/user/Graphics.md +++ b/docs/user/Graphics.md @@ -1,5 +1,7 @@ # User Handbook - Graphics +Graphical enhancements and visual quality improvments. This doesn't cover texture mods. + ## Visual Enhancements ### Anti-aliasing @@ -89,7 +91,7 @@ The OpenGL backend would invoke behaviour that would result in swarst/LLVMpipe w ### HaikuOS compatibility -HaikuOS bundles a Mesa library that doesn't support full core OpenGL 4.6 (required by the emulator). This leads to HaikuOS being one of the few computer platforms where Vulkan is the only available option for users. If OpenGL is desired, Mesa has to be built manually from source. For debugging purpouses `lavapipe` is recommended over the GPU driver; there is in-kernel support for NVIDIA cards through. +HaikuOS bundles a Mesa library that doesn't support full core OpenGL 4.6 (required by the emulator). This leads to HaikuOS being one of the few computer platforms where Vulkan is the only available option for users. If OpenGL is desired, Mesa has to be built manually from source. For debugging purposes `lavapipe` is recommended over the GPU driver; there is in-kernel support for NVIDIA cards through. ### Fixes for Windows 10 and above having "Device loss" diff --git a/docs/user/Mods.md b/docs/user/Mods.md new file mode 100644 index 0000000000..11361d628c --- /dev/null +++ b/docs/user/Mods.md @@ -0,0 +1,206 @@ +# User Handbook - Installing Mods + +## General Notes + +**Note:** When installing a mod, always read the mod's installation instructions. + +This is especially important if a mod uses a framework such as **ARCropolis**, **Skyline**, or **Atmosphere plugins**. In those cases, follow the framework's instructions instead of using Eden's normal mod folder. + +For example, **Super Smash Bros. Ultimate** uses such a framework. See the related section below for details. + +--- + +# Installing Mods for Most Games + +1. Right click a game in the game list. +2. Click **"Open Mod Data Location"**. +3. Extract the mod into that folder. + +Each mod should be placed inside **its own subfolder**. + +--- + +# Enabling or Disabling Mods + +1. Right click the game in the game list. +2. Click **Configure Game**. +3. In the **Add-Ons** tab, enable or disable mods, updates, and DLC by ticking or unticking their boxes. + +--- + +# Important Note About SD Card Paths + +Some mods are designed for real Nintendo Switch consoles and refer to the **SD card root**. + +The emulated SD card is located at: + +``` +%AppData%\eden\sdmc +``` + +Example: + +``` +Switch instruction: sd:/ultimate/mods +Eden equivalent: sdmc/ultimate/mods +``` + +--- + +# Framework-Based Mods (Super Smash Bros. Ultimate) + +Some games require external mod frameworks instead of the built-in mod loader. + +The most common example is **Super Smash Bros. Ultimate**. + +These mods are installed directly to the **emulated SD card**, not the normal Eden mod folder. + +--- + +# Installing the ARCropolis Modding Framework + +**Note:** Some mod packs bundle ARCropolis with their installer (for example, Smash Ult-S). + +--- + +## 1. Download ARCropolis + +Download the latest release: + +https://github.com/Raytwo/ARCropolis/releases/ + +--- + +## 2. Install ARCropolis + +Extract the **`atmosphere`** folder into: + +``` +%AppData%\eden\sdmc +``` + +This is the **emulated SD card directory**. + +Verify installation by checking that the following file exists: + +``` +sdmc\atmosphere\contents\01006A800016E000\romfs\skyline\plugins\libarcropolis.nro +``` + +--- + +## 3. Download Skyline + +Download the latest Skyline release: + +https://github.com/skyline-dev/skyline/releases + +Skyline used to be bundled with ARCropolis but is now distributed separately to avoid compatibility issues caused by outdated bundled versions. + +--- + +## 4. Install Skyline + +Extract the **`exefs`** folder into: + +``` +sdmc\atmosphere\contents\01006A800016E000 +``` + +The `exefs` folder should be **next to the `romfs` folder**. + +Verify installation by checking that the following file exists: + +``` +%AppData%\eden\sdmc\atmosphere\contents\01006A800016E000\exefs\subsdk9 +``` + +--- + +## 5. Launch the Game Once + +Start the game and make sure you see the **ARCropolis version text on the title screen**. + +This will also create the folders required for installing mods. + +--- + +## 6. Install Smash Ultimate Mods + +Install mods inside: + +``` +sdmc\ultimate\mods +``` + +Each mod must be placed inside **its own subfolder**. + +Example: + +``` +sdmc\ultimate\mods\ExampleMod +``` + +--- + +# Troubleshooting + +## ARCropolis text does not appear on startup + +Check the following: + +- `libarcropolis.nro` exists in: + +``` +sdmc\atmosphere\contents\01006A800016E000\romfs\skyline\plugins +``` + +- `subsdk9` exists in: + +``` +sdmc\atmosphere\contents\01006A800016E000\exefs +``` + +- Files were extracted to: + +``` +%AppData%\eden\sdmc +``` + +--- + +## Mods are not loading + +Make sure mods are installed inside: + +``` +sdmc\ultimate\mods +``` + +Each mod must have its **own subfolder**. + +Correct example: + +``` +sdmc\ultimate\mods\ExampleMod +``` + +Incorrect example: + +``` +sdmc\ultimate\mods\ExampleMod\ExampleMod +``` + +--- + +## Installing mods in the wrong folder + +ARCropolis mods **do not go in Eden's normal mod folder**. + +Do **not** install Smash mods here: + +``` +user\load\01006A800016E000 +``` + +That folder is only used for traditional **RomFS mods**, not ARCropolis. diff --git a/docs/user/Native.md b/docs/user/Native.md index ec1cd02253..0d8ee81a7a 100644 --- a/docs/user/Native.md +++ b/docs/user/Native.md @@ -6,7 +6,4 @@ Debugging on physical hardware can get tedious and time consuming. Users are emp **Standard key prefix**: Allows to redirect the key manager to a file other than `prod.keys` (for example `other` would redirect to `other.keys`). This is useful for testing multiple keysets. Default is `prod`. -**Changing serial**: Very basic way to set debug values for the serial (and battery number). Developers do not need to write the full serial as it will be writen in-place (that is, it will be filled with the default serial and then overwrite the serial from the beginning). -- Battery serial: `YUZU0EMULATOR14022024` -- Board serial: `YUZ10000000001` -If the user were to set their board serial as `ABC`, then it will be written in-place and the resulting serial would be `ABC10000000001`. There are no underlying checks to ensure correctness of serials other than a hard limit of 16-characters for both. +**Changing serial**: Very basic way to set debug values for the serial (and battery number). Developers do not need to write the full serial as only the first digits (excluding the last) will be accoutned for. Region settings will affect the generated serial. The serial corresponds to a non-OLED/Lite console. diff --git a/docs/user/README.md b/docs/user/README.md index 5fd3a17e51..9804f4d62f 100644 --- a/docs/user/README.md +++ b/docs/user/README.md @@ -4,10 +4,14 @@ The "FAQ". This handbook is primarily aimed at the end-user - baking useful knowledge for enhancing their emulation experience. +A copy of this handbook is [available online](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/user/README.md). + ## Basics - **[The Basics](Basics.md)** - **[Quickstart](./QuickStart.md)** +- **[Settings](./Settings.md)** +- **[Installing Mods](./Mods.md)** - **[Run On macOS](./RunOnMacOS.md)** - **[Audio](Audio.md)** - **[Graphics](Graphics.md)** @@ -17,22 +21,29 @@ This handbook is primarily aimed at the end-user - baking useful knowledge for e - **[Using Amiibo](./UsingAmiibo.md)** - **[Using Cheats](./UsingCheats.md)** - **[Importing Saves](./ImportingSaves.md)** -- **[Add Eden to Steam ROM Manager](./AddEdenToSRM.md)** -- **[Add Games to Steam ROM Manager](./AddGamesToSRM.md)** - **[Installing Atmosphere Mods](./InstallingAtmosphereMods.md)** - **[Installing Updates & DLCs](./InstallingUpdatesDLC.md)** - **[Controller Profiles](./ControllerProfiles.md)** - **[Alter Date & Time](./AlterDateTime.md)** +## 3rd-party Integration + +- **[Configuring Steam ROM Manager](./SteamROM.md)** +- **[Server hosting](ServerHosting.md)** +- **[Syncthing Guide](./SyncthingGuide.md)** +- **[Third Party](./ThirdParty.md)** + - **[Obtainium](./ThirdParty.md#configuring-obtainium)** + - **[ES-DE](./ThirdParty.md#configuring-es-de)** + - **[Mirrors](./ThirdParty.md#mirrors)** + ## Advanced +- **[Custom Firmware](./CFW.md)** - **[How To Access Logs](./HowToAccessLogs.md)** - **[Gyro Controls](./GyroControls.md)** - **[Platforms and Architectures](Architectures.md)** -- **[Server hosting](ServerHosting.md)** - **[Command Line](CommandLine.md)** - **[Native Application Development](Native.md)** - **[Adding Boolean Settings Toggles](AddingBooleanToggles.md)** - **[Adding Debug Knobs](./AddingDebugKnobs.md)** -- **[Syncthing Guide](./SyncthingGuide.md)** - **[Testing](Testing.md)** diff --git a/docs/user/Settings.md b/docs/user/Settings.md new file mode 100644 index 0000000000..35fcd0c9ef --- /dev/null +++ b/docs/user/Settings.md @@ -0,0 +1,54 @@ +# User Handbook - Settings + +As the emulator continues to grow, so does the number of settings that come and go. + +Most of the development adds new settings that enhance performance/compatibility, only to be removed later in newer versions due to newfound discoveries or because they were "a hacky workaround". + +As such, this guide will NOT mention those kind of settings, we'd rather mention settings which have a long shelf time (i.e won't get removed in future releases) and are likely to be unchanged. + +Some of the options are self explainatory, and they do exactly what they say they do (i.e "Pause when not in focus"); such options will be also skipped due to triviality. + +## Foreword + +Before touching the settings, please see the game boots with stock options. We try our best to ensure users can boot any game using the default settings. If they don't work, then you may try fiddling with options - but please, first use stock options. + +## General + +- `General/Force X11 as Graphics Backend`: Wayland on *NIX has prominent issues that are unlikely to be resolved; the kind that are "not our fault, it's Wayland issue", this "temporary" hack forces X11 as the backend, regardless of the desktop manager's default. +- `General/Enable Gamemode`: This only does anything when you have Feral Interactive's Gamemode library installed somewhere, if you do, this will help boost FPS by telling the OS to explicitly prioritize *this* application for "gaming" - only for *NIX systems. +- `Hotkeys`: Deceptively to remove a hotkey you must right click and a menu will appear to remove that specific hotkey. +- `UI/Language`: Changes language *of the interface* NOT the emulated program! +- `Debug/Enable Auto Stub`: May help to "fix" some games by just lying and saying that everything they do returns "success" instead of outright crashing for any function/service that is NOT implemented. +- `Debug/Show log in console`: Does as said, note that the program may need to be reopened (Windows) for changes to take effect. +- `Debug/Flush log output`: Classically, every write to the log is "buffered", that is, changes aren't written to the disk UNTIL the program has decided it is time to write, until then it keeps data in a buffer which resides on RAM. If the program crashes, the OS will automatically discard said buffer (any RAM associated with a dead process is automatically discarded/reused for some other purpose); this means critical data may not be logged to the disk on time, which may lead to missing log lines. Use this if you're wanting to remove that factor when debugging, sometimes a hard crash may "eat" some of the log lines IF this option isn't enabled. +- `Debug/Disable Macro HLE:` The emulator has HLE emulation of macro programs for Maxwell, this means that some details are purpousefully skipped; this option forces all macro programs to be ran without skipping anything. + +## System + +- `System/RNG Seed`: Set to 0 (and uncheck) to disable ASLR systemwide (this makes mods like CTGP to stop working); by default it enables ASLR to replicate console behaviour. +- `Network/Enable Airplane Mode`: Enable this if a game is crashing before loading AND the logs mention anything related to "web" or "internet" services. + +## CPU + +- `CPU/Virtual table bouncing`: Some games have the tendency to crash on loading due to an indirect bad jump (Pokemon ZA being the worst offender); this option lies to the game and tells it to just pretend it never executed a given function. This is fine for most casual users, but developers of switch applications **must** disable this. This temporary "hack" should hopefully be gone in 6-7 months from now on. +- `Fastmem`, aka. `CPU/Enable Host MMU`: Enables "fastmem"; a detailed description of fastmem can be found [here](../dynarmic/Design.md#fast-memory-fastmem). +- `CPU/Unsafe FMA`: Enables deliberate innacurate FMA behaviour which may affect how FMA returns any given operation - this may introduce tiny floating point errors which can cascade in sensitive code (i.e FFmpeg). +- `CPU/Faster FRSQRTE and FRECPE`: Introduces accuracy errors on square root and reciprocals in exchange for less checks - this introduces inaccuracies with some cases but it's mostly safe. +- `CPU/Faster ASIMD Instructions`: Skips rounding mode checks for ARM ASIMD instructions - this means some code dpeending on these rounding modes may misbehave. +- `CPU/Disable address space checks`: Before each memory access, the emulator checks the address is in range, if not it faults; this option makes it so the emulator skips the check entirely (which may be expensive for a myriad of reasons). However at the same time this allows the guest program to "break out" of the emulation context by writing to arbitrary addresses. +- `CPU/Ignore global monitor`: This relies on a quirk present on x86 to avoid the ARM global monitor emulation, this may increase performance in mutex-heavy contexts (i.e games waiting for next frames or such); but also can cause deadlocks and fun to debug issues. + +It is important to note the majority of precision-reducing instructions do not benefit cases where they are not used, which means the performance gains will vary per game. + +# Graphics + +See also [an extended breakdown of some options](./Graphics.md). + +- `Extras/Extended Dynamic State` and `Extras/Vertex Input Dynamic State`: These Vulkan extensions essentially allow you to reuse the same pipeline but just change the state between calls (so called "dynamic state"); the "extended" levels signifies how much state can be placed on this "dynamic" range, for example the amount of depth culling to use can be placed on the dynamic state, avoiding costly reloads and flushes. While this by itself is a fine option, SOME vendors (notably PowerVR and Mali) have problems with anything related to EDS3. EDS3 contains EDS2, and EDS2 contains EDS1. Essentially this means more extended data the driver has to keep track of, at the benefit of avoiding costly flushes. +- `Advanced/Use persistent cache`: This saves compiled shaders onto the disk, independent of any driver's own disk saved shaders (yes, some drivers, notably NVIDIA, save a secondary shader cache onto disk) - disable this only if you're debugging or working on the GPU backend. This option is meant to massively help to reduce shader stutters (after playing for one session that compiles them). +- `Advanced/Use Vulkan pipeline cache`: This is NOT the same as `Use persistent cache`; it's a separate flag that tells the Vulkan backend to create pipeline caches, which are a detail that can be used to massively improve performance and remove pipeline creation overhead. This is a Vulkan feature. + +## Controls + +Most of the controls should work out of the box. If not, please use a joystick calibrator to ensure it's not an issue with your own controller, for example: +- https://github.com/dkosmari/calibrate-joystick diff --git a/docs/user/AddEdenToSRM.md b/docs/user/SteamROM.md similarity index 50% rename from docs/user/AddEdenToSRM.md rename to docs/user/SteamROM.md index 4658bcf7e0..a782b51969 100644 --- a/docs/user/AddEdenToSRM.md +++ b/docs/user/SteamROM.md @@ -1,4 +1,6 @@ -# Importing Eden into Steam with Steam Rom Manager +# User Handbook - Configuring Steam ROM Manager + +## Importing Eden into Steam with Steam Rom Manager Use this when you want to import the Eden AppImage into your Steam Library along with artwork using *Steam ROM Manager.* @@ -6,7 +8,7 @@ Use this when you want to import the Eden AppImage into your Steam Library along --- -### Pre-Requisites +#### Pre-Requisites - Eden set up and configured - Internet Connection @@ -14,9 +16,9 @@ Use this when you want to import the Eden AppImage into your Steam Library along --- -## Steps +### Steps -### Initial Setup +#### Initial Setup 1. Press the **STEAM** button and then go to *Power → Switch to Desktop* to enter the Desktop mode. @@ -24,14 +26,14 @@ Use this when you want to import the Eden AppImage into your Steam Library along --- - ### Manual Installation + #### Manual Installation 1. Open the *Discover Store* and search for *Steam ROM Manager.* 2. Select the **Install** button to install the program. --- - ### Installing Through *EmuDeck* + #### Installing Through *EmuDeck*