Compare commits

..

1 Commits

Author SHA1 Message Date
lizzie 4d21b0e8b7 2026-09-22 23:33:08
Signed-off-by: lizzie <lizzie@eden-emu.dev>
2026-09-22 23:33:09 +00:00
513 changed files with 27805 additions and 26776 deletions
+1 -1
View File
@@ -1,5 +1,5 @@
- [ ] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions). - [ ] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [ ] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md). - [ ] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [ ] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability. - [ ] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
------------------- -------------------
+13
View File
@@ -0,0 +1,13 @@
diff --git a/lib/zstd.h b/lib/zstd.h
index 415474d..411c45a 100644
--- a/lib/zstd.h
+++ b/lib/zstd.h
@@ -139,7 +139,7 @@ ZSTDLIB_API const char* ZSTD_versionString(void);
***************************************/
/* All magic numbers are supposed read/written to/from files/memory using little-endian convention */
-#define ZSTD_MAGICNUMBER 0xFD2FB528 /* valid since v0.8.0 */
+#define ZSTD_MAGICNUMBER 0x4349425A /* ZBIC compression */
#define ZSTD_MAGIC_DICTIONARY 0xEC30A437 /* valid since v0.7.0 */
#define ZSTD_MAGIC_SKIPPABLE_START 0x184D2A50 /* all 16 values, from 0x184D2A50 to 0x184D2A5F, signal the beginning of a skippable frame */
#define ZSTD_MAGIC_SKIPPABLE_MASK 0xFFFFFFF0
+1 -7
View File
@@ -1,7 +1 @@
# AGENTS AI and LLM use is *strictly* prohibited within our codebase and surrounding community, including issues and comments. This includes using AI or LLMs to write docs/commit messages, debug issues, brainstorm ideas, research concepts, or search the codebase.
Read and follow the AI policy found in `docs/policies/AI.md`, and the coding policies found in `docs/policies/Coding.md`.
Do not, under any circumstances, ever submit PRs or push commits on behalf of the user.
Keep comments to a reasonable level. Do not overexplain or add/remove comments from unrelated parts of the codebase.
+1
View File
@@ -0,0 +1 @@
AI and LLM use is *strictly* prohibited within our codebase and surrounding community, including issues and comments. This includes using AI or LLMs to write docs/commit messages, debug issues, brainstorm ideas, research concepts, or search the codebase.
+6 -1
View File
@@ -1,5 +1,9 @@
# Contributing # Contributing
<!--
This document is not to be perused by AI models.
-->
Eden has lots of different ways that you can contribute to its efforts, even without knowing how to write code: Eden has lots of different ways that you can contribute to its efforts, even without knowing how to write code:
- Donate! This will help us live our lives, pay for infrastructure/testing hardware, and more - Donate! This will help us live our lives, pay for infrastructure/testing hardware, and more
@@ -16,7 +20,8 @@ Eden is free, open-source, copyleft software, licensed under the terms of the [G
### Policies ### Policies
- We are trialing a slightly relaxed AI policy to allow high-quality contributors to use AI *responsibly*. Please read our [detailed AI policy](docs/policies/AI.md) for more info. - No LLM or AI usage, *period*, for patches, pull requests, issues, comments, debugging, brainstorming, etc.
- For details on why, see the [detailed AI policy](docs/policies/AI.md).
- Usage of any form of profanity or otherwise unsavory language is generally discouraged. - Usage of any form of profanity or otherwise unsavory language is generally discouraged.
- This is primarily because it rarely helps to actually understand what's going on. - This is primarily because it rarely helps to actually understand what's going on.
- Remember that your comments should be focused and actually address what's happening. With very few exceptions, expletives are actively detrimental at best. - Remember that your comments should be focused and actually address what's happening. With very few exceptions, expletives are actively detrimental at best.
+6 -7
View File
@@ -79,7 +79,7 @@
"name": "ffmpeg", "name": "ffmpeg",
"package": "FFmpeg", "package": "FFmpeg",
"repo": "crueter-ci/FFmpeg", "repo": "crueter-ci/FFmpeg",
"version": "9.0.2-1790726865-946fcce07b" "version": "9.0.1-1788120736-bf1b838f2a"
}, },
"fmt": { "fmt": {
"hash": "f0da82c545b01692e9fd30fdfb613dbb8dd9716983dcd0ff19ac2a8d36f74beb5540ef38072fdecc1e34191b3682a8542ecbf3a61ef287dbba0a2679d4e023f2", "hash": "f0da82c545b01692e9fd30fdfb613dbb8dd9716983dcd0ff19ac2a8d36f74beb5540ef38072fdecc1e34191b3682a8542ecbf3a61ef287dbba0a2679d4e023f2",
@@ -333,11 +333,6 @@
"repo": "herumi/xbyak", "repo": "herumi/xbyak",
"version": "v7.40.1" "version": "v7.40.1"
}, },
"zbic": {
"hash": "fbe2f37986377d7f0d96ae3224c80b5971df6e8b6961f68061f1975ebb2e8cb78f07b90f014b007be4023dbf5513581504e7f7d61a5237cb2a8a7a61ae11e482",
"repo": "kinnay/zbic",
"version": "11b08f2712264bbed731545085cbd9702096ceb7"
},
"zlib": { "zlib": {
"hash": "16fea4df307a68cf0035858abe2fd550250618a97590e202037acd18a666f57afc10f8836cbbd472d54a0e76539d0e558cb26f059d53de52ff90634bbf4f47d4", "hash": "16fea4df307a68cf0035858abe2fd550250618a97590e202037acd18a666f57afc10f8836cbbd472d54a0e76539d0e558cb26f059d53de52ff90634bbf4f47d4",
"min_version": "1.2", "min_version": "1.2",
@@ -356,8 +351,12 @@
"options": [ "options": [
"ZSTD_BUILD_SHARED OFF" "ZSTD_BUILD_SHARED OFF"
], ],
"patches": [
"0001-zbic-support.patch"
],
"repo": "facebook/zstd", "repo": "facebook/zstd",
"source_subdir": "build/cmake", "source_subdir": "build/cmake",
"version": "b8d6101fba" "version": "b8d6101fba",
"bundled": true
} }
} }
+586 -565
View File
File diff suppressed because it is too large Load Diff
+462 -444
View File
File diff suppressed because it is too large Load Diff
+462 -444
View File
File diff suppressed because it is too large Load Diff
+462 -444
View File
File diff suppressed because it is too large Load Diff
+471 -445
View File
File diff suppressed because it is too large Load Diff
+462 -444
View File
File diff suppressed because it is too large Load Diff
+464 -444
View File
File diff suppressed because it is too large Load Diff
+462 -444
View File
File diff suppressed because it is too large Load Diff
+463 -444
View File
File diff suppressed because it is too large Load Diff
+462 -444
View File
File diff suppressed because it is too large Load Diff
+462 -444
View File
File diff suppressed because it is too large Load Diff
+463 -444
View File
File diff suppressed because it is too large Load Diff
+462 -444
View File
File diff suppressed because it is too large Load Diff
+471 -445
View File
File diff suppressed because it is too large Load Diff
+462 -444
View File
File diff suppressed because it is too large Load Diff
+462 -444
View File
File diff suppressed because it is too large Load Diff
+463 -444
View File
File diff suppressed because it is too large Load Diff
+464 -444
View File
File diff suppressed because it is too large Load Diff
+462 -444
View File
File diff suppressed because it is too large Load Diff
+471 -445
View File
File diff suppressed because it is too large Load Diff
+537 -515
View File
File diff suppressed because it is too large Load Diff
+462 -444
View File
File diff suppressed because it is too large Load Diff
+468 -449
View File
File diff suppressed because it is too large Load Diff
+462 -444
View File
File diff suppressed because it is too large Load Diff
+462 -444
View File
File diff suppressed because it is too large Load Diff
+471 -445
View File
File diff suppressed because it is too large Load Diff
+462 -444
View File
File diff suppressed because it is too large Load Diff
+1 -1
View File
@@ -1,6 +1,6 @@
# Design Overview # Design Overview
Modern game consoles require heavy power to emulate. This is why the emulator uses an approach known as HLE (High-Level-Emulation), in a nutshell: Instead of accurately emulating every subsystem that forms part of a component, emulate the resulting visible output of said interface instead. Modern game consoles require heavy power to be emulated appropriately. This is why the emulator uses an approach known as HLE (High-Level-Emulation), in a nutshell: Instead of accurately emulating every subsystem that forms part of a component, emulate the resulting visible I/O interface instead.
For example, take a disk write, instead of emulating a proper SD card we instead use the C++ standard library for I/O. Additionally we use the abstractions provided by the `fs` service to "lie" to programs about certain SD card properties. Notably this includes making up sizes for the fake SD card, giving "realistic" values or expected outputs for a given card, and so on. And instead of writing to an actual SD card, the emulator simply writes to a file. For example, take a disk write, instead of emulating a proper SD card we instead use the C++ standard library for I/O. Additionally we use the abstractions provided by the `fs` service to "lie" to programs about certain SD card properties. Notably this includes making up sizes for the fake SD card, giving "realistic" values or expected outputs for a given card, and so on. And instead of writing to an actual SD card, the emulator simply writes to a file.
+1 -52
View File
@@ -1,6 +1,4 @@
# Subsystem: HLE # HOS Kernel
## HOS Kernel
In brief, the HOS kernel is a microkernel, all services and programs run in userspace, the primary way to do communication between these is via `HIPC` (not covered here); otherwise most of the primitives reside in the forms of syscalls invoked via `svc #imm`. The kernel supports both 32-bit and 64-bit programs, and has the capacity to use 32, 36 and 39 bits of address space for spawned processes. Most of the networking stack is based off FreeBSD's network stack. In brief, the HOS kernel is a microkernel, all services and programs run in userspace, the primary way to do communication between these is via `HIPC` (not covered here); otherwise most of the primitives reside in the forms of syscalls invoked via `svc #imm`. The kernel supports both 32-bit and 64-bit programs, and has the capacity to use 32, 36 and 39 bits of address space for spawned processes. Most of the networking stack is based off FreeBSD's network stack.
@@ -31,52 +29,3 @@ Every process keeps it's own tracking of the following structures:
The emulator willingly restricts itself to only use 4 threads (to emulate 4 cores), this is because most existing applications do not benefit greatly from the added core count, and in fact can be detrimental due to extra contention. This translates equitatively to about 4 `ArmInterface` slots for each process, these are then redirected to whatever is the last `pc` of the last thread running on the core is meant to be; proceed to run it, then when returning (due to halt or interruption), proceed to reschedule the thread. The emulator willingly restricts itself to only use 4 threads (to emulate 4 cores), this is because most existing applications do not benefit greatly from the added core count, and in fact can be detrimental due to extra contention. This translates equitatively to about 4 `ArmInterface` slots for each process, these are then redirected to whatever is the last `pc` of the last thread running on the core is meant to be; proceed to run it, then when returning (due to halt or interruption), proceed to reschedule the thread.
The scheduler as-is isn't 100% faithful to the original (for example the original is cooperative and not preemptive), and has great timing variance (especially due to the fact the emulator can run in systems with wildly different timings). The scheduler as-is isn't 100% faithful to the original (for example the original is cooperative and not preemptive), and has great timing variance (especially due to the fact the emulator can run in systems with wildly different timings).
## Services
Consult [SwitchBrew](https://switchbrew.org/) for per-service methods, and implementation details.
All services are instatiated implicitly using `ServiceFramework`. To register a new interface or service, you can inherit from said class, providing additionally a template parameter that references `Self`, for example:
```c++
// Follows as:
// class MyInterface [final] : public ServiceFramework<MyInterface> { ... };
// [final] is optional, but should be used whenever there is no intention of this class itself being inherited.
class IFloatingRegistrationRequest final : public ServiceFramework<IFloatingRegistrationRequest> {
public:
// ctor, you can pass extra parameters here (if so required)
explicit IFloatingRegistrationRequest(Core::System& system_)
: ServiceFramework{system_, "IFloatingRegistrationRequest"}
{}
// Must be placed after all methods are defined (or declared).
// Define here your functions and methods, please order them.
// Use FindRequestTipc for TIPC handlers.
static constexpr auto functions = CreateStaticMap(
FunctionInfo{0, nullptr, "GetSessionId"},
FunctionInfo{12, nullptr, "GetAccountId"},
FunctionInfo{13, nullptr, "GetLinkedNintendoAccountId"},
FunctionInfo{14, nullptr, "GetNickname"},
FunctionInfo{15, nullptr, "GetProfileImage"},
FunctionInfo{16, nullptr, "GetProfileLargeImage", MakeVersionGate({18,0,0})},
FunctionInfo{21, nullptr, "LoadIdTokenCache"},
FunctionInfo{100, nullptr, "RegisterUser"},
FunctionInfo{101, nullptr, "RegisterUserWithUid"},
FunctionInfo{102, nullptr, "RegisterNetworkServiceAccountAsync", MakeVersionGate({4,0,0})},
FunctionInfo{103, nullptr, "RegisterNetworkServiceAccountWithUidAsync", MakeVersionGate({4,0,0})},
FunctionInfo{110, nullptr, "SetSystemProgramIdentification"},
FunctionInfo{111, nullptr, "EnsureIdTokenCacheAsync"}
);
std::optional<FunctionInfoBase> FindRequest(u32 key) override {
return HandlerTableGenerateWithFind(key, functions);
}
};
```
Try to keep service structures local, that is, don't place them on header files if they're only going to be used by a specific service.
In each `.cpp` file that uses `D<...>/C<...>` CMIF wrapper helpers, remember to include the corresponding instancer, so you don't face linker errors:
```c++
#include "core/hle/service/cmif_serialization.h"
```
This will properly instatiate the corresponding wrappers and decompose the provided arguments in the wiring order.
+1 -1
View File
@@ -21,7 +21,7 @@ This contains documentation created by developers, build instructions, guideline
- Subsystems: - Subsystems:
- **[Design Overview](./DesignOverview.md)** - **[Design Overview](./DesignOverview.md)**
- **[Dynarmic](./dynarmic/README.md)** - **[Dynarmic](./dynarmic/README.md)**
- **[Subsystem: HLE](./SubsystemHLE.md)** - **[HOS Kernel](./HosKernel.md)**
- **[Settings](./Settings.md)** - **[Settings](./Settings.md)**
## Policies ## Policies
+56 -143
View File
@@ -1,159 +1,65 @@
# AI Policy # AI Policy
> [!WARNING] AI and LLM use is *strictly* prohibited within our codebase and surrounding community, including issues and comments. This includes using AI or LLMs to write docs/commit messages, debug issues, brainstorm ideas, research concepts, or search the codebase.
> We are trialing a slightly relaxed AI policy to allow high-quality contributors to use AI *responsibly*.
> This policy is subject to change at any point in time, so check back frequently.
>
> This banner will be removed once we have finalized our revised policy.
- [AI Policy](#ai-policy) - [AI Policy](#ai-policy)
- [TL;DR](#tldr) - [Low-quality code](#low-quality-code)
- [Definitions](#definitions) - [Licensing concerns](#licensing-concerns)
- [Scope](#scope) - [Vibe-coding](#vibe-coding)
- [Introduction](#introduction) - [Commit messages](#commit-messages)
- [Requirements](#requirements) - [Miscellaneous concerns](#miscellaneous-concerns)
- [Sign-off, Authorship, and Copyright](#sign-off-authorship-and-copyright) - [Unacceptable Use Examples](#unacceptable-use-examples)
- [Permitted Usage](#permitted-usage) - [Addendum: Commit Messages](#addendum-commit-messages)
- [Recommended Prior Discussion](#recommended-prior-discussion)
- [Forbidden Usage](#forbidden-usage)
- [Human Effort Denial of Service](#human-effort-denial-of-service)
- [Disclosure](#disclosure)
- [Codebase Ingestion](#codebase-ingestion)
- [Enforcement](#enforcement)
- [Addendum: AI Commit Messages](#addendum-ai-commit-messages)
- [References](#references)
## TL;DR ## Low-quality code
AI-assisted contributions are welcome, provided you take responsibility for them. AI is notorious for producing low-quality code; be it:
- You **must** disclose any AI or LLM usage in your pull request description *and* commit message. - nonfunctional,
- You **must** be able to explain, defend, and revise every line of code you submit. - verbose/inefficient,
- Commit messages, PR descriptions, issues, and comments **must** be written by you. Verbatim AI output is not acceptable. - breaking other parts of the codebase,
- Undisclosed AI usage will result in your contribution being rejected. - or writing/architecting in a completely different style
- Low-quality contributions, disclosed or not, will be reworked or rejected.
- Spamming automated PRs, comments, or issues is treated as a Denial of Service (DoS) attack on our reviewers; see [Human Effort Denial of Service](#human-effort-denial-of-service).
## Definitions All code, AI or not, is held under a **strict standard of excellence**. AI/LLM-generated code will fail this test 10 times out of 10.
An *AI or LLM-based tool* is any piece of software that generates code, text, or other content through machine learning models. This includes, but is not limited to: chat assistants, agentic coding tools/harnesses, inline code completion suggestions you have accepted into the code, and AI-driven explanation/refactoring features. ## Licensing concerns
For the purposes of this policy, basic deterministic/static development tools (such as clang-tidy, git, compilers, etc.) are not considered AI tools. This is an area of ongoing litigation, and as such, is still very iffy. For the time being, know that allowing AI to ingest the codebase may end up with its copyleft code regurgitated into incompatibly-licensed proprietary or permissive software. For you, this means to **not** feed code into LLMs.
Terms such as "substantially", "large-scale", "majority", and "low-quality" are intentionally left vague, and will be interpreted at the maintainers' discretion. When in doubt, ask first. AI models may have also ingested AGPLv3 code, which is license-incompatible with our codebase.
## Scope ## Vibe-coding
This policy applies to all code contributions, alongside issues and pull requests surrounding this codebase. This includes: Just don't. If you're not going to put the effort in to understand every line of code you wrote, neither will we, and your patch or pull request will be ignored.
- Commit messages ## Commit messages
- PR descriptions
- Code review comments
- Issue/PR comments
- Patches submitted via e-mail
Areas that are not directly related to code--such as our surrounding communities--are not covered by the terms of this policy. Additionally, spelling/grammar checking via AI or LLM-based tools is not covered under this document. AI-generated commit messages are absolutely terrible, and your pull request or patch will immediately be rejected if you choose to do this. They are, quite simply, actively detrimental to our understanding of your changes, and if you're not willing to summarize the intent behind your changes, then we're not going to bother reading the code you wrote.
## Introduction Write concise, simple, and descriptive commit messages that actually convey the proper intent behind what your change is trying to do.
In the right hands, AI and LLM-based tools are incredibly useful for getting features and bugfixes out the door as fast as possible. At the same time, reviewer bandwidth is a scarce resource. We are therefore open to AI-assisted contributions, provided they are produced and disclosed properly. See the [Addendum](#addendum-commit-messages) for an instance of how bad AI models are at commit messages.
The goal of this document is *not* to set arbitrary restrictions, but rather to keep our development healthy and stable, while still allowing contributors to use the tools they find helpful. A contribution must be worth more to the project than the time it takes to review it. ## Miscellaneous concerns
Throughout this document, **must** and **must not** are inflexible, binding requirements. Refusal to follow these is treated as a violation of the terms outlined in this document. - While many environmental concerns about AI are typically blown out of proportion, it *is* a legitimate issue, and should be taken into account.
- Many people have significant concerns over the ethics of AI usage due to inhumane and predatory behavior by large AI companies, particularly Anthropic and OpenAI. This can technically be avoided through the usage of local LLMs.
- LLMs have a tendency to add unicode characters (such as the arrow → and the em-dash — symbols) to their output, which can make viewing code or documents harder on command-line editors and viewers.
- Dedicated coding models--namely Claude--also like to add a lot of comments to overexplain every individual line of code it produces. This actually makes it *harder* to understand the code!
## Requirements ## Unacceptable Use Examples
These apply to all contributions, whether AI-assisted or not. AI-assisted contributions also carry additional disclosure requirements as outlined in [Disclosure](#disclosure). Here are a few examples of unacceptable use:
1. *Disclosure*. Any and all usage of AI or LLM-based tools within any contribution **must** be explicitly marked and disclosed as appropriate. - Solving problems
2. *Responsibility*. The human submitter of any contribution is held wholly responsible for the accuracy, completeness, and intent of what is submitted. You **must** be able to explain, defend, and revise your code during review. - Slapping a few files and a "please fix bug XYZ" into an LLM is a recipe for disaster that will pretty much never work.
3. *Review*. All code **must** be thoroughly reviewed by the author before opening a PR or marking it ready for review. - Fully AI-generated code, aka "vibecoding"
4. *Testing*. All code changes **must** be tested directly by the human author. - Writing code based on pseudo-instructions
5. *Quality*. All submitted code is held to a strict standard of excellence. Low-quality AI-generated content does not uphold this standard. - If you don't know how to write code, don't. If you've figured out the root cause (preferably without feeding random files into an LLM) and actively know what's going on, provide information to other developers or friends of yours who have knowledge of the language and/or the codebase.
6. *Licensing*. All code **must** be compatible with the GPLv3 or later. You **must** warrant that you have the right to submit it under those terms, and that it was not copied from work published under an incompatible license.
## Sign-off, Authorship, and Copyright ## Addendum: Commit Messages
AI agents **must not** add `Signed-off-by:` tags. The human submitter **must** sign off on all changes. The patchset for pull request [#3422](https://git.eden-emu.dev/eden-emu/eden/pulls/3422) was fed into several LLMs to generate a commit message. One LLM produced the following:
Similarly, AI agents cannot hold authorship or copyright over code, and **must not** add `Co-authored-by:` or `Co-developed-by:` tags. The human submitter **must** author all changes.
## Permitted Usage
This is a non-exhaustive list of permitted uses of AI and LLM-based tools, provided they are disclosed properly.
- Drafting issues and pull requests, provided the final text and submitted code are substantially your own.
- Debugging issues, bugs, glitches, and crashes, whether pre-existing or introduced by your own changes.
- Reviewing your own changes before submitting a PR.
- Research, brainstorming, and codebase searching/understanding.
- Applying tedious but not particularly large changes, such as mass-migrating specific classes to polyfills or abstractions.
## Recommended Prior Discussion
Some usage cases are not necessarily forbidden nor permitted. These should be discussed with maintainers in an issue or e-mail *before* submission. Maintainers and reviewers may also comment on this during the review/submission phase.
- Generating boilerplate/scaffolding for new code.
- Writing unit tests.
- Large-scale refactors primarily driven by an AI agent.
- Any contribution where an AI agent or model was responsible for the majority of the implementation.
## Forbidden Usage
This is a non-exhaustive list of strictly forbidden uses of AI and LLM-based tools.
- Vibecoding, or changes entirely authored by AI agents without human intervention or understanding.
- If you don't choose to put in the necessary effort to understand every line of code you submitted, neither will we.
- Fully AI-generated commit messages, PR descriptions, issues, or comments. See [Addendum: AI Commit Messages](#addendum-ai-commit-messages).
- Submission of AI-assisted work that is not disclosed per the [Disclosure](#disclosure) requirements.
- Low-quality submissions that fail to satisfy our standard of code excellence.
- Submitting secrets, credentials, private user data, or unpublished security reports to third-party AI services.
- This includes console keys, encryption material, and private vulnerability disclosures.
- Verbatim AI code reviews (e.g. Codex/Copilot reviews).
## Human Effort Denial of Service
Using automated tools and AI to submit PRs, issues, and comments that we have to carefully review and handle is considered a [Denial-of-service attack](https://en.wikipedia.org/wiki/Denial-of-service_attack) on our human effort.
It takes very little effort on your side (an LLM prompt) to generate a large amount of effort on ours (careful and thorough code review). Please respect our time and don't do that.
## Disclosure
How you disclose AI usage is up to you. However, it **must** be explicit, easy to identify, and placed both within the commit message *and* the surrounding PR description. For patches submitted by e-mail, the cover letter counts as the PR description. We recommend an `Assisted-by:` footer:
```txt
Assisted-by: <model> (<what it was used for>)
```
For instance:
```txt
Assisted-by: Claude Opus 5.5 (initial draft and code review)
```
Contributions without a commit message (e.g. issues/comments) should instead use a plain sentence in the text body such as `I used <model> to help with <X>`. PRs and commit messages may opt to use this format as well.
Multi-commit series/squashes **must** maintain the trailer. Maintainers will handle this for merges to master, but you are responsible for ensuring the disclosure survives into the final commit/PR body of squashes within your branches.
Regardless, what matters is that reviewers can tell *at a glance* where and how AI was involved in your contribution.
## Codebase Ingestion
Ingestion of this codebase by LLMs for any purpose--such as training or prompt context--is permitted *for now*. This may change at any point as litigation and court rulings around AI and code copyright proceed.
AI models may have ingested AGPLv3 or otherwise copyleft-incompatible code and may regurgitate it. You remain responsible for ensuring that all code you submit is compatible with the GPLv3 or later.
## Enforcement
- If we suspect undisclosed AI usage in a contribution, we will ask for disclosure.
- Refusal to provide disclosure will result in rejection of the contribution, and your PR or issue will be closed. Maintainers may choose to rework it themselves if the change is worth having.
- Accounts that spam us with repeated automated PRs or comments will be blocked or permanently suspended from our Git instance.
- Maintainers reserve the right to close your issues and pull requests if you don't follow the guidelines and procedures outlined in this document, and refuse or fail to make changes as necessary to comply.
- Repeated failures to comply may result in loss of contribution privileges.
## Addendum: AI Commit Messages
The patchset for pull request [#3422](https://git.eden-emu.dev/eden-emu/eden/pulls/3422) was fed into a dedicated code AI model, and it produced the following:
```txt ```txt
profile_manager: Refactor user deletion to use index instead of UUID profile_manager: Refactor user deletion to use index instead of UUID
@@ -183,21 +89,28 @@ These changes eliminate redundant code, reduce the risk of UUID → index mismat
Fixes: potential inconsistency when user order changes between UI and backend Fixes: potential inconsistency when user order changes between UI and backend
``` ```
This: This is:
- Is needlessly verbose (nobody cares about most of these details) - Needlessly verbose (nobody cares about most of these details)
- Doesn't address the actual purpose of the PR (fixing a double-deletion bug in the profile manager) - Doesn't address the actual purpose of the PR (fixing a double-deletion bug in the profile manager)
- Has unicode arrows (this is bad for command-line editors) - Has unicode arrows (this is bad for command-line editors)
- Uses corporate and word-salad language that pads out the message to make it look like a lot changed - Uses corporate and word-salad language
A good commit message should be concise, descriptive, and convey the *intent* behind the change, such as the bug being fixed or the feature being added. It should *not* be a detailed changelog of every individual byte that's changed. Another (code-oriented) LLM output the following:
## References ```txt
profile(manager/ui): switch to index-based deletion and unify removal logic
This policy document has been adapted from the AI policies of numerous other free and open-source projects, whether restrictive or permissive. - Make ConfigureProfileManagerDeleteDialog emit a deleteUser(int) signal instead of taking a callback. Store the target index in the dialog (m_index) and emit it on acceptance.
- Change ConfigureProfileManager to pass an index to SetInfo and to accept an index in DeleteUser. Wire the dialog signal to the new DeleteUser slot.
- Update headers: add the signal and m_index, add TODO to move dialog to a .ui file, and update slot/signature declarations.
- Add ProfileManager::RemoveProfileAtIndex(std::size_t) and refactor RemoveUser(UUID) to call RemoveProfileAtIndex to avoid duplicated removal logic. Ensure the removal path marks saves as needed and writes the user save file.
- Ensure the profile list updates immediately after deletes by calling profile_manager.ResetUserSaveFile() when populating the user list (qlaunch fix).
- Misc: update SPDX copyright year and fix build breakages caused by the API changes.
- [Gitea](https://github.com/go-gitea/gitea/blob/main/CONTRIBUTING.md#ai-contribution-policy) This consolidates profile removal behavior, fixes potential race conditions in the profile dialog, and removes duplicated removal code.
- The [Linux kernel](https://kernel.org/doc/html/next/process/coding-assistants.html) ```
- [Gentoo Linux](https://wiki.gentoo.org/wiki/Project:Council/AI_policy)
- [cURL](https://curl.se/dev/contribute.html#on-ai-use-in-curl) 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!
- [FastAPI](https://tiangolo.com/open-source/contributing/#automated-code-and-ai)
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.
+21 -33
View File
@@ -1,44 +1,32 @@
# User Handbook - Command Line # User Handbook - Command Line
There are two main applications, an SDL-based app (`eden-cli`) and a Qt based app (`eden`); both accept the same command line arguments. There are two main applications, an SDL-based app (`eden-cli`) and a Qt based app (`eden`); both accept command line arguments.
## eden
- `./eden <path>`: Running with a single argument and nothing else, will make the emulator look for the given file and load it, this behavior is similar to `eden-cli`; allows dragging and dropping games into the application. - `./eden <path>`: Running with a single argument and nothing else, will make the emulator look for the given file and load it, this behavior is similar to `eden-cli`; allows dragging and dropping games into the application.
- `--debug/-d`: Enter debug mode, allow gdb stub at port `1234` - `-g <path>`: Alternate way to specify what to load, overrides. However let it be noted that arguments that use `-` will be treated as options/ignored, if your game, for some reason, starts with `-`, in order to safely handle it you may need to specify it as an argument.
- `--config/-c`: Specify alternate configuration file. - `-f`: Use fullscreen.
- `--fullscreen/-f`: Use fullscreen. - `-u <number>`: Select the index of the user to load as.
- `--help/-h`: Display help. - `-input-profile <name>`: Specifies input profile name to use (for player #0 only).
- `--game/-g <path>`: Alternate way to specify what to load, overrides. However let it be noted that arguments that use `-` will be treated as options/ignored, if your game, for some reason, starts with `-`, in order to safely handle it you may need to specify it as an argument.
- `--multiplayer/-m`: Specify multiplayer options.
- `--program/-p`: Specify the program arguments to pass (optional).
- `--user/-u <number>`: Specify the user index.
- `--version/-v`: Display version and quit.
- `--input-profile/-i <name>`: Specifies input profile name to use (for player #0 only).
- `--null-render/-n`: Forces the usage of the "Null" render backend irrespective of settings.
- `--filter/-x`: Sets the debug log filter irrespective of settings.
- `--singlecore/-s`: Forces single-core regardless of settings.
Only the Qt frontend supports the following arguments:
- `-qlaunch`: Launch QLaunch. - `-qlaunch`: Launch QLaunch.
- `-hlaunch`: Launch homebrew launcher `nx-hbloader`. - `-hlaunch`: Launch homebrew launcher `nx-hbloader`.
- Requires a copy of Atmosphere to be extracted onto `sdmc`. - Requires a copy of Atmosphere to be extracted onto `sdmc`.
- This is a shorthand for `<eden folder>/sdmc/atmosphere/hbl.nsp`. - This is a shorthand for `<eden folder>/sdmc/atmosphere/hbl.nsp`.
- `-setup`: Launch setup applet. - `-setup`: Launch setup applet.
`eden` (provided with `--room`), and `eden-room` supports the following options as well: ## eden-cli
- `-n/--room-name`: The name of the room. - `--debug/-d`: Enter debug mode, allow gdb stub at port `1234`
- `-d/--room-description`: The room description. - `--config/-c`: Specify alternate configuration file.
- `-s/--bind-address`: The bind address for the room. - `--fullscreen/-f`: Set fullscreen.
- `-p/--port`: The port used for the room. - `--help/-h`: Display help.
- `-m/--max-members`: The maximum number of players for this room. - `--game/-g`: Specify the game to run.
- `-w/--password`: The password for the room. - `--multiplayer/-m`: Specify multiplayer options.
- `-g/--preferred-game`: The preferred game for this room. - `--program/-p`: Specify the program arguments to pass (optional).
- `-i/--preferred-game-id`: The preferred game-id for this room. - `--user/-u`: Specify the user index.
- `-u/--username`: The username used for announce. - `--version/-v`: Display version and quit.
- `-t/--token`: The token used for announce. - `--input-profile/-i`: Specifies input profile name to use (for player #0 only).
- `-a/--web-api-url`: yuzu Web API url. - `--null-render/-n`: Forces the usage of the "Null" render backend irrespective of settings.
- `-b/--ban-list-file`: The file for storing the room ban list. - `--filter/-x`: Sets the debug log filter irrespective of settings.
- `-l/--log-file`: The file for storing the room log. - `--singlecore/-s`: Forces single-core regardless of settings.
- `-h/--help`: Display this help and exit.
- `-v/--version`: Output version information and exit.
-5
View File
@@ -48,11 +48,6 @@ if (NOT TARGET stb::headers)
add_library(stb::headers ALIAS stb) add_library(stb::headers ALIAS stb)
endif() endif()
AddJsonPackage(NAME zbic DOWNLOAD_ONLY)
set(ZBIC_INCLUDE_DIR
"${zbic_SOURCE_DIR}/src"
PARENT_SCOPE)
# ItaniumDemangle (Windows only) # ItaniumDemangle (Windows only)
if (WIN32 AND NOT TARGET LLVM::Demangle) if (WIN32 AND NOT TARGET LLVM::Demangle)
add_library(demangle demangle/ItaniumDemangle.cpp) add_library(demangle demangle/ItaniumDemangle.cpp)
@@ -16,8 +16,6 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
RENDERER_USE_SPEED_LIMIT("use_speed_limit"), RENDERER_USE_SPEED_LIMIT("use_speed_limit"),
USE_CUSTOM_CPU_TICKS("use_custom_cpu_ticks"), USE_CUSTOM_CPU_TICKS("use_custom_cpu_ticks"),
SKIP_CPU_INNER_INVALIDATION("skip_cpu_inner_invalidation"), SKIP_CPU_INNER_INVALIDATION("skip_cpu_inner_invalidation"),
NCE_INVALIDATION_GPU_READBACK("nce_invalidation_gpu_readback"),
NCE_RUNTIME_NRO_PATCH("nce_runtime_nro_patch"),
FIX_BLOOM_EFFECTS("fix_bloom_effects"), FIX_BLOOM_EFFECTS("fix_bloom_effects"),
EMULATE_BGR565("emulate_bgr565"), EMULATE_BGR565("emulate_bgr565"),
RESCALE_HACK("rescale_hack"), RESCALE_HACK("rescale_hack"),
@@ -27,10 +25,12 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
RENDERER_USE_DISK_SHADER_CACHE("use_disk_shader_cache"), RENDERER_USE_DISK_SHADER_CACHE("use_disk_shader_cache"),
RENDERER_FORCE_MAX_CLOCK("force_max_clock"), RENDERER_FORCE_MAX_CLOCK("force_max_clock"),
RENDERER_ASYNCHRONOUS_GPU_EMULATION("use_asynchronous_gpu_emulation"), RENDERER_ASYNCHRONOUS_GPU_EMULATION("use_asynchronous_gpu_emulation"),
RENDERER_ASYNC_PRESENTATION("async_presentation"),
RENDERER_ASYNCHRONOUS_SHADERS("use_asynchronous_shaders"), RENDERER_ASYNCHRONOUS_SHADERS("use_asynchronous_shaders"),
RENDERER_REACTIVE_FLUSHING("use_reactive_flushing"), RENDERER_REACTIVE_FLUSHING("use_reactive_flushing"),
ENABLE_BUFFER_HISTORY("enable_buffer_history"), ENABLE_BUFFER_HISTORY("enable_buffer_history"),
USE_OPTIMIZED_VERTEX_BUFFERS("use_optimized_vertex_buffers"), USE_OPTIMIZED_VERTEX_BUFFERS("use_optimized_vertex_buffers"),
ENABLE_GPU_BUFFER_READBACK("enable_gpu_buffer_readback"),
SYNC_MEMORY_OPERATIONS("sync_memory_operations"), SYNC_MEMORY_OPERATIONS("sync_memory_operations"),
BUFFER_REORDER_DISABLE("disable_buffer_reorder"), BUFFER_REORDER_DISABLE("disable_buffer_reorder"),
RENDERER_DEBUG("debug"), RENDERER_DEBUG("debug"),
@@ -753,6 +753,13 @@ abstract class SettingsItem(
descriptionId = R.string.renderer_asynchronous_gpu_emulation_description 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( put(
SingleChoiceSetting( SingleChoiceSetting(
IntSetting.DMA_ACCURACY, IntSetting.DMA_ACCURACY,
@@ -859,20 +866,6 @@ abstract class SettingsItem(
descriptionId = R.string.skip_cpu_inner_invalidation_description descriptionId = R.string.skip_cpu_inner_invalidation_description
) )
) )
put(
SwitchSetting(
BooleanSetting.NCE_INVALIDATION_GPU_READBACK,
titleId = R.string.nce_invalidation_gpu_readback,
descriptionId = R.string.nce_invalidation_gpu_readback_description
)
)
put(
SwitchSetting(
BooleanSetting.NCE_RUNTIME_NRO_PATCH,
titleId = R.string.nce_runtime_nro_patch,
descriptionId = R.string.nce_runtime_nro_patch_description
)
)
put( put(
SwitchSetting( SwitchSetting(
BooleanSetting.FIX_BLOOM_EFFECTS, BooleanSetting.FIX_BLOOM_EFFECTS,
@@ -915,6 +908,13 @@ abstract class SettingsItem(
descriptionId = R.string.enable_buffer_history_description descriptionId = R.string.enable_buffer_history_description
) )
) )
put(
SwitchSetting(
BooleanSetting.ENABLE_GPU_BUFFER_READBACK,
titleId = R.string.enable_gpu_buffer_readback,
descriptionId = R.string.enable_gpu_buffer_readback_description
)
)
put( put(
SwitchSetting( SwitchSetting(
BooleanSetting.USE_OPTIMIZED_VERTEX_BUFFERS, BooleanSetting.USE_OPTIMIZED_VERTEX_BUFFERS,
@@ -549,18 +549,18 @@ class SettingsFragmentPresenter(
add(BooleanSetting.RENDERER_FORCE_MAX_CLOCK.key) add(BooleanSetting.RENDERER_FORCE_MAX_CLOCK.key)
add(BooleanSetting.RENDERER_REACTIVE_FLUSHING.key) add(BooleanSetting.RENDERER_REACTIVE_FLUSHING.key)
add(BooleanSetting.ENABLE_BUFFER_HISTORY.key) add(BooleanSetting.ENABLE_BUFFER_HISTORY.key)
add(BooleanSetting.ENABLE_GPU_BUFFER_READBACK.key)
add(BooleanSetting.USE_OPTIMIZED_VERTEX_BUFFERS.key) add(BooleanSetting.USE_OPTIMIZED_VERTEX_BUFFERS.key)
add(HeaderSetting(R.string.hacks)) add(HeaderSetting(R.string.hacks))
add(BooleanSetting.SKIP_CPU_INNER_INVALIDATION.key) add(BooleanSetting.SKIP_CPU_INNER_INVALIDATION.key)
add(BooleanSetting.NCE_INVALIDATION_GPU_READBACK.key)
add(BooleanSetting.NCE_RUNTIME_NRO_PATCH.key)
add(BooleanSetting.FIX_BLOOM_EFFECTS.key) add(BooleanSetting.FIX_BLOOM_EFFECTS.key)
add(BooleanSetting.EMULATE_BGR565.key) add(BooleanSetting.EMULATE_BGR565.key)
add(BooleanSetting.RENDERER_ASYNCHRONOUS_SHADERS.key) add(BooleanSetting.RENDERER_ASYNCHRONOUS_SHADERS.key)
add(IntSetting.ANDROID_PIPELINE_WORKERS.key) add(IntSetting.ANDROID_PIPELINE_WORKERS.key)
add(BooleanSetting.RENDERER_ASYNCHRONOUS_GPU_EMULATION.key) add(BooleanSetting.RENDERER_ASYNCHRONOUS_GPU_EMULATION.key)
add(BooleanSetting.RENDERER_ASYNC_PRESENTATION.key)
add(SettingsItem.GPU_UNSWIZZLE_COMBINED) add(SettingsItem.GPU_UNSWIZZLE_COMBINED)
add(HeaderSetting(R.string.extensions)) add(HeaderSetting(R.string.extensions))
@@ -23,7 +23,6 @@ import org.yuzu.yuzu_emu.model.Driver.Companion.toDriver
import org.yuzu.yuzu_emu.utils.GpuDriverHelper import org.yuzu.yuzu_emu.utils.GpuDriverHelper
import org.yuzu.yuzu_emu.NativeLibrary import org.yuzu.yuzu_emu.NativeLibrary
import org.yuzu.yuzu_emu.utils.GpuDriverMetadata import org.yuzu.yuzu_emu.utils.GpuDriverMetadata
import org.yuzu.yuzu_emu.utils.DirectoryInitialization
import org.yuzu.yuzu_emu.utils.NativeConfig import org.yuzu.yuzu_emu.utils.NativeConfig
import java.io.File import java.io.File
@@ -147,11 +146,11 @@ class DriverViewModel : ViewModel() {
private fun wipeGameShaders(game: Game) { private fun wipeGameShaders(game: Game) {
viewModelScope.launch { viewModelScope.launch {
withContext(Dispatchers.IO) { withContext(Dispatchers.IO) {
val userDirectory = DirectoryInitialization.userDirectory val externalFilesDir = YuzuApplication.appContext.getExternalFilesDir(null)
?: return@withContext ?: return@withContext
val shaderDir = File( val shaderDir = File(
userDirectory + externalFilesDir.absolutePath +
"/cache/shader/" + game.settingsName.lowercase() "/shader/" + game.settingsName.lowercase()
) )
if (shaderDir.exists()) { if (shaderDir.exists()) {
shaderDir.deleteRecursively() shaderDir.deleteRecursively()
@@ -28,7 +28,7 @@
<string name="input_overlay_behavior">السلوك</string> <string name="input_overlay_behavior">السلوك</string>
<string name="overlay_auto_hide">إخفاء الطبقة تلقائيًا</string> <string name="overlay_auto_hide">إخفاء الطبقة تلقائيًا</string>
<string name="overlay_auto_hide_description">إخفاء طبقة ذراع التحكم باللمس تلقائيًا بعد مرور الوقت المحدد من عدم النشاط.</string> <string name="overlay_auto_hide_description">إخفاء طبقة ذراع التحكم باللمس تلقائيًا بعد مرور الوقت المحدد من عدم النشاط.</string>
<string name="enable_input_overlay_auto_hide">تفعيل إخفاء الطبقة تلقائيًا</string> <string name="enable_input_overlay_auto_hide">تمكين إخفاء الطبقة تلقائيًا</string>
<string name="hide_overlay_on_controller_input">إخفاء الطبقة عند إدخال ذراع التحكم</string> <string name="hide_overlay_on_controller_input">إخفاء الطبقة عند إدخال ذراع التحكم</string>
<string name="hide_overlay_on_controller_input_description">إخفاء تلقائي لطبقة عناصر التحكم باللمس عند استخدام ذراع تحكم فعلية. تظهر الطبقة مرة أخرى عند فصل ذراع التحكم.</string> <string name="hide_overlay_on_controller_input_description">إخفاء تلقائي لطبقة عناصر التحكم باللمس عند استخدام ذراع تحكم فعلية. تظهر الطبقة مرة أخرى عند فصل ذراع التحكم.</string>
<string name="invert_confirm_back_controller_buttons">عكس أزرار التأكيد/الرجوع في وحدة التحكم</string> <string name="invert_confirm_back_controller_buttons">عكس أزرار التأكيد/الرجوع في وحدة التحكم</string>
@@ -51,7 +51,7 @@
<string name="stats_overlay_customization">التخصيص</string> <string name="stats_overlay_customization">التخصيص</string>
<string name="stats_overlay_items">الرؤية</string> <string name="stats_overlay_items">الرؤية</string>
<string name="stats_overlay_options">طبقة الأداء</string> <string name="stats_overlay_options">طبقة الأداء</string>
<string name="enable_stats_overlay_">تفعيل طبقة إحصائيات الأداء</string> <string name="enable_stats_overlay_">تمكين طبقة إحصائيات الأداء</string>
<string name="stats_overlay_options_description">ضبط المعلومات التي يتم عرضها في طبقة إحصائيات الأداء</string> <string name="stats_overlay_options_description">ضبط المعلومات التي يتم عرضها في طبقة إحصائيات الأداء</string>
<string name="show_fps">عرض معدل الإطارات</string> <string name="show_fps">عرض معدل الإطارات</string>
<string name="show_fps_description">عرض معدل الإطارات الحالي</string> <string name="show_fps_description">عرض معدل الإطارات الحالي</string>
@@ -81,7 +81,7 @@
<!-- Device Overlay settings --> <!-- Device Overlay settings -->
<string name="show_soc_overlay">عرض طبقة معلومات الجهاز</string> <string name="show_soc_overlay">عرض طبقة معلومات الجهاز</string>
<string name="enable_soc_overlay">تفعيل طبقة الجهاز</string> <string name="enable_soc_overlay">تمكين طبقة الجهاز</string>
<string name="soc_overlay_options">طبقة الجهاز</string> <string name="soc_overlay_options">طبقة الجهاز</string>
<string name="soc_overlay_options_description">ضبط المعلومات التي يتم عرضها في طبقة الجهاز</string> <string name="soc_overlay_options_description">ضبط المعلومات التي يتم عرضها في طبقة الجهاز</string>
@@ -98,8 +98,8 @@
<string name="use_sync_core">مزامنة سرعة النواة</string> <string name="use_sync_core">مزامنة سرعة النواة</string>
<string name="use_sync_core_description">قم بمزامنة سرعة النواة مع النسبة المئوية للسرعة القصوى لتحسين الأداء دون تغيير السرعة الفعلية للعبة.</string> <string name="use_sync_core_description">قم بمزامنة سرعة النواة مع النسبة المئوية للسرعة القصوى لتحسين الأداء دون تغيير السرعة الفعلية للعبة.</string>
<string name="cpuopt_unsafe_host_mmu">تفعيل محاكاة MMU المضيف</string> <string name="cpuopt_unsafe_host_mmu">تمكين محاكاة MMU المضيف</string>
<string name="cpuopt_unsafe_host_mmu_description">يعمل هذا التحسين على تسريع وصول الذاكرة بواسطة البرنامج الضيف. يؤدي تفعيله إلى إجراء عمليات قراءة/كتابة ذاكرة الضيف مباشرة في الذاكرة والاستفادة من MMU المضيف. يؤدي تعطيل هذا إلى إجبار جميع عمليات الوصول إلى الذاكرة على استخدام محاكاة MMU البرمجية.</string> <string name="cpuopt_unsafe_host_mmu_description">يعمل هذا التحسين على تسريع وصول الذاكرة بواسطة البرنامج الضيف. يؤدي تمكينه إلى إجراء عمليات قراءة/كتابة ذاكرة الضيف مباشرة في الذاكرة والاستفادة من MMU المضيف. يؤدي تعطيل هذا إلى إجبار جميع عمليات الوصول إلى الذاكرة على استخدام محاكاة MMU البرمجية.</string>
<string name="debug_knobs">مقابض تصحيح الأخطاء</string> <string name="debug_knobs">مقابض تصحيح الأخطاء</string>
<string name="debug_knobs_description">للإستخدام في التطوير فقط.</string> <string name="debug_knobs_description">للإستخدام في التطوير فقط.</string>
<string name="debug_knobs_hint">0 إلى 65535</string> <string name="debug_knobs_hint">0 إلى 65535</string>
@@ -254,7 +254,7 @@
<string name="emulator_data">إعداد بيانات المحاكي</string> <string name="emulator_data">إعداد بيانات المحاكي</string>
<string name="emulator_data_description">يلزم وجود مفاتيح حتى يعمل المحاكي، ويوصى باستخدام الفيرموير ويكون ضروريًا لاستخدام تطبيق القائمة الرئيسية.</string> <string name="emulator_data_description">يلزم وجود مفاتيح حتى يعمل المحاكي، ويوصى باستخدام الفيرموير ويكون ضروريًا لاستخدام تطبيق القائمة الرئيسية.</string>
<string name="permissions">منح الأذونات</string> <string name="permissions">منح الأذونات</string>
<string name="permissions_description">منح أذونات اختيارية لاستخدام ميزات محددة في المحاكي</string> <string name="permissions_description">منح أذونات اختيارية لاستخدام ميزات معينة للمحاكي</string>
<string name="install_firmware_warning_description">العديد من الألعاب تتطلب الوصول إلى الفيرموير لتشغيل بشكل صحيح.</string> <string name="install_firmware_warning_description">العديد من الألعاب تتطلب الوصول إلى الفيرموير لتشغيل بشكل صحيح.</string>
<string name="install_firmware_warning_help">https://yuzu-mirror.github.io/help/quickstart/#guide-introduction</string> <string name="install_firmware_warning_help">https://yuzu-mirror.github.io/help/quickstart/#guide-introduction</string>
<string name="notifications">الإشعارات</string> <string name="notifications">الإشعارات</string>
@@ -342,7 +342,7 @@
<string name="frame_gen_flow_scale_description">دقة مسار التدفق البصري، كجزء من الناتج. ويُعد خفض هذه القيمة أرخص طريقة لاستعادة الأداء.</string> <string name="frame_gen_flow_scale_description">دقة مسار التدفق البصري، كجزء من الناتج. ويُعد خفض هذه القيمة أرخص طريقة لاستعادة الأداء.</string>
<string name="frame_gen_unsupported">توليد الإطار غير متاح</string> <string name="frame_gen_unsupported">توليد الإطار غير متاح</string>
<string name="frame_gen_unsupported_description">يفتقر برنامج تشغيل وحدة معالجة الرسومات هذا إلى نموذج ذاكرة Vulkan أو دعم الدقة النصفية (float16) التي تتطلبها برامج التظليل الخاصة بـ «Lossless Scaling».</string> <string name="frame_gen_unsupported_description">يفتقر برنامج تشغيل وحدة معالجة الرسومات هذا إلى نموذج ذاكرة Vulkan أو دعم الدقة النصفية (float16) التي تتطلبها برامج التظليل الخاصة بـ «Lossless Scaling».</string>
<string name="lossless_scaling_setup_description">اختياري. قم بتوفير ملف Lossless.dll الخاص بك لتفعيل إنشاء الإطارات لاحقًا</string> <string name="lossless_scaling_setup_description">اختياري. قم بتوفير ملف Lossless.dll الخاص بك لتمكين إنشاء الإطارات لاحقًا</string>
<string name="lossless_scaling_install">تثبيت ملف Lossless.dll</string> <string name="lossless_scaling_install">تثبيت ملف Lossless.dll</string>
<string name="lossless_scaling_install_description">يتطلب إنشاء الإطارات أن تكون لديك نسخة قانونية خاصة بك من ملف Lossless.dll المأخوذ من برنامج Lossless Scaling</string> <string name="lossless_scaling_install_description">يتطلب إنشاء الإطارات أن تكون لديك نسخة قانونية خاصة بك من ملف Lossless.dll المأخوذ من برنامج Lossless Scaling</string>
<string name="lossless_scaling_replace_description">اختر نسخة أخرى من ملف Lossless.dll</string> <string name="lossless_scaling_replace_description">اختر نسخة أخرى من ملف Lossless.dll</string>
@@ -350,7 +350,7 @@
<string name="frame_generation_supported">مدعوم</string> <string name="frame_generation_supported">مدعوم</string>
<string name="frame_generation_unsupported">غير مدعوم (لا يتوفر نموذج ذاكرة Vulkan أو float16)</string> <string name="frame_generation_unsupported">غير مدعوم (لا يتوفر نموذج ذاكرة Vulkan أو float16)</string>
<string name="lossless_scaling">Lossless Scaling</string> <string name="lossless_scaling">Lossless Scaling</string>
<string name="lossless_scaling_description">قم بتوفير نسختك الخاصة من ملف Lossless.dll لتفعيل توليد الإطارات</string> <string name="lossless_scaling_description">قم بتوفير نسختك الخاصة من ملف Lossless.dll لتمكين توليد الإطارات</string>
<string name="lossless_scaling_installed">مثبت</string> <string name="lossless_scaling_installed">مثبت</string>
<string name="lossless_scaling_not_installed">غير مثبت</string> <string name="lossless_scaling_not_installed">غير مثبت</string>
<string name="lossless_scaling_replace">استبدل</string> <string name="lossless_scaling_replace">استبدل</string>
@@ -502,9 +502,9 @@
<string name="frame_limit_slider">نسبة الحد الأقصى للسرعة</string> <string name="frame_limit_slider">نسبة الحد الأقصى للسرعة</string>
<string name="frame_limit_slider_description">يحدد النسبة المئوية للحد من سرعة المحاكاة. %100 هي السرعة الطبيعية. القيم الأعلى أو الأقل ستزيد أو تقلل من الحد الأقصى للسرعة.</string> <string name="frame_limit_slider_description">يحدد النسبة المئوية للحد من سرعة المحاكاة. %100 هي السرعة الطبيعية. القيم الأعلى أو الأقل ستزيد أو تقلل من الحد الأقصى للسرعة.</string>
<string name="turbo_speed_limit">سرعة تيربو</string> <string name="turbo_speed_limit">سرعة تيربو</string>
<string name="turbo_speed_limit_description">عند تفعيل وضع التيربو، سيتم تشغيل المحاكاة بهذه السرعة.</string> <string name="turbo_speed_limit_description">عند تمكين وضع التيربو، سيتم تشغيل المحاكاة بهذه السرعة.</string>
<string name="slow_speed_limit">سرعة بطيئة</string> <string name="slow_speed_limit">سرعة بطيئة</string>
<string name="slow_speed_limit_description">عند تفعيل الوضع البطيء، سيتم تشغيل المحاكاة بهذه السرعة.</string> <string name="slow_speed_limit_description">عند تمكين الوضع البطيء، سيتم تشغيل المحاكاة بهذه السرعة.</string>
<string name="cpu_backend">خلفية وحدة المعالجة المركزية</string> <string name="cpu_backend">خلفية وحدة المعالجة المركزية</string>
<string name="cpu_accuracy">دقة وحدة المعالجة المركزية</string> <string name="cpu_accuracy">دقة وحدة المعالجة المركزية</string>
<string name="value_with_units">%1$s%2$s</string> <string name="value_with_units">%1$s%2$s</string>
@@ -574,10 +574,14 @@
<string name="renderer_force_max_clock_description">يجبر وحدة معالجة الرسومات على العمل بأقصى سرعة ممكنة (سيظل يتم تطبيق القيود الحرارية).</string> <string name="renderer_force_max_clock_description">يجبر وحدة معالجة الرسومات على العمل بأقصى سرعة ممكنة (سيظل يتم تطبيق القيود الحرارية).</string>
<string name="renderer_asynchronous_gpu_emulation">محاكاة غير متزامنة لوحدة معالجة الرسومات</string> <string name="renderer_asynchronous_gpu_emulation">محاكاة غير متزامنة لوحدة معالجة الرسومات</string>
<string name="renderer_asynchronous_gpu_emulation_description">يمكن لهذه الحيلة أن تزيد الأداء عن طريق تشغيل محاكاة وحدة معالجة الرسومات بشكل غير متزامن على حساب مشاكل الرسومات وزيادة معدلات الأعطال بسبب العمليات المتعلقة بالتوقيت.</string> <string name="renderer_asynchronous_gpu_emulation_description">يمكن لهذه الحيلة أن تزيد الأداء عن طريق تشغيل محاكاة وحدة معالجة الرسومات بشكل غير متزامن على حساب مشاكل الرسومات وزيادة معدلات الأعطال بسبب العمليات المتعلقة بالتوقيت.</string>
<string name="renderer_async_presentation">عرض غير متزامن</string>
<string name="renderer_async_presentation_description">يمكن لهذه الحيلة أن تزيد من الأداء عن طريق نقل عملية العرض إلى خيط معالجة منفصل على حساب مشاكل الرسوميات.</string>
<string name="renderer_reactive_flushing">استخدم التنظيف التفاعلي</string> <string name="renderer_reactive_flushing">استخدم التنظيف التفاعلي</string>
<string name="renderer_reactive_flushing_description">يحسن دقة العرض في بعض الألعاب على حساب الأداء.</string> <string name="renderer_reactive_flushing_description">يحسن دقة العرض في بعض الألعاب على حساب الأداء.</string>
<string name="enable_buffer_history">تفعيل سجل التخزين المؤقت</string> <string name="enable_buffer_history">تمكين سجل التخزين المؤقت</string>
<string name="enable_buffer_history_description">يُتيح هذا الخيار الوصول إلى حالات التخزين المؤقت السابقة. وقد يُحسّن جودة العرض وثبات الأداء في بعض الألعاب.</string> <string name="enable_buffer_history_description">يُتيح هذا الخيار الوصول إلى حالات التخزين المؤقت السابقة. وقد يُحسّن جودة العرض وثبات الأداء في بعض الألعاب.</string>
<string name="enable_gpu_buffer_readback">تفعيل قراءة مخزن وحدة معالجة الرسومات</string>
<string name="enable_gpu_buffer_readback_description">يحافظ هذا النظام على بيانات المخزن المؤقت المُعدّلة بواسطة وحدة معالجة الرسومات عن طريق قراءتها مرة أخرى قبل التحميل. تتطلب بعض الألعاب ذلك لعرض بعض التأثيرات بشكل صحيح. قد يُسبب ذلك مشاكل إذا لم يتمكن الجهاز من التعامل مع عبء العمل الإضافي.</string>
<string name="use_optimized_vertex_buffers">مخازن الرؤوس المُحسّنة</string> <string name="use_optimized_vertex_buffers">مخازن الرؤوس المُحسّنة</string>
<string name="use_optimized_vertex_buffers_description">يُتيح ربطًا مُحسَّنًا لمخازن الرؤوس لتحسين الأداء. يتطلب برامج تشغيل Mesa 26.0+ Turnip/ برامج تشغيل QCOM. قد يتعطل على برامج تشغيل Turnip القديمة (25.3 وما دون).</string> <string name="use_optimized_vertex_buffers_description">يُتيح ربطًا مُحسَّنًا لمخازن الرؤوس لتحسين الأداء. يتطلب برامج تشغيل Mesa 26.0+ Turnip/ برامج تشغيل QCOM. قد يتعطل على برامج تشغيل Turnip القديمة (25.3 وما دون).</string>
@@ -587,10 +591,6 @@
<string name="fast_gpu_time_description">يجعل اللعبة تعتقد أن عمل وحدة معالجة الرسومات ينتهي بشكل أسرع مما هو عليه في الواقع، لذلك تتوقف عن خفض الدقة ومسافة العرض لتتناسب مع سرعات جهاز Switch.</string> <string name="fast_gpu_time_description">يجعل اللعبة تعتقد أن عمل وحدة معالجة الرسومات ينتهي بشكل أسرع مما هو عليه في الواقع، لذلك تتوقف عن خفض الدقة ومسافة العرض لتتناسب مع سرعات جهاز Switch.</string>
<string name="skip_cpu_inner_invalidation">تخطي إبطال صلاحية وحدة المعالجة المركزية الداخلية</string> <string name="skip_cpu_inner_invalidation">تخطي إبطال صلاحية وحدة المعالجة المركزية الداخلية</string>
<string name="skip_cpu_inner_invalidation_description">يتخطى بعض عمليات إبطال ذاكرة التخزين المؤقتة من جانب وحدة المعالجة المركزية أثناء تحديثات الذاكرة، مما يقلل من استخدام وحدة المعالجة المركزية ويحسن أداءها. قد يتسبب ذلك في حدوث أعطال أو تعطل في بعض الألعاب.</string> <string name="skip_cpu_inner_invalidation_description">يتخطى بعض عمليات إبطال ذاكرة التخزين المؤقتة من جانب وحدة المعالجة المركزية أثناء تحديثات الذاكرة، مما يقلل من استخدام وحدة المعالجة المركزية ويحسن أداءها. قد يتسبب ذلك في حدوث أعطال أو تعطل في بعض الألعاب.</string>
<string name="nce_invalidation_gpu_readback">إعادة قراءة وحدة معالجة الرسومات قبل إبطال صلاحية NCE</string>
<string name="nce_invalidation_gpu_readback_description">إصلاح مؤقت. يعالج مشكلة تعطل لعبة Ender Magnolia (وغيرها من ألعاب UE). قد يؤدي إلى انخفاض في الأداء. يجري العمل على تحسينه.</string>
<string name="nce_runtime_nro_patch">تصحيح حالات NRO في وقت التشغيل لـ NCE</string>
<string name="nce_runtime_nro_patch_description">حل مؤقت. إصلاح مشكلة تشغيل لعبة Biomutant. قد يؤثر ذلك على الأداء. يجري العمل على تحسينه.</string>
<string name="fix_bloom_effects">إصلاح تأثيرات التوهج</string> <string name="fix_bloom_effects">إصلاح تأثيرات التوهج</string>
<string name="fix_bloom_effects_description">يقلل من ضبابية التوهج في LA/EOW (Adreno A6XX - A7XX/ Turnip)، ويزيل التوهج في Burnout. تحذير: قد يسبب تشوهات رسومية في ألعاب أخرى.</string> <string name="fix_bloom_effects_description">يقلل من ضبابية التوهج في LA/EOW (Adreno A6XX - A7XX/ Turnip)، ويزيل التوهج في Burnout. تحذير: قد يسبب تشوهات رسومية في ألعاب أخرى.</string>
<string name="emulate_bgr565">محاكاة BGR565</string> <string name="emulate_bgr565">محاكاة BGR565</string>
@@ -618,7 +618,7 @@
<string name="dyna_state_description">يتحكم هذا الخيار في عدد الميزات التي يمكن استخدامها في ExtendedDynamicState (EDS). كلما زادت القيمة، قلّ عدد عمليات تجميع خط الأنابيب بناءً على الحالة الديناميكية التي يدعمها برنامج التشغيل.</string> <string name="dyna_state_description">يتحكم هذا الخيار في عدد الميزات التي يمكن استخدامها في ExtendedDynamicState (EDS). كلما زادت القيمة، قلّ عدد عمليات تجميع خط الأنابيب بناءً على الحالة الديناميكية التي يدعمها برنامج التشغيل.</string>
<string name="disabled">معطل</string> <string name="disabled">معطل</string>
<string name="vertex_input_dynamic_state">حالة ديناميكية لإدخال الرأس</string> <string name="vertex_input_dynamic_state">حالة ديناميكية لإدخال الرأس</string>
<string name="vertex_input_dynamic_state_description">يتيح تفعيل هذه الميزة معالجة أكثر مرونة لمدخلات الرؤوس، مما قد يقلل من وقت تجميع خط الأنابيب في vertex/buffer.</string> <string name="vertex_input_dynamic_state_description">يتيح تمكين هذه الميزة معالجة أكثر مرونة لمدخلات الرؤوس، مما قد يقلل من وقت تجميع خط الأنابيب في vertex/buffer.</string>
<string name="sample_shading_fraction">تظليل العينة</string> <string name="sample_shading_fraction">تظليل العينة</string>
<string name="sample_shading_fraction_description">يسمح هذا الخيار بتنفيذ مُظلل الأجزاء لكل عينة في جزء متعدد العينات بدلاً من تنفيذه مرة واحدة لكل جزء. يُحسّن هذا من جودة الرسومات على حساب بعض الأداء.</string> <string name="sample_shading_fraction_description">يسمح هذا الخيار بتنفيذ مُظلل الأجزاء لكل عينة في جزء متعدد العينات بدلاً من تنفيذه مرة واحدة لكل جزء. يُحسّن هذا من جودة الرسومات على حساب بعض الأداء.</string>
@@ -827,9 +827,9 @@
<string name="preferences_system">النظام</string> <string name="preferences_system">النظام</string>
<string name="preferences_system_description">وضع الإرساء، المنطقة، اللغة</string> <string name="preferences_system_description">وضع الإرساء، المنطقة، اللغة</string>
<string name="preferences_graphics">الرسومات</string> <string name="preferences_graphics">الرسومات</string>
<string name="preferences_graphics_description">مستوى دقة المحاكاة، الدقة، ذاكرة التخزين المؤقتة للتظليل</string> <string name="preferences_graphics_description">مستوى الدقة، الدقة، ذاكرة التخزين المؤقتة للتظليل</string>
<string name="quick_settings">الإعدادات السريعة</string> <string name="quick_settings">الإعدادات السريعة</string>
<string name="enable_quick_settings">تفعيل الإعدادات السريعة</string> <string name="enable_quick_settings">تمكين الإعدادات السريعة</string>
<string name="enable_quick_settings_description">السماح بالوصول إلى قائمة الإعدادات السريعة عن طريق التمرير و زر القائمة</string> <string name="enable_quick_settings_description">السماح بالوصول إلى قائمة الإعدادات السريعة عن طريق التمرير و زر القائمة</string>
<string name="preferences_audio">الصوت</string> <string name="preferences_audio">الصوت</string>
<string name="preferences_audio_description">محرك الإخراج، مستوى الصوت</string> <string name="preferences_audio_description">محرك الإخراج، مستوى الصوت</string>
@@ -1099,6 +1099,7 @@
<string name="gpu_fence_behavior_immediate">فوري</string> <string name="gpu_fence_behavior_immediate">فوري</string>
<string name="gpu_fence_behavior_balanced">متوازن</string> <string name="gpu_fence_behavior_balanced">متوازن</string>
<string name="gpu_fence_behavior_accurate">دقيق</string> <string name="gpu_fence_behavior_accurate">دقيق</string>
<string name="gpu_fence_behavior_strict">صارم</string>
<string name="vram_usage_conservative">محافظ</string> <string name="vram_usage_conservative">محافظ</string>
<string name="vram_usage_aggressive">عدواني</string> <string name="vram_usage_aggressive">عدواني</string>
@@ -1225,8 +1226,8 @@
<string name="airplane_mode">وضع الطيران</string> <string name="airplane_mode">وضع الطيران</string>
<string name="airplane_mode_description">يمرر وضع الطيران إلى نظام تشغيل Switch</string> <string name="airplane_mode_description">يمرر وضع الطيران إلى نظام تشغيل Switch</string>
<string name="enable_overlay">تفعيل التطبيق الصغير للطبقة</string> <string name="enable_overlay">تمكين التطبيق الصغير للطبقة</string>
<string name="enable_overlay_description">تفعيل التطبيق الصغير المدمج في Horizon. اضغط مع الاستمرار على زر الشاشة الرئيسية لمدة 1 ثانية لإظهاره.</string> <string name="enable_overlay_description">تمكين التطبيق الصغير المدمج في Horizon. اضغط مع الاستمرار على زر الشاشة الرئيسية لمدة 1 ثانية لإظهاره.</string>
<!-- Profile Management --> <!-- Profile Management -->
<string name="profile_manager">إدارة ملف التعريف</string> <string name="profile_manager">إدارة ملف التعريف</string>
@@ -967,6 +967,7 @@ Wirklich fortfahren?</string>
<string name="gpu_fence_behavior_immediate">Direkt</string> <string name="gpu_fence_behavior_immediate">Direkt</string>
<string name="gpu_fence_behavior_balanced">Ausgewogen</string> <string name="gpu_fence_behavior_balanced">Ausgewogen</string>
<string name="gpu_fence_behavior_accurate">Genau</string> <string name="gpu_fence_behavior_accurate">Genau</string>
<string name="gpu_fence_behavior_strict">Strikt</string>
<string name="vram_usage_conservative">Konservativ</string> <string name="vram_usage_conservative">Konservativ</string>
<string name="vram_usage_aggressive">Aggressiv</string> <string name="vram_usage_aggressive">Aggressiv</string>
@@ -518,10 +518,14 @@
<string name="renderer_force_max_clock_description">Fuerza a la GPU a ejecutarse a la velocidad máxima de reloj posible (se seguirán aplicando restricciones térmicas).</string> <string name="renderer_force_max_clock_description">Fuerza a la GPU a ejecutarse a la velocidad máxima de reloj posible (se seguirán aplicando restricciones térmicas).</string>
<string name="renderer_asynchronous_gpu_emulation">Emulación de GPU asíncrona</string> <string name="renderer_asynchronous_gpu_emulation">Emulación de GPU asíncrona</string>
<string name="renderer_asynchronous_gpu_emulation_description">Este hack puede aumentar el rendimiento ejecutando la emulación de la GPU de forma asíncrona, a costa de problemas gráficos y un aumento en la tasa de fallos debido a operaciones relacionadas con la sincronización.</string> <string name="renderer_asynchronous_gpu_emulation_description">Este hack puede aumentar el rendimiento ejecutando la emulación de la GPU de forma asíncrona, a costa de problemas gráficos y un aumento en la tasa de fallos debido a operaciones relacionadas con la sincronización.</string>
<string name="renderer_async_presentation">Presentación asíncrona</string>
<string name="renderer_async_presentation_description">Este hack puede aumentar el rendimiento al mover la presentación a un hilo independiente de la CPU a costa de problemas gráficos.</string>
<string name="renderer_reactive_flushing">Usar limpieza reactiva</string> <string name="renderer_reactive_flushing">Usar limpieza reactiva</string>
<string name="renderer_reactive_flushing_description">Mejora la precisión de renderizado en algunos juegos, pero reduce el rendimiento.</string> <string name="renderer_reactive_flushing_description">Mejora la precisión de renderizado en algunos juegos, pero reduce el rendimiento.</string>
<string name="enable_buffer_history">Activar el historial del búfer</string> <string name="enable_buffer_history">Activar el historial del búfer</string>
<string name="enable_buffer_history_description">Permite el acceso al estado del búfer anterior. Esta opción puede mejorar la calidad de renderizado y la consistencia en el rendimiento de algunos juegos.</string> <string name="enable_buffer_history_description">Permite el acceso al estado del búfer anterior. Esta opción puede mejorar la calidad de renderizado y la consistencia en el rendimiento de algunos juegos.</string>
<string name="enable_gpu_buffer_readback">Activar la lectura del buffer de la GPU</string>
<string name="enable_gpu_buffer_readback_description">Conserva los datos del búfer modificados por la GPU leyéndolos antes de subirlos.\nAlgunos juegos requieren esto para renderizar correctamente ciertos efectos.\nPuede causar problemas si el hardware no puede soportar la carga de trabajo adicional.</string>
<string name="use_optimized_vertex_buffers">Búferes de vértices optimizados</string> <string name="use_optimized_vertex_buffers">Búferes de vértices optimizados</string>
<string name="use_optimized_vertex_buffers_description">Permite la optimización del enlace del búfer de vértices para un mejor rendimiento. Requiere controladores Mesa 26.0+ Turnip/ controladores QCOM. Fallará con controladores Turnip más antiguos (versión 25.3 o inferior).</string> <string name="use_optimized_vertex_buffers_description">Permite la optimización del enlace del búfer de vértices para un mejor rendimiento. Requiere controladores Mesa 26.0+ Turnip/ controladores QCOM. Fallará con controladores Turnip más antiguos (versión 25.3 o inferior).</string>
@@ -1034,6 +1038,7 @@
<string name="gpu_fence_behavior_immediate">Inmediato</string> <string name="gpu_fence_behavior_immediate">Inmediato</string>
<string name="gpu_fence_behavior_balanced">Equilibrado</string> <string name="gpu_fence_behavior_balanced">Equilibrado</string>
<string name="gpu_fence_behavior_accurate">Preciso</string> <string name="gpu_fence_behavior_accurate">Preciso</string>
<string name="gpu_fence_behavior_strict">Estricto</string>
<string name="vram_usage_conservative">Conservador</string> <string name="vram_usage_conservative">Conservador</string>
<string name="vram_usage_aggressive">Agresivo</string> <string name="vram_usage_aggressive">Agresivo</string>
@@ -563,10 +563,14 @@
<string name="renderer_force_max_clock_description">Заставляет ГПУ работать на максимально возможных тактовых частотах (тепловые ограничения все равно будут применяться).</string> <string name="renderer_force_max_clock_description">Заставляет ГПУ работать на максимально возможных тактовых частотах (тепловые ограничения все равно будут применяться).</string>
<string name="renderer_asynchronous_gpu_emulation">Асинхронная эмуляция ГПУ</string> <string name="renderer_asynchronous_gpu_emulation">Асинхронная эмуляция ГПУ</string>
<string name="renderer_asynchronous_gpu_emulation_description">Может повысить производительность за счёт асинхронного запуска эмуляции ГПУ, но ценой появления графических ошибок и увеличения частоты вылетов из-за операций, зависящих от синхронизации.</string> <string name="renderer_asynchronous_gpu_emulation_description">Может повысить производительность за счёт асинхронного запуска эмуляции ГПУ, но ценой появления графических ошибок и увеличения частоты вылетов из-за операций, зависящих от синхронизации.</string>
<string name="renderer_async_presentation">Асинхронная презентация</string>
<string name="renderer_async_presentation_description">Может повысить производительность за счёт перемещения вывода кадров в отдельный поток ЦП, но ценой возникновения графических проблем.</string>
<string name="renderer_reactive_flushing">Реактивная очистка</string> <string name="renderer_reactive_flushing">Реактивная очистка</string>
<string name="renderer_reactive_flushing_description">Повышение точности рендеринга в некоторых играх за счет снижения производительности.</string> <string name="renderer_reactive_flushing_description">Повышение точности рендеринга в некоторых играх за счет снижения производительности.</string>
<string name="enable_buffer_history">Включить историю буфера</string> <string name="enable_buffer_history">Включить историю буфера</string>
<string name="enable_buffer_history_description">Позволяет обращаться к предыдущим состояниям буфера. Эта опция может повысить качество рендеринга и стабильность производительности в некоторых играх.</string> <string name="enable_buffer_history_description">Позволяет обращаться к предыдущим состояниям буфера. Эта опция может повысить качество рендеринга и стабильность производительности в некоторых играх.</string>
<string name="enable_gpu_buffer_readback">Включить обратное чтение буфера ГПУ</string>
<string name="enable_gpu_buffer_readback_description">Сохраняет измененные ГПУ данные буфера путем чтения их обратно перед выгрузками. Некоторые игры требуют этого, чтобы рендерить определенные эффекты правильно. Может вызывать проблемы если оборудование не может обработать дополнительную рабочую нагрузку.</string>
<string name="use_optimized_vertex_buffers">Оптимизированные вершинные буферы</string> <string name="use_optimized_vertex_buffers">Оптимизированные вершинные буферы</string>
<string name="use_optimized_vertex_buffers_description">Включает оптимизированную привязку вершинного буфера для повышения производительности. Требует Mesa Turnip 26.0+ / QCOM. Приводит к вылету на старых версиях драйверов Turnip (25.3 и ниже).</string> <string name="use_optimized_vertex_buffers_description">Включает оптимизированную привязку вершинного буфера для повышения производительности. Требует Mesa Turnip 26.0+ / QCOM. Приводит к вылету на старых версиях драйверов Turnip (25.3 и ниже).</string>
@@ -1084,6 +1088,7 @@
<string name="gpu_fence_behavior_immediate">Мгновенный</string> <string name="gpu_fence_behavior_immediate">Мгновенный</string>
<string name="gpu_fence_behavior_balanced">Сбалансированный</string> <string name="gpu_fence_behavior_balanced">Сбалансированный</string>
<string name="gpu_fence_behavior_accurate">Точный</string> <string name="gpu_fence_behavior_accurate">Точный</string>
<string name="gpu_fence_behavior_strict">Строгий</string>
<string name="vram_usage_conservative">Консервативный</string> <string name="vram_usage_conservative">Консервативный</string>
<string name="vram_usage_aggressive">Агрессивный</string> <string name="vram_usage_aggressive">Агрессивный</string>
@@ -481,6 +481,8 @@
<string name="renderer_force_max_clock_description">Змушує GPU працювати на максимальній тактовій частоті.</string> <string name="renderer_force_max_clock_description">Змушує GPU працювати на максимальній тактовій частоті.</string>
<string name="renderer_asynchronous_gpu_emulation">Асинхронна емуляція ГП</string> <string name="renderer_asynchronous_gpu_emulation">Асинхронна емуляція ГП</string>
<string name="renderer_asynchronous_gpu_emulation_description">Це обхідне рішення може покращити продуктивність завдяки асинхронному виконанню емуляції ГП, але спричинить проблеми з графікою та збільшить частоту збоїв чутливих до таймінгів операцій.</string> <string name="renderer_asynchronous_gpu_emulation_description">Це обхідне рішення може покращити продуктивність завдяки асинхронному виконанню емуляції ГП, але спричинить проблеми з графікою та збільшить частоту збоїв чутливих до таймінгів операцій.</string>
<string name="renderer_async_presentation">Асинхронне подання</string>
<string name="renderer_async_presentation_description">Це обхідне рішення може покращити продуктивність завдяки переміщенню подання на окремий потік ЦП, але спричинить проблеми з графікою.</string>
<string name="renderer_reactive_flushing">Реактивне очищення</string> <string name="renderer_reactive_flushing">Реактивне очищення</string>
<string name="renderer_reactive_flushing_description">Покращує точність рендерингу в деяких іграх.</string> <string name="renderer_reactive_flushing_description">Покращує точність рендерингу в деяких іграх.</string>
<string name="enable_buffer_history">Увімкнути історію буфера</string> <string name="enable_buffer_history">Увімкнути історію буфера</string>
@@ -564,10 +564,14 @@
<string name="renderer_force_max_clock_description">强制 GPU 以最大时钟运行 (温控依然生效)。</string> <string name="renderer_force_max_clock_description">强制 GPU 以最大时钟运行 (温控依然生效)。</string>
<string name="renderer_asynchronous_gpu_emulation">GPU 异步模拟</string> <string name="renderer_asynchronous_gpu_emulation">GPU 异步模拟</string>
<string name="renderer_asynchronous_gpu_emulation_description">此技巧可通过异步运行 GPU 模拟来提升性能,但在执行与时序相关的操作时,可能带来图形显示问题以及增加崩溃概率。</string> <string name="renderer_asynchronous_gpu_emulation_description">此技巧可通过异步运行 GPU 模拟来提升性能,但在执行与时序相关的操作时,可能带来图形显示问题以及增加崩溃概率。</string>
<string name="renderer_async_presentation">异步呈现</string>
<string name="renderer_async_presentation_description">此技巧通过将图形呈现移至独立的 CPU 线程来提升性能,但可能会带来图形显示问题。</string>
<string name="renderer_reactive_flushing">启用反应性刷新</string> <string name="renderer_reactive_flushing">启用反应性刷新</string>
<string name="renderer_reactive_flushing_description">通过牺牲性能来提升某些游戏的渲染精度。</string> <string name="renderer_reactive_flushing_description">通过牺牲性能来提升某些游戏的渲染精度。</string>
<string name="enable_buffer_history">启用缓冲区历史</string> <string name="enable_buffer_history">启用缓冲区历史</string>
<string name="enable_buffer_history_description">启用对先前缓冲区状态的访问。此选项可在某些游戏中提升渲染质量并保持性能的一致性。</string> <string name="enable_buffer_history_description">启用对先前缓冲区状态的访问。此选项可在某些游戏中提升渲染质量并保持性能的一致性。</string>
<string name="enable_gpu_buffer_readback">启用 GPU 缓冲区回读</string>
<string name="enable_gpu_buffer_readback_description">在上传前回读经由 GPU 修改过的缓冲区数据,以将其保留。一些游戏会用到这项设定以正确渲染某些效果。如果硬件无法处理额外的工作负载,则可能会导致问题。</string>
<string name="use_optimized_vertex_buffers">优化顶点缓冲区</string> <string name="use_optimized_vertex_buffers">优化顶点缓冲区</string>
<string name="use_optimized_vertex_buffers_description">启用经过优化的顶点缓冲区绑定以提升性能。需要 Mesa 26.0 及以上版本的 Turnip 或 QCOM 驱动程序。若使用较旧版本的 Turnip 驱动 (25.3 及以下版本) 则会导致崩溃。</string> <string name="use_optimized_vertex_buffers_description">启用经过优化的顶点缓冲区绑定以提升性能。需要 Mesa 26.0 及以上版本的 Turnip 或 QCOM 驱动程序。若使用较旧版本的 Turnip 驱动 (25.3 及以下版本) 则会导致崩溃。</string>
@@ -1085,6 +1089,7 @@
<string name="gpu_fence_behavior_immediate">即时</string> <string name="gpu_fence_behavior_immediate">即时</string>
<string name="gpu_fence_behavior_balanced">均衡</string> <string name="gpu_fence_behavior_balanced">均衡</string>
<string name="gpu_fence_behavior_accurate">精确</string> <string name="gpu_fence_behavior_accurate">精确</string>
<string name="gpu_fence_behavior_strict">严格</string>
<string name="vram_usage_conservative">保守式</string> <string name="vram_usage_conservative">保守式</string>
<string name="vram_usage_aggressive">主动式</string> <string name="vram_usage_aggressive">主动式</string>
@@ -1,12 +1,12 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<resources xmlns:tools="http://schemas.android.com/tools" tools:ignore="MissingTranslation"> <resources xmlns:tools="http://schemas.android.com/tools" tools:ignore="MissingTranslation">
<string name="app_disclaimer">本軟體可執行 Nintendo Switch 主機的遊戲,軟體不提供遊戲和金鑰檔案。<br /><br />在開始之前,請先安裝您的 <![CDATA[<b> prod.keys </b>]]> 檔案,<![CDATA[<a href=\"https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/user/QuickStart.md\">了解更多</a>]]></string> <string name="app_disclaimer">本軟體可執行Nintendo Switch主機的遊戲,軟體不提供遊戲和金鑰檔案。<br /><br />在開始之前,請先安裝您的 <![CDATA[<b> prod.keys </b>]]> 檔案,<![CDATA[<a href=\"https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/user/QuickStart.md\">了解更多</a>]]></string>
<string name="notice_notification_channel_name">通知和錯誤</string> <string name="notice_notification_channel_name">通知和錯誤</string>
<string name="notice_notification_channel_description">發生錯誤時顯示通知</string> <string name="notice_notification_channel_description">發生錯誤時顯示通知</string>
<string name="notification_permission_not_granted">未授予通知權限!</string> <string name="notification_permission_not_granted">未授予通知權限!</string>
<string name="app_notification_channel_description">Eden 模擬器通知</string> <string name="app_notification_channel_description">Eden模擬器通知</string>
<string name="app_notification_running">Eden 正在執行</string> <string name="app_notification_running">Eden正在執行</string>
<string name="seconds">秒</string> <string name="seconds">秒</string>
<!-- Spinbox strings --> <!-- Spinbox strings -->
@@ -16,7 +16,7 @@
<string name="value_too_high">範圍最大必須為%1$d</string> <string name="value_too_high">範圍最大必須為%1$d</string>
<string name="invalid_value">無效的範圍</string> <string name="invalid_value">無效的範圍</string>
<string name="using_per_game_config">使用個別遊戲設定中</string> <string name="using_per_game_config">使用個別設定中</string>
<!-- Input Overlay --> <!-- Input Overlay -->
<string name="show_input_overlay">顯示虛擬按鍵</string> <string name="show_input_overlay">顯示虛擬按鍵</string>
@@ -32,7 +32,7 @@
<string name="hide_overlay_on_controller_input">使用控制器時自動隱藏虛擬按鍵</string> <string name="hide_overlay_on_controller_input">使用控制器時自動隱藏虛擬按鍵</string>
<string name="hide_overlay_on_controller_input_description">在使用控制器時自動隱藏畫面上的虛擬按鍵,會在控制器斷開連接後重新出現</string> <string name="hide_overlay_on_controller_input_description">在使用控制器時自動隱藏畫面上的虛擬按鍵,會在控制器斷開連接後重新出現</string>
<string name="invert_confirm_back_controller_buttons">反轉手把的 確認/返回 按鈕</string> <string name="invert_confirm_back_controller_buttons">反轉手把的 確認/返回 按鈕</string>
<string name="invert_confirm_back_controller_buttons_description">使用 Eden 時將手把的確認及返回鍵反轉以符合 Switch 與 Xbox 的操作方式</string> <string name="invert_confirm_back_controller_buttons_description">使用Eden時將手把的確認及返回鍵反轉以符合Switch與Xbox的操作方式</string>
<string name="input_overlay_options">虛擬按鍵設定</string> <string name="input_overlay_options">虛擬按鍵設定</string>
<string name="input_overlay_options_description">調整虛擬按鍵的位置與顯示設定</string> <string name="input_overlay_options_description">調整虛擬按鍵的位置與顯示設定</string>
@@ -54,7 +54,7 @@
<string name="enable_stats_overlay_">啟用效能統計疊加層</string> <string name="enable_stats_overlay_">啟用效能統計疊加層</string>
<string name="stats_overlay_options_description">設定疊加層中顯示的資訊</string> <string name="stats_overlay_options_description">設定疊加層中顯示的資訊</string>
<string name="show_fps">顯示影格率</string> <string name="show_fps">顯示影格率</string>
<string name="show_fps_description">顯示目前的影格率</string> <string name="show_fps_description">顯示當前影格率</string>
<string name="show_frametime">顯示影格時間</string> <string name="show_frametime">顯示影格時間</string>
<string name="show_app_ram_usage">顯示應用程式的記憶體用量</string> <string name="show_app_ram_usage">顯示應用程式的記憶體用量</string>
<string name="show_app_ram_usage_description">顯示模擬器的記憶體用量</string> <string name="show_app_ram_usage_description">顯示模擬器的記憶體用量</string>
@@ -85,11 +85,11 @@
<string name="soc_overlay_options">裝置疊加層</string> <string name="soc_overlay_options">裝置疊加層</string>
<string name="soc_overlay_options_description">設定裝置疊加層中顯示的資訊</string> <string name="soc_overlay_options_description">設定裝置疊加層中顯示的資訊</string>
<string name="show_build_id">顯示 Eden 的組建版本</string> <string name="show_build_id">顯示Eden的組建版本</string>
<string name="show_driver_version">顯示圖形驅動程式的版本</string> <string name="show_driver_version">顯示圖形驅動程式的版本</string>
<string name="show_device_model">顯示裝置型號</string> <string name="show_device_model">顯示裝置型號</string>
<string name="show_gpu_model">顯示 GPU 型號</string> <string name="show_gpu_model">顯示GPU型號</string>
<string name="show_soc_model">顯示 CPU 型號</string> <string name="show_soc_model">顯示CPU型號</string>
<string name="show_fw_version">顯示韌體版本</string> <string name="show_fw_version">顯示韌體版本</string>
<!-- Eden\'s Veil --> <!-- Eden\'s Veil -->
@@ -99,13 +99,13 @@
<string name="use_sync_core">同步核心速度</string> <string name="use_sync_core">同步核心速度</string>
<string name="use_sync_core_description">將核心速度與最大速度百分比同步,在不改變遊戲實際速度的情況下提高效能</string> <string name="use_sync_core_description">將核心速度與最大速度百分比同步,在不改變遊戲實際速度的情況下提高效能</string>
<string name="cpuopt_unsafe_host_mmu">啟用主機 MMU 模擬</string> <string name="cpuopt_unsafe_host_mmu">啟用主機 MMU 模擬</string>
<string name="cpuopt_unsafe_host_mmu_description">此最佳化可加速客體程式的記憶體存取。啟用後,客體記憶體讀取/寫入將直接在記憶體中執行並利用主機的 MMU。停用此功能將強制所有記憶體存取使用軟體 MMU 模擬</string> <string name="cpuopt_unsafe_host_mmu_description">此最佳化可加速客體程式的記憶體存取。啟用後,客體記憶體讀取/寫入將直接在記憶體中執行並利用主機的 MMU。停用此功能將強制所有記憶體存取使用軟體 MMU 模擬。</string>
<string name="debug_knobs">偵錯開關</string> <string name="debug_knobs">偵錯開關</string>
<string name="debug_knobs_description">僅限開發用途</string> <string name="debug_knobs_description">僅限開發用途</string>
<string name="debug_knobs_hint">0 到 65535</string> <string name="debug_knobs_hint">0到65535</string>
<!-- NVDEC Emulation --> <!-- NVDEC Emulation -->
<string name="nvdec_emulation">NVDEC 模擬</string> <string name="nvdec_emulation">NVDEC模擬</string>
<string name="nvdec_emulation_description">若在過場動畫中當機請切換成 CPU</string> <string name="nvdec_emulation_description">若在過場動畫中當機請切換成 CPU</string>
<string name="nvdec_emulation_none">無</string> <string name="nvdec_emulation_none">無</string>
@@ -121,7 +121,7 @@
<string name="multiplayer_join_room">加入</string> <string name="multiplayer_join_room">加入</string>
<string name="multiplayer_public_room">瀏覽公開房間</string> <string name="multiplayer_public_room">瀏覽公開房間</string>
<string name="multiplayer_username">使用者名稱</string> <string name="multiplayer_username">使用者名稱</string>
<string name="multiplayer_ip_address">IP 位址</string> <string name="multiplayer_ip_address">IP位址</string>
<string name="multiplayer_ip_port">埠</string> <string name="multiplayer_ip_port">埠</string>
<string name="multiplayer_create_room_success">房間建立成功</string> <string name="multiplayer_create_room_success">房間建立成功</string>
<string name="multiplayer_join_room_success">成功加入房間</string> <string name="multiplayer_join_room_success">成功加入房間</string>
@@ -129,8 +129,8 @@
<string name="multiplayer_network_error">網路錯誤</string> <string name="multiplayer_network_error">網路錯誤</string>
<string name="multiplayer_lost_connection">連線中斷</string> <string name="multiplayer_lost_connection">連線中斷</string>
<string name="multiplayer_name_collision">使用者名稱已被其他人使用</string> <string name="multiplayer_name_collision">使用者名稱已被其他人使用</string>
<string name="multiplayer_mac_collision">MAC 位址衝突</string> <string name="multiplayer_mac_collision">MAC位址衝突</string>
<string name="multiplayer_console_id_collision">主機 ID 衝突</string> <string name="multiplayer_console_id_collision">主機ID衝突</string>
<string name="multiplayer_wrong_version">版本不符</string> <string name="multiplayer_wrong_version">版本不符</string>
<string name="multiplayer_wrong_password">密碼錯誤</string> <string name="multiplayer_wrong_password">密碼錯誤</string>
<string name="multiplayer_could_not_connect">無法連接</string> <string name="multiplayer_could_not_connect">無法連接</string>
@@ -143,7 +143,7 @@
<string name="multiplayer_host_kicked">您已被房主踢出</string> <string name="multiplayer_host_kicked">您已被房主踢出</string>
<string name="multiplayer_unknown_error">未知錯誤</string> <string name="multiplayer_unknown_error">未知錯誤</string>
<string name="multiplayer_room_uninitialized">房間未初始化</string> <string name="multiplayer_room_uninitialized">房間未初始化</string>
<string name="multiplayer_room_idle">房間閒置中</string> <string name="multiplayer_room_idle">房間閒置</string>
<string name="multiplayer_room_joining">正在加入房間</string> <string name="multiplayer_room_joining">正在加入房間</string>
<string name="multiplayer_room_joined">已加入房間</string> <string name="multiplayer_room_joined">已加入房間</string>
<string name="multiplayer_room_moderator">房間管理員</string> <string name="multiplayer_room_moderator">房間管理員</string>
@@ -151,7 +151,7 @@
<string name="multiplayer_member_leave">%1$s 離開</string> <string name="multiplayer_member_leave">%1$s 離開</string>
<string name="multiplayer_member_kicked">%1$s 被踢出</string> <string name="multiplayer_member_kicked">%1$s 被踢出</string>
<string name="multiplayer_member_banned">%1$s 被封鎖</string> <string name="multiplayer_member_banned">%1$s 被封鎖</string>
<string name="multiplayer_address_unbanned">IP 位址已解封</string> <string name="multiplayer_address_unbanned">位址已解封</string>
<string name="multiplayer_kick_member">踢出成員</string> <string name="multiplayer_kick_member">踢出成員</string>
<string name="multiplayer_password">密碼</string> <string name="multiplayer_password">密碼</string>
<string name="multiplayer_joining">正在加入…</string> <string name="multiplayer_joining">正在加入…</string>
@@ -173,7 +173,7 @@
<string name="multiplayer_ban">封鎖使用者</string> <string name="multiplayer_ban">封鎖使用者</string>
<string name="multiplayer_room_browser">公開房間</string> <string name="multiplayer_room_browser">公開房間</string>
<string name="multiplayer_no_rooms_found">未找到公開房間</string> <string name="multiplayer_no_rooms_found">未找到公開房間</string>
<string name="multiplayer_password_required">請輸入密碼</string> <string name="multiplayer_password_required">需要輸入密碼</string>
<string name="multiplayer_player_count">:%1$d/%2$d</string> <string name="multiplayer_player_count">:%1$d/%2$d</string>
<string name="multiplayer_game">遊戲</string> <string name="multiplayer_game">遊戲</string>
<string name="multiplayer_no_game_info">任意遊戲</string> <string name="multiplayer_no_game_info">任意遊戲</string>
@@ -184,14 +184,14 @@
<string name="multiplayer_search_public_lobbies">搜尋房間…</string> <string name="multiplayer_search_public_lobbies">搜尋房間…</string>
<string name="multiplayer_preferred_game_name">遊戲</string> <string name="multiplayer_preferred_game_name">遊戲</string>
<string name="multiplayer_lobby_type">大廳類型</string> <string name="multiplayer_lobby_type">大廳類型</string>
<string name="multiplayer_room_name_error">長度需為 3-20 個字元</string> <string name="multiplayer_room_name_error">長度需為3-20個字元</string>
<string name="multiplayer_required">請填寫這個欄位</string> <string name="multiplayer_required">必填</string>
<string name="multiplayer_token_required">需要 Web 令牌,請前往進階設定 -&gt; 系統 -&gt; 網路</string> <string name="multiplayer_token_required">需要Web令牌,請前往進階設定 -> 系統 -> 網路</string>
<string name="multiplayer_ip_error">IP 格式無效</string> <string name="multiplayer_ip_error">IP格式無效</string>
<string name="multiplayer_username_error">必須介於 4-20 個字元之間,並且僅能使用英文字母、數字、句點、破折號、底線和空格(標點符號須為英文格式)</string> <string name="multiplayer_username_error">必須介於4-20個字元之間,並且僅能使用英文字母、數字、句點、破折號、底線和空格(標點符號須為英文格式)</string>
<string name="multiplayer_nickname_invalid">使用者名稱無效,請在系統 -&gt; 網路中檢查設定</string> <string name="multiplayer_nickname_invalid">使用者名稱無效,請在系統→網路中檢查設定</string>
<string name="multiplayer_token_error">必須為 48 個字元,且僅包含小寫字母 a-z</string> <string name="multiplayer_token_error">必須為48個字元,且僅包含小寫字母a-z</string>
<string name="multiplayer_port_error">埠號需為 1-65535</string> <string name="multiplayer_port_error">埠號需為1-65535</string>
<string name="cancel">取消</string> <string name="cancel">取消</string>
<string name="ok">確定</string> <string name="ok">確定</string>
<string name="refresh">重新整理</string> <string name="refresh">重新整理</string>
@@ -201,16 +201,16 @@
<!-- Setup strings --> <!-- Setup strings -->
<string name="welcome">歡迎!</string> <string name="welcome">歡迎!</string>
<string name="welcome_description">瞭解如何設定 <b>Eden</b> 並開始模擬</string> <string name="welcome_description">瞭解如何設定 <b>Eden</b> 並開始模擬。</string>
<string name="get_started">開始使用</string> <string name="get_started">開始使用</string>
<string name="keys">金鑰</string> <string name="keys">金鑰</string>
<string name="keys_description">使用下方的按鈕安裝您的 <b>prod.keys</b> 檔案</string> <string name="keys_description">使用下方的按鈕安裝您的 <b>prod.keys</b> 檔案。</string>
<string name="firmware">韌體</string> <string name="firmware">韌體</string>
<string name="firmware_description">使用下方的按鈕安裝您的<b>firmware.zip</b>檔案</string> <string name="firmware_description">使用下方的按鈕安裝您的<b>firmware.zip</b>檔案</string>
<string name="games">遊戲資料夾</string> <string name="games">遊戲資料夾</string>
<string name="games_description">使用下方的按鈕選擇您的<b>遊戲</b>資料夾。</string> <string name="games_description">使用下方的按鈕選擇您的<b>遊戲</b>資料夾。</string>
<string name="done">完成</string> <string name="done">完成</string>
<string name="done_description">您已準備就緒\n盡情遊玩您的遊戲!</string> <string name="done_description">您已準備就緒。\n盡情遊玩您的遊戲!</string>
<string name="next">下一步</string> <string name="next">下一步</string>
<string name="back">上一步</string> <string name="back">上一步</string>
<string name="add_games">新增遊戲</string> <string name="add_games">新增遊戲</string>
@@ -228,7 +228,7 @@
<string name="dont_show_again">不再顯示</string> <string name="dont_show_again">不再顯示</string>
<string name="add_directory_success">遊戲目錄新增成功</string> <string name="add_directory_success">遊戲目錄新增成功</string>
<string name="enable_update_checks">檢查更新</string> <string name="enable_update_checks">檢查更新</string>
<string name="enable_update_checks_description">在 Eden 啟動時檢查有無新版本並選擇是否要下載與安裝更新</string> <string name="enable_update_checks_description">在Eden啟動時檢查有無新版本並選擇是否要下載與安裝更新</string>
<string name="update_available">發現新版本</string> <string name="update_available">發現新版本</string>
<string name="update_available_description">有更新可供安裝:%1$s\n\n您要進行更新嗎?</string> <string name="update_available_description">有更新可供安裝:%1$s\n\n您要進行更新嗎?</string>
<string name="downloading_update">下載更新中</string> <string name="downloading_update">下載更新中</string>
@@ -237,7 +237,7 @@
<string name="update_install_failed">更新安裝失敗:%1$s</string> <string name="update_install_failed">更新安裝失敗:%1$s</string>
<string name="home_search">搜尋</string> <string name="home_search">搜尋</string>
<string name="home_settings">設定</string> <string name="home_settings">設定</string>
<string name="empty_gamelist">找不到遊戲檔案,或者尚未選取遊戲目錄</string> <string name="empty_gamelist">找不到檔案,或者尚未選取遊戲目錄</string>
<string name="manage_game_folders">管理遊戲資料夾</string> <string name="manage_game_folders">管理遊戲資料夾</string>
<string name="select_games_folder_description">允許 Eden 尋找您的遊戲檔案</string> <string name="select_games_folder_description">允許 Eden 尋找您的遊戲檔案</string>
<string name="add_games_warning">跳過選擇遊戲資料夾?</string> <string name="add_games_warning">跳過選擇遊戲資料夾?</string>
@@ -252,7 +252,7 @@
<string name="install_prod_keys_warning_help">https://yuzu-mirror.github.io/help/quickstart/#guide-introduction</string> <string name="install_prod_keys_warning_help">https://yuzu-mirror.github.io/help/quickstart/#guide-introduction</string>
<string name="install_firmware_warning">跳過安裝韌體?</string> <string name="install_firmware_warning">跳過安裝韌體?</string>
<string name="emulator_data">設定模擬器資料</string> <string name="emulator_data">設定模擬器資料</string>
<string name="emulator_data_description">模擬器需要金鑰才能正常執行,同時建議安裝韌體以啟動 QLaunch 小程式</string> <string name="emulator_data_description">模擬器需要金鑰才能正常執行,同時建議安裝韌體以啟動QLaunch小程式</string>
<string name="permissions">授予權限</string> <string name="permissions">授予權限</string>
<string name="permissions_description">授予權限以使用模擬器的特定功能</string> <string name="permissions_description">授予權限以使用模擬器的特定功能</string>
<string name="install_firmware_warning_description">許多遊戲需要韌體才能正常運作</string> <string name="install_firmware_warning_description">許多遊戲需要韌體才能正常運作</string>
@@ -273,10 +273,10 @@
<string name="build_id">版本號碼</string> <string name="build_id">版本號碼</string>
<string name="general_information">基本資訊</string> <string name="general_information">基本資訊</string>
<string name="hardware">硬體</string> <string name="hardware">硬體</string>
<string name="supported_abis">支援的 ABI</string> <string name="supported_abis">支援的ABI</string>
<string name="cpu_info">CPU 資訊</string> <string name="cpu_info">CPU資訊</string>
<string name="gpu_information">GPU 資訊</string> <string name="gpu_information">GPU資訊</string>
<string name="vulkan_driver_version">Vulkan 驅動程式版本</string> <string name="vulkan_driver_version">Vulkan驅動程式版本</string>
<string name="error_getting_emulator_info">取得裝置資訊失敗</string> <string name="error_getting_emulator_info">取得裝置資訊失敗</string>
<string name="memory_info">記憶體資訊</string> <string name="memory_info">記憶體資訊</string>
<string name="total_memory">記憶體大小</string> <string name="total_memory">記憶體大小</string>
@@ -287,8 +287,8 @@
<string name="warning_skip">跳過</string> <string name="warning_skip">跳過</string>
<string name="warning_cancel">取消</string> <string name="warning_cancel">取消</string>
<string name="install_amiibo_keys">安裝 Amiibo 金鑰</string> <string name="install_amiibo_keys">安裝 Amiibo 金鑰</string>
<string name="install_amiibo_keys_description">需要先安裝才能在遊戲中使用 Amiibo</string> <string name="install_amiibo_keys_description">若要在遊戲中使用 Amiibo 得先安裝</string>
<string name="gpu_driver_fetcher">GPU 驅動程式下載器</string> <string name="gpu_driver_fetcher">GPU驅動程式下載器</string>
<string name="gpu_driver_manager">GPU 驅動程式管理員</string> <string name="gpu_driver_manager">GPU 驅動程式管理員</string>
<string name="install_gpu_driver_description">安裝替代驅動程式以取得潛在的更佳效能或準確度</string> <string name="install_gpu_driver_description">安裝替代驅動程式以取得潛在的更佳效能或準確度</string>
<string name="post_processing">後製處理效果</string> <string name="post_processing">後製處理效果</string>
@@ -299,7 +299,7 @@
<string name="post_processing_open_list">開啟清單</string> <string name="post_processing_open_list">開啟清單</string>
<string name="post_processing_close_list">收起清單</string> <string name="post_processing_close_list">收起清單</string>
<string name="post_processing_remove_all">移除效果</string> <string name="post_processing_remove_all">移除效果</string>
<string name="post_processing_preset_locked">濾鏡已啟用。請在開啟遊戲前於\"後製處理效果\"中調整</string> <string name="post_processing_preset_locked">濾鏡已啟用。請在開啟遊戲前於 後製處理效果 中調整</string>
<string name="post_processing_preset_modified">數值已變更,與原始濾鏡設定不同</string> <string name="post_processing_preset_modified">數值已變更,與原始濾鏡設定不同</string>
<string name="post_processing_presets">濾鏡</string> <string name="post_processing_presets">濾鏡</string>
<string name="post_processing_preset_new">新增濾鏡</string> <string name="post_processing_preset_new">新增濾鏡</string>
@@ -312,51 +312,42 @@
<string name="post_processing_empty">找不到設定檔。請將濾鏡效果的 .fx 檔案放置於此資料夾:</string> <string name="post_processing_empty">找不到設定檔。請將濾鏡效果的 .fx 檔案放置於此資料夾:</string>
<string name="frame_gen">影格生成</string> <string name="frame_gen">影格生成</string>
<string name="frame_gen_per_game_description">調整此遊戲的影格生成設定</string> <string name="frame_gen_per_game_description">調整此遊戲的影格生成設定</string>
<string name="frame_gen_description">使用Lossless Scaling在已渲染的影格之間插入補間影格。啟用此功能時,會強制採用FIFO垂直同步</string> <string name="frame_gen_description">使用 Lossless Scaling 在已渲染的影格之間插入補間影格。啟用此功能時,會強制採用 FIFO 垂直同步</string>
<string name="frame_gen_multiplier">影格倍率</string> <string name="frame_gen_multiplier">影格倍率</string>
<string name="frame_gen_multiplier_description">設定在每個已渲染的影格中要顯示的影格數,數值越高所需的GPU運算時間也會按比例增加。若要求的影格數超過裝置顯示器能呈現的數量將會降低模擬速度</string> <string name="frame_gen_multiplier_description">設定在每個已渲染的影格中要顯示的影格數。數值越高所需的 GPU 運算時間也會按比例增加。若要求的影格數超過裝置顯示器能呈現的數量將會降低模擬速度</string>
<string name="frame_gen_multiplier_2x">2x</string> <string name="frame_gen_multiplier_2x">2x</string>
<string name="frame_gen_multiplier_3x">3x</string> <string name="frame_gen_multiplier_3x">3x</string>
<string name="frame_gen_multiplier_4x">4x</string> <string name="frame_gen_multiplier_4x">4x</string>
<string name="frame_gen_target_rate">目標影格率</string> <string name="frame_gen_target_rate">目標影格率</string>
<string name="frame_gen_target_rate_description">選擇裝置顯示器能實際呈現的影格率,之後倍率器會自動升高或降低以維持影格率。如果某個調整導致遊戲本身運作變慢,則會自動復原該設定</string> <string name="frame_gen_target_rate_description">選擇裝置顯示器能實際呈現的影格率。之後倍率器會自動升高或降低以維持影格率。如果某個調整導致遊戲本身運作變慢,則會自動復原該設定</string>
<string name="frame_gen_target_rate_off">使用固定倍率</string> <string name="frame_gen_target_rate_off">使用固定倍率</string>
<string name="frame_gen_target_rate_60">60 FPS</string> <string name="frame_gen_target_rate_60">60 FPS</string>
<string name="frame_gen_target_rate_90">90 FPS</string> <string name="frame_gen_target_rate_90">90 FPS</string>
<string name="frame_gen_target_rate_120">120 FPS</string> <string name="frame_gen_target_rate_120">120 FPS</string>
<string name="frame_gen_on">開啟</string>
<string name="frame_gen_off">關閉</string>
<string name="frame_gen_fixed">固定</string>
<string name="frame_gen_flow_auto">自動</string>
<string name="frame_gen_quick_description">開啟或關閉影格生成後選擇影格倍率</string>
<string name="frame_gen_target_rate_quick_description">選擇要生成的目標影格率,倍率器會自動調整</string>
<string name="frame_gen_flow_scale_quick_description">用來預測影格之間動態的解析度,較低的數值可以減少 GPU 運算時間</string>
<string name="frame_gen_queue_target">影格佇列目標</string> <string name="frame_gen_queue_target">影格佇列目標</string>
<string name="frame_gen_queue_target_description">最多允許多少個已完成的影格在顯示器前等待,較大的佇列可以吸收 GPU 突發負載,但會增加輸入延遲</string> <string name="frame_gen_queue_target_description">最多允許多少個已完成的影格在顯示器前等待,較大的佇列可以吸收 GPU 突發負載,但會增加輸入延遲</string>
<string name="frame_gen_queue_target_0">最低延遲(無緩衝)</string> <string name="frame_gen_queue_target_0">最低延遲(無緩衝)</string>
<string name="frame_gen_queue_target_1">平衡(1 影格)</string> <string name="frame_gen_queue_target_1">平衡(1影格)</string>
<string name="frame_gen_queue_target_2">最流暢(2 影格)</string> <string name="frame_gen_queue_target_2">最流暢(2影格)</string>
<string name="frame_gen_flow_scale_auto">配合遊戲調整運動預測</string> <string name="frame_gen_flow_scale_auto">配合遊戲調整運動預測</string>
<string name="frame_gen_flow_scale_auto_description">以遊戲實際渲染的解析度而非升頻後的輸出進行運動預測,由於升頻後不會增加任何動態細節,因此不會影響準確度</string> <string name="frame_gen_flow_scale_auto_description">以遊戲實際渲染的解析度而非升頻後的輸出進行運動預測。由於升頻後不會增加任何動態細節,因此不會影響準確度</string>
<string name="frame_gen_flow_scale">運動預測解析度</string> <string name="frame_gen_flow_scale">運動預測解析度</string>
<string name="frame_gen_flow_scale_description">光流處理的解析度,以輸出解析度的比例表示,降低此設定值是減少效能負載最有效的方法</string> <string name="frame_gen_flow_scale_description">光流處理的解析度,以輸出解析度的比例表示。降低此設定值是減少效能負載最有效的方法</string>
<string name="frame_gen_unsupported">無法使用影格生成</string> <string name="frame_gen_unsupported">無法使用影格生成</string>
<string name="frame_gen_unsupported_description">此 GPU 驅動程式缺少 Lossless Scaling 著色器所需的 Vulkan 記憶體模型或半精度浮點數(float16)支援</string>
<string name="lossless_scaling_setup_description">可選擇安裝自己擁有的 Lossless.dll 以在之後啟用影格生成功能</string> <string name="lossless_scaling_setup_description">可選擇安裝自己擁有的 Lossless.dll 以在之後啟用影格生成功能</string>
<string name="lossless_scaling_install">安裝 Lossless.dll</string> <string name="lossless_scaling_install">安裝 Lossless.dll</string>
<string name="lossless_scaling_install_description">您需要擁有從合法管道獲得的 Lossless Scaling 並從該軟體的資料夾中取得 Lossless.dll 檔案才能使用影格生成功能</string> <string name="lossless_scaling_install_description">您需要擁有從合法管道獲得的 Lossless Scaling 並從該軟體的資料夾中取得 Lossless.dll 檔案才能使用影格生成功能</string>
<string name="lossless_scaling_replace_description">安裝不同的 Lossless.dll 檔案</string> <string name="lossless_scaling_replace_description">安裝不同的 Lossless.dll 檔案</string>
<string name="frame_generation_support">影格生成</string> <string name="frame_generation_support">影格生成</string>
<string name="frame_generation_supported">支援</string> <string name="frame_generation_supported">支援</string>
<string name="frame_generation_unsupported">不支援(無 Vulkan 記憶體模型或 float16)</string>
<string name="lossless_scaling">Lossless Scaling</string> <string name="lossless_scaling">Lossless Scaling</string>
<string name="lossless_scaling_description">安裝您擁有的 Lossless.dll 檔案以使用影格生成</string> <string name="lossless_scaling_description">安裝您擁有的 Lossless.dll 檔案以使用影格生成</string>
<string name="lossless_scaling_installed">已安裝</string> <string name="lossless_scaling_installed">已安裝</string>
<string name="lossless_scaling_not_installed">未安裝</string> <string name="lossless_scaling_not_installed">未安裝</string>
<string name="lossless_scaling_replace">更換</string> <string name="lossless_scaling_replace">替換</string>
<string name="lossless_scaling_remove">刪除</string> <string name="lossless_scaling_remove">刪除</string>
<string name="lossless_scaling_remove_description">刪除已安裝的 Lossless.dll 及預先編譯的著色器</string> <string name="lossless_scaling_remove_description">刪除已安裝的 Lossless.dll 及預先編譯的著色器</string>
<string name="lossless_scaling_remove_confirmation">影格生成功能會停止運作直到您重新安裝Lossless.dll,您的 Lossless.dll原始檔不會被 Eden 修改</string> <string name="lossless_scaling_remove_confirmation">影格生成功能會停止運作直到您重新安裝 Lossless.dll 。您的 Lossless.dll 原始檔並不會被 Eden 修改</string>
<string name="lossless_scaling_missing">Lossless.dll 未安裝</string> <string name="lossless_scaling_missing">Lossless.dll 未安裝</string>
<string name="lossless_scaling_missing_description">前往 設定 -&gt; Lossless Scaling 安裝以使用影格生成功能</string> <string name="lossless_scaling_missing_description">前往 設定 -&gt; Lossless Scaling 安裝以使用影格生成功能</string>
<string name="lossless_scaling_locked">請先關閉遊戲</string> <string name="lossless_scaling_locked">請先關閉遊戲</string>
@@ -369,33 +360,33 @@
<string name="error_lossless_copy_failed">無法複製選取的檔案</string> <string name="error_lossless_copy_failed">無法複製選取的檔案</string>
<string name="error_lossless_unreadable">無法讀取選取的檔案</string> <string name="error_lossless_unreadable">無法讀取選取的檔案</string>
<string name="error_lossless_not_pe">選取的檔案並不是 Windows 程式庫。請在 Lossless Scaling 的安裝位置(資料夾)中選擇 Lossless.dll</string> <string name="error_lossless_not_pe">選取的檔案並不是 Windows 程式庫。請在 Lossless Scaling 的安裝位置(資料夾)中選擇 Lossless.dll</string>
<string name="error_lossless_missing_shaders">這個 Lossless.dll 的副本並未包含影格生成著色器。請更新 Lossless Scaling 後重試</string> <string name="error_lossless_missing_shaders">這個 Lossless.dll 的副本並未包含影格生成著色器。請更新 Lossless Scaling 後再試一次</string>
<string name="error_lossless_translation_failed">無法轉譯影格生成著色器,尚不支援此 Lossless Scaling 版本</string> <string name="error_lossless_translation_failed">無法轉譯影格生成著色器。尚不支援此 Lossless Scaling 版本</string>
<string name="error_lossless_cache_failed">轉譯的著色器無法寫入到儲存空間,請確認手機容量是否充足</string> <string name="error_lossless_cache_failed">轉譯的著色器無法寫入到儲存空間。請確認手機容量是否充足</string>
<string name="advanced_settings">進階設定</string> <string name="advanced_settings">進階設定</string>
<string name="settings_description">調整模擬器設定</string> <string name="settings_description">調整模擬器設定</string>
<string name="search_recently_played">最近遊玩</string> <string name="search_recently_played">最近遊玩</string>
<string name="search_recently_added">最近新增</string> <string name="search_recently_added">最近新增</string>
<string name="open_user_folder">開啟 Eden 資料夾</string> <string name="open_user_folder">開啟 Eden 資料夾</string>
<string name="open_user_folder_description">管理 Eden 的內部檔案</string> <string name="open_user_folder_description">管理 Eden 的內部檔案</string>
<string name="app_settings_description">自訂 Eden 的主題與介面</string> <string name="app_settings_description">自訂Eden的主題與介面</string>
<string name="no_file_manager">找不到檔案管理員</string> <string name="no_file_manager">找不到檔案管理員</string>
<string name="notification_no_directory_link">無法開啟 Eden 目錄</string> <string name="notification_no_directory_link">無法開啟 Eden 目錄</string>
<string name="notification_no_directory_link_description">請使用檔案管理員的側邊面板手動定位到使用者資料夾</string> <string name="notification_no_directory_link_description">請使用檔案管理員的側邊面板手動定位到使用者資料夾</string>
<string name="manage_save_data">管理儲存資料</string> <string name="manage_save_data">管理儲存資料</string>
<string name="manage_save_data_description">匯入/匯出遊戲的儲存資料\n壓縮檔必須為.zip格式\n壓縮檔中首個子資料夾名稱必須為遊戲ID</string> <string name="manage_save_data_description">導入/導出遊戲的儲存資料\n壓縮檔必須為.zip格式\n壓縮檔中首個子資料夾名稱必須為遊戲 ID</string>
<string name="import_save_warning">匯入儲存資料</string> <string name="import_save_warning">導入儲存資料</string>
<string name="import_save_warning_description">這將會以提供的檔案覆蓋現有的該遊戲儲存資料,您確定要繼續嗎?</string> <string name="import_save_warning_description">這將會以提供的檔案覆寫現有的該遊戲儲存資料,您確定要繼續嗎?</string>
<string name="save_files_importing">正在匯入儲存資料…</string> <string name="save_files_importing">正在導入儲存資料…</string>
<string name="save_files_exporting">正在匯出儲存資料…</string> <string name="save_files_exporting">正在導出儲存資料…</string>
<string name="save_file_imported_success">已成功匯入</string> <string name="save_file_imported_success">已成功導入</string>
<string name="save_file_invalid_zip_structure">無效的儲存目錄結構</string> <string name="save_file_invalid_zip_structure">無效的儲存目錄結構</string>
<string name="save_file_invalid_zip_structure_description">首個子資料夾名稱必須為遊戲 ID</string> <string name="save_file_invalid_zip_structure_description">首個子資料夾名稱必須為遊戲 ID</string>
<string name="install_firmware">安裝韌體</string> <string name="install_firmware">安裝韌體</string>
<string name="install_firmware_description">韌體必須為 ZIP 壓縮檔,將會用於部分遊戲的啟動</string> <string name="install_firmware_description">韌體必須為 ZIP 壓縮檔,將會用於部分遊戲的啟動</string>
<string name="firmware_installing">正在安裝韌體</string> <string name="firmware_installing">正在安裝韌體</string>
<string name="firmware_installed_failure">韌體安裝失敗</string> <string name="firmware_installed_failure">韌體安裝失敗</string>
<string name="firmware_installed_failure_description">請確保韌體 nca 檔案位於 zip 壓縮檔的根目錄後再試一次</string> <string name="firmware_installed_failure_description">請確保韌體 nca 檔案位於 zip 壓縮檔的根目錄,然後再試一次。</string>
<string name="firmware_uninstalled_failure">韌體解除安裝失敗</string> <string name="firmware_uninstalled_failure">韌體解除安裝失敗</string>
<string name="share_log">分享偵錯記錄</string> <string name="share_log">分享偵錯記錄</string>
<string name="share_log_description">分享 Eden 的記錄檔以便對相關問題進行偵錯</string> <string name="share_log_description">分享 Eden 的記錄檔以便對相關問題進行偵錯</string>
@@ -415,7 +406,7 @@
<string name="install_game_content_success_overwrite">%1$d 覆寫成功</string> <string name="install_game_content_success_overwrite">%1$d 覆寫成功</string>
<string name="install_game_content_help_link">https://yuzu-mirror.github.io/help/quickstart/#dumping-installed-updates</string> <string name="install_game_content_help_link">https://yuzu-mirror.github.io/help/quickstart/#dumping-installed-updates</string>
<string name="custom_driver_not_supported">您的裝置不支援自訂驅動程式</string> <string name="custom_driver_not_supported">您的裝置不支援自訂驅動程式</string>
<string name="custom_driver_not_supported_description">此裝置不支援注入自訂驅動程式\n請以後再來查看是否已新增支援!</string> <string name="custom_driver_not_supported_description">此裝置不支援注入自訂驅動程式。\n請以後再來查看是否已新增支援!</string>
<string name="manage_yuzu_data">管理 Eden 資料</string> <string name="manage_yuzu_data">管理 Eden 資料</string>
<string name="manage_yuzu_data_description">安裝韌體、金鑰,導入/導出使用者資料及安裝其它項目!</string> <string name="manage_yuzu_data_description">安裝韌體、金鑰,導入/導出使用者資料及安裝其它項目!</string>
<string name="game_folders">遊戲資料夾</string> <string name="game_folders">遊戲資料夾</string>
@@ -446,12 +437,12 @@
<string name="keys_failed">金鑰安裝失敗</string> <string name="keys_failed">金鑰安裝失敗</string>
<string name="keys_install_success">金鑰安裝成功</string> <string name="keys_install_success">金鑰安裝成功</string>
<string name="error_keys_copy_failed">一個或多個金鑰安裝失敗</string> <string name="error_keys_copy_failed">一個或多個金鑰安裝失敗</string>
<string name="error_keys_invalid_filename">請確保金鑰檔案具有 .keys 副檔名後重試</string> <string name="error_keys_invalid_filename">請確保金鑰檔案具有.keys副檔名後重試。</string>
<string name="error_keys_failed_init">金鑰初始化失敗,請檢查您的轉儲工具是否為最新版本並重新轉儲金鑰</string> <string name="error_keys_failed_init">金鑰初始化失敗。請檢查您的轉儲工具是否為最新版本並重新轉儲金鑰。</string>
<!-- Applet launcher strings --> <!-- Applet launcher strings -->
<string name="qlaunch_applet">Qlaunch</string> <string name="qlaunch_applet">Qlaunch</string>
<string name="qlaunch_description">從 Switch 系統主畫面啟動應用程式(目前僅支援英文)</string> <string name="qlaunch_description">從Switch系統主畫面啟動應用程式(目前僅支援英文)</string>
<string name="applets">小程式啟動器</string> <string name="applets">小程式啟動器</string>
<string name="applets_description">使用已安裝的韌體啟動系統小程式</string> <string name="applets_description">使用已安裝的韌體啟動系統小程式</string>
<string name="applets_error_firmware">未安裝韌體</string> <string name="applets_error_firmware">未安裝韌體</string>
@@ -478,19 +469,19 @@
<string name="licenses_description">這些專案使 Eden Android 版成為可能</string> <string name="licenses_description">這些專案使 Eden Android 版成為可能</string>
<string name="build">組建版本</string> <string name="build">組建版本</string>
<string name="user_data">使用者資料</string> <string name="user_data">使用者資料</string>
<string name="user_data_description">匯入/匯出所有應用程式資料\n\n匯入使用者資料時,現有的使用者資料將被取代!\n\n直接從 Citron 匯入使用者資料可能會出現問題,建議手動匯入所有所需資料</string> <string name="user_data_description">導入/導出所有應用程式資料。\n\n導入使用者資料時,現有的使用者資料將被取代!\n\n直接從 Citron 導入使用者資料可能會出現問題,建議手動導入所有所需資料。</string>
<string name="exporting_user_data">正在匯出使用者資料…</string> <string name="exporting_user_data">正在導出使用者資料…</string>
<string name="importing_user_data">正在匯入使用者資料…</string> <string name="importing_user_data">正在導入使用者資料…</string>
<string name="invalid_yuzu_backup">無效的 Eden 備份</string> <string name="invalid_yuzu_backup">無效的 Eden 備份</string>
<string name="user_data_export_success">使用者資料匯出成功</string> <string name="user_data_export_success">使用者資料導出成功</string>
<string name="user_data_import_success">使用者資料匯入成功</string> <string name="user_data_import_success">使用者資料導入成功</string>
<string name="user_data_export_cancelled">匯出已取消</string> <string name="user_data_export_cancelled">導出已取消</string>
<string name="user_data_import_failed_description">請確保使用者資料夾位於 zip 壓縮檔的根目錄,並在 config/config.ini 路徑中包含組態檔案後重試</string> <string name="user_data_import_failed_description">請確保使用者資料夾位於 zip 壓縮檔的根目錄,並在 config/config.ini 路徑中包含組態檔案,並再試一次</string>
<!-- General settings strings --> <!-- General settings strings -->
<string name="frame_limit_enable">限制模擬速度</string> <string name="frame_limit_enable">限制模擬速度</string>
<string name="frame_limit_enable_description">將模擬速度限制在標準速度的指定百分比</string> <string name="frame_limit_enable_description">將模擬速度限制在標準速度的指定百分比</string>
<string name="frame_limit_slider">限制速度百分比</string> <string name="frame_limit_slider">限制速度百分比</string>
<string name="frame_limit_slider_description">指定模擬速度的百分比,100% 為標準速度,更高或更低的值將會減少或增加速度限制</string> <string name="frame_limit_slider_description">指定模擬速度的百分比。100% 為標準速度,更高或更低的值將會減少或增加速度限制</string>
<string name="turbo_speed_limit">加速模式</string> <string name="turbo_speed_limit">加速模式</string>
<string name="turbo_speed_limit_description">當開啟加速模式時,模擬器將以此速度執行</string> <string name="turbo_speed_limit_description">當開啟加速模式時,模擬器將以此速度執行</string>
<string name="slow_speed_limit">慢速模式</string> <string name="slow_speed_limit">慢速模式</string>
@@ -517,19 +508,19 @@
<!-- CPU --> <!-- CPU -->
<string name="fast_cpu_time">CPU 時脈</string> <string name="fast_cpu_time">CPU 時脈</string>
<string name="fast_cpu_time_description">提高模擬 CPU 回報的時脈,可以減少某些 FPS 限制。較弱的 CPU 可能會出現效能下降的情況,部分遊戲可能會出現異常</string> <string name="fast_cpu_time_description">提高模擬 CPU 回報的時脈,可以減少某些 FPS 限制。較弱的 CPU 可能會出現效能下降的情況,部分遊戲可能會出現異常</string>
<string name="custom_cpu_ticks">自訂 CPU 時脈</string> <string name="custom_cpu_ticks">自訂CPU時脈</string>
<string name="custom_cpu_ticks_description">自訂 CPU 時脈,更高的值可能提高效能,但也可能導致遊戲卡死。建議範圍為 77-21000</string> <string name="custom_cpu_ticks_description">自訂CPU時脈。更高的值可能提高效能,但也可能導致遊戲卡死。建議範圍為77-21000。</string>
<string name="cpu_ticks">時脈</string> <string name="cpu_ticks">時脈</string>
<string name="memory_layout">記憶體布局</string> <string name="memory_layout">記憶體佈局</string>
<string name="memory_layout_description">(實驗性)更改模擬記憶體布局,此設定不會提高效能,但可能有助於使用模組來提高解析度的遊戲的載入。不要在 RAM 為 8GB 或更少的手機上使用。若遊戲崩潰請將進階設定裡偵錯選項中的 CPU 後端改為 Dynarmic(JIT)</string> <string name="memory_layout_description">(實驗性)更改模擬記憶體佈局。此設定不會提高效能,但可能有助於使用模組來提高解析度的遊戲的載入。不要在 RAM 為 8GB 或更少的手機上使用。若遊戲崩潰請將進階設定裡偵錯選項中的CPU後端改為 Dynarmic (JIT)</string>
<string name="generate">生成</string> <string name="generate">生成</string>
<!-- Network settings strings --> <!-- Network settings strings -->
<string name="web_token">網路令牌</string> <string name="web_token">網路令牌</string>
<string name="web_token_description">用於建立公開大廳的網路令牌,由 48 個小寫字母 a-z 組成</string> <string name="web_token_description">用於建立公開大廳的網路令牌。由48個小寫字母a-z組成</string>
<string name="web_username">網路使用者名稱</string> <string name="web_username">網路使用者名稱</string>
<string name="web_username_description">多人遊戲房間中顯示的使用者名稱。必須為 4-20 個字元,僅能使用英文字母、數字、句點、破折號、底線和空格(標點符號須為英文格式)</string> <string name="web_username_description">多人遊戲房間中顯示的使用者名稱。必須為4-20個字元,僅能使用英文字母、數字、句點、破折號、底線和空格(標點符號須為英文格式)</string>
<string name="network">網路</string> <string name="network">網路</string>
<!-- Graphics settings strings --> <!-- Graphics settings strings -->
@@ -544,68 +535,68 @@
<string name="advanced">進階</string> <string name="advanced">進階</string>
<string name="renderer_accuracy">GPU 模式</string> <string name="renderer_accuracy">GPU 模式</string>
<string name="renderer_accuracy_description">設定 GPU 模擬的準確度,大多數遊戲在設定為快速時即可正常渲染,但有些需要渲染粒子的遊戲仍需設為準確來避免圖形錯誤</string> <string name="renderer_accuracy_description">設定 GPU 模擬的準確度。大多數遊戲在設定為快速時即可正常渲染,但有些需要渲染粒子的遊戲仍需設為準確來避免圖形錯誤</string>
<string name="dma_accuracy">DMA 準確度</string> <string name="dma_accuracy">DMA 準確度</string>
<string name="dma_accuracy_description">控制 DMA 準確度,將準確度設為穩定可以修復某些遊戲中的問題,但在某些情況下也可能影響效能。如果不確定,請保留為預設</string> <string name="dma_accuracy_description">控制 DMA 準確度。將準確度設為穩定可以修復某些遊戲中的問題,但在某些情況下也可能影響效能。如果不確定,請保留為預設</string>
<string name="gpu_fence_behavior">GPU 同步柵欄模式</string> <string name="gpu_fence_behavior">GPU 同步柵欄模式</string>
<string name="gpu_fence_behavior_description">控制 GPU 同步柵欄模式,即時是速度最快的選項,但可能會導致一些問題;使用平衡可以提供更好的相容性並修復某些遊戲中的錯誤;準確則是在犧牲部分效能的情況下進一步提升相容性;嚴格是最慢的選項,但可以修復那些對同步要求更嚴格的遊戲中的問題;預設則會依照 GPU 準確度設定</string> <string name="gpu_fence_behavior_description">控制 GPU 同步柵欄模式。即時是速度最快的選項,但可能會導致一些問題。使用平衡可以提供更好的相容性並修復某些遊戲中的錯誤。準確則是在犧牲部分效能的情況下進一步提升相容性。嚴格是最慢的選項,但可以修復那些對同步要求更嚴格的遊戲中的問題。預設則會依照 GPU 準確度設定</string>
<string name="anisotropic_filtering">各向異性過濾</string> <string name="anisotropic_filtering">各向異性過濾</string>
<string name="anisotropic_filtering_description">改善斜角檢視時的紋理品質</string> <string name="anisotropic_filtering_description">改善斜角檢視時的紋理品質</string>
<string name="vram_usage_mode">VRAM 使用模式</string> <string name="vram_usage_mode">VRAM使用模式</string>
<string name="vram_usage_mode_description">控制 GPU 記憶體的分配與釋放策略</string> <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">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、穩定)、GPU(快速、推薦)或 CPU 非同步(無卡頓,可能導致問題)</string> <string name="accelerate_astc_description">選擇ASTC壓縮紋理的解碼方式:CPU(慢速、穩定)、GPU(快速、推薦)或CPU非同步(無卡頓,可能導致問題)</string>
<string name="sync_memory_operations">同步記憶體操作</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> <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>
<string name="use_disk_shader_cache">磁碟著色器快取</string> <string name="use_disk_shader_cache">磁碟著色器快取</string>
<string name="use_disk_shader_cache_description">將產生的著色器快取儲存至硬碟以減少中斷</string> <string name="use_disk_shader_cache_description">將產生的著色器快取儲存至硬碟以減少中斷</string>
<string name="renderer_force_max_clock">強制使用最大時脈(僅限 Adreno)</string> <string name="renderer_force_max_clock">強制使用最大時脈 (僅限Adreno)</string>
<string name="renderer_force_max_clock_description">強制GPU以可能的最大時脈運作(熱溫限制仍會被套用)</string> <string name="renderer_force_max_clock_description">強制 GPU 以可能的最大時脈執行 (熱溫限制仍會被套用)</string>
<string name="renderer_asynchronous_gpu_emulation">GPU 非同步模擬</string> <string name="renderer_asynchronous_gpu_emulation">GPU 非同步模擬</string>
<string name="renderer_asynchronous_gpu_emulation_description">此修改可透過使用 GPU 非同步模擬來提升性能,不過可能會導致圖形問題且會提高在進行時序相關操作時當機的機率</string> <string name="renderer_asynchronous_gpu_emulation_description">此修改可透過使用 GPU 非同步模擬來提升性能,不過可能會導致圖形問題且會提高在進行時序相關操作時當機的機率</string>
<string name="renderer_async_presentation">非同步呈現</string>
<string name="renderer_async_presentation_description">此修改可以透過將渲染移至單獨的 CPU 執行緒來提升性能,但可能會導致圖形問題</string>
<string name="renderer_reactive_flushing">使用重新啟用排清</string> <string name="renderer_reactive_flushing">使用重新啟用排清</string>
<string name="renderer_reactive_flushing_description">犧牲效能以改善部分遊戲的轉譯準確度</string> <string name="renderer_reactive_flushing_description">犧牲效能,以改善部分遊戲的轉譯準確度</string>
<string name="enable_buffer_history">啟用緩衝區歷史</string> <string name="enable_buffer_history">啟用緩衝區歷史</string>
<string name="enable_buffer_history_description">允許存取先前的緩衝區狀態,此選項可能會改善部分遊戲的渲染品質與效能穩定性</string> <string name="enable_buffer_history_description">允許存取先前的緩衝區狀態。此選項可能會改善部分遊戲的渲染品質與效能穩定性</string>
<string name="enable_gpu_buffer_readback">啟用 GPU 緩衝區讀回</string>
<string name="enable_gpu_buffer_readback_description">透過在上傳之前先將 GPU 修改過的緩衝區資料讀回來保存資料,部分遊戲需要啟用此功能才能正常渲染遊戲特效。如果硬體無法負荷可能會導致錯誤</string>
<string name="use_optimized_vertex_buffers">最佳化頂點緩衝區</string> <string name="use_optimized_vertex_buffers">最佳化頂點緩衝區</string>
<string name="use_optimized_vertex_buffers_description">啟用最佳化的頂點緩衝區綁定,需要安裝 Mesa 26.0+ Turnip drivers/Qualcomm drivers。使用舊版 Turnip drivers 會導致當機(25.3 版或更低的版本)</string> <string name="use_optimized_vertex_buffers_description">啟用最佳化的頂點緩衝區綁定。需要安裝 Mesa 26.0+ Turnip drivers/Qualcomm drivers。使用舊版 Turnip drivers 會導致當機 (25.3版和更低的版本)</string>
<string name="hacks">修改</string> <string name="hacks">修改</string>
<string name="fast_gpu_time">GPU 時脈</string> <string name="fast_gpu_time">GPU 時脈</string>
<string name="fast_gpu_time_description">讓遊戲誤以為 GPU 工作能更快完成,避免遊戲為了配合 Switch 的時脈而降低解析度與渲染距離</string> <string name="fast_gpu_time_description">讓遊戲誤以為 GPU 工作能更快完成,避免遊戲為了配合 Switch 的時脈而降低解析度與渲染距離</string>
<string name="skip_cpu_inner_invalidation">跳過 CPU 內部失效處理</string> <string name="skip_cpu_inner_invalidation">跳過CPU內部失效處理</string>
<string name="skip_cpu_inner_invalidation_description">在記憶體更新期間跳過某些 CPU 端快取的失效處理,減少 CPU 使用率並提高其性能。可能會導致某些遊戲出現故障或當機</string> <string name="skip_cpu_inner_invalidation_description">在記憶體更新期間跳過某些CPU端快取的失效處理,減少CPU使用率並提高其性能。可能會導致某些遊戲出現故障或當機</string>
<string name="nce_invalidation_gpu_readback">在 NCE 無效化前進行 GPU 回讀</string>
<string name="nce_invalidation_gpu_readback_description">(暫時性功能)修復 \"終結者瑪格諾莉亞:霧中綻放\" 及其它使用虛幻引擎之遊戲中的當機問題,可能會降低效能。此功能正在改善中</string>
<string name="nce_runtime_nro_patch">對 NCE Runtime 的 NRO 檔案進行修補</string>
<string name="nce_runtime_nro_patch_description">(暫時性功能)修復 \"Biomutant\" 的啟動問題,可能會對效能造成影響。此功能正在改善中</string>
<string name="fix_bloom_effects">修正光暈特效</string> <string name="fix_bloom_effects">修正光暈特效</string>
<string name="fix_bloom_effects_description">在 \"薩爾達傳說:織夢島\" 和 \"薩爾達傳說:智慧的再現\" 中減少光暈模糊的問題並移除 \"橫衝直撞:狂飆樂園重製版\" 中的光暈效果(適用於 Adreno A6XX - A7XX/ Turnip)。警告:可能會在其它遊戲中導致圖形異常</string> <string name="fix_bloom_effects_description">在 薩爾達傳說:織夢島 和 薩爾達傳說:智慧的再現 中 減少光暈模糊的問題並移除 橫衝直撞:狂飆樂園重製版 中的光暈效果 (Adreno A6XX - A7XX/ Turnip)。警告:可能會在其它遊戲中導致圖形異常</string>
<string name="emulate_bgr565">模擬 BGR565</string> <string name="emulate_bgr565">模擬 BGR565</string>
<string name="emulate_bgr565_description">修正遊戲中出現的色彩反轉、圖形異常或陰影異常</string> <string name="emulate_bgr565_description">修正遊戲中出現的顏色反轉、圖形異常或陰影異常</string>
<string name="rescale_hack">啟用舊版重新縮放處理</string> <string name="rescale_hack">啟用舊版重新縮放處理</string>
<string name="rescale_hack_description">透過快速重新縮放處理來啟用遊戲重新縮放設定階段的舊版處理方式</string> <string name="rescale_hack_description">透過快速重新縮放處理來啟用遊戲重新縮放設定階段的舊版處理方式</string>
<string name="renderer_asynchronous_shaders">使用非同步著色器</string> <string name="renderer_asynchronous_shaders">使用非同步著色器</string>
<string name="renderer_asynchronous_shaders_description">使用非同步編譯著色器,這可能會減少卡頓,但也可能導致圖形錯誤</string> <string name="renderer_asynchronous_shaders_description">使用非同步編譯著色器。這可能會減少卡頓,但也可能導致圖形錯誤。</string>
<string name="gpu_unswizzle_settings">GPU Unswizzle 設定</string> <string name="gpu_unswizzle_settings">GPU Unswizzle 設定</string>
<string name="gpu_unswizzle_settings_description">設定基於 GPU 的 Unswizzling 參數或完全停用此功能,調整此設定以在性能與紋理載入品質中取得平衡</string> <string name="gpu_unswizzle_settings_description">設定基於 GPU 的 Unswizzling 參數或完全停用此功能。調整此設定以在性能與紋理載入品質中取得平衡</string>
<string name="gpu_unswizzle_enable">啟用 GPU Unswizzle</string> <string name="gpu_unswizzle_enable">啟用 GPU Unswizzle</string>
<string name="gpu_unswizzle_disabled">停用</string> <string name="gpu_unswizzle_disabled">停用</string>
<string name="gpu_unswizzle_texture_size">GPU Unswizzle 最大紋理尺寸</string> <string name="gpu_unswizzle_texture_size">GPU Unswizzle 最大紋理尺寸</string>
<string name="gpu_unswizzle_texture_size_description">設定 GPU 紋理 Unswizzling 的最大值(MB),雖然 GPU 處理中型和大型紋理的速度較快,但 CPU 處理非常小的紋理可能更有效率。調整此設定以在 GPU 加速與 CPU 負載之間取得平衡</string> <string name="gpu_unswizzle_texture_size_description">設定 GPU 紋理 Unswizzling 的最大值 (MB)。雖然 GPU 處理中型和大型紋理的速度較快,但 CPU 處理非常小的紋理可能更有效率。整此設定以在 GPU 加速與 CPU 負載之間取得平衡</string>
<string name="gpu_unswizzle_stream_size">GPU Unswizzle Stream 大小</string> <string name="gpu_unswizzle_stream_size">GPU Unswizzle 流大小</string>
<string name="gpu_unswizzle_stream_size_description">設定每個影格處理大型紋理 Unswizzling 的資料上限,數值越高載入紋理的速度越快,但會增加畫面延遲;數值較低則能降低 GPU 負載,不過有可能導致至紋理載入不完全甚至突然出現</string> <string name="gpu_unswizzle_stream_size_description">設定每個影格處理大型紋理 Unswizzling 的資料上限。數值越高載入紋理的速度越快,但會增加畫面延遲;數值較低則能降低 GPU 負載,不過有可能導致至紋理載入不完全甚至突然出現</string>
<string name="gpu_unswizzle_chunk_size">GPU Unswizzle Chunk 大小</string> <string name="gpu_unswizzle_chunk_size">GPU Unswizzle 塊大小</string>
<string name="gpu_unswizzle_chunk_size_description">設定 3D 紋理每批次處理的深度切片數量,增加此數值可提升規格較佳 GPU 的處理效率,但在較低規格的硬體上可能導致卡頓或驅動程式逾時</string> <string name="gpu_unswizzle_chunk_size_description">設定 3D 紋理每批次處理的深度切片數量。增加此數值可提升規格較佳 GPU 的處理效率,但在較低規格的硬體上可能導致卡頓或驅動程式逾時</string>
<string name="gpu_unswizzle_default_button">預設</string> <string name="gpu_unswizzle_default_button">預設</string>
<string name="extensions">擴充功能</string> <string name="extensions">擴充功能</string>
<string name="dyna_state">擴展動態狀態</string> <string name="dyna_state">擴展動態狀態</string>
<string name="dyna_state_description">控制擴展動態狀態中可使用的功能數量,較高的數值可根據驅動程式支援的動態狀態減少管線編譯的次數</string> <string name="dyna_state_description">控制擴展動態狀態中可使用的功能數量。較高的數值可根據驅動程式支援的動態狀態減少管線編譯的次數。</string>
<string name="disabled">停用</string> <string name="disabled">停用</string>
<string name="vertex_input_dynamic_state">頂點輸入動態狀態</string> <string name="vertex_input_dynamic_state">頂點輸入動態狀態</string>
<string name="vertex_input_dynamic_state_description">啟用此功能可提供更彈性的頂點輸入處理方式,並可能減少頂點/緩衝區的管線編譯時間</string> <string name="vertex_input_dynamic_state_description">啟用此功能可提供更彈性的頂點輸入處理方式,並可能減少頂點/緩衝區的管線編譯時間</string>
@@ -621,25 +612,25 @@
<string name="picture_in_picture">子母畫面</string> <string name="picture_in_picture">子母畫面</string>
<string name="picture_in_picture_description">位於背景時最小化視窗</string> <string name="picture_in_picture_description">位於背景時最小化視窗</string>
<string name="warning_resolution">解析度縮放到 2 倍或更高可能會導致問題,並可能顯著降低設備速度</string> <string name="warning_resolution">解析度縮放到2倍或更高可能會導致問題,並可能顯著降低設備速度</string>
<!-- Debug settings strings --> <!-- Debug settings strings -->
<string name="cpu">CPU</string> <string name="cpu">CPU</string>
<string name="clocks">時脈</string> <string name="clocks">時脈</string>
<string name="use_auto_stub">使用自動存根</string> <string name="use_auto_stub">使用自動存根</string>
<string name="use_auto_stub_description">自動補上缺少的服務和功能,可提高相容性但可能導致當機和穩定性問題</string> <string name="use_auto_stub_description">自動補上缺少的服務和功能。可提高相容性但可能導致當機和穩定性問題。</string>
<string name="gpu">GPU</string> <string name="gpu">GPU</string>
<string name="renderer_api">API</string> <string name="renderer_api">API</string>
<string name="renderer_debug">圖形偵錯</string> <string name="renderer_debug">圖形偵錯</string>
<string name="renderer_debug_description">將圖形 API 設為慢速偵錯模式</string> <string name="renderer_debug_description">將圖形 API 設為慢速偵錯模式</string>
<string name="patch_old_qcom_drivers">BCn 區塊壓縮紋理修補</string> <string name="patch_old_qcom_drivers">BCn 區塊壓縮紋理修補</string>
<string name="patch_old_qcom_drivers_description">覆寫 Adreno GPU 的 BCn 紋理格式自動偵測。通常會根據 Android 版本自動偵測(會在 API 28 以上的裝置自動啟用)</string> <string name="patch_old_qcom_drivers_description">覆寫 Adreno GPU 的 BCn 紋理格式自動偵測。通常會根據 Android 版本自動偵測(會在API 28 以上自動啟用)</string>
<string name="fastmem">Fastmem</string> <string name="fastmem">Fastmem</string>
<string name="log">日誌</string> <string name="log">日誌</string>
<string name="flush_by_line">按行寫入偵錯日誌</string> <string name="flush_by_line">按行寫入偵錯日誌</string>
<string name="flush_by_line_description">寫入一行日誌就立刻更新偵錯記錄,讓程式在當機或畫面凍結時更容易偵錯</string> <string name="flush_by_line_description">在每行寫入時重新整理偵錯日誌,讓程式在當機或閃退時更容易偵錯。</string>
<string name="extended_logging">啟用更詳細的日誌記錄</string> <string name="extended_logging">啟用更詳細的日誌記錄</string>
<string name="extended_logging_description">將日誌檔的最大檔案限制從 100MB 提高到 1GB</string> <string name="extended_logging_description">將日誌檔的最大檔案限制從 100MB 提高到 1GB</string>
<string name="log_filter">日誌過濾器</string> <string name="log_filter">日誌過濾器</string>
@@ -648,21 +639,21 @@
<!-- GPU Logging strings --> <!-- GPU Logging strings -->
<string name="gpu_logging_header">GPU 日誌</string> <string name="gpu_logging_header">GPU 日誌</string>
<string name="gpu_log_level">記錄層級</string> <string name="gpu_log_level">記錄層級</string>
<string name="gpu_log_level_description">GPU 日誌的詳細層級(越高日誌越詳細,不過會更容易過熱)</string> <string name="gpu_log_level_description">GPU 日誌的詳細層級 (越高日誌越詳細,不過會更容易過熱)</string>
<string name="gpu_log_vulkan_calls">記錄 Vulkan API 呼叫</string> <string name="gpu_log_vulkan_calls">記錄 Vulkan API 呼叫</string>
<string name="gpu_log_vulkan_calls_description">在環形緩衝區中記錄所有 Vulkan API 呼叫</string> <string name="gpu_log_vulkan_calls_description">在環形緩衝區中記錄所有 Vulkan API 呼叫</string>
<string name="gpu_log_shader_dumps">傾印 SPIR-V 著色器</string> <string name="gpu_log_shader_dumps">傾印 SPIR-V 著色器</string>
<string name="gpu_log_shader_dumps_description">將重新編譯後的 SPIR-V 二進位檔案(.spv)儲存至 Eden 資料夾裡的 dump 資料夾中。可使用 spirv-dis/spirv-cross/spirv-val 進行檢查</string> <string name="gpu_log_shader_dumps_description">將重新編譯後的 SPIR-V 二進位檔案 (.spv) 儲存至 Eden 資料夾裡的 dump 資料夾中。可使用 spirv-dis/spirv-cross/spirv-val 進行檢查</string>
<string name="dump_guest_shaders">傾印客體(Maxwell)著色器</string> <string name="dump_guest_shaders">傾印客體(Maxwell)著色器</string>
<string name="dump_guest_shaders_description">將 Maxwell 客體著色器位元組碼檔案(.ash)儲存至 Eden 資料夾裡的 dump 資料夾中。可使用 nvdisasm 進行檢查</string> <string name="dump_guest_shaders_description">將 Maxwell 客體著色器位元組碼檔案 (.ash) 儲存至 Eden 資料夾裡的 dump 資料夾中。可使用 nvdisasm 進行檢查</string>
<string name="dump_macros">傾印 Maxwell 巨集</string> <string name="dump_macros">傾印 Maxwell 巨集</string>
<string name="dump_macros_description">將 Maxwell 巨集程式檔案(.macro)儲存至 Eden 資料夾裡的 dump 資料夾中。可使用 envydis 進行檢查</string> <string name="dump_macros_description">將 Maxwell 巨集程式檔案 (.macro) 儲存至 Eden 資料夾裡的 dump 資料夾中。可使用 envydis 進行檢查</string>
<string name="gpu_log_memory_tracking">追蹤 GPU 記憶體</string> <string name="gpu_log_memory_tracking">追蹤 GPU 記憶體</string>
<string name="gpu_log_memory_tracking_description">監控 GPU 記憶體的分配和釋放</string> <string name="gpu_log_memory_tracking_description">監控 GPU 記憶體的分配和釋放</string>
<string name="gpu_log_driver_debug">驅動程式偵錯資料</string> <string name="gpu_log_driver_debug">驅動程式偵錯資料</string>
<string name="gpu_log_driver_debug_description">擷取驅動程式的特定偵錯資料(例如 Turnip breadcrumbs)</string> <string name="gpu_log_driver_debug_description">擷取驅動程式的特定偵錯資料(例如 Turnip breadcrumbs)</string>
<string name="gpu_log_ring_buffer_size">環形緩衝區大小</string> <string name="gpu_log_ring_buffer_size">環形緩衝區大小</string>
<string name="gpu_log_ring_buffer_size_description">追蹤的近期 Vulkan 呼叫數量(預設為 512)</string> <string name="gpu_log_ring_buffer_size_description">追蹤的近期 Vulkan 呼叫數量(預設為 512 )</string>
<string name="gpu_log_ring_buffer_size_hint">64 至 4096 個項目</string> <string name="gpu_log_ring_buffer_size_hint">64 至 4096 個項目</string>
<string name="general">一般</string> <string name="general">一般</string>
@@ -692,7 +683,7 @@
<string name="range">靈敏度</string> <string name="range">靈敏度</string>
<string name="deadzone">無感帶</string> <string name="deadzone">無感帶</string>
<string name="modifier">用按鈕、按鍵來模擬搖桿</string> <string name="modifier">用按鈕、按鍵來模擬搖桿</string>
<string name="modifier_range">修改按鈕模擬左/右搖桿的值,視遊戲不同而有所差異\n(模擬左搖桿時,若將此數值設為 50,則按下按鈕時遊戲裡的人物可能只會走動而不是奔跑;模擬右搖桿時所使用的值則是會影響到轉視角的速度,數值越高代表使用的模擬值越大)</string> <string name="modifier_range">修改按鈕模擬左/右搖桿的值,視遊戲不同而有所差異\n(模擬左搖桿時,若將此數值設為50,則按下按鈕時遊戲裡的人物可能只會走動而不是奔跑;模擬右搖桿時所使用的值則是會影響到轉視角的速度,數值越高代表使用的模擬值越大)</string>
<string name="triggers">肩部按鍵</string> <string name="triggers">肩部按鍵</string>
<string name="button_sl_left">左 SL</string> <string name="button_sl_left">左 SL</string>
<string name="button_sr_left">左 SR</string> <string name="button_sr_left">左 SR</string>
@@ -742,7 +733,7 @@
<string name="button_map_description">按下一個按鈕或肩部按鍵/移動搖桿</string> <string name="button_map_description">按下一個按鈕或肩部按鍵/移動搖桿</string>
<string name="map_dpad_direction">將方向鍵配對到 %1$s</string> <string name="map_dpad_direction">將方向鍵配對到 %1$s</string>
<string name="map_control">配對到 %1$s</string> <string name="map_control">配對到 %1$s</string>
<string name="failed_to_load_profile">匯入設定檔失敗</string> <string name="failed_to_load_profile">導入設定檔失敗</string>
<string name="failed_to_save_profile">儲存設定檔失敗</string> <string name="failed_to_save_profile">儲存設定檔失敗</string>
<string name="reset_mapping">重設控制器配對</string> <string name="reset_mapping">重設控制器配對</string>
<string name="reset_mapping_description">您確定要將此控制器的所有配對重設為預設值?此動作無法復原</string> <string name="reset_mapping_description">您確定要將此控制器的所有配對重設為預設值?此動作無法復原</string>
@@ -763,21 +754,21 @@
<string name="auto">自動</string> <string name="auto">自動</string>
<string name="submit">提交</string> <string name="submit">提交</string>
<string name="string_null">無</string> <string name="string_null">無</string>
<string name="string_import">匯入</string> <string name="string_import">導入</string>
<string name="export">匯出</string> <string name="export">導出</string>
<string name="export_failed">匯出失敗</string> <string name="export_failed">導出失敗</string>
<string name="import_failed">匯入失敗</string> <string name="import_failed">導入失敗</string>
<string name="cancelling">正在取消</string> <string name="cancelling">正在取消</string>
<string name="install">安裝</string> <string name="install">安裝</string>
<string name="fetch">下載</string> <string name="fetch">下載</string>
<string name="delete">刪除</string> <string name="delete">刪除</string>
<string name="edit">編輯</string> <string name="edit">編輯</string>
<string name="import_success">已成功匯入</string> <string name="import_success">已成功導入</string>
<string name="export_success">已成功匯出</string> <string name="export_success">已成功導出</string>
<string name="start">開始</string> <string name="start">開始</string>
<string name="global">全域設定</string> <string name="global">全域設定</string>
<string name="custom">個別遊戲設定</string> <string name="custom">個別遊戲設定</string>
<string name="import_complete">匯入完成</string> <string name="import_complete">導入完成</string>
<string name="use_global_setting">使用全域設定</string> <string name="use_global_setting">使用全域設定</string>
<string name="operation_completed_successfully">操作已成功完成</string> <string name="operation_completed_successfully">操作已成功完成</string>
<string name="confirm">確認</string> <string name="confirm">確認</string>
@@ -808,9 +799,9 @@
<string name="installing">安裝中…</string> <string name="installing">安裝中…</string>
<string name="latest">最新</string> <string name="latest">最新</string>
<string name="recommended_driver">推薦驅動程式:</string> <string name="recommended_driver">推薦驅動程式:</string>
<string name="gpu_model">GPU 型號</string> <string name="gpu_model">GPU型號</string>
<string name="unsupported_gpu">不支援的 GPU</string> <string name="unsupported_gpu">不支援的GPU</string>
<string name="unsupported_gpu_warning">您的 GPU 不支援驅動程式注入,不建議嘗試設定自訂驅動程式</string> <string name="unsupported_gpu_warning">您的GPU不支援驅動程式注入。不建議嘗試設定自訂驅動程式。</string>
<!-- Preferences Screen --> <!-- Preferences Screen -->
<string name="preferences_settings">設定</string> <string name="preferences_settings">設定</string>
@@ -840,13 +831,13 @@
<string name="save_migration_complete">成功遷移儲存資料</string> <string name="save_migration_complete">成功遷移儲存資料</string>
<string name="save_migration_failed">儲存資料遷移失敗</string> <string name="save_migration_failed">儲存資料遷移失敗</string>
<string name="save_directory_set">存檔目錄設定完成</string> <string name="save_directory_set">存檔目錄設定完成</string>
<string name="destination_has_saves">所選取的位置已有儲存資料,是否要取代該檔案?</string> <string name="destination_has_saves">所選取的位置已有儲存資料。是否要取代該檔案?</string>
<string name="all_files_permission_required">若要自訂路徑必須授予所有檔案的存取權</string> <string name="all_files_permission_required">若要自訂路徑必須授予所有檔案的存取權</string>
<string name="grant_permission">授予權限</string> <string name="grant_permission">授予權限</string>
<string name="custom_nand_directory">NAND 路徑</string> <string name="custom_nand_directory">NAND 路徑</string>
<string name="custom_nand_directory_description">設定 NAND 資料的自訂路徑</string> <string name="custom_nand_directory_description">設定 NAND 資料的自訂路徑</string>
<string name="custom_sdmc_directory">虛擬SD卡路徑</string> <string name="custom_sdmc_directory">虛擬 SD卡 路徑</string>
<string name="custom_sdmc_directory_description">設定虛擬SD卡儲存空間的自訂路徑</string> <string name="custom_sdmc_directory_description">設定虛擬 SD卡 儲存空間的自訂路徑</string>
<string name="path_set">路徑設定成功</string> <string name="path_set">路徑設定成功</string>
<string name="skip_migration">跳過</string> <string name="skip_migration">跳過</string>
@@ -865,7 +856,7 @@
<string name="add_ons_description">切換模組、更新及 DLC</string> <string name="add_ons_description">切換模組、更新及 DLC</string>
<string name="playtime">遊玩時間:</string> <string name="playtime">遊玩時間:</string>
<string name="reset_playtime">重設遊玩時間</string> <string name="reset_playtime">重設遊玩時間</string>
<string name="reset_playtime_description">將此遊戲的遊玩時間重設為 0</string> <string name="reset_playtime_description">將此遊戲的遊玩時間重設為0</string>
<string name="reset_playtime_warning_description">您確定要重設此遊戲的遊玩時間嗎?</string> <string name="reset_playtime_warning_description">您確定要重設此遊戲的遊玩時間嗎?</string>
<string name="playtime_reset_successfully">遊玩時間已重設</string> <string name="playtime_reset_successfully">遊玩時間已重設</string>
<string name="edit_playtime">修改遊玩時間</string> <string name="edit_playtime">修改遊玩時間</string>
@@ -874,16 +865,16 @@
<string name="hours_abbr">小時</string> <string name="hours_abbr">小時</string>
<string name="minutes_abbr">分鐘</string> <string name="minutes_abbr">分鐘</string>
<string name="seconds_abbr">秒</string> <string name="seconds_abbr">秒</string>
<string name="hours_must_be_between_0_and_9999">必須介於 0 到 9999 小時之間</string> <string name="hours_must_be_between_0_and_9999">必須介於0到9999小時之間</string>
<string name="minutes_must_be_between_0_and_59">必須介於 0 到 59 分鐘之間</string> <string name="minutes_must_be_between_0_and_59">必須介於0到59分鐘之間</string>
<string name="seconds_must_be_between_0_and_59">必須介於 0 到 59 秒之間</string> <string name="seconds_must_be_between_0_and_59">必須介於0到59秒之間</string>
<string name="playtime_updated_successfully">成功修改遊玩時間</string> <string name="playtime_updated_successfully">成功更新遊玩時間</string>
<string name="clear_shader_cache">清除著色器快取</string> <string name="clear_shader_cache">清除著色器快取</string>
<string name="clear_shader_cache_description">清除此遊戲所有已編譯的著色器快取</string> <string name="clear_shader_cache_description">清除此遊戲所有已編譯的著色器快取</string>
<string name="clear_shader_cache_warning_description">重新編譯著色器快取的過程中可能會導致遊戲有些微卡頓</string> <string name="clear_shader_cache_warning_description">重新編譯著色器快取的過程中可能會導致遊戲有些微卡頓</string>
<string name="cleared_shaders_successfully">著色器快取已成功清除</string> <string name="cleared_shaders_successfully">著色器快取已成功清除</string>
<string name="driver_shader_wipe_dialog_title">已刪除著色器快取</string> <string name="driver_shader_wipe_dialog_title">已刪除著色器快取</string>
<string name="driver_shader_wipe_dialog_message">為了維持Vulkan管線驗證,Eden 已自動清除所有著色器快取,若要預防閃退和圖形錯誤,這是必須的動作。因為著色器需要重新編譯,您在遊戲過程中可能會遇到些微卡頓的情況</string> <string name="driver_shader_wipe_dialog_message">為了維持Vulkan管線驗證,Eden已自動清除所有著色器快取。為了預防閃退和圖形錯誤,這是必須的動作。因為著色器需要重新編譯,您在遊戲過程中可能會遇到些微卡頓的情況</string>
<string name="addons_game">附加元件:%1$s</string> <string name="addons_game">附加元件:%1$s</string>
<string name="save_data">儲存資料</string> <string name="save_data">儲存資料</string>
<string name="save_data_description">管理此遊戲的儲存資料</string> <string name="save_data_description">管理此遊戲的儲存資料</string>
@@ -915,8 +906,8 @@
<string name="verify_no_result_description">未完成文件完整性檢查</string> <string name="verify_no_result_description">未完成文件完整性檢查</string>
<string name="verification_failed_for">以下文件的完整性驗證失敗:\n %1$s</string> <string name="verification_failed_for">以下文件的完整性驗證失敗:\n %1$s</string>
<string name="share_game_settings">分享設定</string> <string name="share_game_settings">分享設定</string>
<string name="import_config">匯入設定</string> <string name="import_config">導入設定</string>
<string name="export_config">匯出設定</string> <string name="export_config">導出設定</string>
<string name="share_config_failed">分享設定失敗</string> <string name="share_config_failed">分享設定失敗</string>
<!-- ROM loading errors --> <!-- ROM loading errors -->
@@ -932,12 +923,12 @@
<!-- Intent Launch strings --> <!-- Intent Launch strings -->
<string name="searching_for_game">正在搜尋遊戲...</string> <string name="searching_for_game">正在搜尋遊戲...</string>
<string name="game_not_found_for_title_id">找不到標題 ID 的遊戲: %1$s</string> <string name="game_not_found_for_title_id">找不到標題ID的遊戲: %1$s</string>
<string name="custom_settings_failed_title">自訂設定失敗</string> <string name="custom_settings_failed_title">自訂設定失敗</string>
<string name="custom_settings_failed_message">無法套用自訂設定 %1$s: %2$s</string> <string name="custom_settings_failed_message">無法套用自訂設定 %1$s: %2$s</string>
<string name="launch_with_default_settings">使用預設設定啟動</string> <string name="launch_with_default_settings">使用預設設定啟動</string>
<string name="launch_cancelled">啟動已取消</string> <string name="launch_cancelled">啟動已取消</string>
<string name="custom_settings_failure_reasons">無法套用請求的設定,這可能是由於缺少 GPU 驅動程式或設定問題</string> <string name="custom_settings_failure_reasons">無法套用請求的設定。這可能是由於缺少GPU驅動程式或設定問題。</string>
<string name="custom_settings_applied">已套用自訂設定</string> <string name="custom_settings_applied">已套用自訂設定</string>
<string name="launching_game">正在啟動 %1$s...</string> <string name="launching_game">正在啟動 %1$s...</string>
<string name="failed_to_initialize_game">無法初始化遊戲</string> <string name="failed_to_initialize_game">無法初始化遊戲</string>
@@ -958,10 +949,10 @@
<!-- Driver strings --> <!-- Driver strings -->
<string name="driver_not_found">未安裝所需的驅動程式: %s</string> <string name="driver_not_found">未安裝所需的驅動程式: %s</string>
<string name="invalid_driver_file">無效的驅動程式檔案: %s</string> <string name="invalid_driver_file">無效的驅動程式檔案: %s</string>
<string name="network_unavailable">無可用網路連線,請檢查您的網路連線並重試</string> <string name="network_unavailable">無可用網路連線。請檢查您的網路連線並重試</string>
<string name="driver_missing_title">需要 GPU 驅動程式</string> <string name="driver_missing_title">需要GPU驅動程式</string>
<string name="driver_missing_message">這個遊戲的設定需要 \"%s\"驅動程式,而它並沒有安裝在您的裝置上\n\n要下載並安裝此驅動程式嗎?</string> <string name="driver_missing_message">這個遊戲的設定需要 \"%s\"驅動程式,而它並沒有安裝在您的裝置上\n\n要下載並安裝此驅動程式嗎?</string>
<string name="driver_download_cancelled">驅動程式下載已取消,沒有所需的驅動程式無法啟動遊戲</string> <string name="driver_download_cancelled">驅動程式下載已取消。沒有所需的驅動程式無法啟動遊戲。</string>
<string name="download">下載</string> <string name="download">下載</string>
<!-- Emulation Menu --> <!-- Emulation Menu -->
@@ -983,7 +974,7 @@
<string name="emulation_pause">暫停模擬</string> <string name="emulation_pause">暫停模擬</string>
<string name="emulation_unpause">繼續模擬</string> <string name="emulation_unpause">繼續模擬</string>
<string name="emulation_input_overlay">疊加層/虛擬按鍵設定</string> <string name="emulation_input_overlay">疊加層/虛擬按鍵設定</string>
<string name="load_amiibo">導入 Amiibo</string> <string name="load_amiibo">導入Amiibo</string>
<string name="touchscreen">觸控螢幕</string> <string name="touchscreen">觸控螢幕</string>
<string name="lock_drawer">鎖定側邊選單</string> <string name="lock_drawer">鎖定側邊選單</string>
<string name="unlock_drawer">解鎖側邊選單</string> <string name="unlock_drawer">解鎖側邊選單</string>
@@ -991,12 +982,12 @@
<!-- Amiibo --> <!-- Amiibo -->
<string name="amiibo_title">Amiibo</string> <string name="amiibo_title">Amiibo</string>
<string name="amiibo_removed_message">該 amiibo 已被移除</string> <string name="amiibo_removed_message">該amiibo已被移除</string>
<string name="amiibo_wrong_state">此遊戲目前沒有在尋找 amiibo</string> <string name="amiibo_wrong_state">此遊戲目前沒有在尋找amiibo</string>
<string name="amiibo_not_valid">您所選擇的並不是正確的 amiibo 金鑰檔</string> <string name="amiibo_not_valid">您所選擇的並不是正確的amiibo金鑰檔</string>
<string name="amiibo_in_use">選擇的檔案已在使用中</string> <string name="amiibo_in_use">選擇的檔案已在使用中</string>
<string name="amiibo_unknown_error">發生未知的錯誤</string> <string name="amiibo_unknown_error">發生未知的錯誤</string>
<string name="amiibo_load_success">Amiibo 已匯入</string> <string name="amiibo_load_success">已導入Amiibo</string>
<!-- Software keyboard --> <!-- Software keyboard -->
@@ -1025,9 +1016,9 @@
<string name="region_taiwan">臺灣</string> <string name="region_taiwan">臺灣</string>
<!-- Memory Layouts --> <!-- Memory Layouts -->
<string name="memory_4gb">4GB(推薦)</string> <string name="memory_4gb">4GB (推薦)</string>
<string name="memory_6gb">6GB(不穩定)</string> <string name="memory_6gb">6GB (不穩定)</string>
<string name="memory_8gb">8GB(不穩定)</string> <string name="memory_8gb">8GB (不穩定)</string>
<!-- CPU clock levels --> <!-- CPU clock levels -->
<string name="clock_normal">正常</string> <string name="clock_normal">正常</string>
@@ -1077,26 +1068,20 @@
<!-- Renderer Accuracy --> <!-- Renderer Accuracy -->
<string name="renderer_accuracy_low">效能</string> <string name="renderer_accuracy_low">效能</string>
<string name="renderer_accuracy_high">品質</string> <string name="renderer_accuracy_high">準確</string>
<!-- DMA Accuracy --> <!-- DMA Accuracy -->
<string name="dma_accuracy_default">預設</string> <string name="dma_accuracy_default">預設</string>
<string name="dma_accuracy_unsafe">不穩定</string> <string name="dma_accuracy_unsafe">不穩定</string>
<string name="dma_accuracy_safe">穩定</string> <string name="dma_accuracy_safe">穩定</string>
<!-- GPU Fence Behavior -->
<string name="gpu_fence_behavior_default">預設</string>
<string name="gpu_fence_behavior_immediate">即時</string>
<string name="gpu_fence_behavior_balanced">平衡</string>
<string name="gpu_fence_behavior_accurate">準確</string>
<string name="vram_usage_conservative">保守</string> <string name="vram_usage_conservative">保守</string>
<string name="vram_usage_aggressive">積極</string> <string name="vram_usage_aggressive">積極</string>
<!-- Renderer VSync --> <!-- Renderer VSync -->
<string name="renderer_vsync_immediate">即時(關閉)</string> <string name="renderer_vsync_immediate">即時 (關閉)</string>
<string name="renderer_vsync_mailbox">Mailbox</string> <string name="renderer_vsync_mailbox">Mailbox</string>
<string name="renderer_vsync_fifo">FIFO(開啟)</string> <string name="renderer_vsync_fifo">FIFO (開啟)</string>
<string name="renderer_vsync_fifo_relaxed">FIFO 寬鬆</string> <string name="renderer_vsync_fifo_relaxed">FIFO 寬鬆</string>
<!-- Anti-Aliasing --> <!-- Anti-Aliasing -->
@@ -1118,18 +1103,6 @@
<string name="cpu_accuracy_paranoid">不合理</string> <string name="cpu_accuracy_paranoid">不合理</string>
<string name="cpu_accuracy_debugging">偵錯</string> <string name="cpu_accuracy_debugging">偵錯</string>
<!-- Freedreno Settings -->
<string name="freedreno_settings_title">Freedreno 設定</string>
<string name="gpu_driver_settings">GPU 驅動程式設定</string>
<string name="freedreno_presets">預先提供的設定檔</string>
<string name="freedreno_current_settings">目前使用的設定</string>
<string name="freedreno_debug">進階設定</string>
<string name="freedreno_var_name">變數名稱 (例如: TU_DEBUG)</string>
<string name="freedreno_var_value">變數值</string>
<string name="freedreno_add_variable">新增變數</string>
<string name="freedreno_clear_all">全部清除</string>
<string name="freedreno_saved">Freedreno 設定已儲存</string>
<string name="freedreno_cleared_all">已清除所有 Freedreno 變數</string>
<!-- Gamepad Buttons --> <!-- Gamepad Buttons -->
<string name="gamepad_d_pad">方向鍵</string> <string name="gamepad_d_pad">方向鍵</string>
<string name="gamepad_left_stick">左搖桿</string> <string name="gamepad_left_stick">左搖桿</string>
@@ -558,6 +558,7 @@
<item>@string/gpu_fence_behavior_immediate</item> <item>@string/gpu_fence_behavior_immediate</item>
<item>@string/gpu_fence_behavior_balanced</item> <item>@string/gpu_fence_behavior_balanced</item>
<item>@string/gpu_fence_behavior_accurate</item> <item>@string/gpu_fence_behavior_accurate</item>
<item>@string/gpu_fence_behavior_strict</item>
</string-array> </string-array>
<integer-array name="gpuFenceBehaviorValues"> <integer-array name="gpuFenceBehaviorValues">
<item>0</item> <item>0</item>
@@ -580,10 +580,14 @@
<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_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">GPU async emulation</string>
<string name="renderer_asynchronous_gpu_emulation_description">This hack can increase performance by running GPU emulation asynchronously at the cost of graphical issues and increased crash rates by timing-related operations.</string> <string name="renderer_asynchronous_gpu_emulation_description">This hack can increase performance by running GPU emulation asynchronously at the cost of graphical issues and increased crash rates by timing-related operations.</string>
<string name="renderer_async_presentation">Asynchronous presentation</string>
<string name="renderer_async_presentation_description">This hack can increase performance by moving presentation to a separate CPU thread at the cost of graphical issues.</string>
<string name="renderer_reactive_flushing">Use reactive flushing</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="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> <string name="enable_buffer_history">Enable buffer history</string>
<string name="enable_buffer_history_description">Enables access to previous buffer states. This option may improve rendering quality and performance consistency in some games.</string> <string name="enable_buffer_history_description">Enables access to previous buffer states. This option may improve rendering quality and performance consistency in some games.</string>
<string name="enable_gpu_buffer_readback">Enable GPU Buffer Readback</string>
<string name="enable_gpu_buffer_readback_description">Preserves GPU-modified buffer data by reading it back before uploads. Some games require this to render certain effects properly. May cause issues if the hardware cannot handle the additional workload.</string>
<string name="use_optimized_vertex_buffers">Optimized Vertex Buffers</string> <string name="use_optimized_vertex_buffers">Optimized Vertex Buffers</string>
<string name="use_optimized_vertex_buffers_description">Enables optimized vertex buffer binding for improved performance. Requires Mesa 26.0+ Turnip drivers/ QCOM drivers. Will crash on older Turnip drivers (25.3 and below).</string> <string name="use_optimized_vertex_buffers_description">Enables optimized vertex buffer binding for improved performance. Requires Mesa 26.0+ Turnip drivers/ QCOM drivers. Will crash on older Turnip drivers (25.3 and below).</string>
@@ -593,10 +597,6 @@
<string name="fast_gpu_time_description">Makes the game believe GPU work finishes faster than it does, so it stops lowering resolution and render distance to fit the Switch\'s clocks.</string> <string name="fast_gpu_time_description">Makes the game believe GPU work finishes faster than it does, so it stops lowering resolution and render distance to fit the Switch\'s clocks.</string>
<string name="skip_cpu_inner_invalidation">Skip CPU Inner Invalidation</string> <string name="skip_cpu_inner_invalidation">Skip CPU Inner Invalidation</string>
<string name="skip_cpu_inner_invalidation_description">Skips certain CPU-side cache invalidations during memory updates, reducing CPU usage and improving it\'s performance. This may cause glitches or crashes on some games.</string> <string name="skip_cpu_inner_invalidation_description">Skips certain CPU-side cache invalidations during memory updates, reducing CPU usage and improving it\'s performance. This may cause glitches or crashes on some games.</string>
<string name="nce_invalidation_gpu_readback">GPU Readback Before NCE Invalidation</string>
<string name="nce_invalidation_gpu_readback_description">Temporary. Fix Ender Magnolia (and other UE titles) crashes. May reduce performance. Improvement in progress.</string>
<string name="nce_runtime_nro_patch">Patch Runtime NROs for NCE</string>
<string name="nce_runtime_nro_patch_description">Temporary. Fix Biomutant boot. May impact performance. Improvement in progress.</string>
<string name="fix_bloom_effects">Fix Bloom Effects</string> <string name="fix_bloom_effects">Fix Bloom Effects</string>
<string name="fix_bloom_effects_description">Reduces bloom blur in LA/EOW (Adreno A6XX - A7XX/ Turnip), removes bloom in Burnout. Warning: may cause graphical artifacts in other games.</string> <string name="fix_bloom_effects_description">Reduces bloom blur in LA/EOW (Adreno A6XX - A7XX/ Turnip), removes bloom in Burnout. Warning: may cause graphical artifacts in other games.</string>
<string name="emulate_bgr565">Emulate BGR565</string> <string name="emulate_bgr565">Emulate BGR565</string>
@@ -1138,6 +1138,7 @@
<string name="gpu_fence_behavior_immediate">Immediate</string> <string name="gpu_fence_behavior_immediate">Immediate</string>
<string name="gpu_fence_behavior_balanced">Balanced</string> <string name="gpu_fence_behavior_balanced">Balanced</string>
<string name="gpu_fence_behavior_accurate">Accurate</string> <string name="gpu_fence_behavior_accurate">Accurate</string>
<string name="gpu_fence_behavior_strict">Strict</string>
<!-- ASTC Decoding Method Choices --> <!-- ASTC Decoding Method Choices -->
<string name="accelerate_astc_cpu" translatable="false">CPU</string> <string name="accelerate_astc_cpu" translatable="false">CPU</string>
+17 -2
View File
@@ -14,6 +14,21 @@
#include "core/core_timing.h" #include "core/core_timing.h"
#include "core/hle/kernel/k_event.h" #include "core/hle/kernel/k_event.h"
// See texture_cache/util.h
template<typename T, size_t N>
#if BOOST_VERSION >= 108100 || __GNUC__ > 12
[[nodiscard]] boost::container::static_vector<T, N> FixStaticVectorADL(const boost::container::static_vector<T, N>& v) {
return v;
}
#else
[[nodiscard]] std::vector<T> FixStaticVectorADL(const boost::container::static_vector<T, N>& v) {
std::vector<T> u;
for (auto const& e : v)
u.push_back(e);
return u;
}
#endif
namespace AudioCore::AudioIn { namespace AudioCore::AudioIn {
System::System(Core::System& system_, Kernel::KEvent* event_, const size_t session_id_) System::System(Core::System& system_, Kernel::KEvent* event_, const size_t session_id_)
@@ -95,7 +110,7 @@ Result System::Start() {
boost::container::static_vector<AudioBuffer, BufferCount> buffers_to_flush{}; boost::container::static_vector<AudioBuffer, BufferCount> buffers_to_flush{};
buffers.RegisterBuffers(buffers_to_flush); buffers.RegisterBuffers(buffers_to_flush);
session->AppendBuffers(buffers_to_flush); session->AppendBuffers(FixStaticVectorADL(buffers_to_flush));
session->SetRingSize(static_cast<u32>(buffers_to_flush.size())); session->SetRingSize(static_cast<u32>(buffers_to_flush.size()));
return ResultSuccess; return ResultSuccess;
@@ -140,7 +155,7 @@ void System::RegisterBuffers() {
if (state == State::Started) { if (state == State::Started) {
boost::container::static_vector<AudioBuffer, BufferCount> registered_buffers{}; boost::container::static_vector<AudioBuffer, BufferCount> registered_buffers{};
buffers.RegisterBuffers(registered_buffers); buffers.RegisterBuffers(registered_buffers);
session->AppendBuffers(registered_buffers); session->AppendBuffers(FixStaticVectorADL(registered_buffers));
} }
} }
+1 -6
View File
@@ -76,6 +76,7 @@ add_library(
logging.h logging.h
lz4_compression.cpp lz4_compression.cpp
lz4_compression.h lz4_compression.h
make_unique_for_overwrite.h
math_util.h math_util.h
memory_detect.cpp memory_detect.cpp
memory_detect.h memory_detect.h
@@ -137,8 +138,6 @@ add_library(
uuid.cpp uuid.cpp
uuid.h uuid.h
vector_math.h vector_math.h
zbic_compression.cpp
zbic_compression.h
zstd_compression.cpp zstd_compression.cpp
zstd_compression.h zstd_compression.h
fs/ryujinx_compat.h fs/ryujinx_compat.cpp fs/ryujinx_compat.h fs/ryujinx_compat.cpp
@@ -149,10 +148,6 @@ add_library(
net/net.h net/net.cpp net/net.h net/net.cpp
container/unordered_map.h container/unordered_set.h) container/unordered_map.h container/unordered_set.h)
set_source_files_properties(zbic_compression.cpp PROPERTIES
INCLUDE_DIRECTORIES "${ZBIC_INCLUDE_DIR}"
COMPILE_OPTIONS "$<$<CXX_COMPILER_ID:Clang,GNU>:-Wno-unused-function;-Wno-missing-declarations;-Wno-shadow>")
if(WIN32) if(WIN32)
target_sources(common PRIVATE windows/timer_resolution.cpp target_sources(common PRIVATE windows/timer_resolution.cpp
windows/timer_resolution.h) windows/timer_resolution.h)
+27
View File
@@ -0,0 +1,27 @@
// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <memory>
#include <type_traits>
namespace Common {
template <class T>
requires(!std::is_array_v<T>)
std::unique_ptr<T> make_unique_for_overwrite() {
return std::unique_ptr<T>(new T);
}
template <class T>
requires std::is_unbounded_array_v<T>
std::unique_ptr<T> make_unique_for_overwrite(std::size_t n) {
return std::unique_ptr<T>(new std::remove_extent_t<T>[n]);
}
template <class T, class... Args>
requires std::is_bounded_array_v<T>
void make_unique_for_overwrite(Args&&...) = delete;
} // namespace Common
+6 -6
View File
@@ -8,7 +8,8 @@
#include <iterator> #include <iterator>
#include <cstring> #include <cstring>
#include <memory>
#include "common/make_unique_for_overwrite.h"
namespace Common { namespace Common {
@@ -37,9 +38,8 @@ public:
ScratchBuffer() = default; ScratchBuffer() = default;
explicit ScratchBuffer(size_type initial_capacity) explicit ScratchBuffer(size_type initial_capacity)
: last_requested_size{initial_capacity} : last_requested_size{initial_capacity}, buffer_capacity{initial_capacity},
, buffer_capacity{initial_capacity} buffer{Common::make_unique_for_overwrite<T[]>(initial_capacity)} {}
, buffer{std::make_unique_for_overwrite<T[]>(initial_capacity)} {}
~ScratchBuffer() = default; ~ScratchBuffer() = default;
ScratchBuffer(const ScratchBuffer&) = delete; ScratchBuffer(const ScratchBuffer&) = delete;
@@ -64,7 +64,7 @@ public:
/// The previously held data will remain intact. /// The previously held data will remain intact.
void resize(size_type size) { void resize(size_type size) {
if (size > buffer_capacity) { if (size > buffer_capacity) {
auto new_buffer = std::make_unique_for_overwrite<T[]>(size); auto new_buffer = Common::make_unique_for_overwrite<T[]>(size);
std::memcpy(new_buffer.get(), buffer.get(), buffer_capacity * sizeof(T)); std::memcpy(new_buffer.get(), buffer.get(), buffer_capacity * sizeof(T));
buffer = std::move(new_buffer); buffer = std::move(new_buffer);
buffer_capacity = size; buffer_capacity = size;
@@ -77,7 +77,7 @@ public:
void resize_destructive(size_type size) { void resize_destructive(size_type size) {
if (size > buffer_capacity) { if (size > buffer_capacity) {
buffer_capacity = size; buffer_capacity = size;
buffer = std::make_unique_for_overwrite<T[]>(buffer_capacity); buffer = Common::make_unique_for_overwrite<T[]>(buffer_capacity);
} }
last_requested_size = size; last_requested_size = size;
} }
+4
View File
@@ -178,6 +178,10 @@ bool IsGPUFenceBehaviorAccurate() {
return values.gpu_fence_behavior.GetValue() == GpuFenceBehavior::Accurate; return values.gpu_fence_behavior.GetValue() == GpuFenceBehavior::Accurate;
} }
bool IsGPUFenceBehaviorStrict() {
return values.gpu_fence_behavior.GetValue() == GpuFenceBehavior::Strict;
}
bool IsFastmemEnabled() { bool IsFastmemEnabled() {
if (values.cpu_accuracy.GetValue() == Settings::CpuAccuracy::Debugging) if (values.cpu_accuracy.GetValue() == Settings::CpuAccuracy::Debugging)
return bool(values.cpuopt_fastmem); return bool(values.cpuopt_fastmem);
+24 -17
View File
@@ -171,13 +171,8 @@ struct Values {
SwitchableSetting<bool> enable_overlay{linkage, false, "enable_overlay", Category::LibraryApplet}; SwitchableSetting<bool> enable_overlay{linkage, false, "enable_overlay", Category::LibraryApplet};
// Audio // Audio
SwitchableSetting<AudioEngine> sink_id{linkage, SwitchableSetting<AudioEngine> sink_id{linkage, AudioEngine::Auto, "output_engine",
#ifdef __ANDROID__ Category::Audio, Specialization::RuntimeList};
AudioEngine::Sdl3,
#else
AudioEngine::Auto,
#endif
"output_engine", Category::Audio, Specialization::RuntimeList};
SwitchableSetting<std::string> audio_output_device_id{ SwitchableSetting<std::string> audio_output_device_id{
linkage, "auto", "output_device", Category::Audio, Specialization::RuntimeList}; linkage, "auto", "output_device", Category::Audio, Specialization::RuntimeList};
SwitchableSetting<std::string> audio_input_device_id{ SwitchableSetting<std::string> audio_input_device_id{
@@ -477,8 +472,13 @@ struct Values {
SwitchableSetting<bool> frame_gen_dump_flow{linkage, false, "frame_gen_dump_flow", SwitchableSetting<bool> frame_gen_dump_flow{linkage, false, "frame_gen_dump_flow",
Category::Renderer}; Category::Renderer};
SwitchableSetting<bool> use_asynchronous_gpu_emulation{linkage, true, "use_asynchronous_gpu_emulation", SwitchableSetting<bool> use_asynchronous_gpu_emulation{linkage,
Category::Renderer}; #ifdef __ANDROID__
false,
#else
true,
#endif
"use_asynchronous_gpu_emulation", Category::Renderer};
// *nix platforms may have issues with the borderless windowed fullscreen mode. // *nix platforms may have issues with the borderless windowed fullscreen mode.
// Default to exclusive fullscreen on these platforms for now. // Default to exclusive fullscreen on these platforms for now.
SwitchableSetting<FullscreenMode, true> fullscreen_mode{linkage, SwitchableSetting<FullscreenMode, true> fullscreen_mode{linkage,
@@ -525,7 +525,7 @@ struct Values {
SwitchableSetting<GpuFenceBehavior, true> gpu_fence_behavior{linkage, SwitchableSetting<GpuFenceBehavior, true> gpu_fence_behavior{linkage,
GpuFenceBehavior::Default, GpuFenceBehavior::Default,
GpuFenceBehavior::Default, GpuFenceBehavior::Default,
GpuFenceBehavior::Accurate, GpuFenceBehavior::Strict,
"gpu_fence_behavior", "gpu_fence_behavior",
Category::RendererAdvanced, Category::RendererAdvanced,
Specialization::Default, Specialization::Default,
@@ -537,7 +537,7 @@ struct Values {
"vram_usage_mode", "vram_usage_mode",
Category::RendererAdvanced}; Category::RendererAdvanced};
SwitchableSetting<NvdecEmulation> nvdec_emulation{linkage, NvdecEmulation::Cpu, SwitchableSetting<NvdecEmulation> nvdec_emulation{linkage, NvdecEmulation::Gpu,
"nvdec_emulation", Category::RendererAdvanced}; "nvdec_emulation", Category::RendererAdvanced};
SwitchableSetting<AnisotropyMode, true> max_anisotropy{linkage, SwitchableSetting<AnisotropyMode, true> max_anisotropy{linkage,
@@ -639,13 +639,9 @@ struct Values {
Specialization::Default, Specialization::Default,
true, true,
true}; true};
SwitchableSetting<bool> nce_invalidation_gpu_readback{
linkage, false, "nce_invalidation_gpu_readback", Category::RendererHacks};
SwitchableSetting<bool> nce_runtime_nro_patch{
linkage, false, "nce_runtime_nro_patch", Category::RendererHacks};
SwitchableSetting<bool> async_presentation{linkage, SwitchableSetting<bool> async_presentation{linkage,
#ifdef __ANDROID__ #ifdef __ANDROID__
true, false,
#else #else
false, false,
#endif #endif
@@ -657,6 +653,16 @@ struct Values {
SwitchableSetting<bool> emulate_bgr565{linkage, false, "emulate_bgr565", SwitchableSetting<bool> emulate_bgr565{linkage, false, "emulate_bgr565",
Category::RendererHacks}; Category::RendererHacks};
SwitchableSetting<bool> rescale_hack{linkage, false, "rescale_hack",
Category::RendererHacks};
SwitchableSetting<bool> enable_gpu_buffer_readback{linkage,
false,
"enable_gpu_buffer_readback",
Category::RendererAdvanced,
Specialization::Default,
true,
true};
SwitchableSetting<bool> use_asynchronous_shaders{linkage, false, "use_asynchronous_shaders", SwitchableSetting<bool> use_asynchronous_shaders{linkage, false, "use_asynchronous_shaders",
Category::RendererHacks}; Category::RendererHacks};
@@ -933,7 +939,7 @@ struct Values {
// Network // Network
Setting<std::string> network_interface{linkage, std::string(), "network_interface", Setting<std::string> network_interface{linkage, std::string(), "network_interface",
Category::Network}; Category::Network};
SwitchableSetting<bool> airplane_mode{linkage, true, "airplane_mode", Category::Network}; SwitchableSetting<bool> airplane_mode{linkage, false, "airplane_mode", Category::Network};
// WebService // WebService
Setting<std::string> web_api_url{linkage, "api.ynet-fun.xyz", "web_api_url", Setting<std::string> web_api_url{linkage, "api.ynet-fun.xyz", "web_api_url",
@@ -973,6 +979,7 @@ bool IsDMALevelSafe();
bool IsGPUFenceBehaviorDefault(); bool IsGPUFenceBehaviorDefault();
bool IsGPUFenceBehaviorBalanced(); bool IsGPUFenceBehaviorBalanced();
bool IsGPUFenceBehaviorAccurate(); bool IsGPUFenceBehaviorAccurate();
bool IsGPUFenceBehaviorStrict();
bool IsFastmemEnabled(); bool IsFastmemEnabled();
void SetNceEnabled(bool is_64bit); void SetNceEnabled(bool is_64bit);
+2 -2
View File
@@ -137,7 +137,7 @@ ENUM(VramUsageMode, Conservative, Aggressive);
ENUM(RendererBackend, OpenGL_GLSL, Vulkan, Null, OpenGL_GLASM, OpenGL_SPIRV); ENUM(RendererBackend, OpenGL_GLSL, Vulkan, Null, OpenGL_GLASM, OpenGL_SPIRV);
ENUM(GpuAccuracy, Low, High); ENUM(GpuAccuracy, Low, High);
ENUM(DmaAccuracy, Default, Unsafe, Safe); ENUM(DmaAccuracy, Default, Unsafe, Safe);
ENUM(GpuFenceBehavior, Default, Immediate, Balanced, Accurate); ENUM(GpuFenceBehavior, Default, Immediate, Balanced, Accurate, Strict);
ENUM(CpuBackend, Dynarmic, Nce); ENUM(CpuBackend, Dynarmic, Nce);
ENUM(CpuAccuracy, Auto, Accurate, Unsafe, Paranoid, Debugging); ENUM(CpuAccuracy, Auto, Accurate, Unsafe, Paranoid, Debugging);
ENUM(CpuClock, Normal, Boost, Overclock) ENUM(CpuClock, Normal, Boost, Overclock)
@@ -150,7 +150,7 @@ ENUM(ScalingFilter, NearestNeighbor, Bilinear, Bicubic, Gaussian, Lanczos, Scale
ENUM(AntiAliasing, None, Fxaa, Smaa); ENUM(AntiAliasing, None, Fxaa, Smaa);
ENUM(AspectRatio, R16_9, R4_3, R21_9, R16_10, Stretch); ENUM(AspectRatio, R16_9, R4_3, R21_9, R16_10, Stretch);
ENUM(ConsoleMode, Handheld, Docked); ENUM(ConsoleMode, Handheld, Docked);
ENUM(AppletMode, HLE, LLE, Disabled); ENUM(AppletMode, HLE, LLE);
ENUM(SpirvOptimizeMode, Never, OnLoad, Always); ENUM(SpirvOptimizeMode, Never, OnLoad, Always);
ENUM(GpuClock, Normal, Boost, Overclock) ENUM(GpuClock, Normal, Boost, Overclock)
ENUM(GpuUnswizzleSize, VerySmall, Small, Normal, Large, VeryLarge) ENUM(GpuUnswizzleSize, VerySmall, Small, Normal, Large, VeryLarge)
+15 -46
View File
@@ -6,7 +6,6 @@
// SPDX-License-Identifier: GPL-2.0-or-later // SPDX-License-Identifier: GPL-2.0-or-later
#ifdef _WIN32 #ifdef _WIN32
#include <algorithm>
#include <windows.h> #include <windows.h>
#include <mutex> #include <mutex>
#else #else
@@ -21,36 +20,32 @@ namespace Common {
#ifdef _WIN32 #ifdef _WIN32
static std::vector<std::pair<u64, u64>> vector_regions {}; static std::vector<std::pair<u64, u64>> vector_regions {};
static std::mutex vector_regions_mutex {};
// Workaround for handling non-commited memory accessed by Dynarmic; usually result of an error // Workaround for handling non-commited memory accessed by Dynarmic; usually result of an error
static LONG WINAPI FakePageFaultHandler(PEXCEPTION_POINTERS info) { static LONG WINAPI FakePageFaultHandler(PEXCEPTION_POINTERS info) {
DWORD code = info->ExceptionRecord->ExceptionCode; DWORD code = info->ExceptionRecord->ExceptionCode;
u64 exception_addr = reinterpret_cast<u64>(info->ExceptionRecord->ExceptionInformation[1]); u64 exception_addr = reinterpret_cast<u64>(info->ExceptionRecord->ExceptionAddress);
if (code != EXCEPTION_ACCESS_VIOLATION || info->ExceptionRecord->ExceptionInformation[0] == 1) { if (code != EXCEPTION_ACCESS_VIOLATION) {
// Not our problem // Not our problem
return EXCEPTION_CONTINUE_SEARCH; return EXCEPTION_CONTINUE_SEARCH;
} }
u64 addr = 0, addr2 = 0; u64 addr = 0, addr2 = 0;
{ for (auto region: vector_regions) {
std::lock_guard lock(vector_regions_mutex); auto addr_shifted = exception_addr >> HostPageBits;
for (auto region: vector_regions) { if (region.first <= addr_shifted && addr_shifted <= region.second) {
auto addr_shifted = exception_addr >> HostPageBits; addr = addr_shifted;
if (region.first <= addr_shifted && addr_shifted <= region.second) { }
addr = addr_shifted;
}
// Page-boundary accesses // Page-boundary accesses
if (auto addr_ = (exception_addr + 0x40) >> HostPageBits; addr_ != addr_shifted && region.first <= addr_ && addr_ <= region.second) { if (auto addr_ = (exception_addr + 0x40) >> HostPageBits; addr_ != addr_shifted && region.first <= addr_ && addr_ <= region.second) {
addr2 = addr_; addr2 = addr_;
} }
if (addr != 0 || addr2 != 0) { if (addr != 0 || addr2 != 0) {
break; break;
}
} }
} }
@@ -82,16 +77,8 @@ bool CommitVectorPage(uintptr_t addr, bool write) noexcept {
auto res = VirtualQuery(reinterpret_cast<void*>(addr), &info, sizeof(info)); auto res = VirtualQuery(reinterpret_cast<void*>(addr), &info, sizeof(info));
if (res == 0) { if (res == 0) {
LOG_CRITICAL(HW_Memory, "Failed to query large buffer region at {:#x} with error {}, will try committing anyway", addr, GetLastError()); LOG_CRITICAL(HW_Memory, "Failed to query large buffer region at {:#x} with error {}, will try committing anyway", addr, GetLastError());
} else if (info.State == MEM_COMMIT) {
DWORD old_protect {};
auto perm = write ? PAGE_READWRITE : PAGE_READONLY;
if (!VirtualProtect(reinterpret_cast<void*>(addr), HostPageSize, perm, &old_protect)) {
LOG_ERROR(HW_Memory, "Failed to change permissions of large buffer region at {:#x}, error {}", addr, GetLastError());
return false;
}
return true;
} else if (info.State != MEM_RESERVE) { } else if (info.State != MEM_RESERVE) {
LOG_ERROR(HW_Memory, "Tried to commit an unreserved large buffer region at {:#x} that is not mapped (state {:#x})", addr, info.State); LOG_ERROR(HW_Memory, "Tried to commit an unreserved large buffer region at {:#x} that is not mapped or is already committed (state {:#x})", addr, info.State);
return false; return false;
} }
@@ -109,21 +96,6 @@ bool CommitVectorPage(uintptr_t addr, bool write) noexcept {
#ifndef MAP_NOCORE #ifndef MAP_NOCORE
#define MAP_NOCORE 0 #define MAP_NOCORE 0
#endif #endif
#ifndef MADV_FREE
#define MADV_FREE MADV_DONTNEED
#endif
void DecommitVectorPage(uintptr_t base) noexcept {
#if defined(_WIN32)
VirtualFree(reinterpret_cast<LPVOID>(base), HostPageSize, MEM_DECOMMIT);
#elif defined(__linux__)
// Linux's MADV_DONTNEED zeros out pages for us
madvise(reinterpret_cast<void*>(base), HostPageSize, MADV_DONTNEED);
#else
madvise(reinterpret_cast<void*>(base), HostPageSize, MADV_FREE);
std::memset(reinterpret_cast<void*>(base), 0, HostPageSize);
#endif
}
void* AllocateMemoryPages(std::size_t size) noexcept { void* AllocateMemoryPages(std::size_t size) noexcept {
if (auto page = HostPageSize; size % page != 0) { if (auto page = HostPageSize; size % page != 0) {
@@ -136,8 +108,7 @@ void* AllocateMemoryPages(std::size_t size) noexcept {
void* base = VirtualAlloc(nullptr, size, MEM_RESERVE, PAGE_READWRITE); void* base = VirtualAlloc(nullptr, size, MEM_RESERVE, PAGE_READWRITE);
if (base != nullptr) { if (base != nullptr) {
std::lock_guard lock(vector_regions_mutex); vector_regions.emplace_back(reinterpret_cast<u64>(base), reinterpret_cast<u64>(base) + size);
vector_regions.emplace_back(reinterpret_cast<u64>(base) >> HostPageBits, (reinterpret_cast<u64>(base) + size) >> HostPageBits);
static std::once_flag flag; static std::once_flag flag;
std::call_once(flag, []() { AddVectoredExceptionHandler(1, FakePageFaultHandler); }); std::call_once(flag, []() { AddVectoredExceptionHandler(1, FakePageFaultHandler); });
@@ -163,8 +134,6 @@ void FreeMemoryPages(void* base, [[maybe_unused]] std::size_t size) noexcept {
if (!base) if (!base)
return; return;
#ifdef _WIN32 #ifdef _WIN32
std::lock_guard lock(vector_regions_mutex);
std::erase_if(vector_regions, [base](const auto& r) {return r.first == reinterpret_cast<u64>(base); });
ASSERT(VirtualFree(base, 0, MEM_RELEASE)); ASSERT(VirtualFree(base, 0, MEM_RELEASE));
#else #else
ASSERT(munmap(base, size) == 0); ASSERT(munmap(base, size) == 0);
+14 -33
View File
@@ -28,14 +28,13 @@ constexpr u64 HostPageBits = 12;
constexpr u64 HostPageMask = ~(HostPageSize - 1); constexpr u64 HostPageMask = ~(HostPageSize - 1);
bool CommitVectorPage(uintptr_t addr, bool write) noexcept; bool CommitVectorPage(uintptr_t addr, bool write) noexcept;
#else #else
inline const u64 HostPageSize = sysconf(_SC_PAGESIZE); const u64 HostPageSize = sysconf(_SC_PAGESIZE);
inline const u64 HostPageBits = std::countr_zero(HostPageSize); const u64 HostPageBits = std::countr_zero(HostPageSize);
inline const u64 HostPageMask = ~(HostPageSize - 1); const u64 HostPageMask = ~(HostPageSize - 1);
#endif #endif
void* AllocateMemoryPages(std::size_t size) noexcept; void* AllocateMemoryPages(std::size_t size) noexcept;
void FreeMemoryPages(void* base, std::size_t size) noexcept; void FreeMemoryPages(void* base, std::size_t size) noexcept;
void DecommitVectorPage(uintptr_t base) noexcept;
/// A large page-aligned buffer that has optimized memory usage for zero-writes. /// A large page-aligned buffer that has optimized memory usage for zero-writes.
template <typename T> template <typename T>
@@ -81,8 +80,8 @@ public:
UNREACHABLE_MSG("Out of bounds RW access on SparseLargeVector @ {}", index); UNREACHABLE_MSG("Out of bounds RW access on SparseLargeVector @ {}", index);
} }
if (!IsCommittedPage(index) && !CommitPage(index)) { if (!IsCommittedPage(index)) {
UNREACHABLE_MSG("Cannot access SparseLargeVector index {} with RW permission", index); CommitPage(index);
} }
return base_ptr[index]; return base_ptr[index];
} }
@@ -103,8 +102,9 @@ public:
LOG_CRITICAL(Common_Memory, "Out of bounds write on SparseLargeVector @ {}", index); LOG_CRITICAL(Common_Memory, "Out of bounds write on SparseLargeVector @ {}", index);
return; return;
} }
if (IsCommittedPage(index) || CommitPage(index)) if (!IsCommittedPage(index))
base_ptr[index] = value; CommitPage(index);
base_ptr[index] = value;
} }
void ZeroRegion(std::size_t start, std::size_t end_) noexcept { void ZeroRegion(std::size_t start, std::size_t end_) noexcept {
@@ -114,7 +114,7 @@ public:
const u64 end_page = AlignUp(base, HostPageSize); const u64 end_page = AlignUp(base, HostPageSize);
const u64 first_size = (std::min)(end_page, end) - base; const u64 first_size = (std::min)(end_page, end) - base;
if (IsCommittedPage(start)) { if (IsCommittedPage(start / sizeof(T))) {
std::memset(reinterpret_cast<void*>(base), 0, first_size); std::memset(reinterpret_cast<void*>(base), 0, first_size);
} }
@@ -124,16 +124,11 @@ public:
base = end_page; base = end_page;
for (u64 page = base; page < end; page += HostPageSize) { for (u64 page = base; page < end; page += HostPageSize) {
auto index = (page - reinterpret_cast<u64>(base_ptr)) / sizeof(T); if (!IsCommittedPage((page - reinterpret_cast<u64>(base_ptr)) / sizeof(T))) {
if (!IsCommittedPage(index)) {
continue; continue;
} }
if (end - page >= HostPageSize) { std::memset(reinterpret_cast<void*>(page), 0, (std::min)( HostPageSize, end - page));
DecommitPage(index);
} else {
std::memset(reinterpret_cast<void*>(page), 0, end - page);
}
} }
} }
@@ -176,30 +171,16 @@ private:
return (val >> (page & 63)) & 1; return (val >> (page & 63)) & 1;
} }
constexpr bool CommitPage(std::size_t index) noexcept { constexpr void CommitPage(std::size_t index) noexcept {
auto page_index = (index * sizeof(T)) >> HostPageBits; auto page_index = (index * sizeof(T)) >> HostPageBits;
auto page = reinterpret_cast<uintptr_t>(base_ptr + index) & HostPageMask; auto page = reinterpret_cast<uintptr_t>(base_ptr + index) & HostPageMask;
#if defined(_WIN32) #if defined(_WIN32)
if (!CommitVectorPage(page, true)) { CommitVectorPage(page, true);
return false;
}
#else #else
if (mprotect(reinterpret_cast<void*>(page), HostPageSize, PROT_READ | PROT_WRITE) != 0) { mprotect(reinterpret_cast<void*>(page), HostPageSize, PROT_READ | PROT_WRITE);
LOG_ERROR(Common_Memory, "Failed to commit large buffer region at index {}, error {}", index, strerror(errno));
return false;
}
#endif #endif
committed_pages[page_index >> 6].fetch_or(1ULL << (page_index & 63), std::memory_order_release); committed_pages[page_index >> 6].fetch_or(1ULL << (page_index & 63), std::memory_order_release);
return true;
}
constexpr void DecommitPage(std::size_t index) noexcept {
auto page_index = (index * sizeof(T)) >> HostPageBits;
auto page = reinterpret_cast<uintptr_t>(base_ptr + index) & HostPageMask;
committed_pages[page_index >> 6].fetch_and(~(1ULL << (page_index & 63)), std::memory_order_release);
DecommitVectorPage(page);
} }
std::size_t alloc_size{}; std::size_t alloc_size{};
-46
View File
@@ -1,46 +0,0 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
#include <cstring>
#include "common/zbic_compression.h"
#define ZSTD_ZBIC_SUPPORT 1
#define ZSTDLIB_VISIBLE static
#define ZSTDLIB_HIDDEN static
#define ZSTDERRORLIB_VISIBLE static
#define ZSTDERRORLIB_HIDDEN static
#undef ZSTD_MULTITHREAD
#if defined(__ANDROID__)
#undef _GNU_SOURCE
#endif
#include "zstd.h"
#define g_ZSTD_threading_useless_symbol g_ZSTD_zbic_threading_useless_symbol
#include "zstd.c"
#undef g_ZSTD_threading_useless_symbol
namespace Common::Compression {
bool IsZBIC(std::span<const u8> src) {
if (src.size() < sizeof(u32)) {
return false;
}
u32 magic = 0;
std::memcpy(&magic, src.data(), sizeof(u32));
return magic == ZSTD_MAGICNUMBER; // 0x4349425A ("ZBIC")
}
int DecompressDataZBIC(std::span<u8> dst, std::span<const u8> src) {
if (dst.empty() || src.empty()) {
return -1;
}
const size_t res = ZSTD_decompress(dst.data(), dst.size(), src.data(), src.size());
if (ZSTD_isError(res)) {
return -1;
}
return static_cast<int>(res);
}
} // namespace Common::Compression
-15
View File
@@ -1,15 +0,0 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
#pragma once
#include <span>
#include "common/common_types.h"
namespace Common::Compression {
[[nodiscard]] bool IsZBIC(std::span<const u8> src);
[[nodiscard]] int DecompressDataZBIC(std::span<u8> dst, std::span<const u8> src);
} // namespace Common::Compression
+69 -6
View File
@@ -23,8 +23,6 @@ add_library(core STATIC
core_timing.h core_timing.h
cpu_manager.cpp cpu_manager.cpp
cpu_manager.h cpu_manager.h
launch_params.cpp
launch_params.h
crypto/aes_util.cpp crypto/aes_util.cpp
crypto/aes_util.h crypto/aes_util.h
crypto/ctr_encryption_layer.cpp crypto/ctr_encryption_layer.cpp
@@ -444,18 +442,28 @@ add_library(core STATIC
hle/service/am/process_creation.h hle/service/am/process_creation.h
hle/service/am/process_holder.cpp hle/service/am/process_holder.cpp
hle/service/am/process_holder.h hle/service/am/process_holder.h
hle/service/am/service/all_system_applet_proxies_service.cpp
hle/service/am/service/all_system_applet_proxies_service.h
hle/service/am/service/applet_common_functions.cpp
hle/service/am/service/applet_common_functions.h
hle/service/am/service/application_accessor.cpp hle/service/am/service/application_accessor.cpp
hle/service/am/service/application_accessor.h hle/service/am/service/application_accessor.h
hle/service/am/service/application_creator.cpp hle/service/am/service/application_creator.cpp
hle/service/am/service/application_creator.h hle/service/am/service/application_creator.h
hle/service/am/service/application_functions.cpp hle/service/am/service/application_functions.cpp
hle/service/am/service/application_functions.h hle/service/am/service/application_functions.h
hle/service/am/service/application_proxy.cpp
hle/service/am/service/application_proxy.h
hle/service/am/service/application_proxy_service.cpp
hle/service/am/service/application_proxy_service.h
hle/service/am/service/audio_controller.cpp hle/service/am/service/audio_controller.cpp
hle/service/am/service/audio_controller.h hle/service/am/service/audio_controller.h
hle/service/am/service/common_state_getter.cpp hle/service/am/service/common_state_getter.cpp
hle/service/am/service/common_state_getter.h hle/service/am/service/common_state_getter.h
hle/service/am/service/cradle_firmware_updater.cpp hle/service/am/service/cradle_firmware_updater.cpp
hle/service/am/service/cradle_firmware_updater.h hle/service/am/service/cradle_firmware_updater.h
hle/service/am/service/debug_functions.cpp
hle/service/am/service/debug_functions.h
hle/service/am/service/display_controller.cpp hle/service/am/service/display_controller.cpp
hle/service/am/service/display_controller.h hle/service/am/service/display_controller.h
hle/service/am/service/global_state_controller.cpp hle/service/am/service/global_state_controller.cpp
@@ -464,14 +472,28 @@ add_library(core STATIC
hle/service/am/service/home_menu_functions.h hle/service/am/service/home_menu_functions.h
hle/service/am/service/library_applet_accessor.cpp hle/service/am/service/library_applet_accessor.cpp
hle/service/am/service/library_applet_accessor.h hle/service/am/service/library_applet_accessor.h
hle/service/am/service/library_applet_creator.cpp
hle/service/am/service/library_applet_creator.h
hle/service/am/service/library_applet_proxy.cpp
hle/service/am/service/library_applet_proxy.h
hle/service/am/service/library_applet_self_accessor.cpp
hle/service/am/service/library_applet_self_accessor.h
hle/service/am/service/lock_accessor.cpp
hle/service/am/service/lock_accessor.h
hle/service/am/service/overlay_functions.cpp hle/service/am/service/overlay_functions.cpp
hle/service/am/service/overlay_functions.h hle/service/am/service/overlay_functions.h
hle/service/am/service/overlay_applet_proxy.cpp
hle/service/am/service/overlay_applet_proxy.h
hle/service/am/service/process_winding_controller.cpp hle/service/am/service/process_winding_controller.cpp
hle/service/am/service/process_winding_controller.h hle/service/am/service/process_winding_controller.h
hle/service/am/service/self_controller.cpp hle/service/am/service/self_controller.cpp
hle/service/am/service/self_controller.h hle/service/am/service/self_controller.h
hle/service/am/service/storage.cpp hle/service/am/service/storage.cpp
hle/service/am/service/storage.h hle/service/am/service/storage.h
hle/service/am/service/storage_accessor.cpp
hle/service/am/service/storage_accessor.h
hle/service/am/service/system_applet_proxy.cpp
hle/service/am/service/system_applet_proxy.h
hle/service/am/service/window_controller.cpp hle/service/am/service/window_controller.cpp
hle/service/am/service/window_controller.h hle/service/am/service/window_controller.h
hle/service/am/window_system.cpp hle/service/am/window_system.cpp
@@ -556,8 +578,20 @@ add_library(core STATIC
hle/service/btdrv/btdrv.h hle/service/btdrv/btdrv.h
hle/service/btm/btm.cpp hle/service/btm/btm.cpp
hle/service/btm/btm.h hle/service/btm/btm.h
hle/service/btm/btm_debug.cpp
hle/service/btm/btm_debug.h
hle/service/btm/btm_system.cpp
hle/service/btm/btm_system.h
hle/service/btm/btm_system_core.cpp
hle/service/btm/btm_system_core.h
hle/service/btm/btm_user.cpp
hle/service/btm/btm_user.h
hle/service/btm/btm_user_core.cpp
hle/service/btm/btm_user_core.h
hle/service/caps/caps.cpp hle/service/caps/caps.cpp
hle/service/caps/caps.h hle/service/caps/caps.h
hle/service/caps/caps_a.cpp
hle/service/caps/caps_a.h
hle/service/caps/caps_c.cpp hle/service/caps/caps_c.cpp
hle/service/caps/caps_c.h hle/service/caps/caps_c.h
hle/service/caps/caps_manager.cpp hle/service/caps/caps_manager.cpp
@@ -582,6 +616,10 @@ add_library(core STATIC
hle/service/eupld/eupld.h hle/service/eupld/eupld.h
hle/service/fatal/fatal.cpp hle/service/fatal/fatal.cpp
hle/service/fatal/fatal.h hle/service/fatal/fatal.h
hle/service/fatal/fatal_p.cpp
hle/service/fatal/fatal_p.h
hle/service/fatal/fatal_u.cpp
hle/service/fatal/fatal_u.h
hle/service/fgm/fgm.cpp hle/service/fgm/fgm.cpp
hle/service/fgm/fgm.h hle/service/fgm/fgm.h
hle/service/filesystem/filesystem.cpp hle/service/filesystem/filesystem.cpp
@@ -613,6 +651,8 @@ add_library(core STATIC
hle/service/filesystem/save_data_controller.h hle/service/filesystem/save_data_controller.h
hle/service/friend/friend.cpp hle/service/friend/friend.cpp
hle/service/friend/friend.h hle/service/friend/friend.h
hle/service/friend/friend_interface.cpp
hle/service/friend/friend_interface.h
hle/service/glue/arp.cpp hle/service/glue/arp.cpp
hle/service/glue/arp.h hle/service/glue/arp.h
hle/service/glue/bgtc.cpp hle/service/glue/bgtc.cpp
@@ -681,6 +721,8 @@ add_library(core STATIC
hle/service/ldn/monitor_service.h hle/service/ldn/monitor_service.h
hle/service/ldn/sf_monitor_service.cpp hle/service/ldn/sf_monitor_service.cpp
hle/service/ldn/sf_monitor_service.h hle/service/ldn/sf_monitor_service.h
hle/service/ldn/sf_service.cpp
hle/service/ldn/sf_service.h
hle/service/ldn/sf_service_monitor.cpp hle/service/ldn/sf_service_monitor.cpp
hle/service/ldn/sf_service_monitor.h hle/service/ldn/sf_service_monitor.h
hle/service/ldn/system_local_communication_service.cpp hle/service/ldn/system_local_communication_service.cpp
@@ -869,6 +911,8 @@ add_library(core STATIC
hle/service/olsc/native_handle_holder.h hle/service/olsc/native_handle_holder.h
hle/service/olsc/olsc_service_for_application.cpp hle/service/olsc/olsc_service_for_application.cpp
hle/service/olsc/olsc_service_for_application.h hle/service/olsc/olsc_service_for_application.h
hle/service/olsc/olsc_service_for_system_service.cpp
hle/service/olsc/olsc_service_for_system_service.h
hle/service/olsc/olsc.cpp hle/service/olsc/olsc.cpp
hle/service/olsc/olsc.h hle/service/olsc/olsc.h
hle/service/olsc/remote_storage_controller.cpp hle/service/olsc/remote_storage_controller.cpp
@@ -898,8 +942,14 @@ add_library(core STATIC
hle/service/os/process.h hle/service/os/process.h
hle/service/pcie/pcie.cpp hle/service/pcie/pcie.cpp
hle/service/pcie/pcie.h hle/service/pcie/pcie.h
hle/service/pctl/parental_control_service_factory.cpp
hle/service/pctl/parental_control_service_factory.h
hle/service/pctl/parental_control_service.cpp
hle/service/pctl/parental_control_service.h
hle/service/pctl/pctl.cpp hle/service/pctl/pctl.cpp
hle/service/pctl/pctl.h hle/service/pctl/pctl.h
hle/service/pctl/pctl_results.h
hle/service/pctl/pctl_types.h
hle/service/pcv/pcv.cpp hle/service/pcv/pcv.cpp
hle/service/pcv/pcv.h hle/service/pcv/pcv.h
hle/service/pm/pm.cpp hle/service/pm/pm.cpp
@@ -909,8 +959,18 @@ add_library(core STATIC
hle/service/psc/ovln/ovln_types.h hle/service/psc/ovln/ovln_types.h
hle/service/psc/ovln/receiver_service.cpp hle/service/psc/ovln/receiver_service.cpp
hle/service/psc/ovln/receiver_service.h hle/service/psc/ovln/receiver_service.h
hle/service/psc/ovln/receiver.cpp
hle/service/psc/ovln/receiver.h
hle/service/psc/ovln/sender_service.cpp hle/service/psc/ovln/sender_service.cpp
hle/service/psc/ovln/sender_service.h hle/service/psc/ovln/sender_service.h
hle/service/psc/ovln/sender.cpp
hle/service/psc/ovln/sender.h
hle/service/psc/pm_control.cpp
hle/service/psc/pm_control.h
hle/service/psc/pm_module.cpp
hle/service/psc/pm_module.h
hle/service/psc/pm_service.cpp
hle/service/psc/pm_service.h
hle/service/psc/psc.cpp hle/service/psc/psc.cpp
hle/service/psc/psc.h hle/service/psc/psc.h
hle/service/psc/time/alarms.cpp hle/service/psc/time/alarms.cpp
@@ -961,6 +1021,10 @@ add_library(core STATIC
hle/service/ptm/ts.h hle/service/ptm/ts.h
hle/service/ro/ro.cpp hle/service/ro/ro.cpp
hle/service/ro/ro.h hle/service/ro/ro.h
hle/service/ro/ro_nro_utils.cpp
hle/service/ro/ro_nro_utils.h
hle/service/ro/ro_results.h
hle/service/ro/ro_types.h
hle/service/server_manager.cpp hle/service/server_manager.cpp
hle/service/server_manager.h hle/service/server_manager.h
hle/service/service.cpp hle/service/service.cpp
@@ -989,6 +1053,8 @@ add_library(core STATIC
hle/service/set/system_settings_server.h hle/service/set/system_settings_server.h
hle/service/sm/sm.cpp hle/service/sm/sm.cpp
hle/service/sm/sm.h hle/service/sm/sm.h
hle/service/sm/sm_controller.cpp
hle/service/sm/sm_controller.h
hle/service/sockets/bsd.cpp hle/service/sockets/bsd.cpp
hle/service/sockets/bsd.h hle/service/sockets/bsd.h
hle/service/sockets/nsd.cpp hle/service/sockets/nsd.cpp
@@ -1137,9 +1203,6 @@ endif()
target_include_directories(core PRIVATE ${OPUS_INCLUDE_DIRS}) target_include_directories(core PRIVATE ${OPUS_INCLUDE_DIRS})
target_link_libraries(core PUBLIC common PRIVATE audio_core hid_core network video_core nx_tzdb tz) target_link_libraries(core PUBLIC common PRIVATE audio_core hid_core network video_core nx_tzdb tz)
if (MSVC)
target_link_libraries(core PRIVATE getopt)
endif()
if (BOOST_NO_HEADERS) if (BOOST_NO_HEADERS)
target_link_libraries(core PUBLIC Boost::container Boost::heap Boost::asio Boost::process Boost::crc) target_link_libraries(core PUBLIC Boost::container Boost::heap Boost::asio Boost::process Boost::crc)
@@ -1154,7 +1217,7 @@ target_link_libraries(core PRIVATE
RenderDoc::API RenderDoc::API
ZLIB::ZLIB) ZLIB::ZLIB)
target_link_libraries(core PUBLIC httplib::httplib zstd::zstd frozen::frozen-headers) target_link_libraries(core PUBLIC httplib::httplib zstd::zstd)
if (ENABLE_WEB_SERVICE) if (ENABLE_WEB_SERVICE)
target_compile_definitions(core PUBLIC ENABLE_WEB_SERVICE) target_compile_definitions(core PUBLIC ENABLE_WEB_SERVICE)
+4 -3
View File
@@ -109,7 +109,8 @@ VirtualFile RealVfsFilesystem::OpenFileFromEntry(std::string_view path_, std::op
auto reference = std::make_unique<FileReference>(); auto reference = std::make_unique<FileReference>();
this->InsertReferenceIntoListLocked(*reference); this->InsertReferenceIntoListLocked(*reference);
auto file = std::make_shared<RealVfsFile>(*this, std::move(reference), path, perms, size, std::move(parent_path)); auto file = std::shared_ptr<RealVfsFile>(
new RealVfsFile(*this, std::move(reference), path, perms, size, std::move(parent_path)));
cache[path] = file; cache[path] = file;
return file; return file;
@@ -176,7 +177,7 @@ bool RealVfsFilesystem::DeleteFile(std::string_view path_) {
VirtualDir RealVfsFilesystem::OpenDirectory(std::string_view path_, OpenMode perms) { VirtualDir RealVfsFilesystem::OpenDirectory(std::string_view path_, OpenMode perms) {
const auto path = FS::SanitizePath(path_, FS::DirectorySeparator::PlatformDefault); const auto path = FS::SanitizePath(path_, FS::DirectorySeparator::PlatformDefault);
return std::make_shared<RealVfsDirectory>(*this, path, perms); return std::shared_ptr<RealVfsDirectory>(new RealVfsDirectory(*this, path, perms));
} }
VirtualDir RealVfsFilesystem::CreateDirectory(std::string_view path_, OpenMode perms) { VirtualDir RealVfsFilesystem::CreateDirectory(std::string_view path_, OpenMode perms) {
@@ -184,7 +185,7 @@ VirtualDir RealVfsFilesystem::CreateDirectory(std::string_view path_, OpenMode p
if (!FS::CreateDirs(path)) { if (!FS::CreateDirs(path)) {
return nullptr; return nullptr;
} }
return std::make_shared<RealVfsDirectory>(*this, path, perms); return std::shared_ptr<RealVfsDirectory>(new RealVfsDirectory(*this, path, perms));
} }
VirtualDir RealVfsFilesystem::CopyDirectory(std::string_view old_path_, VirtualDir RealVfsFilesystem::CopyDirectory(std::string_view old_path_,
+6 -5
View File
@@ -82,9 +82,6 @@ class RealVfsFile : public VfsFile {
friend class RealVfsFilesystem; friend class RealVfsFilesystem;
public: public:
RealVfsFile(RealVfsFilesystem& base, std::unique_ptr<FileReference> reference,
const std::string& path, OpenMode perms = OpenMode::Read,
std::optional<u64> size = {}, std::optional<std::string> parent_path = {});
~RealVfsFile() override; ~RealVfsFile() override;
std::string GetName() const override; std::string GetName() const override;
@@ -98,6 +95,9 @@ public:
bool Rename(std::string_view name) override; bool Rename(std::string_view name) override;
private: private:
RealVfsFile(RealVfsFilesystem& base, std::unique_ptr<FileReference> reference,
const std::string& path, OpenMode perms = OpenMode::Read,
std::optional<u64> size = {}, std::optional<std::string> parent_path = {});
RealVfsFilesystem& base; RealVfsFilesystem& base;
std::unique_ptr<FileReference> reference; std::unique_ptr<FileReference> reference;
@@ -113,8 +113,6 @@ class RealVfsDirectory : public VfsDirectory {
friend class RealVfsFilesystem; friend class RealVfsFilesystem;
public: public:
RealVfsDirectory(RealVfsFilesystem& base, const std::string& path,
OpenMode perms = OpenMode::Read);
~RealVfsDirectory() override; ~RealVfsDirectory() override;
VirtualFile GetFileRelative(std::string_view relative_path) const override; VirtualFile GetFileRelative(std::string_view relative_path) const override;
@@ -140,6 +138,9 @@ public:
std::map<std::string, VfsEntryType, std::less<>> GetEntries() const override; std::map<std::string, VfsEntryType, std::less<>> GetEntries() const override;
private: private:
RealVfsDirectory(RealVfsFilesystem& base, const std::string& path,
OpenMode perms = OpenMode::Read);
template <typename T, typename R> template <typename T, typename R>
std::vector<std::shared_ptr<R>> IterateEntries() const; std::vector<std::shared_ptr<R>> IterateEntries() const;
File diff suppressed because it is too large Load Diff
+64
View File
@@ -14,6 +14,70 @@ namespace Service::Account {
class ProfileManager; class ProfileManager;
class Module final {
public:
class Interface : public ServiceFramework<Interface> {
public:
explicit Interface(std::shared_ptr<Module> module_,
std::shared_ptr<ProfileManager> profile_manager_, Core::System& system_,
const char* name);
~Interface() override;
void GetUserCount(HLERequestContext& ctx);
void GetUserExistence(HLERequestContext& ctx);
void ListAllUsers(HLERequestContext& ctx);
void ListOpenUsers(HLERequestContext& ctx);
void GetLastOpenedUser(HLERequestContext& ctx);
void GetProfile(HLERequestContext& ctx);
void InitializeApplicationInfo(HLERequestContext& ctx);
void InitializeApplicationInfoRestricted(HLERequestContext& ctx);
void GetBaasAccountManagerForApplication(HLERequestContext& ctx);
void IsUserRegistrationRequestPermitted(HLERequestContext& ctx);
void TrySelectUserWithoutInteractionDeprecated(HLERequestContext& ctx);
void TrySelectUserWithoutInteraction(HLERequestContext& ctx);
void IsUserAccountSwitchLocked(HLERequestContext& ctx);
void InitializeApplicationInfoV2(HLERequestContext& ctx);
void BeginUserRegistration(HLERequestContext& ctx);
void CompleteUserRegistration(HLERequestContext& ctx);
void DeleteUser(HLERequestContext& ctx);
void SetUserPosition(HLERequestContext& ctx);
void GetProfileEditor(HLERequestContext& ctx);
void GetBaasAccountAdministrator(HLERequestContext &ctx);
void ListQualifiedUsers(HLERequestContext& ctx);
void ListOpenContextStoredUsers(HLERequestContext& ctx);
void StoreSaveDataThumbnailApplication(HLERequestContext& ctx);
void GetBaasAccountManagerForSystemService(HLERequestContext& ctx);
void StoreSaveDataThumbnailSystem(HLERequestContext& ctx);
void GetPinCodeLength(HLERequestContext& ctx);
private:
Result InitializeApplicationInfoBase();
void StoreSaveDataThumbnail(HLERequestContext& ctx, const Common::UUID& uuid,
const u64 tid);
enum class ApplicationType : u32_le {
GameCard = 0,
Digital = 1,
Unknown = 3,
};
struct ApplicationInfo {
Service::Glue::ApplicationLaunchProperty launch_property;
ApplicationType application_type;
constexpr explicit operator bool() const {
return launch_property.title_id != 0x0;
}
};
ApplicationInfo application_info{};
protected:
std::shared_ptr<Module> module;
std::shared_ptr<ProfileManager> profile_manager;
};
};
void LoopProcess(Core::System& system); void LoopProcess(Core::System& system);
} // namespace Service::Account } // namespace Service::Account
@@ -12,6 +12,17 @@
namespace Service::Account { namespace Service::Account {
IAsyncContext::IAsyncContext(Core::System& system_) IAsyncContext::IAsyncContext(Core::System& system_)
: ServiceFramework{system_, "IAsyncContext"}, service_context{system_, "IAsyncContext"} { : ServiceFramework{system_, "IAsyncContext"}, service_context{system_, "IAsyncContext"} {
// clang-format off
static const FunctionInfo functions[] = {
{0, &IAsyncContext::GetSystemEvent, "GetSystemEvent"},
{1, &IAsyncContext::Cancel, "Cancel"},
{2, &IAsyncContext::HasDone, "HasDone"},
{3, &IAsyncContext::GetResult, "GetResult"},
};
// clang-format on
RegisterHandlers(functions);
completion_event = service_context.CreateEvent("IAsyncContext:CompletionEvent"); completion_event = service_context.CreateEvent("IAsyncContext:CompletionEvent");
} }
-13
View File
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project // SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later // SPDX-License-Identifier: GPL-2.0-or-later
@@ -33,16 +30,6 @@ protected:
void MarkComplete(); void MarkComplete();
std::optional<FunctionInfoBase> FindRequest(u32 key) override {
return HandlerTableGenerateWithFind(key, functions);
}
static constexpr auto functions = CreateStaticMap(
FunctionInfo{0, &IAsyncContext::GetSystemEvent, "GetSystemEvent"},
FunctionInfo{1, &IAsyncContext::Cancel, "Cancel"},
FunctionInfo{2, &IAsyncContext::HasDone, "HasDone"},
FunctionInfo{3, &IAsyncContext::GetResult, "GetResult"}
);
KernelHelpers::ServiceContext service_context; KernelHelpers::ServiceContext service_context;
std::atomic<bool> is_complete{false}; std::atomic<bool> is_complete{false};
File diff suppressed because it is too large Load Diff
+2 -3
View File
@@ -250,10 +250,9 @@ std::shared_ptr<FrontendApplet> FrontendAppletHolder::GetApplet(std::shared_ptr<
return std::make_shared<PhotoViewer>(system, applet, mode, *frontend.photo_viewer); return std::make_shared<PhotoViewer>(system, applet, mode, *frontend.photo_viewer);
case AppletId::NetConnect: case AppletId::NetConnect:
return std::make_shared<NetConnect>(system, applet, mode, *frontend.net_connect); return std::make_shared<NetConnect>(system, applet, mode, *frontend.net_connect);
case AppletId::None:
return nullptr;
default: default:
UNIMPLEMENTED_MSG("No frontend implementation exists for applet_id={:02X} program_id={:016X}! Using stub applet.", static_cast<u8>(id), applet->program_id); LOG_ERROR(Service_AM, "No backend implementation exists for applet_id={:02X} program_id={:016X}"
"Falling back to stub applet", static_cast<u8>(id), applet->program_id);
return std::make_shared<StubApplet>(system, applet, id, mode); return std::make_shared<StubApplet>(system, applet, id, mode);
} }
} }
@@ -0,0 +1,135 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "core/core.h"
#include "core/hle/service/am/applet_manager.h"
#include "core/hle/service/am/service/all_system_applet_proxies_service.h"
#include "core/hle/service/am/service/application_proxy.h"
#include "core/hle/service/am/service/library_applet_proxy.h"
#include "core/hle/service/am/service/system_applet_proxy.h"
#include "core/hle/service/am/service/overlay_applet_proxy.h"
#include "core/hle/service/am/window_system.h"
#include "core/hle/service/cmif_serialization.h"
namespace Service::AM {
IAllSystemAppletProxiesService::IAllSystemAppletProxiesService(Core::System& system_,
WindowSystem& window_system)
: ServiceFramework{system_, "appletAE"}, m_window_system{window_system} {
// clang-format off
static const FunctionInfo functions[] = {
{100, D<&IAllSystemAppletProxiesService::OpenSystemAppletProxy>, "OpenSystemAppletProxy"},
{110, D<&IAllSystemAppletProxiesService::OpenSystemAppletProxy>, "OpenSystemAppletProxyEx"},
{200, D<&IAllSystemAppletProxiesService::OpenLibraryAppletProxyOld>, "OpenLibraryAppletProxyOld"},
{201, D<&IAllSystemAppletProxiesService::OpenLibraryAppletProxy>, "OpenLibraryAppletProxy"},
{300, D<&IAllSystemAppletProxiesService::OpenOverlayAppletProxy>, "OpenOverlayAppletProxy"},
{350, D<&IAllSystemAppletProxiesService::OpenSystemApplicationProxy>, "OpenSystemApplicationProxy"},
{400, nullptr, "CreateSelfLibraryAppletCreatorForDevelop"},
{410, nullptr, "GetSystemAppletControllerForDebug"},
{450, D<&IAllSystemAppletProxiesService::GetSystemProcessCommonFunctions>, "GetSystemProcessCommonFunctions"}, // 19.0.0+
{460, D<&IAllSystemAppletProxiesService::GetAppletAlternativeFunctions>, "GetAppletAlternativeFunctions"}, // 20.0.0+
{1000, nullptr, "GetDebugFunctions"},
};
// clang-format on
RegisterHandlers(functions);
}
IAllSystemAppletProxiesService::~IAllSystemAppletProxiesService() = default;
Result IAllSystemAppletProxiesService::OpenSystemAppletProxy(
Out<SharedPointer<ISystemAppletProxy>> out_system_applet_proxy, ClientProcessId pid,
InCopyHandle<Kernel::KProcess> process_handle) {
LOG_DEBUG(Service_AM, "called");
if (const auto applet = this->GetAppletFromProcessId(pid); applet) {
*out_system_applet_proxy = std::make_shared<ISystemAppletProxy>(
system, applet, process_handle.Get(), m_window_system);
R_SUCCEED();
} else {
UNIMPLEMENTED();
R_THROW(ResultUnknown);
}
}
Result IAllSystemAppletProxiesService::OpenLibraryAppletProxy(
Out<SharedPointer<ILibraryAppletProxy>> out_library_applet_proxy, ClientProcessId pid,
InCopyHandle<Kernel::KProcess> process_handle,
InLargeData<AppletAttribute, BufferAttr_HipcMapAlias> attribute) {
LOG_DEBUG(Service_AM, "called");
if (const auto applet = this->GetAppletFromProcessId(pid); applet) {
*out_library_applet_proxy = std::make_shared<ILibraryAppletProxy>(
system, applet, process_handle.Get(), m_window_system);
R_SUCCEED();
} else {
UNIMPLEMENTED();
R_THROW(ResultUnknown);
}
}
Result IAllSystemAppletProxiesService::OpenOverlayAppletProxy(
Out<SharedPointer<IOverlayAppletProxy>> out_overlay_applet_proxy, ClientProcessId pid,
InCopyHandle<Kernel::KProcess> process_handle) {
LOG_WARNING(Service_AM, "called");
if (const auto applet = this->GetAppletFromProcessId(pid); applet) {
*out_overlay_applet_proxy = std::make_shared<IOverlayAppletProxy>(
system, applet, process_handle.Get(), m_window_system);
R_SUCCEED();
} else {
UNIMPLEMENTED();
R_THROW(ResultUnknown);
}
}
Result IAllSystemAppletProxiesService::OpenSystemApplicationProxy(
Out<SharedPointer<IApplicationProxy>> out_system_application_proxy, ClientProcessId pid,
InCopyHandle<Kernel::KProcess> process_handle) {
LOG_DEBUG(Service_AM, "called");
if (const auto applet = this->GetAppletFromProcessId(pid); applet) {
*out_system_application_proxy = std::make_shared<IApplicationProxy>(
system, applet, process_handle.Get(), m_window_system);
R_SUCCEED();
} else {
UNIMPLEMENTED();
R_THROW(ResultUnknown);
}
}
Result IAllSystemAppletProxiesService::OpenLibraryAppletProxyOld(
Out<SharedPointer<ILibraryAppletProxy>> out_library_applet_proxy, ClientProcessId pid,
InCopyHandle<Kernel::KProcess> process_handle) {
LOG_DEBUG(Service_AM, "called");
AppletAttribute attribute{};
R_RETURN(
this->OpenLibraryAppletProxy(out_library_applet_proxy, pid, process_handle, attribute));
}
Result IAllSystemAppletProxiesService::GetSystemProcessCommonFunctions() {
LOG_DEBUG(Service_AM, "(STUBBED) called.");
// TODO (jarrodnorwell)
R_SUCCEED();
}
Result IAllSystemAppletProxiesService::GetAppletAlternativeFunctions() {
LOG_DEBUG(Service_AM, "(STUBBED) called.");
// TODO (maufeat)
R_SUCCEED();
}
std::shared_ptr<Applet> IAllSystemAppletProxiesService::GetAppletFromProcessId(
ProcessId process_id) {
return m_window_system.GetByAppletResourceUserId(process_id.pid);
}
} // namespace Service::AM
@@ -0,0 +1,56 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "core/hle/service/cmif_types.h"
#include "core/hle/service/service.h"
#include "core/hle/service/am/service/overlay_applet_proxy.h"
namespace Service {
namespace AM {
struct Applet;
struct AppletAttribute;
class IApplicationProxy;
class ILibraryAppletProxy;
class ISystemAppletProxy;
class WindowSystem;
class IAllSystemAppletProxiesService final
: public ServiceFramework<IAllSystemAppletProxiesService> {
public:
explicit IAllSystemAppletProxiesService(Core::System& system_, WindowSystem& window_system);
~IAllSystemAppletProxiesService() override;
private:
Result OpenSystemAppletProxy(Out<SharedPointer<ISystemAppletProxy>> out_system_applet_proxy,
ClientProcessId pid,
InCopyHandle<Kernel::KProcess> process_handle);
Result OpenLibraryAppletProxy(Out<SharedPointer<ILibraryAppletProxy>> out_library_applet_proxy,
ClientProcessId pid,
InCopyHandle<Kernel::KProcess> process_handle,
InLargeData<AppletAttribute, BufferAttr_HipcMapAlias> attribute);
Result OpenOverlayAppletProxy(Out<SharedPointer<IOverlayAppletProxy>> out_overlay_applet_proxy,
ClientProcessId pid, InCopyHandle<Kernel::KProcess> process_handle);
Result OpenLibraryAppletProxyOld(
Out<SharedPointer<ILibraryAppletProxy>> out_library_applet_proxy, ClientProcessId pid,
InCopyHandle<Kernel::KProcess> process_handle);
Result OpenSystemApplicationProxy(
Out<SharedPointer<IApplicationProxy>> out_system_application_proxy, ClientProcessId pid,
InCopyHandle<Kernel::KProcess> process_handle);
Result GetSystemProcessCommonFunctions();
Result GetAppletAlternativeFunctions();
private:
std::shared_ptr<Applet> GetAppletFromProcessId(ProcessId pid);
WindowSystem& m_window_system;
};
} // namespace AM
} // namespace Service
@@ -0,0 +1,98 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "core/core.h"
#include "core/file_sys/common_funcs.h"
#include "core/hle/service/am/applet.h"
#include "core/hle/service/am/service/applet_common_functions.h"
#include "core/hle/service/cmif_serialization.h"
namespace Service::AM {
IAppletCommonFunctions::IAppletCommonFunctions(Core::System& system_,
std::shared_ptr<Applet> applet_)
: ServiceFramework{system_, "IAppletCommonFunctions"}, applet{std::move(applet_)} {
// clang-format off
static const FunctionInfo functions[] = {
{0, nullptr, "SetTerminateResult"},
{10, nullptr, "ReadThemeStorage"},
{11, nullptr, "WriteThemeStorage"},
{20, nullptr, "PushToAppletBoundChannel"},
{21, nullptr, "TryPopFromAppletBoundChannel"},
{40, nullptr, "GetDisplayLogicalResolution"},
{42, D<&IAppletCommonFunctions::SetDisplayMagnification>, "SetDisplayMagnification"},
{50, D<&IAppletCommonFunctions::SetHomeButtonDoubleClickEnabled>, "SetHomeButtonDoubleClickEnabled"},
{51, D<&IAppletCommonFunctions::GetHomeButtonDoubleClickEnabled>, "GetHomeButtonDoubleClickEnabled"},
{52, nullptr, "IsHomeButtonShortPressedBlocked"},
{60, nullptr, "IsVrModeCurtainRequired"},
{61, nullptr, "IsSleepRequiredByHighTemperature"},
{62, nullptr, "IsSleepRequiredByLowBattery"},
{70, D<&IAppletCommonFunctions::SetCpuBoostRequestPriority>, "SetCpuBoostRequestPriority"},
{80, nullptr, "SetHandlingCaptureButtonShortPressedMessageEnabledForApplet"},
{81, nullptr, "SetHandlingCaptureButtonLongPressedMessageEnabledForApplet"},
{90, nullptr, "OpenNamedChannelAsParent"},
{91, nullptr, "OpenNamedChannelAsChild"},
{100, nullptr, "SetApplicationCoreUsageMode"},
{300, D<&IAppletCommonFunctions::GetCurrentApplicationId>, "GetCurrentApplicationId"},
{310, nullptr, "IsSystemAppletHomeMenu"}, //19.0.0+
{320, D<&IAppletCommonFunctions::SetGpuTimeSliceBoost>, "SetGpuTimeSliceBoost"}, //19.0.0+
{321, nullptr, "SetGpuTimeSliceBoostDueToApplication"}, //19.0.0+
{350, D<&IAppletCommonFunctions::Unknown350>, "Unknown350"} //20.0.0+
};
// clang-format on
RegisterHandlers(functions);
}
IAppletCommonFunctions::~IAppletCommonFunctions() = default;
Result IAppletCommonFunctions::SetHomeButtonDoubleClickEnabled(
bool home_button_double_click_enabled) {
LOG_WARNING(Service_AM, "(STUBBED) called, home_button_double_click_enabled={}",
home_button_double_click_enabled);
R_SUCCEED();
}
Result IAppletCommonFunctions::GetHomeButtonDoubleClickEnabled(
Out<bool> out_home_button_double_click_enabled) {
LOG_WARNING(Service_AM, "(STUBBED) called");
*out_home_button_double_click_enabled = false;
R_SUCCEED();
}
Result IAppletCommonFunctions::SetDisplayMagnification(f32 x, f32 y, f32 width, f32 height) {
LOG_DEBUG(Service_AM, "(STUBBED) called, x={}, y={}, width={}, height={}", x, y, width,
height);
std::scoped_lock lk{applet->lock};
applet->display_magnification = Common::Rectangle<f32>{x, y, x + width, y + height};
R_SUCCEED();
}
Result IAppletCommonFunctions::SetCpuBoostRequestPriority(s32 priority) {
LOG_WARNING(Service_AM, "(STUBBED) called");
std::scoped_lock lk{applet->lock};
applet->cpu_boost_request_priority = priority;
R_SUCCEED();
}
Result IAppletCommonFunctions::GetCurrentApplicationId(Out<u64> out_application_id) {
LOG_WARNING(Service_AM, "(STUBBED) called");
*out_application_id = FileSys::GetBaseTitleID(system.GetApplicationProcessProgramID());
R_SUCCEED();
}
Result IAppletCommonFunctions::SetGpuTimeSliceBoost(s64 time_span) {
LOG_WARNING(Service_AM, "(STUBBED) called, time_span={}", time_span);
R_SUCCEED();
}
Result IAppletCommonFunctions::Unknown350(Out<u16> out_unknown) {
LOG_WARNING(Service_AM, "(STUBBED) called");
*out_unknown = 0;
R_SUCCEED();
}
} // namespace Service::AM
@@ -0,0 +1,33 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "core/hle/service/cmif_types.h"
#include "core/hle/service/service.h"
namespace Service::AM {
struct Applet;
class IAppletCommonFunctions final : public ServiceFramework<IAppletCommonFunctions> {
public:
explicit IAppletCommonFunctions(Core::System& system_, std::shared_ptr<Applet> applet_);
~IAppletCommonFunctions() override;
private:
Result SetHomeButtonDoubleClickEnabled(bool home_button_double_click_enabled);
Result GetHomeButtonDoubleClickEnabled(Out<bool> out_home_button_double_click_enabled);
Result SetDisplayMagnification(f32 x, f32 y, f32 width, f32 height);
Result SetCpuBoostRequestPriority(s32 priority);
Result GetCurrentApplicationId(Out<u64> out_application_id);
Result SetGpuTimeSliceBoost(s64 time_span);
Result Unknown350(Out<u16> out_unknown);
const std::shared_ptr<Applet> applet;
};
} // namespace Service::AM
@@ -18,42 +18,42 @@
namespace Service::AM { namespace Service::AM {
std::optional<ServiceFrameworkBase::FunctionInfoBase> IApplicationAccessor::FindRequest(u32 key) {
static constexpr auto functions = CreateStaticMap(
FunctionInfo{0, D<&IApplicationAccessor::GetAppletStateChangedEvent>, "GetAppletStateChangedEvent"},
FunctionInfo{1, nullptr, "IsCompleted"},
FunctionInfo{10, D<&IApplicationAccessor::Start>, "Start"},
FunctionInfo{20, D<&IApplicationAccessor::RequestExit>, "RequestExit"},
FunctionInfo{25, D<&IApplicationAccessor::Terminate>, "Terminate"},
FunctionInfo{30, D<&IApplicationAccessor::GetResult>, "GetResult"},
FunctionInfo{101, D<&IApplicationAccessor::RequestForApplicationToGetForeground>, "RequestForApplicationToGetForeground"},
FunctionInfo{110, nullptr, "TerminateAllLibraryApplets"},
FunctionInfo{111, nullptr, "AreAnyLibraryAppletsLeft"},
FunctionInfo{112, D<&IApplicationAccessor::GetCurrentLibraryApplet>, "GetCurrentLibraryApplet"},
FunctionInfo{120, nullptr, "GetApplicationId"},
FunctionInfo{121, D<&IApplicationAccessor::PushLaunchParameter>, "PushLaunchParameter"},
FunctionInfo{122, D<&IApplicationAccessor::GetApplicationControlProperty>, "GetApplicationControlProperty"},
FunctionInfo{123, nullptr, "GetApplicationLaunchProperty"},
FunctionInfo{124, nullptr, "GetApplicationLaunchRequestInfo"},
FunctionInfo{130, D<&IApplicationAccessor::SetUsers>, "SetUsers"},
FunctionInfo{131, D<&IApplicationAccessor::CheckRightsEnvironmentAvailable>, "CheckRightsEnvironmentAvailable"},
FunctionInfo{132, D<&IApplicationAccessor::GetNsRightsEnvironmentHandle>, "GetNsRightsEnvironmentHandle"},
FunctionInfo{140, nullptr, "GetDesirableUids"},
FunctionInfo{150, D<&IApplicationAccessor::ReportApplicationExitTimeout>, "ReportApplicationExitTimeout"},
FunctionInfo{160, nullptr, "SetApplicationAttribute"},
FunctionInfo{170, nullptr, "HasSaveDataAccessPermission"},
FunctionInfo{180, nullptr, "PushToFriendInvitationStorageChannel"},
FunctionInfo{190, nullptr, "PushToNotificationStorageChannel"},
FunctionInfo{200, nullptr, "RequestApplicationSoftReset"},
FunctionInfo{201, nullptr, "RestartApplicationTimer"}
);
return HandlerTableGenerateWithFind(key, functions);
}
IApplicationAccessor::IApplicationAccessor(Core::System& system_, std::shared_ptr<Applet> applet, IApplicationAccessor::IApplicationAccessor(Core::System& system_, std::shared_ptr<Applet> applet,
WindowSystem& window_system) WindowSystem& window_system)
: ServiceFramework{system_, "IApplicationAccessor"}, m_window_system(window_system), : ServiceFramework{system_, "IApplicationAccessor"}, m_window_system(window_system),
m_applet(std::move(applet)) { m_applet(std::move(applet)) {
// clang-format off
static const FunctionInfo functions[] = {
{0, D<&IApplicationAccessor::GetAppletStateChangedEvent>, "GetAppletStateChangedEvent"},
{1, nullptr, "IsCompleted"},
{10, D<&IApplicationAccessor::Start>, "Start"},
{20, D<&IApplicationAccessor::RequestExit>, "RequestExit"},
{25, D<&IApplicationAccessor::Terminate>, "Terminate"},
{30, D<&IApplicationAccessor::GetResult>, "GetResult"},
{101, D<&IApplicationAccessor::RequestForApplicationToGetForeground>, "RequestForApplicationToGetForeground"},
{110, nullptr, "TerminateAllLibraryApplets"},
{111, nullptr, "AreAnyLibraryAppletsLeft"},
{112, D<&IApplicationAccessor::GetCurrentLibraryApplet>, "GetCurrentLibraryApplet"},
{120, nullptr, "GetApplicationId"},
{121, D<&IApplicationAccessor::PushLaunchParameter>, "PushLaunchParameter"},
{122, D<&IApplicationAccessor::GetApplicationControlProperty>, "GetApplicationControlProperty"},
{123, nullptr, "GetApplicationLaunchProperty"},
{124, nullptr, "GetApplicationLaunchRequestInfo"},
{130, D<&IApplicationAccessor::SetUsers>, "SetUsers"},
{131, D<&IApplicationAccessor::CheckRightsEnvironmentAvailable>, "CheckRightsEnvironmentAvailable"},
{132, D<&IApplicationAccessor::GetNsRightsEnvironmentHandle>, "GetNsRightsEnvironmentHandle"},
{140, nullptr, "GetDesirableUids"},
{150, D<&IApplicationAccessor::ReportApplicationExitTimeout>, "ReportApplicationExitTimeout"},
{160, nullptr, "SetApplicationAttribute"},
{170, nullptr, "HasSaveDataAccessPermission"},
{180, nullptr, "PushToFriendInvitationStorageChannel"},
{190, nullptr, "PushToNotificationStorageChannel"},
{200, nullptr, "RequestApplicationSoftReset"},
{201, nullptr, "RestartApplicationTimer"},
};
// clang-format on
RegisterHandlers(functions);
} }
IApplicationAccessor::~IApplicationAccessor() = default; IApplicationAccessor::~IApplicationAccessor() = default;
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project // SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later // SPDX-License-Identifier: GPL-2.0-or-later
@@ -39,7 +36,6 @@ private:
Result GetNsRightsEnvironmentHandle(Out<u64> out_handle); Result GetNsRightsEnvironmentHandle(Out<u64> out_handle);
Result ReportApplicationExitTimeout(); Result ReportApplicationExitTimeout();
std::optional<FunctionInfoBase> FindRequest(u32 key) override;
WindowSystem& m_window_system; WindowSystem& m_window_system;
const std::shared_ptr<Applet> m_applet; const std::shared_ptr<Applet> m_applet;
}; };
@@ -20,16 +20,6 @@
namespace Service::AM { namespace Service::AM {
std::optional<ServiceFrameworkBase::FunctionInfoBase> IApplicationCreator::FindRequest(u32 key) {
static constexpr auto functions = CreateStaticMap(
FunctionInfo{0, D<&IApplicationCreator::CreateApplication>, "CreateApplication"},
FunctionInfo{1, nullptr, "PopLaunchRequestedApplication"},
FunctionInfo{10, D<&IApplicationCreator::CreateSystemApplication>, "CreateSystemApplication"},
FunctionInfo{100, nullptr, "PopFloatingApplicationForDevelopment"}
);
return HandlerTableGenerateWithFind(key, functions);
}
namespace { namespace {
Result CreateGuestApplication(SharedPointer<IApplicationAccessor>* out_application_accessor, Core::System& system, WindowSystem& window_system, u64 program_id) { Result CreateGuestApplication(SharedPointer<IApplicationAccessor>* out_application_accessor, Core::System& system, WindowSystem& window_system, u64 program_id) {
@@ -64,6 +54,16 @@ Result CreateGuestApplication(SharedPointer<IApplicationAccessor>* out_applicati
IApplicationCreator::IApplicationCreator(Core::System& system_, WindowSystem& window_system) IApplicationCreator::IApplicationCreator(Core::System& system_, WindowSystem& window_system)
: ServiceFramework{system_, "IApplicationCreator"}, m_window_system{window_system} { : ServiceFramework{system_, "IApplicationCreator"}, m_window_system{window_system} {
// clang-format off
static const FunctionInfo functions[] = {
{0, D<&IApplicationCreator::CreateApplication>, "CreateApplication"},
{1, nullptr, "PopLaunchRequestedApplication"},
{10, D<&IApplicationCreator::CreateSystemApplication>, "CreateSystemApplication"},
{100, nullptr, "PopFloatingApplicationForDevelopment"},
};
// clang-format on
RegisterHandlers(functions);
} }
IApplicationCreator::~IApplicationCreator() = default; IApplicationCreator::~IApplicationCreator() = default;
@@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project // SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later // SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project // SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
@@ -24,7 +24,6 @@ private:
Result CreateApplication(Out<SharedPointer<IApplicationAccessor>>, u64 application_id); Result CreateApplication(Out<SharedPointer<IApplicationAccessor>>, u64 application_id);
Result CreateSystemApplication(Out<SharedPointer<IApplicationAccessor>>, u64 application_id); Result CreateSystemApplication(Out<SharedPointer<IApplicationAccessor>>, u64 application_id);
std::optional<FunctionInfoBase> FindRequest(u32 key) override;
WindowSystem& m_window_system; WindowSystem& m_window_system;
}; };
@@ -51,84 +51,83 @@ FileSys::PatchManager::Metadata GetApplicationMetadata(Core::System& system, u64
} // Anonymous namespace } // Anonymous namespace
std::optional<ServiceFrameworkBase::FunctionInfoBase> IApplicationFunctions::FindRequest(u32 key) {
static constexpr auto functions = CreateStaticMap(
FunctionInfo{1, D<&IApplicationFunctions::PopLaunchParameter>, "PopLaunchParameter"},
FunctionInfo{10, nullptr, "CreateApplicationAndPushAndRequestToStart"},
FunctionInfo{11, nullptr, "CreateApplicationAndPushAndRequestToStartForQuest"},
FunctionInfo{12, D<&IApplicationFunctions::CreateApplicationAndRequestToStart>, "CreateApplicationAndRequestToStart"},
FunctionInfo{13, nullptr, "CreateApplicationAndRequestToStartForQuest"},
FunctionInfo{14, nullptr, "CreateApplicationWithAttributeAndPushAndRequestToStartForQuest"},
FunctionInfo{15, nullptr, "CreateApplicationWithAttributeAndRequestToStartForQuest"},
FunctionInfo{20, D<&IApplicationFunctions::EnsureSaveData>, "EnsureSaveData"},
FunctionInfo{21, D<&IApplicationFunctions::GetDesiredLanguage>, "GetDesiredLanguage"},
FunctionInfo{22, D<&IApplicationFunctions::SetTerminateResult>, "SetTerminateResult"},
FunctionInfo{23, D<&IApplicationFunctions::GetDisplayVersion>, "GetDisplayVersion"},
FunctionInfo{24, nullptr, "GetLaunchStorageInfoForDebug"},
FunctionInfo{25, D<&IApplicationFunctions::ExtendSaveData>, "ExtendSaveData"},
FunctionInfo{26, D<&IApplicationFunctions::GetSaveDataSize>, "GetSaveDataSize"},
FunctionInfo{27, D<&IApplicationFunctions::CreateCacheStorage>, "CreateCacheStorage"},
FunctionInfo{28, D<&IApplicationFunctions::GetSaveDataSizeMax>, "GetSaveDataSizeMax"},
FunctionInfo{29, D<&IApplicationFunctions::GetCacheStorageMax>, "GetCacheStorageMax"},
FunctionInfo{30, D<&IApplicationFunctions::BeginBlockingHomeButtonShortAndLongPressed>, "BeginBlockingHomeButtonShortAndLongPressed"},
FunctionInfo{31, D<&IApplicationFunctions::EndBlockingHomeButtonShortAndLongPressed>, "EndBlockingHomeButtonShortAndLongPressed"},
FunctionInfo{32, D<&IApplicationFunctions::BeginBlockingHomeButton>, "BeginBlockingHomeButton"},
FunctionInfo{33, D<&IApplicationFunctions::EndBlockingHomeButton>, "EndBlockingHomeButton"},
FunctionInfo{34, nullptr, "SelectApplicationLicense"},
FunctionInfo{35, nullptr, "GetDeviceSaveDataSizeMax"},
FunctionInfo{36, nullptr, "GetLimitedApplicationLicense"},
FunctionInfo{37, nullptr, "GetLimitedApplicationLicenseUpgradableEvent"},
FunctionInfo{40, D<&IApplicationFunctions::NotifyRunning>, "NotifyRunning"},
FunctionInfo{50, D<&IApplicationFunctions::GetPseudoDeviceId>, "GetPseudoDeviceId"},
FunctionInfo{60, D<&IApplicationFunctions::SetMediaPlaybackStateForApplication>, "SetMediaPlaybackStateForApplication"},
FunctionInfo{65, D<&IApplicationFunctions::IsGamePlayRecordingSupported>, "IsGamePlayRecordingSupported"},
FunctionInfo{66, D<&IApplicationFunctions::InitializeGamePlayRecording>, "InitializeGamePlayRecording"},
FunctionInfo{67, D<&IApplicationFunctions::SetGamePlayRecordingState>, "SetGamePlayRecordingState"},
FunctionInfo{68, nullptr, "RequestFlushGamePlayingMovieForDebug"},
FunctionInfo{70, nullptr, "RequestToShutdown"},
FunctionInfo{71, nullptr, "RequestToReboot"},
FunctionInfo{72, nullptr, "RequestToSleep"},
FunctionInfo{80, nullptr, "ExitAndRequestToShowThanksMessage"},
FunctionInfo{90, D<&IApplicationFunctions::EnableApplicationCrashReport>, "EnableApplicationCrashReport"},
FunctionInfo{100, D<&IApplicationFunctions::InitializeApplicationCopyrightFrameBuffer>, "InitializeApplicationCopyrightFrameBuffer"},
FunctionInfo{101, D<&IApplicationFunctions::SetApplicationCopyrightImage>, "SetApplicationCopyrightImage"},
FunctionInfo{102, D<&IApplicationFunctions::SetApplicationCopyrightVisibility>, "SetApplicationCopyrightVisibility"},
FunctionInfo{110, D<&IApplicationFunctions::QueryApplicationPlayStatistics>, "QueryApplicationPlayStatistics"},
FunctionInfo{111, D<&IApplicationFunctions::QueryApplicationPlayStatisticsByUid>, "QueryApplicationPlayStatisticsByUid"},
FunctionInfo{120, D<&IApplicationFunctions::ExecuteProgram>, "ExecuteProgram"},
FunctionInfo{121, D<&IApplicationFunctions::ClearUserChannel>, "ClearUserChannel"},
FunctionInfo{122, D<&IApplicationFunctions::UnpopToUserChannel>, "UnpopToUserChannel"},
FunctionInfo{123, D<&IApplicationFunctions::GetPreviousProgramIndex>, "GetPreviousProgramIndex"},
FunctionInfo{124, nullptr, "EnableApplicationAllThreadDumpOnCrash"},
FunctionInfo{130, D<&IApplicationFunctions::GetGpuErrorDetectedSystemEvent>, "GetGpuErrorDetectedSystemEvent"},
FunctionInfo{131, nullptr, "SetDelayTimeToAbortOnGpuError"},
FunctionInfo{140, D<&IApplicationFunctions::GetFriendInvitationStorageChannelEvent>, "GetFriendInvitationStorageChannelEvent"},
FunctionInfo{141, D<&IApplicationFunctions::TryPopFromFriendInvitationStorageChannel>, "TryPopFromFriendInvitationStorageChannel"},
FunctionInfo{150, D<&IApplicationFunctions::GetNotificationStorageChannelEvent>, "GetNotificationStorageChannelEvent"},
FunctionInfo{151, nullptr, "TryPopFromNotificationStorageChannel"},
FunctionInfo{160, D<&IApplicationFunctions::GetHealthWarningDisappearedSystemEvent>, "GetHealthWarningDisappearedSystemEvent"},
FunctionInfo{170, nullptr, "SetHdcpAuthenticationActivated"},
FunctionInfo{180, nullptr, "GetLaunchRequiredVersion"},
FunctionInfo{181, nullptr, "UpgradeLaunchRequiredVersion"},
FunctionInfo{190, nullptr, "SendServerMaintenanceOverlayNotification"},
FunctionInfo{200, nullptr, "GetLastApplicationExitReason"},
FunctionInfo{210, D<&IApplicationFunctions::GetUnknownEvent210>, "Unknown210"},
FunctionInfo{220, nullptr, "Unknown220"}, // [20.0.0+]
FunctionInfo{300, nullptr, "CreateMovieWriter"}, // [19.0.0+]
FunctionInfo{310, nullptr, "Unknown310"}, // [20.0.0+]
FunctionInfo{320, nullptr, "Unknown320"}, // [20.0.0+]
FunctionInfo{330, D<&IApplicationFunctions::Unknown330>, "Unknown330"}, // [20.0.0+]
FunctionInfo{500, nullptr, "StartContinuousRecordingFlushForDebug"},
FunctionInfo{1000, nullptr, "CreateMovieMaker"},
FunctionInfo{1001, D<&IApplicationFunctions::PrepareForJit>, "PrepareForJit"}
);
return HandlerTableGenerateWithFind(key, functions);
}
IApplicationFunctions::IApplicationFunctions(Core::System& system_, std::shared_ptr<Applet> applet) IApplicationFunctions::IApplicationFunctions(Core::System& system_, std::shared_ptr<Applet> applet)
: ServiceFramework{system_, "IApplicationFunctions"} : ServiceFramework{system_, "IApplicationFunctions"}, m_applet{std::move(applet)} {
, m_applet{std::move(applet)} // clang-format off
{} static const FunctionInfo functions[] = {
{1, D<&IApplicationFunctions::PopLaunchParameter>, "PopLaunchParameter"},
{10, nullptr, "CreateApplicationAndPushAndRequestToStart"},
{11, nullptr, "CreateApplicationAndPushAndRequestToStartForQuest"},
{12, D<&IApplicationFunctions::CreateApplicationAndRequestToStart>, "CreateApplicationAndRequestToStart"},
{13, nullptr, "CreateApplicationAndRequestToStartForQuest"},
{14, nullptr, "CreateApplicationWithAttributeAndPushAndRequestToStartForQuest"},
{15, nullptr, "CreateApplicationWithAttributeAndRequestToStartForQuest"},
{20, D<&IApplicationFunctions::EnsureSaveData>, "EnsureSaveData"},
{21, D<&IApplicationFunctions::GetDesiredLanguage>, "GetDesiredLanguage"},
{22, D<&IApplicationFunctions::SetTerminateResult>, "SetTerminateResult"},
{23, D<&IApplicationFunctions::GetDisplayVersion>, "GetDisplayVersion"},
{24, nullptr, "GetLaunchStorageInfoForDebug"},
{25, D<&IApplicationFunctions::ExtendSaveData>, "ExtendSaveData"},
{26, D<&IApplicationFunctions::GetSaveDataSize>, "GetSaveDataSize"},
{27, D<&IApplicationFunctions::CreateCacheStorage>, "CreateCacheStorage"},
{28, D<&IApplicationFunctions::GetSaveDataSizeMax>, "GetSaveDataSizeMax"},
{29, D<&IApplicationFunctions::GetCacheStorageMax>, "GetCacheStorageMax"},
{30, D<&IApplicationFunctions::BeginBlockingHomeButtonShortAndLongPressed>, "BeginBlockingHomeButtonShortAndLongPressed"},
{31, D<&IApplicationFunctions::EndBlockingHomeButtonShortAndLongPressed>, "EndBlockingHomeButtonShortAndLongPressed"},
{32, D<&IApplicationFunctions::BeginBlockingHomeButton>, "BeginBlockingHomeButton"},
{33, D<&IApplicationFunctions::EndBlockingHomeButton>, "EndBlockingHomeButton"},
{34, nullptr, "SelectApplicationLicense"},
{35, nullptr, "GetDeviceSaveDataSizeMax"},
{36, nullptr, "GetLimitedApplicationLicense"},
{37, nullptr, "GetLimitedApplicationLicenseUpgradableEvent"},
{40, D<&IApplicationFunctions::NotifyRunning>, "NotifyRunning"},
{50, D<&IApplicationFunctions::GetPseudoDeviceId>, "GetPseudoDeviceId"},
{60, D<&IApplicationFunctions::SetMediaPlaybackStateForApplication>, "SetMediaPlaybackStateForApplication"},
{65, D<&IApplicationFunctions::IsGamePlayRecordingSupported>, "IsGamePlayRecordingSupported"},
{66, D<&IApplicationFunctions::InitializeGamePlayRecording>, "InitializeGamePlayRecording"},
{67, D<&IApplicationFunctions::SetGamePlayRecordingState>, "SetGamePlayRecordingState"},
{68, nullptr, "RequestFlushGamePlayingMovieForDebug"},
{70, nullptr, "RequestToShutdown"},
{71, nullptr, "RequestToReboot"},
{72, nullptr, "RequestToSleep"},
{80, nullptr, "ExitAndRequestToShowThanksMessage"},
{90, D<&IApplicationFunctions::EnableApplicationCrashReport>, "EnableApplicationCrashReport"},
{100, D<&IApplicationFunctions::InitializeApplicationCopyrightFrameBuffer>, "InitializeApplicationCopyrightFrameBuffer"},
{101, D<&IApplicationFunctions::SetApplicationCopyrightImage>, "SetApplicationCopyrightImage"},
{102, D<&IApplicationFunctions::SetApplicationCopyrightVisibility>, "SetApplicationCopyrightVisibility"},
{110, D<&IApplicationFunctions::QueryApplicationPlayStatistics>, "QueryApplicationPlayStatistics"},
{111, D<&IApplicationFunctions::QueryApplicationPlayStatisticsByUid>, "QueryApplicationPlayStatisticsByUid"},
{120, D<&IApplicationFunctions::ExecuteProgram>, "ExecuteProgram"},
{121, D<&IApplicationFunctions::ClearUserChannel>, "ClearUserChannel"},
{122, D<&IApplicationFunctions::UnpopToUserChannel>, "UnpopToUserChannel"},
{123, D<&IApplicationFunctions::GetPreviousProgramIndex>, "GetPreviousProgramIndex"},
{124, nullptr, "EnableApplicationAllThreadDumpOnCrash"},
{130, D<&IApplicationFunctions::GetGpuErrorDetectedSystemEvent>, "GetGpuErrorDetectedSystemEvent"},
{131, nullptr, "SetDelayTimeToAbortOnGpuError"},
{140, D<&IApplicationFunctions::GetFriendInvitationStorageChannelEvent>, "GetFriendInvitationStorageChannelEvent"},
{141, D<&IApplicationFunctions::TryPopFromFriendInvitationStorageChannel>, "TryPopFromFriendInvitationStorageChannel"},
{150, D<&IApplicationFunctions::GetNotificationStorageChannelEvent>, "GetNotificationStorageChannelEvent"},
{151, nullptr, "TryPopFromNotificationStorageChannel"},
{160, D<&IApplicationFunctions::GetHealthWarningDisappearedSystemEvent>, "GetHealthWarningDisappearedSystemEvent"},
{170, nullptr, "SetHdcpAuthenticationActivated"},
{180, nullptr, "GetLaunchRequiredVersion"},
{181, nullptr, "UpgradeLaunchRequiredVersion"},
{190, nullptr, "SendServerMaintenanceOverlayNotification"},
{200, nullptr, "GetLastApplicationExitReason"},
{210, D<&IApplicationFunctions::GetUnknownEvent210>, "Unknown210"},
{220, nullptr, "Unknown220"}, // [20.0.0+]
{300, nullptr, "CreateMovieWriter"}, // [19.0.0+]
{310, nullptr, "Unknown310"}, // [20.0.0+]
{320, nullptr, "Unknown320"}, // [20.0.0+]
{330, D<&IApplicationFunctions::Unknown330>, "Unknown330"}, // [20.0.0+]
{500, nullptr, "StartContinuousRecordingFlushForDebug"},
{1000, nullptr, "CreateMovieMaker"},
{1001, D<&IApplicationFunctions::PrepareForJit>, "PrepareForJit"},
};
// clang-format on
RegisterHandlers(functions);
}
IApplicationFunctions::~IApplicationFunctions() = default; IApplicationFunctions::~IApplicationFunctions() = default;
@@ -84,7 +84,6 @@ private:
Result GetUnknownEvent210(OutCopyHandle<Kernel::KReadableEvent> out_event); Result GetUnknownEvent210(OutCopyHandle<Kernel::KReadableEvent> out_event);
Result Unknown330(Out<u8> out); Result Unknown330(Out<u8> out);
Result PrepareForJit(); Result PrepareForJit();
std::optional<FunctionInfoBase> FindRequest(u32 key) override;
const std::shared_ptr<Applet> m_applet; const std::shared_ptr<Applet> m_applet;
}; };
@@ -0,0 +1,106 @@
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "core/hle/service/am/service/applet_common_functions.h"
#include "core/hle/service/am/service/application_functions.h"
#include "core/hle/service/am/service/application_proxy.h"
#include "core/hle/service/am/service/audio_controller.h"
#include "core/hle/service/am/service/common_state_getter.h"
#include "core/hle/service/am/service/debug_functions.h"
#include "core/hle/service/am/service/display_controller.h"
#include "core/hle/service/am/service/library_applet_creator.h"
#include "core/hle/service/am/service/process_winding_controller.h"
#include "core/hle/service/am/service/self_controller.h"
#include "core/hle/service/am/service/window_controller.h"
#include "core/hle/service/cmif_serialization.h"
namespace Service::AM {
IApplicationProxy::IApplicationProxy(Core::System& system_, std::shared_ptr<Applet> applet,
Kernel::KProcess* process, WindowSystem& window_system)
: ServiceFramework{system_, "IApplicationProxy"},
m_window_system{window_system}, m_process{process}, m_applet{std::move(applet)} {
// clang-format off
static const FunctionInfo functions[] = {
{0, D<&IApplicationProxy::GetCommonStateGetter>, "GetCommonStateGetter"},
{1, D<&IApplicationProxy::GetSelfController>, "GetSelfController"},
{2, D<&IApplicationProxy::GetWindowController>, "GetWindowController"},
{3, D<&IApplicationProxy::GetAudioController>, "GetAudioController"},
{4, D<&IApplicationProxy::GetDisplayController>, "GetDisplayController"},
{10, D<&IApplicationProxy::GetProcessWindingController>, "GetProcessWindingController"},
{11, D<&IApplicationProxy::GetLibraryAppletCreator>, "GetLibraryAppletCreator"},
{20, D<&IApplicationProxy::GetApplicationFunctions>, "GetApplicationFunctions"},
{1000, D<&IApplicationProxy::GetDebugFunctions>, "GetDebugFunctions"},
};
// clang-format on
RegisterHandlers(functions);
}
IApplicationProxy::~IApplicationProxy() = default;
Result IApplicationProxy::GetAudioController(
Out<SharedPointer<IAudioController>> out_audio_controller) {
LOG_DEBUG(Service_AM, "called");
*out_audio_controller = std::make_shared<IAudioController>(system);
R_SUCCEED();
}
Result IApplicationProxy::GetDisplayController(
Out<SharedPointer<IDisplayController>> out_display_controller) {
LOG_DEBUG(Service_AM, "called");
*out_display_controller = std::make_shared<IDisplayController>(system, m_applet);
R_SUCCEED();
}
Result IApplicationProxy::GetProcessWindingController(
Out<SharedPointer<IProcessWindingController>> out_process_winding_controller) {
LOG_DEBUG(Service_AM, "called");
*out_process_winding_controller = std::make_shared<IProcessWindingController>(system, m_applet);
R_SUCCEED();
}
Result IApplicationProxy::GetDebugFunctions(
Out<SharedPointer<IDebugFunctions>> out_debug_functions) {
LOG_DEBUG(Service_AM, "called");
*out_debug_functions = std::make_shared<IDebugFunctions>(system);
R_SUCCEED();
}
Result IApplicationProxy::GetWindowController(
Out<SharedPointer<IWindowController>> out_window_controller) {
LOG_DEBUG(Service_AM, "called");
*out_window_controller = std::make_shared<IWindowController>(system, m_applet, m_window_system);
R_SUCCEED();
}
Result IApplicationProxy::GetSelfController(
Out<SharedPointer<ISelfController>> out_self_controller) {
LOG_DEBUG(Service_AM, "called");
*out_self_controller = std::make_shared<ISelfController>(system, m_applet, m_process);
R_SUCCEED();
}
Result IApplicationProxy::GetCommonStateGetter(
Out<SharedPointer<ICommonStateGetter>> out_common_state_getter) {
LOG_DEBUG(Service_AM, "called");
*out_common_state_getter = std::make_shared<ICommonStateGetter>(system, m_applet);
R_SUCCEED();
}
Result IApplicationProxy::GetLibraryAppletCreator(
Out<SharedPointer<ILibraryAppletCreator>> out_library_applet_creator) {
LOG_DEBUG(Service_AM, "called");
*out_library_applet_creator =
std::make_shared<ILibraryAppletCreator>(system, m_applet, m_window_system);
R_SUCCEED();
}
Result IApplicationProxy::GetApplicationFunctions(
Out<SharedPointer<IApplicationFunctions>> out_application_functions) {
LOG_DEBUG(Service_AM, "called");
*out_application_functions = std::make_shared<IApplicationFunctions>(system, m_applet);
R_SUCCEED();
}
} // namespace Service::AM
@@ -0,0 +1,49 @@
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "core/hle/service/cmif_types.h"
#include "core/hle/service/service.h"
namespace Service::AM {
struct Applet;
class IAudioController;
class IApplicationFunctions;
class ICommonStateGetter;
class IDebugFunctions;
class IDisplayController;
class ILibraryAppletCreator;
class IProcessWindingController;
class ISelfController;
class IWindowController;
class WindowSystem;
class IApplicationProxy final : public ServiceFramework<IApplicationProxy> {
public:
explicit IApplicationProxy(Core::System& system_, std::shared_ptr<Applet> applet,
Kernel::KProcess* process, WindowSystem& window_system);
~IApplicationProxy();
private:
Result GetAudioController(Out<SharedPointer<IAudioController>> out_audio_controller);
Result GetDisplayController(Out<SharedPointer<IDisplayController>> out_display_controller);
Result GetProcessWindingController(
Out<SharedPointer<IProcessWindingController>> out_process_winding_controller);
Result GetDebugFunctions(Out<SharedPointer<IDebugFunctions>> out_debug_functions);
Result GetWindowController(Out<SharedPointer<IWindowController>> out_window_controller);
Result GetSelfController(Out<SharedPointer<ISelfController>> out_self_controller);
Result GetCommonStateGetter(Out<SharedPointer<ICommonStateGetter>> out_common_state_getter);
Result GetLibraryAppletCreator(
Out<SharedPointer<ILibraryAppletCreator>> out_library_applet_creator);
Result GetApplicationFunctions(
Out<SharedPointer<IApplicationFunctions>> out_application_functions);
private:
WindowSystem& m_window_system;
Kernel::KProcess* const m_process;
const std::shared_ptr<Applet> m_applet;
};
} // namespace Service::AM
@@ -0,0 +1,44 @@
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "core/core.h"
#include "core/hle/service/am/am.h"
#include "core/hle/service/am/applet_manager.h"
#include "core/hle/service/am/service/application_proxy.h"
#include "core/hle/service/am/service/application_proxy_service.h"
#include "core/hle/service/am/window_system.h"
#include "core/hle/service/cmif_serialization.h"
namespace Service::AM {
IApplicationProxyService::IApplicationProxyService(Core::System& system_,
WindowSystem& window_system)
: ServiceFramework{system_, "appletOE"}, m_window_system{window_system} {
static const FunctionInfo functions[] = {
{0, D<&IApplicationProxyService::OpenApplicationProxy>, "OpenApplicationProxy"},
};
RegisterHandlers(functions);
}
IApplicationProxyService::~IApplicationProxyService() = default;
Result IApplicationProxyService::OpenApplicationProxy(
Out<SharedPointer<IApplicationProxy>> out_application_proxy, ClientProcessId pid,
InCopyHandle<Kernel::KProcess> process_handle) {
LOG_DEBUG(Service_AM, "called");
if (const auto applet = this->GetAppletFromProcessId(pid)) {
*out_application_proxy = std::make_shared<IApplicationProxy>(
system, applet, process_handle.Get(), m_window_system);
R_SUCCEED();
} else {
UNIMPLEMENTED();
R_THROW(ResultUnknown);
}
}
std::shared_ptr<Applet> IApplicationProxyService::GetAppletFromProcessId(ProcessId process_id) {
return m_window_system.GetByAppletResourceUserId(process_id.pid);
}
} // namespace Service::AM
@@ -0,0 +1,33 @@
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "core/hle/service/cmif_types.h"
#include "core/hle/service/service.h"
namespace Service {
namespace AM {
struct Applet;
class IApplicationProxy;
class WindowSystem;
class IApplicationProxyService final : public ServiceFramework<IApplicationProxyService> {
public:
explicit IApplicationProxyService(Core::System& system_, WindowSystem& window_system);
~IApplicationProxyService() override;
private:
Result OpenApplicationProxy(Out<SharedPointer<IApplicationProxy>> out_application_proxy,
ClientProcessId pid, InCopyHandle<Kernel::KProcess> process_handle);
private:
std::shared_ptr<Applet> GetAppletFromProcessId(ProcessId pid);
WindowSystem& m_window_system;
};
} // namespace AM
} // namespace Service
@@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project // SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later // SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project // SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
@@ -9,20 +9,20 @@
namespace Service::AM { namespace Service::AM {
std::optional<ServiceFrameworkBase::FunctionInfoBase> IAudioController::FindRequest(u32 key) {
static constexpr auto functions = CreateStaticMap(
FunctionInfo{0, D<&IAudioController::SetExpectedMasterVolume>, "SetExpectedMasterVolume"},
FunctionInfo{1, D<&IAudioController::GetMainAppletExpectedMasterVolume>, "GetMainAppletExpectedMasterVolume"},
FunctionInfo{2, D<&IAudioController::GetLibraryAppletExpectedMasterVolume>, "GetLibraryAppletExpectedMasterVolume"},
FunctionInfo{3, D<&IAudioController::ChangeMainAppletMasterVolume>, "ChangeMainAppletMasterVolume"},
FunctionInfo{4, D<&IAudioController::SetTransparentVolumeRate>, "SetTransparentVolumeRate"},
FunctionInfo{5, nullptr, "Unknown5", MakeVersionGate({20,0,0})}
);
return HandlerTableGenerateWithFind(key, functions);
}
IAudioController::IAudioController(Core::System& system_) IAudioController::IAudioController(Core::System& system_)
: ServiceFramework{system_, "IAudioController"} { : ServiceFramework{system_, "IAudioController"} {
// clang-format off
static const FunctionInfo functions[] = {
{0, D<&IAudioController::SetExpectedMasterVolume>, "SetExpectedMasterVolume"},
{1, D<&IAudioController::GetMainAppletExpectedMasterVolume>, "GetMainAppletExpectedMasterVolume"},
{2, D<&IAudioController::GetLibraryAppletExpectedMasterVolume>, "GetLibraryAppletExpectedMasterVolume"},
{3, D<&IAudioController::ChangeMainAppletMasterVolume>, "ChangeMainAppletMasterVolume"},
{4, D<&IAudioController::SetTransparentVolumeRate>, "SetTransparentVolumeRate"},
{5, nullptr, "Unknown5"}, //20.0.0+
};
// clang-format on
RegisterHandlers(functions);
} }
IAudioController::~IAudioController() = default; IAudioController::~IAudioController() = default;
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project // SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later // SPDX-License-Identifier: GPL-2.0-or-later
@@ -23,7 +20,6 @@ private:
Result ChangeMainAppletMasterVolume(f32 volume, s64 fade_time_ns); Result ChangeMainAppletMasterVolume(f32 volume, s64 fade_time_ns);
Result SetTransparentVolumeRate(f32 transparent_volume_rate); Result SetTransparentVolumeRate(f32 transparent_volume_rate);
std::optional<FunctionInfoBase> FindRequest(u32 key) override;
static constexpr float MinAllowedVolume = 0.0f; static constexpr float MinAllowedVolume = 0.0f;
static constexpr float MaxAllowedVolume = 1.0f; static constexpr float MaxAllowedVolume = 1.0f;
@@ -8,6 +8,7 @@
#include "core/hle/service/am/am_results.h" #include "core/hle/service/am/am_results.h"
#include "core/hle/service/am/applet.h" #include "core/hle/service/am/applet.h"
#include "core/hle/service/am/service/common_state_getter.h" #include "core/hle/service/am/service/common_state_getter.h"
#include "core/hle/service/am/service/lock_accessor.h"
#include "core/hle/service/am/service/storage.h" #include "core/hle/service/am/service/storage.h"
#include "core/hle/service/apm/apm_interface.h" #include "core/hle/service/apm/apm_interface.h"
#include "core/hle/service/cmif_serialization.h" #include "core/hle/service/cmif_serialization.h"
@@ -17,147 +18,77 @@
namespace Service::AM { namespace Service::AM {
std::optional<ServiceFrameworkBase::FunctionInfoBase> ICommonStateGetter::FindRequest(u32 key) {
static constexpr auto functions = CreateStaticMap(
FunctionInfo{0, D<&ICommonStateGetter::GetEventHandle>, "GetEventHandle"},
FunctionInfo{1, D<&ICommonStateGetter::ReceiveMessage>, "ReceiveMessage"},
FunctionInfo{2, nullptr, "GetThisAppletKind"},
FunctionInfo{3, nullptr, "AllowToEnterSleep"},
FunctionInfo{4, nullptr, "DisallowToEnterSleep"},
FunctionInfo{5, D<&ICommonStateGetter::GetOperationMode>, "GetOperationMode"},
FunctionInfo{6, D<&ICommonStateGetter::GetPerformanceMode>, "GetPerformanceMode"},
FunctionInfo{7, nullptr, "GetCradleStatus"},
FunctionInfo{8, D<&ICommonStateGetter::GetBootMode>, "GetBootMode"},
FunctionInfo{9, D<&ICommonStateGetter::GetCurrentFocusState>, "GetCurrentFocusState"},
FunctionInfo{10, D<&ICommonStateGetter::RequestToAcquireSleepLock>, "RequestToAcquireSleepLock"},
FunctionInfo{11, D<&ICommonStateGetter::ReleaseSleepLock>, "ReleaseSleepLock"},
FunctionInfo{12, D<&ICommonStateGetter::ReleaseSleepLockTransiently>, "ReleaseSleepLockTransiently"},
FunctionInfo{13, D<&ICommonStateGetter::GetAcquiredSleepLockEvent>, "GetAcquiredSleepLockEvent"},
FunctionInfo{14, nullptr, "GetWakeupCount", MakeVersionGate({11,0,0})},
FunctionInfo{15, nullptr, "Unknown15", MakeVersionGate({19,0,0})},
FunctionInfo{20, D<&ICommonStateGetter::PushToGeneralChannel>, "PushToGeneralChannel"},
FunctionInfo{30, D<&ICommonStateGetter::GetHomeButtonReaderLockAccessor>, "GetHomeButtonReaderLockAccessor"},
FunctionInfo{31, D<&ICommonStateGetter::GetReaderLockAccessorEx>, "GetReaderLockAccessorEx", MakeVersionGate({2,0,0})},
FunctionInfo{32, D<&ICommonStateGetter::GetWriterLockAccessorEx>, "GetWriterLockAccessorEx", MakeVersionGate({7,0,0})},
FunctionInfo{40, nullptr, "GetCradleFwVersion", MakeVersionGate({2,0,0})},
FunctionInfo{50, D<&ICommonStateGetter::IsVrModeEnabled>, "IsVrModeEnabled", MakeVersionGate({3,0,0})},
FunctionInfo{51, D<&ICommonStateGetter::SetVrModeEnabled>, "SetVrModeEnabled", MakeVersionGate({3,0,0})},
FunctionInfo{52, D<&ICommonStateGetter::SetLcdBacklighOffEnabled>, "SetLcdBacklighOffEnabled", MakeVersionGate({4,0,0})},
FunctionInfo{53, D<&ICommonStateGetter::BeginVrModeEx>, "BeginVrModeEx", MakeVersionGate({7,0,0})},
FunctionInfo{54, D<&ICommonStateGetter::EndVrModeEx>, "EndVrModeEx", MakeVersionGate({7,0,0})},
FunctionInfo{55, D<&ICommonStateGetter::IsInControllerFirmwareUpdateSection>, "IsInControllerFirmwareUpdateSection", MakeVersionGate({3,0,0})},
FunctionInfo{59, nullptr, "SetVrPositionForDebug", MakeVersionGate({1,0,0})},
FunctionInfo{60, D<&ICommonStateGetter::GetDefaultDisplayResolution>, "GetDefaultDisplayResolution"},
FunctionInfo{61, D<&ICommonStateGetter::GetDefaultDisplayResolutionChangeEvent>, "GetDefaultDisplayResolutionChangeEvent"},
FunctionInfo{62, D<&ICommonStateGetter::GetHdcpAuthenticationState>, "GetHdcpAuthenticationState"},
FunctionInfo{63, D<&ICommonStateGetter::GetHdcpAuthenticationStateChangeEvent>, "GetHdcpAuthenticationStateChangeEvent"},
FunctionInfo{64, nullptr, "SetTvPowerStateMatchingMode"},
FunctionInfo{65, nullptr, "GetApplicationIdByContentActionName"},
FunctionInfo{66, &ICommonStateGetter::SetCpuBoostMode, "SetCpuBoostMode"},
FunctionInfo{67, nullptr, "CancelCpuBoostMode"},
FunctionInfo{68, D<&ICommonStateGetter::GetBuiltInDisplayType>, "GetBuiltInDisplayType"},
FunctionInfo{80, D<&ICommonStateGetter::PerformSystemButtonPressingIfInFocus>, "PerformSystemButtonPressingIfInFocus"},
FunctionInfo{90, nullptr, "SetPerformanceConfigurationChangedNotification"},
FunctionInfo{91, nullptr, "GetCurrentPerformanceConfiguration"},
FunctionInfo{100, D<&ICommonStateGetter::SetHandlingHomeButtonShortPressedEnabled>, "SetHandlingHomeButtonShortPressedEnabled"},
FunctionInfo{110, nullptr, "OpenMyGpuErrorHandler"},
FunctionInfo{120, D<&ICommonStateGetter::GetAppletLaunchedHistory>, "GetAppletLaunchedHistory", MakeVersionGate({13,0,0})},
FunctionInfo{130, D<&ICommonStateGetter::EnableStartupLogoDisappearedMessage>, "EnableStartupLogoDisappearedMessage", MakeVersionGate({21,0,0})},
FunctionInfo{200, D<&ICommonStateGetter::GetOperationModeSystemInfo>, "GetOperationModeSystemInfo"},
FunctionInfo{300, D<&ICommonStateGetter::GetSettingsPlatformRegion>, "GetSettingsPlatformRegion"},
FunctionInfo{400, nullptr, "ActivateMigrationService"},
FunctionInfo{401, nullptr, "DeactivateMigrationService"},
FunctionInfo{500, nullptr, "DisableSleepTillShutdown"},
FunctionInfo{501, nullptr, "SuppressDisablingSleepTemporarily"},
FunctionInfo{502, nullptr, "IsSleepEnabled"},
FunctionInfo{503, nullptr, "IsDisablingSleepSuppressed"},
FunctionInfo{600, nullptr, "SetHidInputMagnificationForApplication", MakeVersionGate({20,0,0})},
FunctionInfo{610, D<&ICommonStateGetter::Unknown610>, "Unknown610", MakeVersionGate({21,0,0})},
FunctionInfo{611, D<&ICommonStateGetter::Unknown611>, "Unknown611", MakeVersionGate({22,0,0})},
FunctionInfo{900, D<&ICommonStateGetter::SetRequestExitToLibraryAppletAtExecuteNextProgramEnabled>, "SetRequestExitToLibraryAppletAtExecuteNextProgramEnabled", MakeVersionGate({11,0,0})},
FunctionInfo{910, nullptr, "GetLaunchRequiredTick", MakeVersionGate({17,0,0})},
FunctionInfo{1000, D<&ICommonStateGetter::BeginVrMode3d>, "BeginVrMode3d", MakeVersionGate({19,0,0})},
FunctionInfo{1001, D<&ICommonStateGetter::EndVrMode3d>, "EndVrMode3d", MakeVersionGate({19,0,0})},
FunctionInfo{1002, D<&ICommonStateGetter::IsVrModeEnabled3d>, "IsVrModeEnabled3d", MakeVersionGate({19,0,0})},
FunctionInfo{1003, D<&ICommonStateGetter::GetVrLaboGoggleViewport>, "GetVrLaboGoggleViewport", MakeVersionGate({21,0,0})},
FunctionInfo{1004, D<&ICommonStateGetter::GetPanelPhysicalSizeForSpecificTitle>, "GetPanelPhysicalSizeForSpecificTitle", MakeVersionGate({21,0,0})},
FunctionInfo{1005, D<&ICommonStateGetter::GetPanelResolutionForSpecificTitle>, "GetPanelResolutionForSpecificTitle", MakeVersionGate({21,0,0})}
);
return HandlerTableGenerateWithFind(key, functions);
}
class ILockAccessor final : public ServiceFramework<ILockAccessor> {
public:
explicit ILockAccessor(Core::System& system_)
: ServiceFramework{system_, "ILockAccessor"}, m_context{system_, "ILockAccessor"},
m_event{m_context} {
m_event.Signal(system.Kernel());
}
~ILockAccessor() override = default;
Result TryLock(Out<bool> out_is_locked, OutCopyHandle<Kernel::KReadableEvent> out_handle, bool return_handle) {
LOG_INFO(Service_AM, "called, return_handle={}", return_handle);
{
std::scoped_lock lk{m_mutex};
if (m_is_locked) {
*out_is_locked = false;
} else {
m_is_locked = true;
*out_is_locked = true;
}
}
if (return_handle) {
*out_handle = m_event.GetHandle();
}
R_SUCCEED();
}
Result Unlock() {
LOG_INFO(Service_AM, "called");
{
std::scoped_lock lk{m_mutex};
m_is_locked = false;
}
m_event.Signal(system.Kernel());
R_SUCCEED();
}
Result GetEvent(OutCopyHandle<Kernel::KReadableEvent> out_handle) {
LOG_INFO(Service_AM, "called");
*out_handle = m_event.GetHandle();
R_SUCCEED();
}
Result IsLocked(Out<bool> out_is_locked) {
LOG_INFO(Service_AM, "called");
std::scoped_lock lk{m_mutex};
*out_is_locked = m_is_locked;
R_SUCCEED();
}
private:
std::optional<FunctionInfoBase> FindRequest(u32 key) override {
return HandlerTableGenerateWithFind(key, functions);
}
static constexpr auto functions = CreateStaticMap(
FunctionInfo{1, D<&ILockAccessor::TryLock>, "TryLock"},
FunctionInfo{2, D<&ILockAccessor::Unlock>, "Unlock"},
FunctionInfo{3, D<&ILockAccessor::GetEvent>, "GetEvent"},
FunctionInfo{4, D<&ILockAccessor::IsLocked>, "IsLocked"}
);
KernelHelpers::ServiceContext m_context;
Event m_event;
std::mutex m_mutex{};
bool m_is_locked{};
};
ICommonStateGetter::ICommonStateGetter(Core::System& system_, std::shared_ptr<Applet> applet) ICommonStateGetter::ICommonStateGetter(Core::System& system_, std::shared_ptr<Applet> applet)
: ServiceFramework{system_, "ICommonStateGetter"}, m_applet{std::move(applet)} { : ServiceFramework{system_, "ICommonStateGetter"}, m_applet{std::move(applet)} {
// clang-format off
static const FunctionInfo functions[] = {
{0, D<&ICommonStateGetter::GetEventHandle>, "GetEventHandle"},
{1, D<&ICommonStateGetter::ReceiveMessage>, "ReceiveMessage"},
{2, nullptr, "GetThisAppletKind"},
{3, nullptr, "AllowToEnterSleep"},
{4, nullptr, "DisallowToEnterSleep"},
{5, D<&ICommonStateGetter::GetOperationMode>, "GetOperationMode"},
{6, D<&ICommonStateGetter::GetPerformanceMode>, "GetPerformanceMode"},
{7, nullptr, "GetCradleStatus"},
{8, D<&ICommonStateGetter::GetBootMode>, "GetBootMode"},
{9, D<&ICommonStateGetter::GetCurrentFocusState>, "GetCurrentFocusState"},
{10, D<&ICommonStateGetter::RequestToAcquireSleepLock>, "RequestToAcquireSleepLock"},
{11, D<&ICommonStateGetter::ReleaseSleepLock>, "ReleaseSleepLock"},
{12, D<&ICommonStateGetter::ReleaseSleepLockTransiently>, "ReleaseSleepLockTransiently"},
{13, D<&ICommonStateGetter::GetAcquiredSleepLockEvent>, "GetAcquiredSleepLockEvent"},
{14, nullptr, "GetWakeupCount"}, //11.0.0+
{15, nullptr, "Unknown15"}, //19.0.0+
{20, D<&ICommonStateGetter::PushToGeneralChannel>, "PushToGeneralChannel"},
{30, D<&ICommonStateGetter::GetHomeButtonReaderLockAccessor>, "GetHomeButtonReaderLockAccessor"},
{31, D<&ICommonStateGetter::GetReaderLockAccessorEx>, "GetReaderLockAccessorEx"}, //2.0.0+
{32, D<&ICommonStateGetter::GetWriterLockAccessorEx>, "GetWriterLockAccessorEx"}, //7.0.0+
{40, nullptr, "GetCradleFwVersion"}, //2.0.0+
{50, D<&ICommonStateGetter::IsVrModeEnabled>, "IsVrModeEnabled"}, //3.0.0+
{51, D<&ICommonStateGetter::SetVrModeEnabled>, "SetVrModeEnabled"}, //3.0.0+
{52, D<&ICommonStateGetter::SetLcdBacklighOffEnabled>, "SetLcdBacklighOffEnabled"}, //4.0.0+
{53, D<&ICommonStateGetter::BeginVrModeEx>, "BeginVrModeEx"}, //7.0.0+
{54, D<&ICommonStateGetter::EndVrModeEx>, "EndVrModeEx"}, //7.0.0+
{55, D<&ICommonStateGetter::IsInControllerFirmwareUpdateSection>, "IsInControllerFirmwareUpdateSection"}, //3.0.0+
{59, nullptr, "SetVrPositionForDebug"}, //1.0.0+
{60, D<&ICommonStateGetter::GetDefaultDisplayResolution>, "GetDefaultDisplayResolution"},
{61, D<&ICommonStateGetter::GetDefaultDisplayResolutionChangeEvent>, "GetDefaultDisplayResolutionChangeEvent"},
{62, D<&ICommonStateGetter::GetHdcpAuthenticationState>, "GetHdcpAuthenticationState"},
{63, D<&ICommonStateGetter::GetHdcpAuthenticationStateChangeEvent>, "GetHdcpAuthenticationStateChangeEvent"},
{64, nullptr, "SetTvPowerStateMatchingMode"},
{65, nullptr, "GetApplicationIdByContentActionName"},
{66, &ICommonStateGetter::SetCpuBoostMode, "SetCpuBoostMode"},
{67, nullptr, "CancelCpuBoostMode"},
{68, D<&ICommonStateGetter::GetBuiltInDisplayType>, "GetBuiltInDisplayType"},
{80, D<&ICommonStateGetter::PerformSystemButtonPressingIfInFocus>, "PerformSystemButtonPressingIfInFocus"},
{90, nullptr, "SetPerformanceConfigurationChangedNotification"},
{91, nullptr, "GetCurrentPerformanceConfiguration"},
{100, D<&ICommonStateGetter::SetHandlingHomeButtonShortPressedEnabled>, "SetHandlingHomeButtonShortPressedEnabled"},
{110, nullptr, "OpenMyGpuErrorHandler"},
{120, D<&ICommonStateGetter::GetAppletLaunchedHistory>, "GetAppletLaunchedHistory"}, //13.0.0+
{130, D<&ICommonStateGetter::EnableStartupLogoDisappearedMessage>, "EnableStartupLogoDisappearedMessage"}, //21.0.0+
{200, D<&ICommonStateGetter::GetOperationModeSystemInfo>, "GetOperationModeSystemInfo"},
{300, D<&ICommonStateGetter::GetSettingsPlatformRegion>, "GetSettingsPlatformRegion"},
{400, nullptr, "ActivateMigrationService"},
{401, nullptr, "DeactivateMigrationService"},
{500, nullptr, "DisableSleepTillShutdown"},
{501, nullptr, "SuppressDisablingSleepTemporarily"},
{502, nullptr, "IsSleepEnabled"},
{503, nullptr, "IsDisablingSleepSuppressed"},
{600, nullptr, "SetHidInputMagnificationForApplication"}, //20.0.0+
{610, D<&ICommonStateGetter::Unknown610>, "Unknown610"}, //21.0.0+
{611, D<&ICommonStateGetter::Unknown611>, "Unknown611"}, //22.0.0+
{900, D<&ICommonStateGetter::SetRequestExitToLibraryAppletAtExecuteNextProgramEnabled>, "SetRequestExitToLibraryAppletAtExecuteNextProgramEnabled"}, //11.0.0+
{910, nullptr, "GetLaunchRequiredTick"}, //17.0.0+
{1000, D<&ICommonStateGetter::BeginVrMode3d>, "BeginVrMode3d"}, //19.0.0+
{1001, D<&ICommonStateGetter::EndVrMode3d>, "EndVrMode3d"}, //19.0.0+
{1002, D<&ICommonStateGetter::IsVrModeEnabled3d>, "IsVrModeEnabled3d"}, //19.0.0+
{1003, D<&ICommonStateGetter::GetVrLaboGoggleViewport>, "GetVrLaboGoggleViewport"}, //21.0.0+
{1004, D<&ICommonStateGetter::GetPanelPhysicalSizeForSpecificTitle>, "GetPanelPhysicalSizeForSpecificTitle"}, //21.0.0+
{1005, D<&ICommonStateGetter::GetPanelResolutionForSpecificTitle>, "GetPanelResolutionForSpecificTitle"}, //21.0.0+
};
// clang-format on
RegisterHandlers(functions);
} }
ICommonStateGetter::~ICommonStateGetter() = default; ICommonStateGetter::~ICommonStateGetter() = default;
@@ -76,7 +76,6 @@ private:
void SetCpuBoostMode(HLERequestContext& ctx); void SetCpuBoostMode(HLERequestContext& ctx);
std::optional<FunctionInfoBase> FindRequest(u32 key) override;
const std::shared_ptr<Applet> m_applet; const std::shared_ptr<Applet> m_applet;
}; };
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project // SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later // SPDX-License-Identifier: GPL-2.0-or-later
@@ -9,21 +6,22 @@
namespace Service::AM { namespace Service::AM {
std::optional<ServiceFrameworkBase::FunctionInfoBase> ICradleFirmwareUpdater::FindRequest(u32 key) {
static constexpr auto functions = CreateStaticMap(
FunctionInfo{0, D<&ICradleFirmwareUpdater::StartUpdate>, "StartUpdate"},
FunctionInfo{1, D<&ICradleFirmwareUpdater::FinishUpdate>, "FinishUpdate"},
FunctionInfo{2, D<&ICradleFirmwareUpdater::GetCradleDeviceInfo>, "GetCradleDeviceInfo"},
FunctionInfo{3, D<&ICradleFirmwareUpdater::GetCradleDeviceInfoChangeEvent>, "GetCradleDeviceInfoChangeEvent"},
FunctionInfo{4, nullptr, "GetUpdateProgressInfo"},
FunctionInfo{5, nullptr, "GetLastInternalResult"}
);
return HandlerTableGenerateWithFind(key, functions);
}
ICradleFirmwareUpdater::ICradleFirmwareUpdater(Core::System& system_) ICradleFirmwareUpdater::ICradleFirmwareUpdater(Core::System& system_)
: ServiceFramework{system_, "ICradleFirmwareUpdater"}, : ServiceFramework{system_, "ICradleFirmwareUpdater"},
m_context{system, "ICradleFirmwareUpdater"}, m_cradle_device_info_event{m_context} { m_context{system, "ICradleFirmwareUpdater"}, m_cradle_device_info_event{m_context} {
// clang-format off
static const FunctionInfo functions[] = {
{0, D<&ICradleFirmwareUpdater::StartUpdate>, "StartUpdate"},
{1, D<&ICradleFirmwareUpdater::FinishUpdate>, "FinishUpdate"},
{2, D<&ICradleFirmwareUpdater::GetCradleDeviceInfo>, "GetCradleDeviceInfo"},
{3, D<&ICradleFirmwareUpdater::GetCradleDeviceInfoChangeEvent>, "GetCradleDeviceInfoChangeEvent"},
{4, nullptr, "GetUpdateProgressInfo"},
{5, nullptr, "GetLastInternalResult"},
};
// clang-format on
RegisterHandlers(functions);
} }
ICradleFirmwareUpdater::~ICradleFirmwareUpdater() = default; ICradleFirmwareUpdater::~ICradleFirmwareUpdater() = default;
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project // SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later // SPDX-License-Identifier: GPL-2.0-or-later
@@ -33,7 +30,6 @@ private:
Result GetCradleDeviceInfoChangeEvent(OutCopyHandle<Kernel::KReadableEvent> out_event); Result GetCradleDeviceInfoChangeEvent(OutCopyHandle<Kernel::KReadableEvent> out_event);
private: private:
std::optional<FunctionInfoBase> FindRequest(u32 key) override;
KernelHelpers::ServiceContext m_context; KernelHelpers::ServiceContext m_context;
Event m_cradle_device_info_event; Event m_cradle_device_info_event;
}; };
@@ -0,0 +1,43 @@
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "core/hle/service/am/service/debug_functions.h"
namespace Service::AM {
IDebugFunctions::IDebugFunctions(Core::System& system_)
: ServiceFramework{system_, "IDebugFunctions"} {
// clang-format off
static const FunctionInfo functions[] = {
{0, nullptr, "NotifyMessageToHomeMenuForDebug"},
{1, nullptr, "OpenMainApplication"},
{10, nullptr, "PerformSystemButtonPressing"},
{20, nullptr, "InvalidateTransitionLayer"},
{30, nullptr, "RequestLaunchApplicationWithUserAndArgumentForDebug"},
{31, nullptr, "RequestLaunchApplicationByApplicationLaunchInfoForDebug"},
{40, nullptr, "GetAppletResourceUsageInfo"},
{50, nullptr, "AddSystemProgramIdAndAppletIdForDebug"},
{51, nullptr, "AddOperationConfirmedLibraryAppletIdForDebug"},
{100, nullptr, "SetCpuBoostModeForApplet"},
{101, nullptr, "CancelCpuBoostModeForApplet"},
{110, nullptr, "PushToAppletBoundChannelForDebug"},
{111, nullptr, "TryPopFromAppletBoundChannelForDebug"},
{120, nullptr, "AlarmSettingNotificationEnableAppEventReserve"},
{121, nullptr, "AlarmSettingNotificationDisableAppEventReserve"},
{122, nullptr, "AlarmSettingNotificationPushAppEventNotify"},
{130, nullptr, "FriendInvitationSetApplicationParameter"},
{131, nullptr, "FriendInvitationClearApplicationParameter"},
{132, nullptr, "FriendInvitationPushApplicationParameter"},
{140, nullptr, "RestrictPowerOperationForSecureLaunchModeForDebug"},
{200, nullptr, "CreateFloatingLibraryAppletAccepterForDebug"},
{300, nullptr, "TerminateAllRunningApplicationsForDebug"},
{900, nullptr, "GetGrcProcessLaunchedSystemEvent"},
};
// clang-format on
RegisterHandlers(functions);
}
IDebugFunctions::~IDebugFunctions() = default;
} // namespace Service::AM
@@ -0,0 +1,16 @@
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "core/hle/service/service.h"
namespace Service::AM {
class IDebugFunctions final : public ServiceFramework<IDebugFunctions> {
public:
explicit IDebugFunctions(Core::System& system_);
~IDebugFunctions() override;
};
} // namespace Service::AM
@@ -12,42 +12,42 @@
namespace Service::AM { namespace Service::AM {
std::optional<ServiceFrameworkBase::FunctionInfoBase> IDisplayController::FindRequest(u32 key) {
static constexpr auto functions = CreateStaticMap(
FunctionInfo{0, nullptr, "GetLastForegroundCaptureImage"},
FunctionInfo{1, nullptr, "UpdateLastForegroundCaptureImage"},
FunctionInfo{2, nullptr, "GetLastApplicationCaptureImage"},
FunctionInfo{3, nullptr, "GetCallerAppletCaptureImage"},
FunctionInfo{4, nullptr, "UpdateCallerAppletCaptureImage"},
FunctionInfo{5, D<&IDisplayController::GetLastForegroundCaptureImageEx>, "GetLastForegroundCaptureImageEx"},
FunctionInfo{6, nullptr, "GetLastApplicationCaptureImageEx"},
FunctionInfo{7, D<&IDisplayController::GetCallerAppletCaptureImageEx>, "GetCallerAppletCaptureImageEx"},
FunctionInfo{8, D<&IDisplayController::TakeScreenShotOfOwnLayer>, "TakeScreenShotOfOwnLayer"},
FunctionInfo{9, nullptr, "CopyBetweenCaptureBuffers"},
FunctionInfo{10, nullptr, "AcquireLastApplicationCaptureBuffer"},
FunctionInfo{11, nullptr, "ReleaseLastApplicationCaptureBuffer"},
FunctionInfo{12, nullptr, "AcquireLastForegroundCaptureBuffer"},
FunctionInfo{13, nullptr, "ReleaseLastForegroundCaptureBuffer"},
FunctionInfo{14, nullptr, "AcquireCallerAppletCaptureBuffer"},
FunctionInfo{15, nullptr, "ReleaseCallerAppletCaptureBuffer"},
FunctionInfo{16, nullptr, "AcquireLastApplicationCaptureBufferEx"},
FunctionInfo{17, nullptr, "AcquireLastForegroundCaptureBufferEx"},
FunctionInfo{18, nullptr, "AcquireCallerAppletCaptureBufferEx"},
FunctionInfo{20, D<&IDisplayController::ClearCaptureBuffer>, "ClearCaptureBuffer"},
FunctionInfo{21, nullptr, "ClearAppletTransitionBuffer"},
FunctionInfo{22, D<&IDisplayController::AcquireLastApplicationCaptureSharedBuffer>, "AcquireLastApplicationCaptureSharedBuffer"},
FunctionInfo{23, D<&IDisplayController::ReleaseLastApplicationCaptureSharedBuffer>, "ReleaseLastApplicationCaptureSharedBuffer"},
FunctionInfo{24, D<&IDisplayController::AcquireLastForegroundCaptureSharedBuffer>, "AcquireLastForegroundCaptureSharedBuffer"},
FunctionInfo{25, D<&IDisplayController::ReleaseLastForegroundCaptureSharedBuffer>, "ReleaseLastForegroundCaptureSharedBuffer"},
FunctionInfo{26, D<&IDisplayController::AcquireCallerAppletCaptureSharedBuffer>, "AcquireCallerAppletCaptureSharedBuffer"},
FunctionInfo{27, D<&IDisplayController::ReleaseCallerAppletCaptureSharedBuffer>, "ReleaseCallerAppletCaptureSharedBuffer"},
FunctionInfo{28, nullptr, "TakeScreenShotOfOwnLayerEx"}
);
return HandlerTableGenerateWithFind(key, functions);
}
IDisplayController::IDisplayController(Core::System& system_, std::shared_ptr<Applet> applet_) IDisplayController::IDisplayController(Core::System& system_, std::shared_ptr<Applet> applet_)
: ServiceFramework{system_, "IDisplayController"}, applet(std::move(applet_)) { : ServiceFramework{system_, "IDisplayController"}, applet(std::move(applet_)) {
// clang-format off
static const FunctionInfo functions[] = {
{0, nullptr, "GetLastForegroundCaptureImage"},
{1, nullptr, "UpdateLastForegroundCaptureImage"},
{2, nullptr, "GetLastApplicationCaptureImage"},
{3, nullptr, "GetCallerAppletCaptureImage"},
{4, nullptr, "UpdateCallerAppletCaptureImage"},
{5, D<&IDisplayController::GetLastForegroundCaptureImageEx>, "GetLastForegroundCaptureImageEx"},
{6, nullptr, "GetLastApplicationCaptureImageEx"},
{7, D<&IDisplayController::GetCallerAppletCaptureImageEx>, "GetCallerAppletCaptureImageEx"},
{8, D<&IDisplayController::TakeScreenShotOfOwnLayer>, "TakeScreenShotOfOwnLayer"},
{9, nullptr, "CopyBetweenCaptureBuffers"},
{10, nullptr, "AcquireLastApplicationCaptureBuffer"},
{11, nullptr, "ReleaseLastApplicationCaptureBuffer"},
{12, nullptr, "AcquireLastForegroundCaptureBuffer"},
{13, nullptr, "ReleaseLastForegroundCaptureBuffer"},
{14, nullptr, "AcquireCallerAppletCaptureBuffer"},
{15, nullptr, "ReleaseCallerAppletCaptureBuffer"},
{16, nullptr, "AcquireLastApplicationCaptureBufferEx"},
{17, nullptr, "AcquireLastForegroundCaptureBufferEx"},
{18, nullptr, "AcquireCallerAppletCaptureBufferEx"},
{20, D<&IDisplayController::ClearCaptureBuffer>, "ClearCaptureBuffer"},
{21, nullptr, "ClearAppletTransitionBuffer"},
{22, D<&IDisplayController::AcquireLastApplicationCaptureSharedBuffer>, "AcquireLastApplicationCaptureSharedBuffer"},
{23, D<&IDisplayController::ReleaseLastApplicationCaptureSharedBuffer>, "ReleaseLastApplicationCaptureSharedBuffer"},
{24, D<&IDisplayController::AcquireLastForegroundCaptureSharedBuffer>, "AcquireLastForegroundCaptureSharedBuffer"},
{25, D<&IDisplayController::ReleaseLastForegroundCaptureSharedBuffer>, "ReleaseLastForegroundCaptureSharedBuffer"},
{26, D<&IDisplayController::AcquireCallerAppletCaptureSharedBuffer>, "AcquireCallerAppletCaptureSharedBuffer"},
{27, D<&IDisplayController::ReleaseCallerAppletCaptureSharedBuffer>, "ReleaseCallerAppletCaptureSharedBuffer"},
{28, nullptr, "TakeScreenShotOfOwnLayerEx"},
};
// clang-format on
RegisterHandlers(functions);
} }
IDisplayController::~IDisplayController() = default; IDisplayController::~IDisplayController() = default;
@@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project // SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later // SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project // SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
@@ -35,7 +35,6 @@ private:
Out<s32> out_fbshare_layer_index); Out<s32> out_fbshare_layer_index);
Result ReleaseLastApplicationCaptureSharedBuffer(); Result ReleaseLastApplicationCaptureSharedBuffer();
std::optional<FunctionInfoBase> FindRequest(u32 key) override;
const std::shared_ptr<Applet> applet; const std::shared_ptr<Applet> applet;
}; };
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project // SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later // SPDX-License-Identifier: GPL-2.0-or-later
@@ -10,28 +7,28 @@
namespace Service::AM { namespace Service::AM {
std::optional<ServiceFrameworkBase::FunctionInfoBase> IGlobalStateController::FindRequest(u32 key) {
static constexpr auto functions = CreateStaticMap(
FunctionInfo{0, nullptr, "RequestToEnterSleep"},
FunctionInfo{1, nullptr, "EnterSleep"},
FunctionInfo{2, nullptr, "StartSleepSequence"},
FunctionInfo{3, D<&IGlobalStateController::StartShutdownSequence>, "StartShutdownSequence"},
FunctionInfo{4, D<&IGlobalStateController::StartRebootSequence>, "StartRebootSequence"},
FunctionInfo{9, nullptr, "IsAutoPowerDownRequested"},
FunctionInfo{10, D<&IGlobalStateController::LoadAndApplyIdlePolicySettings>, "LoadAndApplyIdlePolicySettings"},
FunctionInfo{11, nullptr, "NotifyCecSettingsChanged"},
FunctionInfo{12, nullptr, "SetDefaultHomeButtonLongPressTime"},
FunctionInfo{13, nullptr, "UpdateDefaultDisplayResolution"},
FunctionInfo{14, D<&IGlobalStateController::ShouldSleepOnBoot>, "ShouldSleepOnBoot"},
FunctionInfo{15, D<&IGlobalStateController::GetHdcpAuthenticationFailedEvent>, "GetHdcpAuthenticationFailedEvent"},
FunctionInfo{30, D<&IGlobalStateController::OpenCradleFirmwareUpdater>, "OpenCradleFirmwareUpdater"}
);
return HandlerTableGenerateWithFind(key, functions);
}
IGlobalStateController::IGlobalStateController(Core::System& system_) IGlobalStateController::IGlobalStateController(Core::System& system_)
: ServiceFramework{system_, "IGlobalStateController"}, : ServiceFramework{system_, "IGlobalStateController"},
m_context{system_, "IGlobalStateController"}, m_hdcp_authentication_failed_event{m_context} { m_context{system_, "IGlobalStateController"}, m_hdcp_authentication_failed_event{m_context} {
// clang-format off
static const FunctionInfo functions[] = {
{0, nullptr, "RequestToEnterSleep"},
{1, nullptr, "EnterSleep"},
{2, nullptr, "StartSleepSequence"},
{3, D<&IGlobalStateController::StartShutdownSequence>, "StartShutdownSequence"},
{4, D<&IGlobalStateController::StartRebootSequence>, "StartRebootSequence"},
{9, nullptr, "IsAutoPowerDownRequested"},
{10, D<&IGlobalStateController::LoadAndApplyIdlePolicySettings>, "LoadAndApplyIdlePolicySettings"},
{11, nullptr, "NotifyCecSettingsChanged"},
{12, nullptr, "SetDefaultHomeButtonLongPressTime"},
{13, nullptr, "UpdateDefaultDisplayResolution"},
{14, D<&IGlobalStateController::ShouldSleepOnBoot>, "ShouldSleepOnBoot"},
{15, D<&IGlobalStateController::GetHdcpAuthenticationFailedEvent>, "GetHdcpAuthenticationFailedEvent"},
{30, D<&IGlobalStateController::OpenCradleFirmwareUpdater>, "OpenCradleFirmwareUpdater"},
};
// clang-format on
RegisterHandlers(functions);
} }
Result IGlobalStateController::StartShutdownSequence() { Result IGlobalStateController::StartShutdownSequence() {
@@ -1,6 +1,3 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project // SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later // SPDX-License-Identifier: GPL-2.0-or-later
@@ -26,9 +23,9 @@ private:
Result LoadAndApplyIdlePolicySettings(); Result LoadAndApplyIdlePolicySettings();
Result ShouldSleepOnBoot(Out<bool> out_should_sleep_on_boot); Result ShouldSleepOnBoot(Out<bool> out_should_sleep_on_boot);
Result GetHdcpAuthenticationFailedEvent(OutCopyHandle<Kernel::KReadableEvent> out_event); Result GetHdcpAuthenticationFailedEvent(OutCopyHandle<Kernel::KReadableEvent> out_event);
Result OpenCradleFirmwareUpdater(Out<SharedPointer<ICradleFirmwareUpdater>> out_cradle_firmware_updater); Result OpenCradleFirmwareUpdater(
Out<SharedPointer<ICradleFirmwareUpdater>> out_cradle_firmware_updater);
std::optional<FunctionInfoBase> FindRequest(u32 key) override;
KernelHelpers::ServiceContext m_context; KernelHelpers::ServiceContext m_context;
Event m_hdcp_authentication_failed_event; Event m_hdcp_authentication_failed_event;
}; };
@@ -14,31 +14,31 @@
namespace Service::AM { namespace Service::AM {
std::optional<ServiceFrameworkBase::FunctionInfoBase> IHomeMenuFunctions::FindRequest(u32 key) {
static constexpr auto functions = CreateStaticMap(
FunctionInfo{10, D<&IHomeMenuFunctions::RequestToGetForeground>, "RequestToGetForeground"},
FunctionInfo{11, D<&IHomeMenuFunctions::LockForeground>, "LockForeground"},
FunctionInfo{12, D<&IHomeMenuFunctions::UnlockForeground>, "UnlockForeground"},
FunctionInfo{20, D<&IHomeMenuFunctions::PopFromGeneralChannel>, "PopFromGeneralChannel"},
FunctionInfo{21, D<&IHomeMenuFunctions::GetPopFromGeneralChannelEvent>, "GetPopFromGeneralChannelEvent"},
FunctionInfo{30, nullptr, "GetHomeButtonWriterLockAccessor"},
FunctionInfo{31, nullptr, "GetWriterLockAccessorEx"},
FunctionInfo{40, D<&IHomeMenuFunctions::IsSleepEnabled>, "IsSleepEnabled"},
FunctionInfo{41, D<&IHomeMenuFunctions::IsRebootEnabled>, "IsRebootEnabled"},
FunctionInfo{50, nullptr, "LaunchSystemApplet"},
FunctionInfo{51, nullptr, "LaunchStarter"},
FunctionInfo{100, nullptr, "PopRequestLaunchApplicationForDebug"},
FunctionInfo{110, D<&IHomeMenuFunctions::IsForceTerminateApplicationDisabledForDebug>, "IsForceTerminateApplicationDisabledForDebug"},
FunctionInfo{200, nullptr, "LaunchDevMenu"},
FunctionInfo{1000, nullptr, "SetLastApplicationExitReason"}
);
return HandlerTableGenerateWithFind(key, functions);
}
IHomeMenuFunctions::IHomeMenuFunctions(Core::System& system_, std::shared_ptr<Applet> applet, IHomeMenuFunctions::IHomeMenuFunctions(Core::System& system_, std::shared_ptr<Applet> applet,
WindowSystem& window_system) WindowSystem& window_system)
: ServiceFramework{system_, "IHomeMenuFunctions"}, m_window_system{window_system}, : ServiceFramework{system_, "IHomeMenuFunctions"}, m_window_system{window_system},
m_applet{std::move(applet)}, m_context{system, "IHomeMenuFunctions"} { m_applet{std::move(applet)}, m_context{system, "IHomeMenuFunctions"} {
// clang-format off
static const FunctionInfo functions[] = {
{10, D<&IHomeMenuFunctions::RequestToGetForeground>, "RequestToGetForeground"},
{11, D<&IHomeMenuFunctions::LockForeground>, "LockForeground"},
{12, D<&IHomeMenuFunctions::UnlockForeground>, "UnlockForeground"},
{20, D<&IHomeMenuFunctions::PopFromGeneralChannel>, "PopFromGeneralChannel"},
{21, D<&IHomeMenuFunctions::GetPopFromGeneralChannelEvent>, "GetPopFromGeneralChannelEvent"},
{30, nullptr, "GetHomeButtonWriterLockAccessor"},
{31, nullptr, "GetWriterLockAccessorEx"},
{40, D<&IHomeMenuFunctions::IsSleepEnabled>, "IsSleepEnabled"},
{41, D<&IHomeMenuFunctions::IsRebootEnabled>, "IsRebootEnabled"},
{50, nullptr, "LaunchSystemApplet"},
{51, nullptr, "LaunchStarter"},
{100, nullptr, "PopRequestLaunchApplicationForDebug"},
{110, D<&IHomeMenuFunctions::IsForceTerminateApplicationDisabledForDebug>, "IsForceTerminateApplicationDisabledForDebug"},
{200, nullptr, "LaunchDevMenu"},
{1000, nullptr, "SetLastApplicationExitReason"},
};
// clang-format on
RegisterHandlers(functions);
} }
IHomeMenuFunctions::~IHomeMenuFunctions() = default; IHomeMenuFunctions::~IHomeMenuFunctions() = default;
@@ -34,7 +34,6 @@ private:
Result IsForceTerminateApplicationDisabledForDebug( Result IsForceTerminateApplicationDisabledForDebug(
Out<bool> out_is_force_terminate_application_disabled_for_debug); Out<bool> out_is_force_terminate_application_disabled_for_debug);
std::optional<FunctionInfoBase> FindRequest(u32 key) override;
WindowSystem& m_window_system; WindowSystem& m_window_system;
const std::shared_ptr<Applet> m_applet; const std::shared_ptr<Applet> m_applet;
KernelHelpers::ServiceContext m_context; KernelHelpers::ServiceContext m_context;

Some files were not shown because too many files have changed in this diff Show More