early-access version 4131

This commit is contained in:
pineappleEA 2024-02-11 07:03:11 +01:00
parent 491be807d7
commit 53f2e2f452
3 changed files with 119 additions and 44 deletions

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@ -1,7 +1,7 @@
yuzu emulator early access
=============
This is the source code for early-access 4130.
This is the source code for early-access 4131.
## Legal Notice

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@ -65,8 +65,7 @@ void StandardVmCallbacks::MemoryWriteUnsafe(VAddr address, const void* data, u64
return;
}
if (system.ApplicationMemory().WriteBlock(address, data, size) &&
system.ApplicationProcess()->Is64Bit()) {
if (system.ApplicationMemory().WriteBlock(address, data, size)) {
Core::InvalidateInstructionCacheRange(system.ApplicationProcess(), address, size);
}
}

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@ -54,13 +54,28 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QWidget* parent) {
QStringLiteral());
// Core
INSERT(Settings, use_multi_core, tr("Multicore CPU Emulation"), QStringLiteral());
INSERT(Settings, memory_layout_mode, tr("Memory Layout"), QStringLiteral());
INSERT(
Settings, use_multi_core, tr("Multicore CPU Emulation"),
tr("This option increases CPU emulation thread use from 1 to the Switchs maximum of 4.\n"
"This is mainly a debug option and shouldnt be disabled."));
INSERT(
Settings, memory_layout_mode, tr("Memory Layout"),
tr("Increases the amount of emulated RAM from the stock 4GB of the retail Switch to the "
"developer kit's 8/6GB.\nIts doesnt improve stability or performance and is intended "
"to let big texture mods fit in emulated RAM.\nEnabling it will increase memory "
"use. It is not recommended to enable unless a specific game with a texture mod needs "
"it."));
INSERT(Settings, use_speed_limit, QStringLiteral(), QStringLiteral());
INSERT(Settings, speed_limit, tr("Limit Speed Percent"), QStringLiteral());
INSERT(Settings, speed_limit, tr("Limit Speed Percent"),
tr("Controls the game's maximum rendering speed, but its up to each game if it runs "
"faster or not.\n200% for a 30 FPS game is 60 FPS, and for a "
"60 FPS game it will be 120 FPS.\nDisabling it means unlocking the framerate to the "
"maximum your PC can reach."));
// Cpu
INSERT(Settings, cpu_accuracy, tr("Accuracy:"), QStringLiteral());
INSERT(Settings, cpu_accuracy, tr("Accuracy:"),
tr("This setting controls the accuracy of the emulated CPU.\nDon't change this unless "
"you know what you are doing."));
INSERT(Settings, cpu_backend, tr("Backend:"), QStringLiteral());
// Cpu Debug
@ -80,34 +95,75 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QWidget* parent) {
tr("This option improves the speed of 32 bits ASIMD floating-point functions by running "
"with incorrect rounding modes."));
INSERT(Settings, cpuopt_unsafe_inaccurate_nan, tr("Inaccurate NaN handling"),
tr("This option improves speed by removing NaN checking. Please note this also reduces "
tr("This option improves speed by removing NaN checking.\nPlease note this also reduces "
"accuracy of certain floating-point instructions."));
INSERT(Settings, cpuopt_unsafe_fastmem_check, tr("Disable address space checks"),
tr("This option improves speed by eliminating a safety check before every memory "
"read/write "
"in guest. Disabling it may allow a game to read/write the emulator's memory."));
"read/write in guest.\nDisabling it may allow a game to read/write the emulator's "
"memory."));
INSERT(
Settings, cpuopt_unsafe_ignore_global_monitor, tr("Ignore global monitor"),
tr("This option improves speed by relying only on the semantics of cmpxchg to ensure "
"safety of exclusive access instructions. Please note this may result in deadlocks and "
"safety of exclusive access instructions.\nPlease note this may result in deadlocks and "
"other race conditions."));
// Renderer
INSERT(Settings, renderer_backend, tr("API:"), QStringLiteral());
INSERT(Settings, vulkan_device, tr("Device:"), QStringLiteral());
INSERT(Settings, shader_backend, tr("Shader Backend:"), QStringLiteral());
INSERT(Settings, resolution_setup, tr("Resolution:"), QStringLiteral());
INSERT(
Settings, renderer_backend, tr("API:"),
tr("Switches between the available graphics APIs.\nVulkan is recommended in most cases."));
INSERT(Settings, vulkan_device, tr("Device:"),
tr("This setting selects the GPU to use with the Vulkan backend."));
INSERT(Settings, shader_backend, tr("Shader Backend:"),
tr("The shader backend to use for the OpenGL renderer.\nGLSL is the fastest in "
"performance and the best in rendering accuracy.\n"
"GLASM is a deprecated NVIDIA-only backend that offers much better shader building "
"performance at the cost of FPS and rendering accuracy.\n"
"SPIR-V compiles the fastest, but yields poor results on most GPU drivers."));
INSERT(Settings, resolution_setup, tr("Resolution:"),
tr("Forces the game to render at a different resolution.\nHigher resolutions require "
"much more VRAM and bandwidth.\n"
"Options lower than 1X can cause rendering issues."));
INSERT(Settings, scaling_filter, tr("Window Adapting Filter:"), QStringLiteral());
INSERT(Settings, fsr_sharpening_slider, tr("FSR Sharpness:"), QStringLiteral());
INSERT(Settings, anti_aliasing, tr("Anti-Aliasing Method:"), QStringLiteral());
INSERT(Settings, fullscreen_mode, tr("Fullscreen Mode:"), QStringLiteral());
INSERT(Settings, aspect_ratio, tr("Aspect Ratio:"), QStringLiteral());
INSERT(Settings, use_disk_shader_cache, tr("Use disk pipeline cache"), QStringLiteral());
INSERT(Settings, use_asynchronous_gpu_emulation, tr("Use asynchronous GPU emulation"),
QStringLiteral());
INSERT(Settings, nvdec_emulation, tr("NVDEC emulation:"), QStringLiteral());
INSERT(Settings, accelerate_astc, tr("ASTC Decoding Method:"), QStringLiteral());
INSERT(Settings, astc_recompression, tr("ASTC Recompression Method:"), QStringLiteral());
INSERT(Settings, fsr_sharpening_slider, tr("FSR Sharpness:"),
tr("Determines how sharpened the image will look while using FSRs dynamic contrast."));
INSERT(Settings, anti_aliasing, tr("Anti-Aliasing Method:"),
tr("The anti-aliasing method to use.\nSMAA offers the best quality.\nFXAA has a "
"lower performance impact and can produce a better and more stable picture under "
"very low resolutions."));
INSERT(Settings, fullscreen_mode, tr("Fullscreen Mode:"),
tr("The method used to render the window in fullscreen.\nBorderless offers the best "
"compatibility with the on-screen keyboard that some games request for "
"input.\nExclusive "
"fullscreen may offer better performance and better Freesync/Gsync support."));
INSERT(Settings, aspect_ratio, tr("Aspect Ratio:"),
tr("Stretches the game to fit the specified aspect ratio.\nSwitch games only support "
"16:9, so custom game mods are required to get other ratios.\nAlso controls the "
"aspect ratio of captured screenshots."));
INSERT(Settings, use_disk_shader_cache, tr("Use disk pipeline cache"),
tr("Allows saving shaders to storage for faster loading on following game "
"boots.\nDisabling "
"it is only intended for debugging."));
INSERT(
Settings, use_asynchronous_gpu_emulation, tr("Use asynchronous GPU emulation"),
tr("Uses an extra CPU thread for rendering.\nThis option should always remain enabled."));
INSERT(Settings, nvdec_emulation, tr("NVDEC emulation:"),
tr("Specifies how videos should be decoded.\nIt can either use the CPU or the GPU for "
"decoding, or perform no decoding at all (black screen on videos).\n"
"In most cases, GPU decoding provides the best performance."));
INSERT(Settings, accelerate_astc, tr("ASTC Decoding Method:"),
tr("This option controls how ASTC textures should be decoded.\n"
"CPU: Use the CPU for decoding, slowest but safest method.\n"
"GPU: Use the GPU's compute shaders to decode ASTC textures, recommended for most "
"games and users.\n"
"CPU Asynchronously: Use the CPU to decode ASTC textures as they arrive. Completely "
"eliminates ASTC decoding\nstuttering at the cost of rendering issues while the "
"texture is being decoded."));
INSERT(
Settings, astc_recompression, tr("ASTC Recompression Method:"),
tr("Almost all desktop and laptop dedicated GPUs lack support for ASTC textures, forcing "
"the emulator to decompress to an intermediate format any card supports, RGBA8.\n"
"This option recompresses RGBA8 to either the BC1 or BC3 format, saving VRAM but "
"negatively affecting image quality."));
INSERT(
Settings, vsync_mode, tr("VSync Mode:"),
tr("FIFO (VSync) does not drop frames or exhibit tearing but is limited by the screen "
@ -121,22 +177,29 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QWidget* parent) {
// Renderer (Advanced Graphics)
INSERT(Settings, async_presentation, tr("Enable asynchronous presentation (Vulkan only)"),
QStringLiteral());
tr("Slightly improves performance by moving presentation to a separate CPU thread."));
INSERT(
Settings, renderer_force_max_clock, tr("Force maximum clocks (Vulkan only)"),
tr("Runs work in the background while waiting for graphics commands to keep the GPU from "
"lowering its clock speed."));
INSERT(Settings, max_anisotropy, tr("Anisotropic Filtering:"), QStringLiteral());
INSERT(Settings, gpu_accuracy, tr("Accuracy Level:"), QStringLiteral());
INSERT(
Settings, use_asynchronous_shaders, tr("Use asynchronous shader building (Hack)"),
tr("Enables asynchronous shader compilation, which may reduce shader stutter. This feature "
"is experimental."));
INSERT(Settings, max_anisotropy, tr("Anisotropic Filtering:"),
tr("Controls the quality of texture rendering at oblique angles.\nIts a light setting "
"and safe to set at 16x on most GPUs."));
INSERT(Settings, gpu_accuracy, tr("Accuracy Level:"),
tr("GPU emulation accuracy.\nMost games render fine with Normal, but High is still "
"required for some.\nParticles tend to only render correctly with High "
"accuracy.\nExtreme should only be used for debugging.\nThis option can "
"be changed while playing.\nSome games may require booting on high to render "
"properly."));
INSERT(Settings, use_asynchronous_shaders, tr("Use asynchronous shader building (Hack)"),
tr("Enables asynchronous shader compilation, which may reduce shader stutter.\nThis "
"feature "
"is experimental."));
INSERT(Settings, use_fast_gpu_time, tr("Use Fast GPU Time (Hack)"),
tr("Enables Fast GPU Time. This option will force most games to run at their highest "
"native resolution."));
INSERT(Settings, use_vulkan_driver_pipeline_cache, tr("Use Vulkan pipeline cache"),
tr("Enables GPU vendor-specific pipeline cache. This option can improve shader loading "
tr("Enables GPU vendor-specific pipeline cache.\nThis option can improve shader loading "
"time significantly in cases where the Vulkan driver does not store pipeline cache "
"files internally."));
INSERT(
@ -157,19 +220,27 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QWidget* parent) {
// Renderer (Debug)
// System
INSERT(Settings, rng_seed, tr("RNG Seed"), QStringLiteral());
INSERT(Settings, rng_seed, tr("RNG Seed"),
tr("Controls the seed of the random number generator.\nMainly used for speedrunning "
"purposes."));
INSERT(Settings, rng_seed_enabled, QStringLiteral(), QStringLiteral());
INSERT(Settings, device_name, tr("Device Name"), QStringLiteral());
INSERT(Settings, custom_rtc, tr("Custom RTC Date:"), QStringLiteral());
INSERT(Settings, device_name, tr("Device Name"), tr("The name of the emulated Switch."));
INSERT(Settings, custom_rtc, tr("Custom RTC Date:"),
tr("This option allows to change the emulated clock of the Switch.\n"
"Can be used to manipulate time in games."));
INSERT(Settings, custom_rtc_enabled, QStringLiteral(), QStringLiteral());
INSERT(Settings, custom_rtc_offset, QStringLiteral(" "),
QStringLiteral("The number of seconds from the current unix time"));
INSERT(Settings, language_index, tr("Language:"),
tr("Note: this can be overridden when region setting is auto-select"));
INSERT(Settings, region_index, tr("Region:"), QStringLiteral());
INSERT(Settings, time_zone_index, tr("Time Zone:"), QStringLiteral());
INSERT(Settings, region_index, tr("Region:"), tr("The region of the emulated Switch."));
INSERT(Settings, time_zone_index, tr("Time Zone:"),
tr("The time zone of the emulated Switch."));
INSERT(Settings, sound_index, tr("Sound Output Mode:"), QStringLiteral());
INSERT(Settings, use_docked_mode, tr("Console Mode:"), QStringLiteral());
INSERT(Settings, use_docked_mode, tr("Console Mode:"),
tr("Selects if the console is emulated in Docked or Handheld mode.\nGames will change "
"their resolution, details and supported controllers and depending on this setting.\n"
"Setting to Handheld can help improve performance for low end systems."));
INSERT(Settings, current_user, QStringLiteral(), QStringLiteral());
// Controls
@ -187,14 +258,19 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QWidget* parent) {
// Ui
// Ui General
INSERT(UISettings, select_user_on_boot, tr("Prompt for user on game boot"), QStringLiteral());
INSERT(UISettings, select_user_on_boot, tr("Prompt for user on game boot"),
tr("Ask to select a user profile on each boot, useful if multiple people use yuzu on "
"the same PC."));
INSERT(UISettings, pause_when_in_background, tr("Pause emulation when in background"),
QStringLiteral());
tr("This setting pauses yuzu when focusing other windows."));
INSERT(UISettings, confirm_before_stopping, tr("Confirm before stopping emulation"),
QStringLiteral());
INSERT(UISettings, hide_mouse, tr("Hide mouse on inactivity"), QStringLiteral());
tr("This setting overrides game prompts asking to confirm stopping the game.\nEnabling "
"it bypasses such prompts and directly exits the emulation."));
INSERT(UISettings, hide_mouse, tr("Hide mouse on inactivity"),
tr("This setting hides the mouse after 2.5s of inactivity."));
INSERT(UISettings, controller_applet_disabled, tr("Disable controller applet"),
QStringLiteral());
tr("Forcibly disables the use of the controller applet by guests.\nWhen a guest "
"attempts to open the controller applet, it is immediately closed."));
// Linux
INSERT(Settings, enable_gamemode, tr("Enable Gamemode"), QStringLiteral());