early-access version 4131
This commit is contained in:
parent
491be807d7
commit
53f2e2f452
@ -1,7 +1,7 @@
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yuzu emulator early access
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=============
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This is the source code for early-access 4130.
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This is the source code for early-access 4131.
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## Legal Notice
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@ -65,8 +65,7 @@ void StandardVmCallbacks::MemoryWriteUnsafe(VAddr address, const void* data, u64
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return;
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}
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if (system.ApplicationMemory().WriteBlock(address, data, size) &&
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system.ApplicationProcess()->Is64Bit()) {
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if (system.ApplicationMemory().WriteBlock(address, data, size)) {
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Core::InvalidateInstructionCacheRange(system.ApplicationProcess(), address, size);
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}
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}
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@ -54,13 +54,28 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QWidget* parent) {
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QStringLiteral());
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// Core
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INSERT(Settings, use_multi_core, tr("Multicore CPU Emulation"), QStringLiteral());
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INSERT(Settings, memory_layout_mode, tr("Memory Layout"), QStringLiteral());
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INSERT(
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Settings, use_multi_core, tr("Multicore CPU Emulation"),
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tr("This option increases CPU emulation thread use from 1 to the Switch’s maximum of 4.\n"
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"This is mainly a debug option and shouldn’t be disabled."));
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INSERT(
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Settings, memory_layout_mode, tr("Memory Layout"),
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tr("Increases the amount of emulated RAM from the stock 4GB of the retail Switch to the "
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"developer kit's 8/6GB.\nIt’s doesn’t improve stability or performance and is intended "
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"to let big texture mods fit in emulated RAM.\nEnabling it will increase memory "
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"use. It is not recommended to enable unless a specific game with a texture mod needs "
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"it."));
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INSERT(Settings, use_speed_limit, QStringLiteral(), QStringLiteral());
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INSERT(Settings, speed_limit, tr("Limit Speed Percent"), QStringLiteral());
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INSERT(Settings, speed_limit, tr("Limit Speed Percent"),
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tr("Controls the game's maximum rendering speed, but it’s up to each game if it runs "
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"faster or not.\n200% for a 30 FPS game is 60 FPS, and for a "
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"60 FPS game it will be 120 FPS.\nDisabling it means unlocking the framerate to the "
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"maximum your PC can reach."));
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// Cpu
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INSERT(Settings, cpu_accuracy, tr("Accuracy:"), QStringLiteral());
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INSERT(Settings, cpu_accuracy, tr("Accuracy:"),
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tr("This setting controls the accuracy of the emulated CPU.\nDon't change this unless "
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"you know what you are doing."));
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INSERT(Settings, cpu_backend, tr("Backend:"), QStringLiteral());
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// Cpu Debug
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@ -80,34 +95,75 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QWidget* parent) {
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tr("This option improves the speed of 32 bits ASIMD floating-point functions by running "
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"with incorrect rounding modes."));
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INSERT(Settings, cpuopt_unsafe_inaccurate_nan, tr("Inaccurate NaN handling"),
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tr("This option improves speed by removing NaN checking. Please note this also reduces "
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tr("This option improves speed by removing NaN checking.\nPlease note this also reduces "
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"accuracy of certain floating-point instructions."));
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INSERT(Settings, cpuopt_unsafe_fastmem_check, tr("Disable address space checks"),
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tr("This option improves speed by eliminating a safety check before every memory "
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"read/write "
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"in guest. Disabling it may allow a game to read/write the emulator's memory."));
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"read/write in guest.\nDisabling it may allow a game to read/write the emulator's "
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"memory."));
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INSERT(
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Settings, cpuopt_unsafe_ignore_global_monitor, tr("Ignore global monitor"),
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tr("This option improves speed by relying only on the semantics of cmpxchg to ensure "
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"safety of exclusive access instructions. Please note this may result in deadlocks and "
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"safety of exclusive access instructions.\nPlease note this may result in deadlocks and "
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"other race conditions."));
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// Renderer
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INSERT(Settings, renderer_backend, tr("API:"), QStringLiteral());
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INSERT(Settings, vulkan_device, tr("Device:"), QStringLiteral());
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INSERT(Settings, shader_backend, tr("Shader Backend:"), QStringLiteral());
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INSERT(Settings, resolution_setup, tr("Resolution:"), QStringLiteral());
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INSERT(
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Settings, renderer_backend, tr("API:"),
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tr("Switches between the available graphics APIs.\nVulkan is recommended in most cases."));
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INSERT(Settings, vulkan_device, tr("Device:"),
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tr("This setting selects the GPU to use with the Vulkan backend."));
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INSERT(Settings, shader_backend, tr("Shader Backend:"),
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tr("The shader backend to use for the OpenGL renderer.\nGLSL is the fastest in "
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"performance and the best in rendering accuracy.\n"
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"GLASM is a deprecated NVIDIA-only backend that offers much better shader building "
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"performance at the cost of FPS and rendering accuracy.\n"
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"SPIR-V compiles the fastest, but yields poor results on most GPU drivers."));
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INSERT(Settings, resolution_setup, tr("Resolution:"),
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tr("Forces the game to render at a different resolution.\nHigher resolutions require "
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"much more VRAM and bandwidth.\n"
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"Options lower than 1X can cause rendering issues."));
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INSERT(Settings, scaling_filter, tr("Window Adapting Filter:"), QStringLiteral());
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INSERT(Settings, fsr_sharpening_slider, tr("FSR Sharpness:"), QStringLiteral());
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INSERT(Settings, anti_aliasing, tr("Anti-Aliasing Method:"), QStringLiteral());
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INSERT(Settings, fullscreen_mode, tr("Fullscreen Mode:"), QStringLiteral());
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INSERT(Settings, aspect_ratio, tr("Aspect Ratio:"), QStringLiteral());
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INSERT(Settings, use_disk_shader_cache, tr("Use disk pipeline cache"), QStringLiteral());
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INSERT(Settings, use_asynchronous_gpu_emulation, tr("Use asynchronous GPU emulation"),
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QStringLiteral());
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INSERT(Settings, nvdec_emulation, tr("NVDEC emulation:"), QStringLiteral());
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INSERT(Settings, accelerate_astc, tr("ASTC Decoding Method:"), QStringLiteral());
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INSERT(Settings, astc_recompression, tr("ASTC Recompression Method:"), QStringLiteral());
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INSERT(Settings, fsr_sharpening_slider, tr("FSR Sharpness:"),
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tr("Determines how sharpened the image will look while using FSR’s dynamic contrast."));
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INSERT(Settings, anti_aliasing, tr("Anti-Aliasing Method:"),
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tr("The anti-aliasing method to use.\nSMAA offers the best quality.\nFXAA has a "
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"lower performance impact and can produce a better and more stable picture under "
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"very low resolutions."));
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INSERT(Settings, fullscreen_mode, tr("Fullscreen Mode:"),
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tr("The method used to render the window in fullscreen.\nBorderless offers the best "
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"compatibility with the on-screen keyboard that some games request for "
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"input.\nExclusive "
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"fullscreen may offer better performance and better Freesync/Gsync support."));
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INSERT(Settings, aspect_ratio, tr("Aspect Ratio:"),
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tr("Stretches the game to fit the specified aspect ratio.\nSwitch games only support "
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"16:9, so custom game mods are required to get other ratios.\nAlso controls the "
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"aspect ratio of captured screenshots."));
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INSERT(Settings, use_disk_shader_cache, tr("Use disk pipeline cache"),
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tr("Allows saving shaders to storage for faster loading on following game "
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"boots.\nDisabling "
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"it is only intended for debugging."));
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INSERT(
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Settings, use_asynchronous_gpu_emulation, tr("Use asynchronous GPU emulation"),
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tr("Uses an extra CPU thread for rendering.\nThis option should always remain enabled."));
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INSERT(Settings, nvdec_emulation, tr("NVDEC emulation:"),
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tr("Specifies how videos should be decoded.\nIt can either use the CPU or the GPU for "
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"decoding, or perform no decoding at all (black screen on videos).\n"
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"In most cases, GPU decoding provides the best performance."));
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INSERT(Settings, accelerate_astc, tr("ASTC Decoding Method:"),
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tr("This option controls how ASTC textures should be decoded.\n"
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"CPU: Use the CPU for decoding, slowest but safest method.\n"
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"GPU: Use the GPU's compute shaders to decode ASTC textures, recommended for most "
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"games and users.\n"
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"CPU Asynchronously: Use the CPU to decode ASTC textures as they arrive. Completely "
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"eliminates ASTC decoding\nstuttering at the cost of rendering issues while the "
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"texture is being decoded."));
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INSERT(
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Settings, astc_recompression, tr("ASTC Recompression Method:"),
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tr("Almost all desktop and laptop dedicated GPUs lack support for ASTC textures, forcing "
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"the emulator to decompress to an intermediate format any card supports, RGBA8.\n"
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"This option recompresses RGBA8 to either the BC1 or BC3 format, saving VRAM but "
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"negatively affecting image quality."));
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INSERT(
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Settings, vsync_mode, tr("VSync Mode:"),
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tr("FIFO (VSync) does not drop frames or exhibit tearing but is limited by the screen "
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@ -121,22 +177,29 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QWidget* parent) {
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// Renderer (Advanced Graphics)
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INSERT(Settings, async_presentation, tr("Enable asynchronous presentation (Vulkan only)"),
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QStringLiteral());
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tr("Slightly improves performance by moving presentation to a separate CPU thread."));
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INSERT(
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Settings, renderer_force_max_clock, tr("Force maximum clocks (Vulkan only)"),
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tr("Runs work in the background while waiting for graphics commands to keep the GPU from "
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"lowering its clock speed."));
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INSERT(Settings, max_anisotropy, tr("Anisotropic Filtering:"), QStringLiteral());
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INSERT(Settings, gpu_accuracy, tr("Accuracy Level:"), QStringLiteral());
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INSERT(
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Settings, use_asynchronous_shaders, tr("Use asynchronous shader building (Hack)"),
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tr("Enables asynchronous shader compilation, which may reduce shader stutter. This feature "
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"is experimental."));
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INSERT(Settings, max_anisotropy, tr("Anisotropic Filtering:"),
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tr("Controls the quality of texture rendering at oblique angles.\nIt’s a light setting "
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"and safe to set at 16x on most GPUs."));
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INSERT(Settings, gpu_accuracy, tr("Accuracy Level:"),
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tr("GPU emulation accuracy.\nMost games render fine with Normal, but High is still "
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"required for some.\nParticles tend to only render correctly with High "
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"accuracy.\nExtreme should only be used for debugging.\nThis option can "
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"be changed while playing.\nSome games may require booting on high to render "
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"properly."));
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INSERT(Settings, use_asynchronous_shaders, tr("Use asynchronous shader building (Hack)"),
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tr("Enables asynchronous shader compilation, which may reduce shader stutter.\nThis "
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"feature "
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"is experimental."));
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INSERT(Settings, use_fast_gpu_time, tr("Use Fast GPU Time (Hack)"),
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tr("Enables Fast GPU Time. This option will force most games to run at their highest "
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"native resolution."));
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INSERT(Settings, use_vulkan_driver_pipeline_cache, tr("Use Vulkan pipeline cache"),
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tr("Enables GPU vendor-specific pipeline cache. This option can improve shader loading "
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tr("Enables GPU vendor-specific pipeline cache.\nThis option can improve shader loading "
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"time significantly in cases where the Vulkan driver does not store pipeline cache "
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"files internally."));
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INSERT(
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@ -157,19 +220,27 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QWidget* parent) {
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// Renderer (Debug)
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// System
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INSERT(Settings, rng_seed, tr("RNG Seed"), QStringLiteral());
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INSERT(Settings, rng_seed, tr("RNG Seed"),
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tr("Controls the seed of the random number generator.\nMainly used for speedrunning "
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"purposes."));
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INSERT(Settings, rng_seed_enabled, QStringLiteral(), QStringLiteral());
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INSERT(Settings, device_name, tr("Device Name"), QStringLiteral());
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INSERT(Settings, custom_rtc, tr("Custom RTC Date:"), QStringLiteral());
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INSERT(Settings, device_name, tr("Device Name"), tr("The name of the emulated Switch."));
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INSERT(Settings, custom_rtc, tr("Custom RTC Date:"),
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tr("This option allows to change the emulated clock of the Switch.\n"
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"Can be used to manipulate time in games."));
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INSERT(Settings, custom_rtc_enabled, QStringLiteral(), QStringLiteral());
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INSERT(Settings, custom_rtc_offset, QStringLiteral(" "),
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QStringLiteral("The number of seconds from the current unix time"));
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INSERT(Settings, language_index, tr("Language:"),
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tr("Note: this can be overridden when region setting is auto-select"));
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INSERT(Settings, region_index, tr("Region:"), QStringLiteral());
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INSERT(Settings, time_zone_index, tr("Time Zone:"), QStringLiteral());
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INSERT(Settings, region_index, tr("Region:"), tr("The region of the emulated Switch."));
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INSERT(Settings, time_zone_index, tr("Time Zone:"),
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tr("The time zone of the emulated Switch."));
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INSERT(Settings, sound_index, tr("Sound Output Mode:"), QStringLiteral());
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INSERT(Settings, use_docked_mode, tr("Console Mode:"), QStringLiteral());
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INSERT(Settings, use_docked_mode, tr("Console Mode:"),
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tr("Selects if the console is emulated in Docked or Handheld mode.\nGames will change "
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"their resolution, details and supported controllers and depending on this setting.\n"
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"Setting to Handheld can help improve performance for low end systems."));
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INSERT(Settings, current_user, QStringLiteral(), QStringLiteral());
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// Controls
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@ -187,14 +258,19 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QWidget* parent) {
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// Ui
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// Ui General
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INSERT(UISettings, select_user_on_boot, tr("Prompt for user on game boot"), QStringLiteral());
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INSERT(UISettings, select_user_on_boot, tr("Prompt for user on game boot"),
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tr("Ask to select a user profile on each boot, useful if multiple people use yuzu on "
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"the same PC."));
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INSERT(UISettings, pause_when_in_background, tr("Pause emulation when in background"),
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QStringLiteral());
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tr("This setting pauses yuzu when focusing other windows."));
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INSERT(UISettings, confirm_before_stopping, tr("Confirm before stopping emulation"),
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QStringLiteral());
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INSERT(UISettings, hide_mouse, tr("Hide mouse on inactivity"), QStringLiteral());
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tr("This setting overrides game prompts asking to confirm stopping the game.\nEnabling "
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"it bypasses such prompts and directly exits the emulation."));
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INSERT(UISettings, hide_mouse, tr("Hide mouse on inactivity"),
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tr("This setting hides the mouse after 2.5s of inactivity."));
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INSERT(UISettings, controller_applet_disabled, tr("Disable controller applet"),
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QStringLiteral());
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tr("Forcibly disables the use of the controller applet by guests.\nWhen a guest "
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"attempts to open the controller applet, it is immediately closed."));
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// Linux
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INSERT(Settings, enable_gamemode, tr("Enable Gamemode"), QStringLiteral());
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