diff --git a/SDL/README.TXT b/SDL/README.TXT index 19b5c2bea2..828383e8b8 100644 --- a/SDL/README.TXT +++ b/SDL/README.TXT @@ -14,3 +14,10 @@ Under the assets directory is the SDL2 game controller database: gamecontrollerd Hot plugging of control pads is also supported. If you control pad has a "Guide" or "Home" button then when pressed, this will trigger the emulator pause menu, thus allowing you to exit the emulator if you wish or load another game from your library. + +WSL notes +========= +Works fine on WSL2 with OpenGL, at least. For more notes, see https://www.ppsspp.org/docs/development/wsl/ . + +Running with valgrind +===================== diff --git a/SDL/valgrind-wsl2.supp b/SDL/valgrind-wsl2.supp index 9b64c66a7e..ed8e7a7a7b 100644 --- a/SDL/valgrind-wsl2.supp +++ b/SDL/valgrind-wsl2.supp @@ -22,12 +22,24 @@ ... obj:/usr/lib/wsl/lib/libd3d12core.so } +{ + + Memcheck:Addr1 + ... + obj:/usr/lib/wsl/lib/libd3d12core.so +} { Memcheck:Addr8 ... obj:/usr/lib/wsl/lib/libd3d12core.so } +{ + + Memcheck:Addr16 + ... + obj:/usr/lib/wsl/lib/libd3d12.so +} { Memcheck:Addr8 @@ -40,6 +52,12 @@ ... obj:/usr/lib/wsl/lib/libd3d12core.so } +{ + + Memcheck:Addr16 + ... + obj:/usr/lib/wsl/lib/libd3d12core.so +} { Memcheck:Addr4 @@ -52,6 +70,12 @@ ... obj:/usr/lib/wsl/lib/libd3d12core.so } +{ + + Memcheck:Addr1 + ... + obj:/usr/lib/wsl/lib/libd3d12core.so +} { Memcheck:Addr2 @@ -70,3 +94,24 @@ ... obj:/usr/lib/wsl/drivers/nvmdig.inf_amd64_e08347d07a4d61e2/libnvwgf2umx.so } +{ + + Memcheck:Cond + obj:/usr/lib/wsl/lib/libdxcore.so + ... + obj:/usr/lib/x86_64-linux-gnu/libvulkan.so.* +} +{ + + Memcheck:Cond + ... + obj:/usr/lib/wsl/drivers/nvmdig.inf_amd64_e08347d07a4d61e2/libnvwgf2umx.so +} +{ + + Memcheck:Addr8 + fun:memmove + ... + obj:/usr/lib/x86_64-linux-gnu/dri/swrast_dri.so + ... +} \ No newline at end of file diff --git a/UI/RetroAchievementScreens.cpp b/UI/RetroAchievementScreens.cpp index 9c63eb6f9f..a48159449d 100644 --- a/UI/RetroAchievementScreens.cpp +++ b/UI/RetroAchievementScreens.cpp @@ -113,7 +113,7 @@ void RetroAchievementsListScreen::CreateAchievementsTab(UI::ViewGroup *achieveme if (!bucket.num_achievements) { continue; } - std::string title = StringFromFormat("%s (%d)", ac->T(AchievementBucketTitle(bucket.bucket_type)), bucket.num_achievements); + std::string title = StringFromFormat("%s (%d)", ac->T_cstr(AchievementBucketTitle(bucket.bucket_type)), bucket.num_achievements); CollapsibleSection *section = achievements->Add(new CollapsibleSection(title)); section->SetSpacing(2.0f); for (uint32_t j = 0; j < bucket.num_achievements; j++) {