v0.11.0 release

This commit is contained in:
georgemoralis
2025-09-18 10:35:32 +03:00
commit 87b22dc882
958 changed files with 740172 additions and 0 deletions

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.ci/clang-format.sh Executable file
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#!/bin/bash -ex
# SPDX-FileCopyrightText: 2023 Citra Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
if grep -nrI '\s$' src *.yml *.txt *.md Doxyfile .gitignore .gitmodules .ci* dist/*.desktop \
dist/*.svg dist/*.xml; then
echo Trailing whitespace found, aborting
exit 1
fi
# Default clang-format points to default 3.5 version one
CLANG_FORMAT=clang-format-19
$CLANG_FORMAT --version
if [ "$GITHUB_EVENT_NAME" = "pull_request" ]; then
# Get list of every file modified in this pull request
files_to_lint="$(git diff --name-only --diff-filter=ACMRTUXB $COMMIT_RANGE | grep '^src/[^.]*[.]\(cpp\|h\)$' || true)"
else
# Check everything for branch pushes
files_to_lint="$(find src/ -name '*.cpp' -or -name '*.h')"
fi
# Turn off tracing for this because it's too verbose
set +x
for f in $files_to_lint; do
d=$(diff -u "$f" <($CLANG_FORMAT "$f") || true)
if ! [ -z "$d" ]; then
echo "!!! $f not compliant to coding style, here is the fix:"
echo "$d"
fail=1
fi
done
set -x
if [ "$fail" = 1 ]; then
exit 1
fi

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.github/FUNDING.yml vendored Normal file
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ko_fi: shadps4

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# SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
# Docs - https://docs.github.com/en/communities/using-templates-to-encourage-useful-issues-and-pull-requests/syntax-for-githubs-form-schema
name: Application Bug Report
description: Problem with the application itself (ie. bad file path handling, UX issue)
title: "[APP BUG]: "
body:
- type: markdown
attributes:
value: |
## Important: Read First
**Please do not make support requests on GitHub. Our issue tracker is for tracking bugs and feature requests only.
If you have a support request or are unsure about the nature of your issue please contact us on [discord](https://discord.gg/bFJxfftGW6).**
Please make an effort to make sure your issue isn't already reported.
Do not create issues involving software piracy, our rules specifically prohibit this. Otherwise your issue will be closed and you will be banned in this repository.
- type: checkboxes
id: checklist
attributes:
label: Checklist
options:
- label: I have searched for a similar issue in this repository and did not find one.
required: true
- label: I am using an official build obtained from [releases](https://github.com/shadps4-emu/shadPS4/releases) or updated one of those builds using its in-app updater.
required: true
- type: textarea
id: desc
attributes:
label: Describe the Bug
description: "A clear and concise description of what the bug is"
validations:
required: true
- type: textarea
id: repro
attributes:
label: Reproduction Steps
description: "Detailed steps to reproduce the behavior"
validations:
required: true
- type: textarea
id: expected
attributes:
label: Expected Behavior
description: "A clear and concise description of what you expected to happen"
validations:
required: false
- type: input
id: os
attributes:
label: Specify OS Version
placeholder: "Example: Windows 11, Arch Linux, MacOS 15"
validations:
required: true
- type: input
id: cpu
attributes:
label: CPU
placeholder: "Example: Intel Core i7-8700"
validations:
required: true
- type: input
id: gpu
attributes:
label: GPU
placeholder: "Example: nVidia GTX 1650"
validations:
required: true
- type: input
id: ram
attributes:
label: Amount of RAM in GB
placeholder: "Example: 16 GB"
validations:
required: true

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.github/ISSUE_TEMPLATE/config.yml vendored Normal file
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# SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
blank_issues_enabled: false
contact_links:
- name: Discord
url: https://discord.gg/bFJxfftGW6
about: Get direct support and hang out with us
- name: Wiki
url: https://github.com/shadps4-emu/shadPS4/wiki
about: Information, guides, etc.

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# SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
# Docs - https://docs.github.com/en/communities/using-templates-to-encourage-useful-issues-and-pull-requests/syntax-for-githubs-form-schema
name: Feature Request
description: Suggest a new feature or improve an existing one
title: "[Feature Request]: "
body:
- type: markdown
attributes:
value: |
## Important: Read First
Please make an effort to make sure your issue isn't already reported.
Do not create issues involving software piracy, our rules specifically prohibit this. Otherwise your issue will be closed and you will be banned in this repository.
- type: checkboxes
id: checklist
attributes:
label: Checklist
options:
- label: I have searched for a similar issue in this repository and did not find one.
required: true
- type: textarea
id: desc
attributes:
label: Description
description: |
A concise description of the feature you want
Include step by step examples of how the feature should work under various circumstances
validations:
required: true
- type: textarea
id: reason
attributes:
label: Reason
description: |
Give a reason why you want this feature
- How will it make things easier for you?
- How does this feature help your enjoyment of the emulator?
- What does it provide that isn't being provided currently?
validations:
required: true
- type: textarea
id: examples
attributes:
label: Examples
description: |
Provide examples of the feature as implemented by other software
Include screenshots or video if you like to help demonstrate how you'd like this feature to work
validations:
required: false

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# SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
# Docs - https://docs.github.com/en/communities/using-templates-to-encourage-useful-issues-and-pull-requests/syntax-for-githubs-form-schema
name: Game Emulation Bug Report
description: Problem in a game (ie. graphical artifacts, crashes, etc.)
title: "[GAME BUG]: "
body:
- type: markdown
attributes:
value: |
## Important: Read First
**Please do not make support requests on GitHub. Our issue tracker is for tracking bugs and feature requests only.
If you have a support request or are unsure about the nature of your issue please contact us on [discord](https://discord.gg/bFJxfftGW6).**
This repository does not provide support for modded games. You should perform and test a clean game installation before submitting an issue.
This repository does not provide support for game patches. If you are having issues with patches please refer to [Cheats and Patches Repository](https://github.com/shadps4-emu/ps4_cheats).
Before submitting an issue please check [Game Compatibility Repository](https://github.com/shadps4-compatibility/shadps4-game-compatibility) for the information about the status of the game.
Please make an effort to make sure your issue isn't already reported.
Do not create issues involving software piracy, our rules specifically prohibit this. Otherwise your issue will be closed and you will be banned in this repository.
- type: checkboxes
id: checklist
attributes:
label: Checklist (we expect you to perform these steps before opening the issue)
options:
- label: I have searched for a similar issue in this repository and did not find one.
required: true
- label: I am using an official build obtained from [releases](https://github.com/shadps4-emu/shadPS4/releases) or updated one of those builds using its in-app updater.
required: true
- label: I have re-dumped the game and performed a clean install without mods and the issue is still present.
required: true
- label: I have disabled all patches and cheats and the issue is still present.
required: true
- label: I have all the required [system modules](https://github.com/shadps4-emu/shadPS4/wiki/I.-Quick-start-%5BUsers%5D#4-adding-modules) installed.
required: true
- type: textarea
id: desc
attributes:
label: Describe the Bug
description: "A clear and concise description of what the bug is"
validations:
required: true
- type: textarea
id: repro
attributes:
label: Reproduction Steps
description: "Detailed steps to reproduce the behavior"
validations:
required: true
- type: input
id: os
attributes:
label: Specify OS Version
placeholder: "Example: Windows 11, Arch Linux, MacOS 15"
validations:
required: true
- type: input
id: cpu
attributes:
label: CPU
placeholder: "Example: Intel Core i7-8700"
validations:
required: true
- type: input
id: gpu
attributes:
label: GPU
placeholder: "Example: nVidia GTX 1650"
validations:
required: true
- type: input
id: ram
attributes:
label: Amount of RAM in GB
placeholder: "Example: 16 GB"
validations:
required: true
- type: input
id: vram
attributes:
label: Amount of VRAM in GB
placeholder: "Example: 8 GB"
validations:
required: true
- type: textarea
id: logs
attributes:
label: "Log File"
description: Drag and drop the log file here. It can be found by right clicking on a game name -> Open Folder... -> Open Log Folder. Make sure that the log type is set to `sync`.
validations:
required: true

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.github/linux-appimage-qt.sh vendored Executable file
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# SPDX-FileCopyrightText: 2024 shadPS4 Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
#!/bin/bash
if [[ -z $GITHUB_WORKSPACE ]]; then
GITHUB_WORKSPACE="${PWD%/*}"
fi
export Qt6_DIR="/usr/lib/qt6"
export PATH="$Qt6_DIR/bin:$PATH"
export EXTRA_QT_PLUGINS="waylandcompositor"
export EXTRA_PLATFORM_PLUGINS="libqwayland-egl.so;libqwayland-generic.so"
# Prepare Tools for building the AppImage
wget -q https://github.com/linuxdeploy/linuxdeploy/releases/download/continuous/linuxdeploy-x86_64.AppImage
wget -q https://github.com/linuxdeploy/linuxdeploy-plugin-qt/releases/download/continuous/linuxdeploy-plugin-qt-x86_64.AppImage
wget -q https://github.com/linuxdeploy/linuxdeploy-plugin-checkrt/releases/download/continuous/linuxdeploy-plugin-checkrt-x86_64.sh
chmod a+x linuxdeploy-x86_64.AppImage
chmod a+x linuxdeploy-plugin-qt-x86_64.AppImage
chmod a+x linuxdeploy-plugin-checkrt-x86_64.sh
# Build AppImage
./linuxdeploy-x86_64.AppImage --appdir AppDir
./linuxdeploy-plugin-checkrt-x86_64.sh --appdir AppDir
cp -a "$GITHUB_WORKSPACE/build/translations" AppDir/usr/bin
./linuxdeploy-x86_64.AppImage --appdir AppDir -d "$GITHUB_WORKSPACE"/dist/net.shadps4.shadPS4.desktop -e "$GITHUB_WORKSPACE"/build/shadps4 -i "$GITHUB_WORKSPACE"/src/images/net.shadps4.shadPS4.svg --plugin qt
rm AppDir/usr/plugins/multimedia/libgstreamermediaplugin.so
./linuxdeploy-x86_64.AppImage --appdir AppDir --output appimage
mv shadPS4-x86_64.AppImage Shadps4-qt.AppImage

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# SPDX-FileCopyrightText: 2024 shadPS4 Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
#!/bin/bash
if [[ -z $GITHUB_WORKSPACE ]]; then
GITHUB_WORKSPACE="${PWD%/*}"
fi
# Prepare Tools for building the AppImage
wget -q https://github.com/linuxdeploy/linuxdeploy/releases/download/continuous/linuxdeploy-x86_64.AppImage
wget -q https://github.com/linuxdeploy/linuxdeploy-plugin-checkrt/releases/download/continuous/linuxdeploy-plugin-checkrt-x86_64.sh
chmod a+x linuxdeploy-x86_64.AppImage
chmod a+x linuxdeploy-plugin-checkrt-x86_64.sh
# Build AppImage
./linuxdeploy-x86_64.AppImage --appdir AppDir
./linuxdeploy-plugin-checkrt-x86_64.sh --appdir AppDir
./linuxdeploy-x86_64.AppImage --appdir AppDir -d "$GITHUB_WORKSPACE"/dist/net.shadps4.shadPS4.desktop -e "$GITHUB_WORKSPACE"/build/shadps4 -i "$GITHUB_WORKSPACE"/src/images/net.shadps4.shadPS4.svg --output appimage
mv shadPS4-x86_64.AppImage Shadps4-sdl.AppImage

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# SPDX-FileCopyrightText: 2024 shadPS4 Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
name: Build and Release
on: [push, pull_request]
concurrency:
group: ci-${{ github.event_name }}-${{ github.ref }}
cancel-in-progress: ${{ github.event_name == 'push' }}
env:
BUILD_TYPE: Release
jobs:
reuse:
runs-on: ubuntu-24.04
continue-on-error: true
steps:
- uses: actions/checkout@v4
- uses: fsfe/reuse-action@v5
clang-format:
runs-on: ubuntu-24.04
continue-on-error: true
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Install
run: |
wget -O - https://apt.llvm.org/llvm-snapshot.gpg.key | sudo apt-key add -
sudo add-apt-repository 'deb http://apt.llvm.org/noble/ llvm-toolchain-noble-19 main'
sudo apt update
sudo apt install clang-format-19
- name: Build
env:
COMMIT_RANGE: ${{ github.event.pull_request.base.sha }}..${{ github.event.pull_request.head.sha }}
run: ./.ci/clang-format.sh
get-info:
runs-on: ubuntu-24.04
outputs:
date: ${{ steps.vars.outputs.date }}
shorthash: ${{ steps.vars.outputs.shorthash }}
fullhash: ${{ steps.vars.outputs.fullhash }}
steps:
- uses: actions/checkout@v4
- name: Get date and git hash
id: vars
run: |
echo "date=$(date +'%Y-%m-%d')" >> $GITHUB_ENV
echo "shorthash=$(git rev-parse --short HEAD)" >> $GITHUB_ENV
echo "fullhash=$(git rev-parse HEAD)" >> $GITHUB_ENV
echo "date=$(date +'%Y-%m-%d')" >> $GITHUB_OUTPUT
echo "shorthash=$(git rev-parse --short HEAD)" >> $GITHUB_OUTPUT
echo "fullhash=$(git rev-parse HEAD)" >> $GITHUB_OUTPUT
windows-sdl:
runs-on: windows-2025
needs: get-info
steps:
- uses: actions/checkout@v4
with:
submodules: recursive
- name: Cache CMake Configuration
uses: actions/cache@v4
env:
cache-name: ${{ runner.os }}-sdl-ninja-cache-cmake-configuration
with:
path: |
${{github.workspace}}/build
key: ${{ env.cache-name }}-${{ hashFiles('**/CMakeLists.txt', 'cmake/**') }}
restore-keys: |
${{ env.cache-name }}-
- name: Cache CMake Build
uses: hendrikmuhs/ccache-action@v1.2.18
env:
cache-name: ${{ runner.os }}-sdl-cache-cmake-build
with:
append-timestamp: false
key: ${{ env.cache-name }}-${{ hashFiles('**/CMakeLists.txt', 'cmake/**') }}
- name: Configure CMake
run: cmake --fresh -G Ninja -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DCMAKE_INTERPROCEDURAL_OPTIMIZATION_RELEASE=ON -DCMAKE_C_COMPILER=clang-cl -DCMAKE_CXX_COMPILER=clang-cl -DCMAKE_C_COMPILER_LAUNCHER=ccache -DCMAKE_CXX_COMPILER_LAUNCHER=ccache
- name: Build
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} --parallel $env:NUMBER_OF_PROCESSORS
- name: Upload Windows SDL artifact
uses: actions/upload-artifact@v4
with:
name: shadps4-win64-sdl-${{ needs.get-info.outputs.date }}-${{ needs.get-info.outputs.shorthash }}
path: ${{github.workspace}}/build/shadPS4.exe
windows-qt:
runs-on: windows-2025
needs: get-info
steps:
- uses: actions/checkout@v4
with:
submodules: recursive
- name: Setup Qt
uses: jurplel/install-qt-action@v4
with:
version: 6.9.2
host: windows
target: desktop
arch: win64_msvc2022_64
archives: qtbase qttools
modules: qtmultimedia
- name: Cache CMake Configuration
uses: actions/cache@v4
env:
cache-name: ${{ runner.os }}-qt-ninja-cache-cmake-configuration
with:
path: |
${{github.workspace}}/build
key: ${{ env.cache-name }}-${{ hashFiles('**/CMakeLists.txt', 'cmake/**') }}
restore-keys: |
${{ env.cache-name }}-
- name: Cache CMake Build
uses: hendrikmuhs/ccache-action@v1.2.18
env:
cache-name: ${{ runner.os }}-qt-cache-cmake-build
with:
append-timestamp: false
key: ${{ env.cache-name }}-${{ hashFiles('**/CMakeLists.txt', 'cmake/**') }}
- name: Configure CMake
run: cmake --fresh -G Ninja -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DENABLE_QT_GUI=ON -DENABLE_UPDATER=ON -DCMAKE_INTERPROCEDURAL_OPTIMIZATION_RELEASE=ON -DCMAKE_C_COMPILER=clang-cl -DCMAKE_CXX_COMPILER=clang-cl -DCMAKE_C_COMPILER_LAUNCHER=ccache -DCMAKE_CXX_COMPILER_LAUNCHER=ccache
- name: Build
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} --parallel $env:NUMBER_OF_PROCESSORS
- name: Deploy and Package
run: |
mkdir upload
mkdir upload/qtplugins
move build/shadPS4.exe upload
cp dist/qt.conf upload/qt.conf
windeployqt --plugindir upload/qtplugins --no-compiler-runtime --no-system-d3d-compiler --no-system-dxc-compiler --dir upload upload/shadPS4.exe
Compress-Archive -Path upload/* -DestinationPath shadps4-win64-qt-${{ needs.get-info.outputs.date }}-${{ needs.get-info.outputs.shorthash }}.zip
- name: Upload Windows Qt artifact
uses: actions/upload-artifact@v4
with:
name: shadps4-win64-qt-${{ needs.get-info.outputs.date }}-${{ needs.get-info.outputs.shorthash }}
path: upload/
macos-sdl:
runs-on: macos-15
needs: get-info
steps:
- uses: actions/checkout@v4
with:
submodules: recursive
- name: Setup latest Xcode
uses: maxim-lobanov/setup-xcode@v1
with:
xcode-version: latest
- name: Cache CMake Configuration
uses: actions/cache@v4
env:
cache-name: ${{ runner.os }}-sdl-cache-cmake-configuration
with:
path: |
${{github.workspace}}/build
key: ${{ env.cache-name }}-${{ hashFiles('**/CMakeLists.txt', 'cmake/**') }}
restore-keys: |
${{ env.cache-name }}-
- name: Cache CMake Build
uses: hendrikmuhs/ccache-action@v1.2.18
env:
cache-name: ${{runner.os}}-sdl-cache-cmake-build
with:
append-timestamp: false
create-symlink: true
key: ${{env.cache-name}}-${{ hashFiles('**/CMakeLists.txt', 'cmake/**') }}
variant: sccache
- name: Configure CMake
run: cmake --fresh -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_INTERPROCEDURAL_OPTIMIZATION_RELEASE=ON -DCMAKE_C_COMPILER_LAUNCHER=sccache -DCMAKE_CXX_COMPILER_LAUNCHER=sccache
- name: Build
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} --parallel $(sysctl -n hw.ncpu)
- name: Package and Upload macOS SDL artifact
run: |
mkdir upload
mv ${{github.workspace}}/build/shadps4 upload
mv ${{github.workspace}}/build/MoltenVK_icd.json upload
mv ${{github.workspace}}/build/libMoltenVK.dylib upload
- uses: actions/upload-artifact@v4
with:
name: shadps4-macos-sdl-${{ needs.get-info.outputs.date }}-${{ needs.get-info.outputs.shorthash }}
path: upload/
macos-qt:
runs-on: macos-15
needs: get-info
steps:
- uses: actions/checkout@v4
with:
submodules: recursive
- name: Setup latest Xcode
uses: maxim-lobanov/setup-xcode@v1
with:
xcode-version: latest
- name: Setup Qt
uses: jurplel/install-qt-action@v4
with:
version: 6.9.2
host: mac
target: desktop
arch: clang_64
archives: qtbase qttools
modules: qtmultimedia
- name: Cache CMake Configuration
uses: actions/cache@v4
env:
cache-name: ${{ runner.os }}-qt-cache-cmake-configuration
with:
path: |
${{github.workspace}}/build
key: ${{ env.cache-name }}-${{ hashFiles('**/CMakeLists.txt', 'cmake/**') }}
restore-keys: |
${{ env.cache-name }}-
- name: Cache CMake Build
uses: hendrikmuhs/ccache-action@v1.2.18
env:
cache-name: ${{runner.os}}-qt-cache-cmake-build
with:
append-timestamp: false
create-symlink: true
key: ${{env.cache-name}}-${{ hashFiles('**/CMakeLists.txt', 'cmake/**') }}
variant: sccache
- name: Configure CMake
run: cmake --fresh -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DCMAKE_OSX_ARCHITECTURES=x86_64 -DENABLE_QT_GUI=ON -DENABLE_UPDATER=ON -DCMAKE_INTERPROCEDURAL_OPTIMIZATION_RELEASE=ON -DCMAKE_C_COMPILER_LAUNCHER=sccache -DCMAKE_CXX_COMPILER_LAUNCHER=sccache
- name: Build
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} --parallel $(sysctl -n hw.ncpu)
- name: Package and Upload macOS Qt artifact
run: |
mkdir upload
mv ${{github.workspace}}/build/shadps4.app upload
macdeployqt upload/shadps4.app
tar cf shadps4-macos-qt.tar.gz -C upload .
- uses: actions/upload-artifact@v4
with:
name: shadps4-macos-qt-${{ needs.get-info.outputs.date }}-${{ needs.get-info.outputs.shorthash }}
path: shadps4-macos-qt.tar.gz
linux-sdl:
runs-on: ubuntu-24.04
needs: get-info
steps:
- uses: actions/checkout@v4
with:
submodules: recursive
- name: Add LLVM repository
run: |
wget -O - https://apt.llvm.org/llvm-snapshot.gpg.key | sudo apt-key add -
sudo add-apt-repository 'deb http://apt.llvm.org/noble/ llvm-toolchain-noble-19 main'
- name: Install dependencies
run: sudo apt-get update && sudo apt install -y libx11-dev libxext-dev libwayland-dev libdecor-0-dev libxkbcommon-dev libglfw3-dev libgles2-mesa-dev libfuse2 clang-19 mold build-essential libasound2-dev libpulse-dev libopenal-dev libudev-dev
- name: Cache CMake Configuration
uses: actions/cache@v4
env:
cache-name: ${{ runner.os }}-sdl-cache-cmake-configuration
with:
path: |
${{github.workspace}}/build
key: ${{ env.cache-name }}-${{ hashFiles('**/CMakeLists.txt', 'cmake/**') }}
restore-keys: |
${{ env.cache-name }}-
- name: Cache CMake Build
uses: hendrikmuhs/ccache-action@v1.2.18
env:
cache-name: ${{ runner.os }}-sdl-cache-cmake-build
with:
append-timestamp: false
key: ${{ env.cache-name }}-${{ hashFiles('**/CMakeLists.txt', 'cmake/**') }}
- name: Configure CMake
run: cmake --fresh -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DCMAKE_INTERPROCEDURAL_OPTIMIZATION_RELEASE=ON -DCMAKE_C_COMPILER=clang-19 -DCMAKE_CXX_COMPILER=clang++-19 -DCMAKE_EXE_LINKER_FLAGS="-fuse-ld=mold" -DCMAKE_SHARED_LINKER_FLAGS="-fuse-ld=mold" -DCMAKE_C_COMPILER_LAUNCHER=ccache -DCMAKE_CXX_COMPILER_LAUNCHER=ccache
- name: Build
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} --parallel $(nproc)
- name: Package and Upload Linux(ubuntu64) SDL artifact
run: |
ls -la ${{ github.workspace }}/build/shadps4
- uses: actions/upload-artifact@v4
with:
name: shadps4-ubuntu64-${{ needs.get-info.outputs.date }}-${{ needs.get-info.outputs.shorthash }}
path: ${{ github.workspace }}/build/shadps4
- name: Run AppImage packaging script
run: ./.github/linux-appimage-sdl.sh
- name: Package and Upload Linux SDL artifact
run: |
tar cf shadps4-linux-sdl.tar.gz -C ${{github.workspace}}/build shadps4
- uses: actions/upload-artifact@v4
with:
name: shadps4-linux-sdl-${{ needs.get-info.outputs.date }}-${{ needs.get-info.outputs.shorthash }}
path: Shadps4-sdl.AppImage
linux-qt:
runs-on: ubuntu-24.04
needs: get-info
steps:
- uses: actions/checkout@v4
with:
submodules: recursive
- name: Add LLVM repository
run: |
wget -O - https://apt.llvm.org/llvm-snapshot.gpg.key | sudo apt-key add -
sudo add-apt-repository 'deb http://apt.llvm.org/noble/ llvm-toolchain-noble-19 main'
- name: Install dependencies
run: sudo apt-get update && sudo apt install -y libx11-dev libxext-dev libwayland-dev libdecor-0-dev libxkbcommon-dev libglfw3-dev libgles2-mesa-dev libfuse2 clang-19 mold build-essential qt6-base-dev qt6-tools-dev qt6-multimedia-dev libasound2-dev libpulse-dev libopenal-dev libudev-dev
- name: Cache CMake Configuration
uses: actions/cache@v4
env:
cache-name: ${{ runner.os }}-qt-cache-cmake-configuration
with:
path: |
${{github.workspace}}/build
key: ${{ env.cache-name }}-${{ hashFiles('**/CMakeLists.txt', 'cmake/**') }}
restore-keys: |
${{ env.cache-name }}-
- name: Cache CMake Build
uses: hendrikmuhs/ccache-action@v1.2.18
env:
cache-name: ${{ runner.os }}-qt-cache-cmake-build
with:
append-timestamp: false
key: ${{ env.cache-name }}-${{ hashFiles('**/CMakeLists.txt', 'cmake/**') }}
- name: Configure CMake
run: cmake --fresh -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DCMAKE_INTERPROCEDURAL_OPTIMIZATION_RELEASE=ON -DCMAKE_C_COMPILER=clang-19 -DCMAKE_CXX_COMPILER=clang++-19 -DCMAKE_EXE_LINKER_FLAGS="-fuse-ld=mold" -DCMAKE_SHARED_LINKER_FLAGS="-fuse-ld=mold" -DENABLE_QT_GUI=ON -DENABLE_UPDATER=ON -DCMAKE_C_COMPILER_LAUNCHER=ccache -DCMAKE_CXX_COMPILER_LAUNCHER=ccache
- name: Build
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} --parallel $(nproc)
- name: Run AppImage packaging script
run: ./.github/linux-appimage-qt.sh
- name: Package and Upload Linux Qt artifact
run: |
tar cf shadps4-linux-qt.tar.gz -C ${{github.workspace}}/build shadps4
- uses: actions/upload-artifact@v4
with:
name: shadps4-linux-qt-${{ needs.get-info.outputs.date }}-${{ needs.get-info.outputs.shorthash }}
path: Shadps4-qt.AppImage
linux-sdl-gcc:
runs-on: ubuntu-24.04
needs: get-info
steps:
- uses: actions/checkout@v4
with:
submodules: recursive
- name: Install dependencies
run: sudo apt-get update && sudo apt install -y libx11-dev libxext-dev libwayland-dev libdecor-0-dev libxkbcommon-dev libglfw3-dev libgles2-mesa-dev libfuse2 gcc-14 mold build-essential libasound2-dev libpulse-dev libopenal-dev libudev-dev
- name: Cache CMake Configuration
uses: actions/cache@v4
env:
cache-name: ${{ runner.os }}-sdl-gcc-cache-cmake-configuration
with:
path: |
${{github.workspace}}/build
key: ${{ env.cache-name }}-${{ hashFiles('**/CMakeLists.txt', 'cmake/**') }}
restore-keys: |
${{ env.cache-name }}-
- name: Cache CMake Build
uses: hendrikmuhs/ccache-action@v1.2.18
env:
cache-name: ${{ runner.os }}-sdl-gcc-cache-cmake-build
with:
append-timestamp: false
key: ${{ env.cache-name }}-${{ hashFiles('**/CMakeLists.txt', 'cmake/**') }}
- name: Configure CMake
run: cmake --fresh -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DCMAKE_INTERPROCEDURAL_OPTIMIZATION_RELEASE=ON -DCMAKE_C_COMPILER=gcc-14 -DCMAKE_CXX_COMPILER=g++-14 -DCMAKE_EXE_LINKER_FLAGS="-fuse-ld=mold" -DCMAKE_SHARED_LINKER_FLAGS="-fuse-ld=mold" -DCMAKE_C_COMPILER_LAUNCHER=ccache -DCMAKE_CXX_COMPILER_LAUNCHER=ccache
- name: Build
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} --parallel $(nproc)
linux-qt-gcc:
runs-on: ubuntu-24.04
needs: get-info
steps:
- uses: actions/checkout@v4
with:
submodules: recursive
- name: Install dependencies
run: sudo apt-get update && sudo apt install -y libx11-dev libxext-dev libwayland-dev libdecor-0-dev libxkbcommon-dev libglfw3-dev libgles2-mesa-dev libfuse2 gcc-14 mold build-essential qt6-base-dev qt6-tools-dev qt6-multimedia-dev libasound2-dev libpulse-dev libopenal-dev libudev-dev
- name: Cache CMake Configuration
uses: actions/cache@v4
env:
cache-name: ${{ runner.os }}-qt-gcc-cache-cmake-configuration
with:
path: |
${{github.workspace}}/build
key: ${{ env.cache-name }}-${{ hashFiles('**/CMakeLists.txt', 'cmake/**') }}
restore-keys: |
${{ env.cache-name }}-
- name: Cache CMake Build
uses: hendrikmuhs/ccache-action@v1.2.18
env:
cache-name: ${{ runner.os }}-qt-gcc-cache-cmake-build
with:
append-timestamp: false
key: ${{ env.cache-name }}-${{ hashFiles('**/CMakeLists.txt', 'cmake/**') }}
- name: Configure CMake
run: cmake --fresh -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DCMAKE_INTERPROCEDURAL_OPTIMIZATION_RELEASE=ON -DCMAKE_C_COMPILER=gcc-14 -DCMAKE_CXX_COMPILER=g++-14 -DCMAKE_EXE_LINKER_FLAGS="-fuse-ld=mold" -DCMAKE_SHARED_LINKER_FLAGS="-fuse-ld=mold" -DENABLE_QT_GUI=ON -DENABLE_UPDATER=ON -DCMAKE_C_COMPILER_LAUNCHER=ccache -DCMAKE_CXX_COMPILER_LAUNCHER=ccache
- name: Build
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} --parallel $(nproc)
pre-release:
if: github.ref == 'refs/heads/main' && github.repository == 'shadps4-emu/shadPS4' && github.event_name == 'push'
needs: [get-info, windows-sdl, windows-qt, macos-sdl, macos-qt, linux-sdl, linux-qt]
runs-on: ubuntu-latest
steps:
- name: Download all artifacts
uses: actions/download-artifact@v4
with:
path: ./artifacts
- name: Compress individual directories (without parent directory)
run: |
cd ./artifacts
for dir in */; do
if [ -d "$dir" ]; then
dir_name=${dir%/}
echo "Creating zip for $dir_name"
(cd "$dir_name" && zip -r "../${dir_name}.zip" .)
fi
done
- name: Get latest release information
id: get_latest_release
env:
GITHUB_TOKEN: ${{ secrets.SHADPS4_TOKEN_REPO }}
run: |
api_url="https://api.github.com/repos/${{ github.repository }}"
latest_release_info=$(curl -H "Authorization: token $GITHUB_TOKEN" "$api_url/releases/latest")
echo "last_release_tag=$(echo "$latest_release_info" | jq -r '.tag_name')" >> $GITHUB_ENV
- name: Create Pre-Release on GitHub
id: create_release
uses: ncipollo/release-action@v1
with:
token: ${{ secrets.SHADPS4_TOKEN_REPO }}
name: "Pre-release-shadPS4-${{ needs.get-info.outputs.date }}-${{ needs.get-info.outputs.shorthash }}"
tag: "Pre-release-shadPS4-${{ needs.get-info.outputs.date }}-${{ needs.get-info.outputs.fullhash }}"
draft: false
prerelease: true
body: "Full Changelog: [${{ env.last_release_tag }}...${{ needs.get-info.outputs.shorthash }}](https://github.com/shadps4-emu/shadPS4/compare/${{ env.last_release_tag }}...${{ needs.get-info.outputs.fullhash }})"
artifacts: ./artifacts/*.zip
- name: Publish to Release Repository
env:
GITHUB_TOKEN: ${{ secrets.SHADPS4_TOKEN_REPO }}
run: |
ARTIFACTS_DIR=./artifacts
REPO_WINDOWS="shadps4-emu/shadps4-binaries-Windows"
REPO_LINUX="shadps4-emu/shadps4-binaries-Linux"
REPO_MAC="shadps4-emu/shadps4-binaries-Mac"
for file in "$ARTIFACTS_DIR"/*.zip; do
filename=$(basename "$file")
REPO=""
# Determine repository based on file name
if [[ "$filename" == *"win64"* ]]; then
REPO=$REPO_WINDOWS
elif [[ "$filename" == *"linux"* ]] || [[ "$filename" == *"ubuntu64"* ]]; then
REPO=$REPO_LINUX
elif [[ "$filename" == *"macos"* ]]; then
REPO=$REPO_MAC
fi
# If REPO is empty, skip file
if [[ -z "$REPO" ]]; then
echo "No matching repository for $filename"
continue
fi
# Check if release already exists and get ID
release_id=$(curl -s -H "Authorization: token $GITHUB_TOKEN" \
"https://api.github.com/repos/$REPO/releases/tags/Pre-release-shadPS4-${{ needs.get-info.outputs.date }}-${{ needs.get-info.outputs.fullhash }}" | jq -r '.id')
if [[ "$release_id" == "null" ]]; then
echo "Creating release in $REPO for $filename"
release_id=$(curl -s -X POST -H "Authorization: token $GITHUB_TOKEN" \
-H "Accept: application/vnd.github.v3+json" \
-d '{
"tag_name": "Pre-release-shadPS4-${{ needs.get-info.outputs.date }}-${{ needs.get-info.outputs.fullhash }}",
"name": "Pre-release-shadPS4-${{ needs.get-info.outputs.date }}-${{ needs.get-info.outputs.shorthash }}",
"draft": false,
"prerelease": true,
"body": "Commit: [${{ needs.get-info.outputs.fullhash }}](https://github.com/shadps4-emu/shadPS4/commit/${{ needs.get-info.outputs.fullhash }})"
}' "https://api.github.com/repos/$REPO/releases" | jq -r '.id')
else
echo "Release already exists in $REPO with ID $release_id"
fi
# Artifact upload
echo "Uploading $filename to release $release_id in $REPO"
upload_url="https://uploads.github.com/repos/$REPO/releases/$release_id/assets?name=$filename"
curl -X POST -H "Authorization: token $GITHUB_TOKEN" -H "Content-Type: application/octet-stream" --data-binary @"$file" "$upload_url"
done
- name: Get current pre-release information
env:
GITHUB_TOKEN: ${{ secrets.SHADPS4_TOKEN_REPO }}
run: |
api_url="https://api.github.com/repos/${{ github.repository }}/releases"
# Get all releases (sorted by date)
releases=$(curl -H "Authorization: token $GITHUB_TOKEN" "$api_url")
# Capture the most recent pre-release (assuming the first one is the latest)
current_release=$(echo "$releases" | jq -c '.[] | select(.prerelease == true) | .published_at' | sort -r | head -n 1)
# Remove extra quotes from captured date
current_release=$(echo $current_release | tr -d '"')
# Export the current published_at to be available for the next step
echo "CURRENT_PUBLISHED_AT=$current_release" >> $GITHUB_ENV
- name: Delete old pre-releases and tags
env:
GITHUB_TOKEN: ${{ secrets.SHADPS4_TOKEN_REPO }}
run: |
api_url="https://api.github.com/repos/${{ github.repository }}/releases"
# Get current pre-releases
releases=$(curl -H "Authorization: token $GITHUB_TOKEN" "$api_url")
# Remove extra quotes from captured date
CURRENT_PUBLISHED_AT=$(echo $CURRENT_PUBLISHED_AT | tr -d '"')
# Convert CURRENT_PUBLISHED_AT para timestamp Unix
current_published_ts=$(date -d "$CURRENT_PUBLISHED_AT" +%s)
# Identify pre-releases
echo "$releases" | jq -c '.[] | select(.prerelease == true)' | while read -r release; do
release_date=$(echo "$release" | jq -r '.published_at')
release_id=$(echo "$release" | jq -r '.id')
release_tag=$(echo "$release" | jq -r '.tag_name')
# Remove extra quotes from captured date
release_date=$(echo $release_date | tr -d '"')
# Convert release_date para timestamp Unix
release_date_ts=$(date -d "$release_date" +%s)
# Compare timestamps and delete old pre-releases
if [[ "$release_date_ts" -lt "$current_published_ts" ]]; then
echo "Deleting old pre-release: $release_id from $release_date with tag: $release_tag"
# Delete the pre-release
curl -X DELETE -H "Authorization: token $GITHUB_TOKEN" "$api_url/$release_id"
# Delete the tag
curl -X DELETE -H "Authorization: token $GITHUB_TOKEN" "https://api.github.com/repos/${{ github.repository }}/git/refs/tags/$release_tag"
else
echo "Skipping pre-release: $release_id (newer or same date)"
fi
done

View File

@@ -0,0 +1,11 @@
#!/bin/bash
set -e
sudo apt-get -y install qt6-l10n-tools python3
SCRIPT_PATH="src/qt_gui/translations/update_translation.sh"
chmod +x "$SCRIPT_PATH"
PATH=/usr/lib/qt6/bin:$PATH "$SCRIPT_PATH"

View File

@@ -0,0 +1,30 @@
name: Update Translation
on:
schedule:
- cron: "0 0 * * *" # Every day at 12am UTC.
workflow_dispatch: # As well as manually.
jobs:
update:
if: github.repository == 'shadps4-emu/shadPS4'
name: "Update Translation"
runs-on: ubuntu-22.04
steps:
- uses: actions/checkout@v4
- name: Set execution permissions for the script
run: chmod +x ./.github/workflows/scripts/update_translation.sh
- name: Update Base Translation
run: ./.github/workflows/scripts/update_translation.sh
- name: Create Pull Request
uses: peter-evans/create-pull-request@v7
with:
token: ${{ secrets.SHADPS4_TOKEN_REPO }}
title: "Qt GUI: Update Translation"
commit-message: "[ci skip] Qt GUI: Update Translation."
body: "Daily update of translation sources."
branch: update-translation
delete-branch: true

420
.gitignore vendored Normal file
View File

@@ -0,0 +1,420 @@
# SPDX-FileCopyrightText: 2024 shadPS4 Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
##
## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore
# User-specific files
*.rsuser
*.suo
*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
# Mono auto generated files
mono_crash.*
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
[Ww][Ii][Nn]32/
[Aa][Rr][Mm]/
[Aa][Rr][Mm]64/
bld/
[Bb]in/
[Oo]bj/
[Ll]og/
[Ll]ogs/
[Bb]uild/
# Visual Studio 2015/2017 cache/options directory
.vs/
# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/
# Visual Studio 2017 auto generated files
Generated\ Files/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
# NUnit
*.VisualState.xml
TestResult.xml
nunit-*.xml
# Build Results of an ATL Project
[Dd]ebugPS/
[Rr]eleasePS/
dlldata.c
# Benchmark Results
BenchmarkDotNet.Artifacts/
# .NET Core
project.lock.json
project.fragment.lock.json
artifacts/
# ASP.NET Scaffolding
ScaffoldingReadMe.txt
# StyleCop
StyleCopReport.xml
# Files built by Visual Studio
*_i.c
*_p.c
*_h.h
*.ilk
*.meta
*.obj
*.iobj
*.pch
*.pdb
*.ipdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*_wpftmp.csproj
*.log
*.tlog
*.vspscc
*.vssscc
.builds
*.pidb
*.svclog
*.scc
# Chutzpah Test files
_Chutzpah*
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opendb
*.opensdf
*.sdf
*.cachefile
*.VC.db
*.VC.VC.opendb
# Visual Studio profiler
*.psess
*.vsp
*.vspx
*.sap
# Visual Studio Trace Files
*.e2e
# TFS 2012 Local Workspace
$tf/
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
*.DotSettings.user
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# AxoCover is a Code Coverage Tool
.axoCover/*
!.axoCover/settings.json
# Coverlet is a free, cross platform Code Coverage Tool
coverage*.json
coverage*.xml
coverage*.info
# Visual Studio code coverage results
*.coverage
*.coveragexml
# NCrunch
_NCrunch_*
.*crunch*.local.xml
nCrunchTemp_*
# MightyMoose
*.mm.*
AutoTest.Net/
# Web workbench (sass)
.sass-cache/
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.[Pp]ublish.xml
*.azurePubxml
# Note: Comment the next line if you want to checkin your web deploy settings,
# but database connection strings (with potential passwords) will be unencrypted
*.pubxml
*.publishproj
# Microsoft Azure Web App publish settings. Comment the next line if you want to
# checkin your Azure Web App publish settings, but sensitive information contained
# in these scripts will be unencrypted
PublishScripts/
# NuGet Packages
*.nupkg
# NuGet Symbol Packages
*.snupkg
# The packages folder can be ignored because of Package Restore
**/[Pp]ackages/*
# except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/[Pp]ackages/repositories.config
# NuGet v3's project.json files produces more ignorable files
*.nuget.props
*.nuget.targets
# Microsoft Azure Build Output
csx/
*.build.csdef
# Microsoft Azure Emulator
ecf/
rcf/
# Windows Store app package directories and files
AppPackages/
BundleArtifacts/
Package.StoreAssociation.xml
_pkginfo.txt
*.appx
*.appxbundle
*.appxupload
# Visual Studio cache files
# files ending in .cache can be ignored
*.[Cc]ache
# but keep track of directories ending in .cache
!?*.[Cc]ache/
# Others
ClientBin/
~$*
*~
*.dbmdl
*.dbproj.schemaview
*.jfm
*.pfx
*.publishsettings
orleans.codegen.cs
# Including strong name files can present a security risk
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
#*.snk
# Since there are multiple workflows, uncomment next line to ignore bower_components
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
#bower_components/
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file
# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
ServiceFabricBackup/
*.rptproj.bak
# SQL Server files
*.mdf
*.ldf
*.ndf
# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings
*.rptproj.rsuser
*- [Bb]ackup.rdl
*- [Bb]ackup ([0-9]).rdl
*- [Bb]ackup ([0-9][0-9]).rdl
# Microsoft Fakes
FakesAssemblies/
# GhostDoc plugin setting file
*.GhostDoc.xml
# Node.js Tools for Visual Studio
.ntvs_analysis.dat
node_modules/
# Visual Studio 6 build log
*.plg
# Visual Studio 6 workspace options file
*.opt
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
*.vbw
# Visual Studio 6 auto-generated project file (contains which files were open etc.)
*.vbp
# Visual Studio 6 workspace and project file (working project files containing files to include in project)
*.dsw
*.dsp
# Visual Studio 6 technical files
*.ncb
*.aps
# Visual Studio LightSwitch build output
**/*.HTMLClient/GeneratedArtifacts
**/*.DesktopClient/GeneratedArtifacts
**/*.DesktopClient/ModelManifest.xml
**/*.Server/GeneratedArtifacts
**/*.Server/ModelManifest.xml
_Pvt_Extensions
# Paket dependency manager
.paket/paket.exe
paket-files/
# FAKE - F# Make
.fake/
# CodeRush personal settings
.cr/personal
# Python Tools for Visual Studio (PTVS)
__pycache__/
*.pyc
# Cake - Uncomment if you are using it
# tools/**
# !tools/packages.config
# Tabs Studio
*.tss
# Telerik's JustMock configuration file
*.jmconfig
# BizTalk build output
*.btp.cs
*.btm.cs
*.odx.cs
*.xsd.cs
# OpenCover UI analysis results
OpenCover/
# Azure Stream Analytics local run output
ASALocalRun/
# MSBuild Binary and Structured Log
*.binlog
# NVidia Nsight GPU debugger configuration file
*.nvuser
# MFractors (Xamarin productivity tool) working folder
.mfractor/
# Local History for Visual Studio
.localhistory/
# Visual Studio History (VSHistory) files
.vshistory/
# BeatPulse healthcheck temp database
healthchecksdb
# Backup folder for Package Reference Convert tool in Visual Studio 2017
MigrationBackup/
# Ionide (cross platform F# VS Code tools) working folder
.ionide/
# Fody - auto-generated XML schema
FodyWeavers.xsd
# VS Code files for those working on multiple tools
.vscode/*
.vscode/settings.json
.vscode/tasks.json
.vscode/launch.json
.vscode/extensions.json
*.code-workspace
/CMakeUserPresets.json
/compile_commands.json
# Local History for Visual Studio Code
.history/
# Windows Installer files from build outputs
*.cab
*.msi
*.msix
*.msm
*.msp
# JetBrains Rider
*.sln.iml
/shadPS4/game/*
/shadPS4/psf.txt
/tools/pkg extractor/game/*
/tools/pkg extractor/*.pkg
/shadPS4/shadps4.ini
/emulator/eboot.bin
/out/*
/third-party/out/*
/src/common/scm_rev.cpp
# for macOS
**/.DS_Store
# JetBrains
.idea
cmake-build-*

115
.gitmodules vendored Normal file
View File

@@ -0,0 +1,115 @@
[submodule "externals/zlib-ng"]
path = externals/zlib-ng
url = https://github.com/shadps4-emu/ext-zlib-ng.git
shallow = true
[submodule "externals/sdl3"]
path = externals/sdl3
url = https://github.com/shadps4-emu/ext-SDL.git
shallow = true
[submodule "externals/fmt"]
path = externals/fmt
url = https://github.com/shadps4-emu/ext-fmt.git
shallow = true
[submodule "externals/vulkan-headers"]
path = externals/vulkan-headers
url = https://github.com/KhronosGroup/Vulkan-Headers.git
shallow = true
[submodule "externals/vma"]
path = externals/vma
url = https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator.git
shallow = true
[submodule "externals/glslang"]
path = externals/glslang
url = https://github.com/KhronosGroup/glslang.git
shallow = true
[submodule "externals/robin-map"]
path = externals/robin-map
url = https://github.com/Tessil/robin-map.git
shallow = true
[submodule "externals/xbyak"]
path = externals/xbyak
url = https://github.com/herumi/xbyak.git
shallow = true
[submodule "externals/magic_enum"]
path = externals/magic_enum
url = https://github.com/Neargye/magic_enum.git
shallow = true
[submodule "externals/toml11"]
path = externals/toml11
url = https://github.com/ToruNiina/toml11.git
shallow = true
[submodule "externals/zydis"]
path = externals/zydis
url = https://github.com/zyantific/zydis.git
shallow = true
[submodule "externals/sirit"]
path = externals/sirit
url = https://github.com/shadps4-emu/sirit.git
shallow = true
[submodule "externals/xxhash"]
path = externals/xxhash
url = https://github.com/Cyan4973/xxHash.git
shallow = true
[submodule "externals/tracy"]
path = externals/tracy
url = https://github.com/shadps4-emu/tracy.git
shallow = true
[submodule "externals/ext-boost"]
path = externals/ext-boost
url = https://github.com/shadps4-emu/ext-boost.git
shallow = true
[submodule "externals/date"]
path = externals/date
url = https://github.com/HowardHinnant/date.git
shallow = true
[submodule "externals/ffmpeg-core"]
path = externals/ffmpeg-core
url = https://github.com/shadps4-emu/ext-ffmpeg-core.git
shallow = true
[submodule "externals/half"]
path = externals/half
url = https://github.com/ROCm/half.git
shallow = true
[submodule "externals/dear_imgui"]
path = externals/dear_imgui
url = https://github.com/shadps4-emu/ext-imgui.git
shallow = true
branch = docking
[submodule "externals/pugixml"]
path = externals/pugixml
url = https://github.com/zeux/pugixml.git
shallow = true
[submodule "externals/discord-rpc"]
path = externals/discord-rpc
url = https://github.com/shadps4-emu/ext-discord-rpc.git
shallow = true
[submodule "externals/LibAtrac9"]
path = externals/LibAtrac9
url = https://github.com/shadps4-emu/ext-LibAtrac9.git
shallow = true
[submodule "externals/libpng"]
path = externals/libpng
url = https://github.com/pnggroup/libpng
shallow = true
[submodule "externals/MoltenVK/SPIRV-Cross"]
path = externals/MoltenVK/SPIRV-Cross
url = https://github.com/KhronosGroup/SPIRV-Cross
shallow = true
[submodule "externals/MoltenVK/MoltenVK"]
path = externals/MoltenVK/MoltenVK
url = https://github.com/KhronosGroup/MoltenVK
shallow = true
[submodule "externals/MoltenVK/cereal"]
path = externals/MoltenVK/cereal
url = https://github.com/USCiLab/cereal
shallow = true
[submodule "externals/ext-libusb"]
path = externals/ext-libusb
url = https://github.com/shadps4-emu/ext-libusb.git
[submodule "externals/epoll-shim"]
path = externals/epoll-shim
url = https://github.com/jiixyj/epoll-shim.git
[submodule "externals/hwinfo"]
path = externals/hwinfo
url = https://github.com/shadps4-emu/ext-hwinfo
shallow = true

21
CMakeLinuxPresets.json Normal file
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@@ -0,0 +1,21 @@
{
"version": 9,
"cmakeMinimumRequired": {
"major": 3,
"minor": 30,
"patch": 0
},
"configurePresets": [
{
"name": "x64-Clang-Base",
"hidden": true,
"generator": "Ninja",
"binaryDir": "${sourceDir}/Build/${presetName}",
"cacheVariables": {
"CMAKE_C_COMPILER": "clang",
"CMAKE_CXX_COMPILER": "clang++",
"CMAKE_INSTALL_PREFIX": "${sourceDir}/Build/${presetName}"
}
}
]
}

1327
CMakeLists.txt Normal file

File diff suppressed because it is too large Load Diff

62
CMakePresets.json Normal file
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{
"version": 9,
"cmakeMinimumRequired": {
"major": 3,
"minor": 30,
"patch": 0
},
"include": ["CMake${hostSystemName}Presets.json"],
"configurePresets": [
{
"name": "x64-Clang-Debug",
"displayName": "Clang x64 Debug",
"inherits": ["x64-Clang-Base"],
"cacheVariables": {
"CMAKE_BUILD_TYPE": "Debug"
}
},
{
"name": "x64-Clang-Debug-Qt",
"displayName": "Clang x64 Debug with Qt",
"inherits": ["x64-Clang-Base"],
"cacheVariables": {
"CMAKE_BUILD_TYPE": "Debug",
"ENABLE_QT_GUI": "ON"
}
},
{
"name": "x64-Clang-Release",
"displayName": "Clang x64 Release",
"inherits": ["x64-Clang-Base"],
"cacheVariables": {
"CMAKE_BUILD_TYPE": "Release"
}
},
{
"name": "x64-Clang-Release-Qt",
"displayName": "Clang x64 Release with Qt",
"inherits": ["x64-Clang-Base"],
"cacheVariables": {
"CMAKE_BUILD_TYPE": "Release",
"ENABLE_QT_GUI": "ON"
}
},
{
"name": "x64-Clang-RelWithDebInfo",
"displayName": "Clang x64 RelWithDebInfo",
"inherits": ["x64-Clang-Base"],
"cacheVariables": {
"CMAKE_BUILD_TYPE": "RelWithDebInfo"
}
},
{
"name": "x64-Clang-RelWithDebInfo-Qt",
"displayName": "Clang x64 RelWithDebInfo with Qt",
"inherits": ["x64-Clang-Base"],
"cacheVariables": {
"CMAKE_BUILD_TYPE": "RelWithDebInfo",
"ENABLE_QT_GUI": "ON"
}
}
]
}

76
CMakeSettings.json Normal file
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{
"configurations": [
{
"name": "x64-Clang-Release",
"generator": "Ninja",
"configurationType": "Release",
"buildRoot": "${projectDir}\\Build\\${name}",
"installRoot": "${projectDir}\\Install\\${name}",
"cmakeCommandArgs": "",
"buildCommandArgs": "",
"ctestCommandArgs": "",
"inheritEnvironments": [ "clang_cl_x64_x64" ],
"intelliSenseMode": "windows-clang-x64"
},
{
"name": "x64-Clang-Release-Qt",
"generator": "Ninja",
"configurationType": "Release",
"buildRoot": "${projectDir}\\Build\\${name}",
"installRoot": "${projectDir}\\Install\\${name}",
"cmakeCommandArgs": "-DENABLE_QT_GUI=ON",
"buildCommandArgs": "",
"ctestCommandArgs": "",
"inheritEnvironments": [ "clang_cl_x64_x64" ],
"intelliSenseMode": "windows-clang-x64"
},
{
"name": "x64-Clang-Debug",
"generator": "Ninja",
"configurationType": "Debug",
"buildRoot": "${projectDir}\\Build\\${name}",
"installRoot": "${projectDir}\\Install\\${name}",
"cmakeCommandArgs": "",
"buildCommandArgs": "",
"ctestCommandArgs": "",
"inheritEnvironments": [ "clang_cl_x64_x64" ],
"intelliSenseMode": "windows-clang-x64"
},
{
"name": "x64-Clang-Debug-Qt",
"generator": "Ninja",
"configurationType": "Debug",
"buildRoot": "${projectDir}\\Build\\${name}",
"installRoot": "${projectDir}\\Install\\${name}",
"cmakeCommandArgs": "-DENABLE_QT_GUI=ON",
"buildCommandArgs": "",
"ctestCommandArgs": "",
"inheritEnvironments": [ "clang_cl_x64_x64" ],
"intelliSenseMode": "windows-clang-x64"
},
{
"name": "x64-Clang-RelWithDebInfo",
"generator": "Ninja",
"configurationType": "RelWithDebInfo",
"buildRoot": "${projectDir}\\Build\\${name}",
"installRoot": "${projectDir}\\Install\\${name}",
"cmakeCommandArgs": "",
"buildCommandArgs": "",
"ctestCommandArgs": "",
"inheritEnvironments": [ "clang_cl_x64_x64" ],
"intelliSenseMode": "windows-clang-x64"
},
{
"name": "x64-Clang-RelWithDebInfo-Qt",
"generator": "Ninja",
"configurationType": "RelWithDebInfo",
"buildRoot": "${projectDir}\\Build\\${name}",
"installRoot": "${projectDir}\\Install\\${name}",
"cmakeCommandArgs": "-DENABLE_QT_GUI=ON",
"buildCommandArgs": "",
"ctestCommandArgs": "",
"inheritEnvironments": [ "clang_cl_x64_x64" ],
"intelliSenseMode": "windows-clang-x64"
}
]
}

26
CMakeWindowsPresets.json Normal file
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@@ -0,0 +1,26 @@
{
"version": 9,
"cmakeMinimumRequired": {
"major": 3,
"minor": 30,
"patch": 0
},
"configurePresets": [
{
"name": "x64-Clang-Base",
"hidden": true,
"generator": "Ninja",
"binaryDir": "${sourceDir}/Build/${presetName}",
"cacheVariables": {
"CMAKE_C_COMPILER": "clang-cl",
"CMAKE_CXX_COMPILER": "clang-cl",
"CMAKE_INSTALL_PREFIX": "${sourceDir}/Build/${presetName}"
},
"vendor": {
"microsoft.com/VisualStudioSettings/CMake/1.0": {
"intelliSenseMode": "windows-clang-x64"
}
}
}
]
}

128
CONTRIBUTING.md Normal file
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<!--
SPDX-FileCopyrightText: 2024 shadPS4 Emulator Project
SPDX-License-Identifier: GPL-2.0-or-later
-->
# Style guidelines
## General Rules
* Line width is typically 100 characters. Please do not use 80-characters.
* Don't ever introduce new external dependencies into Core
* Don't use any platform specific code in Core
* Use namespaces often
* Avoid the use of C-style casts and instead prefer C++-style static_cast and reinterpret_cast. Try to avoid using dynamic_cast. Never use const_cast except for when dealing with external const-incorrect APIs.
## Naming Rules
* Functions: `PascalCase`
* Variables: `lower_case_underscored. Prefix with g_ if global.`
* Classes: `PascalCase`
* Files and Directories: `lower_case_underscored`
* Namespaces: `PascalCase`, `_` may also be used for clarity (e.g. `ARM_InitCore`)
# Indentation/Whitespace Style
Follow the indentation/whitespace style shown below. Do not use tabs, use 4-spaces instead.
# Comments
* For regular comments, use C++ style (//) comments, even for multi-line ones.
* For doc-comments (Doxygen comments), use /// if it's a single line, else use the /** */ style featured in the example. Start the text on the second line, not the first containing /**.
* For items that are both defined and declared in two separate files, put the doc-comment only next to the associated declaration. (In a header file, usually.) Otherwise, put it next to the implementation. Never duplicate doc-comments in both places.
```c++
// Includes should be sorted lexicographically
// STD includes first
#include <array>
#include <map>
#include <memory>
// then, library includes
#include <nihstro/shared_binary.h>
// finally, shadps4 includes
#include "common/math_util.h"
#include "common/vector_math.h"
// each major module is separated
#include "video_core/pica.h"
#include "video_core/video_core.h"
namespace Example {
// Namespace contents are not indented
// Declare globals at the top (better yet, don't use globals at all!)
int g_foo{}; // {} can be used to initialize types as 0, false, or nullptr
char* g_some_pointer{}; // Pointer * and reference & stick to the type name, and make sure to initialize as nullptr!
/// A colorful enum.
enum class SomeEnum {
Red, ///< The color of fire.
Green, ///< The color of grass.
Blue, ///< Not actually the color of water.
};
/**
* Very important struct that does a lot of stuff.
* Note that the asterisks are indented by one space to align to the first line.
*/
struct Position {
// Always initialize member variables!
int x{};
int y{};
};
// Use "typename" rather than "class" here
template <typename T>
void FooBar() {
const std::string some_string{"prefer uniform initialization"};
const std::array<int, 4> some_array{
5,
25,
7,
42,
};
if (note == the_space_after_the_if) {
CallAFunction();
} else {
// Use a space after the // when commenting
}
// Place a single space after the for loop semicolons, prefer pre-increment
for (int i = 0; i != 25; ++i) {
// This is how we write loops
}
DoStuff(this, function, call, takes, up, multiple,
lines, like, this);
if (this || condition_takes_up_multiple &&
lines && like && this || everything ||
alright || then) {
// Leave a blank space before the if block body if the condition was continued across
// several lines.
}
// No indentation for case labels
switch (var) {
case 1: {
const int case_var{var + 3};
DoSomething(case_var);
break;
}
case 3:
DoSomething(var);
return;
default:
// Yes, even break for the last case
break;
}
}
} // namespace Example
```

339
LICENSE Normal file
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@@ -0,0 +1,339 @@
GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
License is intended to guarantee your freedom to share and change free
software--to make sure the software is free for all its users. This
General Public License applies to most of the Free Software
Foundation's software and to any other program whose authors commit to
using it. (Some other Free Software Foundation software is covered by
the GNU Lesser General Public License instead.) You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
this service if you wish), that you receive source code or can get it
if you want it, that you can change the software or use pieces of it
in new free programs; and that you know you can do these things.
To protect your rights, we need to make restrictions that forbid
anyone to deny you these rights or to ask you to surrender the rights.
These restrictions translate to certain responsibilities for you if you
distribute copies of the software, or if you modify it.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must give the recipients all the rights that
you have. You must make sure that they, too, receive or can get the
source code. And you must show them these terms so they know their
rights.
We protect your rights with two steps: (1) copyright the software, and
(2) offer you this license which gives you legal permission to copy,
distribute and/or modify the software.
Also, for each author's protection and ours, we want to make certain
that everyone understands that there is no warranty for this free
software. If the software is modified by someone else and passed on, we
want its recipients to know that what they have is not the original, so
that any problems introduced by others will not reflect on the original
authors' reputations.
Finally, any free program is threatened constantly by software
patents. We wish to avoid the danger that redistributors of a free
program will individually obtain patent licenses, in effect making the
program proprietary. To prevent this, we have made it clear that any
patent must be licensed for everyone's free use or not licensed at all.
The precise terms and conditions for copying, distribution and
modification follow.
GNU GENERAL PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License applies to any program or other work which contains
a notice placed by the copyright holder saying it may be distributed
under the terms of this General Public License. The "Program", below,
refers to any such program or work, and a "work based on the Program"
means either the Program or any derivative work under copyright law:
that is to say, a work containing the Program or a portion of it,
either verbatim or with modifications and/or translated into another
language. (Hereinafter, translation is included without limitation in
the term "modification".) Each licensee is addressed as "you".
Activities other than copying, distribution and modification are not
covered by this License; they are outside its scope. The act of
running the Program is not restricted, and the output from the Program
is covered only if its contents constitute a work based on the
Program (independent of having been made by running the Program).
Whether that is true depends on what the Program does.
1. You may copy and distribute verbatim copies of the Program's
source code as you receive it, in any medium, provided that you
conspicuously and appropriately publish on each copy an appropriate
copyright notice and disclaimer of warranty; keep intact all the
notices that refer to this License and to the absence of any warranty;
and give any other recipients of the Program a copy of this License
along with the Program.
You may charge a fee for the physical act of transferring a copy, and
you may at your option offer warranty protection in exchange for a fee.
2. You may modify your copy or copies of the Program or any portion
of it, thus forming a work based on the Program, and copy and
distribute such modifications or work under the terms of Section 1
above, provided that you also meet all of these conditions:
a) You must cause the modified files to carry prominent notices
stating that you changed the files and the date of any change.
b) You must cause any work that you distribute or publish, that in
whole or in part contains or is derived from the Program or any
part thereof, to be licensed as a whole at no charge to all third
parties under the terms of this License.
c) If the modified program normally reads commands interactively
when run, you must cause it, when started running for such
interactive use in the most ordinary way, to print or display an
announcement including an appropriate copyright notice and a
notice that there is no warranty (or else, saying that you provide
a warranty) and that users may redistribute the program under
these conditions, and telling the user how to view a copy of this
License. (Exception: if the Program itself is interactive but
does not normally print such an announcement, your work based on
the Program is not required to print an announcement.)
These requirements apply to the modified work as a whole. If
identifiable sections of that work are not derived from the Program,
and can be reasonably considered independent and separate works in
themselves, then this License, and its terms, do not apply to those
sections when you distribute them as separate works. But when you
distribute the same sections as part of a whole which is a work based
on the Program, the distribution of the whole must be on the terms of
this License, whose permissions for other licensees extend to the
entire whole, and thus to each and every part regardless of who wrote it.
Thus, it is not the intent of this section to claim rights or contest
your rights to work written entirely by you; rather, the intent is to
exercise the right to control the distribution of derivative or
collective works based on the Program.
In addition, mere aggregation of another work not based on the Program
with the Program (or with a work based on the Program) on a volume of
a storage or distribution medium does not bring the other work under
the scope of this License.
3. You may copy and distribute the Program (or a work based on it,
under Section 2) in object code or executable form under the terms of
Sections 1 and 2 above provided that you also do one of the following:
a) Accompany it with the complete corresponding machine-readable
source code, which must be distributed under the terms of Sections
1 and 2 above on a medium customarily used for software interchange; or,
b) Accompany it with a written offer, valid for at least three
years, to give any third party, for a charge no more than your
cost of physically performing source distribution, a complete
machine-readable copy of the corresponding source code, to be
distributed under the terms of Sections 1 and 2 above on a medium
customarily used for software interchange; or,
c) Accompany it with the information you received as to the offer
to distribute corresponding source code. (This alternative is
allowed only for noncommercial distribution and only if you
received the program in object code or executable form with such
an offer, in accord with Subsection b above.)
The source code for a work means the preferred form of the work for
making modifications to it. For an executable work, complete source
code means all the source code for all modules it contains, plus any
associated interface definition files, plus the scripts used to
control compilation and installation of the executable. However, as a
special exception, the source code distributed need not include
anything that is normally distributed (in either source or binary
form) with the major components (compiler, kernel, and so on) of the
operating system on which the executable runs, unless that component
itself accompanies the executable.
If distribution of executable or object code is made by offering
access to copy from a designated place, then offering equivalent
access to copy the source code from the same place counts as
distribution of the source code, even though third parties are not
compelled to copy the source along with the object code.
4. You may not copy, modify, sublicense, or distribute the Program
except as expressly provided under this License. Any attempt
otherwise to copy, modify, sublicense or distribute the Program is
void, and will automatically terminate your rights under this License.
However, parties who have received copies, or rights, from you under
this License will not have their licenses terminated so long as such
parties remain in full compliance.
5. You are not required to accept this License, since you have not
signed it. However, nothing else grants you permission to modify or
distribute the Program or its derivative works. These actions are
prohibited by law if you do not accept this License. Therefore, by
modifying or distributing the Program (or any work based on the
Program), you indicate your acceptance of this License to do so, and
all its terms and conditions for copying, distributing or modifying
the Program or works based on it.
6. Each time you redistribute the Program (or any work based on the
Program), the recipient automatically receives a license from the
original licensor to copy, distribute or modify the Program subject to
these terms and conditions. You may not impose any further
restrictions on the recipients' exercise of the rights granted herein.
You are not responsible for enforcing compliance by third parties to
this License.
7. If, as a consequence of a court judgment or allegation of patent
infringement or for any other reason (not limited to patent issues),
conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot
distribute so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you
may not distribute the Program at all. For example, if a patent
license would not permit royalty-free redistribution of the Program by
all those who receive copies directly or indirectly through you, then
the only way you could satisfy both it and this License would be to
refrain entirely from distribution of the Program.
If any portion of this section is held invalid or unenforceable under
any particular circumstance, the balance of the section is intended to
apply and the section as a whole is intended to apply in other
circumstances.
It is not the purpose of this section to induce you to infringe any
patents or other property right claims or to contest validity of any
such claims; this section has the sole purpose of protecting the
integrity of the free software distribution system, which is
implemented by public license practices. Many people have made
generous contributions to the wide range of software distributed
through that system in reliance on consistent application of that
system; it is up to the author/donor to decide if he or she is willing
to distribute software through any other system and a licensee cannot
impose that choice.
This section is intended to make thoroughly clear what is believed to
be a consequence of the rest of this License.
8. If the distribution and/or use of the Program is restricted in
certain countries either by patents or by copyrighted interfaces, the
original copyright holder who places the Program under this License
may add an explicit geographical distribution limitation excluding
those countries, so that distribution is permitted only in or among
countries not thus excluded. In such case, this License incorporates
the limitation as if written in the body of this License.
9. The Free Software Foundation may publish revised and/or new versions
of the General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the Program
specifies a version number of this License which applies to it and "any
later version", you have the option of following the terms and conditions
either of that version or of any later version published by the Free
Software Foundation. If the Program does not specify a version number of
this License, you may choose any version ever published by the Free Software
Foundation.
10. If you wish to incorporate parts of the Program into other free
programs whose distribution conditions are different, write to the author
to ask for permission. For software which is copyrighted by the Free
Software Foundation, write to the Free Software Foundation; we sometimes
make exceptions for this. Our decision will be guided by the two goals
of preserving the free status of all derivatives of our free software and
of promoting the sharing and reuse of software generally.
NO WARRANTY
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
REPAIR OR CORRECTION.
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this
when it starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, the commands you use may
be called something other than `show w' and `show c'; they could even be
mouse-clicks or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
<signature of Ty Coon>, 1 April 1989
Ty Coon, President of Vice
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may
consider it more useful to permit linking proprietary applications with the
library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License.

11
LICENSES/BSD-3-Clause.txt Normal file
View File

@@ -0,0 +1,11 @@
Copyright (c) <year> <owner>.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

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Boost Software License - Version 1.0 - August 17th, 2003
Permission is hereby granted, free of charge, to any person or organization obtaining a copy of the software and accompanying documentation covered by this license (the "Software") to use, reproduce, display, distribute, execute, and transmit the Software, and to prepare derivative works of the Software, and to permit third-parties to whom the Software is furnished to do so, all subject to the following:
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Creative Commons Legal Code
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GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.
Preamble
The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change free software--to make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. (Some other Free Software Foundation software is covered by the GNU Lesser General Public License instead.) You can apply it to your programs, too.
When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for this service if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs; and that you know you can do these things.
To protect your rights, we need to make restrictions that forbid anyone to deny you these rights or to ask you to surrender the rights. These restrictions translate to certain responsibilities for you if you distribute copies of the software, or if you modify it.
For example, if you distribute copies of such a program, whether gratis or for a fee, you must give the recipients all the rights that you have. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights.
We protect your rights with two steps: (1) copyright the software, and (2) offer you this license which gives you legal permission to copy, distribute and/or modify the software.
Also, for each author's protection and ours, we want to make certain that everyone understands that there is no warranty for this free software. If the software is modified by someone else and passed on, we want its recipients to know that what they have is not the original, so that any problems introduced by others will not reflect on the original authors' reputations.
Finally, any free program is threatened constantly by software patents. We wish to avoid the danger that redistributors of a free program will individually obtain patent licenses, in effect making the program proprietary. To prevent this, we have made it clear that any patent must be licensed for everyone's free use or not licensed at all.
The precise terms and conditions for copying, distribution and modification follow.
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License applies to any program or other work which contains a notice placed by the copyright holder saying it may be distributed under the terms of this General Public License. The "Program", below, refers to any such program or work, and a "work based on the Program" means either the Program or any derivative work under copyright law: that is to say, a work containing the Program or a portion of it, either verbatim or with modifications and/or translated into another language. (Hereinafter, translation is included without limitation in the term "modification".) Each licensee is addressed as "you".
Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running the Program is not restricted, and the output from the Program is covered only if its contents constitute a work based on the Program (independent of having been made by running the Program). Whether that is true depends on what the Program does.
1. You may copy and distribute verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the Program a copy of this License along with the Program.
You may charge a fee for the physical act of transferring a copy, and you may at your option offer warranty protection in exchange for a fee.
2. You may modify your copy or copies of the Program or any portion of it, thus forming a work based on the Program, and copy and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions:
a) You must cause the modified files to carry prominent notices stating that you changed the files and the date of any change.
b) You must cause any work that you distribute or publish, that in whole or in part contains or is derived from the Program or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License.
c) If the modified program normally reads commands interactively when run, you must cause it, when started running for such interactive use in the most ordinary way, to print or display an announcement including an appropriate copyright notice and a notice that there is no warranty (or else, saying that you provide a warranty) and that users may redistribute the program under these conditions, and telling the user how to view a copy of this License. (Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.)
These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it.
Thus, it is not the intent of this section to claim rights or contest your rights to work written entirely by you; rather, the intent is to exercise the right to control the distribution of derivative or collective works based on the Program.
In addition, mere aggregation of another work not based on the Program with the Program (or with a work based on the Program) on a volume of a storage or distribution medium does not bring the other work under the scope of this License.
3. You may copy and distribute the Program (or a work based on it, under Section 2) in object code or executable form under the terms of Sections 1 and 2 above provided that you also do one of the following:
a) Accompany it with the complete corresponding machine-readable source code, which must be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or,
b) Accompany it with a written offer, valid for at least three years, to give any third party, for a charge no more than your cost of physically performing source distribution, a complete machine-readable copy of the corresponding source code, to be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or,
c) Accompany it with the information you received as to the offer to distribute corresponding source code. (This alternative is allowed only for noncommercial distribution and only if you received the program in object code or executable form with such an offer, in accord with Subsection b above.)
The source code for a work means the preferred form of the work for making modifications to it. For an executable work, complete source code means all the source code for all modules it contains, plus any associated interface definition files, plus the scripts used to control compilation and installation of the executable. However, as a special exception, the source code distributed need not include anything that is normally distributed (in either source or binary form) with the major components (compiler, kernel, and so on) of the operating system on which the executable runs, unless that component itself accompanies the executable.
If distribution of executable or object code is made by offering access to copy from a designated place, then offering equivalent access to copy the source code from the same place counts as distribution of the source code, even though third parties are not compelled to copy the source along with the object code.
4. You may not copy, modify, sublicense, or distribute the Program except as expressly provided under this License. Any attempt otherwise to copy, modify, sublicense or distribute the Program is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance.
5. You are not required to accept this License, since you have not signed it. However, nothing else grants you permission to modify or distribute the Program or its derivative works. These actions are prohibited by law if you do not accept this License. Therefore, by modifying or distributing the Program (or any work based on the Program), you indicate your acceptance of this License to do so, and all its terms and conditions for copying, distributing or modifying the Program or works based on it.
6. Each time you redistribute the Program (or any work based on the Program), the recipient automatically receives a license from the original licensor to copy, distribute or modify the Program subject to these terms and conditions. You may not impose any further restrictions on the recipients' exercise of the rights granted herein. You are not responsible for enforcing compliance by third parties to this License.
7. If, as a consequence of a court judgment or allegation of patent infringement or for any other reason (not limited to patent issues), conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot distribute so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not distribute the Program at all. For example, if a patent license would not permit royalty-free redistribution of the Program by all those who receive copies directly or indirectly through you, then the only way you could satisfy both it and this License would be to refrain entirely from distribution of the Program.
If any portion of this section is held invalid or unenforceable under any particular circumstance, the balance of the section is intended to apply and the section as a whole is intended to apply in other circumstances.
It is not the purpose of this section to induce you to infringe any patents or other property right claims or to contest validity of any such claims; this section has the sole purpose of protecting the integrity of the free software distribution system, which is implemented by public license practices. Many people have made generous contributions to the wide range of software distributed through that system in reliance on consistent application of that system; it is up to the author/donor to decide if he or she is willing to distribute software through any other system and a licensee cannot impose that choice.
This section is intended to make thoroughly clear what is believed to be a consequence of the rest of this License.
8. If the distribution and/or use of the Program is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Program under this License may add an explicit geographical distribution limitation excluding those countries, so that distribution is permitted only in or among countries not thus excluded. In such case, this License incorporates the limitation as if written in the body of this License.
9. The Free Software Foundation may publish revised and/or new versions of the General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the Program specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any version ever published by the Free Software Foundation.
10. If you wish to incorporate parts of the Program into other free programs whose distribution conditions are different, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally.
NO WARRANTY
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively convey the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found.
one line to give the program's name and an idea of what it does. Copyright (C) yyyy name of author
This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this when it starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, the commands you use may be called something other than `show w' and `show c'; they could even be mouse-clicks or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your school, if any, to sign a "copyright disclaimer" for the program, if necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program `Gnomovision' (which makes passes at compilers) written by James Hacker.
signature of Ty Coon, 1 April 1989 Ty Coon, President of Vice

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MIT License
Copyright (c) <year> <copyright holders>
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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SIL OPEN FONT LICENSE
Version 1.1 - 26 February 2007
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting, or substituting — in part or in whole — any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.

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<!--
SPDX-FileCopyrightText: 2024 shadPS4 Emulator Project
SPDX-License-Identifier: GPL-2.0-or-later
-->
<h1 align="center">
<br>
<a href="https://shadps4.net/"><img src="https://github.com/shadps4-emu/shadPS4/blob/main/.github/shadps4.png" width="220"></a>
<br>
<b>shadPS4</b>
<br>
</h1>
<h1 align="center">
<a href="https://discord.gg/bFJxfftGW6">
<img src="https://img.shields.io/discord/1080089157554155590?color=5865F2&label=shadPS4%20Discord&logo=Discord&logoColor=white" width="275">
<a href="https://github.com/shadps4-emu/shadPS4/releases/latest">
<img src="https://img.shields.io/github/downloads/shadps4-emu/shadPS4/total.svg" width="140">
<a href="https://shadps4.net/">
<img src="https://img.shields.io/badge/shadPS4-website-8A2BE2" width="150">
<a href="https://x.com/shadps4">
<img src="https://img.shields.io/badge/-Join%20us-black?logo=X&logoColor=white" width="100">
<a href="https://github.com/shadps4-emu/shadPS4/stargazers">
<img src="https://img.shields.io/github/stars/shadps4-emu/shadPS4" width="120">
</h1>
| Bloodborne by From Software | Hatsune Miku Project DIVA Future Tone by SEGA |
| :-----------------------------------------------------------: | :--------------------------------------------------------------------------------------------: |
| ![Bloodborne screenshot](./documents/Screenshots/1.png) | ![Project DIVA screenshot](./documents/Screenshots/2.png) |
| Yakuza 0 by SEGA | DRIVECLUB™ by Evolution Studios |
| :------------------------------------------------------------------------: | :------------------------------------------------------------------: |
| ![Yakuza screenshot](./documents/Screenshots/3.png) | ![DRIVECLUB screenshot](./documents/Screenshots/4.png) |
# General information
**shadPS4** is an early **PlayStation 4** emulator for **Windows**, **Linux** and **macOS** written in C++.
If you encounter problems or have doubts, do not hesitate to look at the [**Quickstart**](https://github.com/shadps4-emu/shadPS4/wiki/I.-Quick-start-%5BUsers%5D).\
To verify that a game works, you can look at [**shadPS4 Game Compatibility**](https://github.com/shadps4-compatibility/shadps4-game-compatibility).\
To discuss shadPS4 development, suggest ideas or to ask for help, join our [**Discord server**](https://discord.gg/bFJxfftGW6).\
To get the latest news, go to our [**X (Twitter)**](https://x.com/shadps4) or our [**website**](https://shadps4.net/).\
You can donate to the project via our [**Kofi page**](https://ko-fi.com/shadps4).
# Status
> [!IMPORTANT]
> shadPS4 is early in development, don't expect a flawless experience.
Currently, the emulator can successfully run games like [**Bloodborne**](https://www.youtube.com/watch?v=5sZgWyVflFM), [**Dark Souls Remastered**](https://www.youtube.com/watch?v=-3PA-Xwszts), [**Red Dead Redemption**](https://www.youtube.com/watch?v=Al7yz_5nLag), and many other games.
# Why
This project began for fun. Given our limited free time, it may take some time before shadPS4 can run more complex games, but we're committed to making small, regular updates.
# Building
> [!IMPORTANT]
> If you want to use shadPS4 to play your games, you don't have to follow the build instructions, you can simply download the emulator from either the [**release tab**](https://github.com/shadps4-emu/shadPS4/releases) or the [**action tab**](https://github.com/shadps4-emu/shadPS4/actions).
## Windows
Check the build instructions for [**Windows**](https://github.com/shadps4-emu/shadPS4/blob/main/documents/building-windows.md).
## Linux
Check the build instructions for [**Linux**](https://github.com/shadps4-emu/shadPS4/blob/main/documents/building-linux.md).
## macOS
Check the build instructions for [**macOS**](https://github.com/shadps4-emu/shadPS4/blob/main/documents/building-macos.md).
> [!IMPORTANT]
> macOS users need at least macOS 15.4 to run shadPS4. Due to GPU issues there are currently heavy bugs on Intel Macs.
# Debugging and reporting issues
For more information on how to test, debug and report issues with the emulator or games, read the [**Debugging documentation**](https://github.com/shadps4-emu/shadPS4/blob/main/documents/Debugging/Debugging.md).
# Keyboard and Mouse Mappings
> [!NOTE]
> Some keyboards may also require you to hold the Fn key to use the F\* keys. Mac users should use the Command key instead of Control, and need to use Command+F11 for full screen to avoid conflicting with system key bindings.
| Button | Function |
|-------------|-------------|
F10 | FPS Counter
Ctrl+F10 | Video Debug Info
F11 | Fullscreen
F12 | Trigger RenderDoc Capture
> [!NOTE]
> Xbox and DualShock controllers work out of the box.
| Controller button | Keyboard equivalent |
|-------------|-------------|
LEFT AXIS UP | W |
LEFT AXIS DOWN | S |
LEFT AXIS LEFT | A |
LEFT AXIS RIGHT | D |
RIGHT AXIS UP | I |
RIGHT AXIS DOWN | K |
RIGHT AXIS LEFT | J |
RIGHT AXIS RIGHT | L |
TRIANGLE | Numpad 8 or C |
CIRCLE | Numpad 6 or B |
CROSS | Numpad 2 or N |
SQUARE | Numpad 4 or V |
PAD UP | UP |
PAD DOWN | DOWN |
PAD LEFT | LEFT |
PAD RIGHT | RIGHT |
OPTIONS | RETURN |
BACK BUTTON / TOUCH PAD | SPACE |
L1 | Q |
R1 | U |
L2 | E |
R2 | O |
L3 | X |
R3 | M |
Keyboard and mouse inputs can be customized in the settings menu by clicking the Controller button, and further details and help on controls are also found there. Custom bindings are saved per-game. Inputs support up to three keys per binding, mouse buttons, mouse movement mapped to joystick input, and more.
# Firmware files
shadPS4 can load some PlayStation 4 firmware files.
The following firmware modules are supported and must be placed in shadPS4's `sys_modules` folder.
<div align="center">
| Modules | Modules | Modules | Modules |
|-------------------------|-------------------------|-------------------------|-------------------------|
| libSceCesCs.sprx | libSceFont.sprx | libSceFontFt.sprx | libSceFreeTypeOt.sprx |
| libSceJson.sprx | libSceJson2.sprx | libSceLibcInternal.sprx | libSceNgs2.sprx |
| libSceUlt.sprx | | | |
</div>
> [!Caution]
> The above modules are required to run the games properly and must be dumped from your legally owned PlayStation 4 console.
# Main team
- [**georgemoralis**](https://github.com/georgemoralis)
- [**psucien**](https://github.com/psucien)
- [**viniciuslrangel**](https://github.com/viniciuslrangel)
- [**roamic**](https://github.com/roamic)
- [**squidbus**](https://github.com/squidbus)
- [**frodo**](https://github.com/baggins183)
- [**Stephen Miller**](https://github.com/StevenMiller123)
- [**kalaposfos13**](https://github.com/kalaposfos13)
Logo is done by [**Xphalnos**](https://github.com/Xphalnos)
# Contributing
If you want to contribute, please read the [**CONTRIBUTING.md**](https://github.com/shadps4-emu/shadPS4/blob/main/CONTRIBUTING.md) file.\
Open a PR and we'll check it :)
# Translations
If you want to translate shadPS4 to your language we use [**Crowdin**](https://crowdin.com/project/shadps4-emulator).
# Contributors
<a href="https://github.com/shadps4-emu/shadPS4/graphs/contributors">
<img src="https://contrib.rocks/image?repo=shadps4-emu/shadPS4&max=24">
</a>
# Special Thanks
A few noteworthy teams/projects who've helped us along the way are:
- [**Panda3DS**](https://github.com/wheremyfoodat/Panda3DS): A multiplatform 3DS emulator from our co-author wheremyfoodat. They have been incredibly helpful in understanding and solving problems that came up from natively executing the x64 code of PS4 binaries
- [**fpPS4**](https://github.com/red-prig/fpPS4): The fpPS4 team has assisted massively with understanding some of the more complex parts of the PS4 operating system and libraries, by helping with reverse engineering work and research.
- **yuzu**: Our shader compiler has been designed with yuzu's Hades compiler as a blueprint. This allowed us to focus on the challenges of emulating a modern AMD GPU while having a high-quality optimizing shader compiler implementation as a base.
- [**felix86**](https://github.com/OFFTKP/felix86): A new x86-64 → RISC-V Linux userspace emulator
# License
- [**GPL-2.0 license**](https://github.com/shadps4-emu/shadPS4/blob/main/LICENSE)

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REUSE.toml Normal file
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@@ -0,0 +1,140 @@
version = 1
[[annotations]]
path = [
"REUSE.toml",
"crowdin.yml",
"CMakeSettings.json",
"CMakeLinuxPresets.json",
"CMakeWindowsPresets.json",
"CMakePresets.json",
".github/FUNDING.yml",
".github/shadps4.png",
".github/workflows/scripts/update_translation.sh",
".github/workflows/update_translation.yml",
".gitmodules",
"dist/MacOSBundleInfo.plist.in",
"dist/net.shadps4.shadPS4.desktop",
"dist/net.shadps4.shadPS4_metadata.pot",
"dist/net.shadps4.shadPS4.metainfo.xml",
"documents/changelog.md",
"documents/Quickstart/2.png",
"documents/Screenshots/*",
"documents/Screenshots/Linux/*",
"externals/MoltenVK/MoltenVK_icd.json",
"scripts/ps4_names.txt",
"src/images/bronze.png",
"src/images/gold.png",
"src/images/platinum.png",
"src/images/silver.png",
"src/images/about_icon.png",
"src/images/controller_icon.png",
"src/images/discord.png",
"src/images/dump_icon.png",
"src/images/exit_icon.png",
"src/images/favorite_icon.png",
"src/images/trophy_icon.png",
"src/images/flag_china.png",
"src/images/flag_eu.png",
"src/images/flag_jp.png",
"src/images/flag_unk.png",
"src/images/flag_us.png",
"src/images/flag_world.png",
"src/images/folder_icon.png",
"src/images/github.png",
"src/images/grid_icon.png",
"src/images/keyboard_icon.png",
"src/images/iconsize_icon.png",
"src/images/KBM.png",
"src/images/ko-fi.png",
"src/images/list_icon.png",
"src/images/list_mode_icon.png",
"src/images/pause_icon.png",
"src/images/play_icon.png",
"src/images/ps4_controller.png",
"src/images/restart_game_icon.png",
"src/images/refreshlist_icon.png",
"src/images/settings_icon.png",
"src/images/fullscreen_icon.png",
"src/images/stop_icon.png",
"src/images/utils_icon.png",
"src/images/shadPS4.icns",
"src/images/shadps4.ico",
"src/images/shadps4.png",
"src/images/net.shadps4.shadPS4.svg",
"src/images/themes_icon.png",
"src/images/update_icon.png",
"src/images/youtube.png",
"src/images/website.png",
"src/images/discord.svg",
"src/images/github.svg",
"src/images/ko-fi.svg",
"src/images/shadps4.svg",
"src/images/website.svg",
"src/images/youtube.svg",
"src/images/trophy.wav",
"src/images/hotkey.png",
"src/images/game_settings.png",
"src/shadps4.qrc",
"src/shadps4.rc",
"src/qt_gui/translations/update_translation.sh",
]
precedence = "aggregate"
SPDX-FileCopyrightText = "shadPS4 Emulator Project"
SPDX-License-Identifier = "GPL-2.0-or-later"
[[annotations]]
path = "externals/cmake-modules/**"
precedence = "aggregate"
SPDX-FileCopyrightText = "2009-2010 Iowa State University"
SPDX-License-Identifier = "BSL-1.0"
[[annotations]]
path = "externals/renderdoc/**"
precedence = "aggregate"
SPDX-FileCopyrightText = "2019-2024 Baldur Karlsson"
SPDX-License-Identifier = "MIT"
[[annotations]]
path = "externals/stb/**"
precedence = "aggregate"
SPDX-FileCopyrightText = "2017 Sean Barrett"
SPDX-License-Identifier = "MIT"
[[annotations]]
path = "externals/tracy/**"
precedence = "aggregate"
SPDX-FileCopyrightText = "2017-2024 Bartosz Taudul <wolf@nereid.pl>"
SPDX-License-Identifier = "BSD-3-Clause"
[[annotations]]
path = "src/imgui/renderer/fonts/NotoSansJP-Regular.ttf"
precedence = "aggregate"
SPDX-FileCopyrightText = "2012 Google Inc. All Rights Reserved."
SPDX-License-Identifier = "OFL-1.1"
[[annotations]]
path = "src/imgui/renderer/fonts/ProggyVector-Regular.ttf"
precedence = "aggregate"
SPDX-FileCopyrightText = "Copyright (c) 2004, 2005 Tristan Grimmer"
SPDX-License-Identifier = "MIT"
[[annotations]]
path = "externals/gcn/include/**"
SPDX-FileCopyrightText = "NONE"
SPDX-License-Identifier = "CC0-1.0"
[[annotations]]
path = "cmake/CMakeRC.cmake"
SPDX-FileCopyrightText = "Copyright (c) 2017 vector-of-bool <vectorofbool@gmail.com>"
SPDX-License-Identifier = "MIT"
[[annotations]]
path = "src/video_core/host_shaders/fsr/*"
SPDX-FileCopyrightText = "Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved."
SPDX-License-Identifier = "MIT"
[[annotations]]
path = "dist/qt.conf"
SPDX-FileCopyrightText = "shadPS4 Emulator Project"
SPDX-License-Identifier = "GPL-2.0-or-later"

666
cmake/CMakeRC.cmake Normal file
View File

@@ -0,0 +1,666 @@
# MIT License
#
# Copyright (c) 2017 vector-of-bool <vectorofbool@gmail.com>
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
# This block is executed when generating an intermediate resource file, not when
# running in CMake configure mode
if(_CMRC_GENERATE_MODE)
# Read in the digits
file(READ "${INPUT_FILE}" bytes HEX)
# Format each pair into a character literal. Heuristics seem to favor doing
# the conversion in groups of five for fastest conversion
string(REGEX REPLACE "(..)(..)(..)(..)(..)" "'\\\\x\\1','\\\\x\\2','\\\\x\\3','\\\\x\\4','\\\\x\\5'," chars "${bytes}")
# Since we did this in groups, we have some leftovers to clean up
string(LENGTH "${bytes}" n_bytes2)
math(EXPR n_bytes "${n_bytes2} / 2")
math(EXPR remainder "${n_bytes} % 5") # <-- '5' is the grouping count from above
set(cleanup_re "$")
set(cleanup_sub )
while(remainder)
set(cleanup_re "(..)${cleanup_re}")
set(cleanup_sub "'\\\\x\\${remainder}',${cleanup_sub}")
math(EXPR remainder "${remainder} - 1")
endwhile()
if(NOT cleanup_re STREQUAL "$")
string(REGEX REPLACE "${cleanup_re}" "${cleanup_sub}" chars "${chars}")
endif()
string(CONFIGURE [[
namespace { const char file_array[] = { @chars@ 0 }; }
namespace cmrc { namespace @NAMESPACE@ { namespace res_chars {
extern const char* const @SYMBOL@_begin = file_array;
extern const char* const @SYMBOL@_end = file_array + @n_bytes@;
}}}
]] code)
file(WRITE "${OUTPUT_FILE}" "${code}")
# Exit from the script. Nothing else needs to be processed
return()
endif()
set(_version 2.0.0)
cmake_minimum_required(VERSION 3.12)
include(CMakeParseArguments)
if(COMMAND cmrc_add_resource_library)
if(NOT DEFINED _CMRC_VERSION OR NOT (_version STREQUAL _CMRC_VERSION))
message(WARNING "More than one CMakeRC version has been included in this project.")
endif()
# CMakeRC has already been included! Don't do anything
return()
endif()
set(_CMRC_VERSION "${_version}" CACHE INTERNAL "CMakeRC version. Used for checking for conflicts")
set(_CMRC_SCRIPT "${CMAKE_CURRENT_LIST_FILE}" CACHE INTERNAL "Path to CMakeRC script")
function(_cmrc_normalize_path var)
set(path "${${var}}")
file(TO_CMAKE_PATH "${path}" path)
while(path MATCHES "//")
string(REPLACE "//" "/" path "${path}")
endwhile()
string(REGEX REPLACE "/+$" "" path "${path}")
set("${var}" "${path}" PARENT_SCOPE)
endfunction()
get_filename_component(_inc_dir "${CMAKE_BINARY_DIR}/_cmrc/include" ABSOLUTE)
set(CMRC_INCLUDE_DIR "${_inc_dir}" CACHE INTERNAL "Directory for CMakeRC include files")
# Let's generate the primary include file
file(MAKE_DIRECTORY "${CMRC_INCLUDE_DIR}/cmrc")
set(hpp_content [==[
#ifndef CMRC_CMRC_HPP_INCLUDED
#define CMRC_CMRC_HPP_INCLUDED
#include <cassert>
#include <functional>
#include <iterator>
#include <list>
#include <map>
#include <mutex>
#include <string>
#include <system_error>
#include <type_traits>
#if !(defined(__EXCEPTIONS) || defined(__cpp_exceptions) || defined(_CPPUNWIND) || defined(CMRC_NO_EXCEPTIONS))
#define CMRC_NO_EXCEPTIONS 1
#endif
namespace cmrc { namespace detail { struct dummy; } }
#define CMRC_DECLARE(libid) \
namespace cmrc { namespace detail { \
struct dummy; \
static_assert(std::is_same<dummy, ::cmrc::detail::dummy>::value, "CMRC_DECLARE() must only appear at the global namespace"); \
} } \
namespace cmrc { namespace libid { \
cmrc::embedded_filesystem get_filesystem(); \
} } static_assert(true, "")
namespace cmrc {
class file {
const char* _begin = nullptr;
const char* _end = nullptr;
public:
using iterator = const char*;
using const_iterator = iterator;
iterator begin() const noexcept { return _begin; }
iterator cbegin() const noexcept { return _begin; }
iterator end() const noexcept { return _end; }
iterator cend() const noexcept { return _end; }
std::size_t size() const { return static_cast<std::size_t>(std::distance(begin(), end())); }
file() = default;
file(iterator beg, iterator end) noexcept : _begin(beg), _end(end) {}
};
class directory_entry;
namespace detail {
class directory;
class file_data;
class file_or_directory {
union _data_t {
class file_data* file_data;
class directory* directory;
} _data;
bool _is_file = true;
public:
explicit file_or_directory(file_data& f) {
_data.file_data = &f;
}
explicit file_or_directory(directory& d) {
_data.directory = &d;
_is_file = false;
}
bool is_file() const noexcept {
return _is_file;
}
bool is_directory() const noexcept {
return !is_file();
}
const directory& as_directory() const noexcept {
assert(!is_file());
return *_data.directory;
}
const file_data& as_file() const noexcept {
assert(is_file());
return *_data.file_data;
}
};
class file_data {
public:
const char* begin_ptr;
const char* end_ptr;
file_data(const file_data&) = delete;
file_data(const char* b, const char* e) : begin_ptr(b), end_ptr(e) {}
};
inline std::pair<std::string, std::string> split_path(const std::string& path) {
auto first_sep = path.find("/");
if (first_sep == path.npos) {
return std::make_pair(path, "");
} else {
return std::make_pair(path.substr(0, first_sep), path.substr(first_sep + 1));
}
}
struct created_subdirectory {
class directory& directory;
class file_or_directory& index_entry;
};
class directory {
std::list<file_data> _files;
std::list<directory> _dirs;
std::map<std::string, file_or_directory> _index;
using base_iterator = std::map<std::string, file_or_directory>::const_iterator;
public:
directory() = default;
directory(const directory&) = delete;
created_subdirectory add_subdir(std::string name) & {
_dirs.emplace_back();
auto& back = _dirs.back();
auto& fod = _index.emplace(name, file_or_directory{back}).first->second;
return created_subdirectory{back, fod};
}
file_or_directory* add_file(std::string name, const char* begin, const char* end) & {
assert(_index.find(name) == _index.end());
_files.emplace_back(begin, end);
return &_index.emplace(name, file_or_directory{_files.back()}).first->second;
}
const file_or_directory* get(const std::string& path) const {
auto pair = split_path(path);
auto child = _index.find(pair.first);
if (child == _index.end()) {
return nullptr;
}
auto& entry = child->second;
if (pair.second.empty()) {
// We're at the end of the path
return &entry;
}
if (entry.is_file()) {
// We can't traverse into a file. Stop.
return nullptr;
}
// Keep going down
return entry.as_directory().get(pair.second);
}
class iterator {
base_iterator _base_iter;
base_iterator _end_iter;
public:
using value_type = directory_entry;
using difference_type = std::ptrdiff_t;
using pointer = const value_type*;
using reference = const value_type&;
using iterator_category = std::input_iterator_tag;
iterator() = default;
explicit iterator(base_iterator iter, base_iterator end) : _base_iter(iter), _end_iter(end) {}
iterator begin() const noexcept {
return *this;
}
iterator end() const noexcept {
return iterator(_end_iter, _end_iter);
}
inline value_type operator*() const noexcept;
bool operator==(const iterator& rhs) const noexcept {
return _base_iter == rhs._base_iter;
}
bool operator!=(const iterator& rhs) const noexcept {
return !(*this == rhs);
}
iterator& operator++() noexcept {
++_base_iter;
return *this;
}
iterator operator++(int) noexcept {
auto cp = *this;
++_base_iter;
return cp;
}
};
using const_iterator = iterator;
iterator begin() const noexcept {
return iterator(_index.begin(), _index.end());
}
iterator end() const noexcept {
return iterator();
}
};
inline std::string normalize_path(std::string path) {
while (path.find("/") == 0) {
path.erase(path.begin());
}
while (!path.empty() && (path.rfind("/") == path.size() - 1)) {
path.pop_back();
}
auto off = path.npos;
while ((off = path.find("//")) != path.npos) {
path.erase(path.begin() + static_cast<std::string::difference_type>(off));
}
return path;
}
using index_type = std::map<std::string, const cmrc::detail::file_or_directory*>;
} // detail
class directory_entry {
std::string _fname;
const detail::file_or_directory* _item;
public:
directory_entry() = delete;
explicit directory_entry(std::string filename, const detail::file_or_directory& item)
: _fname(filename)
, _item(&item)
{}
const std::string& filename() const & {
return _fname;
}
std::string filename() const && {
return std::move(_fname);
}
bool is_file() const {
return _item->is_file();
}
bool is_directory() const {
return _item->is_directory();
}
};
directory_entry detail::directory::iterator::operator*() const noexcept {
assert(begin() != end());
return directory_entry(_base_iter->first, _base_iter->second);
}
using directory_iterator = detail::directory::iterator;
class embedded_filesystem {
// Never-null:
const cmrc::detail::index_type* _index;
const detail::file_or_directory* _get(std::string path) const {
path = detail::normalize_path(path);
auto found = _index->find(path);
if (found == _index->end()) {
return nullptr;
} else {
return found->second;
}
}
public:
explicit embedded_filesystem(const detail::index_type& index)
: _index(&index)
{}
file open(const std::string& path) const {
auto entry_ptr = _get(path);
if (!entry_ptr || !entry_ptr->is_file()) {
#ifdef CMRC_NO_EXCEPTIONS
fprintf(stderr, "Error no such file or directory: %s\n", path.c_str());
abort();
#else
throw std::system_error(make_error_code(std::errc::no_such_file_or_directory), path);
#endif
}
auto& dat = entry_ptr->as_file();
return file{dat.begin_ptr, dat.end_ptr};
}
bool is_file(const std::string& path) const noexcept {
auto entry_ptr = _get(path);
return entry_ptr && entry_ptr->is_file();
}
bool is_directory(const std::string& path) const noexcept {
auto entry_ptr = _get(path);
return entry_ptr && entry_ptr->is_directory();
}
bool exists(const std::string& path) const noexcept {
return !!_get(path);
}
directory_iterator iterate_directory(const std::string& path) const {
auto entry_ptr = _get(path);
if (!entry_ptr) {
#ifdef CMRC_NO_EXCEPTIONS
fprintf(stderr, "Error no such file or directory: %s\n", path.c_str());
abort();
#else
throw std::system_error(make_error_code(std::errc::no_such_file_or_directory), path);
#endif
}
if (!entry_ptr->is_directory()) {
#ifdef CMRC_NO_EXCEPTIONS
fprintf(stderr, "Error not a directory: %s\n", path.c_str());
abort();
#else
throw std::system_error(make_error_code(std::errc::not_a_directory), path);
#endif
}
return entry_ptr->as_directory().begin();
}
};
}
#endif // CMRC_CMRC_HPP_INCLUDED
]==])
set(cmrc_hpp "${CMRC_INCLUDE_DIR}/cmrc/cmrc.hpp" CACHE INTERNAL "")
set(_generate 1)
if(EXISTS "${cmrc_hpp}")
file(READ "${cmrc_hpp}" _current)
if(_current STREQUAL hpp_content)
set(_generate 0)
endif()
endif()
file(GENERATE OUTPUT "${cmrc_hpp}" CONTENT "${hpp_content}" CONDITION ${_generate})
add_library(cmrc-base INTERFACE)
target_include_directories(cmrc-base INTERFACE $<BUILD_INTERFACE:${CMRC_INCLUDE_DIR}>)
# Signal a basic C++11 feature to require C++11.
target_compile_features(cmrc-base INTERFACE cxx_nullptr)
set_property(TARGET cmrc-base PROPERTY INTERFACE_CXX_EXTENSIONS OFF)
add_library(cmrc::base ALIAS cmrc-base)
function(cmrc_add_resource_library name)
set(args ALIAS NAMESPACE TYPE)
cmake_parse_arguments(ARG "" "${args}" "" "${ARGN}")
# Generate the identifier for the resource library's namespace
set(ns_re "[a-zA-Z_][a-zA-Z0-9_]*")
if(NOT DEFINED ARG_NAMESPACE)
# Check that the library name is also a valid namespace
if(NOT name MATCHES "${ns_re}")
message(SEND_ERROR "Library name is not a valid namespace. Specify the NAMESPACE argument")
endif()
set(ARG_NAMESPACE "${name}")
else()
if(NOT ARG_NAMESPACE MATCHES "${ns_re}")
message(SEND_ERROR "NAMESPACE for ${name} is not a valid C++ namespace identifier (${ARG_NAMESPACE})")
endif()
endif()
set(libname "${name}")
# Check that type is either "STATIC" or "OBJECT", or default to "STATIC" if
# not set
if(NOT DEFINED ARG_TYPE)
set(ARG_TYPE STATIC)
elseif(NOT "${ARG_TYPE}" MATCHES "^(STATIC|OBJECT)$")
message(SEND_ERROR "${ARG_TYPE} is not a valid TYPE (STATIC and OBJECT are acceptable)")
set(ARG_TYPE STATIC)
endif()
# Generate a library with the compiled in character arrays.
string(CONFIGURE [=[
#include <cmrc/cmrc.hpp>
#include <map>
#include <utility>
namespace cmrc {
namespace @ARG_NAMESPACE@ {
namespace res_chars {
// These are the files which are available in this resource library
$<JOIN:$<TARGET_PROPERTY:@libname@,CMRC_EXTERN_DECLS>,
>
}
namespace {
const cmrc::detail::index_type&
get_root_index() {
static cmrc::detail::directory root_directory_;
static cmrc::detail::file_or_directory root_directory_fod{root_directory_};
static cmrc::detail::index_type root_index;
root_index.emplace("", &root_directory_fod);
struct dir_inl {
class cmrc::detail::directory& directory;
};
dir_inl root_directory_dir{root_directory_};
(void)root_directory_dir;
$<JOIN:$<TARGET_PROPERTY:@libname@,CMRC_MAKE_DIRS>,
>
$<JOIN:$<TARGET_PROPERTY:@libname@,CMRC_MAKE_FILES>,
>
return root_index;
}
}
cmrc::embedded_filesystem get_filesystem() {
static auto& index = get_root_index();
return cmrc::embedded_filesystem{index};
}
} // @ARG_NAMESPACE@
} // cmrc
]=] cpp_content @ONLY)
get_filename_component(libdir "${CMAKE_CURRENT_BINARY_DIR}/__cmrc_${name}" ABSOLUTE)
get_filename_component(lib_tmp_cpp "${libdir}/lib_.cpp" ABSOLUTE)
string(REPLACE "\n " "\n" cpp_content "${cpp_content}")
file(GENERATE OUTPUT "${lib_tmp_cpp}" CONTENT "${cpp_content}")
get_filename_component(libcpp "${libdir}/lib.cpp" ABSOLUTE)
add_custom_command(OUTPUT "${libcpp}"
DEPENDS "${lib_tmp_cpp}" "${cmrc_hpp}"
COMMAND ${CMAKE_COMMAND} -E copy_if_different "${lib_tmp_cpp}" "${libcpp}"
COMMENT "Generating ${name} resource loader"
)
# Generate the actual static library. Each source file is just a single file
# with a character array compiled in containing the contents of the
# corresponding resource file.
add_library(${name} ${ARG_TYPE} ${libcpp})
set_property(TARGET ${name} PROPERTY CMRC_LIBDIR "${libdir}")
set_property(TARGET ${name} PROPERTY CMRC_NAMESPACE "${ARG_NAMESPACE}")
target_link_libraries(${name} PUBLIC cmrc::base)
set_property(TARGET ${name} PROPERTY CMRC_IS_RESOURCE_LIBRARY TRUE)
if(ARG_ALIAS)
add_library("${ARG_ALIAS}" ALIAS ${name})
endif()
cmrc_add_resources(${name} ${ARG_UNPARSED_ARGUMENTS})
endfunction()
function(_cmrc_register_dirs name dirpath)
if(dirpath STREQUAL "")
return()
endif()
# Skip this dir if we have already registered it
get_target_property(registered "${name}" _CMRC_REGISTERED_DIRS)
if(dirpath IN_LIST registered)
return()
endif()
# Register the parent directory first
get_filename_component(parent "${dirpath}" DIRECTORY)
if(NOT parent STREQUAL "")
_cmrc_register_dirs("${name}" "${parent}")
endif()
# Now generate the registration
set_property(TARGET "${name}" APPEND PROPERTY _CMRC_REGISTERED_DIRS "${dirpath}")
_cm_encode_fpath(sym "${dirpath}")
if(parent STREQUAL "")
set(parent_sym root_directory)
else()
_cm_encode_fpath(parent_sym "${parent}")
endif()
get_filename_component(leaf "${dirpath}" NAME)
set_property(
TARGET "${name}"
APPEND PROPERTY CMRC_MAKE_DIRS
"static auto ${sym}_dir = ${parent_sym}_dir.directory.add_subdir(\"${leaf}\")\;"
"root_index.emplace(\"${dirpath}\", &${sym}_dir.index_entry)\;"
)
endfunction()
function(cmrc_add_resources name)
get_target_property(is_reslib ${name} CMRC_IS_RESOURCE_LIBRARY)
if(NOT TARGET ${name} OR NOT is_reslib)
message(SEND_ERROR "cmrc_add_resources called on target '${name}' which is not an existing resource library")
return()
endif()
set(options)
set(args WHENCE PREFIX)
set(list_args)
cmake_parse_arguments(ARG "${options}" "${args}" "${list_args}" "${ARGN}")
if(NOT ARG_WHENCE)
set(ARG_WHENCE ${CMAKE_CURRENT_SOURCE_DIR})
endif()
_cmrc_normalize_path(ARG_WHENCE)
get_filename_component(ARG_WHENCE "${ARG_WHENCE}" ABSOLUTE)
# Generate the identifier for the resource library's namespace
get_target_property(lib_ns "${name}" CMRC_NAMESPACE)
get_target_property(libdir ${name} CMRC_LIBDIR)
get_target_property(target_dir ${name} SOURCE_DIR)
file(RELATIVE_PATH reldir "${target_dir}" "${CMAKE_CURRENT_SOURCE_DIR}")
if(reldir MATCHES "^\\.\\.")
message(SEND_ERROR "Cannot call cmrc_add_resources in a parent directory from the resource library target")
return()
endif()
foreach(input IN LISTS ARG_UNPARSED_ARGUMENTS)
_cmrc_normalize_path(input)
get_filename_component(abs_in "${input}" ABSOLUTE)
# Generate a filename based on the input filename that we can put in
# the intermediate directory.
file(RELATIVE_PATH relpath "${ARG_WHENCE}" "${abs_in}")
if(relpath MATCHES "^\\.\\.")
# For now we just error on files that exist outside of the soure dir.
message(SEND_ERROR "Cannot add file '${input}': File must be in a subdirectory of ${ARG_WHENCE}")
continue()
endif()
if(DEFINED ARG_PREFIX)
_cmrc_normalize_path(ARG_PREFIX)
endif()
if(ARG_PREFIX AND NOT ARG_PREFIX MATCHES "/$")
set(ARG_PREFIX "${ARG_PREFIX}/")
endif()
get_filename_component(dirpath "${ARG_PREFIX}${relpath}" DIRECTORY)
_cmrc_register_dirs("${name}" "${dirpath}")
get_filename_component(abs_out "${libdir}/intermediate/${ARG_PREFIX}${relpath}.cpp" ABSOLUTE)
# Generate a symbol name relpath the file's character array
_cm_encode_fpath(sym "${relpath}")
# Get the symbol name for the parent directory
if(dirpath STREQUAL "")
set(parent_sym root_directory)
else()
_cm_encode_fpath(parent_sym "${dirpath}")
endif()
# Generate the rule for the intermediate source file
_cmrc_generate_intermediate_cpp(${lib_ns} ${sym} "${abs_out}" "${abs_in}")
target_sources(${name} PRIVATE "${abs_out}")
set_property(TARGET ${name} APPEND PROPERTY CMRC_EXTERN_DECLS
"// Pointers to ${input}"
"extern const char* const ${sym}_begin\;"
"extern const char* const ${sym}_end\;"
)
get_filename_component(leaf "${relpath}" NAME)
set_property(
TARGET ${name}
APPEND PROPERTY CMRC_MAKE_FILES
"root_index.emplace("
" \"${ARG_PREFIX}${relpath}\","
" ${parent_sym}_dir.directory.add_file("
" \"${leaf}\","
" res_chars::${sym}_begin,"
" res_chars::${sym}_end"
" )"
")\;"
)
endforeach()
endfunction()
function(_cmrc_generate_intermediate_cpp lib_ns symbol outfile infile)
add_custom_command(
# This is the file we will generate
OUTPUT "${outfile}"
# These are the primary files that affect the output
DEPENDS "${infile}" "${_CMRC_SCRIPT}"
COMMAND
"${CMAKE_COMMAND}"
-D_CMRC_GENERATE_MODE=TRUE
-DNAMESPACE=${lib_ns}
-DSYMBOL=${symbol}
"-DINPUT_FILE=${infile}"
"-DOUTPUT_FILE=${outfile}"
-P "${_CMRC_SCRIPT}"
COMMENT "Generating intermediate file for ${infile}"
)
endfunction()
function(_cm_encode_fpath var fpath)
string(MAKE_C_IDENTIFIER "${fpath}" ident)
string(MD5 hash "${fpath}")
string(SUBSTRING "${hash}" 0 4 hash)
set(${var} f_${hash}_${ident} PARENT_SCOPE)
endfunction()

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@@ -0,0 +1,28 @@
# SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
set(highest_version "0")
set(CANDIDATE_DRIVES A B C D E F G H I J K L M N O P Q R S T U V W X Y Z)
foreach(drive ${CANDIDATE_DRIVES})
file(GLOB kits LIST_DIRECTORIES true CONFIGURE_DEPENDS "${drive}:/Qt/*/msvc*_64")
foreach(kit IN LISTS kits)
get_filename_component(version_dir "${kit}" DIRECTORY)
get_filename_component(kit_version "${version_dir}" NAME)
message(STATUS "DetectQtInstallation.cmake: Detected Qt: ${kit}")
if (kit_version VERSION_GREATER highest_version)
set(highest_version "${kit_version}")
set(QT_PREFIX "${kit}")
endif()
endforeach()
endforeach()
if(QT_PREFIX)
set(CMAKE_PREFIX_PATH "${QT_PREFIX}" CACHE PATH "Qt prefix autodetected" FORCE)
message(STATUS "DetectQtInstallation.cmake: Choose newest Qt: ${QT_PREFIX}")
else()
message(STATUS "DetectQtInstallation.cmake: No QtDirectory found in <drive>:/Qt please set CMAKE_PREFIX_PATH manually")
endif()

23
cmake/FindFFmpeg.cmake Normal file
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@@ -0,0 +1,23 @@
# SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
find_package(PkgConfig QUIET)
pkg_check_modules(FFMPEG QUIET IMPORTED_TARGET libavcodec libavfilter libavformat libavutil libswresample libswscale)
find_file(FFMPEG_VERSION_FILE libavutil/ffversion.h HINTS "${FFMPEG_libavutil_INCLUDEDIR}")
if (FFMPEG_VERSION_FILE)
file(STRINGS "${FFMPEG_VERSION_FILE}" FFMPEG_VERSION_LINE REGEX "FFMPEG_VERSION")
string(REGEX MATCH "[0-9.]+" FFMPEG_VERSION "${FFMPEG_VERSION_LINE}")
unset(FFMPEG_VERSION_LINE)
unset(FFMPEG_VERSION_FILE)
endif()
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(FFmpeg
REQUIRED_VARS FFMPEG_LINK_LIBRARIES
VERSION_VAR FFMPEG_VERSION
)
if (FFmpeg_FOUND AND NOT TARGET FFmpeg::ffmpeg)
add_library(FFmpeg::ffmpeg ALIAS PkgConfig::FFMPEG)
endif()

25
cmake/FindRenderDoc.cmake Normal file
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@@ -0,0 +1,25 @@
# SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
find_path(RENDERDOC_INCLUDE_DIR renderdoc_app.h)
if (RENDERDOC_INCLUDE_DIR AND EXISTS "${RENDERDOC_INCLUDE_DIR}/renderdoc_app.h")
file(STRINGS "${RENDERDOC_INCLUDE_DIR}/renderdoc_app.h" RENDERDOC_VERSION_LINE REGEX "typedef struct RENDERDOC_API")
string(REGEX REPLACE ".*typedef struct RENDERDOC_API_([0-9]+)_([0-9]+)_([0-9]+).*" "\\1.\\2.\\3" RENDERDOC_VERSION "${RENDERDOC_VERSION_LINE}")
unset(RENDERDOC_VERSION_LINE)
endif()
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(RenderDoc
REQUIRED_VARS RENDERDOC_INCLUDE_DIR
VERSION_VAR RENDERDOC_VERSION
)
if (RenderDoc_FOUND AND NOT TARGET RenderDoc::API)
add_library(RenderDoc::API INTERFACE IMPORTED)
set_target_properties(RenderDoc::API PROPERTIES
INTERFACE_INCLUDE_DIRECTORIES "${RENDERDOC_INCLUDE_DIR}"
)
endif()
mark_as_advanced(RENDERDOC_INCLUDE_DIR)

28
cmake/Findhalf.cmake Normal file
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@@ -0,0 +1,28 @@
# SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
find_path(half_INCLUDE_DIR NAMES half.hpp PATH_SUFFIXES half)
if (half_INCLUDE_DIR)
file(STRINGS "${half_INCLUDE_DIR}/half.hpp" _ver_line
REGEX "^// Version [0-9.]+$"
LIMIT_COUNT 1
)
string(REGEX MATCH "[0-9.]+" half_VERSION "${_ver_line}")
unset(_ver_line)
endif()
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(half
REQUIRED_VARS half_INCLUDE_DIR
VERSION_VAR half_VERSION
)
if (half_FOUND AND NOT TARGET half::half)
add_library(half::half INTERFACE IMPORTED)
set_target_properties(half::half PROPERTIES
INTERFACE_INCLUDE_DIRECTORIES "${half_INCLUDE_DIR}"
)
endif()
mark_as_advanced(half_INCLUDE_DIR)

15
cmake/Findlibusb.cmake Normal file
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@@ -0,0 +1,15 @@
# SPDX-FileCopyrightText: Copyright 2025 shadPS4 Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
find_package(PkgConfig QUIET)
pkg_search_module(LIBUSB QUIET IMPORTED_TARGET libusb-1.0)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(libusb
REQUIRED_VARS LIBUSB_LINK_LIBRARIES
VERSION_VAR LIBUSB_VERSION
)
if (libusb_FOUND AND NOT TARGET libusb::usb)
add_library(libusb::usb ALIAS PkgConfig::LIBUSB)
endif()

19
cmake/Findstb.cmake Normal file
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@@ -0,0 +1,19 @@
# SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
find_path(stb_image_INCLUDE_DIR stb_image.h PATH_SUFFIXES stb)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(stb
REQUIRED_VARS stb_image_INCLUDE_DIR
)
if (stb_FOUND AND NOT TARGET stb::headers)
add_library(stb::headers INTERFACE IMPORTED)
set_property(TARGET stb::headers PROPERTY
INTERFACE_INCLUDE_DIRECTORIES
"${stb_image_INCLUDE_DIR}"
)
endif()
mark_as_advanced(stb_image_INCLUDE_DIR)

15
cmake/FindxxHash.cmake Normal file
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@@ -0,0 +1,15 @@
# SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
find_package(PkgConfig QUIET)
pkg_search_module(XXHASH QUIET IMPORTED_TARGET libxxhash)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(xxHash
REQUIRED_VARS XXHASH_LINK_LIBRARIES
VERSION_VAR XXHASH_VERSION
)
if (xxHash_FOUND AND NOT TARGET xxHash::xxhash)
add_library(xxHash::xxhash ALIAS PkgConfig::XXHASH)
endif()

3
crowdin.yml Normal file
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@@ -0,0 +1,3 @@
files:
- source: /src/qt_gui/translations/en_US.ts
translation: /%original_path%/%locale_with_underscore%.ts

46
dist/MacOSBundleInfo.plist.in vendored Normal file
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@@ -0,0 +1,46 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleName</key>
<string>shadps4</string>
<key>CFBundleIdentifier</key>
<string>com.shadps4-emu.shadps4</string>
<key>CFBundleExecutable</key>
<string>shadps4</string>
<key>CFBundleVersion</key>
<string>1.0.0</string>
<key>CFBundleShortVersionString</key>
<string>${MACOSX_BUNDLE_SHORT_VERSION_STRING}</string>
<key>LSMinimumSystemVersion</key>
<string>${CMAKE_OSX_DEPLOYMENT_TARGET}</string>
<key>LSApplicationCategoryType</key>
<string>public.app-category.games</string>
<key>GCSupportsGameMode</key>
<true/>
<key>NSHumanReadableCopyright</key>
<string></string>
<key>CFBundleIconFile</key>
<string>${MACOSX_BUNDLE_ICON_FILE}</string>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleAllowMixedLocalizations</key>
<true/>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
<key>NSSupportsAutomaticGraphicsSwitching</key>
<true/>
</dict>
</plist>

9
dist/net.shadps4.shadPS4.desktop vendored Normal file
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@@ -0,0 +1,9 @@
[Desktop Entry]
Name=shadPS4
Exec=shadps4
Terminal=false
Type=Application
Icon=net.shadps4.shadPS4
Comment=PlayStation 4 emulator
Categories=Game;Emulator;
StartupWMClass=shadps4;

102
dist/net.shadps4.shadPS4.metainfo.xml vendored Normal file
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@@ -0,0 +1,102 @@
<?xml version="1.0" encoding="UTF-8"?>
<component type="desktop-application">
<id translate="no">net.shadps4.shadPS4</id>
<name translate="no">shadPS4</name>
<developer id="net.shadps4.shadPS4">
<name>shadPS4 Contributors</name>
<url translate="no">https://github.com/shadps4-emu/shadps4/graphs/contributors</url>
</developer>
<summary>PS4 Emulator</summary>
<metadata_license translate="no">CC0-1.0</metadata_license>
<project_license translate="no">GPL-2.0</project_license>
<launchable type="desktop-id" translate="no">net.shadps4.shadPS4.desktop</launchable>
<url type="homepage" translate="no">https://shadps4.net/</url>
<description>
<p>shadPS4 is an early PlayStation 4 emulator for Windows, Linux and macOS written in C++.</p>
<p>The emulator is still early in development, so don't expect a flawless experience. Nonetheless, the emulator can already run a number of commercial games.</p>
</description>
<screenshots>
<screenshot type="default">
<image type="source" translate="no" >https://cdn.jsdelivr.net/gh/shadps4-emu/shadps4@main/documents/Screenshots/1.png</image>
<caption>Bloodborne</caption>
</screenshot>
<screenshot>
<image type="source" translate="no">https://cdn.jsdelivr.net/gh/shadps4-emu/shadps4@main/documents/Screenshots/2.png</image>
<caption>Hatsune Miku: Project DIVA Future Tone</caption>
</screenshot>
<screenshot>
<image type="source" translate="no">https://cdn.jsdelivr.net/gh/shadps4-emu/shadps4@main/documents/Screenshots/3.png</image>
<caption>Yakuza 0</caption>
</screenshot>
<screenshot>
<image type="source" translate="no">https://cdn.jsdelivr.net/gh/shadps4-emu/shadps4@main/documents/Screenshots/4.png</image>
<caption>Persona 4 Golden</caption>
</screenshot>
</screenshots>
<categories>
<category translate="no">Game</category>
</categories>
<releases>
<release version="0.11.0" date="2025-09-18">
<url>https://github.com/shadps4-emu/shadPS4/releases/tag/v.0.11.0</url>
</release>
<release version="0.10.0" date="2025-07-06">
<url>https://github.com/shadps4-emu/shadPS4/releases/tag/v.0.10.0</url>
</release>
<release version="0.9.0" date="2025-05-22">
<url>https://github.com/shadps4-emu/shadPS4/releases/tag/v.0.9.0</url>
</release>
<release version="0.8.0" date="2025-04-23">
<url>https://github.com/shadps4-emu/shadPS4/releases/tag/v.0.8.0</url>
</release>
<release version="0.7.0" date="2025-03-23">
<url>https://github.com/shadps4-emu/shadPS4/releases/tag/v.0.7.0</url>
</release>
<release version="0.6.0" date="2025-01-31">
<url>https://github.com/shadps4-emu/shadPS4/releases/tag/v.0.6.0</url>
</release>
<release version="0.5.0" date="2024-12-25">
<url>https://github.com/shadps4-emu/shadPS4/releases/tag/v.0.5.0</url>
</release>
<release version="0.4.0" date="2024-10-31">
<url>https://github.com/shadps4-emu/shadPS4/releases/tag/v.0.4.0</url>
</release>
<release version="0.3.0" date="2024-09-23">
<url>https://github.com/shadps4-emu/shadPS4/releases/tag/v.0.3.0</url>
</release>
<release version="0.2.0" date="2024-08-15">
<url>https://github.com/shadps4-emu/shadPS4/releases/tag/v.0.2.0</url>
</release>
<release version="0.1.0" date="2024-07-01">
<url>https://github.com/shadps4-emu/shadPS4/releases/tag/0.1.0</url>
</release>
<release version="0.0.3" date="2024-03-23">
<url>https://github.com/shadps4-emu/shadPS4/releases/tag/v0.0.3</url>
</release>
<release version="0.0.2" date="2023-10-21">
<url>https://github.com/shadps4-emu/shadPS4/releases/tag/v0.0.2</url>
</release>
<release version="0.0.1" date="2024-09-29">
<url>https://github.com/shadps4-emu/shadPS4/releases/tag/v0.0.1</url>
</release>
</releases>
<content_rating type="oars-1.1"/>
<supports>
<control translate="no">keyboard</control>
</supports>
<recommends>
<control translate="no">gamepad</control>
</recommends>
<requires>
<internet translate="no">offline-only</internet>
</requires>
<provides>
<binary translate="no">shadps4</binary>
</provides>
<keywords>
<keyword>emulator</keyword>
<keyword>emulation</keyword>
<keyword translate="no">playstation</keyword>
<keyword translate="no">ps4</keyword>
</keywords>
</component>

65
dist/net.shadps4.shadPS4_metadata.pot vendored Normal file
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@@ -0,0 +1,65 @@
msgid ""
msgstr ""
"Project-Id-Version: PACKAGE VERSION\n"
"POT-Creation-Date: 2024-11-08 09:07+0000\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#. (itstool) path: component/name
#: ./net.shadps4.shadPS4.metainfo.xml:4
msgid "shadPS4"
msgstr ""
#. (itstool) path: developer/name
#: ./net.shadps4.shadPS4.metainfo.xml:6
msgid "shadPS4 Contributors"
msgstr ""
#. (itstool) path: component/summary
#: ./net.shadps4.shadPS4.metainfo.xml:9
msgid "PS4 Emulator"
msgstr ""
#. (itstool) path: description/p
#: ./net.shadps4.shadPS4.metainfo.xml:16
msgid "shadPS4 is an early PlayStation 4 emulator for Windows, Linux and macOS written in C++."
msgstr ""
#. (itstool) path: description/p
#: ./net.shadps4.shadPS4.metainfo.xml:17
msgid "The emulator is still early in development, so don't expect a flawless experience. Nonetheless, the emulator can already run a number of commercial games."
msgstr ""
#. (itstool) path: screenshot/caption
#: ./net.shadps4.shadPS4.metainfo.xml:22
msgid "Bloodborne"
msgstr ""
#. (itstool) path: screenshot/caption
#: ./net.shadps4.shadPS4.metainfo.xml:26
msgid "Hatsune Miku: Project DIVA Future Tone"
msgstr ""
#. (itstool) path: screenshot/caption
#: ./net.shadps4.shadPS4.metainfo.xml:30
msgid "Yakuza Kiwami"
msgstr ""
#. (itstool) path: screenshot/caption
#: ./net.shadps4.shadPS4.metainfo.xml:34
msgid "Persona 4 Golden"
msgstr ""
#. (itstool) path: keywords/keyword
#: ./net.shadps4.shadPS4.metainfo.xml:59
msgid "emulator"
msgstr ""
#. (itstool) path: keywords/keyword
#: ./net.shadps4.shadPS4.metainfo.xml:60
msgid "emulation"
msgstr ""

2
dist/qt.conf vendored Normal file
View File

@@ -0,0 +1,2 @@
[Paths]
plugins = "./qtplugins"

View File

@@ -0,0 +1,156 @@
<!--
SPDX-FileCopyrightText: 2024 shadPS4 Emulator Project
SPDX-License-Identifier: GPL-2.0-or-later
-->
# Debugging and reporting issues about shadPS4 and games
This document covers information about debugging, troubleshooting and reporting developer-side issues related to shadPS4 and games.
## Setup
This section will guide you through setting up tools for debugging the emulator. This list will likely expand as more tools and platforms receive consistent setups.
<details>
<summary>Windows and Visual Studio</summary>
Make sure you have the project set up for building on Windows with Visual Studio and CMake: [Build shadPS4 for Windows
](https://github.com/shadps4-emu/shadPS4/blob/main/documents/building-windows.md)
1. Open the project folder in Visual Studio **as a folder**. _Do not run `cmake ..` or other commands that set up the project._
2. In the Solution Explorer, click the **Switch between solutions and available views** button.\
![image](https://github.com/user-attachments/assets/4e2be2b1-ba5a-4451-9ab2-f4ecf246213d)
3. Double-click on **CMake Targets View**.\
![image](https://github.com/user-attachments/assets/5ce7cf90-cd61-4cfa-bef5-645909827290)
4. Under **shadPS4 Project**, right-click on the **shadps4 (executable)** solution and click **Set as Startup Item**. This will let you start and debug shadPS4 using the VS debug buttons, as well as the default F5 shortcut.\
![image](https://github.com/user-attachments/assets/34c7c047-28a3-499f-be8f-df781134d104)
5. Right-click the **shadps4 (executable)** solution once more and click **Add debug configuration**.
6. Add an `"args: []"` section into the first `configurations` entry.\
List your game path as an argument, as if you were launching the non-GUI emulator from the command line.
![image](https://github.com/user-attachments/assets/8c7c3e69-f38f-4d6b-bdfd-4f1c41c50be7)
7. Set the appropriate CMake configuration for debugging or testing.
- For debugging the emulator and games within it, select `x64-Clang-Debug`.
- For testing the emulator with compiler optimizations as a release build, it is recommended to select `x64-Clang-RelWithDebInfo`,
as debug symbols will still be generated in case you encounter release configuration-exclusive bugs/errors.
![image](https://github.com/user-attachments/assets/0d975f7a-7bea-4f89-87ef-5d685bea4381)
Launch and debug the emulator through **Debug > Start Debugging** (F5 by default), or **Debug > Start Without Debugging** (Ctrl+F5 by default) when testing games for performance.
</details>
## Configuration
You can configure the emulator by editing the `config.toml` file found in the `user` folder created after starting the application.
<details>
<summary>Some configuration entries worth changing</summary>
- `[General]`
- `logType`: Configures logging synchronization (`sync`/`async`)
- By default, the emulator logs messages asynchronously for better performance. Some log messages may end up being received out-of-order.
- It can be beneficial to set this to `sync` in order for the log to accurately maintain message order, at the cost of performance.
- When communicating about issues with games and the log messages aren't clear due to potentially confusing order, set this to `sync` and send that log as well.
- `logFilter`: Sets the logging category for various logging classes.
- Format: `<class>:<level> ...`
- Multiple classes can be set by separating them with a space. (example: `Render:Warning Debug:Critical Lib.Pad:Error`)
- Sub-classes can be specified in the same format as seen in the console/log (such as `Core.Linker`).
- All classes and sub-classes can be set by specifying a `*` symbol. (example: `Kernel.*:Critical`)
- Valid log levels: `Trace, Debug, Info, Warning, Error, Critical` - in this order, setting a level silences all levels preceding it and logs every level after it.
- Examples:
- If the log is being spammed with messages coming from Lib.Pad, you can use `Lib.Pad:Critical` to only log critical-level messages.
- If you'd like to mute everything, but still want to receive messages from Vulkan rendering: `*:Critical Render.Vulkan:Info`
- `Fullscreen`: Display the game in a full screen borderless window.
- `[GPU]`
- `dumpShaders`: Dump shaders that are loaded by the emulator. Dump path: `../user/shader/dumps`
- `nullGpu`: Disables rendering.
- `screenWidth` and `screenHeight`: Configures the game window width and height.
- `[Vulkan]`
- `validation`-related settings: Use when debugging Vulkan.
- `rdocEnable`: Automatically hook RenderDoc when installed. Useful for debugging shaders and game rendering.
- `rdocMarkersEnable`: Enable automatic RenderDoc event annotation
- `[LLE]`
- `libc`: Use LLE with `libc`.
</details>
## Quick analysis
This section will provide some preliminary steps to take and tips on what to do when you encounter scenarios that require debugging.
<details open>
<summary>When a game crashes and breaks in the debugger</summary>
1. Analyze the log
- A console will open by default when you launch the emulator. It shows the same log messages that go into the log file found at `<emulator executable>/user/log/shad_log.txt`.
- It is recommended that you start analyzing the log bottom-up first:
- Are there any critical or error-level messages at the end of the log that would point to a reason for the game crashing?
- Do any of the last few messages contain information about the game loading files?
- Did the game window draw anything on-screen?
- Continue analyzing the log from the start to see other errors (such as with initialization, memory mapping, linker errors etc.)
2. Analyze the stack trace
- When the emulator is launched through a debugger, it will **break** when an exception or violation is encountered.\
_(**breaking** in this context means pausing execution of the program before it continues or stops altogether.
Breaks can be intentional as well - these are set with various kinds of **breakpoints**.)_
- Default setups of most debuggers include a **Stack trace** window/panel that lists the functions the program has called before breaking.
- The stack trace entries can be navigated to and will show the relevant function, as well as switch to the state that the program was in at the time of execution.\
Use the **Locals** and **Watch** windows to investigate variables and other code in these contexts.
3. Identify the reason for the crash
- **Logs aren't always accurate in determining the reason for a crash.**\
Some log entries are reported as errors but may not be fatal for the execution to stop. `Critical` entries are most likely to be the cause for crashes.
- Pinpoint the area of the emulator where the crash occured\
If the stack trace ends with functions that are relevant to rendering, it is safe to assume that the issue is with **rendering**.\
Similarly, if a crash is in a library responsible for playing videos, your issue can be narrowed down to the scope of video playback in the emulator.
- **⚠ Some crashes are intentional**
- If you identify **Access violations for writing operations** where the function is (or in cases of game libraries, _looks like_ it is) copying memory,
it most likely is an **intentional exception** meant to catch game data being written by the game.
This is used by the emulator developers to identify procedures that have to do with game data changing.
- Debugging tools usually include an option to not break on certain types of exceptions. **Exclude access violations and other intentional exceptions when debugging to skip these exceptions.**
- You can also identify such cases if the game works in Release builds of the emulator. These intentional exceptions are development-time only.
- Attempt to **Continue** and observe whether the stack trace and/or variables and registers change when you encounter exceptions.
</details>
## Reporting and communicating about issues
When communicating with the project about game-specific issues, specify an **uniquely identifable game name** along with its `CUSA-xxxxx` code that is specific to the region/variant of the game you're testing.\
The version number is also important to add at least in the description, especially if you can verify that the game behaves differently across versions.\
Accurately identifying games will help other developers that own that game recognize your issue by its title and jump in to help test and debug it.
- Examples of good naming schemes:
- Amplitude (2016) `CUSA02480`
- Rock Band 4 (`CUSA02084`) v1.0
- inFamous: Second Son \[`CUSA-00004`\]
- Examples of unideal naming schemes:
- _The Witness_
- _GTA 5_
- _Watch Dogs_
- If your issue is small or you aren't sure whether you have properly identified something, [join the Discord server](https://discord.gg/MyZRaBngxA) and use the #development channel
to concisely explain the issue, as well as any findings you currently have.
- It is recommended that you check the [game compatibility issue tracker](https://github.com/shadps4-compatibility/shadps4-game-compatibility/issues) and post very short summaries of progress changes there,
(such as the game now booting into the menu or getting in-game) for organizational and status update purposes.
-**Do not post theoretical, unproven game-specific issues in the emulator issue tracker that you cannot verify and locate in the emulator source code as being a bug.**\
Do, however, add information about the game you experienced the issue in, so that it can be tested in a reproducible environment.
- Good example: "_Crash in `Shader::Gcn::CFG::EmitBlocks()`, out of bounds list access_" -> _issue description shares stack trace, points to code in the repository and provides relevant information_
- Bad example: "_Amplitude crashes on boot, access violation_" -> _issue description reiterates title, focuses on the game instead of the emulator and refuses to elaborate_

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<!--
SPDX-FileCopyrightText: 2024 shadPS4 Emulator Project
SPDX-License-Identifier: GPL-2.0-or-later
-->
## Build shadPS4 for Linux
First and foremost, Clang 18 is the **recommended compiler** as it is used for official builds and CI. If you build with GCC, you might encounter issues — please report any you find. Additionally, if you choose to use GCC, please build shadPS4 with Clang at least once before creating an `[APP BUG]` issue or submitting a pull request.
## Preparatory steps
### Installing dependencies
#### Debian & Ubuntu
```bash
sudo apt install build-essential clang git cmake libasound2-dev \
libpulse-dev libopenal-dev libssl-dev zlib1g-dev libedit-dev \
libudev-dev libevdev-dev libsdl2-dev libjack-dev libsndio-dev \
qt6-base-dev qt6-tools-dev qt6-multimedia-dev libvulkan-dev \
vulkan-validationlayers libpng-dev
```
#### Fedora
```bash
sudo dnf install clang git cmake libatomic alsa-lib-devel \
pipewire-jack-audio-connection-kit-devel openal-soft-devel \
openssl-devel libevdev-devel libudev-devel libXext-devel \
qt6-qtbase-devel qt6-qtbase-private-devel \
qt6-qtmultimedia-devel qt6-qtsvg-devel qt6-qttools-devel \
vulkan-devel vulkan-validation-layers libpng-devel libuuid-devel
```
#### Arch Linux
```bash
sudo pacman -S base-devel clang git cmake sndio jack2 openal \
qt6-base qt6-declarative qt6-multimedia qt6-tools sdl2 \
vulkan-validation-layers libpng
```
**Note**: The `shadps4-git` AUR package is not maintained by any of the developers, and it uses the default compiler, which is often set to GCC. Use at your own discretion.
#### OpenSUSE
```bash
sudo zypper install clang git cmake libasound2 libpulse-devel \
libsndio7 libjack-devel openal-soft-devel libopenssl-devel \
zlib-devel libedit-devel systemd-devel libevdev-devel \
qt6-base-devel qt6-multimedia-devel qt6-svg-devel \
qt6-linguist-devel qt6-gui-private-devel vulkan-devel \
vulkan-validationlayers libpng-devel
```
#### NixOS
```bash
nix-shell shell.nix
```
#### Other Linux distributions
You can try one of two methods:
- Search the packages by name and install them with your package manager, or
- Install [distrobox](https://distrobox.it/), create a container using any of the distributions cited above as a base, for Arch Linux you'd do:
```bash
distrobox create --name archlinux --init --image archlinux:latest
```
and install the dependencies on that container as cited above.
This option is **highly recommended** for distributions with immutable/atomic filesystems (example: Fedora Kinoite, SteamOS).
### Cloning
The project uses submodules to manage dependencies, and they need to be initialized before you can build the project. To achieve this, make sure you've cloned the repository with the --recursive flag
```bash
git clone --recursive https://github.com/shadps4-emu/shadPS4.git
cd shadPS4
```
## Building
There are 3 options you can choose from. Option 1 is **highly recommended**.
#### Option 1: Terminal-only
1. Generate the build directory in the shadPS4 directory.
```bash
cmake -S . -B build/ -DENABLE_QT_GUI=ON -DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++
```
To disable the Qt GUI, remove the `-DENABLE_QT_GUI=ON` flag. To change the build type (for debugging), add `-DCMAKE_BUILD_TYPE=Debug`.
2. Use CMake to build the project:
```bash
cmake --build ./build --parallel$(nproc)
```
If your computer freezes during this step, this could be caused by excessive system resource usage. In that case, remove `--parallel$(nproc)`.
Now run the emulator. If Qt was enabled at configure time:
```bash
./build/shadps4
```
Otherwise, specify the path to your game's boot file:
```bash
./build/shadps4 /"PATH"/"TO"/"GAME"/"FOLDER"/eboot.bin
```
You can also specify the Game ID as an argument for which game to boot, as long as the folder containing the games is specified in config.toml (example: Bloodborne (US) is CUSA00900).
#### Option 2: Configuring with cmake-gui
`cmake-gui` should be installed by default alongside `cmake`, if not search for the package in your package manager and install it.
Open `cmake-gui` and specify the source code and build directories. If you cloned the source code to your Home directory, it would be `/home/user/shadPS4` and `/home/user/shadPS4/build`.
Click on Configure, select "Unix Makefiles", select "Specify native compilers", click Next and choose `clang` and `clang++` as the C and CXX compilers. Usually they are located in `/bin/clang` and `/bin/clang++`. Click on Finish and let it configure the project.
Now every option should be displayed in red. Change anything you want, then click on Generate to make the changes permanent, then open a terminal window and do step 2 of Option 1.
#### Option 3: Visual Studio Code
This option is pretty convoluted and should only be used if you have VSCode as your default IDE, or just prefer building and debugging projects through it. This also assumes that you're using an Arch Linux environment, as the naming for some options might differ from other distros.
[Download Visual Studio Code for your platform](https://code.visualstudio.com/download), or use [Code - OSS](https://github.com/microsoft/vscode) if you'd like. Code - OSS is available on most Linux distributions' package repositories (on Arch Linux it is simply named `code`).
Once set up, go to Extensions and install "CMake Tools":
![image](https://raw.githubusercontent.com/shadps4-emu/shadPS4/refs/heads/main/documents/Screenshots/Linux/3.png)
You can also install other CMake and Clang related extensions if you'd like, but this one is what enables you to configure and build CMake projects directly within VSCode.
Go to Settings, filter by `@ext:ms-vscode.cmake-tools configure` and disable this option:
![image](https://raw.githubusercontent.com/shadps4-emu/shadPS4/refs/heads/main/documents/Screenshots/Linux/1.png)
If you wish to build with the Qt GUI, add `-DENABLE_QT_GUI=ON` to the configure arguments:
![image](https://raw.githubusercontent.com/shadps4-emu/shadPS4/refs/heads/main/documents/Screenshots/Linux/2.png)
On the CMake tab, change the options as you wish, but make sure that it looks similar to or exactly like this:
![image](https://raw.githubusercontent.com/shadps4-emu/shadPS4/refs/heads/main/documents/Screenshots/Linux/4.png)
When hovering over Project Status > Configure, there should be an icon titled "Configure". Click on it and let it configure the project, then do the same for Project Status > Build.
If you want to debug it, change the build type under Project Status > Configure to Debug (it should be the default) and compile it, then click on the icon in Project Status > Debug. If you simply want to launch the shadPS4 executable from within VSCode, click on the icon in Project Status > Launch.
Don't forget to change the launch target for both options to the shadPS4 executable inside shadPS4/build:
![image](https://raw.githubusercontent.com/shadps4-emu/shadPS4/refs/heads/main/documents/Screenshots/Linux/5.png)

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<!--
SPDX-FileCopyrightText: 2024 shadPS4 Emulator Project
SPDX-License-Identifier: GPL-2.0-or-later
-->
## Build shadPS4 for macOS
### Install the necessary tools to build shadPS4:
First, make sure you have **Xcode 16.0 or newer** installed.
For installing other tools and library dependencies we will be using [Homebrew](https://brew.sh/).
On an ARM system, we will need the native ARM Homebrew to install tools and x86_64 Homebrew to install libraries.
First, install native Homebrew and tools:
```
# Installs native Homebrew to /opt/homebrew
/bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/HEAD/install.sh)"
# Adds Homebrew to your path
echo 'eval $(/opt/homebrew/bin/brew shellenv)' >> ~/.zprofile
eval $(/opt/homebrew/bin/brew shellenv)
# Installs tools.
brew install clang-format cmake
```
Next, install x86_64 Qt. You can skip these steps and move on to **Cloning and compiling** if you do not intend to build the Qt GUI.
**If you are on an ARM Mac:**
```
# Installs x86_64 Homebrew to /usr/local
arch -x86_64 /bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/HEAD/install.sh)"
# Installs libraries.
arch -x86_64 /usr/local/bin/brew install qt@6
```
**If you are on an x86_64 Mac:**
```
brew install qt@6
```
### Cloning and compiling:
Clone the repository recursively:
```
git clone --recursive https://github.com/shadps4-emu/shadPS4.git
cd shadPS4
```
Generate the build directory in the shadPS4 directory:
```
cmake -S . -B build/ -DCMAKE_OSX_ARCHITECTURES=x86_64
```
If you want to build the Qt GUI, add `-DENABLE_QT_GUI=ON` to the end of this command as well.
Enter the directory:
```
cd build/
```
Use make to build the project:
```
cmake --build . --parallel$(sysctl -n hw.ncpu)
```
Now run the emulator:
```
./shadps4 /"PATH"/"TO"/"GAME"/"FOLDER"/eboot.bin
```

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<!--
SPDX-FileCopyrightText: 2024 shadPS4 Emulator Project
SPDX-License-Identifier: GPL-2.0-or-later
-->
# Build shadPS4 for Windows
This tutorial reads as if you have none of the prerequisites already installed. If you do, just ignore the steps regarding installation.
If you are building to contribute to the project, please omit `--depth 1` from the git invocations.
Note: **ARM64 is not supported!** As of writing, it will not build nor run. The instructions with respect to ARM64 are for developers only.
## Option 1: Visual Studio 2022
### (Prerequisite) Download the Community edition from [**Visual Studio 2022**](https://visualstudio.microsoft.com/vs/)
Once you are within the installer:
1. Select `Desktop development with C++`
2. Go to "Individual Components" tab then search and select both `C++ Clang Compiler for Windows` and `MSBuild support for LLVM`
3. Continue the installation
### (Prerequisite) Download [**Qt**](https://doc.qt.io/qt-6/get-and-install-qt.html)
Beware, this requires you to create a Qt account. If you do not want to do this, please follow the MSYS2/MinGW compilation method instead.
1. Under the current, non beta version of Qt, select the option `MSVC 2022 64-bit` or similar, as well as `QT Multimedia`.
If you are on Windows on ARM / Qualcomm Snapdragon Elite X, select `MSVC 2022 ARM64` instead.
Go through the installation normally. If you know what you are doing, you may unselect individual components that eat up too much disk space.
2. Download and install [Qt Visual Studio Tools](https://marketplace.visualstudio.com/items?itemName=TheQtCompany.QtVisualStudioTools2022)
Once you are finished, you will have to configure Qt within Visual Studio:
1. Tools -> Options -> Qt -> Versions
2. Add a new Qt version and navigate it to the correct folder. Should look like so: `C:\Qt\<QtVersion>\msvc2022_64`
3. Enable the default checkmark on the new version you just created.
### (Prerequisite) Download [**Git for Windows**](https://git-scm.com/download/win)
Go through the Git for Windows installation as normal
### Cloning the source code
1. Open Git for Windows, navigate to a place where you want to store the shadPS4 source code folder
2. Clone the repository by running
`git clone --depth 1 --recursive https://github.com/shadps4-emu/shadPS4`
### Compiling with Visual Studio GUI
1. Open up Visual Studio, select `Open a local folder` and select the folder with the shadPS4 source code. The folder should contain `CMakeLists.txt`
2. Change Clang x64 Debug to Clang x64 Release if you want a regular, non-debug build.
3. If you want to build shadPS4 with the Qt Gui, simply select Clang x64 Release with Qt instead.
4. Change the project to build to shadps4.exe
5. Build -> Build All
Your shadps4.exe will be in `C:\path\to\source\Build\x64-Clang-Release\`
To automatically populate the necessary files to run shadPS4.exe, run in a command prompt or terminal:
`C:\Qt\<QtVersion>\msvc2022_64\bin\windeployqt6.exe "C:\path\to\shadps4.exe"`
(Change Qt path if you've installed it to non-default path)
## Option 2: MSYS2/MinGW
> [!IMPORTANT]
> Building with MSYS2 is broken as of right now, the only way to build on Windows is to use [Option 1: Visual Studio 2022](https://github.com/shadps4-emu/shadPS4/blob/main/documents/building-windows.md#option-1-visual-studio-2022).
### (Prerequisite) Download [**MSYS2**](https://www.msys2.org/)
Go through the MSYS2 installation as normal
If you are building to distribute, please omit `-DCMAKE_CXX_FLAGS="-O2 -march=native"` within the build configuration step.
Normal x86-based computers, follow:
1. Open "MSYS2 MINGW64" from your new applications
2. Run `pacman -Syu`, let it complete;
3. Run `pacman -S --needed git mingw-w64-x86_64-binutils mingw-w64-x86_64-clang mingw-w64-x86_64-cmake mingw-w64-x86_64-rapidjson mingw-w64-x86_64-ninja mingw-w64-x86_64-ffmpeg`
1. Optional (Qt only): run `pacman -S --needed mingw-w64-x86_64-qt6-base mingw-w64-x86_64-qt6-tools mingw-w64-x86_64-qt6-multimedia`
4. Run `git clone --depth 1 --recursive https://github.com/shadps4-emu/shadPS4`
5. Run `cd shadPS4`
6. Run `cmake -S . -B build -DCMAKE_C_COMPILER="clang.exe" -DCMAKE_CXX_COMPILER="clang++.exe" -DCMAKE_CXX_FLAGS="-O2 -march=native"`
1. Optional (Qt only): add `-DENABLE_QT_GUI=ON`
7. Run `cmake --build build`
1. Optional (Qt only): run `windeployqt6 build/shadps4.exe`
8. To run the finished product, run `./build/shadPS4.exe`
ARM64-based computers, follow:
1. Open "MSYS2 CLANGARM64" from your new applications
2. Run `pacman -Syu`, let it complete;
3. Run `pacman -S --needed git mingw-w64-clang-aarch64-binutils mingw-w64-clang-aarch64-clang mingw-w64-clang-aarch64-rapidjson mingw-w64-clang-aarch64-cmake mingw-w64-clang-aarch64-ninja mingw-w64-clang-aarch64-ffmpeg`
1. Optional (Qt only): run `pacman -S --needed mingw-w64-clang-aarch64-qt6-base mingw-w64-clang-aarch64-qt6-tools mingw-w64-clang-aarch64-qt6-multimedia`
4. Run `git clone --depth 1 --recursive https://github.com/shadps4-emu/shadPS4`
5. Run `cd shadPS4`
6. Run `cmake -S . -B build -DCMAKE_C_COMPILER="clang.exe" -DCMAKE_CXX_COMPILER="clang++.exe" -DCMAKE_CXX_FLAGS="-O2 -march=native"`
1. Optional (Qt only): add `-DENABLE_QT_GUI=ON`
7. Run `cmake --build build`
1. Optional (Qt only): run `windeployqt6 build/shadps4.exe`
8. To run the finished product, run `./build/shadPS4.exe`
## Note on MSYS2 builds
These builds may not be easily copyable to people who do not also have a MSYS2 installation.
If you want to distribute these builds, you need to copy over the correct DLLs into a distribution folder.
In order to run them, you must be within the MSYS2 shell environment.

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v0.4.0 31/10/2024 - codename divicius
=================
- Shader recompiler fixes
- Emulated support for cpus that doesn't have SSE4.2a (intel cpus)
- Frame graph + Precise 60 fps timing
- Save data: fix nullptr & concurrent file write
- Auto Update
- Error dialog implementation
- Swapchain recreation and window resizing
- Add playback of background/title music in game list
- Kernel: Quiet sceKernelWaitEventFlag error log on timeout
- Improve keyboard navigation in game list
- core/memory: Pooled memory implementation
- Fix PKG loading
- replace trophy xml assert with error
- Refactor audio handling with range checks, buffer threshold, and lock
- audio_core: Fix return value types and shift some error handling to library
- Devtools: PM4 Explorer
- Initial support of Geometry shaders
- Working touchpad support
- net: Stub sceNetErrnoLoc
- Add support to click touchpad using back button on non PS4/5 controllers
- Multiple Install Folders
- Using a more standard data directory for linux
- video_core: Implement sceGnmInsertPushColorMarker
- ime_dialog: Initial implementation
- Network libs fixes
- Use GetSystemTimePreciseAsFileTime to fix fps timing issues
- Added adaptive mutex initializer
- Small Np + trophy fixes
- Separate Updates from Game Folder
- Minor Fixes for Separate Update Folder
- AvPlayer: Do not align w/h to 16 with vdec2
- Improve sceSystemServiceReceiveEvent stub
- renderer_vulkan: Commize and adjust buffer bindings
- Add poll interval to libScePad
- Add more surface format mappings.
- vulkan: Report only missing format feature flags.
- IME implementation
- Videodec2 implementation
- path_util: Make sure macOS has current directory set and clean up path code.
- Load LLE modules from sys_modules/GAMEID folder
v0.3.0 23/09/2024 - codename broamic
=================
- Cheat/Patching support
- DLC support
- New translations support (26 languages)
- Support for unlocking trophies
- Support for more controllers (Dualshock and Xbox)
- Many GUI improvements
- AVplayer
v0.2.0 15/08/2024 - codename validptr
=================
- Adding macOS support
- Big shader recompiler improvements
- Core improvements
- GUI improvements
v0.1.0 01/07/2024 - codename madturtle
=================
- Added a shader recompiler, with this we have a lot of games that starts to work
- Rewrote a big part of core
v0.0.3 23/03/2024 - codename salad
=================
- Switching to std::thread
- Use unique_ptr where possible
- Replace printf/scanf with type safe fmt
- Implemented sceKernelGetProcessTime
- Implemented sceKernelGetProcessTimeCounter, sceKernelGetProcessTimeCounterFrequency
- Pause emu with P button
- Timers rewrote with std::chrono
- Added sceSystemServiceGetStatus
- Initial FileSystem implementation
- Initial TLS work
- New logging implementation
- Some functions implemented for userService, systemService
- Added sceAudioOut module and output using SDL audio
v0.0.2 21/10/2023
=================
- Using cstdint header in variable types
- run_main_entry: Rewrite in asm for stack setup
- Printf libc implementation for work with sysv_abi
- Initial pad emulation (only digital pad atm)
- Implemented sceVideoOutIsFlipPending
- Added auto stubs, now unsupported hle function will resolve as empty stubs
- Rewrote libc_cxa functions
- Libc implementations ( _ZdlPv,_Znwm,rand,_Fsin,qsort,free,strncpy,memmove,atan2f,pow,_Sin)
- ET_SCE_DYNAMIC behaves as valid for execution now
- Initial FileSystem work (not yet usable)
v0.0.1 29/09/2023
=================
First public release. Everything is new.

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@@ -0,0 +1,19 @@
<!--
SPDX-FileCopyrightText: 2024 shadPS4 Emulator Project
SPDX-License-Identifier: GPL-2.0-or-later
-->
### Install Vulkan SDK and \*ensure `spirv-cross` and `glslc` are in PATH\*.
1. Enable `dumpShaders` in config.toml
2. Run `spirv-cross -V fs_0x000000.spv --output fs_0x000000.glsl` to decompile the SPIR-V IR to GLSL.
3. Edit the GLSL file as you wish
4. To compile back to SPIR-V, run (change the _**-fshader-stage**_ to correct stage):
`glslc --target-env=vulkan1.3 --target-spv=spv1.6 -fshader-stage=frag fs_0x000000.glsl -o fs_0x000000.spv`
5. Put the updated .spv file to `shader/patch` folder with the same name as the original shader
6. Enable `patchShaders` in config.toml

240
externals/CMakeLists.txt vendored Normal file
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@@ -0,0 +1,240 @@
# SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
set(BUILD_SHARED_LIBS OFF)
set(BUILD_TESTING OFF)
set_directory_properties(PROPERTIES
EXCLUDE_FROM_ALL ON
SYSTEM ON
)
# Set CMP0069 policy to "NEW" in order to ensure consistent behavior when building external targets with LTO enabled
set(CMAKE_POLICY_DEFAULT_CMP0069 NEW)
if (MSVC)
# Silence "deprecation" warnings
add_definitions(-D_CRT_SECURE_NO_WARNINGS -D_CRT_NONSTDC_NO_DEPRECATE -D_SCL_SECURE_NO_WARNINGS)
endif()
# Boost
if (NOT TARGET Boost::headers)
add_subdirectory(ext-boost)
endif()
# fmtlib
if (NOT TARGET fmt::fmt)
add_subdirectory(fmt)
endif()
# FFmpeg
if (NOT TARGET FFmpeg::ffmpeg)
add_subdirectory(ffmpeg-core)
add_library(FFmpeg::ffmpeg ALIAS ffmpeg)
endif()
# LibAtrac9
file(GLOB LIBATRAC9_SOURCES LibAtrac9/C/src/*.c)
add_library(LibAtrac9 STATIC ${LIBATRAC9_SOURCES})
target_include_directories(LibAtrac9 INTERFACE LibAtrac9/C/src)
# zlib
if (NOT TARGET ZLIB::ZLIB)
set(ZLIB_ENABLE_TESTS OFF)
set(WITH_GTEST OFF)
set(WITH_NEW_STRATEGIES ON)
set(WITH_NATIVE_INSTRUCTIONS ON)
set(ZLIB_COMPAT ON CACHE BOOL "" FORCE)
include(FetchContent)
FetchContent_Declare(
ZLIB
SOURCE_DIR "${CMAKE_CURRENT_SOURCE_DIR}/zlib-ng"
OVERRIDE_FIND_PACKAGE
)
FetchContent_MakeAvailable(ZLIB)
add_library(ZLIB::ZLIB ALIAS zlib)
# libpng expects this variable to exist after its find_package(ZLIB)
set(ZLIB_INCLUDE_DIRS "${FETCHCONTENT_BASE_DIR}/zlib-build")
endif()
# SDL3
if (NOT TARGET SDL3::SDL3)
set(SDL_TEST_LIBRARY OFF)
set(SDL_PIPEWIRE OFF)
add_subdirectory(sdl3)
endif()
# vulkan-headers
if (NOT TARGET Vulkan::Headers)
set(VULKAN_HEADERS_ENABLE_MODULE OFF)
add_subdirectory(vulkan-headers)
endif()
# VMA
if (NOT TARGET GPUOpen::VulkanMemoryAllocator)
add_subdirectory(vma)
endif()
# RenderDoc
if (NOT TARGET RenderDoc::API)
add_library(renderdoc INTERFACE)
target_include_directories(renderdoc INTERFACE ./renderdoc)
add_library(RenderDoc::API ALIAS renderdoc)
endif()
# glslang
if (NOT TARGET glslang::glslang)
set(SKIP_GLSLANG_INSTALL ON CACHE BOOL "")
set(ENABLE_GLSLANG_BINARIES OFF CACHE BOOL "")
set(ENABLE_SPVREMAPPER OFF CACHE BOOL "")
set(ENABLE_CTEST OFF CACHE BOOL "")
set(ENABLE_HLSL OFF CACHE BOOL "")
set(BUILD_EXTERNAL OFF CACHE BOOL "")
set(ENABLE_OPT OFF CACHE BOOL "")
add_subdirectory(glslang)
file(COPY glslang/SPIRV DESTINATION glslang/glslang FILES_MATCHING PATTERN "*.h")
target_include_directories(glslang INTERFACE "${CMAKE_CURRENT_BINARY_DIR}/glslang")
endif()
# Robin-map
if (NOT TARGET tsl::robin_map)
add_subdirectory(robin-map)
endif()
# Xbyak
if (NOT TARGET xbyak::xbyak)
add_subdirectory(xbyak)
endif()
# MagicEnum
if (NOT TARGET magic_enum::magic_enum)
add_subdirectory(magic_enum)
endif()
# Toml11
if (NOT TARGET toml11::toml11)
add_subdirectory(toml11)
if (CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
if (CMAKE_CXX_COMPILER_FRONTEND_VARIANT STREQUAL "MSVC")
get_target_property(_toml11_compile_options toml11 INTERFACE_COMPILE_OPTIONS)
list(REMOVE_ITEM _toml11_compile_options "/Zc:preprocessor")
set_target_properties(toml11 PROPERTIES INTERFACE_COMPILE_OPTIONS ${_toml11_compile_options})
endif()
endif()
endif()
# xxHash
if (NOT TARGET xxHash::xxhash)
add_library(xxhash xxhash/xxhash.h xxhash/xxhash.c)
target_include_directories(xxhash PUBLIC xxhash)
add_library(xxHash::xxhash ALIAS xxhash)
endif()
# Zydis
if (NOT TARGET Zydis::Zydis)
option(ZYDIS_BUILD_TOOLS "" OFF)
option(ZYDIS_BUILD_EXAMPLES "" OFF)
add_subdirectory(zydis)
endif()
# sirit
add_subdirectory(sirit)
if (WIN32)
target_compile_options(sirit PUBLIC "-Wno-error=unused-command-line-argument")
endif()
# half
if (NOT TARGET half::half)
add_library(half INTERFACE)
target_include_directories(half INTERFACE half/include)
add_library(half::half ALIAS half)
endif()
# libpng
if (NOT TARGET PNG::PNG)
set(PNG_SHARED OFF CACHE BOOL "" FORCE)
set(PNG_STATIC ON CACHE BOOL "" FORCE)
set(PNG_TESTS OFF CACHE BOOL "" FORCE)
set(PNG_TOOLS OFF CACHE BOOL "" FORCE)
set(SKIP_INSTALL_ALL OFF CACHE BOOL "" FORCE)
add_subdirectory(libpng)
add_library(PNG::PNG ALIAS png_static)
endif()
# Dear ImGui
add_library(Dear_ImGui
dear_imgui/imgui.cpp
dear_imgui/imgui_demo.cpp
dear_imgui/imgui_draw.cpp
dear_imgui/imgui_internal.h
dear_imgui/imgui_tables.cpp
dear_imgui/imgui_widgets.cpp
)
target_include_directories(Dear_ImGui INTERFACE dear_imgui/)
# Tracy
if (CMAKE_BUILD_TYPE STREQUAL "Release")
option(TRACY_ENABLE "" OFF)
else()
option(TRACY_ENABLE "" ON)
endif()
option(TRACY_NO_CRASH_HANDLER "" ON) # Otherwise texture cache exceptions will be treaten as a crash
option(TRACY_ON_DEMAND "" ON)
option(TRACY_NO_FRAME_IMAGE "" ON)
option(TRACY_FIBERS "" OFF) # For AmdGpu frontend profiling, disabled due to instability
option(TRACY_NO_SYSTEM_TRACING "" ON)
option(TRACY_NO_CALLSTACK "" ON)
option(TRACY_NO_CODE_TRANSFER "" ON)
option(TRACY_NO_SAMPLING "" ON)
option(TRACY_ONLY_LOCALHOST "" ON)
option(TRACY_NO_CONTEXT_SWITCH "" ON)
add_subdirectory(tracy)
# pugixml
if (NOT TARGET pugixml::pugixml)
add_subdirectory(pugixml)
endif()
# libusb
if (NOT TARGET libusb::usb)
add_subdirectory(ext-libusb)
add_library(libusb::usb ALIAS usb-1.0)
endif()
# Discord RPC
if (ENABLE_DISCORD_RPC)
add_subdirectory(discord-rpc)
endif()
# GCN Headers
add_subdirectory(gcn)
# stb
if (NOT TARGET stb::headers)
add_library(stb INTERFACE)
target_include_directories(stb INTERFACE stb)
add_library(stb::headers ALIAS stb)
endif()
# hwinfo
set(HWINFO_STATIC ON)
add_subdirectory(hwinfo)
# Apple-only dependencies
if (APPLE)
# date
if (NOT TARGET date::date-tz)
option(BUILD_TZ_LIB "" ON)
option(USE_SYSTEM_TZ_DB "" ON)
add_subdirectory(date)
endif()
# MoltenVK
if (NOT TARGET MoltenVK)
add_subdirectory(MoltenVK)
endif()
if (NOT TARGET epoll-shim)
add_subdirectory(epoll-shim)
endif()
endif()

1
externals/LibAtrac9 vendored Submodule

Submodule externals/LibAtrac9 added at ec8899dadf

93
externals/MoltenVK/CMakeLists.txt vendored Normal file
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@@ -0,0 +1,93 @@
# SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
# Prepare MoltenVK Git revision
find_package(Git)
if(GIT_FOUND)
execute_process(COMMAND ${GIT_EXECUTABLE} rev-parse --short HEAD
OUTPUT_VARIABLE MVK_GIT_REV
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/MoltenVK
ERROR_QUIET
OUTPUT_STRIP_TRAILING_WHITESPACE)
endif()
set(MVK_GENERATED_INCLUDES ${CMAKE_CURRENT_BINARY_DIR}/Generated)
file(WRITE ${MVK_GENERATED_INCLUDES}/mvkGitRevDerived.h "static const char* mvkRevString = \"${MVK_GIT_REV}\";")
message(STATUS "MoltenVK revision: ${MVK_GIT_REV}")
# Prepare MoltenVK version
file(READ ${CMAKE_CURRENT_SOURCE_DIR}/MoltenVK/MoltenVK/MoltenVK/API/mvk_private_api.h MVK_PRIVATE_API)
string(REGEX MATCH "#define MVK_VERSION_MAJOR [0-9]+" MVK_VERSION_MAJOR_LINE "${MVK_PRIVATE_API}")
string(REGEX MATCH "[0-9]+" MVK_VERSION_MAJOR "${MVK_VERSION_MAJOR_LINE}")
string(REGEX MATCH "#define MVK_VERSION_MINOR [0-9]+" MVK_VERSION_MINOR_LINE "${MVK_PRIVATE_API}")
string(REGEX MATCH "[0-9]+" MVK_VERSION_MINOR "${MVK_VERSION_MINOR_LINE}")
string(REGEX MATCH "#define MVK_VERSION_PATCH [0-9]+" MVK_VERSION_PATCH_LINE "${MVK_PRIVATE_API}")
string(REGEX MATCH "[0-9]+" MVK_VERSION_PATCH "${MVK_VERSION_PATCH_LINE}")
set(MVK_VERSION "${MVK_VERSION_MAJOR}.${MVK_VERSION_MINOR}.${MVK_VERSION_PATCH}")
message(STATUS "MoltenVK version: ${MVK_VERSION}")
# Find required system libraries
find_library(APPKIT_LIBRARY AppKit REQUIRED)
find_library(FOUNDATION_LIBRARY Foundation REQUIRED)
find_library(IOKIT_LIBRARY IOKit REQUIRED)
find_library(IOSURFACE_LIBRARY IOSurface REQUIRED)
find_library(METAL_LIBRARY Metal REQUIRED)
find_library(QUARTZCORE_LIBRARY QuartzCore REQUIRED)
# cereal
option(SKIP_PORTABILITY_TEST "" ON)
option(BUILD_DOC "" OFF)
option(BUILD_SANDBOX "" OFF)
option(SKIP_PERFORMANCE_COMPARISON "" ON)
option(SPIRV_CROSS_SKIP_INSTALL "" ON)
add_subdirectory(cereal)
# SPIRV-Cross
option(SPIRV_CROSS_CLI "" OFF)
option(SPIRV_CROSS_ENABLE_TESTS "" OFF)
option(SPIRV_CROSS_ENABLE_HLSL "" OFF)
option(SPIRV_CROSS_ENABLE_CPP "" OFF)
option(SPIRV_CROSS_SKIP_INSTALL "" ON)
add_subdirectory(SPIRV-Cross)
# Common
set(MVK_COMMON_DIR ${CMAKE_CURRENT_SOURCE_DIR}/MoltenVK/Common)
file(GLOB_RECURSE MVK_COMMON_SOURCES CONFIGURE_DEPENDS
${MVK_COMMON_DIR}/*.cpp
${MVK_COMMON_DIR}/*.m
${MVK_COMMON_DIR}/*.mm)
set(MVK_COMMON_INCLUDES ${MVK_COMMON_DIR})
add_library(MoltenVKCommon STATIC ${MVK_COMMON_SOURCES})
target_include_directories(MoltenVKCommon PUBLIC ${MVK_COMMON_INCLUDES})
target_compile_options(MoltenVKCommon PRIVATE -w)
# MoltenVKShaderConverter
set(MVK_SHADER_CONVERTER_DIR ${CMAKE_CURRENT_SOURCE_DIR}/MoltenVK/MoltenVKShaderConverter)
file(GLOB_RECURSE MVK_SHADER_CONVERTER_SOURCES CONFIGURE_DEPENDS
${MVK_SHADER_CONVERTER_DIR}/MoltenVKShaderConverter/*.cpp
${MVK_SHADER_CONVERTER_DIR}/MoltenVKShaderConverter/*.m
${MVK_SHADER_CONVERTER_DIR}/MoltenVKShaderConverter/*.mm)
set(MVK_SHADER_CONVERTER_INCLUDES ${MVK_SHADER_CONVERTER_DIR} ${MVK_SHADER_CONVERTER_DIR}/include)
add_library(MoltenVKShaderConverter STATIC ${MVK_SHADER_CONVERTER_SOURCES})
target_include_directories(MoltenVKShaderConverter PUBLIC ${MVK_SHADER_CONVERTER_INCLUDES})
target_compile_options(MoltenVKShaderConverter PRIVATE -w)
target_link_libraries(MoltenVKShaderConverter PRIVATE spirv-cross-msl spirv-cross-reflect MoltenVKCommon)
target_compile_definitions(MoltenVKShaderConverter PRIVATE MVK_EXCLUDE_SPIRV_TOOLS=1)
# MoltenVK
set(MVK_DIR ${CMAKE_CURRENT_SOURCE_DIR}/MoltenVK/MoltenVK)
file(GLOB_RECURSE MVK_SOURCES CONFIGURE_DEPENDS
${MVK_DIR}/MoltenVK/*.cpp
${MVK_DIR}/MoltenVK/*.m
${MVK_DIR}/MoltenVK/*.mm)
file(GLOB MVK_SRC_INCLUDES LIST_DIRECTORIES ON ${MVK_DIR}/MoltenVK/*)
set(MVK_INCLUDES ${MVK_SRC_INCLUDES} ${MVK_GENERATED_INCLUDES} ${MVK_DIR}/include)
add_library(MoltenVK SHARED ${MVK_SOURCES})
target_include_directories(MoltenVK PRIVATE ${MVK_INCLUDES})
target_compile_options(MoltenVK PRIVATE -w)
target_link_libraries(MoltenVK PRIVATE
${APPKIT_LIBRARY} ${FOUNDATION_LIBRARY} ${IOKIT_LIBRARY} ${IOSURFACE_LIBRARY} ${METAL_LIBRARY} ${QUARTZCORE_LIBRARY}
Vulkan::Headers cereal::cereal spirv-cross-msl MoltenVKCommon MoltenVKShaderConverter)
target_compile_definitions(MoltenVK PRIVATE MVK_FRAMEWORK_VERSION=${MVK_VERSION} MVK_USE_METAL_PRIVATE_API=1)

1
externals/MoltenVK/MoltenVK vendored Submodule

1
externals/MoltenVK/cereal vendored Submodule

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@@ -0,0 +1,158 @@
# - Returns a version string from Git
#
# These functions force a re-configure on each git commit so that you can
# trust the values of the variables in your build system.
#
# get_git_head_revision(<refspecvar> <hashvar> [<additional arguments to git describe> ...])
#
# Returns the refspec and sha hash of the current head revision
#
# git_describe(<var> [<additional arguments to git describe> ...])
#
# Returns the results of git describe on the source tree, and adjusting
# the output so that it tests false if an error occurs.
#
# git_get_exact_tag(<var> [<additional arguments to git describe> ...])
#
# Returns the results of git describe --exact-match on the source tree,
# and adjusting the output so that it tests false if there was no exact
# matching tag.
#
# Requires CMake 2.6 or newer (uses the 'function' command)
#
# Original Author:
# 2009-2010 Ryan Pavlik <rpavlik@iastate.edu> <abiryan@ryand.net>
# http://academic.cleardefinition.com
# Iowa State University HCI Graduate Program/VRAC
#
# Copyright Iowa State University 2009-2010.
# Distributed under the Boost Software License, Version 1.0.
# (See accompanying file LICENSE_1_0.txt or copy at
# http://www.boost.org/LICENSE_1_0.txt)
if(__get_git_revision_description)
return()
endif()
set(__get_git_revision_description YES)
# We must run the following at "include" time, not at function call time,
# to find the path to this module rather than the path to a calling list file
get_filename_component(_gitdescmoddir ${CMAKE_CURRENT_LIST_FILE} PATH)
function(get_git_head_revision _refspecvar _hashvar)
set(GIT_PARENT_DIR "${CMAKE_CURRENT_SOURCE_DIR}")
set(GIT_DIR "${GIT_PARENT_DIR}/.git")
while(NOT EXISTS "${GIT_DIR}") # .git dir not found, search parent directories
set(GIT_PREVIOUS_PARENT "${GIT_PARENT_DIR}")
get_filename_component(GIT_PARENT_DIR ${GIT_PARENT_DIR} PATH)
if(GIT_PARENT_DIR STREQUAL GIT_PREVIOUS_PARENT)
# We have reached the root directory, we are not in git
set(${_refspecvar} "GITDIR-NOTFOUND" PARENT_SCOPE)
set(${_hashvar} "GITDIR-NOTFOUND" PARENT_SCOPE)
return()
endif()
set(GIT_DIR "${GIT_PARENT_DIR}/.git")
endwhile()
# check if this is a submodule
if(NOT IS_DIRECTORY ${GIT_DIR})
file(READ ${GIT_DIR} submodule)
string(REGEX REPLACE "gitdir: (.*)\n$" "\\1" GIT_DIR_RELATIVE ${submodule})
get_filename_component(SUBMODULE_DIR ${GIT_DIR} PATH)
get_filename_component(GIT_DIR ${SUBMODULE_DIR}/${GIT_DIR_RELATIVE} ABSOLUTE)
endif()
set(GIT_DATA "${CMAKE_CURRENT_BINARY_DIR}/CMakeFiles/git-data")
if(NOT EXISTS "${GIT_DATA}")
file(MAKE_DIRECTORY "${GIT_DATA}")
endif()
if(NOT EXISTS "${GIT_DIR}/HEAD")
return()
endif()
set(HEAD_FILE "${GIT_DATA}/HEAD")
configure_file("${GIT_DIR}/HEAD" "${HEAD_FILE}" COPYONLY)
configure_file("${_gitdescmoddir}/GetGitRevisionDescription.cmake.in"
"${GIT_DATA}/grabRef.cmake"
@ONLY)
include("${GIT_DATA}/grabRef.cmake")
set(${_refspecvar} "${HEAD_REF}" PARENT_SCOPE)
set(${_hashvar} "${HEAD_HASH}" PARENT_SCOPE)
endfunction()
function(git_branch_name _var)
if(NOT GIT_FOUND)
find_package(Git QUIET)
endif()
if(NOT GIT_FOUND)
set(${_var} "GIT-NOTFOUND" PARENT_SCOPE)
return()
endif()
execute_process(COMMAND
"${GIT_EXECUTABLE}"
rev-parse --abbrev-ref HEAD
WORKING_DIRECTORY
"${CMAKE_SOURCE_DIR}"
RESULT_VARIABLE
res
OUTPUT_VARIABLE
out
ERROR_QUIET
OUTPUT_STRIP_TRAILING_WHITESPACE)
if(NOT res EQUAL 0)
set(out "${out}-${res}-NOTFOUND")
endif()
set(${_var} "${out}" PARENT_SCOPE)
endfunction()
function(git_describe _var)
if(NOT GIT_FOUND)
find_package(Git QUIET)
endif()
#get_git_head_revision(refspec hash)
if(NOT GIT_FOUND)
set(${_var} "GIT-NOTFOUND" PARENT_SCOPE)
return()
endif()
#if(NOT hash)
# set(${_var} "HEAD-HASH-NOTFOUND" PARENT_SCOPE)
# return()
#endif()
# TODO sanitize
#if((${ARGN}" MATCHES "&&") OR
# (ARGN MATCHES "||") OR
# (ARGN MATCHES "\\;"))
# message("Please report the following error to the project!")
# message(FATAL_ERROR "Looks like someone's doing something nefarious with git_describe! Passed arguments ${ARGN}")
#endif()
#message(STATUS "Arguments to execute_process: ${ARGN}")
execute_process(COMMAND
"${GIT_EXECUTABLE}"
describe
${hash}
${ARGN}
WORKING_DIRECTORY
"${CMAKE_SOURCE_DIR}"
RESULT_VARIABLE
res
OUTPUT_VARIABLE
out
ERROR_QUIET
OUTPUT_STRIP_TRAILING_WHITESPACE)
if(NOT res EQUAL 0)
set(out "${out}-${res}-NOTFOUND")
endif()
set(${_var} "${out}" PARENT_SCOPE)
endfunction()
function(git_get_exact_tag _var)
git_describe(out --exact-match ${ARGN})
set(${_var} "${out}" PARENT_SCOPE)
endfunction()

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@@ -0,0 +1,42 @@
#
# Internal file for GetGitRevisionDescription.cmake
#
# Requires CMake 2.6 or newer (uses the 'function' command)
#
# Original Author:
# 2009-2010 Ryan Pavlik <rpavlik@iastate.edu> <abiryan@ryand.net>
# http://academic.cleardefinition.com
# Iowa State University HCI Graduate Program/VRAC
#
# Copyright Iowa State University 2009-2010.
# Distributed under the Boost Software License, Version 1.0.
# (See accompanying file LICENSE_1_0.txt or copy at
# http://www.boost.org/LICENSE_1_0.txt)
set(HEAD_HASH)
file(READ "@HEAD_FILE@" HEAD_CONTENTS LIMIT 1024)
string(STRIP "${HEAD_CONTENTS}" HEAD_CONTENTS)
if(HEAD_CONTENTS MATCHES "ref")
# named branch
string(REPLACE "ref: " "" HEAD_REF "${HEAD_CONTENTS}")
if(EXISTS "@GIT_DIR@/${HEAD_REF}")
configure_file("@GIT_DIR@/${HEAD_REF}" "@GIT_DATA@/head-ref" COPYONLY)
elseif(EXISTS "@GIT_DIR@/logs/${HEAD_REF}")
configure_file("@GIT_DIR@/logs/${HEAD_REF}" "@GIT_DATA@/head-ref" COPYONLY)
set(HEAD_HASH "${HEAD_REF}")
endif()
else()
# detached HEAD
configure_file("@GIT_DIR@/HEAD" "@GIT_DATA@/head-ref" COPYONLY)
endif()
if(NOT HEAD_HASH)
if(EXISTS "@GIT_DATA@/head-ref")
file(READ "@GIT_DATA@/head-ref" HEAD_HASH LIMIT 1024)
string(STRIP "${HEAD_HASH}" HEAD_HASH)
else()
set(HEAD_HASH "Unknown")
endif()
endif()

1
externals/date vendored Submodule

Submodule externals/date added at a45ea7c17b

1
externals/dear_imgui vendored Submodule

Submodule externals/dear_imgui added at f4d9359095

1
externals/discord-rpc vendored Submodule

Submodule externals/discord-rpc added at 19f66e6dca

1
externals/epoll-shim vendored Submodule

Submodule externals/epoll-shim added at 18159584bb

1
externals/ext-boost vendored Submodule

Submodule externals/ext-boost added at ca6f230e67

1
externals/ext-libusb vendored Submodule

Submodule externals/ext-libusb added at c4d237a580

1
externals/ffmpeg-core vendored Submodule

Submodule externals/ffmpeg-core added at b0de1dcca2

1
externals/fmt vendored Submodule

Submodule externals/fmt added at 64db979e38

12
externals/gcn/CMakeLists.txt vendored Normal file
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@@ -0,0 +1,12 @@
# SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
project(gcn LANGUAGES CXX)
add_library(gcn INTERFACE)
target_sources(gcn PRIVATE
"include/gcn/si_ci_vi_merged_offset.h"
"include/gcn/si_ci_vi_merged_pm4_it_opcodes.h"
)
target_include_directories(gcn INTERFACE include)

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,117 @@
/*
***********************************************************************************************************************
*
* Copyright (c) 2015-2021 Advanced Micro Devices, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
**********************************************************************************************************************/
#ifndef PM4_IT_OPCODES_H
#define PM4_IT_OPCODES_H
enum IT_OpCodeType {
IT_NOP = 0x10,
IT_SET_BASE = 0x11,
IT_CLEAR_STATE = 0x12,
IT_INDEX_BUFFER_SIZE = 0x13,
IT_DISPATCH_DIRECT = 0x15,
IT_DISPATCH_INDIRECT = 0x16,
IT_ATOMIC_GDS = 0x1D,
IT_ATOMIC = 0x1E,
IT_OCCLUSION_QUERY = 0x1F,
IT_SET_PREDICATION = 0x20,
IT_REG_RMW = 0x21,
IT_COND_EXEC = 0x22,
IT_PRED_EXEC = 0x23,
IT_DRAW_INDIRECT = 0x24,
IT_DRAW_INDEX_INDIRECT = 0x25,
IT_INDEX_BASE = 0x26,
IT_DRAW_INDEX_2 = 0x27,
IT_CONTEXT_CONTROL = 0x28,
IT_INDEX_TYPE = 0x2A,
IT_DRAW_INDIRECT_MULTI = 0x2C,
IT_DRAW_INDEX_AUTO = 0x2D,
IT_NUM_INSTANCES = 0x2F,
IT_DRAW_INDEX_MULTI_AUTO = 0x30,
IT_INDIRECT_BUFFER_CNST = 0x33,
IT_STRMOUT_BUFFER_UPDATE = 0x34,
IT_DRAW_INDEX_OFFSET_2 = 0x35,
IT_WRITE_DATA = 0x37,
IT_DRAW_INDEX_INDIRECT_MULTI = 0x38,
IT_MEM_SEMAPHORE = 0x39,
IT_COPY_DW__SI__CI = 0x3B,
IT_WAIT_REG_MEM = 0x3C,
IT_INDIRECT_BUFFER = 0x3F,
IT_COND_INDIRECT_BUFFER = 0x3F,
IT_COPY_DATA = 0x40,
IT_CP_DMA = 0x41,
IT_PFP_SYNC_ME = 0x42,
IT_SURFACE_SYNC = 0x43,
IT_COND_WRITE = 0x45,
IT_EVENT_WRITE = 0x46,
IT_EVENT_WRITE_EOP = 0x47,
IT_EVENT_WRITE_EOS = 0x48,
IT_PREAMBLE_CNTL = 0x4A,
IT_CONTEXT_REG_RMW = 0x51,
IT_LOAD_SH_REG = 0x5F,
IT_LOAD_CONFIG_REG = 0x60,
IT_LOAD_CONTEXT_REG = 0x61,
IT_SET_CONFIG_REG = 0x68,
IT_SET_CONTEXT_REG = 0x69,
IT_SET_CONTEXT_REG_INDIRECT = 0x73,
IT_SET_SH_REG = 0x76,
IT_SET_SH_REG_OFFSET = 0x77,
IT_SCRATCH_RAM_WRITE = 0x7D,
IT_SCRATCH_RAM_READ = 0x7E,
IT_LOAD_CONST_RAM = 0x80,
IT_WRITE_CONST_RAM = 0x81,
IT_DUMP_CONST_RAM = 0x83,
IT_INCREMENT_CE_COUNTER = 0x84,
IT_INCREMENT_DE_COUNTER = 0x85,
IT_WAIT_ON_CE_COUNTER = 0x86,
IT_WAIT_ON_DE_COUNTER__SI = 0x87,
IT_WAIT_ON_DE_COUNTER_DIFF = 0x88,
IT_SWITCH_BUFFER = 0x8B,
IT_DRAW_PREAMBLE__CI__VI = 0x36,
IT_RELEASE_MEM__CI__VI = 0x49,
IT_DMA_DATA__CI__VI = 0x50,
IT_ACQUIRE_MEM__CI__VI = 0x58,
IT_REWIND__CI__VI = 0x59,
IT_LOAD_UCONFIG_REG__CI__VI = 0x5E,
IT_SET_QUEUE_REG__CI__VI = 0x78,
IT_SET_UCONFIG_REG__CI__VI = 0x79,
IT_INDEX_ATTRIBUTES_INDIRECT__CI__VI = 0x91,
IT_SET_SH_REG_INDEX__CI__VI = 0x9B,
IT_SET_RESOURCES__CI__VI = 0xA0,
IT_MAP_PROCESS__CI__VI = 0xA1,
IT_MAP_QUEUES__CI__VI = 0xA2,
IT_UNMAP_QUEUES__CI__VI = 0xA3,
IT_QUERY_STATUS__CI__VI = 0xA4,
IT_RUN_LIST__CI__VI = 0xA5,
IT_LOAD_SH_REG_INDEX__VI = 0x63,
IT_LOAD_CONTEXT_REG_INDEX__VI = 0x9F,
IT_DUMP_CONST_RAM_OFFSET__VI = 0x9E,
};
#define PM4_TYPE_0 0
#define PM4_TYPE_2 2
#define PM4_TYPE_3 3
#endif

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externals/glslang vendored Submodule

Submodule externals/glslang added at ba1640446f

1
externals/half vendored Submodule

Submodule externals/half added at 1ddada2251

1
externals/hwinfo vendored Submodule

Submodule externals/hwinfo added at 351c59828a

1
externals/libpng vendored Submodule

Submodule externals/libpng added at c1cc0f3f4c

1
externals/magic_enum vendored Submodule

Submodule externals/magic_enum added at a413fcc9c4

1
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Submodule externals/pugixml added at caade5a28a

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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2024 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#pragma once
//////////////////////////////////////////////////////////////////////////////////////////////////
//
// Documentation for the API is available at https://renderdoc.org/docs/in_application_api.html
//
#if !defined(RENDERDOC_NO_STDINT)
#include <stdint.h>
#endif
#if defined(WIN32) || defined(__WIN32__) || defined(_WIN32) || defined(_MSC_VER)
#define RENDERDOC_CC __cdecl
#elif defined(__linux__) || defined(__FreeBSD__)
#define RENDERDOC_CC
#elif defined(__APPLE__)
#define RENDERDOC_CC
#else
#error "Unknown platform"
#endif
#ifdef __cplusplus
extern "C" {
#endif
//////////////////////////////////////////////////////////////////////////////////////////////////
// Constants not used directly in below API
// This is a GUID/magic value used for when applications pass a path where shader debug
// information can be found to match up with a stripped shader.
// the define can be used like so: const GUID RENDERDOC_ShaderDebugMagicValue =
// RENDERDOC_ShaderDebugMagicValue_value
#define RENDERDOC_ShaderDebugMagicValue_struct \
{ \
0xeab25520, 0x6670, 0x4865, 0x84, 0x29, 0x6c, 0x8, 0x51, 0x54, 0x00, 0xff \
}
// as an alternative when you want a byte array (assuming x86 endianness):
#define RENDERDOC_ShaderDebugMagicValue_bytearray \
{ \
0x20, 0x55, 0xb2, 0xea, 0x70, 0x66, 0x65, 0x48, 0x84, 0x29, 0x6c, 0x8, 0x51, 0x54, 0x00, 0xff \
}
// truncated version when only a uint64_t is available (e.g. Vulkan tags):
#define RENDERDOC_ShaderDebugMagicValue_truncated 0x48656670eab25520ULL
//////////////////////////////////////////////////////////////////////////////////////////////////
// RenderDoc capture options
//
typedef enum RENDERDOC_CaptureOption
{
// Allow the application to enable vsync
//
// Default - enabled
//
// 1 - The application can enable or disable vsync at will
// 0 - vsync is force disabled
eRENDERDOC_Option_AllowVSync = 0,
// Allow the application to enable fullscreen
//
// Default - enabled
//
// 1 - The application can enable or disable fullscreen at will
// 0 - fullscreen is force disabled
eRENDERDOC_Option_AllowFullscreen = 1,
// Record API debugging events and messages
//
// Default - disabled
//
// 1 - Enable built-in API debugging features and records the results into
// the capture, which is matched up with events on replay
// 0 - no API debugging is forcibly enabled
eRENDERDOC_Option_APIValidation = 2,
eRENDERDOC_Option_DebugDeviceMode = 2, // deprecated name of this enum
// Capture CPU callstacks for API events
//
// Default - disabled
//
// 1 - Enables capturing of callstacks
// 0 - no callstacks are captured
eRENDERDOC_Option_CaptureCallstacks = 3,
// When capturing CPU callstacks, only capture them from actions.
// This option does nothing without the above option being enabled
//
// Default - disabled
//
// 1 - Only captures callstacks for actions.
// Ignored if CaptureCallstacks is disabled
// 0 - Callstacks, if enabled, are captured for every event.
eRENDERDOC_Option_CaptureCallstacksOnlyDraws = 4,
eRENDERDOC_Option_CaptureCallstacksOnlyActions = 4,
// Specify a delay in seconds to wait for a debugger to attach, after
// creating or injecting into a process, before continuing to allow it to run.
//
// 0 indicates no delay, and the process will run immediately after injection
//
// Default - 0 seconds
//
eRENDERDOC_Option_DelayForDebugger = 5,
// Verify buffer access. This includes checking the memory returned by a Map() call to
// detect any out-of-bounds modification, as well as initialising buffers with undefined contents
// to a marker value to catch use of uninitialised memory.
//
// NOTE: This option is only valid for OpenGL and D3D11. Explicit APIs such as D3D12 and Vulkan do
// not do the same kind of interception & checking and undefined contents are really undefined.
//
// Default - disabled
//
// 1 - Verify buffer access
// 0 - No verification is performed, and overwriting bounds may cause crashes or corruption in
// RenderDoc.
eRENDERDOC_Option_VerifyBufferAccess = 6,
// The old name for eRENDERDOC_Option_VerifyBufferAccess was eRENDERDOC_Option_VerifyMapWrites.
// This option now controls the filling of uninitialised buffers with 0xdddddddd which was
// previously always enabled
eRENDERDOC_Option_VerifyMapWrites = eRENDERDOC_Option_VerifyBufferAccess,
// Hooks any system API calls that create child processes, and injects
// RenderDoc into them recursively with the same options.
//
// Default - disabled
//
// 1 - Hooks into spawned child processes
// 0 - Child processes are not hooked by RenderDoc
eRENDERDOC_Option_HookIntoChildren = 7,
// By default RenderDoc only includes resources in the final capture necessary
// for that frame, this allows you to override that behaviour.
//
// Default - disabled
//
// 1 - all live resources at the time of capture are included in the capture
// and available for inspection
// 0 - only the resources referenced by the captured frame are included
eRENDERDOC_Option_RefAllResources = 8,
// **NOTE**: As of RenderDoc v1.1 this option has been deprecated. Setting or
// getting it will be ignored, to allow compatibility with older versions.
// In v1.1 the option acts as if it's always enabled.
//
// By default RenderDoc skips saving initial states for resources where the
// previous contents don't appear to be used, assuming that writes before
// reads indicate previous contents aren't used.
//
// Default - disabled
//
// 1 - initial contents at the start of each captured frame are saved, even if
// they are later overwritten or cleared before being used.
// 0 - unless a read is detected, initial contents will not be saved and will
// appear as black or empty data.
eRENDERDOC_Option_SaveAllInitials = 9,
// In APIs that allow for the recording of command lists to be replayed later,
// RenderDoc may choose to not capture command lists before a frame capture is
// triggered, to reduce overheads. This means any command lists recorded once
// and replayed many times will not be available and may cause a failure to
// capture.
//
// NOTE: This is only true for APIs where multithreading is difficult or
// discouraged. Newer APIs like Vulkan and D3D12 will ignore this option
// and always capture all command lists since the API is heavily oriented
// around it and the overheads have been reduced by API design.
//
// 1 - All command lists are captured from the start of the application
// 0 - Command lists are only captured if their recording begins during
// the period when a frame capture is in progress.
eRENDERDOC_Option_CaptureAllCmdLists = 10,
// Mute API debugging output when the API validation mode option is enabled
//
// Default - enabled
//
// 1 - Mute any API debug messages from being displayed or passed through
// 0 - API debugging is displayed as normal
eRENDERDOC_Option_DebugOutputMute = 11,
// Option to allow vendor extensions to be used even when they may be
// incompatible with RenderDoc and cause corrupted replays or crashes.
//
// Default - inactive
//
// No values are documented, this option should only be used when absolutely
// necessary as directed by a RenderDoc developer.
eRENDERDOC_Option_AllowUnsupportedVendorExtensions = 12,
// Define a soft memory limit which some APIs may aim to keep overhead under where
// possible. Anything above this limit will where possible be saved directly to disk during
// capture.
// This will cause increased disk space use (which may cause a capture to fail if disk space is
// exhausted) as well as slower capture times.
//
// Not all memory allocations may be deferred like this so it is not a guarantee of a memory
// limit.
//
// Units are in MBs, suggested values would range from 200MB to 1000MB.
//
// Default - 0 Megabytes
eRENDERDOC_Option_SoftMemoryLimit = 13,
} RENDERDOC_CaptureOption;
// Sets an option that controls how RenderDoc behaves on capture.
//
// Returns 1 if the option and value are valid
// Returns 0 if either is invalid and the option is unchanged
typedef int(RENDERDOC_CC *pRENDERDOC_SetCaptureOptionU32)(RENDERDOC_CaptureOption opt, uint32_t val);
typedef int(RENDERDOC_CC *pRENDERDOC_SetCaptureOptionF32)(RENDERDOC_CaptureOption opt, float val);
// Gets the current value of an option as a uint32_t
//
// If the option is invalid, 0xffffffff is returned
typedef uint32_t(RENDERDOC_CC *pRENDERDOC_GetCaptureOptionU32)(RENDERDOC_CaptureOption opt);
// Gets the current value of an option as a float
//
// If the option is invalid, -FLT_MAX is returned
typedef float(RENDERDOC_CC *pRENDERDOC_GetCaptureOptionF32)(RENDERDOC_CaptureOption opt);
typedef enum RENDERDOC_InputButton
{
// '0' - '9' matches ASCII values
eRENDERDOC_Key_0 = 0x30,
eRENDERDOC_Key_1 = 0x31,
eRENDERDOC_Key_2 = 0x32,
eRENDERDOC_Key_3 = 0x33,
eRENDERDOC_Key_4 = 0x34,
eRENDERDOC_Key_5 = 0x35,
eRENDERDOC_Key_6 = 0x36,
eRENDERDOC_Key_7 = 0x37,
eRENDERDOC_Key_8 = 0x38,
eRENDERDOC_Key_9 = 0x39,
// 'A' - 'Z' matches ASCII values
eRENDERDOC_Key_A = 0x41,
eRENDERDOC_Key_B = 0x42,
eRENDERDOC_Key_C = 0x43,
eRENDERDOC_Key_D = 0x44,
eRENDERDOC_Key_E = 0x45,
eRENDERDOC_Key_F = 0x46,
eRENDERDOC_Key_G = 0x47,
eRENDERDOC_Key_H = 0x48,
eRENDERDOC_Key_I = 0x49,
eRENDERDOC_Key_J = 0x4A,
eRENDERDOC_Key_K = 0x4B,
eRENDERDOC_Key_L = 0x4C,
eRENDERDOC_Key_M = 0x4D,
eRENDERDOC_Key_N = 0x4E,
eRENDERDOC_Key_O = 0x4F,
eRENDERDOC_Key_P = 0x50,
eRENDERDOC_Key_Q = 0x51,
eRENDERDOC_Key_R = 0x52,
eRENDERDOC_Key_S = 0x53,
eRENDERDOC_Key_T = 0x54,
eRENDERDOC_Key_U = 0x55,
eRENDERDOC_Key_V = 0x56,
eRENDERDOC_Key_W = 0x57,
eRENDERDOC_Key_X = 0x58,
eRENDERDOC_Key_Y = 0x59,
eRENDERDOC_Key_Z = 0x5A,
// leave the rest of the ASCII range free
// in case we want to use it later
eRENDERDOC_Key_NonPrintable = 0x100,
eRENDERDOC_Key_Divide,
eRENDERDOC_Key_Multiply,
eRENDERDOC_Key_Subtract,
eRENDERDOC_Key_Plus,
eRENDERDOC_Key_F1,
eRENDERDOC_Key_F2,
eRENDERDOC_Key_F3,
eRENDERDOC_Key_F4,
eRENDERDOC_Key_F5,
eRENDERDOC_Key_F6,
eRENDERDOC_Key_F7,
eRENDERDOC_Key_F8,
eRENDERDOC_Key_F9,
eRENDERDOC_Key_F10,
eRENDERDOC_Key_F11,
eRENDERDOC_Key_F12,
eRENDERDOC_Key_Home,
eRENDERDOC_Key_End,
eRENDERDOC_Key_Insert,
eRENDERDOC_Key_Delete,
eRENDERDOC_Key_PageUp,
eRENDERDOC_Key_PageDn,
eRENDERDOC_Key_Backspace,
eRENDERDOC_Key_Tab,
eRENDERDOC_Key_PrtScrn,
eRENDERDOC_Key_Pause,
eRENDERDOC_Key_Max,
} RENDERDOC_InputButton;
// Sets which key or keys can be used to toggle focus between multiple windows
//
// If keys is NULL or num is 0, toggle keys will be disabled
typedef void(RENDERDOC_CC *pRENDERDOC_SetFocusToggleKeys)(RENDERDOC_InputButton *keys, int num);
// Sets which key or keys can be used to capture the next frame
//
// If keys is NULL or num is 0, captures keys will be disabled
typedef void(RENDERDOC_CC *pRENDERDOC_SetCaptureKeys)(RENDERDOC_InputButton *keys, int num);
typedef enum RENDERDOC_OverlayBits
{
// This single bit controls whether the overlay is enabled or disabled globally
eRENDERDOC_Overlay_Enabled = 0x1,
// Show the average framerate over several seconds as well as min/max
eRENDERDOC_Overlay_FrameRate = 0x2,
// Show the current frame number
eRENDERDOC_Overlay_FrameNumber = 0x4,
// Show a list of recent captures, and how many captures have been made
eRENDERDOC_Overlay_CaptureList = 0x8,
// Default values for the overlay mask
eRENDERDOC_Overlay_Default = (eRENDERDOC_Overlay_Enabled | eRENDERDOC_Overlay_FrameRate |
eRENDERDOC_Overlay_FrameNumber | eRENDERDOC_Overlay_CaptureList),
// Enable all bits
eRENDERDOC_Overlay_All = ~0U,
// Disable all bits
eRENDERDOC_Overlay_None = 0,
} RENDERDOC_OverlayBits;
// returns the overlay bits that have been set
typedef uint32_t(RENDERDOC_CC *pRENDERDOC_GetOverlayBits)();
// sets the overlay bits with an and & or mask
typedef void(RENDERDOC_CC *pRENDERDOC_MaskOverlayBits)(uint32_t And, uint32_t Or);
// this function will attempt to remove RenderDoc's hooks in the application.
//
// Note: that this can only work correctly if done immediately after
// the module is loaded, before any API work happens. RenderDoc will remove its
// injected hooks and shut down. Behaviour is undefined if this is called
// after any API functions have been called, and there is still no guarantee of
// success.
typedef void(RENDERDOC_CC *pRENDERDOC_RemoveHooks)();
// DEPRECATED: compatibility for code compiled against pre-1.4.1 headers.
typedef pRENDERDOC_RemoveHooks pRENDERDOC_Shutdown;
// This function will unload RenderDoc's crash handler.
//
// If you use your own crash handler and don't want RenderDoc's handler to
// intercede, you can call this function to unload it and any unhandled
// exceptions will pass to the next handler.
typedef void(RENDERDOC_CC *pRENDERDOC_UnloadCrashHandler)();
// Sets the capture file path template
//
// pathtemplate is a UTF-8 string that gives a template for how captures will be named
// and where they will be saved.
//
// Any extension is stripped off the path, and captures are saved in the directory
// specified, and named with the filename and the frame number appended. If the
// directory does not exist it will be created, including any parent directories.
//
// If pathtemplate is NULL, the template will remain unchanged
//
// Example:
//
// SetCaptureFilePathTemplate("my_captures/example");
//
// Capture #1 -> my_captures/example_frame123.rdc
// Capture #2 -> my_captures/example_frame456.rdc
typedef void(RENDERDOC_CC *pRENDERDOC_SetCaptureFilePathTemplate)(const char *pathtemplate);
// returns the current capture path template, see SetCaptureFileTemplate above, as a UTF-8 string
typedef const char *(RENDERDOC_CC *pRENDERDOC_GetCaptureFilePathTemplate)();
// DEPRECATED: compatibility for code compiled against pre-1.1.2 headers.
typedef pRENDERDOC_SetCaptureFilePathTemplate pRENDERDOC_SetLogFilePathTemplate;
typedef pRENDERDOC_GetCaptureFilePathTemplate pRENDERDOC_GetLogFilePathTemplate;
// returns the number of captures that have been made
typedef uint32_t(RENDERDOC_CC *pRENDERDOC_GetNumCaptures)();
// This function returns the details of a capture, by index. New captures are added
// to the end of the list.
//
// filename will be filled with the absolute path to the capture file, as a UTF-8 string
// pathlength will be written with the length in bytes of the filename string
// timestamp will be written with the time of the capture, in seconds since the Unix epoch
//
// Any of the parameters can be NULL and they'll be skipped.
//
// The function will return 1 if the capture index is valid, or 0 if the index is invalid
// If the index is invalid, the values will be unchanged
//
// Note: when captures are deleted in the UI they will remain in this list, so the
// capture path may not exist anymore.
typedef uint32_t(RENDERDOC_CC *pRENDERDOC_GetCapture)(uint32_t idx, char *filename,
uint32_t *pathlength, uint64_t *timestamp);
// Sets the comments associated with a capture file. These comments are displayed in the
// UI program when opening.
//
// filePath should be a path to the capture file to add comments to. If set to NULL or ""
// the most recent capture file created made will be used instead.
// comments should be a NULL-terminated UTF-8 string to add as comments.
//
// Any existing comments will be overwritten.
typedef void(RENDERDOC_CC *pRENDERDOC_SetCaptureFileComments)(const char *filePath,
const char *comments);
// returns 1 if the RenderDoc UI is connected to this application, 0 otherwise
typedef uint32_t(RENDERDOC_CC *pRENDERDOC_IsTargetControlConnected)();
// DEPRECATED: compatibility for code compiled against pre-1.1.1 headers.
// This was renamed to IsTargetControlConnected in API 1.1.1, the old typedef is kept here for
// backwards compatibility with old code, it is castable either way since it's ABI compatible
// as the same function pointer type.
typedef pRENDERDOC_IsTargetControlConnected pRENDERDOC_IsRemoteAccessConnected;
// This function will launch the Replay UI associated with the RenderDoc library injected
// into the running application.
//
// if connectTargetControl is 1, the Replay UI will be launched with a command line parameter
// to connect to this application
// cmdline is the rest of the command line, as a UTF-8 string. E.g. a captures to open
// if cmdline is NULL, the command line will be empty.
//
// returns the PID of the replay UI if successful, 0 if not successful.
typedef uint32_t(RENDERDOC_CC *pRENDERDOC_LaunchReplayUI)(uint32_t connectTargetControl,
const char *cmdline);
// RenderDoc can return a higher version than requested if it's backwards compatible,
// this function returns the actual version returned. If a parameter is NULL, it will be
// ignored and the others will be filled out.
typedef void(RENDERDOC_CC *pRENDERDOC_GetAPIVersion)(int *major, int *minor, int *patch);
// Requests that the replay UI show itself (if hidden or not the current top window). This can be
// used in conjunction with IsTargetControlConnected and LaunchReplayUI to intelligently handle
// showing the UI after making a capture.
//
// This will return 1 if the request was successfully passed on, though it's not guaranteed that
// the UI will be on top in all cases depending on OS rules. It will return 0 if there is no current
// target control connection to make such a request, or if there was another error
typedef uint32_t(RENDERDOC_CC *pRENDERDOC_ShowReplayUI)();
//////////////////////////////////////////////////////////////////////////
// Capturing functions
//
// A device pointer is a pointer to the API's root handle.
//
// This would be an ID3D11Device, HGLRC/GLXContext, ID3D12Device, etc
typedef void *RENDERDOC_DevicePointer;
// A window handle is the OS's native window handle
//
// This would be an HWND, GLXDrawable, etc
typedef void *RENDERDOC_WindowHandle;
// A helper macro for Vulkan, where the device handle cannot be used directly.
//
// Passing the VkInstance to this macro will return the RENDERDOC_DevicePointer to use.
//
// Specifically, the value needed is the dispatch table pointer, which sits as the first
// pointer-sized object in the memory pointed to by the VkInstance. Thus we cast to a void** and
// indirect once.
#define RENDERDOC_DEVICEPOINTER_FROM_VKINSTANCE(inst) (*((void **)(inst)))
// This sets the RenderDoc in-app overlay in the API/window pair as 'active' and it will
// respond to keypresses. Neither parameter can be NULL
typedef void(RENDERDOC_CC *pRENDERDOC_SetActiveWindow)(RENDERDOC_DevicePointer device,
RENDERDOC_WindowHandle wndHandle);
// capture the next frame on whichever window and API is currently considered active
typedef void(RENDERDOC_CC *pRENDERDOC_TriggerCapture)();
// capture the next N frames on whichever window and API is currently considered active
typedef void(RENDERDOC_CC *pRENDERDOC_TriggerMultiFrameCapture)(uint32_t numFrames);
// When choosing either a device pointer or a window handle to capture, you can pass NULL.
// Passing NULL specifies a 'wildcard' match against anything. This allows you to specify
// any API rendering to a specific window, or a specific API instance rendering to any window,
// or in the simplest case of one window and one API, you can just pass NULL for both.
//
// In either case, if there are two or more possible matching (device,window) pairs it
// is undefined which one will be captured.
//
// Note: for headless rendering you can pass NULL for the window handle and either specify
// a device pointer or leave it NULL as above.
// Immediately starts capturing API calls on the specified device pointer and window handle.
//
// If there is no matching thing to capture (e.g. no supported API has been initialised),
// this will do nothing.
//
// The results are undefined (including crashes) if two captures are started overlapping,
// even on separate devices and/oror windows.
typedef void(RENDERDOC_CC *pRENDERDOC_StartFrameCapture)(RENDERDOC_DevicePointer device,
RENDERDOC_WindowHandle wndHandle);
// Returns whether or not a frame capture is currently ongoing anywhere.
//
// This will return 1 if a capture is ongoing, and 0 if there is no capture running
typedef uint32_t(RENDERDOC_CC *pRENDERDOC_IsFrameCapturing)();
// Ends capturing immediately.
//
// This will return 1 if the capture succeeded, and 0 if there was an error capturing.
typedef uint32_t(RENDERDOC_CC *pRENDERDOC_EndFrameCapture)(RENDERDOC_DevicePointer device,
RENDERDOC_WindowHandle wndHandle);
// Ends capturing immediately and discard any data stored without saving to disk.
//
// This will return 1 if the capture was discarded, and 0 if there was an error or no capture
// was in progress
typedef uint32_t(RENDERDOC_CC *pRENDERDOC_DiscardFrameCapture)(RENDERDOC_DevicePointer device,
RENDERDOC_WindowHandle wndHandle);
// Only valid to be called between a call to StartFrameCapture and EndFrameCapture. Gives a custom
// title to the capture produced which will be displayed in the UI.
//
// If multiple captures are ongoing, this title will be applied to the first capture to end after
// this call. The second capture to end will have no title, unless this function is called again.
//
// Calling this function has no effect if no capture is currently running, and if it is called
// multiple times only the last title will be used.
typedef void(RENDERDOC_CC *pRENDERDOC_SetCaptureTitle)(const char *title);
//////////////////////////////////////////////////////////////////////////////////////////////////
// RenderDoc API versions
//
// RenderDoc uses semantic versioning (http://semver.org/).
//
// MAJOR version is incremented when incompatible API changes happen.
// MINOR version is incremented when functionality is added in a backwards-compatible manner.
// PATCH version is incremented when backwards-compatible bug fixes happen.
//
// Note that this means the API returned can be higher than the one you might have requested.
// e.g. if you are running against a newer RenderDoc that supports 1.0.1, it will be returned
// instead of 1.0.0. You can check this with the GetAPIVersion entry point
typedef enum RENDERDOC_Version
{
eRENDERDOC_API_Version_1_0_0 = 10000, // RENDERDOC_API_1_0_0 = 1 00 00
eRENDERDOC_API_Version_1_0_1 = 10001, // RENDERDOC_API_1_0_1 = 1 00 01
eRENDERDOC_API_Version_1_0_2 = 10002, // RENDERDOC_API_1_0_2 = 1 00 02
eRENDERDOC_API_Version_1_1_0 = 10100, // RENDERDOC_API_1_1_0 = 1 01 00
eRENDERDOC_API_Version_1_1_1 = 10101, // RENDERDOC_API_1_1_1 = 1 01 01
eRENDERDOC_API_Version_1_1_2 = 10102, // RENDERDOC_API_1_1_2 = 1 01 02
eRENDERDOC_API_Version_1_2_0 = 10200, // RENDERDOC_API_1_2_0 = 1 02 00
eRENDERDOC_API_Version_1_3_0 = 10300, // RENDERDOC_API_1_3_0 = 1 03 00
eRENDERDOC_API_Version_1_4_0 = 10400, // RENDERDOC_API_1_4_0 = 1 04 00
eRENDERDOC_API_Version_1_4_1 = 10401, // RENDERDOC_API_1_4_1 = 1 04 01
eRENDERDOC_API_Version_1_4_2 = 10402, // RENDERDOC_API_1_4_2 = 1 04 02
eRENDERDOC_API_Version_1_5_0 = 10500, // RENDERDOC_API_1_5_0 = 1 05 00
eRENDERDOC_API_Version_1_6_0 = 10600, // RENDERDOC_API_1_6_0 = 1 06 00
} RENDERDOC_Version;
// API version changelog:
//
// 1.0.0 - initial release
// 1.0.1 - Bugfix: IsFrameCapturing() was returning false for captures that were triggered
// by keypress or TriggerCapture, instead of Start/EndFrameCapture.
// 1.0.2 - Refactor: Renamed eRENDERDOC_Option_DebugDeviceMode to eRENDERDOC_Option_APIValidation
// 1.1.0 - Add feature: TriggerMultiFrameCapture(). Backwards compatible with 1.0.x since the new
// function pointer is added to the end of the struct, the original layout is identical
// 1.1.1 - Refactor: Renamed remote access to target control (to better disambiguate from remote
// replay/remote server concept in replay UI)
// 1.1.2 - Refactor: Renamed "log file" in function names to just capture, to clarify that these
// are captures and not debug logging files. This is the first API version in the v1.0
// branch.
// 1.2.0 - Added feature: SetCaptureFileComments() to add comments to a capture file that will be
// displayed in the UI program on load.
// 1.3.0 - Added feature: New capture option eRENDERDOC_Option_AllowUnsupportedVendorExtensions
// which allows users to opt-in to allowing unsupported vendor extensions to function.
// Should be used at the user's own risk.
// Refactor: Renamed eRENDERDOC_Option_VerifyMapWrites to
// eRENDERDOC_Option_VerifyBufferAccess, which now also controls initialisation to
// 0xdddddddd of uninitialised buffer contents.
// 1.4.0 - Added feature: DiscardFrameCapture() to discard a frame capture in progress and stop
// capturing without saving anything to disk.
// 1.4.1 - Refactor: Renamed Shutdown to RemoveHooks to better clarify what is happening
// 1.4.2 - Refactor: Renamed 'draws' to 'actions' in callstack capture option.
// 1.5.0 - Added feature: ShowReplayUI() to request that the replay UI show itself if connected
// 1.6.0 - Added feature: SetCaptureTitle() which can be used to set a title for a
// capture made with StartFrameCapture() or EndFrameCapture()
typedef struct RENDERDOC_API_1_6_0
{
pRENDERDOC_GetAPIVersion GetAPIVersion;
pRENDERDOC_SetCaptureOptionU32 SetCaptureOptionU32;
pRENDERDOC_SetCaptureOptionF32 SetCaptureOptionF32;
pRENDERDOC_GetCaptureOptionU32 GetCaptureOptionU32;
pRENDERDOC_GetCaptureOptionF32 GetCaptureOptionF32;
pRENDERDOC_SetFocusToggleKeys SetFocusToggleKeys;
pRENDERDOC_SetCaptureKeys SetCaptureKeys;
pRENDERDOC_GetOverlayBits GetOverlayBits;
pRENDERDOC_MaskOverlayBits MaskOverlayBits;
// Shutdown was renamed to RemoveHooks in 1.4.1.
// These unions allow old code to continue compiling without changes
union
{
pRENDERDOC_Shutdown Shutdown;
pRENDERDOC_RemoveHooks RemoveHooks;
};
pRENDERDOC_UnloadCrashHandler UnloadCrashHandler;
// Get/SetLogFilePathTemplate was renamed to Get/SetCaptureFilePathTemplate in 1.1.2.
// These unions allow old code to continue compiling without changes
union
{
// deprecated name
pRENDERDOC_SetLogFilePathTemplate SetLogFilePathTemplate;
// current name
pRENDERDOC_SetCaptureFilePathTemplate SetCaptureFilePathTemplate;
};
union
{
// deprecated name
pRENDERDOC_GetLogFilePathTemplate GetLogFilePathTemplate;
// current name
pRENDERDOC_GetCaptureFilePathTemplate GetCaptureFilePathTemplate;
};
pRENDERDOC_GetNumCaptures GetNumCaptures;
pRENDERDOC_GetCapture GetCapture;
pRENDERDOC_TriggerCapture TriggerCapture;
// IsRemoteAccessConnected was renamed to IsTargetControlConnected in 1.1.1.
// This union allows old code to continue compiling without changes
union
{
// deprecated name
pRENDERDOC_IsRemoteAccessConnected IsRemoteAccessConnected;
// current name
pRENDERDOC_IsTargetControlConnected IsTargetControlConnected;
};
pRENDERDOC_LaunchReplayUI LaunchReplayUI;
pRENDERDOC_SetActiveWindow SetActiveWindow;
pRENDERDOC_StartFrameCapture StartFrameCapture;
pRENDERDOC_IsFrameCapturing IsFrameCapturing;
pRENDERDOC_EndFrameCapture EndFrameCapture;
// new function in 1.1.0
pRENDERDOC_TriggerMultiFrameCapture TriggerMultiFrameCapture;
// new function in 1.2.0
pRENDERDOC_SetCaptureFileComments SetCaptureFileComments;
// new function in 1.4.0
pRENDERDOC_DiscardFrameCapture DiscardFrameCapture;
// new function in 1.5.0
pRENDERDOC_ShowReplayUI ShowReplayUI;
// new function in 1.6.0
pRENDERDOC_SetCaptureTitle SetCaptureTitle;
} RENDERDOC_API_1_6_0;
typedef RENDERDOC_API_1_6_0 RENDERDOC_API_1_0_0;
typedef RENDERDOC_API_1_6_0 RENDERDOC_API_1_0_1;
typedef RENDERDOC_API_1_6_0 RENDERDOC_API_1_0_2;
typedef RENDERDOC_API_1_6_0 RENDERDOC_API_1_1_0;
typedef RENDERDOC_API_1_6_0 RENDERDOC_API_1_1_1;
typedef RENDERDOC_API_1_6_0 RENDERDOC_API_1_1_2;
typedef RENDERDOC_API_1_6_0 RENDERDOC_API_1_2_0;
typedef RENDERDOC_API_1_6_0 RENDERDOC_API_1_3_0;
typedef RENDERDOC_API_1_6_0 RENDERDOC_API_1_4_0;
typedef RENDERDOC_API_1_6_0 RENDERDOC_API_1_4_1;
typedef RENDERDOC_API_1_6_0 RENDERDOC_API_1_4_2;
typedef RENDERDOC_API_1_6_0 RENDERDOC_API_1_5_0;
//////////////////////////////////////////////////////////////////////////////////////////////////
// RenderDoc API entry point
//
// This entry point can be obtained via GetProcAddress/dlsym if RenderDoc is available.
//
// The name is the same as the typedef - "RENDERDOC_GetAPI"
//
// This function is not thread safe, and should not be called on multiple threads at once.
// Ideally, call this once as early as possible in your application's startup, before doing
// any API work, since some configuration functionality etc has to be done also before
// initialising any APIs.
//
// Parameters:
// version is a single value from the RENDERDOC_Version above.
//
// outAPIPointers will be filled out with a pointer to the corresponding struct of function
// pointers.
//
// Returns:
// 1 - if the outAPIPointers has been filled with a pointer to the API struct requested
// 0 - if the requested version is not supported or the arguments are invalid.
//
typedef int(RENDERDOC_CC *pRENDERDOC_GetAPI)(RENDERDOC_Version version, void **outAPIPointers);
#ifdef __cplusplus
} // extern "C"
#endif

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externals/robin-map vendored Submodule

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externals/sdl3 vendored Submodule

Submodule externals/sdl3 added at e9c2e9bfc3

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Submodule externals/sirit added at 282083a595

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externals/tracy vendored Submodule

Submodule externals/tracy added at 143a53d198

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externals/vma vendored Submodule

Submodule externals/vma added at f378e7b3f1

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externals/xbyak vendored Submodule

Submodule externals/xbyak added at 44a72f3692

1
externals/xxhash vendored Submodule

Submodule externals/xxhash added at 953a09abc3

1
externals/zlib-ng vendored Submodule

Submodule externals/zlib-ng added at fd0d263ced

1
externals/zydis vendored Submodule

Submodule externals/zydis added at 120e0e705f

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
import std.io;
import std.sys;
struct Header {
u32 magic;
u32 version;
u32 key_table_offset;
u32 data_table_offset;
u32 index_table_entries;
};
struct KeyEntry {
char name[];
} [[inline]];
struct DataEntry<auto fmt, auto size> {
if (fmt == 0x0404) {
u32 int_value;
} else if(fmt == 0x0004) {
char bin_value[size];
} else if(fmt == 0x0204) {
char str_value[size];
} else {
std::warning("unknown fmt type");
}
} [[inline]];
struct IndexEntry {
u16 key_offset;
u16 param_fmt;
u32 param_len;
u32 param_max_len;
u32 data_offset;
};
struct Entry<auto KeyTableOffset, auto DataTableOffset> {
u64 begin = $;
IndexEntry index;
KeyEntry key @ KeyTableOffset + index.key_offset;
DataEntry<index.param_fmt, index.param_len> data @ DataTableOffset + index.data_offset;
u8 data_empty[index.param_max_len - index.param_len] @ DataTableOffset + index.data_offset + index.param_len;
$ = begin + sizeof(IndexEntry);
};
Header header @ 0;
std::assert(header.magic == 0x46535000, "Miss match magic");
std::assert(header.version == 0x00000101, "Miss match version");
Entry<header.key_table_offset, header.data_table_offset> list[header.index_table_entries] @ 0x14;

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# SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
# Helper script that generates stub implementation of all known nids + lookup tables
# for shadps4
import sys, os
import struct
#from hashlib import sha1
import hashlib
from base64 import b64encode as base64enc
from binascii import unhexlify as uhx
#ref https://github.com/SocraticBliss/ps4_name2nid_plugin
#ref derived from https://github.com/zecoxao/sce_symbols.git
# needs ps4_names.txt (see: https://github.com/zecoxao/sce_symbols.git for full list)
# generates "stubs.inl" to include in Core\PS4\Util
NEW_NIDS = {}
NAMES = 'ps4_names.txt'
def name2nid(name):
symbol = hashlib.sha1(name.encode() + uhx('518D64A635DED8C1E6B039B1C3E55230')).digest()
id = struct.unpack('<Q', symbol[:8])[0]
nid = base64enc(uhx('%016x' % id), b'+-').rstrip(b'=')
NEW_NIDS[nid]=name
def save_stubs(NIDS):
nidsSorted=sorted(NIDS.items(), key=lambda x: x[0])
nidsFile=open("aerolib.inl", "w")
nidsFile.writelines('// generated using ps4_names2stubs.py\n\n')
for nid, name in nidsSorted:
nidsFile.writelines('STUB("%s", %s)\n' % (str(nid,'utf-8'), name))
nidsFile.close()
f = open(NAMES,"r")
for line in f.readlines():
line = line.strip()
name2nid(line)
f.close()
save_stubs(NEW_NIDS)

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