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20 changed files with 108 additions and 72 deletions

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@ -7,8 +7,6 @@
export NDK_CCACHE="$(which ccache)"
ccache -s
git submodule update --init --recursive
BUILD_FLAVOR="mainline"
BUILD_TYPE="release"

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@ -7,9 +7,7 @@
# Exit on error, rather than continuing with the rest of the script.
set -e
ccache -s
git submodule update --init --recursive
ccache -sv
mkdir build || true && cd build
cmake .. \

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@ -6,9 +6,7 @@
# Exit on error, rather than continuing with the rest of the script.
set -e
ccache -s
git submodule update --init --recursive
ccache -sv
mkdir build || true && cd build
cmake .. \
@ -54,9 +52,9 @@ DESTDIR="$PWD/AppDir" ninja install
rm -vf AppDir/usr/bin/suyu-cmd AppDir/usr/bin/suyu-tester
# Download tools needed to build an AppImage
wget -nc https://git.suyu.dev/suyu/ext-linux-bin/raw/branch/main/appimage/deploy-linux.sh
wget -nc https://git.suyu.dev/suyu/ext-linux-bin/raw/branch/main/appimage/exec-x86_64.so
wget -nc https://git.suyu.dev/suyu/AppImageKit-checkrt/raw/branch/gh-workflow/AppRun
wget -nc https://gitlab.com/suyu-emu/ext-linux-bin/-/raw/main/appimage/deploy-linux.sh
wget -nc https://gitlab.com/suyu-emu/ext-linux-bin/-/raw/main/appimage/exec-x86_64.so
wget -nc https://gitlab.com/suyu-emu/AppImageKit-checkrt/-/raw/old/AppRun.sh
# Set executable bit
chmod 755 \

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@ -8,9 +8,7 @@ set -e
#cd /suyu
ccache -s
git submodule update --init --recursive
ccache -sv
rm -rf build
mkdir -p build && cd build

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@ -8,7 +8,7 @@ name: 'suyu verify'
on:
pull_request:
# branches: [ "dev" ]
branches: [ "dev" ]
paths:
- 'src/**'
- 'CMakeModules/**'
@ -19,7 +19,7 @@ on:
# paths-ignore:
# - 'src/android/**'
push:
# branches: [ "dev" ]
branches: [ "dev" ]
paths:
- 'src/**'
- 'CMakeModules/**'

5
.gitmodules vendored
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@ -1,4 +1,6 @@
# SPDX-FileCopyrightText: 2014 Citra Emulator Project
# SPDX-FileCopyrightText: Copyright 2024 suyu Emulator Project
# SPDX-FileCopyrightText: Copyright 2024 Torzu Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
[submodule "enet"]
@ -67,3 +69,6 @@
[submodule "Vulkan-Utility-Libraries"]
path = externals/Vulkan-Utility-Libraries
url = https://github.com/KhronosGroup/Vulkan-Utility-Libraries.git
[submodule "externals/SPIRV-Tools"]
path = externals/SPIRV-Tools
url = https://github.com/KhronosGroup/SPIRV-Tools.git

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@ -1,5 +1,6 @@
# SPDX-FileCopyrightText: 2018 yuzu Emulator Project
# SPDX-FileCopyrightText: 2024 suyu Emulator Project
# SPDX-FileCopyrightText: Copyright 2024 Torzu Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
cmake_minimum_required(VERSION 3.22)
@ -40,6 +41,8 @@ option(SUYU_USE_BUNDLED_FFMPEG "Download/Build bundled FFmpeg" "${WIN32}")
option(SUYU_USE_EXTERNAL_VULKAN_HEADERS "Use Vulkan-Headers from externals" ON)
option(SUYU_USE_EXTERNAL_VULKAN_SPIRV_TOOLS "Use SPIRV-Tools from externals" ON)
option(SUYU_USE_EXTERNAL_VULKAN_UTILITY_LIBRARIES "Use Vulkan-Utility-Libraries from externals" ON)
option(SUYU_USE_QT_MULTIMEDIA "Use QtMultimedia for Camera" OFF)
@ -320,6 +323,11 @@ if (NOT SUYU_USE_EXTERNAL_VULKAN_UTILITY_LIBRARIES)
find_package(VulkanUtilityLibraries REQUIRED)
endif()
if (NOT SUYU_USE_EXTERNAL_VULKAN_SPIRV_TOOLS)
find_package(PkgConfig REQUIRED)
pkg_check_modules(SPIRV-Tools REQUIRED SPIRV-Tools)
endif()
if (ENABLE_LIBUSB)
find_package(libusb 1.0.24 MODULE)
endif()

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@ -6,5 +6,5 @@ SPDX-License-Identifier: GPL-2.0-or-later
Please check out the
* [Contributors's guide](https://git.suyu.dev/suyu/suyu/wiki/Contributing).
* [Merge request guidelines](https://git.suyu.dev/suyu/suyu/wiki/Typical-Git-Workflow#once-your-pull-request-is-ready-to-be-merged)
* [Contributors's guide](https://gitlab.com/suyu-emu/suyu/-/wikis/Contributing).
* [Merge request guidelines](https://gitlab.com/suyu-emu/suyu/-/wikis/Merge-requests)

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@ -1,25 +0,0 @@
<!--
SPDX-FileCopyrightText: 2024 suyu Emulator Project
SPDX-License-Identifier: GPL-3.0-or-later
-->
# Migrating from yuzu
When coming from yuzu, the migration is as easy as renaming some directories.
## Windows
Use the run dialog to go to `%APPDATA%` or manually go to `C:\Users\{USERNAME}\AppData\Roaming` (you may have to enable hidden files) and simply rename the `yuzu` directories and simply rename those to `suyu`.
## Unix (macOS/Linux)
Similarly, you can simply rename the folders `~/.local/share/yuzu` and `~/.config/yuzu` to `suyu`, either via a file manager or with the following commands:
```sh
$ mv ~/.local/share/yuzu ~/.local/share/suyu
$ mv ~/.config/yuzu ~/.config/suyu
```
There is also `~/.cache/yuzu`, which you can safely delete. Suyu will build a fresh cache in its own directory.
### Linux
Depending on your setup, you may want to substitute those base paths for `$XDG_DATA_HOME` and `$XDG_CONFIG_HOME` respectively.
## Android
TBD

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@ -6,9 +6,10 @@ SPDX-License-Identifier: GPL-3.0-or-later
**Note**: We do not support or condone piracy in any form. In order to use suyu, you'll need keys from your real Switch system, and games which you have legally obtained and paid for. We do not intend to make money or profit from this project.
We're in need of developers. Please join our chat below or DM a dev if you want to contribute!
This repo is currently based on Yuzu EA 4176 but the code will be rewritten from the ground up for legal and performance reasons.
We're in need of developers. Please join our chat below if you want to contribute!
This repo was based on Yuzu EA 4176 but the code is being rewritten from the ground up for legal and performance reasons.
Support the original suyu developer team [here](https://discord.gg/ajz5hdrZ)
<hr />
@ -22,13 +23,12 @@ This repo is currently based on Yuzu EA 4176 but the code will be rewritten from
<h4 align="center"><b>suyu</b> was the continuation of the world's most popular, open-source Nintendo Switch emulator, yuzu, but is now something more.
<br>
It is written in C++ with portability in mind, and we actively provide builds for Windows, Linux and Android, iOS may come later.
It is written in C++ (C# possibly required soon) with portability in mind, we actively work on builds for Windows, Linux, Android and hopefully IOS, along with a WIP custom OS called suyuOS (https://git.suyu.dev/suyu/suyu-os) .
</h4>
<p align="center">
<a href="https://chat.suyu.dev">Chat</a> |
<a href="https://www.reddit.com/r/suyu/">Reddit</a> |
<a href="#status">Status</a> |
<a href="#development">Development</a> |
<a href="#downloads">Downloads</a> |
@ -41,10 +41,6 @@ It is written in C++ with portability in mind, and we actively provide builds fo
## Hardware Requirements
[Click here to see the Hardware Requirements](https://git.suyu.dev/suyu/suyu/wiki/Hardware-Requirements)
## Migrating from yuzu
See [MIGRATION.md](MIGRATION.md).
## Status
We currently have builds over at the [Releases](https://git.suyu.dev/suyu/suyu/releases) page.
@ -55,10 +51,10 @@ We currently have builds over at the [Releases](https://git.suyu.dev/suyu/suyu/r
This project is completely free and open source, and anyone can contribute to help improve suyu.
Most of the development happens on Git. For development discussion, please join us in our [Chat](https://chat.suyu.dev) or [Subreddit](reddit.com/r/suyu/), you can also contact a developer.
Most of the development happens on GitLab. For development discussion, please join us in our [Chat](https://chat.suyu.dev).
If you want to contribute, please take a look at the [Contributor's Guide](https://git.suyu.dev/suyu/suyu/wiki/Contributing) and [Developer Information](https://git.suyu.dev/suyu/suyu/wiki/Developer-Information).
You can also contact any of the developers on the Chat to learn more about the current state of suyu.
You can also contact any of the developers on Discord to learn more about the current state of suyu.
## Downloads
@ -66,27 +62,26 @@ You can also contact any of the developers on the Chat to learn more about the c
* __Linux__: [Releases](https://git.suyu.dev/suyu/suyu/releases)
* __macOS__: [Releases](https://git.suyu.dev/suyu/suyu/releases)
* __Android__: [Releases](https://git.suyu.dev/suyu/suyu/releases)
###### We currently do not provide builds for iOS, however if you would like, you could try the experimental Sudachi Emulator and it's bigger project: [Folium](https://apps.apple.com/us/app/folium/id6498623389).
* __For IOS users, we recommend Sudachi__: [Releases](https://github.com/emuPlace/Sudachi/releases)
If you want daily builds then [Click here](https://git.suyu.dev/suyu/suyu/actions).
If you want daily builds then [Click here](https://git.suyu.dev/suyu/suyu/actions)
If you don't know how to download the daily builds then [Click here](https://git.suyu.dev/suyu/suyu/raw/branch/dev/img/daily-builds.png)
Right now we only have daily builds for Linux and Android.
We have official builds [here.](https://git.suyu.dev/suyu/suyu/releases)<br>If any website or person is claiming to have a build for suyu, take that with a grain of salt and let us know.
For Multiplayer, we recommend using the "Yuzu Online" patch, install instructions can be found on Reddit and their Discord.
We have official builds [here.](https://git.suyu.dev/suyu/suyu/releases) If any website or person is claiming to have a build for suyu, take that with a grain of salt.
## Building
* __Windows__: [Windows Build](https://git.suyu.dev/suyu/suyu/wiki/Building-For-Windows)
* __Linux__: [Linux Build](https://git.suyu.dev/suyu/suyu/wiki/Building-For-Linux)
* __Android__: [Android Build](https://git.suyu.dev/suyu/suyu/wiki/Building-For-Android)
* __MacOS__: [MacOS Build](https://git.suyu.dev/suyu/suyu/wiki/Building-for-macOS)
* __macOS__: [macOS Build](https://git.suyu.dev/suyu/suyu/wiki/Building-for-macOS)
## Support
If you have any questions, don't hesitate to ask us in our [Chat](https://chat.suyu.dev) or Subreddit, make an issue or contact a developer. We don't bite!
If you have any questions, don't hesitate to ask us in our [chat](https://chat.suyu.dev). We don't bite!
## License

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@ -1,4 +1,6 @@
# SPDX-FileCopyrightText: 2016 Citra Emulator Project
# SPDX-FileCopyrightText: Copyright 2024 suyu Emulator Project
# SPDX-FileCopyrightText: Copyright 2024 Torzu Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
# Dynarmic has cmake_minimum_required(3.12) and we may want to override
@ -160,6 +162,11 @@ if (SUYU_USE_EXTERNAL_VULKAN_UTILITY_LIBRARIES)
add_subdirectory(Vulkan-Utility-Libraries)
endif()
# SPIRV-Tools
if (YUZU_USE_EXTERNAL_VULKAN_SPIRV_TOOLS)
add_subdirectory(SPIRV-Tools)
endif()
# TZDB (Time Zone Database)
add_subdirectory(nx_tzdb)

1
externals/SPIRV-Tools vendored Submodule

@ -0,0 +1 @@
Subproject commit dd4b663e13c07fea4fbb3f70c1c91c86731099f7

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@ -13,7 +13,7 @@
#include "common/polyfill_ranges.h"
namespace AudioCore {
constexpr u32 CurrentRevision = 12;
constexpr u32 CurrentRevision = 11;
enum class SupportTags {
CommandProcessingTimeEstimatorVersion4,

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@ -1,4 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-FileCopyrightText: Copyright 2024 suyu Emulator Project
// SPDX-FileCopyrightText: Copyright 2024 Torzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
@ -277,6 +279,8 @@ struct Values {
SwitchableSetting<bool> use_disk_shader_cache{linkage, true, "use_disk_shader_cache",
Category::Renderer};
SwitchableSetting<bool> optimize_spirv_output{linkage, false, "optimize_spirv_output",
Category::Renderer};
SwitchableSetting<bool> use_asynchronous_gpu_emulation{
linkage, true, "use_asynchronous_gpu_emulation", Category::Renderer};
SwitchableSetting<AstcDecodeMode, true> accelerate_astc{linkage,

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@ -1,4 +1,6 @@
# SPDX-FileCopyrightText: 2018 yuzu Emulator Project
# SPDX-FileCopyrightText: Copyright 2024 suyu Emulator Project
# SPDX-FileCopyrightText: Copyright 2024 Torzu Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
add_library(shader_recompiler STATIC
@ -242,7 +244,13 @@ add_library(shader_recompiler STATIC
varying_state.h
)
target_link_libraries(shader_recompiler PUBLIC common fmt::fmt sirit)
if (SUYU_USE_EXTERNAL_VULKAN_SPIRV_TOOLS)
set(SPIRV_TOOLS_LIBRARY SPIRV-Tools-opt)
else()
set(SPIRV_TOOLS_LIBRARY SPIRV-Tools-opt SPIRV-Tools SPIRV-Tools-link)
endif()
target_link_libraries(shader_recompiler PUBLIC common fmt::fmt sirit ${SPIRV_TOOLS_LIBRARY})
if (MSVC)
target_compile_options(shader_recompiler PRIVATE

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@ -1,4 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-FileCopyrightText: Copyright 2024 suyu Emulator Project
// SPDX-FileCopyrightText: Copyright 2024 Torzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <span>
@ -6,6 +8,7 @@
#include <type_traits>
#include <utility>
#include <vector>
#include <spirv-tools/optimizer.hpp>
#include "common/settings.h"
#include "shader_recompiler/backend/spirv/emit_spirv.h"
@ -481,7 +484,7 @@ void PatchPhiNodes(IR::Program& program, EmitContext& ctx) {
} // Anonymous namespace
std::vector<u32> EmitSPIRV(const Profile& profile, const RuntimeInfo& runtime_info,
IR::Program& program, Bindings& bindings) {
IR::Program& program, Bindings& bindings, bool optimize) {
EmitContext ctx{profile, runtime_info, program, bindings};
const Id main{DefineMain(ctx, program)};
DefineEntryPoint(program, ctx, main);
@ -493,7 +496,28 @@ std::vector<u32> EmitSPIRV(const Profile& profile, const RuntimeInfo& runtime_in
SetupCapabilities(profile, program.info, ctx);
SetupTransformFeedbackCapabilities(ctx, main);
PatchPhiNodes(program, ctx);
return ctx.Assemble();
if (!optimize) {
return ctx.Assemble();
} else {
std::vector<u32> spirv = ctx.Assemble();
spvtools::Optimizer spv_opt(SPV_ENV_VULKAN_1_3);
spv_opt.SetMessageConsumer([](spv_message_level_t, const char*, const spv_position_t&,
const char* m) { LOG_ERROR(HW_GPU, "spirv-opt: {}", m); });
spv_opt.RegisterPerformancePasses();
spvtools::OptimizerOptions opt_options;
opt_options.set_run_validator(false);
std::vector<u32> result;
if (!spv_opt.Run(spirv.data(), spirv.size(), &result, opt_options)) {
LOG_ERROR(HW_GPU,
"Failed to optimize SPIRV shader output, continuing without optimization");
result = std::move(spirv);
}
return result;
}
}
Id EmitPhi(EmitContext& ctx, IR::Inst* inst) {
@ -556,4 +580,4 @@ void EmitGetInBoundsFromOp(EmitContext&) {
throw LogicError("Unreachable instruction");
}
} // namespace Shader::Backend::SPIRV
} // namespace Shader::Backend::SPIRV

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@ -1,4 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-FileCopyrightText: Copyright 2024 suyu Emulator Project
// SPDX-FileCopyrightText: Copyright 2024 Torzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
@ -31,11 +33,12 @@ constexpr u32 RESCALING_LAYOUT_DOWN_FACTOR_OFFSET = offsetof(RescalingLayout, do
constexpr u32 RENDERAREA_LAYOUT_OFFSET = offsetof(RenderAreaLayout, render_area);
[[nodiscard]] std::vector<u32> EmitSPIRV(const Profile& profile, const RuntimeInfo& runtime_info,
IR::Program& program, Bindings& bindings);
IR::Program& program, Bindings& bindingss, bool optimize);
[[nodiscard]] inline std::vector<u32> EmitSPIRV(const Profile& profile, IR::Program& program) {
[[nodiscard]] inline std::vector<u32> EmitSPIRV(const Profile& profile, IR::Program& program,
bool optimize) {
Bindings binding;
return EmitSPIRV(profile, {}, program, binding);
return EmitSPIRV(profile, {}, program, binding, optimize);
}
} // namespace Shader::Backend::SPIRV

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@ -1,4 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
// SPDX-FileCopyrightText: Copyright 2024 suyu Emulator Project
// SPDX-FileCopyrightText: Copyright 2024 Torzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "suyu/configuration/shared_translation.h"
@ -143,6 +145,10 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QWidget* parent) {
tr("Allows saving shaders to storage for faster loading on following game "
"boots.\nDisabling "
"it is only intended for debugging."));
INSERT(Settings, optimize_spirv_output, tr("Optimize SPIRV output shader"),
tr("Runs an additional optimization pass over generated SPIRV shaders.\n"
"Will increase time required for shader compilation.\nMay slightly improve "
"performance.\nThis feature is experimental."));
INSERT(
Settings, use_asynchronous_gpu_emulation, tr("Use asynchronous GPU emulation"),
tr("Uses an extra CPU thread for rendering.\nThis option should always remain enabled."));

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@ -1,4 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-FileCopyrightText: Copyright 2024 suyu Emulator Project
// SPDX-FileCopyrightText: Copyright 2024 Torzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <atomic>
@ -537,7 +539,9 @@ std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline(
break;
case Settings::ShaderBackend::SpirV:
ConvertLegacyToGeneric(program, runtime_info);
sources_spirv[stage_index] = EmitSPIRV(profile, runtime_info, program, binding);
sources_spirv[stage_index] =
EmitSPIRV(profile, runtime_info, program, binding,
Settings::values.optimize_spirv_output.GetValue());
break;
}
previous_program = &program;
@ -596,7 +600,7 @@ std::unique_ptr<ComputePipeline> ShaderCache::CreateComputePipeline(
code = EmitGLASM(profile, info, program);
break;
case Settings::ShaderBackend::SpirV:
code_spirv = EmitSPIRV(profile, program);
code_spirv = EmitSPIRV(profile, program, Settings::values.optimize_spirv_output.GetValue());
break;
}

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@ -1,4 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2019 yuzu Emulator Project
// SPDX-FileCopyrightText: Copyright 2024 suyu Emulator Project
// SPDX-FileCopyrightText: Copyright 2024 Torzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <algorithm>
@ -673,7 +675,8 @@ std::unique_ptr<GraphicsPipeline> PipelineCache::CreateGraphicsPipeline(
const auto runtime_info{MakeRuntimeInfo(programs, key, program, previous_stage)};
ConvertLegacyToGeneric(program, runtime_info);
const std::vector<u32> code{EmitSPIRV(profile, runtime_info, program, binding)};
const std::vector<u32> code{EmitSPIRV(profile, runtime_info, program, binding,
Settings::values.optimize_spirv_output.GetValue())};
device.SaveShader(code);
modules[stage_index] = BuildShader(device, code);
if (device.HasDebuggingToolAttached()) {
@ -767,7 +770,8 @@ std::unique_ptr<ComputePipeline> PipelineCache::CreateComputePipeline(
}
auto program{TranslateProgram(pools.inst, pools.block, env, cfg, host_info)};
const std::vector<u32> code{EmitSPIRV(profile, program)};
const std::vector<u32> code{
EmitSPIRV(profile, program, Settings::values.optimize_spirv_output.GetValue())};
device.SaveShader(code);
vk::ShaderModule spv_module{BuildShader(device, code)};
if (device.HasDebuggingToolAttached()) {