Fixes x86_64 builds for Android by stubbing a function that calls into libadrenotools to query GPU driver information. libadrenotools is only available for arm64.
The function should not be called anyways, as the menu that would display the information is disabled on unsupported devices.
To enable x86_64 for building change the line `abiFilters += listOf("arm64-v8a")` in `src/android/app/build.gradle.kts` to `abiFilters += listOf("arm64-v8a", "x86_64")`.
I did not do this by default as it significantly increases the build time (the native part needs to be build once for each architecture) and increases the app size (this is less of a concern as games are already significantly larger).
It might allow usage on Chromebooks (the internet tells me those run on x86_64) and some few Android devices. The main advantage I see is for development of the app itself, as it allows running it in waydroid for local testing.
Reviewed-on: http://vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion/torzu-emu/torzu/pulls/49
Co-authored-by: echosys <echosys@noreply.localhost>
Co-committed-by: echosys <echosys@noreply.localhost>
Older versions of gcc (gcc-11 which is used in the build guide) seem to struggle with these two struct initializations (if I understand this correctly it is using "designated initialization" which is new in C++20) leading to compile errors (see #42).
This replaces those two initializations with a more explicit one that also compiles on gcc-11.
Reviewed-on: http://vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion/torzu-emu/torzu/pulls/46
Co-authored-by: echosys <echosys@noreply.localhost>
Co-committed-by: echosys <echosys@noreply.localhost>
There's already a `-DYUZU_ROOM` flag that can be set to OFF to skip compiling that executable.
This adds a `-DYUZU_CMD` flag that is ON by default, but can be set to OFF to also skip compiling the yuzu-cmd executable.
Setting both to OFF saves **_a lot_** of compiling time if you don't ever use either the yuzu-room or yuzu-cmd exes.
Reviewed-on: http://vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion/torzu-emu/torzu/pulls/26
Co-authored-by: anon <anon@noreply.localhost>
Co-committed-by: anon <anon@noreply.localhost>
Removes the early access Android app variant from the build config and removes the get early access button from the settings tab.
I also tried to remove the code for the variant (different logo + colors) and the code for the button, but I am no Android developer so I might have missed some stuff.
Additionally I did not touch the translation files.
Essentially this gets rid of the now useless fancy button and improves build times as it only needs to build one apk now.
Reviewed-on: http://vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion/torzu-emu/torzu/pulls/27
Spec's note:
Whatever there's left can still be removed at a later point.
Co-authored-by: echosys <echosys@noreply.localhost>
Co-committed-by: echosys <echosys@noreply.localhost>
Adds a new option "On Load" to the "Optimize SPIRV output" option that turns on optimizations during the loading of the shader cache from disk, but turns it off after that.
The previous checkbox states have been named "Never" for unchecked and "Always" for checked.
The idea is that once the shader cache has most of the shaders in a game cached they can be optimized during initial game startup (where a performance hit matters less) and the few shaders that get compiled during runtime are not optimized to reduce performance hits.
Most of the commit is adding the setting to the Android app, the main logic is in the `gl_shader_cache.cpp` and `vk_pipeline_cache.cpp` files.
Reviewed-on: http://vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion/torzu-emu/torzu/pulls/13
Co-authored-by: echosys <echosys@noreply.localhost>
Co-committed-by: echosys <echosys@noreply.localhost>
- Directory is qt_themes, each theme must be in one folder
- It should contain a file "style.qss"
- It may contain an "icons" sub-directory, to override included icons
(with files like mytheme/icons/colorful/48x48/star.png for example)
- Directories ending by "_dark" are reserved for dark variant icons.
They are not listed as themes in the UI.
- If theme directory contains "dark" or "midnight", theme will be considered dark
When compiling with -DCMAKE_BUILD_TYPE=Debug, GCC would (correctly) fail to
compile intrinsics in stb and host1x due to lack of optimizations.
Sadly, the compilation error given is bogus and Clang completing the builds
without issues does raise some eyebrows.
Therefore, force optimizations for the offending files under GCC when
creating Debug builds.
Signed-off-by: voidanix <voidanix@keyedlimepie.org>