In X, the ButtonPress events generated when a mouse button is pressed have a special property: if they don't activate an existing passive grab, the X server automatically activates the "implicit passive grab" on behalf of the client the event is delivered to. This ensures the ButtonRelease event is delivered to the same client even if the pointer moves between windows, but it also causes all events from that pointer to be delivered exclusively to that client. As a consequence of the implicit passive grab, for each window, only one client can listen for ButtonPress events; any further listeners would never receive the event. XInput 1 made the implicit grab optional and explicit by allowing clients to listen for DeviceButtonPress events without DeviceButtonPressGrab events. XInput 2 does not have a separate grab event class, but multiple clients can listen for XI_ButtonPress on the same window. When a button is pressed, the X server first tries to deliver an XI_ButtonPress event; if no clients want it, then the server tries to deliver a DeviceButtonPress event; if no clients want it, then the server tries to deliver a ButtonPress event. Once an event has been delivered, event processing stops and earlier protocol levels are not considered. The reason for this rule is not obviously documented, but it is probably because of the implicit passive grab; a client receiving a ButtonPress event assumes it is the only client receiving that event, and later protocols maintain that property for backward compatibility. Before this commit, Dolphin listened for XI_ButtonPress events on the root window. This interferes with window managers that expect to receive ButtonPress events on the root window, such as awesome and Openbox. In Openbox, applications are often launched from a menu activated by clicking on the root window, and desktops are switched by scroll wheel input on the root window. This makes normal use of other applications difficult when Dolphin is open (though Openbox keyboard shortcuts still work). Conversely, Dolphin only receives XI_ButtonPress events for clicks on the root window or window decorations (title bars), not on Dolphin's windows' content or the render window. In window managers that use a "virtual root window" covering the actual root window, such as Mutter running in X, Dolphin and the window manager do not conflict, but clicks delivered to other applications using XInput2 (for testing, try xinput --test-xi2) are not seen by Dolphin, which is relevant when background input is enabled. This commit changes Dolphin to listen for XI_RawButtonPress (and the raw versions of other events); Dolphin was already listening to XI_RawMotion for raw mouse movement. Raw events are always and exclusively delivered to the root window and are delivered to every client listening for them, so Dolphin will not interfere with (or be interfered with by) other applications listening for events. As part of being raw, button numbers and keycodes in raw events have not had mapping applied. If a left-handed user swapped the left and right buttons on their mouse, raw events do not reflect that. It is possible to query the mappings for each device and apply them manually, but that would require a fair amount of code, including listening for mapping changes. Instead, Dolphin now uses the events only to set a "changed" flag, then queries the current button and key state after processing all events. Dolphin was already querying the pointer to get its absolute position and querying the keyboard to filter the key bitmap it created from events; now Dolphin also uses the button state from the pointer query and uses the keyboard query directly. Queries have a performance cost because they are synchronous requests to the X server (Dolphin waits for the result). Commit 2b640a4f made the pointer query conditional on receiving a motion event to "cut down on round trips", but commit bbb12a75 added an unconditional keyboard query, and there have apparently been no performance complaints. This commit queries the pointer slightly more often (on button events in addition to motion), but only queries the keyboard after key events, so the total rate of queries should be substantially reduced. Fixes: https://bugs.dolphin-emu.org/issues/10668
Dolphin - A GameCube and Wii Emulator
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Dolphin is an emulator for running GameCube and Wii games on Windows, Linux, macOS, and recent Android devices. It's licensed under the terms of the GNU General Public License, version 2 or later (GPLv2+).
Please read the FAQ before using Dolphin.
System Requirements
Desktop
- OS
- Windows (10 or higher).
- Linux.
- macOS (10.15 Catalina or higher).
- Unix-like systems other than Linux are not officially supported but might work.
- Processor
- A CPU with SSE2 support.
- A modern CPU (3 GHz and Dual Core, not older than 2008) is highly recommended.
- Graphics
- A reasonably modern graphics card (Direct3D 11.1 / OpenGL 3.3).
- A graphics card that supports Direct3D 11.1 / OpenGL 4.4 is recommended.
Android
- OS
- Android (5.0 Lollipop or higher).
- Processor
- A processor with support for 64-bit applications (either ARMv8 or x86-64).
- Graphics
- A graphics processor that supports OpenGL ES 3.0 or higher. Performance varies heavily with driver quality.
- A graphics processor that supports standard desktop OpenGL features is recommended for best performance.
Dolphin can only be installed on devices that satisfy the above requirements. Attempting to install on an unsupported device will fail and display an error message.
Building for Windows
Use the solution file Source/dolphin-emu.sln
to build Dolphin on Windows.
Visual Studio 2022 17.2.3 or later is a hard requirement. Other compilers might be
able to build Dolphin on Windows but have not been tested and are not
recommended to be used. Git and Windows 11 SDK must be installed when building.
Make sure to pull submodules before building:
git submodule update --init
The "Release" solution configuration includes performance optimizations for the best user experience but complicates debugging Dolphin. The "Debug" solution configuration is significantly slower, more verbose and less permissive but makes debugging Dolphin easier.
Building for Linux and macOS
Dolphin requires CMake for systems other than Windows. You need a recent version of GCC or Clang with decent c++20 support. CMake will inform you if your compiler is too old. Many libraries are bundled with Dolphin and used if they're not installed on your system. CMake will inform you if a bundled library is used or if you need to install any missing packages yourself. You may refer to the wiki for more information.
Make sure to pull submodules before building:
git submodule update --init
macOS Build Steps:
A binary supporting a single architecture can be built using the following steps:
mkdir build
cd build
cmake ..
make -j $(sysctl -n hw.logicalcpu)
An application bundle will be created in ./Binaries
.
A script is also provided to build universal binaries supporting both x64 and ARM in the same application bundle using the following steps:
mkdir build
cd build
python ../BuildMacOSUniversalBinary.py
- Universal binaries will be available in the
universal
folder
Doing this is more complex as it requires installation of library dependencies for both x64 and ARM (or universal library equivalents) and may require specifying additional arguments to point to relevant library locations. Execute BuildMacOSUniversalBinary.py --help for more details.
Linux Global Build Steps:
To install to your system.
mkdir build
cd build
cmake ..
make -j $(nproc)
sudo make install
Linux Local Build Steps:
Useful for development as root access is not required.
mkdir Build
cd Build
cmake .. -DLINUX_LOCAL_DEV=true
make -j $(nproc)
ln -s ../../Data/Sys Binaries/
Linux Portable Build Steps:
Can be stored on external storage and used on different Linux systems. Or useful for having multiple distinct Dolphin setups for testing/development/TAS.
mkdir Build
cd Build
cmake .. -DLINUX_LOCAL_DEV=true
make -j $(nproc)
cp -r ../Data/Sys/ Binaries/
touch Binaries/portable.txt
Building for Android
These instructions assume familiarity with Android development. If you do not have an Android dev environment set up, see AndroidSetup.md.
Make sure to pull submodules before building:
git submodule update --init
If using Android Studio, import the Gradle project located in ./Source/Android
.
Android apps are compiled using a build system called Gradle. Dolphin's native component, however, is compiled using CMake. The Gradle script will attempt to run a CMake build automatically while building the Java code.
Uninstalling
On Windows, simply remove the extracted directory, unless it was installed with the NSIS installer, in which case you can uninstall Dolphin like any other Windows application.
Linux users can run cat install_manifest.txt | xargs -d '\n' rm
as root from the build directory
to uninstall Dolphin from their system.
macOS users can simply delete Dolphin.app to uninstall it.
Additionally, you'll want to remove the global user directory if you don't plan on reinstalling Dolphin.
Command Line Usage
Usage: Dolphin.exe [options]... [FILE]...
Options:
--version show program's version number and exit
-h, --help show this help message and exit
-u USER, --user=USER User folder path
-m MOVIE, --movie=MOVIE
Play a movie file
-e <file>, --exec=<file>
Load the specified file
-n <16-character ASCII title ID>, --nand_title=<16-character ASCII title ID>
Launch a NAND title
-C <System>.<Section>.<Key>=<Value>, --config=<System>.<Section>.<Key>=<Value>
Set a configuration option
-s <file>, --save_state=<file>
Load the initial save state
-d, --debugger Show the debugger pane and additional View menu options
-l, --logger Open the logger
-b, --batch Run Dolphin without the user interface (Requires
--exec or --nand-title)
-c, --confirm Set Confirm on Stop
-v VIDEO_BACKEND, --video_backend=VIDEO_BACKEND
Specify a video backend
-a AUDIO_EMULATION, --audio_emulation=AUDIO_EMULATION
Choose audio emulation from [HLE|LLE]
Available DSP emulation engines are HLE (High Level Emulation) and LLE (Low Level Emulation). HLE is faster but less accurate whereas LLE is slower but close to perfect. Note that LLE has two submodes (Interpreter and Recompiler) but they cannot be selected from the command line.
Available video backends are "D3D" and "D3D12" (they are only available on Windows), "OGL", and "Vulkan". There's also "Null", which will not render anything, and "Software Renderer", which uses the CPU for rendering and is intended for debugging purposes only.
DolphinTool Usage
usage: dolphin-tool COMMAND -h
commands supported: [convert, verify, header]
Usage: convert [options]... [FILE]...
Options:
-h, --help show this help message and exit
-u USER, --user=USER User folder path, required for temporary processing
files.Will be automatically created if this option is
not set.
-i FILE, --input=FILE
Path to disc image FILE.
-o FILE, --output=FILE
Path to the destination FILE.
-f FORMAT, --format=FORMAT
Container format to use. Default is RVZ. [iso|gcz|wia|rvz]
-s, --scrub Scrub junk data as part of conversion.
-b BLOCK_SIZE, --block_size=BLOCK_SIZE
Block size for GCZ/WIA/RVZ formats, as an integer.
Suggested value for RVZ: 131072 (128 KiB)
-c COMPRESSION, --compression=COMPRESSION
Compression method to use when converting to WIA/RVZ.
Suggested value for RVZ: zstd [none|zstd|bzip|lzma|lzma2]
-l COMPRESSION_LEVEL, --compression_level=COMPRESSION_LEVEL
Level of compression for the selected method. Ignored
if 'none'. Suggested value for zstd: 5
Usage: verify [options]...
Options:
-h, --help show this help message and exit
-u USER, --user=USER User folder path, required for temporary processing
files.Will be automatically created if this option is
not set.
-i FILE, --input=FILE
Path to disc image FILE.
-a ALGORITHM, --algorithm=ALGORITHM
Optional. Compute and print the digest using the
selected algorithm, then exit. [crc32|md5|sha1]
Usage: header [options]...
Options:
-h, --help show this help message and exit
-i FILE, --input=FILE
Path to disc image FILE.
-b, --block_size Optional. Print the block size of GCZ/WIA/RVZ formats,
then exit.
-c, --compression Optional. Print the compression method of GCZ/WIA/RVZ
formats, then exit.
-l, --compression_level
Optional. Print the level of compression for WIA/RVZ
formats, then exit.