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With older builds CMake will error out with `CXX_STANDARD is set to invalid value '17'` CXX_STANDARD 17 was added on CMake 3.8.X as found in the 3.8.2 documentation: https://cmake.org/cmake/help/v3.8/prop_tgt/CXX_STANDARD.html Also removes leftover from old VS2015/2017 mixed instructions, removes "Not GCC 6.1" since we require 7.3+ now and bumps Xcode to 10. Proper MacOS instructions will be added afterwards by someone else.
139 lines
7.1 KiB
Markdown
139 lines
7.1 KiB
Markdown
RPCS3
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=====
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[![Build Status](https://travis-ci.org/RPCS3/rpcs3.svg?branch=master)](https://travis-ci.org/RPCS3/rpcs3)
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[![Build status](https://ci.appveyor.com/api/projects/status/411c4clmiohtx7eo/branch/master?svg=true)](https://ci.appveyor.com/project/rpcs3/rpcs3/branch/master)
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The world's first open-source PlayStation 3 emulator/debugger, written in C++ for Windows and Linux.
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You can find some basic information in our [**website**](https://rpcs3.net/). Game info is being populated on the [**wiki**](https://wiki.rpcs3.net/).
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For discussion about this emulator and PS3 emulation, or game compatibility reports, please visit our [**forums**](https://forums.rpcs3.net) and our [**Discord server**](https://discord.me/RPCS3).
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[**Support Lead Developers Nekotekina and kd-11 on Patreon**](https://www.patreon.com/Nekotekina)
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## Development
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If you want to contribute please take a look at the [Coding Style](https://github.com/RPCS3/rpcs3/wiki/Coding-Style), [Roadmap](https://github.com/RPCS3/rpcs3/wiki/Roadmap) and [Developer Information](https://github.com/RPCS3/rpcs3/wiki/Developer-Information) pages. You should as well contact any of the developers in the forums or in Discord in order to know more about the current situation of the emulator.
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## Dependencies
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### Windows
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* [Visual Studio 2017](https://www.visualstudio.com/en/downloads/)
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* [Visual C++ Redistributable Packages for Visual Studio 2017](https://go.microsoft.com/fwlink/?LinkId=746572)
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* [CMake 3.8.2+](https://www.cmake.org/download/) (add to PATH)
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* [Python 3.3+](https://www.python.org/downloads/) (add to PATH)
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* [Vulkan SDK](https://vulkan.lunarg.com/sdk/home) (See "Install the SDK" [here](https://vulkan.lunarg.com/doc/sdk/latest/windows/getting_started.html))
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* [Qt 5.10+](https://www.qt.io/download-open-source/)
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**Either add the** `QTDIR` **environment variable, e.g.** `<QtInstallFolder>\5.11.1\msvc2017_64\` **, or use the [Visual Studio Qt Plugin](https://marketplace.visualstudio.com/items?itemName=TheQtCompany.QtVisualStudioTools2017)**
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### Linux
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* [Qt 5.10+](https://www.qt.io/download-open-source/)
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* GCC 7.3+ or Clang 5.0+
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* CMake 3.8.2+
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* Debian & Ubuntu: `sudo apt-get install cmake build-essential libasound2-dev libpulse-dev libopenal-dev libglew-dev zlib1g-dev libedit-dev libvulkan-dev libudev-dev git qt5-default`
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* Arch: `sudo pacman -S glew openal cmake vulkan-validation-layers qt5-base`
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* Fedora: `sudo dnf install alsa-lib-devel cmake glew glew-devel libatomic libevdev-devel libudev-devel openal-devel qt5-devel vulkan-devel`
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* OpenSUSE: `sudo zypper install git cmake libasound2 libpulse-devel openal-soft-devel glew-devel zlib-devel libedit-devel vulkan-devel libudev-devel libqt5-qtbase-devel libevdev-devel`
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**If you have an NVIDIA GPU, you may need to install the libglvnd package.**
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### MacOS
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MacOS is not supported at this moment because it doesn't meet system requirements (OpenGL 4.3)
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* Xcode 10
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* Install with Homebrew: `brew install glew llvm qt cmake`
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## Building on Windows:
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To initialize the repository don't forget to execute `git submodule update --init` to pull the submodules.
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### Configuring the Qt plugin (if used)
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1) Go to the Qt5 menu and edit Qt5 options. Add the path to your Qt installation with compiler e.g. `<QtInstallFolder>\5.11.1\msvc2017_64`.
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2) While selecting the rpcs3qt project, go to Qt5->Project Setting and select the version you added.
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### Building the projects
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Open `rpcs3.sln`. The recommended build configuration is `Release - LLVM`, for all purposes.
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You may want to download precompiled [LLVM libs](https://github.com/RPCS3/llvm/releases/download/continuous-master/llvmlibs.7z) and extract to root rpcs3 folder (which contains `rpcs3.sln`), as well as download and extract [additional libs](https://drive.google.com/uc?export=download&id=1A2eOMmCO714i0U7J0qI4aEMKnuWl8l_R) to `lib\%CONFIGURATION%-x64\` to speed up compilation time (unoptimised/debug libs are currently not available precompiled).
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If you're not using precompiled libs, build the projects in *__BUILD_BEFORE* folder: right-click on every project > *Build*.
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`Build > Build Solution`
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## Building on Windows (MinGW):
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1) Install packages
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- `pacman -S base-devel mingw-w64-x86_64-toolchain mingw-w64-x86_64-cmake mingw-w64-x86_64-yasm mingw-w64-x86_64-python2 mingw-w64-x86_64-ntldd-git mingw-w64-x86_64-qt5 mingw-w64-x86_64-openal mingw-w64-x86_64-glew git`
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2) Clone repository
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- `git clone https://github.com/RPCS3/rpcs3.git`
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3) Update submodules
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- `cd rpcs3`
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- `git submodule update --init`
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- `cd ..`
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4) Configure and compile rpcs3
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- `mkdir rpcs3_build && cd rpcs3_build`
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- `cmake -G "MSYS Makefiles" -DCMAKE_MAKE_PROGRAM=mingw32-make ../rpcs3/`
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- `mingw32-make.exe GitVersion && mingw32-make.exe discord-rpc`
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- If you use ```-DUSE_SYSTEM_FFMPEG=OFF```, run `mingw32-make ffmpeg-mingw`
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5) Build rpcs3
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- Run `mingw32-make` or `mingw32-make -jX` where X is your CPU cores.
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6) Copy dependencies
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- `cd ./bin`
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- `for l in $(ntldd.exe -R rpcs3.exe|grep mingw64|sed -e 's/^[ \t]*//'|cut -d' ' -f3);do cp $l .;done`
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7) Copy qt plugins
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- `mkdir -p ./qt/plugins/{bearer,imageformats,platforms,styles}`
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- `cp /mingw64/share/qt5/plugins/bearer/qgenericbearer.dll ./qt/plugins/bearer/`
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- `cp /mingw64/share/qt5/plugins/imageformats/{qgif.dll,qicns.dll,qico.dll,qjpeg.dll,qtga.dll,qtiff.dll,qwbmp.dll,qwebp.dll} ./qt/plugins/imageformats/`
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- `cp /mingw64/share/qt5/plugins/platforms/qwindows.dll ./qt/plugins/platforms/`
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- `cp /mingw64/share/qt5/plugins/styles/qwindowsvistastyle.dll ./qt/plugins/styles/`
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8) Run RPCS3 with `./rpcs3`
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## Building on Linux & Mac OS:
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1) `git clone https://github.com/RPCS3/rpcs3.git`
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2) `cd rpcs3/`
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3) `git submodule update --init`
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4) `cd ../ && mkdir rpcs3_build && cd rpcs3_build`
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4) `cmake ../rpcs3/ && make GitVersion && make`
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5) Run RPCS3 with `./bin/rpcs3`
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If you are on MacOS and want to build with brew llvm and qt don't forget to add the following environment variables
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* `LLVM_DIR=/usr/local/opt/llvm/` (or wherever llvm was installed).
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* `Qt5_DIR=/usr/local/opt/qt/lib/cmake/Qt5` (or wherever qt was installed).
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When using GDB, configure it to ignore SIGSEGV signal (`handle SIGSEGV nostop noprint`).
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## CMake Build Options (Linux & Mac OS)
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- ```-DUSE_SYSTEM_LIBPNG=ON/OFF``` (default = *OFF*)
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Build against the shared libpng instead of using the builtin one. libpng 1.6+ highly recommended. Try this option if you get version conflict errors or only see black game icons.
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- ```-DUSE_SYSTEM_FFMPEG=ON/OFF``` (default = *OFF*)
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Build against the shared ffmpeg libraries instead of using the builtin patched version. Try this if the builtin version breaks the OpenGL renderer for you.
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- ```-DWITHOUT_LLVM=ON/OFF``` (default = *OFF*)
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This forces RPCS3 to build without LLVM, not recommended.
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- ```-DWITH_GDB=ON/OFF``` (default = *OFF*)
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This Builds RPCS3 with support for debugging PS3 games using gdb.
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- ```-DUSE_VULKAN=ON/OFF``` (default = *ON*)
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This builds RPCS3 with Vulkan support.
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- ```-DUSE_NATIVE_INSTRUCTIONS=ON/OFF``` (default = *ON*)
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This builds rpcs3 with -march=native, which is useful for local builds, but not good for packages.
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## License
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Most files are licensed under the terms of GNU GPLv2 License, see LICENSE file for details. Some files may be licensed differently, check appropriate file headers for details.
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