rpcs3/README.md
Henrique Jung 76b7103fed [CMake] Build LLVM from the submodule if there's no suitable version
When RPCS3 is compiled with LLVM (default option), CMake only tries to
find LLVM on the default system installation. So the OS must have a
sytstem-wide installation of LLVM of at least version 4.0, which is not
available on many GNU/Linux distributions (e.g. Ubuntu 16.04, Debian
Stretch). If CMake can not find a suitable version, it silently falls
back to compile RPCS3 without LLVM.

This patch makes CMake defaults to compile the LLVM submodule if and
only if a suitable LLVM version is not found installed on the system.
Due to a build time check on LLVM, in-tree builds will not work when
building the submodule (LLVM does not allow in-source builds). For this
reason, the instruction for building on CMake were updated.
2017-10-14 14:54:10 +03:00

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RPCS3
=====
[![Build Status](https://travis-ci.org/RPCS3/rpcs3.svg?branch=master)](https://travis-ci.org/RPCS3/rpcs3)
[![Build status](https://ci.appveyor.com/api/projects/status/411c4clmiohtx7eo/branch/master?svg=true)](https://ci.appveyor.com/project/rpcs3/rpcs3/branch/master)
The world's first open-source PlayStation 3 emulator/debugger written in C++ for Windows and Linux.
You can find some basic information in our [**website**](https://rpcs3.net/).
For discussion about this emulator and PS3 emulation please visit our [**forums**](https://forums.rpcs3.net) and our [**Discord server**](https://discord.me/RPCS3).
[**Support Lead Developers Nekotekina and kd-11 on Patreon**](https://www.patreon.com/Nekotekina)
## Development
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.
## Dependencies
### Windows
* [Visual Studio 2015](https://www.visualstudio.com/vs/older-downloads/)
* [Visual C++ Redistributable Packages for Visual Studio 2015](http://www.microsoft.com/en-us/download/details.aspx?id=48145)
* [Cmake 3.1.0+](https://www.cmake.org/download/) (required; add to PATH)
* [Python 3.3+](https://www.python.org/downloads/) (required; add to PATH)
* [Qt 5.7+](https://www.qt.io/download-open-source/) (required; add QTDIR `<QtInstallFolder>\5.7\msvc2015_64\` environment variable if you do not want to use the Visual Studio Qt Plugin)
* [Visual Studio Qt Plugin](https://marketplace.visualstudio.com/items?itemName=TheQtCompany.QtVisualStudioTools2015) (optional; see above)
### Linux
* [Qt 5.7+](https://www.qt.io/download-open-source/)
* GCC 5.1+ or Clang 3.5.0+ ([not GCC 6.1](https://github.com/RPCS3/rpcs3/issues/1691))
* Debian & Ubuntu: `sudo apt-get install cmake build-essential libasound2-dev libopenal-dev libglew-dev zlib1g-dev libedit-dev libvulkan-dev libudev-dev git qt5-default`
* Arch: `sudo pacman -S glew openal cmake llvm qt5-base`
* Fedora: `sudo dnf install cmake qt5-devel vulkan-devel glew glew-devel`
**If you have a NVIDIA GPU, you may need to install the libglvnd package.**
### MacOS
MacOS is not supported at this moment because it doesn't meet system requirements (OpenGL 4.3)
* Xcode 6+ (tested with Xcode 6.4)
* Install with Homebrew: `brew install glew llvm qt cmake`
## Building on Windows:
To initialize the repository don't forget to execute `git submodule update --init` to pull the submodules.
### Configuring Qt
*If you're using Visual Studio 2017 without Qt plugin support (or simply dont want to use it):*
1) Add `QTDIR` environment variable and set it to `<QtInstallFolder>\5.7\msvc2015_64\` </br>
*If you wish to use the Visual Studio plugin for Qt:* </br>
1) Go to the Qt5 menu and edit Qt5 options. Add the path to your Qt installation with compiler e.g. `C:\Qt\5.7\msvc2015_64`. </br>
2) While selecting the rpcs3qt project, go to Qt5->Project Setting and select the version you added.
### Building the projects
1) Build the projects in *__BUILD_BEFORE* folder: right-click on every project > *Build*. </br>
2) Press *BUILD* > *Build Solution* or *Rebuild Solution*. </br>
## Building on Linux & Mac OS:
1) `git clone https://github.com/RPCS3/rpcs3.git` </br>
2) `cd rpcs3/` </br>
3) `git submodule update --init` </br>
4) `cd ../ && mkdir rpcs3_build && cd rpcs3_build`
4) `cmake ../rpcs3/ && make GitVersion && make` </br>
5) Run RPCS3 with `./bin/rpcs3` </br>
If you are on MacOS and want to build with brew llvm and qt don't forget to add the following environment variables
* `LLVM_DIR=/usr/local/opt/llvm/` (or wherever llvm was installed).
* `Qt5_DIR=/usr/local/opt/qt/lib/cmake/Qt5` (or wherever qt was installed).
When using GDB, configure it to ignore SIGSEGV signal (`handle SIGSEGV nostop noprint`).
## CMake Build Options (Linux & Mac OS)
- ```-DUSE_SYSTEM_LIBPNG=ON/OFF``` (default = *OFF*)
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.
- ```-DUSE_SYSTEM_FFMPEG=ON/OFF``` (default = *OFF*)
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.
- ```-DWITHOUT_LLVM=ON/OFF``` (default = *OFF*)
This forces RPCS3 to build without LLVM, not recommended.
- ```-DWITH_GDB=ON/OFF``` (default = *OFF*)
This Builds RPCS3 with support for debugging PS3 games using gdb.
- ```-DUSE_VULKAN=ON/OFF``` (default = *ON*)
This builds RPCS3 with Vulkan support.
## License
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.