2022-05-15 07:30:15 -04:00
{
"MenuBarFileOpenApplet" : "Abrir Applet" ,
"MenuBarFileOpenAppletOpenMiiAppletToolTip" : "Abrir editor Mii em modo avulso" ,
"SettingsTabInputDirectMouseAccess" : "Acesso direto ao mouse" ,
"SettingsTabSystemMemoryManagerMode" : "Modo de gerenciamento de memória:" ,
"SettingsTabSystemMemoryManagerModeSoftware" : "Software" ,
"SettingsTabSystemMemoryManagerModeHost" : "Hóspede (rápido)" ,
"SettingsTabSystemMemoryManagerModeHostUnchecked" : "Hóspede sem verificação (mais rápido, inseguro)" ,
"MenuBarFile" : "_Arquivo" ,
"MenuBarFileOpenFromFile" : "_Abrir ROM do jogo..." ,
"MenuBarFileOpenUnpacked" : "Abrir jogo _extraído..." ,
"MenuBarFileOpenEmuFolder" : "Abrir diretório do e_mulador..." ,
"MenuBarFileOpenLogsFolder" : "Abrir diretório de _logs..." ,
"MenuBarFileExit" : "_Sair" ,
"MenuBarOptions" : "_Opções" ,
"MenuBarOptionsToggleFullscreen" : "_Mudar para tela cheia" ,
"MenuBarOptionsStartGamesInFullscreen" : "_Iniciar jogos em tela cheia" ,
"MenuBarOptionsStopEmulation" : "_Encerrar emulação" ,
"MenuBarOptionsSettings" : "_Configurações" ,
"MenuBarOptionsManageUserProfiles" : "_Gerenciar perfis de usuário" ,
"MenuBarActions" : "_Ações" ,
"MenuBarOptionsSimulateWakeUpMessage" : "_Simular mensagem de acordar console" ,
"MenuBarActionsScanAmiibo" : "Escanear um Amiibo" ,
"MenuBarTools" : "_Ferramentas" ,
"MenuBarToolsInstallFirmware" : "_Instalar firmware" ,
"MenuBarFileToolsInstallFirmwareFromFile" : "Instalar firmware a partir de um arquivo ZIP/XCI" ,
"MenuBarFileToolsInstallFirmwareFromDirectory" : "Instalar firmware a partir de um diretório" ,
"MenuBarHelp" : "A_juda" ,
"MenuBarHelpCheckForUpdates" : "_Verificar se há atualizações" ,
"MenuBarHelpAbout" : "_Sobre" ,
"MenuSearch" : "Buscar..." ,
"GameListHeaderFavorite" : "Favorito" ,
"GameListHeaderIcon" : "Ícone" ,
"GameListHeaderApplication" : "Nome" ,
"GameListHeaderDeveloper" : "Desenvolvedor" ,
"GameListHeaderVersion" : "Versão" ,
"GameListHeaderTimePlayed" : "Tempo de jogo" ,
"GameListHeaderLastPlayed" : "Último jogo" ,
"GameListHeaderFileExtension" : "Extensão" ,
"GameListHeaderFileSize" : "Tamanho" ,
"GameListHeaderPath" : "Caminho" ,
"GameListContextMenuOpenUserSaveDirectory" : "Abrir diretório de saves do usuário" ,
"GameListContextMenuOpenUserSaveDirectoryToolTip" : "Abre o diretório que contém jogos salvos para o usuário atual" ,
"GameListContextMenuOpenUserDeviceDirectory" : "Abrir diretório de saves de dispositivo do usuário" ,
"GameListContextMenuOpenUserDeviceDirectoryToolTip" : "Abre o diretório que contém saves do dispositivo para o usuário atual" ,
"GameListContextMenuOpenUserBcatDirectory" : "Abrir diretório de saves BCAT do usuário" ,
"GameListContextMenuOpenUserBcatDirectoryToolTip" : "Abre o diretório que contém saves BCAT para o usuário atual" ,
"GameListContextMenuManageTitleUpdates" : "Gerenciar atualizações do jogo" ,
"GameListContextMenuManageTitleUpdatesToolTip" : "Abre a janela de gerenciamento de atualizações" ,
"GameListContextMenuManageDlc" : "Gerenciar DLCs" ,
"GameListContextMenuManageDlcToolTip" : "Abre a janela de gerenciamento de DLCs" ,
"GameListContextMenuOpenModsDirectory" : "Abrir diretório de mods" ,
"GameListContextMenuOpenModsDirectoryToolTip" : "Abre o diretório que contém modificações (mods) do jogo" ,
"GameListContextMenuCacheManagement" : "Gerenciamento de cache" ,
"GameListContextMenuCacheManagementPurgePptc" : "Limpar cache PPTC" ,
"GameListContextMenuCacheManagementPurgePptcToolTip" : "Deleta o cache PPTC armazenado em disco do jogo" ,
"GameListContextMenuCacheManagementPurgeShaderCache" : "Limpar cache de Shader" ,
"GameListContextMenuCacheManagementPurgeShaderCacheToolTip" : "Deleta o cache de Shader armazenado em disco do jogo" ,
"GameListContextMenuCacheManagementOpenPptcDirectory" : "Abrir diretório do cache PPTC" ,
"GameListContextMenuCacheManagementOpenPptcDirectoryToolTip" : "Abre o diretório contendo os arquivos do cache PPTC" ,
"GameListContextMenuCacheManagementOpenShaderCacheDirectory" : "Abrir diretório do cache de Shader" ,
"GameListContextMenuCacheManagementOpenShaderCacheDirectoryToolTip" : "Abre o diretório contendo os arquivos do cache de Shader" ,
"GameListContextMenuExtractData" : "Extrair dados" ,
"GameListContextMenuExtractDataExeFS" : "ExeFS" ,
"GameListContextMenuExtractDataExeFSToolTip" : "Extrai a seção ExeFS do jogo (incluindo atualizações)" ,
"GameListContextMenuExtractDataRomFS" : "RomFS" ,
"GameListContextMenuExtractDataRomFSToolTip" : "Extrai a seção RomFS do jogo (incluindo atualizações)" ,
"GameListContextMenuExtractDataLogo" : "Logo" ,
"GameListContextMenuExtractDataLogoToolTip" : "Extrai a seção Logo do jogo (incluindo atualizações)" ,
"StatusBarGamesLoaded" : "{0}/{1} jogos carregados" ,
"StatusBarSystemVersion" : "Versão do firmware: {0}" ,
"Settings" : "Configurações" ,
"SettingsTabGeneral" : "Geral" ,
"SettingsTabGeneralGeneral" : "Geral" ,
"SettingsTabGeneralEnableDiscordRichPresence" : "Habilitar Rich Presence do Discord" ,
"SettingsTabGeneralCheckUpdatesOnLaunch" : "Verificar se há atualizações ao iniciar" ,
"SettingsTabGeneralShowConfirmExitDialog" : "Exibir diálogo de confirmação ao sair" ,
"SettingsTabGeneralHideCursorOnIdle" : "Esconder o cursor quando ocioso" ,
"SettingsTabGeneralGameDirectories" : "Diretórios de jogo" ,
"SettingsTabGeneralAdd" : "Adicionar" ,
"SettingsTabGeneralRemove" : "Remover" ,
"SettingsTabSystem" : "Sistema" ,
"SettingsTabSystemCore" : "Principal" ,
"SettingsTabSystemSystemRegion" : "Região do sistema:" ,
"SettingsTabSystemSystemRegionJapan" : "Japão" ,
"SettingsTabSystemSystemRegionUSA" : "EUA" ,
"SettingsTabSystemSystemRegionEurope" : "Europa" ,
"SettingsTabSystemSystemRegionAustralia" : "Austrália" ,
"SettingsTabSystemSystemRegionChina" : "China" ,
"SettingsTabSystemSystemRegionKorea" : "Coreia" ,
"SettingsTabSystemSystemRegionTaiwan" : "Taiwan" ,
"SettingsTabSystemSystemLanguage" : "Idioma do sistema:" ,
"SettingsTabSystemSystemLanguageJapanese" : "Japonês" ,
"SettingsTabSystemSystemLanguageAmericanEnglish" : "Inglês americano" ,
"SettingsTabSystemSystemLanguageFrench" : "Francês" ,
"SettingsTabSystemSystemLanguageGerman" : "Alemão" ,
"SettingsTabSystemSystemLanguageItalian" : "Italiano" ,
"SettingsTabSystemSystemLanguageSpanish" : "Espanhol" ,
"SettingsTabSystemSystemLanguageChinese" : "Chinês" ,
"SettingsTabSystemSystemLanguageKorean" : "Coreano" ,
"SettingsTabSystemSystemLanguageDutch" : "Holandês" ,
"SettingsTabSystemSystemLanguagePortuguese" : "Português" ,
"SettingsTabSystemSystemLanguageRussian" : "Russo" ,
"SettingsTabSystemSystemLanguageTaiwanese" : "Taiwanês" ,
"SettingsTabSystemSystemLanguageBritishEnglish" : "Inglês britânico" ,
"SettingsTabSystemSystemLanguageCanadianFrench" : "Francês canadense" ,
"SettingsTabSystemSystemLanguageLatinAmericanSpanish" : "Espanhol latino" ,
"SettingsTabSystemSystemLanguageSimplifiedChinese" : "Chinês simplificado" ,
"SettingsTabSystemSystemLanguageTraditionalChinese" : "Chinês tradicional" ,
"SettingsTabSystemSystemTimeZone" : "Fuso horário do sistema:" ,
"SettingsTabSystemSystemTime" : "Hora do sistema:" ,
"SettingsTabSystemEnableVsync" : "Habilitar sincronia vertical" ,
"SettingsTabSystemEnablePptc" : "Habilitar PPTC (Profiled Persistent Translation Cache)" ,
"SettingsTabSystemEnableFsIntegrityChecks" : "Habilitar verificação de integridade do sistema de arquivos" ,
"SettingsTabSystemAudioBackend" : "Biblioteca de saída de áudio:" ,
"SettingsTabSystemAudioBackendDummy" : "Nenhuma" ,
"SettingsTabSystemAudioBackendOpenAL" : "OpenAL" ,
"SettingsTabSystemAudioBackendSoundIO" : "SoundIO" ,
"SettingsTabSystemAudioBackendSDL2" : "SDL2" ,
"SettingsTabSystemHacks" : "Hacks" ,
2022-07-28 21:14:37 -04:00
"SettingsTabSystemHacksNote" : " (Pode causar instabilidade)" ,
2022-11-16 17:27:42 -05:00
"SettingsTabSystemExpandDramSize" : "Expandir memória para 6GiB" ,
2022-05-15 07:30:15 -04:00
"SettingsTabSystemIgnoreMissingServices" : "Ignorar serviços não implementados" ,
"SettingsTabGraphics" : "Gráficos" ,
Vulkan backend (#2518)
* WIP Vulkan implementation
* No need to initialize attributes on the SPIR-V backend anymore
* Allow multithreading shaderc and vkCreateShaderModule
You'll only really see the benefit here with threaded-gal or parallel shader cache compile.
Fix shaderc multithreaded changes
Thread safety for shaderc Options constructor
Dunno how they managed to make a constructor not thread safe, but you do you. May avoid some freezes.
* Support multiple levels/layers for blit.
Fixes MK8D when scaled, maybe a few other games. AMD software "safe" blit not supported right now.
* TextureStorage should hold a ref of the foreign storage, otherwise it might be freed while in use
* New depth-stencil blit method for AMD
* Workaround for AMD driver bug
* Fix some tessellation related issues (still doesn't work?)
* Submit command buffer before Texture GetData. (UE4 fix)
* DrawTexture support
* Fix BGRA on OpenGL backend
* Fix rebase build break
* Support format aliasing on SetImage
* Fix uniform buffers being lost when bindings are out of order
* Fix storage buffers being lost when bindings are out of order
(also avoid allocations when changing bindings)
* Use current command buffer for unscaled copy (perf)
Avoids flushing commands and renting a command buffer when fulfilling copy dependencies and when games do unscaled copies.
* Update to .net6
* Update Silk.NET to version 2.10.1
Somehow, massive performance boost. Seems like their vtable for looking up vulkan methods was really slow before.
* Fix PrimitivesGenerated query, disable Transform Feedback queries for now
Lets Splatoon 2 work on nvidia. (mostly)
* Update counter queue to be similar to the OGL one
Fixes softlocks when games had to flush counters.
* Don't throw when ending conditional rendering for now
This should be re-enabled when conditional rendering is enabled on nvidia etc.
* Update findMSB/findLSB to match master's instruction enum
* Fix triangle overlay on SMO, Captain Toad, maybe others?
* Don't make Intel Mesa pay for Intel Windows bugs
* Fix samplers with MinFilter Linear or Nearest (fixes New Super Mario Bros U Deluxe black borders)
* Update Spv.Generator
* Add alpha test emulation on shader (but no shader specialisation yet...)
* Fix R4G4B4A4Unorm texture format permutation
* Validation layers should be enabled for any log level other than None
* Add barriers around vkCmdCopyImage
Write->Read barrier for src image (we want to wait for a write to read it)
Write->Read barrier for dst image (we want to wait for the copy to complete before use)
* Be a bit more careful with texture access flags, since it can be used for anything
* Device local mapping for all buffers
May avoid issues with drivers with NVIDIA on linux/older gpus on windows when using large buffers (?)
Also some performance things and fixes issues with opengl games loading textures weird.
* Cleanup, disable device local buffers for now.
* Add single queue support
Multiqueue seems to be a bit more responsive on NVIDIA. Should fix texture flush on intel. AMD has been forced to single queue for an experiment.
* Fix some validation errors around extended dynamic state
* Remove Intel bug workaround, it was fixed on the latest driver
* Use circular queue for checking consumption on command buffers
Speeds up games that spam command buffers a little. Avoids checking multiple command buffers if multiple are active at once.
* Use SupportBufferUpdater, add single layer flush
* Fix counter queue leak when game decides to use host conditional rendering
* Force device local storage for textures (fixes linux performance)
* Port #3019
* Insert barriers around vkCmdBlitImage (may fix some amd flicker)
* Fix transform feedback on Intel, gl_Position feedback and clears to inexistent depth buffers
* Don't pause transform feedback for multi draw
* Fix draw outside of render pass and missing capability
* Workaround for wrong last attribute on AMD (affects FFVII, STRIKERS1945, probably more)
* Better workaround for AMD vertex buffer size alignment issue
* More instructions + fixes on SPIR-V backend
* Allow custom aspect ratio on Vulkan
* Correct GTK UI status bar positions
* SPIR-V: Functions must always end with a return
* SPIR-V: Fix ImageQuerySizeLod
* SPIR-V: Set DepthReplacing execution mode when FragDepth is modified
* SPIR-V: Implement LoopContinue IR instruction
* SPIR-V: Geometry shader support
* SPIR-V: Use correct binding number on storage buffers array
* Reduce allocations for Spir-v serialization
Passes BinaryWriter instead of the stream to Write and WriteOperand
- Removes creation of BinaryWriter for each instruction
- Removes allocations for literal string
* Some optimizations to Spv.Generator
- Dictionary for lookups of type declarations, constants, extinst
- LiteralInteger internal data format -> ushort
- Deterministic HashCode implementation to avoid spirv result not being the same between runs
- Inline operand list instead of List<T>, falls back to array if many operands. (large performance boost)
TODO: improve instruction allocation, structured program creator, ssa?
* Pool Spv.Generator resources, cache delegates, spv opts
- Pools for Instructions and LiteralIntegers. Can be passed in when creating the generator module.
- NewInstruction is called instead of new Instruction()
- Ryujinx SpirvGenerator passes in some pools that are static. The idea is for these to be shared between threads eventually.
- Estimate code size when creating the output MemoryStream
- LiteralInteger pools using ThreadStatic pools that are initialized before and after creation... not sure of a better way since the way these are created is via implicit cast.
Also, cache delegates for Spv.Generator for functions that are passed around to GenerateBinary etc, since passing the function raw creates a delegate on each call.
TODO: update python spv cs generator to make the coregrammar with NewInstruction and the `params` overloads.
* LocalDefMap for Ssa Rewriter
Rather than allocating a large array of all registers for each block in the shader, allocate one array of all registers and clear it between blocks. Reduces allocations in the shader translator.
* SPIR-V: Transform feedback support
* SPIR-V: Fragment shader interlock support (and image coherency)
* SPIR-V: Add early fragment tests support
* SPIR-V: Implement SwizzleAdd, add missing Triangles ExecutionMode for geometry shaders, remove SamplerType field from TextureMeta
* Don't pass depth clip state right now (fix decals)
Explicitly disabling it is incorrect. OpenGL currently automatically disables based on depth clamp, which is the behaviour if this state is omitted.
* Multisampling support
* Multisampling: Use resolve if src samples count > dst samples count
* Multisampling: We can only resolve for unscaled copies
* SPIR-V: Only add FSI exec mode if used.
* SPIR-V: Use ConstantComposite for Texture Offset Vector
Fixes a bunch of freezes with SPIR-V on AMD hardware, and validation errors. Note: Obviously assumes input offsets are constant, which they currently are.
* SPIR-V: Don't OpReturn if we already OpExit'ed
Fixes spir-v parse failure and stack smashing in RADV (obviously you still need bolist)
* SPIR-V: Only use input attribute type for input attributes
Output vertex attributes should always be of type float.
* Multithreaded Pipeline Compilation
* Address some feedback
* Make this 32
* Update topology with GpuAccessorState
* Cleanup for merge (note: disables spir-v)
* Make more robust to shader compilation failure
- Don't freeze when GLSL compilation fails
- Background SPIR-V pipeline compile failure results in skipped draws, similar to GLSL compilation failure.
* Fix Multisampling
* Only update fragment scale count if a vertex texture needs a scale.
Fixes a performance regression introduced by texture scaling in the vertex stage where support buffer updates would be very frequent, even at 1x, if any textures were used on the vertex stage.
This check doesn't exactly look cheap (a flag in the shader stage would probably be preferred), but it is much cheaper than uploading scales in both vulkan and opengl, so it will do for now.
* Use a bitmap to do granular tracking for buffer uploads.
This path is only taken if the much faster check of "is the buffer rented at all" is triggered, so it doesn't actually end up costing too much, and the time saved by not ending render passes (and on gpu for not waiting on barriers) is probably helpful.
Avoids ending render passes to update buffer data (not all the time)
- 140-180 to 35-45 in SMO metro kingdom (these updates are in the UI)
- Very variable 60-150(!) to 16-25 in mario kart 8 (these updates are in the UI)
As well as allowing more data to be preloaded persistently, this will also allow more data to be loaded in the preload buffer, which should be faster as it doesn't need to insert barriers between draws. (and on tbdr, does not need to flush and reload tile memory)
Improves performance in GPU limited scenarios. Should notably improve performance on TBDR gpus. Still a lot more to do here.
* Copy query results after RP ends, rather than ending to copy
We need to end the render pass to get the data (submit command buffer) anyways...
Reduces render passes created in games that use queries.
* Rework Query stuff a bit to avoid render pass end
Tries to reset returned queries in background when possible, rather than ending the render pass.
Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?)
* Remove unnecessary lines
Was for testing
* Fix validation error for query reset
Need to think of a better way to do this.
* SPIR-V: Fix SwizzleAdd and some validation errors
* SPIR-V: Implement attribute indexing and StoreAttribute
* SPIR-V: Fix TextureSize for MS and Buffer sampler types
* Fix relaunch issues
* SPIR-V: Implement LogicalExclusiveOr
* SPIR-V: Constant buffer indexing support
* Ignore unsupported attributes rather than throwing (matches current GLSL behaviour)
* SPIR-V: Implement tessellation support
* SPIR-V: Geometry shader passthrough support
* SPIR-V: Implement StoreShader8/16 and StoreStorage8/16
* SPIR-V: Resolution scale support and fix TextureSample multisample with LOD bug
* SPIR-V: Fix field index for scale count
* SPIR-V: Fix another case of wrong field index
* SPIRV/GLSL: More scaling related fixes
* SPIR-V: Fix ImageLoad CompositeExtract component type
* SPIR-V: Workaround for Intel FrontFacing bug
* Enable SPIR-V backend by default
* Allow null samplers (samplers are not required when only using texelFetch to access the texture)
* Fix some validation errors related to texel block view usage flag and invalid image barrier base level
* Use explicit subgroup size if we can (might fix some block flickering on AMD)
* Take componentMask and scissor into account when clearing framebuffer attachments
* Add missing barriers around CmdFillBuffer (fixes Monster Hunter Rise flickering on NVIDIA)
* Use ClampToEdge for Clamp sampler address mode on Vulkan (fixes Hollow Knight)
Clamp is unsupported on Vulkan, but ClampToEdge behaves almost the same. ClampToBorder on the other hand (which was being used before) is pretty different
* Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc)
* Check if the subgroup size is supported before passing a explicit size
* Only enable ShaderFloat64 if the GPU supports it
* We don't need to recompile shaders if alpha test state changed but alpha test is disabled
* Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before)
* Fix pipeline state saving before it is updated.
This should fix a few warnings and potential stutters due to bad pipeline states being saved in the cache. You may need to clear your guest cache.
* Allow null samplers on OpenGL backend
* _unit0Sampler should be set only for binding 0
* Remove unused PipelineConverter format variable (was causing IOR)
* Raise textures limit to 64 on Vulkan
* No need to pack the shader binaries if shader cache is disabled
* Fix backbuffer not being cleared and scissor not being re-enabled on OpenGL
* Do not clear unbound framebuffer color attachments
* Geometry shader passthrough emulation
* Consolidate UpdateDepthMode and GetDepthMode implementation
* Fix A1B5G5R5 texture format and support R4G4 on Vulkan
* Add barrier before use of some modified images
* Report 32 bit query result on AMD windows (smo issue)
* Add texture recompression support (disabled for now)
It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures
* Do not report R4G4 format as supported on Vulkan
It was causing mario head to become white on Super Mario 64 (???)
* Improvements to -1 to 1 depth mode.
- Transformation is only applied on the last stage in the vertex pipeline.
- Should fix some issues with geometry and tessellation (hopefully)
- Reading back FragCoord Z on fragment will transform back to -1 to 1.
* Geometry Shader index count from ThreadsPerInputPrimitive
Generally fixes SPIR-V emitting too many triangles, may change games in OpenGL
* Remove gl_FragDepth scaling
This is always 0-1; the other two issues were causing the problems. Fixes regression with Xenoblade.
* Add Gl StencilOp enum values to Vulkan
* Update guest cache to v1.1 (due to specialization state changes)
This will explode your shader cache from earlier vulkan build, but it must be done. :pensive:
* Vulkan/SPIR-V support for viewport inverse
* Fix typo
* Don't create query pools for unsupported query types
* Return of the Vector Indexing Bug
One day, everyone will get this right.
* Check for transform feedback query support
Sometimes transform feedback is supported without the query type.
* Fix gl_FragCoord.z transformation
FragCoord.z is always in 0-1, even when the real depth range is -1 to 1. Turns out the only bug was geo and tess stage outputs.
Fixes Pokemon Sword/Shield, possibly others.
* Fix Avalonia Rebase
Vulkan is currently not available on Avalonia, but the build does work and you can use opengl.
* Fix headless build
* Add support for BC6 and BC7 decompression, decompress all BC formats if they are not supported by the host
* Fix BCn 4/5 conversion, GetTextureTarget
BCn 4/5 could generate invalid data when a line's size in bytes was not divisible by 4, which both backends expect.
GetTextureTarget was not creating a view with the replacement format.
* Fix dependency
* Fix inverse viewport transform vector type on SPIR-V
* Do not require null descriptors support
* If MultiViewport is not supported, do not try to set more than one viewport/scissor
* Bounds check on bitmap add.
* Flush queries on attachment change rather than program change
Occlusion queries are usually used in a depth only pass so the attachments changing is a better indication of the query block ending.
Write mask changes are also considered since some games do depth only pass by setting 0 write mask on all the colour targets.
* Add support for avalonia (#6)
* add avalonia support
* only lock around skia flush
* addressed review
* cleanup
* add fallback size if avalonia attempts to render but the window size is 0. read desktop scale after enabling dpi check
* fix getting window handle on linux. skip render is size is 0
* Combine non-buffer with buffer image descriptor sets
* Support multisample texture copy with automatic resolve on Vulkan
* Remove old CompileShader methods from the Vulkan backend
* Add minimal pipeline layouts that only contains used bindings
They are used by helper shaders, the intention is avoiding needing to recompile the shaders (from GLSL to SPIR-V) if the bindings changes on the translated guest shaders
* Pre-compile helper shader as SPIR-V, and some fixes
* Remove pre-compiled shaderc binary for Windows as its no longer needed by default
* Workaround RADV crash
Enabling the descriptor indexing extension, even if it is not used, forces the radv driver to use "bolist".
* Use RobustBufferAccess on NVIDIA gpus
Avoids the SMO waterfall triangle on older NVIDIA gpus.
* Implement GPU selector and expose texture recompression on the UI and config
* Fix and enable background compute shader compilation
Also disables warnings from shader cache pipeline misses.
* Fix error due to missing subpass dependency when Attachment Write -> Shader Read barriers are added
* If S8D24 is not supported, use D32FS8
* Ensure all fences are destroyed on dispose
* Pre-allocate arrays up front on DescriptorSetUpdater, allows the removal of some checks
* Add missing clear layer parameter after rebase
* Use selected gpu from config for avalonia (#7)
* use configured device
* address review
* Fix D32S8 copy workaround (AMD)
Fixes water in Pokemon Legends Arceus on AMD GPUs. Possibly fixes other things.
* Use push descriptors for uniform buffer updates (disabled for now)
* Push descriptor support check, buffer redundancy checks
Should make push descriptors faster, needs more testing though.
* Increase light command buffer pool to 2 command buffers, throw rather than returning invalid cbs
* Adjust bindings array sizes
* Force submit command buffers if memory in use by its resources is high
* Add workaround for AMD GCN cubemap view sins
`ImageCreateCubeCompatibleBit` seems to generally break 2D array textures with mipmaps... even if they are eventually aliased as a cubemap with mipmaps. Forcing a copy here works around the issue.
This could be used in future if enabling this bit reduces performance on certain GPUs. (mobile class is generally a worry)
Currently also enabled on Linux as I don't know if they managed to dodge this bug (someone please tell me). Not enabled on Vega at the moment, but easy to add if the issue is there.
* Add mobile, non-RX variants to the GCN regex.
Also make sure that the 3 digit ones only include numbers starting with 7 or 8.
* Increase image limit per stage from 8 to 16
Xenoblade Chronicles 2 was hiting the limit of 8
* Minor code cleanup
* Fix NRE caused by SupportBufferUpdater calling pipeline ClearBuffer
* Add gpu selector to Avalonia (#8)
* Add gpu selector to avalonia settings
* show backend label on window
* some fixes
* address review
* Minor changes to the Avalonia UI
* Update graphics window UI and locales. (#9)
* Update xaml and update locales
* locale updates
Did my best here but likely needs to be checked by native speakers, especially the use of ampersands in greek, russian and turkish?
* Fix locales with more (?) correct translations.
* add separator to render widget
* fix spanish and portuguese
* Add new IdList, replaces buffer list that could not remove elements and had unbounded growth
* Don't crash the settings window if Vulkan is not supported
* Fix Actions menu not being clickable on GTK UI after relaunch
* Rename VulkanGraphicsDevice to VulkanRenderer and Renderer to OpenGLRenderer
* Fix IdList and make it not thread safe
* Revert useless OpenGL format table changes
* Fix headless project build
* List throws ArgumentOutOfRangeException
* SPIR-V: Fix tessellation
* Increase shader cache version due to tessellation fix
* Reduce number of Sync objects created (improves perf in some specific titles)
* Fix vulkan validation errors for NPOT compressed upload and GCN workaround.
* Add timestamp to the shader cache and force rebuild if host cache is outdated
* Prefer Mail box present mode for popups (#11)
* Prefer Mail box present mode
* fix debug
* switch present mode when vsync is toggled
* only disable vsync on the main window
* SPIR-V: Fix geometry shader input load with transform feedback
* BC7 Encoder: Prefer more precision on alpha rather than RGB when alpha is 0
* Fix Avalonia build
* Address initial PR feedback
* Only set transform feedback outputs on last vertex stage
* Address riperiperi PR feedback
* Remove outdated comment
* Remove unused constructor
* Only throw for negative results
* Throw for QueueSubmit and other errors
No point in delaying the inevitable
* Transform feedback decorations inside gl_PerVertex struct breaks the NVIDIA compiler
* Fix some resolution scale issues
* No need for two UpdateScale calls
* Fix comments on SPIR-V generator project
* Try to fix shader local memory size
On DOOM, a shader is using local memory, but both Low and High size are 0, CRS size is 1536, it seems to store on that region?
* Remove RectangleF that is now unused
* Fix ImageGather with multiple offsets
Needs ImageGatherExtended capability, and must use `ConstantComposite` instead of `CompositeConstruct`
* Address PR feedback from jD in all projects except Avalonia
* Address most of jD PR feedback on Avalonia
* Remove unsafe
* Fix VulkanSkiaGpu
* move present mode request out of Create Swapchain method
* split more parts of create swapchain
* addressed reviews
* addressed review
* Address second batch of jD PR feedback
* Fix buffer <-> image copy row length and height alignment
AlignUp helper does not support NPOT alignment, and ASTC textures can have NPOT block sizes
* Better fix for NPOT alignment issue
* Use switch expressions on Vulkan EnumConversion
Thanks jD
* Fix Avalonia build
* Add Vulkan selection prompt on startup
* Grammar fixes on Vulkan prompt message
* Add missing Vulkan migration flag
Co-authored-by: riperiperi <rhy3756547@hotmail.com>
Co-authored-by: Emmanuel Hansen <emmausssss@gmail.com>
Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
2022-07-31 17:26:06 -04:00
"SettingsTabGraphicsAPI" : "API gráfica" ,
2022-05-15 07:30:15 -04:00
"SettingsTabGraphicsEnableShaderCache" : "Habilitar cache de shader" ,
"SettingsTabGraphicsAnisotropicFiltering" : "Filtragem anisotrópica:" ,
"SettingsTabGraphicsAnisotropicFilteringAuto" : "Auto" ,
"SettingsTabGraphicsAnisotropicFiltering2x" : "2x" ,
"SettingsTabGraphicsAnisotropicFiltering4x" : "4x" ,
"SettingsTabGraphicsAnisotropicFiltering8x" : "8x" ,
"SettingsTabGraphicsAnisotropicFiltering16x" : "16x" ,
"SettingsTabGraphicsResolutionScale" : "Escala de resolução:" ,
"SettingsTabGraphicsResolutionScaleCustom" : "Customizada (não recomendado)" ,
"SettingsTabGraphicsResolutionScaleNative" : "Nativa (720p/1080p)" ,
"SettingsTabGraphicsResolutionScale2x" : "2x (1440p/2160p)" ,
"SettingsTabGraphicsResolutionScale3x" : "3x (2160p/3240p)" ,
"SettingsTabGraphicsResolutionScale4x" : "4x (2880p/4320p)" ,
"SettingsTabGraphicsAspectRatio" : "Proporção:" ,
"SettingsTabGraphicsAspectRatio4x3" : "4:3" ,
"SettingsTabGraphicsAspectRatio16x9" : "16:9" ,
"SettingsTabGraphicsAspectRatio16x10" : "16:10" ,
"SettingsTabGraphicsAspectRatio21x9" : "21:9" ,
"SettingsTabGraphicsAspectRatio32x9" : "32:9" ,
"SettingsTabGraphicsAspectRatioStretch" : "Esticar até caber" ,
"SettingsTabGraphicsDeveloperOptions" : "Opções do desenvolvedor" ,
"SettingsTabGraphicsShaderDumpPath" : "Diretório para despejo de shaders:" ,
"SettingsTabLogging" : "Log" ,
"SettingsTabLoggingLogging" : "Log" ,
"SettingsTabLoggingEnableLoggingToFile" : "Salvar logs em arquivo" ,
"SettingsTabLoggingEnableStubLogs" : "Habilitar logs de stub" ,
"SettingsTabLoggingEnableInfoLogs" : "Habilitar logs de informação" ,
"SettingsTabLoggingEnableWarningLogs" : "Habilitar logs de alerta" ,
"SettingsTabLoggingEnableErrorLogs" : "Habilitar logs de erro" ,
"SettingsTabLoggingEnableTraceLogs" : "Habilitar logs de rastreamento" ,
"SettingsTabLoggingEnableGuestLogs" : "Habilitar logs do programa convidado" ,
"SettingsTabLoggingEnableFsAccessLogs" : "Habilitar logs de acesso ao sistema de arquivos" ,
"SettingsTabLoggingFsGlobalAccessLogMode" : "Modo global de logs do sistema de arquivos:" ,
"SettingsTabLoggingDeveloperOptions" : "Opções do desenvolvedor (AVISO: Vai reduzir a performance)" ,
"SettingsTabLoggingOpenglLogLevel" : "Nível de log do OpenGL:" ,
"SettingsTabLoggingOpenglLogLevelNone" : "Nenhum" ,
"SettingsTabLoggingOpenglLogLevelError" : "Erro" ,
"SettingsTabLoggingOpenglLogLevelPerformance" : "Lentidão" ,
"SettingsTabLoggingOpenglLogLevelAll" : "Todos" ,
"SettingsTabLoggingEnableDebugLogs" : "Habilitar logs de depuração" ,
"SettingsTabInput" : "Controle" ,
"SettingsTabInputEnableDockedMode" : "Habilitar modo TV" ,
"SettingsTabInputDirectKeyboardAccess" : "Acesso direto ao teclado" ,
2022-12-02 07:46:18 -05:00
"SettingsButtonSave" : "Salvar" ,
"SettingsButtonClose" : "Fechar" ,
2022-12-01 21:31:21 -05:00
"SettingsButtonOk" : "OK" ,
"SettingsButtonCancel" : "Cancelar" ,
2022-05-15 07:30:15 -04:00
"SettingsButtonApply" : "Aplicar" ,
"ControllerSettingsPlayer" : "Jogador" ,
"ControllerSettingsPlayer1" : "Jogador 1" ,
"ControllerSettingsPlayer2" : "Jogador 2" ,
"ControllerSettingsPlayer3" : "Jogador 3" ,
"ControllerSettingsPlayer4" : "Jogador 4" ,
"ControllerSettingsPlayer5" : "Jogador 5" ,
"ControllerSettingsPlayer6" : "Jogador 6" ,
"ControllerSettingsPlayer7" : "Jogador 7" ,
"ControllerSettingsPlayer8" : "Jogador 8" ,
"ControllerSettingsHandheld" : "Portátil" ,
"ControllerSettingsInputDevice" : "Dispositivo de entrada" ,
"ControllerSettingsRefresh" : "Atualizar" ,
"ControllerSettingsDeviceDisabled" : "Disabled" ,
"ControllerSettingsControllerType" : "Tipo do controle" ,
"ControllerSettingsControllerTypeHandheld" : "Portátil" ,
"ControllerSettingsControllerTypeProController" : "Pro Controller" ,
"ControllerSettingsControllerTypeJoyConPair" : "Par de JoyCon" ,
"ControllerSettingsControllerTypeJoyConLeft" : "JoyCon esquerdo" ,
"ControllerSettingsControllerTypeJoyConRight" : "JoyCon direito" ,
"ControllerSettingsProfile" : "Perfil" ,
"ControllerSettingsProfileDefault" : "Padrão" ,
"ControllerSettingsLoad" : "Carregar" ,
"ControllerSettingsAdd" : "Adicionar" ,
"ControllerSettingsRemove" : "Remover" ,
"ControllerSettingsButtons" : "Botões" ,
"ControllerSettingsButtonA" : "A" ,
"ControllerSettingsButtonB" : "B" ,
"ControllerSettingsButtonX" : "X" ,
"ControllerSettingsButtonY" : "Y" ,
"ControllerSettingsButtonPlus" : "+" ,
"ControllerSettingsButtonMinus" : "-" ,
"ControllerSettingsDPad" : "Direcional" ,
"ControllerSettingsDPadUp" : "Cima" ,
"ControllerSettingsDPadDown" : "Baixo" ,
"ControllerSettingsDPadLeft" : "Esquerda" ,
"ControllerSettingsDPadRight" : "Direita" ,
"ControllerSettingsLStick" : "Analógico esquerdo" ,
"ControllerSettingsLStickButton" : "Botão" ,
"ControllerSettingsLStickUp" : "Cima" ,
"ControllerSettingsLStickDown" : "Baixo" ,
"ControllerSettingsLStickLeft" : "Esquerda" ,
"ControllerSettingsLStickRight" : "Direita" ,
"ControllerSettingsLStickStick" : "Analógico" ,
"ControllerSettingsLStickInvertXAxis" : "Inverter eixo X" ,
"ControllerSettingsLStickInvertYAxis" : "Inverter eixo Y" ,
"ControllerSettingsLStickDeadzone" : "Zona morta:" ,
"ControllerSettingsRStick" : "Analógico direito" ,
"ControllerSettingsRStickButton" : "Botão" ,
"ControllerSettingsRStickUp" : "Cima" ,
"ControllerSettingsRStickDown" : "Baixo" ,
"ControllerSettingsRStickLeft" : "Esquerda" ,
"ControllerSettingsRStickRight" : "Direita" ,
"ControllerSettingsRStickStick" : "Analógico" ,
"ControllerSettingsRStickInvertXAxis" : "Inverter eixo X" ,
"ControllerSettingsRStickInvertYAxis" : "Inverter eixo Y" ,
"ControllerSettingsRStickDeadzone" : "Zona morta:" ,
"ControllerSettingsTriggers" : "Gatilhos" ,
"ControllerSettingsTriggersLeft" : "Gatilhos esquerda" ,
"ControllerSettingsTriggersRight" : "Gatilhos direita" ,
"ControllerSettingsTriggersButtonsLeft" : "Botões de gatilho esquerda" ,
"ControllerSettingsTriggersButtonsRight" : "Botões de gatilho direita" ,
"ControllerSettingsTriggerL" : "L" ,
"ControllerSettingsTriggerR" : "R" ,
"ControllerSettingsTriggerZL" : "ZL" ,
"ControllerSettingsTriggerZR" : "ZR" ,
"ControllerSettingsLeftSL" : "SL" ,
"ControllerSettingsLeftSR" : "SR" ,
"ControllerSettingsRightSL" : "SL" ,
"ControllerSettingsRightSR" : "SR" ,
"ControllerSettingsExtraButtonsLeft" : "Botões esquerda" ,
"ControllerSettingsExtraButtonsRight" : "Botões direita" ,
"ControllerSettingsMisc" : "Miscelâneas" ,
"ControllerSettingsTriggerThreshold" : "Sensibilidade do gatilho:" ,
"ControllerSettingsMotion" : "Sensor de movimento" ,
"ControllerSettingsMotionUseCemuhookCompatibleMotion" : "Usar sensor compatível com CemuHook" ,
"ControllerSettingsMotionControllerSlot" : "Slot do controle:" ,
"ControllerSettingsMotionMirrorInput" : "Espelhar movimento" ,
"ControllerSettingsMotionRightJoyConSlot" : "Slot do JoyCon direito:" ,
"ControllerSettingsMotionServerHost" : "Endereço do servidor:" ,
"ControllerSettingsMotionGyroSensitivity" : "Sensibilidade do giroscópio:" ,
"ControllerSettingsMotionGyroDeadzone" : "Zona morta do giroscópio:" ,
"ControllerSettingsSave" : "Salvar" ,
"ControllerSettingsClose" : "Fechar" ,
"UserProfilesSelectedUserProfile" : "Perfil de usuário selecionado:" ,
"UserProfilesSaveProfileName" : "Salvar nome de perfil" ,
"UserProfilesChangeProfileImage" : "Mudar imagem de perfil" ,
"UserProfilesAvailableUserProfiles" : "Perfis de usuário disponíveis:" ,
"UserProfilesAddNewProfile" : "Adicionar novo perfil" ,
"UserProfilesDeleteSelectedProfile" : "Apagar perfil selecionado" ,
"UserProfilesClose" : "Fechar" ,
"ProfileImageSelectionTitle" : "Seleção da imagem de perfil" ,
"ProfileImageSelectionHeader" : "Escolha uma imagem de perfil" ,
"ProfileImageSelectionNote" : "Você pode importar uma imagem customizada, ou selecionar um avatar do firmware" ,
"ProfileImageSelectionImportImage" : "Importar arquivo de imagem" ,
"ProfileImageSelectionSelectAvatar" : "Selecionar avatar do firmware" ,
"InputDialogTitle" : "Diálogo de texto" ,
"InputDialogOk" : "OK" ,
"InputDialogCancel" : "Cancelar" ,
"InputDialogAddNewProfileTitle" : "Escolha o nome de perfil" ,
"InputDialogAddNewProfileHeader" : "Escreva o nome do perfil" ,
"InputDialogAddNewProfileSubtext" : "(Máximo de caracteres: {0})" ,
"AvatarChoose" : "Escolher" ,
"AvatarSetBackgroundColor" : "Definir cor de fundo" ,
"AvatarClose" : "Fechar" ,
"ControllerSettingsLoadProfileToolTip" : "Carregar perfil" ,
"ControllerSettingsAddProfileToolTip" : "Adicionar perfil" ,
"ControllerSettingsRemoveProfileToolTip" : "Remover perfil" ,
"ControllerSettingsSaveProfileToolTip" : "Salvar perfil" ,
"MenuBarFileToolsTakeScreenshot" : "Salvar captura de tela" ,
"MenuBarFileToolsHideUi" : "Esconder interface gráfica" ,
"GameListContextMenuToggleFavorite" : "Alternar favorito" ,
"GameListContextMenuToggleFavoriteToolTip" : "Marca ou desmarca jogo como favorito" ,
"SettingsTabGeneralTheme" : "Tema" ,
"SettingsTabGeneralThemeCustomTheme" : "Diretório de tema customizado" ,
"SettingsTabGeneralThemeBaseStyle" : "Estilo base" ,
"SettingsTabGeneralThemeBaseStyleDark" : "Escuro" ,
"SettingsTabGeneralThemeBaseStyleLight" : "Claro" ,
"SettingsTabGeneralThemeEnableCustomTheme" : "Habilitar tema customizado" ,
"ButtonBrowse" : "Procurar" ,
2022-07-05 14:06:31 -04:00
"ControllerSettingsConfigureGeneral" : "Configurar" ,
2022-05-15 07:30:15 -04:00
"ControllerSettingsRumble" : "Vibração" ,
"ControllerSettingsRumbleStrongMultiplier" : "Multiplicador de vibração forte" ,
"ControllerSettingsRumbleWeakMultiplier" : "Multiplicador de vibração fraca" ,
"DialogMessageSaveNotAvailableMessage" : "Não há jogos salvos para {0} [{1:x16}]" ,
"DialogMessageSaveNotAvailableCreateSaveMessage" : "Gostaria de criar o diretório de salvamento para esse jogo?" ,
"DialogConfirmationTitle" : "Ryujinx - Confirmação" ,
"DialogUpdaterTitle" : "Ryujinx - Atualizador" ,
"DialogErrorTitle" : "Ryujinx - Erro" ,
"DialogWarningTitle" : "Ryujinx - Alerta" ,
"DialogExitTitle" : "Ryujinx - Sair" ,
"DialogErrorMessage" : "Ryujinx encontrou um erro" ,
"DialogExitMessage" : "Tem certeza que deseja fechar o Ryujinx?" ,
"DialogExitSubMessage" : "Todos os dados que não foram salvos serão perdidos!" ,
"DialogMessageCreateSaveErrorMessage" : "Ocorreu um erro ao criar o diretório de salvamento: {0}" ,
"DialogMessageFindSaveErrorMessage" : "Ocorreu um erro ao tentar encontrar o diretório de salvamento: {0}" ,
"FolderDialogExtractTitle" : "Escolha o diretório onde os arquivos serão extraídos" ,
"DialogNcaExtractionMessage" : "Extraindo seção {0} de {1}..." ,
"DialogNcaExtractionTitle" : "Ryujinx - Extrator de seções NCA" ,
"DialogNcaExtractionMainNcaNotFoundErrorMessage" : "Falha na extração. O NCA principal não foi encontrado no arquivo selecionado." ,
"DialogNcaExtractionCheckLogErrorMessage" : "Falha na extração. Leia o arquivo de log para mais informações." ,
"DialogNcaExtractionSuccessMessage" : "Extração concluída com êxito." ,
"DialogUpdaterConvertFailedMessage" : "Falha ao converter a versão atual do Ryujinx." ,
"DialogUpdaterCancelUpdateMessage" : "Cancelando atualização!" ,
"DialogUpdaterAlreadyOnLatestVersionMessage" : "Você já está usando a versão mais recente do Ryujinx!" ,
"DialogUpdaterFailedToGetVersionMessage" : "Ocorreu um erro ao tentar obter informações de atualização do AppVeyor." ,
"DialogUpdaterConvertFailedGithubMessage" : "Falha ao converter a versão do Ryujinx recebida do AppVeyor." ,
"DialogUpdaterDownloadingMessage" : "Baixando atualização..." ,
"DialogUpdaterExtractionMessage" : "Extraindo atualização..." ,
"DialogUpdaterRenamingMessage" : "Renomeando atualização..." ,
"DialogUpdaterAddingFilesMessage" : "Adicionando nova atualização..." ,
"DialogUpdaterCompleteMessage" : "Atualização concluída!" ,
"DialogUpdaterRestartMessage" : "Deseja reiniciar o Ryujinx agora?" ,
"DialogUpdaterArchNotSupportedMessage" : "Você não está rodando uma arquitetura de sistema suportada!" ,
"DialogUpdaterArchNotSupportedSubMessage" : "(Apenas sistemas x64 são suportados!)" ,
"DialogUpdaterNoInternetMessage" : "Você não está conectado à Internet!" ,
"DialogUpdaterNoInternetSubMessage" : "Por favor, certifique-se de que você tem uma conexão funcional à Internet!" ,
"DialogUpdaterDirtyBuildMessage" : "Você não pode atualizar uma compilação Dirty do Ryujinx!" ,
"DialogUpdaterDirtyBuildSubMessage" : "Por favor, baixe o Ryujinx em https://ryujinx.org/ se está procurando por uma versão suportada." ,
"DialogRestartRequiredMessage" : "Reinicialização necessária" ,
"DialogThemeRestartMessage" : "O tema foi salvo. Uma reinicialização é necessária para aplicar o tema." ,
"DialogThemeRestartSubMessage" : "Deseja reiniciar?" ,
"DialogFirmwareInstallEmbeddedMessage" : "Gostaria de instalar o firmware incluso neste jogo? (Firmware {0})" ,
"DialogFirmwareInstallEmbeddedSuccessMessage" : "Nenhum firmware instalado foi encontrado, mas Ryujinx conseguiu instalar o firmware {0} do jogo fornecido.\nO emulador será reiniciado." ,
"DialogFirmwareNoFirmwareInstalledMessage" : "Firmware não foi instalado" ,
"DialogFirmwareInstalledMessage" : "Firmware {0} foi instalado" ,
"DialogOpenSettingsWindowLabel" : "Abrir janela de configurações" ,
"DialogControllerAppletTitle" : "Applet de controle" ,
"DialogMessageDialogErrorExceptionMessage" : "Erro ao exibir diálogo de mensagem: {0}" ,
"DialogSoftwareKeyboardErrorExceptionMessage" : "Erro ao exibir teclado virtual: {0}" ,
"DialogErrorAppletErrorExceptionMessage" : "Erro ao exibir applet ErrorApplet: {0}" ,
"DialogUserErrorDialogMessage" : "{0}: {1}" ,
"DialogUserErrorDialogInfoMessage" : "\nPara mais informações sobre como corrigir esse erro, siga nosso Guia de Configuração." ,
"DialogUserErrorDialogTitle" : "Erro do Ryujinx ({0})" ,
"DialogAmiiboApiTitle" : "API Amiibo" ,
"DialogAmiiboApiFailFetchMessage" : "Um erro ocorreu ao tentar obter informações da API." ,
"DialogAmiiboApiConnectErrorMessage" : "Não foi possível conectar ao servidor da API Amiibo. O serviço pode estar fora do ar ou você precisa verificar sua conexão com a Internet." ,
"DialogProfileInvalidProfileErrorMessage" : "Perfil {0} é incompatível com o sistema de configuração de controle atual." ,
"DialogProfileDefaultProfileOverwriteErrorMessage" : "O perfil Padrão não pode ser substituído" ,
"DialogProfileDeleteProfileTitle" : "Apagando perfil" ,
"DialogProfileDeleteProfileMessage" : "Essa ação é irreversível, tem certeza que deseja continuar?" ,
"DialogWarning" : "Alerta" ,
"DialogPPTCDeletionMessage" : "Você está prestes a apagar o cache PPTC para :\n\n{0}\n\nTem certeza que deseja continuar?" ,
"DialogPPTCDeletionErrorMessage" : "Erro apagando cache PPTC em {0}: {1}" ,
"DialogShaderDeletionMessage" : "Você está prestes a apagar o cache de Shader para :\n\n{0}\n\nTem certeza que deseja continuar?" ,
"DialogShaderDeletionErrorMessage" : "Erro apagando o cache de Shader em {0}: {1}" ,
"DialogRyujinxErrorMessage" : "Ryujinx encontrou um erro" ,
"DialogInvalidTitleIdErrorMessage" : "Erro de interface: O jogo selecionado não tem um ID de título válido" ,
"DialogFirmwareInstallerFirmwareNotFoundErrorMessage" : "Um firmware de sistema válido não foi encontrado em {0}." ,
"DialogFirmwareInstallerFirmwareInstallTitle" : "Instalar firmware {0}" ,
"DialogFirmwareInstallerFirmwareInstallMessage" : "A versão do sistema {0} será instalada." ,
"DialogFirmwareInstallerFirmwareInstallSubMessage" : "\n\nIsso substituirá a versão do sistema atual {0}." ,
"DialogFirmwareInstallerFirmwareInstallConfirmMessage" : "\n\nDeseja continuar?" ,
"DialogFirmwareInstallerFirmwareInstallWaitMessage" : "Instalando firmware..." ,
"DialogFirmwareInstallerFirmwareInstallSuccessMessage" : "Versão do sistema {0} instalada com sucesso." ,
"DialogUserProfileDeletionWarningMessage" : "Não haveria nenhum perfil selecionado se o perfil atual fosse deletado" ,
"DialogUserProfileDeletionConfirmMessage" : "Deseja deletar o perfil selecionado" ,
"DialogControllerSettingsModifiedConfirmMessage" : "As configurações de controle atuais foram atualizadas." ,
"DialogControllerSettingsModifiedConfirmSubMessage" : "Deseja salvar?" ,
"DialogDlcLoadNcaErrorMessage" : "{0}. Arquivo com erro: {1}" ,
"DialogDlcNoDlcErrorMessage" : "O arquivo especificado não contém DLCs para o título selecionado!" ,
"DialogPerformanceCheckLoggingEnabledMessage" : "Os logs de depuração estão ativos, esse recurso é feito para ser usado apenas por desenvolvedores." ,
"DialogPerformanceCheckLoggingEnabledConfirmMessage" : "Para melhor performance, é recomendável desabilitar os logs de depuração. Gostaria de desabilitar os logs de depuração agora?" ,
"DialogPerformanceCheckShaderDumpEnabledMessage" : "O despejo de shaders está ativo, esse recurso é feito para ser usado apenas por desenvolvedores." ,
"DialogPerformanceCheckShaderDumpEnabledConfirmMessage" : "Para melhor performance, é recomendável desabilitar o despejo de shaders. Gostaria de desabilitar o despejo de shaders agora?" ,
"DialogLoadAppGameAlreadyLoadedMessage" : "Um jogo já foi carregado" ,
"DialogLoadAppGameAlreadyLoadedSubMessage" : "Por favor, pare a emulação ou feche o emulador antes de abrir outro jogo." ,
"DialogUpdateAddUpdateErrorMessage" : "O arquivo especificado não contém atualizações para o título selecionado!" ,
"DialogSettingsBackendThreadingWarningTitle" : "Alerta - Threading da API gráfica" ,
"DialogSettingsBackendThreadingWarningMessage" : "Ryujinx precisa ser reiniciado após mudar essa opção para que ela tenha efeito. Dependendo da sua plataforma, pode ser preciso desabilitar o multithreading do driver de vídeo quando usar o Ryujinx." ,
"SettingsTabGraphicsFeaturesOptions" : "Recursos" ,
"SettingsTabGraphicsBackendMultithreading" : "Multithreading da API gráfica:" ,
"CommonAuto" : "Automático" ,
"CommonOff" : "Desligado" ,
"CommonOn" : "Ligado" ,
"InputDialogYes" : "Sim" ,
"InputDialogNo" : "Não" ,
"DialogProfileInvalidProfileNameErrorMessage" : "O nome do arquivo contém caracteres inválidos. Por favor, tente novamente." ,
"MenuBarOptionsPauseEmulation" : "Pausar" ,
"MenuBarOptionsResumeEmulation" : "Resumir" ,
"AboutUrlTooltipMessage" : "Clique para abrir o site do Ryujinx no seu navegador padrão." ,
"AboutDisclaimerMessage" : "Ryujinx não é afiliado com a Nintendo™,\nou qualquer um de seus parceiros, de nenhum modo." ,
"AboutAmiiboDisclaimerMessage" : "AmiiboAPI (www.amiiboapi.com) é usado\nem nossa emulação de Amiibo." ,
"AboutPatreonUrlTooltipMessage" : "Clique para abrir a página do Patreon do Ryujinx no seu navegador padrão." ,
"AboutGithubUrlTooltipMessage" : "Clique para abrir a página do GitHub do Ryujinx no seu navegador padrão." ,
"AboutDiscordUrlTooltipMessage" : "Clique para abrir um convite ao servidor do Discord do Ryujinx no seu navegador padrão." ,
"AboutTwitterUrlTooltipMessage" : "Clique para abrir a página do Twitter do Ryujinx no seu navegador padrão." ,
"AboutRyujinxAboutTitle" : "Sobre:" ,
"AboutRyujinxAboutContent" : "Ryujinx é um emulador de Nintendo Switch™.\nPor favor, nos dê apoio no Patreon.\nFique por dentro de todas as novidades no Twitter ou Discord.\nDesenvolvedores com interesse em contribuir podem conseguir mais informações no GitHub ou Discord." ,
"AboutRyujinxMaintainersTitle" : "Mantido por:" ,
"AboutRyujinxMaintainersContentTooltipMessage" : "Clique para abrir a página de contribuidores no seu navegador padrão." ,
"AboutRyujinxSupprtersTitle" : "Apoiado no Patreon por:" ,
"AmiiboSeriesLabel" : "Franquia Amiibo" ,
"AmiiboCharacterLabel" : "Personagem" ,
"AmiiboScanButtonLabel" : "Escanear" ,
"AmiiboOptionsShowAllLabel" : "Exibir todos os Amiibos" ,
"AmiiboOptionsUsRandomTagLabel" : "Hack: Usar Uuid de tag aleatório" ,
"DlcManagerTableHeadingEnabledLabel" : "Habilitado" ,
"DlcManagerTableHeadingTitleIdLabel" : "ID do título" ,
"DlcManagerTableHeadingContainerPathLabel" : "Caminho do container" ,
"DlcManagerTableHeadingFullPathLabel" : "Caminho completo" ,
"DlcManagerRemoveAllButton" : "Remover todos" ,
"MenuBarOptionsChangeLanguage" : "Mudar idioma" ,
"CommonSort" : "Ordenar" ,
"CommonShowNames" : "Exibir nomes" ,
"CommonFavorite" : "Favorito" ,
"OrderAscending" : "Ascendente" ,
"OrderDescending" : "Descendente" ,
Vulkan backend (#2518)
* WIP Vulkan implementation
* No need to initialize attributes on the SPIR-V backend anymore
* Allow multithreading shaderc and vkCreateShaderModule
You'll only really see the benefit here with threaded-gal or parallel shader cache compile.
Fix shaderc multithreaded changes
Thread safety for shaderc Options constructor
Dunno how they managed to make a constructor not thread safe, but you do you. May avoid some freezes.
* Support multiple levels/layers for blit.
Fixes MK8D when scaled, maybe a few other games. AMD software "safe" blit not supported right now.
* TextureStorage should hold a ref of the foreign storage, otherwise it might be freed while in use
* New depth-stencil blit method for AMD
* Workaround for AMD driver bug
* Fix some tessellation related issues (still doesn't work?)
* Submit command buffer before Texture GetData. (UE4 fix)
* DrawTexture support
* Fix BGRA on OpenGL backend
* Fix rebase build break
* Support format aliasing on SetImage
* Fix uniform buffers being lost when bindings are out of order
* Fix storage buffers being lost when bindings are out of order
(also avoid allocations when changing bindings)
* Use current command buffer for unscaled copy (perf)
Avoids flushing commands and renting a command buffer when fulfilling copy dependencies and when games do unscaled copies.
* Update to .net6
* Update Silk.NET to version 2.10.1
Somehow, massive performance boost. Seems like their vtable for looking up vulkan methods was really slow before.
* Fix PrimitivesGenerated query, disable Transform Feedback queries for now
Lets Splatoon 2 work on nvidia. (mostly)
* Update counter queue to be similar to the OGL one
Fixes softlocks when games had to flush counters.
* Don't throw when ending conditional rendering for now
This should be re-enabled when conditional rendering is enabled on nvidia etc.
* Update findMSB/findLSB to match master's instruction enum
* Fix triangle overlay on SMO, Captain Toad, maybe others?
* Don't make Intel Mesa pay for Intel Windows bugs
* Fix samplers with MinFilter Linear or Nearest (fixes New Super Mario Bros U Deluxe black borders)
* Update Spv.Generator
* Add alpha test emulation on shader (but no shader specialisation yet...)
* Fix R4G4B4A4Unorm texture format permutation
* Validation layers should be enabled for any log level other than None
* Add barriers around vkCmdCopyImage
Write->Read barrier for src image (we want to wait for a write to read it)
Write->Read barrier for dst image (we want to wait for the copy to complete before use)
* Be a bit more careful with texture access flags, since it can be used for anything
* Device local mapping for all buffers
May avoid issues with drivers with NVIDIA on linux/older gpus on windows when using large buffers (?)
Also some performance things and fixes issues with opengl games loading textures weird.
* Cleanup, disable device local buffers for now.
* Add single queue support
Multiqueue seems to be a bit more responsive on NVIDIA. Should fix texture flush on intel. AMD has been forced to single queue for an experiment.
* Fix some validation errors around extended dynamic state
* Remove Intel bug workaround, it was fixed on the latest driver
* Use circular queue for checking consumption on command buffers
Speeds up games that spam command buffers a little. Avoids checking multiple command buffers if multiple are active at once.
* Use SupportBufferUpdater, add single layer flush
* Fix counter queue leak when game decides to use host conditional rendering
* Force device local storage for textures (fixes linux performance)
* Port #3019
* Insert barriers around vkCmdBlitImage (may fix some amd flicker)
* Fix transform feedback on Intel, gl_Position feedback and clears to inexistent depth buffers
* Don't pause transform feedback for multi draw
* Fix draw outside of render pass and missing capability
* Workaround for wrong last attribute on AMD (affects FFVII, STRIKERS1945, probably more)
* Better workaround for AMD vertex buffer size alignment issue
* More instructions + fixes on SPIR-V backend
* Allow custom aspect ratio on Vulkan
* Correct GTK UI status bar positions
* SPIR-V: Functions must always end with a return
* SPIR-V: Fix ImageQuerySizeLod
* SPIR-V: Set DepthReplacing execution mode when FragDepth is modified
* SPIR-V: Implement LoopContinue IR instruction
* SPIR-V: Geometry shader support
* SPIR-V: Use correct binding number on storage buffers array
* Reduce allocations for Spir-v serialization
Passes BinaryWriter instead of the stream to Write and WriteOperand
- Removes creation of BinaryWriter for each instruction
- Removes allocations for literal string
* Some optimizations to Spv.Generator
- Dictionary for lookups of type declarations, constants, extinst
- LiteralInteger internal data format -> ushort
- Deterministic HashCode implementation to avoid spirv result not being the same between runs
- Inline operand list instead of List<T>, falls back to array if many operands. (large performance boost)
TODO: improve instruction allocation, structured program creator, ssa?
* Pool Spv.Generator resources, cache delegates, spv opts
- Pools for Instructions and LiteralIntegers. Can be passed in when creating the generator module.
- NewInstruction is called instead of new Instruction()
- Ryujinx SpirvGenerator passes in some pools that are static. The idea is for these to be shared between threads eventually.
- Estimate code size when creating the output MemoryStream
- LiteralInteger pools using ThreadStatic pools that are initialized before and after creation... not sure of a better way since the way these are created is via implicit cast.
Also, cache delegates for Spv.Generator for functions that are passed around to GenerateBinary etc, since passing the function raw creates a delegate on each call.
TODO: update python spv cs generator to make the coregrammar with NewInstruction and the `params` overloads.
* LocalDefMap for Ssa Rewriter
Rather than allocating a large array of all registers for each block in the shader, allocate one array of all registers and clear it between blocks. Reduces allocations in the shader translator.
* SPIR-V: Transform feedback support
* SPIR-V: Fragment shader interlock support (and image coherency)
* SPIR-V: Add early fragment tests support
* SPIR-V: Implement SwizzleAdd, add missing Triangles ExecutionMode for geometry shaders, remove SamplerType field from TextureMeta
* Don't pass depth clip state right now (fix decals)
Explicitly disabling it is incorrect. OpenGL currently automatically disables based on depth clamp, which is the behaviour if this state is omitted.
* Multisampling support
* Multisampling: Use resolve if src samples count > dst samples count
* Multisampling: We can only resolve for unscaled copies
* SPIR-V: Only add FSI exec mode if used.
* SPIR-V: Use ConstantComposite for Texture Offset Vector
Fixes a bunch of freezes with SPIR-V on AMD hardware, and validation errors. Note: Obviously assumes input offsets are constant, which they currently are.
* SPIR-V: Don't OpReturn if we already OpExit'ed
Fixes spir-v parse failure and stack smashing in RADV (obviously you still need bolist)
* SPIR-V: Only use input attribute type for input attributes
Output vertex attributes should always be of type float.
* Multithreaded Pipeline Compilation
* Address some feedback
* Make this 32
* Update topology with GpuAccessorState
* Cleanup for merge (note: disables spir-v)
* Make more robust to shader compilation failure
- Don't freeze when GLSL compilation fails
- Background SPIR-V pipeline compile failure results in skipped draws, similar to GLSL compilation failure.
* Fix Multisampling
* Only update fragment scale count if a vertex texture needs a scale.
Fixes a performance regression introduced by texture scaling in the vertex stage where support buffer updates would be very frequent, even at 1x, if any textures were used on the vertex stage.
This check doesn't exactly look cheap (a flag in the shader stage would probably be preferred), but it is much cheaper than uploading scales in both vulkan and opengl, so it will do for now.
* Use a bitmap to do granular tracking for buffer uploads.
This path is only taken if the much faster check of "is the buffer rented at all" is triggered, so it doesn't actually end up costing too much, and the time saved by not ending render passes (and on gpu for not waiting on barriers) is probably helpful.
Avoids ending render passes to update buffer data (not all the time)
- 140-180 to 35-45 in SMO metro kingdom (these updates are in the UI)
- Very variable 60-150(!) to 16-25 in mario kart 8 (these updates are in the UI)
As well as allowing more data to be preloaded persistently, this will also allow more data to be loaded in the preload buffer, which should be faster as it doesn't need to insert barriers between draws. (and on tbdr, does not need to flush and reload tile memory)
Improves performance in GPU limited scenarios. Should notably improve performance on TBDR gpus. Still a lot more to do here.
* Copy query results after RP ends, rather than ending to copy
We need to end the render pass to get the data (submit command buffer) anyways...
Reduces render passes created in games that use queries.
* Rework Query stuff a bit to avoid render pass end
Tries to reset returned queries in background when possible, rather than ending the render pass.
Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?)
* Remove unnecessary lines
Was for testing
* Fix validation error for query reset
Need to think of a better way to do this.
* SPIR-V: Fix SwizzleAdd and some validation errors
* SPIR-V: Implement attribute indexing and StoreAttribute
* SPIR-V: Fix TextureSize for MS and Buffer sampler types
* Fix relaunch issues
* SPIR-V: Implement LogicalExclusiveOr
* SPIR-V: Constant buffer indexing support
* Ignore unsupported attributes rather than throwing (matches current GLSL behaviour)
* SPIR-V: Implement tessellation support
* SPIR-V: Geometry shader passthrough support
* SPIR-V: Implement StoreShader8/16 and StoreStorage8/16
* SPIR-V: Resolution scale support and fix TextureSample multisample with LOD bug
* SPIR-V: Fix field index for scale count
* SPIR-V: Fix another case of wrong field index
* SPIRV/GLSL: More scaling related fixes
* SPIR-V: Fix ImageLoad CompositeExtract component type
* SPIR-V: Workaround for Intel FrontFacing bug
* Enable SPIR-V backend by default
* Allow null samplers (samplers are not required when only using texelFetch to access the texture)
* Fix some validation errors related to texel block view usage flag and invalid image barrier base level
* Use explicit subgroup size if we can (might fix some block flickering on AMD)
* Take componentMask and scissor into account when clearing framebuffer attachments
* Add missing barriers around CmdFillBuffer (fixes Monster Hunter Rise flickering on NVIDIA)
* Use ClampToEdge for Clamp sampler address mode on Vulkan (fixes Hollow Knight)
Clamp is unsupported on Vulkan, but ClampToEdge behaves almost the same. ClampToBorder on the other hand (which was being used before) is pretty different
* Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc)
* Check if the subgroup size is supported before passing a explicit size
* Only enable ShaderFloat64 if the GPU supports it
* We don't need to recompile shaders if alpha test state changed but alpha test is disabled
* Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before)
* Fix pipeline state saving before it is updated.
This should fix a few warnings and potential stutters due to bad pipeline states being saved in the cache. You may need to clear your guest cache.
* Allow null samplers on OpenGL backend
* _unit0Sampler should be set only for binding 0
* Remove unused PipelineConverter format variable (was causing IOR)
* Raise textures limit to 64 on Vulkan
* No need to pack the shader binaries if shader cache is disabled
* Fix backbuffer not being cleared and scissor not being re-enabled on OpenGL
* Do not clear unbound framebuffer color attachments
* Geometry shader passthrough emulation
* Consolidate UpdateDepthMode and GetDepthMode implementation
* Fix A1B5G5R5 texture format and support R4G4 on Vulkan
* Add barrier before use of some modified images
* Report 32 bit query result on AMD windows (smo issue)
* Add texture recompression support (disabled for now)
It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures
* Do not report R4G4 format as supported on Vulkan
It was causing mario head to become white on Super Mario 64 (???)
* Improvements to -1 to 1 depth mode.
- Transformation is only applied on the last stage in the vertex pipeline.
- Should fix some issues with geometry and tessellation (hopefully)
- Reading back FragCoord Z on fragment will transform back to -1 to 1.
* Geometry Shader index count from ThreadsPerInputPrimitive
Generally fixes SPIR-V emitting too many triangles, may change games in OpenGL
* Remove gl_FragDepth scaling
This is always 0-1; the other two issues were causing the problems. Fixes regression with Xenoblade.
* Add Gl StencilOp enum values to Vulkan
* Update guest cache to v1.1 (due to specialization state changes)
This will explode your shader cache from earlier vulkan build, but it must be done. :pensive:
* Vulkan/SPIR-V support for viewport inverse
* Fix typo
* Don't create query pools for unsupported query types
* Return of the Vector Indexing Bug
One day, everyone will get this right.
* Check for transform feedback query support
Sometimes transform feedback is supported without the query type.
* Fix gl_FragCoord.z transformation
FragCoord.z is always in 0-1, even when the real depth range is -1 to 1. Turns out the only bug was geo and tess stage outputs.
Fixes Pokemon Sword/Shield, possibly others.
* Fix Avalonia Rebase
Vulkan is currently not available on Avalonia, but the build does work and you can use opengl.
* Fix headless build
* Add support for BC6 and BC7 decompression, decompress all BC formats if they are not supported by the host
* Fix BCn 4/5 conversion, GetTextureTarget
BCn 4/5 could generate invalid data when a line's size in bytes was not divisible by 4, which both backends expect.
GetTextureTarget was not creating a view with the replacement format.
* Fix dependency
* Fix inverse viewport transform vector type on SPIR-V
* Do not require null descriptors support
* If MultiViewport is not supported, do not try to set more than one viewport/scissor
* Bounds check on bitmap add.
* Flush queries on attachment change rather than program change
Occlusion queries are usually used in a depth only pass so the attachments changing is a better indication of the query block ending.
Write mask changes are also considered since some games do depth only pass by setting 0 write mask on all the colour targets.
* Add support for avalonia (#6)
* add avalonia support
* only lock around skia flush
* addressed review
* cleanup
* add fallback size if avalonia attempts to render but the window size is 0. read desktop scale after enabling dpi check
* fix getting window handle on linux. skip render is size is 0
* Combine non-buffer with buffer image descriptor sets
* Support multisample texture copy with automatic resolve on Vulkan
* Remove old CompileShader methods from the Vulkan backend
* Add minimal pipeline layouts that only contains used bindings
They are used by helper shaders, the intention is avoiding needing to recompile the shaders (from GLSL to SPIR-V) if the bindings changes on the translated guest shaders
* Pre-compile helper shader as SPIR-V, and some fixes
* Remove pre-compiled shaderc binary for Windows as its no longer needed by default
* Workaround RADV crash
Enabling the descriptor indexing extension, even if it is not used, forces the radv driver to use "bolist".
* Use RobustBufferAccess on NVIDIA gpus
Avoids the SMO waterfall triangle on older NVIDIA gpus.
* Implement GPU selector and expose texture recompression on the UI and config
* Fix and enable background compute shader compilation
Also disables warnings from shader cache pipeline misses.
* Fix error due to missing subpass dependency when Attachment Write -> Shader Read barriers are added
* If S8D24 is not supported, use D32FS8
* Ensure all fences are destroyed on dispose
* Pre-allocate arrays up front on DescriptorSetUpdater, allows the removal of some checks
* Add missing clear layer parameter after rebase
* Use selected gpu from config for avalonia (#7)
* use configured device
* address review
* Fix D32S8 copy workaround (AMD)
Fixes water in Pokemon Legends Arceus on AMD GPUs. Possibly fixes other things.
* Use push descriptors for uniform buffer updates (disabled for now)
* Push descriptor support check, buffer redundancy checks
Should make push descriptors faster, needs more testing though.
* Increase light command buffer pool to 2 command buffers, throw rather than returning invalid cbs
* Adjust bindings array sizes
* Force submit command buffers if memory in use by its resources is high
* Add workaround for AMD GCN cubemap view sins
`ImageCreateCubeCompatibleBit` seems to generally break 2D array textures with mipmaps... even if they are eventually aliased as a cubemap with mipmaps. Forcing a copy here works around the issue.
This could be used in future if enabling this bit reduces performance on certain GPUs. (mobile class is generally a worry)
Currently also enabled on Linux as I don't know if they managed to dodge this bug (someone please tell me). Not enabled on Vega at the moment, but easy to add if the issue is there.
* Add mobile, non-RX variants to the GCN regex.
Also make sure that the 3 digit ones only include numbers starting with 7 or 8.
* Increase image limit per stage from 8 to 16
Xenoblade Chronicles 2 was hiting the limit of 8
* Minor code cleanup
* Fix NRE caused by SupportBufferUpdater calling pipeline ClearBuffer
* Add gpu selector to Avalonia (#8)
* Add gpu selector to avalonia settings
* show backend label on window
* some fixes
* address review
* Minor changes to the Avalonia UI
* Update graphics window UI and locales. (#9)
* Update xaml and update locales
* locale updates
Did my best here but likely needs to be checked by native speakers, especially the use of ampersands in greek, russian and turkish?
* Fix locales with more (?) correct translations.
* add separator to render widget
* fix spanish and portuguese
* Add new IdList, replaces buffer list that could not remove elements and had unbounded growth
* Don't crash the settings window if Vulkan is not supported
* Fix Actions menu not being clickable on GTK UI after relaunch
* Rename VulkanGraphicsDevice to VulkanRenderer and Renderer to OpenGLRenderer
* Fix IdList and make it not thread safe
* Revert useless OpenGL format table changes
* Fix headless project build
* List throws ArgumentOutOfRangeException
* SPIR-V: Fix tessellation
* Increase shader cache version due to tessellation fix
* Reduce number of Sync objects created (improves perf in some specific titles)
* Fix vulkan validation errors for NPOT compressed upload and GCN workaround.
* Add timestamp to the shader cache and force rebuild if host cache is outdated
* Prefer Mail box present mode for popups (#11)
* Prefer Mail box present mode
* fix debug
* switch present mode when vsync is toggled
* only disable vsync on the main window
* SPIR-V: Fix geometry shader input load with transform feedback
* BC7 Encoder: Prefer more precision on alpha rather than RGB when alpha is 0
* Fix Avalonia build
* Address initial PR feedback
* Only set transform feedback outputs on last vertex stage
* Address riperiperi PR feedback
* Remove outdated comment
* Remove unused constructor
* Only throw for negative results
* Throw for QueueSubmit and other errors
No point in delaying the inevitable
* Transform feedback decorations inside gl_PerVertex struct breaks the NVIDIA compiler
* Fix some resolution scale issues
* No need for two UpdateScale calls
* Fix comments on SPIR-V generator project
* Try to fix shader local memory size
On DOOM, a shader is using local memory, but both Low and High size are 0, CRS size is 1536, it seems to store on that region?
* Remove RectangleF that is now unused
* Fix ImageGather with multiple offsets
Needs ImageGatherExtended capability, and must use `ConstantComposite` instead of `CompositeConstruct`
* Address PR feedback from jD in all projects except Avalonia
* Address most of jD PR feedback on Avalonia
* Remove unsafe
* Fix VulkanSkiaGpu
* move present mode request out of Create Swapchain method
* split more parts of create swapchain
* addressed reviews
* addressed review
* Address second batch of jD PR feedback
* Fix buffer <-> image copy row length and height alignment
AlignUp helper does not support NPOT alignment, and ASTC textures can have NPOT block sizes
* Better fix for NPOT alignment issue
* Use switch expressions on Vulkan EnumConversion
Thanks jD
* Fix Avalonia build
* Add Vulkan selection prompt on startup
* Grammar fixes on Vulkan prompt message
* Add missing Vulkan migration flag
Co-authored-by: riperiperi <rhy3756547@hotmail.com>
Co-authored-by: Emmanuel Hansen <emmausssss@gmail.com>
Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
2022-07-31 17:26:06 -04:00
"SettingsTabGraphicsFeatures" : "Recursos & Melhorias" ,
2022-05-15 07:30:15 -04:00
"ErrorWindowTitle" : "Janela de erro" ,
"ToggleDiscordTooltip" : "Habilita ou desabilita Discord Rich Presence" ,
"AddGameDirBoxTooltip" : "Escreva um diretório de jogo para adicionar à lista" ,
"AddGameDirTooltip" : "Adicionar um diretório de jogo à lista" ,
"RemoveGameDirTooltip" : "Remover diretório de jogo selecionado" ,
"CustomThemeCheckTooltip" : "Habilita ou desabilita temas customizados na interface gráfica" ,
"CustomThemePathTooltip" : "Diretório do tema customizado" ,
"CustomThemeBrowseTooltip" : "Navegar até um tema customizado" ,
"DockModeToggleTooltip" : "Habilita ou desabilita modo TV" ,
"DirectKeyboardTooltip" : "Habilita ou desabilita \"acesso direto ao teclado (HID)\" (Permite que o jogo acesse o seu teclado como dispositivo de entrada de texto)" ,
"DirectMouseTooltip" : "Habilita ou desabilita \"acesso direto ao mouse (HID)\" (Permite que o jogo acesse o seu mouse como dispositivo apontador)" ,
"RegionTooltip" : "Mudar a região do sistema" ,
"LanguageTooltip" : "Mudar o idioma do sistema" ,
"TimezoneTooltip" : "Mudar o fuso-horário do sistema" ,
"TimeTooltip" : "Mudar a hora do sistema" ,
"VSyncToggleTooltip" : "Habilita ou desabilita a sincronia vertical" ,
"PptcToggleTooltip" : "Habilita ou desabilita PPTC" ,
"FsIntegrityToggleTooltip" : "Habilita ou desabilita verificação de integridade dos arquivos do jogo" ,
"AudioBackendTooltip" : "Mudar biblioteca de áudio" ,
"MemoryManagerTooltip" : "Muda como a memória do sistema convidado é acessada. Tem um grande impacto na performance da CPU emulada." ,
"MemoryManagerSoftwareTooltip" : "Usar uma tabela de página via software para tradução de endereços. Maior precisão, porém performance mais baixa." ,
"MemoryManagerHostTooltip" : "Mapeia memória no espaço de endereço hóspede diretamente. Compilação e execução do JIT muito mais rápida." ,
2022-07-05 14:06:31 -04:00
"MemoryManagerUnsafeTooltip" : "Mapeia memória diretamente, mas sem limitar o acesso ao espaço de endereçamento do sistema convidado. Mais rápido, porém menos seguro. O aplicativo convidado pode acessar memória de qualquer parte do Ryujinx, então apenas rode programas em que você confia nesse modo." ,
2022-11-16 17:27:42 -05:00
"DRamTooltip" : "Expande a memória do sistema emulado de 4GiB para 6GiB" ,
2022-05-15 07:30:15 -04:00
"IgnoreMissingServicesTooltip" : "Habilita ou desabilita a opção de ignorar serviços não implementados" ,
"GraphicsBackendThreadingTooltip" : "Habilita multithreading do backend gráfico" ,
"GalThreadingTooltip" : "Executa comandos do backend gráfico em uma segunda thread. Permite multithreading em tempo de execução da compilação de shader, diminui os travamentos, e melhora performance em drivers sem suporte embutido a multithreading. Pequena variação na performance máxima em drivers com suporte a multithreading. Ryujinx pode precisar ser reiniciado para desabilitar adequadamente o multithreading embutido do driver, ou você pode precisar fazer isso manualmente para ter a melhor performance." ,
"ShaderCacheToggleTooltip" : "Habilita ou desabilita o cache de shader" ,
"ResolutionScaleTooltip" : "Escala de resolução aplicada às texturas de renderização" ,
"ResolutionScaleEntryTooltip" : "Escala de resolução de ponto flutuante, como 1.5. Valores não inteiros tem probabilidade maior de causar problemas ou quebras." ,
"AnisotropyTooltip" : "Nível de filtragem anisotrópica (deixe em Auto para usar o valor solicitado pelo jogo)" ,
"AspectRatioTooltip" : "Taxa de proporção aplicada à janela do renderizador." ,
"ShaderDumpPathTooltip" : "Diretòrio de despejo de shaders" ,
"FileLogTooltip" : "Habilita ou desabilita log para um arquivo no disco" ,
"StubLogTooltip" : "Habilita ou desabilita exibição de mensagens de stub" ,
"InfoLogTooltip" : "Habilita ou desabilita exibição de mensagens informativas" ,
"WarnLogTooltip" : "Habilita ou desabilita exibição de mensagens de alerta" ,
"ErrorLogTooltip" : "Habilita ou desabilita exibição de mensagens de erro" ,
"TraceLogTooltip" : "Habilita ou desabilita exibição de mensagens de rastreamento" ,
"GuestLogTooltip" : "Habilita ou desabilita exibição de mensagens do programa convidado" ,
"FileAccessLogTooltip" : "Habilita ou desabilita exibição de mensagens do acesso de arquivos" ,
"FSAccessLogModeTooltip" : "Habilita exibição de mensagens de acesso ao sistema de arquivos no console. Modos permitidos são 0-3" ,
"DeveloperOptionTooltip" : "Use com cuidado" ,
"OpenGlLogLevel" : "Requer que os níveis de log apropriados estejaam habilitados" ,
"DebugLogTooltip" : "Habilita exibição de mensagens de depuração" ,
"LoadApplicationFileTooltip" : "Abre o navegador de arquivos para seleção de um arquivo do Switch compatível a ser carregado" ,
"LoadApplicationFolderTooltip" : "Abre o navegador de pastas para seleção de pasta extraída do Switch compatível a ser carregada" ,
"OpenRyujinxFolderTooltip" : "Abre o diretório do sistema de arquivos do Ryujinx" ,
"OpenRyujinxLogsTooltip" : "Abre o diretório onde os logs são salvos" ,
"ExitTooltip" : "Sair do Ryujinx" ,
"OpenSettingsTooltip" : "Abrir janela de configurações" ,
"OpenProfileManagerTooltip" : "Abrir janela de gerenciamento de perfis" ,
"StopEmulationTooltip" : "Parar emulação do jogo atual e voltar a seleção de jogos" ,
"CheckUpdatesTooltip" : "Verificar por atualizações para o Ryujinx" ,
"OpenAboutTooltip" : "Abrir janela sobre" ,
"GridSize" : "Tamanho da grade" ,
"GridSizeTooltip" : "Mudar tamanho dos items da grade" ,
"SettingsTabSystemSystemLanguageBrazilianPortuguese" : "Português do Brasil" ,
"AboutRyujinxContributorsButtonHeader" : "Ver todos os contribuidores" ,
"SettingsTabSystemAudioVolume" : "Volume: " ,
"AudioVolumeTooltip" : "Mudar volume do áudio" ,
"SettingsTabSystemEnableInternetAccess" : "Habilitar acesso à internet do programa convidado" ,
"EnableInternetAccessTooltip" : "Habilita acesso à internet do programa convidado. Se habilitado, o aplicativo vai se comportar como se o sistema Switch emulado estivesse conectado a Internet. Note que em alguns casos, aplicativos podem acessar a Internet mesmo com essa opção desabilitada" ,
"GameListContextMenuManageCheatToolTip" : "Gerenciar Cheats" ,
"GameListContextMenuManageCheat" : "Gerenciar Cheats" ,
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"ControllerSettingsStickRange" : "Intervalo:" ,
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"DialogStopEmulationTitle" : "Ryujinx - Parar emulação" ,
"DialogStopEmulationMessage" : "Tem certeza que deseja parar a emulação?" ,
"SettingsTabCpu" : "CPU" ,
"SettingsTabAudio" : "Áudio" ,
"SettingsTabNetwork" : "Rede" ,
"SettingsTabNetworkConnection" : "Conexão de rede" ,
"SettingsTabCpuCache" : "Cache da CPU" ,
"SettingsTabCpuMemory" : "Memória da CPU" ,
"DialogUpdaterFlatpakNotSupportedMessage" : "Por favor, atualize o Ryujinx pelo FlatHub." ,
"UpdaterDisabledWarningTitle" : "Atualizador desabilitado!" ,
"GameListContextMenuOpenSdModsDirectory" : "Abrir diretório de mods Atmosphere" ,
"GameListContextMenuOpenSdModsDirectoryToolTip" : "Abre o diretório alternativo Atmosphere no cartão SD que contém mods para o aplicativo" ,
"ControllerSettingsRotate90" : "Rodar 90° sentido horário" ,
"IconSize" : "Tamanho do ícone" ,
"IconSizeTooltip" : "Muda o tamanho do ícone do jogo" ,
"MenuBarOptionsShowConsole" : "Exibir console" ,
"ShaderCachePurgeError" : "Erro ao deletar o shader em {0}: {1}" ,
"UserErrorNoKeys" : "Chaves não encontradas" ,
"UserErrorNoFirmware" : "Firmware não encontrado" ,
"UserErrorFirmwareParsingFailed" : "Erro na leitura do Firmware" ,
"UserErrorApplicationNotFound" : "Aplicativo não encontrado" ,
"UserErrorUnknown" : "Erro desconhecido" ,
"UserErrorUndefined" : "Erro indefinido" ,
"UserErrorNoKeysDescription" : "Ryujinx não conseguiu encontrar o seu arquivo 'prod.keys'" ,
"UserErrorNoFirmwareDescription" : "Ryujinx não conseguiu encontrar nenhum Firmware instalado" ,
"UserErrorFirmwareParsingFailedDescription" : "Ryujinx não conseguiu ler o Firmware fornecido. Geralmente isso é causado por chaves desatualizadas." ,
"UserErrorApplicationNotFoundDescription" : "Ryujinx não conseguiu encontrar um aplicativo válido no caminho fornecido." ,
"UserErrorUnknownDescription" : "Um erro desconhecido foi encontrado!" ,
"UserErrorUndefinedDescription" : "Um erro indefinido occoreu! Isso não deveria acontecer, por favor contate um desenvolvedor!" ,
"OpenSetupGuideMessage" : "Abrir o guia de configuração" ,
"NoUpdate" : "Sem atualizações" ,
"TitleUpdateVersionLabel" : "Versão {0} - {1}" ,
"RyujinxInfo" : "Ryujinx - Info" ,
"RyujinxConfirm" : "Ryujinx - Confirmação" ,
"FileDialogAllTypes" : "Todos os tipos" ,
"Never" : "Nunca" ,
"SwkbdMinCharacters" : "Deve ter pelo menos {0} caracteres" ,
"SwkbdMinRangeCharacters" : "Deve ter entre {0}-{1} caracteres" ,
"SoftwareKeyboard" : "Teclado por Software" ,
"DialogControllerAppletMessagePlayerRange" : "O aplicativo requer {0} jogador(es) com:\n\nTIPOS: {1}\n\nJOGADORES: {2}\n\n{3}Por favor, abra as configurações e reconfigure os controles agora ou clique em Fechar." ,
"DialogControllerAppletMessage" : "O aplicativo requer exatamente {0} jogador(es) com:\n\nTIPOS: {1}\n\nJOGADORES: {2}\n\n{3}Por favor, abra as configurações e reconfigure os controles agora ou clique em Fechar." ,
"DialogControllerAppletDockModeSet" : "Modo TV ativado. Portátil também não é válido.\n\n" ,
"UpdaterRenaming" : "Renomeando arquivos antigos..." ,
"UpdaterRenameFailed" : "O atualizador não conseguiu renomear o arquivo: {0}" ,
"UpdaterAddingFiles" : "Adicionando novos arquivos..." ,
"UpdaterExtracting" : "Extraíndo atualização..." ,
"UpdaterDownloading" : "Baixando atualização..." ,
"Game" : "Jogo" ,
"Docked" : "TV" ,
"Handheld" : "Portátil" ,
"ConnectionError" : "Erro de conexão." ,
"AboutPageDeveloperListMore" : "{0} e mais..." ,
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"ApiError" : "Erro de API." ,
"LoadingHeading" : "Carregando {0}" ,
"CompilingPPTC" : "Compilando PTC" ,
"CompilingShaders" : "Compilando Shaders" ,
"AllKeyboards" : "Todos os teclados" ,
"OpenFileDialogTitle" : "Selecione um arquivo suportado para abrir" ,
"OpenFolderDialogTitle" : "Selecione um diretório com um jogo extraído" ,
"AllSupportedFormats" : "Todos os formatos suportados" ,
"RyujinxUpdater" : "Atualizador do Ryujinx" ,
"SettingsTabHotkeys" : "Atalhos do teclado" ,
"SettingsTabHotkeysHotkeys" : "Atalhos do teclado" ,
"SettingsTabHotkeysToggleVsyncHotkey" : "Mudar VSync:" ,
"SettingsTabHotkeysScreenshotHotkey" : "Captura de tela:" ,
"SettingsTabHotkeysShowUiHotkey" : "Exibir UI:" ,
"SettingsTabHotkeysPauseHotkey" : "Pausar:" ,
"SettingsTabHotkeysToggleMuteHotkey" : "Mudo:" ,
"ControllerMotionTitle" : "Configurações do controle de movimento" ,
"ControllerRumbleTitle" : "Configurações de vibração" ,
"SettingsSelectThemeFileDialogTitle" : "Selecionar arquivo do tema" ,
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"SettingsXamlThemeFile" : "Arquivo de tema Xaml" ,
"SettingsTabHotkeysResScaleUpHotkey" : "Aumentar a resolução:" ,
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"SettingsTabHotkeysResScaleDownHotkey" : "Diminuir a resolução:" ,
"SettingsEnableMacroHLE" : "Habilitar emulação de alto nível para Macros" ,
"SettingsEnableMacroHLETooltip" : "Habilita emulação de alto nível de códigos Macro da GPU.\n\nMelhora a performance, mas pode causar problemas gráficos em alguns jogos.\n\nEm caso de dúvida, deixe ATIVADO."
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}