* cmake: accept glslang's current tool name and document Python 3
Official glslang release archives for Windows ship the compiler only as
glslang.exe, so configuring with one of them on PATH could not find
glslangValidator. Fall back to glslang; glslangValidator is still
preferred where both exist.
The bundled SPIRV-Tools needs Python 3 at configure time, which the
Windows build requirements did not mention.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* docs: list Python 3 in the Linux and macOS prerequisites
The bundled SPIRV-Tools calls find_host_package(Python3 REQUIRED) on every platform, so the apt and Homebrew package lists need it too, not only the Windows requirements.
* cmake: remove glslang naming comment
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Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
All three build badges pointed at the status of the whole build.yml
workflow, so a failure in one platform's job turned every badge red.
Point each badge at its own job through the check-runs badge with a
name filter, so each one reports only its platform.
* docs: link weekly updates from README
* docs: add Discord development channel
* docs: use Discord server invite link
* docs: refine weekly updates wording
* docs: fix stale README notes, document building without Qt
- Use the current issue template name, Game Emulation Status Report
(renamed in 027433f).
- Raise the documented Windows CMake minimum from 3.12 to 3.22.1, which
the bundled SPIRV-Tools requires.
- Note that -DKYTY_BUILD_LAUNCHER=OFF builds kyty_emulator and the
regression tests without Qt (#193).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* docs: add Qt-free Linux build commands
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Co-authored-by: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
uic from Qt 6.12.0 crashes (0xC0000005) on any non-empty <connections>
block in .ui files. Move the cancel_button -> reject connection from
configuration_edit_dialog.ui into configurationEditDialog.cpp, matching
how the other buttons are already connected there.
Also document the glslang (glslangValidator) requirement for Windows
builds; CMake requires it via find_program(... REQUIRED).
* macOS: auto-discover bundled MoltenVK on startup
On macOS the Vulkan loader comes from MoltenVK. SDL's default
probe only searches system paths, so a bundled libMoltenVK.dylib
next to the executable is invisible under the hardened runtime.
Probe it explicitly via SDL_GetBasePath() before falling back to
SDL's default search. Respect SDL_VULKAN_LIBRARY overrides and
log which loader is used. Update README to reflect that no
environment variable is required for bundled builds.
Co-Authored-By: internal-model
* window: fix Vulkan portability enumeration on macOS
MoltenVK requires VK_KHR_portability_enumeration and
VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR to surface
portability devices via enumeratePhysicalDevices. Without the flag
the adapter is hidden on some driver versions, causing
"Could not find suitable device" failures.
Add the instance extension and flag when available, and add
diagnostic logs for all MoltenVK fallbacks (depthClipEnable,
colorWriteEnable, depthBounds, fragmentShaderBarycentric)
so black-screen diagnostics are actionable.
* macOS: add KytyPS5.app bundle packaging
Add a proper macOS application bundle when the launcher is built.
launcher becomes KytyPS5.app (CFBundleIdentifier org.kytyps5.kytyps5)
with KytyPS5 as the executable, and kyty_emulator is installed as a
helper inside Contents/MacOS so QCoreApplication::applicationDirPath()
finds it. MoltenVK is auto-discovered via SDL_GetBasePath() in that
directory, so no SDL_VULKAN_LIBRARY is required.
- src/launcher/Info.plist.in: minimal bundle plist (version from
PROJECT_VERSION, LSMinimumSystemVersion 13.0).
- src/launcher/CMakeLists.txt: set MACOSX_BUNDLE, BUNDLE DESTINATION,
install helper, re-sign helper with JIT entitlements, and invoke
macdeployqt when available. Keep flat kyty_emulator for CLI.
- .github/workflows/build.yml: bundle MoltenVK into
KytyPS5.app/Contents/MacOS when present, verify bundle artifacts
(file/lipo/codesign), and handle bundle paths in the release zip.
- README.md: document bundle double-click and MoltenVK locations.
* launcher: fix bundle rpath for Qt frameworks
The bundle executable had @rpath references to Qt frameworks but no
LC_RPATH, causing dyld to abort at launch:
Library not loaded: @rpath/QtConcurrent.framework
Reason: no LC_RPATH's found
Set INSTALL_RPATH to @executable_path/../Frameworks and
BUILD_WITH_INSTALL_RPATH so the built and installed bundles
resolve Qt from Contents/Frameworks. Verified via otool -l
(LC_RPATH now present) and macdeployqt now succeeds without
"Cannot resolve rpath" errors.
* launcher: add Import game button
Add a prominent Import button to ConfigurationListWidget that lets
users select a game folder (containing eboot.bin) or a folder
containing multiple games via QFileDialog. Handles:
- Single game folder selected: adds its parent to game_dirs (Scan
searches subdirectories, so parent is needed)
- Folder with multiple games: adds the selected folder
- Deduplication via PathKey/NormalizeGameDirectories, writes
settings, rescans, and selects the imported game if found
- Shows info/warning dialogs when no games are found
UI: QToolButton with SP_DirOpenIcon and text Import beside the
existing toolbar, styled with a blue background for visibility.
Logic in ConfigurationListWidget::import_game().
* macOS: fix bundled loader and artifact packaging
* Revert "launcher: add Import game button"
This reverts commit 2f670ef95c7f412f2b38284ed1d8711aaa208f11.
---------
Co-authored-by: nmzik <Nmzik@mail.ru>
* feat(project): add root cmakelists for ide auto-detect
* cmake: use repository root as source directory
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Co-authored-by: nmzik <Nmzik@mail.ru>
The README had macOS badges and an experimental-support note but no build,
run, or system-requirement information for the platform. Document the
Rosetta 2 / MoltenVK setup, the x86-64 configure invocation, the Qt
universal-build requirement, MoltenVK installation and signing, and the
SDL_VULKAN_LIBRARY variable needed at run time.