2022-05-15 04:30:15 -07:00
{
"MenuBarFileOpenApplet" : "Apri applet" ,
"MenuBarFileOpenAppletOpenMiiAppletToolTip" : "Apri l'editor Mii in modalità standalone" ,
"SettingsTabInputDirectMouseAccess" : "Accesso diretto al mouse" ,
"SettingsTabSystemMemoryManagerMode" : "Modalità di gestione della memoria:" ,
"SettingsTabSystemMemoryManagerModeSoftware" : "Software" ,
"SettingsTabSystemMemoryManagerModeHost" : "Host (veloce)" ,
"SettingsTabSystemMemoryManagerModeHostUnchecked" : "Host Unchecked (più veloce, non sicura)" ,
"MenuBarFile" : "_File" ,
"MenuBarFileOpenFromFile" : "_Carica applicazione da un file" ,
"MenuBarFileOpenUnpacked" : "Carica _gioco estratto" ,
"MenuBarFileOpenEmuFolder" : "Apri cartella di Ryujinx" ,
"MenuBarFileOpenLogsFolder" : "Apri cartella dei logs" ,
"MenuBarFileExit" : "_Esci" ,
"MenuBarOptions" : "Opzioni" ,
"MenuBarOptionsToggleFullscreen" : "Schermo intero" ,
"MenuBarOptionsStartGamesInFullscreen" : "Avvia i giochi a schermo intero" ,
"MenuBarOptionsStopEmulation" : "Ferma emulazione" ,
"MenuBarOptionsSettings" : "_Impostazioni" ,
"MenuBarOptionsManageUserProfiles" : "_Gestisci i profili utente" ,
"MenuBarActions" : "_Azioni" ,
"MenuBarOptionsSimulateWakeUpMessage" : "Simula messaggio Wake-up" ,
"MenuBarActionsScanAmiibo" : "Scansiona un Amiibo" ,
"MenuBarTools" : "_Strumenti" ,
"MenuBarToolsInstallFirmware" : "Installa firmware" ,
"MenuBarFileToolsInstallFirmwareFromFile" : "Installa un firmware da file XCI o ZIP" ,
"MenuBarFileToolsInstallFirmwareFromDirectory" : "Installa un firmare da una cartella" ,
"MenuBarHelp" : "Aiuto" ,
"MenuBarHelpCheckForUpdates" : "Controlla aggiornamenti" ,
"MenuBarHelpAbout" : "Informazioni" ,
"MenuSearch" : "Cerca..." ,
"GameListHeaderFavorite" : "Pref" ,
"GameListHeaderIcon" : "Icona" ,
"GameListHeaderApplication" : "Nome" ,
"GameListHeaderDeveloper" : "Sviluppatore" ,
"GameListHeaderVersion" : "Versione" ,
"GameListHeaderTimePlayed" : "Tempo di gioco" ,
"GameListHeaderLastPlayed" : "Giocato l'ultima volta" ,
"GameListHeaderFileExtension" : "Estensione" ,
"GameListHeaderFileSize" : "Dimensione file" ,
"GameListHeaderPath" : "Percorso" ,
"GameListContextMenuOpenUserSaveDirectory" : "Apri la cartella salvataggi dell'utente" ,
"GameListContextMenuOpenUserSaveDirectoryToolTip" : "Apre la cartella che contiene i salvataggi di gioco dell'utente" ,
"GameListContextMenuOpenUserDeviceDirectory" : "Apri la cartella dispositivo dell'utente" ,
"GameListContextMenuOpenUserDeviceDirectoryToolTip" : "Apre la cartella che contiene i salvataggi di gioco del dispositivo" ,
"GameListContextMenuOpenUserBcatDirectory" : "Apri la cartella BCAT dell'utente" ,
"GameListContextMenuOpenUserBcatDirectoryToolTip" : "Apre la cartella che contiene i salvataggi BCAT dell'applicazione" ,
"GameListContextMenuManageTitleUpdates" : "Gestisci aggiornamenti del gioco" ,
"GameListContextMenuManageTitleUpdatesToolTip" : "Apre la finestra di gestione aggiornamenti del gioco" ,
"GameListContextMenuManageDlc" : "Gestici DLC" ,
"GameListContextMenuManageDlcToolTip" : "Apre la finestra di gestione DLC" ,
"GameListContextMenuOpenModsDirectory" : "Apri cartella delle mods" ,
"GameListContextMenuOpenModsDirectoryToolTip" : "Apre la cartella che contiene le mods dell'applicazione" ,
"GameListContextMenuCacheManagement" : "Gestione della cache" ,
"GameListContextMenuCacheManagementPurgePptc" : "Pulisci PPTC cache" ,
"GameListContextMenuCacheManagementPurgePptcToolTip" : "Elimina la PPTC cache dell'applicazione" ,
"GameListContextMenuCacheManagementPurgeShaderCache" : "Pulisci shader cache" ,
"GameListContextMenuCacheManagementPurgeShaderCacheToolTip" : "Elimina la shader cache dell'applicazione" ,
"GameListContextMenuCacheManagementOpenPptcDirectory" : "Apri cartella PPTC" ,
"GameListContextMenuCacheManagementOpenPptcDirectoryToolTip" : "Apre la cartella che contiene la PPTC cache dell'applicazione" ,
"GameListContextMenuCacheManagementOpenShaderCacheDirectory" : "Apri cartella shader cache" ,
"GameListContextMenuCacheManagementOpenShaderCacheDirectoryToolTip" : "Apre la cartella che contiene la shader cache dell'applicazione" ,
"GameListContextMenuExtractData" : "Estrai dati" ,
"GameListContextMenuExtractDataExeFS" : "ExeFS" ,
"GameListContextMenuExtractDataExeFSToolTip" : "Estrae la sezione ExeFS dall'attuale configurazione dell'applicazione (includendo aggiornamenti)" ,
"GameListContextMenuExtractDataRomFS" : "RomFS" ,
"GameListContextMenuExtractDataRomFSToolTip" : "Estrae la sezione RomFS dall'attuale configurazione dell'applicazione (includendo aggiornamenti)" ,
"GameListContextMenuExtractDataLogo" : "Logo" ,
"GameListContextMenuExtractDataLogoToolTip" : "Estrae la sezione Logo dall'attuale configurazione dell'applicazione (includendo aggiornamenti)" ,
"StatusBarGamesLoaded" : "{0}/{1} Giochi caricati" ,
"StatusBarSystemVersion" : "Versione di sistema: {0}" ,
"Settings" : "Impostazioni" ,
"SettingsTabGeneral" : "Interfaccia utente" ,
"SettingsTabGeneralGeneral" : "Generali" ,
"SettingsTabGeneralEnableDiscordRichPresence" : "Attiva Discord Rich Presence" ,
"SettingsTabGeneralCheckUpdatesOnLaunch" : "Controlla aggiornamenti all'avvio" ,
"SettingsTabGeneralShowConfirmExitDialog" : "Mostra dialogo \"Conferma Uscita\"" ,
"SettingsTabGeneralHideCursorOnIdle" : "Nascondi cursore inattivo" ,
"SettingsTabGeneralGameDirectories" : "Cartelle dei giochi" ,
"SettingsTabGeneralAdd" : "Aggiungi" ,
"SettingsTabGeneralRemove" : "Rimuovi" ,
"SettingsTabSystem" : "Sistema" ,
"SettingsTabSystemCore" : "Core" ,
"SettingsTabSystemSystemRegion" : "Regione di sistema:" ,
"SettingsTabSystemSystemRegionJapan" : "Giappone" ,
"SettingsTabSystemSystemRegionUSA" : "Stati Uniti d'America" ,
"SettingsTabSystemSystemRegionEurope" : "Europa" ,
"SettingsTabSystemSystemRegionAustralia" : "Australia" ,
"SettingsTabSystemSystemRegionChina" : "Cina" ,
"SettingsTabSystemSystemRegionKorea" : "Corea" ,
"SettingsTabSystemSystemRegionTaiwan" : "Taiwan" ,
"SettingsTabSystemSystemLanguage" : "Lingua di sistema:" ,
"SettingsTabSystemSystemLanguageJapanese" : "Giapponese" ,
"SettingsTabSystemSystemLanguageAmericanEnglish" : "Inglese americano" ,
"SettingsTabSystemSystemLanguageFrench" : "Francese" ,
"SettingsTabSystemSystemLanguageGerman" : "Tedesco" ,
"SettingsTabSystemSystemLanguageItalian" : "Italiano" ,
"SettingsTabSystemSystemLanguageSpanish" : "Spagnolo" ,
"SettingsTabSystemSystemLanguageChinese" : "Cinese" ,
"SettingsTabSystemSystemLanguageKorean" : "Coreano" ,
"SettingsTabSystemSystemLanguageDutch" : "Olandese" ,
"SettingsTabSystemSystemLanguagePortuguese" : "Portoghese" ,
"SettingsTabSystemSystemLanguageRussian" : "Russo" ,
"SettingsTabSystemSystemLanguageTaiwanese" : "Taiwanese" ,
"SettingsTabSystemSystemLanguageBritishEnglish" : "Inglese britannico" ,
"SettingsTabSystemSystemLanguageCanadianFrench" : "Francese canadese" ,
"SettingsTabSystemSystemLanguageLatinAmericanSpanish" : "Spagnolo latino americano" ,
"SettingsTabSystemSystemLanguageSimplifiedChinese" : "Cinese semplificato" ,
"SettingsTabSystemSystemLanguageTraditionalChinese" : "Cinese tradizionale" ,
"SettingsTabSystemSystemTimeZone" : "Fuso orario di sistema:" ,
"SettingsTabSystemSystemTime" : "Data e ora di sistema:" ,
"SettingsTabSystemEnableVsync" : "Attiva VSync" ,
"SettingsTabSystemEnablePptc" : "Attiva PPTC (Profiled Persistent Translation Cache)" ,
"SettingsTabSystemEnableFsIntegrityChecks" : "Attiva controlli d'integrità FS" ,
"SettingsTabSystemAudioBackend" : "Backend audio:" ,
"SettingsTabSystemAudioBackendDummy" : "Dummy" ,
"SettingsTabSystemAudioBackendOpenAL" : "OpenAL" ,
"SettingsTabSystemAudioBackendSoundIO" : "SoundIO" ,
"SettingsTabSystemAudioBackendSDL2" : "SDL2" ,
"SettingsTabSystemHacks" : "Hacks" ,
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"SettingsTabSystemHacksNote" : " (Possono causare instabilità)" ,
2022-05-15 04:30:15 -07:00
"SettingsTabSystemExpandDramSize" : "Espandi dimensione DRAM a 6GB" ,
"SettingsTabSystemIgnoreMissingServices" : "Ignora servizi mancanti" ,
"SettingsTabGraphics" : "Grafica" ,
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 14:26:06 -07:00
"SettingsTabGraphicsAPI" : "API Grafiche" ,
2022-05-15 04:30:15 -07:00
"SettingsTabGraphicsEnableShaderCache" : "Attiva Shader Cache" ,
"SettingsTabGraphicsAnisotropicFiltering" : "Filtro anisotropico:" ,
"SettingsTabGraphicsAnisotropicFilteringAuto" : "Auto" ,
"SettingsTabGraphicsAnisotropicFiltering2x" : "2x" ,
"SettingsTabGraphicsAnisotropicFiltering4x" : "4x" ,
"SettingsTabGraphicsAnisotropicFiltering8x" : "8x" ,
"SettingsTabGraphicsAnisotropicFiltering16x" : "16x" ,
"SettingsTabGraphicsResolutionScale" : "Scala della risoluzione:" ,
"SettingsTabGraphicsResolutionScaleCustom" : "Personalizzata (Non raccomandata)" ,
"SettingsTabGraphicsResolutionScaleNative" : "Nativa (720p/1080p)" ,
"SettingsTabGraphicsResolutionScale2x" : "2x (1440p/2160p)" ,
"SettingsTabGraphicsResolutionScale3x" : "3x (2160p/3240p)" ,
"SettingsTabGraphicsResolutionScale4x" : "4x (2880p/4320p)" ,
"SettingsTabGraphicsAspectRatio" : "Rapporto d'aspetto:" ,
"SettingsTabGraphicsAspectRatio4x3" : "4:3" ,
"SettingsTabGraphicsAspectRatio16x9" : "16:9" ,
"SettingsTabGraphicsAspectRatio16x10" : "16:10" ,
"SettingsTabGraphicsAspectRatio21x9" : "21:9" ,
"SettingsTabGraphicsAspectRatio32x9" : "32:9" ,
"SettingsTabGraphicsAspectRatioStretch" : "Adatta alla finestra" ,
"SettingsTabGraphicsDeveloperOptions" : "Opzioni da sviluppatore" ,
"SettingsTabGraphicsShaderDumpPath" : "Percorso di dump degli shaders:" ,
"SettingsTabLogging" : "Log" ,
"SettingsTabLoggingLogging" : "Log" ,
"SettingsTabLoggingEnableLoggingToFile" : "Salva i log su file" ,
"SettingsTabLoggingEnableStubLogs" : "Attiva Stub Logs" ,
"SettingsTabLoggingEnableInfoLogs" : "Attiva Info Logs" ,
"SettingsTabLoggingEnableWarningLogs" : "Attiva Warning Logs" ,
"SettingsTabLoggingEnableErrorLogs" : "Attiva Error Logs" ,
"SettingsTabLoggingEnableTraceLogs" : "Attiva Trace Logs" ,
"SettingsTabLoggingEnableGuestLogs" : "Attiva Guest Logs" ,
"SettingsTabLoggingEnableFsAccessLogs" : "Attiva Fs Access Logs" ,
"SettingsTabLoggingFsGlobalAccessLogMode" : "Modalità di log accesso globale Fs:" ,
"SettingsTabLoggingDeveloperOptions" : "Opzioni da sviluppatore (AVVISO: Ridurrà le prestazioni)" ,
"SettingsTabLoggingOpenglLogLevel" : "Livello di log OpenGL:" ,
"SettingsTabLoggingOpenglLogLevelNone" : "Nessuno" ,
"SettingsTabLoggingOpenglLogLevelError" : "Errore" ,
"SettingsTabLoggingOpenglLogLevelPerformance" : "Rallentamenti" ,
"SettingsTabLoggingOpenglLogLevelAll" : "Tutto" ,
"SettingsTabLoggingEnableDebugLogs" : "Attiva logs di debug" ,
"SettingsTabInput" : "Input" ,
"SettingsTabInputEnableDockedMode" : "Attiva modalità TV" ,
"SettingsTabInputDirectKeyboardAccess" : "Accesso diretto alla tastiera" ,
"SettingsButtonSave" : "Salva" ,
"SettingsButtonClose" : "Chiudi" ,
"SettingsButtonApply" : "Applica" ,
"ControllerSettingsPlayer" : "Giocatore" ,
"ControllerSettingsPlayer1" : "Giocatore 1" ,
"ControllerSettingsPlayer2" : "Giocatore 2" ,
"ControllerSettingsPlayer3" : "Giocatore 3" ,
"ControllerSettingsPlayer4" : "Giocatore 4" ,
"ControllerSettingsPlayer5" : "Giocatore 5" ,
"ControllerSettingsPlayer6" : "Giocatore 6" ,
"ControllerSettingsPlayer7" : "Giocatore 7" ,
"ControllerSettingsPlayer8" : "Giocatore 8" ,
"ControllerSettingsHandheld" : "Portatile" ,
"ControllerSettingsInputDevice" : "Dispositivo di input" ,
"ControllerSettingsRefresh" : "Ricarica" ,
"ControllerSettingsDeviceDisabled" : "Disabilitato" ,
"ControllerSettingsControllerType" : "Tipo di controller" ,
"ControllerSettingsControllerTypeHandheld" : "Portatile" ,
"ControllerSettingsControllerTypeProController" : "Pro Controller" ,
"ControllerSettingsControllerTypeJoyConPair" : "Coppia di JoyCon" ,
"ControllerSettingsControllerTypeJoyConLeft" : "JoyCon sinistro" ,
"ControllerSettingsControllerTypeJoyConRight" : "JoyCon destro" ,
"ControllerSettingsProfile" : "Profilo" ,
"ControllerSettingsProfileDefault" : "Predefinito" ,
"ControllerSettingsLoad" : "Carica" ,
"ControllerSettingsAdd" : "Aggiungi" ,
"ControllerSettingsRemove" : "Rimuovi" ,
"ControllerSettingsButtons" : "Pulsanti" ,
"ControllerSettingsButtonA" : "A" ,
"ControllerSettingsButtonB" : "B" ,
"ControllerSettingsButtonX" : "X" ,
"ControllerSettingsButtonY" : "Y" ,
"ControllerSettingsButtonPlus" : "+" ,
"ControllerSettingsButtonMinus" : "-" ,
"ControllerSettingsDPad" : "Croce direzionale" ,
"ControllerSettingsDPadUp" : "Su" ,
"ControllerSettingsDPadDown" : "Giù" ,
"ControllerSettingsDPadLeft" : "Sinistra" ,
"ControllerSettingsDPadRight" : "Destra" ,
"ControllerSettingsLStick" : "Stick sinistro" ,
"ControllerSettingsLStickButton" : "Pulsante" ,
"ControllerSettingsLStickUp" : "Su" ,
"ControllerSettingsLStickDown" : "Giù" ,
"ControllerSettingsLStickLeft" : "Sinistra" ,
"ControllerSettingsLStickRight" : "Destra" ,
"ControllerSettingsLStickStick" : "Stick" ,
"ControllerSettingsLStickInvertXAxis" : "Inverti stick X" ,
"ControllerSettingsLStickInvertYAxis" : "Inverti stick Y" ,
"ControllerSettingsLStickDeadzone" : "Zona morta:" ,
"ControllerSettingsRStick" : "Stick destro" ,
"ControllerSettingsRStickButton" : "Pulsante" ,
"ControllerSettingsRStickUp" : "Su" ,
"ControllerSettingsRStickDown" : "Giù" ,
"ControllerSettingsRStickLeft" : "Sinistra" ,
"ControllerSettingsRStickRight" : "Destra" ,
"ControllerSettingsRStickStick" : "Stick" ,
"ControllerSettingsRStickInvertXAxis" : "Inverti stick X" ,
"ControllerSettingsRStickInvertYAxis" : "Inverti stick Y" ,
"ControllerSettingsRStickDeadzone" : "Zona morta:" ,
"ControllerSettingsTriggersLeft" : "Grilletto sinistro" ,
"ControllerSettingsTriggersRight" : "Grilletto destro" ,
"ControllerSettingsTriggersButtonsLeft" : "Pulsante dorsale sinistro" ,
"ControllerSettingsTriggersButtonsRight" : "Pulsante dorsale destro" ,
"ControllerSettingsTriggers" : "Grilletti" ,
"ControllerSettingsTriggerL" : "L" ,
"ControllerSettingsTriggerR" : "R" ,
"ControllerSettingsTriggerZL" : "ZL" ,
"ControllerSettingsTriggerZR" : "ZR" ,
"ControllerSettingsLeftSL" : "SL" ,
"ControllerSettingsLeftSR" : "SR" ,
"ControllerSettingsRightSL" : "SL" ,
"ControllerSettingsRightSR" : "SR" ,
"ControllerSettingsExtraButtonsLeft" : "Tasto sinitro" ,
"ControllerSettingsExtraButtonsRight" : "Tasto destro" ,
"ControllerSettingsMisc" : "Miscellanee" ,
"ControllerSettingsTriggerThreshold" : "Sensibilità dei grilletti:" ,
"ControllerSettingsMotion" : "Movimento" ,
"ControllerSettingsMotionUseCemuhookCompatibleMotion" : "Usa sensore compatibile con CemuHook" ,
"ControllerSettingsMotionControllerSlot" : "Slot del controller:" ,
"ControllerSettingsMotionMirrorInput" : "Input specchiato" ,
"ControllerSettingsMotionRightJoyConSlot" : "Slot JoyCon destro:" ,
"ControllerSettingsMotionServerHost" : "Server:" ,
"ControllerSettingsMotionGyroSensitivity" : "Sensibilità del giroscopio:" ,
"ControllerSettingsMotionGyroDeadzone" : "Zona morta del giroscopio:" ,
"ControllerSettingsSave" : "Salva" ,
"ControllerSettingsClose" : "Chiudi" ,
"UserProfilesSelectedUserProfile" : "Profilo utente selezionato:" ,
"UserProfilesSaveProfileName" : "Salva nome del profilo" ,
"UserProfilesChangeProfileImage" : "Cambia immagine profilo" ,
"UserProfilesAvailableUserProfiles" : "Profili utente disponibili:" ,
"UserProfilesAddNewProfile" : "Aggiungi nuovo profilo" ,
"UserProfilesDeleteSelectedProfile" : "Elimina il profilo selezionato" ,
"UserProfilesClose" : "Chiudi" ,
"ProfileImageSelectionTitle" : "Selezione dell'immagine profilo" ,
"ProfileImageSelectionHeader" : "Scegli un'immagine profilo" ,
"ProfileImageSelectionNote" : "Puoi importare un'immagine profilo personalizzata o selezionare un avatar dal firmware di sistema" ,
"ProfileImageSelectionImportImage" : "Importa file immagine" ,
"ProfileImageSelectionSelectAvatar" : "Seleziona avatar dal firmware" ,
"InputDialogTitle" : "Input Dialog" ,
"InputDialogOk" : "OK" ,
"InputDialogCancel" : "Annulla" ,
"InputDialogAddNewProfileTitle" : "Scegli il nome profilo" ,
"InputDialogAddNewProfileHeader" : "Digita un nome profilo" ,
"InputDialogAddNewProfileSubtext" : "(Lunghezza massima: {0})" ,
"AvatarChoose" : "Scegli" ,
"AvatarSetBackgroundColor" : "Imposta colore di sfondo" ,
"AvatarClose" : "Chiudi" ,
"ControllerSettingsLoadProfileToolTip" : "Carica profilo" ,
"ControllerSettingsAddProfileToolTip" : "Aggiungi profilo" ,
"ControllerSettingsRemoveProfileToolTip" : "Rimuovi profilo" ,
"ControllerSettingsSaveProfileToolTip" : "Salva profilo" ,
"MenuBarFileToolsTakeScreenshot" : "Fai uno screenshot" ,
"MenuBarFileToolsHideUi" : "Nascondi Ui" ,
"GameListContextMenuToggleFavorite" : "Preferito" ,
"GameListContextMenuToggleFavoriteToolTip" : "Segna il gioco come preferito" ,
"SettingsTabGeneralTheme" : "Tema" ,
"SettingsTabGeneralThemeCustomTheme" : "Percorso del tema personalizzato" ,
"SettingsTabGeneralThemeBaseStyle" : "Modalità" ,
"SettingsTabGeneralThemeBaseStyleDark" : "Scura" ,
"SettingsTabGeneralThemeBaseStyleLight" : "Chiara" ,
"SettingsTabGeneralThemeEnableCustomTheme" : "Attiva tema personalizzato" ,
"ButtonBrowse" : "Sfoglia" ,
2022-07-05 11:06:31 -07:00
"ControllerSettingsConfigureGeneral" : "Configura" ,
2022-05-15 04:30:15 -07:00
"ControllerSettingsRumble" : "Vibrazione" ,
"ControllerSettingsRumbleStrongMultiplier" : "Moltiplicatore vibrazione forte" ,
"ControllerSettingsRumbleWeakMultiplier" : "Moltiplicatore vibrazione debole" ,
"DialogMessageSaveNotAvailableMessage" : "Non ci sono dati di salvataggio per {0} [{1:x16}]" ,
"DialogMessageSaveNotAvailableCreateSaveMessage" : "Vuoi creare dei dat di salvataggio per questo gioco?" ,
"DialogConfirmationTitle" : "Ryujinx - Conferma" ,
"DialogUpdaterTitle" : "Ryujinx - Updater" ,
"DialogErrorTitle" : "Ryujinx - Errore" ,
"DialogWarningTitle" : "Ryujinx - Avviso" ,
"DialogExitTitle" : "Ryujinx - Uscita" ,
"DialogErrorMessage" : "Ryujinx ha riscontrato un problema" ,
"DialogExitMessage" : "Sei sicuro di voler chiudere Ryujinx?" ,
"DialogExitSubMessage" : "Tutti i dati non salvati andranno persi!" ,
"DialogMessageCreateSaveErrorMessage" : "C'è stato un errore durante la creazione dei dati di salvataggio: {0}" ,
"DialogMessageFindSaveErrorMessage" : "C'è stato un errore durante la ricerca dei dati di salvataggio: {0}" ,
"FolderDialogExtractTitle" : "Scegli una cartella in cui estrarre" ,
"DialogNcaExtractionMessage" : "Estrazione della sezione {0} da {1}..." ,
"DialogNcaExtractionTitle" : "Ryujinx - Estrattore sezione NCA" ,
"DialogNcaExtractionMainNcaNotFoundErrorMessage" : "L'estrazione è fallita. L'NCA principale non era presente nel file selezionato." ,
"DialogNcaExtractionCheckLogErrorMessage" : "L'estrazione è fallita. Leggi il log per più informazioni." ,
"DialogNcaExtractionSuccessMessage" : "Estrazione completata con successo." ,
"DialogUpdaterConvertFailedMessage" : "La conversione dell'attuale versione di Ryujinx è fallita." ,
"DialogUpdaterCancelUpdateMessage" : "Annullando l'aggiornamento!" ,
"DialogUpdaterAlreadyOnLatestVersionMessage" : "Stai già usando la versione più recente di Ryujinx!" ,
"DialogUpdaterFailedToGetVersionMessage" : "Si è verificato un errore nel tentativo di ottenere informazioni da Github Release. Questo può verificarsi se una nuova release è in compilazione su GitHub Actions. Riprova tra qualche minuto." ,
"DialogUpdaterConvertFailedGithubMessage" : "La conversione della versione di Ryujinx ricevuta da Github Release è fallita." ,
"DialogUpdaterDownloadingMessage" : "Download dell'aggiornamento..." ,
"DialogUpdaterExtractionMessage" : "Estrazione dell'aggiornamento..." ,
"DialogUpdaterRenamingMessage" : "Rinominazione dell'aggiornamento..." ,
"DialogUpdaterAddingFilesMessage" : "Aggiunta nuovo aggiornamento..." ,
"DialogUpdaterCompleteMessage" : "Aggiornamento completato!" ,
"DialogUpdaterRestartMessage" : "Vuoi riavviare Ryujinx adesso?" ,
"DialogUpdaterArchNotSupportedMessage" : "Non stai usando un'architettura di sistema supportata!" ,
"DialogUpdaterArchNotSupportedSubMessage" : "(Solo sistemi x64 sono supportati!)" ,
"DialogUpdaterNoInternetMessage" : "Non sei connesso ad Internet!" ,
"DialogUpdaterNoInternetSubMessage" : "Verifica di avere una connessione ad Internet funzionante!" ,
"DialogUpdaterDirtyBuildMessage" : "Non puoi aggiornare una Dirty build di Ryujinx!" ,
"DialogUpdaterDirtyBuildSubMessage" : "Scarica Ryujinx da https://ryujinx.org/ se stai cercando una versione supportata." ,
"DialogRestartRequiredMessage" : "Riavvio richiesto" ,
"DialogThemeRestartMessage" : "Il tema è stato salvato. E' richiesto un riavvio per applicare un tema." ,
"DialogThemeRestartSubMessage" : "Vuoi riavviare?" ,
"DialogFirmwareInstallEmbeddedMessage" : "Vuoi installare il firmware incorporato in questo gioco? (Firmware {0})" ,
"DialogFirmwareInstallEmbeddedSuccessMessage" : "Non è stato trovato alcun firmware installato, ma Ryujinx è riuscito di installare il firmware {0} dal gioco fornito.\nL'emulatore si avvierà adesso." ,
"DialogFirmwareNoFirmwareInstalledMessage" : "Nessun firmware installato" ,
"DialogFirmwareInstalledMessage" : "Il firmware {0} è stato installato" ,
"DialogOpenSettingsWindowLabel" : "Apri finestra delle impostazioni" ,
"DialogControllerAppletTitle" : "Applet del controller" ,
"DialogMessageDialogErrorExceptionMessage" : "Errore nella visualizzazione del Message Dialog: {0}" ,
"DialogSoftwareKeyboardErrorExceptionMessage" : "Errore nella visualizzazione della tastiera software: {0}" ,
"DialogErrorAppletErrorExceptionMessage" : "Errore nella visualizzazione dell'ErrorApplet Dialog: {0}" ,
"DialogUserErrorDialogMessage" : "{0}: {1}" ,
"DialogUserErrorDialogInfoMessage" : "\nPer più informazioni su come risolvere questo errore, segui la nostra guida all'installazione." ,
"DialogUserErrorDialogTitle" : "Errore di Ryujinx ({0})" ,
"DialogAmiiboApiTitle" : "Amiibo API" ,
"DialogAmiiboApiFailFetchMessage" : "Si è verificato un errore durante il recupero delle informazioni dall'API." ,
"DialogAmiiboApiConnectErrorMessage" : "Impossibile connettersi al server Amiibo API. Il servizio potrebbe essere fuori uso o potresti dover verificare che la tua connessione internet sia online." ,
"DialogProfileInvalidProfileErrorMessage" : "Il profilo {0} è incompatibile con l'attuale sistema di configurazione input." ,
"DialogProfileDefaultProfileOverwriteErrorMessage" : "Il profilo predefinito non può essere sovrascritto" ,
"DialogProfileDeleteProfileTitle" : "Eliminazione profilo" ,
"DialogProfileDeleteProfileMessage" : "Quest'azione è irreversibile, sei sicuro di voler continuare?" ,
"DialogWarning" : "Avviso" ,
"DialogPPTCDeletionMessage" : "Stai per eliminare la PPTC cache per :\n\n{0}\n\nSei sicuro di voler proseguire?" ,
"DialogPPTCDeletionErrorMessage" : "Errore nell'eliminazione della PPTC cache a {0}: {1}" ,
"DialogShaderDeletionMessage" : "Stai per eliminare la Shader cache per :\n\n{0}\n\nSei sicuro di voler proseguire?" ,
"DialogShaderDeletionErrorMessage" : "Errore nell'eliminazione della Shader cache a {0}: {1}" ,
"DialogRyujinxErrorMessage" : "Ryujinx ha incontrato un errore" ,
"DialogInvalidTitleIdErrorMessage" : "Errore UI: Il gioco selezionato non ha un title ID valido" ,
"DialogFirmwareInstallerFirmwareNotFoundErrorMessage" : "Un firmware di sistema valido non è stato trovato in {0}." ,
"DialogFirmwareInstallerFirmwareInstallTitle" : "Installa firmware {0}" ,
"DialogFirmwareInstallerFirmwareInstallMessage" : "La versione di sistema {0} sarà installata." ,
"DialogFirmwareInstallerFirmwareInstallSubMessage" : "\n\nQuesta sostituirà l'attuale versione di sistema {0}." ,
"DialogFirmwareInstallerFirmwareInstallConfirmMessage" : "\n\nVuoi continuare?" ,
"DialogFirmwareInstallerFirmwareInstallWaitMessage" : "Installazione del firmware..." ,
"DialogFirmwareInstallerFirmwareInstallSuccessMessage" : "La versione di sistema {0} è stata installata." ,
"DialogUserProfileDeletionWarningMessage" : "Non ci sarebbero altri profili da aprire se il profilo selezionato viene cancellato" ,
"DialogUserProfileDeletionConfirmMessage" : "Vuoi eliminare il profilo selezionato?" ,
"DialogControllerSettingsModifiedConfirmMessage" : "Le attuali impostazioni del controller sono state aggiornate." ,
"DialogControllerSettingsModifiedConfirmSubMessage" : "Vuoi salvare?" ,
"DialogDlcLoadNcaErrorMessage" : "{0}. File errato: {1}" ,
"DialogDlcNoDlcErrorMessage" : "Il file specificato non contiene un DLC per il titolo selezionato!" ,
"DialogPerformanceCheckLoggingEnabledMessage" : "Hai abilitato il trace logging, che è progettato per essere usato solo dagli sviluppatori." ,
"DialogPerformanceCheckLoggingEnabledConfirmMessage" : "Per prestazioni ottimali, si raccomanda di disabilitare il trace logging. Vuoi disabilitare il debug logging adesso?" ,
"DialogPerformanceCheckShaderDumpEnabledMessage" : "Hai abilitato lo shader dumping, che è progettato per essere usato solo dagli sviluppatori." ,
"DialogPerformanceCheckShaderDumpEnabledConfirmMessage" : "Per prestazioni ottimali, si raccomanda di disabilitare lo shader dumping. Vuoi disabilitare lo shader dumping adesso?" ,
"DialogLoadAppGameAlreadyLoadedMessage" : "Un gioco è già stato caricato" ,
"DialogLoadAppGameAlreadyLoadedSubMessage" : "Ferma l'emulazione o chiudi l'emulatore prima di avviare un altro gioco." ,
"DialogUpdateAddUpdateErrorMessage" : "Il file specificato non contiene un aggiornamento per il titolo selezionato!" ,
"DialogSettingsBackendThreadingWarningTitle" : "Avviso - Backend Threading" ,
"DialogSettingsBackendThreadingWarningMessage" : "Ryujinx deve essere riavviato dopo aver cambiato questa opzione per applicarla completamente. A seconda della tua piattaforma, potrebbe essere necessario disabilitare manualmente il multithreading del driver quando usi quello di Ryujinx." ,
"SettingsTabGraphicsFeaturesOptions" : "Funzionalità" ,
"SettingsTabGraphicsBackendMultithreading" : "Graphics Backend Multithreading" ,
"CommonAuto" : "Auto" ,
"CommonOff" : "Spento" ,
"CommonOn" : "Acceso" ,
"InputDialogYes" : "Si" ,
"InputDialogNo" : "No" ,
"DialogProfileInvalidProfileNameErrorMessage" : "Il nome del file contiene caratteri non validi. Riprova." ,
"MenuBarOptionsPauseEmulation" : "Pausa" ,
"MenuBarOptionsResumeEmulation" : "Riprendi" ,
"AboutUrlTooltipMessage" : "Clicca per aprire il sito web di Ryujinx nel tuo browser predefinito." ,
"AboutDisclaimerMessage" : "Ryujinx non è affiliato con Nintendo™,\no i suoi partner, in alcun modo." ,
"AboutAmiiboDisclaimerMessage" : "AmiiboAPI (www.amiiboapi.com) è usata\nnella nostra emulazione Amiibo." ,
"AboutPatreonUrlTooltipMessage" : "Clicca per aprire la pagina Patreon di Ryujinx nel tuo browser predefinito." ,
"AboutGithubUrlTooltipMessage" : "Clicca per aprire la pagina GitHub di Ryujinx nel tuo browser predefinito." ,
"AboutDiscordUrlTooltipMessage" : "Clicca per aprire un invito al server Discord di Ryujinx nel tuo browser predefinito." ,
"AboutTwitterUrlTooltipMessage" : "Clicca per aprire la pagina Twitter di Ryujinx nel tuo browser predefinito." ,
"AboutRyujinxAboutTitle" : "Informazioni:" ,
"AboutRyujinxAboutContent" : "Ryujinx è un emulatore per la Nintendo Switch™.\nPer favore supportaci su Patreon.\nRicevi tutte le ultime notizie sul nostro Twitter o su Discord.\nGli sviluppatori interessati a contribuire possono trovare più informazioni sul nostro GitHub o Discord." ,
"AboutRyujinxMaintainersTitle" : "Mantenuto da:" ,
"AboutRyujinxMaintainersContentTooltipMessage" : "Clicca per aprire la pagina dei Contributors nel tuo browser predefinito." ,
"AboutRyujinxSupprtersTitle" : "Supportato su Patreon da:" ,
"AmiiboSeriesLabel" : "Serie Amiibo" ,
"AmiiboCharacterLabel" : "Personaggio" ,
"AmiiboScanButtonLabel" : "Scannerizza" ,
"AmiiboOptionsShowAllLabel" : "Mostra tutti gli amiibo" ,
"AmiiboOptionsUsRandomTagLabel" : "Hack: Usa un tag uuid casuale" ,
"DlcManagerTableHeadingEnabledLabel" : "Abilitato" ,
"DlcManagerTableHeadingTitleIdLabel" : "Title ID" ,
"DlcManagerTableHeadingContainerPathLabel" : "Percorso del contenitore" ,
"DlcManagerTableHeadingFullPathLabel" : "Percorso completo" ,
"DlcManagerRemoveAllButton" : "Rimuovi tutti" ,
"MenuBarOptionsChangeLanguage" : "Cambia lingua" ,
"CommonSort" : "Ordina" ,
"CommonShowNames" : "Mostra nomi" ,
"CommonFavorite" : "Preferito" ,
"OrderAscending" : "Crescente" ,
"OrderDescending" : "Decrescente" ,
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 14:26:06 -07:00
"SettingsTabGraphicsFeatures" : "Funzionalità & Miglioramenti" ,
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"ErrorWindowTitle" : "Finestra errore" ,
"ToggleDiscordTooltip" : "Attiva o disattiva Discord Rich Presence" ,
"AddGameDirBoxTooltip" : "Inserisci la directory di un gioco per aggiungerlo alla lista" ,
"AddGameDirTooltip" : "Aggiungi la directory di un gioco alla lista" ,
"RemoveGameDirTooltip" : "Rimuovi la directory di gioco selezionata" ,
"CustomThemeCheckTooltip" : "Attiva o disattiva temi personalizzati nella GUI" ,
"CustomThemePathTooltip" : "Percorso al tema GUI personalizzato" ,
"CustomThemeBrowseTooltip" : "Sfoglia per cercare un tema GUI personalizzato" ,
"DockModeToggleTooltip" : "Attiva o disabilta modalità TV" ,
"DirectKeyboardTooltip" : "Attiva o disattiva \"il supporto all'accesso diretto alla tastiera (HID)\" (Fornisce l'accesso ai giochi alla tua tastiera come dispositivo di immissione del testo)" ,
"DirectMouseTooltip" : "Attiva o disattiva \"il supporto all'accesso diretto al mouse (HID)\" (Fornisce l'accesso ai giochi al tuo mouse come dispositivo di puntamento)" ,
"RegionTooltip" : "Cambia regione di sistema" ,
"LanguageTooltip" : "Cambia lingua di sistema" ,
"TimezoneTooltip" : "Cambia fuso orario di sistema" ,
"TimeTooltip" : "Cambia data e ora di sistema" ,
"VSyncToggleTooltip" : "Attiva o disattiva sincronizzazione verticale" ,
"PptcToggleTooltip" : "Attiva o disattiva PPTC" ,
"FsIntegrityToggleTooltip" : "Attiva controlli d'integrità sui file dei contenuti di gioco" ,
"AudioBackendTooltip" : "Cambia backend audio" ,
"MemoryManagerTooltip" : "Cambia il modo in cui la memoria guest è mappata e vi si accede. Influisce notevolmente sulle prestazioni della CPU emulata." ,
"MemoryManagerSoftwareTooltip" : "Usa una software page table per la traduzione degli indirizzi. Massima precisione ma prestazioni più lente." ,
"MemoryManagerHostTooltip" : "Mappa direttamente la memoria nello spazio degli indirizzi dell'host. Compilazione ed esecuzione JIT molto più veloce." ,
"MemoryManagerUnsafeTooltip" : "Mappa direttamente la memoria, ma non maschera l'indirizzo all'interno dello spazio degli indirizzi guest prima dell'accesso. Più veloce, ma a costo della sicurezza. L'applicazione guest può accedere alla memoria da qualsiasi punto di Ryujinx, quindi esegui solo programmi di cui ti fidi con questa modalità." ,
"DRamTooltip" : "Espande l'ammontare di memoria sul sistema emulato da 4GB A 6GB" ,
"IgnoreMissingServicesTooltip" : "Attiva o disattiva l'opzione di ignorare i servizi mancanti" ,
"GraphicsBackendThreadingTooltip" : "Attiva il Graphics Backend Multithreading" ,
"GalThreadingTooltip" : "Esegue i comandi del backend grafico su un secondo thread. Permette il multithreading runtime della compilazione degli shader, riduce lo stuttering e migliora le prestazioni sui driver senza supporto multithreading proprio. Varia leggermente le prestazioni di picco sui driver con multithreading. Ryujinx potrebbe aver bisogno di essere riavviato per disabilitare correttamente il multithreading integrato nel driver, o potrebbe essere necessario farlo manualmente per ottenere le migliori prestazioni." ,
"ShaderCacheToggleTooltip" : "Attiva o disattiva la Shader Cache" ,
"ResolutionScaleTooltip" : "Scala della risoluzione applicata ai render targets applicabili" ,
"ResolutionScaleEntryTooltip" : "Scala della risoluzione in virgola mobile, come 1,5. Le scale non integrali hanno maggiori probabilità di causare problemi o crash." ,
"AnisotropyTooltip" : "Livello del filtro anisotropico (imposta su Auto per usare il valore richiesto dal gioco)" ,
"AspectRatioTooltip" : "Rapporto d'aspetto applicato alla finestra del renderer." ,
"ShaderDumpPathTooltip" : "Percorso di dump Graphics Shaders" ,
"FileLogTooltip" : "Attiva o disattiva il logging su file" ,
"StubLogTooltip" : "Attiva messaggi stub log" ,
"InfoLogTooltip" : "Attiva messaggi info log" ,
"WarnLogTooltip" : "Attiva messaggi warning log" ,
"ErrorLogTooltip" : "Attiva messaggi error log" ,
"TraceLogTooltip" : "Attiva messaggi trace log" ,
"GuestLogTooltip" : "Attiva messaggi guest log" ,
"FileAccessLogTooltip" : "Attiva messaggi file access log" ,
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"FSAccessLogModeTooltip" : "Attiva output FS access log alla console. Le modalità possibili sono 0-3" ,
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"DeveloperOptionTooltip" : "Usa con attenzione" ,
"OpenGlLogLevel" : "Richiede livelli di log appropriati abilitati" ,
"DebugLogTooltip" : "Attiva messaggi debug log" ,
"LoadApplicationFileTooltip" : "Apri un file explorer per scegliere un file compatibile Switch da caricare" ,
"LoadApplicationFolderTooltip" : "Apri un file explorer per scegliere un file compatibile Switch, applicazione sfusa da caricare" ,
"OpenRyujinxFolderTooltip" : "Apri la cartella del filesystem di Ryujinx" ,
"OpenRyujinxLogsTooltip" : "Apre la cartella dove vengono scritti i log" ,
"ExitTooltip" : "Esci da Ryujinx" ,
"OpenSettingsTooltip" : "Apri finestra delle impostazioni" ,
"OpenProfileManagerTooltip" : "Apri la finestra di gestione dei profili utente" ,
"StopEmulationTooltip" : "Ferma l'emulazione del gioco attuale e torna alla selezione dei giochi" ,
"CheckUpdatesTooltip" : "Controlla la presenza di aggiornamenti di Ryujinx" ,
"OpenAboutTooltip" : "Apri finestra delle informazioni" ,
"GridSize" : "Dimensione griglia" ,
"GridSizeTooltip" : "Cambia la dimensione dei riquardi della griglia" ,
"SettingsTabSystemSystemLanguageBrazilianPortuguese" : "Portoghese Brasiliano" ,
"AboutRyujinxContributorsButtonHeader" : "Vedi tutti i Contributors" ,
"SettingsTabSystemAudioVolume" : "Volume: " ,
"AudioVolumeTooltip" : "Cambia volume audio" ,
"SettingsTabSystemEnableInternetAccess" : "Attiva Guest Internet Access" ,
"EnableInternetAccessTooltip" : "Attiva il guest Internet access. Se abilitato, l'applicazione si comporterà come se la console Switch emulata fosse collegata a Internet. Si noti che in alcuni casi, le applicazioni possono comunque accedere a Internet anche con questa opzione disabilitata" ,
"GameListContextMenuManageCheatToolTip" : "Gestisci Cheats" ,
"GameListContextMenuManageCheat" : "Gestisci Cheats" ,
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"ControllerSettingsStickRange" : "Raggio:" ,
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"DialogStopEmulationTitle" : "Ryujinx - Ferma emulazione" ,
"DialogStopEmulationMessage" : "Sei sicuro di voler fermare l'emulazione?" ,
"SettingsTabCpu" : "CPU" ,
"SettingsTabAudio" : "Audio" ,
"SettingsTabNetwork" : "Rete" ,
"SettingsTabNetworkConnection" : "Connessione di rete" ,
"SettingsTabCpuCache" : "Cache CPU" ,
"SettingsTabCpuMemory" : "Memoria CPU" ,
"DialogUpdaterFlatpakNotSupportedMessage" : "Per favore aggiorna Ryujinx via FlatHub." ,
"UpdaterDisabledWarningTitle" : "Updater disabilitato!" ,
"GameListContextMenuOpenSdModsDirectory" : "Apri cartella delle mods Atmosphere" ,
"GameListContextMenuOpenSdModsDirectoryToolTip" : "Apre la cartella aternativa di atmosphere che contiene le mods dell'applicazione" ,
"ControllerSettingsRotate90" : "Ruota in senso orario di 90°" ,
"IconSize" : "Dimensioni icona" ,
"IconSizeTooltip" : "Cambia le dimensioni dell'icona di un gioco" ,
"MenuBarOptionsShowConsole" : "Mostra console" ,
"ShaderCachePurgeError" : "Errore nella pulizia della shader cache a {0}: {1}" ,
"UserErrorNoKeys" : "Chiavi non trovate" ,
"UserErrorNoFirmware" : "Firmware non trovato" ,
"UserErrorFirmwareParsingFailed" : "Errori di analisi del firmware" ,
"UserErrorApplicationNotFound" : "Applicazione non trovata" ,
"UserErrorUnknown" : "Errore sconosciuto" ,
"UserErrorUndefined" : "Errore non definito" ,
"UserErrorNoKeysDescription" : "Ryujinx non è riuscito a trovare il file 'prod.keys'" ,
"UserErrorNoFirmwareDescription" : "Ryujinx non è riuscito a trovare alcun firmware installato" ,
"UserErrorFirmwareParsingFailedDescription" : "Ryujinx non è riuscito ad analizzare il firmware. Questo di solito è causato da chiavi non aggiornate." ,
"UserErrorApplicationNotFoundDescription" : "Ryujinx non è riuscito a trovare un'applicazione valida al percorso specificato." ,
"UserErrorUnknownDescription" : "Si è verificato un errore sconosciuto!" ,
"UserErrorUndefinedDescription" : "Si è verificato un errore sconosciuto! Non dovrebbe succedere, per favore contatta uno sviluppatore!" ,
"OpenSetupGuideMessage" : "Apri la guida all'installazione" ,
"NoUpdate" : "Nessun aggiornamento" ,
"TitleUpdateVersionLabel" : "Versione {0} - {1}" ,
"RyujinxInfo" : "Ryujinx - Info" ,
"RyujinxConfirm" : "Ryujinx - Conferma" ,
"FileDialogAllTypes" : "Tutti i tipi" ,
"Never" : "Mai" ,
"SwkbdMinCharacters" : "Non può avere meno di {0} caratteri" ,
"SwkbdMinRangeCharacters" : "Può avere da {0} a {1} caratteri" ,
"SoftwareKeyboard" : "Tastiera software" ,
"DialogControllerAppletMessagePlayerRange" : "L'applicazione richiede {0} giocatori con:\n\nTIPI: {1}\n\nGIOCATORI: {2}\n\n{3}Apri le impostazioni e riconfigura l'input adesso o premi Chiudi." ,
"DialogControllerAppletMessage" : "L'applicazione richiede esattamente {0} giocatori con:\n\nTIPI: {1}\n\nGIOCATORI: {2}\n\n{3}Apri le impostazioni e riconfigura l'input adesso o premi Chiudi." ,
"DialogControllerAppletDockModeSet" : "Modalità TV attivata. Neanche portatile è valida.\n\n" ,
"UpdaterRenaming" : "Rinominazione dei vecchi files..." ,
"UpdaterRenameFailed" : "L'updater non è riuscito a rinominare il file: {0}" ,
"UpdaterAddingFiles" : "Aggiunta nuovi files..." ,
"UpdaterExtracting" : "Estrazione aggiornamento..." ,
"UpdaterDownloading" : "Download aggiornamento..." ,
"Game" : "Gioco" ,
"Docked" : "TV" ,
"Handheld" : "Portatile" ,
"ConnectionError" : "Errore di connessione." ,
"AboutPageDeveloperListMore" : "{0} e altri ancora..." ,
"ApiError" : "Errore dell'API." ,
"LoadingHeading" : "Caricamento di {0}" ,
"CompilingPPTC" : "Compilazione PTC" ,
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"CompilingShaders" : "Compilazione Shaders" ,
"AllKeyboards" : "Tutte le tastiere" ,
"OpenFileDialogTitle" : "Seleziona un file supportato da aprire" ,
"OpenFolderDialogTitle" : "Seleziona una cartella con un gioco estratto" ,
"AllSupportedFormats" : "Tutti i formati supportati" ,
"RyujinxUpdater" : "Ryujinx Updater" ,
"SettingsTabHotkeys" : "Tasti di scelta rapida" ,
"SettingsTabHotkeysHotkeys" : "Tasti di scelta rapida" ,
"SettingsTabHotkeysToggleVsyncHotkey" : "VSync:" ,
"SettingsTabHotkeysScreenshotHotkey" : "Screenshot:" ,
"SettingsTabHotkeysShowUiHotkey" : "Mostra UI:" ,
"SettingsTabHotkeysPauseHotkey" : "Metti in pausa:" ,
"SettingsTabHotkeysToggleMuteHotkey" : "Muta:" ,
"ControllerMotionTitle" : "Impostazioni dei sensori di movimento" ,
"ControllerRumbleTitle" : "Impostazioni di vibrazione" ,
"SettingsSelectThemeFileDialogTitle" : "Seleziona file del tema" ,
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"SettingsXamlThemeFile" : "File del tema xaml" ,
"SettingsTabHotkeysResScaleUpHotkey" : "Aumentare la risoluzione:" ,
"SettingsTabHotkeysResScaleDownHotkey" : "Diminuire la risoluzione:"
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}