Comments (42)
Yeah ;) I would love it.
I just grab the git and playing a round with it...
But stdafx.h and other things make it complicated... (for me)
But i think rpcs3 was built with (possible) Cross Platform Support in mind? (see wxWidgets,OpenGL, WindowsMouseHandler.h and co)
I hope we will see RPCS3 running on Linux in the Future. ;)
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Can you please write either GNU or cmake build system?
The point is (and that's just my personal opinion, not DH's one) our main goal should be to improve the emulator. After that we could talk about fancy GUIs or making RPCS3 multiplatform. Of course, if someone wants to do it I guess he will be welcomed (e.g. @Mike-PM started a branch for Linux support). However, as I said, working in the emulator is preferred, since currently there is no reason for end-users to use RPCS3.
I hope we will see RPCS3 running on Linux in the Future. ;)
Of course! ๐
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I did start a branch but I only converted the git-version-gen file, so not much. I would appreciate it if someone else could do something more though!
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i think you can close this issue now (it wasnยดt really an issue) , i think for these questions we have the Rpcs3 forum
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Well, imo this is in fact an issue, rpcs3 doesn't compile on a Linux environment and this should changed, so I guess the issue can be left opened. It will just stay (probably) open for a long time. ๐
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@AlexAltea
It won't stay open for a long time ๐ I will do it... I just hoped someone else would spare me from doing so ๐ข
I just wrote a makefile (it is trivial to do that) but obviously it won't compile just yet. rpcs3 uses some visual studio-specific stuff which I will port later today...
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@krofna I'm happy that you decided to do this ๐
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Can someone test if 6026f56e684d7542317869de2aa794a9914cac8b breaks anything?
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Turns out that mesa currently supports only up to opengl 2.1 for all drivers but intel (which is at 3.3)... which means you'll need closed source driver to run this if you have radeon/nvidia card ๐ข ... Closed source radeon is currently uninstallable on my mix of Debian unstable and experimental so porting will have to wait for few days untill I have more time to deal with it...
Aside from that, make -i produces 10k line error log so patches are more than welcome :/
Does 421814a933531646f08f5cfd7cfd9719392ea711 compile on windows? :)
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Can someone explain what is INFINITE in rpcs3/rpcs3/Emu/SysCalls/lv2/SC_Semaphore.cpp line 69? Is it safe to #define INFINITE (~((u64)0))?
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declaration on VS
#define INFINITE 0xFFFFFFFF // Infinite timeout
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Any progress?
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@afischer15
My fork compiles on linux (I didn't send pull request with last commit because it's kinda hacky, I used GL_GLEXT_PROTOTYPES instead of loading extensions propertly...). Try it: https://github.com/FGRE/rpcs3
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Oh, and one more thing: If you want to compile it without wine, you need to remove winapi code which I didn't bother porting.
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@krofna
How do you compile it with winelib?
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@NotKit
cmake . -DCMAKE_CXX_COMPILER=/usr/bin/wineg++
But you also need wine build of wxwidgets
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diff --git rpcs3/Gui/CompilerELF.cpp rpcs3/Gui/CompilerELF.cpp
index 5cc0c44..cfb803a 100644
--- rpcs3/Gui/CompilerELF.cpp
+++ rpcs3/Gui/CompilerELF.cpp
@@ -127,8 +127,10 @@ CompilerELF::CompilerELF(wxWindow* parent)
" b exit, 0, 0\n"
);
+#ifdef _WIN32
::SendMessage((HWND)hex_list->GetHWND(), WM_VSCROLL, SB_BOTTOM, 0);
::SendMessage((HWND)asm_list->GetHWND(), WM_VSCROLL, SB_BOTTOM, 0);
+#endif
}
CompilerELF::~CompilerELF()
@@ -318,6 +320,7 @@ void CompilerELF::OnScroll(wxScrollWinEvent& event)
dst = hex_list;
}
+#ifdef _WIN32
if(!m_disable_scroll && src && dst && event.GetOrientation() == wxVERTICAL)
{
s64 kind = -1;
@@ -364,6 +367,7 @@ void CompilerELF::OnScroll(wxScrollWinEvent& event)
m_disable_scroll = false;
}
}
+#endif
event.Skip();
}
diff --git rpcs3/Gui/ConLog.cpp rpcs3/Gui/ConLog.cpp
index c505691..c1cd3a7 100644
--- rpcs3/Gui/ConLog.cpp
+++ rpcs3/Gui/ConLog.cpp
@@ -266,7 +266,9 @@ void LogFrame::Task()
m_log.SetColumnWidth(0, -1);
m_log.SetColumnWidth(1, -1);
+#ifdef _WIN32
::SendMessage((HWND)m_log.GetHWND(), WM_VSCROLL, SB_BOTTOM, 0);
+#endif
}
LogBuffer.Flush();
Is much better idea.
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Huh?
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Huh?
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I don't understand what you posted, Is that an update to a file in your repository?
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Its a hack I suggested to @NotKit (and others) to build rpcs3 without wine...
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okay, Thank you
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Could you send me the .diff file you created? Unless it was some other kind of file, Because, I tried making one from that text, And it didn't work for me.
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... diff contains exactly that. You can apply with with patch < file.diff
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Applies on 6fa17e1
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@krofna These are the changes I had to make to finally compile it without Wine:
http://pastebin.ws/f2075a
Strangely, some files were missing from CMakeLists.txt and I had to undo your move of Module::AddFunc to Modules.cpp for GCC.
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@NotKit
Thanks for that patch! I modified it a bit: 1d318f4
- It is not zlib, it is ZLIB (Because of FindZLIB.cmake file)
- Since you are finding ZLIB with cmake then it is also good idea to link it with cmake
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In the above closed bug (#45) Alex mentioned why this bug is still open despite rpcs3 compiling under linux. I've copy & pasted it here for posterity:
"Note that even if RPCS3 compiles, the emulator won't be able to run any ELF files due to Windows-only lines in the VFS among other reasons. Until these problems are fixed, issue #20 should remain open."
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Btw. the VFS issues are pretty much fixed, there's some issues with the memory system though. For some reason most homebrews run into a memory related issue. Reading a NullBlock, getting an invalid opcode or similar.
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Thank you Bigpet, that is valuable knowledge.
Those do seem like odd issues to be hitting on linux only. Wouldn't those be far into the emulation and past the platform specific components? Either way thank you for working on this.
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@daniel-dressler They should indeed be beyond platform specific but I wasn't able to compile rpcs3 under Windows with GCC or Clang (not that I tried hard). So I can not tell you whether this is an issue with Linux or with any non-MSVC compiler.
I have tested it with both GCC and Clang on Linux though, and they both behave consistent (fail for the same reasons).
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It's no surprise that it runs into a run-time issue. It currently builds with -fpermissive -w which is generally a bad ideaโข. I added those options because I couldn't fix all errors in one shot.
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@krofna I compiled it with Clang without -fpermissive and the only thing that's stuck is the decompiled lz implementation which I fixed locally and that doesn't help matters.
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Latest builds of RPCS3 will run the gs_gcm_cube.elf :) - if you manage to get lucky and beat the race condition!
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I don`t see any elfs/games apearing under game list on linux. Is this normal, is this a bug specific to linux or should I run the elfs in a commandline way or something ?
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@otenki The bundled samples don't appear in the game-list on any platform, you need to manually open them.
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Linux is fully supported now. Only blocker for me is #564 as it will make the emulator pause every time it encounters OpenGL non-Core profile calls.
This would be the same on OSX.
You can get around this by disabling RSX_DEBUG or just removing the Emu.Pause().
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Does anyone plan to package this for ubuntu/debian and make a PPA? If not, i'm an ubuntu developer and could host a PPA, then eventually get it into the official archive
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It's probably a really bad idea to get this into a PPA atm, in such a "alpha" state. People would assume it's somewhat usable to emulate PS3 games..
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Noskcaj10, While I think that it would be a bad idea to try to get rpcs3 into any kind of: "official" repository, I think a private PPA would be totally fine! I would totally add it to my system!
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can this project compile now on linux without any problems? Are some features not working on linux? I dont know since i dont use linux, but if there are none, this issue can be closed imo.
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It has been successfully ported with no lacking features or other differences to my knowledge and in my experience.
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