This PR rearranges things in the CMake system to make compiling with Qt6 possible
1. Camera API has changed in Qt6, so the camera feature is disabled
2. A previous fix involving QLocale is now version gated.
3. QRegExp replaced with QRegularExpression, see #5343
4. Qt6_LOCATION option added to specify a location to search for Qt6
(see examples below)
5. windeployqt is used to copy Qt6 files into the build directory on Windows
Notes for Arch Linux
Arch install happened to have qt6-base qt6-declarative qt6-translations installed
mkdir build && cd build
cmake .. -GNinja -DYUZU_USE_BUNDLED_VCPKG=ON -DYUZU_TESTS=OFF -DENABLE_QT6=YES -DYUZU_USE_BUNDLED_QT=NO
Windows (MSVC)
Qt wants users to download precompiled libraries via an online installer,
it is worth noting that the GPL/LGPL takes precendence over any ...
In the Qt Maintenance tool, under a version, such as 6.3.1
Select "MSVC 2019 64-bit"
Under Additional Libraries Qt Multimedia may be of use for Camera support
For the Web Applet I had to select the following:
PDF Positioning WebChannel WebEngine
mkdir build && cd build
cmake -G "Visual Studio 16 2019" -DQt6_LOCATION=C:/Qt/6.4.0/msvc2019_64/ \
-DENABLE_COMPATIBILITY_LIST_DOWNLOAD=YES -DYUZU_USE_BUNDLED_QT=NO \
-DENABLE_QT_TRANSLATION=YES -DENABLE_QT6=YES ..
Some numbers for reference (msvc2019_64)
Qt5 (slimmed down) 508 MB
Qt5.15.2 all in 929 MB
Qt6.3.1 1.71 GB
Qt6.3.2 1.73 GB
Qt6.4.0-beta3 1.83 GB
Qt6.4.0 1.67 GB
[REUSE] is a specification that aims at making file copyright
information consistent, so that it can be both human and machine
readable. It basically requires that all files have a header containing
copyright and licensing information. When this isn't possible, like
when dealing with binary assets, generated files or embedded third-party
dependencies, it is permitted to insert copyright information in the
`.reuse/dep5` file.
Oh, and it also requires that all the licenses used in the project are
present in the `LICENSES` folder, that's why the diff is so huge.
This can be done automatically with `reuse download --all`.
The `reuse` tool also contains a handy subcommand that analyzes the
project and tells whether or not the project is (still) compliant,
`reuse lint`.
Following REUSE has a few advantages over the current approach:
- Copyright information is easy to access for users / downstream
- Files like `dist/license.md` do not need to exist anymore, as
`.reuse/dep5` is used instead
- `reuse lint` makes it easy to ensure that copyright information of
files like binary assets / images is always accurate and up to date
To add copyright information of files that didn't have it I looked up
who committed what and when, for each file. As yuzu contributors do not
have to sign a CLA or similar I couldn't assume that copyright ownership
was of the "yuzu Emulator Project", so I used the name and/or email of
the commit author instead.
[REUSE]: https://reuse.software
Follow-up to 01cf05bc75
If the local version of Qt is older than the minimum version required by
yuzu, download a pre-built binary package from yuzu-emu/ext-linux-bin
and build yuzu with it, instead.
This also requires linking yuzu to the correct libraries after building
it, and copying over the required binaries when building yuzu.
This sets the Qt requirement to 5.12, which is intentionally behind the
versions used by our toolchains since they are not all updated yet to
5.15.
With shader caches on the horizon, one requirement is to provide visible
feedback for the progress. The shader cache reportedly takes several
minutes to load for large caches that were invalidated, and as such we
should provide a loading screen with progress.
Adds a loading screen widget that will be shown until the first frame of
the game is swapped. This was chosen in case shader caches are not being
used, several games still take more than a few seconds to launch and
could benefit from a loading screen.