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[docs] Various grammar fixes, fix dead links, update deps.md, merge RDOC into Debug.md (#4315)
[docs] Various grammar fixes, fix dead links, update deps.md, merge RDOC into Debug.md (#4315)
Signed-off-by: lizzie <lizzie@eden-emu.dev> - [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions). - [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md) - [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability. ------------------- updates deps.md (freebsd had a package that didnt exist, oops) netbsd also had outdated packages moved windows caveats into the user guide (because well, those are user stuff, not build caveats) MANY redundant wording removals (especially on dynarmic) proper capitalization of Eden, Dynarmic, Amiibo, and CLion fixed discord link on metainfo as well also fixed file associations as well otherwise installed eden wont have icon over NSP/XCI/etc files "please" is filler fixes a HANDFUL of dead links as well Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4315 Reviewed-by: crueter <crueter@eden-emu.dev> Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>lizzie/vrbot-ffk1
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crueter
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44 changed files with 249 additions and 559 deletions
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2README.md
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15dist/dev.eden_emu.eden.metainfo.xml
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8dist/dev.eden_emu.eden.xml
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4dist/english_plurals/README.md
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19docs/Build.md
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28docs/Caveats.md
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59docs/Debug.md
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7docs/Deps.md
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84docs/dynarmic/Design.md
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# RenderDoc |
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Renderdoc is a free, cross platform, multi-graphics API debugger. It is an invaluable tool for diagnosing issues with graphics applications, and includes support for Vulkan. Get it at [renderdoc.org](https://renderdoc.org). |
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RenderDoc can capture Eden's Vulkan output when its Vulkan layer is loaded before Eden creates the Vulkan device. Before using renderdoc to diagnose issues, it is always good to make sure there are no validation errors. Any errors means the behavior of the application is undefined. That said, renderdoc can help debug validation errors if you do have them. |
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## Usage on Windows |
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You can either use RenderDoc UI to launch eden, or you can make eden attach it internally: |
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On Windows PowerShell: |
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```powershell |
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$env:ENABLE_VULKAN_RENDERDOC_CAPTURE='1' |
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.\eden.exe |
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``` |
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When RenderDoc is attached, Eden logs the default Windows capture folder: |
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```text |
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%LOCALAPPDATA%\Temp\RenderDoc |
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``` |
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Press RenderDoc's capture hotkey, usually `F12`, to capture a frame. To stop using RenderDoc, close Eden and launch it again without `ENABLE_VULKAN_RENDERDOC_CAPTURE`. |
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## Eden Hotkey |
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Eden also has a separate `Toggle Renderdoc Capture` hotkey behind the debug setting `renderdoc_hotkey`. |
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That hotkey does not load or unload RenderDoc. It only toggles Eden's own manual capture through RenderDoc's API: |
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- first press: starts a capture |
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- second press: ends that capture |
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## Simple checklist for debugging black screens using Renderdoc |
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When debugging a black screen, there are many ways the application could have setup Vulkan wrong. |
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Here is a short checklist of items to look at to make sure are appropriate: |
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- Draw call counts are correct (aka not zero, or if rendering many triangles, not 3) |
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- Vertex buffers are bound |
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- vertex attributes are correct - Make sure the size & offset of each attribute matches what should it should be |
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- Any bound push constants and descriptors have the right data - including: |
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- Matrices have correct values - double check the model, view, & projection matrices are uploaded correctly |
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- Pipeline state is correct |
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- viewport range is correct - x,y are 0,0; width & height are screen dimensions, minDepth is 0, maxDepth is 1, NDCDepthRange is 0,1 |
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- Fill mode matches expected - usually solid |
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- Culling mode makes sense - commonly back or none |
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- The winding direction is correct - typically CCW (counter clockwise) |
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- Scissor region is correct - usually same as viewport's x,y,width, &height |
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- Blend state is correct |
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- Depth state is correct - typically enabled with Function set to Less than or Equal |
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- Swapchain images are bound when rendering to the swapchain |
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- Image being rendered to is the same as the one being presented when rendering to the swapchain |
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Alternatively, a [RenderDoc Extension](https://github.com/baldurk/renderdoc-contrib/tree/main/baldurk/whereismydraw) ([Archive](https://web.archive.org/web/20250000000000*/https://github.com/baldurk/renderdoc-contrib/tree/main/baldurk/whereismydraw)) exists which automates doing a lot of these manual steps. |
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# User Handbook - Native Application Development |
# User Handbook - Native Application Development |
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Debugging on physical hardware can get tedious and time consuming. Users are empowered with the debugging capabilities of the emulator to ensure their applications run as-is on the system. To the greatest extent possible atleast. |
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Debugging on physical hardware can get tedious and time consuming. Users are empowered with the debugging capabilities of the emulator to ensure their applications run as-is on the system. To the greatest extent possible at least. |
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## Debugging |
## Debugging |
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**Standard key prefix**: Allows to redirect the key manager to a file other than `prod.keys` (for example `other` would redirect to `other.keys`). This is useful for testing multiple keysets. Default is `prod`. |
**Standard key prefix**: Allows to redirect the key manager to a file other than `prod.keys` (for example `other` would redirect to `other.keys`). This is useful for testing multiple keysets. Default is `prod`. |
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**Changing serial**: Very basic way to set debug values for the serial (and battery number). Developers do not need to write the full serial as only the first digits (excluding the last) will be accoutned for. Region settings will affect the generated serial. The serial corresponds to a non-OLED/Lite console. |
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**Changing serial**: Very basic way to set debug values for the serial (and battery number). Developers do not need to write the full serial as only the first digits (excluding the last) will be accounted for. Region settings will affect the generated serial. The serial corresponds to a non-OLED/Lite console. |
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