Update markdown files to the new project name

This commit is contained in:
lynxnb 2023-05-09 23:04:13 +02:00
parent 35fb874a42
commit 03e526c255
3 changed files with 18 additions and 19 deletions

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@ -21,7 +21,7 @@
Clone the repo **recursively**, either with your preferred Git GUI or with the command below:
```cmd
git clone https://github.com/skyline-emu/skyline.git --recursive
git clone https://github.com/strato-emu/strato.git --recursive
```
Open Android Studio
@ -30,12 +30,12 @@ Open Android Studio
> If you opened Android Studio for the first time, choose the `Standard` install type and complete the setup wizard leaving all settings to their default value.
> <p><img height="400" src="https://user-images.githubusercontent.com/37104290/162196602-4c142ed0-0c26-4628-8062-7ac9785201cc.png"></p>
> If you get any errors on "Intel® HAXM" or "Android Emulator Hypervisor Driver for AMD Processors", you can safely ignore them as they won't be used for Skyline.
> If you get any errors on "Intel® HAXM" or "Android Emulator Hypervisor Driver for AMD Processors", you can safely ignore them as they won't be used for Strato.
</p>
</details>
Import the project by clicking on the `Open` icon, then in the file picker choose the `skyline` folder you just cloned in the steps above:
Import the project by clicking on the `Open` icon, then in the file picker choose the `strato` folder you just cloned in the steps above:
<p>
<img height="400" src="https://user-images.githubusercontent.com/37104290/162200497-dddfa9f0-00c6-4a32-84c2-1f0ff743a7e2.png">
<img height="400" src="https://user-images.githubusercontent.com/37104290/162196879-08d9684b-c6a2-4636-9c23-c026cb7d7494.png">
@ -99,13 +99,13 @@ cmake.dir=<path-to-cmake-folder>
```
E.g. on Windows:
```properties
cmake.dir=C\:\\Users\\skyline\\AppData\\Local\\Android\\Sdk\\cmake\\3.18.1
cmake.dir=C\:\\Users\\strato\\AppData\\Local\\Android\\Sdk\\cmake\\3.18.1
```
* `'shader_compiler/*.h' file not found`
You didn't clone the repository with symlinks enabled. Windows requires administrator privileges to create symlinks so it's likely it didn't create them.
In an **administrator** terminal prompt navigate to the Skyline root project folder and run:
In an **administrator** terminal prompt navigate to the Strato root project folder and run:
```cmd
git submodule deinit app/libraries/shader-compiler
git config core.symlinks true

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@ -14,9 +14,6 @@ Android Studio comes with a code formatter in-built, this can fix minor mistakes
This can also be done by using `Ctrl + Alt + L` on Windows, `Ctrl + Shift + Alt + L` on Linux and `Option + Command + L` on macOS.
### Skyline Edge
Any code that's been PR'd to the Skyline repository will only be in Edge builds for two weeks, after which it will be merged into the mainline branch. This is to ensure that any bugs that may have been introduced by the PR are caught and fixed before it's merged into the mainline branch. If you have any issues with this, you can request that we add the `CI` tag to your PRs so that CI builds are provided pre-merge.
## C++
### Include Order
* STD includes
@ -221,7 +218,7 @@ auto b{std::make_shared<Something>()}; // In this case `auto` is used to avoid t
We generally use `in` and `un` where `n = {8, 16, 32, 64}` for our integer primitives in which `i` represents signed integers and `u` represents unsigned integers. In addition, we have some other types such as `KHandle` that are used to make certain operations more clear, use these depending on the context.
### Constants
If a variable is constant at compile time use `constexpr`, if it's only used in a local function then place it in the function but if it's used throughout a class then in the corresponding header add the variable to the `skyline::constant` namespace. If a constant is used throughout the codebase, add it to `common.h`.
If a variable is constant at compile time use `constexpr`, if it's only used in a local function then place it in the function but if it's used throughout a class then in the corresponding header add the variable to the `strato::constant` namespace. If a constant is used throughout the codebase, add it to `common.h`.
In addition, try to `constexpr` as much as possible including constructors and functions so that they may be initialized at compile-time and have lesser runtime overhead during usage and certain values can be pre-calculated in advance.

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@ -1,12 +1,12 @@
<h1 align="center">
<a href="https://github.com/skyline-emu/skyline" target="_blank">
<img height="60%" width="60%" src="https://raw.github.com/skyline-emu/branding/master/banner/skyline-banner-rounded.png"><br>
<a href="https://github.com/strato-emu/strato" target="_blank">
<img height="60%" width="60%" src="https://raw.github.com/strato-emu/branding/master/banner/strato-banner-rounded.png"><br>
</a>
<a href="https://discord.gg/XnbXNQM" target="_blank">
<img src="https://img.shields.io/discord/545842171459272705.svg?label=&logo=discord&logoColor=ffffff&color=5865F2&labelColor=404EED">
<a href="https://discord.gg/YhpdhVBmXX" target="_blank">
<img src="https://img.shields.io/discord/1104386300750082081.svg?label=&logo=discord&logoColor=ffffff&color=5865F2&labelColor=404EED">
</a>
<a href="https://github.com/skyline-emu/skyline/actions/workflows/ci.yml" target="_blank">
<img src="https://github.com/skyline-emu/skyline/actions/workflows/ci.yml/badge.svg"><br>
<a href="https://github.com/strato-emu/strato/actions/workflows/ci.yml" target="_blank">
<img src="https://github.com/strato-emu/strato/actions/workflows/ci.yml/badge.svg"><br>
</a>
</h1>
@ -15,21 +15,23 @@
</p>
<p align="center">
<b>Skyline</b> is an experimental emulator that runs on <b>ARMv8 Android™</b> devices and emulates the functionality of a <b>Nintendo Switch™</b> system, licensed under <a href="https://github.com/skyline-emu/skyline/blob/master/LICENSE.md"><b>Mozilla Public License 2.0</b></a>
<b>Strato</b> is an experimental emulator that runs on <b>ARMv8 Android™</b> devices and emulates the functionality of a <b>Nintendo Switch™</b> system, licensed under <a href="https://github.com/strato-emu/strato/blob/master/LICENSE.md"><b>Mozilla Public License 2.0</b></a>
</p>
---
### Contact
You can contact the core developers of Skyline at our **[Discord](https://discord.gg/XnbXNQM)**. If you have any questions, feel free to ask. It's also a good place to just keep up with the emulator, as most talk regarding development goes on over there.
You can contact the core developers of Strato at our **[Discord](https://discord.gg/YhpdhVBmXX)**. If you have any questions, feel free to ask. It's also a good place to just keep up with the emulator, as most talk regarding development goes on over there.
---
### Special Thanks
A few noteworthy teams/projects who've helped us along the way are:
* **[Ryujinx](https://ryujinx.org/):** We've used Ryujinx for reference throughout the project, the accuracy of their HLE implementations of Switch subsystems make it an amazing reference. The team behind the project has been extremely helpful with any queries we've had and have constantly helped us with any issues we've come across. **It should be noted that Skyline is not based on Ryujinx**.
* **[Skyline](https://skyline-emu.one/):** Strato builds on top of Skyline and is meant as a continuation of that project.
* **[yuzu](https://yuzu-emu.org/):** Skyline's shader compiler is a **fork** of *yuzu*'s shader compiler with Skyline-specific changes, using it allowed us to focus on the parts of GPU emulation that we could specifically optimize for mobile while having a high-quality shader compiler implementation as a base. The team behind *yuzu* has also often helped us and have graciously provided us with a license exemption.
* **[Ryujinx](https://ryujinx.org/):** We've used Ryujinx for reference throughout the project, the accuracy of their HLE implementations of Switch subsystems make it an amazing reference. The team behind the project has been extremely helpful with any queries we've had and have constantly helped us with any issues we've come across. **It should be noted that Strato is not based on Ryujinx**.
* **[yuzu](https://yuzu-emu.org/):** Strato's shader compiler is a **fork** of *yuzu*'s shader compiler with Strato-specific changes, using it allowed us to focus on the parts of GPU emulation that we could specifically optimize for mobile while having a high-quality shader compiler implementation as a base. The team behind *yuzu* has also often helped us and have graciously provided us with a license exemption.
* **[Switchbrew](https://github.com/switchbrew/):** We've extensively used Switchbrew whether that be their **[wiki](https://switchbrew.org/)** with its colossal amount of information on the Switch that has saved us countless hours of time or **[libnx](https://github.com/switchbrew/libnx)** which was crucial to initial development of the emulator to ensure that our HLE kernel and sysmodule implementations were accurate.