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docs: add macOS build and run instructions (#137)
The README had macOS badges and an experimental-support note but no build, run, or system-requirement information for the platform. Document the Rosetta 2 / MoltenVK setup, the x86-64 configure invocation, the Qt universal-build requirement, MoltenVK installation and signing, and the SDL_VULKAN_LIBRARY variable needed at run time.
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@@ -27,8 +27,9 @@ Development is focused on compatibility and boot reliability.
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Windows is the primary platform and receives the most testing. Linux builds and runs; see
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[Building on Linux](#building-on-linux).
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macOS support is experimental. Compatibility with the same games on Windows and macOS has not yet
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been tested.
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macOS support is experimental. The emulator is built for x86-64 and runs on Apple Silicon under
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Rosetta 2, with Vulkan provided by MoltenVK. A small number of titles have been verified in-game
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on Apple Silicon hardware; see [Building on macOS](#building-on-macos).
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## Bugs and Issues
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@@ -114,9 +115,10 @@ the Vulkan/SPIR-V validation rules.
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### System requirements
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- Windows 10 version 1803, or a current Linux distribution
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- A 64-bit x86 processor
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- A Vulkan 1.3-capable GPU with current drivers
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- Windows 10 version 1803, a current Linux distribution, or macOS on Apple Silicon
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- A 64-bit x86 processor (on macOS, an Apple Silicon processor with Rosetta 2)
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- A Vulkan 1.3-capable GPU with current drivers (on macOS, Vulkan is provided by the bundled
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MoltenVK)
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### Build requirements (Windows)
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@@ -188,6 +190,45 @@ time.
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Note that the CMake source root is `src`, not the repository root.
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### Building on macOS
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macOS builds target x86-64 and run under Rosetta 2 on Apple Silicon, so the PS5's x86-64 game
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code executes through the same translation layer as the emulator itself. Prebuilt archives are
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attached to releases; the steps below are for building from source.
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Requirements:
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- An Apple Silicon Mac with Rosetta 2 installed (`softwareupdate --install-rosetta`)
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- Xcode (or the Command Line Tools)
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- Homebrew packages: `brew install cmake ninja glslang`
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- Qt 6 (Concurrent, Network, Widgets) with x86-64 support. The official Qt installation is
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universal and works; Homebrew's Qt is arm64-only and will not link
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```bash
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git submodule update --init --recursive
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cmake -S src -B _Build/macos -G Ninja -DCMAKE_BUILD_TYPE=Release \
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-DCMAKE_OSX_ARCHITECTURES=x86_64 \
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-DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++ \
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-DCMAKE_PREFIX_PATH="$Qt6_DIR"
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cmake --build _Build/macos --target launcher --parallel
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cmake --install _Build/macos --prefix _Build/macos/install
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```
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The build re-signs `kyty_emulator` with the JIT entitlements it needs to execute translated
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guest code; no manual signing step is required.
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Vulkan comes from MoltenVK. Download `MoltenVK-macos.tar` from the
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[MoltenVK releases](https://github.com/KhronosGroup/MoltenVK/releases), then copy
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`MoltenVK/dynamic/dylib/macOS/libMoltenVK.dylib` next to `kyty_emulator` and ad-hoc sign it:
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```bash
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codesign --force --sign - _Build/macos/install/libMoltenVK.dylib
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```
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Release archives already include a signed `libMoltenVK.dylib`.
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### Visual Studio Code
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A ready-made Visual Studio Code setup is included in [`.vscode`](.vscode). It configures CMake
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@@ -233,6 +274,14 @@ The emulator can also be started directly with a legally obtained game directory
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./_Build/linux/install/kyty_emulator --game "/games/ExampleGame"
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```
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On macOS, point SDL at the MoltenVK library explicitly; the hardened runtime prevents it from
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being picked up from the executable's directory:
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```bash
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cd _Build/macos/install
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SDL_VULKAN_LIBRARY="$PWD/libMoltenVK.dylib" ./kyty_emulator --game "/games/ExampleGame"
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```
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Run `kyty_emulator --help` to see the available graphics, logging, validation, profiling, and
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debugging options.
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