Dolphin is a GameCube / Wii emulator, allowing you to play games for these two platforms on PC with improvements.
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Joshua Vandaële 3b91d2b74d
CMake: Introduce Presets, replacing Settings
This introduces a CMakePresets file for both Unix-likes and Windows that replace the old CMakeSettings.

It adds presets for **Debug** and **Release** profiles for both **x64** and **ARM64** architectures, as well as **Generic builds**.
Presets can be used using[ Visual Studio's built-in CMakePresets support](https://learn.microsoft.com/en-us/cpp/build/cmake-presets-vs?view=msvc-170), or [Visual Studio Code's CMake Tools](https://marketplace.visualstudio.com/items?itemName=ms-vscode.cmake-tools) extension.

They can also be used from the command line, like so:

- x64/Unix-like/Ninja:
  - Configure: `cmake --preset ninja-release-x64`
  - Build: `cmake --build --preset ninja-build-release-x64`
  - Configure + Build: `cmake --workflow --preset ninja-release-x64`
- ARM64/Windows/Visual Studio:
  - Configure: `cmake --preset visualstudio-release-arm64`
  - Build: `cmake --build --preset visualstudio-build-release-arm64`
  - Configure + Build: `cmake --workflow --preset visualstudio-release-arm64`

The Ninja generator is available to both Windows and Unix-likes, while the Visual Studio Generator is only available on Windows.

**Cross-compiling**

On **Windows**, the Visual Studio generator automatically takes care of everything, you just need to select an ARM64 preset.

On **Unix-likes**, to cross-compile you need to install a cross-compiler and (optionally) a sysroot of the target system.
Here is an example to compile from x64 to ARM64 with a sysroot:

- `cmake --preset ninja-release-arm64 -DCMAKE_C_COMPILER=aarch64-linux-gnu-gcc -DCMAKE_CXX_COMPILER=aarch64-linux-gnu-g++ -DCMAKE_SYSROOT=/opt/sysroots/aarch64-linux-gnu`
- `cmake --build --preset ninja-build-release-arm64`

You will need a sysroot to link against Qt, since we do not vendor it in on platforms other than Windows.

**User presets**

A `CMakeUserPresets.json` file may be created locally at the root of the project to further customize your presets.
For example, here are the user presets I used to test this PR on Arch Linux with a generic Arch Linux ARM sysroot:

```json
{
  "version": 10,
  "configurePresets": [
    {
      "name": "gcc-debug-arm64",
      "inherits": "ninja-debug-arm64",
      "cacheVariables": {
        "CMAKE_C_COMPILER": "aarch64-linux-gnu-gcc",
        "CMAKE_CXX_COMPILER": "aarch64-linux-gnu-g++",
        "CMAKE_EXE_LINKER_FLAGS": "-L/opt/sysroots/ArchLinuxARM/lib",
        "CMAKE_SYSROOT": "/opt/sysroots/ArchLinuxARM"
      }
    },
    {
      "name": "clang-debug-arm64",
      "inherits": "ninja-debug-arm64",
      "cacheVariables": {
        "CMAKE_C_COMPILER": "clang",
        "CMAKE_CXX_COMPILER": "clang++",
        "CMAKE_C_FLAGS": "-target aarch64-linux-gnu",
        "CMAKE_CXX_FLAGS": "-target aarch64-linux-gnu",
        "CMAKE_SYSROOT": "/opt/sysroots/ArchLinuxARM"
      }
    },
    {
      "name": "clang-debug-x64",
      "inherits": "ninja-debug-x64",
      "cacheVariables": {
        "CMAKE_C_COMPILER": "clang",
        "CMAKE_CXX_COMPILER": "clang++"
      }
    }
  ],
  "buildPresets": [
    {
      "name": "gcc-build-debug-arm64",
      "configurePreset": "gcc-debug-arm64"
    },
    {
      "name": "clang-build-debug-arm64",
      "configurePreset": "clang-debug-arm64"
    },
    {
      "name": "clang-build-debug-x64",
      "configurePreset": "clang-debug-x64"
    }
  ],
  "workflowPresets": [
    {
      "name": "gcc-debug-arm64",
      "steps": [
        { "type": "configure", "name": "gcc-debug-arm64" },
        { "type": "build", "name": "gcc-build-debug-arm64" }
      ]
    },
    {
      "name": "clang-debug-arm64",
      "steps": [
        { "type": "configure", "name": "clang-debug-arm64" },
        { "type": "build", "name": "clang-build-debug-arm64" }
      ]
    },
    {
      "name": "clang-debug-x64",
      "steps": [
        { "type": "configure", "name": "clang-debug-x64" },
        { "type": "build", "name": "clang-build-debug-x64" }
      ]
    }
  ]
}
```

They are then used like so:
Configure + Build with GCC: `cmake --workflow --preset gcc-debug-arm64`
Configure + Build with Clang: `cmake --workflow --preset clang-debug-arm64`
Configure + Build with Clang (x64): `cmake --workflow --preset clang-debug-x64`

*Addendum: It should also now be possible to cross-compile from Windows to Unix-likes, and Unix-like to other Unix-like (e.g. Linux -> FreeBSD), however this is untested.*
2026-03-15 17:42:21 +01:00
.tx
CMake CMake: Introduce Presets, replacing Settings 2026-03-15 17:42:21 +01:00
Data Merge pull request #14279 from jordan-woyak/nfs-hp2-speedhack 2026-03-04 00:35:45 -05:00
docs Remove Visual Studio Projects and Solutions in favor of CMake 2026-03-15 17:42:21 +01:00
Externals Remove Visual Studio Projects and Solutions in favor of CMake 2026-03-15 17:42:21 +01:00
Flatpak Flatpak: Update runtime to 6.10 2025-12-23 17:34:57 +01:00
Installer Update min win10 version from 1703/15063 to 1903/18362 2025-03-16 00:59:45 -05:00
Languages Remove Visual Studio Projects and Solutions in favor of CMake 2026-03-15 17:42:21 +01:00
LICENSES
Source CMake: Bump minimum requirement to 3.25 2026-03-15 17:42:21 +01:00
Tools Merge pull request #13515 from tygyh/Remove-redundant-parentheses 2025-05-17 18:01:17 -05:00
.editorconfig .editorconfig: Update CMake style 2026-01-04 12:53:12 +01:00
.git-blame-ignore-revs
.gitattributes
.gitignore CMake: Introduce Presets, replacing Settings 2026-03-15 17:42:21 +01:00
.gitmodules UNDOME: Change ext-win-qt to local repo 2026-03-15 17:28:32 +01:00
.mailmap
AndroidSetup.md AndroidSetup: Update documentation 2025-11-09 18:31:33 -05:00
BuildMacOSUniversalBinary.py CMake: Switch from SKIP_POSTPROCESS_BUNDLE to POSTPROCESS_BUNDLE 2025-11-09 22:35:16 -06:00
CMakeLists.txt CMake: Error out if trying to build generic builds on Windows 2026-03-15 17:42:21 +01:00
CMakePresets.json CMake: Introduce Presets, replacing Settings 2026-03-15 17:42:21 +01:00
CODE_OF_CONDUCT.md
Contributing.md linter: Bump clang-format version to 19.1 2025-04-23 11:15:52 +02:00
COPYING
Readme.md CMake: Introduce Presets, replacing Settings 2026-03-15 17:42:21 +01:00

Dolphin - A GameCube and Wii Emulator

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Dolphin is an emulator for running GameCube and Wii games on Windows, Linux, macOS, and recent Android devices. It's licensed under the terms of the GNU General Public License, version 2 or later (GPLv2+).

Please read the FAQ before using Dolphin.

System Requirements

Desktop

  • OS
    • Windows (10 1903 or higher).
    • Linux.
    • macOS (11.0 Big Sur or higher).
    • Unix-like systems other than Linux are not officially supported but might work.
  • Processor
    • A CPU with SSE2 support.
    • A modern CPU (3 GHz and Dual Core, not older than 2008) is highly recommended.
  • Graphics
    • A reasonably modern graphics card (Direct3D 11.1 / OpenGL 3.3).
    • A graphics card that supports Direct3D 11.1 / OpenGL 4.4 is recommended.

Android

  • OS
    • Android (5.0 Lollipop or higher).
  • Processor
    • A processor with support for 64-bit applications (either ARMv8 or x86-64).
  • Graphics
    • A graphics processor that supports OpenGL ES 3.0 or higher. Performance varies heavily with driver quality.
    • A graphics processor that supports standard desktop OpenGL features is recommended for best performance.

Dolphin can only be installed on devices that satisfy the above requirements. Attempting to install on an unsupported device will fail and display an error message.

Building

You may find building instructions on the appropriate wiki page for your operating system:

Before building, make sure to pull all submodules:

git submodule update --init --recursive

Android-specific instructions

These instructions assume familiarity with Android development. If you do not have an Android dev environment set up, see AndroidSetup.md.

If using Android Studio, import the Gradle project located in ./Source/Android.

Android apps are compiled using a build system called Gradle. Dolphin's native component, however, is compiled using CMake. The Gradle script will attempt to run a CMake build automatically while building the Java code.

Uninstalling

On Windows, simply remove the extracted directory, unless it was installed with the NSIS installer, in which case you can uninstall Dolphin like any other Windows application.

Linux users can run cat install_manifest.txt | xargs -d '\n' rm as root from the build directory to uninstall Dolphin from their system.

macOS users can simply delete Dolphin.app to uninstall it.

Additionally, you'll want to remove the global user directory if you don't plan on reinstalling Dolphin.

Command Line Usage

Usage: Dolphin.exe [options]... [FILE]...

Options:
  --version             show program's version number and exit
  -h, --help            show this help message and exit
  -u USER, --user=USER  User folder path
  -m MOVIE, --movie=MOVIE
                        Play a movie file
  -e <file>, --exec=<file>
                        Load the specified file
  -n <16-character ASCII title ID>, --nand_title=<16-character ASCII title ID>
                        Launch a NAND title
  -C <System>.<Section>.<Key>=<Value>, --config=<System>.<Section>.<Key>=<Value>
                        Set a configuration option
  -s <file>, --save_state=<file>
                        Load the initial save state
  -d, --debugger        Show the debugger pane and additional View menu options
  -l, --logger          Open the logger
  -b, --batch           Run Dolphin without the user interface (Requires
                        --exec or --nand-title)
  -c, --confirm         Set Confirm on Stop
  -v VIDEO_BACKEND, --video_backend=VIDEO_BACKEND
                        Specify a video backend
  -a AUDIO_EMULATION, --audio_emulation=AUDIO_EMULATION
                        Choose audio emulation from [HLE|LLE]

Available DSP emulation engines are HLE (High Level Emulation) and LLE (Low Level Emulation). HLE is faster but less accurate whereas LLE is slower but close to perfect. Note that LLE has two submodes (Interpreter and Recompiler) but they cannot be selected from the command line.

Available video backends are "D3D" and "D3D12" (they are only available on Windows), "OGL", and "Vulkan". There's also "Null", which will not render anything, and "Software Renderer", which uses the CPU for rendering and is intended for debugging purposes only.

DolphinTool Usage

usage: dolphin-tool COMMAND -h

commands supported: [convert, verify, header, extract]
Usage: convert [options]... [FILE]...

Options:
  -h, --help            show this help message and exit
  -u USER, --user=USER  User folder path, required for temporary processing
                        files.Will be automatically created if this option is
                        not set.
  -i FILE, --input=FILE
                        Path to disc image FILE.
  -o FILE, --output=FILE
                        Path to the destination FILE.
  -f FORMAT, --format=FORMAT
                        Container format to use. Default is RVZ. [iso|gcz|wia|rvz]
  -s, --scrub           Scrub junk data as part of conversion.
  -b BLOCK_SIZE, --block_size=BLOCK_SIZE
                        Block size for GCZ/WIA/RVZ formats, as an integer.
                        Suggested value for RVZ: 131072 (128 KiB)
  -c COMPRESSION, --compression=COMPRESSION
                        Compression method to use when converting to WIA/RVZ.
                        Suggested value for RVZ: zstd [none|zstd|bzip|lzma|lzma2]
  -l COMPRESSION_LEVEL, --compression_level=COMPRESSION_LEVEL
                        Level of compression for the selected method. Ignored
                        if 'none'. Suggested value for zstd: 5
Usage: verify [options]...

Options:
  -h, --help            show this help message and exit
  -u USER, --user=USER  User folder path, required for temporary processing
                        files.Will be automatically created if this option is
                        not set.
  -i FILE, --input=FILE
                        Path to disc image FILE.
  -a ALGORITHM, --algorithm=ALGORITHM
                        Optional. Compute and print the digest using the
                        selected algorithm, then exit. [crc32|md5|sha1|rchash]
Usage: header [options]...

Options:
  -h, --help            show this help message and exit
  -i FILE, --input=FILE
                        Path to disc image FILE.
  -b, --block_size      Optional. Print the block size of GCZ/WIA/RVZ formats,
then exit.
  -c, --compression     Optional. Print the compression method of GCZ/WIA/RVZ
                        formats, then exit.
  -l, --compression_level
                        Optional. Print the level of compression for WIA/RVZ
                        formats, then exit.
Usage: extract [options]...

Options:
  -h, --help            show this help message and exit
  -i FILE, --input=FILE
                        Path to disc image FILE.
  -o FOLDER, --output=FOLDER
                        Path to the destination FOLDER.
  -p PARTITION, --partition=PARTITION
                        Which specific partition you want to extract.
  -s SINGLE, --single=SINGLE
                        Which specific file/directory you want to extract.
  -l, --list            List all files in volume/partition. Will print the
                        directory/file specified with --single if defined.
  -q, --quiet           Mute all messages except for errors.
  -g, --gameonly        Only extracts the DATA partition.