Files
TheRealRetro 3c829c43c0 The GPU renderer is part of the app now
build-native.bat (and release.bat) build with VULKAN=1 by default: the
app links RADV and paraLLEl-RDP into build-native/, and Renderer (GPU,
default, or CPU) chooses per game start. `build-native.bat Cpu`
(VULKAN=0) builds the old CPU-only app into build-native-cpu/; the host
build never links Vulkan. The build stops with a clear message when the
RADV archive (mihawk-99/PS5_Vulkan, tools/build-radv.sh release) is
missing.

READMEs: the GPU renderer, its settings (Renderer, Internal resolution,
GPU sync) and how to build RADV.
2026-10-08 17:15:28 -04:00

12 lines
738 B
Batchfile

@echo off
rem Builds the PS5 native application (Mupen64Plus PS5, PPSA99064) through WSL (Ubuntu-24.04).
rem build-native.bat app folder + zip in build-native\
rem build-native.bat Ffpfsc also a compressed .ffpfsc image
rem build-native.bat Clean from scratch (deletes ps5\build first); release.bat always does this
rem build-native.bat Cpu without the GPU renderer (angrylion only), in build-native-cpu\ (ps5\Makefile, VULKAN)
rem See ps5\README.md (Building) for the WSL setup.
setlocal
set "N64_DIR=%~dp0"
for /f "usebackq delims=" %%P in (`wsl.exe -d Ubuntu-24.04 -u root -e wslpath -a "%N64_DIR%."`) do set "N64_WSL=%%P"
wsl.exe -d Ubuntu-24.04 -u root -e bash "%N64_WSL%/ps5/tools/build-native.sh" %*