Ryujinx/Ryujinx.Ava/Assets/Locales/el_GR.json

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Avalonia UI - Part 1 (#3270) * avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
2022-05-15 07:30:15 -04:00
{
"MenuBarFileOpenApplet": "Άνοιγμα Applet",
"MenuBarFileOpenAppletOpenMiiAppletToolTip": "Άνοιγμα του Mii Editor Applet σε Αυτόνομη λειτουργία",
"SettingsTabInputDirectMouseAccess": "Άμεση Πρόσβαση Ποντικιού",
"SettingsTabSystemMemoryManagerMode": "Λειτουργία Διαχείρισης Μνήμης:",
"SettingsTabSystemMemoryManagerModeSoftware": "Λογισμικό",
"SettingsTabSystemMemoryManagerModeHost": "Υπολογιστής (γρήγορο)",
"SettingsTabSystemMemoryManagerModeHostUnchecked": "Χωρίς Ελέγχους (γρηγορότερο, μη ασφαλές)",
"MenuBarFile": "_Αρχείο",
"MenuBarFileOpenFromFile": "_Φόρτωση Αρχείου Εφαρμογής",
"MenuBarFileOpenUnpacked": "Φόρτωση Απακετάριστου _Παιχνιδιού",
"MenuBarFileOpenEmuFolder": "Άνοιγμα Φακέλου Ryujinx",
"MenuBarFileOpenLogsFolder": "Άνοιγμα Φακέλου Καταγραφής",
"MenuBarFileExit": "_Έξοδος",
"MenuBarOptions": "Επιλογές",
"MenuBarOptionsToggleFullscreen": "Λειτουργία Πλήρους Οθόνης",
"MenuBarOptionsStartGamesInFullscreen": "Εκκίνηση Παιχνιδιών σε Πλήρη Οθόνη",
"MenuBarOptionsStopEmulation": "Διακοπή Εξομοίωσης",
"MenuBarOptionsSettings": "_Ρυθμίσεις",
"MenuBarOptionsManageUserProfiles": "Διαχείριση Προφίλ _Χρηστών",
"MenuBarActions": "_Δράσεις",
"MenuBarOptionsSimulateWakeUpMessage": "Προσομοίωση Μηνύματος Αφύπνισης",
"MenuBarActionsScanAmiibo": "Σάρωση Amiibo",
"MenuBarTools": "Εργα_λεία",
"MenuBarToolsInstallFirmware": "Εγκατάσταση Firmware",
"MenuBarFileToolsInstallFirmwareFromFile": "Εγκατάσταση Firmware από XCI ή ZIP",
"MenuBarFileToolsInstallFirmwareFromDirectory": "Εγκατάσταση Firmware από τοποθεσία",
"MenuBarHelp": "Βοήθεια",
"MenuBarHelpCheckForUpdates": "Έλεγχος για Ενημερώσεις",
"MenuBarHelpAbout": "Σχετικά με",
"MenuSearch": "Αναζήτηση...",
"GameListHeaderFavorite": "Αγαπημένο",
"GameListHeaderIcon": "Εικονίδιο",
"GameListHeaderApplication": "Όνομα",
"GameListHeaderDeveloper": "Προγραμματιστής",
"GameListHeaderVersion": "Έκδοση",
"GameListHeaderTimePlayed": "Χρόνος",
"GameListHeaderLastPlayed": "Παίχτηκε",
"GameListHeaderFileExtension": "Κατάληξη",
"GameListHeaderFileSize": "Μέγεθος",
"GameListHeaderPath": "Τοποθεσία",
"GameListContextMenuOpenUserSaveDirectory": "Άνοιγμα Τοποθεσίας Αποθήκευσης Χρήστη",
"GameListContextMenuOpenUserSaveDirectoryToolTip": "Ανοίγει την τοποθεσία που περιέχει την Αποθήκευση Χρήστη της εφαρμογής",
"GameListContextMenuOpenUserDeviceDirectory": "Άνοιγμα Τοποθεσίας Συσκευής Χρήστη",
"GameListContextMenuOpenUserDeviceDirectoryToolTip": "Ανοίγει την τοποθεσία που περιέχει την Αποθήκευση Συσκευής της εφαρμογής",
"GameListContextMenuOpenUserBcatDirectory": "Άνοιγμα Τοποθεσίας BCAT",
"GameListContextMenuOpenUserBcatDirectoryToolTip": "Ανοίγει την τοποθεσία που περιέχει την Αποθήκευση BCAT της εφαρμογής",
"GameListContextMenuManageTitleUpdates": "Διαχείριση Ενημερώσεων Παιχνιδιού",
"GameListContextMenuManageTitleUpdatesToolTip": "Ανοίγει το παράθυρο διαχείρισης Ενημερώσεων Παιχνιδιού",
"GameListContextMenuManageDlc": "Διαχείριση DLC",
"GameListContextMenuManageDlcToolTip": "Ανοίγει το παράθυρο διαχείρισης DLC",
"GameListContextMenuOpenModsDirectory": "Άνοιγμα Τοποθεσίας Τροποποιήσεων",
"GameListContextMenuOpenModsDirectoryToolTip": "Ανοίγει την τοποθεσία που περιέχει τις Τροποποιήσεις της εφαρμογής",
"GameListContextMenuCacheManagement": "Διαχείριση Προσωρινής Μνήμης",
"GameListContextMenuCacheManagementPurgePptc": "Εκκαθάριση Προσωρινής Μνήμης PPTC",
"GameListContextMenuCacheManagementPurgePptcToolTip": "Διαγράφει την προσωρινή μνήμη PPTC της εφαρμογής",
"GameListContextMenuCacheManagementPurgeShaderCache": "Εκκαθάριση Προσωρινής Μνήμης Shader",
"GameListContextMenuCacheManagementPurgeShaderCacheToolTip": "Διαγράφει την προσωρινή μνήμη Shader της εφαρμογής",
"GameListContextMenuCacheManagementOpenPptcDirectory": "Άνοιγμα Τοποθεσίας PPTC",
"GameListContextMenuCacheManagementOpenPptcDirectoryToolTip": "Ανοίγει την τοποθεσία που περιέχει τη προσωρινή μνήμη PPTC της εφαρμογής",
"GameListContextMenuCacheManagementOpenShaderCacheDirectory": "Άνοιγμα τοποθεσίας προσωρινής μνήμης Shader",
"GameListContextMenuCacheManagementOpenShaderCacheDirectoryToolTip": "Ανοίγει την τοποθεσία που περιέχει την προσωρινή μνήμη Shader της εφαρμογής",
"GameListContextMenuExtractData": "Εξαγωγή Δεδομένων",
"GameListContextMenuExtractDataExeFS": "ExeFS",
"GameListContextMenuExtractDataExeFSToolTip": "Εξαγωγή της ενότητας ExeFS από την τρέχουσα διαμόρφωση της εφαρμογής (συμπεριλαμβανομένου ενημερώσεων)",
"GameListContextMenuExtractDataRomFS": "RomFS",
"GameListContextMenuExtractDataRomFSToolTip": "Εξαγωγή της ενότητας RomFS από την τρέχουσα διαμόρφωση της εφαρμογής (συμπεριλαμβανομένου ενημερώσεων)",
"GameListContextMenuExtractDataLogo": "Logo",
"GameListContextMenuExtractDataLogoToolTip": "Εξαγωγή της ενότητας Logo από την τρέχουσα διαμόρφωση της εφαρμογής (συμπεριλαμβανομένου ενημερώσεων)",
"StatusBarGamesLoaded": "{0}/{1} Φορτωμένα Παιχνίδια",
"StatusBarSystemVersion": "Έκδοση Συστήματος: {0}",
"Settings": "Ρυθμίσεις",
"SettingsTabGeneral": "Εμφάνιση",
"SettingsTabGeneralGeneral": "Γενικά",
"SettingsTabGeneralEnableDiscordRichPresence": "Ενεργοποίηση Εμπλουτισμένης Παρουσίας Discord",
"SettingsTabGeneralCheckUpdatesOnLaunch": "Έλεγχος για Ενημερώσεις στην Εκκίνηση",
"SettingsTabGeneralShowConfirmExitDialog": "Εμφάνιση διαλόγου \"Επιβεβαίωση Εξόδου\".",
"SettingsTabGeneralHideCursorOnIdle": "Απόκρυψη Δρομέα στην Αδράνεια",
"SettingsTabGeneralGameDirectories": "Τοποθεσίες παιχνιδιών",
"SettingsTabGeneralAdd": "Προσθήκη",
"SettingsTabGeneralRemove": "Αφαίρεση",
"SettingsTabSystem": "Σύστημα",
"SettingsTabSystemCore": "Πυρήνας",
"SettingsTabSystemSystemRegion": "Περιοχή Συστήματος:",
"SettingsTabSystemSystemRegionJapan": "Ιαπωνία",
"SettingsTabSystemSystemRegionUSA": "ΗΠΑ",
"SettingsTabSystemSystemRegionEurope": "Ευρώπη",
"SettingsTabSystemSystemRegionAustralia": "Αυστραλία",
"SettingsTabSystemSystemRegionChina": "Κίνα",
"SettingsTabSystemSystemRegionKorea": "Κορέα",
"SettingsTabSystemSystemRegionTaiwan": "Ταϊβάν",
"SettingsTabSystemSystemLanguage": "Γλώσσα Συστήματος:",
"SettingsTabSystemSystemLanguageJapanese": "Ιαπωνικά",
"SettingsTabSystemSystemLanguageAmericanEnglish": "Αμερικάνικα Αγγλικά",
"SettingsTabSystemSystemLanguageFrench": "Γαλλικά",
"SettingsTabSystemSystemLanguageGerman": "Γερμανικά",
"SettingsTabSystemSystemLanguageItalian": "Ιταλικά",
"SettingsTabSystemSystemLanguageSpanish": "Ισπανικά",
"SettingsTabSystemSystemLanguageChinese": "Κινέζικα",
"SettingsTabSystemSystemLanguageKorean": "Κορεάτικα",
"SettingsTabSystemSystemLanguageDutch": "Ολλανδικά",
"SettingsTabSystemSystemLanguagePortuguese": "Πορτογαλικά",
"SettingsTabSystemSystemLanguageRussian": "Ρώσικα",
"SettingsTabSystemSystemLanguageTaiwanese": "Ταϊβανέζικα",
"SettingsTabSystemSystemLanguageBritishEnglish": "Βρετανικά Αγγλικά",
"SettingsTabSystemSystemLanguageCanadianFrench": "Καναδικά Γαλλικά",
"SettingsTabSystemSystemLanguageLatinAmericanSpanish": "Λατινοαμερικάνικα Ισπανικά",
"SettingsTabSystemSystemLanguageSimplifiedChinese": "Απλοποιημένα Κινέζικα",
"SettingsTabSystemSystemLanguageTraditionalChinese": "Παραδοσιακά Κινεζικά",
"SettingsTabSystemSystemTimeZone": "Ζώνη Ώρας Συστήματος:",
"SettingsTabSystemSystemTime": "Ώρα Συστήματος:",
"SettingsTabSystemEnableVsync": "Ενεργοποίηση Κατακόρυφου Συγχρονισμού",
"SettingsTabSystemEnablePptc": "Ενεργοποίηση PPTC (Profiled Persistent Translation Cache)",
"SettingsTabSystemEnableFsIntegrityChecks": "Ενεργοποίηση Ελέγχων Ακεραιότητας FS",
"SettingsTabSystemAudioBackend": "Backend Ήχου:",
"SettingsTabSystemAudioBackendDummy": "Απενεργοποιημένο",
"SettingsTabSystemAudioBackendOpenAL": "OpenAL",
"SettingsTabSystemAudioBackendSoundIO": "SoundIO",
"SettingsTabSystemAudioBackendSDL2": "SDL2",
"SettingsTabSystemHacks": "Μικροδιορθώσεις",
"SettingsTabSystemHacksNote": " (Μπορεί να προκαλέσουν αστάθεια)",
"SettingsTabSystemExpandDramSize": "Επέκταση μεγέθους DRAM στα 6GiB",
Avalonia UI - Part 1 (#3270) * avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
2022-05-15 07:30:15 -04:00
"SettingsTabSystemIgnoreMissingServices": "Αγνόηση υπηρεσιών που λείπουν",
"SettingsTabGraphics": "Γραφικά",
Vulkan backend (#2518) * WIP Vulkan implementation * No need to initialize attributes on the SPIR-V backend anymore * Allow multithreading shaderc and vkCreateShaderModule You'll only really see the benefit here with threaded-gal or parallel shader cache compile. Fix shaderc multithreaded changes Thread safety for shaderc Options constructor Dunno how they managed to make a constructor not thread safe, but you do you. May avoid some freezes. * Support multiple levels/layers for blit. Fixes MK8D when scaled, maybe a few other games. AMD software "safe" blit not supported right now. * TextureStorage should hold a ref of the foreign storage, otherwise it might be freed while in use * New depth-stencil blit method for AMD * Workaround for AMD driver bug * Fix some tessellation related issues (still doesn't work?) * Submit command buffer before Texture GetData. (UE4 fix) * DrawTexture support * Fix BGRA on OpenGL backend * Fix rebase build break * Support format aliasing on SetImage * Fix uniform buffers being lost when bindings are out of order * Fix storage buffers being lost when bindings are out of order (also avoid allocations when changing bindings) * Use current command buffer for unscaled copy (perf) Avoids flushing commands and renting a command buffer when fulfilling copy dependencies and when games do unscaled copies. * Update to .net6 * Update Silk.NET to version 2.10.1 Somehow, massive performance boost. Seems like their vtable for looking up vulkan methods was really slow before. * Fix PrimitivesGenerated query, disable Transform Feedback queries for now Lets Splatoon 2 work on nvidia. (mostly) * Update counter queue to be similar to the OGL one Fixes softlocks when games had to flush counters. * Don't throw when ending conditional rendering for now This should be re-enabled when conditional rendering is enabled on nvidia etc. * Update findMSB/findLSB to match master's instruction enum * Fix triangle overlay on SMO, Captain Toad, maybe others? * Don't make Intel Mesa pay for Intel Windows bugs * Fix samplers with MinFilter Linear or Nearest (fixes New Super Mario Bros U Deluxe black borders) * Update Spv.Generator * Add alpha test emulation on shader (but no shader specialisation yet...) * Fix R4G4B4A4Unorm texture format permutation * Validation layers should be enabled for any log level other than None * Add barriers around vkCmdCopyImage Write->Read barrier for src image (we want to wait for a write to read it) Write->Read barrier for dst image (we want to wait for the copy to complete before use) * Be a bit more careful with texture access flags, since it can be used for anything * Device local mapping for all buffers May avoid issues with drivers with NVIDIA on linux/older gpus on windows when using large buffers (?) Also some performance things and fixes issues with opengl games loading textures weird. * Cleanup, disable device local buffers for now. * Add single queue support Multiqueue seems to be a bit more responsive on NVIDIA. Should fix texture flush on intel. AMD has been forced to single queue for an experiment. * Fix some validation errors around extended dynamic state * Remove Intel bug workaround, it was fixed on the latest driver * Use circular queue for checking consumption on command buffers Speeds up games that spam command buffers a little. Avoids checking multiple command buffers if multiple are active at once. * Use SupportBufferUpdater, add single layer flush * Fix counter queue leak when game decides to use host conditional rendering * Force device local storage for textures (fixes linux performance) * Port #3019 * Insert barriers around vkCmdBlitImage (may fix some amd flicker) * Fix transform feedback on Intel, gl_Position feedback and clears to inexistent depth buffers * Don't pause transform feedback for multi draw * Fix draw outside of render pass and missing capability * Workaround for wrong last attribute on AMD (affects FFVII, STRIKERS1945, probably more) * Better workaround for AMD vertex buffer size alignment issue * More instructions + fixes on SPIR-V backend * Allow custom aspect ratio on Vulkan * Correct GTK UI status bar positions * SPIR-V: Functions must always end with a return * SPIR-V: Fix ImageQuerySizeLod * SPIR-V: Set DepthReplacing execution mode when FragDepth is modified * SPIR-V: Implement LoopContinue IR instruction * SPIR-V: Geometry shader support * SPIR-V: Use correct binding number on storage buffers array * Reduce allocations for Spir-v serialization Passes BinaryWriter instead of the stream to Write and WriteOperand - Removes creation of BinaryWriter for each instruction - Removes allocations for literal string * Some optimizations to Spv.Generator - Dictionary for lookups of type declarations, constants, extinst - LiteralInteger internal data format -> ushort - Deterministic HashCode implementation to avoid spirv result not being the same between runs - Inline operand list instead of List<T>, falls back to array if many operands. (large performance boost) TODO: improve instruction allocation, structured program creator, ssa? * Pool Spv.Generator resources, cache delegates, spv opts - Pools for Instructions and LiteralIntegers. Can be passed in when creating the generator module. - NewInstruction is called instead of new Instruction() - Ryujinx SpirvGenerator passes in some pools that are static. The idea is for these to be shared between threads eventually. - Estimate code size when creating the output MemoryStream - LiteralInteger pools using ThreadStatic pools that are initialized before and after creation... not sure of a better way since the way these are created is via implicit cast. Also, cache delegates for Spv.Generator for functions that are passed around to GenerateBinary etc, since passing the function raw creates a delegate on each call. TODO: update python spv cs generator to make the coregrammar with NewInstruction and the `params` overloads. * LocalDefMap for Ssa Rewriter Rather than allocating a large array of all registers for each block in the shader, allocate one array of all registers and clear it between blocks. Reduces allocations in the shader translator. * SPIR-V: Transform feedback support * SPIR-V: Fragment shader interlock support (and image coherency) * SPIR-V: Add early fragment tests support * SPIR-V: Implement SwizzleAdd, add missing Triangles ExecutionMode for geometry shaders, remove SamplerType field from TextureMeta * Don't pass depth clip state right now (fix decals) Explicitly disabling it is incorrect. OpenGL currently automatically disables based on depth clamp, which is the behaviour if this state is omitted. * Multisampling support * Multisampling: Use resolve if src samples count > dst samples count * Multisampling: We can only resolve for unscaled copies * SPIR-V: Only add FSI exec mode if used. * SPIR-V: Use ConstantComposite for Texture Offset Vector Fixes a bunch of freezes with SPIR-V on AMD hardware, and validation errors. Note: Obviously assumes input offsets are constant, which they currently are. * SPIR-V: Don't OpReturn if we already OpExit'ed Fixes spir-v parse failure and stack smashing in RADV (obviously you still need bolist) * SPIR-V: Only use input attribute type for input attributes Output vertex attributes should always be of type float. * Multithreaded Pipeline Compilation * Address some feedback * Make this 32 * Update topology with GpuAccessorState * Cleanup for merge (note: disables spir-v) * Make more robust to shader compilation failure - Don't freeze when GLSL compilation fails - Background SPIR-V pipeline compile failure results in skipped draws, similar to GLSL compilation failure. * Fix Multisampling * Only update fragment scale count if a vertex texture needs a scale. Fixes a performance regression introduced by texture scaling in the vertex stage where support buffer updates would be very frequent, even at 1x, if any textures were used on the vertex stage. This check doesn't exactly look cheap (a flag in the shader stage would probably be preferred), but it is much cheaper than uploading scales in both vulkan and opengl, so it will do for now. * Use a bitmap to do granular tracking for buffer uploads. This path is only taken if the much faster check of "is the buffer rented at all" is triggered, so it doesn't actually end up costing too much, and the time saved by not ending render passes (and on gpu for not waiting on barriers) is probably helpful. Avoids ending render passes to update buffer data (not all the time) - 140-180 to 35-45 in SMO metro kingdom (these updates are in the UI) - Very variable 60-150(!) to 16-25 in mario kart 8 (these updates are in the UI) As well as allowing more data to be preloaded persistently, this will also allow more data to be loaded in the preload buffer, which should be faster as it doesn't need to insert barriers between draws. (and on tbdr, does not need to flush and reload tile memory) Improves performance in GPU limited scenarios. Should notably improve performance on TBDR gpus. Still a lot more to do here. * Copy query results after RP ends, rather than ending to copy We need to end the render pass to get the data (submit command buffer) anyways... Reduces render passes created in games that use queries. * Rework Query stuff a bit to avoid render pass end Tries to reset returned queries in background when possible, rather than ending the render pass. Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?) * Remove unnecessary lines Was for testing * Fix validation error for query reset Need to think of a better way to do this. * SPIR-V: Fix SwizzleAdd and some validation errors * SPIR-V: Implement attribute indexing and StoreAttribute * SPIR-V: Fix TextureSize for MS and Buffer sampler types * Fix relaunch issues * SPIR-V: Implement LogicalExclusiveOr * SPIR-V: Constant buffer indexing support * Ignore unsupported attributes rather than throwing (matches current GLSL behaviour) * SPIR-V: Implement tessellation support * SPIR-V: Geometry shader passthrough support * SPIR-V: Implement StoreShader8/16 and StoreStorage8/16 * SPIR-V: Resolution scale support and fix TextureSample multisample with LOD bug * SPIR-V: Fix field index for scale count * SPIR-V: Fix another case of wrong field index * SPIRV/GLSL: More scaling related fixes * SPIR-V: Fix ImageLoad CompositeExtract component type * SPIR-V: Workaround for Intel FrontFacing bug * Enable SPIR-V backend by default * Allow null samplers (samplers are not required when only using texelFetch to access the texture) * Fix some validation errors related to texel block view usage flag and invalid image barrier base level * Use explicit subgroup size if we can (might fix some block flickering on AMD) * Take componentMask and scissor into account when clearing framebuffer attachments * Add missing barriers around CmdFillBuffer (fixes Monster Hunter Rise flickering on NVIDIA) * Use ClampToEdge for Clamp sampler address mode on Vulkan (fixes Hollow Knight) Clamp is unsupported on Vulkan, but ClampToEdge behaves almost the same. ClampToBorder on the other hand (which was being used before) is pretty different * Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc) * Check if the subgroup size is supported before passing a explicit size * Only enable ShaderFloat64 if the GPU supports it * We don't need to recompile shaders if alpha test state changed but alpha test is disabled * Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before) * Fix pipeline state saving before it is updated. This should fix a few warnings and potential stutters due to bad pipeline states being saved in the cache. You may need to clear your guest cache. * Allow null samplers on OpenGL backend * _unit0Sampler should be set only for binding 0 * Remove unused PipelineConverter format variable (was causing IOR) * Raise textures limit to 64 on Vulkan * No need to pack the shader binaries if shader cache is disabled * Fix backbuffer not being cleared and scissor not being re-enabled on OpenGL * Do not clear unbound framebuffer color attachments * Geometry shader passthrough emulation * Consolidate UpdateDepthMode and GetDepthMode implementation * Fix A1B5G5R5 texture format and support R4G4 on Vulkan * Add barrier before use of some modified images * Report 32 bit query result on AMD windows (smo issue) * Add texture recompression support (disabled for now) It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures * Do not report R4G4 format as supported on Vulkan It was causing mario head to become white on Super Mario 64 (???) * Improvements to -1 to 1 depth mode. - Transformation is only applied on the last stage in the vertex pipeline. - Should fix some issues with geometry and tessellation (hopefully) - Reading back FragCoord Z on fragment will transform back to -1 to 1. * Geometry Shader index count from ThreadsPerInputPrimitive Generally fixes SPIR-V emitting too many triangles, may change games in OpenGL * Remove gl_FragDepth scaling This is always 0-1; the other two issues were causing the problems. Fixes regression with Xenoblade. * Add Gl StencilOp enum values to Vulkan * Update guest cache to v1.1 (due to specialization state changes) This will explode your shader cache from earlier vulkan build, but it must be done. :pensive: * Vulkan/SPIR-V support for viewport inverse * Fix typo * Don't create query pools for unsupported query types * Return of the Vector Indexing Bug One day, everyone will get this right. * Check for transform feedback query support Sometimes transform feedback is supported without the query type. * Fix gl_FragCoord.z transformation FragCoord.z is always in 0-1, even when the real depth range is -1 to 1. Turns out the only bug was geo and tess stage outputs. Fixes Pokemon Sword/Shield, possibly others. * Fix Avalonia Rebase Vulkan is currently not available on Avalonia, but the build does work and you can use opengl. * Fix headless build * Add support for BC6 and BC7 decompression, decompress all BC formats if they are not supported by the host * Fix BCn 4/5 conversion, GetTextureTarget BCn 4/5 could generate invalid data when a line's size in bytes was not divisible by 4, which both backends expect. GetTextureTarget was not creating a view with the replacement format. * Fix dependency * Fix inverse viewport transform vector type on SPIR-V * Do not require null descriptors support * If MultiViewport is not supported, do not try to set more than one viewport/scissor * Bounds check on bitmap add. * Flush queries on attachment change rather than program change Occlusion queries are usually used in a depth only pass so the attachments changing is a better indication of the query block ending. Write mask changes are also considered since some games do depth only pass by setting 0 write mask on all the colour targets. * Add support for avalonia (#6) * add avalonia support * only lock around skia flush * addressed review * cleanup * add fallback size if avalonia attempts to render but the window size is 0. read desktop scale after enabling dpi check * fix getting window handle on linux. skip render is size is 0 * Combine non-buffer with buffer image descriptor sets * Support multisample texture copy with automatic resolve on Vulkan * Remove old CompileShader methods from the Vulkan backend * Add minimal pipeline layouts that only contains used bindings They are used by helper shaders, the intention is avoiding needing to recompile the shaders (from GLSL to SPIR-V) if the bindings changes on the translated guest shaders * Pre-compile helper shader as SPIR-V, and some fixes * Remove pre-compiled shaderc binary for Windows as its no longer needed by default * Workaround RADV crash Enabling the descriptor indexing extension, even if it is not used, forces the radv driver to use "bolist". * Use RobustBufferAccess on NVIDIA gpus Avoids the SMO waterfall triangle on older NVIDIA gpus. * Implement GPU selector and expose texture recompression on the UI and config * Fix and enable background compute shader compilation Also disables warnings from shader cache pipeline misses. * Fix error due to missing subpass dependency when Attachment Write -> Shader Read barriers are added * If S8D24 is not supported, use D32FS8 * Ensure all fences are destroyed on dispose * Pre-allocate arrays up front on DescriptorSetUpdater, allows the removal of some checks * Add missing clear layer parameter after rebase * Use selected gpu from config for avalonia (#7) * use configured device * address review * Fix D32S8 copy workaround (AMD) Fixes water in Pokemon Legends Arceus on AMD GPUs. Possibly fixes other things. * Use push descriptors for uniform buffer updates (disabled for now) * Push descriptor support check, buffer redundancy checks Should make push descriptors faster, needs more testing though. * Increase light command buffer pool to 2 command buffers, throw rather than returning invalid cbs * Adjust bindings array sizes * Force submit command buffers if memory in use by its resources is high * Add workaround for AMD GCN cubemap view sins `ImageCreateCubeCompatibleBit` seems to generally break 2D array textures with mipmaps... even if they are eventually aliased as a cubemap with mipmaps. Forcing a copy here works around the issue. This could be used in future if enabling this bit reduces performance on certain GPUs. (mobile class is generally a worry) Currently also enabled on Linux as I don't know if they managed to dodge this bug (someone please tell me). Not enabled on Vega at the moment, but easy to add if the issue is there. * Add mobile, non-RX variants to the GCN regex. Also make sure that the 3 digit ones only include numbers starting with 7 or 8. * Increase image limit per stage from 8 to 16 Xenoblade Chronicles 2 was hiting the limit of 8 * Minor code cleanup * Fix NRE caused by SupportBufferUpdater calling pipeline ClearBuffer * Add gpu selector to Avalonia (#8) * Add gpu selector to avalonia settings * show backend label on window * some fixes * address review * Minor changes to the Avalonia UI * Update graphics window UI and locales. (#9) * Update xaml and update locales * locale updates Did my best here but likely needs to be checked by native speakers, especially the use of ampersands in greek, russian and turkish? * Fix locales with more (?) correct translations. * add separator to render widget * fix spanish and portuguese * Add new IdList, replaces buffer list that could not remove elements and had unbounded growth * Don't crash the settings window if Vulkan is not supported * Fix Actions menu not being clickable on GTK UI after relaunch * Rename VulkanGraphicsDevice to VulkanRenderer and Renderer to OpenGLRenderer * Fix IdList and make it not thread safe * Revert useless OpenGL format table changes * Fix headless project build * List throws ArgumentOutOfRangeException * SPIR-V: Fix tessellation * Increase shader cache version due to tessellation fix * Reduce number of Sync objects created (improves perf in some specific titles) * Fix vulkan validation errors for NPOT compressed upload and GCN workaround. * Add timestamp to the shader cache and force rebuild if host cache is outdated * Prefer Mail box present mode for popups (#11) * Prefer Mail box present mode * fix debug * switch present mode when vsync is toggled * only disable vsync on the main window * SPIR-V: Fix geometry shader input load with transform feedback * BC7 Encoder: Prefer more precision on alpha rather than RGB when alpha is 0 * Fix Avalonia build * Address initial PR feedback * Only set transform feedback outputs on last vertex stage * Address riperiperi PR feedback * Remove outdated comment * Remove unused constructor * Only throw for negative results * Throw for QueueSubmit and other errors No point in delaying the inevitable * Transform feedback decorations inside gl_PerVertex struct breaks the NVIDIA compiler * Fix some resolution scale issues * No need for two UpdateScale calls * Fix comments on SPIR-V generator project * Try to fix shader local memory size On DOOM, a shader is using local memory, but both Low and High size are 0, CRS size is 1536, it seems to store on that region? * Remove RectangleF that is now unused * Fix ImageGather with multiple offsets Needs ImageGatherExtended capability, and must use `ConstantComposite` instead of `CompositeConstruct` * Address PR feedback from jD in all projects except Avalonia * Address most of jD PR feedback on Avalonia * Remove unsafe * Fix VulkanSkiaGpu * move present mode request out of Create Swapchain method * split more parts of create swapchain * addressed reviews * addressed review * Address second batch of jD PR feedback * Fix buffer <-> image copy row length and height alignment AlignUp helper does not support NPOT alignment, and ASTC textures can have NPOT block sizes * Better fix for NPOT alignment issue * Use switch expressions on Vulkan EnumConversion Thanks jD * Fix Avalonia build * Add Vulkan selection prompt on startup * Grammar fixes on Vulkan prompt message * Add missing Vulkan migration flag Co-authored-by: riperiperi <rhy3756547@hotmail.com> Co-authored-by: Emmanuel Hansen <emmausssss@gmail.com> Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
2022-07-31 17:26:06 -04:00
"SettingsTabGraphicsAPI": "API Γραφικά",
Avalonia UI - Part 1 (#3270) * avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
2022-05-15 07:30:15 -04:00
"SettingsTabGraphicsEnableShaderCache": "Ενεργοποίηση Προσωρινής Μνήμης Shader",
"SettingsTabGraphicsAnisotropicFiltering": "Ανισότροπο Φιλτράρισμα:",
"SettingsTabGraphicsAnisotropicFilteringAuto": "Αυτόματο",
"SettingsTabGraphicsAnisotropicFiltering2x": "2x",
"SettingsTabGraphicsAnisotropicFiltering4x": "4x",
"SettingsTabGraphicsAnisotropicFiltering8x": "8x",
"SettingsTabGraphicsAnisotropicFiltering16x": "16x",
"SettingsTabGraphicsResolutionScale": "Κλίμακα Ανάλυσης:",
"SettingsTabGraphicsResolutionScaleCustom": "Προσαρμοσμένο (Δεν συνιστάται)",
"SettingsTabGraphicsResolutionScaleNative": "Εγγενής (720p/1080p)",
"SettingsTabGraphicsResolutionScale2x": "2x (1440p/2160p)",
"SettingsTabGraphicsResolutionScale3x": "3x (2160p/3240p)",
"SettingsTabGraphicsResolutionScale4x": "4x (2880p/4320p)",
"SettingsTabGraphicsAspectRatio": "Αναλογία Απεικόνισης:",
"SettingsTabGraphicsAspectRatio4x3": "4:3",
"SettingsTabGraphicsAspectRatio16x9": "16:9",
"SettingsTabGraphicsAspectRatio16x10": "16:10",
"SettingsTabGraphicsAspectRatio21x9": "21:9",
"SettingsTabGraphicsAspectRatio32x9": "32:9",
"SettingsTabGraphicsAspectRatioStretch": "Έκταση σε όλο το παράθυρο",
"SettingsTabGraphicsDeveloperOptions": "Επιλογές Προγραμματιστή",
"SettingsTabGraphicsShaderDumpPath": "Τοποθεσία Shaders Γραφικών:",
"SettingsTabLogging": "Καταγραφή",
"SettingsTabLoggingLogging": "Καταγραφή",
"SettingsTabLoggingEnableLoggingToFile": "Ενεργοποίηση Καταγραφής Αρχείου",
"SettingsTabLoggingEnableStubLogs": "Ενεργοποίηση Καταγραφής Stub",
"SettingsTabLoggingEnableInfoLogs": "Ενεργοποίηση Καταγραφής Πληροφοριών",
"SettingsTabLoggingEnableWarningLogs": "Ενεργοποίηση Καταγραφής Προειδοποίησης",
"SettingsTabLoggingEnableErrorLogs": "Ενεργοποίηση Καταγραφής Σφαλμάτων",
"SettingsTabLoggingEnableTraceLogs": "Ενεργοποίηση Καταγραφής Ιχνών",
"SettingsTabLoggingEnableGuestLogs": "Ενεργοποίηση Καταγραφής Επισκεπτών",
"SettingsTabLoggingEnableFsAccessLogs": "Ενεργοποίηση Καταγραφής Πρόσβασης FS",
"SettingsTabLoggingFsGlobalAccessLogMode": "Λειτουργία Καταγραφής Καθολικής Πρόσβασης FS:",
"SettingsTabLoggingDeveloperOptions": "Επιλογές Προγραμματιστή (ΠΡΟΕΙΔΟΠΟΙΗΣΗ: Η απόδοση Θα μειωθεί)",
"SettingsTabLoggingOpenglLogLevel": "Επίπεδο Καταγραφής OpenGL:",
"SettingsTabLoggingOpenglLogLevelNone": "Κανένα",
"SettingsTabLoggingOpenglLogLevelError": "Σφάλμα",
"SettingsTabLoggingOpenglLogLevelPerformance": "Επιβραδύνσεις",
"SettingsTabLoggingOpenglLogLevelAll": "Όλα",
"SettingsTabLoggingEnableDebugLogs": "Ενεργοποίηση Αρχείων Καταγραφής Εντοπισμού Σφαλμάτων",
"SettingsTabInput": "Χειρισμός",
"SettingsTabInputEnableDockedMode": "Ενεργοποίηση Docked Mode",
"SettingsTabInputDirectKeyboardAccess": "Άμεση Πρόσβαση στο Πληκτρολόγιο",
"SettingsButtonOk": "OK",
"SettingsButtonCancel": "Ακύρωση",
Avalonia UI - Part 1 (#3270) * avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
2022-05-15 07:30:15 -04:00
"SettingsButtonApply": "Εφαρμογή",
"ControllerSettingsPlayer": "Παίχτης",
"ControllerSettingsPlayer1": "Παίχτης 1",
"ControllerSettingsPlayer2": "Παίχτης 2",
"ControllerSettingsPlayer3": "Παίχτης 3",
"ControllerSettingsPlayer4": "Παίχτης 4",
"ControllerSettingsPlayer5": "Παίχτης 5",
"ControllerSettingsPlayer6": "Παίχτης 6",
"ControllerSettingsPlayer7": "Παίχτης 7",
"ControllerSettingsPlayer8": "Παίχτης 8",
"ControllerSettingsHandheld": "Χειροκίνητο",
"ControllerSettingsInputDevice": "Συσκευή Χειρισμού",
"ControllerSettingsRefresh": "Ανανέωση",
"ControllerSettingsDeviceDisabled": "Απενεργοποιημένο",
"ControllerSettingsControllerType": "Τύπος Χειριστηρίου",
"ControllerSettingsControllerTypeHandheld": "Handheld",
"ControllerSettingsControllerTypeProController": "Pro Controller",
"ControllerSettingsControllerTypeJoyConPair": "Ζεύγος JoyCon",
"ControllerSettingsControllerTypeJoyConLeft": "Αριστερό JoyCon",
"ControllerSettingsControllerTypeJoyConRight": "Δεξί JoyCon",
"ControllerSettingsProfile": "Προφίλ",
"ControllerSettingsProfileDefault": "Προκαθορισμένο",
"ControllerSettingsLoad": "Φόρτωση",
"ControllerSettingsAdd": "Προσθήκη",
"ControllerSettingsRemove": "Αφαίρεση",
"ControllerSettingsButtons": "Κουμπιά",
"ControllerSettingsButtonA": "A",
"ControllerSettingsButtonB": "B",
"ControllerSettingsButtonX": "X",
"ControllerSettingsButtonY": "Y",
"ControllerSettingsButtonPlus": "+",
"ControllerSettingsButtonMinus": "-",
"ControllerSettingsDPad": "Κατευθυντικό Pad",
"ControllerSettingsDPadUp": "Πάνω",
"ControllerSettingsDPadDown": "Κάτω",
"ControllerSettingsDPadLeft": "Αριστερά",
"ControllerSettingsDPadRight": "Δεξιά",
"ControllerSettingsLStick": "Αριστερός Μοχλός",
"ControllerSettingsLStickButton": "Κουμπί",
"ControllerSettingsLStickUp": "Πάνω",
"ControllerSettingsLStickDown": "Κάτω",
"ControllerSettingsLStickLeft": "Αριστερά",
"ControllerSettingsLStickRight": "Δεξιά",
"ControllerSettingsLStickStick": "Stick",
"ControllerSettingsLStickInvertXAxis": "Αντιστροφή Μοχλού X",
"ControllerSettingsLStickInvertYAxis": "Αντιστροφή Μοχλού Y",
"ControllerSettingsLStickDeadzone": "Νεκρή Ζώνη:",
"ControllerSettingsRStick": "Δεξιός Μοχλός",
"ControllerSettingsRStickButton": "Κουμπί",
"ControllerSettingsRStickUp": "Πάνω",
"ControllerSettingsRStickDown": "Κάτω",
"ControllerSettingsRStickLeft": "Αριστερά",
"ControllerSettingsRStickRight": "Δεξιά",
"ControllerSettingsRStickStick": "Stick",
"ControllerSettingsRStickInvertXAxis": "Αντιστροφή Μοχλού X",
"ControllerSettingsRStickInvertYAxis": "Αντιστροφή Μοχλού Y",
"ControllerSettingsRStickDeadzone": "Νεκρή Ζώνη:",
"ControllerSettingsTriggersLeft": "Αριστερή Σκανδάλη",
"ControllerSettingsTriggersRight": "Δεξιά Σκανδάλη",
"ControllerSettingsTriggersButtonsLeft": "Αριστερά Κουμπιά Σκανδάλης",
"ControllerSettingsTriggersButtonsRight": "Δεξιά Κουμπιά Σκανδάλης",
"ControllerSettingsTriggers": "Σκανδάλες",
"ControllerSettingsTriggerL": "L",
"ControllerSettingsTriggerR": "R",
"ControllerSettingsTriggerZL": "ZL",
"ControllerSettingsTriggerZR": "ZR",
"ControllerSettingsLeftSL": "SL",
"ControllerSettingsLeftSR": "SR",
"ControllerSettingsRightSL": "SL",
"ControllerSettingsRightSR": "SR",
"ControllerSettingsExtraButtonsLeft": "Αριστερά Κουμπιά",
"ControllerSettingsExtraButtonsRight": "Δεξιά Κουμπιά",
"ControllerSettingsMisc": "Διάφορα",
"ControllerSettingsTriggerThreshold": "Κατώφλι Σκανδάλης:",
"ControllerSettingsMotion": "Κίνηση",
"ControllerSettingsMotionUseCemuhookCompatibleMotion": "Κίνηση συμβατή με CemuHook",
"ControllerSettingsMotionControllerSlot": "Υποδοχή Χειριστηρίου:",
"ControllerSettingsMotionMirrorInput": "Καθρεπτισμός Χειρισμού",
"ControllerSettingsMotionRightJoyConSlot": "Δεξιά Υποδοχή JoyCon:",
"ControllerSettingsMotionServerHost": "Κεντρικός Υπολογιστής Διακομιστή:",
"ControllerSettingsMotionGyroSensitivity": "Ευαισθησία Γυροσκοπίου:",
"ControllerSettingsMotionGyroDeadzone": "Νεκρή Ζώνη Γυροσκοπίου:",
"ControllerSettingsSave": "Αποθήκευση",
"ControllerSettingsClose": "Κλείσιμο",
"UserProfilesSelectedUserProfile": "Επιλεγμένο Προφίλ Χρήστη:",
"UserProfilesSaveProfileName": "Αποθήκευση Ονόματος Προφίλ",
"UserProfilesChangeProfileImage": "Αλλαγή Εικόνας Προφίλ",
"UserProfilesAvailableUserProfiles": "Διαθέσιμα Προφίλ Χρηστών:",
"UserProfilesAddNewProfile": "Προσθήκη Νέου Προφίλ",
"UserProfilesDeleteSelectedProfile": "Διαγραφή Επιλεγμένου Προφίλ",
"UserProfilesClose": "Κλείσιμο",
"ProfileImageSelectionTitle": "Επιλογή Εικόνας Προφίλ",
"ProfileImageSelectionHeader": "Επιλέξτε μία Εικόνα Προφίλ",
"ProfileImageSelectionNote": "Μπορείτε να εισαγάγετε μία προσαρμοσμένη εικόνα προφίλ ή να επιλέξετε ένα avatar από το Firmware",
"ProfileImageSelectionImportImage": "Εισαγωγή Αρχείου Εικόνας",
"ProfileImageSelectionSelectAvatar": "Επιλέξτε Avatar από Firmware",
"InputDialogTitle": "Διάλογος Εισαγωγής",
"InputDialogOk": "OK",
"InputDialogCancel": "Ακύρωση",
"InputDialogAddNewProfileTitle": "Επιλογή Ονόματος Προφίλ",
"InputDialogAddNewProfileHeader": "Εισαγωγή Ονόματος Προφίλ",
"InputDialogAddNewProfileSubtext": "(Σύνολο Χαρακτήρων: {0})",
"AvatarChoose": "Επιλογή",
"AvatarSetBackgroundColor": "Ορισμός Χρώματος Φόντου",
"AvatarClose": "Κλείσιμο",
"ControllerSettingsLoadProfileToolTip": "Φόρτωση Προφίλ",
"ControllerSettingsAddProfileToolTip": "Προσθήκη Προφίλ",
"ControllerSettingsRemoveProfileToolTip": "Κατάργηση Προφίλ",
"ControllerSettingsSaveProfileToolTip": "Αποθήκευση Προφίλ",
"MenuBarFileToolsTakeScreenshot": "Λήψη Στιγμιότυπου",
"MenuBarFileToolsHideUi": "Απόκρυψη UI",
"GameListContextMenuToggleFavorite": "Εναλλαγή Αγαπημένου",
"GameListContextMenuToggleFavoriteToolTip": "Εναλλαγή της Κατάστασης Αγαπημένο του Παιχνιδιού",
"SettingsTabGeneralTheme": "Θέμα",
"SettingsTabGeneralThemeCustomTheme": "Προσαρμοσμένη Τοποθεσία Θέματος",
"SettingsTabGeneralThemeBaseStyle": "Βασικό Στυλ",
"SettingsTabGeneralThemeBaseStyleDark": "Σκούρο",
"SettingsTabGeneralThemeBaseStyleLight": "Ανοιχτό",
"SettingsTabGeneralThemeEnableCustomTheme": "Ενεργοποίηση Προσαρμοσμένου Θέματος",
"ButtonBrowse": "Αναζήτηση",
UI - Avalonia Part 2 (#3351) * add settings windows and children views * Expose hotkeys configuration on the UI * Remove double spacing from locale JSON * simplify button assigner * add cemuhook buttons and title to locale * move common button assigner to own class * cancel button assigner when window is closed * remove unused setting * address review. fix controller profile not loading default when switching devices * fix updater file name * Input cleanup (#37) * addressed review * add device type to controller device checks * change accessibility modifier of public classes to internal * Update Ryujinx.Ava/Ui/ViewModels/ControllerSettingsViewModel.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * Update de_DE.json * Update de_DE.json * Update tr_TR.json Translated newly added lines * Update it_IT.json * fix rebase * update avalonia * fix wrong key used for button text * Align settings window elements * Tabs to spaces * Update brazilian portuguese translation * Minor improvement on brazilian portuguese translation * fix turkish translation * remove unused text * change view related classes to public * unsubscribe from deferred event if dialog is closed * Load the default language before loading any other when switching languages * Make controller settings more compact * increase default width of settings window, reduce profile buttons width Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com>
2022-07-05 14:06:31 -04:00
"ControllerSettingsConfigureGeneral": "Παραμέτρων",
Avalonia UI - Part 1 (#3270) * avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
2022-05-15 07:30:15 -04:00
"ControllerSettingsRumble": "Δόνηση",
"ControllerSettingsRumbleStrongMultiplier": "Ισχυρός Πολλαπλασιαστής Δόνησης",
"ControllerSettingsRumbleWeakMultiplier": "Αδύναμος Πολλαπλασιαστής Δόνησης",
"DialogMessageSaveNotAvailableMessage": "Δεν υπάρχουν αποθηκευμένα δεδομένα για το {0} [{1:x16}]",
"DialogMessageSaveNotAvailableCreateSaveMessage": "Θέλετε να αποθηκεύσετε δεδομένα για αυτό το παιχνίδι;",
"DialogConfirmationTitle": "Ryujinx - Επιβεβαίωση",
"DialogUpdaterTitle": "Ryujinx - Ενημερωτής",
"DialogErrorTitle": "Ryujinx - Σφάλμα",
"DialogWarningTitle": "Ryujinx - Προειδοποίηση",
"DialogExitTitle": "Ryujinx - Έξοδος",
"DialogErrorMessage": "Το Ryujinx αντιμετώπισε σφάλμα",
"DialogExitMessage": "Είστε βέβαιοι ότι θέλετε να κλείσετε το Ryujinx;",
"DialogExitSubMessage": "Όλα τα μη αποθηκευμένα δεδομένα θα χαθούν!",
"DialogMessageCreateSaveErrorMessage": "Σφάλμα κατά τη δημιουργία των αποθηκευμένων δεδομένων: {0}",
"DialogMessageFindSaveErrorMessage": "Σφάλμα κατά την εύρεση των αποθηκευμένων δεδομένων: {0}",
"FolderDialogExtractTitle": "Επιλέξτε τον φάκελο στον οποίο θέλετε να εξαγάγετε",
"DialogNcaExtractionMessage": "Εξαγωγή ενότητας {0} από {1}...",
"DialogNcaExtractionTitle": "Ryujinx - NCA Εξαγωγέας Τμημάτων",
"DialogNcaExtractionMainNcaNotFoundErrorMessage": "Αποτυχία εξαγωγής. Η κύρια NCA δεν υπήρχε στο επιλεγμένο αρχείο.",
"DialogNcaExtractionCheckLogErrorMessage": "Αποτυχία εξαγωγής. Διαβάστε το αρχείο καταγραφής για περισσότερες πληροφορίες.",
"DialogNcaExtractionSuccessMessage": "Η εξαγωγή ολοκληρώθηκε με επιτυχία.",
"DialogUpdaterConvertFailedMessage": "Αποτυχία μετατροπής της τρέχουσας έκδοσης Ryujinx.",
"DialogUpdaterCancelUpdateMessage": "Ακύρωση Ενημέρωσης!",
"DialogUpdaterAlreadyOnLatestVersionMessage": "Χρησιμοποιείτε ήδη την πιο ενημερωμένη έκδοση του Ryujinx!",
"DialogUpdaterFailedToGetVersionMessage": "Σφάλμα κατά την προσπάθεια λήψης έκδοσης από το GitHub Release. Αυτό μπορεί να προκληθεί εάν μία νέα έκδοση συντάσσεται από το GitHub Actions. Δοκιμάστε ξανά σε λίγα λεπτά.",
"DialogUpdaterConvertFailedGithubMessage": "Αποτυχία μετατροπής της ληφθείσας έκδοσης Ryujinx από την έκδοση GitHub.",
"DialogUpdaterDownloadingMessage": "Λήψη Ενημέρωσης...",
"DialogUpdaterExtractionMessage": "Εξαγωγή Ενημέρωσης...",
"DialogUpdaterRenamingMessage": "Μετονομασία Ενημέρωσης...",
"DialogUpdaterAddingFilesMessage": "Προσθήκη Νέας Ενημέρωσης...",
"DialogUpdaterCompleteMessage": "Η Ενημέρωση Ολοκληρώθηκε!",
"DialogUpdaterRestartMessage": "Θέλετε να επανεκκινήσετε το Ryujinx τώρα;",
"DialogUpdaterArchNotSupportedMessage": "Δεν υπάρχει υποστηριζόμενη αρχιτεκτονική συστήματος!",
"DialogUpdaterArchNotSupportedSubMessage": "(Υποστηρίζονται μόνο συστήματα x64!)",
"DialogUpdaterNoInternetMessage": "Δεν είστε συνδεδεμένοι στο Διαδίκτυο!",
"DialogUpdaterNoInternetSubMessage": "Επαληθεύστε ότι έχετε σύνδεση στο Διαδίκτυο που λειτουργεί!",
"DialogUpdaterDirtyBuildMessage": "Δεν μπορείτε να ενημερώσετε μία Πρόχειρη Έκδοση του Ryujinx!",
"DialogUpdaterDirtyBuildSubMessage": "Κάντε λήψη του Ryujinx στη διεύθυνση https://ryujinx.org/ εάν αναζητάτε μία υποστηριζόμενη έκδοση.",
"DialogRestartRequiredMessage": "Απαιτείται Επανεκκίνηση",
"DialogThemeRestartMessage": "Το θέμα έχει αποθηκευτεί. Απαιτείται επανεκκίνηση για την εφαρμογή του θέματος.",
"DialogThemeRestartSubMessage": "Θέλετε να κάνετε επανεκκίνηση",
"DialogFirmwareInstallEmbeddedMessage": "Θα θέλατε να εγκαταστήσετε το Firmware που είναι ενσωματωμένο σε αυτό το παιχνίδι; (Firmware {0})",
"DialogFirmwareInstallEmbeddedSuccessMessage": "Δεν βρέθηκε εγκατεστημένο Firmware, αλλά το Ryujinx μπόρεσε να εγκαταστήσει το Firmware {0} από το παρεχόμενο παιχνίδι.\nΟ εξομοιωτής θα ξεκινήσει τώρα.",
"DialogFirmwareNoFirmwareInstalledMessage": "Δεν έχει εγκατασταθεί Firmware",
"DialogFirmwareInstalledMessage": "Το Firmware {0} εγκαταστάθηκε",
"DialogOpenSettingsWindowLabel": "Άνοιγμα Παραθύρου Ρυθμίσεων",
"DialogControllerAppletTitle": "Applet Χειρισμού",
"DialogMessageDialogErrorExceptionMessage": "Σφάλμα εμφάνισης του διαλόγου Μηνυμάτων: {0}",
"DialogSoftwareKeyboardErrorExceptionMessage": "Σφάλμα εμφάνισης Λογισμικού Πληκτρολογίου: {0}",
"DialogErrorAppletErrorExceptionMessage": "Σφάλμα εμφάνισης του διαλόγου ErrorApplet: {0}",
"DialogUserErrorDialogMessage": "{0}: {1}",
"DialogUserErrorDialogInfoMessage": "\nΓια πληροφορίες σχετικά με τον τρόπο διόρθωσης του σφάλματος, ακολουθήστε τον Οδηγό Εγκατάστασης.",
"DialogUserErrorDialogTitle": "Σφάλμα Ryujinx ({0})",
"DialogAmiiboApiTitle": "Amiibo API",
"DialogAmiiboApiFailFetchMessage": "Παρουσιάστηκε σφάλμα κατά την ανάκτηση πληροφοριών από το API.",
"DialogAmiiboApiConnectErrorMessage": "Δεν είναι δυνατή η σύνδεση με τον διακομιστή Amiibo API. Η υπηρεσία μπορεί να είναι εκτός λειτουργίας ή μπορεί να χρειαστεί να επαληθεύσετε ότι έχετε ενεργή σύνδεσή στο Διαδίκτυο.",
"DialogProfileInvalidProfileErrorMessage": "Το προφίλ {0} δεν είναι συμβατό με το τρέχον σύστημα χειρισμού.",
"DialogProfileDefaultProfileOverwriteErrorMessage": "Το προεπιλεγμένο προφίλ δεν μπορεί να αντικατασταθεί",
"DialogProfileDeleteProfileTitle": "Διαγραφή Προφίλ",
"DialogProfileDeleteProfileMessage": "Αυτή η ενέργεια είναι μη αναστρέψιμη, είστε βέβαιοι ότι θέλετε να συνεχίσετε;",
"DialogWarning": "Προειδοποίηση",
"DialogPPTCDeletionMessage": "Πρόκειται να διαγράψετε την προσωρινή μνήμη PPTC για :\n\n{0}\n\nΕίστε βέβαιοι ότι θέλετε να συνεχίσετε;",
"DialogPPTCDeletionErrorMessage": "Σφάλμα κατά την εκκαθάριση προσωρινής μνήμης PPTC στο {0}: {1}",
"DialogShaderDeletionMessage": "Πρόκειται να διαγράψετε την προσωρινή μνήμη Shader για :\n\n{0}\n\nΕίστε βέβαιοι ότι θέλετε να συνεχίσετε;",
"DialogShaderDeletionErrorMessage": "Σφάλμα κατά την εκκαθάριση προσωρινής μνήμης Shader στο {0}: {1}",
"DialogRyujinxErrorMessage": "Το Ryujinx αντιμετώπισε σφάλμα",
"DialogInvalidTitleIdErrorMessage": "Σφάλμα UI: Το επιλεγμένο παιχνίδι δεν έχει έγκυρο αναγνωριστικό τίτλου",
"DialogFirmwareInstallerFirmwareNotFoundErrorMessage": "Δεν βρέθηκε έγκυρο Firmware συστήματος στο {0}.",
"DialogFirmwareInstallerFirmwareInstallTitle": "Εγκατάσταση Firmware {0}",
"DialogFirmwareInstallerFirmwareInstallMessage": "Θα εγκατασταθεί η έκδοση συστήματος {0}.",
"DialogFirmwareInstallerFirmwareInstallSubMessage": "\n\nΑυτό θα αντικαταστήσει την τρέχουσα έκδοση συστήματος {0}.",
"DialogFirmwareInstallerFirmwareInstallConfirmMessage": "\n\nΘέλετε να συνεχίσετε;",
"DialogFirmwareInstallerFirmwareInstallWaitMessage": "Εγκατάσταση Firmware...",
"DialogFirmwareInstallerFirmwareInstallSuccessMessage": "Η έκδοση συστήματος {0} εγκαταστάθηκε με επιτυχία.",
"DialogUserProfileDeletionWarningMessage": "Δεν θα υπάρχουν άλλα προφίλ εάν διαγραφεί το επιλεγμένο",
"DialogUserProfileDeletionConfirmMessage": "Θέλετε να διαγράψετε το επιλεγμένο προφίλ",
"DialogControllerSettingsModifiedConfirmMessage": "Οι τρέχουσες ρυθμίσεις χειρισμού έχουν ενημερωθεί.",
"DialogControllerSettingsModifiedConfirmSubMessage": "Θέλετε να αποθηκεύσετε;",
"DialogDlcLoadNcaErrorMessage": "{0}. Σφάλμα Αρχείου: {1}",
"DialogDlcNoDlcErrorMessage": "Το αρχείο δεν περιέχει DLC για τον επιλεγμένο τίτλο!",
"DialogPerformanceCheckLoggingEnabledMessage": "Έχετε ενεργοποιημένη την καταγραφή εντοπισμού σφαλμάτων, η οποία έχει σχεδιαστεί για χρήση μόνο από προγραμματιστές.",
"DialogPerformanceCheckLoggingEnabledConfirmMessage": "Για βέλτιστη απόδοση, συνιστάται η απενεργοποίηση καταγραφής εντοπισμού σφαλμάτων. Θέλετε να απενεργοποιήσετε την καταγραφή τώρα;",
"DialogPerformanceCheckShaderDumpEnabledMessage": "Έχετε ενεργοποιήσει το Shader Dumping, το οποίο έχει σχεδιαστεί για χρήση μόνο από προγραμματιστές.",
"DialogPerformanceCheckShaderDumpEnabledConfirmMessage": "Για βέλτιστη απόδοση, συνιστάται να απενεργοποιήσετε το Shader Dumping. Θέλετε να απενεργοποιήσετε τώρα το Shader Dumping;",
"DialogLoadAppGameAlreadyLoadedMessage": "Ένα παιχνίδι έχει ήδη φορτωθεί",
"DialogLoadAppGameAlreadyLoadedSubMessage": "Σταματήστε την εξομοίωση ή κλείστε τον εξομοιωτή πριν ξεκινήσετε ένα άλλο παιχνίδι.",
"DialogUpdateAddUpdateErrorMessage": "Το αρχείο δεν περιέχει ενημέρωση για τον επιλεγμένο τίτλο!",
"DialogSettingsBackendThreadingWarningTitle": "Προειδοποίηση - Backend Threading",
"DialogSettingsBackendThreadingWarningMessage": "Το Ryujinx πρέπει να επανεκκινηθεί αφού αλλάξει αυτή η επιλογή για να εφαρμοστεί πλήρως. Ανάλογα με την πλατφόρμα σας, μπορεί να χρειαστεί να απενεργοποιήσετε με μη αυτόματο τρόπο το multithreading του ίδιου του προγράμματος οδήγησης όταν χρησιμοποιείτε το Ryujinx.",
"SettingsTabGraphicsFeaturesOptions": "Χαρακτηριστικά",
"SettingsTabGraphicsBackendMultithreading": "Πολυνηματική Επεξεργασία Γραφικών:",
"CommonAuto": "Αυτόματο",
"CommonOff": "Ανενεργό",
"CommonOn": "Ενεργό",
"InputDialogYes": "Ναί",
"InputDialogNo": "Όχι",
"DialogProfileInvalidProfileNameErrorMessage": "Το όνομα αρχείου περιέχει μη έγκυρους χαρακτήρες. Παρακαλώ προσπαθήστε ξανά.",
"MenuBarOptionsPauseEmulation": "Παύση",
"MenuBarOptionsResumeEmulation": "Συνέχιση",
"AboutUrlTooltipMessage": "Κάντε κλικ για να ανοίξετε τον ιστότοπο Ryujinx στο προεπιλεγμένο πρόγραμμα περιήγησης.",
"AboutDisclaimerMessage": "Το Ryujinx δεν είναι συνδεδεμένο με τη Nintendo™,\nούτε με κανέναν από τους συνεργάτες της, με οποιονδήποτε τρόπο.",
"AboutAmiiboDisclaimerMessage": "Το AmiiboAPI (www.amiiboapi.com) χρησιμοποιείται\nστην προσομοίωση Amiibo.",
"AboutPatreonUrlTooltipMessage": "Κάντε κλικ για να ανοίξετε τη σελίδα Ryujinx Patreon στο προεπιλεγμένο πρόγραμμα περιήγησης.",
"AboutGithubUrlTooltipMessage": "Κάντε κλικ για να ανοίξετε τη σελίδα Ryujinx GitHub στο προεπιλεγμένο πρόγραμμα περιήγησης.",
"AboutDiscordUrlTooltipMessage": "Κάντε κλικ για να ανοίξετε μία πρόσκληση στον διακομιστή Ryujinx Discord στο προεπιλεγμένο πρόγραμμα περιήγησης.",
"AboutTwitterUrlTooltipMessage": "Κάντε κλικ για να ανοίξετε τη σελίδα Ryujinx Twitter στο προεπιλεγμένο πρόγραμμα περιήγησης.",
"AboutRyujinxAboutTitle": "Σχετικά με:",
"AboutRyujinxAboutContent": "Το Ryujinx είναι ένας εξομοιωτής για το Nintendo Switch™.\nΥποστηρίξτε μας στο Patreon.\nΛάβετε όλα τα τελευταία νέα στο Twitter ή στο Discord.\nΟι προγραμματιστές που ενδιαφέρονται να συνεισφέρουν μπορούν να μάθουν περισσότερα στο GitHub ή στο Discord μας.",
"AboutRyujinxMaintainersTitle": "Συντηρείται από:",
"AboutRyujinxMaintainersContentTooltipMessage": "Κάντε κλικ για να ανοίξετε τη σελίδα Συνεισφέροντες στο προεπιλεγμένο πρόγραμμα περιήγησης.",
"AboutRyujinxSupprtersTitle": "Υποστηρίζεται στο Patreon από:",
"AmiiboSeriesLabel": "Σειρά Amiibo",
"AmiiboCharacterLabel": "Χαρακτήρας",
"AmiiboScanButtonLabel": "Σαρώστε το",
"AmiiboOptionsShowAllLabel": "Εμφάνιση όλων των Amiibo",
"AmiiboOptionsUsRandomTagLabel": "Hack: Χρησιμοποιήστε τυχαίο αναγνωριστικό UUID",
"DlcManagerTableHeadingEnabledLabel": "Ενεργοποιήθηκε",
"DlcManagerTableHeadingTitleIdLabel": "Αναγνωριστικό τίτλου",
"DlcManagerTableHeadingContainerPathLabel": "Τοποθεσία DLC",
"DlcManagerTableHeadingFullPathLabel": "Πλήρης τοποθεσία",
"DlcManagerRemoveAllButton": "Αφαίρεση όλων",
"MenuBarOptionsChangeLanguage": "Αλλαξε γλώσσα",
"CommonSort": "Κατάταξη",
"CommonShowNames": "Εμφάνιση ονομάτων",
"CommonFavorite": "Αγαπημένα",
"OrderAscending": "Αύξουσα",
"OrderDescending": "Φθίνουσα",
Vulkan backend (#2518) * WIP Vulkan implementation * No need to initialize attributes on the SPIR-V backend anymore * Allow multithreading shaderc and vkCreateShaderModule You'll only really see the benefit here with threaded-gal or parallel shader cache compile. Fix shaderc multithreaded changes Thread safety for shaderc Options constructor Dunno how they managed to make a constructor not thread safe, but you do you. May avoid some freezes. * Support multiple levels/layers for blit. Fixes MK8D when scaled, maybe a few other games. AMD software "safe" blit not supported right now. * TextureStorage should hold a ref of the foreign storage, otherwise it might be freed while in use * New depth-stencil blit method for AMD * Workaround for AMD driver bug * Fix some tessellation related issues (still doesn't work?) * Submit command buffer before Texture GetData. (UE4 fix) * DrawTexture support * Fix BGRA on OpenGL backend * Fix rebase build break * Support format aliasing on SetImage * Fix uniform buffers being lost when bindings are out of order * Fix storage buffers being lost when bindings are out of order (also avoid allocations when changing bindings) * Use current command buffer for unscaled copy (perf) Avoids flushing commands and renting a command buffer when fulfilling copy dependencies and when games do unscaled copies. * Update to .net6 * Update Silk.NET to version 2.10.1 Somehow, massive performance boost. Seems like their vtable for looking up vulkan methods was really slow before. * Fix PrimitivesGenerated query, disable Transform Feedback queries for now Lets Splatoon 2 work on nvidia. (mostly) * Update counter queue to be similar to the OGL one Fixes softlocks when games had to flush counters. * Don't throw when ending conditional rendering for now This should be re-enabled when conditional rendering is enabled on nvidia etc. * Update findMSB/findLSB to match master's instruction enum * Fix triangle overlay on SMO, Captain Toad, maybe others? * Don't make Intel Mesa pay for Intel Windows bugs * Fix samplers with MinFilter Linear or Nearest (fixes New Super Mario Bros U Deluxe black borders) * Update Spv.Generator * Add alpha test emulation on shader (but no shader specialisation yet...) * Fix R4G4B4A4Unorm texture format permutation * Validation layers should be enabled for any log level other than None * Add barriers around vkCmdCopyImage Write->Read barrier for src image (we want to wait for a write to read it) Write->Read barrier for dst image (we want to wait for the copy to complete before use) * Be a bit more careful with texture access flags, since it can be used for anything * Device local mapping for all buffers May avoid issues with drivers with NVIDIA on linux/older gpus on windows when using large buffers (?) Also some performance things and fixes issues with opengl games loading textures weird. * Cleanup, disable device local buffers for now. * Add single queue support Multiqueue seems to be a bit more responsive on NVIDIA. Should fix texture flush on intel. AMD has been forced to single queue for an experiment. * Fix some validation errors around extended dynamic state * Remove Intel bug workaround, it was fixed on the latest driver * Use circular queue for checking consumption on command buffers Speeds up games that spam command buffers a little. Avoids checking multiple command buffers if multiple are active at once. * Use SupportBufferUpdater, add single layer flush * Fix counter queue leak when game decides to use host conditional rendering * Force device local storage for textures (fixes linux performance) * Port #3019 * Insert barriers around vkCmdBlitImage (may fix some amd flicker) * Fix transform feedback on Intel, gl_Position feedback and clears to inexistent depth buffers * Don't pause transform feedback for multi draw * Fix draw outside of render pass and missing capability * Workaround for wrong last attribute on AMD (affects FFVII, STRIKERS1945, probably more) * Better workaround for AMD vertex buffer size alignment issue * More instructions + fixes on SPIR-V backend * Allow custom aspect ratio on Vulkan * Correct GTK UI status bar positions * SPIR-V: Functions must always end with a return * SPIR-V: Fix ImageQuerySizeLod * SPIR-V: Set DepthReplacing execution mode when FragDepth is modified * SPIR-V: Implement LoopContinue IR instruction * SPIR-V: Geometry shader support * SPIR-V: Use correct binding number on storage buffers array * Reduce allocations for Spir-v serialization Passes BinaryWriter instead of the stream to Write and WriteOperand - Removes creation of BinaryWriter for each instruction - Removes allocations for literal string * Some optimizations to Spv.Generator - Dictionary for lookups of type declarations, constants, extinst - LiteralInteger internal data format -> ushort - Deterministic HashCode implementation to avoid spirv result not being the same between runs - Inline operand list instead of List<T>, falls back to array if many operands. (large performance boost) TODO: improve instruction allocation, structured program creator, ssa? * Pool Spv.Generator resources, cache delegates, spv opts - Pools for Instructions and LiteralIntegers. Can be passed in when creating the generator module. - NewInstruction is called instead of new Instruction() - Ryujinx SpirvGenerator passes in some pools that are static. The idea is for these to be shared between threads eventually. - Estimate code size when creating the output MemoryStream - LiteralInteger pools using ThreadStatic pools that are initialized before and after creation... not sure of a better way since the way these are created is via implicit cast. Also, cache delegates for Spv.Generator for functions that are passed around to GenerateBinary etc, since passing the function raw creates a delegate on each call. TODO: update python spv cs generator to make the coregrammar with NewInstruction and the `params` overloads. * LocalDefMap for Ssa Rewriter Rather than allocating a large array of all registers for each block in the shader, allocate one array of all registers and clear it between blocks. Reduces allocations in the shader translator. * SPIR-V: Transform feedback support * SPIR-V: Fragment shader interlock support (and image coherency) * SPIR-V: Add early fragment tests support * SPIR-V: Implement SwizzleAdd, add missing Triangles ExecutionMode for geometry shaders, remove SamplerType field from TextureMeta * Don't pass depth clip state right now (fix decals) Explicitly disabling it is incorrect. OpenGL currently automatically disables based on depth clamp, which is the behaviour if this state is omitted. * Multisampling support * Multisampling: Use resolve if src samples count > dst samples count * Multisampling: We can only resolve for unscaled copies * SPIR-V: Only add FSI exec mode if used. * SPIR-V: Use ConstantComposite for Texture Offset Vector Fixes a bunch of freezes with SPIR-V on AMD hardware, and validation errors. Note: Obviously assumes input offsets are constant, which they currently are. * SPIR-V: Don't OpReturn if we already OpExit'ed Fixes spir-v parse failure and stack smashing in RADV (obviously you still need bolist) * SPIR-V: Only use input attribute type for input attributes Output vertex attributes should always be of type float. * Multithreaded Pipeline Compilation * Address some feedback * Make this 32 * Update topology with GpuAccessorState * Cleanup for merge (note: disables spir-v) * Make more robust to shader compilation failure - Don't freeze when GLSL compilation fails - Background SPIR-V pipeline compile failure results in skipped draws, similar to GLSL compilation failure. * Fix Multisampling * Only update fragment scale count if a vertex texture needs a scale. Fixes a performance regression introduced by texture scaling in the vertex stage where support buffer updates would be very frequent, even at 1x, if any textures were used on the vertex stage. This check doesn't exactly look cheap (a flag in the shader stage would probably be preferred), but it is much cheaper than uploading scales in both vulkan and opengl, so it will do for now. * Use a bitmap to do granular tracking for buffer uploads. This path is only taken if the much faster check of "is the buffer rented at all" is triggered, so it doesn't actually end up costing too much, and the time saved by not ending render passes (and on gpu for not waiting on barriers) is probably helpful. Avoids ending render passes to update buffer data (not all the time) - 140-180 to 35-45 in SMO metro kingdom (these updates are in the UI) - Very variable 60-150(!) to 16-25 in mario kart 8 (these updates are in the UI) As well as allowing more data to be preloaded persistently, this will also allow more data to be loaded in the preload buffer, which should be faster as it doesn't need to insert barriers between draws. (and on tbdr, does not need to flush and reload tile memory) Improves performance in GPU limited scenarios. Should notably improve performance on TBDR gpus. Still a lot more to do here. * Copy query results after RP ends, rather than ending to copy We need to end the render pass to get the data (submit command buffer) anyways... Reduces render passes created in games that use queries. * Rework Query stuff a bit to avoid render pass end Tries to reset returned queries in background when possible, rather than ending the render pass. Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?) * Remove unnecessary lines Was for testing * Fix validation error for query reset Need to think of a better way to do this. * SPIR-V: Fix SwizzleAdd and some validation errors * SPIR-V: Implement attribute indexing and StoreAttribute * SPIR-V: Fix TextureSize for MS and Buffer sampler types * Fix relaunch issues * SPIR-V: Implement LogicalExclusiveOr * SPIR-V: Constant buffer indexing support * Ignore unsupported attributes rather than throwing (matches current GLSL behaviour) * SPIR-V: Implement tessellation support * SPIR-V: Geometry shader passthrough support * SPIR-V: Implement StoreShader8/16 and StoreStorage8/16 * SPIR-V: Resolution scale support and fix TextureSample multisample with LOD bug * SPIR-V: Fix field index for scale count * SPIR-V: Fix another case of wrong field index * SPIRV/GLSL: More scaling related fixes * SPIR-V: Fix ImageLoad CompositeExtract component type * SPIR-V: Workaround for Intel FrontFacing bug * Enable SPIR-V backend by default * Allow null samplers (samplers are not required when only using texelFetch to access the texture) * Fix some validation errors related to texel block view usage flag and invalid image barrier base level * Use explicit subgroup size if we can (might fix some block flickering on AMD) * Take componentMask and scissor into account when clearing framebuffer attachments * Add missing barriers around CmdFillBuffer (fixes Monster Hunter Rise flickering on NVIDIA) * Use ClampToEdge for Clamp sampler address mode on Vulkan (fixes Hollow Knight) Clamp is unsupported on Vulkan, but ClampToEdge behaves almost the same. ClampToBorder on the other hand (which was being used before) is pretty different * Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc) * Check if the subgroup size is supported before passing a explicit size * Only enable ShaderFloat64 if the GPU supports it * We don't need to recompile shaders if alpha test state changed but alpha test is disabled * Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before) * Fix pipeline state saving before it is updated. This should fix a few warnings and potential stutters due to bad pipeline states being saved in the cache. You may need to clear your guest cache. * Allow null samplers on OpenGL backend * _unit0Sampler should be set only for binding 0 * Remove unused PipelineConverter format variable (was causing IOR) * Raise textures limit to 64 on Vulkan * No need to pack the shader binaries if shader cache is disabled * Fix backbuffer not being cleared and scissor not being re-enabled on OpenGL * Do not clear unbound framebuffer color attachments * Geometry shader passthrough emulation * Consolidate UpdateDepthMode and GetDepthMode implementation * Fix A1B5G5R5 texture format and support R4G4 on Vulkan * Add barrier before use of some modified images * Report 32 bit query result on AMD windows (smo issue) * Add texture recompression support (disabled for now) It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures * Do not report R4G4 format as supported on Vulkan It was causing mario head to become white on Super Mario 64 (???) * Improvements to -1 to 1 depth mode. - Transformation is only applied on the last stage in the vertex pipeline. - Should fix some issues with geometry and tessellation (hopefully) - Reading back FragCoord Z on fragment will transform back to -1 to 1. * Geometry Shader index count from ThreadsPerInputPrimitive Generally fixes SPIR-V emitting too many triangles, may change games in OpenGL * Remove gl_FragDepth scaling This is always 0-1; the other two issues were causing the problems. Fixes regression with Xenoblade. * Add Gl StencilOp enum values to Vulkan * Update guest cache to v1.1 (due to specialization state changes) This will explode your shader cache from earlier vulkan build, but it must be done. :pensive: * Vulkan/SPIR-V support for viewport inverse * Fix typo * Don't create query pools for unsupported query types * Return of the Vector Indexing Bug One day, everyone will get this right. * Check for transform feedback query support Sometimes transform feedback is supported without the query type. * Fix gl_FragCoord.z transformation FragCoord.z is always in 0-1, even when the real depth range is -1 to 1. Turns out the only bug was geo and tess stage outputs. Fixes Pokemon Sword/Shield, possibly others. * Fix Avalonia Rebase Vulkan is currently not available on Avalonia, but the build does work and you can use opengl. * Fix headless build * Add support for BC6 and BC7 decompression, decompress all BC formats if they are not supported by the host * Fix BCn 4/5 conversion, GetTextureTarget BCn 4/5 could generate invalid data when a line's size in bytes was not divisible by 4, which both backends expect. GetTextureTarget was not creating a view with the replacement format. * Fix dependency * Fix inverse viewport transform vector type on SPIR-V * Do not require null descriptors support * If MultiViewport is not supported, do not try to set more than one viewport/scissor * Bounds check on bitmap add. * Flush queries on attachment change rather than program change Occlusion queries are usually used in a depth only pass so the attachments changing is a better indication of the query block ending. Write mask changes are also considered since some games do depth only pass by setting 0 write mask on all the colour targets. * Add support for avalonia (#6) * add avalonia support * only lock around skia flush * addressed review * cleanup * add fallback size if avalonia attempts to render but the window size is 0. read desktop scale after enabling dpi check * fix getting window handle on linux. skip render is size is 0 * Combine non-buffer with buffer image descriptor sets * Support multisample texture copy with automatic resolve on Vulkan * Remove old CompileShader methods from the Vulkan backend * Add minimal pipeline layouts that only contains used bindings They are used by helper shaders, the intention is avoiding needing to recompile the shaders (from GLSL to SPIR-V) if the bindings changes on the translated guest shaders * Pre-compile helper shader as SPIR-V, and some fixes * Remove pre-compiled shaderc binary for Windows as its no longer needed by default * Workaround RADV crash Enabling the descriptor indexing extension, even if it is not used, forces the radv driver to use "bolist". * Use RobustBufferAccess on NVIDIA gpus Avoids the SMO waterfall triangle on older NVIDIA gpus. * Implement GPU selector and expose texture recompression on the UI and config * Fix and enable background compute shader compilation Also disables warnings from shader cache pipeline misses. * Fix error due to missing subpass dependency when Attachment Write -> Shader Read barriers are added * If S8D24 is not supported, use D32FS8 * Ensure all fences are destroyed on dispose * Pre-allocate arrays up front on DescriptorSetUpdater, allows the removal of some checks * Add missing clear layer parameter after rebase * Use selected gpu from config for avalonia (#7) * use configured device * address review * Fix D32S8 copy workaround (AMD) Fixes water in Pokemon Legends Arceus on AMD GPUs. Possibly fixes other things. * Use push descriptors for uniform buffer updates (disabled for now) * Push descriptor support check, buffer redundancy checks Should make push descriptors faster, needs more testing though. * Increase light command buffer pool to 2 command buffers, throw rather than returning invalid cbs * Adjust bindings array sizes * Force submit command buffers if memory in use by its resources is high * Add workaround for AMD GCN cubemap view sins `ImageCreateCubeCompatibleBit` seems to generally break 2D array textures with mipmaps... even if they are eventually aliased as a cubemap with mipmaps. Forcing a copy here works around the issue. This could be used in future if enabling this bit reduces performance on certain GPUs. (mobile class is generally a worry) Currently also enabled on Linux as I don't know if they managed to dodge this bug (someone please tell me). Not enabled on Vega at the moment, but easy to add if the issue is there. * Add mobile, non-RX variants to the GCN regex. Also make sure that the 3 digit ones only include numbers starting with 7 or 8. * Increase image limit per stage from 8 to 16 Xenoblade Chronicles 2 was hiting the limit of 8 * Minor code cleanup * Fix NRE caused by SupportBufferUpdater calling pipeline ClearBuffer * Add gpu selector to Avalonia (#8) * Add gpu selector to avalonia settings * show backend label on window * some fixes * address review * Minor changes to the Avalonia UI * Update graphics window UI and locales. (#9) * Update xaml and update locales * locale updates Did my best here but likely needs to be checked by native speakers, especially the use of ampersands in greek, russian and turkish? * Fix locales with more (?) correct translations. * add separator to render widget * fix spanish and portuguese * Add new IdList, replaces buffer list that could not remove elements and had unbounded growth * Don't crash the settings window if Vulkan is not supported * Fix Actions menu not being clickable on GTK UI after relaunch * Rename VulkanGraphicsDevice to VulkanRenderer and Renderer to OpenGLRenderer * Fix IdList and make it not thread safe * Revert useless OpenGL format table changes * Fix headless project build * List throws ArgumentOutOfRangeException * SPIR-V: Fix tessellation * Increase shader cache version due to tessellation fix * Reduce number of Sync objects created (improves perf in some specific titles) * Fix vulkan validation errors for NPOT compressed upload and GCN workaround. * Add timestamp to the shader cache and force rebuild if host cache is outdated * Prefer Mail box present mode for popups (#11) * Prefer Mail box present mode * fix debug * switch present mode when vsync is toggled * only disable vsync on the main window * SPIR-V: Fix geometry shader input load with transform feedback * BC7 Encoder: Prefer more precision on alpha rather than RGB when alpha is 0 * Fix Avalonia build * Address initial PR feedback * Only set transform feedback outputs on last vertex stage * Address riperiperi PR feedback * Remove outdated comment * Remove unused constructor * Only throw for negative results * Throw for QueueSubmit and other errors No point in delaying the inevitable * Transform feedback decorations inside gl_PerVertex struct breaks the NVIDIA compiler * Fix some resolution scale issues * No need for two UpdateScale calls * Fix comments on SPIR-V generator project * Try to fix shader local memory size On DOOM, a shader is using local memory, but both Low and High size are 0, CRS size is 1536, it seems to store on that region? * Remove RectangleF that is now unused * Fix ImageGather with multiple offsets Needs ImageGatherExtended capability, and must use `ConstantComposite` instead of `CompositeConstruct` * Address PR feedback from jD in all projects except Avalonia * Address most of jD PR feedback on Avalonia * Remove unsafe * Fix VulkanSkiaGpu * move present mode request out of Create Swapchain method * split more parts of create swapchain * addressed reviews * addressed review * Address second batch of jD PR feedback * Fix buffer <-> image copy row length and height alignment AlignUp helper does not support NPOT alignment, and ASTC textures can have NPOT block sizes * Better fix for NPOT alignment issue * Use switch expressions on Vulkan EnumConversion Thanks jD * Fix Avalonia build * Add Vulkan selection prompt on startup * Grammar fixes on Vulkan prompt message * Add missing Vulkan migration flag Co-authored-by: riperiperi <rhy3756547@hotmail.com> Co-authored-by: Emmanuel Hansen <emmausssss@gmail.com> Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
2022-07-31 17:26:06 -04:00
"SettingsTabGraphicsFeatures": "Χαρακτηριστικά & Βελτιώσεις",
Avalonia UI - Part 1 (#3270) * avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
2022-05-15 07:30:15 -04:00
"ErrorWindowTitle": "Παράθυρο σφάλματος",
"ToggleDiscordTooltip": "Ενεργοποιεί ή απενεργοποιεί την Εμπλουτισμένη Παρουσία σας στο Discord",
"AddGameDirBoxTooltip": "Εισαγάγετε μία τοποθεσία παιχνιδιών για προσθήκη στη λίστα",
"AddGameDirTooltip": "Προσθέστε μία τοποθεσία παιχνιδιών στη λίστα",
"RemoveGameDirTooltip": "Αφαιρέστε την επιλεγμένη τοποθεσία παιχνιδιών",
"CustomThemeCheckTooltip": "Ενεργοποίηση ή απενεργοποίηση προσαρμοσμένων θεμάτων στο GUI",
"CustomThemePathTooltip": "Διαδρομή προς το προσαρμοσμένο θέμα GUI",
"CustomThemeBrowseTooltip": "Αναζητήστε ένα προσαρμοσμένο θέμα GUI",
"DockModeToggleTooltip": "Ενεργοποιήστε ή απενεργοποιήστε τη λειτουργία σύνδεσης",
"DirectKeyboardTooltip": "Ενεργοποίηση ή απενεργοποίηση της \"υποστήριξης άμεσης πρόσβασης πληκτρολογίου (HID)\" (Παρέχει πρόσβαση στα παιχνίδια στο πληκτρολόγιό σας ως συσκευή εισαγωγής κειμένου)",
"DirectMouseTooltip": "Ενεργοποίηση ή απενεργοποίηση της \"υποστήριξης άμεσης πρόσβασης ποντικιού (HID)\" (Παρέχει πρόσβαση στα παιχνίδια στο ποντίκι σας ως συσκευή κατάδειξης)",
"RegionTooltip": "Αλλαγή Περιοχής Συστήματος",
"LanguageTooltip": "Αλλαγή Γλώσσας Συστήματος",
"TimezoneTooltip": "Αλλαγή Ζώνης Ώρας Συστήματος",
"TimeTooltip": "Αλλαγή Ώρας Συστήματος",
"VSyncToggleTooltip": "Ενεργοποιεί ή απενεργοποιεί τον κατακόρυφο συγχρονισμό",
"PptcToggleTooltip": "Ενεργοποιεί ή απενεργοποιεί το PPTC",
"FsIntegrityToggleTooltip": "Ενεργοποιεί τους ελέγχους ακεραιότητας σε αρχεία περιεχομένου παιχνιδιού",
"AudioBackendTooltip": "Αλλαγή ήχου υποστήριξης",
"MemoryManagerTooltip": "Αλλάξτε τον τρόπο αντιστοίχισης και πρόσβασης στη μνήμη επισκέπτη. Επηρεάζει σε μεγάλο βαθμό την απόδοση της προσομοίωσης της CPU.",
"MemoryManagerSoftwareTooltip": "Χρησιμοποιήστε έναν πίνακα σελίδων λογισμικού για τη μετάφραση διευθύνσεων. Υψηλότερη ακρίβεια αλλά πιο αργή απόδοση.",
"MemoryManagerHostTooltip": "Απευθείας αντιστοίχιση της μνήμης στον χώρο διευθύνσεων υπολογιστή υποδοχής. Πολύ πιο γρήγορη μεταγλώττιση και εκτέλεση JIT.",
"MemoryManagerUnsafeTooltip": "Απευθείας χαρτογράφηση της μνήμης, αλλά μην καλύπτετε τη διεύθυνση εντός του χώρου διευθύνσεων επισκέπτη πριν από την πρόσβαση. Πιο γρήγορα, αλλά με κόστος ασφάλειας. Η εφαρμογή μπορεί να έχει πρόσβαση στη μνήμη από οπουδήποτε στο Ryujinx, επομένως εκτελείτε μόνο προγράμματα που εμπιστεύεστε με αυτήν τη λειτουργία.",
"DRamTooltip": "Επεκτείνει την ποσότητα της μνήμης στο εξομοιούμενο σύστημα από 4 GiB σε 6 GiB",
Avalonia UI - Part 1 (#3270) * avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
2022-05-15 07:30:15 -04:00
"IgnoreMissingServicesTooltip": "Ενεργοποίηση ή απενεργοποίηση της αγνοώησης για υπηρεσίες που λείπουν",
"GraphicsBackendThreadingTooltip": "Ενεργοποίηση Πολυνηματικής Επεξεργασίας Γραφικών",
"GalThreadingTooltip": "Εκτελεί εντολές γραφικών σε ένα δεύτερο νήμα. Επιτρέπει την πολυνηματική μεταγλώττιση Shader σε χρόνο εκτέλεσης, μειώνει το τρεμόπαιγμα και βελτιώνει την απόδοση των προγραμμάτων οδήγησης χωρίς τη δική τους υποστήριξη πολλαπλών νημάτων. Ποικίλες κορυφαίες επιδόσεις σε προγράμματα οδήγησης με multithreading. Μπορεί να χρειαστεί επανεκκίνηση του Ryujinx για να απενεργοποιήσετε σωστά την ενσωματωμένη λειτουργία πολλαπλών νημάτων του προγράμματος οδήγησης ή ίσως χρειαστεί να το κάνετε χειροκίνητα για να έχετε την καλύτερη απόδοση.",
"ShaderCacheToggleTooltip": "Ενεργοποιεί ή απενεργοποιεί την Προσωρινή Μνήμη Shader",
"ResolutionScaleTooltip": "Κλίμακα ανάλυσης που εφαρμόστηκε σε ισχύοντες στόχους απόδοσης",
"ResolutionScaleEntryTooltip": "Κλίμακα ανάλυσης κινητής υποδιαστολής, όπως 1,5. Οι μη αναπόσπαστες τιμές είναι πιθανό να προκαλέσουν προβλήματα ή σφάλματα.",
"AnisotropyTooltip": "Επίπεδο Ανισότροπου Φιλτραρίσματος (ρυθμίστε το στο Αυτόματο για να χρησιμοποιηθεί η τιμή που ζητήθηκε από το παιχνίδι)",
"AspectRatioTooltip": "Λόγος διαστάσεων που εφαρμόστηκε στο παράθυρο απόδοσης.",
"ShaderDumpPathTooltip": "Τοποθεσία Εναπόθεσης Προσωρινής Μνήμης Shaders",
"FileLogTooltip": "Ενεργοποιεί ή απενεργοποιεί την καταγραφή σε ένα αρχείο στο δίσκο",
"StubLogTooltip": "Ενεργοποιεί την εκτύπωση μηνυμάτων καταγραφής ατελειών",
"InfoLogTooltip": "Ενεργοποιεί την εκτύπωση μηνυμάτων αρχείου καταγραφής πληροφοριών",
"WarnLogTooltip": "Ενεργοποιεί την εκτύπωση μηνυμάτων καταγραφής προειδοποιήσεων",
"ErrorLogTooltip": "Ενεργοποιεί την εκτύπωση μηνυμάτων αρχείου καταγραφής σφαλμάτων",
"TraceLogTooltip": "Ενεργοποιεί την εκτύπωση μηνυμάτων αρχείου καταγραφής ιχνών",
"GuestLogTooltip": "Ενεργοποιεί την εκτύπωση μηνυμάτων καταγραφής επισκεπτών",
"FileAccessLogTooltip": "Ενεργοποιεί την εκτύπωση μηνυμάτων αρχείου καταγραφής πρόσβασης",
"FSAccessLogModeTooltip": "Ενεργοποιεί την έξοδο καταγραφής πρόσβασης FS στην κονσόλα. Οι πιθανοί τρόποι λειτουργίας είναι 0-3",
"DeveloperOptionTooltip": "Χρησιμοποιήστε με προσοχή",
"OpenGlLogLevel": "Απαιτεί τα κατάλληλα επίπεδα καταγραφής ενεργοποιημένα",
"DebugLogTooltip": "Ενεργοποιεί την εκτύπωση μηνυμάτων αρχείου καταγραφής εντοπισμού σφαλμάτων",
"LoadApplicationFileTooltip": "Ανοίξτε έναν επιλογέα αρχείων για να επιλέξετε ένα αρχείο συμβατό με το Switch για φόρτωση",
"LoadApplicationFolderTooltip": "Ανοίξτε έναν επιλογέα αρχείων για να επιλέξετε μία μη συσκευασμένη εφαρμογή, συμβατή με το Switch για φόρτωση",
"OpenRyujinxFolderTooltip": "Ανοίξτε το φάκελο συστήματος αρχείων Ryujinx",
"OpenRyujinxLogsTooltip": "Ανοίξτε το φάκελο στον οποίο διατηρούνται τα αρχεία καταγραφής",
"ExitTooltip": "Έξοδος από το Ryujinx",
"OpenSettingsTooltip": "Ανοίξτε το παράθυρο Ρυθμίσεων",
"OpenProfileManagerTooltip": "Ανοίξτε το παράθυρο Διαχείρισης Προφίλ Χρήστη",
"StopEmulationTooltip": "Σταματήστε την εξομοίωση του τρέχοντος παιχνιδιού και επιστρέψτε στην επιλογή παιχνιδιού",
"CheckUpdatesTooltip": "Ελέγξτε για ενημερώσεις του Ryujinx",
"OpenAboutTooltip": "Ανοίξτε το Παράθυρο Σχετικά",
"GridSize": "Μέγεθος Πλέγματος",
"GridSizeTooltip": "Αλλαγή μεγέθους στοιχείων πλέγματος",
"SettingsTabSystemSystemLanguageBrazilianPortuguese": "Πορτογαλικά Βραζιλίας",
"AboutRyujinxContributorsButtonHeader": "Δείτε Όλους τους Συντελεστές",
"SettingsTabSystemAudioVolume": "Ενταση Ήχου: ",
"AudioVolumeTooltip": "Αλλαγή Έντασης Ήχου",
"SettingsTabSystemEnableInternetAccess": "Ενεργοποίηση πρόσβασης επισκέπτη στο Διαδίκτυο",
"EnableInternetAccessTooltip": "Επιτρέπει την πρόσβαση επισκέπτη στο Διαδίκτυο. Εάν ενεργοποιηθεί, η εξομοιωμένη κονσόλα Switch θα συμπεριφέρεται σαν να είναι συνδεδεμένη στο Διαδίκτυο. Λάβετε υπόψη ότι σε ορισμένες περιπτώσεις, οι εφαρμογές ενδέχεται να εξακολουθούν να έχουν πρόσβαση στο Διαδίκτυο, ακόμη και όταν αυτή η επιλογή είναι απενεργοποιημένη",
"GameListContextMenuManageCheatToolTip": "Διαχείριση Κόλπων",
"GameListContextMenuManageCheat": "Διαχείριση Κόλπων",
"ControllerSettingsStickRange": "Εύρος:",
"DialogStopEmulationTitle": "Ryujinx - Διακοπή εξομοίωσης",
Avalonia UI - Part 1 (#3270) * avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
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"DialogStopEmulationMessage": "Είστε βέβαιοι ότι θέλετε να σταματήσετε την εξομοίωση;",
"SettingsTabCpu": "Επεξεργαστής",
"SettingsTabAudio": "Ήχος",
"SettingsTabNetwork": "Δίκτυο",
"SettingsTabNetworkConnection": "Σύνδεση δικτύου",
"SettingsTabCpuCache": "Προσωρινή Μνήμη CPU",
"SettingsTabCpuMemory": "Μνήμη CPU",
UI - Avalonia Part 2 (#3351) * add settings windows and children views * Expose hotkeys configuration on the UI * Remove double spacing from locale JSON * simplify button assigner * add cemuhook buttons and title to locale * move common button assigner to own class * cancel button assigner when window is closed * remove unused setting * address review. fix controller profile not loading default when switching devices * fix updater file name * Input cleanup (#37) * addressed review * add device type to controller device checks * change accessibility modifier of public classes to internal * Update Ryujinx.Ava/Ui/ViewModels/ControllerSettingsViewModel.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * Update de_DE.json * Update de_DE.json * Update tr_TR.json Translated newly added lines * Update it_IT.json * fix rebase * update avalonia * fix wrong key used for button text * Align settings window elements * Tabs to spaces * Update brazilian portuguese translation * Minor improvement on brazilian portuguese translation * fix turkish translation * remove unused text * change view related classes to public * unsubscribe from deferred event if dialog is closed * Load the default language before loading any other when switching languages * Make controller settings more compact * increase default width of settings window, reduce profile buttons width Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com>
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"ControllerMotionTitle": "Motion Control Settings",
"ControllerRumbleTitle": "Rumble Settings"
Avalonia UI - Part 1 (#3270) * avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
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}