Official, up-to-date instructions for Windows and Linux can be found in the readme. However, many build platforms are supported partially by the development team i.e. pull requests are accepted from various members of the community who have taken to ensuring that other platforms can also build RPCS3 correctly. However, they are not actively maintained by the development team, and as a result many Unices such as macOS and FreeBSD break often. You can find the build process detailed for several less-common platforms below.
Dependencies
RPCS3 uses many 3rd party libraries and projects. Most notably, in order to build the project, you will need the following:
In addition, a relatively modern compiler is needed. The project uses C++17, and as a result GCC 7.3 or Clang 5.0 are the minimum needed compilers.
Clone
Clone and initialize the repository:
git clone https://github.com/RPCS3/rpcs3.git cd rpcs3/ git submodule update --init
macOS
Support for macOS is in its early stages. A few members of the community are working on getting Vulkan working on Macs, via gfx-rs and MoltenVK. Support for OpenGL will likely never come to the platform. For development, it is recommended to use Xcode and install the following through the terminal:
brew install glew llvm qt cmake
You will also need to remember to set environment vars:
LLVM_DIR=/usr/local/opt/llvm/
OR, wherever LLVM is installedQt5_DIR=/usr/local/opt/qt/lib/cmake/Qt5
OR, wherever Qt is installed
Build
cd ../ && mkdir rpcs3_build && cd rpcs3_build cmake ../rpcs3/ && make GitVersion && make
Run
./bin/rpcs3
Msys2
There is some support for non-MSVC based compilation on Windows. The Msys2 platform using the Mingw build tools did work at one point, though it should be noted that the following instructions are outdated.
Dependencies
pacman -S base-devel mingw-w64-x86_64-toolchain mingw-w64-x86_64-cmake mingw-w64-x86_64-yasm mingw-w64-x86_64-python2 mingw-w64-x86_64-ntldd-git mingw-w64-x86_64-qt5 mingw-w64-x86_64-openal mingw-w64-x86_64-glew git
Clone
git clone https://github.com/RPCS3/rpcs3.git cd rpcs3 git submodule update --init
Configure
cd .. && mkdir rpcs3_build && cd rpcs3_build cmake -G "MSYS Makefiles" -DCMAKE_MAKE_PROGRAM=mingw32-make ../rpcs3/ mingw32-make.exe GitVersion && mingw32-make.exe discord-rpc
Build
mingw32-make -jX #X is core count
Install
cd ./bin for l in $(ntldd.exe -R rpcs3.exe|grep mingw64|sed -e 's/^[ \t]*//'|cut -d' ' -f3);do cp $l .;done mkdir -p ./qt/plugins/{bearer,imageformats,platforms,styles} cp /mingw64/share/qt5/plugins/bearer/qgenericbearer.dll ./qt/plugins/bearer/ cp /mingw64/share/qt5/plugins/imageformats/{qgif.dll,qicns.dll,qico.dll,qjpeg.dll,qtga.dll,qtiff.dll,qwbmp.dll,qwebp.dll} ./qt/plugins/imageformats/ cp /mingw64/share/qt5/plugins/platforms/qwindows.dll ./qt/plugins/platforms/ cp /mingw64/share/qt5/plugins/styles/qwindowsvistastyle.dll ./qt/plugins/styles/
Run
./rpcs3
CMake Build Options
Option | Default | Description |
---|---|---|
-DUSE_SYSTEM_LIBPNG=ON/OFF |
OFF | Build against the shared libpng instead of using the built-in one. libpng 1.6+ highly recommended. Try this option if you get version conflict errors or only see black game icons. |
-DUSE_SYSTEM_FFMPEG=ON/OFF |
OFF | Build against the shared FFmpeg libraries instead of using the built-in patched version. Try this if the built-in version breaks the OpenGL renderer for you. |
-DWITH_LLVM=ON/OFF |
ON | Build with LLVM. |
-DWITH_GDB=ON/OFF |
OFF | Build with support for debugging PS3 games using GDB. |
-DUSE_VULKAN=ON/OFF |
ON | Build with Vulkan support. |
-DUSE_NATIVE_INSTRUCTIONS=ON/OFF |
ON | Build with -march=native , which is useful for local builds, but not good for packages.
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