4cdf69c378
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499 lines
16 KiB
C++
499 lines
16 KiB
C++
// SPDX-FileCopyrightText: 2014 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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namespace DefaultINI {
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const char* sdl2_config_file =
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R"(
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[ControlsP0]
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# The input devices and parameters for each Switch native input
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# The config section determines the player number where the config will be applied on. For example "ControlsP0", "ControlsP1", ...
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# It should be in the format of "engine:[engine_name],[param1]:[value1],[param2]:[value2]..."
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# Escape characters $0 (for ':'), $1 (for ',') and $2 (for '$') can be used in values
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# Indicates if this player should be connected at boot
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connected=
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# for button input, the following devices are available:
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# - "keyboard" (default) for keyboard input. Required parameters:
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# - "code": the code of the key to bind
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# - "sdl" for joystick input using SDL. Required parameters:
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# - "guid": SDL identification GUID of the joystick
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# - "port": the index of the joystick to bind
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# - "button"(optional): the index of the button to bind
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# - "hat"(optional): the index of the hat to bind as direction buttons
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# - "axis"(optional): the index of the axis to bind
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# - "direction"(only used for hat): the direction name of the hat to bind. Can be "up", "down", "left" or "right"
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# - "threshold"(only used for axis): a float value in (-1.0, 1.0) which the button is
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# triggered if the axis value crosses
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# - "direction"(only used for axis): "+" means the button is triggered when the axis value
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# is greater than the threshold; "-" means the button is triggered when the axis value
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# is smaller than the threshold
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button_a=
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button_b=
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button_x=
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button_y=
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button_lstick=
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button_rstick=
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button_l=
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button_r=
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button_zl=
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button_zr=
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button_plus=
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button_minus=
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button_dleft=
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button_dup=
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button_dright=
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button_ddown=
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button_lstick_left=
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button_lstick_up=
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button_lstick_right=
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button_lstick_down=
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button_sl=
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button_sr=
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button_home=
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button_screenshot=
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# for analog input, the following devices are available:
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# - "analog_from_button" (default) for emulating analog input from direction buttons. Required parameters:
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# - "up", "down", "left", "right": sub-devices for each direction.
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# Should be in the format as a button input devices using escape characters, for example, "engine$0keyboard$1code$00"
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# - "modifier": sub-devices as a modifier.
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# - "modifier_scale": a float number representing the applied modifier scale to the analog input.
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# Must be in range of 0.0-1.0. Defaults to 0.5
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# - "sdl" for joystick input using SDL. Required parameters:
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# - "guid": SDL identification GUID of the joystick
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# - "port": the index of the joystick to bind
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# - "axis_x": the index of the axis to bind as x-axis (default to 0)
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# - "axis_y": the index of the axis to bind as y-axis (default to 1)
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lstick=
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rstick=
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# for motion input, the following devices are available:
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# - "keyboard" (default) for emulating random motion input from buttons. Required parameters:
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# - "code": the code of the key to bind
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# - "sdl" for motion input using SDL. Required parameters:
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# - "guid": SDL identification GUID of the joystick
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# - "port": the index of the joystick to bind
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# - "motion": the index of the motion sensor to bind
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# - "cemuhookudp" for motion input using Cemu Hook protocol. Required parameters:
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# - "guid": the IP address of the cemu hook server encoded to a hex string. for example 192.168.0.1 = "c0a80001"
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# - "port": the port of the cemu hook server
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# - "pad": the index of the joystick
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# - "motion": the index of the motion sensor of the joystick to bind
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motionleft=
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motionright=
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[ControlsGeneral]
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# To use the debug_pad, prepend `debug_pad_` before each button setting above.
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# i.e. debug_pad_button_a=
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# Enable debug pad inputs to the guest
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# 0 (default): Disabled, 1: Enabled
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debug_pad_enabled =
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# Whether to enable or disable vibration
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# 0: Disabled, 1 (default): Enabled
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vibration_enabled=
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# Whether to enable or disable accurate vibrations
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# 0 (default): Disabled, 1: Enabled
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enable_accurate_vibrations=
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# Enables controller motion inputs
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# 0: Disabled, 1 (default): Enabled
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motion_enabled =
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# Defines the udp device's touch screen coordinate system for cemuhookudp devices
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# - "min_x", "min_y", "max_x", "max_y"
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touch_device=
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# for mapping buttons to touch inputs.
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#touch_from_button_map=1
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#touch_from_button_maps_0_name=default
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#touch_from_button_maps_0_count=2
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#touch_from_button_maps_0_bind_0=foo
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#touch_from_button_maps_0_bind_1=bar
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# etc.
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# List of Cemuhook UDP servers, delimited by ','.
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# Default: 127.0.0.1:26760
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# Example: 127.0.0.1:26760,123.4.5.67:26761
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udp_input_servers =
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# Enable controlling an axis via a mouse input.
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# 0 (default): Off, 1: On
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mouse_panning =
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# Set mouse sensitivity.
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# Default: 1.0
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mouse_panning_sensitivity =
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# Emulate an analog control stick from keyboard inputs.
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# 0 (default): Disabled, 1: Enabled
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emulate_analog_keyboard =
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# Enable mouse inputs to the guest
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# 0 (default): Disabled, 1: Enabled
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mouse_enabled =
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# Enable keyboard inputs to the guest
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# 0 (default): Disabled, 1: Enabled
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keyboard_enabled =
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)"
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R"(
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[Core]
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# Whether to use multi-core for CPU emulation
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# 0: Disabled, 1 (default): Enabled
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use_multi_core =
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# Enable extended guest system memory layout (6GB DRAM)
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# 0 (default): Disabled, 1: Enabled
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use_extended_memory_layout =
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[Cpu]
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# Adjusts various optimizations.
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# Auto-select mode enables choice unsafe optimizations.
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# Accurate enables only safe optimizations.
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# Unsafe allows any unsafe optimizations.
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# 0 (default): Auto-select, 1: Accurate, 2: Enable unsafe optimizations
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cpu_accuracy =
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# Allow disabling safe optimizations.
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# 0 (default): Disabled, 1: Enabled
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cpu_debug_mode =
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# Enable inline page tables optimization (faster guest memory access)
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# 0: Disabled, 1 (default): Enabled
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cpuopt_page_tables =
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# Enable block linking CPU optimization (reduce block dispatcher use during predictable jumps)
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# 0: Disabled, 1 (default): Enabled
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cpuopt_block_linking =
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# Enable return stack buffer CPU optimization (reduce block dispatcher use during predictable returns)
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# 0: Disabled, 1 (default): Enabled
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cpuopt_return_stack_buffer =
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# Enable fast dispatcher CPU optimization (use a two-tiered dispatcher architecture)
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# 0: Disabled, 1 (default): Enabled
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cpuopt_fast_dispatcher =
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# Enable context elimination CPU Optimization (reduce host memory use for guest context)
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# 0: Disabled, 1 (default): Enabled
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cpuopt_context_elimination =
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# Enable constant propagation CPU optimization (basic IR optimization)
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# 0: Disabled, 1 (default): Enabled
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cpuopt_const_prop =
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# Enable miscellaneous CPU optimizations (basic IR optimization)
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# 0: Disabled, 1 (default): Enabled
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cpuopt_misc_ir =
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# Enable reduction of memory misalignment checks (reduce memory fallbacks for misaligned access)
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# 0: Disabled, 1 (default): Enabled
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cpuopt_reduce_misalign_checks =
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# Enable Host MMU Emulation (faster guest memory access)
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# 0: Disabled, 1 (default): Enabled
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cpuopt_fastmem =
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# Enable Host MMU Emulation for exclusive memory instructions (faster guest memory access)
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# 0: Disabled, 1 (default): Enabled
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cpuopt_fastmem_exclusives =
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# Enable fallback on failure of fastmem of exclusive memory instructions (faster guest memory access)
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# 0: Disabled, 1 (default): Enabled
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cpuopt_recompile_exclusives =
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# Enable optimization to ignore invalid memory accesses (faster guest memory access)
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# 0: Disabled, 1 (default): Enabled
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cpuopt_ignore_memory_aborts =
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# Enable unfuse FMA (improve performance on CPUs without FMA)
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# Only enabled if cpu_accuracy is set to Unsafe. Automatically chosen with cpu_accuracy = Auto-select.
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# 0: Disabled, 1 (default): Enabled
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cpuopt_unsafe_unfuse_fma =
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# Enable faster FRSQRTE and FRECPE
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# Only enabled if cpu_accuracy is set to Unsafe.
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# 0: Disabled, 1 (default): Enabled
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cpuopt_unsafe_reduce_fp_error =
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# Enable faster ASIMD instructions (32 bits only)
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# Only enabled if cpu_accuracy is set to Unsafe. Automatically chosen with cpu_accuracy = Auto-select.
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# 0: Disabled, 1 (default): Enabled
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cpuopt_unsafe_ignore_standard_fpcr =
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# Enable inaccurate NaN handling
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# Only enabled if cpu_accuracy is set to Unsafe. Automatically chosen with cpu_accuracy = Auto-select.
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# 0: Disabled, 1 (default): Enabled
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cpuopt_unsafe_inaccurate_nan =
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# Disable address space checks (64 bits only)
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# Only enabled if cpu_accuracy is set to Unsafe. Automatically chosen with cpu_accuracy = Auto-select.
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# 0: Disabled, 1 (default): Enabled
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cpuopt_unsafe_fastmem_check =
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# Enable faster exclusive instructions
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# Only enabled if cpu_accuracy is set to Unsafe. Automatically chosen with cpu_accuracy = Auto-select.
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# 0: Disabled, 1 (default): Enabled
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cpuopt_unsafe_ignore_global_monitor =
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)"
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R"(
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[Renderer]
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# Which backend API to use.
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# 0: OpenGL, 1 (default): Vulkan
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backend =
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# Enable graphics API debugging mode.
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# 0 (default): Disabled, 1: Enabled
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debug =
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# Enable shader feedback.
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# 0 (default): Disabled, 1: Enabled
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renderer_shader_feedback =
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# Enable Nsight Aftermath crash dumps
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# 0 (default): Disabled, 1: Enabled
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nsight_aftermath =
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# Disable shader loop safety checks, executing the shader without loop logic changes
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# 0 (default): Disabled, 1: Enabled
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disable_shader_loop_safety_checks =
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# Which Vulkan physical device to use (defaults to 0)
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vulkan_device =
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# 0: 0.5x (360p/540p) [EXPERIMENTAL]
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# 1: 0.75x (540p/810p) [EXPERIMENTAL]
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# 2 (default): 1x (720p/1080p)
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# 3: 2x (1440p/2160p)
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# 4: 3x (2160p/3240p)
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# 5: 4x (2880p/4320p)
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# 6: 5x (3600p/5400p)
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# 7: 6x (4320p/6480p)
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resolution_setup =
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# Pixel filter to use when up- or down-sampling rendered frames.
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# 0: Nearest Neighbor
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# 1 (default): Bilinear
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# 2: Bicubic
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# 3: Gaussian
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# 4: ScaleForce
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# 5: AMD FidelityFX™️ Super Resolution [Vulkan Only]
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scaling_filter =
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# Anti-Aliasing (AA)
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# 0 (default): None, 1: FXAA
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anti_aliasing =
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# Whether to use fullscreen or borderless window mode
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# 0 (Windows default): Borderless window, 1 (All other default): Exclusive fullscreen
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fullscreen_mode =
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# Aspect ratio
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# 0: Default (16:9), 1: Force 4:3, 2: Force 21:9, 3: Stretch to Window
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aspect_ratio =
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# Anisotropic filtering
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# 0: Default, 1: 2x, 2: 4x, 3: 8x, 4: 16x
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max_anisotropy =
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# Whether to enable V-Sync (caps the framerate at 60FPS) or not.
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# 0 (default): Off, 1: On
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use_vsync =
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# Selects the OpenGL shader backend. NV_gpu_program5 is required for GLASM. If NV_gpu_program5 is
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# not available and GLASM is selected, GLSL will be used.
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# 0: GLSL, 1 (default): GLASM, 2: SPIR-V
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shader_backend =
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# Whether to allow asynchronous shader building.
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# 0 (default): Off, 1: On
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use_asynchronous_shaders =
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# NVDEC emulation.
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# 0: Disabled, 1: CPU Decoding, 2 (default): GPU Decoding
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nvdec_emulation =
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# Accelerate ASTC texture decoding.
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# 0: Off, 1 (default): On
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accelerate_astc =
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# Turns on the speed limiter, which will limit the emulation speed to the desired speed limit value
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# 0: Off, 1: On (default)
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use_speed_limit =
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# Limits the speed of the game to run no faster than this value as a percentage of target speed
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# 1 - 9999: Speed limit as a percentage of target game speed. 100 (default)
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speed_limit =
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# Whether to use disk based shader cache
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# 0: Off, 1 (default): On
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use_disk_shader_cache =
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# Which gpu accuracy level to use
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# 0: Normal, 1 (default): High, 2: Extreme (Very slow)
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gpu_accuracy =
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# Whether to use asynchronous GPU emulation
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# 0 : Off (slow), 1 (default): On (fast)
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use_asynchronous_gpu_emulation =
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# Inform the guest that GPU operations completed more quickly than they did.
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# 0: Off, 1 (default): On
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use_fast_gpu_time =
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# Force unmodified buffers to be flushed, which can cost performance.
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# 0: Off (default), 1: On
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use_pessimistic_flushes =
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# Whether to use garbage collection or not for GPU caches.
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# 0 (default): Off, 1: On
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use_caches_gc =
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# The clear color for the renderer. What shows up on the sides of the bottom screen.
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# Must be in range of 0-255. Defaults to 0 for all.
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bg_red =
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bg_blue =
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bg_green =
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)"
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R"(
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[Audio]
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# Which audio output engine to use.
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# auto (default): Auto-select
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# cubeb: Cubeb audio engine (if available)
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# sdl2: SDL2 audio engine (if available)
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# null: No audio output
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output_engine =
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# Which audio device to use.
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# auto (default): Auto-select
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output_device =
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# Output volume.
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# 100 (default): 100%, 0; mute
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volume =
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[Data Storage]
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# Whether to create a virtual SD card.
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# 1 (default): Yes, 0: No
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use_virtual_sd =
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# Whether or not to enable gamecard emulation
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# 1: Yes, 0 (default): No
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gamecard_inserted =
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# Whether or not the gamecard should be emulated as the current game
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# If 'gamecard_inserted' is 0 this setting is irrelevant
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# 1: Yes, 0 (default): No
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gamecard_current_game =
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# Path to an XCI file to use as the gamecard
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# If 'gamecard_inserted' is 0 this setting is irrelevant
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# If 'gamecard_current_game' is 1 this setting is irrelevant
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gamecard_path =
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[System]
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# Whether the system is docked
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# 1 (default): Yes, 0: No
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use_docked_mode =
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# Sets the seed for the RNG generator built into the switch
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# rng_seed will be ignored and randomly generated if rng_seed_enabled is false
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rng_seed_enabled =
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rng_seed =
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# Sets the current time (in seconds since 12:00 AM Jan 1, 1970) that will be used by the time service
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# This will auto-increment, with the time set being the time the game is started
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# This override will only occur if custom_rtc_enabled is true, otherwise the current time is used
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custom_rtc_enabled =
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custom_rtc =
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# Sets the systems language index
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# 0: Japanese, 1: English (default), 2: French, 3: German, 4: Italian, 5: Spanish, 6: Chinese,
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# 7: Korean, 8: Dutch, 9: Portuguese, 10: Russian, 11: Taiwanese, 12: British English, 13: Canadian French,
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# 14: Latin American Spanish, 15: Simplified Chinese, 16: Traditional Chinese, 17: Brazilian Portuguese
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language_index =
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# The system region that yuzu will use during emulation
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# -1: Auto-select (default), 0: Japan, 1: USA, 2: Europe, 3: Australia, 4: China, 5: Korea, 6: Taiwan
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region_index =
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# The system time zone that yuzu will use during emulation
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# 0: Auto-select (default), 1: Default (system archive value), Others: Index for specified time zone
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time_zone_index =
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# Sets the sound output mode.
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# 0: Mono, 1 (default): Stereo, 2: Surround
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sound_index =
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[Miscellaneous]
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# A filter which removes logs below a certain logging level.
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# Examples: *:Debug Kernel.SVC:Trace Service.*:Critical
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log_filter = *:Trace
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# Use developer keys
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# 0 (default): Disabled, 1: Enabled
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use_dev_keys =
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[Debugging]
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# Record frame time data, can be found in the log directory. Boolean value
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record_frame_times =
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# Determines whether or not yuzu will dump the ExeFS of all games it attempts to load while loading them
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dump_exefs=false
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# Determines whether or not yuzu will dump all NSOs it attempts to load while loading them
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dump_nso=false
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# Determines whether or not yuzu will save the filesystem access log.
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enable_fs_access_log=false
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# Enables verbose reporting services
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reporting_services =
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# Determines whether or not yuzu will report to the game that the emulated console is in Kiosk Mode
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# false: Retail/Normal Mode (default), true: Kiosk Mode
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quest_flag =
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# Determines whether debug asserts should be enabled, which will throw an exception on asserts.
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# false: Disabled (default), true: Enabled
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use_debug_asserts =
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# Determines whether unimplemented HLE service calls should be automatically stubbed.
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# false: Disabled (default), true: Enabled
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use_auto_stub =
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# Enables/Disables the macro JIT compiler
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disable_macro_jit=false
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# Determines whether to enable the GDB stub and wait for the debugger to attach before running.
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# false: Disabled (default), true: Enabled
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use_gdbstub=false
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# The port to use for the GDB server, if it is enabled.
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gdbstub_port=6543
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[WebService]
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# Whether or not to enable telemetry
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# 0: No, 1 (default): Yes
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enable_telemetry =
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# URL for Web API
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web_api_url = https://api.yuzu-emu.org
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# Username and token for yuzu Web Service
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# See https://profile.yuzu-emu.org/ for more info
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yuzu_username =
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yuzu_token =
|
||
|
||
[Network]
|
||
# Name of the network interface device to use with yuzu LAN play.
|
||
# e.g. On *nix: 'enp7s0', 'wlp6s0u1u3u3', 'lo'
|
||
# e.g. On Windows: 'Ethernet', 'Wi-Fi'
|
||
network_interface =
|
||
|
||
[AddOns]
|
||
# Used to disable add-ons
|
||
# List of title IDs of games that will have add-ons disabled (separated by '|'):
|
||
title_ids =
|
||
# For each title ID, have a key/value pair called `disabled_<title_id>` equal to the names of the add-ons to disable (sep. by '|')
|
||
# e.x. disabled_0100000000010000 = Update|DLC <- disables Updates and DLC on Super Mario Odyssey
|
||
)";
|
||
} // namespace DefaultINI
|