1bfe950acb
settings: Disable FPS unlimit setting between title launches
453 lines
15 KiB
C++
453 lines
15 KiB
C++
// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include <atomic>
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#include <chrono>
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#include <map>
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#include <optional>
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#include <string>
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#include <utility>
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#include <vector>
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#include "common/common_types.h"
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#include "common/settings_input.h"
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#include "input_common/udp/client.h"
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namespace Settings {
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enum class RendererBackend : u32 {
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OpenGL = 0,
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Vulkan = 1,
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};
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enum class GPUAccuracy : u32 {
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Normal = 0,
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High = 1,
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Extreme = 2,
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};
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enum class CPUAccuracy : u32 {
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Auto = 0,
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Accurate = 1,
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Unsafe = 2,
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};
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/** The BasicSetting class is a simple resource manager. It defines a label and default value
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* alongside the actual value of the setting for simpler and less-error prone use with frontend
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* configurations. Setting a default value and label is required, though subclasses may deviate from
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* this requirement.
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*/
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template <typename Type>
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class BasicSetting {
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protected:
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BasicSetting() = default;
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/**
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* Only sets the setting to the given initializer, leaving the other members to their default
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* initializers.
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*
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* @param global_val Initial value of the setting
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*/
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explicit BasicSetting(const Type& global_val) : global{global_val} {}
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public:
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/**
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* Sets a default value, label, and setting value.
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*
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* @param default_val Intial value of the setting, and default value of the setting
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* @param name Label for the setting
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*/
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explicit BasicSetting(const Type& default_val, const std::string& name)
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: default_value{default_val}, global{default_val}, label{name} {}
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~BasicSetting() = default;
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/**
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* Returns a reference to the setting's value.
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*
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* @returns A reference to the setting
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*/
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[[nodiscard]] const Type& GetValue() const {
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return global;
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}
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/**
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* Sets the setting to the given value.
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*
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* @param value The desired value
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*/
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void SetValue(const Type& value) {
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Type temp{value};
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std::swap(global, temp);
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}
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/**
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* Returns the value that this setting was created with.
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*
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* @returns A reference to the default value
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*/
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[[nodiscard]] const Type& GetDefault() const {
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return default_value;
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}
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/**
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* Returns the label this setting was created with.
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*
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* @returns A reference to the label
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*/
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[[nodiscard]] const std::string& GetLabel() const {
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return label;
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}
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/**
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* Assigns a value to the setting.
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*
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* @param value The desired setting value
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*
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* @returns A reference to the setting
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*/
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const Type& operator=(const Type& value) {
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Type temp{value};
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std::swap(global, temp);
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return global;
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}
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/**
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* Returns a reference to the setting.
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*
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* @returns A reference to the setting
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*/
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explicit operator const Type&() const {
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return global;
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}
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protected:
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const Type default_value{}; ///< The default value
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Type global{}; ///< The setting
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const std::string label{}; ///< The setting's label
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};
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/**
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* The Setting class is a slightly more complex version of the BasicSetting class. This adds a
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* custom setting to switch to when a guest application specifically requires it. The effect is that
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* other components of the emulator can access the setting's intended value without any need for the
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* component to ask whether the custom or global setting is needed at the moment.
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*
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* By default, the global setting is used.
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*
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* Like the BasicSetting, this requires setting a default value and label to use.
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*/
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template <typename Type>
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class Setting final : public BasicSetting<Type> {
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public:
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/**
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* Sets a default value, label, and setting value.
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*
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* @param default_val Intial value of the setting, and default value of the setting
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* @param name Label for the setting
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*/
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explicit Setting(const Type& default_val, const std::string& name)
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: BasicSetting<Type>(default_val, name) {}
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~Setting() = default;
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/**
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* Tells this setting to represent either the global or custom setting when other member
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* functions are used.
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*
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* @param to_global Whether to use the global or custom setting.
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*/
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void SetGlobal(bool to_global) {
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use_global = to_global;
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}
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/**
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* Returns whether this setting is using the global setting or not.
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*
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* @returns The global state
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*/
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[[nodiscard]] bool UsingGlobal() const {
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return use_global;
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}
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/**
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* Returns either the global or custom setting depending on the values of this setting's global
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* state or if the global value was specifically requested.
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*
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* @param need_global Request global value regardless of setting's state; defaults to false
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*
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* @returns The required value of the setting
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*/
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[[nodiscard]] const Type& GetValue(bool need_global = false) const {
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if (use_global || need_global) {
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return this->global;
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}
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return custom;
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}
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/**
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* Sets the current setting value depending on the global state.
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*
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* @param value The new value
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*/
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void SetValue(const Type& value) {
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Type temp{value};
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if (use_global) {
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std::swap(this->global, temp);
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} else {
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std::swap(custom, temp);
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}
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}
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/**
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* Assigns the current setting value depending on the global state.
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*
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* @param value The new value
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*
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* @returns A reference to the current setting value
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*/
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const Type& operator=(const Type& value) {
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Type temp{value};
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if (use_global) {
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std::swap(this->global, temp);
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return this->global;
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}
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std::swap(custom, temp);
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return custom;
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}
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/**
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* Returns the current setting value depending on the global state.
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*
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* @returns A reference to the current setting value
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*/
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explicit operator const Type&() const {
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if (use_global) {
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return this->global;
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}
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return custom;
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}
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private:
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bool use_global{true}; ///< The setting's global state
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Type custom{}; ///< The custom value of the setting
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};
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/**
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* The InputSetting class allows for getting a reference to either the global or custom members.
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* This is required as we cannot easily modify the values of user-defined types within containers
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* using the SetValue() member function found in the Setting class. The primary purpose of this
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* class is to store an array of 10 PlayerInput structs for both the global and custom setting and
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* allows for easily accessing and modifying both settings.
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*/
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template <typename Type>
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class InputSetting final {
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public:
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InputSetting() = default;
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explicit InputSetting(Type val) : BasicSetting<Type>(val) {}
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~InputSetting() = default;
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void SetGlobal(bool to_global) {
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use_global = to_global;
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}
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[[nodiscard]] bool UsingGlobal() const {
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return use_global;
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}
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[[nodiscard]] Type& GetValue(bool need_global = false) {
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if (use_global || need_global) {
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return global;
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}
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return custom;
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}
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private:
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bool use_global{true}; ///< The setting's global state
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Type global{}; ///< The setting
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Type custom{}; ///< The custom setting value
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};
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struct TouchFromButtonMap {
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std::string name;
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std::vector<std::string> buttons;
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};
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struct Values {
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// Audio
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BasicSetting<std::string> audio_device_id{"auto", "output_device"};
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BasicSetting<std::string> sink_id{"auto", "output_engine"};
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BasicSetting<bool> audio_muted{false, "audio_muted"};
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Setting<bool> enable_audio_stretching{true, "enable_audio_stretching"};
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Setting<float> volume{1.0f, "volume"};
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// Core
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Setting<bool> use_multi_core{true, "use_multi_core"};
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// Cpu
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Setting<CPUAccuracy> cpu_accuracy{CPUAccuracy::Auto, "cpu_accuracy"};
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// TODO: remove cpu_accuracy_first_time, migration setting added 8 July 2021
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BasicSetting<bool> cpu_accuracy_first_time{true, "cpu_accuracy_first_time"};
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BasicSetting<bool> cpu_debug_mode{false, "cpu_debug_mode"};
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BasicSetting<bool> cpuopt_page_tables{true, "cpuopt_page_tables"};
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BasicSetting<bool> cpuopt_block_linking{true, "cpuopt_block_linking"};
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BasicSetting<bool> cpuopt_return_stack_buffer{true, "cpuopt_return_stack_buffer"};
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BasicSetting<bool> cpuopt_fast_dispatcher{true, "cpuopt_fast_dispatcher"};
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BasicSetting<bool> cpuopt_context_elimination{true, "cpuopt_context_elimination"};
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BasicSetting<bool> cpuopt_const_prop{true, "cpuopt_const_prop"};
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BasicSetting<bool> cpuopt_misc_ir{true, "cpuopt_misc_ir"};
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BasicSetting<bool> cpuopt_reduce_misalign_checks{true, "cpuopt_reduce_misalign_checks"};
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BasicSetting<bool> cpuopt_fastmem{true, "cpuopt_fastmem"};
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Setting<bool> cpuopt_unsafe_unfuse_fma{true, "cpuopt_unsafe_unfuse_fma"};
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Setting<bool> cpuopt_unsafe_reduce_fp_error{true, "cpuopt_unsafe_reduce_fp_error"};
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Setting<bool> cpuopt_unsafe_ignore_standard_fpcr{true, "cpuopt_unsafe_ignore_standard_fpcr"};
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Setting<bool> cpuopt_unsafe_inaccurate_nan{true, "cpuopt_unsafe_inaccurate_nan"};
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Setting<bool> cpuopt_unsafe_fastmem_check{true, "cpuopt_unsafe_fastmem_check"};
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// Renderer
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Setting<RendererBackend> renderer_backend{RendererBackend::OpenGL, "backend"};
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BasicSetting<bool> renderer_debug{false, "debug"};
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Setting<int> vulkan_device{0, "vulkan_device"};
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Setting<u16> resolution_factor{1, "resolution_factor"};
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// *nix platforms may have issues with the borderless windowed fullscreen mode.
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// Default to exclusive fullscreen on these platforms for now.
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Setting<int> fullscreen_mode{
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#ifdef _WIN32
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0,
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#else
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1,
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#endif
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"fullscreen_mode"};
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Setting<int> aspect_ratio{0, "aspect_ratio"};
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Setting<int> max_anisotropy{0, "max_anisotropy"};
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Setting<bool> use_frame_limit{true, "use_frame_limit"};
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Setting<u16> frame_limit{100, "frame_limit"};
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Setting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"};
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Setting<GPUAccuracy> gpu_accuracy{GPUAccuracy::High, "gpu_accuracy"};
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Setting<bool> use_asynchronous_gpu_emulation{true, "use_asynchronous_gpu_emulation"};
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Setting<bool> use_nvdec_emulation{true, "use_nvdec_emulation"};
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Setting<bool> accelerate_astc{true, "accelerate_astc"};
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Setting<bool> use_vsync{true, "use_vsync"};
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BasicSetting<bool> disable_fps_limit{false, "disable_fps_limit"};
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Setting<bool> use_assembly_shaders{false, "use_assembly_shaders"};
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Setting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"};
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Setting<bool> use_fast_gpu_time{true, "use_fast_gpu_time"};
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Setting<bool> use_caches_gc{false, "use_caches_gc"};
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Setting<float> bg_red{0.0f, "bg_red"};
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Setting<float> bg_green{0.0f, "bg_green"};
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Setting<float> bg_blue{0.0f, "bg_blue"};
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// System
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Setting<std::optional<u32>> rng_seed{std::optional<u32>(), "rng_seed"};
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// Measured in seconds since epoch
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std::optional<std::chrono::seconds> custom_rtc;
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// Set on game boot, reset on stop. Seconds difference between current time and `custom_rtc`
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std::chrono::seconds custom_rtc_differential;
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BasicSetting<s32> current_user{0, "current_user"};
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Setting<s32> language_index{1, "language_index"};
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Setting<s32> region_index{1, "region_index"};
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Setting<s32> time_zone_index{0, "time_zone_index"};
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Setting<s32> sound_index{1, "sound_index"};
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// Controls
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InputSetting<std::array<PlayerInput, 10>> players;
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Setting<bool> use_docked_mode{true, "use_docked_mode"};
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Setting<bool> vibration_enabled{true, "vibration_enabled"};
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Setting<bool> enable_accurate_vibrations{false, "enable_accurate_vibrations"};
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Setting<bool> motion_enabled{true, "motion_enabled"};
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BasicSetting<std::string> motion_device{"engine:motion_emu,update_period:100,sensitivity:0.01",
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"motion_device"};
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BasicSetting<std::string> udp_input_servers{InputCommon::CemuhookUDP::DEFAULT_SRV,
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"udp_input_servers"};
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BasicSetting<bool> mouse_panning{false, "mouse_panning"};
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BasicSetting<float> mouse_panning_sensitivity{1.0f, "mouse_panning_sensitivity"};
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BasicSetting<bool> mouse_enabled{false, "mouse_enabled"};
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std::string mouse_device;
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MouseButtonsRaw mouse_buttons;
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BasicSetting<bool> emulate_analog_keyboard{false, "emulate_analog_keyboard"};
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BasicSetting<bool> keyboard_enabled{false, "keyboard_enabled"};
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KeyboardKeysRaw keyboard_keys;
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KeyboardModsRaw keyboard_mods;
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BasicSetting<bool> debug_pad_enabled{false, "debug_pad_enabled"};
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ButtonsRaw debug_pad_buttons;
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AnalogsRaw debug_pad_analogs;
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TouchscreenInput touchscreen;
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BasicSetting<bool> use_touch_from_button{false, "use_touch_from_button"};
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BasicSetting<std::string> touch_device{"min_x:100,min_y:50,max_x:1800,max_y:850",
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"touch_device"};
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BasicSetting<int> touch_from_button_map_index{0, "touch_from_button_map"};
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std::vector<TouchFromButtonMap> touch_from_button_maps;
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std::atomic_bool is_device_reload_pending{true};
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// Data Storage
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BasicSetting<bool> use_virtual_sd{true, "use_virtual_sd"};
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BasicSetting<bool> gamecard_inserted{false, "gamecard_inserted"};
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BasicSetting<bool> gamecard_current_game{false, "gamecard_current_game"};
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BasicSetting<std::string> gamecard_path{std::string(), "gamecard_path"};
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// Debugging
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bool record_frame_times;
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BasicSetting<bool> use_gdbstub{false, "use_gdbstub"};
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BasicSetting<u16> gdbstub_port{0, "gdbstub_port"};
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BasicSetting<std::string> program_args{std::string(), "program_args"};
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BasicSetting<bool> dump_exefs{false, "dump_exefs"};
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BasicSetting<bool> dump_nso{false, "dump_nso"};
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BasicSetting<bool> enable_fs_access_log{false, "enable_fs_access_log"};
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BasicSetting<bool> reporting_services{false, "reporting_services"};
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BasicSetting<bool> quest_flag{false, "quest_flag"};
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BasicSetting<bool> disable_macro_jit{false, "disable_macro_jit"};
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BasicSetting<bool> extended_logging{false, "extended_logging"};
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BasicSetting<bool> use_debug_asserts{false, "use_debug_asserts"};
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BasicSetting<bool> use_auto_stub{false, "use_auto_stub"};
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// Miscellaneous
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BasicSetting<std::string> log_filter{"*:Info", "log_filter"};
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BasicSetting<bool> use_dev_keys{false, "use_dev_keys"};
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// Services
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BasicSetting<std::string> bcat_backend{"none", "bcat_backend"};
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BasicSetting<bool> bcat_boxcat_local{false, "bcat_boxcat_local"};
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// WebService
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BasicSetting<bool> enable_telemetry{true, "enable_telemetry"};
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BasicSetting<std::string> web_api_url{"https://api.yuzu-emu.org", "web_api_url"};
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BasicSetting<std::string> yuzu_username{std::string(), "yuzu_username"};
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BasicSetting<std::string> yuzu_token{std::string(), "yuzu_token"};
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// Add-Ons
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std::map<u64, std::vector<std::string>> disabled_addons;
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};
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extern Values values;
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bool IsConfiguringGlobal();
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void SetConfiguringGlobal(bool is_global);
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bool IsGPULevelExtreme();
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bool IsGPULevelHigh();
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bool IsFastmemEnabled();
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float Volume();
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std::string GetTimeZoneString();
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void LogSettings();
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// Restore the global state of all applicable settings in the Values struct
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void RestoreGlobalState(bool is_powered_on);
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} // namespace Settings
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