7bae22a3ca
Vulkan: Implement Depth Bias Control
551 lines
29 KiB
C++
551 lines
29 KiB
C++
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <algorithm>
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#include <array>
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#include <map>
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#include <memory>
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#include <stdexcept>
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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_common.h"
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#include "common/settings_enums.h"
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#include "common/settings_input.h"
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#include "common/settings_setting.h"
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namespace Settings {
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const char* TranslateCategory(Settings::Category category);
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struct ResolutionScalingInfo {
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u32 up_scale{1};
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u32 down_shift{0};
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f32 up_factor{1.0f};
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f32 down_factor{1.0f};
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bool active{};
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bool downscale{};
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s32 ScaleUp(s32 value) const {
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if (value == 0) {
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return 0;
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}
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return std::max((value * static_cast<s32>(up_scale)) >> static_cast<s32>(down_shift), 1);
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}
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u32 ScaleUp(u32 value) const {
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if (value == 0U) {
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return 0U;
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}
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return std::max((value * up_scale) >> down_shift, 1U);
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}
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};
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#ifndef CANNOT_EXPLICITLY_INSTANTIATE
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// Instantiate the classes elsewhere (settings.cpp) to reduce compiler/linker work
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#define SETTING(TYPE, RANGED) extern template class Setting<TYPE, RANGED>
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#define SWITCHABLE(TYPE, RANGED) extern template class SwitchableSetting<TYPE, RANGED>
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SETTING(AudioEngine, false);
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SETTING(bool, false);
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SETTING(int, false);
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SETTING(s32, false);
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SETTING(std::string, false);
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SETTING(std::string, false);
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SETTING(u16, false);
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SWITCHABLE(AnisotropyMode, true);
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SWITCHABLE(AntiAliasing, false);
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SWITCHABLE(AspectRatio, true);
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SWITCHABLE(AstcDecodeMode, true);
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SWITCHABLE(AstcRecompression, true);
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SWITCHABLE(AudioMode, true);
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SWITCHABLE(CpuAccuracy, true);
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SWITCHABLE(FullscreenMode, true);
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SWITCHABLE(GpuAccuracy, true);
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SWITCHABLE(Language, true);
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SWITCHABLE(NvdecEmulation, false);
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SWITCHABLE(Region, true);
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SWITCHABLE(RendererBackend, true);
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SWITCHABLE(ScalingFilter, false);
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SWITCHABLE(ShaderBackend, true);
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SWITCHABLE(TimeZone, true);
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SETTING(VSyncMode, true);
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SWITCHABLE(bool, false);
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SWITCHABLE(int, false);
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SWITCHABLE(int, true);
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SWITCHABLE(s64, false);
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SWITCHABLE(u16, true);
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SWITCHABLE(u32, false);
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SWITCHABLE(u8, false);
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SWITCHABLE(u8, true);
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#undef SETTING
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#undef SWITCHABLE
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#endif
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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) : Setting<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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Linkage linkage{};
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// Audio
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Setting<AudioEngine> sink_id{linkage, AudioEngine::Auto, "output_engine", Category::Audio,
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Specialization::RuntimeList};
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Setting<std::string> audio_output_device_id{linkage, "auto", "output_device", Category::Audio,
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Specialization::RuntimeList};
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Setting<std::string> audio_input_device_id{linkage, "auto", "input_device", Category::Audio,
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Specialization::RuntimeList};
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SwitchableSetting<AudioMode, true> sound_index{
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linkage, AudioMode::Stereo, AudioMode::Mono, AudioMode::Surround,
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"sound_index", Category::SystemAudio, Specialization::Default, true,
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true};
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SwitchableSetting<u8, true> volume{linkage,
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100,
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0,
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200,
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"volume",
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Category::Audio,
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Specialization::Scalar | Specialization::Percentage,
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true,
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true};
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Setting<bool, false> audio_muted{
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linkage, false, "audio_muted", Category::Audio, Specialization::Default, false, true};
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Setting<bool, false> dump_audio_commands{
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linkage, false, "dump_audio_commands", Category::Audio, Specialization::Default, false};
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// Core
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SwitchableSetting<bool> use_multi_core{linkage, true, "use_multi_core", Category::Core};
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SwitchableSetting<MemoryLayout, true> memory_layout_mode{linkage,
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MemoryLayout::Memory_4Gb,
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MemoryLayout::Memory_4Gb,
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MemoryLayout::Memory_8Gb,
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"memory_layout_mode",
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Category::Core};
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SwitchableSetting<bool> use_speed_limit{
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linkage, true, "use_speed_limit", Category::Core, Specialization::Paired, false, true};
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SwitchableSetting<u16, true> speed_limit{linkage,
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100,
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0,
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9999,
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"speed_limit",
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Category::Core,
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Specialization::Countable | Specialization::Percentage,
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true,
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true,
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&use_speed_limit};
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// Cpu
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SwitchableSetting<CpuAccuracy, true> cpu_accuracy{linkage, CpuAccuracy::Auto,
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CpuAccuracy::Auto, CpuAccuracy::Paranoid,
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"cpu_accuracy", Category::Cpu};
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Setting<bool> cpu_debug_mode{linkage, false, "cpu_debug_mode", Category::CpuDebug};
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Setting<bool> cpuopt_page_tables{linkage, true, "cpuopt_page_tables", Category::CpuDebug};
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Setting<bool> cpuopt_block_linking{linkage, true, "cpuopt_block_linking", Category::CpuDebug};
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Setting<bool> cpuopt_return_stack_buffer{linkage, true, "cpuopt_return_stack_buffer",
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Category::CpuDebug};
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Setting<bool> cpuopt_fast_dispatcher{linkage, true, "cpuopt_fast_dispatcher",
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Category::CpuDebug};
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Setting<bool> cpuopt_context_elimination{linkage, true, "cpuopt_context_elimination",
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Category::CpuDebug};
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Setting<bool> cpuopt_const_prop{linkage, true, "cpuopt_const_prop", Category::CpuDebug};
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Setting<bool> cpuopt_misc_ir{linkage, true, "cpuopt_misc_ir", Category::CpuDebug};
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Setting<bool> cpuopt_reduce_misalign_checks{linkage, true, "cpuopt_reduce_misalign_checks",
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Category::CpuDebug};
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Setting<bool> cpuopt_fastmem{linkage, true, "cpuopt_fastmem", Category::CpuDebug};
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Setting<bool> cpuopt_fastmem_exclusives{linkage, true, "cpuopt_fastmem_exclusives",
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Category::CpuDebug};
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Setting<bool> cpuopt_recompile_exclusives{linkage, true, "cpuopt_recompile_exclusives",
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Category::CpuDebug};
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Setting<bool> cpuopt_ignore_memory_aborts{linkage, true, "cpuopt_ignore_memory_aborts",
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Category::CpuDebug};
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SwitchableSetting<bool> cpuopt_unsafe_unfuse_fma{linkage, true, "cpuopt_unsafe_unfuse_fma",
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Category::CpuUnsafe};
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SwitchableSetting<bool> cpuopt_unsafe_reduce_fp_error{
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linkage, true, "cpuopt_unsafe_reduce_fp_error", Category::CpuUnsafe};
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SwitchableSetting<bool> cpuopt_unsafe_ignore_standard_fpcr{
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linkage, true, "cpuopt_unsafe_ignore_standard_fpcr", Category::CpuUnsafe};
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SwitchableSetting<bool> cpuopt_unsafe_inaccurate_nan{
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linkage, true, "cpuopt_unsafe_inaccurate_nan", Category::CpuUnsafe};
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SwitchableSetting<bool> cpuopt_unsafe_fastmem_check{
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linkage, true, "cpuopt_unsafe_fastmem_check", Category::CpuUnsafe};
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SwitchableSetting<bool> cpuopt_unsafe_ignore_global_monitor{
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linkage, true, "cpuopt_unsafe_ignore_global_monitor", Category::CpuUnsafe};
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// Renderer
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SwitchableSetting<RendererBackend, true> renderer_backend{
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linkage, RendererBackend::Vulkan, RendererBackend::OpenGL, RendererBackend::Null,
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"backend", Category::Renderer};
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SwitchableSetting<ShaderBackend, true> shader_backend{
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linkage, ShaderBackend::Glsl, ShaderBackend::Glsl, ShaderBackend::SpirV,
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"shader_backend", Category::Renderer, Specialization::RuntimeList};
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SwitchableSetting<int> vulkan_device{linkage, 0, "vulkan_device", Category::Renderer,
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Specialization::RuntimeList};
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SwitchableSetting<bool> use_disk_shader_cache{linkage, true, "use_disk_shader_cache",
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Category::Renderer};
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SwitchableSetting<bool> use_asynchronous_gpu_emulation{
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linkage, true, "use_asynchronous_gpu_emulation", Category::Renderer};
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SwitchableSetting<AstcDecodeMode, true> accelerate_astc{linkage,
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AstcDecodeMode::Gpu,
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AstcDecodeMode::Cpu,
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AstcDecodeMode::CpuAsynchronous,
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"accelerate_astc",
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Category::Renderer};
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Setting<VSyncMode, true> vsync_mode{
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linkage, VSyncMode::Fifo, VSyncMode::Immediate, VSyncMode::FifoRelaxed,
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"use_vsync", Category::Renderer, Specialization::RuntimeList, true,
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true};
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SwitchableSetting<NvdecEmulation> nvdec_emulation{linkage, NvdecEmulation::Gpu,
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"nvdec_emulation", Category::Renderer};
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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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SwitchableSetting<FullscreenMode, true> fullscreen_mode{linkage,
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#ifdef _WIN32
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FullscreenMode::Borderless,
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#else
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FullscreenMode::Exclusive,
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#endif
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FullscreenMode::Borderless,
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FullscreenMode::Exclusive,
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"fullscreen_mode",
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Category::Renderer,
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Specialization::Default,
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true,
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true};
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SwitchableSetting<AspectRatio, true> aspect_ratio{linkage,
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AspectRatio::R16_9,
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AspectRatio::R16_9,
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AspectRatio::Stretch,
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"aspect_ratio",
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Category::Renderer,
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Specialization::Default,
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true,
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true};
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ResolutionScalingInfo resolution_info{};
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SwitchableSetting<ResolutionSetup> resolution_setup{linkage, ResolutionSetup::Res1X,
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"resolution_setup", Category::Renderer};
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SwitchableSetting<ScalingFilter> scaling_filter{linkage,
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ScalingFilter::Bilinear,
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"scaling_filter",
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Category::Renderer,
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Specialization::Default,
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true,
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true};
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SwitchableSetting<AntiAliasing> anti_aliasing{linkage,
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AntiAliasing::None,
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"anti_aliasing",
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Category::Renderer,
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Specialization::Default,
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true,
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true};
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SwitchableSetting<int, true> fsr_sharpening_slider{linkage,
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25,
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0,
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200,
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"fsr_sharpening_slider",
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Category::Renderer,
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Specialization::Scalar |
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Specialization::Percentage,
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true,
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true};
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SwitchableSetting<u8, false> bg_red{
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linkage, 0, "bg_red", Category::Renderer, Specialization::Default, true, true};
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SwitchableSetting<u8, false> bg_green{
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linkage, 0, "bg_green", Category::Renderer, Specialization::Default, true, true};
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SwitchableSetting<u8, false> bg_blue{
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linkage, 0, "bg_blue", Category::Renderer, Specialization::Default, true, true};
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SwitchableSetting<GpuAccuracy, true> gpu_accuracy{linkage,
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GpuAccuracy::High,
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GpuAccuracy::Normal,
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GpuAccuracy::Extreme,
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"gpu_accuracy",
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Category::RendererAdvanced,
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Specialization::Default,
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true,
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true};
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GpuAccuracy current_gpu_accuracy{GpuAccuracy::High};
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SwitchableSetting<AnisotropyMode, true> max_anisotropy{
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linkage, AnisotropyMode::Automatic, AnisotropyMode::Automatic, AnisotropyMode::X16,
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"max_anisotropy", Category::RendererAdvanced};
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SwitchableSetting<AstcRecompression, true> astc_recompression{linkage,
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AstcRecompression::Uncompressed,
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AstcRecompression::Uncompressed,
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AstcRecompression::Bc3,
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"astc_recompression",
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Category::RendererAdvanced};
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SwitchableSetting<bool> async_presentation{linkage, false, "async_presentation",
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Category::RendererAdvanced};
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SwitchableSetting<bool> renderer_force_max_clock{linkage, false, "force_max_clock",
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Category::RendererAdvanced};
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SwitchableSetting<bool> use_reactive_flushing{linkage, true, "use_reactive_flushing",
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Category::RendererAdvanced};
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SwitchableSetting<bool> use_asynchronous_shaders{linkage, false, "use_asynchronous_shaders",
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Category::RendererAdvanced};
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SwitchableSetting<bool> use_fast_gpu_time{
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linkage, true, "use_fast_gpu_time", Category::RendererAdvanced, Specialization::Default,
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true, true};
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SwitchableSetting<bool> use_vulkan_driver_pipeline_cache{linkage,
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true,
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"use_vulkan_driver_pipeline_cache",
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Category::RendererAdvanced,
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Specialization::Default,
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true,
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true};
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SwitchableSetting<bool> enable_compute_pipelines{linkage, false, "enable_compute_pipelines",
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Category::RendererAdvanced};
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SwitchableSetting<bool> use_video_framerate{linkage, false, "use_video_framerate",
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Category::RendererAdvanced};
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SwitchableSetting<bool> barrier_feedback_loops{linkage, true, "barrier_feedback_loops",
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Category::RendererAdvanced};
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Setting<bool> renderer_debug{linkage, false, "debug", Category::RendererDebug};
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Setting<bool> renderer_shader_feedback{linkage, false, "shader_feedback",
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Category::RendererDebug};
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Setting<bool> enable_nsight_aftermath{linkage, false, "nsight_aftermath",
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Category::RendererDebug};
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Setting<bool> disable_shader_loop_safety_checks{
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linkage, false, "disable_shader_loop_safety_checks", Category::RendererDebug};
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Setting<bool> enable_renderdoc_hotkey{linkage, false, "renderdoc_hotkey",
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Category::RendererDebug};
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// TODO: remove this once AMDVLK supports VK_EXT_depth_bias_control
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bool renderer_amdvlk_depth_bias_workaround{};
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// System
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SwitchableSetting<Language, true> language_index{linkage,
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Language::EnglishAmerican,
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Language::Japanese,
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Language::PortugueseBrazilian,
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"language_index",
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Category::System};
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SwitchableSetting<Region, true> region_index{linkage, Region::Usa, Region::Japan,
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Region::Taiwan, "region_index", Category::System};
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SwitchableSetting<TimeZone, true> time_zone_index{linkage, TimeZone::Auto,
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TimeZone::Auto, TimeZone::Zulu,
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"time_zone_index", Category::System};
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// Measured in seconds since epoch
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SwitchableSetting<bool> custom_rtc_enabled{
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linkage, false, "custom_rtc_enabled", Category::System, Specialization::Paired, true, true};
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SwitchableSetting<s64> custom_rtc{
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linkage, 0, "custom_rtc", Category::System, Specialization::Time,
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true, true, &custom_rtc_enabled};
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// Set on game boot, reset on stop. Seconds difference between current time and `custom_rtc`
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s64 custom_rtc_differential;
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SwitchableSetting<bool> rng_seed_enabled{
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linkage, false, "rng_seed_enabled", Category::System, Specialization::Paired, true, true};
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SwitchableSetting<u32> rng_seed{
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linkage, 0, "rng_seed", Category::System, Specialization::Hex,
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true, true, &rng_seed_enabled};
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Setting<std::string> device_name{
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linkage, "yuzu", "device_name", Category::System, Specialization::Default, true, true};
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Setting<s32> current_user{linkage, 0, "current_user", Category::System};
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SwitchableSetting<ConsoleMode> use_docked_mode{linkage,
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ConsoleMode::Docked,
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"use_docked_mode",
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Category::System,
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Specialization::Radio,
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true,
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true};
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// Controls
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InputSetting<std::array<PlayerInput, 10>> players;
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Setting<bool> enable_raw_input{
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linkage, false, "enable_raw_input", Category::Controls, Specialization::Default,
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// Only read/write enable_raw_input on Windows platforms
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#ifdef _WIN32
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true
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#else
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false
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#endif
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};
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Setting<bool> controller_navigation{linkage, true, "controller_navigation", Category::Controls};
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Setting<bool> enable_joycon_driver{linkage, true, "enable_joycon_driver", Category::Controls};
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Setting<bool> enable_procon_driver{linkage, false, "enable_procon_driver", Category::Controls};
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SwitchableSetting<bool> vibration_enabled{linkage, true, "vibration_enabled",
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Category::Controls};
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SwitchableSetting<bool> enable_accurate_vibrations{linkage, false, "enable_accurate_vibrations",
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Category::Controls};
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SwitchableSetting<bool> motion_enabled{linkage, true, "motion_enabled", Category::Controls};
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Setting<std::string> udp_input_servers{linkage, "127.0.0.1:26760", "udp_input_servers",
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Category::Controls};
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Setting<bool> enable_udp_controller{linkage, false, "enable_udp_controller",
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Category::Controls};
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Setting<bool> pause_tas_on_load{linkage, true, "pause_tas_on_load", Category::Controls};
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Setting<bool> tas_enable{linkage, false, "tas_enable", Category::Controls};
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Setting<bool> tas_loop{linkage, false, "tas_loop", Category::Controls};
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Setting<bool> mouse_panning{
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linkage, false, "mouse_panning", Category::Controls, Specialization::Default, false};
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Setting<u8, true> mouse_panning_sensitivity{
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linkage, 50, 1, 100, "mouse_panning_sensitivity", Category::Controls};
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Setting<bool> mouse_enabled{linkage, false, "mouse_enabled", Category::Controls};
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Setting<u8, true> mouse_panning_x_sensitivity{
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linkage, 50, 1, 100, "mouse_panning_x_sensitivity", Category::Controls};
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Setting<u8, true> mouse_panning_y_sensitivity{
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linkage, 50, 1, 100, "mouse_panning_y_sensitivity", Category::Controls};
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Setting<u8, true> mouse_panning_deadzone_counterweight{
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linkage, 20, 0, 100, "mouse_panning_deadzone_counterweight", Category::Controls};
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Setting<u8, true> mouse_panning_decay_strength{
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linkage, 18, 0, 100, "mouse_panning_decay_strength", Category::Controls};
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Setting<u8, true> mouse_panning_min_decay{
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|
linkage, 6, 0, 100, "mouse_panning_min_decay", Category::Controls};
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|
|
|
Setting<bool> emulate_analog_keyboard{linkage, false, "emulate_analog_keyboard",
|
|
Category::Controls};
|
|
Setting<bool> keyboard_enabled{linkage, false, "keyboard_enabled", Category::Controls};
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|
|
|
Setting<bool> debug_pad_enabled{linkage, false, "debug_pad_enabled", Category::Controls};
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|
ButtonsRaw debug_pad_buttons;
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|
AnalogsRaw debug_pad_analogs;
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|
|
|
TouchscreenInput touchscreen;
|
|
|
|
Setting<std::string> touch_device{linkage, "min_x:100,min_y:50,max_x:1800,max_y:850",
|
|
"touch_device", Category::Controls};
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|
Setting<int> touch_from_button_map_index{linkage, 0, "touch_from_button_map",
|
|
Category::Controls};
|
|
std::vector<TouchFromButtonMap> touch_from_button_maps;
|
|
|
|
Setting<bool> enable_ring_controller{linkage, true, "enable_ring_controller",
|
|
Category::Controls};
|
|
RingconRaw ringcon_analogs;
|
|
|
|
Setting<bool> enable_ir_sensor{linkage, false, "enable_ir_sensor", Category::Controls};
|
|
Setting<std::string> ir_sensor_device{linkage, "auto", "ir_sensor_device", Category::Controls};
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|
|
|
Setting<bool> random_amiibo_id{linkage, false, "random_amiibo_id", Category::Controls};
|
|
|
|
// Data Storage
|
|
Setting<bool> use_virtual_sd{linkage, true, "use_virtual_sd", Category::DataStorage};
|
|
Setting<bool> gamecard_inserted{linkage, false, "gamecard_inserted", Category::DataStorage};
|
|
Setting<bool> gamecard_current_game{linkage, false, "gamecard_current_game",
|
|
Category::DataStorage};
|
|
Setting<std::string> gamecard_path{linkage, std::string(), "gamecard_path",
|
|
Category::DataStorage};
|
|
|
|
// Debugging
|
|
bool record_frame_times;
|
|
Setting<bool> use_gdbstub{linkage, false, "use_gdbstub", Category::Debugging};
|
|
Setting<u16> gdbstub_port{linkage, 6543, "gdbstub_port", Category::Debugging};
|
|
Setting<std::string> program_args{linkage, std::string(), "program_args", Category::Debugging};
|
|
Setting<bool> dump_exefs{linkage, false, "dump_exefs", Category::Debugging};
|
|
Setting<bool> dump_nso{linkage, false, "dump_nso", Category::Debugging};
|
|
Setting<bool> dump_shaders{
|
|
linkage, false, "dump_shaders", Category::DebuggingGraphics, Specialization::Default,
|
|
false};
|
|
Setting<bool> dump_macros{
|
|
linkage, false, "dump_macros", Category::DebuggingGraphics, Specialization::Default, false};
|
|
Setting<bool> enable_fs_access_log{linkage, false, "enable_fs_access_log", Category::Debugging};
|
|
Setting<bool> reporting_services{
|
|
linkage, false, "reporting_services", Category::Debugging, Specialization::Default, false};
|
|
Setting<bool> quest_flag{linkage, false, "quest_flag", Category::Debugging};
|
|
Setting<bool> disable_macro_jit{linkage, false, "disable_macro_jit",
|
|
Category::DebuggingGraphics};
|
|
Setting<bool> disable_macro_hle{linkage, false, "disable_macro_hle",
|
|
Category::DebuggingGraphics};
|
|
Setting<bool> extended_logging{
|
|
linkage, false, "extended_logging", Category::Debugging, Specialization::Default, false};
|
|
Setting<bool> use_debug_asserts{linkage, false, "use_debug_asserts", Category::Debugging};
|
|
Setting<bool> use_auto_stub{
|
|
linkage, false, "use_auto_stub", Category::Debugging, Specialization::Default, false};
|
|
Setting<bool> enable_all_controllers{linkage, false, "enable_all_controllers",
|
|
Category::Debugging};
|
|
Setting<bool> create_crash_dumps{linkage, false, "create_crash_dumps", Category::Debugging};
|
|
Setting<bool> perform_vulkan_check{linkage, true, "perform_vulkan_check", Category::Debugging};
|
|
|
|
// Miscellaneous
|
|
Setting<std::string> log_filter{linkage, "*:Info", "log_filter", Category::Miscellaneous};
|
|
Setting<bool> use_dev_keys{linkage, false, "use_dev_keys", Category::Miscellaneous};
|
|
|
|
// Network
|
|
Setting<std::string> network_interface{linkage, std::string(), "network_interface",
|
|
Category::Network};
|
|
|
|
// WebService
|
|
Setting<bool> enable_telemetry{linkage, true, "enable_telemetry", Category::WebService};
|
|
Setting<std::string> web_api_url{linkage, "https://api.yuzu-emu.org", "web_api_url",
|
|
Category::WebService};
|
|
Setting<std::string> yuzu_username{linkage, std::string(), "yuzu_username",
|
|
Category::WebService};
|
|
Setting<std::string> yuzu_token{linkage, std::string(), "yuzu_token", Category::WebService};
|
|
|
|
// Add-Ons
|
|
std::map<u64, std::vector<std::string>> disabled_addons;
|
|
};
|
|
|
|
extern Values values;
|
|
|
|
void UpdateGPUAccuracy();
|
|
bool IsGPULevelExtreme();
|
|
bool IsGPULevelHigh();
|
|
|
|
bool IsFastmemEnabled();
|
|
|
|
bool IsDockedMode();
|
|
|
|
float Volume();
|
|
|
|
std::string GetTimeZoneString(TimeZone time_zone);
|
|
|
|
void LogSettings();
|
|
|
|
void TranslateResolutionInfo(ResolutionSetup setup, ResolutionScalingInfo& info);
|
|
void UpdateRescalingInfo();
|
|
|
|
// Restore the global state of all applicable settings in the Values struct
|
|
void RestoreGlobalState(bool is_powered_on);
|
|
|
|
bool IsConfiguringGlobal();
|
|
void SetConfiguringGlobal(bool is_global);
|
|
|
|
} // namespace Settings
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