mirror of
https://gitlab.com/suyu-emu/suyu.git
synced 2024-03-15 23:15:44 +00:00
60773194a0
LoadString: Sanitize input settings: Handle empty string, remove redundant category settings: Rename Input to Controls, FS to DataStorage settings: Fix Controls groups information settings: Move use_docked_mode to System (again) settings: Document settings: Add type identification function settings: Move registry into values settings: Move global_reset_registry into values settings: Separate AdvGraphics from Renderer settings: More document squash settings: Use linkage object uisettings: Move registry into settings Probably wont build without uisettings: Use settings linkage object config: Load settings with a map Uses the new all_settings vector to load settings. qt-config: Rename settings category qt config: Rename to read category config: Read/write contols category with for_each This is extremely limited due to the complexity of the Controls group, but this handles the the settings that use the interface. qt-config: Use new settings registry qt-config: Read/write advgrphics qt-config: Use settings linkage object yuzu_cmd: Load setting off of vector cmd-config: Finish settings rename config: Read controls settings group with for_each cmd/config: Move registry into values cmd: Read adv graphics cmd-config: Use settings linkage object
888 lines
35 KiB
C++
888 lines
35 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 <forward_list>
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#include <functional>
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#include <map>
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#include <optional>
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#include <stdexcept>
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#include <string>
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#include <typeindex>
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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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namespace Settings {
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enum class AstcDecodeMode : u32 {
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CPU = 0,
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GPU = 1,
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CPUAsynchronous = 2,
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};
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enum class VSyncMode : u32 {
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Immediate = 0,
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Mailbox = 1,
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FIFO = 2,
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FIFORelaxed = 3,
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};
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enum class RendererBackend : u32 {
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OpenGL = 0,
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Vulkan = 1,
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Null = 2,
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};
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enum class ShaderBackend : u32 {
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GLSL = 0,
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GLASM = 1,
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SPIRV = 2,
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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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Paranoid = 3,
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};
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enum class FullscreenMode : u32 {
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Borderless = 0,
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Exclusive = 1,
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};
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enum class NvdecEmulation : u32 {
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Off = 0,
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CPU = 1,
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GPU = 2,
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};
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enum class ResolutionSetup : u32 {
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Res1_2X = 0,
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Res3_4X = 1,
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Res1X = 2,
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Res3_2X = 3,
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Res2X = 4,
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Res3X = 5,
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Res4X = 6,
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Res5X = 7,
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Res6X = 8,
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Res7X = 9,
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Res8X = 10,
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};
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enum class ScalingFilter : u32 {
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NearestNeighbor = 0,
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Bilinear = 1,
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Bicubic = 2,
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Gaussian = 3,
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ScaleForce = 4,
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Fsr = 5,
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LastFilter = Fsr,
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};
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enum class AntiAliasing : u32 {
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None = 0,
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Fxaa = 1,
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Smaa = 2,
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LastAA = Smaa,
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};
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enum class AstcRecompression : u32 {
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Uncompressed = 0,
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Bc1 = 1,
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Bc3 = 2,
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};
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enum class Category : u32 {
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Audio,
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Core,
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Cpu,
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Renderer,
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AdvancedGraphics,
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System,
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DataStorage,
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Debugging,
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Miscellaneous,
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Network,
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WebService,
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AddOns,
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Controls,
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Ui,
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UiLayout,
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UiGameList,
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Screenshots,
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Shortcuts,
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Multiplayer,
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Services,
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Paths,
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MaxEnum,
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};
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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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class BasicSetting {
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protected:
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explicit BasicSetting() = default;
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public:
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virtual ~BasicSetting() = default;
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virtual Category Category() const = 0;
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virtual constexpr bool Switchable() const = 0;
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virtual std::string ToString() const = 0;
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virtual void LoadString(const std::string& load) = 0;
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virtual const std::string& GetLabel() const = 0;
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virtual std::string DefaultToString() const = 0;
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virtual bool Save() const = 0;
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virtual std::type_index TypeId() const = 0;
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virtual void SetGlobal(bool global) {}
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virtual bool UsingGlobal() const {
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return false;
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}
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};
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class Linkage {
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public:
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std::map<Category, std::forward_list<BasicSetting*>> by_category;
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std::vector<std::function<void()>> restore_functions;
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};
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/** The Setting 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. Specifying a default value and label is required. A minimum and maximum range
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* can be specified for sanitization.
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*/
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template <typename Type, bool ranged = false, bool save = true>
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class Setting : public BasicSetting {
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protected:
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Setting() = 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 Setting(const Type& val) : value{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 linkage Setting registry
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* @param default_val Initial value of the setting, and default value of the setting
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* @param name Label for the setting
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* @param category_ Category of the setting AKA INI group
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*/
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explicit Setting(Linkage& linkage, const Type& default_val, const std::string& name,
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enum Category category_)
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requires(!ranged)
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: value{default_val}, default_value{default_val}, label{name}, category{category_} {
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linkage.by_category[category].push_front(this);
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}
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virtual ~Setting() = default;
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/**
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* Sets a default value, minimum value, maximum value, and label.
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*
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* @param linkage Setting registry
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* @param default_val Initial value of the setting, and default value of the setting
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* @param min_val Sets the minimum allowed value of the setting
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* @param max_val Sets the maximum allowed value of the setting
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* @param name Label for the setting
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* @param category_ Category of the setting AKA INI group
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*/
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explicit Setting(Linkage& linkage, const Type& default_val, const Type& min_val,
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const Type& max_val, const std::string& name, enum Category category_)
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requires(ranged)
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: value{default_val}, default_value{default_val}, maximum{max_val}, minimum{min_val},
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label{name}, category{category_} {
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linkage.by_category[category].push_front(this);
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}
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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]] virtual const Type& GetValue() const {
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return value;
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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 val The desired value
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*/
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virtual void SetValue(const Type& val) {
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Type temp{ranged ? std::clamp(val, minimum, maximum) : val};
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std::swap(value, 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 override {
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return label;
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}
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/**
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* Returns the setting's category AKA INI group.
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*
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* @returns The setting's category
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*/
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[[nodiscard]] enum Category Category() const override {
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return category;
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}
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/**
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* Returns whether the current setting is Switchable.
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*
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* @returns If the setting is a SwitchableSetting
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*/
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[[nodiscard]] virtual constexpr bool Switchable() const override {
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return false;
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}
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private:
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std::string ToString(const Type& value_) const {
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if constexpr (std::is_same<Type, std::string>()) {
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return value_;
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} else if constexpr (std::is_same<Type, std::optional<u32>>()) {
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return value_.has_value() ? std::to_string(*value_) : "0";
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} else if constexpr (std::is_same<Type, bool>()) {
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return value_ ? "true" : "false";
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} else {
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return std::to_string(static_cast<u64>(value_));
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}
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}
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public:
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/**
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* Converts the value of the setting to a std::string. Respects the global state if the setting
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* has one.
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*
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* @returns The current setting as a std::string
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*/
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std::string ToString() const override {
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return ToString(this->GetValue());
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}
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/**
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* Returns the default value of the setting as a std::string.
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*
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* @returns The default value as a string.
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*/
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std::string DefaultToString() const override {
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return ToString(default_value);
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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 val 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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virtual const Type& operator=(const Type& val) {
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Type temp{ranged ? std::clamp(val, minimum, maximum) : val};
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std::swap(value, temp);
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return value;
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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 virtual operator const Type&() const {
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return value;
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}
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/**
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* Converts the given value to the Setting's type of value. Uses SetValue to enter the setting,
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* thus respecting its constraints.
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*
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* @param input The desired value
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*/
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void LoadString(const std::string& input) override {
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if (input.empty()) {
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this->SetValue(this->GetDefault());
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return;
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}
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try {
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if constexpr (std::is_same<Type, std::string>()) {
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this->SetValue(input);
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} else if constexpr (std::is_same<Type, std::optional<u32>>()) {
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this->SetValue(static_cast<u32>(std::stoll(input)));
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} else if constexpr (std::is_same<Type, bool>()) {
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this->SetValue(input == "true");
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} else {
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this->SetValue(static_cast<Type>(std::stoll(input)));
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}
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} catch (std::invalid_argument) {
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this->SetValue(this->GetDefault());
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}
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}
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/**
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* Returns the save preference of the setting i.e. when saving or reading the setting from a
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* frontend, whether this setting should be skipped.
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*
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* @returns The save preference
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*/
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virtual bool Save() const override {
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return save;
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}
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/**
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* Gives us another way to identify the setting without having to go through a string.
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*
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* @returns the type_index of the setting's type
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*/
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virtual std::type_index TypeId() const override {
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return std::type_index(typeid(Type));
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}
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protected:
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Type value{}; ///< The setting
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const Type default_value{}; ///< The default value
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const Type maximum{}; ///< Maximum allowed value of the setting
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const Type minimum{}; ///< Minimum allowed value of the setting
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const std::string label{}; ///< The setting's label
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const enum Category category; ///< The setting's category AKA INI group
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};
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/**
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* The SwitchableSetting class is a slightly more complex version of the Setting 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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template <typename Type, bool ranged = false, bool save = true>
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class SwitchableSetting : virtual public Setting<Type, ranged, save> {
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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 linkage Setting registry
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* @param default_val Initial value of the setting, and default value of the setting
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* @param name Label for the setting
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* @param category_ Category of the setting AKA INI group
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*/
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explicit SwitchableSetting(Linkage& linkage, const Type& default_val, const std::string& name,
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Category category)
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requires(!ranged)
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: Setting<Type, false, save>{linkage, default_val, name, category} {
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linkage.restore_functions.emplace_back([this]() { this->SetGlobal(true); });
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}
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virtual ~SwitchableSetting() = default;
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/**
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* Sets a default value, minimum value, maximum value, and label.
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*
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* @param linkage Setting registry
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* @param default_val Initial value of the setting, and default value of the setting
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* @param min_val Sets the minimum allowed value of the setting
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* @param max_val Sets the maximum allowed value of the setting
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* @param name Label for the setting
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* @param category_ Category of the setting AKA INI group
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*/
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explicit SwitchableSetting(Linkage& linkage, const Type& default_val, const Type& min_val,
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const Type& max_val, const std::string& name, Category category)
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requires(ranged)
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: Setting<Type, true, save>{linkage, default_val, min_val, max_val, name, category} {
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linkage.restore_functions.emplace_back([this]() { this->SetGlobal(true); });
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}
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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) override {
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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 override {
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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]] virtual const Type& GetValue() const override {
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if (use_global) {
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return this->value;
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}
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return custom;
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}
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[[nodiscard]] virtual const Type& GetValue(bool need_global) const {
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if (use_global || need_global) {
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return this->value;
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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 val The new value
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*/
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void SetValue(const Type& val) override {
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Type temp{ranged ? std::clamp(val, this->minimum, this->maximum) : val};
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if (use_global) {
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std::swap(this->value, 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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[[nodiscard]] virtual constexpr bool Switchable() const override {
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return true;
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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 val 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& val) override {
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Type temp{ranged ? std::clamp(val, this->minimum, this->maximum) : val};
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if (use_global) {
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std::swap(this->value, temp);
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return this->value;
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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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virtual explicit operator const Type&() const override {
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if (use_global) {
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return this->value;
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}
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return custom;
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}
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protected:
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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) : 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 {
|
|
return use_global;
|
|
}
|
|
[[nodiscard]] Type& GetValue(bool need_global = false) {
|
|
if (use_global || need_global) {
|
|
return global;
|
|
}
|
|
return custom;
|
|
}
|
|
|
|
private:
|
|
bool use_global{true}; ///< The setting's global state
|
|
Type global{}; ///< The setting
|
|
Type custom{}; ///< The custom setting value
|
|
};
|
|
|
|
struct TouchFromButtonMap {
|
|
std::string name;
|
|
std::vector<std::string> buttons;
|
|
};
|
|
|
|
struct Values {
|
|
Linkage linkage{};
|
|
|
|
// Audio
|
|
Setting<std::string> sink_id{linkage, "auto", "output_engine", Category::Audio};
|
|
Setting<std::string> audio_output_device_id{linkage, "auto", "output_device", Category::Audio};
|
|
Setting<std::string> audio_input_device_id{linkage, "auto", "input_device", Category::Audio};
|
|
Setting<bool, false, false> audio_muted{linkage, false, "audio_muted", Category::Audio};
|
|
SwitchableSetting<u8, true> volume{linkage, 100, 0, 200, "volume", Category::Audio};
|
|
Setting<bool, false, false> dump_audio_commands{linkage, false, "dump_audio_commands",
|
|
Category::Audio};
|
|
|
|
// Core
|
|
SwitchableSetting<bool> use_multi_core{linkage, true, "use_multi_core", Category::Core};
|
|
SwitchableSetting<bool> use_unsafe_extended_memory_layout{
|
|
linkage, false, "use_unsafe_extended_memory_layout", Category::Core};
|
|
|
|
// Cpu
|
|
SwitchableSetting<CPUAccuracy, true> cpu_accuracy{linkage, CPUAccuracy::Auto,
|
|
CPUAccuracy::Auto, CPUAccuracy::Paranoid,
|
|
"cpu_accuracy", Category::Cpu};
|
|
// TODO: remove cpu_accuracy_first_time, migration setting added 8 July 2021
|
|
Setting<bool> cpu_accuracy_first_time{linkage, true, "cpu_accuracy_first_time", Category::Cpu};
|
|
Setting<bool> cpu_debug_mode{linkage, false, "cpu_debug_mode", Category::Cpu};
|
|
|
|
Setting<bool> cpuopt_page_tables{linkage, true, "cpuopt_page_tables", Category::Cpu};
|
|
Setting<bool> cpuopt_block_linking{linkage, true, "cpuopt_block_linking", Category::Cpu};
|
|
Setting<bool> cpuopt_return_stack_buffer{linkage, true, "cpuopt_return_stack_buffer",
|
|
Category::Cpu};
|
|
Setting<bool> cpuopt_fast_dispatcher{linkage, true, "cpuopt_fast_dispatcher", Category::Cpu};
|
|
Setting<bool> cpuopt_context_elimination{linkage, true, "cpuopt_context_elimination",
|
|
Category::Cpu};
|
|
Setting<bool> cpuopt_const_prop{linkage, true, "cpuopt_const_prop", Category::Cpu};
|
|
Setting<bool> cpuopt_misc_ir{linkage, true, "cpuopt_misc_ir", Category::Cpu};
|
|
Setting<bool> cpuopt_reduce_misalign_checks{linkage, true, "cpuopt_reduce_misalign_checks",
|
|
Category::Cpu};
|
|
Setting<bool> cpuopt_fastmem{linkage, true, "cpuopt_fastmem", Category::Cpu};
|
|
Setting<bool> cpuopt_fastmem_exclusives{linkage, true, "cpuopt_fastmem_exclusives",
|
|
Category::Cpu};
|
|
Setting<bool> cpuopt_recompile_exclusives{linkage, true, "cpuopt_recompile_exclusives",
|
|
Category::Cpu};
|
|
Setting<bool> cpuopt_ignore_memory_aborts{linkage, true, "cpuopt_ignore_memory_aborts",
|
|
Category::Cpu};
|
|
|
|
SwitchableSetting<bool> cpuopt_unsafe_unfuse_fma{linkage, true, "cpuopt_unsafe_unfuse_fma",
|
|
Category::Cpu};
|
|
SwitchableSetting<bool> cpuopt_unsafe_reduce_fp_error{
|
|
linkage, true, "cpuopt_unsafe_reduce_fp_error", Category::Cpu};
|
|
SwitchableSetting<bool> cpuopt_unsafe_ignore_standard_fpcr{
|
|
linkage, true, "cpuopt_unsafe_ignore_standard_fpcr", Category::Cpu};
|
|
SwitchableSetting<bool> cpuopt_unsafe_inaccurate_nan{
|
|
linkage, true, "cpuopt_unsafe_inaccurate_nan", Category::Cpu};
|
|
SwitchableSetting<bool> cpuopt_unsafe_fastmem_check{
|
|
linkage, true, "cpuopt_unsafe_fastmem_check", Category::Cpu};
|
|
SwitchableSetting<bool> cpuopt_unsafe_ignore_global_monitor{
|
|
linkage, true, "cpuopt_unsafe_ignore_global_monitor", Category::Cpu};
|
|
|
|
// Renderer
|
|
SwitchableSetting<RendererBackend, true> renderer_backend{
|
|
linkage, RendererBackend::Vulkan, RendererBackend::OpenGL, RendererBackend::Null,
|
|
"backend", Category::Renderer};
|
|
SwitchableSetting<bool> async_presentation{linkage, false, "async_presentation",
|
|
Category::AdvancedGraphics};
|
|
SwitchableSetting<bool> renderer_force_max_clock{linkage, false, "force_max_clock",
|
|
Category::AdvancedGraphics};
|
|
Setting<bool> renderer_debug{linkage, false, "debug", Category::Renderer};
|
|
Setting<bool> renderer_shader_feedback{linkage, false, "shader_feedback", Category::Renderer};
|
|
Setting<bool> enable_nsight_aftermath{linkage, false, "nsight_aftermath", Category::Renderer};
|
|
Setting<bool> disable_shader_loop_safety_checks{
|
|
linkage, false, "disable_shader_loop_safety_checks", Category::Renderer};
|
|
SwitchableSetting<int> vulkan_device{linkage, 0, "vulkan_device", Category::Renderer};
|
|
|
|
ResolutionScalingInfo resolution_info{};
|
|
SwitchableSetting<ResolutionSetup> resolution_setup{linkage, ResolutionSetup::Res1X,
|
|
"resolution_setup", Category::Renderer};
|
|
SwitchableSetting<ScalingFilter> scaling_filter{linkage, ScalingFilter::Bilinear,
|
|
"scaling_filter", Category::Renderer};
|
|
SwitchableSetting<int, true> fsr_sharpening_slider{
|
|
linkage, 25, 0, 200, "fsr_sharpening_slider", Category::Renderer};
|
|
SwitchableSetting<AntiAliasing> anti_aliasing{linkage, AntiAliasing::None, "anti_aliasing",
|
|
Category::Renderer};
|
|
// *nix platforms may have issues with the borderless windowed fullscreen mode.
|
|
// Default to exclusive fullscreen on these platforms for now.
|
|
SwitchableSetting<FullscreenMode, true> fullscreen_mode{linkage,
|
|
#ifdef _WIN32
|
|
FullscreenMode::Borderless,
|
|
#else
|
|
FullscreenMode::Exclusive,
|
|
#endif
|
|
FullscreenMode::Borderless,
|
|
FullscreenMode::Exclusive,
|
|
"fullscreen_mode",
|
|
Category::Renderer};
|
|
SwitchableSetting<int, true> aspect_ratio{linkage, 0, 0, 4, "aspect_ratio", Category::Renderer};
|
|
SwitchableSetting<int, true> max_anisotropy{
|
|
linkage, 0, 0, 5, "max_anisotropy", Category::AdvancedGraphics};
|
|
SwitchableSetting<bool, false, false> use_speed_limit{linkage, true, "use_speed_limit",
|
|
Category::Renderer};
|
|
SwitchableSetting<u16, true> speed_limit{linkage, 100, 0,
|
|
9999, "speed_limit", Category::Renderer};
|
|
SwitchableSetting<bool> use_disk_shader_cache{linkage, true, "use_disk_shader_cache",
|
|
Category::Renderer};
|
|
SwitchableSetting<GPUAccuracy, true> gpu_accuracy{
|
|
linkage, GPUAccuracy::High, GPUAccuracy::Normal, GPUAccuracy::Extreme,
|
|
"gpu_accuracy", Category::AdvancedGraphics};
|
|
SwitchableSetting<bool> use_asynchronous_gpu_emulation{
|
|
linkage, true, "use_asynchronous_gpu_emulation", Category::Renderer};
|
|
SwitchableSetting<NvdecEmulation> nvdec_emulation{linkage, NvdecEmulation::GPU,
|
|
"nvdec_emulation", Category::Renderer};
|
|
SwitchableSetting<AstcDecodeMode, true> accelerate_astc{linkage,
|
|
AstcDecodeMode::CPU,
|
|
AstcDecodeMode::CPU,
|
|
AstcDecodeMode::CPUAsynchronous,
|
|
"accelerate_astc",
|
|
Category::Renderer};
|
|
Setting<VSyncMode, true> vsync_mode{
|
|
linkage, VSyncMode::FIFO, VSyncMode::Immediate, VSyncMode::FIFORelaxed,
|
|
"use_vsync", Category::Renderer};
|
|
SwitchableSetting<bool> use_reactive_flushing{linkage, true, "use_reactive_flushing",
|
|
Category::Renderer};
|
|
SwitchableSetting<ShaderBackend, true> shader_backend{
|
|
linkage, ShaderBackend::GLSL, ShaderBackend::GLSL, ShaderBackend::SPIRV,
|
|
"shader_backend", Category::Renderer};
|
|
SwitchableSetting<bool> use_asynchronous_shaders{linkage, false, "use_asynchronous_shaders",
|
|
Category::Renderer};
|
|
SwitchableSetting<bool> use_fast_gpu_time{linkage, true, "use_fast_gpu_time",
|
|
Category::AdvancedGraphics};
|
|
SwitchableSetting<bool> use_vulkan_driver_pipeline_cache{
|
|
linkage, true, "use_vulkan_driver_pipeline_cache", Category::AdvancedGraphics};
|
|
SwitchableSetting<bool> enable_compute_pipelines{linkage, false, "enable_compute_pipelines",
|
|
Category::AdvancedGraphics};
|
|
SwitchableSetting<AstcRecompression, true> astc_recompression{linkage,
|
|
AstcRecompression::Uncompressed,
|
|
AstcRecompression::Uncompressed,
|
|
AstcRecompression::Bc3,
|
|
"astc_recompression",
|
|
Category::AdvancedGraphics};
|
|
SwitchableSetting<bool> use_video_framerate{linkage, false, "use_video_framerate",
|
|
Category::AdvancedGraphics};
|
|
SwitchableSetting<bool> barrier_feedback_loops{linkage, true, "barrier_feedback_loops",
|
|
Category::AdvancedGraphics};
|
|
|
|
SwitchableSetting<u8> bg_red{linkage, 0, "bg_red", Category::Renderer};
|
|
SwitchableSetting<u8> bg_green{linkage, 0, "bg_green", Category::Renderer};
|
|
SwitchableSetting<u8> bg_blue{linkage, 0, "bg_blue", Category::Renderer};
|
|
|
|
// System
|
|
SwitchableSetting<bool> rng_seed_enabled{linkage, false, "rng_seed_enabled", Category::System};
|
|
SwitchableSetting<u32> rng_seed{linkage, 0, "rng_seed", Category::System};
|
|
Setting<std::string> device_name{linkage, "Yuzu", "device_name", Category::System};
|
|
// Measured in seconds since epoch
|
|
Setting<bool> custom_rtc_enabled{linkage, false, "custom_rtc_enabled", Category::System};
|
|
Setting<s64> custom_rtc{linkage, 0, "custom_rtc", Category::System};
|
|
// Set on game boot, reset on stop. Seconds difference between current time and `custom_rtc`
|
|
s64 custom_rtc_differential;
|
|
|
|
Setting<s32> current_user{linkage, 0, "current_user", Category::System};
|
|
SwitchableSetting<s32, true> language_index{linkage, 1, 0, 17, "language_index",
|
|
Category::System};
|
|
SwitchableSetting<s32, true> region_index{linkage, 1, 0, 6, "region_index", Category::System};
|
|
SwitchableSetting<s32, true> time_zone_index{linkage, 0, 0, 45, "time_zone_index",
|
|
Category::System};
|
|
SwitchableSetting<s32, true> sound_index{linkage, 1, 0, 2, "sound_index", Category::System};
|
|
|
|
SwitchableSetting<bool> use_docked_mode{linkage, true, "use_docked_mode", Category::System};
|
|
|
|
// Controls
|
|
InputSetting<std::array<PlayerInput, 10>> players;
|
|
|
|
Setting<bool, false,
|
|
// Only read/write enable_raw_input on Windows platforms
|
|
#ifdef _WIN32
|
|
true
|
|
#else
|
|
false
|
|
#endif
|
|
>
|
|
enable_raw_input{linkage, false, "enable_raw_input", Category::Controls};
|
|
Setting<bool> controller_navigation{linkage, true, "controller_navigation", Category::Controls};
|
|
Setting<bool> enable_joycon_driver{linkage, true, "enable_joycon_driver", Category::Controls};
|
|
Setting<bool> enable_procon_driver{linkage, false, "enable_procon_driver", Category::Controls};
|
|
|
|
SwitchableSetting<bool> vibration_enabled{linkage, true, "vibration_enabled",
|
|
Category::Controls};
|
|
SwitchableSetting<bool> enable_accurate_vibrations{linkage, false, "enable_accurate_vibrations",
|
|
Category::Controls};
|
|
|
|
SwitchableSetting<bool> motion_enabled{linkage, true, "motion_enabled", Category::Controls};
|
|
Setting<std::string> udp_input_servers{linkage, "127.0.0.1:26760", "udp_input_servers",
|
|
Category::Controls};
|
|
Setting<bool> enable_udp_controller{linkage, false, "enable_udp_controller",
|
|
Category::Controls};
|
|
|
|
Setting<bool> pause_tas_on_load{linkage, true, "pause_tas_on_load", Category::Controls};
|
|
Setting<bool> tas_enable{linkage, false, "tas_enable", Category::Controls};
|
|
Setting<bool> tas_loop{linkage, false, "tas_loop", Category::Controls};
|
|
|
|
Setting<bool, false, false> mouse_panning{linkage, false, "mouse_panning", Category::Controls};
|
|
Setting<u8, true> mouse_panning_sensitivity{
|
|
linkage, 50, 1, 100, "mouse_panning_sensitivity", Category::Controls};
|
|
Setting<bool> mouse_enabled{linkage, false, "mouse_enabled", Category::Controls};
|
|
|
|
Setting<u8, true> mouse_panning_x_sensitivity{
|
|
linkage, 50, 1, 100, "mouse_panning_x_sensitivity", Category::Controls};
|
|
Setting<u8, true> mouse_panning_y_sensitivity{
|
|
linkage, 50, 1, 100, "mouse_panning_y_sensitivity", Category::Controls};
|
|
Setting<u8, true> mouse_panning_deadzone_counterweight{
|
|
linkage, 20, 0, 100, "mouse_panning_deadzone_counterweight", Category::Controls};
|
|
Setting<u8, true> mouse_panning_decay_strength{
|
|
linkage, 18, 0, 100, "mouse_panning_decay_strength", Category::Controls};
|
|
Setting<u8, true> mouse_panning_min_decay{
|
|
linkage, 6, 0, 100, "mouse_panning_min_decay", Category::Controls};
|
|
|
|
Setting<bool> emulate_analog_keyboard{linkage, false, "emulate_analog_keyboard",
|
|
Category::Controls};
|
|
Setting<bool> keyboard_enabled{linkage, false, "keyboard_enabled", Category::Controls};
|
|
|
|
Setting<bool> debug_pad_enabled{linkage, false, "debug_pad_enabled", Category::Controls};
|
|
ButtonsRaw debug_pad_buttons;
|
|
AnalogsRaw debug_pad_analogs;
|
|
|
|
TouchscreenInput touchscreen;
|
|
|
|
Setting<std::string> touch_device{linkage, "min_x:100,min_y:50,max_x:1800,max_y:850",
|
|
"touch_device", Category::Controls};
|
|
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};
|
|
|
|
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, false, false> dump_shaders{linkage, false, "dump_shaders", Category::Debugging};
|
|
Setting<bool, false, false> dump_macros{linkage, false, "dump_macros", Category::Debugging};
|
|
Setting<bool> enable_fs_access_log{linkage, false, "enable_fs_access_log", Category::Debugging};
|
|
Setting<bool, false, false> reporting_services{linkage, false, "reporting_services",
|
|
Category::Debugging};
|
|
Setting<bool> quest_flag{linkage, false, "quest_flag", Category::Debugging};
|
|
Setting<bool> disable_macro_jit{linkage, false, "disable_macro_jit", Category::Debugging};
|
|
Setting<bool> disable_macro_hle{linkage, false, "disable_macro_hle", Category::Debugging};
|
|
Setting<bool, false, false> extended_logging{linkage, false, "extended_logging",
|
|
Category::Debugging};
|
|
Setting<bool> use_debug_asserts{linkage, false, "use_debug_asserts", Category::Debugging};
|
|
Setting<bool, false, false> use_auto_stub{linkage, false, "use_auto_stub", Category::Debugging};
|
|
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;
|
|
|
|
bool IsConfiguringGlobal();
|
|
void SetConfiguringGlobal(bool is_global);
|
|
|
|
bool IsGPULevelExtreme();
|
|
bool IsGPULevelHigh();
|
|
|
|
bool IsFastmemEnabled();
|
|
|
|
float Volume();
|
|
|
|
std::string GetTimeZoneString();
|
|
|
|
void LogSettings();
|
|
|
|
void UpdateRescalingInfo();
|
|
|
|
// Restore the global state of all applicable settings in the Values struct
|
|
void RestoreGlobalState(bool is_powered_on);
|
|
|
|
} // namespace Settings
|