early-access version 3770

This commit is contained in:
pineappleEA
2023-07-22 02:54:19 +02:00
parent 3a7175dfa8
commit 76d5acebd0
77 changed files with 4563 additions and 4822 deletions

View File

@@ -6,95 +6,21 @@
#include <algorithm>
#include <array>
#include <map>
#include <optional>
#include <memory>
#include <stdexcept>
#include <string>
#include <utility>
#include <vector>
#include "common/common_types.h"
#include "common/settings_common.h"
#include "common/settings_enums.h"
#include "common/settings_input.h"
#include "common/settings_setting.h"
namespace Settings {
enum class VSyncMode : u32 {
Immediate = 0,
Mailbox = 1,
FIFO = 2,
FIFORelaxed = 3,
};
enum class RendererBackend : u32 {
OpenGL = 0,
Vulkan = 1,
Null = 2,
};
enum class ShaderBackend : u32 {
GLSL = 0,
GLASM = 1,
SPIRV = 2,
};
enum class GPUAccuracy : u32 {
Normal = 0,
High = 1,
Extreme = 2,
};
enum class CPUAccuracy : u32 {
Auto = 0,
Accurate = 1,
Unsafe = 2,
Paranoid = 3,
};
enum class FullscreenMode : u32 {
Borderless = 0,
Exclusive = 1,
};
enum class NvdecEmulation : u32 {
Off = 0,
CPU = 1,
GPU = 2,
};
enum class ResolutionSetup : u32 {
Res1_2X = 0,
Res3_4X = 1,
Res1X = 2,
Res3_2X = 3,
Res2X = 4,
Res3X = 5,
Res4X = 6,
Res5X = 7,
Res6X = 8,
Res7X = 9,
Res8X = 10,
};
enum class ScalingFilter : u32 {
NearestNeighbor = 0,
Bilinear = 1,
Bicubic = 2,
Gaussian = 3,
ScaleForce = 4,
Fsr = 5,
LastFilter = Fsr,
};
enum class AntiAliasing : u32 {
None = 0,
Fxaa = 1,
Smaa = 2,
LastAA = Smaa,
};
enum class AstcRecompression : u32 {
Uncompressed = 0,
Bc1 = 1,
Bc3 = 2,
};
const char* TranslateCategory(Settings::Category category);
struct ResolutionScalingInfo {
u32 up_scale{1};
@@ -119,239 +45,47 @@ struct ResolutionScalingInfo {
}
};
/** The Setting class is a simple resource manager. It defines a label and default value alongside
* the actual value of the setting for simpler and less-error prone use with frontend
* configurations. Specifying a default value and label is required. A minimum and maximum range can
* be specified for sanitization.
*/
template <typename Type, bool ranged = false>
class Setting {
protected:
Setting() = default;
#ifndef CANNOT_EXPLICITLY_INSTANTIATE
// Instantiate the classes elsewhere (settings.cpp) to reduce compiler/linker work
#define SETTING(TYPE, RANGED) extern template class Setting<TYPE, RANGED>
#define SWITCHABLE(TYPE, RANGED) extern template class SwitchableSetting<TYPE, RANGED>
/**
* Only sets the setting to the given initializer, leaving the other members to their default
* initializers.
*
* @param global_val Initial value of the setting
*/
explicit Setting(const Type& val) : value{val} {}
SETTING(AudioEngine, false);
SETTING(bool, false);
SETTING(int, false);
SETTING(s32, false);
SETTING(std::string, false);
SETTING(std::string, false);
SETTING(u16, false);
SWITCHABLE(AnisotropyMode, true);
SWITCHABLE(AntiAliasing, false);
SWITCHABLE(AspectRatio, true);
SWITCHABLE(AstcDecodeMode, true);
SWITCHABLE(AstcRecompression, true);
SWITCHABLE(AudioMode, true);
SWITCHABLE(CpuAccuracy, true);
SWITCHABLE(FullscreenMode, true);
SWITCHABLE(GpuAccuracy, true);
SWITCHABLE(Language, true);
SWITCHABLE(NvdecEmulation, false);
SWITCHABLE(Region, true);
SWITCHABLE(RendererBackend, true);
SWITCHABLE(ScalingFilter, false);
SWITCHABLE(ShaderBackend, true);
SWITCHABLE(TimeZone, true);
SETTING(VSyncMode, true);
SWITCHABLE(bool, false);
SWITCHABLE(int, false);
SWITCHABLE(int, true);
SWITCHABLE(s64, false);
SWITCHABLE(u16, true);
SWITCHABLE(u32, false);
SWITCHABLE(u8, false);
SWITCHABLE(u8, true);
public:
/**
* Sets a default value, label, and setting value.
*
* @param default_val Initial value of the setting, and default value of the setting
* @param name Label for the setting
*/
explicit Setting(const Type& default_val, const std::string& name)
requires(!ranged)
: value{default_val}, default_value{default_val}, label{name} {}
virtual ~Setting() = default;
/**
* Sets a default value, minimum value, maximum value, and label.
*
* @param default_val Initial value of the setting, and default value of the setting
* @param min_val Sets the minimum allowed value of the setting
* @param max_val Sets the maximum allowed value of the setting
* @param name Label for the setting
*/
explicit Setting(const Type& default_val, const Type& min_val, const Type& max_val,
const std::string& name)
requires(ranged)
: value{default_val},
default_value{default_val}, maximum{max_val}, minimum{min_val}, label{name} {}
/**
* Returns a reference to the setting's value.
*
* @returns A reference to the setting
*/
[[nodiscard]] virtual const Type& GetValue() const {
return value;
}
/**
* Sets the setting to the given value.
*
* @param val The desired value
*/
virtual void SetValue(const Type& val) {
Type temp{ranged ? std::clamp(val, minimum, maximum) : val};
std::swap(value, temp);
}
/**
* Returns the value that this setting was created with.
*
* @returns A reference to the default value
*/
[[nodiscard]] const Type& GetDefault() const {
return default_value;
}
/**
* Returns the label this setting was created with.
*
* @returns A reference to the label
*/
[[nodiscard]] const std::string& GetLabel() const {
return label;
}
/**
* Assigns a value to the setting.
*
* @param val The desired setting value
*
* @returns A reference to the setting
*/
virtual const Type& operator=(const Type& val) {
Type temp{ranged ? std::clamp(val, minimum, maximum) : val};
std::swap(value, temp);
return value;
}
/**
* Returns a reference to the setting.
*
* @returns A reference to the setting
*/
explicit virtual operator const Type&() const {
return value;
}
protected:
Type value{}; ///< The setting
const Type default_value{}; ///< The default value
const Type maximum{}; ///< Maximum allowed value of the setting
const Type minimum{}; ///< Minimum allowed value of the setting
const std::string label{}; ///< The setting's label
};
/**
* The SwitchableSetting class is a slightly more complex version of the Setting class. This adds a
* custom setting to switch to when a guest application specifically requires it. The effect is that
* other components of the emulator can access the setting's intended value without any need for the
* component to ask whether the custom or global setting is needed at the moment.
*
* By default, the global setting is used.
*/
template <typename Type, bool ranged = false>
class SwitchableSetting : virtual public Setting<Type, ranged> {
public:
/**
* Sets a default value, label, and setting value.
*
* @param default_val Initial value of the setting, and default value of the setting
* @param name Label for the setting
*/
explicit SwitchableSetting(const Type& default_val, const std::string& name)
requires(!ranged)
: Setting<Type>{default_val, name} {}
virtual ~SwitchableSetting() = default;
/**
* Sets a default value, minimum value, maximum value, and label.
*
* @param default_val Initial value of the setting, and default value of the setting
* @param min_val Sets the minimum allowed value of the setting
* @param max_val Sets the maximum allowed value of the setting
* @param name Label for the setting
*/
explicit SwitchableSetting(const Type& default_val, const Type& min_val, const Type& max_val,
const std::string& name)
requires(ranged)
: Setting<Type, true>{default_val, min_val, max_val, name} {}
/**
* Tells this setting to represent either the global or custom setting when other member
* functions are used.
*
* @param to_global Whether to use the global or custom setting.
*/
void SetGlobal(bool to_global) {
use_global = to_global;
}
/**
* Returns whether this setting is using the global setting or not.
*
* @returns The global state
*/
[[nodiscard]] bool UsingGlobal() const {
return use_global;
}
/**
* Returns either the global or custom setting depending on the values of this setting's global
* state or if the global value was specifically requested.
*
* @param need_global Request global value regardless of setting's state; defaults to false
*
* @returns The required value of the setting
*/
[[nodiscard]] virtual const Type& GetValue() const override {
if (use_global) {
return this->value;
}
return custom;
}
[[nodiscard]] virtual const Type& GetValue(bool need_global) const {
if (use_global || need_global) {
return this->value;
}
return custom;
}
/**
* Sets the current setting value depending on the global state.
*
* @param val The new value
*/
void SetValue(const Type& val) override {
Type temp{ranged ? std::clamp(val, this->minimum, this->maximum) : val};
if (use_global) {
std::swap(this->value, temp);
} else {
std::swap(custom, temp);
}
}
/**
* Assigns the current setting value depending on the global state.
*
* @param val The new value
*
* @returns A reference to the current setting value
*/
const Type& operator=(const Type& val) override {
Type temp{ranged ? std::clamp(val, this->minimum, this->maximum) : val};
if (use_global) {
std::swap(this->value, temp);
return this->value;
}
std::swap(custom, temp);
return custom;
}
/**
* Returns the current setting value depending on the global state.
*
* @returns A reference to the current setting value
*/
virtual explicit operator const Type&() const override {
if (use_global) {
return this->value;
}
return custom;
}
protected:
bool use_global{true}; ///< The setting's global state
Type custom{}; ///< The custom value of the setting
};
#undef SETTING
#undef SWITCHABLE
#endif
/**
* The InputSetting class allows for getting a reference to either the global or custom members.
@@ -391,208 +125,387 @@ struct TouchFromButtonMap {
};
struct Values {
Linkage linkage{};
// Audio
Setting<std::string> sink_id{"auto", "output_engine"};
Setting<std::string> audio_output_device_id{"auto", "output_device"};
Setting<std::string> audio_input_device_id{"auto", "input_device"};
Setting<bool> audio_muted{false, "audio_muted"};
SwitchableSetting<u8, true> volume{100, 0, 200, "volume"};
Setting<bool> dump_audio_commands{false, "dump_audio_commands"};
Setting<AudioEngine> sink_id{linkage, AudioEngine::Auto, "output_engine", Category::Audio,
Specialization::RuntimeList};
Setting<std::string> audio_output_device_id{linkage, "auto", "output_device", Category::Audio,
Specialization::RuntimeList};
Setting<std::string> audio_input_device_id{linkage, "auto", "input_device", Category::Audio,
Specialization::RuntimeList};
SwitchableSetting<AudioMode, true> sound_index{linkage, AudioMode::Stereo,
AudioMode::Mono, AudioMode::Surround,
"sound_index", Category::SystemAudio};
SwitchableSetting<u8, true> volume{linkage,
100,
0,
200,
"volume",
Category::Audio,
Specialization::Scalar | Specialization::Percentage,
true,
true};
Setting<bool, false> audio_muted{
linkage, false, "audio_muted", Category::Audio, Specialization::Default, false};
Setting<bool, false> dump_audio_commands{
linkage, false, "dump_audio_commands", Category::Audio, Specialization::Default, false};
// Core
SwitchableSetting<bool> use_multi_core{true, "use_multi_core"};
SwitchableSetting<bool> use_unsafe_extended_memory_layout{false,
"use_unsafe_extended_memory_layout"};
SwitchableSetting<bool> use_multi_core{linkage, true, "use_multi_core", Category::Core};
SwitchableSetting<MemoryLayout, true> memory_layout_mode{linkage,
MemoryLayout::Memory_4Gb,
MemoryLayout::Memory_4Gb,
MemoryLayout::Memory_8Gb,
"memory_layout_mode",
Category::Core};
SwitchableSetting<bool> use_speed_limit{
linkage, true, "use_speed_limit", Category::Core, Specialization::Paired, false, true};
SwitchableSetting<u16, true> speed_limit{linkage,
100,
0,
9999,
"speed_limit",
Category::Core,
Specialization::Countable | Specialization::Percentage,
true,
true,
&use_speed_limit};
// Cpu
SwitchableSetting<CPUAccuracy, true> cpu_accuracy{CPUAccuracy::Auto, CPUAccuracy::Auto,
CPUAccuracy::Paranoid, "cpu_accuracy"};
// TODO: remove cpu_accuracy_first_time, migration setting added 8 July 2021
Setting<bool> cpu_accuracy_first_time{true, "cpu_accuracy_first_time"};
Setting<bool> cpu_debug_mode{false, "cpu_debug_mode"};
SwitchableSetting<CpuAccuracy, true> cpu_accuracy{linkage, CpuAccuracy::Auto,
CpuAccuracy::Auto, CpuAccuracy::Paranoid,
"cpu_accuracy", Category::Cpu};
Setting<bool> cpu_debug_mode{linkage, false, "cpu_debug_mode", Category::CpuDebug};
Setting<bool> cpuopt_page_tables{true, "cpuopt_page_tables"};
Setting<bool> cpuopt_block_linking{true, "cpuopt_block_linking"};
Setting<bool> cpuopt_return_stack_buffer{true, "cpuopt_return_stack_buffer"};
Setting<bool> cpuopt_fast_dispatcher{true, "cpuopt_fast_dispatcher"};
Setting<bool> cpuopt_context_elimination{true, "cpuopt_context_elimination"};
Setting<bool> cpuopt_const_prop{true, "cpuopt_const_prop"};
Setting<bool> cpuopt_misc_ir{true, "cpuopt_misc_ir"};
Setting<bool> cpuopt_reduce_misalign_checks{true, "cpuopt_reduce_misalign_checks"};
Setting<bool> cpuopt_fastmem{true, "cpuopt_fastmem"};
Setting<bool> cpuopt_fastmem_exclusives{true, "cpuopt_fastmem_exclusives"};
Setting<bool> cpuopt_recompile_exclusives{true, "cpuopt_recompile_exclusives"};
Setting<bool> cpuopt_ignore_memory_aborts{true, "cpuopt_ignore_memory_aborts"};
Setting<bool> cpuopt_page_tables{linkage, true, "cpuopt_page_tables", Category::CpuDebug};
Setting<bool> cpuopt_block_linking{linkage, true, "cpuopt_block_linking", Category::CpuDebug};
Setting<bool> cpuopt_return_stack_buffer{linkage, true, "cpuopt_return_stack_buffer",
Category::CpuDebug};
Setting<bool> cpuopt_fast_dispatcher{linkage, true, "cpuopt_fast_dispatcher",
Category::CpuDebug};
Setting<bool> cpuopt_context_elimination{linkage, true, "cpuopt_context_elimination",
Category::CpuDebug};
Setting<bool> cpuopt_const_prop{linkage, true, "cpuopt_const_prop", Category::CpuDebug};
Setting<bool> cpuopt_misc_ir{linkage, true, "cpuopt_misc_ir", Category::CpuDebug};
Setting<bool> cpuopt_reduce_misalign_checks{linkage, true, "cpuopt_reduce_misalign_checks",
Category::CpuDebug};
Setting<bool> cpuopt_fastmem{linkage, true, "cpuopt_fastmem", Category::CpuDebug};
Setting<bool> cpuopt_fastmem_exclusives{linkage, true, "cpuopt_fastmem_exclusives",
Category::CpuDebug};
Setting<bool> cpuopt_recompile_exclusives{linkage, true, "cpuopt_recompile_exclusives",
Category::CpuDebug};
Setting<bool> cpuopt_ignore_memory_aborts{linkage, true, "cpuopt_ignore_memory_aborts",
Category::CpuDebug};
SwitchableSetting<bool> cpuopt_unsafe_unfuse_fma{true, "cpuopt_unsafe_unfuse_fma"};
SwitchableSetting<bool> cpuopt_unsafe_reduce_fp_error{true, "cpuopt_unsafe_reduce_fp_error"};
SwitchableSetting<bool> cpuopt_unsafe_unfuse_fma{linkage, true, "cpuopt_unsafe_unfuse_fma",
Category::CpuUnsafe};
SwitchableSetting<bool> cpuopt_unsafe_reduce_fp_error{
linkage, true, "cpuopt_unsafe_reduce_fp_error", Category::CpuUnsafe};
SwitchableSetting<bool> cpuopt_unsafe_ignore_standard_fpcr{
true, "cpuopt_unsafe_ignore_standard_fpcr"};
SwitchableSetting<bool> cpuopt_unsafe_inaccurate_nan{true, "cpuopt_unsafe_inaccurate_nan"};
SwitchableSetting<bool> cpuopt_unsafe_fastmem_check{true, "cpuopt_unsafe_fastmem_check"};
linkage, true, "cpuopt_unsafe_ignore_standard_fpcr", Category::CpuUnsafe};
SwitchableSetting<bool> cpuopt_unsafe_inaccurate_nan{
linkage, true, "cpuopt_unsafe_inaccurate_nan", Category::CpuUnsafe};
SwitchableSetting<bool> cpuopt_unsafe_fastmem_check{
linkage, true, "cpuopt_unsafe_fastmem_check", Category::CpuUnsafe};
SwitchableSetting<bool> cpuopt_unsafe_ignore_global_monitor{
true, "cpuopt_unsafe_ignore_global_monitor"};
linkage, true, "cpuopt_unsafe_ignore_global_monitor", Category::CpuUnsafe};
// Renderer
SwitchableSetting<RendererBackend, true> renderer_backend{
RendererBackend::Vulkan, RendererBackend::OpenGL, RendererBackend::Null, "backend"};
SwitchableSetting<bool> async_presentation{false, "async_presentation"};
SwitchableSetting<bool> renderer_force_max_clock{false, "force_max_clock"};
Setting<bool> renderer_debug{false, "debug"};
Setting<bool> renderer_shader_feedback{false, "shader_feedback"};
Setting<bool> enable_nsight_aftermath{false, "nsight_aftermath"};
Setting<bool> disable_shader_loop_safety_checks{false, "disable_shader_loop_safety_checks"};
SwitchableSetting<int> vulkan_device{0, "vulkan_device"};
linkage, RendererBackend::Vulkan, RendererBackend::OpenGL, RendererBackend::Null,
"backend", Category::Renderer};
SwitchableSetting<ShaderBackend, true> shader_backend{
linkage, ShaderBackend::Glsl, ShaderBackend::Glsl, ShaderBackend::SpirV,
"shader_backend", Category::Renderer, Specialization::RuntimeList};
SwitchableSetting<int> vulkan_device{linkage, 0, "vulkan_device", Category::Renderer,
Specialization::RuntimeList};
ResolutionScalingInfo resolution_info{};
SwitchableSetting<ResolutionSetup> resolution_setup{ResolutionSetup::Res1X, "resolution_setup"};
SwitchableSetting<ScalingFilter> scaling_filter{ScalingFilter::Bilinear, "scaling_filter"};
SwitchableSetting<int, true> fsr_sharpening_slider{25, 0, 200, "fsr_sharpening_slider"};
SwitchableSetting<AntiAliasing> anti_aliasing{AntiAliasing::None, "anti_aliasing"};
SwitchableSetting<bool> use_disk_shader_cache{linkage, true, "use_disk_shader_cache",
Category::Renderer};
SwitchableSetting<bool> use_asynchronous_gpu_emulation{
linkage, true, "use_asynchronous_gpu_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, Specialization::RuntimeList, true,
true};
SwitchableSetting<NvdecEmulation> nvdec_emulation{linkage, NvdecEmulation::Gpu,
"nvdec_emulation", 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{
SwitchableSetting<FullscreenMode, true> fullscreen_mode{linkage,
#ifdef _WIN32
FullscreenMode::Borderless,
FullscreenMode::Borderless,
#else
FullscreenMode::Exclusive,
FullscreenMode::Exclusive,
#endif
FullscreenMode::Borderless, FullscreenMode::Exclusive, "fullscreen_mode"};
SwitchableSetting<int, true> aspect_ratio{0, 0, 4, "aspect_ratio"};
SwitchableSetting<int, true> max_anisotropy{0, 0, 5, "max_anisotropy"};
SwitchableSetting<bool> use_speed_limit{true, "use_speed_limit"};
SwitchableSetting<u16, true> speed_limit{100, 0, 9999, "speed_limit"};
SwitchableSetting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"};
SwitchableSetting<GPUAccuracy, true> gpu_accuracy{GPUAccuracy::High, GPUAccuracy::Normal,
GPUAccuracy::Extreme, "gpu_accuracy"};
SwitchableSetting<bool> use_asynchronous_gpu_emulation{true, "use_asynchronous_gpu_emulation"};
SwitchableSetting<NvdecEmulation> nvdec_emulation{NvdecEmulation::GPU, "nvdec_emulation"};
SwitchableSetting<bool> accelerate_astc{true, "accelerate_astc"};
SwitchableSetting<bool> async_astc{false, "async_astc"};
Setting<VSyncMode, true> vsync_mode{VSyncMode::FIFO, VSyncMode::Immediate,
VSyncMode::FIFORelaxed, "use_vsync"};
SwitchableSetting<bool> use_reactive_flushing{true, "use_reactive_flushing"};
SwitchableSetting<ShaderBackend, true> shader_backend{ShaderBackend::GLSL, ShaderBackend::GLSL,
ShaderBackend::SPIRV, "shader_backend"};
SwitchableSetting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"};
SwitchableSetting<bool> use_fast_gpu_time{true, "use_fast_gpu_time"};
SwitchableSetting<bool> use_vulkan_driver_pipeline_cache{true,
"use_vulkan_driver_pipeline_cache"};
SwitchableSetting<bool> enable_compute_pipelines{false, "enable_compute_pipelines"};
SwitchableSetting<AstcRecompression, true> astc_recompression{
AstcRecompression::Uncompressed, AstcRecompression::Uncompressed, AstcRecompression::Bc3,
"astc_recompression"};
SwitchableSetting<bool> use_video_framerate{false, "use_video_framerate"};
SwitchableSetting<bool> barrier_feedback_loops{true, "barrier_feedback_loops"};
FullscreenMode::Borderless,
FullscreenMode::Exclusive,
"fullscreen_mode",
Category::Renderer,
Specialization::Default,
true,
true};
SwitchableSetting<AspectRatio, true> aspect_ratio{linkage,
AspectRatio::R16_9,
AspectRatio::R16_9,
AspectRatio::Stretch,
"aspect_ratio",
Category::Renderer,
Specialization::Default,
true,
true};
SwitchableSetting<u8> bg_red{0, "bg_red"};
SwitchableSetting<u8> bg_green{0, "bg_green"};
SwitchableSetting<u8> bg_blue{0, "bg_blue"};
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,
Specialization::Default,
true,
true};
SwitchableSetting<AntiAliasing> anti_aliasing{linkage,
AntiAliasing::None,
"anti_aliasing",
Category::Renderer,
Specialization::Default,
true,
true};
SwitchableSetting<int, true> fsr_sharpening_slider{linkage,
25,
0,
200,
"fsr_sharpening_slider",
Category::Renderer,
Specialization::Scalar |
Specialization::Percentage,
true,
true};
SwitchableSetting<u8, false> bg_red{
linkage, 0, "bg_red", Category::Renderer, Specialization::Default, true, true};
SwitchableSetting<u8, false> bg_green{
linkage, 0, "bg_green", Category::Renderer, Specialization::Default, true, true};
SwitchableSetting<u8, false> bg_blue{
linkage, 0, "bg_blue", Category::Renderer, Specialization::Default, true, true};
SwitchableSetting<GpuAccuracy, true> gpu_accuracy{linkage,
GpuAccuracy::High,
GpuAccuracy::Normal,
GpuAccuracy::Extreme,
"gpu_accuracy",
Category::RendererAdvanced,
Specialization::Default,
true,
true};
SwitchableSetting<AnisotropyMode, true> max_anisotropy{
linkage, AnisotropyMode::Automatic, AnisotropyMode::Automatic, AnisotropyMode::X16,
"max_anisotropy", Category::RendererAdvanced};
SwitchableSetting<AstcRecompression, true> astc_recompression{linkage,
AstcRecompression::Uncompressed,
AstcRecompression::Uncompressed,
AstcRecompression::Bc3,
"astc_recompression",
Category::RendererAdvanced};
SwitchableSetting<bool> async_presentation{linkage, false, "async_presentation",
Category::RendererAdvanced};
SwitchableSetting<bool> renderer_force_max_clock{linkage, false, "force_max_clock",
Category::RendererAdvanced};
SwitchableSetting<bool> use_reactive_flushing{linkage, true, "use_reactive_flushing",
Category::RendererAdvanced};
SwitchableSetting<bool> use_asynchronous_shaders{linkage, false, "use_asynchronous_shaders",
Category::RendererAdvanced};
SwitchableSetting<bool> use_fast_gpu_time{
linkage, true, "use_fast_gpu_time", Category::RendererAdvanced, Specialization::Default,
true, true};
SwitchableSetting<bool> use_vulkan_driver_pipeline_cache{linkage,
true,
"use_vulkan_driver_pipeline_cache",
Category::RendererAdvanced,
Specialization::Default,
true,
true};
SwitchableSetting<bool> enable_compute_pipelines{linkage, false, "enable_compute_pipelines",
Category::RendererAdvanced};
SwitchableSetting<bool> use_video_framerate{linkage, false, "use_video_framerate",
Category::RendererAdvanced};
SwitchableSetting<bool> barrier_feedback_loops{linkage, true, "barrier_feedback_loops",
Category::RendererAdvanced};
Setting<bool> renderer_debug{linkage, false, "debug", Category::RendererDebug};
Setting<bool> renderer_shader_feedback{linkage, false, "shader_feedback",
Category::RendererDebug};
Setting<bool> enable_nsight_aftermath{linkage, false, "nsight_aftermath",
Category::RendererDebug};
Setting<bool> disable_shader_loop_safety_checks{
linkage, false, "disable_shader_loop_safety_checks", Category::RendererDebug};
// System
SwitchableSetting<std::optional<u32>> rng_seed{std::optional<u32>(), "rng_seed"};
Setting<std::string> device_name{"Yuzu", "device_name"};
SwitchableSetting<Language, true> language_index{linkage,
Language::EnglishAmerican,
Language::Japanese,
Language::PortugueseBrazilian,
"language_index",
Category::System};
SwitchableSetting<Region, true> region_index{linkage, Region::Usa, Region::Japan,
Region::Taiwan, "region_index", Category::System};
SwitchableSetting<TimeZone, true> time_zone_index{linkage, TimeZone::Auto,
TimeZone::Auto, TimeZone::Zulu,
"time_zone_index", Category::System};
// Measured in seconds since epoch
std::optional<s64> custom_rtc;
SwitchableSetting<bool> custom_rtc_enabled{
linkage, false, "custom_rtc_enabled", Category::System, Specialization::Paired, true, true};
SwitchableSetting<s64> custom_rtc{
linkage, 0, "custom_rtc", Category::System, Specialization::Time,
true, true, &custom_rtc_enabled};
// Set on game boot, reset on stop. Seconds difference between current time and `custom_rtc`
s64 custom_rtc_differential;
SwitchableSetting<bool> rng_seed_enabled{
linkage, false, "rng_seed_enabled", Category::System, Specialization::Paired, true, true};
SwitchableSetting<u32> rng_seed{
linkage, 0, "rng_seed", Category::System, Specialization::Hex,
true, true, &rng_seed_enabled};
Setting<std::string> device_name{
linkage, "yuzu", "device_name", Category::System, Specialization::Default, true, true};
Setting<s32> current_user{0, "current_user"};
SwitchableSetting<s32, true> language_index{1, 0, 17, "language_index"};
SwitchableSetting<s32, true> region_index{1, 0, 6, "region_index"};
SwitchableSetting<s32, true> time_zone_index{0, 0, 45, "time_zone_index"};
SwitchableSetting<s32, true> sound_index{1, 0, 2, "sound_index"};
Setting<s32> current_user{linkage, 0, "current_user", Category::System};
SwitchableSetting<bool> use_docked_mode{linkage, true, "use_docked_mode", Category::System};
// Controls
InputSetting<std::array<PlayerInput, 10>> players;
SwitchableSetting<bool> use_docked_mode{true, "use_docked_mode"};
Setting<bool> enable_raw_input{
linkage, false, "enable_raw_input", Category::Controls, Specialization::Default,
// Only read/write enable_raw_input on Windows platforms
#ifdef _WIN32
true
#else
false
#endif
};
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};
Setting<bool> enable_raw_input{false, "enable_raw_input"};
Setting<bool> controller_navigation{true, "controller_navigation"};
Setting<bool> enable_joycon_driver{true, "enable_joycon_driver"};
Setting<bool> enable_procon_driver{false, "enable_procon_driver"};
SwitchableSetting<bool> vibration_enabled{linkage, true, "vibration_enabled",
Category::Controls};
SwitchableSetting<bool> enable_accurate_vibrations{linkage, false, "enable_accurate_vibrations",
Category::Controls};
SwitchableSetting<bool> vibration_enabled{true, "vibration_enabled"};
SwitchableSetting<bool> enable_accurate_vibrations{false, "enable_accurate_vibrations"};
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};
SwitchableSetting<bool> motion_enabled{true, "motion_enabled"};
Setting<std::string> udp_input_servers{"127.0.0.1:26760", "udp_input_servers"};
Setting<bool> enable_udp_controller{false, "enable_udp_controller"};
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> pause_tas_on_load{true, "pause_tas_on_load"};
Setting<bool> tas_enable{false, "tas_enable"};
Setting<bool> tas_loop{false, "tas_loop"};
Setting<bool> mouse_panning{
linkage, false, "mouse_panning", Category::Controls, Specialization::Default, false};
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<bool> mouse_panning{false, "mouse_panning"};
Setting<u8, true> mouse_panning_x_sensitivity{50, 1, 100, "mouse_panning_x_sensitivity"};
Setting<u8, true> mouse_panning_y_sensitivity{50, 1, 100, "mouse_panning_y_sensitivity"};
Setting<u8, true> mouse_panning_deadzone_counterweight{20, 0, 100,
"mouse_panning_deadzone_counterweight"};
Setting<u8, true> mouse_panning_decay_strength{18, 0, 100, "mouse_panning_decay_strength"};
Setting<u8, true> mouse_panning_min_decay{6, 0, 100, "mouse_panning_min_decay"};
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> mouse_enabled{false, "mouse_enabled"};
Setting<bool> emulate_analog_keyboard{false, "emulate_analog_keyboard"};
Setting<bool> keyboard_enabled{false, "keyboard_enabled"};
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{false, "debug_pad_enabled"};
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{"min_x:100,min_y:50,max_x:1800,max_y:850", "touch_device"};
Setting<int> touch_from_button_map_index{0, "touch_from_button_map"};
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{true, "enable_ring_controller"};
Setting<bool> enable_ring_controller{linkage, true, "enable_ring_controller",
Category::Controls};
RingconRaw ringcon_analogs;
Setting<bool> enable_ir_sensor{false, "enable_ir_sensor"};
Setting<std::string> ir_sensor_device{"auto", "ir_sensor_device"};
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{false, "random_amiibo_id"};
Setting<bool> random_amiibo_id{linkage, false, "random_amiibo_id", Category::Controls};
// Data Storage
Setting<bool> use_virtual_sd{true, "use_virtual_sd"};
Setting<bool> gamecard_inserted{false, "gamecard_inserted"};
Setting<bool> gamecard_current_game{false, "gamecard_current_game"};
Setting<std::string> gamecard_path{std::string(), "gamecard_path"};
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{false, "use_gdbstub"};
Setting<u16> gdbstub_port{6543, "gdbstub_port"};
Setting<std::string> program_args{std::string(), "program_args"};
Setting<bool> dump_exefs{false, "dump_exefs"};
Setting<bool> dump_nso{false, "dump_nso"};
Setting<bool> dump_shaders{false, "dump_shaders"};
Setting<bool> dump_macros{false, "dump_macros"};
Setting<bool> enable_fs_access_log{false, "enable_fs_access_log"};
Setting<bool> reporting_services{false, "reporting_services"};
Setting<bool> quest_flag{false, "quest_flag"};
Setting<bool> disable_macro_jit{false, "disable_macro_jit"};
Setting<bool> disable_macro_hle{false, "disable_macro_hle"};
Setting<bool> extended_logging{false, "extended_logging"};
Setting<bool> use_debug_asserts{false, "use_debug_asserts"};
Setting<bool> use_auto_stub{false, "use_auto_stub"};
Setting<bool> enable_all_controllers{false, "enable_all_controllers"};
Setting<bool> create_crash_dumps{false, "create_crash_dumps"};
Setting<bool> perform_vulkan_check{true, "perform_vulkan_check"};
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{"*:Info", "log_filter"};
Setting<bool> use_dev_keys{false, "use_dev_keys"};
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{std::string(), "network_interface"};
Setting<std::string> network_interface{linkage, std::string(), "network_interface",
Category::Network};
// WebService
Setting<bool> enable_telemetry{true, "enable_telemetry"};
Setting<std::string> web_api_url{"https://api.yuzu-emu.org", "web_api_url"};
Setting<std::string> yuzu_username{std::string(), "yuzu_username"};
Setting<std::string> yuzu_token{std::string(), "yuzu_token"};
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;
@@ -600,9 +513,6 @@ struct Values {
extern Values values;
bool IsConfiguringGlobal();
void SetConfiguringGlobal(bool is_global);
bool IsGPULevelExtreme();
bool IsGPULevelHigh();
@@ -610,7 +520,7 @@ bool IsFastmemEnabled();
float Volume();
std::string GetTimeZoneString();
std::string GetTimeZoneString(TimeZone time_zone);
void LogSettings();
@@ -619,4 +529,7 @@ 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