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The Sparse Jit Function Table sizes now depend on the LowPowerPTC setting. This means lower power devices won't be impacted as hard by the higher ram speed requirement of GiantBlock. Also added functionality to the PPTC Initializer so it now supports different PPTC Profiles simultaneously, which makes switching between TinyBlock/LowPower and GiantBlock/HighPower seamless. This also opens the door for the potential of PPTC cache with exefs mods enabled in the future. Default (aka HighPower) currently has an Avalonia bug that causes a crash when starting a game, it can be bypassed be clicking the window multiple times durring loading until the window unfreezes.
240 lines
13 KiB
C#
240 lines
13 KiB
C#
using CommandLine;
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using Ryujinx.Common.Configuration;
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using Ryujinx.HLE;
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using Ryujinx.HLE.HOS.SystemState;
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namespace Ryujinx.Headless.SDL2
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{
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public class Options
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{
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// General
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[Option("root-data-dir", Required = false, HelpText = "Set the custom folder path for Ryujinx data.")]
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public string BaseDataDir { get; set; }
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[Option("profile", Required = false, HelpText = "Set the user profile to launch the game with.")]
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public string UserProfile { get; set; }
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[Option("display-id", Required = false, Default = 0, HelpText = "Set the display to use - especially helpful for fullscreen mode. [0-n]")]
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public int DisplayId { get; set; }
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[Option("fullscreen", Required = false, Default = false, HelpText = "Launch the game in fullscreen mode.")]
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public bool IsFullscreen { get; set; }
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[Option("exclusive-fullscreen", Required = false, Default = false, HelpText = "Launch the game in exclusive fullscreen mode.")]
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public bool IsExclusiveFullscreen { get; set; }
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[Option("exclusive-fullscreen-width", Required = false, Default = 1920, HelpText = "Set horizontal resolution for exclusive fullscreen mode.")]
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public int ExclusiveFullscreenWidth { get; set; }
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[Option("exclusive-fullscreen-height", Required = false, Default = 1080, HelpText = "Set vertical resolution for exclusive fullscreen mode.")]
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public int ExclusiveFullscreenHeight { get; set; }
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// Input
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[Option("input-profile-1", Required = false, HelpText = "Set the input profile in use for Player 1.")]
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public string InputProfile1Name { get; set; }
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[Option("input-profile-2", Required = false, HelpText = "Set the input profile in use for Player 2.")]
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public string InputProfile2Name { get; set; }
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[Option("input-profile-3", Required = false, HelpText = "Set the input profile in use for Player 3.")]
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public string InputProfile3Name { get; set; }
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[Option("input-profile-4", Required = false, HelpText = "Set the input profile in use for Player 4.")]
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public string InputProfile4Name { get; set; }
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[Option("input-profile-5", Required = false, HelpText = "Set the input profile in use for Player 5.")]
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public string InputProfile5Name { get; set; }
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[Option("input-profile-6", Required = false, HelpText = "Set the input profile in use for Player 6.")]
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public string InputProfile6Name { get; set; }
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[Option("input-profile-7", Required = false, HelpText = "Set the input profile in use for Player 7.")]
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public string InputProfile7Name { get; set; }
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[Option("input-profile-8", Required = false, HelpText = "Set the input profile in use for Player 8.")]
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public string InputProfile8Name { get; set; }
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[Option("input-profile-handheld", Required = false, HelpText = "Set the input profile in use for the Handheld Player.")]
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public string InputProfileHandheldName { get; set; }
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[Option("input-id-1", Required = false, HelpText = "Set the input id in use for Player 1.")]
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public string InputId1 { get; set; }
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[Option("input-id-2", Required = false, HelpText = "Set the input id in use for Player 2.")]
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public string InputId2 { get; set; }
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[Option("input-id-3", Required = false, HelpText = "Set the input id in use for Player 3.")]
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public string InputId3 { get; set; }
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[Option("input-id-4", Required = false, HelpText = "Set the input id in use for Player 4.")]
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public string InputId4 { get; set; }
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[Option("input-id-5", Required = false, HelpText = "Set the input id in use for Player 5.")]
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public string InputId5 { get; set; }
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[Option("input-id-6", Required = false, HelpText = "Set the input id in use for Player 6.")]
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public string InputId6 { get; set; }
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[Option("input-id-7", Required = false, HelpText = "Set the input id in use for Player 7.")]
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public string InputId7 { get; set; }
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[Option("input-id-8", Required = false, HelpText = "Set the input id in use for Player 8.")]
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public string InputId8 { get; set; }
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[Option("input-id-handheld", Required = false, HelpText = "Set the input id in use for the Handheld Player.")]
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public string InputIdHandheld { get; set; }
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[Option("enable-keyboard", Required = false, Default = false, HelpText = "Enable or disable keyboard support (Independent from controllers binding).")]
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public bool EnableKeyboard { get; set; }
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[Option("enable-mouse", Required = false, Default = false, HelpText = "Enable or disable mouse support.")]
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public bool EnableMouse { get; set; }
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[Option("hide-cursor", Required = false, Default = HideCursorMode.OnIdle, HelpText = "Change when the cursor gets hidden.")]
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public HideCursorMode HideCursorMode { get; set; }
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[Option("list-input-profiles", Required = false, HelpText = "List inputs profiles.")]
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public bool ListInputProfiles { get; set; }
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[Option("list-inputs-ids", Required = false, HelpText = "List inputs ids.")]
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public bool ListInputIds { get; set; }
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// System
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[Option("disable-ptc", Required = false, HelpText = "Disables profiled persistent translation cache.")]
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public bool DisablePTC { get; set; }
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[Option("low-power-ptc", Required = false, HelpText = "Increases PTC performance for low power systems.")]
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public bool LowPowerPTC { get; set; }
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[Option("enable-internet-connection", Required = false, Default = false, HelpText = "Enables guest Internet connection.")]
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public bool EnableInternetAccess { get; set; }
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[Option("disable-fs-integrity-checks", Required = false, HelpText = "Disables integrity checks on Game content files.")]
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public bool DisableFsIntegrityChecks { get; set; }
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[Option("fs-global-access-log-mode", Required = false, Default = 0, HelpText = "Enables FS access log output to the console.")]
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public int FsGlobalAccessLogMode { get; set; }
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[Option("disable-vsync", Required = false, HelpText = "Disables Vertical Sync.")]
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public bool DisableVSync { get; set; }
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[Option("disable-shader-cache", Required = false, HelpText = "Disables Shader cache.")]
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public bool DisableShaderCache { get; set; }
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[Option("enable-texture-recompression", Required = false, Default = false, HelpText = "Enables Texture recompression.")]
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public bool EnableTextureRecompression { get; set; }
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[Option("disable-docked-mode", Required = false, HelpText = "Disables Docked Mode.")]
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public bool DisableDockedMode { get; set; }
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[Option("system-language", Required = false, Default = SystemLanguage.AmericanEnglish, HelpText = "Change System Language.")]
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public SystemLanguage SystemLanguage { get; set; }
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[Option("system-region", Required = false, Default = RegionCode.USA, HelpText = "Change System Region.")]
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public RegionCode SystemRegion { get; set; }
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[Option("system-timezone", Required = false, Default = "UTC", HelpText = "Change System TimeZone.")]
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public string SystemTimeZone { get; set; }
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[Option("system-time-offset", Required = false, Default = 0, HelpText = "Change System Time Offset in seconds.")]
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public long SystemTimeOffset { get; set; }
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[Option("memory-manager-mode", Required = false, Default = MemoryManagerMode.HostMappedUnsafe, HelpText = "The selected memory manager mode.")]
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public MemoryManagerMode MemoryManagerMode { get; set; }
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[Option("audio-volume", Required = false, Default = 1.0f, HelpText = "The audio level (0 to 1).")]
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public float AudioVolume { get; set; }
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[Option("use-hypervisor", Required = false, Default = true, HelpText = "Uses Hypervisor over JIT if available.")]
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public bool? UseHypervisor { get; set; }
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[Option("lan-interface-id", Required = false, Default = "0", HelpText = "GUID for the network interface used by LAN.")]
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public string MultiplayerLanInterfaceId { get; set; }
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// Logging
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[Option("disable-file-logging", Required = false, Default = false, HelpText = "Disables logging to a file on disk.")]
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public bool DisableFileLog { get; set; }
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[Option("enable-debug-logs", Required = false, Default = false, HelpText = "Enables printing debug log messages.")]
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public bool LoggingEnableDebug { get; set; }
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[Option("disable-stub-logs", Required = false, HelpText = "Disables printing stub log messages.")]
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public bool LoggingDisableStub { get; set; }
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[Option("disable-info-logs", Required = false, HelpText = "Disables printing info log messages.")]
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public bool LoggingDisableInfo { get; set; }
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[Option("disable-warning-logs", Required = false, HelpText = "Disables printing warning log messages.")]
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public bool LoggingDisableWarning { get; set; }
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[Option("disable-error-logs", Required = false, HelpText = "Disables printing error log messages.")]
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public bool LoggingEnableError { get; set; }
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[Option("enable-trace-logs", Required = false, Default = false, HelpText = "Enables printing trace log messages.")]
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public bool LoggingEnableTrace { get; set; }
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[Option("disable-guest-logs", Required = false, HelpText = "Disables printing guest log messages.")]
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public bool LoggingDisableGuest { get; set; }
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[Option("enable-fs-access-logs", Required = false, Default = false, HelpText = "Enables printing FS access log messages.")]
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public bool LoggingEnableFsAccessLog { get; set; }
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[Option("graphics-debug-level", Required = false, Default = GraphicsDebugLevel.None, HelpText = "Change Graphics API debug log level.")]
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public GraphicsDebugLevel LoggingGraphicsDebugLevel { get; set; }
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// Graphics
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[Option("resolution-scale", Required = false, Default = 1, HelpText = "Resolution Scale. A floating point scale applied to applicable render targets.")]
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public float ResScale { get; set; }
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[Option("max-anisotropy", Required = false, Default = -1, HelpText = "Max Anisotropy. Values range from 0 - 16. Set to -1 to let the game decide.")]
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public float MaxAnisotropy { get; set; }
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[Option("aspect-ratio", Required = false, Default = AspectRatio.Fixed16x9, HelpText = "Aspect Ratio applied to the renderer window.")]
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public AspectRatio AspectRatio { get; set; }
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[Option("backend-threading", Required = false, Default = BackendThreading.Auto, HelpText = "Whether or not backend threading is enabled. The \"Auto\" setting will determine whether threading should be enabled at runtime.")]
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public BackendThreading BackendThreading { get; set; }
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[Option("disable-macro-hle", Required = false, HelpText = "Disables high-level emulation of Macro code. Leaving this enabled improves performance but may cause graphical glitches in some games.")]
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public bool DisableMacroHLE { get; set; }
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[Option("graphics-shaders-dump-path", Required = false, HelpText = "Dumps shaders in this local directory. (Developer only)")]
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public string GraphicsShadersDumpPath { get; set; }
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[Option("graphics-backend", Required = false, Default = GraphicsBackend.OpenGl, HelpText = "Change Graphics Backend to use.")]
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public GraphicsBackend GraphicsBackend { get; set; }
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[Option("preferred-gpu-vendor", Required = false, Default = "", HelpText = "When using the Vulkan backend, prefer using the GPU from the specified vendor.")]
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public string PreferredGPUVendor { get; set; }
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[Option("anti-aliasing", Required = false, Default = AntiAliasing.None, HelpText = "Set the type of anti aliasing being used. [None|Fxaa|SmaaLow|SmaaMedium|SmaaHigh|SmaaUltra]")]
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public AntiAliasing AntiAliasing { get; set; }
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[Option("scaling-filter", Required = false, Default = ScalingFilter.Bilinear, HelpText = "Set the scaling filter. [Bilinear|Nearest|Fsr]")]
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public ScalingFilter ScalingFilter { get; set; }
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[Option("scaling-filter-level", Required = false, Default = 0, HelpText = "Set the scaling filter intensity (currently only applies to FSR). [0-100]")]
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public int ScalingFilterLevel { get; set; }
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// Hacks
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[Option("dram-size", Required = false, Default = MemoryConfiguration.MemoryConfiguration4GiB, HelpText = "Set the RAM amount on the emulated system.")]
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public MemoryConfiguration DramSize { get; set; }
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[Option("ignore-missing-services", Required = false, Default = false, HelpText = "Enable ignoring missing services.")]
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public bool IgnoreMissingServices { get; set; }
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[Option("ignore-controller-applet", Required = false, Default = false, HelpText = "Enable ignoring the controller applet when your game loses connection to your controller.")]
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public bool IgnoreControllerApplet { get; set; }
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// Values
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[Value(0, MetaName = "input", HelpText = "Input to load.", Required = true)]
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public string InputPath { get; set; }
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}
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}
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