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See merge request ryubing/ryujinx!44
75 lines
2.8 KiB
C#
75 lines
2.8 KiB
C#
namespace Ryujinx.Graphics.Gpu
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{
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/// <summary>
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/// General GPU and graphics configuration.
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/// </summary>
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public static class GraphicsConfig
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{
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/// <summary>
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/// Resolution scale.
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/// </summary>
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public static float ResScale { get; set; } = 1f;
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/// <summary>
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/// Max Anisotropy. Values range from 0 - 16. Set to -1 to let the game decide.
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/// </summary>
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public static float MaxAnisotropy { get; set; } = -1;
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/// <summary>
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/// Base directory used to write shader code dumps.
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/// Set to null to disable code dumping.
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/// </summary>
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public static string ShadersDumpPath { get; set; }
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/// <summary>
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/// Fast GPU time calculates the internal GPU time ticks as if the GPU was capable of
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/// processing commands almost instantly, instead of using the host timer.
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/// This can avoid lower resolution on some games when GPU performance is poor.
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/// </summary>
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public static bool FastGpuTime { get; set; } = true;
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/// <summary>
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/// Enables or disables fast 2d engine texture copies entirely on CPU when possible.
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/// Reduces stuttering and # of textures in games that copy textures around for streaming,
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/// as textures will not need to be created for the copy, and the data does not need to be
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/// flushed from GPU.
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/// </summary>
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public static bool Fast2DCopy { get; set; } = true;
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/// <summary>
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/// Enables or disables the Just-in-Time compiler for GPU Macro code.
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/// </summary>
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public static bool EnableMacroJit { get; set; } = true;
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/// <summary>
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/// Enables or disables high-level emulation of common GPU Macro code.
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/// </summary>
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public static bool EnableMacroHLE { get; set; } = true;
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/// <summary>
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/// Title id of the current running game.
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/// Used by the shader cache.
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/// </summary>
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public static string TitleId { get; set; }
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/// <summary>
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/// Enables or disables the shader cache.
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/// </summary>
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public static bool EnableShaderCache { get; set; }
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/// <summary>
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/// Enables or disables shader SPIR-V compilation.
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/// </summary>
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public static bool EnableSpirvCompilationOnVulkan { get; set; } = true;
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/// <summary>
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/// Enables or disables recompression of compressed textures that are not natively supported by the host.
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/// </summary>
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public static bool EnableTextureRecompression { get; set; } = false;
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/// <summary>
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/// Enables or disables color space passthrough, if available.
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/// </summary>
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public static bool EnableColorSpacePassthrough { get; set; } = false;
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}
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}
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