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- // Copyright 2021 yuzu Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #pragma once
- #include <algorithm>
- #include <array>
- #include <map>
- #include <optional>
- #include <string>
- #include <utility>
- #include <vector>
- #include "common/common_types.h"
- #include "common/settings_input.h"
- namespace Settings {
- enum class RendererBackend : u32 {
- OpenGL = 0,
- Vulkan = 1,
- };
- 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,
- };
- 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,
- Res2X = 3,
- Res3X = 4,
- Res4X = 5,
- Res5X = 6,
- Res6X = 7,
- };
- 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,
- LastAA = Fxaa,
- };
- struct ResolutionScalingInfo {
- u32 up_scale{1};
- u32 down_shift{0};
- f32 up_factor{1.0f};
- f32 down_factor{1.0f};
- bool active{};
- bool downscale{};
- s32 ScaleUp(s32 value) const {
- if (value == 0) {
- return 0;
- }
- return std::max((value * static_cast<s32>(up_scale)) >> static_cast<s32>(down_shift), 1);
- }
- u32 ScaleUp(u32 value) const {
- if (value == 0U) {
- return 0U;
- }
- return std::max((value * up_scale) >> down_shift, 1U);
- }
- };
- /** The BasicSetting 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. Setting a default value and label is required, though subclasses may deviate from
- * this requirement.
- */
- template <typename Type>
- class BasicSetting {
- protected:
- BasicSetting() = default;
- /**
- * 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 BasicSetting(const Type& global_val) : global{global_val} {}
- public:
- /**
- * Sets a default value, label, and setting value.
- *
- * @param default_val Intial value of the setting, and default value of the setting
- * @param name Label for the setting
- */
- explicit BasicSetting(const Type& default_val, const std::string& name)
- : default_value{default_val}, global{default_val}, label{name} {}
- virtual ~BasicSetting() = default;
- /**
- * Returns a reference to the setting's value.
- *
- * @returns A reference to the setting
- */
- [[nodiscard]] virtual const Type& GetValue() const {
- return global;
- }
- /**
- * Sets the setting to the given value.
- *
- * @param value The desired value
- */
- virtual void SetValue(const Type& value) {
- Type temp{value};
- std::swap(global, 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 value The desired setting value
- *
- * @returns A reference to the setting
- */
- virtual const Type& operator=(const Type& value) {
- Type temp{value};
- std::swap(global, temp);
- return global;
- }
- /**
- * Returns a reference to the setting.
- *
- * @returns A reference to the setting
- */
- explicit virtual operator const Type&() const {
- return global;
- }
- protected:
- const Type default_value{}; ///< The default value
- Type global{}; ///< The setting
- const std::string label{}; ///< The setting's label
- };
- /**
- * BasicRangedSetting class is intended for use with quantifiable settings that need a more
- * restrictive range than implicitly defined by its type. Implements a minimum and maximum that is
- * simply used to sanitize SetValue and the assignment overload.
- */
- template <typename Type>
- class BasicRangedSetting : virtual public BasicSetting<Type> {
- public:
- /**
- * Sets a default value, minimum value, maximum value, and label.
- *
- * @param default_val Intial 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 BasicRangedSetting(const Type& default_val, const Type& min_val, const Type& max_val,
- const std::string& name)
- : BasicSetting<Type>{default_val, name}, minimum{min_val}, maximum{max_val} {}
- virtual ~BasicRangedSetting() = default;
- /**
- * Like BasicSetting's SetValue, except value is clamped to the range of the setting.
- *
- * @param value The desired value
- */
- void SetValue(const Type& value) override {
- this->global = std::clamp(value, minimum, maximum);
- }
- /**
- * Like BasicSetting's assignment overload, except value is clamped to the range of the setting.
- *
- * @param value The desired value
- * @returns A reference to the setting's value
- */
- const Type& operator=(const Type& value) override {
- this->global = std::clamp(value, minimum, maximum);
- return this->global;
- }
- const Type minimum; ///< Minimum allowed value of the setting
- const Type maximum; ///< Maximum allowed value of the setting
- };
- /**
- * The Setting class is a slightly more complex version of the BasicSetting 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.
- *
- * Like the BasicSetting, this requires setting a default value and label to use.
- */
- template <typename Type>
- class Setting : virtual public BasicSetting<Type> {
- public:
- /**
- * Sets a default value, label, and setting value.
- *
- * @param default_val Intial 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)
- : BasicSetting<Type>(default_val, name) {}
- virtual ~Setting() = default;
- /**
- * 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->global;
- }
- return custom;
- }
- [[nodiscard]] virtual const Type& GetValue(bool need_global) const {
- if (use_global || need_global) {
- return this->global;
- }
- return custom;
- }
- /**
- * Sets the current setting value depending on the global state.
- *
- * @param value The new value
- */
- void SetValue(const Type& value) override {
- Type temp{value};
- if (use_global) {
- std::swap(this->global, temp);
- } else {
- std::swap(custom, temp);
- }
- }
- /**
- * Assigns the current setting value depending on the global state.
- *
- * @param value The new value
- *
- * @returns A reference to the current setting value
- */
- const Type& operator=(const Type& value) override {
- Type temp{value};
- if (use_global) {
- std::swap(this->global, temp);
- return this->global;
- }
- 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->global;
- }
- return custom;
- }
- protected:
- bool use_global{true}; ///< The setting's global state
- Type custom{}; ///< The custom value of the setting
- };
- /**
- * RangedSetting is a Setting that implements a maximum and minimum value for its setting. Intended
- * for use with quantifiable settings.
- */
- template <typename Type>
- class RangedSetting final : public BasicRangedSetting<Type>, public Setting<Type> {
- public:
- /**
- * Sets a default value, minimum value, maximum value, and label.
- *
- * @param default_val Intial 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 RangedSetting(const Type& default_val, const Type& min_val, const Type& max_val,
- const std::string& name)
- : BasicSetting<Type>{default_val, name},
- BasicRangedSetting<Type>{default_val, min_val, max_val, name}, Setting<Type>{default_val,
- name} {}
- virtual ~RangedSetting() = default;
- // The following are needed to avoid a MSVC bug
- // (source: https://stackoverflow.com/questions/469508)
- [[nodiscard]] const Type& GetValue() const override {
- return Setting<Type>::GetValue();
- }
- [[nodiscard]] const Type& GetValue(bool need_global) const override {
- return Setting<Type>::GetValue(need_global);
- }
- explicit operator const Type&() const override {
- if (this->use_global) {
- return this->global;
- }
- return this->custom;
- }
- /**
- * Like BasicSetting's SetValue, except value is clamped to the range of the setting. Sets the
- * appropriate value depending on the global state.
- *
- * @param value The desired value
- */
- void SetValue(const Type& value) override {
- const Type temp = std::clamp(value, this->minimum, this->maximum);
- if (this->use_global) {
- this->global = temp;
- }
- this->custom = temp;
- }
- /**
- * Like BasicSetting's assignment overload, except value is clamped to the range of the setting.
- * Uses the appropriate value depending on the global state.
- *
- * @param value The desired value
- * @returns A reference to the setting's value
- */
- const Type& operator=(const Type& value) override {
- const Type temp = std::clamp(value, this->minimum, this->maximum);
- if (this->use_global) {
- this->global = temp;
- return this->global;
- }
- this->custom = temp;
- return this->custom;
- }
- };
- /**
- * The InputSetting class allows for getting a reference to either the global or custom members.
- * This is required as we cannot easily modify the values of user-defined types within containers
- * using the SetValue() member function found in the Setting class. The primary purpose of this
- * class is to store an array of 10 PlayerInput structs for both the global and custom setting and
- * allows for easily accessing and modifying both settings.
- */
- template <typename Type>
- class InputSetting final {
- public:
- InputSetting() = default;
- explicit InputSetting(Type val) : BasicSetting<Type>(val) {}
- ~InputSetting() = default;
- void SetGlobal(bool to_global) {
- use_global = to_global;
- }
- [[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 {
- // Audio
- BasicSetting<std::string> audio_device_id{"auto", "output_device"};
- BasicSetting<std::string> sink_id{"auto", "output_engine"};
- BasicSetting<bool> audio_muted{false, "audio_muted"};
- RangedSetting<u8> volume{100, 0, 100, "volume"};
- // Core
- Setting<bool> use_multi_core{true, "use_multi_core"};
- // Cpu
- RangedSetting<CPUAccuracy> cpu_accuracy{CPUAccuracy::Auto, CPUAccuracy::Auto,
- CPUAccuracy::Unsafe, "cpu_accuracy"};
- // TODO: remove cpu_accuracy_first_time, migration setting added 8 July 2021
- BasicSetting<bool> cpu_accuracy_first_time{true, "cpu_accuracy_first_time"};
- BasicSetting<bool> cpu_debug_mode{false, "cpu_debug_mode"};
- BasicSetting<bool> cpuopt_page_tables{true, "cpuopt_page_tables"};
- BasicSetting<bool> cpuopt_block_linking{true, "cpuopt_block_linking"};
- BasicSetting<bool> cpuopt_return_stack_buffer{true, "cpuopt_return_stack_buffer"};
- BasicSetting<bool> cpuopt_fast_dispatcher{true, "cpuopt_fast_dispatcher"};
- BasicSetting<bool> cpuopt_context_elimination{true, "cpuopt_context_elimination"};
- BasicSetting<bool> cpuopt_const_prop{true, "cpuopt_const_prop"};
- BasicSetting<bool> cpuopt_misc_ir{true, "cpuopt_misc_ir"};
- BasicSetting<bool> cpuopt_reduce_misalign_checks{true, "cpuopt_reduce_misalign_checks"};
- BasicSetting<bool> cpuopt_fastmem{true, "cpuopt_fastmem"};
- Setting<bool> cpuopt_unsafe_unfuse_fma{true, "cpuopt_unsafe_unfuse_fma"};
- Setting<bool> cpuopt_unsafe_reduce_fp_error{true, "cpuopt_unsafe_reduce_fp_error"};
- Setting<bool> cpuopt_unsafe_ignore_standard_fpcr{true, "cpuopt_unsafe_ignore_standard_fpcr"};
- Setting<bool> cpuopt_unsafe_inaccurate_nan{true, "cpuopt_unsafe_inaccurate_nan"};
- Setting<bool> cpuopt_unsafe_fastmem_check{true, "cpuopt_unsafe_fastmem_check"};
- // Renderer
- RangedSetting<RendererBackend> renderer_backend{
- RendererBackend::OpenGL, RendererBackend::OpenGL, RendererBackend::Vulkan, "backend"};
- BasicSetting<bool> renderer_debug{false, "debug"};
- BasicSetting<bool> renderer_shader_feedback{false, "shader_feedback"};
- BasicSetting<bool> enable_nsight_aftermath{false, "nsight_aftermath"};
- BasicSetting<bool> disable_shader_loop_safety_checks{false,
- "disable_shader_loop_safety_checks"};
- Setting<int> vulkan_device{0, "vulkan_device"};
- ResolutionScalingInfo resolution_info{};
- Setting<ResolutionSetup> resolution_setup{ResolutionSetup::Res1X, "resolution_setup"};
- Setting<ScalingFilter> scaling_filter{ScalingFilter::Bilinear, "scaling_filter"};
- Setting<AntiAliasing> anti_aliasing{AntiAliasing::None, "anti_aliasing"};
- // *nix platforms may have issues with the borderless windowed fullscreen mode.
- // Default to exclusive fullscreen on these platforms for now.
- RangedSetting<FullscreenMode> fullscreen_mode{
- #ifdef _WIN32
- FullscreenMode::Borderless,
- #else
- FullscreenMode::Exclusive,
- #endif
- FullscreenMode::Borderless, FullscreenMode::Exclusive, "fullscreen_mode"};
- RangedSetting<int> aspect_ratio{0, 0, 3, "aspect_ratio"};
- RangedSetting<int> max_anisotropy{0, 0, 5, "max_anisotropy"};
- Setting<bool> use_speed_limit{true, "use_speed_limit"};
- RangedSetting<u16> speed_limit{100, 0, 9999, "speed_limit"};
- Setting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"};
- RangedSetting<GPUAccuracy> gpu_accuracy{GPUAccuracy::High, GPUAccuracy::Normal,
- GPUAccuracy::Extreme, "gpu_accuracy"};
- Setting<bool> use_asynchronous_gpu_emulation{true, "use_asynchronous_gpu_emulation"};
- Setting<NvdecEmulation> nvdec_emulation{NvdecEmulation::GPU, "nvdec_emulation"};
- Setting<bool> accelerate_astc{true, "accelerate_astc"};
- Setting<bool> use_vsync{true, "use_vsync"};
- RangedSetting<u16> fps_cap{1000, 1, 1000, "fps_cap"};
- BasicSetting<bool> disable_fps_limit{false, "disable_fps_limit"};
- RangedSetting<ShaderBackend> shader_backend{ShaderBackend::GLASM, ShaderBackend::GLSL,
- ShaderBackend::SPIRV, "shader_backend"};
- Setting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"};
- Setting<bool> use_fast_gpu_time{true, "use_fast_gpu_time"};
- Setting<u8> bg_red{0, "bg_red"};
- Setting<u8> bg_green{0, "bg_green"};
- Setting<u8> bg_blue{0, "bg_blue"};
- // System
- Setting<std::optional<u32>> rng_seed{std::optional<u32>(), "rng_seed"};
- // Measured in seconds since epoch
- std::optional<s64> custom_rtc;
- // Set on game boot, reset on stop. Seconds difference between current time and `custom_rtc`
- s64 custom_rtc_differential;
- BasicSetting<s32> current_user{0, "current_user"};
- RangedSetting<s32> language_index{1, 0, 17, "language_index"};
- RangedSetting<s32> region_index{1, 0, 6, "region_index"};
- RangedSetting<s32> time_zone_index{0, 0, 45, "time_zone_index"};
- RangedSetting<s32> sound_index{1, 0, 2, "sound_index"};
- // Controls
- InputSetting<std::array<PlayerInput, 10>> players;
- Setting<bool> use_docked_mode{true, "use_docked_mode"};
- BasicSetting<bool> enable_raw_input{false, "enable_raw_input"};
- Setting<bool> vibration_enabled{true, "vibration_enabled"};
- Setting<bool> enable_accurate_vibrations{false, "enable_accurate_vibrations"};
- Setting<bool> motion_enabled{true, "motion_enabled"};
- BasicSetting<std::string> udp_input_servers{"127.0.0.1:26760", "udp_input_servers"};
- BasicSetting<bool> enable_udp_controller{false, "enable_udp_controller"};
- BasicSetting<bool> pause_tas_on_load{true, "pause_tas_on_load"};
- BasicSetting<bool> tas_enable{false, "tas_enable"};
- BasicSetting<bool> tas_loop{false, "tas_loop"};
- BasicSetting<bool> mouse_panning{false, "mouse_panning"};
- BasicRangedSetting<u8> mouse_panning_sensitivity{10, 1, 100, "mouse_panning_sensitivity"};
- BasicSetting<bool> mouse_enabled{false, "mouse_enabled"};
- BasicSetting<bool> emulate_analog_keyboard{false, "emulate_analog_keyboard"};
- BasicSetting<bool> keyboard_enabled{false, "keyboard_enabled"};
- BasicSetting<bool> debug_pad_enabled{false, "debug_pad_enabled"};
- ButtonsRaw debug_pad_buttons;
- AnalogsRaw debug_pad_analogs;
- TouchscreenInput touchscreen;
- BasicSetting<std::string> touch_device{"min_x:100,min_y:50,max_x:1800,max_y:850",
- "touch_device"};
- BasicSetting<int> touch_from_button_map_index{0, "touch_from_button_map"};
- std::vector<TouchFromButtonMap> touch_from_button_maps;
- // Data Storage
- BasicSetting<bool> use_virtual_sd{true, "use_virtual_sd"};
- BasicSetting<bool> gamecard_inserted{false, "gamecard_inserted"};
- BasicSetting<bool> gamecard_current_game{false, "gamecard_current_game"};
- BasicSetting<std::string> gamecard_path{std::string(), "gamecard_path"};
- // Debugging
- bool record_frame_times;
- BasicSetting<bool> use_gdbstub{false, "use_gdbstub"};
- BasicSetting<u16> gdbstub_port{0, "gdbstub_port"};
- BasicSetting<std::string> program_args{std::string(), "program_args"};
- BasicSetting<bool> dump_exefs{false, "dump_exefs"};
- BasicSetting<bool> dump_nso{false, "dump_nso"};
- BasicSetting<bool> enable_fs_access_log{false, "enable_fs_access_log"};
- BasicSetting<bool> reporting_services{false, "reporting_services"};
- BasicSetting<bool> quest_flag{false, "quest_flag"};
- BasicSetting<bool> disable_macro_jit{false, "disable_macro_jit"};
- BasicSetting<bool> extended_logging{false, "extended_logging"};
- BasicSetting<bool> use_debug_asserts{false, "use_debug_asserts"};
- BasicSetting<bool> use_auto_stub{false, "use_auto_stub"};
- BasicSetting<bool> enable_all_controllers{false, "enable_all_controllers"};
- // Miscellaneous
- BasicSetting<std::string> log_filter{"*:Info", "log_filter"};
- BasicSetting<bool> use_dev_keys{false, "use_dev_keys"};
- // Network
- BasicSetting<std::string> network_interface{std::string(), "network_interface"};
- // WebService
- BasicSetting<bool> enable_telemetry{true, "enable_telemetry"};
- BasicSetting<std::string> web_api_url{"https://api.yuzu-emu.org", "web_api_url"};
- BasicSetting<std::string> yuzu_username{std::string(), "yuzu_username"};
- BasicSetting<std::string> yuzu_token{std::string(), "yuzu_token"};
- // 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
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