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* settings: Remove BCAT settingsGravatar Morph2021-09-291-4/+0
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* remove-audio-stretching-settingGravatar Moonlacer2021-09-151-1/+0
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* Merge pull request #6846 from ameerj/nvdec-gpu-decodeGravatar Fernando S2021-09-111-1/+1
|\ | | | | nvdec: Add GPU video decoding for all capable drivers and platforms
| * configure_graphics: Add GPU nvdec decoding as an optionGravatar ameerj2021-08-161-1/+1
| | | | | | | | | | | | Some system configurations may see visual regressions or lower performance using GPU decoding compared to CPU decoding. This setting provides the option for users to specify their decoding preference. Co-Authored-By: yzct12345 <87620833+yzct12345@users.noreply.github.com>
* | Garbage Collection: enable as default, eliminate option.Gravatar Fernando Sahmkow2021-08-281-1/+0
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* config: Read connected setting for controllersGravatar lat9nq2021-08-041-0/+3
| | | | | | Currently yuzu will read the mapping but does not connect a controller despite adding subsequent configurations for it. Read the `connected` setting for now as a boolean like the Qt frontend.
* renderer_vulkan: Add setting to log pipeline statisticsGravatar ReinUsesLisp2021-07-271-0/+1
| | | | | | | | | | | | | | | | Use VK_KHR_pipeline_executable_properties when enabled and available to log statistics about the pipeline cache in a game. For example, this is on Turing GPUs when generating a pipeline cache from Super Smash Bros. Ultimate: Average pipeline statistics ========================================== Code size: 6433.167 Register count: 32.939 More advanced results could be presented, at the moment it's just an average of all 3D and compute pipelines.
* Merge pull request #6696 from ameerj/speed-limit-renameGravatar bunnei2021-07-261-2/+2
|\ | | | | general: Rename "Frame Limit" references to "Speed Limit"
| * general: Rename "Frame Limit" references to "Speed Limit"Gravatar ameerj2021-07-231-2/+2
| | | | | | | | | | This setting is best referred to as a speed limit, as it involves the limits of all timing based aspects of the emulator, not only framerate. This allows us to differentiate it from the fps unlocker setting.
* | Merge pull request #6697 from ameerj/fps-capGravatar bunnei2021-07-251-0/+1
|\ \ | | | | | | config, nvflinger: Add FPS cap setting
| * | config, nvflinger: Add FPS cap settingGravatar ameerj2021-07-231-0/+1
| |/ | | | | | | Allows finer tuning of the FPS limit.
* | general: Add setting shader_backendGravatar lat9nq2021-07-221-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | GLASM is getting good enough that we can move it out of advanced graphics settings. This removes the setting `use_assembly_shaders`, opting for a enum class `shader_backend`. This comes with the benefits that it is extensible for additional shader backends besides GLSL and GLASM, and this will work better with a QComboBox. Qt removes the related assembly shader setting from the Advanced Graphics section and places it as a new QComboBox in the API Settings group. This will replace the Vulkan device selector when OpenGL is selected. Additionally, mark all of the custom anisotropic filtering settings as "WILL BREAK THINGS", as that is the case with a select few games.
* | shader: Add shader loop safety check settingsGravatar lat9nq2021-07-221-0/+2
|/ | | | Also add a setting for enable Nsight Aftermath.
* yuzu_cmd: Make use of fullscreen_mode settingGravatar lat9nq2021-07-211-0/+1
| | | | | | | Reverts 48259de0c1a6a1aca77eec31cb8aca5ca2b680dd to the previous hierarchy and fixes the resolution issue with this fullscreen mode. yuzu-cmd will now read the fullscreen_mode setting and use it appropriately.
* yuzu_cmd: Add missing or update current settingsGravatar lat9nq2021-07-161-1/+23
| | | | | | | Many settings in common/settings.h are missing from yuzu-cmd, either they were added to default_ini.h but not read in, or vice versa, or the setting was altogether omitted from yuzu-cmd. Some defaults were reported wrong, so those were fixed where noticed.
* config: Remove float {Read,Write}Setting variantsGravatar ameerj2021-07-081-4/+2
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* yuzu_cmd: config: Pass a reference inGravatar lat9nq2021-06-301-4/+4
| | | | | | | | Also adds documentation for the ReadSetting function. Address review comments. Co-authored-by: Mai M. <mathew1800@gmail.com>
* general: Make most settings a BasicSettingGravatar lat9nq2021-06-281-111/+85
| | | | | | | | | | | Creates a new BasicSettings class in common/settings, and forces setting a default and label for each setting that uses it in common/settings. Moves defaults and labels from both frontends into common settings. Creates a helper function in each frontend to facillitate reading the settings now with the new default and label properties. Settings::Setting is also now a subclass of Settings::BasicSetting. Also adds documentation for both Setting and BasicSetting.
* nvflinger: Add toggle to disable buffer swap interval limitsGravatar ameerj2021-06-171-0/+2
| | | | | Enabling this setting will allow some titles to present more frames to the screen as they become available in the nvflinger buffer queue.
* Merge pull request #6464 from ameerj/disable-astcGravatar bunnei2021-06-161-2/+4
|\ | | | | textures: Add a toggle for GPU Accelerated ASTC decoder
| * yuzu_cmd/config: Add Accelerate ASTC and missing NVDEC emulation settingsGravatar ameerj2021-06-151-2/+4
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* | fsp_srv: Fix filesystem access loggingGravatar Morph2021-06-161-0/+2
|/ | | | | | | | This introduces a new setting Enable FS Access Log which saves the filesystem access log to sdmc:/FsAccessLog.txt If this setting is not enabled, this will indicate to FS to not call OutputAccessLogToSdCard. Fixes softlocks during loading in Xenoblade Chronicles 2 when certain DLC is enabled.
* yuzu-cmd: Add touch_from_button in config fileGravatar Clément Gallet2021-06-041-0/+37
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* common: fs: Rework the Common Filesystem interface to make use of ↵Gravatar Morph2021-05-251-21/+26
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | std::filesystem (#6270) * common: fs: fs_types: Create filesystem types Contains various filesystem types used by the Common::FS library * common: fs: fs_util: Add std::string to std::u8string conversion utility * common: fs: path_util: Add utlity functions for paths Contains various utility functions for getting or manipulating filesystem paths used by the Common::FS library * common: fs: file: Rewrite the IOFile implementation * common: fs: Reimplement Common::FS library using std::filesystem * common: fs: fs_paths: Add fs_paths to replace common_paths * common: fs: path_util: Add the rest of the path functions * common: Remove the previous Common::FS implementation * general: Remove unused fs includes * string_util: Remove unused function and include * nvidia_flags: Migrate to the new Common::FS library * settings: Migrate to the new Common::FS library * logging: backend: Migrate to the new Common::FS library * core: Migrate to the new Common::FS library * perf_stats: Migrate to the new Common::FS library * reporter: Migrate to the new Common::FS library * telemetry_session: Migrate to the new Common::FS library * key_manager: Migrate to the new Common::FS library * bis_factory: Migrate to the new Common::FS library * registered_cache: Migrate to the new Common::FS library * xts_archive: Migrate to the new Common::FS library * service: acc: Migrate to the new Common::FS library * applets/profile: Migrate to the new Common::FS library * applets/web: Migrate to the new Common::FS library * service: filesystem: Migrate to the new Common::FS library * loader: Migrate to the new Common::FS library * gl_shader_disk_cache: Migrate to the new Common::FS library * nsight_aftermath_tracker: Migrate to the new Common::FS library * vulkan_library: Migrate to the new Common::FS library * configure_debug: Migrate to the new Common::FS library * game_list_worker: Migrate to the new Common::FS library * config: Migrate to the new Common::FS library * configure_filesystem: Migrate to the new Common::FS library * configure_per_game_addons: Migrate to the new Common::FS library * configure_profile_manager: Migrate to the new Common::FS library * configure_ui: Migrate to the new Common::FS library * input_profiles: Migrate to the new Common::FS library * yuzu_cmd: config: Migrate to the new Common::FS library * yuzu_cmd: Migrate to the new Common::FS library * vfs_real: Migrate to the new Common::FS library * vfs: Migrate to the new Common::FS library * vfs_libzip: Migrate to the new Common::FS library * service: bcat: Migrate to the new Common::FS library * yuzu: main: Migrate to the new Common::FS library * vfs_real: Delete the contents of an existing file in CreateFile Current usages of CreateFile expect to delete the contents of an existing file, retain this behavior for now. * input_profiles: Don't iterate the input profile dir if it does not exist Silences an error produced in the log if the directory does not exist. * game_list_worker: Skip parsing file if the returned VfsFile is nullptr Prevents crashes in GetLoader when the virtual file is nullptr * common: fs: Validate paths for path length * service: filesystem: Open the mod load directory as read only
* general: Demote custom_rtc to regular settingGravatar lat9nq2021-05-171-3/+3
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* general: Ignore implicit-fallthrough for SDL.hGravatar lat9nq2021-04-181-0/+10
| | | | | | SDL 2.0.14 introduces an incompatibility with Clang, causing it to trigger -Wimplicit-fallthrough even though it is marked. Ignore it for now, with a comment mentioning why this is needed.
* common: Move settings to common from core.Gravatar bunnei2021-04-141-1/+1
| | | | - Removes a dependency on core and input_common from common.
* core: settings: Add setting for debug assertions and disable by default.Gravatar bunnei2021-04-141-0/+4
| | | | | | - This is a developer-only setting and no longer needs to be enabled by default. - Also adds "use_auto_stub" setting to SDL frontend while we are here. - Supersedes #1340.
* Fix default bcat_backend initGravatar Kelebek12021-03-021-1/+1
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* Merge pull request #4298 from FearlessTobi/remove-cache-settingGravatar bunnei2021-02-151-3/+0
|\ | | | | yuzu/configure_filesystem: Remove "Select Cache Directory" option
| * yuzu/configure_filesystem: Remove "Select Cache Directory" optionGravatar FearlessTobi2021-01-041-3/+0
| | | | | | | | | | This tab of the settings is already extremely bloated and the setting itself is quite useless. With a gamelist of almost 30 games, the cache directory is smaller than 1MB for me and therefore I don't see why it needs to be configurable.
* | config: Make high GPU accuracy the defaultGravatar ReinUsesLisp2021-02-131-1/+1
| | | | | | | | | | This is a better default for most games, yielding better performance and less graphical issues.
* | Allow all touch inputs at the same time and remove config options that are ↵Gravatar german2021-01-151-4/+0
| | | | | | | | not longer necesary
* | config: Enable docked mode by defaultGravatar Morph2021-01-101-1/+1
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* yuzu: Remove gdbstub configurationGravatar FearlessTobi2020-12-191-3/+0
| | | | | The gdbstub itself was removed with https://github.com/yuzu-emu/yuzu/pull/5028. This PR just removes the remaining gdb configuration code from the emulator and the UI.
* yuzu_cmd: Remove 'users_size'Gravatar comex2020-12-051-1/+0
| | | | | | | | | | | Specifically: const auto size = sdl2_config->GetInteger("System", "users_size", 0); The variable is never used, producing a warning. I wondered if this ought to be assigning something to in `Settings`, but nothing else in the codebase ever mentions a setting called "users_size", so I guess it's safe to remove...
* Add multiple udp server supportGravatar german2020-11-251-4/+2
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* configure_input: Add per-player vibrationGravatar Morph2020-11-151-0/+2
| | | | | | | Allows for enabling and modifying vibration and vibration strength per player. Also adds a toggle for enabling/disabling accurate vibrations. Co-authored-by: Its-Rei <kupfel@gmail.com>
* settings: Remove global vibration strength modifierGravatar Morph2020-11-151-2/+0
| | | | This will be replaced in favor of per-player vibration strength modifiers.
* configure_input: Hook up the vibration percentage spinboxGravatar Morph2020-11-151-0/+2
| | | | | This allows setting the vibration strength percentage anywhere from 1% to 100%. Also hooks up the remaining motion button and checkbox in the Controller Applet.
* settings: Preparation for per-game input settingsGravatar Morph2020-11-151-12/+13
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* yuzu: settings: Enable multicore, asynch GPU, and assembly shaders by default.Gravatar bunnei2020-10-261-3/+3
| | | | | | | - In general, this is now the preferred settings for most games. # Conflicts: # src/yuzu/configuration/config.cpp
* configure_input: Hook up the motion button and checkboxGravatar Morph2020-09-051-0/+2
| | | | | This allows toggling motion on or off, and allows access to the motion configuration. Also changes the [waiting] text for motion buttons to Shake! as this is how motion is connected to a player.
* Project Mjölnir: Part 1Gravatar Morph2020-08-261-0/+2
| | | | | Co-authored-by: James Rowe <jroweboy@gmail.com> Co-authored-by: Its-Rei <kupfel@gmail.com>
* common/fileutil: Convert namespace to Common::FSGravatar Lioncash2020-08-161-18/+20
| | | | | | | | | | | | Migrates a remaining common file over to the Common namespace, making it consistent with the rest of common files. This also allows for high-traffic FS related code to alias the filesystem function namespace as namespace FS = Common::FS; for more concise typing.
* Rebase for per game settingsGravatar David Marcec2020-07-171-0/+4
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* Merge pull request #4294 from MerryMage/cpu-opt-settingsGravatar bunnei2020-07-141-2/+0
|\ | | | | configuration: Add settings to enable/disable specific CPU optimizations
| * configuration: Add settings to enable/disable specific CPU optimizationsGravatar MerryMage2020-07-111-2/+0
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* | settings: Remove storage size optionsGravatar Morph2020-07-101-9/+0
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* configuration: implement per-game configurations (#4098)Gravatar lat9nq2020-07-091-37/+46
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>