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06f3c90cfb
* common: Add thread pool from yuzu * Is really useful for asynchronous operations like shader compilation and custom textures, will be used in following PRs * core: Improve ImageInterface * Provide a default implementation so frontends don't have to duplicate code registering the lodepng version * Add a dds version too which we will use in the next commit * rasterizer_cache: Rewrite custom textures * There's just too much to talk about here, look at the PR description for more details * rasterizer_cache: Implement basic pack configuration file * custom_tex_manager: Flip dumped textures * custom_tex_manager: Optimize custom texture hashing * If no convertions are needed then we can hash the decoded data directly removing the needed for duplicate decode * custom_tex_manager: Implement asynchronous texture loading * The file loading and decoding is offloaded into worker threads, while the upload itself still occurs in the main thread to avoid having to manage shared contexts * Address review comments * custom_tex_manager: Introduce custom material support * video_core: Move custom textures to separate directory * Also split the files to make the code cleaner * gl_texture_runtime: Generate mipmaps for material * custom_tex_manager: Prevent memory overflow when preloading * externals: Add dds-ktx as submodule * string_util: Return vector from SplitString * No code benefits from passing it as an argument * custom_textures: Use json config file * gl_rasterizer: Only bind material for unit 0 * Address review comments
381 lines
12 KiB
C++
381 lines
12 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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namespace DefaultINI {
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const char* sdl2_config_file = R"(
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[Controls]
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# The input devices and parameters for each 3DS native input
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# It should be in the format of "engine:[engine_name],[param1]:[value1],[param2]:[value2]..."
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# Escape characters $0 (for ':'), $1 (for ',') and $2 (for '$') can be used in values
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# for button input, the following devices are available:
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# - "keyboard" (default) for keyboard input. Required parameters:
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# - "code": the code of the key to bind
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# - "sdl" for joystick input using SDL. Required parameters:
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# - "joystick": the index of the joystick to bind
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# - "button"(optional): the index of the button to bind
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# - "hat"(optional): the index of the hat to bind as direction buttons
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# - "axis"(optional): the index of the axis to bind
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# - "direction"(only used for hat): the direction name of the hat to bind. Can be "up", "down", "left" or "right"
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# - "threshold"(only used for axis): a float value in (-1.0, 1.0) which the button is
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# triggered if the axis value crosses
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# - "direction"(only used for axis): "+" means the button is triggered when the axis value
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# is greater than the threshold; "-" means the button is triggered when the axis value
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# is smaller than the threshold
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button_a=
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button_b=
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button_x=
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button_y=
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button_up=
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button_down=
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button_left=
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button_right=
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button_l=
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button_r=
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button_start=
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button_select=
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button_debug=
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button_gpio14=
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button_zl=
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button_zr=
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button_home=
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# for analog input, the following devices are available:
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# - "analog_from_button" (default) for emulating analog input from direction buttons. Required parameters:
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# - "up", "down", "left", "right": sub-devices for each direction.
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# Should be in the format as a button input devices using escape characters, for example, "engine$0keyboard$1code$00"
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# - "modifier": sub-devices as a modifier.
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# - "modifier_scale": a float number representing the applied modifier scale to the analog input.
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# Must be in range of 0.0-1.0. Defaults to 0.5
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# - "sdl" for joystick input using SDL. Required parameters:
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# - "joystick": the index of the joystick to bind
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# - "axis_x": the index of the axis to bind as x-axis (default to 0)
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# - "axis_y": the index of the axis to bind as y-axis (default to 1)
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circle_pad=
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c_stick=
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# for motion input, the following devices are available:
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# - "motion_emu" (default) for emulating motion input from mouse input. Required parameters:
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# - "update_period": update period in milliseconds (default to 100)
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# - "sensitivity": the coefficient converting mouse movement to tilting angle (default to 0.01)
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# - "tilt_clamp": the max value of the tilt angle in degrees (default to 90)
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# - "cemuhookudp" reads motion input from a udp server that uses cemuhook's udp protocol
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motion_device=
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# for touch input, the following devices are available:
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# - "emu_window" (default) for emulating touch input from mouse input to the emulation window. No parameters required
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# - "cemuhookudp" reads touch input from a udp server that uses cemuhook's udp protocol
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# - "min_x", "min_y", "max_x", "max_y": defines the udp device's touch screen coordinate system
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touch_device=
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# Most desktop operating systems do not expose a way to poll the motion state of the controllers
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# so as a way around it, cemuhook created a udp client/server protocol to broadcast the data directly
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# from a controller device to the client program. Citra has a client that can connect and read
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# from any cemuhook compatible motion program.
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# IPv4 address of the udp input server (Default "127.0.0.1")
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udp_input_address=
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# Port of the udp input server. (Default 26760)
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udp_input_port=
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# The pad to request data on. Should be between 0 (Pad 1) and 3 (Pad 4). (Default 0)
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udp_pad_index=
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[Core]
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# Whether to use the Just-In-Time (JIT) compiler for CPU emulation
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# 0: Interpreter (slow), 1 (default): JIT (fast)
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use_cpu_jit =
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# Change the Clock Frequency of the emulated 3DS CPU.
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# Underclocking can increase the performance of the game at the risk of freezing.
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# Overclocking may fix lag that happens on console, but also comes with the risk of freezing.
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# Range is any positive integer (but we suspect 25 - 400 is a good idea) Default is 100
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cpu_clock_percentage =
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[Renderer]
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# Whether to render using OpenGL or Software
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# 0: Software, 1: OpenGL (default)
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graphics_api =
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# Whether to render using GLES or OpenGL
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# 0 (default): OpenGL, 1: GLES
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use_gles =
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# Whether to use hardware shaders to emulate 3DS shaders
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# 0: Software, 1 (default): Hardware
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use_hw_shader =
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# Whether to use accurate multiplication in hardware shaders
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# 0: Off (Faster, but causes issues in some games) 1: On (Default. Slower, but correct)
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shaders_accurate_mul =
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# Whether to use the Just-In-Time (JIT) compiler for shader emulation
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# 0: Interpreter (slow), 1 (default): JIT (fast)
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use_shader_jit =
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# Forces VSync on the display thread. Usually doesn't impact performance, but on some drivers it can
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# so only turn this off if you notice a speed difference.
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# 0: Off, 1 (default): On
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use_vsync_new =
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# Reduce stuttering by storing and loading generated shaders to disk
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# 0: Off, 1 (default. On)
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use_disk_shader_cache =
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# Resolution scale factor
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# 0: Auto (scales resolution to window size), 1: Native 3DS screen resolution, Otherwise a scale
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# factor for the 3DS resolution
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resolution_factor =
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# Texture filter
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# 0: None, 1: Anime4K, 2: Bicubic, 3: Nearest Neighbor, 4: ScaleForce, 5: xBRZ
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texture_filter =
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# Limits the speed of the game to run no faster than this value as a percentage of target speed.
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# Will not have an effect if unthrottled is enabled.
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# 5 - 995: Speed limit as a percentage of target game speed. 0 for unthrottled. 100 (default)
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frame_limit =
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# Overrides the frame limiter to use frame_limit_alternate instead of frame_limit.
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# 0: Off (default), 1: On
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use_frame_limit_alternate =
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# Alternate speed limit to be used instead of frame_limit if use_frame_limit_alternate is enabled
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# 5 - 995: Speed limit as a percentage of target game speed. 0 for unthrottled. 200 (default)
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frame_limit_alternate =
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# The clear color for the renderer. What shows up on the sides of the bottom screen.
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# Must be in range of 0.0-1.0. Defaults to 0.0 for all.
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bg_red =
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bg_blue =
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bg_green =
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# Whether and how Stereoscopic 3D should be rendered
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# 0 (default): Off, 1: Side by Side, 2: Anaglyph, 3: Interlaced, 4: Reverse Interlaced
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render_3d =
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# Change 3D Intensity
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# 0 - 100: Intensity. 0 (default)
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factor_3d =
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# Change Default Eye to Render When in Monoscopic Mode
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# 0 (default): Left, 1: Right
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mono_render_option =
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# The name of the post processing shader to apply.
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# Loaded from shaders if render_3d is off or side by side.
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pp_shader_name =
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# The name of the shader to apply when render_3d is anaglyph.
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# Loaded from shaders/anaglyph
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anaglyph_shader_name =
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# Whether to enable linear filtering or not
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# This is required for some shaders to work correctly
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# 0: Nearest, 1 (default): Linear
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filter_mode =
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[Layout]
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# Layout for the screen inside the render window.
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# 0 (default): Default Top Bottom Screen
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# 1: Single Screen Only
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# 2: Large Screen Small Screen
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# 3: Side by Side
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# 4: Separate Windows
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layout_option =
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# Toggle custom layout (using the settings below) on or off.
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# 0 (default): Off, 1: On
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custom_layout =
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# Screen placement when using Custom layout option
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# 0x, 0y is the top left corner of the render window.
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custom_top_left =
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custom_top_top =
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custom_top_right =
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custom_top_bottom =
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custom_bottom_left =
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custom_bottom_top =
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custom_bottom_right =
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custom_bottom_bottom =
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# Opacity of second layer when using custom layout option (bottom screen unless swapped)
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custom_second_layer_opacity =
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# Swaps the prominent screen with the other screen.
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# For example, if Single Screen is chosen, setting this to 1 will display the bottom screen instead of the top screen.
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# 0 (default): Top Screen is prominent, 1: Bottom Screen is prominent
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swap_screen =
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# Toggle upright orientation, for book style games.
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# 0 (default): Off, 1: On
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upright_screen =
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# The proportion between the large and small screens when playing in Large Screen Small Screen layout.
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# Must be a real value between 1.0 and 16.0. Default is 4
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large_screen_proportion =
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# Dumps textures as PNG to dump/textures/[Title ID]/.
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# 0 (default): Off, 1: On
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dump_textures =
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# Reads PNG files from load/textures/[Title ID]/ and replaces textures.
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# 0 (default): Off, 1: On
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custom_textures =
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# Loads all custom textures into memory before booting.
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# 0 (default): Off, 1: On
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preload_textures =
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# Loads custom textures asynchronously with background threads.
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# 0: Off, 1 (default): On
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async_custom_loading =
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[Audio]
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# Whether or not to enable DSP LLE
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# 0 (default): No, 1: Yes
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enable_dsp_lle =
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# Whether or not to run DSP LLE on a different thread
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# 0 (default): No, 1: Yes
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enable_dsp_lle_thread =
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# Which audio output engine to use.
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# auto (default): Auto-select, null: No audio output, sdl2: SDL2 (if available)
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output_engine =
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# Whether or not to enable the audio-stretching post-processing effect.
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# This effect adjusts audio speed to match emulation speed and helps prevent audio stutter,
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# at the cost of increasing audio latency.
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# 0: No, 1 (default): Yes
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enable_audio_stretching =
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# Which audio device to use.
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# auto (default): Auto-select
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output_device =
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# Output volume.
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# 1.0 (default): 100%, 0.0; mute
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volume =
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[Data Storage]
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# Whether to create a virtual SD card.
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# 1 (default): Yes, 0: No
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use_virtual_sd =
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# Whether to use custom storage locations
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# 1: Yes, 0 (default): No
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use_custom_storage =
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# The path of the virtual SD card directory.
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# empty (default) will use the user_path
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sdmc_directory =
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# The path of NAND directory.
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# empty (default) will use the user_path
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nand_directory =
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[System]
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# The system model that Citra will try to emulate
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# 0: Old 3DS, 1: New 3DS (default)
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is_new_3ds =
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# The system region that Citra will use during emulation
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# -1: Auto-select (default), 0: Japan, 1: USA, 2: Europe, 3: Australia, 4: China, 5: Korea, 6: Taiwan
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region_value =
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# The clock to use when citra starts
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# 0: System clock (default), 1: fixed time
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init_clock =
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# Time used when init_clock is set to fixed_time in the format %Y-%m-%d %H:%M:%S
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# set to fixed time. Default 2000-01-01 00:00:01
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# Note: 3DS can only handle times later then Jan 1 2000
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init_time =
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[Camera]
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# Which camera engine to use for the right outer camera
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# blank (default): a dummy camera that always returns black image
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camera_outer_right_name =
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# A config string for the right outer camera. Its meaning is defined by the camera engine
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camera_outer_right_config =
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# The image flip to apply
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# 0: None (default), 1: Horizontal, 2: Vertical, 3: Reverse
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camera_outer_right_flip =
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# ... for the left outer camera
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camera_outer_left_name =
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camera_outer_left_config =
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camera_outer_left_flip =
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# ... for the inner camera
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camera_inner_name =
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camera_inner_config =
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camera_inner_flip =
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[Miscellaneous]
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# A filter which removes logs below a certain logging level.
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# Examples: *:Debug Kernel.SVC:Trace Service.*:Critical
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log_filter = *:Info
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[Debugging]
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# Record frame time data, can be found in the log directory. Boolean value
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record_frame_times =
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# Port for listening to GDB connections.
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use_gdbstub=false
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gdbstub_port=24689
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# Whether to enable additional debugging information during emulation
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# 0 (default): Off, 1: On
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renderer_debug =
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# To LLE a service module add "LLE\<module name>=true"
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[WebService]
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# Whether or not to enable telemetry
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# 0: No, 1 (default): Yes
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enable_telemetry =
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# URL for Web API
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web_api_url = https://api.citra-emu.org
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# Username and token for Citra Web Service
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# See https://profile.citra-emu.org/ for more info
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citra_username =
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citra_token =
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[Video Dumping]
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# Format of the video to output, default: webm
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output_format =
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# Options passed to the muxer (optional)
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# This is a param package, format: [key1]:[value1],[key2]:[value2],...
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format_options =
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# Video encoder used, default: libvpx-vp9
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video_encoder =
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# Options passed to the video codec (optional)
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video_encoder_options =
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# Video bitrate, default: 2500000
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video_bitrate =
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# Audio encoder used, default: libvorbis
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audio_encoder =
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# Options passed to the audio codec (optional)
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audio_encoder_options =
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# Audio bitrate, default: 64000
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audio_bitrate =
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)";
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}
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