yuzu/src/common/settings.h
2022-11-28 19:49:09 -05:00

577 lines
20 KiB
C++

// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#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,
Null = 2,
};
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,
Paranoid = 3,
};
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 Setting 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. Specifying a default value and label is required. A minimum and maximum range can
* be specified for sanitization.
*/
template <typename Type, bool ranged = false>
class Setting {
protected:
Setting() = 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 Setting(const Type& val) : value{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 Setting(const Type& default_val, const std::string& name) requires(!ranged)
: value{default_val}, default_value{default_val}, label{name} {}
virtual ~Setting() = default;
/**
* 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 Setting(const Type& default_val, const Type& min_val, const Type& max_val,
const std::string& name) requires(ranged)
: value{default_val},
default_value{default_val}, maximum{max_val}, minimum{min_val}, label{name} {}
/**
* Returns a reference to the setting's value.
*
* @returns A reference to the setting
*/
[[nodiscard]] virtual const Type& GetValue() const {
return value;
}
/**
* Sets the setting to the given value.
*
* @param val The desired value
*/
virtual void SetValue(const Type& val) {
Type temp{ranged ? std::clamp(val, minimum, maximum) : val};
std::swap(value, 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 val The desired setting value
*
* @returns A reference to the setting
*/
virtual const Type& operator=(const Type& val) {
Type temp{ranged ? std::clamp(val, minimum, maximum) : val};
std::swap(value, temp);
return value;
}
/**
* Returns a reference to the setting.
*
* @returns A reference to the setting
*/
explicit virtual operator const Type&() const {
return value;
}
protected:
Type value{}; ///< The setting
const Type default_value{}; ///< The default value
const Type maximum{}; ///< Maximum allowed value of the setting
const Type minimum{}; ///< Minimum allowed value of the setting
const std::string label{}; ///< The setting's label
};
/**
* The SwitchableSetting class is a slightly more complex version of the Setting 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.
*/
template <typename Type, bool ranged = false>
class SwitchableSetting : virtual public Setting<Type, ranged> {
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 SwitchableSetting(const Type& default_val, const std::string& name) requires(!ranged)
: Setting<Type>{default_val, name} {}
virtual ~SwitchableSetting() = default;
/**
* 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 SwitchableSetting(const Type& default_val, const Type& min_val, const Type& max_val,
const std::string& name) requires(ranged)
: Setting<Type, true>{default_val, min_val, max_val, name} {}
/**
* 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->value;
}
return custom;
}
[[nodiscard]] virtual const Type& GetValue(bool need_global) const {
if (use_global || need_global) {
return this->value;
}
return custom;
}
/**
* Sets the current setting value depending on the global state.
*
* @param val The new value
*/
void SetValue(const Type& val) override {
Type temp{ranged ? std::clamp(val, this->minimum, this->maximum) : val};
if (use_global) {
std::swap(this->value, temp);
} else {
std::swap(custom, temp);
}
}
/**
* Assigns the current setting value depending on the global state.
*
* @param val The new value
*
* @returns A reference to the current setting value
*/
const Type& operator=(const Type& val) override {
Type temp{ranged ? std::clamp(val, this->minimum, this->maximum) : val};
if (use_global) {
std::swap(this->value, temp);
return this->value;
}
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->value;
}
return custom;
}
protected:
bool use_global{true}; ///< The setting's global state
Type custom{}; ///< The custom value of the setting
};
/**
* 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) : Setting<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
Setting<std::string> sink_id{"auto", "output_engine"};
Setting<std::string> audio_output_device_id{"auto", "output_device"};
Setting<std::string> audio_input_device_id{"auto", "input_device"};
Setting<bool> audio_muted{false, "audio_muted"};
SwitchableSetting<u8, true> volume{100, 0, 200, "volume"};
Setting<bool> dump_audio_commands{false, "dump_audio_commands"};
// Core
SwitchableSetting<bool> use_multi_core{true, "use_multi_core"};
SwitchableSetting<bool> use_extended_memory_layout{false, "use_extended_memory_layout"};
// Cpu
SwitchableSetting<CPUAccuracy, true> cpu_accuracy{CPUAccuracy::Auto, CPUAccuracy::Auto,
CPUAccuracy::Paranoid, "cpu_accuracy"};
// TODO: remove cpu_accuracy_first_time, migration setting added 8 July 2021
Setting<bool> cpu_accuracy_first_time{true, "cpu_accuracy_first_time"};
Setting<bool> cpu_debug_mode{false, "cpu_debug_mode"};
Setting<bool> cpuopt_page_tables{true, "cpuopt_page_tables"};
Setting<bool> cpuopt_block_linking{true, "cpuopt_block_linking"};
Setting<bool> cpuopt_return_stack_buffer{true, "cpuopt_return_stack_buffer"};
Setting<bool> cpuopt_fast_dispatcher{true, "cpuopt_fast_dispatcher"};
Setting<bool> cpuopt_context_elimination{true, "cpuopt_context_elimination"};
Setting<bool> cpuopt_const_prop{true, "cpuopt_const_prop"};
Setting<bool> cpuopt_misc_ir{true, "cpuopt_misc_ir"};
Setting<bool> cpuopt_reduce_misalign_checks{true, "cpuopt_reduce_misalign_checks"};
Setting<bool> cpuopt_fastmem{true, "cpuopt_fastmem"};
Setting<bool> cpuopt_fastmem_exclusives{true, "cpuopt_fastmem_exclusives"};
Setting<bool> cpuopt_recompile_exclusives{true, "cpuopt_recompile_exclusives"};
SwitchableSetting<bool> cpuopt_unsafe_unfuse_fma{true, "cpuopt_unsafe_unfuse_fma"};
SwitchableSetting<bool> cpuopt_unsafe_reduce_fp_error{true, "cpuopt_unsafe_reduce_fp_error"};
SwitchableSetting<bool> cpuopt_unsafe_ignore_standard_fpcr{
true, "cpuopt_unsafe_ignore_standard_fpcr"};
SwitchableSetting<bool> cpuopt_unsafe_inaccurate_nan{true, "cpuopt_unsafe_inaccurate_nan"};
SwitchableSetting<bool> cpuopt_unsafe_fastmem_check{true, "cpuopt_unsafe_fastmem_check"};
SwitchableSetting<bool> cpuopt_unsafe_ignore_global_monitor{
true, "cpuopt_unsafe_ignore_global_monitor"};
// Renderer
SwitchableSetting<RendererBackend, true> renderer_backend{
RendererBackend::Vulkan, RendererBackend::OpenGL, RendererBackend::Null, "backend"};
Setting<bool> renderer_debug{false, "debug"};
Setting<bool> renderer_shader_feedback{false, "shader_feedback"};
Setting<bool> enable_nsight_aftermath{false, "nsight_aftermath"};
Setting<bool> disable_shader_loop_safety_checks{false, "disable_shader_loop_safety_checks"};
SwitchableSetting<int> vulkan_device{0, "vulkan_device"};
ResolutionScalingInfo resolution_info{};
SwitchableSetting<ResolutionSetup> resolution_setup{ResolutionSetup::Res1X, "resolution_setup"};
SwitchableSetting<ScalingFilter> scaling_filter{ScalingFilter::Bilinear, "scaling_filter"};
SwitchableSetting<int, true> fsr_sharpening_slider{25, 0, 200, "fsr_sharpening_slider"};
SwitchableSetting<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.
SwitchableSetting<FullscreenMode, true> fullscreen_mode{
#ifdef _WIN32
FullscreenMode::Borderless,
#else
FullscreenMode::Exclusive,
#endif
FullscreenMode::Borderless, FullscreenMode::Exclusive, "fullscreen_mode"};
SwitchableSetting<int, true> aspect_ratio{0, 0, 4, "aspect_ratio"};
SwitchableSetting<int, true> max_anisotropy{0, 0, 5, "max_anisotropy"};
SwitchableSetting<bool> use_speed_limit{true, "use_speed_limit"};
SwitchableSetting<u16, true> speed_limit{100, 0, 9999, "speed_limit"};
SwitchableSetting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"};
SwitchableSetting<GPUAccuracy, true> gpu_accuracy{GPUAccuracy::High, GPUAccuracy::Normal,
GPUAccuracy::Extreme, "gpu_accuracy"};
SwitchableSetting<bool> use_asynchronous_gpu_emulation{true, "use_asynchronous_gpu_emulation"};
SwitchableSetting<NvdecEmulation> nvdec_emulation{NvdecEmulation::GPU, "nvdec_emulation"};
SwitchableSetting<bool> accelerate_astc{true, "accelerate_astc"};
SwitchableSetting<bool> use_vsync{true, "use_vsync"};
SwitchableSetting<ShaderBackend, true> shader_backend{ShaderBackend::GLSL, ShaderBackend::GLSL,
ShaderBackend::SPIRV, "shader_backend"};
SwitchableSetting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"};
SwitchableSetting<bool> use_fast_gpu_time{true, "use_fast_gpu_time"};
SwitchableSetting<bool> use_pessimistic_flushes{false, "use_pessimistic_flushes"};
SwitchableSetting<u8> bg_red{0, "bg_red"};
SwitchableSetting<u8> bg_green{0, "bg_green"};
SwitchableSetting<u8> bg_blue{0, "bg_blue"};
// System
SwitchableSetting<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;
Setting<s32> current_user{0, "current_user"};
SwitchableSetting<s32, true> language_index{1, 0, 17, "language_index"};
SwitchableSetting<s32, true> region_index{1, 0, 6, "region_index"};
SwitchableSetting<s32, true> time_zone_index{0, 0, 45, "time_zone_index"};
SwitchableSetting<s32, true> sound_index{1, 0, 2, "sound_index"};
// Controls
InputSetting<std::array<PlayerInput, 10>> players;
SwitchableSetting<bool> use_docked_mode{true, "use_docked_mode"};
Setting<bool> enable_raw_input{false, "enable_raw_input"};
Setting<bool> controller_navigation{true, "controller_navigation"};
SwitchableSetting<bool> vibration_enabled{true, "vibration_enabled"};
SwitchableSetting<bool> enable_accurate_vibrations{false, "enable_accurate_vibrations"};
SwitchableSetting<bool> motion_enabled{true, "motion_enabled"};
Setting<std::string> udp_input_servers{"127.0.0.1:26760", "udp_input_servers"};
Setting<bool> enable_udp_controller{false, "enable_udp_controller"};
Setting<bool> pause_tas_on_load{true, "pause_tas_on_load"};
Setting<bool> tas_enable{false, "tas_enable"};
Setting<bool> tas_loop{false, "tas_loop"};
Setting<bool> mouse_panning{false, "mouse_panning"};
Setting<u8, true> mouse_panning_sensitivity{10, 1, 100, "mouse_panning_sensitivity"};
Setting<bool> mouse_enabled{false, "mouse_enabled"};
Setting<bool> emulate_analog_keyboard{false, "emulate_analog_keyboard"};
Setting<bool> keyboard_enabled{false, "keyboard_enabled"};
Setting<bool> debug_pad_enabled{false, "debug_pad_enabled"};
ButtonsRaw debug_pad_buttons;
AnalogsRaw debug_pad_analogs;
TouchscreenInput touchscreen;
Setting<std::string> touch_device{"min_x:100,min_y:50,max_x:1800,max_y:850", "touch_device"};
Setting<int> touch_from_button_map_index{0, "touch_from_button_map"};
std::vector<TouchFromButtonMap> touch_from_button_maps;
Setting<bool> enable_ring_controller{true, "enable_ring_controller"};
RingconRaw ringcon_analogs;
Setting<bool> enable_ir_sensor{false, "enable_ir_sensor"};
Setting<std::string> ir_sensor_device{"auto", "ir_sensor_device"};
// Data Storage
Setting<bool> use_virtual_sd{true, "use_virtual_sd"};
Setting<bool> gamecard_inserted{false, "gamecard_inserted"};
Setting<bool> gamecard_current_game{false, "gamecard_current_game"};
Setting<std::string> gamecard_path{std::string(), "gamecard_path"};
// Debugging
bool record_frame_times;
Setting<bool> use_gdbstub{false, "use_gdbstub"};
Setting<u16> gdbstub_port{6543, "gdbstub_port"};
Setting<std::string> program_args{std::string(), "program_args"};
Setting<bool> dump_exefs{false, "dump_exefs"};
Setting<bool> dump_nso{false, "dump_nso"};
Setting<bool> dump_shaders{false, "dump_shaders"};
Setting<bool> dump_macros{false, "dump_macros"};
Setting<bool> enable_fs_access_log{false, "enable_fs_access_log"};
Setting<bool> reporting_services{false, "reporting_services"};
Setting<bool> quest_flag{false, "quest_flag"};
Setting<bool> disable_macro_jit{false, "disable_macro_jit"};
Setting<bool> extended_logging{false, "extended_logging"};
Setting<bool> use_debug_asserts{false, "use_debug_asserts"};
Setting<bool> use_auto_stub{false, "use_auto_stub"};
Setting<bool> enable_all_controllers{false, "enable_all_controllers"};
Setting<bool> create_crash_dumps{false, "create_crash_dumps"};
Setting<bool> perform_vulkan_check{true, "perform_vulkan_check"};
// Miscellaneous
Setting<std::string> log_filter{"*:Info", "log_filter"};
Setting<bool> use_dev_keys{false, "use_dev_keys"};
// Network
Setting<std::string> network_interface{std::string(), "network_interface"};
// WebService
Setting<bool> enable_telemetry{true, "enable_telemetry"};
Setting<std::string> web_api_url{"https://api.yuzu-emu.org", "web_api_url"};
Setting<std::string> yuzu_username{std::string(), "yuzu_username"};
Setting<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