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https://github.com/Ryujinx/Ryujinx.git
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d536cc8ae6
`MB` and `GB` can either be interpreted as having base-10 units, or base-2. `MiB` and `GiB` removes this discrepancy so that units of memory are always interpreted using base-2 units.
190 lines
9.9 KiB
C#
190 lines
9.9 KiB
C#
using CommandLine;
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using Ryujinx.Common.Configuration;
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using Ryujinx.HLE.HOS.SystemState;
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namespace Ryujinx.Headless.SDL2
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{
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public class Options
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{
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// Input
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[Option("input-profile-1", Required = false, HelpText = "Set the input profile in use for Player 1.")]
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public string InputProfile1Name { get; set; }
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[Option("input-profile-2", Required = false, HelpText = "Set the input profile in use for Player 2.")]
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public string InputProfile2Name { get; set; }
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[Option("input-profile-3", Required = false, HelpText = "Set the input profile in use for Player 3.")]
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public string InputProfile3Name { get; set; }
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[Option("input-profile-4", Required = false, HelpText = "Set the input profile in use for Player 4.")]
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public string InputProfile4Name { get; set; }
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[Option("input-profile-5", Required = false, HelpText = "Set the input profile in use for Player 5.")]
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public string InputProfile5Name { get; set; }
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[Option("input-profile-6", Required = false, HelpText = "Set the input profile in use for Player 5.")]
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public string InputProfile6Name { get; set; }
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[Option("input-profile-7", Required = false, HelpText = "Set the input profile in use for Player 7.")]
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public string InputProfile7Name { get; set; }
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[Option("input-profile-8", Required = false, HelpText = "Set the input profile in use for Player 8.")]
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public string InputProfile8Name { get; set; }
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[Option("input-profile-handheld", Required = false, HelpText = "Set the input profile in use for the Handheld Player.")]
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public string InputProfileHandheldName { get; set; }
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[Option("input-id-1", Required = false, HelpText = "Set the input id in use for Player 1.")]
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public string InputId1 { get; set; }
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[Option("input-id-2", Required = false, HelpText = "Set the input id in use for Player 2.")]
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public string InputId2 { get; set; }
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[Option("input-id-3", Required = false, HelpText = "Set the input id in use for Player 3.")]
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public string InputId3 { get; set; }
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[Option("input-id-4", Required = false, HelpText = "Set the input id in use for Player 4.")]
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public string InputId4 { get; set; }
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[Option("input-id-5", Required = false, HelpText = "Set the input id in use for Player 5.")]
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public string InputId5 { get; set; }
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[Option("input-id-6", Required = false, HelpText = "Set the input id in use for Player 6.")]
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public string InputId6 { get; set; }
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[Option("input-id-7", Required = false, HelpText = "Set the input id in use for Player 7.")]
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public string InputId7 { get; set; }
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[Option("input-id-8", Required = false, HelpText = "Set the input id in use for Player 8.")]
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public string InputId8 { get; set; }
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[Option("input-id-handheld", Required = false, HelpText = "Set the input id in use for the Handheld Player.")]
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public string InputIdHandheld { get; set; }
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[Option("enable-keyboard", Required = false, Default = false, HelpText = "Enable or disable keyboard support (Independent from controllers binding).")]
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public bool? EnableKeyboard { get; set; }
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[Option("enable-mouse", Required = false, Default = false, HelpText = "Enable or disable mouse support.")]
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public bool? EnableMouse { get; set; }
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[Option("list-input-profiles", Required = false, HelpText = "List inputs profiles.")]
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public bool? ListInputProfiles { get; set; }
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[Option("list-inputs-ids", Required = false, HelpText = "List inputs ids.")]
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public bool ListInputIds { get; set; }
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// System
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[Option("enable-ptc", Required = false, Default = true, HelpText = "Enables profiled translation cache persistency.")]
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public bool? EnablePtc { get; set; }
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[Option("enable-internet-connection", Required = false, Default = false, HelpText = "Enables guest Internet connection.")]
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public bool? EnableInternetAccess { get; set; }
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[Option("enable-fs-integrity-checks", Required = false, Default = true, HelpText = "Enables integrity checks on Game content files.")]
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public bool? EnableFsIntegrityChecks { get; set; }
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[Option("fs-global-access-log-mode", Required = false, Default = 0, HelpText = "Enables FS access log output to the console.")]
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public int FsGlobalAccessLogMode { get; set; }
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[Option("enable-vsync", Required = false, Default = true, HelpText = "Enables Vertical Sync.")]
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public bool? EnableVsync { get; set; }
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[Option("enable-shader-cache", Required = false, Default = true, HelpText = "Enables Shader cache.")]
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public bool? EnableShaderCache { get; set; }
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[Option("enable-texture-recompression", Required = false, Default = false, HelpText = "Enables Texture recompression.")]
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public bool? EnableTextureRecompression { get; set; }
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[Option("enable-docked-mode", Required = false, Default = true, HelpText = "Enables Docked Mode.")]
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public bool? EnableDockedMode { get; set; }
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[Option("system-language", Required = false, Default = SystemLanguage.AmericanEnglish, HelpText = "Change System Language.")]
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public SystemLanguage SystemLanguage { get; set; }
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[Option("system-region", Required = false, Default = RegionCode.USA, HelpText = "Change System Region.")]
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public RegionCode SystemRegion { get; set; }
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[Option("system-timezone", Required = false, Default = "UTC", HelpText = "Change System TimeZone.")]
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public string SystemTimeZone { get; set; }
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[Option("system-time-offset", Required = false, Default = 0, HelpText = "Change System Time Offset in seconds.")]
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public long SystemTimeOffset { get; set; }
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[Option("memory-manager-mode", Required = false, Default = MemoryManagerMode.HostMappedUnsafe, HelpText = "The selected memory manager mode.")]
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public MemoryManagerMode MemoryManagerMode { get; set; }
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[Option("audio-volume", Required = false, Default = 1.0f, HelpText ="The audio level (0 to 1).")]
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public float AudioVolume { get; set; }
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// Logging
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[Option("enable-file-logging", Required = false, Default = false, HelpText = "Enables logging to a file on disk.")]
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public bool? EnableFileLog { get; set; }
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[Option("enable-debug-logs", Required = false, Default = false, HelpText = "Enables printing debug log messages.")]
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public bool? LoggingEnableDebug { get; set; }
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[Option("enable-stub-logs", Required = false, Default = true, HelpText = "Enables printing stub log messages.")]
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public bool? LoggingEnableStub { get; set; }
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[Option("enable-info-logs", Required = false, Default = true, HelpText = "Enables printing info log messages.")]
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public bool? LoggingEnableInfo { get; set; }
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[Option("enable-warning-logs", Required = false, Default = true, HelpText = "Enables printing warning log messages.")]
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public bool? LoggingEnableWarning { get; set; }
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[Option("enable-error-logs", Required = false, Default = true, HelpText = "Enables printing error log messages.")]
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public bool? LoggingEnableError { get; set; }
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[Option("enable-trace-logs", Required = false, Default = false, HelpText = "Enables printing trace log messages.")]
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public bool? LoggingEnableTrace { get; set; }
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[Option("enable-guest-logs", Required = false, Default = true, HelpText = "Enables printing guest log messages.")]
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public bool? LoggingEnableGuest { get; set; }
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[Option("enable-fs-access-logs", Required = false, Default = false, HelpText = "Enables printing FS access log messages.")]
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public bool? LoggingEnableFsAccessLog { get; set; }
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[Option("graphics-debug-level", Required = false, Default = GraphicsDebugLevel.None, HelpText = "Change Graphics API debug log level.")]
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public GraphicsDebugLevel LoggingGraphicsDebugLevel { get; set; }
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// Graphics
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[Option("resolution-scale", Required = false, Default = 1, HelpText = "Resolution Scale. A floating point scale applied to applicable render targets.")]
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public float ResScale { get; set; }
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[Option("max-anisotropy", Required = false, Default = -1, HelpText = "Max Anisotropy. Values range from 0 - 16. Set to -1 to let the game decide.")]
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public float MaxAnisotropy { get; set; }
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[Option("aspect-ratio", Required = false, Default = AspectRatio.Fixed16x9, HelpText = "Aspect Ratio applied to the renderer window.")]
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public AspectRatio AspectRatio { get; set; }
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[Option("backend-threading", Required = false, Default = BackendThreading.Auto, HelpText = "Whether or not backend threading is enabled. The \"Auto\" setting will determine whether threading should be enabled at runtime.")]
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public BackendThreading BackendThreading { get; set; }
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[Option("graphics-shaders-dump-path", Required = false, HelpText = "Dumps shaders in this local directory. (Developer only)")]
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public string GraphicsShadersDumpPath { get; set; }
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[Option("graphics-backend", Required = false, Default = GraphicsBackend.OpenGl, HelpText = "Change Graphics Backend to use.")]
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public GraphicsBackend GraphicsBackend { get; set; }
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[Option("preferred-gpu-vendor", Required = false, Default = "", HelpText = "When using the Vulkan backend, prefer using the GPU from the specified vendor.")]
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public string PreferredGpuVendor { get; set; }
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// Hacks
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[Option("expand-ram", Required = false, Default = false, HelpText = "Expands the RAM amount on the emulated system from 4GiB to 6GiB.")]
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public bool? ExpandRam { get; set; }
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[Option("ignore-missing-services", Required = false, Default = false, HelpText = "Enable ignoring missing services.")]
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public bool? IgnoreMissingServices { get; set; }
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// Values
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[Value(0, MetaName = "input", HelpText = "Input to load.", Required = true)]
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public string InputPath { get; set; }
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}
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}
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