// Copyright 2021 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once #include #include #include #include #include #include #include #include #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, Res1X = 1, Res2X = 2, Res3X = 3, Res4X = 4, }; enum class ScalingFilter : u32 { Bilinear = 0, Bicubic = 1, ScaleForce = 2, Fsr = 3, }; 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(up_scale)) >> static_cast(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 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 class BasicRangedSetting : virtual public BasicSetting { 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{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 class Setting : virtual public BasicSetting { 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(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 class RangedSetting final : public BasicRangedSetting, public Setting { 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{default_val, name}, BasicRangedSetting{default_val, min_val, max_val, name}, Setting{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::GetValue(); } [[nodiscard]] const Type& GetValue(bool need_global) const override { return Setting::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 class InputSetting final { public: InputSetting() = default; explicit InputSetting(Type val) : BasicSetting(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 buttons; }; struct Values { // Audio BasicSetting audio_device_id{"auto", "output_device"}; BasicSetting sink_id{"auto", "output_engine"}; BasicSetting audio_muted{false, "audio_muted"}; RangedSetting volume{100, 0, 100, "volume"}; // Core Setting use_multi_core{true, "use_multi_core"}; // Cpu RangedSetting cpu_accuracy{CPUAccuracy::Auto, CPUAccuracy::Auto, CPUAccuracy::Unsafe, "cpu_accuracy"}; // TODO: remove cpu_accuracy_first_time, migration setting added 8 July 2021 BasicSetting cpu_accuracy_first_time{true, "cpu_accuracy_first_time"}; BasicSetting cpu_debug_mode{false, "cpu_debug_mode"}; BasicSetting cpuopt_page_tables{true, "cpuopt_page_tables"}; BasicSetting cpuopt_block_linking{true, "cpuopt_block_linking"}; BasicSetting cpuopt_return_stack_buffer{true, "cpuopt_return_stack_buffer"}; BasicSetting cpuopt_fast_dispatcher{true, "cpuopt_fast_dispatcher"}; BasicSetting cpuopt_context_elimination{true, "cpuopt_context_elimination"}; BasicSetting cpuopt_const_prop{true, "cpuopt_const_prop"}; BasicSetting cpuopt_misc_ir{true, "cpuopt_misc_ir"}; BasicSetting cpuopt_reduce_misalign_checks{true, "cpuopt_reduce_misalign_checks"}; BasicSetting cpuopt_fastmem{true, "cpuopt_fastmem"}; Setting cpuopt_unsafe_unfuse_fma{true, "cpuopt_unsafe_unfuse_fma"}; Setting cpuopt_unsafe_reduce_fp_error{true, "cpuopt_unsafe_reduce_fp_error"}; Setting cpuopt_unsafe_ignore_standard_fpcr{true, "cpuopt_unsafe_ignore_standard_fpcr"}; Setting cpuopt_unsafe_inaccurate_nan{true, "cpuopt_unsafe_inaccurate_nan"}; Setting cpuopt_unsafe_fastmem_check{true, "cpuopt_unsafe_fastmem_check"}; // Renderer RangedSetting renderer_backend{ RendererBackend::OpenGL, RendererBackend::OpenGL, RendererBackend::Vulkan, "backend"}; BasicSetting renderer_debug{false, "debug"}; BasicSetting renderer_shader_feedback{false, "shader_feedback"}; BasicSetting enable_nsight_aftermath{false, "nsight_aftermath"}; BasicSetting disable_shader_loop_safety_checks{false, "disable_shader_loop_safety_checks"}; Setting vulkan_device{0, "vulkan_device"}; ResolutionScalingInfo resolution_info{}; Setting resolution_setup{ResolutionSetup::Res1X, "resolution_setup"}; Setting scaling_filter{ScalingFilter::Bilinear, "scaling_filter"}; // *nix platforms may have issues with the borderless windowed fullscreen mode. // Default to exclusive fullscreen on these platforms for now. RangedSetting fullscreen_mode{ #ifdef _WIN32 FullscreenMode::Borderless, #else FullscreenMode::Exclusive, #endif FullscreenMode::Borderless, FullscreenMode::Exclusive, "fullscreen_mode"}; RangedSetting aspect_ratio{0, 0, 3, "aspect_ratio"}; RangedSetting max_anisotropy{0, 0, 4, "max_anisotropy"}; Setting use_speed_limit{true, "use_speed_limit"}; RangedSetting speed_limit{100, 0, 9999, "speed_limit"}; Setting use_disk_shader_cache{true, "use_disk_shader_cache"}; RangedSetting gpu_accuracy{GPUAccuracy::High, GPUAccuracy::Normal, GPUAccuracy::Extreme, "gpu_accuracy"}; Setting use_asynchronous_gpu_emulation{true, "use_asynchronous_gpu_emulation"}; Setting nvdec_emulation{NvdecEmulation::GPU, "nvdec_emulation"}; Setting accelerate_astc{true, "accelerate_astc"}; Setting use_vsync{true, "use_vsync"}; BasicRangedSetting fps_cap{1000, 1, 1000, "fps_cap"}; BasicSetting disable_fps_limit{false, "disable_fps_limit"}; RangedSetting shader_backend{ShaderBackend::GLASM, ShaderBackend::GLSL, ShaderBackend::SPIRV, "shader_backend"}; Setting use_asynchronous_shaders{false, "use_asynchronous_shaders"}; Setting use_fast_gpu_time{true, "use_fast_gpu_time"}; Setting bg_red{0, "bg_red"}; Setting bg_green{0, "bg_green"}; Setting bg_blue{0, "bg_blue"}; // System Setting> rng_seed{std::optional(), "rng_seed"}; // Measured in seconds since epoch std::optional custom_rtc; // Set on game boot, reset on stop. Seconds difference between current time and `custom_rtc` s64 custom_rtc_differential; BasicSetting current_user{0, "current_user"}; RangedSetting language_index{1, 0, 17, "language_index"}; RangedSetting region_index{1, 0, 6, "region_index"}; RangedSetting time_zone_index{0, 0, 45, "time_zone_index"}; RangedSetting sound_index{1, 0, 2, "sound_index"}; // Controls InputSetting> players; Setting use_docked_mode{true, "use_docked_mode"}; BasicSetting enable_raw_input{false, "enable_raw_input"}; Setting vibration_enabled{true, "vibration_enabled"}; Setting enable_accurate_vibrations{false, "enable_accurate_vibrations"}; Setting motion_enabled{true, "motion_enabled"}; BasicSetting motion_device{"engine:motion_emu,update_period:100,sensitivity:0.01", "motion_device"}; BasicSetting udp_input_servers{"127.0.0.1:26760", "udp_input_servers"}; BasicSetting pause_tas_on_load{true, "pause_tas_on_load"}; BasicSetting tas_enable{false, "tas_enable"}; BasicSetting tas_loop{false, "tas_loop"}; BasicSetting tas_swap_controllers{true, "tas_swap_controllers"}; BasicSetting mouse_panning{false, "mouse_panning"}; BasicRangedSetting mouse_panning_sensitivity{10, 1, 100, "mouse_panning_sensitivity"}; BasicSetting mouse_enabled{false, "mouse_enabled"}; std::string mouse_device; MouseButtonsRaw mouse_buttons; BasicSetting emulate_analog_keyboard{false, "emulate_analog_keyboard"}; BasicSetting keyboard_enabled{false, "keyboard_enabled"}; KeyboardKeysRaw keyboard_keys; KeyboardModsRaw keyboard_mods; BasicSetting debug_pad_enabled{false, "debug_pad_enabled"}; ButtonsRaw debug_pad_buttons; AnalogsRaw debug_pad_analogs; TouchscreenInput touchscreen; BasicSetting use_touch_from_button{false, "use_touch_from_button"}; BasicSetting touch_device{"min_x:100,min_y:50,max_x:1800,max_y:850", "touch_device"}; BasicSetting touch_from_button_map_index{0, "touch_from_button_map"}; std::vector touch_from_button_maps; std::atomic_bool is_device_reload_pending{true}; // Data Storage BasicSetting use_virtual_sd{true, "use_virtual_sd"}; BasicSetting gamecard_inserted{false, "gamecard_inserted"}; BasicSetting gamecard_current_game{false, "gamecard_current_game"}; BasicSetting gamecard_path{std::string(), "gamecard_path"}; // Debugging bool record_frame_times; BasicSetting use_gdbstub{false, "use_gdbstub"}; BasicSetting gdbstub_port{0, "gdbstub_port"}; BasicSetting program_args{std::string(), "program_args"}; BasicSetting dump_exefs{false, "dump_exefs"}; BasicSetting dump_nso{false, "dump_nso"}; BasicSetting enable_fs_access_log{false, "enable_fs_access_log"}; BasicSetting reporting_services{false, "reporting_services"}; BasicSetting quest_flag{false, "quest_flag"}; BasicSetting disable_macro_jit{false, "disable_macro_jit"}; BasicSetting extended_logging{false, "extended_logging"}; BasicSetting use_debug_asserts{false, "use_debug_asserts"}; BasicSetting use_auto_stub{false, "use_auto_stub"}; // Miscellaneous BasicSetting log_filter{"*:Info", "log_filter"}; BasicSetting use_dev_keys{false, "use_dev_keys"}; // Network BasicSetting network_interface{std::string(), "network_interface"}; // WebService BasicSetting enable_telemetry{true, "enable_telemetry"}; BasicSetting web_api_url{"https://api.yuzu-emu.org", "web_api_url"}; BasicSetting yuzu_username{std::string(), "yuzu_username"}; BasicSetting yuzu_token{std::string(), "yuzu_token"}; // Add-Ons std::map> 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