Ryujinx-uplift/src/Ryujinx.Graphics.Gpu/GraphicsConfig.cs
jcm 773e239db7
Implement color space passthrough option (#5531)
Co-authored-by: jcm <butt@butts.com>
2023-08-07 18:54:05 +01:00

78 lines
2.7 KiB
C#

namespace Ryujinx.Graphics.Gpu
{
#pragma warning disable CA2211 // Non-constant fields should not be visible
/// <summary>
/// General GPU and graphics configuration.
/// </summary>
public static class GraphicsConfig
{
/// <summary>
/// Resolution scale.
/// </summary>
public static float ResScale = 1f;
/// <summary>
/// Max Anisotropy. Values range from 0 - 16. Set to -1 to let the game decide.
/// </summary>
public static float MaxAnisotropy = -1;
/// <summary>
/// Base directory used to write shader code dumps.
/// Set to null to disable code dumping.
/// </summary>
public static string ShadersDumpPath;
/// <summary>
/// Fast GPU time calculates the internal GPU time ticks as if the GPU was capable of
/// processing commands almost instantly, instead of using the host timer.
/// This can avoid lower resolution on some games when GPU performance is poor.
/// </summary>
public static bool FastGpuTime = true;
/// <summary>
/// Enables or disables fast 2d engine texture copies entirely on CPU when possible.
/// Reduces stuttering and # of textures in games that copy textures around for streaming,
/// as textures will not need to be created for the copy, and the data does not need to be
/// flushed from GPU.
/// </summary>
public static bool Fast2DCopy = true;
/// <summary>
/// Enables or disables the Just-in-Time compiler for GPU Macro code.
/// </summary>
public static bool EnableMacroJit = true;
/// <summary>
/// Enables or disables high-level emulation of common GPU Macro code.
/// </summary>
public static bool EnableMacroHLE = true;
/// <summary>
/// Title id of the current running game.
/// Used by the shader cache.
/// </summary>
public static string TitleId;
/// <summary>
/// Enables or disables the shader cache.
/// </summary>
public static bool EnableShaderCache;
/// <summary>
/// Enables or disables shader SPIR-V compilation.
/// </summary>
public static bool EnableSpirvCompilationOnVulkan = true;
/// <summary>
/// Enables or disables recompression of compressed textures that are not natively supported by the host.
/// </summary>
public static bool EnableTextureRecompression = false;
/// <summary>
/// Enables or disables color space passthrough, if available.
/// </summary>
public static bool EnableColorSpacePassthrough = false;
}
#pragma warning restore CA2211
}