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* Initial implementation of fast 2d copy TODO: Partial copy for mismatching region/size. * WIP * Cleanup * Update Ryujinx.Graphics.Gpu/Engine/Twod/TwodClass.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: gdkchan <gab.dark.100@gmail.com>
60 lines
No EOL
2.1 KiB
C#
60 lines
No EOL
2.1 KiB
C#
namespace Ryujinx.Graphics.Gpu
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{
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/// <summary>
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/// General GPU and graphics configuration.
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/// </summary>
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public static class GraphicsConfig
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{
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/// <summary>
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/// Resolution scale.
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/// </summary>
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public static float ResScale = 1f;
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/// <summary>
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/// Max Anisotropy. Values range from 0 - 16. Set to -1 to let the game decide.
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/// </summary>
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public static float MaxAnisotropy = -1;
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/// <summary>
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/// Base directory used to write shader code dumps.
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/// Set to null to disable code dumping.
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/// </summary>
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public static string ShadersDumpPath;
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/// <summary>
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/// Fast GPU time calculates the internal GPU time ticks as if the GPU was capable of
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/// processing commands almost instantly, instead of using the host timer.
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/// This can avoid lower resolution on some games when GPU performance is poor.
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/// </summary>
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public static bool FastGpuTime = true;
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/// <summary>
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/// Enables or disables fast 2d engine texture copies entirely on CPU when possible.
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/// Reduces stuttering and # of textures in games that copy textures around for streaming,
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/// as textures will not need to be created for the copy, and the data does not need to be
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/// flushed from GPU.
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/// </summary>
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public static bool Fast2DCopy = true;
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/// <summary>
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/// Enables or disables the Just-in-Time compiler for GPU Macro code.
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/// </summary>
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public static bool EnableMacroJit = true;
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/// <summary>
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/// Enables or disables high-level emulation of common GPU Macro code.
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/// </summary>
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public static bool EnableMacroHLE = true;
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/// <summary>
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/// Title id of the current running game.
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/// Used by the shader cache.
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/// </summary>
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public static string TitleId;
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/// <summary>
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/// Enables or disables the shader cache.
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/// </summary>
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public static bool EnableShaderCache;
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}
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} |