0
0
Fork 0
This repository has been archived on 2024-10-12. You can view files and clone it, but cannot push or open issues or pull requests.
ryujinx-final/Ryujinx.Headless.SDL2/Options.cs

178 lines
9.1 KiB
C#
Raw Normal View History

using CommandLine;
using Ryujinx.Common.Configuration;
using Ryujinx.HLE.HOS.SystemState;
namespace Ryujinx.Headless.SDL2
{
public class Options
{
// Input
[Option("input-profile-1", Required = false, HelpText = "Set the input profile in use for Player 1.")]
public string InputProfile1Name { get; set; }
[Option("input-profile-2", Required = false, HelpText = "Set the input profile in use for Player 2.")]
public string InputProfile2Name { get; set; }
[Option("input-profile-3", Required = false, HelpText = "Set the input profile in use for Player 3.")]
public string InputProfile3Name { get; set; }
[Option("input-profile-4", Required = false, HelpText = "Set the input profile in use for Player 4.")]
public string InputProfile4Name { get; set; }
[Option("input-profile-5", Required = false, HelpText = "Set the input profile in use for Player 5.")]
public string InputProfile5Name { get; set; }
[Option("input-profile-6", Required = false, HelpText = "Set the input profile in use for Player 5.")]
public string InputProfile6Name { get; set; }
[Option("input-profile-7", Required = false, HelpText = "Set the input profile in use for Player 7.")]
public string InputProfile7Name { get; set; }
[Option("input-profile-8", Required = false, HelpText = "Set the input profile in use for Player 8.")]
public string InputProfile8Name { get; set; }
[Option("input-profile-handheld", Required = false, HelpText = "Set the input profile in use for the Handheld Player.")]
public string InputProfileHandheldName { get; set; }
[Option("input-id-1", Required = false, HelpText = "Set the input id in use for Player 1.")]
public string InputId1 { get; set; }
[Option("input-id-2", Required = false, HelpText = "Set the input id in use for Player 2.")]
public string InputId2 { get; set; }
[Option("input-id-3", Required = false, HelpText = "Set the input id in use for Player 3.")]
public string InputId3 { get; set; }
[Option("input-id-4", Required = false, HelpText = "Set the input id in use for Player 4.")]
public string InputId4 { get; set; }
[Option("input-id-5", Required = false, HelpText = "Set the input id in use for Player 5.")]
public string InputId5 { get; set; }
[Option("input-id-6", Required = false, HelpText = "Set the input id in use for Player 6.")]
public string InputId6 { get; set; }
[Option("input-id-7", Required = false, HelpText = "Set the input id in use for Player 7.")]
public string InputId7 { get; set; }
[Option("input-id-8", Required = false, HelpText = "Set the input id in use for Player 8.")]
public string InputId8 { get; set; }
[Option("input-id-handheld", Required = false, HelpText = "Set the input id in use for the Handheld Player.")]
public string InputIdHandheld { get; set; }
[Option("enable-keyboard", Required = false, Default = false, HelpText = "Enable or disable keyboard support (Independent from controllers binding).")]
public bool? EnableKeyboard { get; set; }
[Option("enable-mouse", Required = false, Default = false, HelpText = "Enable or disable mouse support.")]
public bool? EnableMouse { get; set; }
[Option("list-input-profiles", Required = false, HelpText = "List inputs profiles.")]
public bool? ListInputProfiles { get; set; }
[Option("list-inputs-ids", Required = false, HelpText = "List inputs ids.")]
public bool ListInputIds { get; set; }
// System
[Option("enable-ptc", Required = false, Default = true, HelpText = "Enables profiled translation cache persistency.")]
public bool? EnablePtc { get; set; }
[Option("enable-internet-connection", Required = false, Default = false, HelpText = "Enables guest Internet connection.")]
public bool? EnableInternetAccess { get; set; }
[Option("enable-fs-integrity-checks", Required = false, Default = true, HelpText = "Enables integrity checks on Game content files.")]
public bool? EnableFsIntegrityChecks { get; set; }
[Option("fs-global-access-log-mode", Required = false, Default = 0, HelpText = "Enables FS access log output to the console.")]
public int FsGlobalAccessLogMode { get; set; }
[Option("enable-vsync", Required = false, Default = true, HelpText = "Enables Vertical Sync.")]
public bool? EnableVsync { get; set; }
[Option("enable-shader-cache", Required = false, Default = true, HelpText = "Enables Shader cache.")]
public bool? EnableShaderCache { get; set; }
[Option("enable-docked-mode", Required = false, Default = true, HelpText = "Enables Docked Mode.")]
public bool? EnableDockedMode { get; set; }
[Option("system-language", Required = false, Default = SystemLanguage.AmericanEnglish, HelpText = "Change System Language.")]
public SystemLanguage SystemLanguage { get; set; }
[Option("system-region", Required = false, Default = RegionCode.USA, HelpText = "Change System Region.")]
public RegionCode SystemRegion { get; set; }
[Option("system-timezone", Required = false, Default = "UTC", HelpText = "Change System TimeZone.")]
public string SystemTimeZone { get; set; }
[Option("system-time-offset", Required = false, Default = 0, HelpText = "Change System Time Offset in seconds.")]
public long SystemTimeOffset { get; set; }
[Option("memory-manager-mode", Required = false, Default = MemoryManagerMode.HostMappedUnsafe, HelpText = "The selected memory manager mode.")]
public MemoryManagerMode MemoryManagerMode { get; set; }
[Option("audio-volume", Required = false, Default = 1.0f, HelpText ="The audio level (0 to 1).")]
public float AudioVolume { get; set; }
// Logging
[Option("enable-file-logging", Required = false, Default = false, HelpText = "Enables logging to a file on disk.")]
public bool? EnableFileLog { get; set; }
[Option("enable-debug-logs", Required = false, Default = false, HelpText = "Enables printing debug log messages.")]
public bool? LoggingEnableDebug { get; set; }
[Option("enable-stub-logs", Required = false, Default = true, HelpText = "Enables printing stub log messages.")]
public bool? LoggingEnableStub { get; set; }
[Option("enable-info-logs", Required = false, Default = true, HelpText = "Enables printing info log messages.")]
public bool? LoggingEnableInfo { get; set; }
[Option("enable-warning-logs", Required = false, Default = true, HelpText = "Enables printing warning log messages.")]
public bool? LoggingEnableWarning { get; set; }
[Option("enable-error-logs", Required = false, Default = true, HelpText = "Enables printing error log messages.")]
public bool? LoggingEnableError { get; set; }
[Option("enable-guest-logs", Required = false, Default = true, HelpText = "Enables printing guest log messages.")]
public bool? LoggingEnableGuest { get; set; }
[Option("enable-fs-access-logs", Required = false, Default = false, HelpText = "Enables printing FS access log messages.")]
public bool? LoggingEnableFsAccessLog { get; set; }
[Option("graphics-debug-level", Required = false, Default = GraphicsDebugLevel.None, HelpText = "Change Graphics API debug log level.")]
public GraphicsDebugLevel LoggingGraphicsDebugLevel { get; set; }
// Graphics
[Option("resolution-scale", Required = false, Default = 1, HelpText = "Resolution Scale. A floating point scale applied to applicable render targets.")]
public float ResScale { get; set; }
[Option("max-anisotropy", Required = false, Default = -1, HelpText = "Max Anisotropy. Values range from 0 - 16. Set to -1 to let the game decide.")]
public float MaxAnisotropy { get; set; }
[Option("aspect-ratio", Required = false, Default = AspectRatio.Fixed16x9, HelpText = "Aspect Ratio applied to the renderer window.")]
public AspectRatio AspectRatio { get; set; }
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) * Initial Implementation About as fast as nvidia GL multithreading, can be improved with faster command queuing. * Struct based command list Speeds up a bit. Still a lot of time lost to resource copy. * Do shader init while the render thread is active. * Introduce circular span pool V1 Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next. * Refactor SpanRef some more Use a struct to represent SpanRef, rather than a reference. * Flush buffers on background thread * Use a span for UpdateRenderScale. Much faster than copying the array. * Calculate command size using reflection * WIP parallel shaders * Some minor optimisation * Only 2 max refs per command now. The command with 3 refs is gone. :relieved: * Don't cast on the GPU side * Remove redundant casts, force sync on window present * Fix Shader Cache * Fix host shader save. * Fixup to work with new renderer stuff * Make command Run static, use array of delegates as lookup Profile says this takes less time than the previous way. * Bring up to date * Add settings toggle. Fix Muiltithreading Off mode. * Fix warning. * Release tracking lock for flushes * Fix Conditional Render fast path with threaded gal * Make handle iteration safe when releasing the lock This is mostly temporary. * Attempt to set backend threading on driver Only really works on nvidia before launching a game. * Fix race condition with BufferModifiedRangeList, exceptions in tracking actions * Update buffer set commands * Some cleanup * Only use stutter workaround when using opengl renderer non-threaded * Add host-conditional reservation of counter events There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made. * Address Feedback * Make counter flush tracked again. Hopefully does not cause any issues this time. * Wait for FlushTo on the main queue thread. Currently assumes only one thread will want to FlushTo (in this case, the GPU thread) * Add SDL2 headless integration * Add HLE macro commands. Co-authored-by: Mary <mary@mary.zone>
2021-08-26 22:31:29 +00:00
[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.")]
public BackendThreading BackendThreading { get; set; }
[Option("graphics-shaders-dump-path", Required = false, HelpText = "Dumps shaders in this local directory. (Developer only)")]
public string GraphicsShadersDumpPath { get; set; }
// Hacks
[Option("expand-ram", Required = false, Default = false, HelpText = "Expands the RAM amount on the emulated system from 4GB to 6GB.")]
public bool? ExpandRam { get; set; }
[Option("ignore-missing-services", Required = false, Default = false, HelpText = "Enable ignoring missing services.")]
public bool? IgnoreMissingServices { get; set; }
// Values
[Value(0, MetaName = "input", HelpText = "Input to load.", Required = true)]
public string InputPath { get; set; }
}
}