// Copyright 2021 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once #include <algorithm> #include <array> #include <atomic> #include <map> #include <optional> #include <string> #include <utility> #include <vector> #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, Res3_4X = 1, Res1X = 2, Res2X = 3, Res3X = 4, Res4X = 5, Res5X = 6, Res6X = 7, }; enum class ScalingFilter : u32 { NearestNeighbor = 0, Bilinear = 1, Bicubic = 2, Gaussian = 3, ScaleForce = 4, Fsr = 5, LastFilter = Fsr, }; enum class AntiAliasing : u32 { None = 0, Fxaa = 1, }; 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<s32>(up_scale)) >> static_cast<s32>(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 <typename Type> 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 <typename Type> class BasicRangedSetting : virtual public BasicSetting<Type> { 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<Type>{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 <typename Type> class Setting : virtual public BasicSetting<Type> { 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<Type>(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 <typename Type> class RangedSetting final : public BasicRangedSetting<Type>, public Setting<Type> { 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<Type>{default_val, name}, BasicRangedSetting<Type>{default_val, min_val, max_val, name}, Setting<Type>{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<Type>::GetValue(); } [[nodiscard]] const Type& GetValue(bool need_global) const override { return Setting<Type>::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 <typename Type> class InputSetting final { public: InputSetting() = default; explicit InputSetting(Type val) : BasicSetting<Type>(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<std::string> buttons; }; struct Values { // Audio BasicSetting<std::string> audio_device_id{"auto", "output_device"}; BasicSetting<std::string> sink_id{"auto", "output_engine"}; BasicSetting<bool> audio_muted{false, "audio_muted"}; RangedSetting<u8> volume{100, 0, 100, "volume"}; // Core Setting<bool> use_multi_core{true, "use_multi_core"}; // Cpu RangedSetting<CPUAccuracy> cpu_accuracy{CPUAccuracy::Auto, CPUAccuracy::Auto, CPUAccuracy::Unsafe, "cpu_accuracy"}; // TODO: remove cpu_accuracy_first_time, migration setting added 8 July 2021 BasicSetting<bool> cpu_accuracy_first_time{true, "cpu_accuracy_first_time"}; BasicSetting<bool> cpu_debug_mode{false, "cpu_debug_mode"}; BasicSetting<bool> cpuopt_page_tables{true, "cpuopt_page_tables"}; BasicSetting<bool> cpuopt_block_linking{true, "cpuopt_block_linking"}; BasicSetting<bool> cpuopt_return_stack_buffer{true, "cpuopt_return_stack_buffer"}; BasicSetting<bool> cpuopt_fast_dispatcher{true, "cpuopt_fast_dispatcher"}; BasicSetting<bool> cpuopt_context_elimination{true, "cpuopt_context_elimination"}; BasicSetting<bool> cpuopt_const_prop{true, "cpuopt_const_prop"}; BasicSetting<bool> cpuopt_misc_ir{true, "cpuopt_misc_ir"}; BasicSetting<bool> cpuopt_reduce_misalign_checks{true, "cpuopt_reduce_misalign_checks"}; BasicSetting<bool> cpuopt_fastmem{true, "cpuopt_fastmem"}; Setting<bool> cpuopt_unsafe_unfuse_fma{true, "cpuopt_unsafe_unfuse_fma"}; Setting<bool> cpuopt_unsafe_reduce_fp_error{true, "cpuopt_unsafe_reduce_fp_error"}; Setting<bool> cpuopt_unsafe_ignore_standard_fpcr{true, "cpuopt_unsafe_ignore_standard_fpcr"}; Setting<bool> cpuopt_unsafe_inaccurate_nan{true, "cpuopt_unsafe_inaccurate_nan"}; Setting<bool> cpuopt_unsafe_fastmem_check{true, "cpuopt_unsafe_fastmem_check"}; // Renderer RangedSetting<RendererBackend> renderer_backend{ RendererBackend::OpenGL, RendererBackend::OpenGL, RendererBackend::Vulkan, "backend"}; BasicSetting<bool> renderer_debug{false, "debug"}; BasicSetting<bool> renderer_shader_feedback{false, "shader_feedback"}; BasicSetting<bool> enable_nsight_aftermath{false, "nsight_aftermath"}; BasicSetting<bool> disable_shader_loop_safety_checks{false, "disable_shader_loop_safety_checks"}; Setting<int> vulkan_device{0, "vulkan_device"}; ResolutionScalingInfo resolution_info{}; Setting<ResolutionSetup> resolution_setup{ResolutionSetup::Res1X, "resolution_setup"}; Setting<ScalingFilter> scaling_filter{ScalingFilter::Bilinear, "scaling_filter"}; Setting<AntiAliasing> anti_aliasing{AntiAliasing::None, "anti_aliasing"}; // *nix platforms may have issues with the borderless windowed fullscreen mode. // Default to exclusive fullscreen on these platforms for now. RangedSetting<FullscreenMode> fullscreen_mode{ #ifdef _WIN32 FullscreenMode::Borderless, #else FullscreenMode::Exclusive, #endif FullscreenMode::Borderless, FullscreenMode::Exclusive, "fullscreen_mode"}; RangedSetting<int> aspect_ratio{0, 0, 3, "aspect_ratio"}; RangedSetting<int> max_anisotropy{0, 0, 4, "max_anisotropy"}; Setting<bool> use_speed_limit{true, "use_speed_limit"}; RangedSetting<u16> speed_limit{100, 0, 9999, "speed_limit"}; Setting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"}; RangedSetting<GPUAccuracy> gpu_accuracy{GPUAccuracy::High, GPUAccuracy::Normal, GPUAccuracy::Extreme, "gpu_accuracy"}; Setting<bool> use_asynchronous_gpu_emulation{true, "use_asynchronous_gpu_emulation"}; Setting<NvdecEmulation> nvdec_emulation{NvdecEmulation::GPU, "nvdec_emulation"}; Setting<bool> accelerate_astc{true, "accelerate_astc"}; Setting<bool> use_vsync{true, "use_vsync"}; BasicRangedSetting<u16> fps_cap{1000, 1, 1000, "fps_cap"}; BasicSetting<bool> disable_fps_limit{false, "disable_fps_limit"}; RangedSetting<ShaderBackend> shader_backend{ShaderBackend::GLASM, ShaderBackend::GLSL, ShaderBackend::SPIRV, "shader_backend"}; Setting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"}; Setting<bool> use_fast_gpu_time{true, "use_fast_gpu_time"}; Setting<u8> bg_red{0, "bg_red"}; Setting<u8> bg_green{0, "bg_green"}; Setting<u8> bg_blue{0, "bg_blue"}; // System Setting<std::optional<u32>> rng_seed{std::optional<u32>(), "rng_seed"}; // Measured in seconds since epoch std::optional<s64> custom_rtc; // Set on game boot, reset on stop. Seconds difference between current time and `custom_rtc` s64 custom_rtc_differential; BasicSetting<s32> current_user{0, "current_user"}; RangedSetting<s32> language_index{1, 0, 17, "language_index"}; RangedSetting<s32> region_index{1, 0, 6, "region_index"}; RangedSetting<s32> time_zone_index{0, 0, 45, "time_zone_index"}; RangedSetting<s32> sound_index{1, 0, 2, "sound_index"}; // Controls InputSetting<std::array<PlayerInput, 10>> players; Setting<bool> use_docked_mode{true, "use_docked_mode"}; BasicSetting<bool> enable_raw_input{false, "enable_raw_input"}; Setting<bool> vibration_enabled{true, "vibration_enabled"}; Setting<bool> enable_accurate_vibrations{false, "enable_accurate_vibrations"}; Setting<bool> motion_enabled{true, "motion_enabled"}; BasicSetting<std::string> motion_device{"engine:motion_emu,update_period:100,sensitivity:0.01", "motion_device"}; BasicSetting<std::string> udp_input_servers{"127.0.0.1:26760", "udp_input_servers"}; BasicSetting<bool> pause_tas_on_load{true, "pause_tas_on_load"}; BasicSetting<bool> tas_enable{false, "tas_enable"}; BasicSetting<bool> tas_loop{false, "tas_loop"}; BasicSetting<bool> tas_swap_controllers{true, "tas_swap_controllers"}; BasicSetting<bool> mouse_panning{false, "mouse_panning"}; BasicRangedSetting<u8> mouse_panning_sensitivity{10, 1, 100, "mouse_panning_sensitivity"}; BasicSetting<bool> mouse_enabled{false, "mouse_enabled"}; std::string mouse_device; MouseButtonsRaw mouse_buttons; BasicSetting<bool> emulate_analog_keyboard{false, "emulate_analog_keyboard"}; BasicSetting<bool> keyboard_enabled{false, "keyboard_enabled"}; KeyboardKeysRaw keyboard_keys; KeyboardModsRaw keyboard_mods; BasicSetting<bool> debug_pad_enabled{false, "debug_pad_enabled"}; ButtonsRaw debug_pad_buttons; AnalogsRaw debug_pad_analogs; TouchscreenInput touchscreen; BasicSetting<bool> use_touch_from_button{false, "use_touch_from_button"}; BasicSetting<std::string> touch_device{"min_x:100,min_y:50,max_x:1800,max_y:850", "touch_device"}; BasicSetting<int> touch_from_button_map_index{0, "touch_from_button_map"}; std::vector<TouchFromButtonMap> touch_from_button_maps; std::atomic_bool is_device_reload_pending{true}; // Data Storage BasicSetting<bool> use_virtual_sd{true, "use_virtual_sd"}; BasicSetting<bool> gamecard_inserted{false, "gamecard_inserted"}; BasicSetting<bool> gamecard_current_game{false, "gamecard_current_game"}; BasicSetting<std::string> gamecard_path{std::string(), "gamecard_path"}; // Debugging bool record_frame_times; BasicSetting<bool> use_gdbstub{false, "use_gdbstub"}; BasicSetting<u16> gdbstub_port{0, "gdbstub_port"}; BasicSetting<std::string> program_args{std::string(), "program_args"}; BasicSetting<bool> dump_exefs{false, "dump_exefs"}; BasicSetting<bool> dump_nso{false, "dump_nso"}; BasicSetting<bool> enable_fs_access_log{false, "enable_fs_access_log"}; BasicSetting<bool> reporting_services{false, "reporting_services"}; BasicSetting<bool> quest_flag{false, "quest_flag"}; BasicSetting<bool> disable_macro_jit{false, "disable_macro_jit"}; BasicSetting<bool> extended_logging{false, "extended_logging"}; BasicSetting<bool> use_debug_asserts{false, "use_debug_asserts"}; BasicSetting<bool> use_auto_stub{false, "use_auto_stub"}; // Miscellaneous BasicSetting<std::string> log_filter{"*:Info", "log_filter"}; BasicSetting<bool> use_dev_keys{false, "use_dev_keys"}; // Network BasicSetting<std::string> network_interface{std::string(), "network_interface"}; // WebService BasicSetting<bool> enable_telemetry{true, "enable_telemetry"}; BasicSetting<std::string> web_api_url{"https://api.yuzu-emu.org", "web_api_url"}; BasicSetting<std::string> yuzu_username{std::string(), "yuzu_username"}; BasicSetting<std::string> yuzu_token{std::string(), "yuzu_token"}; // Add-Ons std::map<u64, std::vector<std::string>> 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