Lime3DS/src/citra/default_ini.h

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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
namespace DefaultINI {
const char* sdl2_config_file = R"(
[Controls]
# The input devices and parameters for each 3DS native input
# It should be in the format of "engine:[engine_name],[param1]:[value1],[param2]:[value2]..."
# Escape characters $0 (for ':'), $1 (for ',') and $2 (for '$') can be used in values
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# for button input, the following devices are available:
# - "keyboard" (default) for keyboard input. Required parameters:
# - "code": the code of the key to bind
# - "sdl" for joystick input using SDL. Required parameters:
# - "joystick": the index of the joystick to bind
# - "button"(optional): the index of the button to bind
# - "hat"(optional): the index of the hat to bind as direction buttons
# - "axis"(optional): the index of the axis to bind
# - "direction"(only used for hat): the direction name of the hat to bind. Can be "up", "down", "left" or "right"
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# - "threshold"(only used for axis): a float value in (-1.0, 1.0) which the button is
# triggered if the axis value crosses
# - "direction"(only used for axis): "+" means the button is triggered when the axis value
# is greater than the threshold; "-" means the button is triggered when the axis value
# is smaller than the threshold
button_a=
button_b=
button_x=
button_y=
button_up=
button_down=
button_left=
button_right=
button_l=
button_r=
button_start=
button_select=
button_debug=
button_gpio14=
button_zl=
button_zr=
button_home=
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# for analog input, the following devices are available:
# - "analog_from_button" (default) for emulating analog input from direction buttons. Required parameters:
# - "up", "down", "left", "right": sub-devices for each direction.
# Should be in the format as a button input devices using escape characters, for example, "engine$0keyboard$1code$00"
# - "modifier": sub-devices as a modifier.
# - "modifier_scale": a float number representing the applied modifier scale to the analog input.
# Must be in range of 0.0-1.0. Defaults to 0.5
# - "sdl" for joystick input using SDL. Required parameters:
# - "joystick": the index of the joystick to bind
# - "axis_x": the index of the axis to bind as x-axis (default to 0)
# - "axis_y": the index of the axis to bind as y-axis (default to 1)
circle_pad=
c_stick=
# for motion input, the following devices are available:
# - "motion_emu" (default) for emulating motion input from mouse input. Required parameters:
# - "update_period": update period in milliseconds (default to 100)
# - "sensitivity": the coefficient converting mouse movement to tilting angle (default to 0.01)
# - "tilt_clamp": the max value of the tilt angle in degrees (default to 90)
# - "cemuhookudp" reads motion input from a udp server that uses cemuhook's udp protocol
motion_device=
# for touch input, the following devices are available:
# - "emu_window" (default) for emulating touch input from mouse input to the emulation window. No parameters required
# - "cemuhookudp" reads touch input from a udp server that uses cemuhook's udp protocol
# - "min_x", "min_y", "max_x", "max_y": defines the udp device's touch screen coordinate system
touch_device=
# Most desktop operating systems do not expose a way to poll the motion state of the controllers
# so as a way around it, cemuhook created a udp client/server protocol to broadcast the data directly
# from a controller device to the client program. Citra has a client that can connect and read
# from any cemuhook compatible motion program.
# IPv4 address of the udp input server (Default "127.0.0.1")
udp_input_address=
# Port of the udp input server. (Default 26760)
udp_input_port=
# The pad to request data on. Should be between 0 (Pad 1) and 3 (Pad 4). (Default 0)
udp_pad_index=
[Core]
# Whether to use the Just-In-Time (JIT) compiler for CPU emulation
# 0: Interpreter (slow), 1 (default): JIT (fast)
use_cpu_jit =
# Change the Clock Frequency of the emulated 3DS CPU.
# Underclocking can increase the performance of the game at the risk of freezing.
# Overclocking may fix lag that happens on console, but also comes with the risk of freezing.
# Range is any positive integer (but we suspect 25 - 400 is a good idea) Default is 100
cpu_clock_percentage =
[Renderer]
Prepare frontend for multiple graphics APIs (#6347) * externals: Update dynarmic * settings: Introduce GraphicsAPI enum * For now it's OpenGL only but will be expanded upon later * citra_qt: Introduce backend agnostic context management * Mostly a direct port from yuzu * core: Simplify context acquire * settings: Add option to create debug contexts * renderer_opengl: Abstract initialization to Driver * This commit also updates glad and adds some useful extensions which we will use in part 2 * Rasterizer construction is moved to the specific renderer instead of RendererBase. Software rendering has been disable to achieve this but will be brought back in the next commit. * video_core: Remove Init/Shutdown methods from renderer * The constructor and destructor can do the same job * In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached * citra_qt: Decouple software renderer from opengl part 1 * citra: Decouple software renderer from opengl part 2 * android: Decouple software renderer from opengl part 3 * swrasterizer: Decouple software renderer from opengl part 4 * This commit simply enforces the renderer naming conventions in the software renderer * video_core: Move RendererBase to VideoCore * video_core: De-globalize screenshot state * video_core: Pass system to the renderers * video_core: Commonize shader uniform data * video_core: Abstract backend agnostic rasterizer operations * bootmanager: Remove references to OpenGL for macOS OpenGL macOS headers definitions clash heavily with each other * citra_qt: Proper title for api settings * video_core: Reduce boost usage * bootmanager: Fix hide mouse option Remove event handlers from RenderWidget for events that are already handled by the parent GRenderWindow. Also enable mouse tracking on the RenderWidget. * android: Remove software from graphics api list * code: Address review comments * citra: Port per-game settings read * Having to update the default value for all backends is a pain so lets centralize it * android: Rename to OpenGLES --------- Co-authored-by: MerryMage <MerryMage@users.noreply.github.com> Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
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# Whether to render using OpenGL or Software
# 0: Software, 1: OpenGL (default)
graphics_api =
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# Whether to render using GLES or OpenGL
# 0 (default): OpenGL, 1: GLES
use_gles =
# Whether to use hardware shaders to emulate 3DS shaders
# 0: Software, 1 (default): Hardware
use_hw_shader =
# Whether to use accurate multiplication in hardware shaders
# 0: Off (Faster, but causes issues in some games) 1: On (Default. Slower, but correct)
shaders_accurate_mul =
# Whether to use the Just-In-Time (JIT) compiler for shader emulation
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# 0: Interpreter (slow), 1 (default): JIT (fast)
use_shader_jit =
# Forces VSync on the display thread. Usually doesn't impact performance, but on some drivers it can
# so only turn this off if you notice a speed difference.
# 0: Off, 1 (default): On
use_vsync_new =
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# Reduce stuttering by storing and loading generated shaders to disk
# 0: Off, 1 (default. On)
use_disk_shader_cache =
# Resolution scale factor
# 0: Auto (scales resolution to window size), 1: Native 3DS screen resolution, Otherwise a scale
# factor for the 3DS resolution
resolution_factor =
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Rasterizer cache refactor (#6375) * rasterizer_cache: Remove custom texture code * It's a hacky buggy mess, will be reimplemented later when the cache is in a better state * rasterizer_cache: Refactor surface upload/download * Switch to the texture_codec header which was written as part of the vulkan backend by steveice and me * Move most of the upload logic to the rasterizer cache and out of the surface object * Scaled uploads/downloads have been disabled for now since they require more runtime infrastructure * rasterizer_cache: Refactor runtime interface * Remove aspect enum which is the same as SurfaceType * Replace Subresource with specific structures for each operation (blit/copy/clear). This mimics moderns APIs vulkan much better * Pass the surface to the runtime instead of the texture * Implement CopyTextures with glCopyImageSubData which is available on 4.3 and gles. This function also has an overload for cubes which will be removed later. * rasterizer_cache: Move texture allocation to the runtime * renderer_opengl: Remove TextureDownloaderES * It's overly compilcated and unused at the moment. Will be replaced with a simple compute shader in a later commit * rasterizer_cache: Split CachedSurface * This commit splits CachedSurface into two classes, SurfaceBase which contains the backend agnostic functions and Surface which is the opengl specific part * For now the cache uses the opengl surface directly and there are a few ugly casts with watchers, those will be taken care of when the template convertion and watcher removal are added respectively * rasterizer_cache: Move reinterpreters to the runtime * rasterizer_cache: Move some pixel format function to the cpp file * rasterizer_cache: Common texture acceleration functions * They don't contain any backend specific code so they shouldn't be duplicated * rasterizer_cache: Remove BlitSurfaces * It's better to prefer copy/blit in the caller anyway * rasterizer_cache: Only allocate needed levels * rasterizer_cache: Move texture runtime out of common dir * Also shorten the util header filename * surface_params: Cleanup code * Add more comments, organize it a bit etc * rasterizer_cache: Move texture filtering to the runtime * rasterizer_cache: Move to VideoCore * renderer_opengl: Reimplement scaled uploads/downloads * Instead of looking up for temporary textures, each allocation now contains both a scaled and unscaled handle This allows the scale operations to be done inside the surface object itself and improves performance in general * In particular the scaled download code has been expanded to use ARB_get_texture_sub_image when possible which is faster and more convenient than glReadPixels. The latter is still relevant for OpenGLES though. * Finally allocations are now given a handy debug name that can be viewed from renderdoc. * rasterizer_cache: Remove global state * gl_rasterizer: Abstract common draw operations to Framebuffer * This also allows to cache framebuffer objects instead of always swapping the textures, something that particularly benefits mali gpus * rasterizer_cache: Implement multi-level surfaces * With this commit the cache can now directly upload and use mipmaps without needing to sync them with watchers. By using native mimaps directly this also adds support for mipmap for cube * Texture cubes have also been updated to drop the watcher requirement * host_shaders: Add CMake integration for string shaders * Improves build time shader generation making it much less prone to errors. Also moves the presentation shaders here to avoid embedding them to the cpp file. * Texture filter shaders now make explicit use of uniform bindings for better vulkan compatibility * renderer_opengl: Emulate lod bias in the shader * This way opengles can emulate it correctly * gl_rasterizer: Respect GL_MAX_TEXTURE_BUFFER_SIZE * Older Bifrost Mali GPUs only support up to 64kb texture buffers. Citra would try to allocate a much larger buffer the first 64kb of which would work fine but after that the driver starts misbehaving and showing various graphical glitches * rasterizer_cache: Cleanup CopySurface * renderer_opengl: Keep frames synchronized when using a GPU debugger * rasterizer_cache: Rename Surface to SurfaceRef * Makes it clear that surface is a shared_ptr and not an object * rasterizer_cache: Cleanup * Move constructor to the top of the file * Move FindMatch to the top as well and remove the Invalid flag which was redudant; all FindMatch calls used it expect from MatchFlags::Copy which ignores it anyway * gl_texture_runtime: Make driver const * gl_texture_runtime: Fix RGB8 format handling * The texture_codec header, being written with vulkan in mind converts RGB8 to RGBA8. The backend wasn't adjusted to account for this though and treated the data as RGB8. * Also remove D16 convertions, both opengl and vulkan are required to support this format so these are not needed * gl_texture_runtime: Reduce state switches during FBO blits * glBlitFramebuffer is only affected by the scissor rectangle so just disable scissor testing instead of resetting our entire state * surface_params: Prevent texcopy that spans multiple levels * It would have failed before as well, with multi-level surfaces it triggers the assert though * renderer_opengl: Centralize texture filters * A lot of code is shared between the filters thus is makes it sense to centralize them * Also fix an issue with partial texture uploads * Address review comments * rasterizer_cache: Use leading return types * rasterizer_cache: Cleanup null checks * renderer_opengl: Add additional logging * externals: Actually downgrade glad * For some reason I missed adding the files to git * surface_params: Do not check for levels in exact match * Some games will try to use the base level of a multi level surface. Checking for levels forces another surface to be created and a copy to be made which is both unncessary and breaks custom textures --------- Co-authored-by: bunnei <bunneidev@gmail.com>
2023-04-21 07:14:55 +00:00
# Texture filter
# 0: None, 1: Anime4K, 2: Bicubic, 3: Nearest Neighbor, 4: ScaleForce, 5: xBRZ
texture_filter =
# Limits the speed of the game to run no faster than this value as a percentage of target speed.
# Will not have an effect if unthrottled is enabled.
# 5 - 995: Speed limit as a percentage of target game speed. 0 for unthrottled. 100 (default)
frame_limit =
# Overrides the frame limiter to use frame_limit_alternate instead of frame_limit.
# 0: Off (default), 1: On
use_frame_limit_alternate =
# Alternate speed limit to be used instead of frame_limit if use_frame_limit_alternate is enabled
# 5 - 995: Speed limit as a percentage of target game speed. 0 for unthrottled. 200 (default)
frame_limit_alternate =
# The clear color for the renderer. What shows up on the sides of the bottom screen.
# Must be in range of 0.0-1.0. Defaults to 0.0 for all.
bg_red =
bg_blue =
bg_green =
# Whether and how Stereoscopic 3D should be rendered
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# 0 (default): Off, 1: Side by Side, 2: Anaglyph, 3: Interlaced, 4: Reverse Interlaced
render_3d =
# Change 3D Intensity
# 0 - 100: Intensity. 0 (default)
factor_3d =
# Change Default Eye to Render When in Monoscopic Mode
# 0 (default): Left, 1: Right
mono_render_option =
# The name of the post processing shader to apply.
# Loaded from shaders if render_3d is off or side by side.
pp_shader_name =
# The name of the shader to apply when render_3d is anaglyph.
# Loaded from shaders/anaglyph
anaglyph_shader_name =
# Whether to enable linear filtering or not
# This is required for some shaders to work correctly
# 0: Nearest, 1 (default): Linear
filter_mode =
[Layout]
# Layout for the screen inside the render window.
# 0 (default): Default Top Bottom Screen
# 1: Single Screen Only
# 2: Large Screen Small Screen
# 3: Side by Side
# 4: Separate Windows
layout_option =
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# Toggle custom layout (using the settings below) on or off.
# 0 (default): Off, 1: On
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custom_layout =
# Screen placement when using Custom layout option
# 0x, 0y is the top left corner of the render window.
custom_top_left =
custom_top_top =
custom_top_right =
custom_top_bottom =
custom_bottom_left =
custom_bottom_top =
custom_bottom_right =
custom_bottom_bottom =
# Opacity of second layer when using custom layout option (bottom screen unless swapped)
custom_second_layer_opacity =
# Swaps the prominent screen with the other screen.
# For example, if Single Screen is chosen, setting this to 1 will display the bottom screen instead of the top screen.
# 0 (default): Top Screen is prominent, 1: Bottom Screen is prominent
swap_screen =
# Toggle upright orientation, for book style games.
# 0 (default): Off, 1: On
upright_screen =
# The proportion between the large and small screens when playing in Large Screen Small Screen layout.
# Must be a real value between 1.0 and 16.0. Default is 4
large_screen_proportion =
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# Dumps textures as PNG to dump/textures/[Title ID]/.
# 0 (default): Off, 1: On
dump_textures =
# Reads PNG files from load/textures/[Title ID]/ and replaces textures.
# 0 (default): Off, 1: On
custom_textures =
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# Loads all custom textures into memory before booting.
# 0 (default): Off, 1: On
preload_textures =
Custom textures rewrite (#6452) * common: Add thread pool from yuzu * Is really useful for asynchronous operations like shader compilation and custom textures, will be used in following PRs * core: Improve ImageInterface * Provide a default implementation so frontends don't have to duplicate code registering the lodepng version * Add a dds version too which we will use in the next commit * rasterizer_cache: Rewrite custom textures * There's just too much to talk about here, look at the PR description for more details * rasterizer_cache: Implement basic pack configuration file * custom_tex_manager: Flip dumped textures * custom_tex_manager: Optimize custom texture hashing * If no convertions are needed then we can hash the decoded data directly removing the needed for duplicate decode * custom_tex_manager: Implement asynchronous texture loading * The file loading and decoding is offloaded into worker threads, while the upload itself still occurs in the main thread to avoid having to manage shared contexts * Address review comments * custom_tex_manager: Introduce custom material support * video_core: Move custom textures to separate directory * Also split the files to make the code cleaner * gl_texture_runtime: Generate mipmaps for material * custom_tex_manager: Prevent memory overflow when preloading * externals: Add dds-ktx as submodule * string_util: Return vector from SplitString * No code benefits from passing it as an argument * custom_textures: Use json config file * gl_rasterizer: Only bind material for unit 0 * Address review comments
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# Loads custom textures asynchronously with background threads.
# 0: Off, 1 (default): On
async_custom_loading =
[Audio]
# Whether or not to enable DSP LLE
# 0 (default): No, 1: Yes
enable_dsp_lle =
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# Whether or not to run DSP LLE on a different thread
# 0 (default): No, 1: Yes
enable_dsp_lle_thread =
# Whether or not to enable the audio-stretching post-processing effect.
# This effect adjusts audio speed to match emulation speed and helps prevent audio stutter,
# at the cost of increasing audio latency.
# 0: No, 1 (default): Yes
enable_audio_stretching =
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# Output volume.
# 1.0 (default): 100%, 0.0; mute
volume =
# Which audio output type to use.
# 0 (default): Auto-select, 1: No audio output, 2: Cubeb (if available), 3: OpenAL (if available), 4: SDL2 (if available)
output_type =
# Which audio output device to use.
# auto (default): Auto-select
output_device =
# Which audio input type to use.
# 0 (default): Auto-select, 1: No audio input, 2: Static noise, 3: Cubeb (if available), 4: OpenAL (if available)
input_type =
# Which audio input device to use.
# auto (default): Auto-select
input_device =
[Data Storage]
# Whether to create a virtual SD card.
# 1 (default): Yes, 0: No
use_virtual_sd =
# Whether to use custom storage locations
# 1: Yes, 0 (default): No
use_custom_storage =
# The path of the virtual SD card directory.
# empty (default) will use the user_path
sdmc_directory =
# The path of NAND directory.
# empty (default) will use the user_path
nand_directory =
[System]
# The system model that Citra will try to emulate
# 0: Old 3DS, 1: New 3DS (default)
is_new_3ds =
# The system region that Citra will use during emulation
# -1: Auto-select (default), 0: Japan, 1: USA, 2: Europe, 3: Australia, 4: China, 5: Korea, 6: Taiwan
region_value =
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# The clock to use when citra starts
# 0: System clock (default), 1: fixed time
init_clock =
# Time used when init_clock is set to fixed_time in the format %Y-%m-%d %H:%M:%S
# set to fixed time. Default 2000-01-01 00:00:01
# Note: 3DS can only handle times later then Jan 1 2000
init_time =
[Camera]
# Which camera engine to use for the right outer camera
# blank (default): a dummy camera that always returns black image
camera_outer_right_name =
# A config string for the right outer camera. Its meaning is defined by the camera engine
camera_outer_right_config =
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# The image flip to apply
# 0: None (default), 1: Horizontal, 2: Vertical, 3: Reverse
camera_outer_right_flip =
# ... for the left outer camera
camera_outer_left_name =
camera_outer_left_config =
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camera_outer_left_flip =
# ... for the inner camera
camera_inner_name =
camera_inner_config =
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camera_inner_flip =
[Miscellaneous]
# A filter which removes logs below a certain logging level.
# Examples: *:Debug Kernel.SVC:Trace Service.*:Critical
log_filter = *:Info
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[Debugging]
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# Record frame time data, can be found in the log directory. Boolean value
record_frame_times =
Prepare frontend for multiple graphics APIs (#6347) * externals: Update dynarmic * settings: Introduce GraphicsAPI enum * For now it's OpenGL only but will be expanded upon later * citra_qt: Introduce backend agnostic context management * Mostly a direct port from yuzu * core: Simplify context acquire * settings: Add option to create debug contexts * renderer_opengl: Abstract initialization to Driver * This commit also updates glad and adds some useful extensions which we will use in part 2 * Rasterizer construction is moved to the specific renderer instead of RendererBase. Software rendering has been disable to achieve this but will be brought back in the next commit. * video_core: Remove Init/Shutdown methods from renderer * The constructor and destructor can do the same job * In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached * citra_qt: Decouple software renderer from opengl part 1 * citra: Decouple software renderer from opengl part 2 * android: Decouple software renderer from opengl part 3 * swrasterizer: Decouple software renderer from opengl part 4 * This commit simply enforces the renderer naming conventions in the software renderer * video_core: Move RendererBase to VideoCore * video_core: De-globalize screenshot state * video_core: Pass system to the renderers * video_core: Commonize shader uniform data * video_core: Abstract backend agnostic rasterizer operations * bootmanager: Remove references to OpenGL for macOS OpenGL macOS headers definitions clash heavily with each other * citra_qt: Proper title for api settings * video_core: Reduce boost usage * bootmanager: Fix hide mouse option Remove event handlers from RenderWidget for events that are already handled by the parent GRenderWindow. Also enable mouse tracking on the RenderWidget. * android: Remove software from graphics api list * code: Address review comments * citra: Port per-game settings read * Having to update the default value for all backends is a pain so lets centralize it * android: Rename to OpenGLES --------- Co-authored-by: MerryMage <MerryMage@users.noreply.github.com> Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
2023-03-27 11:29:17 +00:00
2015-09-02 12:56:38 +00:00
# Port for listening to GDB connections.
use_gdbstub=false
gdbstub_port=24689
Prepare frontend for multiple graphics APIs (#6347) * externals: Update dynarmic * settings: Introduce GraphicsAPI enum * For now it's OpenGL only but will be expanded upon later * citra_qt: Introduce backend agnostic context management * Mostly a direct port from yuzu * core: Simplify context acquire * settings: Add option to create debug contexts * renderer_opengl: Abstract initialization to Driver * This commit also updates glad and adds some useful extensions which we will use in part 2 * Rasterizer construction is moved to the specific renderer instead of RendererBase. Software rendering has been disable to achieve this but will be brought back in the next commit. * video_core: Remove Init/Shutdown methods from renderer * The constructor and destructor can do the same job * In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached * citra_qt: Decouple software renderer from opengl part 1 * citra: Decouple software renderer from opengl part 2 * android: Decouple software renderer from opengl part 3 * swrasterizer: Decouple software renderer from opengl part 4 * This commit simply enforces the renderer naming conventions in the software renderer * video_core: Move RendererBase to VideoCore * video_core: De-globalize screenshot state * video_core: Pass system to the renderers * video_core: Commonize shader uniform data * video_core: Abstract backend agnostic rasterizer operations * bootmanager: Remove references to OpenGL for macOS OpenGL macOS headers definitions clash heavily with each other * citra_qt: Proper title for api settings * video_core: Reduce boost usage * bootmanager: Fix hide mouse option Remove event handlers from RenderWidget for events that are already handled by the parent GRenderWindow. Also enable mouse tracking on the RenderWidget. * android: Remove software from graphics api list * code: Address review comments * citra: Port per-game settings read * Having to update the default value for all backends is a pain so lets centralize it * android: Rename to OpenGLES --------- Co-authored-by: MerryMage <MerryMage@users.noreply.github.com> Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
2023-03-27 11:29:17 +00:00
# Whether to enable additional debugging information during emulation
# 0 (default): Off, 1: On
renderer_debug =
# To LLE a service module add "LLE\<module name>=true"
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[WebService]
# Whether or not to enable telemetry
# 0: No, 1 (default): Yes
enable_telemetry =
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# URL for Web API
web_api_url = https://api.citra-emu.org
# Username and token for Citra Web Service
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# See https://profile.citra-emu.org/ for more info
citra_username =
citra_token =
[Video Dumping]
# Format of the video to output, default: webm
output_format =
# Options passed to the muxer (optional)
# This is a param package, format: [key1]:[value1],[key2]:[value2],...
format_options =
# Video encoder used, default: libvpx-vp9
video_encoder =
# Options passed to the video codec (optional)
video_encoder_options =
# Video bitrate, default: 2500000
video_bitrate =
# Audio encoder used, default: libvorbis
audio_encoder =
# Options passed to the audio codec (optional)
audio_encoder_options =
# Audio bitrate, default: 64000
audio_bitrate =
)";
}