Lime3DS/src/citra/config.cpp

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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.
#include <iomanip>
#include <memory>
#include <sstream>
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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#include <type_traits>
#include <unordered_map>
#include <SDL.h>
#include <inih/cpp/INIReader.h>
#include "citra/config.h"
#include "citra/default_ini.h"
#include "common/file_util.h"
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#include "common/logging/log.h"
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#include "common/param_package.h"
#include "common/settings.h"
#include "core/frontend/mic.h"
#include "core/hle/service/service.h"
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#include "input_common/main.h"
#include "input_common/udp/client.h"
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#include "network/network_settings.h"
Config::Config() {
// TODO: Don't hardcode the path; let the frontend decide where to put the config files.
sdl2_config_loc = FileUtil::GetUserPath(FileUtil::UserPath::ConfigDir) + "sdl2-config.ini";
sdl2_config = std::make_unique<INIReader>(sdl2_config_loc);
Reload();
}
Config::~Config() = default;
bool Config::LoadINI(const std::string& default_contents, bool retry) {
Port yuzu-emu/yuzu#2511: "common/file_util: Minor cleanup" (#4782) * common/file_util: Make IOFile's WriteString take a std::string_view We don't need to force the usage of a std::string here, and can instead use a std::string_view, which allows writing out other forms of strings (e.g. C-style strings) without any unnecessary heap allocations. * common/file_util: Remove unnecessary c_str() calls The file stream open functions have supported std::string overloads since C++11, so we don't need to use c_str() here. Same behavior, less code. * common/file_util: Make ReadFileToString and WriteStringToFile consistent Makes the parameter ordering consistent, and also makes the filename parameter a std::string. A std::string would be constructed anyways with the previous code, as IOFile's only constructor with a filepath is one taking a std::string. We can also make WriteStringToFile's string parameter utilize a std::string_view for the string, making use of our previous changes to IOFile. * common/file_util: Remove duplicated documentation comments These are already present within the header, so they don't need to be repeated in the cpp file. * common/file_util: Make GetCurrentDir() return a std::optional nullptr was being returned in the error case, which, at a glance may seem perfectly OK... until you realize that std::string has the invariant that it may not be constructed from a null pointer. This means that if this error case was ever hit, then the application would most likely crash from a thrown exception in std::string's constructor. Instead, we can change the function to return an optional value, indicating if a failure occurred. * common/file_util: Remove unnecessary return at end of void StripTailDirSlashes() While we're at it, also invert the conditional into a guard clause.
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const std::string& location = this->sdl2_config_loc;
if (sdl2_config->ParseError() < 0) {
if (retry) {
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LOG_WARNING(Config, "Failed to load {}. Creating file from defaults...", location);
FileUtil::CreateFullPath(location);
Port yuzu-emu/yuzu#2511: "common/file_util: Minor cleanup" (#4782) * common/file_util: Make IOFile's WriteString take a std::string_view We don't need to force the usage of a std::string here, and can instead use a std::string_view, which allows writing out other forms of strings (e.g. C-style strings) without any unnecessary heap allocations. * common/file_util: Remove unnecessary c_str() calls The file stream open functions have supported std::string overloads since C++11, so we don't need to use c_str() here. Same behavior, less code. * common/file_util: Make ReadFileToString and WriteStringToFile consistent Makes the parameter ordering consistent, and also makes the filename parameter a std::string. A std::string would be constructed anyways with the previous code, as IOFile's only constructor with a filepath is one taking a std::string. We can also make WriteStringToFile's string parameter utilize a std::string_view for the string, making use of our previous changes to IOFile. * common/file_util: Remove duplicated documentation comments These are already present within the header, so they don't need to be repeated in the cpp file. * common/file_util: Make GetCurrentDir() return a std::optional nullptr was being returned in the error case, which, at a glance may seem perfectly OK... until you realize that std::string has the invariant that it may not be constructed from a null pointer. This means that if this error case was ever hit, then the application would most likely crash from a thrown exception in std::string's constructor. Instead, we can change the function to return an optional value, indicating if a failure occurred. * common/file_util: Remove unnecessary return at end of void StripTailDirSlashes() While we're at it, also invert the conditional into a guard clause.
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FileUtil::WriteStringToFile(true, location, default_contents);
sdl2_config = std::make_unique<INIReader>(location); // Reopen file
return LoadINI(default_contents, false);
}
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LOG_ERROR(Config, "Failed.");
return false;
}
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LOG_INFO(Config, "Successfully loaded {}", location);
return true;
}
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static const std::array<int, Settings::NativeButton::NumButtons> default_buttons = {
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SDL_SCANCODE_A, SDL_SCANCODE_S, SDL_SCANCODE_Z, SDL_SCANCODE_X, SDL_SCANCODE_T, SDL_SCANCODE_G,
SDL_SCANCODE_F, SDL_SCANCODE_H, SDL_SCANCODE_Q, SDL_SCANCODE_W, SDL_SCANCODE_M, SDL_SCANCODE_N,
SDL_SCANCODE_O, SDL_SCANCODE_P, SDL_SCANCODE_1, SDL_SCANCODE_2, SDL_SCANCODE_B,
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};
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static const std::array<std::array<int, 5>, Settings::NativeAnalog::NumAnalogs> default_analogs{{
{
SDL_SCANCODE_UP,
SDL_SCANCODE_DOWN,
SDL_SCANCODE_LEFT,
SDL_SCANCODE_RIGHT,
SDL_SCANCODE_D,
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},
{
SDL_SCANCODE_I,
SDL_SCANCODE_K,
SDL_SCANCODE_J,
SDL_SCANCODE_L,
SDL_SCANCODE_D,
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},
}};
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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template <>
void Config::ReadSetting(const std::string& group, Settings::Setting<std::string>& setting) {
std::string setting_value = sdl2_config->Get(group, setting.GetLabel(), setting.GetDefault());
if (setting_value.empty()) {
setting_value = setting.GetDefault();
}
setting = std::move(setting_value);
}
template <>
void Config::ReadSetting(const std::string& group, Settings::Setting<bool>& setting) {
setting = sdl2_config->GetBoolean(group, setting.GetLabel(), setting.GetDefault());
}
template <typename Type, bool ranged>
void Config::ReadSetting(const std::string& group, Settings::Setting<Type, ranged>& setting) {
if constexpr (std::is_floating_point_v<Type>) {
setting = sdl2_config->GetReal(group, setting.GetLabel(), setting.GetDefault());
} else {
setting = static_cast<Type>(sdl2_config->GetInteger(
group, setting.GetLabel(), static_cast<long>(setting.GetDefault())));
}
}
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void Config::ReadValues() {
// Controls
// TODO: add multiple input profile support
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for (int i = 0; i < Settings::NativeButton::NumButtons; ++i) {
std::string default_param = InputCommon::GenerateKeyboardParam(default_buttons[i]);
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Settings::values.current_input_profile.buttons[i] =
sdl2_config->GetString("Controls", Settings::NativeButton::mapping[i], default_param);
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if (Settings::values.current_input_profile.buttons[i].empty())
Settings::values.current_input_profile.buttons[i] = default_param;
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}
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for (int i = 0; i < Settings::NativeAnalog::NumAnalogs; ++i) {
std::string default_param = InputCommon::GenerateAnalogParamFromKeys(
default_analogs[i][0], default_analogs[i][1], default_analogs[i][2],
default_analogs[i][3], default_analogs[i][4], 0.5f);
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Settings::values.current_input_profile.analogs[i] =
sdl2_config->GetString("Controls", Settings::NativeAnalog::mapping[i], default_param);
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if (Settings::values.current_input_profile.analogs[i].empty())
Settings::values.current_input_profile.analogs[i] = default_param;
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}
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Settings::values.current_input_profile.motion_device = sdl2_config->GetString(
"Controls", "motion_device",
"engine:motion_emu,update_period:100,sensitivity:0.01,tilt_clamp:90.0");
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Settings::values.current_input_profile.touch_device =
sdl2_config->GetString("Controls", "touch_device", "engine:emu_window");
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Settings::values.current_input_profile.udp_input_address = sdl2_config->GetString(
"Controls", "udp_input_address", InputCommon::CemuhookUDP::DEFAULT_ADDR);
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Settings::values.current_input_profile.udp_input_port =
static_cast<u16>(sdl2_config->GetInteger("Controls", "udp_input_port",
InputCommon::CemuhookUDP::DEFAULT_PORT));
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// Core
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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ReadSetting("Core", Settings::values.use_cpu_jit);
ReadSetting("Core", Settings::values.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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ReadSetting("Renderer", Settings::values.graphics_api);
ReadSetting("Renderer", Settings::values.use_gles);
ReadSetting("Renderer", Settings::values.use_hw_shader);
ReadSetting("Renderer", Settings::values.shaders_accurate_mul);
ReadSetting("Renderer", Settings::values.use_shader_jit);
ReadSetting("Renderer", Settings::values.resolution_factor);
ReadSetting("Renderer", Settings::values.use_disk_shader_cache);
ReadSetting("Renderer", Settings::values.frame_limit);
ReadSetting("Renderer", Settings::values.use_vsync_new);
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>
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ReadSetting("Renderer", Settings::values.texture_filter);
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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ReadSetting("Renderer", Settings::values.mono_render_option);
ReadSetting("Renderer", Settings::values.render_3d);
ReadSetting("Renderer", Settings::values.factor_3d);
ReadSetting("Renderer", Settings::values.pp_shader_name);
ReadSetting("Renderer", Settings::values.anaglyph_shader_name);
ReadSetting("Renderer", Settings::values.filter_mode);
ReadSetting("Renderer", Settings::values.bg_red);
ReadSetting("Renderer", Settings::values.bg_green);
ReadSetting("Renderer", Settings::values.bg_blue);
// Layout
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 06:29:17 -05:00
ReadSetting("Layout", Settings::values.layout_option);
ReadSetting("Layout", Settings::values.swap_screen);
ReadSetting("Layout", Settings::values.upright_screen);
ReadSetting("Layout", Settings::values.large_screen_proportion);
ReadSetting("Layout", Settings::values.custom_layout);
ReadSetting("Layout", Settings::values.custom_top_left);
ReadSetting("Layout", Settings::values.custom_top_top);
ReadSetting("Layout", Settings::values.custom_top_right);
ReadSetting("Layout", Settings::values.custom_top_bottom);
ReadSetting("Layout", Settings::values.custom_bottom_left);
ReadSetting("Layout", Settings::values.custom_bottom_top);
ReadSetting("Layout", Settings::values.custom_bottom_right);
ReadSetting("Layout", Settings::values.custom_bottom_bottom);
ReadSetting("Layout", Settings::values.custom_second_layer_opacity);
2019-04-02 19:57:13 -05:00
// Utility
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 06:29:17 -05:00
ReadSetting("Utility", Settings::values.dump_textures);
ReadSetting("Utility", Settings::values.custom_textures);
ReadSetting("Utility", Settings::values.preload_textures);
2019-04-02 19:57:13 -05:00
// Audio
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 06:29:17 -05:00
ReadSetting("Audio", Settings::values.audio_emulation);
ReadSetting("Audio", Settings::values.sink_id);
ReadSetting("Audio", Settings::values.enable_audio_stretching);
ReadSetting("Audio", Settings::values.audio_device_id);
ReadSetting("Audio", Settings::values.volume);
ReadSetting("Audio", Settings::values.mic_input_device);
ReadSetting("Audio", Settings::values.mic_input_type);
2014-11-15 13:56:18 -06:00
// Data Storage
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 06:29:17 -05:00
ReadSetting("Data Storage", Settings::values.use_virtual_sd);
ReadSetting("Data Storage", Settings::values.use_custom_storage);
if (Settings::values.use_custom_storage) {
FileUtil::UpdateUserPath(FileUtil::UserPath::NANDDir,
sdl2_config->GetString("Data Storage", "nand_directory", ""));
FileUtil::UpdateUserPath(FileUtil::UserPath::SDMCDir,
sdl2_config->GetString("Data Storage", "sdmc_directory", ""));
}
// System
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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ReadSetting("System", Settings::values.is_new_3ds);
ReadSetting("System", Settings::values.region_value);
ReadSetting("System", Settings::values.init_clock);
{
std::tm t;
t.tm_sec = 1;
t.tm_min = 0;
t.tm_hour = 0;
t.tm_mday = 1;
t.tm_mon = 0;
t.tm_year = 100;
t.tm_isdst = 0;
std::istringstream string_stream(
sdl2_config->GetString("System", "init_time", "2000-01-01 00:00:01"));
string_stream >> std::get_time(&t, "%Y-%m-%d %H:%M:%S");
if (string_stream.fail()) {
LOG_ERROR(Config, "Failed To parse init_time. Using 2000-01-01 00:00:01");
}
Settings::values.init_time =
std::chrono::duration_cast<std::chrono::seconds>(
std::chrono::system_clock::from_time_t(std::mktime(&t)).time_since_epoch())
.count();
}
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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ReadSetting("System", Settings::values.plugin_loader_enabled);
ReadSetting("System", Settings::values.allow_plugin_loader);
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{
constexpr const char* default_init_time_offset = "0 00:00:00";
std::string offset_string =
sdl2_config->GetString("System", "init_time_offset", default_init_time_offset);
size_t sep_index = offset_string.find(' ');
if (sep_index == std::string::npos) {
LOG_ERROR(Config, "Failed to parse init_time_offset. Using 0 00:00:00");
offset_string = default_init_time_offset;
sep_index = offset_string.find(' ');
}
std::string day_string = offset_string.substr(0, sep_index);
long long days = 0;
try {
days = std::stoll(day_string);
} catch (std::logic_error&) {
LOG_ERROR(Config, "Failed to parse days in init_time_offset. Using 0");
days = 0;
}
long long days_in_seconds = days * 86400;
std::tm t;
t.tm_sec = 0;
t.tm_min = 0;
t.tm_hour = 0;
t.tm_mday = 1;
t.tm_mon = 0;
t.tm_year = 100;
t.tm_isdst = 0;
std::istringstream string_stream(offset_string.substr(sep_index + 1));
string_stream >> std::get_time(&t, "%H:%M:%S");
if (string_stream.fail()) {
LOG_ERROR(Config,
"Failed to parse hours, minutes and seconds in init_time_offset. 00:00:00");
}
auto time_offset =
std::chrono::system_clock::from_time_t(std::mktime(&t)).time_since_epoch();
auto secs = std::chrono::duration_cast<std::chrono::seconds>(time_offset).count();
Settings::values.init_time_offset = static_cast<long long>(secs) + days_in_seconds;
}
// Camera
using namespace Service::CAM;
Settings::values.camera_name[OuterRightCamera] =
sdl2_config->GetString("Camera", "camera_outer_right_name", "blank");
Settings::values.camera_config[OuterRightCamera] =
sdl2_config->GetString("Camera", "camera_outer_right_config", "");
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Settings::values.camera_flip[OuterRightCamera] =
sdl2_config->GetInteger("Camera", "camera_outer_right_flip", 0);
Settings::values.camera_name[InnerCamera] =
sdl2_config->GetString("Camera", "camera_inner_name", "blank");
Settings::values.camera_config[InnerCamera] =
sdl2_config->GetString("Camera", "camera_inner_config", "");
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Settings::values.camera_flip[InnerCamera] =
sdl2_config->GetInteger("Camera", "camera_inner_flip", 0);
Settings::values.camera_name[OuterLeftCamera] =
sdl2_config->GetString("Camera", "camera_outer_left_name", "blank");
Settings::values.camera_config[OuterLeftCamera] =
sdl2_config->GetString("Camera", "camera_outer_left_config", "");
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Settings::values.camera_flip[OuterLeftCamera] =
sdl2_config->GetInteger("Camera", "camera_outer_left_flip", 0);
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// Miscellaneous
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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ReadSetting("Miscellaneous", Settings::values.log_filter);
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// Debugging
Settings::values.record_frame_times =
sdl2_config->GetBoolean("Debugging", "record_frame_times", false);
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 06:29:17 -05:00
ReadSetting("Debugging", Settings::values.renderer_debug);
ReadSetting("Debugging", Settings::values.use_gdbstub);
ReadSetting("Debugging", Settings::values.gdbstub_port);
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for (const auto& service_module : Service::service_module_map) {
bool use_lle = sdl2_config->GetBoolean("Debugging", "LLE\\" + service_module.name, false);
Settings::values.lle_modules.emplace(service_module.name, use_lle);
}
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// Web Service
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NetSettings::values.enable_telemetry =
sdl2_config->GetBoolean("WebService", "enable_telemetry", true);
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NetSettings::values.web_api_url =
sdl2_config->GetString("WebService", "web_api_url", "https://api.citra-emu.org");
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NetSettings::values.citra_username = sdl2_config->GetString("WebService", "citra_username", "");
NetSettings::values.citra_token = sdl2_config->GetString("WebService", "citra_token", "");
// Video Dumping
Settings::values.output_format =
sdl2_config->GetString("Video Dumping", "output_format", "webm");
Settings::values.format_options = sdl2_config->GetString("Video Dumping", "format_options", "");
Settings::values.video_encoder =
sdl2_config->GetString("Video Dumping", "video_encoder", "libvpx-vp9");
// Options for variable bit rate live streaming taken from here:
// https://developers.google.com/media/vp9/live-encoding
std::string default_video_options;
if (Settings::values.video_encoder == "libvpx-vp9") {
default_video_options =
"quality:realtime,speed:6,tile-columns:4,frame-parallel:1,threads:8,row-mt:1";
}
Settings::values.video_encoder_options =
sdl2_config->GetString("Video Dumping", "video_encoder_options", default_video_options);
Settings::values.video_bitrate =
sdl2_config->GetInteger("Video Dumping", "video_bitrate", 2500000);
Settings::values.audio_encoder =
sdl2_config->GetString("Video Dumping", "audio_encoder", "libvorbis");
Settings::values.audio_encoder_options =
sdl2_config->GetString("Video Dumping", "audio_encoder_options", "");
Settings::values.audio_bitrate =
sdl2_config->GetInteger("Video Dumping", "audio_bitrate", 64000);
}
void Config::Reload() {
LoadINI(DefaultINI::sdl2_config_file);
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ReadValues();
}