Ryubing/src/Ryujinx.Graphics.Gpu/GraphicsConfig.cs
2025-07-02 00:58:40 -05:00

76 lines
2.8 KiB
C#

namespace Ryujinx.Graphics.Gpu
{
/// <summary>
/// General GPU and graphics configuration.
/// </summary>
public static class GraphicsConfig
{
/// <summary>
/// Resolution scale.
/// </summary>
public static float ResScale { get; set; } = 1f;
/// <summary>
/// Max Anisotropy. Values range from 0 - 16. Set to -1 to let the game decide.
/// </summary>
public static float MaxAnisotropy { get; set; } = -1;
/// <summary>
/// Base directory used to write shader code dumps.
/// Set to null to disable code dumping.
/// </summary>
public static string ShadersDumpPath { get; set; }
/// <summary>
/// Fast GPU time calculates the internal GPU time ticks as if the GPU was capable of
/// processing commands almost instantly, instead of using the host timer.
/// This can avoid lower resolution on some games when GPU performance is poor.
/// </summary>
public static bool FastGpuTime { get; set; } = true;
/// <summary>
/// Enables or disables fast 2d engine texture copies entirely on CPU when possible.
/// Reduces stuttering and # of textures in games that copy textures around for streaming,
/// as textures will not need to be created for the copy, and the data does not need to be
/// flushed from GPU.
/// </summary>
public static bool Fast2DCopy { get; set; } = true;
/// <summary>
/// Enables or disables the Just-in-Time compiler for GPU Macro code.
/// </summary>
public static bool EnableMacroJit { get; set; } = true;
/// <summary>
/// Enables or disables high-level emulation of common GPU Macro code.
/// </summary>
public static bool EnableMacroHLE { get; set; } = true;
/// <summary>
/// Title id of the current running game.
/// Used by the shader cache.
/// </summary>
public static string TitleId { get; set; }
/// <summary>
/// Enables or disables the shader cache.
/// </summary>
public static bool EnableShaderCache { get; set; }
/// <summary>
/// Enables or disables shader SPIR-V compilation.
/// </summary>
public static bool EnableSpirvCompilationOnVulkan { get; set; } = true;
/// <summary>
/// Enables or disables recompression of compressed textures that are not natively supported by the host.
/// </summary>
public static bool EnableTextureRecompression { get; set; } = false;
/// <summary>
/// Enables or disables color space passthrough, if available.
/// </summary>
public static bool EnableColorSpacePassthrough { get; set; } = false;
}
}