ppsspp/Core/Config.h
Henrik Rydgård 6b76bcf070 Add new texture filtering "Auto Max Quality" that tweaks texture filtering for best quality.
It does this by enforcing mipmapping and minification filters, and
always autogenerates mipmaps and enforces anisotropic filtering for all
modes (if that's separately enabled).

This looks nice and flicker free in most games without any additional
tweaking, including GTA and Burnout which have long been painfully
flickery in the distance due to undersampling.

Needs a bit more testing before merge, maybe.

Fixes #13888
2021-09-03 00:14:58 +02:00

562 lines
16 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <string>
#include <map>
#include <vector>
#include "ppsspp_config.h"
#include "Common/CommonTypes.h"
#include "Common/File/Path.h"
#include "Core/ConfigValues.h"
extern const char *PPSSPP_GIT_VERSION;
enum ChatPositions {
BOTTOM_LEFT = 0,
BOTTOM_CENTER = 1,
BOTOM_RIGHT = 2,
TOP_LEFT = 3,
TOP_CENTER = 4,
TOP_RIGHT = 5,
CENTER_LEFT = 6,
CENTER_RIGHT = 7,
};
namespace http {
class Download;
class Downloader;
}
struct UrlEncoder;
struct ConfigTouchPos {
float x;
float y;
float scale;
// Note: Show is not used for all settings.
bool show;
};
struct ConfigCustomButton {
uint64_t key;
int image;
int shape;
bool toggle;
};
struct Config {
public:
Config();
~Config();
// Whether to save the config on close.
bool bSaveSettings;
bool bFirstRun;
bool bGameSpecific = false;
bool bUpdatedInstanceCounter = false;
int iRunCount; // To be used to for example check for updates every 10 runs and things like that.
bool bAutoRun; // start immediately
bool bBrowse; // when opening the emulator, immediately show a file browser
// General
bool bScreenshotsAsPNG;
bool bUseFFV1;
bool bDumpFrames;
bool bDumpVideoOutput;
bool bDumpAudio;
bool bSaveLoadResetsAVdumping;
bool bEnableLogging;
bool bDumpDecryptedEboot;
bool bFullscreenOnDoubleclick;
// These four are Win UI only
bool bPauseOnLostFocus;
bool bTopMost;
bool bIgnoreWindowsKey;
bool bRestartRequired;
std::string sFont;
bool bPauseWhenMinimized;
// Not used on mobile devices.
bool bPauseExitsEmulator;
bool bPauseMenuExitsEmulator;
// Core
bool bIgnoreBadMemAccess;
bool bFastMemory;
int iCpuCore;
bool bCheckForNewVersion;
bool bForceLagSync;
bool bFuncReplacements;
bool bHideSlowWarnings;
bool bHideStateWarnings;
bool bPreloadFunctions;
uint32_t uJitDisableFlags;
bool bSeparateSASThread;
bool bSeparateIOThread;
int iIOTimingMethod;
int iLockedCPUSpeed;
bool bAutoSaveSymbolMap;
bool bCacheFullIsoInRam;
int iRemoteISOPort;
std::string sLastRemoteISOServer;
int iLastRemoteISOPort;
bool bRemoteISOManual;
bool bRemoteShareOnStartup;
std::string sRemoteISOSubdir;
bool bRemoteDebuggerOnStartup;
bool bMemStickInserted;
int iMemStickSizeGB;
bool bLoadPlugins;
int iScreenRotation; // The rotation angle of the PPSSPP UI. Only supported on Android and possibly other mobile platforms.
int iInternalScreenRotation; // The internal screen rotation angle. Useful for vertical SHMUPs and similar.
std::string sReportHost;
std::vector<std::string> recentIsos;
std::vector<std::string> vPinnedPaths;
std::string sLanguageIni;
bool bDiscordPresence; // Enables setting the Discord presence to the current game (or menu)
// GFX
int iGPUBackend;
std::string sFailedGPUBackends;
std::string sDisabledGPUBackends;
// We have separate device parameters for each backend so it doesn't get erased if you switch backends.
// If not set, will use the "best" device.
std::string sVulkanDevice;
std::string sD3D11Device; // Windows only
std::string sCameraDevice;
std::string sMicDevice;
bool bSoftwareRendering;
bool bHardwareTransform; // only used in the GLES backend
bool bSoftwareSkinning; // may speed up some games
bool bVendorBugChecksEnabled;
int iRenderingMode; // 0 = non-buffered rendering 1 = buffered rendering
int iTexFiltering; // 1 = auto , 2 = nearest , 3 = linear , 4 = auto max quality
int iBufFilter; // 1 = linear, 2 = nearest
int iSmallDisplayZoomType; // Used to fit display into screen 0 = stretch, 1 = partial stretch, 2 = auto scaling, 3 = manual scaling.
float fSmallDisplayOffsetX; // Along with Y it goes from 0.0 to 1.0, XY (0.5, 0.5) = center of the screen
float fSmallDisplayOffsetY;
float fSmallDisplayZoomLevel; //This is used for zoom values, both in and out.
bool bImmersiveMode; // Mode on Android Kitkat 4.4 that hides the back button etc.
bool bSustainedPerformanceMode; // Android: Slows clocks down to avoid overheating/speed fluctuations.
bool bIgnoreScreenInsets; // Android: Center screen disregarding insets if this is enabled.
bool bVSync;
int iFrameSkip;
int iFrameSkipType;
int iFastForwardMode; // See FastForwardMode in ConfigValues.h.
bool bAutoFrameSkip;
bool bEnableCardboardVR; // Cardboard Master Switch
int iCardboardScreenSize; // Screen Size (in %)
int iCardboardXShift; // X-Shift of Screen (in %)
int iCardboardYShift; // Y-Shift of Screen (in %)
int iWindowX;
int iWindowY;
int iWindowWidth; // Windows and other windowed environments
int iWindowHeight;
bool bVertexCache;
bool bTextureBackoffCache;
bool bTextureSecondaryCache;
bool bVertexDecoderJit;
bool bFullScreen;
bool bFullScreenMulti;
int iInternalResolution; // 0 = Auto (native), 1 = 1x (480x272), 2 = 2x, 3 = 3x, 4 = 4x and so on.
int iAnisotropyLevel; // 0 - 5, powers of 2: 0 = 1x = no aniso
int bHighQualityDepth;
bool bReplaceTextures;
bool bSaveNewTextures;
bool bIgnoreTextureFilenames;
int iTexScalingLevel; // 0 = auto, 1 = off, 2 = 2x, ..., 5 = 5x
int iTexScalingType; // 0 = xBRZ, 1 = Hybrid
bool bTexDeposterize;
bool bTexHardwareScaling;
int iFpsLimit1;
int iFpsLimit2;
int iMaxRecent;
int iCurrentStateSlot;
int iRewindFlipFrequency;
bool bUISound;
bool bEnableStateUndo;
std::string sStateLoadUndoGame;
std::string sStateUndoLastSaveGame;
int iStateUndoLastSaveSlot;
int iAutoLoadSaveState; // 0 = off, 1 = oldest, 2 = newest, >2 = slot number + 3
bool bEnableCheats;
bool bReloadCheats;
int iCwCheatRefreshRate;
float fCwCheatScrollPosition;
float fGameListScrollPosition;
int iBloomHack; //0 = off, 1 = safe, 2 = balanced, 3 = aggressive
bool bBlockTransferGPU;
bool bDisableSlowFramebufEffects;
bool bFragmentTestCache;
int iSplineBezierQuality; // 0 = low , 1 = Intermediate , 2 = High
bool bHardwareTessellation;
std::vector<std::string> vPostShaderNames; // Off for chain end (only Off for no shader)
std::map<std::string, float> mPostShaderSetting;
bool bShaderChainRequires60FPS;
std::string sTextureShaderName;
bool bGfxDebugOutput;
bool bGfxDebugSplitSubmit;
int iInflightFrames;
bool bRenderDuplicateFrames;
// Sound
bool bEnableSound;
int iAudioBackend;
int iGlobalVolume;
int iReverbVolume;
int iAltSpeedVolume;
bool bExtraAudioBuffering; // For bluetooth
std::string sAudioDevice;
bool bAutoAudioDevice;
// UI
bool bShowDebuggerOnLoad;
int iShowFPSCounter;
bool bShowRegionOnGameIcon;
bool bShowIDOnGameIcon;
float fGameGridScale;
bool bShowOnScreenMessages;
int iBackgroundAnimation; // enum BackgroundAnimation
// TODO: Maybe move to a separate theme system.
uint32_t uItemStyleFg;
uint32_t uItemStyleBg;
uint32_t uItemFocusedStyleFg;
uint32_t uItemFocusedStyleBg;
uint32_t uItemDownStyleFg;
uint32_t uItemDownStyleBg;
uint32_t uItemDisabledStyleFg;
uint32_t uItemDisabledStyleBg;
uint32_t uItemHighlightedStyleFg;
uint32_t uItemHighlightedStyleBg;
uint32_t uButtonStyleFg;
uint32_t uButtonStyleBg;
uint32_t uButtonFocusedStyleFg;
uint32_t uButtonFocusedStyleBg;
uint32_t uButtonDownStyleFg;
uint32_t uButtonDownStyleBg;
uint32_t uButtonDisabledStyleFg;
uint32_t uButtonDisabledStyleBg;
uint32_t uButtonHighlightedStyleFg;
uint32_t uButtonHighlightedStyleBg;
uint32_t uHeaderStyleFg;
uint32_t uInfoStyleFg;
uint32_t uInfoStyleBg;
uint32_t uPopupTitleStyleFg;
uint32_t uPopupStyleFg;
uint32_t uPopupStyleBg;
bool bLogFrameDrops;
bool bShowDebugStats;
bool bShowAudioDebug;
bool bShowGpuProfile;
//Analog stick tilting
//the base x and y tilt. this inclination is treated as (0,0) and the tilt input
//considers this orientation to be equal to no movement of the analog stick.
float fTiltBaseX, fTiltBaseY;
int iTiltOrientation;
//whether the x axes and y axes should invert directions (left becomes right, top becomes bottom.)
bool bInvertTiltX, bInvertTiltY;
//the sensitivity of the tilt in the x direction
int iTiltSensitivityX;
//the sensitivity of the tilt in the Y direction
int iTiltSensitivityY;
//the deadzone radius of the tilt
float fDeadzoneRadius;
// deadzone skip
float fTiltDeadzoneSkip;
//type of tilt input currently selected: Defined in TiltEventProcessor.h
//0 - no tilt, 1 - analog stick, 2 - D-Pad, 3 - Action Buttons (Tri, Cross, Square, Circle)
int iTiltInputType;
// The three tabs.
bool bGridView1;
bool bGridView2;
bool bGridView3;
// Right analog binding
int iRightAnalogUp;
int iRightAnalogDown;
int iRightAnalogLeft;
int iRightAnalogRight;
int iRightAnalogPress;
bool bRightAnalogCustom;
bool bRightAnalogDisableDiagonal;
// Motion gesture controller
bool bGestureControlEnabled;
int iSwipeUp;
int iSwipeDown;
int iSwipeLeft;
int iSwipeRight;
float fSwipeSensitivity;
float fSwipeSmoothing;
int iDoubleTapGesture;
// Disable diagonals
bool bDisableDpadDiagonals;
bool bGamepadOnlyFocused;
// Control Style
int iTouchButtonStyle;
int iTouchButtonOpacity;
int iTouchButtonHideSeconds;
// Auto rotation speed
float fAnalogAutoRotSpeed;
// Snap touch control position
bool bTouchSnapToGrid;
int iTouchSnapGridSize;
// Floating analog stick (recenters on thumb on press).
bool bAutoCenterTouchAnalog;
//space between PSP buttons
//the PSP button's center (triangle, circle, square, cross)
ConfigTouchPos touchActionButtonCenter;
float fActionButtonSpacing;
//radius of the D-pad (PSP cross)
// int iDpadRadius;
//the D-pad (PSP cross) position
ConfigTouchPos touchDpad;
float fDpadSpacing;
ConfigTouchPos touchStartKey;
ConfigTouchPos touchSelectKey;
ConfigTouchPos touchFastForwardKey;
ConfigTouchPos touchLKey;
ConfigTouchPos touchRKey;
ConfigTouchPos touchAnalogStick;
ConfigTouchPos touchRightAnalogStick;
ConfigTouchPos touchCombo0;
ConfigTouchPos touchCombo1;
ConfigTouchPos touchCombo2;
ConfigTouchPos touchCombo3;
ConfigTouchPos touchCombo4;
ConfigTouchPos touchCombo5;
ConfigTouchPos touchCombo6;
ConfigTouchPos touchCombo7;
ConfigTouchPos touchCombo8;
ConfigTouchPos touchCombo9;
// Controls Visibility
bool bShowTouchControls;
bool bShowTouchCircle;
bool bShowTouchCross;
bool bShowTouchTriangle;
bool bShowTouchSquare;
ConfigCustomButton CustomKey0;
ConfigCustomButton CustomKey1;
ConfigCustomButton CustomKey2;
ConfigCustomButton CustomKey3;
ConfigCustomButton CustomKey4;
ConfigCustomButton CustomKey5;
ConfigCustomButton CustomKey6;
ConfigCustomButton CustomKey7;
ConfigCustomButton CustomKey8;
ConfigCustomButton CustomKey9;
// Ignored on iOS and other platforms that lack pause.
bool bShowTouchPause;
bool bHapticFeedback;
// We also use the XInput settings as analog settings on other platforms like Android.
float fAnalogDeadzone;
float fAnalogInverseDeadzone;
float fAnalogSensitivity;
// convert analog stick circle to square
bool bAnalogIsCircular;
float fAnalogLimiterDeadzone;
bool bMouseControl;
bool bMapMouse; // Workaround for mapping screen:|
bool bMouseConfine; // Trap inside the window.
float fMouseSensitivity;
float fMouseSmoothing;
bool bSystemControls;
// Use the hardware scaler to scale up the image to save fillrate. Similar to Windows' window size, really.
int iAndroidHwScale; // 0 = device resolution. 1 = 480x272 (extended to correct aspect), 2 = 960x544 etc.
// Risky JIT optimizations
bool bDiscardRegsOnJRRA;
// SystemParam
std::string sNickName;
std::string sMACAddress;
int iLanguage;
int iTimeFormat;
int iDateFormat;
int iTimeZone;
bool bDayLightSavings;
int iButtonPreference;
int iLockParentalLevel;
bool bEncryptSave;
bool bSavedataUpgrade;
// Networking
std::string proAdhocServer;
bool bEnableWlan;
bool bEnableAdhocServer;
bool bTCPNoDelay;
bool bEnableUPnP;
bool bUPnPUseOriginalPort;
bool bForcedFirstConnect;
int iPortOffset;
int iMinTimeout;
int iWlanAdhocChannel;
bool bWlanPowerSave;
bool bEnableNetworkChat;
//for chat position , moveable buttons is better than this
int iChatButtonPosition;
int iChatScreenPosition;
bool bEnableQuickChat;
std::string sQuickChat0;
std::string sQuickChat1;
std::string sQuickChat2;
std::string sQuickChat3;
std::string sQuickChat4;
int iPSPModel;
int iFirmwareVersion;
bool bBypassOSKWithKeyboard;
// Debugger
int iDisasmWindowX;
int iDisasmWindowY;
int iDisasmWindowW;
int iDisasmWindowH;
int iGEWindowX;
int iGEWindowY;
int iGEWindowW;
int iGEWindowH;
int iConsoleWindowX;
int iConsoleWindowY;
int iFontWidth;
int iFontHeight;
bool bDisplayStatusBar;
bool bShowBottomTabTitles;
bool bShowDeveloperMenu;
bool bShowAllocatorDebug;
// Double edged sword: much easier debugging, but not accurate.
bool bSkipDeadbeefFilling;
bool bFuncHashMap;
bool bDebugMemInfoDetailed;
bool bDrawFrameGraph;
// Volatile development settings
bool bShowFrameProfiler;
// Various directories. Autoconfigured, not read from ini.
Path currentDirectory; // The directory selected in the game browsing window.
Path defaultCurrentDirectory; // Platform dependent, initialized at startup.
Path memStickDirectory;
Path flash0Directory;
Path internalDataDirectory;
Path appCacheDirectory;
// Data for upgrade prompt
std::string upgradeMessage; // The actual message from the server is currently not used, need a translation mechanism. So this just acts as a flag.
std::string upgradeVersion;
std::string dismissedVersion;
void Load(const char *iniFileName = nullptr, const char *controllerIniFilename = nullptr);
bool Save(const char *saveReason);
void Reload();
void RestoreDefaults();
//per game config managment, should maybe be in it's own class
void changeGameSpecific(const std::string &gameId = "", const std::string &title = "");
bool createGameConfig(const std::string &game_id);
bool deleteGameConfig(const std::string& pGameId);
bool loadGameConfig(const std::string &game_id, const std::string &title);
bool saveGameConfig(const std::string &pGameId, const std::string &title);
void unloadGameConfig();
Path getGameConfigFile(const std::string &gameId);
bool hasGameConfig(const std::string &game_id);
void SetSearchPath(const Path &path);
const Path FindConfigFile(const std::string &baseFilename);
void UpdateIniLocation(const char *iniFileName = nullptr, const char *controllerIniFilename = nullptr);
// Utility functions for "recent" management
void AddRecent(const std::string &file);
void RemoveRecent(const std::string &file);
void CleanRecent();
static void DownloadCompletedCallback(http::Download &download);
void DismissUpgrade();
void ResetControlLayout();
void GetReportingInfo(UrlEncoder &data);
bool IsPortrait() const;
int NextValidBackend();
bool IsBackendEnabled(GPUBackend backend, bool validate = true);
protected:
void LoadStandardControllerIni();
private:
bool reload_ = false;
std::string gameId_;
std::string gameIdTitle_;
Path iniFilename_;
Path controllerIniFilename_;
Path searchPath_;
};
std::map<std::string, std::pair<std::string, int>> GetLangValuesMapping();
std::string CreateRandMAC();
// TODO: Find a better place for this.
extern http::Downloader g_DownloadManager;
extern Config g_Config;