namespace Ryujinx.Graphics.Gpu { /// /// General GPU and graphics configuration. /// public static class GraphicsConfig { /// /// Resolution scale. /// public static float ResScale = 1f; /// /// Max Anisotropy. Values range from 0 - 16. Set to -1 to let the game decide. /// public static float MaxAnisotropy = -1; /// /// Base directory used to write shader code dumps. /// Set to null to disable code dumping. /// public static string ShadersDumpPath; /// /// 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. /// public static bool FastGpuTime = true; /// /// 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. /// public static bool Fast2DCopy = true; /// /// Enables or disables the Just-in-Time compiler for GPU Macro code. /// public static bool EnableMacroJit = true; /// /// Enables or disables high-level emulation of common GPU Macro code. /// public static bool EnableMacroHLE = true; /// /// Title id of the current running game. /// Used by the shader cache. /// public static string TitleId; /// /// Enables or disables the shader cache. /// public static bool EnableShaderCache; /// /// Enables or disables shader SPIR-V compilation. /// public static bool EnableSpirvCompilationOnVulkan = true; /// /// Enables or disables recompression of compressed textures that are not natively supported by the host. /// public static bool EnableTextureRecompression = false; } }