namespace Ryujinx.Graphics.Gpu
{
#pragma warning disable CA2211 // Non-constant fields should not be visible
///
/// 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;
///
/// Enables or disables color space passthrough, if available.
///
public static bool EnableColorSpacePassthrough = false;
}
#pragma warning restore CA2211
}