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* Add support for HLE macros and accelerate MultiDrawElementsIndirectCount * Add missing barrier * Fix index buffer count * Add support check for each macro hle before use * Add missing xml doc Co-authored-by: gdkchan <gab.dark.100@gmail.com>
52 lines
1.7 KiB
C#
52 lines
1.7 KiB
C#
namespace Ryujinx.Graphics.Gpu
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{
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/// <summary>
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/// General GPU and graphics configuration.
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/// </summary>
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public static class GraphicsConfig
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{
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/// <summary>
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/// Resolution scale.
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/// </summary>
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public static float ResScale = 1f;
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/// <summary>
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/// Max Anisotropy. Values range from 0 - 16. Set to -1 to let the game decide.
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/// </summary>
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public static float MaxAnisotropy = -1;
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/// <summary>
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/// Base directory used to write shader code dumps.
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/// Set to null to disable code dumping.
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/// </summary>
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public static string ShadersDumpPath;
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/// <summary>
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/// Fast GPU time calculates the internal GPU time ticks as if the GPU was capable of
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/// processing commands almost instantly, instead of using the host timer.
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/// This can avoid lower resolution on some games when GPU performance is poor.
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/// </summary>
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public static bool FastGpuTime = true;
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/// <summary>
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/// Enables or disables the Just-in-Time compiler for GPU Macro code.
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/// </summary>
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public static bool EnableMacroJit = true;
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/// <summary>
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/// Enables or disables high-level emulation of common GPU Macro code.
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/// </summary>
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public static bool EnableMacroHLE = true;
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/// <summary>
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/// Title id of the current running game.
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/// Used by the shader cache.
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/// </summary>
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public static string TitleId;
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/// <summary>
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/// Enables or disables the shader cache.
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/// </summary>
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public static bool EnableShaderCache;
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}
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} |