065867e2c2
* common: fs: fs_types: Create filesystem types Contains various filesystem types used by the Common::FS library * common: fs: fs_util: Add std::string to std::u8string conversion utility * common: fs: path_util: Add utlity functions for paths Contains various utility functions for getting or manipulating filesystem paths used by the Common::FS library * common: fs: file: Rewrite the IOFile implementation * common: fs: Reimplement Common::FS library using std::filesystem * common: fs: fs_paths: Add fs_paths to replace common_paths * common: fs: path_util: Add the rest of the path functions * common: Remove the previous Common::FS implementation * general: Remove unused fs includes * string_util: Remove unused function and include * nvidia_flags: Migrate to the new Common::FS library * settings: Migrate to the new Common::FS library * logging: backend: Migrate to the new Common::FS library * core: Migrate to the new Common::FS library * perf_stats: Migrate to the new Common::FS library * reporter: Migrate to the new Common::FS library * telemetry_session: Migrate to the new Common::FS library * key_manager: Migrate to the new Common::FS library * bis_factory: Migrate to the new Common::FS library * registered_cache: Migrate to the new Common::FS library * xts_archive: Migrate to the new Common::FS library * service: acc: Migrate to the new Common::FS library * applets/profile: Migrate to the new Common::FS library * applets/web: Migrate to the new Common::FS library * service: filesystem: Migrate to the new Common::FS library * loader: Migrate to the new Common::FS library * gl_shader_disk_cache: Migrate to the new Common::FS library * nsight_aftermath_tracker: Migrate to the new Common::FS library * vulkan_library: Migrate to the new Common::FS library * configure_debug: Migrate to the new Common::FS library * game_list_worker: Migrate to the new Common::FS library * config: Migrate to the new Common::FS library * configure_filesystem: Migrate to the new Common::FS library * configure_per_game_addons: Migrate to the new Common::FS library * configure_profile_manager: Migrate to the new Common::FS library * configure_ui: Migrate to the new Common::FS library * input_profiles: Migrate to the new Common::FS library * yuzu_cmd: config: Migrate to the new Common::FS library * yuzu_cmd: Migrate to the new Common::FS library * vfs_real: Migrate to the new Common::FS library * vfs: Migrate to the new Common::FS library * vfs_libzip: Migrate to the new Common::FS library * service: bcat: Migrate to the new Common::FS library * yuzu: main: Migrate to the new Common::FS library * vfs_real: Delete the contents of an existing file in CreateFile Current usages of CreateFile expect to delete the contents of an existing file, retain this behavior for now. * input_profiles: Don't iterate the input profile dir if it does not exist Silences an error produced in the log if the directory does not exist. * game_list_worker: Skip parsing file if the returned VfsFile is nullptr Prevents crashes in GetLoader when the virtual file is nullptr * common: fs: Validate paths for path length * service: filesystem: Open the mod load directory as read only
153 lines
6.1 KiB
C++
153 lines
6.1 KiB
C++
// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <string_view>
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#include "common/assert.h"
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#include "common/fs/path_util.h"
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#include "common/logging/log.h"
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#include "common/settings.h"
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namespace Settings {
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Values values = {};
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static bool configuring_global = true;
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std::string GetTimeZoneString() {
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static constexpr std::array timezones{
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"auto", "default", "CET", "CST6CDT", "Cuba", "EET", "Egypt", "Eire",
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"EST", "EST5EDT", "GB", "GB-Eire", "GMT", "GMT+0", "GMT-0", "GMT0",
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"Greenwich", "Hongkong", "HST", "Iceland", "Iran", "Israel", "Jamaica", "Japan",
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"Kwajalein", "Libya", "MET", "MST", "MST7MDT", "Navajo", "NZ", "NZ-CHAT",
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"Poland", "Portugal", "PRC", "PST8PDT", "ROC", "ROK", "Singapore", "Turkey",
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"UCT", "Universal", "UTC", "W-SU", "WET", "Zulu",
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};
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const auto time_zone_index = static_cast<std::size_t>(values.time_zone_index.GetValue());
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ASSERT(time_zone_index < timezones.size());
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return timezones[time_zone_index];
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}
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void LogSettings() {
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const auto log_setting = [](std::string_view name, const auto& value) {
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LOG_INFO(Config, "{}: {}", name, value);
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};
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const auto log_path = [](std::string_view name, const std::filesystem::path& path) {
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LOG_INFO(Config, "{}: {}", name, Common::FS::PathToUTF8String(path));
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};
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LOG_INFO(Config, "yuzu Configuration:");
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log_setting("Controls_UseDockedMode", values.use_docked_mode.GetValue());
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log_setting("System_RngSeed", values.rng_seed.GetValue().value_or(0));
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log_setting("System_CurrentUser", values.current_user);
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log_setting("System_LanguageIndex", values.language_index.GetValue());
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log_setting("System_RegionIndex", values.region_index.GetValue());
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log_setting("System_TimeZoneIndex", values.time_zone_index.GetValue());
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log_setting("Core_UseMultiCore", values.use_multi_core.GetValue());
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log_setting("CPU_Accuracy", values.cpu_accuracy.GetValue());
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log_setting("Renderer_UseResolutionFactor", values.resolution_factor.GetValue());
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log_setting("Renderer_UseFrameLimit", values.use_frame_limit.GetValue());
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log_setting("Renderer_FrameLimit", values.frame_limit.GetValue());
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log_setting("Renderer_UseDiskShaderCache", values.use_disk_shader_cache.GetValue());
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log_setting("Renderer_GPUAccuracyLevel", values.gpu_accuracy.GetValue());
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log_setting("Renderer_UseAsynchronousGpuEmulation",
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values.use_asynchronous_gpu_emulation.GetValue());
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log_setting("Renderer_UseNvdecEmulation", values.use_nvdec_emulation.GetValue());
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log_setting("Renderer_UseVsync", values.use_vsync.GetValue());
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log_setting("Renderer_UseAssemblyShaders", values.use_assembly_shaders.GetValue());
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log_setting("Renderer_UseAsynchronousShaders", values.use_asynchronous_shaders.GetValue());
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log_setting("Renderer_AnisotropicFilteringLevel", values.max_anisotropy.GetValue());
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log_setting("Audio_OutputEngine", values.sink_id);
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log_setting("Audio_EnableAudioStretching", values.enable_audio_stretching.GetValue());
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log_setting("Audio_OutputDevice", values.audio_device_id);
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log_setting("DataStorage_UseVirtualSd", values.use_virtual_sd);
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log_path("DataStorage_CacheDir", Common::FS::GetYuzuPath(Common::FS::YuzuPath::CacheDir));
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log_path("DataStorage_ConfigDir", Common::FS::GetYuzuPath(Common::FS::YuzuPath::ConfigDir));
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log_path("DataStorage_LoadDir", Common::FS::GetYuzuPath(Common::FS::YuzuPath::LoadDir));
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log_path("DataStorage_NANDDir", Common::FS::GetYuzuPath(Common::FS::YuzuPath::NANDDir));
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log_path("DataStorage_SDMCDir", Common::FS::GetYuzuPath(Common::FS::YuzuPath::SDMCDir));
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log_setting("Debugging_ProgramArgs", values.program_args);
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log_setting("Services_BCATBackend", values.bcat_backend);
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log_setting("Services_BCATBoxcatLocal", values.bcat_boxcat_local);
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}
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bool IsConfiguringGlobal() {
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return configuring_global;
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}
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void SetConfiguringGlobal(bool is_global) {
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configuring_global = is_global;
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}
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bool IsGPULevelExtreme() {
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return values.gpu_accuracy.GetValue() == GPUAccuracy::Extreme;
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}
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bool IsGPULevelHigh() {
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return values.gpu_accuracy.GetValue() == GPUAccuracy::Extreme ||
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values.gpu_accuracy.GetValue() == GPUAccuracy::High;
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}
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float Volume() {
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if (values.audio_muted) {
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return 0.0f;
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}
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return values.volume.GetValue();
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}
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void RestoreGlobalState(bool is_powered_on) {
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// If a game is running, DO NOT restore the global settings state
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if (is_powered_on) {
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return;
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}
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// Audio
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values.enable_audio_stretching.SetGlobal(true);
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values.volume.SetGlobal(true);
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// Core
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values.use_multi_core.SetGlobal(true);
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// CPU
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values.cpu_accuracy.SetGlobal(true);
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values.cpuopt_unsafe_unfuse_fma.SetGlobal(true);
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values.cpuopt_unsafe_reduce_fp_error.SetGlobal(true);
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values.cpuopt_unsafe_inaccurate_nan.SetGlobal(true);
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// Renderer
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values.renderer_backend.SetGlobal(true);
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values.vulkan_device.SetGlobal(true);
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values.aspect_ratio.SetGlobal(true);
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values.max_anisotropy.SetGlobal(true);
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values.use_frame_limit.SetGlobal(true);
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values.frame_limit.SetGlobal(true);
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values.use_disk_shader_cache.SetGlobal(true);
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values.gpu_accuracy.SetGlobal(true);
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values.use_asynchronous_gpu_emulation.SetGlobal(true);
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values.use_nvdec_emulation.SetGlobal(true);
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values.use_vsync.SetGlobal(true);
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values.use_assembly_shaders.SetGlobal(true);
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values.use_asynchronous_shaders.SetGlobal(true);
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values.use_fast_gpu_time.SetGlobal(true);
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values.bg_red.SetGlobal(true);
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values.bg_green.SetGlobal(true);
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values.bg_blue.SetGlobal(true);
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// System
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values.language_index.SetGlobal(true);
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values.region_index.SetGlobal(true);
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values.time_zone_index.SetGlobal(true);
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values.rng_seed.SetGlobal(true);
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values.sound_index.SetGlobal(true);
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// Controls
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values.players.SetGlobal(true);
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values.use_docked_mode.SetGlobal(true);
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values.vibration_enabled.SetGlobal(true);
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values.motion_enabled.SetGlobal(true);
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}
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} // namespace Settings
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