#pragma once #include "util/Thread.h" #include "system_config_types.h" #include "util/Config.h" #include enum CellNetCtlState : s32; enum CellSysutilLicenseArea : s32; enum CellSysutilLang : s32; enum CellKbMappingType : s32; struct cfg_root : cfg::node { struct node_core : cfg::node { private: /** We don't wanna include the sysinfo header here */ static bool enable_tsx_by_default(); public: node_core(cfg::node* _this) : cfg::node(_this, "Core") {} cfg::_enum ppu_decoder{this, "PPU Decoder", ppu_decoder_type::llvm_legacy}; cfg::_int<1, 8> ppu_threads{this, "PPU Threads", 2}; // Amount of PPU threads running simultaneously (must be 2) cfg::_bool ppu_debug{this, "PPU Debug"}; cfg::_bool ppu_call_history{this, "PPU Calling History"}; // Enable PPU calling history recording cfg::_bool llvm_logs{this, "Save LLVM logs"}; cfg::string llvm_cpu{this, "Use LLVM CPU"}; cfg::_int<0, 1024> llvm_threads{this, "Max LLVM Compile Threads", 0, false, nullptr, [] { return std::thread::hardware_concurrency() * 2; }}; cfg::_bool ppu_llvm_greedy_mode{this, "PPU LLVM Greedy Mode", false, false}; cfg::_bool llvm_precompilation{this, "LLVM Precompilation", true}; cfg::_enum thread_scheduler{this, "Thread Scheduler Mode", thread_scheduler_mode::os}; cfg::_bool set_daz_and_ftz{this, "Set DAZ and FTZ", false}; cfg::_enum spu_decoder{this, "SPU Decoder", spu_decoder_type::llvm}; cfg::uint<0, 100> spu_reservation_busy_waiting_percentage{this, "SPU Reservation Busy Waiting Percentage", 0, true}; cfg::uint<0, 100> spu_getllar_busy_waiting_percentage{this, "SPU GETLLAR Busy Waiting Percentage", 100, true}; cfg::_bool spu_getllar_spin_optimization_disabled{this, "Disable SPU GETLLAR Spin Optimization", false, true}; cfg::_bool spu_debug{this, "SPU Debug"}; cfg::_bool mfc_debug{this, "MFC Debug"}; cfg::_int<0, 6> preferred_spu_threads{this, "Preferred SPU Threads", 0, true}; // Number of hardware threads dedicated to heavy simultaneous spu tasks cfg::_int<0, 16> spu_delay_penalty{this, "SPU delay penalty", 3}; // Number of milliseconds to block a thread if a virtual 'core' isn't free cfg::_bool spu_loop_detection{this, "SPU loop detection", false}; // Try to detect wait loops and trigger thread yield cfg::_int<1, 6> max_spurs_threads{this, "Max SPURS Threads", 6, true}; // HACK. If less then 6, max number of running SPURS threads in each thread group. cfg::_enum spu_block_size{this, "SPU Block Size", spu_block_size_type::safe}; cfg::_bool spu_accurate_dma{this, "Accurate SPU DMA", false}; cfg::_bool spu_accurate_reservations{this, "Accurate SPU Reservations", true}; cfg::_bool accurate_cache_line_stores{this, "Accurate Cache Line Stores", false}; cfg::_bool rsx_accurate_res_access{this, "Accurate RSX reservation access", false, true}; #ifdef ANDROID struct node_affinity : cfg::node { public: node_affinity(cfg::node* _this) : cfg::node(_this, "Affinity") {} cfg::_enum cpu0{this, "CPU0", thread_class::general, true}; cfg::_enum cpu1{this, "CPU1", thread_class::general, true}; cfg::_enum cpu2{this, "CPU2", thread_class::general, true}; cfg::_enum cpu3{this, "CPU3", thread_class::general, true}; cfg::_enum cpu4{this, "CPU4", thread_class::general, true}; cfg::_enum cpu5{this, "CPU5", thread_class::general, true}; cfg::_enum cpu6{this, "CPU6", thread_class::general, true}; cfg::_enum cpu7{this, "CPU7", thread_class::general, true}; } affinity{this}; #endif struct fifo_setting : public cfg::_enum { using _enum = cfg::_enum; using _enum::_enum; explicit operator bool() const { return get() != rsx_fifo_mode::fast; } }; fifo_setting rsx_fifo_accuracy{this, "RSX FIFO Accuracy", rsx_fifo_mode::fast}; cfg::_bool spu_verification{this, "SPU Verification", true}; // Should be enabled cfg::_bool spu_cache{this, "SPU Cache", true}; cfg::_bool spu_prof{this, "SPU Profiler", false}; cfg::uint<0, 16> mfc_transfers_shuffling{this, "MFC Commands Shuffling Limit", 0}; cfg::uint<0, 10000> mfc_transfers_timeout{this, "MFC Commands Timeout", 0, true}; cfg::_bool mfc_shuffling_in_steps{this, "MFC Commands Shuffling In Steps", false, true}; cfg::_enum enable_TSX{this, "Enable TSX", enable_tsx_by_default() ? tsx_usage::enabled : tsx_usage::disabled}; // Enable TSX. Forcing this on Haswell/Broadwell CPUs should be used carefully cfg::_enum spu_xfloat_accuracy{this, "XFloat Accuracy", xfloat_accuracy::approximate, false}; cfg::_int<-1, 14> ppu_128_reservations_loop_max_length{this, "Accurate PPU 128-byte Reservation Op Max Length", 0, true}; // -1: Always accurate, 0: Never accurate, 1-14: max accurate loop length cfg::_int<-64, 64> stub_ppu_traps{this, "Stub PPU Traps", 0, true}; // Hack, skip PPU traps for rare cases where the trap is continueable (specify relative instructions to skip) cfg::_bool precise_spu_verification{this, "Precise SPU Verification", false}; // Disables use of xorsum based spu verification if enabled. cfg::_bool ppu_llvm_nj_fixup{this, "PPU LLVM Java Mode Handling", true}; // Partially respect current Java Mode for alti-vec ops by PPU LLVM cfg::_bool use_accurate_dfma{this, "Use Accurate DFMA", true}; // Enable accurate double-precision FMA for CPUs which do not support it natively cfg::_bool ppu_set_sat_bit{this, "PPU Set Saturation Bit", false}; // Accuracy. If unset, completely disable saturation flag handling. cfg::_bool ppu_use_nj_bit{this, "PPU Accurate Non-Java Mode", false}; // Accuracy. If set, accurately emulate NJ flag. Implies NJ fixup. cfg::_bool ppu_fix_vnan{this, "PPU Fixup Vector NaN Values", false}; // Accuracy. Partial. cfg::_bool ppu_set_vnan{this, "PPU Accurate Vector NaN Values", false}; // Accuracy. Implies ppu_fix_vnan. cfg::_bool ppu_set_fpcc{this, "PPU Set FPCC Bits", false}; // Accuracy. cfg::_bool debug_console_mode{this, "Debug Console Mode", false}; // Debug console emulation, not recommended cfg::_bool hook_functions{this, "Hook static functions"}; cfg::set_entry libraries_control{this, "Libraries Control"}; // Override HLE/LLE behaviour of selected libs cfg::_bool hle_lwmutex{this, "HLE lwmutex"}; // Force alternative lwmutex/lwcond implementation cfg::uint64 spu_llvm_lower_bound{this, "SPU LLVM Lower Bound"}; cfg::uint64 spu_llvm_upper_bound{this, "SPU LLVM Upper Bound", 0xffffffffffffffff}; cfg::uint64 tx_limit1_ns{this, "TSX Transaction First Limit", 800}; // In nanoseconds cfg::uint64 tx_limit2_ns{this, "TSX Transaction Second Limit", 2000}; // In nanoseconds cfg::_int<10, 3000> clocks_scale{this, "Clocks scale", 100}; // Changing this from 100 (percentage) may affect game speed in unexpected ways cfg::uint<0, 3000> spu_wakeup_delay{this, "SPU Wake-Up Delay", 0, true}; cfg::uint<0, (1 << 6) - 1> spu_wakeup_delay_mask{this, "SPU Wake-Up Delay Thread Mask", (1 << 6) - 1, true}; cfg::uint<0, 400> max_cpu_preempt_count_per_frame{this, "Max CPU Preempt Count", 0, true}; cfg::_bool allow_rsx_cpu_preempt{this, "Allow RSX CPU Preemptions", true, true}; #if defined(__linux__) || defined(__APPLE__) cfg::_enum sleep_timers_accuracy{this, "Sleep Timers Accuracy", sleep_timers_accuracy_level::_as_host, true}; #else cfg::_enum sleep_timers_accuracy{this, "Sleep Timers Accuracy", sleep_timers_accuracy_level::_usleep, true}; #endif cfg::_int<-1000, 1500> usleep_addend{this, "Usleep Time Addend", 0, true}; cfg::uint64 perf_report_threshold{this, "Performance Report Threshold", 500, true}; // In µs, 0.5ms = default, 0 = everything cfg::_bool perf_report{this, "Enable Performance Report", false, true}; // Show certain perf-related logs cfg::_bool external_debugger{this, "Assume External Debugger"}; } core{this}; struct node_vfs : cfg::node { node_vfs(cfg::node* _this) : cfg::node(_this, "VFS") {} cfg::_bool host_root{this, "Enable /host_root/"}; cfg::_bool init_dirs{this, "Initialize Directories", true}; cfg::_bool limit_cache_size{this, "Limit disk cache size", false}; cfg::_int<0, 10240> cache_max_size{this, "Disk cache maximum size (MB)", 5120}; cfg::_bool empty_hdd0_tmp{this, "Empty /dev_hdd0/tmp/", true}; } vfs{this}; struct node_video : cfg::node { node_video(cfg::node* _this) : cfg::node(_this, "Video") {} #if defined(HAVE_VULKAN) cfg::_enum renderer{this, "Renderer", video_renderer::vulkan}; #else cfg::_enum renderer{this, "Renderer", video_renderer::opengl}; #endif cfg::_enum resolution{this, "Resolution", video_resolution::_720p}; cfg::_enum aspect_ratio{this, "Aspect ratio", video_aspect::_16_9}; cfg::_enum frame_limit{this, "Frame limit", frame_limit_type::_auto, true}; cfg::_float<0, 1000> second_frame_limit{this, "Second Frame Limit", 0, true}; // 0 disables its effect cfg::_enum antialiasing_level{this, "MSAA", msaa_level::_auto}; cfg::_enum shadermode{this, "Shader Mode", shader_mode::async_recompiler}; cfg::_enum shader_precision{this, "Shader Precision", gpu_preset_level::high}; cfg::_bool write_color_buffers{this, "Write Color Buffers"}; cfg::_bool write_depth_buffer{this, "Write Depth Buffer"}; cfg::_bool read_color_buffers{this, "Read Color Buffers"}; cfg::_bool read_depth_buffer{this, "Read Depth Buffer"}; cfg::_bool handle_tiled_memory{this, "Handle RSX Memory Tiling", false, true}; cfg::_bool log_programs{this, "Log shader programs"}; cfg::_bool vsync{this, "VSync"}; cfg::_bool debug_output{this, "Debug output"}; cfg::_bool debug_overlay{this, "Debug overlay", false, true}; cfg::_bool renderdoc_compatiblity{this, "Renderdoc Compatibility Mode"}; cfg::_bool use_gpu_texture_scaling{this, "Use GPU texture scaling", false}; cfg::_bool stretch_to_display_area{this, "Stretch To Display Area", false, true}; cfg::_bool force_high_precision_z_buffer{this, "Force High Precision Z buffer"}; cfg::_bool strict_rendering_mode{this, "Strict Rendering Mode"}; cfg::_bool disable_zcull_queries{this, "Disable ZCull Occlusion Queries", false, true}; cfg::_bool disable_video_output{this, "Disable Video Output", false, true}; cfg::_bool disable_vertex_cache{this, "Disable Vertex Cache", false}; cfg::_bool disable_FIFO_reordering{this, "Disable FIFO Reordering", false}; cfg::_bool frame_skip_enabled{this, "Enable Frame Skip", false, true}; cfg::_bool force_cpu_blit_processing{this, "Force CPU Blit", false, true}; // Debugging option cfg::_bool disable_on_disk_shader_cache{this, "Disable On-Disk Shader Cache", false}; cfg::_bool disable_vulkan_mem_allocator{this, "Disable Vulkan Memory Allocator", false}; cfg::_bool full_rgb_range_output{this, "Use full RGB output range", true, true}; // Video out dynamic range cfg::_bool strict_texture_flushing{this, "Strict Texture Flushing", false}; cfg::_bool multithreaded_rsx{this, "Multithreaded RSX", false}; cfg::_bool relaxed_zcull_sync{this, "Relaxed ZCULL Sync", false}; cfg::_bool force_hw_MSAA_resolve{this, "Force Hardware MSAA Resolve", false, true}; cfg::_enum stereo_render_mode{this, "3D Display Mode", stereo_render_mode_options::disabled}; cfg::_bool debug_program_analyser{this, "Debug Program Analyser", false}; cfg::_bool precise_zpass_count{this, "Accurate ZCULL stats", true}; cfg::_int<1, 8> consecutive_frames_to_draw{this, "Consecutive Frames To Draw", 1, true}; cfg::_int<1, 8> consecutive_frames_to_skip{this, "Consecutive Frames To Skip", 1, true}; cfg::_int<25, 800> resolution_scale_percent{this, "Resolution Scale", 100}; cfg::uint<0, 16> anisotropic_level_override{this, "Anisotropic Filter Override", 0, true}; cfg::_float<-32, 32> texture_lod_bias{this, "Texture LOD Bias Addend", 0, true}; cfg::_int<1, 1024> min_scalable_dimension{this, "Minimum Scalable Dimension", 16}; cfg::_int<0, 16> shader_compiler_threads_count{this, "Shader Compiler Threads", 0}; cfg::_int<0, 30000000> driver_recovery_timeout{this, "Driver Recovery Timeout", 1000000, true}; cfg::uint<0, 16667> driver_wakeup_delay{this, "Driver Wake-Up Delay", 0, true}; cfg::_int<1, 6000> vblank_rate{this, "Vblank Rate", 60, true}; // Changing this from 60 may affect game speed in unexpected ways cfg::_bool vblank_ntsc{this, "Vblank NTSC Fixup", false, true}; cfg::_bool decr_memory_layout{this, "DECR memory layout", false}; // Force enable increased allowed main memory range as DECR console cfg::_bool host_label_synchronization{this, "Allow Host GPU Labels", false}; cfg::_bool disable_msl_fast_math{this, "Disable MSL Fast Math", false}; cfg::_bool disable_async_host_memory_manager{this, "Disable Asynchronous Memory Manager", false, true}; cfg::_enum output_scaling{this, "Output Scaling Mode", output_scaling_mode::bilinear, true}; struct node_vk : cfg::node { node_vk(cfg::node* _this) : cfg::node(_this, "Vulkan") {} cfg::string adapter{this, "Adapter"}; cfg::_bool force_fifo{this, "Force FIFO present mode"}; cfg::_bool force_primitive_restart{this, "Force primitive restart flag"}; cfg::_enum exclusive_fullscreen_mode{this, "Exclusive Fullscreen Mode", vk_exclusive_fs_mode::unspecified}; cfg::_bool asynchronous_texture_streaming{this, "Asynchronous Texture Streaming 2", false}; cfg::uint<0, 100> rcas_sharpening_intensity{this, "FidelityFX CAS Sharpening Intensity", 50, true}; cfg::_enum asynchronous_scheduler{this, "Asynchronous Queue Scheduler", vk_gpu_scheduler_mode::safe}; cfg::uint<256, 65536> vram_allocation_limit{this, "VRAM allocation limit (MB)", 65536, false}; #ifdef ANDROID struct driver : cfg::node { driver(cfg::node* _this) : cfg::node(_this, "Custom Driver") {} cfg::string path{this, "Path", "", false}; cfg::string internal_data_dir{this, "Internal Data Directory", "", false}; cfg::string hook_dir{this, "Hook Directory", "", false}; cfg::_bool turbo_mode{this, "Turbo Mode", false, false}; } driver{this}; struct node_workarounds : cfg::node { node_workarounds(cfg::node* _this) : cfg::node(_this, "Workarounds") {} cfg::_bool no_primitive_restart{this, "No Primitive Restart"}; cfg::_bool sanitize_fp_values{this, "Sanitize FP Values"}; cfg::_bool disable_fence_reset{this, "Disable Fence Reset"}; cfg::_bool emulate_cond_render{this, "Emulate Cond Render"}; cfg::_bool strict_query_scopes{this, "Strict Query Scopes"}; cfg::_bool force_reuse_query_pools{this, "Force Reuse Query Pools"}; } workarounds{this}; #endif } vk{this}; struct node_perf_overlay : cfg::node { node_perf_overlay(cfg::node* _this) : cfg::node(_this, "Performance Overlay") {} cfg::_bool perf_overlay_enabled{this, "Enabled", false, true}; cfg::_bool framerate_graph_enabled{this, "Enable Framerate Graph", false, true}; cfg::_bool frametime_graph_enabled{this, "Enable Frametime Graph", false, true}; cfg::uint<2, 6000> framerate_datapoint_count{this, "Framerate datapoints", 50, true}; cfg::uint<2, 6000> frametime_datapoint_count{this, "Frametime datapoints", 170, true}; cfg::_enum level{this, "Detail level", detail_level::medium, true}; cfg::_enum framerate_graph_detail_level{this, "Framerate graph detail level", perf_graph_detail_level::show_all, true}; cfg::_enum frametime_graph_detail_level{this, "Frametime graph detail level", perf_graph_detail_level::show_all, true}; cfg::uint<1, 1000> update_interval{this, "Metrics update interval (ms)", 350, true}; cfg::uint<4, 36> font_size{this, "Font size (px)", 10, true}; cfg::_enum position{this, "Position", screen_quadrant::top_left, true}; cfg::string font{this, "Font", "n023055ms.ttf", true}; cfg::uint<0, 1280> margin_x{this, "Horizontal Margin (px)", 50, true}; // horizontal distance to the screen border relative to the screen_quadrant in px cfg::uint<0, 720> margin_y{this, "Vertical Margin (px)", 50, true}; // vertical distance to the screen border relative to the screen_quadrant in px cfg::_bool center_x{this, "Center Horizontally", false, true}; cfg::_bool center_y{this, "Center Vertically", false, true}; cfg::uint<0, 100> opacity{this, "Opacity (%)", 70, true}; cfg::string color_body{this, "Body Color (hex)", "#FFE138FF", true}; cfg::string background_body{this, "Body Background (hex)", "#002339FF", true}; cfg::string color_title{this, "Title Color (hex)", "#F26C24FF", true}; cfg::string background_title{this, "Title Background (hex)", "#00000000", true}; } perf_overlay{this}; struct node_shader_preloading_dialog : cfg::node { node_shader_preloading_dialog(cfg::node* _this) : cfg::node(_this, "Shader Loading Dialog") {} cfg::_bool use_custom_background{this, "Allow custom background", true, true}; cfg::uint<0, 100> darkening_strength{this, "Darkening effect strength", 30, true}; cfg::uint<0, 100> blur_strength{this, "Blur effect strength", 0, true}; } shader_preloading_dialog{this}; } video{this}; struct node_audio : cfg::node { node_audio(cfg::node* _this) : cfg::node(_this, "Audio") {} cfg::_enum renderer{this, "Renderer", audio_renderer::cubeb, true}; cfg::_enum provider{this, "Audio Provider", audio_provider::cell_audio, false}; cfg::_enum rsxaudio_port{this, "RSXAudio Avport", audio_avport::hdmi_0, true}; cfg::_bool dump_to_file{this, "Dump to file", false, true}; cfg::_bool convert_to_s16{this, "Convert to 16 bit", false, true}; cfg::_enum format{this, "Audio Format", audio_format::stereo, false}; cfg::uint<0, 0xFF> formats{this, "Audio Formats", static_cast(audio_format_flag::lpcm_2_48khz), false}; cfg::_enum channel_layout{this, "Audio Channel Layout", audio_channel_layout::automatic, false}; cfg::string audio_device{this, "Audio Device", "@@@default@@@", true}; cfg::_int<0, 200> volume{this, "Master Volume", 100, true}; cfg::_bool enable_buffering{this, "Enable Buffering", true, true}; cfg::_int<4, 250> desired_buffer_duration{this, "Desired Audio Buffer Duration", 100, true}; cfg::_bool enable_time_stretching{this, "Enable Time Stretching", false, true}; cfg::_bool disable_sampling_skip{this, "Disable Sampling Skip", false, true}; cfg::_int<0, 100> time_stretching_threshold{this, "Time Stretching Threshold", 75, true}; cfg::_enum microphone_type{this, "Microphone Type", microphone_handler::null}; cfg::string microphone_devices{this, "Microphone Devices", "@@@@@@@@@@@@"}; cfg::_enum music{this, "Music Handler", music_handler::qt}; } audio{this}; struct node_io : cfg::node { node_io(cfg::node* _this) : cfg::node(_this, "Input/Output") {} cfg::_enum keyboard{this, "Keyboard", keyboard_handler::null}; cfg::_enum mouse{this, "Mouse", mouse_handler::basic}; cfg::_enum camera{this, "Camera", camera_handler::null}; cfg::_enum camera_type{this, "Camera type", fake_camera_type::unknown}; cfg::_enum camera_flip_option{this, "Camera flip", camera_flip::none, true}; cfg::string camera_id{this, "Camera ID", "Default", true}; cfg::_enum move{this, "Move", move_handler::null, true}; cfg::_enum buzz{this, "Buzz emulated controller", buzz_handler::null}; cfg::_enum turntable{this, "Turntable emulated controller", turntable_handler::null}; cfg::_enum ghltar{this, "GHLtar emulated controller", ghltar_handler::null}; cfg::_enum pad_mode{this, "Pad handler mode", pad_handler_mode::single_threaded, true}; cfg::_bool keep_pads_connected{this, "Keep pads connected", false, true}; cfg::uint<0, 100'000> pad_sleep{this, "Pad handler sleep (microseconds)", 1'000, true}; cfg::_bool background_input_enabled{this, "Background input enabled", true, true}; cfg::_bool show_move_cursor{this, "Show move cursor", false, true}; cfg::_bool paint_move_spheres{this, "Paint move spheres", false, true}; cfg::_bool allow_move_hue_set_by_game{this, "Allow move hue set by game", false, true}; cfg::_bool lock_overlay_input_to_player_one{this, "Lock overlay input to player one", false, true}; cfg::string midi_devices{this, "Emulated Midi devices", "ßßß@@@ßßß@@@ßßß@@@"}; cfg::_bool load_sdl_mappings{this, "Load SDL GameController Mappings", true}; cfg::_bool debug_overlay{this, "IO Debug overlay", false, true}; cfg::uint<1, 180> fake_move_rotation_cone_h{this, "Fake Move Rotation Cone", 10, true}; cfg::uint<1, 180> fake_move_rotation_cone_v{this, "Fake Move Rotation Cone (Vertical)", 10, true}; } io{this}; struct node_sys : cfg::node { static std::string get_random_system_name(); node_sys(cfg::node* _this) : cfg::node(_this, "System") {} cfg::_enum license_area{this, "License Area", CellSysutilLicenseArea{1}}; // CELL_SYSUTIL_LICENSE_AREA_A cfg::_enum language{this, "Language", CellSysutilLang{1}}; // CELL_SYSUTIL_LANG_ENGLISH_US cfg::_enum keyboard_type{this, "Keyboard Type", CellKbMappingType{0}}; // CELL_KB_MAPPING_101 = US cfg::_enum enter_button_assignment{this, "Enter button assignment", enter_button_assign::cross}; cfg::_int<-60 * 60 * 24 * 365 * 100LL, 60 * 60 * 24 * 365 * 100LL> console_time_offset{this, "Console time offset (s)", 0}; // console time offset, limited to +/-100years cfg::string system_name{this, "System Name", get_random_system_name()}; cfg::uint<0, umax> console_psid_high{this, "PSID high"}; cfg::uint<0, umax> console_psid_low{this, "PSID low"}; cfg::string hdd_model{this, "HDD Model Name", ""}; cfg::string hdd_serial{this, "HDD Serial Number", ""}; cfg::node_map_entry sup_argv{this, "Process ARGV"}; } sys{this}; struct node_net : cfg::node { node_net(cfg::node* _this) : cfg::node(_this, "Net") {} cfg::_enum net_active{this, "Internet enabled", np_internet_status::disabled}; cfg::string ip_address{this, "IP address", "0.0.0.0"}; cfg::string bind_address{this, "Bind address", "0.0.0.0"}; cfg::string dns{this, "DNS address", "8.8.8.8"}; cfg::string swap_list{this, "IP swap list", ""}; cfg::_bool upnp_enabled{this, "UPNP Enabled", false}; cfg::_enum psn_status{this, "PSN status", np_psn_status::disabled}; cfg::string country{this, "PSN Country", "us"}; } net{this}; struct node_savestate : cfg::node { node_savestate(cfg::node* _this) : cfg::node(_this, "Savestate") {} cfg::_bool start_paused{this, "Start Paused", false}; // Pause on first frame cfg::_bool suspend_emu{this, "Suspend Emulation Savestate Mode", false}; // Close emulation when saving, delete save after loading cfg::_bool compatible_mode{this, "Compatible Savestate Mode", false}; // SPU emulation optimized for savestate compatibility (off by default for performance reasons) cfg::_bool state_inspection_mode{this, "Inspection Mode Savestates"}; // Save memory stored in executable files, thus allowing to view state without any files (for debugging) cfg::_bool save_disc_game_data{this, "Save Disc Game Data", false}; } savestate{this}; struct node_misc : cfg::node { node_misc(cfg::node* _this) : cfg::node(_this, "Miscellaneous") {} cfg::_bool autostart{this, "Automatically start games after boot", true, true}; cfg::_bool autoexit{this, "Exit RPCS3 when process finishes", false, true}; cfg::_bool autopause{this, "Pause emulation on RPCS3 focus loss", false, true}; cfg::_bool start_fullscreen{this, "Start games in fullscreen mode", false, true}; cfg::_bool prevent_display_sleep{this, "Prevent display sleep while running games", true, true}; cfg::_bool show_trophy_popups{this, "Show trophy popups", true, true}; cfg::_bool show_rpcn_popups{this, "Show RPCN popups", true, true}; cfg::_bool show_shader_compilation_hint{this, "Show shader compilation hint", true, true}; cfg::_bool show_ppu_compilation_hint{this, "Show PPU compilation hint", true, true}; cfg::_bool show_autosave_autoload_hint{this, "Show autosave/autoload hint", false, true}; cfg::_bool show_pressure_intensity_toggle_hint{this, "Show pressure intensity toggle hint", true, true}; cfg::_bool show_analog_limiter_toggle_hint{this, "Show analog limiter toggle hint", true, true}; cfg::_bool show_mouse_and_keyboard_toggle_hint{this, "Show mouse and keyboard toggle hint", true, true}; cfg::_bool use_native_interface{this, "Use native user interface", true}; cfg::string gdb_server{this, "GDB Server", "127.0.0.1:2345"}; cfg::_bool silence_all_logs{this, "Silence All Logs", false, true}; cfg::string title_format{this, "Window Title Format", "FPS: %F | %R | %V | %T [%t]", true}; cfg::_bool pause_during_home_menu{this, "Pause Emulation During Home Menu", false, false}; } misc{this}; cfg::log_entry log{this, "Log"}; std::string name{}; }; extern cfg_root g_cfg; extern cfg_root g_backup_cfg;