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51 lines
2.3 KiB
C++
51 lines
2.3 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2020 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/gpu/gpu_flags.h"
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DEFINE_path(trace_gpu_prefix, "scratch/gpu/",
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"Prefix path for GPU trace files.", "GPU");
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DEFINE_bool(trace_gpu_stream, false, "Trace all GPU packets.", "GPU");
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DEFINE_path(
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dump_shaders, "",
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"For shader debugging, path to dump GPU shaders to as they are compiled.",
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"GPU");
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DEFINE_bool(vsync, true, "Enable VSYNC.", "GPU");
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DEFINE_bool(
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gpu_allow_invalid_fetch_constants, false,
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"Allow texture and vertex fetch constants with invalid type - generally "
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"unsafe because the constant may contain completely invalid values, but "
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"may be used to bypass fetch constant type errors in certain games until "
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"the real reason why they're invalid is found.",
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"GPU");
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// Extremely bright screen borders in 4D5307E6.
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// Reading between texels with half-pixel offset in 58410954.
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DEFINE_bool(
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half_pixel_offset, true,
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"Enable support of vertex half-pixel offset (D3D9 PA_SU_VTX_CNTL "
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"PIX_CENTER). Generally games are aware of the half-pixel offset, and "
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"having this enabled is the correct behavior (disabling this may "
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"significantly break post-processing in some games), but in certain games "
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"it might have been ignored, resulting in slight blurriness of UI "
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"textures, for instance, when they are read between texels rather than "
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"at texel centers, or the leftmost/topmost pixels may not be fully covered "
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"when MSAA is used with fullscreen passes.",
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"GPU");
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DEFINE_int32(query_occlusion_fake_sample_count, 1000,
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"If set to -1 no sample counts are written, games may hang. Else, "
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"the sample count of every tile will be incremented on every "
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"EVENT_WRITE_ZPD by this number. Setting this to 0 means "
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"everything is reported as occluded.",
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"GPU");
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