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settings: Move GPU options from General to Advanced
These are not for the users to mess with in most cases, so they should be somewhere else.
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@ -273,27 +273,10 @@ struct Values {
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"shader_backend", Category::Renderer, Specialization::RuntimeList};
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SwitchableSetting<int> vulkan_device{linkage, 0, "vulkan_device", Category::Renderer,
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Specialization::RuntimeList};
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SwitchableSetting<bool> use_disk_shader_cache{linkage, true, "use_disk_shader_cache",
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Category::Renderer};
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SwitchableSetting<bool> use_asynchronous_gpu_emulation{
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linkage, true, "use_asynchronous_gpu_emulation", Category::Renderer};
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SwitchableSetting<AstcDecodeMode, true> accelerate_astc{linkage,
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#ifdef ANDROID
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AstcDecodeMode::Cpu,
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#else
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AstcDecodeMode::Gpu,
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#endif
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AstcDecodeMode::Cpu,
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AstcDecodeMode::CpuAsynchronous,
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"accelerate_astc",
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Category::Renderer};
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SwitchableSetting<VSyncMode, true> vsync_mode{
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linkage, VSyncMode::Fifo, VSyncMode::Immediate, VSyncMode::FifoRelaxed,
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"use_vsync", Category::Renderer, Specialization::RuntimeList, true,
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true};
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SwitchableSetting<NvdecEmulation> nvdec_emulation{linkage, NvdecEmulation::Gpu,
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"nvdec_emulation", Category::Renderer};
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// *nix platforms may have issues with the borderless windowed fullscreen mode.
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// Default to exclusive fullscreen on these platforms for now.
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SwitchableSetting<FullscreenMode, true> fullscreen_mode{linkage,
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@ -378,6 +361,17 @@ struct Values {
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AnisotropyMode::X16,
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"max_anisotropy",
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Category::RendererAdvanced};
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SwitchableSetting<AstcDecodeMode, true> accelerate_astc{linkage,
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#ifdef ANDROID
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AstcDecodeMode::Cpu,
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#else
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AstcDecodeMode::Gpu,
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#endif
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AstcDecodeMode::Cpu,
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AstcDecodeMode::CpuAsynchronous,
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"accelerate_astc",
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Category::RendererAdvanced};
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SwitchableSetting<NvdecEmulation> nvdec_emulation{linkage, NvdecEmulation::Gpu, "nvdec_emulation", Category::RendererAdvanced};
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SwitchableSetting<AstcRecompression, true> astc_recompression{linkage,
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AstcRecompression::Uncompressed,
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AstcRecompression::Uncompressed,
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@ -390,6 +384,10 @@ struct Values {
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VramUsageMode::Aggressive,
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"vram_usage_mode",
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Category::RendererAdvanced};
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SwitchableSetting<bool> use_disk_shader_cache{linkage, true, "use_disk_shader_cache",
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Category::RendererAdvanced};
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SwitchableSetting<bool> use_asynchronous_gpu_emulation{
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linkage, true, "use_asynchronous_gpu_emulation", Category::RendererAdvanced};
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SwitchableSetting<bool> async_presentation{linkage,
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#ifdef ANDROID
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true,
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