Merge pull request #4805 from bunnei/update-defaults

yuzu: settings: Enable multicore, asynch GPU, and assembly shaders by default.
merge-requests/60/head
bunnei 2020-10-26 23:14:09 +07:00 committed by GitHub
commit cd92a94965
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 11 additions and 11 deletions

@ -515,7 +515,7 @@ void Config::ReadMotionTouchValues() {
void Config::ReadCoreValues() { void Config::ReadCoreValues() {
qt_config->beginGroup(QStringLiteral("Core")); qt_config->beginGroup(QStringLiteral("Core"));
ReadSettingGlobal(Settings::values.use_multi_core, QStringLiteral("use_multi_core"), false); ReadSettingGlobal(Settings::values.use_multi_core, QStringLiteral("use_multi_core"), true);
qt_config->endGroup(); qt_config->endGroup();
} }
@ -716,12 +716,12 @@ void Config::ReadRendererValues() {
QStringLiteral("use_disk_shader_cache"), true); QStringLiteral("use_disk_shader_cache"), true);
ReadSettingGlobal(Settings::values.gpu_accuracy, QStringLiteral("gpu_accuracy"), 0); ReadSettingGlobal(Settings::values.gpu_accuracy, QStringLiteral("gpu_accuracy"), 0);
ReadSettingGlobal(Settings::values.use_asynchronous_gpu_emulation, ReadSettingGlobal(Settings::values.use_asynchronous_gpu_emulation,
QStringLiteral("use_asynchronous_gpu_emulation"), false); QStringLiteral("use_asynchronous_gpu_emulation"), true);
ReadSettingGlobal(Settings::values.use_nvdec_emulation, QStringLiteral("use_nvdec_emulation"), ReadSettingGlobal(Settings::values.use_nvdec_emulation, QStringLiteral("use_nvdec_emulation"),
true); true);
ReadSettingGlobal(Settings::values.use_vsync, QStringLiteral("use_vsync"), true); ReadSettingGlobal(Settings::values.use_vsync, QStringLiteral("use_vsync"), true);
ReadSettingGlobal(Settings::values.use_assembly_shaders, QStringLiteral("use_assembly_shaders"), ReadSettingGlobal(Settings::values.use_assembly_shaders, QStringLiteral("use_assembly_shaders"),
false); true);
ReadSettingGlobal(Settings::values.use_asynchronous_shaders, ReadSettingGlobal(Settings::values.use_asynchronous_shaders,
QStringLiteral("use_asynchronous_shaders"), false); QStringLiteral("use_asynchronous_shaders"), false);
ReadSettingGlobal(Settings::values.use_fast_gpu_time, QStringLiteral("use_fast_gpu_time"), ReadSettingGlobal(Settings::values.use_fast_gpu_time, QStringLiteral("use_fast_gpu_time"),
@ -1110,7 +1110,7 @@ void Config::SaveControlValues() {
void Config::SaveCoreValues() { void Config::SaveCoreValues() {
qt_config->beginGroup(QStringLiteral("Core")); qt_config->beginGroup(QStringLiteral("Core"));
WriteSettingGlobal(QStringLiteral("use_multi_core"), Settings::values.use_multi_core, false); WriteSettingGlobal(QStringLiteral("use_multi_core"), Settings::values.use_multi_core, true);
qt_config->endGroup(); qt_config->endGroup();
} }
@ -1266,12 +1266,12 @@ void Config::SaveRendererValues() {
static_cast<int>(Settings::values.gpu_accuracy.GetValue(global)), static_cast<int>(Settings::values.gpu_accuracy.GetValue(global)),
Settings::values.gpu_accuracy.UsingGlobal(), 0); Settings::values.gpu_accuracy.UsingGlobal(), 0);
WriteSettingGlobal(QStringLiteral("use_asynchronous_gpu_emulation"), WriteSettingGlobal(QStringLiteral("use_asynchronous_gpu_emulation"),
Settings::values.use_asynchronous_gpu_emulation, false); Settings::values.use_asynchronous_gpu_emulation, true);
WriteSettingGlobal(QStringLiteral("use_nvdec_emulation"), Settings::values.use_nvdec_emulation, WriteSettingGlobal(QStringLiteral("use_nvdec_emulation"), Settings::values.use_nvdec_emulation,
true); true);
WriteSettingGlobal(QStringLiteral("use_vsync"), Settings::values.use_vsync, true); WriteSettingGlobal(QStringLiteral("use_vsync"), Settings::values.use_vsync, true);
WriteSettingGlobal(QStringLiteral("use_assembly_shaders"), WriteSettingGlobal(QStringLiteral("use_assembly_shaders"),
Settings::values.use_assembly_shaders, false); Settings::values.use_assembly_shaders, true);
WriteSettingGlobal(QStringLiteral("use_asynchronous_shaders"), WriteSettingGlobal(QStringLiteral("use_asynchronous_shaders"),
Settings::values.use_asynchronous_shaders, false); Settings::values.use_asynchronous_shaders, false);
WriteSettingGlobal(QStringLiteral("use_fast_gpu_time"), Settings::values.use_fast_gpu_time, WriteSettingGlobal(QStringLiteral("use_fast_gpu_time"), Settings::values.use_fast_gpu_time,

@ -371,7 +371,7 @@ void Config::ReadValues() {
// Core // Core
Settings::values.use_multi_core.SetValue( Settings::values.use_multi_core.SetValue(
sdl2_config->GetBoolean("Core", "use_multi_core", false)); sdl2_config->GetBoolean("Core", "use_multi_core", true));
// Renderer // Renderer
const int renderer_backend = sdl2_config->GetInteger( const int renderer_backend = sdl2_config->GetInteger(
@ -395,11 +395,11 @@ void Config::ReadValues() {
const int gpu_accuracy_level = sdl2_config->GetInteger("Renderer", "gpu_accuracy", 0); const int gpu_accuracy_level = sdl2_config->GetInteger("Renderer", "gpu_accuracy", 0);
Settings::values.gpu_accuracy.SetValue(static_cast<Settings::GPUAccuracy>(gpu_accuracy_level)); Settings::values.gpu_accuracy.SetValue(static_cast<Settings::GPUAccuracy>(gpu_accuracy_level));
Settings::values.use_asynchronous_gpu_emulation.SetValue( Settings::values.use_asynchronous_gpu_emulation.SetValue(
sdl2_config->GetBoolean("Renderer", "use_asynchronous_gpu_emulation", false)); sdl2_config->GetBoolean("Renderer", "use_asynchronous_gpu_emulation", true));
Settings::values.use_vsync.SetValue( Settings::values.use_vsync.SetValue(
static_cast<u16>(sdl2_config->GetInteger("Renderer", "use_vsync", 1))); static_cast<u16>(sdl2_config->GetInteger("Renderer", "use_vsync", 1)));
Settings::values.use_assembly_shaders.SetValue( Settings::values.use_assembly_shaders.SetValue(
sdl2_config->GetBoolean("Renderer", "use_assembly_shaders", false)); sdl2_config->GetBoolean("Renderer", "use_assembly_shaders", true));
Settings::values.use_asynchronous_shaders.SetValue( Settings::values.use_asynchronous_shaders.SetValue(
sdl2_config->GetBoolean("Renderer", "use_asynchronous_shaders", false)); sdl2_config->GetBoolean("Renderer", "use_asynchronous_shaders", false));
Settings::values.use_asynchronous_shaders.SetValue( Settings::values.use_asynchronous_shaders.SetValue(

@ -94,7 +94,7 @@ udp_pad_index=
[Core] [Core]
# Whether to use multi-core for CPU emulation # Whether to use multi-core for CPU emulation
# 0 (default): Disabled, 1: Enabled # 0: Disabled, 1 (default): Enabled
use_multi_core= use_multi_core=
[Cpu] [Cpu]
@ -163,7 +163,7 @@ max_anisotropy =
use_vsync = use_vsync =
# Whether to use OpenGL assembly shaders or not. NV_gpu_program5 is required. # Whether to use OpenGL assembly shaders or not. NV_gpu_program5 is required.
# 0 (default): Off, 1: On # 0: Off, 1 (default): On
use_assembly_shaders = use_assembly_shaders =
# Whether to allow asynchronous shader building. # Whether to allow asynchronous shader building.