Files
Xenia-Canary/src/xenia/gpu/gpu_flags.cc
2026-06-02 20:09:50 +02:00

128 lines
5.7 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2020 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/gpu/gpu_flags.h"
DEFINE_path(trace_gpu_prefix, "scratch/gpu/",
"Prefix path for GPU trace files.", "GPU");
DEFINE_bool(trace_gpu_stream, false, "Trace all GPU packets.", "GPU");
DEFINE_path(
dump_shaders, "",
"For shader debugging, path to dump GPU shaders to as they are compiled.",
"GPU");
DEFINE_bool(vsync, true, "Enable VSYNC.", "GPU");
DEFINE_uint64(framerate_limit, 0,
"Maximum frames per second. 0 = Unlimited frames.\n"
"Defaults to 60, when set to 0, and VSYNC is enabled.",
"GPU");
UPDATE_from_uint64(framerate_limit, 2024, 8, 31, 20, 60);
DEFINE_bool(
gpu_allow_invalid_fetch_constants, true,
"Allow texture and vertex fetch constants with invalid type - generally "
"unsafe because the constant may contain completely invalid values, but "
"may be used to bypass fetch constant type errors in certain games until "
"the real reason why they're invalid is found.",
"GPU");
DEFINE_bool(
gpu_allow_invalid_upload_range, false,
"Allows games to read data from pages that are marked as no access.",
"GPU");
DEFINE_bool(
non_seamless_cube_map, true,
"Disable filtering between cube map faces near edges where possible "
"(Vulkan with VK_EXT_non_seamless_cube_map) to reproduce the Direct3D 9 "
"behavior.",
"GPU");
// Extremely bright screen borders in 4D5307E6.
// Reading between texels with half-pixel offset in 58410954.
DEFINE_bool(
half_pixel_offset, true,
"Enable support of vertex half-pixel offset (D3D9 PA_SU_VTX_CNTL "
"PIX_CENTER). Generally games are aware of the half-pixel offset, and "
"having this enabled is the correct behavior (disabling this may "
"significantly break post-processing in some games), but in certain games "
"it might have been ignored, resulting in slight blurriness of UI "
"textures, for instance, when they are read between texels rather than "
"at texel centers, or the leftmost/topmost pixels may not be fully covered "
"when MSAA is used with fullscreen passes.",
"GPU");
DEFINE_int32(occlusion_query_fake_lower_threshold, 80,
"Lower end of the fake sample count value written on "
"EVENT_WRITE_ZPD when real occlusion queries are disabled.\n"
"-1 writes nothing, resulting in some games that sit and hang.\n"
"0 means the fake result stays fully occluded.",
"GPU");
DEFINE_int32(occlusion_query_fake_upper_threshold, 100,
"Upper end of the fake sample count value written on "
"EVENT_WRITE_ZPD when real occlusion queries are disabled.\n"
"Keep this higher than occlusion_query_fake_lower_threshold.\n"
"Ignored if occlusion_query_fake_lower_threshold is -1.",
"GPU");
DEFINE_int32(occlusion_query_querybatch_range, 0,
"Range of fake sample count values to walk for titles using the "
"D3D QueryBatch standard before wrapping back to "
"occlusion_query_fake_lower_threshold.\n"
"This shouldn't be changed from the default value of 0 (disabled) "
"unless necessary for a specific title.",
"GPU");
DEFINE_double(
occlusion_query_saturation, 1.0,
"Compress higher occlusion query sample counts before guest writeback.\n"
"This can be useful if effects such as lens flares appear too strong.\n"
"1.0 = default behavior\n"
"0.0 = collapse all nonzero sample counts to 1\n"
"Values around 0.90 are a good starting point for subtle tuning.",
"GPU");
DEFINE_int32(anisotropic_override, -1,
"Forces anisotropic filtering (AF) for eligible textures.\n"
"Higher values keep textures sharper at oblique angles at the "
"cost of GPU bandwidth, though most GPUs handle up to 16x fine.\n"
"In rare cases, forcing AF can introduce visual artifacts.\n"
" -1 = No override\n"
" 0 = Disable anisotropic filtering\n"
" 1 = Force 1x anisotropic filtering\n"
" 2 = Force 2x anisotropic filtering\n"
" 3 = Force 4x anisotropic filtering\n"
" 4 = Force 8x anisotropic filtering\n"
" 5 = Force 16x anisotropic filtering",
"GPU");
DEFINE_bool(no_discard_stencil_in_transfer_pipelines, false,
"Skip stencil bit discard in render target transfer pipelines. "
"May improve performance on some GPUs.",
"GPU");
DEFINE_bool(gpu_3d_to_2d_texture, true,
"Handle shaders that sample 3D textures as 2D by creating a 2D "
"texture from slice 0 of the guest memory.",
"GPU");
DEFINE_bool(
async_shader_compilation, true,
"Compile shaders and create pipelines asynchronously in background "
"threads. "
"Eliminates shader compilation stutter but may cause brief rendering "
"artifacts while pipelines are being created. When disabled, pipelines are "
"created synchronously which causes stutter but no visual artifacts.",
"GPU");
DEFINE_bool(
ac6_ground_fix, false,
"This fixes(hide) issues with black ground in AC6. Use only in AC6. "
"Might cause issues in other titles.",
"HACKS");