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https://github.com/Lime3DS/Lime3DS.git
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62e6c147ae
For better tracking of performance regressions on incoming changes, this change adds a way to dump frametime to file by changing an ini config option. This is intentionally hidden as its only useful to a small number of individuals, and not really applicable to the general userbase.
283 lines
9.4 KiB
C++
283 lines
9.4 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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namespace DefaultINI {
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const char* sdl2_config_file = R"(
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[Controls]
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# The input devices and parameters for each 3DS native input
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# It should be in the format of "engine:[engine_name],[param1]:[value1],[param2]:[value2]..."
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# Escape characters $0 (for ':'), $1 (for ',') and $2 (for '$') can be used in values
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# for button input, the following devices are available:
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# - "keyboard" (default) for keyboard input. Required parameters:
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# - "code": the code of the key to bind
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# - "sdl" for joystick input using SDL. Required parameters:
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# - "joystick": the index of the joystick to bind
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# - "button"(optional): the index of the button to bind
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# - "hat"(optional): the index of the hat to bind as direction buttons
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# - "axis"(optional): the index of the axis to bind
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# - "direction"(only used for hat): the direction name of the hat to bind. Can be "up", "down", "left" or "right"
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# - "threshold"(only used for axis): a float value in (-1.0, 1.0) which the button is
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# triggered if the axis value crosses
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# - "direction"(only used for axis): "+" means the button is triggered when the axis value
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# is greater than the threshold; "-" means the button is triggered when the axis value
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# is smaller than the threshold
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button_a=
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button_b=
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button_x=
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button_y=
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button_up=
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button_down=
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button_left=
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button_right=
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button_l=
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button_r=
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button_start=
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button_select=
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button_debug=
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button_gpio14=
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button_zl=
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button_zr=
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button_home=
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# for analog input, the following devices are available:
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# - "analog_from_button" (default) for emulating analog input from direction buttons. Required parameters:
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# - "up", "down", "left", "right": sub-devices for each direction.
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# Should be in the format as a button input devices using escape characters, for example, "engine$0keyboard$1code$00"
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# - "modifier": sub-devices as a modifier.
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# - "modifier_scale": a float number representing the applied modifier scale to the analog input.
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# Must be in range of 0.0-1.0. Defaults to 0.5
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# - "sdl" for joystick input using SDL. Required parameters:
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# - "joystick": the index of the joystick to bind
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# - "axis_x": the index of the axis to bind as x-axis (default to 0)
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# - "axis_y": the index of the axis to bind as y-axis (default to 1)
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circle_pad=
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c_stick=
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# for motion input, the following devices are available:
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# - "motion_emu" (default) for emulating motion input from mouse input. Required parameters:
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# - "update_period": update period in milliseconds (default to 100)
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# - "sensitivity": the coefficient converting mouse movement to tilting angle (default to 0.01)
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# - "tilt_clamp": the max value of the tilt angle in degrees (default to 90)
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# - "cemuhookudp" reads motion input from a udp server that uses cemuhook's udp protocol
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motion_device=
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# for touch input, the following devices are available:
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# - "emu_window" (default) for emulating touch input from mouse input to the emulation window. No parameters required
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# - "cemuhookudp" reads touch input from a udp server that uses cemuhook's udp protocol
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# - "min_x", "min_y", "max_x", "max_y": defines the udp device's touch screen coordinate system
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touch_device=
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# Most desktop operating systems do not expose a way to poll the motion state of the controllers
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# so as a way around it, cemuhook created a udp client/server protocol to broadcast the data directly
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# from a controller device to the client program. Citra has a client that can connect and read
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# from any cemuhook compatible motion program.
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# IPv4 address of the udp input server (Default "127.0.0.1")
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udp_input_address=
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# Port of the udp input server. (Default 26760)
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udp_input_port=
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# The pad to request data on. Should be between 0 (Pad 1) and 3 (Pad 4). (Default 0)
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udp_pad_index=
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[Core]
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# Whether to use the Just-In-Time (JIT) compiler for CPU emulation
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# 0: Interpreter (slow), 1 (default): JIT (fast)
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use_cpu_jit =
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[Renderer]
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# Whether to render using GLES or OpenGL
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# 0 (default): OpenGL, 1: GLES
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use_gles =
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# Whether to use software or hardware rendering.
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# 0: Software, 1 (default): Hardware
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use_hw_renderer =
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# Whether to use hardware shaders to emulate 3DS shaders
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# 0: Software, 1 (default): Hardware
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use_hw_shader =
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# Whether to use accurate multiplication in hardware shaders
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# 0: Off (Default. Faster, but causes issues in some games) 1: On (Slower, but correct)
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shaders_accurate_mul =
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# Whether to fallback to software for geometry shaders
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# 0: Off (Faster, but causes issues in some games) 1: On (Default. Slower, but correct)
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shaders_accurate_gs =
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# Whether to use the Just-In-Time (JIT) compiler for shader emulation
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# 0: Interpreter (slow), 1 (default): JIT (fast)
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use_shader_jit =
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# Resolution scale factor
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# 0: Auto (scales resolution to window size), 1: Native 3DS screen resolution, Otherwise a scale
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# factor for the 3DS resolution
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resolution_factor =
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# Whether to enable V-Sync (caps the framerate at 60FPS) or not.
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# 0 (default): Off, 1: On
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vsync_enabled =
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# Turns on the frame limiter, which will limit frames output to the target game speed
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# 0: Off, 1: On (default)
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use_frame_limit =
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# Limits the speed of the game to run no faster than this value as a percentage of target speed
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# 1 - 9999: Speed limit as a percentage of target game speed. 100 (default)
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frame_limit =
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# The clear color for the renderer. What shows up on the sides of the bottom screen.
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# Must be in range of 0.0-1.0. Defaults to 0.0 for all.
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bg_red =
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bg_blue =
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bg_green =
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# Whether and how Stereoscopic 3D should be rendered
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# 0 (default): Off, 1: Side by Side, 2: Anaglyph
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render_3d =
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# Change 3D Intensity
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# 0 - 100: Intensity. 0 (default)
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factor_3d =
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# The name of the post processing shader to apply.
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# Loaded from shaders if render_3d is off or side by side.
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# Loaded from shaders/anaglyph if render_3d is anaglyph
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pp_shader_name =
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# Whether to enable linear filtering or not
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# This is required for some shaders to work correctly
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# 0: Nearest, 1 (default): Linear
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filter_mode =
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[Layout]
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# Layout for the screen inside the render window.
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# 0 (default): Default Top Bottom Screen, 1: Single Screen Only, 2: Large Screen Small Screen, 3: Side by Side
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layout_option =
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# Toggle custom layout (using the settings below) on or off.
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# 0 (default): Off, 1: On
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custom_layout =
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# Screen placement when using Custom layout option
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# 0x, 0y is the top left corner of the render window.
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custom_top_left =
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custom_top_top =
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custom_top_right =
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custom_top_bottom =
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custom_bottom_left =
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custom_bottom_top =
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custom_bottom_right =
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custom_bottom_bottom =
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# Swaps the prominent screen with the other screen.
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# For example, if Single Screen is chosen, setting this to 1 will display the bottom screen instead of the top screen.
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# 0 (default): Top Screen is prominent, 1: Bottom Screen is prominent
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swap_screen =
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[Audio]
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# Whether or not to enable DSP LLE
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# 0 (default): No, 1: Yes
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enable_dsp_lle =
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# Whether or not to run DSP LLE on a different thread
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# 0 (default): No, 1: Yes
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enable_dsp_lle_thread =
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# Which audio output engine to use.
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# auto (default): Auto-select, null: No audio output, sdl2: SDL2 (if available)
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output_engine =
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# Whether or not to enable the audio-stretching post-processing effect.
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# This effect adjusts audio speed to match emulation speed and helps prevent audio stutter,
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# at the cost of increasing audio latency.
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# 0: No, 1 (default): Yes
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enable_audio_stretching =
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# Which audio device to use.
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# auto (default): Auto-select
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output_device =
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# Output volume.
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# 1.0 (default): 100%, 0.0; mute
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volume =
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[Data Storage]
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# Whether to create a virtual SD card.
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# 1 (default): Yes, 0: No
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use_virtual_sd =
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[System]
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# The system model that Citra will try to emulate
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# 0: Old 3DS (default), 1: New 3DS
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is_new_3ds =
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# The system region that Citra will use during emulation
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# -1: Auto-select (default), 0: Japan, 1: USA, 2: Europe, 3: Australia, 4: China, 5: Korea, 6: Taiwan
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region_value =
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# The clock to use when citra starts
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# 0: System clock (default), 1: fixed time
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init_clock =
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# Time used when init_clock is set to fixed_time in the format %Y-%m-%d %H:%M:%S
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# set to fixed time. Default 2000-01-01 00:00:01
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# Note: 3DS can only handle times later then Jan 1 2000
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init_time =
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[Camera]
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# Which camera engine to use for the right outer camera
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# blank (default): a dummy camera that always returns black image
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camera_outer_right_name =
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# A config string for the right outer camera. Its meaning is defined by the camera engine
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camera_outer_right_config =
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# The image flip to apply
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# 0: None (default), 1: Horizontal, 2: Vertical, 3: Reverse
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camera_outer_right_flip =
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# ... for the left outer camera
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camera_outer_left_name =
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camera_outer_left_config =
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camera_outer_left_flip =
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# ... for the inner camera
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camera_inner_name =
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camera_inner_config =
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camera_inner_flip =
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[Miscellaneous]
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# A filter which removes logs below a certain logging level.
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# Examples: *:Debug Kernel.SVC:Trace Service.*:Critical
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log_filter = *:Info
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[Debugging]
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# Record frame time data, can be found in the log directory
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record_frame_times =
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# Port for listening to GDB connections.
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use_gdbstub=false
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gdbstub_port=24689
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# To LLE a service module add "LLE\<module name>=true"
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[WebService]
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# Whether or not to enable telemetry
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# 0: No, 1 (default): Yes
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enable_telemetry =
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# URL for Web API
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web_api_url = https://api.citra-emu.org
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# Username and token for Citra Web Service
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# See https://profile.citra-emu.org/ for more info
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citra_username =
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citra_token =
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)";
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}
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