Files
P3DS-test/include/config.hpp
wheremyfoodat 6d1ef7cb4f Memory rework pt 2 (#801)
* Memory: Rework FCRAM management entirely

Disables a lot of functionality... but I didn't want to commit too much to this commit
Also reworks virtual memory management somewhat (but needs more work)

* Accurately handle MemoryState for virtual memory

Previously all non-free blocks were marked as Reserved

* Memory: Consolidate state and permission changes

Can now use a single function to change either state, permissions, or both
Also merge vmem blocks that have the same state and permissions

* Memory: Fix double reset for FCRAM manager

Fix minor bug with permission tracking

* Memory: Implement Protect operation in ControlMemory

* Memory: Implement Unmap in ControlMemory

Also do a sanity check to make sure the memory region is free for linear allocations

* Memory: Make TLS only 0x200 bytes for each thread

Also move TLS to Base region

* RO: Unmap CROs when unloaded

Thanks @noumidev

* Kernel: Return used app memory for Commit ResourceLimit

Not quite correct, but nothing to be done until process management is improved
Also remove the stack limit for CXIs (thanks amogus)

* Kernel: Report used app memory for GetProcessInfo 2

Not really correct, but it should be accurate for applications at least

* Formatting changes

* Initial fastmem support

* PCSX2 fastmem depression

* Move away from PCSX2 fastmem

* Add enum_flag_ops.hpp

* Finally building on Windows

* Almost got a PoC

* Fix arm64 builds

* This somehow works

* This also works...

* Properly fix fastmem

* Add free region manager

* Update boost

* Add ScopeExit

* Comment out asserts on Linux/Mac/Android

* Comment out ASSERT_MSG asserts too

* Fix derp

* Attempt to fix Android

* Disable fastmem on Android

* Fix Android again maybe pt 2

* android pls

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* Update host_memory.cpp

* Properly reset memory arena on reset

* Proper ashmem code for Android

* more

* Add temporary Android buildjet script for faster prototype builds

* Fix fastmem (again)

* Clean up shared memory

* Remove Android BuildJet runner

* a

* Revert "a"

This reverts commit 5443ad6f2a794c19c9b1a1567ca1c7f58eed78cd.

* Re-add ELF support

* Re-add 3DSX support

* GetSystemInfo, GetProcessInfo: Memory sizes should be in bytes

* Update Boost

* Update metal-cpp

* Fix metal renderer compilation

* Fix fastmem mapping

* Clean up fastmem code

* Fix oopsie again

* Emulator: Reorder struct

* Kernel types: Cleanup

* Cleanup

* More cleanup

* Make invalid mprotects warn instead of panicking

* Add setting for toggling fastmem

* More cleanup

* Properly initialize BSS to zeroes

* Remove unused code

* Formatting

* Cleanup

* Memory/CRO: Workaround for Pokemon XY

* NCSD loader: Fix BSS (again)

* NCSD loader: Fix BSS (again) (again)

* More memory fixes

* Memory: Remove unused code

* FS: Warn on unimplemented functions instead of panic

* Update software_keyboard.cpp

* Libretro: Add fastmem option

* FRD: Stub SaveLocalAccountData

---------

Co-authored-by: PSI-Rockin <PSI-Rockin@users.noreply.github.com>
2025-08-07 20:18:09 +03:00

133 lines
4.0 KiB
C++

#pragma once
#include <filesystem>
#include <string>
#include "audio/dsp_core.hpp"
#include "frontend_settings.hpp"
#include "renderer.hpp"
#include "screen_layout.hpp"
#include "services/region_codes.hpp"
struct AudioDeviceConfig {
// Audio curve to use for volumes between 0-100
enum class VolumeCurve : int {
Cubic = 0, // Samples are scaled by volume ^ 3
Linear = 1, // Samples are scaled by volume
};
float volumeRaw = 1.0f;
VolumeCurve volumeCurve = VolumeCurve::Cubic;
bool muteAudio = false;
float getVolume() const {
if (muteAudio) {
return 0.0f;
}
return volumeRaw;
}
static VolumeCurve volumeCurveFromString(std::string inString);
static const char* volumeCurveToString(VolumeCurve curve);
};
// Remember to initialize every field here to its default value otherwise bad things will happen
struct EmulatorConfig {
// Only enable the shader JIT by default on platforms where it's completely tested
#if defined(PANDA3DS_X64_HOST) || defined(PANDA3DS_ARM64_HOST)
static constexpr bool shaderJitDefault = true;
#else
static constexpr bool shaderJitDefault = false;
#endif
// For now, use specialized shaders by default on MacOS as M1 drivers are buggy when using the ubershader, and on Android since mobile GPUs are
// horrible. On other platforms we default to ubershader + shadergen fallback for lights
#if defined(__ANDROID__) || defined(__APPLE__)
static constexpr bool ubershaderDefault = false;
#else
static constexpr bool ubershaderDefault = true;
#endif
static constexpr bool accelerateShadersDefault = true;
static constexpr bool audioEnabledDefault = true;
// We default to OpenGL on all platforms other than iOS
#if defined(PANDA3DS_IOS)
static constexpr RendererType rendererDefault = RendererType::Metal;
#else
static constexpr RendererType rendererDefault = RendererType::OpenGL;
#endif
static constexpr bool enableFastmemDefault = true;
static constexpr bool hashTexturesDefault = false;
bool shaderJitEnabled = shaderJitDefault;
bool useUbershaders = ubershaderDefault;
bool accelerateShaders = accelerateShadersDefault;
bool fastmemEnabled = enableFastmemDefault;
bool hashTextures = hashTexturesDefault;
ScreenLayout::Layout screenLayout = ScreenLayout::Layout::Default;
float topScreenSize = 0.5;
bool accurateShaderMul = false;
bool discordRpcEnabled = false;
// Toggles whether to force shadergen when there's more than N lights active and we're using the ubershader, for better performance
bool forceShadergenForLights = true;
int lightShadergenThreshold = 1;
RendererType rendererType = rendererDefault;
Audio::DSPCore::Type dspType = Audio::DSPCore::Type::HLE;
bool sdCardInserted = true;
bool sdWriteProtected = false;
bool circlePadProEnabled = true;
bool usePortableBuild = false;
bool audioEnabled = audioEnabledDefault;
bool vsyncEnabled = true;
bool aacEnabled = true; // Enable AAC audio?
bool enableRenderdoc = false;
bool printAppVersion = true;
bool printDSPFirmware = false;
bool chargerPlugged = true;
// Default to 3% battery to make users suffer
int batteryPercentage = 3;
LanguageCodes systemLanguage = LanguageCodes::English;
// Default ROM path to open in Qt and misc frontends
std::filesystem::path defaultRomPath = "";
std::filesystem::path filePath;
// Frontend window settings
struct WindowSettings {
static constexpr int defaultX = 200;
static constexpr int defaultY = 200;
static constexpr int defaultWidth = 800;
static constexpr int defaultHeight = 240 * 2;
bool rememberPosition = false; // Remember window position & size
bool showAppVersion = false;
int x = defaultX;
int y = defaultY;
int width = defaultHeight;
int height = defaultHeight;
};
WindowSettings windowSettings;
AudioDeviceConfig audioDeviceConfig;
FrontendSettings frontendSettings;
EmulatorConfig(const std::filesystem::path& path);
void load();
void save();
static LanguageCodes languageCodeFromString(std::string inString);
static const char* languageCodeToString(LanguageCodes code);
};