move any critical default values out of default_ini, into settings.h

This commit is contained in:
amwatson 2024-01-27 16:30:29 -06:00
parent f9e6833b90
commit fa3cd3e51b
2 changed files with 9 additions and 9 deletions

View file

@ -116,8 +116,8 @@ spirv_shader_gen =
use_hw_shader =
# Whether to use accurate multiplication in hardware shaders
# 0: Off (Default. Faster, but causes issues in some games) 1: On (Slower, but correct)
shaders_accurate_mul =1
# 0: Off (Faster, but causes issues in some games) 1: On (Default. Slower, but correct)
# shaders_accurate_mul =
# Whether to use the Just-In-Time (JIT) compiler for shader emulation
# 0: Interpreter (slow), 1 (default): JIT (fast)
@ -133,9 +133,9 @@ use_vsync_new =
use_disk_shader_cache =
# Resolution scale factor
# 0: Auto (scales resolution to window size), 1: Native 3DS screen resolution, Otherwise a scale
# 0: Auto (Default. Scales resolution to window size), 1: Native 3DS screen resolution, Otherwise a scale
# factor for the 3DS resolution
resolution_factor =0
# resolution_factor =
# Whether to enable V-Sync (caps the framerate at 60FPS) or not.
# 0 (default): Off, 1: On
@ -156,12 +156,12 @@ bg_blue =
bg_green =
# Whether and how Stereoscopic 3D should be rendered
# 0 (default): Off, 1: Side by Side, 2: Anaglyph, 3: Interlaced, 4: Reverse Interlaced, 5: Cardboard VR
render_3d =1
# 0: Off, 1 (default): Side by Side, 2: Anaglyph, 3: Interlaced, 4: Reverse Interlaced, 5: Cardboard VR
# render_3d =
# Change 3D Intensity
# 0 - 100: Intensity. 0 (default)
factor_3d =50
# 0 - 100: Intensity. 50 (default)
# factor_3d =
# The name of the post processing shader to apply.
# Loaded from shaders if render_3d is off or side by side.

View file

@ -474,7 +474,7 @@ struct Values {
SwitchableSetting<bool> shaders_accurate_mul{true, "shaders_accurate_mul"};
SwitchableSetting<bool> use_vsync_new{true, "use_vsync_new"};
Setting<bool> use_shader_jit{true, "use_shader_jit"};
SwitchableSetting<u32, true> resolution_factor{1, 0, 10, "resolution_factor"};
SwitchableSetting<u32, true> resolution_factor{0, 0, 10, "resolution_factor"};
SwitchableSetting<u16, true> frame_limit{100, 0, 1000, "frame_limit"};
SwitchableSetting<TextureFilter> texture_filter{TextureFilter::None, "texture_filter"};
SwitchableSetting<TextureSampling> texture_sampling{TextureSampling::GameControlled,