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	Merge pull request #4805 from bunnei/update-defaults
yuzu: settings: Enable multicore, asynch GPU, and assembly shaders by default.
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						cd92a94965
					
				| @ -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. | ||||||
|  | |||||||
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