Files
ppsspp/Core/CoreParameter.h
Henrik RydgårdandClaude Opus 5 0b5a8f537e Decide on the vertex decoder JIT with CoreParameter, not the CPU core
The vertex decoder JIT was enabled only when g_Config.iCpuCore was one of the
JIT cores, which tied an unrelated GPU path to the CPU setting. Headless leaned
on that by forcing iCpuCore to the interpreter after ApplyToConfig(), to keep
the decoder JIT off in the tests.

Add CoreParameter::bUseVertexDecoderJit instead. Standalone and libretro set it
wherever the host can JIT, so IR interpreter users on such hosts now get the
decoder JIT too. Headless sets it false, which keeps the test results as they
were and lets --cpu go through ApplyToConfig() like every other option.

Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
2026-09-21 10:31:58 -06:00

108 lines
3.2 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <string>
#include "Common/File/Path.h"
#include "Core/Compatibility.h"
#include "Core/Loaders.h"
enum GPUCore : int {
GPUCORE_GLES = 0,
GPUCORE_SOFTWARE = 1,
GPUCORE_DIRECTX11 = 3,
GPUCORE_VULKAN = 4,
};
enum class FPSLimit {
NORMAL = 0,
CUSTOM1 = 1,
CUSTOM2 = 2,
ANALOG = 3,
// Set over the WebSocket debugger (game.speed.set). Deliberately its own mode instead of
// reusing CUSTOM1/2: those read their rate from g_Config, which is persisted per game, so a
// debugger session would permanently overwrite the user's configured alternative speed.
DEBUGGER = 4,
};
class FileLoader;
class GraphicsContext;
namespace Draw {
class DrawContext;
}
enum class CPUCore;
// PSP_CoreParameter()
struct CoreParameter {
CPUCore cpuCore;
GPUCore gpuCore;
// Independent of cpuCore. Standalone turns it on wherever the host can JIT; headless keeps it
// off, since the test references were recorded with the C++ vertex decoder.
bool bUseVertexDecoderJit = false;
GraphicsContext *graphicsContext = nullptr; // TODO: Find a better place.
bool enableSound = true; // there aren't multiple sound cores.
Path fileToStart;
Path mountIso; // If non-empty, and fileToStart is an ELF or PBP, will mount this ISO in the background to umd1:.
Path mountRoot; // If non-empty, and fileToStart is an ELF or PBP, mount this as host0:.
Path nandRoot; // If non-empty, use this directory as the root above flash0:-flash3: (which are hosted in subdirectories flash0-flash3 of it).
std::string errorString;
bool loadGameConfigs = true;
bool startBreak = false;
std::string *collectDebugOutput = nullptr;
bool headLess = false; // Try to avoid messageboxes etc
// Internal PSP rendering resolution and scale factor.
int renderScaleFactor = 1;
int renderWidth = 0;
int renderHeight = 0;
// Actual output resolution in pixels.
int pixelWidth = 0;
int pixelHeight = 0;
// Can be modified at runtime. Do not belong here.
bool fastForward = false;
FPSLimit fpsLimit = FPSLimit::NORMAL;
int analogFpsLimit = 0;
// Target FPS for FPSLimit::DEBUGGER. Lives here rather than in g_Config on purpose - see the
// enum. Resets with the rest of this struct on every boot, so a debugger can't leave a game
// permanently slowed down.
int debuggerFpsLimit = 0;
bool updateRecent = true;
// Freeze-frame. For nvidia perfhud profiling. Developers only.
bool freezeNext = false;
bool frozen = false;
FileLoader *mountIsoLoader = nullptr;
IdentifiedFileType fileType = IdentifiedFileType::UNKNOWN;
Compatibility compat;
};