Add Color Space Passthrough to Headless config and MainWindow

This commit is contained in:
KeatonTheBot
2026-04-10 02:11:36 -05:00
parent bc777e1968
commit 3d5682375e
3 changed files with 8 additions and 0 deletions
+1
View File
@@ -283,6 +283,7 @@ namespace Ryujinx.Headless
GraphicsConfig.MaxAnisotropy = option.MaxAnisotropy;
GraphicsConfig.ShadersDumpPath = option.GraphicsShadersDumpPath;
GraphicsConfig.EnableMacroHLE = !option.DisableMacroHLE;
GraphicsConfig.EnableColorSpacePassthrough = option.EnableColorSpacePassthrough;
DriverUtilities.InitDriverConfig(option.BackendThreading == BackendThreading.Off);
+6
View File
@@ -123,6 +123,9 @@ namespace Ryujinx.Headless
if (NeedsOverride(nameof(DisableMacroHLE)))
DisableMacroHLE = !configurationState.Graphics.EnableMacroHLE;
if (NeedsOverride(nameof(EnableColorSpacePassthrough)))
EnableColorSpacePassthrough = configurationState.Graphics.EnableColorSpacePassthrough;
if (NeedsOverride(nameof(GraphicsShadersDumpPath)))
GraphicsShadersDumpPath = configurationState.Graphics.ShadersDumpPath;
@@ -358,6 +361,9 @@ namespace Ryujinx.Headless
[Option("disable-macro-hle", Required = false, HelpText = "Disables high-level emulation of Macro code. Leaving this enabled improves performance but may cause graphical glitches in some games.")]
public bool DisableMacroHLE { get; set; }
[Option("enable-color-space-passthrough", Required = false, HelpText = "Directs the Vulkan backend to pass through color information without specifying a color space.")]
public bool EnableColorSpacePassthrough { get; set; }
[Option("graphics-shaders-dump-path", Required = false, HelpText = "Dumps shaders in this local directory. (Developer only)")]
public string GraphicsShadersDumpPath { get; set; }
@@ -575,6 +575,7 @@ namespace Ryujinx.Ava.UI.Windows
GraphicsConfig.EnableShaderCache = ConfigurationState.Instance.Graphics.EnableShaderCache;
GraphicsConfig.EnableTextureRecompression = ConfigurationState.Instance.Graphics.EnableTextureRecompression;
GraphicsConfig.EnableMacroHLE = ConfigurationState.Instance.Graphics.EnableMacroHLE;
GraphicsConfig.EnableColorSpacePassthrough= ConfigurationState.Instance.Graphics.EnableColorSpacePassthrough;
GraphicsConfig.TextureDumpPath = ConfigurationState.Instance.Graphics.TexturesDumpPath;
GraphicsConfig.TextureDumpFormatPng = ConfigurationState.Instance.Graphics.TexturesDumpFileFormat == TextureFileFormat.Png;
GraphicsConfig.EnableTextureDump = ConfigurationState.Instance.Graphics.EnableTextureDump;