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Add Color Space Passthrough to Headless config and MainWindow
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@@ -283,6 +283,7 @@ namespace Ryujinx.Headless
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GraphicsConfig.MaxAnisotropy = option.MaxAnisotropy;
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GraphicsConfig.ShadersDumpPath = option.GraphicsShadersDumpPath;
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GraphicsConfig.EnableMacroHLE = !option.DisableMacroHLE;
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GraphicsConfig.EnableColorSpacePassthrough = option.EnableColorSpacePassthrough;
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DriverUtilities.InitDriverConfig(option.BackendThreading == BackendThreading.Off);
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@@ -123,6 +123,9 @@ namespace Ryujinx.Headless
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if (NeedsOverride(nameof(DisableMacroHLE)))
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DisableMacroHLE = !configurationState.Graphics.EnableMacroHLE;
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if (NeedsOverride(nameof(EnableColorSpacePassthrough)))
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EnableColorSpacePassthrough = configurationState.Graphics.EnableColorSpacePassthrough;
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if (NeedsOverride(nameof(GraphicsShadersDumpPath)))
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GraphicsShadersDumpPath = configurationState.Graphics.ShadersDumpPath;
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@@ -358,6 +361,9 @@ namespace Ryujinx.Headless
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[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.")]
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public bool DisableMacroHLE { get; set; }
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[Option("enable-color-space-passthrough", Required = false, HelpText = "Directs the Vulkan backend to pass through color information without specifying a color space.")]
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public bool EnableColorSpacePassthrough { get; set; }
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[Option("graphics-shaders-dump-path", Required = false, HelpText = "Dumps shaders in this local directory. (Developer only)")]
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public string GraphicsShadersDumpPath { get; set; }
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@@ -575,6 +575,7 @@ namespace Ryujinx.Ava.UI.Windows
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GraphicsConfig.EnableShaderCache = ConfigurationState.Instance.Graphics.EnableShaderCache;
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GraphicsConfig.EnableTextureRecompression = ConfigurationState.Instance.Graphics.EnableTextureRecompression;
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GraphicsConfig.EnableMacroHLE = ConfigurationState.Instance.Graphics.EnableMacroHLE;
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GraphicsConfig.EnableColorSpacePassthrough= ConfigurationState.Instance.Graphics.EnableColorSpacePassthrough;
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GraphicsConfig.TextureDumpPath = ConfigurationState.Instance.Graphics.TexturesDumpPath;
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GraphicsConfig.TextureDumpFormatPng = ConfigurationState.Instance.Graphics.TexturesDumpFileFormat == TextureFileFormat.Png;
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GraphicsConfig.EnableTextureDump = ConfigurationState.Instance.Graphics.EnableTextureDump;
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