I think it should be okay. If not, you can gain a good bit of performance by disabling runtime parameters and hardcoding settings into the user-settings.h file. This one should do it:
#ifndef USER_SETTINGS_H
#define USER_SETTINGS_H
///////////////////////////// DRIVER CAPABILITIES ////////////////////////////
// The Cg compiler uses different "profiles" with different capabilities.
// This shader requires a Cg compilation profile >= arbfp1, but a few options
// require higher profiles like fp30 or fp40. The shader can't detect profile
// or driver capabilities, so instead you must comment or uncomment the lines
// below with "//" before "#define." Disable an option if you get compilation
// errors resembling those listed. Generally speaking, all of these options
// will run on nVidia cards, but only DRIVERS_ALLOW_TEX2DBIAS (if that) is
// likely to run on ATI/AMD, due to the Cg compiler's profile limitations.
// Derivatives: Unsupported on fp20, ps_1_1, ps_1_2, ps_1_3, and arbfp1.
// Among other things, derivatives help us fix anisotropic filtering artifacts
// with curved manually tiled phosphor mask coords. Related errors:
// error C3004: function "float2 ddx(float2);" not supported in this profile
// error C3004: function "float2 ddy(float2);" not supported in this profile
//#define DRIVERS_ALLOW_DERIVATIVES
// Fine derivatives: Unsupported on older ATI cards.
// Fine derivatives enable 2x2 fragment block communication, letting us perform
// fast single-pass blur operations. If your card uses coarse derivatives and
// these are enabled, blurs could look broken. Derivatives are a prerequisite.
#ifdef DRIVERS_ALLOW_DERIVATIVES
#define DRIVERS_ALLOW_FINE_DERIVATIVES
#endif
// Dynamic looping: Requires an fp30 or newer profile.
// This makes phosphor mask resampling faster in some cases. Related errors:
// error C5013: profile does not support "for" statements and "for" could not
// be unrolled
//#define DRIVERS_ALLOW_DYNAMIC_BRANCHES
// Without DRIVERS_ALLOW_DYNAMIC_BRANCHES, we need to use unrollable loops.
// Using one static loop avoids overhead if the user is right, but if the user
// is wrong (loops are allowed), breaking a loop into if-blocked pieces with a
// binary search can potentially save some iterations. However, it may fail:
// error C6001: Temporary register limit of 32 exceeded; 35 registers
// needed to compile program
//#define ACCOMODATE_POSSIBLE_DYNAMIC_LOOPS
// tex2Dlod: Requires an fp40 or newer profile. This can be used to disable
// anisotropic filtering, thereby fixing related artifacts. Related errors:
// error C3004: function "float4 tex2Dlod(sampler2D, float4);" not supported in
// this profile
//#define DRIVERS_ALLOW_TEX2DLOD
// tex2Dbias: Requires an fp30 or newer profile. This can be used to alleviate
// artifacts from anisotropic filtering and mipmapping. Related errors:
// error C3004: function "float4 tex2Dbias(sampler2D, float4);" not supported
// in this profile
//#define DRIVERS_ALLOW_TEX2DBIAS
// Integrated graphics compatibility: Integrated graphics like Intel HD 4000
// impose stricter limitations on register counts and instructions. Enable
// INTEGRATED_GRAPHICS_COMPATIBILITY_MODE if you still see error C6001 or:
// error C6002: Instruction limit of 1024 exceeded: 1523 instructions needed
// to compile program.
// Enabling integrated graphics compatibility mode will automatically disable:
// 1.) PHOSPHOR_MASK_MANUALLY_RESIZE: The phosphor mask will be softer.
// (This may be reenabled in a later release.)
// 2.) RUNTIME_GEOMETRY_MODE
// 3.) The high-quality 4x4 Gaussian resize for the bloom approximation
//#define INTEGRATED_GRAPHICS_COMPATIBILITY_MODE
//////////////////////////// USER CODEPATH OPTIONS ///////////////////////////
// To disable a #define option, turn its line into a comment with "//."
// RUNTIME VS. COMPILE-TIME OPTIONS (Major Performance Implications):
// Enable runtime shader parameters in the Retroarch (etc.) GUI? They override
// many of the options in this file and allow real-time tuning, but many of
// them are slower. Disabling them and using this text file will boost FPS.
//#define RUNTIME_SHADER_PARAMS_ENABLE
// Specify the phosphor bloom sigma at runtime? This option is 10% slower, but
// it's the only way to do a wide-enough full bloom with a runtime dot pitch.
//#define RUNTIME_PHOSPHOR_BLOOM_SIGMA
// Specify antialiasing weight parameters at runtime? (Costs ~20% with cubics)
//#define RUNTIME_ANTIALIAS_WEIGHTS
// Specify subpixel offsets at runtime? (WARNING: EXTREMELY EXPENSIVE!)
//#define RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS
// Make beam_horiz_filter and beam_horiz_linear_rgb_weight into runtime shader
// parameters? This will require more math or dynamic branching.
//#define RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE
// Specify the tilt at runtime? This makes things about 3% slower.
//#define RUNTIME_GEOMETRY_TILT
// Specify the geometry mode at runtime?
//#define RUNTIME_GEOMETRY_MODE
// Specify the phosphor mask type (aperture grille, slot mask, shadow mask) and
// mode (Lanczos-resize, hardware resize, or tile 1:1) at runtime, even without
// dynamic branches? This is cheap if mask_resize_viewport_scale is small.
//#define FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT
// PHOSPHOR MASK:
// Manually resize the phosphor mask for best results (slower)? Disabling this
// removes the option to do so, but it may be faster without dynamic branches.
// #define PHOSPHOR_MASK_MANUALLY_RESIZE
// If we sinc-resize the mask, should we Lanczos-window it (slower but better)?
// #define PHOSPHOR_MASK_RESIZE_LANCZOS_WINDOW
// Larger blurs are expensive, but we need them to blur larger triads. We can
// detect the right blur if the triad size is static or our profile allows
// dynamic branches, but otherwise we use the largest blur the user indicates
// they might need:
#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS
//#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_6_PIXELS
//#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_9_PIXELS
//#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_12_PIXELS
// Here's a helpful chart:
// MaxTriadSize BlurSize MinTriadCountsByResolution
// 3.0 9.0 480/640/960/1920 triads at 1080p/1440p/2160p/4320p, 4:3 aspect
// 6.0 17.0 240/320/480/960 triads at 1080p/1440p/2160p/4320p, 4:3 aspect
// 9.0 25.0 160/213/320/640 triads at 1080p/1440p/2160p/4320p, 4:3 aspect
// 12.0 31.0 120/160/240/480 triads at 1080p/1440p/2160p/4320p, 4:3 aspect
// 18.0 43.0 80/107/160/320 triads at 1080p/1440p/2160p/4320p, 4:3 aspect
/////////////////////////////// USER PARAMETERS //////////////////////////////
// Note: Many of these static parameters are overridden by runtime shader
// parameters when those are enabled. However, many others are static codepath
// options that were cleaner or more convert to code as static constants.
// GAMMA:
static const float crt_gamma_static = 2.5; // range [1, 5]
static const float lcd_gamma_static = 2.2; // range [1, 5]
// LEVELS MANAGEMENT:
// Control the final multiplicative image contrast:
static const float levels_contrast_static = 0.75; // range [0, 4)
// We auto-dim to avoid clipping between passes and restore brightness
// later. Control the dim factor here: Lower values clip less but crush
// blacks more (static only for now).
static const float levels_autodim_temp = 0.5; // range (0, 1]
// HALATION/DIFFUSION/BLOOM:
// Halation weight: How much energy should be lost to electrons bounding
// around under the CRT glass and exciting random phosphors?
static const float halation_weight_static = 0.0; // range [0, 1]
// Refractive diffusion weight: How much light should spread/diffuse from
// refracting through the CRT glass?
static const float diffusion_weight_static = 0.01; // range [0, 1]
// Underestimate brightness: Bright areas bloom more, but we can base the
// bloom brightpass on a lower brightness to sharpen phosphors, or a higher
// brightness to soften them. Low values clip, but >= 0.8 looks okay.
static const float bloom_underestimate_levels_static = 0.8; // range [0, 5]
// Blur all colors more than necessary for a softer phosphor bloom?
static const float bloom_excess_static = 0.0; // range [0, 1]
// The BLOOM_APPROX pass approximates a phosphor blur early on with a small
// blurred resize of the input (convergence offsets are applied as well).
// There are three filter options (static option only for now):
// 0.) Bilinear resize: A fast, close approximation to a 4x4 resize
// if min_allowed_viewport_triads and the BLOOM_APPROX resolution are sane
// and beam_max_sigma is low.
// 1.) 3x3 resize blur: Medium speed, soft/smeared from bilinear blurring,
// always uses a static sigma regardless of beam_max_sigma or
// mask_num_triads_desired.
// 2.) True 4x4 Gaussian resize: Slowest, technically correct.
// These options are more pronounced for the fast, unbloomed shader version.
static const float bloom_approx_filter_static = 1.0;
// ELECTRON BEAM SCANLINE DISTRIBUTION:
// How many scanlines should contribute light to each pixel? Using more
// scanlines is slower (especially for a generalized Gaussian) but less
// distorted with larger beam sigmas (especially for a pure Gaussian). The
// max_beam_sigma at which the closest unused weight is guaranteed <
// 1.0/255.0 (for a 3x antialiased pure Gaussian) is:
// 2 scanlines: max_beam_sigma = 0.2089; distortions begin ~0.34; 141.7 FPS pure, 131.9 FPS generalized
// 3 scanlines, max_beam_sigma = 0.3879; distortions begin ~0.52; 137.5 FPS pure; 123.8 FPS generalized
// 4 scanlines, max_beam_sigma = 0.5723; distortions begin ~0.70; 134.7 FPS pure; 117.2 FPS generalized
// 5 scanlines, max_beam_sigma = 0.7591; distortions begin ~0.89; 131.6 FPS pure; 112.1 FPS generalized
// 6 scanlines, max_beam_sigma = 0.9483; distortions begin ~1.08; 127.9 FPS pure; 105.6 FPS generalized
static const float beam_num_scanlines = 2.0; // range [2, 6]
// A generalized Gaussian beam varies shape with color too, now just width.
// It's slower but more flexible (static option only for now).
static const bool beam_generalized_gaussian = true;
// What kind of scanline antialiasing do you want?
// 0: Sample weights at 1x; 1: Sample weights at 3x; 2: Compute an integral
// Integrals are slow (especially for generalized Gaussians) and rarely any
// better than 3x antialiasing (static option only for now).
static const float beam_antialias_level = 1.0; // range [0, 2]
// Min/max standard deviations for scanline beams: Higher values widen and
// soften scanlines. Depending on other options, low min sigmas can alias.
static const float beam_min_sigma_static = 0.015; // range (0, 1]
static const float beam_max_sigma_static = 0.2; // range (0, 1]
// Beam width varies as a function of color: A power function (0) is more
// configurable, but a spherical function (1) gives the widest beam
// variability without aliasing (static option only for now).
static const float beam_spot_shape_function = 1.0;
// Spot shape power: Powers <= 1 give smoother spot shapes but lower
// sharpness. Powers >= 1.0 are awful unless mix/max sigmas are close.
static const float beam_spot_power_static = 0.33; // range (0, 16]
// Generalized Gaussian max shape parameters: Higher values give flatter
// scanline plateaus and steeper dropoffs, simultaneously widening and
// sharpening scanlines at the cost of aliasing. 2.0 is pure Gaussian, and
// values > ~40.0 cause artifacts with integrals.
static const float beam_min_shape_static = 2.0; // range [2, 32]
static const float beam_max_shape_static = 4.0; // range [2, 32]
// Generalized Gaussian shape power: Affects how quickly the distribution
// changes shape from Gaussian to steep/plateaued as color increases from 0
// to 1.0. Higher powers appear softer for most colors, and lower powers
// appear sharper for most colors.
static const float beam_shape_power_static = 0.25; // range (0, 16]
// What filter should be used to sample scanlines horizontally?
// 0: Quilez (fast), 1: Gaussian (configurable), 2: Lanczos2 (sharp)
static const float beam_horiz_filter_static = 0.0;
// Standard deviation for horizontal Gaussian resampling:
static const float beam_horiz_sigma_static = 0.545; // range (0, 2/3]
// Do horizontal scanline sampling in linear RGB (correct light mixing),
// gamma-encoded RGB (darker, hard spot shape, may better match bandwidth-
// limiting circuitry in some CRT's), or a weighted avg.?
static const float beam_horiz_linear_rgb_weight_static = 1.0; // range [0, 1]
// Simulate scanline misconvergence? This needs 3x horizontal texture
// samples and 3x texture samples of BLOOM_APPROX and HALATION_BLUR in
// later passes (static option only for now).
static const bool beam_misconvergence = true;
// Convergence offsets in x/y directions for R/G/B scanline beams in units
// of scanlines. Positive offsets go right/down; ranges [-2, 2]
static const float2 convergence_offsets_r_static = float2(0.0, 0.1);
static const float2 convergence_offsets_g_static = float2(0.0, -0.1);
static const float2 convergence_offsets_b_static = float2(0.0, 0.1);
// Detect interlacing (static option only for now)?
static const bool interlace_detect = true;
// Assume 1080-line sources are interlaced?
static const bool interlace_1080i_static = false;
// For interlaced sources, assume TFF (top-field first) or BFF order?
// (Whether this matters depends on the nature of the interlaced input.)
static const bool interlace_bff_static = false;
// ANTIALIASING:
// What AA level do you want for curvature/overscan/subpixels? Options:
// 0x (none), 1x (sample subpixels), 4x, 5x, 6x, 7x, 8x, 12x, 16x, 20x, 24x
// (Static option only for now)
static const float aa_level = 4.0; // range [0, 24]
// What antialiasing filter do you want (static option only)? Options:
// 0: Box (separable), 1: Box (cylindrical),
// 2: Tent (separable), 3: Tent (cylindrical),
// 4: Gaussian (separable), 5: Gaussian (cylindrical),
// 6: Cubic* (separable), 7: Cubic* (cylindrical, poor)
// 8: Lanczos Sinc (separable), 9: Lanczos Jinc (cylindrical, poor)
// * = Especially slow with RUNTIME_ANTIALIAS_WEIGHTS
static const float aa_filter = 5.0; // range [0, 9]
// Flip the sample grid on odd/even frames (static option only for now)?
static const bool aa_temporal = true;
// Use RGB subpixel offsets for antialiasing? The pixel is at green, and
// the blue offset is the negative r offset; range [0, 0.5]
static const float2 aa_subpixel_r_offset_static = float2(-1.0/3.0, 0.0);//float2(0.0);
// Cubics: See http://www.imagemagick.org/Usage/filter/#mitchell
// 1.) "Keys cubics" with B = 1 - 2C are considered the highest quality.
// 2.) C = 0.5 (default) is Catmull-Rom; higher C's apply sharpening.
// 3.) C = 1.0/3.0 is the Mitchell-Netravali filter.
// 4.) C = 0.0 is a soft spline filter.
static const float aa_cubic_c_static = 0.5; // range [0, 4]
// Standard deviation for Gaussian antialiasing: Try 0.5/aa_pixel_diameter.
static const float aa_gauss_sigma_static = 0.5; // range [0.0625, 1.0]
// PHOSPHOR MASK:
// Mask type: 0 = aperture grille, 1 = slot mask, 2 = EDP shadow mask
static const float mask_type_static = 0.0; // range [0, 2]
// We can sample the mask three ways. Pick 2/3 from: Pretty/Fast/Flexible.
// 0.) Sinc-resize to the desired dot pitch manually (pretty/slow/flexible).
// This requires PHOSPHOR_MASK_MANUALLY_RESIZE to be #defined.
// 1.) Hardware-resize to the desired dot pitch (ugly/fast/flexible). This
// is halfway decent with LUT mipmapping but atrocious without it.
// 2.) Tile it without resizing at a 1:1 texel:pixel ratio for flat coords
// (pretty/fast/inflexible). Each input LUT has a fixed dot pitch.
// This mode reuses the same masks, so triads will be enormous unless
// you change the mask LUT filenames in your .cgp file.
static const float mask_sample_mode_static = 1.0; // range [0, 2]
// Prefer setting the triad size (0.0) or number on the screen (1.0)?
// If RUNTIME_PHOSPHOR_BLOOM_SIGMA isn't #defined, the specified triad size
// will always be used to calculate the full bloom sigma statically.
static const float mask_specify_num_triads_static = 1.0; // range [0, 1]
// Specify the phosphor triad size, in pixels. Each tile (usually with 8
// triads) will be rounded to the nearest integer tile size and clamped to
// obey minimum size constraints (imposed to reduce downsize taps) and
// maximum size constraints (imposed to have a sane MASK_RESIZE FBO size).
// To increase the size limit, double the viewport-relative scales for the
// two MASK_RESIZE passes in crt-royale.cgp and user-cgp-contants.h.
// range [1, mask_texture_small_size/mask_triads_per_tile]
static const float mask_triad_size_desired_static = 24.0 / 8.0;
// If mask_specify_num_triads is 1.0/true, we'll go by this instead (the
// final size will be rounded and constrained as above); default 480.0
static const float mask_num_triads_desired_static = 800.0;
// How many lobes should the sinc/Lanczos resizer use? More lobes require
// more samples and avoid moire a bit better, but some is unavoidable
// depending on the destination size (static option for now).
static const float mask_sinc_lobes = 2.0; // range [2, 4]
// The mask is resized using a variable number of taps in each dimension,
// but some Cg profiles always fetch a constant number of taps no matter
// what (no dynamic branching). We can limit the maximum number of taps if
// we statically limit the minimum phosphor triad size. Larger values are
// faster, but the limit IS enforced (static option only, forever);
// range [1, mask_texture_small_size/mask_triads_per_tile]
// TODO: Make this 1.0 and compensate with smarter sampling!
static const float mask_min_allowed_triad_size = 2.0;
// GEOMETRY:
// Geometry mode:
// 0: Off (default), 1: Spherical mapping (like cgwg's),
// 2: Alt. spherical mapping (more bulbous), 3: Cylindrical/Trinitron
static const float geom_mode_static = 0.0; // range [0, 3]
// Radius of curvature: Measured in units of your viewport's diagonal size.
static const float geom_radius_static = 2.0; // range [1/(2*pi), 1024]
// View dist is the distance from the player to their physical screen, in
// units of the viewport's diagonal size. It controls the field of view.
static const float geom_view_dist_static = 2.0; // range [0.5, 1024]
// Tilt angle in radians (clockwise around up and right vectors):
static const float2 geom_tilt_angle_static = float2(0.0, 0.0); // range [-pi, pi]
// Aspect ratio: When the true viewport size is unknown, this value is used
// to help convert between the phosphor triad size and count, along with
// the mask_resize_viewport_scale constant from user-cgp-constants.h. Set
// this equal to Retroarch's display aspect ratio (DAR) for best results;
// range [1, geom_max_aspect_ratio from user-cgp-constants.h];
// default (256/224)*(54/47) = 1.313069909 (see below)
static const float geom_aspect_ratio_static = 1.313069909;
// Before getting into overscan, here's some general aspect ratio info:
// - DAR = display aspect ratio = SAR * PAR; as in your Retroarch setting
// - SAR = storage aspect ratio = DAR / PAR; square pixel emulator frame AR
// - PAR = pixel aspect ratio = DAR / SAR; holds regardless of cropping
// Geometry processing has to "undo" the screen-space 2D DAR to calculate
// 3D view vectors, then reapplies the aspect ratio to the simulated CRT in
// uv-space. To ensure the source SAR is intended for a ~4:3 DAR, either:
// a.) Enable Retroarch's "Crop Overscan"
// b.) Readd horizontal padding: Set overscan to e.g. N*(1.0, 240.0/224.0)
// Real consoles use horizontal black padding in the signal, but emulators
// often crop this without cropping the vertical padding; a 256x224 [S]NES
// frame (8:7 SAR) is intended for a ~4:3 DAR, but a 256x240 frame is not.
// The correct [S]NES PAR is 54:47, found by blargg and NewRisingSun:
// http://board.zsnes.com/phpBB3/viewtopic.php?f=22&t=11928&start=50
// http://forums.nesdev.com/viewtopic.php?p=24815#p24815
// For flat output, it's okay to set DAR = [existing] SAR * [correct] PAR
// without doing a. or b., but horizontal image borders will be tighter
// than vertical ones, messing up curvature and overscan. Fixing the
// padding first corrects this.
// Overscan: Amount to "zoom in" before cropping. You can zoom uniformly
// or adjust x/y independently to e.g. readd horizontal padding, as noted
// above: Values < 1.0 zoom out; range (0, inf)
static const float2 geom_overscan_static = float2(1.0, 1.0);// * 1.005 * (1.0, 240/224.0)
// Compute a proper pixel-space to texture-space matrix even without ddx()/
// ddy()? This is ~8.5% slower but improves antialiasing/subpixel filtering
// with strong curvature (static option only for now).
static const bool geom_force_correct_tangent_matrix = false;
// BORDERS:
// Rounded border size in texture uv coords:
static const float border_size_static = 0.005; // range [0, 0.5]
// Border darkness: Moderate values darken the border smoothly, and high
// values make the image very dark just inside the border:
static const float border_darkness_static = 0.0; // range [0, inf)
// Border compression: High numbers compress border transitions, narrowing
// the dark border area.
static const float border_compress_static = 2.5; // range [1, inf)
#endif // USER_SETTINGS_H