dolphin/Source/Core/VideoCommon/Src/VideoConfig.cpp

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// Copyright (C) 2003 Dolphin 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.
// 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 SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <cmath>
#include "Common.h"
#include "IniFile.h"
#include "VideoConfig.h"
#include "VideoCommon.h"
#include "FileUtil.h"
VideoConfig g_Config;
VideoConfig g_ActiveConfig;
void UpdateActiveConfig()
{
g_ActiveConfig = g_Config;
}
VideoConfig::VideoConfig()
{
bRunning = false;
bAllowSignedBytes = !IsD3D();
// Needed for the first frame, I think
fAspectRatioHackW = 1;
fAspectRatioHackH = 1;
}
void VideoConfig::Load(const char *ini_file)
{
std::string temp;
IniFile iniFile;
iniFile.Load(ini_file);
Section& hardware = iniFile["Hardware"];
hardware.Get("VSync", &bVSync, false); // Hardware
Section& settings = iniFile["Settings"];
settings.Get("StretchToFit", &bNativeResolution, true);
settings.Get("2xResolution", &b2xResolution, false);
settings.Get("wideScreenHack", &bWidescreenHack, false);
settings.Get("AspectRatio", &iAspectRatio, (int)ASPECT_AUTO);
settings.Get("Crop", &bCrop, false);
settings.Get("UseXFB", &bUseXFB, true);
settings.Get("UseRealXFB", &bUseRealXFB, false);
settings.Get("AutoScale", &bAutoScale, true);
settings.Get("UseNativeMips", &bUseNativeMips, true);
settings.Get("SafeTextureCache", &bSafeTextureCache, false); // Settings
//Safe texture cache params
settings.Get("SafeTextureCacheColorSamples", &iSafeTextureCache_ColorSamples,512);
settings.Get("ShowFPS", &bShowFPS, false); // Settings
settings.Get("OverlayStats", &bOverlayStats, false);
settings.Get("OverlayProjStats", &bOverlayProjStats, false);
settings.Get("ShowEFBCopyRegions", &bShowEFBCopyRegions, false);
settings.Get("DLOptimize", &iCompileDLsLevel, 0);
settings.Get("DumpTextures", &bDumpTextures, false);
settings.Get("HiresTextures", &bHiresTextures, false);
settings.Get("DumpEFBTarget", &bDumpEFBTarget, false);
settings.Get("DumpFrames", &bDumpFrames, false);
settings.Get("FreeLook", &bFreeLook, false);
settings.Get("ShowShaderErrors", &bShowShaderErrors, false);
settings.Get("MSAA", &iMultisampleMode, 0);
settings.Get("DstAlphaPass", &bDstAlphaPass, false);
settings.Get("TexFmtOverlayEnable", &bTexFmtOverlayEnable, false);
settings.Get("TexFmtOverlayCenter", &bTexFmtOverlayCenter, false);
settings.Get("WireFrame", &bWireFrame, false);
settings.Get("DisableLighting", &bDisableLighting, false);
settings.Get("DisableTexturing", &bDisableTexturing, false);
settings.Get("DisableFog", &bDisableFog, false);
Section& enhancements = iniFile["Enhancements"];
enhancements.Get("ForceFiltering", &bForceFiltering, false);
enhancements.Get("MaxAnisotropy", &iMaxAnisotropy, 1); // NOTE - this is x in (1 << x)
enhancements.Get("PostProcessingShader", &sPostProcessingShader, "");
Section& hacks = iniFile["Hacks"];
hacks.Get("EFBAccessEnable", &bEFBAccessEnable, true);
hacks.Get("EFBCopyDisable", &bEFBCopyDisable, false);
hacks.Get("EFBCopyDisableHotKey", &bOSDHotKey, false);
hacks.Get("EFBToTextureEnable", &bCopyEFBToTexture, false);
hacks.Get("EFBScaledCopy", &bCopyEFBScaled, true);
hacks.Get("FIFOBPHack", &bFIFOBPhack, false);
hacks.Get("ProjectionHack", &iPhackvalue, 0);
hardware.Get("Adapter", &iAdapter, 0);
if (iAdapter == -1)
iAdapter = 0;
hardware.Get("SimpleFB", &bSimpleFB, false);
// Load common settings
iniFile.Load(File::GetUserPath(F_DOLPHINCONFIG_IDX));
bool bTmp;
iniFile["Interface"].Get("UsePanicHandlers", &bTmp, true);
SetEnableAlert(bTmp);
}
void VideoConfig::GameIniLoad(const char *ini_file)
{
IniFile iniFile;
iniFile.Load(ini_file);
Section& video = iniFile["Video"];
video.Get("ForceFiltering", &bForceFiltering, bForceFiltering);
video.Get("MaxAnisotropy", &iMaxAnisotropy, iMaxAnisotropy); // NOTE - this is x in (1 << x)
video.Get("EFBCopyDisable", &bEFBCopyDisable, bEFBCopyDisable);
video.Get("EFBCopyDisableHotKey", &bOSDHotKey, bOSDHotKey);
video.Get("EFBToTextureEnable", &bCopyEFBToTexture, bCopyEFBToTexture);
video.Get("EFBScaledCopy", &bCopyEFBScaled, bCopyEFBScaled);
video.Get("SafeTextureCache", &bSafeTextureCache, bSafeTextureCache);
//Safe texture cache params
video.Get("SafeTextureCacheColorSamples", &iSafeTextureCache_ColorSamples, iSafeTextureCache_ColorSamples);
video.Get("MSAA", &iMultisampleMode, iMultisampleMode);
video.Get("DstAlphaPass", &bDstAlphaPass, bDstAlphaPass);
video.Get("UseXFB", &bUseXFB, bUseXFB);
video.Get("UseRealXFB", &bUseRealXFB, bUseRealXFB);
video.Get("FIFOBPHack", &bFIFOBPhack, bFIFOBPhack);
video.Get("ProjectionHack", &iPhackvalue, iPhackvalue);
video.Get("UseNativeMips", &bUseNativeMips, bUseNativeMips);
}
void VideoConfig::Save(const char *ini_file)
{
IniFile iniFile;
iniFile.Load(ini_file);
Section& hardware = iniFile["Hardware"];
hardware.Set("VSync", bVSync);
Section& settings = iniFile["Settings"];
settings.Set("StretchToFit", bNativeResolution);
settings.Set("2xResolution", b2xResolution);
settings.Set("AspectRatio", iAspectRatio);
settings.Set("Crop", bCrop);
settings.Set("wideScreenHack", bWidescreenHack);
settings.Set("UseXFB", bUseXFB);
settings.Set("UseRealXFB", bUseRealXFB);
settings.Set("AutoScale", bAutoScale);
settings.Set("UseNativeMips", bUseNativeMips);
settings.Set("SafeTextureCache", bSafeTextureCache);
//safe texture cache params
settings.Set("SafeTextureCacheColorSamples", iSafeTextureCache_ColorSamples);
settings.Set("ShowFPS", bShowFPS);
settings.Set("OverlayStats", bOverlayStats);
settings.Set("OverlayProjStats", bOverlayProjStats);
settings.Set("DLOptimize", iCompileDLsLevel);
settings.Set("Show", iCompileDLsLevel);
settings.Set("DumpTextures", bDumpTextures);
settings.Set("HiresTextures", bHiresTextures);
settings.Set("DumpEFBTarget", bDumpEFBTarget);
settings.Set("DumpFrames", bDumpFrames);
settings.Set("FreeLook", bFreeLook);
settings.Set("ShowEFBCopyRegions", bShowEFBCopyRegions);
settings.Set("ShowShaderErrors", bShowShaderErrors);
settings.Set("MSAA", iMultisampleMode);
settings.Set("TexFmtOverlayEnable", bTexFmtOverlayEnable);
settings.Set("TexFmtOverlayCenter", bTexFmtOverlayCenter);
settings.Set("Wireframe", bWireFrame);
settings.Set("DisableLighting", bDisableLighting);
settings.Set("DisableTexturing", bDisableTexturing);
settings.Set("DstAlphaPass", bDstAlphaPass);
settings.Set("DisableFog", bDisableFog);
Section& enhancements = iniFile["Enhancements"];
enhancements.Set("ForceFiltering", bForceFiltering);
enhancements.Set("MaxAnisotropy", iMaxAnisotropy);
enhancements.Set("PostProcessingShader", sPostProcessingShader);
Section& hacks = iniFile["Hacks"];
hacks.Set("EFBAccessEnable", bEFBAccessEnable);
hacks.Set("EFBCopyDisable", bEFBCopyDisable);
hacks.Set("EFBCopyDisableHotKey", bOSDHotKey);
hacks.Set("EFBToTextureEnable", bCopyEFBToTexture);
hacks.Set("EFBScaledCopy", bCopyEFBScaled);
hacks.Set("FIFOBPHack", bFIFOBPhack);
hacks.Set("ProjectionHack", iPhackvalue);
hardware.Set("Adapter", iAdapter);
hardware.Set("SimpleFB", bSimpleFB);
iniFile.Save(ini_file);
}
// TODO: Figure out a better place for this function.
void ComputeDrawRectangle(int backbuffer_width, int backbuffer_height, bool flip, TargetRectangle *rc)
{
float FloatGLWidth = (float)backbuffer_width;
float FloatGLHeight = (float)backbuffer_height;
float FloatXOffset = 0;
float FloatYOffset = 0;
// The rendering window size
const float WinWidth = FloatGLWidth;
const float WinHeight = FloatGLHeight;
// Handle aspect ratio.
// Default to auto.
bool use16_9 = g_VideoInitialize.bAutoAspectIs16_9;
// Update aspect ratio hack values
// Won't take effect until next frame
// Don't know if there is a better place for this code so there isn't a 1 frame delay
if ( g_ActiveConfig.bWidescreenHack )
{
float source_aspect = use16_9 ? (16.0f / 9.0f) : (4.0f / 3.0f);
float target_aspect;
switch ( g_ActiveConfig.iAspectRatio )
{
case ASPECT_FORCE_16_9 :
target_aspect = 16.0f / 9.0f;
break;
case ASPECT_FORCE_4_3 :
target_aspect = 4.0f / 3.0f;
break;
case ASPECT_STRETCH :
target_aspect = WinWidth / WinHeight;
break;
default :
// ASPECT_AUTO == no hacking
target_aspect = source_aspect;
break;
}
float adjust = source_aspect / target_aspect;
if ( adjust > 1 )
{
// Vert+
g_Config.fAspectRatioHackW = 1;
g_Config.fAspectRatioHackH = 1/adjust;
}
else
{
// Hor+
g_Config.fAspectRatioHackW = adjust;
g_Config.fAspectRatioHackH = 1;
}
}
else
{
// Hack is disabled
g_Config.fAspectRatioHackW = 1;
g_Config.fAspectRatioHackH = 1;
}
// Check for force-settings and override.
if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_16_9)
use16_9 = true;
else if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_4_3)
use16_9 = false;
if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH)
{
// The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio
float Ratio = (WinWidth / WinHeight) / (!use16_9 ? (4.0f / 3.0f) : (16.0f / 9.0f));
// Check if height or width is the limiting factor. If ratio > 1 the picture is too wide and have to limit the width.
if (Ratio > 1.0f)
{
// Scale down and center in the X direction.
FloatGLWidth /= Ratio;
FloatXOffset = (WinWidth - FloatGLWidth) / 2.0f;
}
// The window is too high, we have to limit the height
else
{
// Scale down and center in the Y direction.
FloatGLHeight *= Ratio;
FloatYOffset = FloatYOffset + (WinHeight - FloatGLHeight) / 2.0f;
}
}
// -----------------------------------------------------------------------
// Crop the picture from 4:3 to 5:4 or from 16:9 to 16:10.
// Output: FloatGLWidth, FloatGLHeight, FloatXOffset, FloatYOffset
// ------------------
if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH && g_ActiveConfig.bCrop)
{
float Ratio = !use16_9 ? ((4.0f / 3.0f) / (5.0f / 4.0f)) : (((16.0f / 9.0f) / (16.0f / 10.0f)));
// The width and height we will add (calculate this before FloatGLWidth and FloatGLHeight is adjusted)
float IncreasedWidth = (Ratio - 1.0f) * FloatGLWidth;
float IncreasedHeight = (Ratio - 1.0f) * FloatGLHeight;
// The new width and height
FloatGLWidth = FloatGLWidth * Ratio;
FloatGLHeight = FloatGLHeight * Ratio;
// Adjust the X and Y offset
FloatXOffset = FloatXOffset - (IncreasedWidth * 0.5f);
FloatYOffset = FloatYOffset - (IncreasedHeight * 0.5f);
}
int XOffset = (int)(FloatXOffset + 0.5f);
int YOffset = (int)(FloatYOffset + 0.5f);
int iWhidth = (int)ceil(FloatGLWidth);
int iHeight = (int)ceil(FloatGLHeight);
iWhidth -= iWhidth % 4; // ensure divisibility by 4 to make it compatible with all the video encoders
iHeight -= iHeight % 4;
rc->left = XOffset;
rc->top = flip ? (int)(YOffset + iHeight) : YOffset;
rc->right = XOffset + iWhidth;
rc->bottom = flip ? YOffset : (int)(YOffset + iHeight);
}