VideoConfig: Make StereoMode an enum class
Makes for more strongly-typed identifiers (and doesn't pollute surrounding namespaces)
This commit is contained in:
parent
10697bcbe3
commit
5337e58284
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@ -220,7 +220,7 @@ void DolphinAnalytics::MakePerGameBuilder()
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builder.AddData("cfg-gfx-ssaa", g_Config.bSSAA);
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builder.AddData("cfg-gfx-anisotropy", g_Config.iMaxAnisotropy);
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builder.AddData("cfg-gfx-vsync", g_Config.bVSync);
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builder.AddData("cfg-gfx-aspect-ratio", g_Config.iAspectRatio);
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builder.AddData("cfg-gfx-aspect-ratio", static_cast<int>(g_Config.aspect_mode));
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builder.AddData("cfg-gfx-efb-access", g_Config.bEFBAccessEnable);
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builder.AddData("cfg-gfx-efb-copy-format-changes", g_Config.bEFBEmulateFormatChanges);
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builder.AddData("cfg-gfx-efb-copy-ram", !g_Config.bSkipEFBCopyToRam);
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@ -229,7 +229,7 @@ void DolphinAnalytics::MakePerGameBuilder()
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builder.AddData("cfg-gfx-efb-copy-scaled", g_Config.bCopyEFBScaled);
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builder.AddData("cfg-gfx-internal-resolution", g_Config.iEFBScale);
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builder.AddData("cfg-gfx-tc-samples", g_Config.iSafeTextureCache_ColorSamples);
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builder.AddData("cfg-gfx-stereo-mode", g_Config.iStereoMode);
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builder.AddData("cfg-gfx-stereo-mode", static_cast<int>(g_Config.stereo_mode));
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builder.AddData("cfg-gfx-per-pixel-lighting", g_Config.bEnablePixelLighting);
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builder.AddData("cfg-gfx-ubershader-mode", GetUbershaderMode(g_Config));
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builder.AddData("cfg-gfx-fast-depth", g_Config.bFastDepthCalc);
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@ -146,7 +146,7 @@ void EnhancementsWidget::LoadSettings()
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// Post Processing Shader
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std::vector<std::string> shaders =
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g_Config.iStereoMode == STEREO_ANAGLYPH ?
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g_Config.stereo_mode == StereoMode::Anaglyph ?
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PostProcessingShaderImplementation::GetAnaglyphShaderList(
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g_Config.backend_info.api_type) :
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PostProcessingShaderImplementation::GetShaderList(g_Config.backend_info.api_type);
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@ -264,46 +264,46 @@ void HotkeyScheduler::Run()
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// Stereoscopy
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if (IsHotkey(HK_TOGGLE_STEREO_SBS) || IsHotkey(HK_TOGGLE_STEREO_TAB))
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{
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if (g_Config.iStereoMode != STEREO_SBS)
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if (g_Config.stereo_mode != StereoMode::SBS)
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{
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// Disable post-processing shader, as stereoscopy itself is currently a shader
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if (g_Config.sPostProcessingShader == DUBOIS_ALGORITHM_SHADER)
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g_Config.sPostProcessingShader = "";
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g_Config.iStereoMode = IsHotkey(HK_TOGGLE_STEREO_SBS) ? STEREO_SBS : STEREO_TAB;
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g_Config.stereo_mode = IsHotkey(HK_TOGGLE_STEREO_SBS) ? StereoMode::SBS : StereoMode::TAB;
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}
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else
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{
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g_Config.iStereoMode = STEREO_OFF;
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g_Config.stereo_mode = StereoMode::Off;
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}
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}
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if (IsHotkey(HK_TOGGLE_STEREO_ANAGLYPH))
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{
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if (g_Config.iStereoMode != STEREO_ANAGLYPH)
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if (g_Config.stereo_mode != StereoMode::Anaglyph)
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{
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g_Config.iStereoMode = STEREO_ANAGLYPH;
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g_Config.stereo_mode = StereoMode::Anaglyph;
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g_Config.sPostProcessingShader = DUBOIS_ALGORITHM_SHADER;
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}
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else
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{
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g_Config.iStereoMode = STEREO_OFF;
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g_Config.stereo_mode = StereoMode::Off;
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g_Config.sPostProcessingShader = "";
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}
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}
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if (IsHotkey(HK_TOGGLE_STEREO_3DVISION))
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{
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if (g_Config.iStereoMode != STEREO_3DVISION)
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if (g_Config.stereo_mode != StereoMode::Nvidia3DVision)
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{
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if (g_Config.sPostProcessingShader == DUBOIS_ALGORITHM_SHADER)
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g_Config.sPostProcessingShader = "";
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g_Config.iStereoMode = STEREO_3DVISION;
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g_Config.stereo_mode = StereoMode::Nvidia3DVision;
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}
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else
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{
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g_Config.iStereoMode = STEREO_OFF;
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g_Config.stereo_mode = StereoMode::Off;
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}
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}
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}
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@ -1549,7 +1549,7 @@ void CFrame::ParseHotkeys()
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if (IsHotkey(HK_TOGGLE_STEREO_SBS))
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{
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if (g_Config.iStereoMode != STEREO_SBS)
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if (g_Config.stereo_mode != StereoMode::SBS)
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{
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// Current implementation of anaglyph stereoscopy uses a
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// post-processing shader. Thus the shader needs to be to be
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@ -1558,56 +1558,56 @@ void CFrame::ParseHotkeys()
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{
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Config::SetCurrent(Config::GFX_ENHANCE_POST_SHADER, std::string(""));
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}
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Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(STEREO_SBS));
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Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(StereoMode::SBS));
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}
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else
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{
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Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(STEREO_OFF));
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Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(StereoMode::Off));
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}
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}
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if (IsHotkey(HK_TOGGLE_STEREO_TAB))
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{
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if (g_Config.iStereoMode != STEREO_TAB)
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if (g_Config.stereo_mode != StereoMode::TAB)
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{
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if (g_Config.sPostProcessingShader == "dubois")
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{
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Config::SetCurrent(Config::GFX_ENHANCE_POST_SHADER, std::string(""));
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}
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Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(STEREO_TAB));
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Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(StereoMode::TAB));
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}
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else
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{
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Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(STEREO_OFF));
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Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(StereoMode::Off));
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}
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}
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if (IsHotkey(HK_TOGGLE_STEREO_ANAGLYPH))
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{
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if (g_Config.iStereoMode != STEREO_ANAGLYPH)
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if (g_Config.stereo_mode != StereoMode::Anaglyph)
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{
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// Setting the anaglyph mode also requires a specific
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// post-processing shader to be activated.
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Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(STEREO_ANAGLYPH));
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Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(StereoMode::Anaglyph));
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Config::SetCurrent(Config::GFX_ENHANCE_POST_SHADER, std::string("dubois"));
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}
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else
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{
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Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(STEREO_OFF));
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Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(StereoMode::Off));
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Config::SetCurrent(Config::GFX_ENHANCE_POST_SHADER, std::string(""));
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}
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}
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if (IsHotkey(HK_TOGGLE_STEREO_3DVISION))
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{
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if (g_Config.iStereoMode != STEREO_3DVISION)
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if (g_Config.stereo_mode != StereoMode::Nvidia3DVision)
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{
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if (g_Config.sPostProcessingShader == "dubois")
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{
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Config::SetCurrent(Config::GFX_ENHANCE_POST_SHADER, std::string(""));
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}
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Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(STEREO_3DVISION));
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Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(StereoMode::Nvidia3DVision));
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}
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else
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{
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Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(STEREO_OFF));
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Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(StereoMode::Off));
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}
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}
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@ -1199,7 +1199,7 @@ void VideoConfigDiag::CreateDescriptionArea(wxPanel* const page, wxBoxSizer* con
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void VideoConfigDiag::PopulatePostProcessingShaders()
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{
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std::vector<std::string> shaders =
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vconfig.iStereoMode == STEREO_ANAGLYPH ?
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vconfig.stereo_mode == StereoMode::Anaglyph ?
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PostProcessingShaderImplementation::GetAnaglyphShaderList(vconfig.backend_info.api_type) :
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PostProcessingShaderImplementation::GetShaderList(vconfig.backend_info.api_type);
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@ -1223,7 +1223,7 @@ void VideoConfigDiag::PopulatePostProcessingShaders()
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// Invalid shader, reset it to default
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choice_ppshader->Select(0);
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if (vconfig.iStereoMode == STEREO_ANAGLYPH)
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if (vconfig.stereo_mode == StereoMode::Anaglyph)
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{
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Config::SetBaseOrCurrent(Config::GFX_ENHANCE_POST_SHADER, std::string("dubois"));
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choice_ppshader->SetStringSelection(StrToWxStr(vconfig.sPostProcessingShader));
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@ -318,7 +318,7 @@ HRESULT Create(HWND wnd)
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swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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swap_chain_desc.Width = xres;
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swap_chain_desc.Height = yres;
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swap_chain_desc.Stereo = g_ActiveConfig.iStereoMode == STEREO_QUADBUFFER;
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swap_chain_desc.Stereo = g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer;
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// This flag is necessary if we want to use a flip-model swapchain without locking the framerate
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swap_chain_desc.Flags = allow_tearing_supported ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
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@ -634,7 +634,7 @@ void Present()
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if (AllowTearingSupported() && !g_ActiveConfig.IsVSync() && !GetFullscreenState())
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present_flags |= DXGI_PRESENT_ALLOW_TEARING;
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if (swapchain->IsTemporaryMonoSupported() && g_ActiveConfig.iStereoMode != STEREO_QUADBUFFER)
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if (swapchain->IsTemporaryMonoSupported() && g_ActiveConfig.stereo_mode != StereoMode::QuadBuffer)
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present_flags |= DXGI_PRESENT_STEREO_TEMPORARY_MONO;
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// TODO: Is 1 the correct value for vsyncing?
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@ -137,7 +137,7 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
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D3D11_TEXTURE2D_DESC texdesc;
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HRESULT hr;
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m_EFBLayers = m_efb.slices = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1;
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m_EFBLayers = m_efb.slices = (g_ActiveConfig.stereo_mode != StereoMode::Off) ? 2 : 1;
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// EFB color texture - primary render target
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texdesc =
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@ -37,11 +37,11 @@ LinearDiskCache<GeometryShaderUid, u8> g_gs_disk_cache;
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ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader()
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{
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return (g_ActiveConfig.iStereoMode > 0) ? ClearGeometryShader : nullptr;
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return (g_ActiveConfig.stereo_mode != StereoMode::Off) ? ClearGeometryShader : nullptr;
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}
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ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader()
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{
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return (g_ActiveConfig.iStereoMode > 0) ? CopyGeometryShader : nullptr;
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return (g_ActiveConfig.stereo_mode != StereoMode::Off) ? CopyGeometryShader : nullptr;
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}
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ID3D11Buffer* gscbuf = nullptr;
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@ -209,7 +209,7 @@ static void Create3DVisionTexture(int width, int height)
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Renderer::Renderer() : ::Renderer(D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight())
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{
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s_last_multisamples = g_ActiveConfig.iMultisamples;
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s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
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s_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
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s_last_fullscreen_mode = D3D::GetFullscreenState();
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g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height);
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@ -658,7 +658,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
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// Resize the back buffers NOW to avoid flickering
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if (CalculateTargetSize() || window_resized || fs_changed ||
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s_last_multisamples != g_ActiveConfig.iMultisamples ||
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s_last_stereo_mode != (g_ActiveConfig.iStereoMode > 0))
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s_last_stereo_mode != (g_ActiveConfig.stereo_mode != StereoMode::Off))
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{
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s_last_multisamples = g_ActiveConfig.iMultisamples;
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s_last_fullscreen_mode = fullscreen;
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@ -676,7 +676,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
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UpdateDrawRectangle();
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s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
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s_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
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D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
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@ -810,7 +810,8 @@ void Renderer::BBoxWrite(int index, u16 _value)
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void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture,
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u32 src_width, u32 src_height, float Gamma)
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{
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if (g_ActiveConfig.iStereoMode == STEREO_SBS || g_ActiveConfig.iStereoMode == STEREO_TAB)
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if (g_ActiveConfig.stereo_mode == StereoMode::SBS ||
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g_ActiveConfig.stereo_mode == StereoMode::TAB)
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{
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TargetRectangle leftRc, rightRc;
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std::tie(leftRc, rightRc) = ConvertStereoRectangle(dst);
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@ -832,7 +833,7 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
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VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 1);
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}
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else if (g_ActiveConfig.iStereoMode == STEREO_3DVISION)
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else if (g_ActiveConfig.stereo_mode == StereoMode::Nvidia3DVision)
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{
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if (!s_3d_vision_texture)
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Create3DVisionTexture(m_backbuffer_width, m_backbuffer_height);
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@ -872,10 +873,10 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
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(float)dst.GetHeight());
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D3D::context->RSSetViewports(1, &vp);
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ID3D11PixelShader* pixelShader = (g_Config.iStereoMode == STEREO_ANAGLYPH) ?
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ID3D11PixelShader* pixelShader = (g_Config.stereo_mode == StereoMode::Anaglyph) ?
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PixelShaderCache::GetAnaglyphProgram() :
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PixelShaderCache::GetColorCopyProgram(false);
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ID3D11GeometryShader* geomShader = (g_ActiveConfig.iStereoMode == STEREO_QUADBUFFER) ?
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ID3D11GeometryShader* geomShader = (g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer) ?
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GeometryShaderCache::GetCopyGeometryShader() :
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nullptr;
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D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height, pixelShader,
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@ -133,7 +133,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glActiveTexture(GL_TEXTURE9);
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m_EFBLayers = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1;
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m_EFBLayers = (g_ActiveConfig.stereo_mode != StereoMode::Off) ? 2 : 1;
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m_efbFramebuffer.resize(m_EFBLayers);
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m_resolvedFramebuffer.resize(m_EFBLayers);
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@ -548,7 +548,7 @@ Renderer::Renderer()
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g_ogl_config.bSupports2DTextureStorageMultisample = true;
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g_Config.backend_info.bSupportsBitfield = true;
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g_Config.backend_info.bSupportsDynamicSamplerIndexing = g_ogl_config.bSupportsAEP;
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if (g_ActiveConfig.iStereoMode > 0 && g_ActiveConfig.iMultisamples > 1 &&
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if (g_ActiveConfig.stereo_mode != StereoMode::Off && g_ActiveConfig.iMultisamples > 1 &&
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!g_ogl_config.bSupports3DTextureStorageMultisample)
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{
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// GLES 3.1 can't support stereo rendering and MSAA
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@ -725,7 +725,7 @@ Renderer::Renderer()
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s_last_multisamples = g_ActiveConfig.iMultisamples;
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s_MSAASamples = s_last_multisamples;
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s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
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s_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
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// Handle VSync on/off
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s_vsync = g_ActiveConfig.IsVSync();
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@ -1216,12 +1216,13 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, GLuint src_t
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int src_width, int src_height)
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{
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OpenGLPostProcessing* post_processor = static_cast<OpenGLPostProcessing*>(m_post_processor.get());
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if (g_ActiveConfig.iStereoMode == STEREO_SBS || g_ActiveConfig.iStereoMode == STEREO_TAB)
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if (g_ActiveConfig.stereo_mode == StereoMode::SBS ||
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g_ActiveConfig.stereo_mode == StereoMode::TAB)
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{
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TargetRectangle leftRc, rightRc;
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// Top-and-Bottom mode needs to compensate for inverted vertical screen coordinates.
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if (g_ActiveConfig.iStereoMode == STEREO_TAB)
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if (g_ActiveConfig.stereo_mode == StereoMode::TAB)
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std::tie(rightRc, leftRc) = ConvertStereoRectangle(dst);
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else
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std::tie(leftRc, rightRc) = ConvertStereoRectangle(dst);
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@ -1229,7 +1230,7 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, GLuint src_t
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post_processor->BlitFromTexture(src, leftRc, src_texture, src_width, src_height, 0);
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post_processor->BlitFromTexture(src, rightRc, src_texture, src_width, src_height, 1);
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}
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else if (g_ActiveConfig.iStereoMode == STEREO_QUADBUFFER)
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else if (g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer)
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{
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glDrawBuffer(GL_BACK_LEFT);
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post_processor->BlitFromTexture(src, dst, src_texture, src_width, src_height, 0);
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@ -1378,7 +1379,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
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bool fb_needs_update = target_size_changed ||
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s_last_multisamples != g_ActiveConfig.iMultisamples ||
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stencil_buffer_enabled != BoundingBox::NeedsStencilBuffer() ||
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s_last_stereo_mode != (g_ActiveConfig.iStereoMode > 0);
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s_last_stereo_mode != (g_ActiveConfig.stereo_mode != StereoMode::Off);
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if (window_resized || fb_needs_update)
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||||
{
|
||||
|
@ -1386,7 +1387,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
|
|||
}
|
||||
if (fb_needs_update)
|
||||
{
|
||||
s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
|
||||
s_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
|
||||
s_last_multisamples = g_ActiveConfig.iMultisamples;
|
||||
s_MSAASamples = s_last_multisamples;
|
||||
|
||||
|
|
|
@ -178,7 +178,7 @@ bool TextureCache::CompileShaders()
|
|||
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
|
||||
"}\n";
|
||||
|
||||
const std::string geo_program = g_ActiveConfig.iStereoMode > 0 ?
|
||||
const std::string geo_program = g_ActiveConfig.stereo_mode != StereoMode::Off ?
|
||||
"layout(triangles) in;\n"
|
||||
"layout(triangle_strip, max_vertices = 6) out;\n"
|
||||
"in vec3 v_uv0[3];\n"
|
||||
|
|
|
@ -170,7 +170,7 @@ bool VideoBackend::Initialize(void* window_handle)
|
|||
|
||||
InitInterface();
|
||||
GLInterface->SetMode(GLInterfaceMode::MODE_DETECT);
|
||||
if (!GLInterface->Create(window_handle, g_ActiveConfig.iStereoMode == STEREO_QUADBUFFER))
|
||||
if (!GLInterface->Create(window_handle, g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
|
|
|
@ -253,7 +253,7 @@ bool FramebufferManager::CreateEFBFramebuffer()
|
|||
{
|
||||
u32 efb_width = static_cast<u32>(std::max(g_renderer->GetTargetWidth(), 1));
|
||||
u32 efb_height = static_cast<u32>(std::max(g_renderer->GetTargetHeight(), 1));
|
||||
u32 efb_layers = (g_ActiveConfig.iStereoMode != STEREO_OFF) ? 2 : 1;
|
||||
u32 efb_layers = (g_ActiveConfig.stereo_mode != StereoMode::Off) ? 2 : 1;
|
||||
VkSampleCountFlagBits efb_samples =
|
||||
static_cast<VkSampleCountFlagBits>(g_ActiveConfig.iMultisamples);
|
||||
INFO_LOG(VIDEO, "EFB size: %ux%ux%u", efb_width, efb_height, efb_layers);
|
||||
|
|
|
@ -629,7 +629,8 @@ void Renderer::BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_r
|
|||
const TargetRectangle& src_rect, const Texture2D* src_tex)
|
||||
{
|
||||
VulkanPostProcessing* post_processor = static_cast<VulkanPostProcessing*>(m_post_processor.get());
|
||||
if (g_ActiveConfig.iStereoMode == STEREO_SBS || g_ActiveConfig.iStereoMode == STEREO_TAB)
|
||||
if (g_ActiveConfig.stereo_mode == StereoMode::SBS ||
|
||||
g_ActiveConfig.stereo_mode == StereoMode::TAB)
|
||||
{
|
||||
TargetRectangle left_rect;
|
||||
TargetRectangle right_rect;
|
||||
|
@ -638,7 +639,7 @@ void Renderer::BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_r
|
|||
post_processor->BlitFromTexture(left_rect, src_rect, src_tex, 0, render_pass);
|
||||
post_processor->BlitFromTexture(right_rect, src_rect, src_tex, 1, render_pass);
|
||||
}
|
||||
else if (g_ActiveConfig.iStereoMode == STEREO_QUADBUFFER)
|
||||
else if (g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer)
|
||||
{
|
||||
post_processor->BlitFromTexture(dst_rect, src_rect, src_tex, -1, render_pass);
|
||||
}
|
||||
|
@ -771,7 +772,7 @@ void Renderer::CheckForConfigChanges()
|
|||
|
||||
// For quad-buffered stereo we need to change the layer count, so recreate the swap chain.
|
||||
if (m_swap_chain &&
|
||||
(g_ActiveConfig.iStereoMode == STEREO_QUADBUFFER) != m_swap_chain->IsStereoEnabled())
|
||||
(g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer) != m_swap_chain->IsStereoEnabled())
|
||||
{
|
||||
g_command_buffer_mgr->WaitForGPUIdle();
|
||||
m_swap_chain->RecreateSwapChain();
|
||||
|
|
|
@ -971,7 +971,7 @@ std::string ShaderCache::GetUtilityShaderHeader() const
|
|||
ss << "#define SSAA_ENABLED 1" << std::endl;
|
||||
}
|
||||
|
||||
u32 efb_layers = (g_ActiveConfig.iStereoMode != STEREO_OFF) ? 2 : 1;
|
||||
u32 efb_layers = (g_ActiveConfig.stereo_mode != StereoMode::Off) ? 2 : 1;
|
||||
ss << "#define EFB_LAYERS " << efb_layers << std::endl;
|
||||
|
||||
return ss.str();
|
||||
|
@ -1126,7 +1126,7 @@ bool ShaderCache::CompileSharedShaders()
|
|||
return false;
|
||||
}
|
||||
|
||||
if (g_ActiveConfig.iStereoMode != STEREO_OFF && g_vulkan_context->SupportsGeometryShaders())
|
||||
if (g_ActiveConfig.stereo_mode != StereoMode::Off && g_vulkan_context->SupportsGeometryShaders())
|
||||
{
|
||||
m_screen_quad_geometry_shader =
|
||||
Util::CompileAndCreateGeometryShader(header + SCREEN_QUAD_GEOMETRY_SHADER_SOURCE);
|
||||
|
|
|
@ -321,7 +321,7 @@ bool SwapChain::CreateSwapChain()
|
|||
}
|
||||
|
||||
// Select the number of image layers for Quad-Buffered stereoscopy
|
||||
uint32_t image_layers = g_ActiveConfig.iStereoMode == STEREO_QUADBUFFER ? 2 : 1;
|
||||
uint32_t image_layers = g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer ? 2 : 1;
|
||||
|
||||
// Store the old/current swap chain when recreating for resize
|
||||
VkSwapchainKHR old_swap_chain = m_swap_chain;
|
||||
|
|
|
@ -20,7 +20,7 @@ constexpr std::array<const char*, 4> primitives_d3d = {{"point", "line", "triang
|
|||
|
||||
bool geometry_shader_uid_data::IsPassthrough() const
|
||||
{
|
||||
const bool stereo = g_ActiveConfig.iStereoMode > 0;
|
||||
const bool stereo = g_ActiveConfig.stereo_mode != StereoMode::Off;
|
||||
const bool wireframe = g_ActiveConfig.bWireFrame;
|
||||
return primitive_type >= static_cast<u32>(PrimitiveType::Triangles) && !stereo && !wireframe;
|
||||
}
|
||||
|
|
|
@ -41,7 +41,7 @@ void GeometryShaderManager::Dirty()
|
|||
|
||||
void GeometryShaderManager::SetConstants()
|
||||
{
|
||||
if (s_projection_changed && g_ActiveConfig.iStereoMode > 0)
|
||||
if (s_projection_changed && g_ActiveConfig.stereo_mode != StereoMode::Off)
|
||||
{
|
||||
s_projection_changed = false;
|
||||
|
||||
|
|
|
@ -70,7 +70,8 @@ std::string PostProcessingShaderConfiguration::LoadShader(std::string shader)
|
|||
shader = g_ActiveConfig.sPostProcessingShader;
|
||||
m_current_shader = shader;
|
||||
|
||||
const std::string sub_dir = (g_Config.iStereoMode == STEREO_ANAGLYPH) ? ANAGLYPH_DIR DIR_SEP : "";
|
||||
const std::string sub_dir =
|
||||
(g_Config.stereo_mode == StereoMode::Anaglyph) ? ANAGLYPH_DIR DIR_SEP : "";
|
||||
|
||||
// loading shader code
|
||||
std::string code;
|
||||
|
|
|
@ -185,7 +185,7 @@ Renderer::ConvertStereoRectangle(const TargetRectangle& rc) const
|
|||
{
|
||||
// Resize target to half its original size
|
||||
TargetRectangle draw_rc = rc;
|
||||
if (g_ActiveConfig.iStereoMode == STEREO_TAB)
|
||||
if (g_ActiveConfig.stereo_mode == StereoMode::TAB)
|
||||
{
|
||||
// The height may be negative due to flipped rectangles
|
||||
int height = rc.bottom - rc.top;
|
||||
|
@ -202,7 +202,7 @@ Renderer::ConvertStereoRectangle(const TargetRectangle& rc) const
|
|||
// Create two target rectangle offset to the sides of the backbuffer
|
||||
TargetRectangle left_rc = draw_rc;
|
||||
TargetRectangle right_rc = draw_rc;
|
||||
if (g_ActiveConfig.iStereoMode == STEREO_TAB)
|
||||
if (g_ActiveConfig.stereo_mode == StereoMode::TAB)
|
||||
{
|
||||
left_rc.top -= m_backbuffer_height / 4;
|
||||
left_rc.bottom -= m_backbuffer_height / 4;
|
||||
|
|
|
@ -13,7 +13,7 @@ ShaderHostConfig ShaderHostConfig::GetCurrent()
|
|||
bits.msaa = g_ActiveConfig.iMultisamples > 1;
|
||||
bits.ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA &&
|
||||
g_ActiveConfig.backend_info.bSupportsSSAA;
|
||||
bits.stereo = g_ActiveConfig.iStereoMode > 0;
|
||||
bits.stereo = g_ActiveConfig.stereo_mode != StereoMode::Off;
|
||||
bits.wireframe = g_ActiveConfig.bWireFrame;
|
||||
bits.per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
|
||||
bits.vertex_rounding = g_ActiveConfig.UseVertexRounding();
|
||||
|
|
|
@ -130,7 +130,7 @@ void TextureCacheBase::OnConfigChanged(VideoConfig& config)
|
|||
g_ActiveConfig.bTexFmtOverlayCenter);
|
||||
}
|
||||
|
||||
if ((config.iStereoMode > 0) != backup_config.stereo_3d ||
|
||||
if ((config.stereo_mode != StereoMode::Off) != backup_config.stereo_3d ||
|
||||
config.bStereoEFBMonoDepth != backup_config.efb_mono_depth)
|
||||
{
|
||||
g_texture_cache->DeleteShaders();
|
||||
|
@ -222,7 +222,7 @@ void TextureCacheBase::SetBackupConfig(const VideoConfig& config)
|
|||
backup_config.texfmt_overlay_center = config.bTexFmtOverlayCenter;
|
||||
backup_config.hires_textures = config.bHiresTextures;
|
||||
backup_config.cache_hires_textures = config.bCacheHiresTextures;
|
||||
backup_config.stereo_3d = config.iStereoMode > 0;
|
||||
backup_config.stereo_3d = config.stereo_mode != StereoMode::Off;
|
||||
backup_config.efb_mono_depth = config.bStereoEFBMonoDepth;
|
||||
backup_config.gpu_texture_decoding = config.bEnableGPUTextureDecoding;
|
||||
}
|
||||
|
|
|
@ -122,7 +122,7 @@ void VideoConfig::Refresh()
|
|||
sPostProcessingShader = Config::Get(Config::GFX_ENHANCE_POST_SHADER);
|
||||
bForceTrueColor = Config::Get(Config::GFX_ENHANCE_FORCE_TRUE_COLOR);
|
||||
|
||||
iStereoMode = Config::Get(Config::GFX_STEREO_MODE);
|
||||
stereo_mode = static_cast<StereoMode>(Config::Get(Config::GFX_STEREO_MODE));
|
||||
iStereoDepth = Config::Get(Config::GFX_STEREO_DEPTH);
|
||||
iStereoConvergencePercentage = Config::Get(Config::GFX_STEREO_CONVERGENCE_PERCENTAGE);
|
||||
bStereoSwapEyes = Config::Get(Config::GFX_STEREO_SWAP_EYES);
|
||||
|
@ -162,14 +162,14 @@ void VideoConfig::VerifyValidity()
|
|||
backend_info.AAModes.end())
|
||||
iMultisamples = 1;
|
||||
|
||||
if (iStereoMode > 0)
|
||||
if (stereo_mode != StereoMode::Off)
|
||||
{
|
||||
if (!backend_info.bSupportsGeometryShaders)
|
||||
{
|
||||
OSD::AddMessage(
|
||||
"Stereoscopic 3D isn't supported by your GPU, support for OpenGL 3.2 is required.",
|
||||
10000);
|
||||
iStereoMode = 0;
|
||||
stereo_mode = StereoMode::Off;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -32,14 +32,14 @@ enum class AspectMode
|
|||
Stretch,
|
||||
};
|
||||
|
||||
enum StereoMode
|
||||
enum class StereoMode
|
||||
{
|
||||
STEREO_OFF = 0,
|
||||
STEREO_SBS,
|
||||
STEREO_TAB,
|
||||
STEREO_ANAGLYPH,
|
||||
STEREO_QUADBUFFER,
|
||||
STEREO_3DVISION
|
||||
Off,
|
||||
SBS,
|
||||
TAB,
|
||||
Anaglyph,
|
||||
QuadBuffer,
|
||||
Nvidia3DVision
|
||||
};
|
||||
|
||||
struct ProjectionHackConfig final
|
||||
|
@ -130,7 +130,7 @@ struct VideoConfig final
|
|||
int iSaveTargetId; // TODO: Should be dropped
|
||||
|
||||
// Stereoscopy
|
||||
int iStereoMode;
|
||||
StereoMode stereo_mode;
|
||||
int iStereoDepth;
|
||||
int iStereoConvergence;
|
||||
int iStereoConvergencePercentage;
|
||||
|
|
Loading…
Reference in New Issue