Merge pull request #6186 from lioncash/enum-class

VideoConfig: Make AspectMode and StereoMode enum classes
This commit is contained in:
Leo Lam 2017-11-19 15:08:16 +01:00 committed by GitHub
commit 80bcc0d58d
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GPG Key ID: 4AEE18F83AFDEB23
26 changed files with 123 additions and 115 deletions

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@ -220,7 +220,7 @@ void DolphinAnalytics::MakePerGameBuilder()
builder.AddData("cfg-gfx-ssaa", g_Config.bSSAA); builder.AddData("cfg-gfx-ssaa", g_Config.bSSAA);
builder.AddData("cfg-gfx-anisotropy", g_Config.iMaxAnisotropy); builder.AddData("cfg-gfx-anisotropy", g_Config.iMaxAnisotropy);
builder.AddData("cfg-gfx-vsync", g_Config.bVSync); builder.AddData("cfg-gfx-vsync", g_Config.bVSync);
builder.AddData("cfg-gfx-aspect-ratio", g_Config.iAspectRatio); builder.AddData("cfg-gfx-aspect-ratio", static_cast<int>(g_Config.aspect_mode));
builder.AddData("cfg-gfx-efb-access", g_Config.bEFBAccessEnable); builder.AddData("cfg-gfx-efb-access", g_Config.bEFBAccessEnable);
builder.AddData("cfg-gfx-efb-copy-format-changes", g_Config.bEFBEmulateFormatChanges); builder.AddData("cfg-gfx-efb-copy-format-changes", g_Config.bEFBEmulateFormatChanges);
builder.AddData("cfg-gfx-efb-copy-ram", !g_Config.bSkipEFBCopyToRam); builder.AddData("cfg-gfx-efb-copy-ram", !g_Config.bSkipEFBCopyToRam);
@ -229,7 +229,7 @@ void DolphinAnalytics::MakePerGameBuilder()
builder.AddData("cfg-gfx-efb-copy-scaled", g_Config.bCopyEFBScaled); builder.AddData("cfg-gfx-efb-copy-scaled", g_Config.bCopyEFBScaled);
builder.AddData("cfg-gfx-internal-resolution", g_Config.iEFBScale); builder.AddData("cfg-gfx-internal-resolution", g_Config.iEFBScale);
builder.AddData("cfg-gfx-tc-samples", g_Config.iSafeTextureCache_ColorSamples); builder.AddData("cfg-gfx-tc-samples", g_Config.iSafeTextureCache_ColorSamples);
builder.AddData("cfg-gfx-stereo-mode", g_Config.iStereoMode); builder.AddData("cfg-gfx-stereo-mode", static_cast<int>(g_Config.stereo_mode));
builder.AddData("cfg-gfx-per-pixel-lighting", g_Config.bEnablePixelLighting); builder.AddData("cfg-gfx-per-pixel-lighting", g_Config.bEnablePixelLighting);
builder.AddData("cfg-gfx-ubershader-mode", GetUbershaderMode(g_Config)); builder.AddData("cfg-gfx-ubershader-mode", GetUbershaderMode(g_Config));
builder.AddData("cfg-gfx-fast-depth", g_Config.bFastDepthCalc); builder.AddData("cfg-gfx-fast-depth", g_Config.bFastDepthCalc);

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@ -22,9 +22,9 @@ const ConfigInfo<int> GFX_ADAPTER{{System::GFX, "Hardware", "Adapter"}, 0};
const ConfigInfo<bool> GFX_WIDESCREEN_HACK{{System::GFX, "Settings", "wideScreenHack"}, false}; const ConfigInfo<bool> GFX_WIDESCREEN_HACK{{System::GFX, "Settings", "wideScreenHack"}, false};
const ConfigInfo<int> GFX_ASPECT_RATIO{{System::GFX, "Settings", "AspectRatio"}, const ConfigInfo<int> GFX_ASPECT_RATIO{{System::GFX, "Settings", "AspectRatio"},
static_cast<int>(ASPECT_AUTO)}; static_cast<int>(AspectMode::Auto)};
const ConfigInfo<int> GFX_SUGGESTED_ASPECT_RATIO{{System::GFX, "Settings", "SuggestedAspectRatio"}, const ConfigInfo<int> GFX_SUGGESTED_ASPECT_RATIO{{System::GFX, "Settings", "SuggestedAspectRatio"},
static_cast<int>(ASPECT_AUTO)}; static_cast<int>(AspectMode::Auto)};
const ConfigInfo<bool> GFX_CROP{{System::GFX, "Settings", "Crop"}, false}; const ConfigInfo<bool> GFX_CROP{{System::GFX, "Settings", "Crop"}, false};
const ConfigInfo<int> GFX_SAFE_TEXTURE_CACHE_COLOR_SAMPLES{ const ConfigInfo<int> GFX_SAFE_TEXTURE_CACHE_COLOR_SAMPLES{
{System::GFX, "Settings", "SafeTextureCacheColorSamples"}, 128}; {System::GFX, "Settings", "SafeTextureCacheColorSamples"}, 128};

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@ -146,7 +146,7 @@ void EnhancementsWidget::LoadSettings()
// Post Processing Shader // Post Processing Shader
std::vector<std::string> shaders = std::vector<std::string> shaders =
g_Config.iStereoMode == STEREO_ANAGLYPH ? g_Config.stereo_mode == StereoMode::Anaglyph ?
PostProcessingShaderImplementation::GetAnaglyphShaderList( PostProcessingShaderImplementation::GetAnaglyphShaderList(
g_Config.backend_info.api_type) : g_Config.backend_info.api_type) :
PostProcessingShaderImplementation::GetShaderList(g_Config.backend_info.api_type); PostProcessingShaderImplementation::GetShaderList(g_Config.backend_info.api_type);

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@ -221,7 +221,10 @@ void HotkeyScheduler::Run()
if (IsHotkey(HK_TOGGLE_CROP)) if (IsHotkey(HK_TOGGLE_CROP))
g_Config.bCrop = !g_Config.bCrop; g_Config.bCrop = !g_Config.bCrop;
if (IsHotkey(HK_TOGGLE_AR)) if (IsHotkey(HK_TOGGLE_AR))
g_Config.iAspectRatio = (g_Config.iAspectRatio + 1) & 3; {
g_Config.aspect_mode =
static_cast<AspectMode>((static_cast<int>(g_Config.aspect_mode) + 1) & 3);
}
if (IsHotkey(HK_TOGGLE_EFBCOPIES)) if (IsHotkey(HK_TOGGLE_EFBCOPIES))
g_Config.bSkipEFBCopyToRam = !g_Config.bSkipEFBCopyToRam; g_Config.bSkipEFBCopyToRam = !g_Config.bSkipEFBCopyToRam;
if (IsHotkey(HK_TOGGLE_XFBCOPIES)) if (IsHotkey(HK_TOGGLE_XFBCOPIES))
@ -261,46 +264,46 @@ void HotkeyScheduler::Run()
// Stereoscopy // Stereoscopy
if (IsHotkey(HK_TOGGLE_STEREO_SBS) || IsHotkey(HK_TOGGLE_STEREO_TAB)) if (IsHotkey(HK_TOGGLE_STEREO_SBS) || IsHotkey(HK_TOGGLE_STEREO_TAB))
{ {
if (g_Config.iStereoMode != STEREO_SBS) if (g_Config.stereo_mode != StereoMode::SBS)
{ {
// Disable post-processing shader, as stereoscopy itself is currently a shader // Disable post-processing shader, as stereoscopy itself is currently a shader
if (g_Config.sPostProcessingShader == DUBOIS_ALGORITHM_SHADER) if (g_Config.sPostProcessingShader == DUBOIS_ALGORITHM_SHADER)
g_Config.sPostProcessingShader = ""; g_Config.sPostProcessingShader = "";
g_Config.iStereoMode = IsHotkey(HK_TOGGLE_STEREO_SBS) ? STEREO_SBS : STEREO_TAB; g_Config.stereo_mode = IsHotkey(HK_TOGGLE_STEREO_SBS) ? StereoMode::SBS : StereoMode::TAB;
} }
else else
{ {
g_Config.iStereoMode = STEREO_OFF; g_Config.stereo_mode = StereoMode::Off;
} }
} }
if (IsHotkey(HK_TOGGLE_STEREO_ANAGLYPH)) if (IsHotkey(HK_TOGGLE_STEREO_ANAGLYPH))
{ {
if (g_Config.iStereoMode != STEREO_ANAGLYPH) if (g_Config.stereo_mode != StereoMode::Anaglyph)
{ {
g_Config.iStereoMode = STEREO_ANAGLYPH; g_Config.stereo_mode = StereoMode::Anaglyph;
g_Config.sPostProcessingShader = DUBOIS_ALGORITHM_SHADER; g_Config.sPostProcessingShader = DUBOIS_ALGORITHM_SHADER;
} }
else else
{ {
g_Config.iStereoMode = STEREO_OFF; g_Config.stereo_mode = StereoMode::Off;
g_Config.sPostProcessingShader = ""; g_Config.sPostProcessingShader = "";
} }
} }
if (IsHotkey(HK_TOGGLE_STEREO_3DVISION)) if (IsHotkey(HK_TOGGLE_STEREO_3DVISION))
{ {
if (g_Config.iStereoMode != STEREO_3DVISION) if (g_Config.stereo_mode != StereoMode::Nvidia3DVision)
{ {
if (g_Config.sPostProcessingShader == DUBOIS_ALGORITHM_SHADER) if (g_Config.sPostProcessingShader == DUBOIS_ALGORITHM_SHADER)
g_Config.sPostProcessingShader = ""; g_Config.sPostProcessingShader = "";
g_Config.iStereoMode = STEREO_3DVISION; g_Config.stereo_mode = StereoMode::Nvidia3DVision;
} }
else else
{ {
g_Config.iStereoMode = STEREO_OFF; g_Config.stereo_mode = StereoMode::Off;
} }
} }
} }

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@ -1549,7 +1549,7 @@ void CFrame::ParseHotkeys()
if (IsHotkey(HK_TOGGLE_STEREO_SBS)) if (IsHotkey(HK_TOGGLE_STEREO_SBS))
{ {
if (g_Config.iStereoMode != STEREO_SBS) if (g_Config.stereo_mode != StereoMode::SBS)
{ {
// Current implementation of anaglyph stereoscopy uses a // Current implementation of anaglyph stereoscopy uses a
// post-processing shader. Thus the shader needs to be to be // post-processing shader. Thus the shader needs to be to be
@ -1558,56 +1558,56 @@ void CFrame::ParseHotkeys()
{ {
Config::SetCurrent(Config::GFX_ENHANCE_POST_SHADER, std::string("")); Config::SetCurrent(Config::GFX_ENHANCE_POST_SHADER, std::string(""));
} }
Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(STEREO_SBS)); Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(StereoMode::SBS));
} }
else else
{ {
Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(STEREO_OFF)); Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(StereoMode::Off));
} }
} }
if (IsHotkey(HK_TOGGLE_STEREO_TAB)) if (IsHotkey(HK_TOGGLE_STEREO_TAB))
{ {
if (g_Config.iStereoMode != STEREO_TAB) if (g_Config.stereo_mode != StereoMode::TAB)
{ {
if (g_Config.sPostProcessingShader == "dubois") if (g_Config.sPostProcessingShader == "dubois")
{ {
Config::SetCurrent(Config::GFX_ENHANCE_POST_SHADER, std::string("")); Config::SetCurrent(Config::GFX_ENHANCE_POST_SHADER, std::string(""));
} }
Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(STEREO_TAB)); Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(StereoMode::TAB));
} }
else else
{ {
Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(STEREO_OFF)); Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(StereoMode::Off));
} }
} }
if (IsHotkey(HK_TOGGLE_STEREO_ANAGLYPH)) if (IsHotkey(HK_TOGGLE_STEREO_ANAGLYPH))
{ {
if (g_Config.iStereoMode != STEREO_ANAGLYPH) if (g_Config.stereo_mode != StereoMode::Anaglyph)
{ {
// Setting the anaglyph mode also requires a specific // Setting the anaglyph mode also requires a specific
// post-processing shader to be activated. // post-processing shader to be activated.
Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(STEREO_ANAGLYPH)); Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(StereoMode::Anaglyph));
Config::SetCurrent(Config::GFX_ENHANCE_POST_SHADER, std::string("dubois")); Config::SetCurrent(Config::GFX_ENHANCE_POST_SHADER, std::string("dubois"));
} }
else else
{ {
Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(STEREO_OFF)); Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(StereoMode::Off));
Config::SetCurrent(Config::GFX_ENHANCE_POST_SHADER, std::string("")); Config::SetCurrent(Config::GFX_ENHANCE_POST_SHADER, std::string(""));
} }
} }
if (IsHotkey(HK_TOGGLE_STEREO_3DVISION)) if (IsHotkey(HK_TOGGLE_STEREO_3DVISION))
{ {
if (g_Config.iStereoMode != STEREO_3DVISION) if (g_Config.stereo_mode != StereoMode::Nvidia3DVision)
{ {
if (g_Config.sPostProcessingShader == "dubois") if (g_Config.sPostProcessingShader == "dubois")
{ {
Config::SetCurrent(Config::GFX_ENHANCE_POST_SHADER, std::string("")); Config::SetCurrent(Config::GFX_ENHANCE_POST_SHADER, std::string(""));
} }
Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(STEREO_3DVISION)); Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(StereoMode::Nvidia3DVision));
} }
else else
{ {
Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(STEREO_OFF)); Config::SetCurrent(Config::GFX_STEREO_MODE, static_cast<int>(StereoMode::Off));
} }
} }

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@ -1199,7 +1199,7 @@ void VideoConfigDiag::CreateDescriptionArea(wxPanel* const page, wxBoxSizer* con
void VideoConfigDiag::PopulatePostProcessingShaders() void VideoConfigDiag::PopulatePostProcessingShaders()
{ {
std::vector<std::string> shaders = std::vector<std::string> shaders =
vconfig.iStereoMode == STEREO_ANAGLYPH ? vconfig.stereo_mode == StereoMode::Anaglyph ?
PostProcessingShaderImplementation::GetAnaglyphShaderList(vconfig.backend_info.api_type) : PostProcessingShaderImplementation::GetAnaglyphShaderList(vconfig.backend_info.api_type) :
PostProcessingShaderImplementation::GetShaderList(vconfig.backend_info.api_type); PostProcessingShaderImplementation::GetShaderList(vconfig.backend_info.api_type);
@ -1223,7 +1223,7 @@ void VideoConfigDiag::PopulatePostProcessingShaders()
// Invalid shader, reset it to default // Invalid shader, reset it to default
choice_ppshader->Select(0); choice_ppshader->Select(0);
if (vconfig.iStereoMode == STEREO_ANAGLYPH) if (vconfig.stereo_mode == StereoMode::Anaglyph)
{ {
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_POST_SHADER, std::string("dubois")); Config::SetBaseOrCurrent(Config::GFX_ENHANCE_POST_SHADER, std::string("dubois"));
choice_ppshader->SetStringSelection(StrToWxStr(vconfig.sPostProcessingShader)); choice_ppshader->SetStringSelection(StrToWxStr(vconfig.sPostProcessingShader));

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@ -318,7 +318,7 @@ HRESULT Create(HWND wnd)
swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swap_chain_desc.Width = xres; swap_chain_desc.Width = xres;
swap_chain_desc.Height = yres; swap_chain_desc.Height = yres;
swap_chain_desc.Stereo = g_ActiveConfig.iStereoMode == STEREO_QUADBUFFER; swap_chain_desc.Stereo = g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer;
// This flag is necessary if we want to use a flip-model swapchain without locking the framerate // This flag is necessary if we want to use a flip-model swapchain without locking the framerate
swap_chain_desc.Flags = allow_tearing_supported ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0; swap_chain_desc.Flags = allow_tearing_supported ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
@ -634,7 +634,7 @@ void Present()
if (AllowTearingSupported() && !g_ActiveConfig.IsVSync() && !GetFullscreenState()) if (AllowTearingSupported() && !g_ActiveConfig.IsVSync() && !GetFullscreenState())
present_flags |= DXGI_PRESENT_ALLOW_TEARING; present_flags |= DXGI_PRESENT_ALLOW_TEARING;
if (swapchain->IsTemporaryMonoSupported() && g_ActiveConfig.iStereoMode != STEREO_QUADBUFFER) if (swapchain->IsTemporaryMonoSupported() && g_ActiveConfig.stereo_mode != StereoMode::QuadBuffer)
present_flags |= DXGI_PRESENT_STEREO_TEMPORARY_MONO; present_flags |= DXGI_PRESENT_STEREO_TEMPORARY_MONO;
// TODO: Is 1 the correct value for vsyncing? // TODO: Is 1 the correct value for vsyncing?

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@ -137,7 +137,7 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
D3D11_TEXTURE2D_DESC texdesc; D3D11_TEXTURE2D_DESC texdesc;
HRESULT hr; HRESULT hr;
m_EFBLayers = m_efb.slices = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1; m_EFBLayers = m_efb.slices = (g_ActiveConfig.stereo_mode != StereoMode::Off) ? 2 : 1;
// EFB color texture - primary render target // EFB color texture - primary render target
texdesc = texdesc =

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@ -37,11 +37,11 @@ LinearDiskCache<GeometryShaderUid, u8> g_gs_disk_cache;
ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader() ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader()
{ {
return (g_ActiveConfig.iStereoMode > 0) ? ClearGeometryShader : nullptr; return (g_ActiveConfig.stereo_mode != StereoMode::Off) ? ClearGeometryShader : nullptr;
} }
ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader() ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader()
{ {
return (g_ActiveConfig.iStereoMode > 0) ? CopyGeometryShader : nullptr; return (g_ActiveConfig.stereo_mode != StereoMode::Off) ? CopyGeometryShader : nullptr;
} }
ID3D11Buffer* gscbuf = nullptr; ID3D11Buffer* gscbuf = nullptr;

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@ -205,7 +205,7 @@ static void Create3DVisionTexture(int width, int height)
Renderer::Renderer() : ::Renderer(D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight()) Renderer::Renderer() : ::Renderer(D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight())
{ {
s_last_multisamples = g_ActiveConfig.iMultisamples; s_last_multisamples = g_ActiveConfig.iMultisamples;
s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0; s_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
s_last_fullscreen_mode = D3D::GetFullscreenState(); s_last_fullscreen_mode = D3D::GetFullscreenState();
g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height); g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height);
@ -654,7 +654,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
// Resize the back buffers NOW to avoid flickering // Resize the back buffers NOW to avoid flickering
if (CalculateTargetSize() || window_resized || fs_changed || if (CalculateTargetSize() || window_resized || fs_changed ||
s_last_multisamples != g_ActiveConfig.iMultisamples || s_last_multisamples != g_ActiveConfig.iMultisamples ||
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_last_multisamples = g_ActiveConfig.iMultisamples;
s_last_fullscreen_mode = fullscreen; s_last_fullscreen_mode = fullscreen;
@ -672,7 +672,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
UpdateDrawRectangle(); UpdateDrawRectangle();
s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0; s_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr); D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
@ -806,7 +806,8 @@ void Renderer::BBoxWrite(int index, u16 _value)
void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture, void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture,
u32 src_width, u32 src_height, float Gamma) u32 src_width, u32 src_height, float Gamma)
{ {
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 leftRc, rightRc; TargetRectangle leftRc, rightRc;
std::tie(leftRc, rightRc) = ConvertStereoRectangle(dst); std::tie(leftRc, rightRc) = ConvertStereoRectangle(dst);
@ -828,7 +829,7 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 1); VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 1);
} }
else if (g_ActiveConfig.iStereoMode == STEREO_3DVISION) else if (g_ActiveConfig.stereo_mode == StereoMode::Nvidia3DVision)
{ {
if (!s_3d_vision_texture) if (!s_3d_vision_texture)
Create3DVisionTexture(m_backbuffer_width, m_backbuffer_height); Create3DVisionTexture(m_backbuffer_width, m_backbuffer_height);
@ -868,10 +869,10 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
(float)dst.GetHeight()); (float)dst.GetHeight());
D3D::context->RSSetViewports(1, &vp); D3D::context->RSSetViewports(1, &vp);
ID3D11PixelShader* pixelShader = (g_Config.iStereoMode == STEREO_ANAGLYPH) ? ID3D11PixelShader* pixelShader = (g_Config.stereo_mode == StereoMode::Anaglyph) ?
PixelShaderCache::GetAnaglyphProgram() : PixelShaderCache::GetAnaglyphProgram() :
PixelShaderCache::GetColorCopyProgram(false); PixelShaderCache::GetColorCopyProgram(false);
ID3D11GeometryShader* geomShader = (g_ActiveConfig.iStereoMode == STEREO_QUADBUFFER) ? ID3D11GeometryShader* geomShader = (g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer) ?
GeometryShaderCache::GetCopyGeometryShader() : GeometryShaderCache::GetCopyGeometryShader() :
nullptr; nullptr;
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height, pixelShader, 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
glActiveTexture(GL_TEXTURE9); glActiveTexture(GL_TEXTURE9);
m_EFBLayers = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1; m_EFBLayers = (g_ActiveConfig.stereo_mode != StereoMode::Off) ? 2 : 1;
m_efbFramebuffer.resize(m_EFBLayers); m_efbFramebuffer.resize(m_EFBLayers);
m_resolvedFramebuffer.resize(m_EFBLayers); m_resolvedFramebuffer.resize(m_EFBLayers);

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@ -546,7 +546,7 @@ Renderer::Renderer()
g_ogl_config.bSupports2DTextureStorageMultisample = true; g_ogl_config.bSupports2DTextureStorageMultisample = true;
g_Config.backend_info.bSupportsBitfield = true; g_Config.backend_info.bSupportsBitfield = true;
g_Config.backend_info.bSupportsDynamicSamplerIndexing = g_ogl_config.bSupportsAEP; g_Config.backend_info.bSupportsDynamicSamplerIndexing = g_ogl_config.bSupportsAEP;
if (g_ActiveConfig.iStereoMode > 0 && g_ActiveConfig.iMultisamples > 1 && if (g_ActiveConfig.stereo_mode != StereoMode::Off && g_ActiveConfig.iMultisamples > 1 &&
!g_ogl_config.bSupports3DTextureStorageMultisample) !g_ogl_config.bSupports3DTextureStorageMultisample)
{ {
// GLES 3.1 can't support stereo rendering and MSAA // GLES 3.1 can't support stereo rendering and MSAA
@ -723,7 +723,7 @@ Renderer::Renderer()
s_last_multisamples = g_ActiveConfig.iMultisamples; s_last_multisamples = g_ActiveConfig.iMultisamples;
s_MSAASamples = s_last_multisamples; s_MSAASamples = s_last_multisamples;
s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0; s_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
// Handle VSync on/off // Handle VSync on/off
s_vsync = g_ActiveConfig.IsVSync(); s_vsync = g_ActiveConfig.IsVSync();
@ -1214,12 +1214,13 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, GLuint src_t
int src_width, int src_height) int src_width, int src_height)
{ {
OpenGLPostProcessing* post_processor = static_cast<OpenGLPostProcessing*>(m_post_processor.get()); OpenGLPostProcessing* post_processor = static_cast<OpenGLPostProcessing*>(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 leftRc, rightRc; TargetRectangle leftRc, rightRc;
// Top-and-Bottom mode needs to compensate for inverted vertical screen coordinates. // Top-and-Bottom mode needs to compensate for inverted vertical screen coordinates.
if (g_ActiveConfig.iStereoMode == STEREO_TAB) if (g_ActiveConfig.stereo_mode == StereoMode::TAB)
std::tie(rightRc, leftRc) = ConvertStereoRectangle(dst); std::tie(rightRc, leftRc) = ConvertStereoRectangle(dst);
else else
std::tie(leftRc, rightRc) = ConvertStereoRectangle(dst); std::tie(leftRc, rightRc) = ConvertStereoRectangle(dst);
@ -1227,7 +1228,7 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, GLuint src_t
post_processor->BlitFromTexture(src, leftRc, src_texture, src_width, src_height, 0); post_processor->BlitFromTexture(src, leftRc, src_texture, src_width, src_height, 0);
post_processor->BlitFromTexture(src, rightRc, src_texture, src_width, src_height, 1); post_processor->BlitFromTexture(src, rightRc, src_texture, src_width, src_height, 1);
} }
else if (g_ActiveConfig.iStereoMode == STEREO_QUADBUFFER) else if (g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer)
{ {
glDrawBuffer(GL_BACK_LEFT); glDrawBuffer(GL_BACK_LEFT);
post_processor->BlitFromTexture(src, dst, src_texture, src_width, src_height, 0); post_processor->BlitFromTexture(src, dst, src_texture, src_width, src_height, 0);
@ -1376,7 +1377,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
bool fb_needs_update = target_size_changed || bool fb_needs_update = target_size_changed ||
s_last_multisamples != g_ActiveConfig.iMultisamples || s_last_multisamples != g_ActiveConfig.iMultisamples ||
stencil_buffer_enabled != BoundingBox::NeedsStencilBuffer() || stencil_buffer_enabled != BoundingBox::NeedsStencilBuffer() ||
s_last_stereo_mode != (g_ActiveConfig.iStereoMode > 0); s_last_stereo_mode != (g_ActiveConfig.stereo_mode != StereoMode::Off);
if (window_resized || fb_needs_update) if (window_resized || fb_needs_update)
{ {
@ -1384,7 +1385,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
} }
if (fb_needs_update) 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_last_multisamples = g_ActiveConfig.iMultisamples;
s_MSAASamples = s_last_multisamples; s_MSAASamples = s_last_multisamples;

View File

@ -178,7 +178,7 @@ bool TextureCache::CompileShaders()
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n" " gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
"}\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(triangles) in;\n"
"layout(triangle_strip, max_vertices = 6) out;\n" "layout(triangle_strip, max_vertices = 6) out;\n"
"in vec3 v_uv0[3];\n" "in vec3 v_uv0[3];\n"

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@ -170,7 +170,7 @@ bool VideoBackend::Initialize(void* window_handle)
InitInterface(); InitInterface();
GLInterface->SetMode(GLInterfaceMode::MODE_DETECT); 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 false;
return true; return true;

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@ -251,7 +251,7 @@ bool FramebufferManager::CreateEFBFramebuffer()
{ {
u32 efb_width = static_cast<u32>(std::max(g_renderer->GetTargetWidth(), 1)); 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_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 = VkSampleCountFlagBits efb_samples =
static_cast<VkSampleCountFlagBits>(g_ActiveConfig.iMultisamples); static_cast<VkSampleCountFlagBits>(g_ActiveConfig.iMultisamples);
INFO_LOG(VIDEO, "EFB size: %ux%ux%u", efb_width, efb_height, efb_layers); INFO_LOG(VIDEO, "EFB size: %ux%ux%u", efb_width, efb_height, efb_layers);

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@ -624,7 +624,8 @@ void Renderer::BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_r
const TargetRectangle& src_rect, const Texture2D* src_tex) const TargetRectangle& src_rect, const Texture2D* src_tex)
{ {
VulkanPostProcessing* post_processor = static_cast<VulkanPostProcessing*>(m_post_processor.get()); 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 left_rect;
TargetRectangle right_rect; TargetRectangle right_rect;
@ -633,7 +634,7 @@ 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(left_rect, src_rect, src_tex, 0, render_pass);
post_processor->BlitFromTexture(right_rect, src_rect, src_tex, 1, 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); post_processor->BlitFromTexture(dst_rect, src_rect, src_tex, -1, render_pass);
} }
@ -712,10 +713,10 @@ void Renderer::CheckForSurfaceChange()
void Renderer::CheckForConfigChanges() void Renderer::CheckForConfigChanges()
{ {
// Save the video config so we can compare against to determine which settings have changed. // Save the video config so we can compare against to determine which settings have changed.
int old_anisotropy = g_ActiveConfig.iMaxAnisotropy; const int old_anisotropy = g_ActiveConfig.iMaxAnisotropy;
int old_aspect_ratio = g_ActiveConfig.iAspectRatio; const AspectMode old_aspect_mode = g_ActiveConfig.aspect_mode;
int old_efb_scale = g_ActiveConfig.iEFBScale; const int old_efb_scale = g_ActiveConfig.iEFBScale;
bool old_force_filtering = g_ActiveConfig.bForceFiltering; const bool old_force_filtering = g_ActiveConfig.bForceFiltering;
// Copy g_Config to g_ActiveConfig. // Copy g_Config to g_ActiveConfig.
// NOTE: This can potentially race with the UI thread, however if it does, the changes will be // NOTE: This can potentially race with the UI thread, however if it does, the changes will be
@ -723,10 +724,11 @@ void Renderer::CheckForConfigChanges()
UpdateActiveConfig(); UpdateActiveConfig();
// Determine which (if any) settings have changed. // Determine which (if any) settings have changed.
bool anisotropy_changed = old_anisotropy != g_ActiveConfig.iMaxAnisotropy; const bool anisotropy_changed = old_anisotropy != g_ActiveConfig.iMaxAnisotropy;
bool force_texture_filtering_changed = old_force_filtering != g_ActiveConfig.bForceFiltering; const bool force_texture_filtering_changed =
bool efb_scale_changed = old_efb_scale != g_ActiveConfig.iEFBScale; old_force_filtering != g_ActiveConfig.bForceFiltering;
bool aspect_changed = old_aspect_ratio != g_ActiveConfig.iAspectRatio; const bool efb_scale_changed = old_efb_scale != g_ActiveConfig.iEFBScale;
const bool aspect_changed = old_aspect_mode != g_ActiveConfig.aspect_mode;
// Update texture cache settings with any changed options. // Update texture cache settings with any changed options.
TextureCache::GetInstance()->OnConfigChanged(g_ActiveConfig); TextureCache::GetInstance()->OnConfigChanged(g_ActiveConfig);
@ -765,7 +767,7 @@ void Renderer::CheckForConfigChanges()
// For quad-buffered stereo we need to change the layer count, so recreate the swap chain. // For quad-buffered stereo we need to change the layer count, so recreate the swap chain.
if (m_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(); g_command_buffer_mgr->WaitForGPUIdle();
m_swap_chain->RecreateSwapChain(); m_swap_chain->RecreateSwapChain();

View File

@ -971,7 +971,7 @@ std::string ShaderCache::GetUtilityShaderHeader() const
ss << "#define SSAA_ENABLED 1" << std::endl; 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; ss << "#define EFB_LAYERS " << efb_layers << std::endl;
return ss.str(); return ss.str();
@ -1126,7 +1126,7 @@ bool ShaderCache::CompileSharedShaders()
return false; 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 = m_screen_quad_geometry_shader =
Util::CompileAndCreateGeometryShader(header + SCREEN_QUAD_GEOMETRY_SHADER_SOURCE); Util::CompileAndCreateGeometryShader(header + SCREEN_QUAD_GEOMETRY_SHADER_SOURCE);

View File

@ -321,7 +321,7 @@ bool SwapChain::CreateSwapChain()
} }
// Select the number of image layers for Quad-Buffered stereoscopy // 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 // Store the old/current swap chain when recreating for resize
VkSwapchainKHR old_swap_chain = m_swap_chain; VkSwapchainKHR old_swap_chain = m_swap_chain;

View File

@ -20,7 +20,7 @@ constexpr std::array<const char*, 4> primitives_d3d = {{"point", "line", "triang
bool geometry_shader_uid_data::IsPassthrough() const 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; const bool wireframe = g_ActiveConfig.bWireFrame;
return primitive_type >= static_cast<u32>(PrimitiveType::Triangles) && !stereo && !wireframe; return primitive_type >= static_cast<u32>(PrimitiveType::Triangles) && !stereo && !wireframe;
} }

View File

@ -41,7 +41,7 @@ void GeometryShaderManager::Dirty()
void GeometryShaderManager::SetConstants() 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; s_projection_changed = false;

View File

@ -70,7 +70,8 @@ std::string PostProcessingShaderConfiguration::LoadShader(std::string shader)
shader = g_ActiveConfig.sPostProcessingShader; shader = g_ActiveConfig.sPostProcessingShader;
m_current_shader = shader; 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 // loading shader code
std::string code; std::string code;

View File

@ -185,7 +185,7 @@ Renderer::ConvertStereoRectangle(const TargetRectangle& rc) const
{ {
// Resize target to half its original size // Resize target to half its original size
TargetRectangle draw_rc = rc; 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 // The height may be negative due to flipped rectangles
int height = rc.bottom - rc.top; 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 // Create two target rectangle offset to the sides of the backbuffer
TargetRectangle left_rc = draw_rc; TargetRectangle left_rc = draw_rc;
TargetRectangle right_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.top -= m_backbuffer_height / 4;
left_rc.bottom -= m_backbuffer_height / 4; left_rc.bottom -= m_backbuffer_height / 4;
@ -312,19 +312,20 @@ void Renderer::DrawDebugText()
break; break;
} }
const char* ar_text = ""; const char* ar_text = "";
switch (g_ActiveConfig.iAspectRatio) switch (g_ActiveConfig.aspect_mode)
{ {
case ASPECT_AUTO: case AspectMode::Auto:
ar_text = "Auto"; ar_text = "Auto";
break; break;
case ASPECT_STRETCH: case AspectMode::Stretch:
ar_text = "Stretch"; ar_text = "Stretch";
break; break;
case ASPECT_ANALOG: case AspectMode::Analog:
ar_text = "Force 4:3"; ar_text = "Force 4:3";
break; break;
case ASPECT_ANALOG_WIDE: case AspectMode::AnalogWide:
ar_text = "Force 16:9"; ar_text = "Force 16:9";
break;
} }
const char* const efbcopy_text = g_ActiveConfig.bSkipEFBCopyToRam ? "to Texture" : "to RAM"; const char* const efbcopy_text = g_ActiveConfig.bSkipEFBCopyToRam ? "to Texture" : "to RAM";
@ -381,15 +382,15 @@ void Renderer::DrawDebugText()
float Renderer::CalculateDrawAspectRatio() const float Renderer::CalculateDrawAspectRatio() const
{ {
if (g_ActiveConfig.iAspectRatio == ASPECT_STRETCH) if (g_ActiveConfig.aspect_mode == AspectMode::Stretch)
{ {
// If stretch is enabled, we prefer the aspect ratio of the window. // If stretch is enabled, we prefer the aspect ratio of the window.
return (static_cast<float>(m_backbuffer_width) / static_cast<float>(m_backbuffer_height)); return (static_cast<float>(m_backbuffer_width) / static_cast<float>(m_backbuffer_height));
} }
// The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio // The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio
if (g_ActiveConfig.iAspectRatio == ASPECT_ANALOG_WIDE || if (g_ActiveConfig.aspect_mode == AspectMode::AnalogWide ||
(g_ActiveConfig.iAspectRatio != ASPECT_ANALOG && m_aspect_wide)) (g_ActiveConfig.aspect_mode != AspectMode::Analog && m_aspect_wide))
{ {
return AspectToWidescreen(VideoInterface::GetAspectRatio()); return AspectToWidescreen(VideoInterface::GetAspectRatio());
} }
@ -428,21 +429,20 @@ void Renderer::UpdateDrawRectangle()
float source_aspect = VideoInterface::GetAspectRatio(); float source_aspect = VideoInterface::GetAspectRatio();
if (m_aspect_wide) if (m_aspect_wide)
source_aspect = AspectToWidescreen(source_aspect); source_aspect = AspectToWidescreen(source_aspect);
float target_aspect; float target_aspect = 0.0f;
switch (g_ActiveConfig.iAspectRatio) switch (g_ActiveConfig.aspect_mode)
{ {
case ASPECT_STRETCH: case AspectMode::Stretch:
target_aspect = win_width / win_height; target_aspect = win_width / win_height;
break; break;
case ASPECT_ANALOG: case AspectMode::Analog:
target_aspect = VideoInterface::GetAspectRatio(); target_aspect = VideoInterface::GetAspectRatio();
break; break;
case ASPECT_ANALOG_WIDE: case AspectMode::AnalogWide:
target_aspect = AspectToWidescreen(VideoInterface::GetAspectRatio()); target_aspect = AspectToWidescreen(VideoInterface::GetAspectRatio());
break; break;
default: case AspectMode::Auto:
// ASPECT_AUTO
target_aspect = source_aspect; target_aspect = source_aspect;
break; break;
} }
@ -475,10 +475,10 @@ void Renderer::UpdateDrawRectangle()
draw_height = crop_height = 1; draw_height = crop_height = 1;
// crop the picture to a standard aspect ratio // crop the picture to a standard aspect ratio
if (g_ActiveConfig.bCrop && g_ActiveConfig.iAspectRatio != ASPECT_STRETCH) if (g_ActiveConfig.bCrop && g_ActiveConfig.aspect_mode != AspectMode::Stretch)
{ {
float expected_aspect = (g_ActiveConfig.iAspectRatio == ASPECT_ANALOG_WIDE || float expected_aspect = (g_ActiveConfig.aspect_mode == AspectMode::AnalogWide ||
(g_ActiveConfig.iAspectRatio != ASPECT_ANALOG && m_aspect_wide)) ? (g_ActiveConfig.aspect_mode != AspectMode::Analog && m_aspect_wide)) ?
(16.0f / 9.0f) : (16.0f / 9.0f) :
(4.0f / 3.0f); (4.0f / 3.0f);
if (crop_width / crop_height >= expected_aspect) if (crop_width / crop_height >= expected_aspect)
@ -550,8 +550,8 @@ std::tuple<int, int> Renderer::CalculateOutputDimensions(int width, int height)
{ {
// Force 4:3 or 16:9 by cropping the image. // Force 4:3 or 16:9 by cropping the image.
float current_aspect = scaled_width / scaled_height; float current_aspect = scaled_width / scaled_height;
float expected_aspect = (g_ActiveConfig.iAspectRatio == ASPECT_ANALOG_WIDE || float expected_aspect = (g_ActiveConfig.aspect_mode == AspectMode::AnalogWide ||
(g_ActiveConfig.iAspectRatio != ASPECT_ANALOG && m_aspect_wide)) ? (g_ActiveConfig.aspect_mode != AspectMode::Analog && m_aspect_wide)) ?
(16.0f / 9.0f) : (16.0f / 9.0f) :
(4.0f / 3.0f); (4.0f / 3.0f);
if (current_aspect > expected_aspect) if (current_aspect > expected_aspect)

View File

@ -13,7 +13,7 @@ ShaderHostConfig ShaderHostConfig::GetCurrent()
bits.msaa = g_ActiveConfig.iMultisamples > 1; bits.msaa = g_ActiveConfig.iMultisamples > 1;
bits.ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA && bits.ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA &&
g_ActiveConfig.backend_info.bSupportsSSAA; 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.wireframe = g_ActiveConfig.bWireFrame;
bits.per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting; bits.per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
bits.vertex_rounding = g_ActiveConfig.UseVertexRounding(); bits.vertex_rounding = g_ActiveConfig.UseVertexRounding();

View File

@ -130,7 +130,7 @@ void TextureCacheBase::OnConfigChanged(VideoConfig& config)
g_ActiveConfig.bTexFmtOverlayCenter); 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) config.bStereoEFBMonoDepth != backup_config.efb_mono_depth)
{ {
g_texture_cache->DeleteShaders(); g_texture_cache->DeleteShaders();
@ -222,7 +222,7 @@ void TextureCacheBase::SetBackupConfig(const VideoConfig& config)
backup_config.texfmt_overlay_center = config.bTexFmtOverlayCenter; backup_config.texfmt_overlay_center = config.bTexFmtOverlayCenter;
backup_config.hires_textures = config.bHiresTextures; backup_config.hires_textures = config.bHiresTextures;
backup_config.cache_hires_textures = config.bCacheHiresTextures; 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.efb_mono_depth = config.bStereoEFBMonoDepth;
backup_config.gpu_texture_decoding = config.bEnableGPUTextureDecoding; backup_config.gpu_texture_decoding = config.bEnableGPUTextureDecoding;
} }

View File

@ -61,11 +61,11 @@ void VideoConfig::Refresh()
iAdapter = Config::Get(Config::GFX_ADAPTER); iAdapter = Config::Get(Config::GFX_ADAPTER);
bWidescreenHack = Config::Get(Config::GFX_WIDESCREEN_HACK); bWidescreenHack = Config::Get(Config::GFX_WIDESCREEN_HACK);
const int aspect_ratio = Config::Get(Config::GFX_ASPECT_RATIO); const auto config_aspect_mode = static_cast<AspectMode>(Config::Get(Config::GFX_ASPECT_RATIO));
if (aspect_ratio == ASPECT_AUTO) if (config_aspect_mode == AspectMode::Auto)
iAspectRatio = Config::Get(Config::GFX_SUGGESTED_ASPECT_RATIO); aspect_mode = static_cast<AspectMode>(Config::Get(Config::GFX_SUGGESTED_ASPECT_RATIO));
else else
iAspectRatio = aspect_ratio; aspect_mode = config_aspect_mode;
bCrop = Config::Get(Config::GFX_CROP); bCrop = Config::Get(Config::GFX_CROP);
iSafeTextureCache_ColorSamples = Config::Get(Config::GFX_SAFE_TEXTURE_CACHE_COLOR_SAMPLES); iSafeTextureCache_ColorSamples = Config::Get(Config::GFX_SAFE_TEXTURE_CACHE_COLOR_SAMPLES);
bShowFPS = Config::Get(Config::GFX_SHOW_FPS); bShowFPS = Config::Get(Config::GFX_SHOW_FPS);
@ -122,7 +122,7 @@ void VideoConfig::Refresh()
sPostProcessingShader = Config::Get(Config::GFX_ENHANCE_POST_SHADER); sPostProcessingShader = Config::Get(Config::GFX_ENHANCE_POST_SHADER);
bForceTrueColor = Config::Get(Config::GFX_ENHANCE_FORCE_TRUE_COLOR); 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); iStereoDepth = Config::Get(Config::GFX_STEREO_DEPTH);
iStereoConvergencePercentage = Config::Get(Config::GFX_STEREO_CONVERGENCE_PERCENTAGE); iStereoConvergencePercentage = Config::Get(Config::GFX_STEREO_CONVERGENCE_PERCENTAGE);
bStereoSwapEyes = Config::Get(Config::GFX_STEREO_SWAP_EYES); bStereoSwapEyes = Config::Get(Config::GFX_STEREO_SWAP_EYES);
@ -162,14 +162,14 @@ void VideoConfig::VerifyValidity()
backend_info.AAModes.end()) backend_info.AAModes.end())
iMultisamples = 1; iMultisamples = 1;
if (iStereoMode > 0) if (stereo_mode != StereoMode::Off)
{ {
if (!backend_info.bSupportsGeometryShaders) if (!backend_info.bSupportsGeometryShaders)
{ {
OSD::AddMessage( OSD::AddMessage(
"Stereoscopic 3D isn't supported by your GPU, support for OpenGL 3.2 is required.", "Stereoscopic 3D isn't supported by your GPU, support for OpenGL 3.2 is required.",
10000); 10000);
iStereoMode = 0; stereo_mode = StereoMode::Off;
} }
} }
} }

View File

@ -24,22 +24,22 @@
constexpr int EFB_SCALE_AUTO_INTEGRAL = 0; constexpr int EFB_SCALE_AUTO_INTEGRAL = 0;
enum AspectMode enum class AspectMode
{ {
ASPECT_AUTO = 0, Auto,
ASPECT_ANALOG_WIDE = 1, AnalogWide,
ASPECT_ANALOG = 2, Analog,
ASPECT_STRETCH = 3, Stretch,
}; };
enum StereoMode enum class StereoMode
{ {
STEREO_OFF = 0, Off,
STEREO_SBS, SBS,
STEREO_TAB, TAB,
STEREO_ANAGLYPH, Anaglyph,
STEREO_QUADBUFFER, QuadBuffer,
STEREO_3DVISION Nvidia3DVision
}; };
struct ProjectionHackConfig final struct ProjectionHackConfig final
@ -63,7 +63,7 @@ struct VideoConfig final
// General // General
bool bVSync; bool bVSync;
bool bWidescreenHack; bool bWidescreenHack;
int iAspectRatio; AspectMode aspect_mode;
bool bCrop; // Aspect ratio controls. bool bCrop; // Aspect ratio controls.
bool bShaderCache; bool bShaderCache;
@ -130,7 +130,7 @@ struct VideoConfig final
int iSaveTargetId; // TODO: Should be dropped int iSaveTargetId; // TODO: Should be dropped
// Stereoscopy // Stereoscopy
int iStereoMode; StereoMode stereo_mode;
int iStereoDepth; int iStereoDepth;
int iStereoConvergence; int iStereoConvergence;
int iStereoConvergencePercentage; int iStereoConvergencePercentage;