VideoConfig: Limit the StereoMonoEFBDepth option to the game ini and introduce a separate section for it.
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@ -32,5 +32,5 @@ $99 of some treasures
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040AE530 3F000063
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040AE530 3F000063
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$End Boss Has No HP
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$End Boss Has No HP
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[Video_Enhancements]
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[Video_Stereoscopy]
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StereoMonoEFBDepth = True
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StereoMonoEFBDepth = True
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@ -153,7 +153,6 @@ static wxString stereo_3d_desc = wxTRANSLATE("Select the stereoscopic 3D mode,
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static wxString stereo_separation_desc = wxTRANSLATE("Control the interpupillary distance, this is the distance between the virtual eyes.");
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static wxString stereo_separation_desc = wxTRANSLATE("Control the interpupillary distance, this is the distance between the virtual eyes.");
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static wxString stereo_convergence_desc = wxTRANSLATE("Control the convergence distance, this controls the apparant distance of virtual objects.\nA higher value creates a stronger feeling of depth while a lower value is generally more comfortable.");
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static wxString stereo_convergence_desc = wxTRANSLATE("Control the convergence distance, this controls the apparant distance of virtual objects.\nA higher value creates a stronger feeling of depth while a lower value is generally more comfortable.");
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static wxString stereo_swap_desc = wxTRANSLATE("Swap the left and right eye, mostly useful if you want to view side-by-side cross-eyed.\n\nIf unsure, leave this unchecked.");
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static wxString stereo_swap_desc = wxTRANSLATE("Swap the left and right eye, mostly useful if you want to view side-by-side cross-eyed.\n\nIf unsure, leave this unchecked.");
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static wxString stereo_mono_depth_desc = wxTRANSLATE("Use the same depth buffer for both eyes in an EFB copy.\nThis is needed for games which use the depth buffer to calculate shadows.\n\nIf unsure, leave this unchecked.");
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#if !defined(__APPLE__)
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#if !defined(__APPLE__)
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@ -472,9 +471,7 @@ VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string &title, con
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szr_stereo->Add(new wxStaticText(page_enh, wxID_ANY, _("Convergence:")), 1, wxALIGN_CENTER_VERTICAL, 0);
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szr_stereo->Add(new wxStaticText(page_enh, wxID_ANY, _("Convergence:")), 1, wxALIGN_CENTER_VERTICAL, 0);
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szr_stereo->Add(conv_slider, 0, wxEXPAND | wxRIGHT);
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szr_stereo->Add(conv_slider, 0, wxEXPAND | wxRIGHT);
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szr_stereo->Add(CreateCheckBox(page_enh, _("Swap eyes"), wxGetTranslation(stereo_swap_desc), vconfig.bStereoSwapEyes));
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szr_stereo->Add(CreateCheckBox(page_enh, _("Swap Eyes"), wxGetTranslation(stereo_swap_desc), vconfig.bStereoSwapEyes));
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szr_stereo->Add(CreateCheckBox(page_enh, _("Mono EFB Depth Copy"), wxGetTranslation(stereo_mono_depth_desc), vconfig.bStereoMonoEFBDepth));
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wxStaticBoxSizer* const group_stereo = new wxStaticBoxSizer(wxVERTICAL, page_enh, _("Stereoscopy"));
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wxStaticBoxSizer* const group_stereo = new wxStaticBoxSizer(wxVERTICAL, page_enh, _("Stereoscopy"));
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group_stereo->Add(szr_stereo, 1, wxEXPAND | wxLEFT | wxRIGHT | wxBOTTOM, 5);
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group_stereo->Add(szr_stereo, 1, wxEXPAND | wxLEFT | wxRIGHT | wxBOTTOM, 5);
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@ -38,6 +38,9 @@ VideoConfig::VideoConfig()
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backend_info.APIType = API_NONE;
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backend_info.APIType = API_NONE;
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backend_info.bUseMinimalMipCount = false;
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backend_info.bUseMinimalMipCount = false;
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backend_info.bSupportsExclusiveFullscreen = false;
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backend_info.bSupportsExclusiveFullscreen = false;
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// Game-specific stereoscopy settings
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bStereoMonoEFBDepth = false;
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}
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}
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void VideoConfig::Load(const std::string& ini_file)
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void VideoConfig::Load(const std::string& ini_file)
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@ -86,7 +89,6 @@ void VideoConfig::Load(const std::string& ini_file)
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enhancements->Get("StereoSeparation", &iStereoSeparation, 50);
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enhancements->Get("StereoSeparation", &iStereoSeparation, 50);
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enhancements->Get("StereoConvergence", &iStereoConvergence, 30);
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enhancements->Get("StereoConvergence", &iStereoConvergence, 30);
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enhancements->Get("StereoSwapEyes", &bStereoSwapEyes, false);
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enhancements->Get("StereoSwapEyes", &bStereoSwapEyes, false);
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enhancements->Get("StereoMonoEFBDepth", &bStereoMonoEFBDepth, false);
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IniFile::Section* hacks = iniFile.GetOrCreateSection("Hacks");
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IniFile::Section* hacks = iniFile.GetOrCreateSection("Hacks");
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hacks->Get("EFBAccessEnable", &bEFBAccessEnable, true);
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hacks->Get("EFBAccessEnable", &bEFBAccessEnable, true);
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@ -182,7 +184,8 @@ void VideoConfig::GameIniLoad()
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CHECK_SETTING("Video_Enhancements", "StereoSeparation", iStereoSeparation);
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CHECK_SETTING("Video_Enhancements", "StereoSeparation", iStereoSeparation);
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CHECK_SETTING("Video_Enhancements", "StereoConvergence", iStereoConvergence);
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CHECK_SETTING("Video_Enhancements", "StereoConvergence", iStereoConvergence);
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CHECK_SETTING("Video_Enhancements", "StereoSwapEyes", bStereoSwapEyes);
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CHECK_SETTING("Video_Enhancements", "StereoSwapEyes", bStereoSwapEyes);
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CHECK_SETTING("Video_Enhancements", "StereoMonoEFBDepth", bStereoMonoEFBDepth);
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CHECK_SETTING("Video_Stereoscopy", "StereoMonoEFBDepth", bStereoMonoEFBDepth);
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CHECK_SETTING("Video_Hacks", "EFBAccessEnable", bEFBAccessEnable);
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CHECK_SETTING("Video_Hacks", "EFBAccessEnable", bEFBAccessEnable);
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CHECK_SETTING("Video_Hacks", "EFBCopyEnable", bEFBCopyEnable);
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CHECK_SETTING("Video_Hacks", "EFBCopyEnable", bEFBCopyEnable);
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@ -256,7 +259,6 @@ void VideoConfig::Save(const std::string& ini_file)
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enhancements->Set("StereoSeparation", iStereoSeparation);
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enhancements->Set("StereoSeparation", iStereoSeparation);
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enhancements->Set("StereoConvergence", iStereoConvergence);
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enhancements->Set("StereoConvergence", iStereoConvergence);
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enhancements->Set("StereoSwapEyes", bStereoSwapEyes);
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enhancements->Set("StereoSwapEyes", bStereoSwapEyes);
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enhancements->Set("StereoMonoEFBDepth", bStereoMonoEFBDepth);
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IniFile::Section* hacks = iniFile.GetOrCreateSection("Hacks");
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IniFile::Section* hacks = iniFile.GetOrCreateSection("Hacks");
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hacks->Set("EFBAccessEnable", bEFBAccessEnable);
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hacks->Set("EFBAccessEnable", bEFBAccessEnable);
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@ -83,7 +83,6 @@ struct VideoConfig final
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int iStereoSeparation;
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int iStereoSeparation;
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int iStereoConvergence;
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int iStereoConvergence;
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bool bStereoSwapEyes;
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bool bStereoSwapEyes;
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bool bStereoMonoEFBDepth;
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// Information
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// Information
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bool bShowFPS;
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bool bShowFPS;
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@ -125,6 +124,9 @@ struct VideoConfig final
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int iLog; // CONF_ bits
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int iLog; // CONF_ bits
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int iSaveTargetId; // TODO: Should be dropped
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int iSaveTargetId; // TODO: Should be dropped
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// Stereoscopy
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bool bStereoMonoEFBDepth;
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// D3D only config, mostly to be merged into the above
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// D3D only config, mostly to be merged into the above
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int iAdapter;
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int iAdapter;
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