// Copyright 2008 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later // IMPORTANT: UI etc should modify g_Config. Graphics code should read g_ActiveConfig. // The reason for this is to get rid of race conditions etc when the configuration // changes in the middle of a frame. This is done by copying g_Config to g_ActiveConfig // at the start of every frame. Noone should ever change members of g_ActiveConfig // directly. #pragma once #include #include #include #include "Common/CommonTypes.h" #include "VideoCommon/GraphicsModSystem/Config/GraphicsModGroup.h" #include "VideoCommon/VideoCommon.h" constexpr int EFB_SCALE_AUTO_INTEGRAL = 0; enum class AspectMode : int { Auto, AnalogWide, Analog, Stretch, }; enum class StereoMode : int { Off, SBS, TAB, Anaglyph, QuadBuffer, Passive }; enum class ShaderCompilationMode : int { Synchronous, SynchronousUberShaders, AsynchronousUberShaders, AsynchronousSkipRendering }; enum class TextureFilteringMode : int { Default, Nearest, Linear, }; enum class ColorCorrectionRegion : int { SMPTE_NTSCM, SYSTEMJ_NTSCJ, EBU_PAL, }; enum class TriState : int { Off, On, Auto }; // Bitmask containing information about which configuration has changed for the backend. enum ConfigChangeBits : u32 { CONFIG_CHANGE_BIT_HOST_CONFIG = (1 << 0), CONFIG_CHANGE_BIT_MULTISAMPLES = (1 << 1), CONFIG_CHANGE_BIT_STEREO_MODE = (1 << 2), CONFIG_CHANGE_BIT_TARGET_SIZE = (1 << 3), CONFIG_CHANGE_BIT_ANISOTROPY = (1 << 4), CONFIG_CHANGE_BIT_FORCE_TEXTURE_FILTERING = (1 << 5), CONFIG_CHANGE_BIT_VSYNC = (1 << 6), CONFIG_CHANGE_BIT_BBOX = (1 << 7), CONFIG_CHANGE_BIT_ASPECT_RATIO = (1 << 8), CONFIG_CHANGE_BIT_POST_PROCESSING_SHADER = (1 << 9), CONFIG_CHANGE_BIT_HDR = (1 << 10), }; // NEVER inherit from this class. struct VideoConfig final { VideoConfig() = default; void Refresh(); void VerifyValidity(); // General bool bVSync = false; bool bVSyncActive = false; bool bWidescreenHack = false; AspectMode aspect_mode{}; AspectMode suggested_aspect_mode{}; bool bCrop = false; // Aspect ratio controls. bool bShaderCache = false; // Enhancements u32 iMultisamples = 0; bool bSSAA = false; int iEFBScale = 0; TextureFilteringMode texture_filtering_mode = TextureFilteringMode::Default; int iMaxAnisotropy = 0; std::string sPostProcessingShader; bool bForceTrueColor = false; bool bDisableCopyFilter = false; bool bArbitraryMipmapDetection = false; float fArbitraryMipmapDetectionThreshold = 0; bool bHDR = false; // Color Correction struct { // Color Space Correction: bool bCorrectColorSpace = false; ColorCorrectionRegion game_color_space = ColorCorrectionRegion::SMPTE_NTSCM; // Gamma Correction: bool bCorrectGamma = false; float fGameGamma = 2.35f; bool bSDRDisplayGammaSRGB = true; // Custom gamma when the display is not sRGB float fSDRDisplayCustomGamma = 2.2f; // HDR: // 200 is a good default value that matches the brightness of many SDR screens float fHDRPaperWhiteNits = 200.f; } color_correction; // Information bool bShowFPS = false; bool bShowFTimes = false; bool bShowVPS = false; bool bShowVTimes = false; bool bShowGraphs = false; bool bShowSpeed = false; bool bShowSpeedColors = false; int iPerfSampleUSec = 0; bool bShowNetPlayPing = false; bool bShowNetPlayMessages = false; bool bOverlayStats = false; bool bOverlayProjStats = false; bool bOverlayScissorStats = false; bool bTexFmtOverlayEnable = false; bool bTexFmtOverlayCenter = false; bool bLogRenderTimeToFile = false; // Render bool bWireFrame = false; bool bDisableFog = false; // Utility bool bDumpTextures = false; bool bDumpMipmapTextures = false; bool bDumpBaseTextures = false; bool bHiresTextures = false; bool bCacheHiresTextures = false; bool bDumpEFBTarget = false; bool bDumpXFBTarget = false; bool bDumpFramesAsImages = false; bool bUseFFV1 = false; std::string sDumpCodec; std::string sDumpPixelFormat; std::string sDumpEncoder; std::string sDumpFormat; std::string sDumpPath; bool bInternalResolutionFrameDumps = false; bool bBorderlessFullscreen = false; bool bEnableGPUTextureDecoding = false; bool bPreferVSForLinePointExpansion = false; int iBitrateKbps = 0; bool bGraphicMods = false; std::optional graphics_mod_config; // Hacks bool bEFBAccessEnable = false; bool bEFBAccessDeferInvalidation = false; bool bPerfQueriesEnable = false; bool bBBoxEnable = false; bool bForceProgressive = false; bool bCPUCull = false; bool bEFBEmulateFormatChanges = false; bool bSkipEFBCopyToRam = false; bool bSkipXFBCopyToRam = false; bool bDisableCopyToVRAM = false; bool bDeferEFBCopies = false; bool bImmediateXFB = false; bool bSkipPresentingDuplicateXFBs = false; bool bCopyEFBScaled = false; int iSafeTextureCache_ColorSamples = 0; float fAspectRatioHackW = 1; // Initial value needed for the first frame float fAspectRatioHackH = 1; bool bEnablePixelLighting = false; bool bFastDepthCalc = false; bool bVertexRounding = false; bool bVISkip = false; int iEFBAccessTileSize = 0; int iSaveTargetId = 0; // TODO: Should be dropped u32 iMissingColorValue = 0; bool bFastTextureSampling = false; #ifdef __APPLE__ bool bNoMipmapping = false; // Used by macOS fifoci to work around an M1 bug #endif // Stereoscopy StereoMode stereo_mode{}; int iStereoDepth = 0; int iStereoConvergence = 0; int iStereoConvergencePercentage = 0; bool bStereoSwapEyes = false; bool bStereoEFBMonoDepth = false; int iStereoDepthPercentage = 0; // D3D only config, mostly to be merged into the above int iAdapter = 0; // Metal only config TriState iManuallyUploadBuffers = TriState::Auto; TriState iUsePresentDrawable = TriState::Auto; // Enable API validation layers, currently only supported with Vulkan. bool bEnableValidationLayer = false; // Multithreaded submission, currently only supported with Vulkan. bool bBackendMultithreading = true; // Early command buffer execution interval in number of draws. // Currently only supported with Vulkan. int iCommandBufferExecuteInterval = 0; // Shader compilation settings. bool bWaitForShadersBeforeStarting = false; ShaderCompilationMode iShaderCompilationMode{}; // Number of shader compiler threads. // 0 disables background compilation. // -1 uses an automatic number based on the CPU threads. int iShaderCompilerThreads = 0; int iShaderPrecompilerThreads = 0; // Loading custom drivers on Android std::string customDriverLibraryName; // Static config per API // TODO: Move this out of VideoConfig struct { APIType api_type = APIType::Nothing; std::string DisplayName; std::vector Adapters; // for D3D std::vector AAModes; // TODO: merge AdapterName and Adapters array std::string AdapterName; // for OpenGL u32 MaxTextureSize = 16384; bool bUsesLowerLeftOrigin = false; bool bUsesExplictQuadBuffering = false; bool bSupportsExclusiveFullscreen = false; bool bSupportsDualSourceBlend = false; bool bSupportsPrimitiveRestart = false; bool bSupportsGeometryShaders = false; bool bSupportsComputeShaders = false; bool bSupports3DVision = false; bool bSupportsEarlyZ = false; // needed by PixelShaderGen, so must stay in VideoCommon bool bSupportsBindingLayout = false; // Needed by ShaderGen, so must stay in VideoCommon bool bSupportsBBox = false; bool bSupportsGSInstancing = false; // Needed by GeometryShaderGen, so must stay in VideoCommon bool bSupportsPostProcessing = false; bool bSupportsPaletteConversion = false; bool bSupportsClipControl = false; // Needed by VertexShaderGen, so must stay in VideoCommon bool bSupportsSSAA = false; bool bSupportsFragmentStoresAndAtomics = false; // a.k.a. OpenGL SSBOs a.k.a. Direct3D UAVs bool bSupportsDepthClamp = false; // Needed by VertexShaderGen, so must stay in VideoCommon bool bSupportsReversedDepthRange = false; bool bSupportsLogicOp = false; bool bSupportsMultithreading = false; bool bSupportsGPUTextureDecoding = false; bool bSupportsST3CTextures = false; bool bSupportsCopyToVram = false; bool bSupportsBitfield = false; // Needed by UberShaders, so must stay in VideoCommon // Needed by UberShaders, so must stay in VideoCommon bool bSupportsDynamicSamplerIndexing = false; bool bSupportsBPTCTextures = false; bool bSupportsFramebufferFetch = false; // Used as an alternative to dual-source blend on GLES bool bSupportsBackgroundCompiling = false; bool bSupportsLargePoints = false; bool bSupportsPartialDepthCopies = false; bool bSupportsDepthReadback = false; bool bSupportsShaderBinaries = false; bool bSupportsPipelineCacheData = false; bool bSupportsCoarseDerivatives = false; bool bSupportsTextureQueryLevels = false; bool bSupportsLodBiasInSampler = false; bool bSupportsSettingObjectNames = false; bool bSupportsPartialMultisampleResolve = false; bool bSupportsDynamicVertexLoader = false; bool bSupportsVSLinePointExpand = false; bool bSupportsGLLayerInFS = true; bool bSupportsHDROutput = false; } backend_info; // Utility bool UseVSForLinePointExpand() const { if (!backend_info.bSupportsVSLinePointExpand) return false; if (!backend_info.bSupportsGeometryShaders) return true; return bPreferVSForLinePointExpansion; } bool MultisamplingEnabled() const { return iMultisamples > 1; } bool ExclusiveFullscreenEnabled() const { return backend_info.bSupportsExclusiveFullscreen && !bBorderlessFullscreen; } bool UseGPUTextureDecoding() const { return backend_info.bSupportsGPUTextureDecoding && bEnableGPUTextureDecoding; } bool UseVertexRounding() const { return bVertexRounding && iEFBScale != 1; } bool ManualTextureSamplingWithCustomTextureSizes() const { // If manual texture sampling is disabled, we don't need to do anything. if (bFastTextureSampling) return false; // Hi-res textures break the wrapping logic used by manual texture sampling, as a texture's // size won't match the size the game sets. if (bHiresTextures) return true; // Hi-res EFB copies (but not native-resolution EFB copies at higher internal resolutions) // also result in different texture sizes that need special handling. if (iEFBScale != 1 && bCopyEFBScaled) return true; // Stereoscopic 3D changes the number of layers some textures have (EFB copies have 2 layers, // while game textures still have 1), meaning bounds checks need to be added. if (stereo_mode != StereoMode::Off) return true; // Otherwise, manual texture sampling can use the sizes games specify directly. return false; } bool UsingUberShaders() const; u32 GetShaderCompilerThreads() const; u32 GetShaderPrecompilerThreads() const; }; extern VideoConfig g_Config; extern VideoConfig g_ActiveConfig; // Called every frame. void UpdateActiveConfig(); void CheckForConfigChanges();