// Copyright (C) 2003 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ // 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. #ifndef _PLUGIN_VIDEO_CONFIG_H_ #define _PLUGIN_VIDEO_CONFIG_H_ #include "Common.h" #include "VideoCommon.h" #include // Log in two categories, and save three other options in the same byte #define CONF_LOG 1 #define CONF_PRIMLOG 2 #define CONF_SAVETEXTURES 4 #define CONF_SAVETARGETS 8 #define CONF_SAVESHADERS 16 enum MultisampleMode { MULTISAMPLE_OFF, MULTISAMPLE_2X, MULTISAMPLE_4X, MULTISAMPLE_8X, MULTISAMPLE_CSAA_8X, MULTISAMPLE_CSAA_8XQ, MULTISAMPLE_CSAA_16X, MULTISAMPLE_CSAA_16XQ, }; enum AspectMode { ASPECT_AUTO = 0, ASPECT_FORCE_16_9 = 1, ASPECT_FORCE_4_3 = 2, ASPECT_STRETCH = 3, }; class IniFile; // NEVER inherit from this class. struct VideoConfig { VideoConfig(); void Load(const char *ini_file); void GameIniLoad(const char *ini_file); void Save(const char *ini_file); void UpdateProjectionHack(); // General bool bVSync; bool bNativeResolution, b2xResolution, bRunning; // Should possibly be augmented with 2x, 4x native. bool bWidescreenHack; int iAspectRatio; bool bCrop; // Aspect ratio controls. bool bUseXFB; bool bUseRealXFB; bool bAutoScale; // Removes annoying borders without using XFB. Doesn't always work perfectly. bool bUseNativeMips; // OpenCL bool bEnableOpenCL; // Enhancements int iMultisampleMode; int iEFBScale; bool bForceFiltering; int iMaxAnisotropy; std::string sPostProcessingShader; // Information bool bShowFPS; bool bOverlayStats; bool bOverlayProjStats; bool bTexFmtOverlayEnable; bool bTexFmtOverlayCenter; bool bShowEFBCopyRegions; // Render bool bWireFrame; bool bDisableLighting; bool bDisableTexturing; bool bDstAlphaPass; bool bDisableFog; // Utility bool bDumpTextures; bool bHiresTextures; bool bDumpEFBTarget; bool bDumpFrames; bool bFreeLook; bool bAnaglyphStereo; int iAnaglyphStereoSeparation; int iAnaglyphFocalAngle; // Hacks bool bEFBAccessEnable; bool bDlistCachingEnable; bool bEFBCopyDisable; // should reverse polarity of this one :) true=disabled can be confusing bool bOSDHotKey; bool bHack; bool bCopyEFBToTexture; bool bCopyEFBScaled; bool bSafeTextureCache; int iSafeTextureCache_ColorSamples; int iFIFOWatermarkTightness; int iPhackvalue; bool bPhackvalue1, bPhackvalue2; float fhackvalue1, fhackvalue2; bool bProjHack1; float fAspectRatioHackW, fAspectRatioHackH; bool bZTPSpeedHack; // The Legend of Zelda: Twilight Princess bool bEnablePixelLigting; int iLog; // CONF_ bits int iSaveTargetId; //currently unused: int iCompileDLsLevel; bool bShowShaderErrors; // D3D only config, mostly to be merged into the above int iAdapter; // Static config per API bool bAllowSignedBytes; }; extern VideoConfig g_Config; extern VideoConfig g_ActiveConfig; // Called every frame. void UpdateActiveConfig(); void ComputeDrawRectangle(int backbuffer_width, int backbuffer_height, bool flip, TargetRectangle *rc); #endif // _PLUGIN_VIDEO_CONFIG_H_