// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. // 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 "Common/CommonTypes.h" #include "VideoCommon/VideoCommon.h" // Log in two categories, and save three other options in the same byte #define CONF_LOG 1 #define CONF_PRIMLOG 2 #define CONF_SAVETARGETS 8 #define CONF_SAVESHADERS 16 enum AspectMode { ASPECT_AUTO = 0, ASPECT_ANALOG_WIDE = 1, ASPECT_ANALOG = 2, ASPECT_STRETCH = 3, }; enum EFBScale { SCALE_FORCE_INTEGRAL = -1, SCALE_AUTO, SCALE_AUTO_INTEGRAL, SCALE_1X, SCALE_1_5X, SCALE_2X, SCALE_2_5X, }; enum StereoMode { STEREO_OFF = 0, STEREO_SBS, STEREO_TAB, STEREO_ANAGLYPH, STEREO_QUADBUFFER, STEREO_3DVISION }; struct ProjectionHackConfig final { bool m_enable; bool m_sznear; bool m_szfar; std::string m_znear; std::string m_zfar; }; // NEVER inherit from this class. struct VideoConfig final { VideoConfig(); void Refresh(); void VerifyValidity(); void UpdateProjectionHack(); bool IsVSync(); // General bool bVSync; bool bWidescreenHack; int iAspectRatio; bool bCrop; // Aspect ratio controls. bool bUseXFB; bool bUseRealXFB; bool bShaderCache; // Enhancements u32 iMultisamples; bool bSSAA; int iEFBScale; bool bForceFiltering; int iMaxAnisotropy; std::string sPostProcessingShader; bool bForceTrueColor; // Information bool bShowFPS; bool bShowNetPlayPing; bool bShowNetPlayMessages; bool bOverlayStats; bool bOverlayProjStats; bool bTexFmtOverlayEnable; bool bTexFmtOverlayCenter; bool bLogRenderTimeToFile; // Render bool bWireFrame; bool bDisableFog; // Utility bool bDumpTextures; bool bHiresTextures; bool bConvertHiresTextures; bool bCacheHiresTextures; bool bDumpEFBTarget; bool bDumpFramesAsImages; bool bUseFFV1; std::string sDumpCodec; std::string sDumpFormat; std::string sDumpPath; bool bInternalResolutionFrameDumps; bool bFreeLook; bool bBorderlessFullscreen; bool bEnableGPUTextureDecoding; int iBitrateKbps; // Hacks bool bEFBAccessEnable; bool bPerfQueriesEnable; bool bBBoxEnable; bool bBBoxPreferStencilImplementation; // OpenGL-only, to see how slow it is compared to SSBOs bool bForceProgressive; bool bEFBEmulateFormatChanges; bool bSkipEFBCopyToRam; bool bCopyEFBScaled; int iSafeTextureCache_ColorSamples; ProjectionHackConfig phack; float fAspectRatioHackW, fAspectRatioHackH; bool bEnablePixelLighting; bool bFastDepthCalc; bool bVertexRounding; int iLog; // CONF_ bits int iSaveTargetId; // TODO: Should be dropped // Stereoscopy int iStereoMode; int iStereoDepth; int iStereoConvergence; int iStereoConvergencePercentage; bool bStereoSwapEyes; bool bStereoEFBMonoDepth; int iStereoDepthPercentage; // D3D only config, mostly to be merged into the above int iAdapter; // VideoSW Debugging int drawStart; int drawEnd; bool bZComploc; bool bZFreeze; bool bDumpObjects; bool bDumpTevStages; bool bDumpTevTextureFetches; // Enable API validation layers, currently only supported with Vulkan. bool bEnableValidationLayer; // Multithreaded submission, currently only supported with Vulkan. bool bBackendMultithreading; // Early command buffer execution interval in number of draws. // Currently only supported with Vulkan. int iCommandBufferExecuteInterval; // The following options determine the ubershader mode: // No ubershaders: // - bBackgroundShaderCompiling = false // - bDisableSpecializedShaders = false // Hybrid/background compiling: // - bBackgroundShaderCompiling = true // - bDisableSpecializedShaders = false // Ubershaders only: // - bBackgroundShaderCompiling = false // - bDisableSpecializedShaders = true // Enable background shader compiling, use ubershaders while waiting. bool bBackgroundShaderCompiling; // Use ubershaders only, don't compile specialized shaders. bool bDisableSpecializedShaders; // Precompile ubershader variants at boot/config reload time. bool bPrecompileUberShaders; // Number of shader compiler threads. // 0 disables background compilation. // -1 uses an automatic number based on the CPU threads. int iShaderCompilerThreads; int iShaderPrecompilerThreads; // Static config per API // TODO: Move this out of VideoConfig struct { APIType api_type; std::vector Adapters; // for D3D std::vector AAModes; // TODO: merge AdapterName and Adapters array std::string AdapterName; // for OpenGL u32 MaxTextureSize; bool bSupportsExclusiveFullscreen; bool bSupportsDualSourceBlend; bool bSupportsPrimitiveRestart; bool bSupportsOversizedViewports; bool bSupportsGeometryShaders; bool bSupportsComputeShaders; bool bSupports3DVision; bool bSupportsEarlyZ; // needed by PixelShaderGen, so must stay in VideoCommon bool bSupportsBindingLayout; // Needed by ShaderGen, so must stay in VideoCommon bool bSupportsBBox; bool bSupportsGSInstancing; // Needed by GeometryShaderGen, so must stay in VideoCommon bool bSupportsPostProcessing; bool bSupportsPaletteConversion; bool bSupportsClipControl; // Needed by VertexShaderGen, so must stay in VideoCommon bool bSupportsSSAA; bool bSupportsFragmentStoresAndAtomics; // a.k.a. OpenGL SSBOs a.k.a. Direct3D UAVs bool bSupportsDepthClamp; // Needed by VertexShaderGen, so must stay in VideoCommon bool bSupportsReversedDepthRange; bool bSupportsMultithreading; bool bSupportsInternalResolutionFrameDumps; bool bSupportsGPUTextureDecoding; bool bSupportsST3CTextures; bool bSupportsBitfield; // Needed by UberShaders, so must stay in VideoCommon bool bSupportsDynamicSamplerIndexing; // Needed by UberShaders, so must stay in VideoCommon bool bSupportsBPTCTextures; } backend_info; // Utility bool RealXFBEnabled() const { return bUseXFB && bUseRealXFB; } bool VirtualXFBEnabled() const { return bUseXFB && !bUseRealXFB; } bool ExclusiveFullscreenEnabled() const { return backend_info.bSupportsExclusiveFullscreen && !bBorderlessFullscreen; } bool BBoxUseFragmentShaderImplementation() const { if (backend_info.api_type == APIType::OpenGL && bBBoxPreferStencilImplementation) return false; return backend_info.bSupportsBBox && backend_info.bSupportsFragmentStoresAndAtomics; } bool UseGPUTextureDecoding() const { return backend_info.bSupportsGPUTextureDecoding && bEnableGPUTextureDecoding; } bool UseVertexRounding() const { return bVertexRounding && iEFBScale != SCALE_1X; } u32 GetShaderCompilerThreads() const; u32 GetShaderPrecompilerThreads() const; bool CanPrecompileUberShaders() const; bool CanBackgroundCompileShaders() const; }; extern VideoConfig g_Config; extern VideoConfig g_ActiveConfig; // Called every frame. void UpdateActiveConfig();