// 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 _VIDEO_CONFIG_H_ #define _VIDEO_CONFIG_H_ #include "Common.h" #include "VideoCommon.h" #include #include // 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_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 VerifyValidity(); void Save(const char *ini_file); void GameIniSave(const char* default_ini, const char* game_ini); void UpdateProjectionHack(); bool IsVSync(); // General bool bVSync; bool bRunning; bool bWidescreenHack; int iAspectRatio; bool bCrop; // Aspect ratio controls. bool bUseXFB; bool bUseRealXFB; // OpenCL/OpenMP bool bEnableOpenCL; bool bOMPDecoder; // Enhancements int iMultisampleMode; int iEFBScale; bool bForceFiltering; int iMaxAnisotropy; std::string sPostProcessingShader; // Information bool bShowFPS; bool bShowInputDisplay; bool bOverlayStats; bool bOverlayProjStats; bool bTexFmtOverlayEnable; bool bTexFmtOverlayCenter; bool bShowEFBCopyRegions; bool bLogFPSToFile; // Render bool bWireFrame; bool bDstAlphaPass; bool bDisableFog; // Utility bool bDumpTextures; bool bHiresTextures; bool bDumpEFBTarget; bool bDumpFrames; bool bUseFFV1; bool bFreeLook; bool bAnaglyphStereo; int iAnaglyphStereoSeparation; int iAnaglyphFocalAngle; bool b3DVision; // Hacks bool bEFBAccessEnable; bool bDlistCachingEnable; bool bEFBCopyEnable; bool bEFBCopyCacheEnable; bool bEFBEmulateFormatChanges; bool bOSDHotKey; bool bCopyEFBToTexture; bool bCopyEFBScaled; int iSafeTextureCache_ColorSamples; int iPhackvalue[4]; std::string sPhackvalue[2]; float fAspectRatioHackW, fAspectRatioHackH; bool bZTPSpeedHack; // The Legend of Zelda: Twilight Princess bool bUseBBox; bool bEnablePixelLighting; bool bHackedBufferUpload; int iLog; // CONF_ bits int iSaveTargetId; // TODO: Should be dropped //currently unused: int iCompileDLsLevel; // D3D only config, mostly to be merged into the above int iAdapter; // Debugging bool bEnableShaderDebugging; // Static config per API // TODO: Move this out of VideoConfig struct { API_TYPE APIType; std::vector Adapters; // for D3D9 and D3D11 std::vector AAModes; std::vector PPShaders; // post-processing shaders bool bUseRGBATextures; // used for D3D11 in TextureCache bool bUseMinimalMipCount; bool bSupports3DVision; bool bSupportsDualSourceBlend; // only supported by D3D11 and OpenGL bool bSupportsFormatReinterpretation; bool bSupportsPixelLighting; bool bSupportsSeparateAlphaFunction; bool bSupportsGLSLUBO; // needed by pixelShaderGen, so must stay in videoCommon } backend_info; // Utility bool RealXFBEnabled() const { return bUseXFB && bUseRealXFB; } bool VirtualXFBEnabled() const { return bUseXFB && !bUseRealXFB; } bool EFBCopiesToTextureEnabled() const { return bEFBCopyEnable && bCopyEFBToTexture; } bool EFBCopiesToRamEnabled() const { return bEFBCopyEnable && !bCopyEFBToTexture; } }; extern VideoConfig g_Config; extern VideoConfig g_ActiveConfig; // Called every frame. void UpdateActiveConfig(); #endif // _VIDEO_CONFIG_H_