// 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/ #include #include "Common.h" #include "IniFile.h" #include "VideoConfig.h" #include "VideoCommon.h" VideoConfig g_Config; VideoConfig g_ActiveConfig; void UpdateActiveConfig() { g_ActiveConfig = g_Config; } VideoConfig::VideoConfig() { bRunning = false; bAllowSignedBytes = !IsD3D(); } void VideoConfig::Load(const char *ini_file) { std::string temp; IniFile iniFile; iniFile.Load(ini_file); // get resolution iniFile.Get("Hardware", "WindowedRes", &temp, "640x480"); strncpy(cInternalRes, temp.c_str(), 16); iniFile.Get("Hardware", "FullscreenRes", &temp, "640x480"); strncpy(cFSResolution, temp.c_str(), 16); iniFile.Get("Hardware", "Fullscreen", &bFullscreen, 0); // Hardware iniFile.Get("Hardware", "VSync", &bVSync, 0); // Hardware iniFile.Get("Hardware", "RenderToMainframe", &RenderToMainframe, false); iniFile.Get("Settings", "StretchToFit", &bNativeResolution, true); iniFile.Get("Settings", "2xResolution", &b2xResolution, false); iniFile.Get("Settings", "wideScreenHack", &bWidescreenHack, false); iniFile.Get("Settings", "KeepAR_4_3", &bKeepAR43, false); iniFile.Get("Settings", "KeepAR_16_9", &bKeepAR169, false); iniFile.Get("Settings", "Crop", &bCrop, false); iniFile.Get("Settings", "HideCursor", &bHideCursor, false); iniFile.Get("Settings", "UseXFB", &bUseXFB, 0); iniFile.Get("Settings", "AutoScale", &bAutoScale, true); iniFile.Get("Settings", "SafeTextureCache", &bSafeTextureCache, false); // Settings iniFile.Get("Settings", "ShowFPS", &bShowFPS, false); // Settings iniFile.Get("Settings", "OverlayStats", &bOverlayStats, false); iniFile.Get("Settings", "OverlayProjStats", &bOverlayProjStats, false); iniFile.Get("Settings", "ShowEFBCopyRegions", &bShowEFBCopyRegions, false); iniFile.Get("Settings", "DLOptimize", &iCompileDLsLevel, 0); iniFile.Get("Settings", "DumpTextures", &bDumpTextures, 0); iniFile.Get("Settings", "HiresTextures", &bHiresTextures, 0); iniFile.Get("Settings", "DumpEFBTarget", &bDumpEFBTarget, 0); iniFile.Get("Settings", "DumpFrames", &bDumpFrames, 0); iniFile.Get("Settings", "FreeLook", &bFreeLook, 0); iniFile.Get("Settings", "ShowShaderErrors", &bShowShaderErrors, 0); iniFile.Get("Settings", "MSAA", &iMultisampleMode, 0); iniFile.Get("Settings", "DstAlphaPass", &bDstAlphaPass, false); iniFile.Get("Settings", "TexFmtOverlayEnable", &bTexFmtOverlayEnable, 0); iniFile.Get("Settings", "TexFmtOverlayCenter", &bTexFmtOverlayCenter, 0); iniFile.Get("Settings", "WireFrame", &bWireFrame, 0); iniFile.Get("Settings", "DisableLighting", &bDisableLighting, 0); iniFile.Get("Settings", "DisableTexturing", &bDisableTexturing, 0); iniFile.Get("Settings", "DisableFog", &bDisableFog, 0); iniFile.Get("Enhancements", "ForceFiltering", &bForceFiltering, 0); iniFile.Get("Enhancements", "MaxAnisotropy", &iMaxAnisotropy, 3); // NOTE - this is x in (1 << x) iniFile.Get("Enhancements", "PostProcessingShader", &sPostProcessingShader, ""); iniFile.Get("Hacks", "EFBAccessEnable", &bEFBAccessEnable, true); iniFile.Get("Hacks", "EFBCopyDisable", &bEFBCopyDisable, 0); iniFile.Get("Hacks", "EFBCopyDisableHotKey", &bEFBCopyDisableHotKey, 0); iniFile.Get("Hacks", "EFBToTextureEnable", &bCopyEFBToRAM, 0); iniFile.Get("Hacks", "ProjectionHack", &iPhackvalue, 0); iniFile.Get("Hardware", "Adapter", &iAdapter, 0); if (iAdapter == -1) iAdapter = 0; iniFile.Get("Hardware", "SimpleFB", &bSimpleFB, false); // Load common settings iniFile.Load(CONFIG_FILE); bool bTmp; iniFile.Get("Interface", "UsePanicHandlers", &bTmp, true); SetEnableAlert(bTmp); } void VideoConfig::GameIniLoad(const char *ini_file) { IniFile iniFile; iniFile.Load(ini_file); if (iniFile.Exists("Video", "ForceFiltering")) iniFile.Get("Video", "ForceFiltering", &bForceFiltering, 0); if (iniFile.Exists("Video", "MaxAnisotropy")) iniFile.Get("Video", "MaxAnisotropy", &iMaxAnisotropy, 3); // NOTE - this is x in (1 << x) if (iniFile.Exists("Video", "EFBCopyDisable")) iniFile.Get("Video", "EFBCopyDisable", &bEFBCopyDisable, 0); if (iniFile.Exists("Video", "EFBCopyDisableHotKey")) iniFile.Get("Video", "EFBCopyDisableHotKey", &bEFBCopyDisableHotKey, 0); if (iniFile.Exists("Video", "EFBToRAMEnable")) iniFile.Get("Video", "EFBToRAMEnable", &bCopyEFBToRAM, 0); if (iniFile.Exists("Video", "SafeTextureCache")) iniFile.Get("Video", "SafeTextureCache", &bSafeTextureCache, false); if (iniFile.Exists("Video", "MSAA")) iniFile.Get("Video", "MSAA", &iMultisampleMode, 0); if (iniFile.Exists("Video", "DstAlphaPass")) iniFile.Get("Video", "DstAlphaPass", &bDstAlphaPass, false); if (iniFile.Exists("Video", "UseXFB")) iniFile.Get("Video", "UseXFB", &bUseXFB, 0); if (iniFile.Exists("Video", "ProjectionHack")) iniFile.Get("Video", "ProjectionHack", &iPhackvalue, 0); } void VideoConfig::Save(const char *ini_file) { IniFile iniFile; iniFile.Load(ini_file); iniFile.Set("Hardware", "WindowedRes", cInternalRes); iniFile.Set("Hardware", "FullscreenRes", cFSResolution); iniFile.Set("Hardware", "Fullscreen", bFullscreen); iniFile.Set("Hardware", "VSync", bVSync); iniFile.Set("Hardware", "RenderToMainframe", RenderToMainframe); iniFile.Set("Settings", "StretchToFit", bNativeResolution); iniFile.Set("Settings", "2xResolution", b2xResolution); iniFile.Set("Settings", "KeepAR_4_3", bKeepAR43); iniFile.Set("Settings", "KeepAR_16_9", bKeepAR169); iniFile.Set("Settings", "Crop", bCrop); iniFile.Set("Settings", "wideScreenHack", bWidescreenHack); iniFile.Set("Settings", "HideCursor", bHideCursor); iniFile.Set("Settings", "UseXFB", bUseXFB); iniFile.Set("Settings", "AutoScale", bAutoScale); iniFile.Set("Settings", "SafeTextureCache", bSafeTextureCache); iniFile.Set("Settings", "ShowFPS", bShowFPS); iniFile.Set("Settings", "OverlayStats", bOverlayStats); iniFile.Set("Settings", "OverlayProjStats", bOverlayProjStats); iniFile.Set("Settings", "DLOptimize", iCompileDLsLevel); iniFile.Set("Settings", "Show", iCompileDLsLevel); iniFile.Set("Settings", "DumpTextures", bDumpTextures); iniFile.Set("Settings", "HiresTextures", bHiresTextures); iniFile.Set("Settings", "DumpEFBTarget", bDumpEFBTarget); iniFile.Set("Settings", "DumpFrames", bDumpFrames); iniFile.Set("Settings", "FreeLook", bFreeLook); iniFile.Set("Settings", "ShowEFBCopyRegions", bShowEFBCopyRegions); iniFile.Set("Settings", "ShowShaderErrors", bShowShaderErrors); iniFile.Set("Settings", "MSAA", iMultisampleMode); iniFile.Set("Settings", "TexFmtOverlayEnable", bTexFmtOverlayEnable); iniFile.Set("Settings", "TexFmtOverlayCenter", bTexFmtOverlayCenter); iniFile.Set("Settings", "Wireframe", bWireFrame); iniFile.Set("Settings", "DisableLighting", bDisableLighting); iniFile.Set("Settings", "DisableTexturing", bDisableTexturing); iniFile.Set("Settings", "DstAlphaPass", bDstAlphaPass); iniFile.Set("Settings", "DisableFog", bDisableFog); iniFile.Set("Enhancements", "ForceFiltering", bForceFiltering); iniFile.Set("Enhancements", "MaxAnisotropy", iMaxAnisotropy); iniFile.Set("Enhancements", "PostProcessingShader", sPostProcessingShader); iniFile.Set("Hacks", "EFBAccessEnable", bEFBAccessEnable); iniFile.Set("Hacks", "EFBCopyDisable", bEFBCopyDisable); iniFile.Set("Hacks", "EFBCopyDisableHotKey", bEFBCopyDisableHotKey); iniFile.Set("Hacks", "EFBToTextureEnable", bCopyEFBToRAM); iniFile.Set("Hacks", "ProjectionHack", iPhackvalue); iniFile.Set("Hardware", "Adapter", iAdapter); iniFile.Set("Hardware", "SimpleFB", bSimpleFB); iniFile.Save(ini_file); } // TODO: Figure out a better place for this function. void ComputeDrawRectangle(int backbuffer_width, int backbuffer_height, bool flip, TargetRectangle *rc) { float FloatGLWidth = (float)backbuffer_width; float FloatGLHeight = (float)backbuffer_height; float FloatXOffset = 0; float FloatYOffset = 0; // The rendering window size const float WinWidth = FloatGLWidth; const float WinHeight = FloatGLHeight; // Handle aspect ratio. if (g_ActiveConfig.bKeepAR43 || g_ActiveConfig.bKeepAR169) { // The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio float Ratio = (WinWidth / WinHeight) / (g_Config.bKeepAR43 ? (4.0f / 3.0f) : (16.0f / 9.0f)); // Check if height or width is the limiting factor. If ratio > 1 the picture is too wide and have to limit the width. if (Ratio > 1.0f) { // Scale down and center in the X direction. FloatGLWidth /= Ratio; FloatXOffset = (WinWidth - FloatGLWidth) / 2.0f; } // The window is too high, we have to limit the height else { // Scale down and center in the Y direction. FloatGLHeight *= Ratio; FloatYOffset = FloatYOffset + (WinHeight - FloatGLHeight) / 2.0f; } } // ----------------------------------------------------------------------- // Crop the picture from 4:3 to 5:4 or from 16:9 to 16:10. // Output: FloatGLWidth, FloatGLHeight, FloatXOffset, FloatYOffset // ------------------ if ((g_ActiveConfig.bKeepAR43 || g_ActiveConfig.bKeepAR169) && g_ActiveConfig.bCrop) { float Ratio = g_Config.bKeepAR43 ? ((4.0f / 3.0f) / (5.0f / 4.0f)) : (((16.0f / 9.0f) / (16.0f / 10.0f))); // The width and height we will add (calculate this before FloatGLWidth and FloatGLHeight is adjusted) float IncreasedWidth = (Ratio - 1.0f) * FloatGLWidth; float IncreasedHeight = (Ratio - 1.0f) * FloatGLHeight; // The new width and height FloatGLWidth = FloatGLWidth * Ratio; FloatGLHeight = FloatGLHeight * Ratio; // Adjust the X and Y offset FloatXOffset = FloatXOffset - (IncreasedWidth * 0.5f); FloatYOffset = FloatYOffset - (IncreasedHeight * 0.5f); } int XOffset = (int)(FloatXOffset + 0.5f); int YOffset = (int)(FloatYOffset + 0.5f); rc->left = XOffset; rc->top = flip ? (int)(YOffset + ceil(FloatGLHeight)) : YOffset; rc->right = XOffset + (int)ceil(FloatGLWidth); rc->bottom = flip ? YOffset : (int)(YOffset + ceil(FloatGLHeight)); }