// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include "Common/CommonTypes.h" #include "Common/FileUtil.h" #include "Common/IniFile.h" #include "Common/StringUtil.h" #include "Core/ConfigManager.h" #include "Core/Core.h" #include "Core/Movie.h" #include "VideoCommon/OnScreenDisplay.h" #include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoConfig.h" VideoConfig g_Config; VideoConfig g_ActiveConfig; void UpdateActiveConfig() { if (Movie::IsPlayingInput() && Movie::IsConfigSaved()) Movie::SetGraphicsConfig(); g_ActiveConfig = g_Config; } VideoConfig::VideoConfig() { bRunning = false; // Exclusive fullscreen flags bFullscreen = false; bExclusiveMode = false; // Needed for the first frame, I think fAspectRatioHackW = 1; fAspectRatioHackH = 1; // disable all features by default backend_info.APIType = API_NONE; backend_info.bSupportsExclusiveFullscreen = false; // Game-specific stereoscopy settings bStereoEFBMonoDepth = false; iStereoDepthPercentage = 100; iStereoConvergenceMinimum = 0; } void VideoConfig::Load(const std::string& ini_file) { IniFile iniFile; iniFile.Load(ini_file); IniFile::Section* hardware = iniFile.GetOrCreateSection("Hardware"); hardware->Get("VSync", &bVSync, 0); hardware->Get("Adapter", &iAdapter, 0); IniFile::Section* settings = iniFile.GetOrCreateSection("Settings"); settings->Get("wideScreenHack", &bWidescreenHack, false); settings->Get("AspectRatio", &iAspectRatio, (int)ASPECT_AUTO); settings->Get("Crop", &bCrop, false); settings->Get("UseXFB", &bUseXFB, 0); settings->Get("UseRealXFB", &bUseRealXFB, 0); settings->Get("SafeTextureCacheColorSamples", &iSafeTextureCache_ColorSamples, 128); settings->Get("ShowFPS", &bShowFPS, false); settings->Get("LogRenderTimeToFile", &bLogRenderTimeToFile, false); settings->Get("OverlayStats", &bOverlayStats, false); settings->Get("OverlayProjStats", &bOverlayProjStats, false); settings->Get("DumpTextures", &bDumpTextures, 0); settings->Get("HiresTextures", &bHiresTextures, 0); settings->Get("ConvertHiresTextures", &bConvertHiresTextures, 0); settings->Get("CacheHiresTextures", &bCacheHiresTextures, 0); settings->Get("DumpEFBTarget", &bDumpEFBTarget, 0); settings->Get("FreeLook", &bFreeLook, 0); settings->Get("UseFFV1", &bUseFFV1, 0); settings->Get("EnablePixelLighting", &bEnablePixelLighting, 0); settings->Get("FastDepthCalc", &bFastDepthCalc, true); settings->Get("MSAA", &iMultisampleMode, 0); settings->Get("SSAA", &bSSAA, false); settings->Get("EFBScale", &iEFBScale, (int)SCALE_1X); // native settings->Get("TexFmtOverlayEnable", &bTexFmtOverlayEnable, 0); settings->Get("TexFmtOverlayCenter", &bTexFmtOverlayCenter, 0); settings->Get("WireFrame", &bWireFrame, 0); settings->Get("DisableFog", &bDisableFog, 0); settings->Get("EnableShaderDebugging", &bEnableShaderDebugging, false); settings->Get("BorderlessFullscreen", &bBorderlessFullscreen, false); IniFile::Section* enhancements = iniFile.GetOrCreateSection("Enhancements"); enhancements->Get("ForceFiltering", &bForceFiltering, 0); enhancements->Get("MaxAnisotropy", &iMaxAnisotropy, 0); // NOTE - this is x in (1 << x) enhancements->Get("PostProcessingShader", &sPostProcessingShader, ""); enhancements->Get("StereoMode", &iStereoMode, 0); enhancements->Get("StereoDepth", &iStereoDepth, 20); enhancements->Get("StereoConvergence", &iStereoConvergence, 20); enhancements->Get("StereoSwapEyes", &bStereoSwapEyes, false); //currently these settings are not saved in global config, so we could've initialized them directly for (size_t i = 0; i < oStereoPresets.size(); ++i) { enhancements->Get(StringFromFormat("StereoConvergence_%zu", i), &oStereoPresets[i].depth, iStereoConvergence); enhancements->Get(StringFromFormat("StereoDepth_%zu", i), &oStereoPresets[i].convergence, iStereoDepth); } enhancements->Get("StereoActivePreset", &iStereoActivePreset, 0); iStereoConvergence = oStereoPresets[iStereoActivePreset].convergence; iStereoDepth = oStereoPresets[iStereoActivePreset].depth; IniFile::Section* hacks = iniFile.GetOrCreateSection("Hacks"); hacks->Get("EFBAccessEnable", &bEFBAccessEnable, true); hacks->Get("BBoxEnable", &bBBoxEnable, false); hacks->Get("ForceProgressive", &bForceProgressive, true); hacks->Get("EFBToTextureEnable", &bSkipEFBCopyToRam, true); hacks->Get("EFBScaledCopy", &bCopyEFBScaled, true); hacks->Get("EFBEmulateFormatChanges", &bEFBEmulateFormatChanges, false); // hacks which are disabled by default iPhackvalue[0] = 0; bPerfQueriesEnable = false; // Load common settings iniFile.Load(File::GetUserPath(F_DOLPHINCONFIG_IDX)); IniFile::Section* interface = iniFile.GetOrCreateSection("Interface"); bool bTmp; interface->Get("UsePanicHandlers", &bTmp, true); SetEnableAlert(bTmp); // Shader Debugging causes a huge slowdown and it's easy to forget about it // since it's not exposed in the settings dialog. It's only used by // developers, so displaying an obnoxious message avoids some confusion and // is not too annoying/confusing for users. // // XXX(delroth): This is kind of a bad place to put this, but the current // VideoCommon is a mess and we don't have a central initialization // function to do these kind of checks. Instead, the init code is // triplicated for each video backend. if (bEnableShaderDebugging) OSD::AddMessage("Warning: Shader Debugging is enabled, performance will suffer heavily", 15000); VerifyValidity(); } void VideoConfig::GameIniLoad() { bool gfx_override_exists = false; // XXX: Again, bad place to put OSD messages at (see delroth's comment above) // XXX: This will add an OSD message for each projection hack value... meh #define CHECK_SETTING(section, key, var) do { \ decltype(var) temp = var; \ if (iniFile.GetIfExists(section, key, &var) && var != temp) { \ std::string msg = StringFromFormat("Note: Option \"%s\" is overridden by game ini.", key); \ OSD::AddMessage(msg, 7500); \ gfx_override_exists = true; \ } \ } while (0) IniFile iniFile = SConfig::GetInstance().LoadGameIni(); CHECK_SETTING("Video_Hardware", "VSync", bVSync); CHECK_SETTING("Video_Settings", "wideScreenHack", bWidescreenHack); CHECK_SETTING("Video_Settings", "AspectRatio", iAspectRatio); CHECK_SETTING("Video_Settings", "Crop", bCrop); CHECK_SETTING("Video_Settings", "UseXFB", bUseXFB); CHECK_SETTING("Video_Settings", "UseRealXFB", bUseRealXFB); CHECK_SETTING("Video_Settings", "SafeTextureCacheColorSamples", iSafeTextureCache_ColorSamples); CHECK_SETTING("Video_Settings", "HiresTextures", bHiresTextures); CHECK_SETTING("Video_Settings", "ConvertHiresTextures", bConvertHiresTextures); CHECK_SETTING("Video_Settings", "CacheHiresTextures", bCacheHiresTextures); CHECK_SETTING("Video_Settings", "EnablePixelLighting", bEnablePixelLighting); CHECK_SETTING("Video_Settings", "FastDepthCalc", bFastDepthCalc); CHECK_SETTING("Video_Settings", "MSAA", iMultisampleMode); CHECK_SETTING("Video_Settings", "SSAA", bSSAA); int tmp = -9000; CHECK_SETTING("Video_Settings", "EFBScale", tmp); // integral if (tmp != -9000) { if (tmp != SCALE_FORCE_INTEGRAL) { iEFBScale = tmp; } else // Round down to multiple of native IR { switch (iEFBScale) { case SCALE_AUTO: iEFBScale = SCALE_AUTO_INTEGRAL; break; case SCALE_1_5X: iEFBScale = SCALE_1X; break; case SCALE_2_5X: iEFBScale = SCALE_2X; break; default: break; } } } CHECK_SETTING("Video_Settings", "DisableFog", bDisableFog); CHECK_SETTING("Video_Enhancements", "ForceFiltering", bForceFiltering); CHECK_SETTING("Video_Enhancements", "MaxAnisotropy", iMaxAnisotropy); // NOTE - this is x in (1 << x) CHECK_SETTING("Video_Enhancements", "PostProcessingShader", sPostProcessingShader); CHECK_SETTING("Video_Enhancements", "StereoMode", iStereoMode); CHECK_SETTING("Video_Enhancements", "StereoDepth", iStereoDepth); CHECK_SETTING("Video_Enhancements", "StereoConvergence", iStereoConvergence); CHECK_SETTING("Video_Enhancements", "StereoSwapEyes", bStereoSwapEyes); //these are not overrides, they are per-game settings, hence no warning IniFile::Section* enhancements = iniFile.GetOrCreateSection("Enhancements"); for (size_t i = 0; i < oStereoPresets.size(); ++i) { enhancements->Get(StringFromFormat("StereoConvergence_%zu", i), &oStereoPresets[i].depth, iStereoConvergence); enhancements->Get(StringFromFormat("StereoDepth_%zu", i), &oStereoPresets[i].convergence, iStereoDepth); } enhancements->Get("StereoActivePreset", &iStereoActivePreset, 0); iStereoConvergence = oStereoPresets[iStereoActivePreset].convergence; iStereoDepth = oStereoPresets[iStereoActivePreset].depth; CHECK_SETTING("Video_Stereoscopy", "StereoEFBMonoDepth", bStereoEFBMonoDepth); CHECK_SETTING("Video_Stereoscopy", "StereoDepthPercentage", iStereoDepthPercentage); CHECK_SETTING("Video_Stereoscopy", "StereoConvergenceMinimum", iStereoConvergenceMinimum); CHECK_SETTING("Video_Hacks", "EFBAccessEnable", bEFBAccessEnable); CHECK_SETTING("Video_Hacks", "BBoxEnable", bBBoxEnable); CHECK_SETTING("Video_Hacks", "ForceProgressive", bForceProgressive); CHECK_SETTING("Video_Hacks", "EFBToTextureEnable", bSkipEFBCopyToRam); CHECK_SETTING("Video_Hacks", "EFBScaledCopy", bCopyEFBScaled); CHECK_SETTING("Video_Hacks", "EFBEmulateFormatChanges", bEFBEmulateFormatChanges); CHECK_SETTING("Video", "ProjectionHack", iPhackvalue[0]); CHECK_SETTING("Video", "PH_SZNear", iPhackvalue[1]); CHECK_SETTING("Video", "PH_SZFar", iPhackvalue[2]); CHECK_SETTING("Video", "PH_ZNear", sPhackvalue[0]); CHECK_SETTING("Video", "PH_ZFar", sPhackvalue[1]); CHECK_SETTING("Video", "PerfQueriesEnable", bPerfQueriesEnable); if (gfx_override_exists) OSD::AddMessage("Warning: Opening the graphics configuration will reset settings and might cause issues!", 10000); } void VideoConfig::VerifyValidity() { // TODO: Check iMaxAnisotropy value if (iAdapter < 0 || iAdapter > ((int)backend_info.Adapters.size() - 1)) iAdapter = 0; if (iMultisampleMode < 0 || iMultisampleMode >= (int)backend_info.AAModes.size()) iMultisampleMode = 0; if (iStereoMode > 0) { if (!backend_info.bSupportsGeometryShaders) { OSD::AddMessage("Stereoscopic 3D isn't supported by your GPU, support for OpenGL 3.2 is required.", 10000); iStereoMode = 0; } if (bUseXFB && bUseRealXFB) { OSD::AddMessage("Stereoscopic 3D isn't supported with Real XFB, turning off stereoscopy.", 10000); iStereoMode = 0; } } } void VideoConfig::Save(const std::string& ini_file) { IniFile iniFile; iniFile.Load(ini_file); IniFile::Section* hardware = iniFile.GetOrCreateSection("Hardware"); hardware->Set("VSync", bVSync); hardware->Set("Adapter", iAdapter); IniFile::Section* settings = iniFile.GetOrCreateSection("Settings"); settings->Set("AspectRatio", iAspectRatio); settings->Set("Crop", bCrop); settings->Set("wideScreenHack", bWidescreenHack); settings->Set("UseXFB", bUseXFB); settings->Set("UseRealXFB", bUseRealXFB); settings->Set("SafeTextureCacheColorSamples", iSafeTextureCache_ColorSamples); settings->Set("ShowFPS", bShowFPS); settings->Set("LogRenderTimeToFile", bLogRenderTimeToFile); settings->Set("OverlayStats", bOverlayStats); settings->Set("OverlayProjStats", bOverlayProjStats); settings->Set("DumpTextures", bDumpTextures); settings->Set("HiresTextures", bHiresTextures); settings->Set("ConvertHiresTextures", bConvertHiresTextures); settings->Set("CacheHiresTextures", bCacheHiresTextures); settings->Set("DumpEFBTarget", bDumpEFBTarget); settings->Set("FreeLook", bFreeLook); settings->Set("UseFFV1", bUseFFV1); settings->Set("EnablePixelLighting", bEnablePixelLighting); settings->Set("FastDepthCalc", bFastDepthCalc); settings->Set("MSAA", iMultisampleMode); settings->Set("SSAA", bSSAA); settings->Set("EFBScale", iEFBScale); settings->Set("TexFmtOverlayEnable", bTexFmtOverlayEnable); settings->Set("TexFmtOverlayCenter", bTexFmtOverlayCenter); settings->Set("Wireframe", bWireFrame); settings->Set("DisableFog", bDisableFog); settings->Set("EnableShaderDebugging", bEnableShaderDebugging); settings->Set("BorderlessFullscreen", bBorderlessFullscreen); IniFile::Section* enhancements = iniFile.GetOrCreateSection("Enhancements"); enhancements->Set("ForceFiltering", bForceFiltering); enhancements->Set("MaxAnisotropy", iMaxAnisotropy); enhancements->Set("PostProcessingShader", sPostProcessingShader); enhancements->Set("StereoMode", iStereoMode); enhancements->Set("StereoDepth", iStereoDepth); enhancements->Set("StereoConvergence", iStereoConvergence); enhancements->Set("StereoSwapEyes", bStereoSwapEyes); IniFile::Section* hacks = iniFile.GetOrCreateSection("Hacks"); hacks->Set("EFBAccessEnable", bEFBAccessEnable); hacks->Set("BBoxEnable", bBBoxEnable); hacks->Set("ForceProgressive", bForceProgressive); hacks->Set("EFBToTextureEnable", bSkipEFBCopyToRam); hacks->Set("EFBScaledCopy", bCopyEFBScaled); hacks->Set("EFBEmulateFormatChanges", bEFBEmulateFormatChanges); iniFile.Save(ini_file); } bool VideoConfig::IsVSync() { return bVSync && !Core::GetIsFramelimiterTempDisabled(); }