// Copyright 2013 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_FORCE_16_9 = 1, ASPECT_FORCE_4_3 = 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, SCALE_3X, SCALE_4X, }; enum StereoMode { STEREO_OFF = 0, STEREO_SBS, STEREO_TAB, STEREO_ANAGLYPH }; // NEVER inherit from this class. struct VideoConfig final { VideoConfig(); void Load(const std::string& ini_file); void GameIniLoad(); void VerifyValidity(); void Save(const std::string& ini_file); void UpdateProjectionHack(); bool IsVSync(); // General bool bVSync; bool bFullscreen; bool bRunning; bool bWidescreenHack; int iAspectRatio; bool bCrop; // Aspect ratio controls. bool bUseXFB; bool bUseRealXFB; // Enhancements int iMultisampleMode; int iEFBScale; bool bForceFiltering; int iMaxAnisotropy; std::string sPostProcessingShader; int iStereoMode; int iStereoSeparation; int iStereoFocalLength; bool bStereoSwapEyes; bool bStereoMonoEFBDepth; // Information bool bShowFPS; bool bOverlayStats; bool bOverlayProjStats; bool bTexFmtOverlayEnable; bool bTexFmtOverlayCenter; bool bShowEFBCopyRegions; bool bLogRenderTimeToFile; // Render bool bWireFrame; bool bDstAlphaPass; bool bDisableFog; // Utility bool bDumpTextures; bool bHiresTextures; bool bDumpEFBTarget; bool bUseFFV1; bool bFreeLook; bool bBorderlessFullscreen; // Hacks bool bEFBAccessEnable; bool bPerfQueriesEnable; bool bEFBCopyEnable; bool bEFBCopyCacheEnable; bool bEFBEmulateFormatChanges; bool bCopyEFBToTexture; bool bCopyEFBScaled; int iSafeTextureCache_ColorSamples; int iPhackvalue[3]; std::string sPhackvalue[2]; float fAspectRatioHackW, fAspectRatioHackH; bool bEnablePixelLighting; bool bFastDepthCalc; int iLog; // CONF_ bits int iSaveTargetId; // TODO: Should be dropped // 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 D3D std::vector AAModes; std::vector PPShaders; // post-processing shaders bool bUseMinimalMipCount; bool bSupportsExclusiveFullscreen; bool bSupportsDualSourceBlend; bool bSupportsPrimitiveRestart; bool bSupportsOversizedViewports; bool bSupportsStereoscopy; 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 } 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; } bool ExclusiveFullscreenEnabled() const { return backend_info.bSupportsExclusiveFullscreen && !bBorderlessFullscreen; } }; extern VideoConfig g_Config; extern VideoConfig g_ActiveConfig; // Called every frame. void UpdateActiveConfig();