// 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_3DVISION }; // 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 bExclusiveMode; bool bRunning; bool bWidescreenHack; int iAspectRatio; bool bCrop; // Aspect ratio controls. bool bUseXFB; bool bUseRealXFB; // Enhancements int iMultisamples; bool bSSAA; int iEFBScale; bool bForceFiltering; int iMaxAnisotropy; std::string sPostProcessingShader; // 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 bUseFFV1; bool bFreeLook; bool bBorderlessFullscreen; // Hacks bool bEFBAccessEnable; bool bPerfQueriesEnable; bool bBBoxEnable; bool bForceProgressive; bool bEFBEmulateFormatChanges; bool bSkipEFBCopyToRam; 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 // 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; // Static config per API // TODO: Move this out of VideoConfig struct { APIType api_type; std::vector Adapters; // for D3D std::vector AAModes; std::vector PPShaders; // post-processing shaders std::vector AnaglyphShaders; // anaglyph shaders // TODO: merge AdapterName and Adapters array std::string AdapterName; // for OpenGL bool bSupportsExclusiveFullscreen; bool bSupportsDualSourceBlend; bool bSupportsPrimitiveRestart; bool bSupportsOversizedViewports; bool bSupportsGeometryShaders; 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 bSupportsDepthClamp; // Needed by VertexShaderGen, so must stay in VideoCommon bool bSupportsReversedDepthRange; } backend_info; // Utility bool RealXFBEnabled() const { return bUseXFB && bUseRealXFB; } bool VirtualXFBEnabled() const { return bUseXFB && !bUseRealXFB; } bool ExclusiveFullscreenEnabled() const { return backend_info.bSupportsExclusiveFullscreen && !bBorderlessFullscreen; } }; extern VideoConfig g_Config; extern VideoConfig g_ActiveConfig; // Called every frame. void UpdateActiveConfig();