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