175 lines
4.0 KiB
C++
175 lines
4.0 KiB
C++
// Copyright 2013 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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// IMPORTANT: UI etc should modify g_Config. Graphics code should read g_ActiveConfig.
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// The reason for this is to get rid of race conditions etc when the configuration
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// changes in the middle of a frame. This is done by copying g_Config to g_ActiveConfig
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// at the start of every frame. Noone should ever change members of g_ActiveConfig
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// directly.
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#ifndef _VIDEO_CONFIG_H_
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#define _VIDEO_CONFIG_H_
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#include "Common.h"
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#include "VideoCommon.h"
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#include <vector>
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#include <string>
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// Log in two categories, and save three other options in the same byte
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#define CONF_LOG 1
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#define CONF_PRIMLOG 2
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#define CONF_SAVETARGETS 8
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#define CONF_SAVESHADERS 16
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enum AspectMode {
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ASPECT_AUTO = 0,
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ASPECT_FORCE_16_9 = 1,
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ASPECT_FORCE_4_3 = 2,
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ASPECT_STRETCH = 3,
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};
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enum EFBScale {
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SCALE_FORCE_INTEGRAL = -1,
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SCALE_AUTO,
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SCALE_AUTO_INTEGRAL,
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SCALE_1X,
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SCALE_1_5X,
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SCALE_2X,
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SCALE_2_5X,
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SCALE_3X,
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SCALE_4X,
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};
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class IniFile;
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// NEVER inherit from this class.
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struct VideoConfig
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{
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VideoConfig();
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void Load(const char *ini_file);
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void GameIniLoad(const char *ini_file);
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void VerifyValidity();
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void Save(const char *ini_file);
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void GameIniSave(const char* default_ini, const char* game_ini);
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void UpdateProjectionHack();
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bool IsVSync();
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// General
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bool bVSync;
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bool bRunning;
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bool bWidescreenHack;
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int iAspectRatio;
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bool bCrop; // Aspect ratio controls.
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bool bUseXFB;
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bool bUseRealXFB;
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// OpenCL/OpenMP
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bool bEnableOpenCL;
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bool bOMPDecoder;
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// Enhancements
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int iMultisampleMode;
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int iEFBScale;
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bool bForceFiltering;
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int iMaxAnisotropy;
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std::string sPostProcessingShader;
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// Information
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bool bShowFPS;
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bool bShowInputDisplay;
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bool bOverlayStats;
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bool bOverlayProjStats;
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bool bTexFmtOverlayEnable;
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bool bTexFmtOverlayCenter;
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bool bShowEFBCopyRegions;
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bool bLogFPSToFile;
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// Render
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bool bWireFrame;
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bool bDstAlphaPass;
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bool bDisableFog;
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// Utility
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bool bDumpTextures;
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bool bHiresTextures;
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bool bDumpEFBTarget;
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bool bDumpFrames;
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bool bUseFFV1;
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bool bFreeLook;
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bool bAnaglyphStereo;
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int iAnaglyphStereoSeparation;
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int iAnaglyphFocalAngle;
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bool b3DVision;
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// Hacks
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bool bEFBAccessEnable;
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bool bDlistCachingEnable;
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bool bEFBCopyEnable;
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bool bEFBCopyCacheEnable;
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bool bEFBEmulateFormatChanges;
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bool bOSDHotKey;
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bool bCopyEFBToTexture;
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bool bCopyEFBScaled;
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int iSafeTextureCache_ColorSamples;
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int iPhackvalue[4];
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std::string sPhackvalue[2];
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float fAspectRatioHackW, fAspectRatioHackH;
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bool bZTPSpeedHack; // The Legend of Zelda: Twilight Princess
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bool bUseBBox;
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bool bEnablePixelLighting;
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bool bHackedBufferUpload;
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bool bFastDepthCalc;
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int iLog; // CONF_ bits
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int iSaveTargetId; // TODO: Should be dropped
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//currently unused:
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int iCompileDLsLevel;
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// D3D only config, mostly to be merged into the above
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int iAdapter;
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// Debugging
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bool bEnableShaderDebugging;
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// Static config per API
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// TODO: Move this out of VideoConfig
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struct
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{
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API_TYPE APIType;
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std::vector<std::string> Adapters; // for D3D9 and D3D11
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std::vector<std::string> AAModes;
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std::vector<std::string> PPShaders; // post-processing shaders
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bool bUseRGBATextures; // used for D3D11 in TextureCache
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bool bUseMinimalMipCount;
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bool bSupports3DVision;
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bool bSupportsDualSourceBlend; // only supported by D3D11 and OpenGL
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bool bSupportsFormatReinterpretation;
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bool bSupportsPixelLighting;
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bool bSupportsPrimitiveRestart;
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bool bSupportsSeparateAlphaFunction;
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bool bSupportsGLSLUBO; // needed by pixelShaderGen, so must stay in videoCommon
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} backend_info;
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// Utility
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bool RealXFBEnabled() const { return bUseXFB && bUseRealXFB; }
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bool VirtualXFBEnabled() const { return bUseXFB && !bUseRealXFB; }
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bool EFBCopiesToTextureEnabled() const { return bEFBCopyEnable && bCopyEFBToTexture; }
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bool EFBCopiesToRamEnabled() const { return bEFBCopyEnable && !bCopyEFBToTexture; }
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};
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extern VideoConfig g_Config;
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extern VideoConfig g_ActiveConfig;
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// Called every frame.
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void UpdateActiveConfig();
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#endif // _VIDEO_CONFIG_H_
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