dolphin/Source/Core/VideoCommon/VideoConfig.h

270 lines
7.3 KiB
C++

// 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 <string>
#include <vector>
#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_QUADBUFFER,
STEREO_3DVISION
};
struct ProjectionHackConfig final
{
bool m_enable;
bool m_sznear;
bool m_szfar;
std::string m_znear;
std::string m_zfar;
};
// NEVER inherit from this class.
struct VideoConfig final
{
VideoConfig();
void Refresh();
void VerifyValidity();
void UpdateProjectionHack();
bool IsVSync();
// General
bool bVSync;
bool bWidescreenHack;
int iAspectRatio;
bool bCrop; // Aspect ratio controls.
bool bUseXFB;
bool bUseRealXFB;
bool bShaderCache;
// Enhancements
u32 iMultisamples;
bool bSSAA;
int iEFBScale;
bool bForceFiltering;
int iMaxAnisotropy;
std::string sPostProcessingShader;
bool bForceTrueColor;
// 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 bDumpFramesAsImages;
bool bUseFFV1;
std::string sDumpCodec;
std::string sDumpFormat;
std::string sDumpPath;
bool bInternalResolutionFrameDumps;
bool bFreeLook;
bool bBorderlessFullscreen;
bool bEnableGPUTextureDecoding;
int iBitrateKbps;
// Hacks
bool bEFBAccessEnable;
bool bPerfQueriesEnable;
bool bBBoxEnable;
bool bBBoxPreferStencilImplementation; // OpenGL-only, to see how slow it is compared to SSBOs
bool bForceProgressive;
bool bEFBEmulateFormatChanges;
bool bSkipEFBCopyToRam;
bool bCopyEFBScaled;
int iSafeTextureCache_ColorSamples;
ProjectionHackConfig phack;
float fAspectRatioHackW, fAspectRatioHackH;
bool bEnablePixelLighting;
bool bFastDepthCalc;
bool bVertexRounding;
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;
// Enable API validation layers, currently only supported with Vulkan.
bool bEnableValidationLayer;
// Multithreaded submission, currently only supported with Vulkan.
bool bBackendMultithreading;
// Early command buffer execution interval in number of draws.
// Currently only supported with Vulkan.
int iCommandBufferExecuteInterval;
// The following options determine the ubershader mode:
// No ubershaders:
// - bBackgroundShaderCompiling = false
// - bDisableSpecializedShaders = false
// Hybrid/background compiling:
// - bBackgroundShaderCompiling = true
// - bDisableSpecializedShaders = false
// Ubershaders only:
// - bBackgroundShaderCompiling = false
// - bDisableSpecializedShaders = true
// Enable background shader compiling, use ubershaders while waiting.
bool bBackgroundShaderCompiling;
// Use ubershaders only, don't compile specialized shaders.
bool bDisableSpecializedShaders;
// Precompile ubershader variants at boot/config reload time.
bool bPrecompileUberShaders;
// Number of shader compiler threads.
// 0 disables background compilation.
// -1 uses an automatic number based on the CPU threads.
int iShaderCompilerThreads;
int iShaderPrecompilerThreads;
// Temporary toggling of ubershaders, for debugging
bool bForceVertexUberShaders;
bool bForcePixelUberShaders;
// Static config per API
// TODO: Move this out of VideoConfig
struct
{
APIType api_type;
std::vector<std::string> Adapters; // for D3D
std::vector<u32> AAModes;
// TODO: merge AdapterName and Adapters array
std::string AdapterName; // for OpenGL
u32 MaxTextureSize;
bool bSupportsExclusiveFullscreen;
bool bSupportsDualSourceBlend;
bool bSupportsPrimitiveRestart;
bool bSupportsOversizedViewports;
bool bSupportsGeometryShaders;
bool bSupportsComputeShaders;
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 bSupportsFragmentStoresAndAtomics; // a.k.a. OpenGL SSBOs a.k.a. Direct3D UAVs
bool bSupportsDepthClamp; // Needed by VertexShaderGen, so must stay in VideoCommon
bool bSupportsReversedDepthRange;
bool bSupportsMultithreading;
bool bSupportsInternalResolutionFrameDumps;
bool bSupportsGPUTextureDecoding;
bool bSupportsST3CTextures;
bool bSupportsBitfield; // Needed by UberShaders, so must stay in VideoCommon
bool bSupportsDynamicSamplerIndexing; // Needed by UberShaders, so must stay in VideoCommon
} backend_info;
// Utility
bool RealXFBEnabled() const { return bUseXFB && bUseRealXFB; }
bool VirtualXFBEnabled() const { return bUseXFB && !bUseRealXFB; }
bool ExclusiveFullscreenEnabled() const
{
return backend_info.bSupportsExclusiveFullscreen && !bBorderlessFullscreen;
}
bool BBoxUseFragmentShaderImplementation() const
{
if (backend_info.api_type == APIType::OpenGL && bBBoxPreferStencilImplementation)
return false;
return backend_info.bSupportsBBox && backend_info.bSupportsFragmentStoresAndAtomics;
}
bool UseGPUTextureDecoding() const
{
return backend_info.bSupportsGPUTextureDecoding && bEnableGPUTextureDecoding;
}
bool UseVertexRounding() const { return bVertexRounding && iEFBScale != SCALE_1X; }
u32 GetShaderCompilerThreads() const;
u32 GetShaderPrecompilerThreads() const;
bool CanPrecompileUberShaders() const;
bool CanBackgroundCompileShaders() const;
};
extern VideoConfig g_Config;
extern VideoConfig g_ActiveConfig;
// Called every frame.
void UpdateActiveConfig();