270 lines
7.3 KiB
C++
270 lines
7.3 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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// 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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#pragma once
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#include <string>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "VideoCommon/VideoCommon.h"
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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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{
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ASPECT_AUTO = 0,
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ASPECT_ANALOG_WIDE = 1,
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ASPECT_ANALOG = 2,
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ASPECT_STRETCH = 3,
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};
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enum EFBScale
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{
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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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};
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enum StereoMode
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{
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STEREO_OFF = 0,
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STEREO_SBS,
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STEREO_TAB,
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STEREO_ANAGLYPH,
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STEREO_QUADBUFFER,
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STEREO_3DVISION
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};
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struct ProjectionHackConfig final
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{
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bool m_enable;
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bool m_sznear;
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bool m_szfar;
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std::string m_znear;
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std::string m_zfar;
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};
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// NEVER inherit from this class.
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struct VideoConfig final
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{
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VideoConfig();
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void Refresh();
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void VerifyValidity();
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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 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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bool bShaderCache;
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// Enhancements
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u32 iMultisamples;
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bool bSSAA;
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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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bool bForceTrueColor;
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// Information
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bool bShowFPS;
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bool bShowNetPlayPing;
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bool bShowNetPlayMessages;
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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 bLogRenderTimeToFile;
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// Render
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bool bWireFrame;
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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 bConvertHiresTextures;
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bool bCacheHiresTextures;
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bool bDumpEFBTarget;
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bool bDumpFramesAsImages;
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bool bUseFFV1;
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std::string sDumpCodec;
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std::string sDumpFormat;
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std::string sDumpPath;
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bool bInternalResolutionFrameDumps;
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bool bFreeLook;
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bool bBorderlessFullscreen;
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bool bEnableGPUTextureDecoding;
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int iBitrateKbps;
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// Hacks
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bool bEFBAccessEnable;
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bool bPerfQueriesEnable;
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bool bBBoxEnable;
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bool bBBoxPreferStencilImplementation; // OpenGL-only, to see how slow it is compared to SSBOs
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bool bForceProgressive;
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bool bEFBEmulateFormatChanges;
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bool bSkipEFBCopyToRam;
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bool bCopyEFBScaled;
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int iSafeTextureCache_ColorSamples;
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ProjectionHackConfig phack;
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float fAspectRatioHackW, fAspectRatioHackH;
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bool bEnablePixelLighting;
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bool bFastDepthCalc;
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bool bVertexRounding;
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int iLog; // CONF_ bits
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int iSaveTargetId; // TODO: Should be dropped
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// Stereoscopy
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int iStereoMode;
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int iStereoDepth;
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int iStereoConvergence;
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int iStereoConvergencePercentage;
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bool bStereoSwapEyes;
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bool bStereoEFBMonoDepth;
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int iStereoDepthPercentage;
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// D3D only config, mostly to be merged into the above
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int iAdapter;
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// VideoSW Debugging
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int drawStart;
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int drawEnd;
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bool bZComploc;
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bool bZFreeze;
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bool bDumpObjects;
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bool bDumpTevStages;
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bool bDumpTevTextureFetches;
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// Enable API validation layers, currently only supported with Vulkan.
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bool bEnableValidationLayer;
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// Multithreaded submission, currently only supported with Vulkan.
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bool bBackendMultithreading;
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// Early command buffer execution interval in number of draws.
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// Currently only supported with Vulkan.
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int iCommandBufferExecuteInterval;
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// The following options determine the ubershader mode:
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// No ubershaders:
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// - bBackgroundShaderCompiling = false
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// - bDisableSpecializedShaders = false
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// Hybrid/background compiling:
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// - bBackgroundShaderCompiling = true
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// - bDisableSpecializedShaders = false
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// Ubershaders only:
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// - bBackgroundShaderCompiling = false
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// - bDisableSpecializedShaders = true
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// Enable background shader compiling, use ubershaders while waiting.
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bool bBackgroundShaderCompiling;
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// Use ubershaders only, don't compile specialized shaders.
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bool bDisableSpecializedShaders;
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// Precompile ubershader variants at boot/config reload time.
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bool bPrecompileUberShaders;
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// Number of shader compiler threads.
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// 0 disables background compilation.
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// -1 uses an automatic number based on the CPU threads.
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int iShaderCompilerThreads;
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int iShaderPrecompilerThreads;
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// Temporary toggling of ubershaders, for debugging
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bool bForceVertexUberShaders;
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bool bForcePixelUberShaders;
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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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APIType api_type;
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std::vector<std::string> Adapters; // for D3D
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std::vector<u32> AAModes;
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// TODO: merge AdapterName and Adapters array
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std::string AdapterName; // for OpenGL
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u32 MaxTextureSize;
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bool bSupportsExclusiveFullscreen;
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bool bSupportsDualSourceBlend;
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bool bSupportsPrimitiveRestart;
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bool bSupportsOversizedViewports;
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bool bSupportsGeometryShaders;
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bool bSupportsComputeShaders;
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bool bSupports3DVision;
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bool bSupportsEarlyZ; // needed by PixelShaderGen, so must stay in VideoCommon
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bool bSupportsBindingLayout; // Needed by ShaderGen, so must stay in VideoCommon
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bool bSupportsBBox;
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bool bSupportsGSInstancing; // Needed by GeometryShaderGen, so must stay in VideoCommon
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bool bSupportsPostProcessing;
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bool bSupportsPaletteConversion;
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bool bSupportsClipControl; // Needed by VertexShaderGen, so must stay in VideoCommon
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bool bSupportsSSAA;
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bool bSupportsFragmentStoresAndAtomics; // a.k.a. OpenGL SSBOs a.k.a. Direct3D UAVs
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bool bSupportsDepthClamp; // Needed by VertexShaderGen, so must stay in VideoCommon
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bool bSupportsReversedDepthRange;
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bool bSupportsMultithreading;
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bool bSupportsInternalResolutionFrameDumps;
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bool bSupportsGPUTextureDecoding;
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bool bSupportsST3CTextures;
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bool bSupportsBitfield; // Needed by UberShaders, so must stay in VideoCommon
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bool bSupportsDynamicSamplerIndexing; // Needed by UberShaders, 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 ExclusiveFullscreenEnabled() const
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{
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return backend_info.bSupportsExclusiveFullscreen && !bBorderlessFullscreen;
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}
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bool BBoxUseFragmentShaderImplementation() const
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{
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if (backend_info.api_type == APIType::OpenGL && bBBoxPreferStencilImplementation)
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return false;
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return backend_info.bSupportsBBox && backend_info.bSupportsFragmentStoresAndAtomics;
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}
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bool UseGPUTextureDecoding() const
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{
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return backend_info.bSupportsGPUTextureDecoding && bEnableGPUTextureDecoding;
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}
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bool UseVertexRounding() const { return bVertexRounding && iEFBScale != SCALE_1X; }
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u32 GetShaderCompilerThreads() const;
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u32 GetShaderPrecompilerThreads() const;
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bool CanPrecompileUberShaders() const;
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bool CanBackgroundCompileShaders() const;
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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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