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								// Copyright (C) 2003 Dolphin Project.
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								// This program is free software: you can redistribute it and/or modify
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								// it under the terms of the GNU General Public License as published by
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								// the Free Software Foundation, version 2.0.
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								// This program is distributed in the hope that it will be useful,
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								// but WITHOUT ANY WARRANTY; without even the implied warranty of
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								// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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								// GNU General Public License 2.0 for more details.
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								// A copy of the GPL 2.0 should have been included with the program.
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								// If not, see http://www.gnu.org/licenses/
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								// Official SVN repository and contact information can be found at
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								// http://code.google.com/p/dolphin-emu/
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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 _PLUGIN_VIDEO_CONFIG_H_
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								#define _PLUGIN_VIDEO_CONFIG_H_
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								#include "Common.h"
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								#include "VideoCommon.h"
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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_SAVETEXTURES	4
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								#define CONF_SAVETARGETS	8
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								#define CONF_SAVESHADERS	16
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								enum MultisampleMode {
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									MULTISAMPLE_OFF,
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									MULTISAMPLE_2X,
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									MULTISAMPLE_4X,
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									MULTISAMPLE_8X,
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									MULTISAMPLE_CSAA_8X,
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									MULTISAMPLE_CSAA_8XQ,
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									MULTISAMPLE_CSAA_16X,
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									MULTISAMPLE_CSAA_16XQ,
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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 Save(const char *ini_file);
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									void UpdateProjectionHack();
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								    // General
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								    bool bFullscreen;
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								    bool bHideCursor;
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								    bool RenderToMainframe;
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									bool bVSync;
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									// Resolution control
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									char cFSResolution[16];
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								    char cInternalRes[16];
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								    bool bNativeResolution, b2xResolution, bRunning;  // Should possibly be augmented with 2x, 4x native.
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									bool bWidescreenHack;
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								    bool bKeepAR43, bKeepAR169, bCrop;   // Aspect ratio controls.
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								    bool bUseXFB;
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								    bool bAutoScale;  // Removes annoying borders without using XFB. Doesn't always work perfectly.
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									// Enhancements
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								    int iMultisampleMode;
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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 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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								    // Render
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								    bool bWireFrame;
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								    bool bDisableLighting;
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								    bool bDisableTexturing;
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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 bFreeLook;
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								    // Hacks
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								    bool bEFBAccessEnable;
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									bool bEFBCopyDisable;  // should reverse polarity of this one :) true=disabled can be confusing
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								    bool bOSDHotKey;
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									bool bHack;
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									bool bCopyEFBToRAM;
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								    bool bSafeTextureCache;
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									int iPhackvalue;
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									bool bPhackvalue1, bPhackvalue2;
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									float fhackvalue1, fhackvalue2;
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									bool bProjHack1;
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								    int iLog; // CONF_ bits
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								    int iSaveTargetId;
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								    //currently unused:
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								    int iCompileDLsLevel;
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								    bool bShowShaderErrors;
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									// D3D only config, mostly to be merged into the above
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									int iAdapter;
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									// With this enabled, the plugin renders directly to the backbuffer. Many features are
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									// disabled but it might be faster on really old GPUs.
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									bool bSimpleFB;
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									// Static config per API
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									bool bAllowSignedBytes;
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											2008-12-08 04:46:09 +00:00
										 
									 
								 
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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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								void ComputeDrawRectangle(int backbuffer_width, int backbuffer_height, bool flip, TargetRectangle *rc);
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											2008-12-08 04:46:09 +00:00
										 
									 
								 
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											2009-09-13 09:23:30 +00:00
										 
									 
								 
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								#endif  // _PLUGIN_VIDEO_CONFIG_H_
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