forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			175 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			175 lines
		
	
	
		
			4.1 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 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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		bool bSupportsEarlyZ; // 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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