forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			186 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			186 lines
		
	
	
		
			4.3 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_3DVISION
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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 Load(const std::string& ini_file);
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	void GameIniLoad();
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	void VerifyValidity();
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	void Save(const std::string& ini_file);
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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 bFullscreen;
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	bool bExclusiveMode;
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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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	// Enhancements
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	int 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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	// 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 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 bUseFFV1;
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	bool bFreeLook;
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	bool bBorderlessFullscreen;
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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 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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	int iPhackvalue[3];
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	std::string sPhackvalue[2];
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	float fAspectRatioHackW, fAspectRatioHackH;
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	bool bEnablePixelLighting;
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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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	// 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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	// Debugging
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	bool bEnableShaderDebugging;
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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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	// 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 D3D
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		std::vector<int> AAModes;
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		std::vector<std::string> PPShaders; // post-processing shaders
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		std::vector<std::string> AnaglyphShaders; // anaglyph shaders
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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 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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	} 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 { return backend_info.bSupportsExclusiveFullscreen && !bBorderlessFullscreen; }
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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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