dolphin/Source/Core/VideoCommon/Src/VideoConfig.h
degasus 3151d8709c VideoCommon: move ViewportCorrection into VideoCommon
D3D doesn't allow bigger viewports than rendertargets. But flipper does, so the viewport will be clipped and the transformation matrix will be changed.
This was done in the D3D backend itself. This is now moved into VideoCommon. This don't reduce code, but in this way, VideoCommon doesn't depend on the backends.
2013-10-29 18:55:50 +01:00

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// Copyright 2013 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.
#ifndef _VIDEO_CONFIG_H_
#define _VIDEO_CONFIG_H_
#include "Common.h"
#include "VideoCommon.h"
#include <vector>
#include <string>
// 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_FORCE_16_9 = 1,
ASPECT_FORCE_4_3 = 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,
SCALE_3X,
SCALE_4X,
};
class IniFile;
// NEVER inherit from this class.
struct VideoConfig
{
VideoConfig();
void Load(const char *ini_file);
void GameIniLoad();
void VerifyValidity();
void Save(const char *ini_file);
void UpdateProjectionHack();
bool IsVSync();
// General
bool bVSync;
bool bRunning;
bool bWidescreenHack;
int iAspectRatio;
bool bCrop; // Aspect ratio controls.
bool bUseXFB;
bool bUseRealXFB;
// OpenCL/OpenMP
bool bEnableOpenCL;
bool bOMPDecoder;
// Enhancements
int iMultisampleMode;
int iEFBScale;
bool bForceFiltering;
int iMaxAnisotropy;
std::string sPostProcessingShader;
// Information
bool bShowFPS;
bool bShowInputDisplay;
bool bOverlayStats;
bool bOverlayProjStats;
bool bTexFmtOverlayEnable;
bool bTexFmtOverlayCenter;
bool bShowEFBCopyRegions;
bool bLogFPSToFile;
// Render
bool bWireFrame;
bool bDstAlphaPass;
bool bDisableFog;
// Utility
bool bDumpTextures;
bool bHiresTextures;
bool bDumpEFBTarget;
bool bDumpFrames;
bool bUseFFV1;
bool bFreeLook;
bool bAnaglyphStereo;
int iAnaglyphStereoSeparation;
int iAnaglyphFocalAngle;
bool b3DVision;
// Hacks
bool bEFBAccessEnable;
bool bDlistCachingEnable;
bool bPerfQueriesEnable;
bool bEFBCopyEnable;
bool bEFBCopyCacheEnable;
bool bEFBEmulateFormatChanges;
bool bCopyEFBToTexture;
bool bCopyEFBScaled;
int iSafeTextureCache_ColorSamples;
int iPhackvalue[4];
std::string sPhackvalue[2];
float fAspectRatioHackW, fAspectRatioHackH;
bool bZTPSpeedHack; // The Legend of Zelda: Twilight Princess
bool bUseBBox;
bool bEnablePixelLighting;
bool bHackedBufferUpload;
bool bFastDepthCalc;
int iLog; // CONF_ bits
int iSaveTargetId; // TODO: Should be dropped
//currently unused:
int iCompileDLsLevel;
// D3D only config, mostly to be merged into the above
int iAdapter;
// Debugging
bool bEnableShaderDebugging;
// Static config per API
// TODO: Move this out of VideoConfig
struct
{
API_TYPE APIType;
std::vector<std::string> Adapters; // for D3D
std::vector<std::string> AAModes;
std::vector<std::string> PPShaders; // post-processing shaders
bool bUseRGBATextures; // used for D3D in TextureCache
bool bUseMinimalMipCount;
bool bSupports3DVision;
bool bSupportsDualSourceBlend;
bool bSupportsFormatReinterpretation;
bool bSupportsPixelLighting;
bool bSupportsPrimitiveRestart;
bool bSupportsSeparateAlphaFunction;
bool bSupportsOversizedViewports;
bool bSupportsGLSLUBO; // needed by PixelShaderGen, so must stay in VideoCommon
bool bSupportsEarlyZ; // needed by PixelShaderGen, so must stay in VideoCommon
} backend_info;
// Utility
bool RealXFBEnabled() const { return bUseXFB && bUseRealXFB; }
bool VirtualXFBEnabled() const { return bUseXFB && !bUseRealXFB; }
bool EFBCopiesToTextureEnabled() const { return bEFBCopyEnable && bCopyEFBToTexture; }
bool EFBCopiesToRamEnabled() const { return bEFBCopyEnable && !bCopyEFBToTexture; }
};
extern VideoConfig g_Config;
extern VideoConfig g_ActiveConfig;
// Called every frame.
void UpdateActiveConfig();
#endif // _VIDEO_CONFIG_H_