2015-05-23 22:55:12 -06:00
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// Copyright 2008 Dolphin Emulator Project
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2015-05-17 17:08:10 -06:00
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// Licensed under GPLv2+
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2013-04-17 21:09:55 -06:00
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// Refer to the license.txt file included.
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2008-12-07 21:46:09 -07:00
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2009-09-13 02:21:35 -06:00
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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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2013-10-28 23:23:17 -06:00
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// at the start of every frame. Noone should ever change members of g_ActiveConfig
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2009-09-13 02:21:35 -06:00
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// directly.
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2014-02-10 11:54:46 -07:00
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#pragma once
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2008-12-07 21:46:09 -07:00
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2009-07-12 15:58:32 -06:00
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#include <string>
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#include <vector>
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2014-09-07 19:06:58 -06:00
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#include "Common/CommonTypes.h"
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#include "VideoCommon/VideoCommon.h"
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2009-02-04 10:33:59 -07:00
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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 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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int iStereoMode;
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int iStereoDepth;
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int iStereoConvergence;
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bool bStereoSwapEyes;
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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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bool bLogRenderTimeToFile;
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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 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 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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bool bStereoEFBMonoDepth;
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int iStereoDepthPercentage;
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int iStereoConvergenceMinimum;
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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 D3D
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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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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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} 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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