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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-22 22:00:39 -06:00
Overlay local gameinis over global gameinis instead of copying.
Huge megacommit because a lot of things needed to be modified to make this possible.
This commit is contained in:
@ -120,13 +120,13 @@ void VideoConfig::Load(const char *ini_file)
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OSD::AddMessage("Warning: Shader Debugging is enabled, performance will suffer heavily", 15000);
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}
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void VideoConfig::GameIniLoad(const char *ini_file)
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void VideoConfig::GameIniLoad(const char* default_ini_file, const char* local_ini_file)
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{
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bool gfx_override_exists = false;
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// XXX: Again, bad place to put OSD messages at (see delroth's comment above)
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// XXX: This will add an OSD message for each projection hack value... meh
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#define CHECK_SETTING(section, key, var) { \
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#define CHECK_SETTING(section, key, var) do { \
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decltype(var) temp = var; \
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if (iniFile.GetIfExists(section, key, &var) && var != temp) { \
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char buf[256]; \
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@ -134,10 +134,11 @@ void VideoConfig::GameIniLoad(const char *ini_file)
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OSD::AddMessage(buf, 7500); \
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gfx_override_exists = true; \
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} \
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}
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} while (0)
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IniFile iniFile;
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iniFile.Load(ini_file);
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iniFile.Load(default_ini_file);
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iniFile.Load(local_ini_file, true);
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CHECK_SETTING("Video_Hardware", "VSync", bVSync);
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@ -279,7 +280,7 @@ void VideoConfig::Save(const char *ini_file)
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iniFile.Set("Hacks", "EFBAccessEnable", bEFBAccessEnable);
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iniFile.Set("Hacks", "DlistCachingEnable", bDlistCachingEnable);
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iniFile.Set("Hacks", "EFBCopyEnable", bEFBCopyEnable);
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iniFile.Set("Hacks", "EFBToTextureEnable", bCopyEFBToTexture);
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iniFile.Set("Hacks", "EFBToTextureEnable", bCopyEFBToTexture);
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iniFile.Set("Hacks", "EFBScaledCopy", bCopyEFBScaled);
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iniFile.Set("Hacks", "EFBCopyCacheEnable", bEFBCopyCacheEnable);
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iniFile.Set("Hacks", "EFBEmulateFormatChanges", bEFBEmulateFormatChanges);
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@ -290,60 +291,6 @@ void VideoConfig::Save(const char *ini_file)
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iniFile.Save(ini_file);
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}
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void VideoConfig::GameIniSave(const char* default_ini, const char* game_ini)
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{
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// wxWidgets doesn't provide us with a nice way to change 3-state checkboxes into 2-state ones
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// This would allow us to make the "default config" dialog layout to be 2-state based, but the
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// "game config" layout to be 3-state based (with the 3rd state being "use default")
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// Since we can't do that, we instead just save anything which differs from the default config
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// TODO: Make this less ugly
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VideoConfig defCfg;
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defCfg.Load(default_ini);
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IniFile iniFile;
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iniFile.Load(game_ini);
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#define SET_IF_DIFFERS(section, key, member) { if ((member) != (defCfg.member)) iniFile.Set((section), (key), (member)); else iniFile.DeleteKey((section), (key)); }
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SET_IF_DIFFERS("Video_Hardware", "VSync", bVSync);
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SET_IF_DIFFERS("Video_Settings", "wideScreenHack", bWidescreenHack);
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SET_IF_DIFFERS("Video_Settings", "AspectRatio", iAspectRatio);
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SET_IF_DIFFERS("Video_Settings", "Crop", bCrop);
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SET_IF_DIFFERS("Video_Settings", "UseXFB", bUseXFB);
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SET_IF_DIFFERS("Video_Settings", "UseRealXFB", bUseRealXFB);
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SET_IF_DIFFERS("Video_Settings", "SafeTextureCacheColorSamples", iSafeTextureCache_ColorSamples);
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SET_IF_DIFFERS("Video_Settings", "DLOptimize", iCompileDLsLevel);
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SET_IF_DIFFERS("Video_Settings", "HiresTextures", bHiresTextures);
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SET_IF_DIFFERS("Video_Settings", "AnaglyphStereo", bAnaglyphStereo);
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SET_IF_DIFFERS("Video_Settings", "AnaglyphStereoSeparation", iAnaglyphStereoSeparation);
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SET_IF_DIFFERS("Video_Settings", "AnaglyphFocalAngle", iAnaglyphFocalAngle);
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SET_IF_DIFFERS("Video_Settings", "EnablePixelLighting", bEnablePixelLighting);
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SET_IF_DIFFERS("Video_Settings", "FastDepthCalc", bFastDepthCalc);
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SET_IF_DIFFERS("Video_Settings", "MSAA", iMultisampleMode);
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SET_IF_DIFFERS("Video_Settings", "EFBScale", iEFBScale); // integral
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SET_IF_DIFFERS("Video_Settings", "DstAlphaPass", bDstAlphaPass);
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SET_IF_DIFFERS("Video_Settings", "DisableFog", bDisableFog);
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SET_IF_DIFFERS("Video_Settings", "EnableOpenCL", bEnableOpenCL);
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SET_IF_DIFFERS("Video_Settings", "OMPDecoder", bOMPDecoder);
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SET_IF_DIFFERS("Video_Enhancements", "ForceFiltering", bForceFiltering);
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SET_IF_DIFFERS("Video_Enhancements", "MaxAnisotropy", iMaxAnisotropy); // NOTE - this is x in (1 << x)
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SET_IF_DIFFERS("Video_Enhancements", "PostProcessingShader", sPostProcessingShader);
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SET_IF_DIFFERS("Video_Enhancements", "Enable3dVision", b3DVision);
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SET_IF_DIFFERS("Video_Hacks", "EFBAccessEnable", bEFBAccessEnable);
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SET_IF_DIFFERS("Video_Hacks", "DlistCachingEnable", bDlistCachingEnable);
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SET_IF_DIFFERS("Video_Hacks", "EFBCopyEnable", bEFBCopyEnable);
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SET_IF_DIFFERS("Video_Hacks", "EFBToTextureEnable", bCopyEFBToTexture);
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SET_IF_DIFFERS("Video_Hacks", "EFBScaledCopy", bCopyEFBScaled);
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SET_IF_DIFFERS("Video_Hacks", "EFBCopyCacheEnable", bEFBCopyCacheEnable);
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SET_IF_DIFFERS("Video_Hacks", "EFBEmulateFormatChanges", bEFBEmulateFormatChanges);
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iniFile.Save(game_ini);
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}
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bool VideoConfig::IsVSync()
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{
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return Core::isTabPressed ? false : bVSync;
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