VideoConfig: Make StereoMode an enum class

Makes for more strongly-typed identifiers (and doesn't pollute
surrounding namespaces)
This commit is contained in:
Lioncash
2017-11-10 22:55:00 -05:00
parent 10697bcbe3
commit 5337e58284
25 changed files with 78 additions and 74 deletions

View File

@ -548,7 +548,7 @@ Renderer::Renderer()
g_ogl_config.bSupports2DTextureStorageMultisample = true;
g_Config.backend_info.bSupportsBitfield = true;
g_Config.backend_info.bSupportsDynamicSamplerIndexing = g_ogl_config.bSupportsAEP;
if (g_ActiveConfig.iStereoMode > 0 && g_ActiveConfig.iMultisamples > 1 &&
if (g_ActiveConfig.stereo_mode != StereoMode::Off && g_ActiveConfig.iMultisamples > 1 &&
!g_ogl_config.bSupports3DTextureStorageMultisample)
{
// GLES 3.1 can't support stereo rendering and MSAA
@ -725,7 +725,7 @@ Renderer::Renderer()
s_last_multisamples = g_ActiveConfig.iMultisamples;
s_MSAASamples = s_last_multisamples;
s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
s_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
// Handle VSync on/off
s_vsync = g_ActiveConfig.IsVSync();
@ -1216,12 +1216,13 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, GLuint src_t
int src_width, int src_height)
{
OpenGLPostProcessing* post_processor = static_cast<OpenGLPostProcessing*>(m_post_processor.get());
if (g_ActiveConfig.iStereoMode == STEREO_SBS || g_ActiveConfig.iStereoMode == STEREO_TAB)
if (g_ActiveConfig.stereo_mode == StereoMode::SBS ||
g_ActiveConfig.stereo_mode == StereoMode::TAB)
{
TargetRectangle leftRc, rightRc;
// Top-and-Bottom mode needs to compensate for inverted vertical screen coordinates.
if (g_ActiveConfig.iStereoMode == STEREO_TAB)
if (g_ActiveConfig.stereo_mode == StereoMode::TAB)
std::tie(rightRc, leftRc) = ConvertStereoRectangle(dst);
else
std::tie(leftRc, rightRc) = ConvertStereoRectangle(dst);
@ -1229,7 +1230,7 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, GLuint src_t
post_processor->BlitFromTexture(src, leftRc, src_texture, src_width, src_height, 0);
post_processor->BlitFromTexture(src, rightRc, src_texture, src_width, src_height, 1);
}
else if (g_ActiveConfig.iStereoMode == STEREO_QUADBUFFER)
else if (g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer)
{
glDrawBuffer(GL_BACK_LEFT);
post_processor->BlitFromTexture(src, dst, src_texture, src_width, src_height, 0);
@ -1378,7 +1379,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
bool fb_needs_update = target_size_changed ||
s_last_multisamples != g_ActiveConfig.iMultisamples ||
stencil_buffer_enabled != BoundingBox::NeedsStencilBuffer() ||
s_last_stereo_mode != (g_ActiveConfig.iStereoMode > 0);
s_last_stereo_mode != (g_ActiveConfig.stereo_mode != StereoMode::Off);
if (window_resized || fb_needs_update)
{
@ -1386,7 +1387,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
}
if (fb_needs_update)
{
s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
s_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
s_last_multisamples = g_ActiveConfig.iMultisamples;
s_MSAASamples = s_last_multisamples;