mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
Lots of code and warning cleanup. OGL/D3D: Moved to a shared config class in VideoCommon. This lets VideoCommon code read the config without ugly hacks. Fixed various config race conditions by keeping a copy (g_ActiveConfig) of the g_Config struct which is updated once per frame.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4256 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
265
Source/Core/VideoCommon/Src/Config.cpp
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265
Source/Core/VideoCommon/Src/Config.cpp
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <cmath>
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#include "Common.h"
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#include "IniFile.h"
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#include "Config.h"
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#include "VideoCommon.h"
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Config g_Config;
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Config g_ActiveConfig;
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void UpdateActiveConfig()
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{
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g_ActiveConfig = g_Config;
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}
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Config::Config()
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{
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bRunning = false;
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}
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void Config::Load(const char *ini_file)
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{
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std::string temp;
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IniFile iniFile;
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iniFile.Load(ini_file);
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// get resolution
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iniFile.Get("Hardware", "WindowedRes", &temp, "640x480");
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strncpy(cInternalRes, temp.c_str(), 16);
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iniFile.Get("Hardware", "FullscreenRes", &temp, "640x480");
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strncpy(cFSResolution, temp.c_str(), 16);
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iniFile.Get("Hardware", "Fullscreen", &bFullscreen, 0); // Hardware
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iniFile.Get("Hardware", "VSync", &bVSync, 0); // Hardware
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iniFile.Get("Hardware", "RenderToMainframe", &RenderToMainframe, false);
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iniFile.Get("Settings", "StretchToFit", &bNativeResolution, true);
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iniFile.Get("Settings", "2xResolution", &b2xResolution, false);
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iniFile.Get("Settings", "wideScreenHack", &bWidescreenHack, false);
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iniFile.Get("Settings", "KeepAR_4_3", &bKeepAR43, false);
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iniFile.Get("Settings", "KeepAR_16_9", &bKeepAR169, false);
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iniFile.Get("Settings", "Crop", &bCrop, false);
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iniFile.Get("Settings", "HideCursor", &bHideCursor, false);
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iniFile.Get("Settings", "UseXFB", &bUseXFB, 0);
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iniFile.Get("Settings", "AutoScale", &bAutoScale, true);
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iniFile.Get("Settings", "SafeTextureCache", &bSafeTextureCache, false); // Settings
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iniFile.Get("Settings", "ShowFPS", &bShowFPS, false); // Settings
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iniFile.Get("Settings", "OverlayStats", &bOverlayStats, false);
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iniFile.Get("Settings", "OverlayProjStats", &bOverlayProjStats, false);
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iniFile.Get("Settings", "ShowEFBCopyRegions", &bShowEFBCopyRegions, false);
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iniFile.Get("Settings", "DLOptimize", &iCompileDLsLevel, 0);
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iniFile.Get("Settings", "DumpTextures", &bDumpTextures, 0);
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iniFile.Get("Settings", "HiresTextures", &bHiresTextures, 0);
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iniFile.Get("Settings", "DumpEFBTarget", &bDumpEFBTarget, 0);
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iniFile.Get("Settings", "DumpFrames", &bDumpFrames, 0);
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iniFile.Get("Settings", "FreeLook", &bFreeLook, 0);
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iniFile.Get("Settings", "ShowShaderErrors", &bShowShaderErrors, 0);
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iniFile.Get("Settings", "MSAA", &iMultisampleMode, 0);
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iniFile.Get("Settings", "DstAlphaPass", &bDstAlphaPass, false);
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iniFile.Get("Settings", "TexFmtOverlayEnable", &bTexFmtOverlayEnable, 0);
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iniFile.Get("Settings", "TexFmtOverlayCenter", &bTexFmtOverlayCenter, 0);
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iniFile.Get("Settings", "WireFrame", &bWireFrame, 0);
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iniFile.Get("Settings", "DisableLighting", &bDisableLighting, 0);
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iniFile.Get("Settings", "DisableTexturing", &bDisableTexturing, 0);
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iniFile.Get("Settings", "DisableFog", &bDisableFog, 0);
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iniFile.Get("Enhancements", "ForceFiltering", &bForceFiltering, 0);
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iniFile.Get("Enhancements", "MaxAnisotropy", &iMaxAnisotropy, 3); // NOTE - this is x in (1 << x)
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iniFile.Get("Enhancements", "PostProcessingShader", &sPostProcessingShader, "");
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iniFile.Get("Hacks", "EFBCopyDisable", &bEFBCopyDisable, 0);
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iniFile.Get("Hacks", "EFBCopyDisableHotKey", &bEFBCopyDisableHotKey, 0);
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iniFile.Get("Hacks", "EFBToTextureEnable", &bCopyEFBToRAM, 0);
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iniFile.Get("Hacks", "ProjectionHack", &iPhackvalue, 0);
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iniFile.Get("Hardware", "Adapter", &iAdapter, 0);
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if (iAdapter == -1)
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iAdapter = 0;
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iniFile.Get("Hardware", "WindowedRes", &iWindowedRes, 0);
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iniFile.Get("Hardware", "VSync", &bVsync, 0);
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iniFile.Get("Hardware", "FullscreenRes", &iFSResolution, 0);
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// Load common settings
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iniFile.Load(CONFIG_FILE);
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bool bTmp;
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iniFile.Get("Interface", "UsePanicHandlers", &bTmp, true);
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SetEnableAlert(bTmp);
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}
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void Config::GameIniLoad(IniFile *iniFile)
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{
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if (! iniFile)
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return;
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if (iniFile->Exists("Video", "ForceFiltering"))
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iniFile->Get("Video", "ForceFiltering", &bForceFiltering, 0);
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if (iniFile->Exists("Video", "MaxAnisotropy"))
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iniFile->Get("Video", "MaxAnisotropy", &iMaxAnisotropy, 3); // NOTE - this is x in (1 << x)
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if (iniFile->Exists("Video", "EFBCopyDisable"))
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iniFile->Get("Video", "EFBCopyDisable", &bEFBCopyDisable, 0);
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if (iniFile->Exists("Video", "EFBCopyDisableHotKey"))
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iniFile->Get("Video", "EFBCopyDisableHotKey", &bEFBCopyDisableHotKey, 0);
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if (iniFile->Exists("Video", "EFBToRAMEnable"))
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iniFile->Get("Video", "EFBToRAMEnable", &bCopyEFBToRAM, 0);
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if (iniFile->Exists("Video", "SafeTextureCache"))
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iniFile->Get("Video", "SafeTextureCache", &bSafeTextureCache, false);
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if (iniFile->Exists("Video", "MSAA"))
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iniFile->Get("Video", "MSAA", &iMultisampleMode, 0);
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if (iniFile->Exists("Video", "DstAlphaPass"))
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iniFile->Get("Video", "DstAlphaPass", &bDstAlphaPass, false);
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if (iniFile->Exists("Video", "UseXFB"))
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iniFile->Get("Video", "UseXFB", &bUseXFB, 0);
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if (iniFile->Exists("Video", "ProjectionHack"))
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iniFile->Get("Video", "ProjectionHack", &iPhackvalue, 0);
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}
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void Config::Save(const char *ini_file)
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{
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IniFile iniFile;
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iniFile.Load(ini_file);
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iniFile.Set("Hardware", "WindowedRes", cInternalRes);
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iniFile.Set("Hardware", "FullscreenRes", cFSResolution);
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iniFile.Set("Hardware", "Fullscreen", bFullscreen);
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iniFile.Set("Hardware", "VSync", bVSync);
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iniFile.Set("Hardware", "RenderToMainframe", RenderToMainframe);
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iniFile.Set("Settings", "StretchToFit", bNativeResolution);
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iniFile.Set("Settings", "2xResolution", b2xResolution);
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iniFile.Set("Settings", "KeepAR_4_3", bKeepAR43);
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iniFile.Set("Settings", "KeepAR_16_9", bKeepAR169);
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iniFile.Set("Settings", "Crop", bCrop);
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iniFile.Set("Settings", "wideScreenHack", bWidescreenHack);
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iniFile.Set("Settings", "HideCursor", bHideCursor);
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iniFile.Set("Settings", "UseXFB", bUseXFB);
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iniFile.Set("Settings", "AutoScale", bAutoScale);
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iniFile.Set("Settings", "SafeTextureCache", bSafeTextureCache);
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iniFile.Set("Settings", "ShowFPS", bShowFPS);
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iniFile.Set("Settings", "OverlayStats", bOverlayStats);
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iniFile.Set("Settings", "OverlayProjStats", bOverlayProjStats);
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iniFile.Set("Settings", "DLOptimize", iCompileDLsLevel);
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iniFile.Set("Settings", "Show", iCompileDLsLevel);
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iniFile.Set("Settings", "DumpTextures", bDumpTextures);
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iniFile.Set("Settings", "HiresTextures", bHiresTextures);
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iniFile.Set("Settings", "DumpEFBTarget", bDumpEFBTarget);
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iniFile.Set("Settings", "DumpFrames", bDumpFrames);
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iniFile.Set("Settings", "FreeLook", bFreeLook);
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iniFile.Set("Settings", "ShowEFBCopyRegions", bShowEFBCopyRegions);
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iniFile.Set("Settings", "ShowShaderErrors", bShowShaderErrors);
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iniFile.Set("Settings", "MSAA", iMultisampleMode);
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iniFile.Set("Settings", "TexFmtOverlayEnable", bTexFmtOverlayEnable);
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iniFile.Set("Settings", "TexFmtOverlayCenter", bTexFmtOverlayCenter);
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iniFile.Set("Settings", "Wireframe", bWireFrame);
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iniFile.Set("Settings", "DisableLighting", bDisableLighting);
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iniFile.Set("Settings", "DisableTexturing", bDisableTexturing);
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iniFile.Set("Settings", "DstAlphaPass", bDstAlphaPass);
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iniFile.Set("Settings", "DisableFog", bDisableFog);
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iniFile.Set("Enhancements", "ForceFiltering", bForceFiltering);
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iniFile.Set("Enhancements", "MaxAnisotropy", iMaxAnisotropy);
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iniFile.Set("Enhancements", "PostProcessingShader", sPostProcessingShader);
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iniFile.Set("Hacks", "EFBCopyDisable", bEFBCopyDisable);
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iniFile.Set("Hacks", "EFBCopyDisableHotKey", bEFBCopyDisableHotKey);
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iniFile.Set("Hacks", "EFBToTextureEnable", bCopyEFBToRAM);
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iniFile.Set("Hacks", "ProjectionHack", iPhackvalue);
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iniFile.Set("Hardware", "Adapter", iAdapter);
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iniFile.Set("Hardware", "WindowedRes", iWindowedRes);
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iniFile.Set("Hardware", "VSync", bVsync);
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iniFile.Set("Hardware", "FullscreenRes", iFSResolution);
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iniFile.Save(ini_file);
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}
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// TODO: Figure out a better place for this function.
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void ComputeDrawRectangle(int backbuffer_width, int backbuffer_height, bool flip, TargetRectangle *rc)
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{
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float FloatGLWidth = (float)backbuffer_width;
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float FloatGLHeight = (float)backbuffer_height;
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float FloatXOffset = 0;
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float FloatYOffset = 0;
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// The rendering window size
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const float WinWidth = FloatGLWidth;
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const float WinHeight = FloatGLHeight;
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// Handle aspect ratio.
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if (g_ActiveConfig.bKeepAR43 || g_ActiveConfig.bKeepAR169)
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{
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// The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio
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float Ratio = (WinWidth / WinHeight) / (g_Config.bKeepAR43 ? (4.0f / 3.0f) : (16.0f / 9.0f));
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// Check if height or width is the limiting factor. If ratio > 1 the picture is to wide and have to limit the width.
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if (Ratio > 1)
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{
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// Scale down and center in the X direction.
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FloatGLWidth /= Ratio;
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FloatXOffset = (WinWidth - FloatGLWidth) / 2.0f;
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}
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// The window is too high, we have to limit the height
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else
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{
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// Scale down and center in the Y direction.
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FloatGLHeight *= Ratio;
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FloatYOffset = FloatYOffset + (WinHeight - FloatGLHeight) / 2.0f;
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}
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}
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// -----------------------------------------------------------------------
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// Crop the picture from 4:3 to 5:4 or from 16:9 to 16:10.
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// Output: FloatGLWidth, FloatGLHeight, FloatXOffset, FloatYOffset
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// ------------------
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if ((g_ActiveConfig.bKeepAR43 || g_ActiveConfig.bKeepAR169) && g_ActiveConfig.bCrop)
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{
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float Ratio = g_Config.bKeepAR43 ? ((4.0f / 3.0f) / (5.0f / 4.0f)) : (((16.0f / 9.0f) / (16.0f / 10.0f)));
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// The width and height we will add (calculate this before FloatGLWidth and FloatGLHeight is adjusted)
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float IncreasedWidth = (Ratio - 1.0f) * FloatGLWidth;
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float IncreasedHeight = (Ratio - 1.0f) * FloatGLHeight;
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// The new width and height
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FloatGLWidth = FloatGLWidth * Ratio;
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FloatGLHeight = FloatGLHeight * Ratio;
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// Adjust the X and Y offset
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FloatXOffset = FloatXOffset - (IncreasedWidth * 0.5f);
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FloatYOffset = FloatYOffset - (IncreasedHeight * 0.5f);
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//NOTICE_LOG(OSREPORT, "Crop Ratio:%1.2f IncreasedHeight:%3.0f YOffset:%3.0f", Ratio, IncreasedHeight, FloatYOffset);
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//NOTICE_LOG(OSREPORT, "Crop FloatGLWidth:%1.2f FloatGLHeight:%3.0f", (float)FloatGLWidth, (float)FloatGLHeight);
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//NOTICE_LOG(OSREPORT, "");
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}
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// round(float) = floor(float + 0.5)
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int XOffset = (int)(FloatXOffset + 0.5f);
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int YOffset = (int)(FloatYOffset + 0.5f);
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rc->left = XOffset;
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rc->top = flip ? (int)(YOffset + ceil(FloatGLHeight)) : YOffset;
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rc->right = XOffset + (int)ceil(FloatGLWidth);
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rc->bottom = flip ? YOffset : (int)(YOffset + ceil(FloatGLHeight));
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}
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143
Source/Core/VideoCommon/Src/Config.h
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143
Source/Core/VideoCommon/Src/Config.h
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@ -0,0 +1,143 @@
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
|
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// the Free Software Foundation, version 2.0.
|
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|
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License 2.0 for more details.
|
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|
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// A copy of the GPL 2.0 should have been included with the program.
|
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// If not, see http://www.gnu.org/licenses/
|
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// Official SVN repository and contact information can be found at
|
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// http://code.google.com/p/dolphin-emu/
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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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#ifndef _PLUGIN_VIDEOOGL_CONFIG_H_
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#define _PLUGIN_VIDEOOGL_CONFIG_H_
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#include "Common.h"
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#include "VideoCommon.h"
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#include <string>
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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_SAVETEXTURES 4
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#define CONF_SAVETARGETS 8
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#define CONF_SAVESHADERS 16
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enum MultisampleMode {
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MULTISAMPLE_OFF,
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MULTISAMPLE_2X,
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MULTISAMPLE_4X,
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MULTISAMPLE_8X,
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MULTISAMPLE_CSAA_8X,
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MULTISAMPLE_CSAA_8XQ,
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MULTISAMPLE_CSAA_16X,
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MULTISAMPLE_CSAA_16XQ,
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};
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class IniFile;
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// NEVER inherit from this class.
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struct Config
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{
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Config();
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void Load(const char *ini_file);
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void GameIniLoad(IniFile *iniFile);
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void Save(const char *ini_file);
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void UpdateProjectionHack();
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// General
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bool bFullscreen;
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bool bHideCursor;
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bool RenderToMainframe;
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bool bVSync;
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// Resolution control
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char cFSResolution[16];
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char cInternalRes[16];
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bool bNativeResolution, b2xResolution, bRunning; // Should possibly be augmented with 2x, 4x native.
|
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bool bWidescreenHack;
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bool bKeepAR43, bKeepAR169, bCrop; // Aspect ratio controls.
|
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bool bUseXFB;
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bool bAutoScale; // Removes annoying borders without using XFB. Doesn't always work perfectly.
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|
||||
// Enhancements
|
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int iMultisampleMode;
|
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bool bForceFiltering;
|
||||
int iMaxAnisotropy;
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||||
std::string sPostProcessingShader;
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||||
|
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// Information
|
||||
bool bShowFPS;
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bool bOverlayStats;
|
||||
bool bOverlayProjStats;
|
||||
bool bTexFmtOverlayEnable;
|
||||
bool bTexFmtOverlayCenter;
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||||
bool bShowEFBCopyRegions;
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||||
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// Render
|
||||
bool bWireFrame;
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bool bDisableLighting;
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bool bDisableTexturing;
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bool bDstAlphaPass;
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bool bDisableFog;
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||||
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||||
// Utility
|
||||
bool bDumpTextures;
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||||
bool bHiresTextures;
|
||||
bool bDumpEFBTarget;
|
||||
bool bDumpFrames;
|
||||
bool bFreeLook;
|
||||
|
||||
// Hacks
|
||||
bool bEFBCopyDisable;
|
||||
bool bEFBCopyDisableHotKey;
|
||||
bool bHack;
|
||||
bool bCopyEFBToRAM;
|
||||
bool bSafeTextureCache;
|
||||
int iPhackvalue;
|
||||
bool bPhackvalue1, bPhackvalue2;
|
||||
float fhackvalue1, fhackvalue2;
|
||||
bool bProjHack1;
|
||||
|
||||
int iLog; // CONF_ bits
|
||||
int iSaveTargetId;
|
||||
|
||||
//currently unused:
|
||||
int iCompileDLsLevel;
|
||||
bool bShowShaderErrors;
|
||||
|
||||
// D3D only config, mostly to be merged into the above
|
||||
int iAdapter;
|
||||
int iWindowedRes;
|
||||
int iFSResolution;
|
||||
|
||||
bool bVsync;
|
||||
|
||||
// Runtime detection config
|
||||
bool bOldCard;
|
||||
};
|
||||
|
||||
extern Config g_Config;
|
||||
extern Config g_ActiveConfig;
|
||||
|
||||
// Called every frame.
|
||||
void UpdateActiveConfig();
|
||||
|
||||
void ComputeDrawRectangle(int backbuffer_width, int backbuffer_height, bool flip, TargetRectangle *rc);
|
||||
|
||||
#endif // _PLUGIN_VIDEOOGL_CONFIG_H_
|
@ -23,6 +23,7 @@
|
||||
|
||||
void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4);
|
||||
void SetPSConstant4fv(int const_number, const float *f);
|
||||
void SetMultiPSConstant4fv(int const_number, int count, const float *f);
|
||||
|
||||
// The non-API dependent parts.
|
||||
class PixelShaderManager
|
||||
|
@ -3,6 +3,7 @@
|
||||
Import('env')
|
||||
|
||||
files = [
|
||||
'Config.cpp',
|
||||
'GlobalControl.cpp',
|
||||
'BPMemory.cpp',
|
||||
'CPMemory.cpp',
|
||||
|
@ -43,7 +43,7 @@ void Statistics::SwapDL()
|
||||
Xchg(stats.thisFrame.numBPLoadsInDL, stats.thisFrame.numBPLoads);
|
||||
}
|
||||
|
||||
void Statistics::ToString(char *ptr)
|
||||
char *Statistics::ToString(char *ptr)
|
||||
{
|
||||
char *p = ptr;
|
||||
p+=sprintf(p,"textures created: %i\n",stats.numTexturesCreated);
|
||||
@ -72,10 +72,11 @@ void Statistics::ToString(char *ptr)
|
||||
VertexLoaderManager::AppendListToString(&text1);
|
||||
// TODO: Check for buffer overflow
|
||||
p+=sprintf(p,"%s",text1.c_str());
|
||||
return p;
|
||||
}
|
||||
|
||||
// Is this really needed?
|
||||
void Statistics::ToStringProj(char *ptr) {
|
||||
char *Statistics::ToStringProj(char *ptr) {
|
||||
char *p = ptr;
|
||||
p+=sprintf(p,"Projection #: X for Raw 6=0 (X for Raw 6!=0)\n\n");
|
||||
p+=sprintf(p,"Projection 0: %f (%f) Raw 0: %f\n", stats.gproj_0, stats.g2proj_0, stats.proj_0);
|
||||
@ -94,4 +95,5 @@ void Statistics::ToStringProj(char *ptr) {
|
||||
p+=sprintf(p,"Projection 13: %f (%f)\n", stats.gproj_13, stats.g2proj_13);
|
||||
p+=sprintf(p,"Projection 14: %f (%f)\n", stats.gproj_14, stats.g2proj_14);
|
||||
p+=sprintf(p,"Projection 15: %f (%f)\n", stats.gproj_15, stats.g2proj_15);
|
||||
return p;
|
||||
}
|
||||
|
@ -78,8 +78,8 @@ struct Statistics
|
||||
|
||||
// Yeah, this is unsafe, but we really don't wanna faff around allocating
|
||||
// buffers here.
|
||||
static void ToString(char *ptr);
|
||||
static void ToStringProj(char *ptr);
|
||||
static char *ToString(char *ptr);
|
||||
static char *ToStringProj(char *ptr);
|
||||
};
|
||||
|
||||
extern Statistics stats;
|
||||
|
@ -121,7 +121,15 @@ struct EFBRectangle : public MathUtil::Rectangle<int>
|
||||
// depend on the resolution settings. Use Renderer::ConvertEFBRectangle to
|
||||
// convert an EFBRectangle to a TargetRectangle.
|
||||
struct TargetRectangle : public MathUtil::Rectangle<int>
|
||||
{};
|
||||
{
|
||||
#ifdef _WIN32
|
||||
// Only used by D3D plugin.
|
||||
const RECT *AsRECT() {
|
||||
// The types are binary compatible so this works.
|
||||
return (const RECT *)this;
|
||||
}
|
||||
#endif
|
||||
};
|
||||
|
||||
#ifdef _WIN32
|
||||
#define PRIM_LOG(...) {DEBUG_LOG(VIDEO, __VA_ARGS__)}
|
||||
|
Reference in New Issue
Block a user