Merge pull request #6186 from lioncash/enum-class

VideoConfig: Make AspectMode and StereoMode enum classes
This commit is contained in:
Leo Lam
2017-11-19 15:08:16 +01:00
committed by GitHub
26 changed files with 123 additions and 115 deletions

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@ -318,7 +318,7 @@ HRESULT Create(HWND wnd)
swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swap_chain_desc.Width = xres;
swap_chain_desc.Height = yres;
swap_chain_desc.Stereo = g_ActiveConfig.iStereoMode == STEREO_QUADBUFFER;
swap_chain_desc.Stereo = g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer;
// This flag is necessary if we want to use a flip-model swapchain without locking the framerate
swap_chain_desc.Flags = allow_tearing_supported ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
@ -634,7 +634,7 @@ void Present()
if (AllowTearingSupported() && !g_ActiveConfig.IsVSync() && !GetFullscreenState())
present_flags |= DXGI_PRESENT_ALLOW_TEARING;
if (swapchain->IsTemporaryMonoSupported() && g_ActiveConfig.iStereoMode != STEREO_QUADBUFFER)
if (swapchain->IsTemporaryMonoSupported() && g_ActiveConfig.stereo_mode != StereoMode::QuadBuffer)
present_flags |= DXGI_PRESENT_STEREO_TEMPORARY_MONO;
// TODO: Is 1 the correct value for vsyncing?

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@ -137,7 +137,7 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
D3D11_TEXTURE2D_DESC texdesc;
HRESULT hr;
m_EFBLayers = m_efb.slices = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1;
m_EFBLayers = m_efb.slices = (g_ActiveConfig.stereo_mode != StereoMode::Off) ? 2 : 1;
// EFB color texture - primary render target
texdesc =

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@ -37,11 +37,11 @@ LinearDiskCache<GeometryShaderUid, u8> g_gs_disk_cache;
ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader()
{
return (g_ActiveConfig.iStereoMode > 0) ? ClearGeometryShader : nullptr;
return (g_ActiveConfig.stereo_mode != StereoMode::Off) ? ClearGeometryShader : nullptr;
}
ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader()
{
return (g_ActiveConfig.iStereoMode > 0) ? CopyGeometryShader : nullptr;
return (g_ActiveConfig.stereo_mode != StereoMode::Off) ? CopyGeometryShader : nullptr;
}
ID3D11Buffer* gscbuf = nullptr;

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@ -205,7 +205,7 @@ static void Create3DVisionTexture(int width, int height)
Renderer::Renderer() : ::Renderer(D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight())
{
s_last_multisamples = g_ActiveConfig.iMultisamples;
s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
s_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
s_last_fullscreen_mode = D3D::GetFullscreenState();
g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height);
@ -654,7 +654,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
// Resize the back buffers NOW to avoid flickering
if (CalculateTargetSize() || window_resized || fs_changed ||
s_last_multisamples != g_ActiveConfig.iMultisamples ||
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_last_fullscreen_mode = fullscreen;
@ -672,7 +672,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
UpdateDrawRectangle();
s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
s_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
@ -806,7 +806,8 @@ void Renderer::BBoxWrite(int index, u16 _value)
void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture,
u32 src_width, u32 src_height, float Gamma)
{
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;
std::tie(leftRc, rightRc) = ConvertStereoRectangle(dst);
@ -828,7 +829,7 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 1);
}
else if (g_ActiveConfig.iStereoMode == STEREO_3DVISION)
else if (g_ActiveConfig.stereo_mode == StereoMode::Nvidia3DVision)
{
if (!s_3d_vision_texture)
Create3DVisionTexture(m_backbuffer_width, m_backbuffer_height);
@ -868,10 +869,10 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
(float)dst.GetHeight());
D3D::context->RSSetViewports(1, &vp);
ID3D11PixelShader* pixelShader = (g_Config.iStereoMode == STEREO_ANAGLYPH) ?
ID3D11PixelShader* pixelShader = (g_Config.stereo_mode == StereoMode::Anaglyph) ?
PixelShaderCache::GetAnaglyphProgram() :
PixelShaderCache::GetColorCopyProgram(false);
ID3D11GeometryShader* geomShader = (g_ActiveConfig.iStereoMode == STEREO_QUADBUFFER) ?
ID3D11GeometryShader* geomShader = (g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer) ?
GeometryShaderCache::GetCopyGeometryShader() :
nullptr;
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height, pixelShader,

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@ -133,7 +133,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
glActiveTexture(GL_TEXTURE9);
m_EFBLayers = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1;
m_EFBLayers = (g_ActiveConfig.stereo_mode != StereoMode::Off) ? 2 : 1;
m_efbFramebuffer.resize(m_EFBLayers);
m_resolvedFramebuffer.resize(m_EFBLayers);

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@ -546,7 +546,7 @@ 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
@ -723,7 +723,7 @@ 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();
@ -1214,12 +1214,13 @@ 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);
@ -1227,7 +1228,7 @@ 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);
@ -1376,7 +1377,7 @@ 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)
{
@ -1384,7 +1385,7 @@ 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;

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@ -178,7 +178,7 @@ bool TextureCache::CompileShaders()
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
"}\n";
const std::string geo_program = g_ActiveConfig.iStereoMode > 0 ?
const std::string geo_program = g_ActiveConfig.stereo_mode != StereoMode::Off ?
"layout(triangles) in;\n"
"layout(triangle_strip, max_vertices = 6) out;\n"
"in vec3 v_uv0[3];\n"

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@ -170,7 +170,7 @@ bool VideoBackend::Initialize(void* window_handle)
InitInterface();
GLInterface->SetMode(GLInterfaceMode::MODE_DETECT);
if (!GLInterface->Create(window_handle, g_ActiveConfig.iStereoMode == STEREO_QUADBUFFER))
if (!GLInterface->Create(window_handle, g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer))
return false;
return true;

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@ -251,7 +251,7 @@ bool FramebufferManager::CreateEFBFramebuffer()
{
u32 efb_width = static_cast<u32>(std::max(g_renderer->GetTargetWidth(), 1));
u32 efb_height = static_cast<u32>(std::max(g_renderer->GetTargetHeight(), 1));
u32 efb_layers = (g_ActiveConfig.iStereoMode != STEREO_OFF) ? 2 : 1;
u32 efb_layers = (g_ActiveConfig.stereo_mode != StereoMode::Off) ? 2 : 1;
VkSampleCountFlagBits efb_samples =
static_cast<VkSampleCountFlagBits>(g_ActiveConfig.iMultisamples);
INFO_LOG(VIDEO, "EFB size: %ux%ux%u", efb_width, efb_height, efb_layers);

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@ -624,7 +624,8 @@ void Renderer::BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_r
const TargetRectangle& src_rect, const Texture2D* src_tex)
{
VulkanPostProcessing* post_processor = static_cast<VulkanPostProcessing*>(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 left_rect;
TargetRectangle right_rect;
@ -633,7 +634,7 @@ void Renderer::BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_r
post_processor->BlitFromTexture(left_rect, src_rect, src_tex, 0, render_pass);
post_processor->BlitFromTexture(right_rect, src_rect, src_tex, 1, render_pass);
}
else if (g_ActiveConfig.iStereoMode == STEREO_QUADBUFFER)
else if (g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer)
{
post_processor->BlitFromTexture(dst_rect, src_rect, src_tex, -1, render_pass);
}
@ -712,10 +713,10 @@ void Renderer::CheckForSurfaceChange()
void Renderer::CheckForConfigChanges()
{
// Save the video config so we can compare against to determine which settings have changed.
int old_anisotropy = g_ActiveConfig.iMaxAnisotropy;
int old_aspect_ratio = g_ActiveConfig.iAspectRatio;
int old_efb_scale = g_ActiveConfig.iEFBScale;
bool old_force_filtering = g_ActiveConfig.bForceFiltering;
const int old_anisotropy = g_ActiveConfig.iMaxAnisotropy;
const AspectMode old_aspect_mode = g_ActiveConfig.aspect_mode;
const int old_efb_scale = g_ActiveConfig.iEFBScale;
const bool old_force_filtering = g_ActiveConfig.bForceFiltering;
// Copy g_Config to g_ActiveConfig.
// NOTE: This can potentially race with the UI thread, however if it does, the changes will be
@ -723,10 +724,11 @@ void Renderer::CheckForConfigChanges()
UpdateActiveConfig();
// Determine which (if any) settings have changed.
bool anisotropy_changed = old_anisotropy != g_ActiveConfig.iMaxAnisotropy;
bool force_texture_filtering_changed = old_force_filtering != g_ActiveConfig.bForceFiltering;
bool efb_scale_changed = old_efb_scale != g_ActiveConfig.iEFBScale;
bool aspect_changed = old_aspect_ratio != g_ActiveConfig.iAspectRatio;
const bool anisotropy_changed = old_anisotropy != g_ActiveConfig.iMaxAnisotropy;
const bool force_texture_filtering_changed =
old_force_filtering != g_ActiveConfig.bForceFiltering;
const bool efb_scale_changed = old_efb_scale != g_ActiveConfig.iEFBScale;
const bool aspect_changed = old_aspect_mode != g_ActiveConfig.aspect_mode;
// Update texture cache settings with any changed options.
TextureCache::GetInstance()->OnConfigChanged(g_ActiveConfig);
@ -765,7 +767,7 @@ void Renderer::CheckForConfigChanges()
// For quad-buffered stereo we need to change the layer count, so recreate the swap chain.
if (m_swap_chain &&
(g_ActiveConfig.iStereoMode == STEREO_QUADBUFFER) != m_swap_chain->IsStereoEnabled())
(g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer) != m_swap_chain->IsStereoEnabled())
{
g_command_buffer_mgr->WaitForGPUIdle();
m_swap_chain->RecreateSwapChain();

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@ -971,7 +971,7 @@ std::string ShaderCache::GetUtilityShaderHeader() const
ss << "#define SSAA_ENABLED 1" << std::endl;
}
u32 efb_layers = (g_ActiveConfig.iStereoMode != STEREO_OFF) ? 2 : 1;
u32 efb_layers = (g_ActiveConfig.stereo_mode != StereoMode::Off) ? 2 : 1;
ss << "#define EFB_LAYERS " << efb_layers << std::endl;
return ss.str();
@ -1126,7 +1126,7 @@ bool ShaderCache::CompileSharedShaders()
return false;
}
if (g_ActiveConfig.iStereoMode != STEREO_OFF && g_vulkan_context->SupportsGeometryShaders())
if (g_ActiveConfig.stereo_mode != StereoMode::Off && g_vulkan_context->SupportsGeometryShaders())
{
m_screen_quad_geometry_shader =
Util::CompileAndCreateGeometryShader(header + SCREEN_QUAD_GEOMETRY_SHADER_SOURCE);

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@ -321,7 +321,7 @@ bool SwapChain::CreateSwapChain()
}
// Select the number of image layers for Quad-Buffered stereoscopy
uint32_t image_layers = g_ActiveConfig.iStereoMode == STEREO_QUADBUFFER ? 2 : 1;
uint32_t image_layers = g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer ? 2 : 1;
// Store the old/current swap chain when recreating for resize
VkSwapchainKHR old_swap_chain = m_swap_chain;