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VideoConfig: Define a per-game minimum convergence value instead of a percentage boost.
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@ -368,3 +368,6 @@ EFBCopyEnable = True
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[Video_Settings]
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FastDepthCalc = False
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[Video_Stereoscopy]
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StereoConvergenceMinimum = 115
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@ -56,13 +56,14 @@ void GeometryShaderManager::SetConstants()
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float offset = (g_ActiveConfig.iStereoDepth / 1000.0f) * (g_ActiveConfig.iStereoDepthPercentage / 100.0f);
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constants.stereoparams[0] = g_ActiveConfig.bStereoSwapEyes ? offset : -offset;
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constants.stereoparams[1] = g_ActiveConfig.bStereoSwapEyes ? -offset : offset;
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constants.stereoparams[2] = g_ActiveConfig.iStereoConvergence * (g_ActiveConfig.iStereoConvergencePercentage / 100.0f);
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}
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else
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{
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constants.stereoparams[0] = constants.stereoparams[1] = 0;
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}
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constants.stereoparams[2] = (float)(g_ActiveConfig.iStereoConvergenceMinimum + g_ActiveConfig.iStereoConvergence);
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dirty = true;
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}
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@ -42,7 +42,7 @@ VideoConfig::VideoConfig()
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// Game-specific stereoscopy settings
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bStereoEFBMonoDepth = false;
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iStereoDepthPercentage = 100;
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iStereoConvergencePercentage = 100;
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iStereoConvergenceMinimum = 0;
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}
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void VideoConfig::Load(const std::string& ini_file)
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@ -191,7 +191,7 @@ void VideoConfig::GameIniLoad()
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CHECK_SETTING("Video_Stereoscopy", "StereoEFBMonoDepth", bStereoEFBMonoDepth);
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CHECK_SETTING("Video_Stereoscopy", "StereoDepthPercentage", iStereoDepthPercentage);
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CHECK_SETTING("Video_Stereoscopy", "StereoConvergencePercentage", iStereoConvergencePercentage);
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CHECK_SETTING("Video_Stereoscopy", "StereoConvergenceMinimum", iStereoConvergenceMinimum);
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CHECK_SETTING("Video_Hacks", "EFBAccessEnable", bEFBAccessEnable);
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CHECK_SETTING("Video_Hacks", "EFBCopyEnable", bEFBCopyEnable);
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@ -128,7 +128,7 @@ struct VideoConfig final
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// Stereoscopy
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bool bStereoEFBMonoDepth;
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int iStereoDepthPercentage;
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int iStereoConvergencePercentage;
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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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