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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
MSAA: Store samples in ini files.
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@ -347,8 +347,8 @@ static inline T GeneratePixelShader(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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warn_once = false;
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}
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uid_data->msaa = g_ActiveConfig.iMultisampleMode > 0;
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uid_data->ssaa = g_ActiveConfig.iMultisampleMode > 0 && g_ActiveConfig.bSSAA;
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uid_data->msaa = g_ActiveConfig.iMultisamples > 1;
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uid_data->ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA;
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if (ApiType == API_OPENGL)
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{
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out.Write("out vec4 ocol0;\n");
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@ -295,7 +295,7 @@ static inline void AssignVSOutputMembers(T& object, const char* a, const char* b
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// Without MSAA, this flag is defined to have no effect.
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static inline const char* GetInterpolationQualifier(API_TYPE api_type, bool in = true, bool in_out = false)
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{
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if (!g_ActiveConfig.iMultisampleMode)
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if (g_ActiveConfig.iMultisamples <= 1)
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return "";
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if (!g_ActiveConfig.bSSAA)
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@ -2,6 +2,7 @@
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <cmath>
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#include "Common/CommonTypes.h"
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@ -76,7 +77,7 @@ void VideoConfig::Load(const std::string& ini_file)
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settings->Get("UseFFV1", &bUseFFV1, 0);
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settings->Get("EnablePixelLighting", &bEnablePixelLighting, 0);
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settings->Get("FastDepthCalc", &bFastDepthCalc, true);
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settings->Get("MSAA", &iMultisampleMode, 0);
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settings->Get("MSAA", &iMultisamples, 1);
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settings->Get("SSAA", &bSSAA, false);
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settings->Get("EFBScale", &iEFBScale, (int)SCALE_1X); // native
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settings->Get("TexFmtOverlayEnable", &bTexFmtOverlayEnable, 0);
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@ -169,7 +170,7 @@ void VideoConfig::GameIniLoad()
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CHECK_SETTING("Video_Settings", "CacheHiresTextures", bCacheHiresTextures);
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CHECK_SETTING("Video_Settings", "EnablePixelLighting", bEnablePixelLighting);
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CHECK_SETTING("Video_Settings", "FastDepthCalc", bFastDepthCalc);
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CHECK_SETTING("Video_Settings", "MSAA", iMultisampleMode);
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CHECK_SETTING("Video_Settings", "MSAA", iMultisamples);
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CHECK_SETTING("Video_Settings", "SSAA", bSSAA);
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int tmp = -9000;
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@ -245,8 +246,11 @@ void VideoConfig::GameIniLoad()
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void VideoConfig::VerifyValidity()
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{
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// TODO: Check iMaxAnisotropy value
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if (iAdapter < 0 || iAdapter > ((int)backend_info.Adapters.size() - 1)) iAdapter = 0;
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if (iMultisampleMode < 0 || iMultisampleMode >= (int)backend_info.AAModes.size()) iMultisampleMode = 0;
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if (iAdapter < 0 || iAdapter > ((int)backend_info.Adapters.size() - 1))
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iAdapter = 0;
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if (std::find(backend_info.AAModes.begin(), backend_info.AAModes.end(), iMultisamples) == backend_info.AAModes.end())
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iMultisamples = 1;
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if (iStereoMode > 0)
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{
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@ -293,7 +297,7 @@ void VideoConfig::Save(const std::string& ini_file)
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settings->Set("UseFFV1", bUseFFV1);
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settings->Set("EnablePixelLighting", bEnablePixelLighting);
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settings->Set("FastDepthCalc", bFastDepthCalc);
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settings->Set("MSAA", iMultisampleMode);
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settings->Set("MSAA", iMultisamples);
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settings->Set("SSAA", bSSAA);
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settings->Set("EFBScale", iEFBScale);
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settings->Set("TexFmtOverlayEnable", bTexFmtOverlayEnable);
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@ -82,7 +82,7 @@ struct VideoConfig final
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bool bUseRealXFB;
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// Enhancements
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int iMultisampleMode;
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int iMultisamples;
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bool bSSAA;
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int iEFBScale;
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bool bForceFiltering;
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