// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. // IMPORTANT: UI etc should modify g_Config. Graphics code should read g_ActiveConfig. // The reason for this is to get rid of race conditions etc when the configuration // changes in the middle of a frame. This is done by copying g_Config to g_ActiveConfig // at the start of every frame. Noone should ever change members of g_ActiveConfig // directly. #ifndef _VIDEO_CONFIG_H_ #define _VIDEO_CONFIG_H_ #include "Common.h" #include "VideoCommon.h" #include #include // Log in two categories, and save three other options in the same byte #define CONF_LOG 1 #define CONF_PRIMLOG 2 #define CONF_SAVETARGETS 8 #define CONF_SAVESHADERS 16 enum AspectMode { ASPECT_AUTO = 0, ASPECT_FORCE_16_9 = 1, ASPECT_FORCE_4_3 = 2, ASPECT_STRETCH = 3, }; enum EFBScale { SCALE_FORCE_INTEGRAL = -1, SCALE_AUTO, SCALE_AUTO_INTEGRAL, SCALE_1X, SCALE_1_5X, SCALE_2X, SCALE_2_5X, SCALE_3X, SCALE_4X, }; class IniFile; // NEVER inherit from this class. struct VideoConfig { VideoConfig(); void Load(const char *ini_file); void GameIniLoad(); void VerifyValidity(); void Save(const char *ini_file); void UpdateProjectionHack(); bool IsVSync(); // General bool bVSync; bool bRunning; bool bWidescreenHack; int iAspectRatio; bool bCrop; // Aspect ratio controls. bool bUseXFB; bool bUseRealXFB; // OpenCL/OpenMP bool bEnableOpenCL; bool bOMPDecoder; // Enhancements int iMultisampleMode; int iEFBScale; bool bForceFiltering; int iMaxAnisotropy; std::string sPostProcessingShader; // Information bool bShowFPS; bool bShowInputDisplay; bool bOverlayStats; bool bOverlayProjStats; bool bTexFmtOverlayEnable; bool bTexFmtOverlayCenter; bool bShowEFBCopyRegions; bool bLogFPSToFile; // Render bool bWireFrame; bool bDstAlphaPass; bool bDisableFog; // Utility bool bDumpTextures; bool bHiresTextures; bool bDumpEFBTarget; bool bDumpFrames; bool bUseFFV1; bool bFreeLook; bool bAnaglyphStereo; int iAnaglyphStereoSeparation; int iAnaglyphFocalAngle; bool b3DVision; // Hacks bool bEFBAccessEnable; bool bDlistCachingEnable; bool bPerfQueriesEnable; bool bEFBCopyEnable; bool bEFBCopyCacheEnable; bool bEFBEmulateFormatChanges; bool bCopyEFBToTexture; bool bCopyEFBScaled; int iSafeTextureCache_ColorSamples; int iPhackvalue[4]; std::string sPhackvalue[2]; float fAspectRatioHackW, fAspectRatioHackH; bool bZTPSpeedHack; // The Legend of Zelda: Twilight Princess bool bUseBBox; bool bEnablePixelLighting; bool bHackedBufferUpload; bool bFastDepthCalc; int iLog; // CONF_ bits int iSaveTargetId; // TODO: Should be dropped //currently unused: int iCompileDLsLevel; // D3D only config, mostly to be merged into the above int iAdapter; // Debugging bool bEnableShaderDebugging; // Static config per API // TODO: Move this out of VideoConfig struct { API_TYPE APIType; std::vector Adapters; // for D3D std::vector AAModes; std::vector PPShaders; // post-processing shaders bool bUseRGBATextures; // used for D3D in TextureCache bool bUseMinimalMipCount; bool bSupports3DVision; bool bSupportsDualSourceBlend; bool bSupportsFormatReinterpretation; bool bSupportsPixelLighting; bool bSupportsPrimitiveRestart; bool bSupportsSeparateAlphaFunction; bool bSupportsGLSLUBO; // needed by PixelShaderGen, so must stay in VideoCommon bool bSupportsEarlyZ; // needed by PixelShaderGen, so must stay in VideoCommon } backend_info; // Utility bool RealXFBEnabled() const { return bUseXFB && bUseRealXFB; } bool VirtualXFBEnabled() const { return bUseXFB && !bUseRealXFB; } bool EFBCopiesToTextureEnabled() const { return bEFBCopyEnable && bCopyEFBToTexture; } bool EFBCopiesToRamEnabled() const { return bEFBCopyEnable && !bCopyEFBToTexture; } }; extern VideoConfig g_Config; extern VideoConfig g_ActiveConfig; // Called every frame. void UpdateActiveConfig(); #endif // _VIDEO_CONFIG_H_