dolphin/Source/Core/VideoCommon/Src/VideoConfig.h
Rodolfo Osvaldo Bogado 02189ec5e0 Simplify the params for the safe texture cache
after some test the more relevant parameters were the color samples and the tlut max size.
so delete the rest of the parameters and define 3 modes:
Safe : the two values are set to 0 meaning all the texture data and all the tlut data are hashed this is the most correct and slowwwwwwwwwww way
Normal: 37 samples are taken from the color textures an the firs 4096 bytes of the tlut are hashed, is a lot faster than safe mode but in some games i observe small glitches.
Fast: 8 samples are taken from the color textures an the first 1024 bytes are hashed from the tlut, is a little slower than the unsafe cache but at least all the games i tested have correct text output and fast frame rate. the glitches in dinamyc color textures are more noticeable in this mode
this values could be improved, if you find a better combination please post it and the game it fixes and i will update the source.
for the moment, as my time is limited by a lot of work, only implemented the d3d gui, if someone can implement the opengl gui will be a lot of help for me.
please test a lot and let me know the results.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5135 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-26 12:54:08 +00:00

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4.0 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
// 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 _PLUGIN_VIDEO_CONFIG_H_
#define _PLUGIN_VIDEO_CONFIG_H_
#include "Common.h"
#include "VideoCommon.h"
#include <string>
// Log in two categories, and save three other options in the same byte
#define CONF_LOG 1
#define CONF_PRIMLOG 2
#define CONF_SAVETEXTURES 4
#define CONF_SAVETARGETS 8
#define CONF_SAVESHADERS 16
enum MultisampleMode {
MULTISAMPLE_OFF,
MULTISAMPLE_2X,
MULTISAMPLE_4X,
MULTISAMPLE_8X,
MULTISAMPLE_CSAA_8X,
MULTISAMPLE_CSAA_8XQ,
MULTISAMPLE_CSAA_16X,
MULTISAMPLE_CSAA_16XQ,
};
enum AspectMode {
ASPECT_AUTO = 0,
ASPECT_FORCE_16_9 = 1,
ASPECT_FORCE_4_3 = 2,
ASPECT_STRETCH = 3,
};
class IniFile;
// NEVER inherit from this class.
struct VideoConfig
{
VideoConfig();
void Load(const char *ini_file);
void GameIniLoad(const char *ini_file);
void Save(const char *ini_file);
void UpdateProjectionHack();
// General
bool bFullscreen;
bool bHideCursor;
bool RenderToMainframe;
bool bVSync;
// Resolution control
char cFSResolution[16];
char cInternalRes[16];
bool bNativeResolution, b2xResolution, bRunning; // Should possibly be augmented with 2x, 4x native.
bool bWidescreenHack;
int iAspectRatio;
bool bCrop; // Aspect ratio controls.
bool bUseXFB;
bool bAutoScale; // Removes annoying borders without using XFB. Doesn't always work perfectly.
// Enhancements
int iMultisampleMode;
bool bForceFiltering;
int iMaxAnisotropy;
std::string sPostProcessingShader;
// Information
bool bShowFPS;
bool bOverlayStats;
bool bOverlayProjStats;
bool bTexFmtOverlayEnable;
bool bTexFmtOverlayCenter;
bool bShowEFBCopyRegions;
// Render
bool bWireFrame;
bool bDisableLighting;
bool bDisableTexturing;
bool bDstAlphaPass;
bool bDisableFog;
// Utility
bool bDumpTextures;
bool bHiresTextures;
bool bDumpEFBTarget;
bool bDumpFrames;
bool bFreeLook;
// Hacks
bool bEFBAccessEnable;
bool bEFBCopyDisable; // should reverse polarity of this one :) true=disabled can be confusing
bool bOSDHotKey;
bool bHack;
bool bCopyEFBToTexture;
bool bCopyEFBScaled;
bool bSafeTextureCache;
int iSafeTextureCache_ColorSamples;
int iSafeTextureCache_TlutMaxSize;
bool bFIFOBPhack;
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;
// With this enabled, the plugin renders directly to the backbuffer. Many features are
// disabled but it might be faster on really old GPUs.
bool bSimpleFB;
// Static config per API
bool bAllowSignedBytes;
};
extern VideoConfig g_Config;
extern VideoConfig g_ActiveConfig;
// Called every frame.
void UpdateActiveConfig();
void ComputeDrawRectangle(int backbuffer_width, int backbuffer_height, bool flip, TargetRectangle *rc);
#endif // _PLUGIN_VIDEO_CONFIG_H_