dolphin/Source/Core/VideoCommon/Src/VideoConfig.h
Fircrestsk8 040a6e1eb3 This commit addresses the Hyrule field slowdown issue in Zelda: Twilight Princess, as discussed in Xtreme2damax's thread: http://forums.dolphin-emu.com/thread-10638.html. It can be activated in the DX9, DX11, and OpenGL plugin GUI's. Enabling the hack while playing other games besides ZTP will likely have either an undesirable or no(more likely) effect.
The code changes disable the usual pipeline flush for certain BP Writes that occur while the minimap is being drawn in Zelda: twilight princess. This significantly increases speed while in hyrule field. The way this is accomplished is described more in depth on page 42 of Xtreme's thread. Big thanks to Xtreme for doing a great job hosting that thread, and Kiesel-stein for initial work on the hack

Also, I used the resource editor in Visual studio to generate the GUI code for the DX11 plugin, and some code appeared to be removed, although the behavior of the GUI did not seem to change. Hopefully someone more experienced with resource files (forms?) can double check that no code was damaged


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6057 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-08-05 03:24:13 +00:00

153 lines
3.7 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 bVSync;
bool bNativeResolution, b2xResolution, bRunning; // Should possibly be augmented with 2x, 4x native.
bool bWidescreenHack;
int iAspectRatio;
bool bCrop; // Aspect ratio controls.
bool bUseXFB;
bool bUseRealXFB;
bool bAutoScale; // Removes annoying borders without using XFB. Doesn't always work perfectly.
bool bUseNativeMips;
// OpenCL
bool bEnableOpenCL;
// Enhancements
int iMultisampleMode;
int iEFBScale;
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 iFIFOWatermarkTightness;
int iPhackvalue;
bool bPhackvalue1, bPhackvalue2;
float fhackvalue1, fhackvalue2;
bool bProjHack1;
float fAspectRatioHackW, fAspectRatioHackH;
bool bZTPSpeedHack;
int iLog; // CONF_ bits
int iSaveTargetId;
//currently unused:
int iCompileDLsLevel;
bool bShowShaderErrors;
// D3D only config, mostly to be merged into the above
int iAdapter;
// 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_