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376 lines
12 KiB
C++
376 lines
12 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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// IMPORTANT: UI etc should modify g_Config. Graphics code should read g_ActiveConfig.
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// The reason for this is to get rid of race conditions etc when the configuration
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// changes in the middle of a frame. This is done by copying g_Config to g_ActiveConfig
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// at the start of every frame. Noone should ever change members of g_ActiveConfig
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// directly.
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#pragma once
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#include <optional>
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#include <string>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "VideoCommon/GraphicsModSystem/Config/GraphicsModGroup.h"
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#include "VideoCommon/VideoCommon.h"
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constexpr int EFB_SCALE_AUTO_INTEGRAL = 0;
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enum class AspectMode : int
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{
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Auto,
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AnalogWide,
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Analog,
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Stretch,
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};
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enum class StereoMode : int
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{
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Off,
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SBS,
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TAB,
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Anaglyph,
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QuadBuffer,
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Passive
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};
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enum class ShaderCompilationMode : int
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{
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Synchronous,
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SynchronousUberShaders,
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AsynchronousUberShaders,
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AsynchronousSkipRendering
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};
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enum class TextureFilteringMode : int
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{
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Default,
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Nearest,
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Linear,
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};
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enum class OutputResamplingMode : int
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{
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Default,
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Bilinear,
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BSpline,
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MitchellNetravali,
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CatmullRom,
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SharpBilinear,
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AreaSampling,
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};
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enum class ColorCorrectionRegion : int
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{
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SMPTE_NTSCM,
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SYSTEMJ_NTSCJ,
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EBU_PAL,
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};
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enum class TriState : int
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{
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Off,
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On,
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Auto
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};
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// Bitmask containing information about which configuration has changed for the backend.
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enum ConfigChangeBits : u32
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{
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CONFIG_CHANGE_BIT_HOST_CONFIG = (1 << 0),
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CONFIG_CHANGE_BIT_MULTISAMPLES = (1 << 1),
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CONFIG_CHANGE_BIT_STEREO_MODE = (1 << 2),
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CONFIG_CHANGE_BIT_TARGET_SIZE = (1 << 3),
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CONFIG_CHANGE_BIT_ANISOTROPY = (1 << 4),
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CONFIG_CHANGE_BIT_FORCE_TEXTURE_FILTERING = (1 << 5),
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CONFIG_CHANGE_BIT_VSYNC = (1 << 6),
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CONFIG_CHANGE_BIT_BBOX = (1 << 7),
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CONFIG_CHANGE_BIT_ASPECT_RATIO = (1 << 8),
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CONFIG_CHANGE_BIT_POST_PROCESSING_SHADER = (1 << 9),
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CONFIG_CHANGE_BIT_HDR = (1 << 10),
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};
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// NEVER inherit from this class.
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struct VideoConfig final
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{
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VideoConfig() = default;
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void Refresh();
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void VerifyValidity();
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// General
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bool bVSync = false;
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bool bVSyncActive = false;
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bool bWidescreenHack = false;
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AspectMode aspect_mode{};
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AspectMode suggested_aspect_mode{};
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u32 widescreen_heuristic_transition_threshold = 0;
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float widescreen_heuristic_aspect_ratio_slop = 0.f;
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float widescreen_heuristic_standard_ratio = 0.f;
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float widescreen_heuristic_widescreen_ratio = 0.f;
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bool bCrop = false; // Aspect ratio controls.
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bool bShaderCache = false;
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// Enhancements
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u32 iMultisamples = 0;
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bool bSSAA = false;
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int iEFBScale = 0;
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TextureFilteringMode texture_filtering_mode = TextureFilteringMode::Default;
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OutputResamplingMode output_resampling_mode = OutputResamplingMode::Default;
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int iMaxAnisotropy = 0;
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std::string sPostProcessingShader;
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bool bForceTrueColor = false;
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bool bDisableCopyFilter = false;
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bool bArbitraryMipmapDetection = false;
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float fArbitraryMipmapDetectionThreshold = 0;
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bool bHDR = false;
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// Color Correction
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struct
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{
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// Color Space Correction:
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bool bCorrectColorSpace = false;
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ColorCorrectionRegion game_color_space = ColorCorrectionRegion::SMPTE_NTSCM;
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// Gamma Correction:
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bool bCorrectGamma = false;
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float fGameGamma = 2.35f;
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bool bSDRDisplayGammaSRGB = true;
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// Custom gamma when the display is not sRGB
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float fSDRDisplayCustomGamma = 2.2f;
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// HDR:
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// 203 is a good default value that matches the brightness of many SDR screens.
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// It's also the value recommended by the ITU.
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float fHDRPaperWhiteNits = 203.f;
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} color_correction;
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// Information
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bool bShowFPS = false;
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bool bShowFTimes = false;
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bool bShowVPS = false;
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bool bShowVTimes = false;
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bool bShowGraphs = false;
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bool bShowSpeed = false;
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bool bShowSpeedColors = false;
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int iPerfSampleUSec = 0;
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bool bShowNetPlayPing = false;
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bool bShowNetPlayMessages = false;
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bool bOverlayStats = false;
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bool bOverlayProjStats = false;
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bool bOverlayScissorStats = false;
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bool bTexFmtOverlayEnable = false;
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bool bTexFmtOverlayCenter = false;
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bool bLogRenderTimeToFile = false;
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// Render
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bool bWireFrame = false;
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bool bDisableFog = false;
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// Utility
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bool bDumpTextures = false;
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bool bDumpMipmapTextures = false;
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bool bDumpBaseTextures = false;
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bool bHiresTextures = false;
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bool bCacheHiresTextures = false;
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bool bDumpEFBTarget = false;
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bool bDumpXFBTarget = false;
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bool bDumpFramesAsImages = false;
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bool bUseFFV1 = false;
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std::string sDumpCodec;
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std::string sDumpPixelFormat;
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std::string sDumpEncoder;
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std::string sDumpFormat;
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std::string sDumpPath;
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bool bInternalResolutionFrameDumps = false;
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bool bBorderlessFullscreen = false;
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bool bEnableGPUTextureDecoding = false;
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bool bPreferVSForLinePointExpansion = false;
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int iBitrateKbps = 0;
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bool bGraphicMods = false;
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std::optional<GraphicsModGroupConfig> graphics_mod_config;
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// Hacks
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bool bEFBAccessEnable = false;
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bool bEFBAccessDeferInvalidation = false;
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bool bPerfQueriesEnable = false;
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bool bBBoxEnable = false;
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bool bForceProgressive = false;
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bool bCPUCull = false;
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bool bEFBEmulateFormatChanges = false;
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bool bSkipEFBCopyToRam = false;
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bool bSkipXFBCopyToRam = false;
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bool bDisableCopyToVRAM = false;
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bool bDeferEFBCopies = false;
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bool bImmediateXFB = false;
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bool bSkipPresentingDuplicateXFBs = false;
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bool bCopyEFBScaled = false;
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int iSafeTextureCache_ColorSamples = 0;
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float fAspectRatioHackW = 1; // Initial value needed for the first frame
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float fAspectRatioHackH = 1;
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bool bEnablePixelLighting = false;
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bool bFastDepthCalc = false;
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bool bVertexRounding = false;
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bool bVISkip = false;
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int iEFBAccessTileSize = 0;
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int iSaveTargetId = 0; // TODO: Should be dropped
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u32 iMissingColorValue = 0;
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bool bFastTextureSampling = false;
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#ifdef __APPLE__
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bool bNoMipmapping = false; // Used by macOS fifoci to work around an M1 bug
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#endif
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// Stereoscopy
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StereoMode stereo_mode{};
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int iStereoDepth = 0;
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int iStereoConvergence = 0;
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int iStereoConvergencePercentage = 0;
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bool bStereoSwapEyes = false;
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bool bStereoEFBMonoDepth = false;
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int iStereoDepthPercentage = 0;
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// D3D only config, mostly to be merged into the above
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int iAdapter = 0;
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// Metal only config
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TriState iManuallyUploadBuffers = TriState::Auto;
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TriState iUsePresentDrawable = TriState::Auto;
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// Enable API validation layers, currently only supported with Vulkan.
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bool bEnableValidationLayer = false;
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// Multithreaded submission, currently only supported with Vulkan.
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bool bBackendMultithreading = true;
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// Early command buffer execution interval in number of draws.
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// Currently only supported with Vulkan.
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int iCommandBufferExecuteInterval = 0;
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// Shader compilation settings.
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bool bWaitForShadersBeforeStarting = false;
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ShaderCompilationMode iShaderCompilationMode{};
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// Number of shader compiler threads.
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// 0 disables background compilation.
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// -1 uses an automatic number based on the CPU threads.
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int iShaderCompilerThreads = 0;
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int iShaderPrecompilerThreads = 0;
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// Loading custom drivers on Android
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std::string customDriverLibraryName;
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// Static config per API
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// TODO: Move this out of VideoConfig
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struct
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{
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APIType api_type = APIType::Nothing;
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std::string DisplayName;
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std::vector<std::string> Adapters; // for D3D
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std::vector<u32> AAModes;
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// TODO: merge AdapterName and Adapters array
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std::string AdapterName; // for OpenGL
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u32 MaxTextureSize = 16384;
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bool bUsesLowerLeftOrigin = false;
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bool bUsesExplictQuadBuffering = false;
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bool bSupportsExclusiveFullscreen = false;
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bool bSupportsDualSourceBlend = false;
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bool bSupportsPrimitiveRestart = false;
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bool bSupportsGeometryShaders = false;
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bool bSupportsComputeShaders = false;
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bool bSupports3DVision = false;
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bool bSupportsEarlyZ = false; // needed by PixelShaderGen, so must stay in VideoCommon
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bool bSupportsBindingLayout = false; // Needed by ShaderGen, so must stay in VideoCommon
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bool bSupportsBBox = false;
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bool bSupportsGSInstancing = false; // Needed by GeometryShaderGen, so must stay in VideoCommon
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bool bSupportsPostProcessing = false;
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bool bSupportsPaletteConversion = false;
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bool bSupportsClipControl = false; // Needed by VertexShaderGen, so must stay in VideoCommon
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bool bSupportsSSAA = false;
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bool bSupportsFragmentStoresAndAtomics = false; // a.k.a. OpenGL SSBOs a.k.a. Direct3D UAVs
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bool bSupportsDepthClamp = false; // Needed by VertexShaderGen, so must stay in VideoCommon
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bool bSupportsReversedDepthRange = false;
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bool bSupportsLogicOp = false;
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bool bSupportsMultithreading = false;
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bool bSupportsGPUTextureDecoding = false;
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bool bSupportsST3CTextures = false;
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bool bSupportsCopyToVram = false;
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bool bSupportsBitfield = false; // Needed by UberShaders, so must stay in VideoCommon
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// Needed by UberShaders, so must stay in VideoCommon
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bool bSupportsDynamicSamplerIndexing = false;
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bool bSupportsBPTCTextures = false;
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bool bSupportsFramebufferFetch = false; // Used as an alternative to dual-source blend on GLES
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bool bSupportsBackgroundCompiling = false;
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bool bSupportsLargePoints = false;
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bool bSupportsPartialDepthCopies = false;
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bool bSupportsDepthReadback = false;
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bool bSupportsShaderBinaries = false;
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bool bSupportsPipelineCacheData = false;
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bool bSupportsCoarseDerivatives = false;
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bool bSupportsTextureQueryLevels = false;
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bool bSupportsLodBiasInSampler = false;
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bool bSupportsSettingObjectNames = false;
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bool bSupportsPartialMultisampleResolve = false;
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bool bSupportsDynamicVertexLoader = false;
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bool bSupportsVSLinePointExpand = false;
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bool bSupportsGLLayerInFS = true;
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bool bSupportsHDROutput = false;
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} backend_info;
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// Utility
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bool UseVSForLinePointExpand() const
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{
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if (!backend_info.bSupportsVSLinePointExpand)
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return false;
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if (!backend_info.bSupportsGeometryShaders)
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return true;
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return bPreferVSForLinePointExpansion;
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}
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bool MultisamplingEnabled() const { return iMultisamples > 1; }
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bool ExclusiveFullscreenEnabled() const
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{
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return backend_info.bSupportsExclusiveFullscreen && !bBorderlessFullscreen;
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}
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bool UseGPUTextureDecoding() const
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{
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return backend_info.bSupportsGPUTextureDecoding && bEnableGPUTextureDecoding;
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}
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bool UseVertexRounding() const { return bVertexRounding && iEFBScale != 1; }
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bool ManualTextureSamplingWithCustomTextureSizes() const
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{
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// If manual texture sampling is disabled, we don't need to do anything.
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if (bFastTextureSampling)
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return false;
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// Hi-res textures break the wrapping logic used by manual texture sampling, as a texture's
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// size won't match the size the game sets.
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if (bHiresTextures)
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return true;
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// Hi-res EFB copies (but not native-resolution EFB copies at higher internal resolutions)
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// also result in different texture sizes that need special handling.
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if (iEFBScale != 1 && bCopyEFBScaled)
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return true;
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// Stereoscopic 3D changes the number of layers some textures have (EFB copies have 2 layers,
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// while game textures still have 1), meaning bounds checks need to be added.
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if (stereo_mode != StereoMode::Off)
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return true;
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// Otherwise, manual texture sampling can use the sizes games specify directly.
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return false;
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}
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bool UsingUberShaders() const;
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u32 GetShaderCompilerThreads() const;
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u32 GetShaderPrecompilerThreads() const;
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};
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extern VideoConfig g_Config;
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extern VideoConfig g_ActiveConfig;
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// Called every frame.
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void UpdateActiveConfig();
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void CheckForConfigChanges();
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