dolphin/Source/Core/VideoCommon/Src/VideoConfig.cpp
NeoBrainX 378d3aaa52 Make FIFO watermark tightness configurable instead of hardcoding it.
To change it, right click the affected game in the iso list, select Properties, and enter some constant for "Watermark tightness". Reasonable values range from 20 to 200.

FIFO seems unoverflowable on my computer no matter what I set this value to, so test whether tuning the value helps you ;P


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5907 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-18 15:47:28 +00:00

333 lines
13 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/
#include <cmath>
#include "Common.h"
#include "IniFile.h"
#include "VideoConfig.h"
#include "VideoCommon.h"
#include "FileUtil.h"
VideoConfig g_Config;
VideoConfig g_ActiveConfig;
void UpdateActiveConfig()
{
g_ActiveConfig = g_Config;
}
VideoConfig::VideoConfig()
{
bRunning = false;
bAllowSignedBytes = !IsD3D();
// Needed for the first frame, I think
fAspectRatioHackW = 1;
fAspectRatioHackH = 1;
}
void VideoConfig::Load(const char *ini_file)
{
std::string temp;
IniFile iniFile;
iniFile.Load(ini_file);
iniFile.Get("Hardware", "VSync", &bVSync, 0); // Hardware
iniFile.Get("Settings", "StretchToFit", &bNativeResolution, true);
iniFile.Get("Settings", "2xResolution", &b2xResolution, false);
iniFile.Get("Settings", "wideScreenHack", &bWidescreenHack, false);
iniFile.Get("Settings", "AspectRatio", &iAspectRatio, (int)ASPECT_AUTO);
iniFile.Get("Settings", "Crop", &bCrop, false);
iniFile.Get("Settings", "UseXFB", &bUseXFB, 0);
iniFile.Get("Settings", "UseRealXFB", &bUseRealXFB, 0);
iniFile.Get("Settings", "AutoScale", &bAutoScale, true);
iniFile.Get("Settings", "UseNativeMips", &bUseNativeMips, true);
iniFile.Get("Settings", "SafeTextureCache", &bSafeTextureCache, false); // Settings
//Safe texture cache params
iniFile.Get("Settings", "SafeTextureCacheColorSamples", &iSafeTextureCache_ColorSamples,512);
iniFile.Get("Settings", "ShowFPS", &bShowFPS, false); // Settings
iniFile.Get("Settings", "OverlayStats", &bOverlayStats, false);
iniFile.Get("Settings", "OverlayProjStats", &bOverlayProjStats, false);
iniFile.Get("Settings", "ShowEFBCopyRegions", &bShowEFBCopyRegions, false);
iniFile.Get("Settings", "DLOptimize", &iCompileDLsLevel, 0);
iniFile.Get("Settings", "DumpTextures", &bDumpTextures, 0);
iniFile.Get("Settings", "HiresTextures", &bHiresTextures, 0);
iniFile.Get("Settings", "DumpEFBTarget", &bDumpEFBTarget, 0);
iniFile.Get("Settings", "DumpFrames", &bDumpFrames, 0);
iniFile.Get("Settings", "FreeLook", &bFreeLook, 0);
iniFile.Get("Settings", "ShowShaderErrors", &bShowShaderErrors, 0);
iniFile.Get("Settings", "MSAA", &iMultisampleMode, 0);
iniFile.Get("Settings", "EFBScale", &iEFBScale, 0);
iniFile.Get("Settings", "DstAlphaPass", &bDstAlphaPass, false);
iniFile.Get("Settings", "TexFmtOverlayEnable", &bTexFmtOverlayEnable, 0);
iniFile.Get("Settings", "TexFmtOverlayCenter", &bTexFmtOverlayCenter, 0);
iniFile.Get("Settings", "WireFrame", &bWireFrame, 0);
iniFile.Get("Settings", "DisableLighting", &bDisableLighting, 0);
iniFile.Get("Settings", "DisableTexturing", &bDisableTexturing, 0);
iniFile.Get("Settings", "DisableFog", &bDisableFog, 0);
iniFile.Get("Enhancements", "ForceFiltering", &bForceFiltering, 0);
iniFile.Get("Enhancements", "MaxAnisotropy", &iMaxAnisotropy, 1); // NOTE - this is x in (1 << x)
iniFile.Get("Enhancements", "PostProcessingShader", &sPostProcessingShader, "");
iniFile.Get("Hacks", "EFBAccessEnable", &bEFBAccessEnable, true);
iniFile.Get("Hacks", "EFBCopyDisable", &bEFBCopyDisable, false);
iniFile.Get("Hacks", "EFBCopyDisableHotKey", &bOSDHotKey, 0);
iniFile.Get("Hacks", "EFBToTextureEnable", &bCopyEFBToTexture, false);
iniFile.Get("Hacks", "EFBScaledCopy", &bCopyEFBScaled, true);
iniFile.Get("Hacks", "FIFOBPHack", &bFIFOBPhack, false);
iniFile.Get("Hacks", "FIFOWatermarkTightness", &iFIFOWatermarkTightness, 50);
iniFile.Get("Hacks", "ProjectionHack", &iPhackvalue, 0);
iniFile.Get("Hardware", "Adapter", &iAdapter, 0);
if (iAdapter == -1)
iAdapter = 0;
iniFile.Get("Hardware", "SimpleFB", &bSimpleFB, false);
// Load common settings
iniFile.Load(File::GetUserPath(F_DOLPHINCONFIG_IDX));
bool bTmp;
iniFile.Get("Interface", "UsePanicHandlers", &bTmp, true);
SetEnableAlert(bTmp);
iniFile.Get("Core", "EnableOpenCL", &bEnableOpenCL, false);
}
void VideoConfig::GameIniLoad(const char *ini_file)
{
IniFile iniFile;
iniFile.Load(ini_file);
if (iniFile.Exists("Video", "ForceFiltering"))
iniFile.Get("Video", "ForceFiltering", &bForceFiltering);
if (iniFile.Exists("Video", "MaxAnisotropy"))
iniFile.Get("Video", "MaxAnisotropy", &iMaxAnisotropy); // NOTE - this is x in (1 << x)
if (iniFile.Exists("Video", "EFBCopyDisable"))
iniFile.Get("Video", "EFBCopyDisable", &bEFBCopyDisable);
if (iniFile.Exists("Video", "EFBCopyDisableHotKey"))
iniFile.Get("Video", "EFBCopyDisableHotKey", &bOSDHotKey);
if (iniFile.Exists("Video", "EFBToTextureEnable"))
iniFile.Get("Video", "EFBToTextureEnable", &bCopyEFBToTexture);
if (iniFile.Exists("Video", "EFBScaledCopy"))
iniFile.Get("Video", "EFBScaledCopy", &bCopyEFBScaled);
if (iniFile.Exists("Video", "SafeTextureCache"))
iniFile.Get("Video", "SafeTextureCache", &bSafeTextureCache);
//Safe texture cache params
if (iniFile.Exists("Video", "SafeTextureCacheColorSamples"))
iniFile.Get("Video", "SafeTextureCacheColorSamples", &iSafeTextureCache_ColorSamples);
if (iniFile.Exists("Video", "MSAA"))
iniFile.Get("Video", "MSAA", &iMultisampleMode);
if (iniFile.Exists("Video", "EFBScale"))
iniFile.Get("Video", "EFBScale", &iEFBScale, 0);
if (iniFile.Exists("Video", "DstAlphaPass"))
iniFile.Get("Video", "DstAlphaPass", &bDstAlphaPass);
if (iniFile.Exists("Video", "UseXFB"))
iniFile.Get("Video", "UseXFB", &bUseXFB);
if (iniFile.Exists("Video", "UseRealXFB"))
iniFile.Get("Video", "UseRealXFB", &bUseRealXFB);
if (iniFile.Exists("Video", "FIFOBPHack"))
iniFile.Get("Video", "FIFOBPHack", &bFIFOBPhack);
if (iniFile.Exists("Video", "FIFOWatermarkTightness"))
iniFile.Get("Video", "FIFOWatermarkTightness", &iFIFOWatermarkTightness);
if (iniFile.Exists("Video", "ProjectionHack"))
iniFile.Get("Video", "ProjectionHack", &iPhackvalue);
if (iniFile.Exists("Video", "UseNativeMips"))
iniFile.Get("Video", "UseNativeMips", &bUseNativeMips);
}
void VideoConfig::Save(const char *ini_file)
{
IniFile iniFile;
iniFile.Load(ini_file);
iniFile.Set("Hardware", "VSync", bVSync);
iniFile.Set("Settings", "StretchToFit", bNativeResolution);
iniFile.Set("Settings", "2xResolution", b2xResolution);
iniFile.Set("Settings", "AspectRatio", iAspectRatio);
iniFile.Set("Settings", "Crop", bCrop);
iniFile.Set("Settings", "wideScreenHack", bWidescreenHack);
iniFile.Set("Settings", "UseXFB", bUseXFB);
iniFile.Set("Settings", "UseRealXFB", bUseRealXFB);
iniFile.Set("Settings", "AutoScale", bAutoScale);
iniFile.Set("Settings", "UseNativeMips", bUseNativeMips);
iniFile.Set("Settings", "SafeTextureCache", bSafeTextureCache);
//safe texture cache params
iniFile.Set("Settings", "SafeTextureCacheColorSamples", iSafeTextureCache_ColorSamples);
iniFile.Set("Settings", "ShowFPS", bShowFPS);
iniFile.Set("Settings", "OverlayStats", bOverlayStats);
iniFile.Set("Settings", "OverlayProjStats", bOverlayProjStats);
iniFile.Set("Settings", "DLOptimize", iCompileDLsLevel);
iniFile.Set("Settings", "Show", iCompileDLsLevel);
iniFile.Set("Settings", "DumpTextures", bDumpTextures);
iniFile.Set("Settings", "HiresTextures", bHiresTextures);
iniFile.Set("Settings", "DumpEFBTarget", bDumpEFBTarget);
iniFile.Set("Settings", "DumpFrames", bDumpFrames);
iniFile.Set("Settings", "FreeLook", bFreeLook);
iniFile.Set("Settings", "ShowEFBCopyRegions", bShowEFBCopyRegions);
iniFile.Set("Settings", "ShowShaderErrors", bShowShaderErrors);
iniFile.Set("Settings", "MSAA", iMultisampleMode);
iniFile.Set("Settings", "EFBScale", iEFBScale);
iniFile.Set("Settings", "TexFmtOverlayEnable", bTexFmtOverlayEnable);
iniFile.Set("Settings", "TexFmtOverlayCenter", bTexFmtOverlayCenter);
iniFile.Set("Settings", "Wireframe", bWireFrame);
iniFile.Set("Settings", "DisableLighting", bDisableLighting);
iniFile.Set("Settings", "DisableTexturing", bDisableTexturing);
iniFile.Set("Settings", "DstAlphaPass", bDstAlphaPass);
iniFile.Set("Settings", "DisableFog", bDisableFog);
iniFile.Set("Enhancements", "ForceFiltering", bForceFiltering);
iniFile.Set("Enhancements", "MaxAnisotropy", iMaxAnisotropy);
iniFile.Set("Enhancements", "PostProcessingShader", sPostProcessingShader);
iniFile.Set("Hacks", "EFBAccessEnable", bEFBAccessEnable);
iniFile.Set("Hacks", "EFBCopyDisable", bEFBCopyDisable);
iniFile.Set("Hacks", "EFBCopyDisableHotKey", bOSDHotKey);
iniFile.Set("Hacks", "EFBToTextureEnable", bCopyEFBToTexture);
iniFile.Set("Hacks", "EFBScaledCopy", bCopyEFBScaled);
iniFile.Set("Hacks", "FIFOBPHack", bFIFOBPhack);
iniFile.Set("Hacks", "ProjectionHack", iPhackvalue);
iniFile.Set("Hardware", "Adapter", iAdapter);
iniFile.Set("Hardware", "SimpleFB", bSimpleFB);
iniFile.Save(ini_file);
}
// TODO: Figure out a better place for this function.
void ComputeDrawRectangle(int backbuffer_width, int backbuffer_height, bool flip, TargetRectangle *rc)
{
float FloatGLWidth = (float)backbuffer_width;
float FloatGLHeight = (float)backbuffer_height;
float FloatXOffset = 0;
float FloatYOffset = 0;
// The rendering window size
const float WinWidth = FloatGLWidth;
const float WinHeight = FloatGLHeight;
// Handle aspect ratio.
// Default to auto.
bool use16_9 = g_VideoInitialize.bAutoAspectIs16_9;
// Update aspect ratio hack values
// Won't take effect until next frame
// Don't know if there is a better place for this code so there isn't a 1 frame delay
if ( g_ActiveConfig.bWidescreenHack )
{
float source_aspect = use16_9 ? (16.0f / 9.0f) : (4.0f / 3.0f);
float target_aspect;
switch ( g_ActiveConfig.iAspectRatio )
{
case ASPECT_FORCE_16_9 :
target_aspect = 16.0f / 9.0f;
break;
case ASPECT_FORCE_4_3 :
target_aspect = 4.0f / 3.0f;
break;
case ASPECT_STRETCH :
target_aspect = WinWidth / WinHeight;
break;
default :
// ASPECT_AUTO == no hacking
target_aspect = source_aspect;
break;
}
float adjust = source_aspect / target_aspect;
if ( adjust > 1 )
{
// Vert+
g_Config.fAspectRatioHackW = 1;
g_Config.fAspectRatioHackH = 1/adjust;
}
else
{
// Hor+
g_Config.fAspectRatioHackW = adjust;
g_Config.fAspectRatioHackH = 1;
}
}
else
{
// Hack is disabled
g_Config.fAspectRatioHackW = 1;
g_Config.fAspectRatioHackH = 1;
}
// Check for force-settings and override.
if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_16_9)
use16_9 = true;
else if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_4_3)
use16_9 = false;
if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH)
{
// The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio
float Ratio = (WinWidth / WinHeight) / (!use16_9 ? (4.0f / 3.0f) : (16.0f / 9.0f));
// Check if height or width is the limiting factor. If ratio > 1 the picture is too wide and have to limit the width.
if (Ratio > 1.0f)
{
// Scale down and center in the X direction.
FloatGLWidth /= Ratio;
FloatXOffset = (WinWidth - FloatGLWidth) / 2.0f;
}
// The window is too high, we have to limit the height
else
{
// Scale down and center in the Y direction.
FloatGLHeight *= Ratio;
FloatYOffset = FloatYOffset + (WinHeight - FloatGLHeight) / 2.0f;
}
}
// -----------------------------------------------------------------------
// Crop the picture from 4:3 to 5:4 or from 16:9 to 16:10.
// Output: FloatGLWidth, FloatGLHeight, FloatXOffset, FloatYOffset
// ------------------
if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH && g_ActiveConfig.bCrop)
{
float Ratio = !use16_9 ? ((4.0f / 3.0f) / (5.0f / 4.0f)) : (((16.0f / 9.0f) / (16.0f / 10.0f)));
// The width and height we will add (calculate this before FloatGLWidth and FloatGLHeight is adjusted)
float IncreasedWidth = (Ratio - 1.0f) * FloatGLWidth;
float IncreasedHeight = (Ratio - 1.0f) * FloatGLHeight;
// The new width and height
FloatGLWidth = FloatGLWidth * Ratio;
FloatGLHeight = FloatGLHeight * Ratio;
// Adjust the X and Y offset
FloatXOffset = FloatXOffset - (IncreasedWidth * 0.5f);
FloatYOffset = FloatYOffset - (IncreasedHeight * 0.5f);
}
int XOffset = (int)(FloatXOffset + 0.5f);
int YOffset = (int)(FloatYOffset + 0.5f);
int iWhidth = (int)ceil(FloatGLWidth);
int iHeight = (int)ceil(FloatGLHeight);
iWhidth -= iWhidth % 4; // ensure divisibility by 4 to make it compatible with all the video encoders
iHeight -= iHeight % 4;
rc->left = XOffset;
rc->top = flip ? (int)(YOffset + iHeight) : YOffset;
rc->right = XOffset + iWhidth;
rc->bottom = flip ? YOffset : (int)(YOffset + iHeight);
}