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https://github.com/dolphin-emu/dolphin.git
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7650117c26
SSAA relies on MSAA being active to work. We only supports 4x SSAA while in fact you can enable SSAA at any MSAA level. I even managed to run 64xMSAA + SSAA on my Quadro which made some pretty sleek looking games. They were very cinematic though. With this, it properly fixes up SSAA and MSAA support in GLES as well. Before they were broken when stereo rendering was enabled. Now in GLES they can properly support MSAA and also stereo rendering with MSAA enabled(with proper extensions).
282 lines
7.5 KiB
C++
282 lines
7.5 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <cstddef>
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#include <map>
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#include <string>
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#include <vector>
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#include <wx/button.h>
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#include <wx/checkbox.h>
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#include <wx/choice.h>
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#include <wx/dialog.h>
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#include <wx/msgdlg.h>
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#include <wx/radiobut.h>
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#include <wx/spinctrl.h>
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#include <wx/stattext.h>
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#include "Common/CommonTypes.h"
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#include "Common/SysConf.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "DolphinWX/PostProcessingConfigDiag.h"
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#include "DolphinWX/WxUtils.h"
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#include "VideoCommon/PostProcessing.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoConfig.h"
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class wxBoxSizer;
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class wxControl;
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class wxPanel;
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template <typename W>
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class BoolSetting : public W
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{
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public:
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BoolSetting(wxWindow* parent, const wxString& label, const wxString& tooltip, bool &setting, bool reverse = false, long style = 0);
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void UpdateValue(wxCommandEvent& ev)
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{
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m_setting = (ev.GetInt() != 0) ^ m_reverse;
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ev.Skip();
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}
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private:
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bool &m_setting;
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const bool m_reverse;
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};
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typedef BoolSetting<wxCheckBox> SettingCheckBox;
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typedef BoolSetting<wxRadioButton> SettingRadioButton;
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template <typename T>
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class IntegerSetting : public wxSpinCtrl
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{
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public:
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IntegerSetting(wxWindow* parent, const wxString& label, T& setting, int minVal, int maxVal, long style = 0);
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void UpdateValue(wxCommandEvent& ev)
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{
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m_setting = ev.GetInt();
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ev.Skip();
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}
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private:
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T& m_setting;
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};
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typedef IntegerSetting<u32> U32Setting;
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class SettingChoice : public wxChoice
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{
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public:
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SettingChoice(wxWindow* parent, int &setting, const wxString& tooltip, int num = 0, const wxString choices[] = nullptr, long style = 0);
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void UpdateValue(wxCommandEvent& ev);
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private:
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int &m_setting;
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};
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class VideoConfigDiag : public wxDialog
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{
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public:
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VideoConfigDiag(wxWindow* parent, const std::string &title, const std::string& ininame);
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protected:
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void Event_Backend(wxCommandEvent &ev)
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{
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VideoBackend* new_backend = g_available_video_backends[ev.GetInt()];
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if (g_video_backend != new_backend)
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{
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bool do_switch = !Core::IsRunning();
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if (new_backend->GetName() == "Software Renderer")
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{
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do_switch = (wxYES == wxMessageBox(_("Software rendering is an order of magnitude slower than using the other backends.\nIt's only useful for debugging purposes.\nDo you really want to enable software rendering? If unsure, select 'No'."),
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_("Warning"), wxYES_NO | wxNO_DEFAULT | wxICON_EXCLAMATION, wxWindow::FindFocus()));
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}
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if (do_switch)
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{
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// TODO: Only reopen the dialog if the software backend is
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// selected (make sure to reinitialize backend info)
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// reopen the dialog
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Close();
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g_video_backend = new_backend;
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SConfig::GetInstance().m_strVideoBackend = g_video_backend->GetName();
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g_video_backend->ShowConfig(GetParent());
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}
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else
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{
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// Select current backend again
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choice_backend->SetStringSelection(StrToWxStr(g_video_backend->GetName()));
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}
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}
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ev.Skip();
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}
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void Event_Adapter(wxCommandEvent &ev) { ev.Skip(); } // TODO
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void Event_DisplayResolution(wxCommandEvent &ev);
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void Event_ProgressiveScan(wxCommandEvent &ev)
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{
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SConfig::GetInstance().m_SYSCONF->SetData("IPL.PGS", ev.GetInt());
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SConfig::GetInstance().bProgressive = ev.IsChecked();
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ev.Skip();
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}
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void Event_Stc(wxCommandEvent &ev)
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{
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int samples[] = { 0, 512, 128 };
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vconfig.iSafeTextureCache_ColorSamples = samples[ev.GetInt()];
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ev.Skip();
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}
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void Event_PPShader(wxCommandEvent &ev)
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{
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const int sel = ev.GetInt();
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if (sel)
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vconfig.sPostProcessingShader = WxStrToStr(ev.GetString());
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else
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vconfig.sPostProcessingShader.clear();
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// Should we enable the configuration button?
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PostProcessingShaderConfiguration postprocessing_shader;
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postprocessing_shader.LoadShader(vconfig.sPostProcessingShader);
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button_config_pp->Enable(postprocessing_shader.HasOptions());
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ev.Skip();
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}
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void Event_ConfigurePPShader(wxCommandEvent &ev)
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{
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PostProcessingConfigDiag dialog(this, vconfig.sPostProcessingShader);
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dialog.ShowModal();
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ev.Skip();
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}
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void Event_StereoDepth(wxCommandEvent &ev)
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{
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vconfig.iStereoDepth = ev.GetInt();
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ev.Skip();
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}
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void Event_StereoConvergence(wxCommandEvent &ev)
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{
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vconfig.iStereoConvergence = ev.GetInt();
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ev.Skip();
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}
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void Event_StereoMode(wxCommandEvent &ev)
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{
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if (vconfig.backend_info.bSupportsPostProcessing)
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{
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// Anaglyph overrides post-processing shaders
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choice_ppshader->Clear();
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}
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ev.Skip();
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}
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void Event_ClickClose(wxCommandEvent&);
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void Event_Close(wxCloseEvent&);
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// Enables/disables UI elements depending on current config
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void OnUpdateUI(wxUpdateUIEvent& ev)
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{
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// Anti-aliasing
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choice_aamode->Enable(vconfig.backend_info.AAModes.size() > 1);
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text_aamode->Enable(vconfig.backend_info.AAModes.size() > 1);
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if (vconfig.backend_info.bSupportsSSAA && ssaa_checkbox)
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ssaa_checkbox->Enable(vconfig.iMultisampleMode > 0);
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// XFB
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virtual_xfb->Enable(vconfig.bUseXFB);
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real_xfb->Enable(vconfig.bUseXFB);
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// custom textures
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cache_hires_textures->Enable(vconfig.bHiresTextures);
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// Repopulating the post-processing shaders can't be done from an event
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if (choice_ppshader && choice_ppshader->IsEmpty())
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PopulatePostProcessingShaders();
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// Things which shouldn't be changed during emulation
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if (Core::IsRunning())
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{
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choice_backend->Disable();
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label_backend->Disable();
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// D3D only
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if (vconfig.backend_info.Adapters.size())
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{
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choice_adapter->Disable();
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label_adapter->Disable();
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}
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#ifndef __APPLE__
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// This isn't supported on OS X.
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choice_display_resolution->Disable();
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label_display_resolution->Disable();
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#endif
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progressive_scan_checkbox->Disable();
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render_to_main_checkbox->Disable();
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}
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ev.Skip();
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}
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// Creates controls and connects their enter/leave window events to Evt_Enter/LeaveControl
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SettingCheckBox* CreateCheckBox(wxWindow* parent, const wxString& label, const wxString& description, bool &setting, bool reverse = false, long style = 0);
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SettingChoice* CreateChoice(wxWindow* parent, int& setting, const wxString& description, int num = 0, const wxString choices[] = nullptr, long style = 0);
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SettingRadioButton* CreateRadioButton(wxWindow* parent, const wxString& label, const wxString& description, bool &setting, bool reverse = false, long style = 0);
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// Same as above but only connects enter/leave window events
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wxControl* RegisterControl(wxControl* const control, const wxString& description);
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void Evt_EnterControl(wxMouseEvent& ev);
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void Evt_LeaveControl(wxMouseEvent& ev);
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void CreateDescriptionArea(wxPanel* const page, wxBoxSizer* const sizer);
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void PopulatePostProcessingShaders();
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wxChoice* choice_backend;
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wxChoice* choice_adapter;
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wxChoice* choice_display_resolution;
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wxStaticText* label_backend;
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wxStaticText* label_adapter;
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wxStaticText* text_aamode;
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SettingChoice* choice_aamode;
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wxCheckBox* ssaa_checkbox;
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wxStaticText* label_display_resolution;
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wxButton* button_config_pp;
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SettingCheckBox* borderless_fullscreen;
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SettingCheckBox* render_to_main_checkbox;
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SettingRadioButton* virtual_xfb;
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SettingRadioButton* real_xfb;
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SettingCheckBox* cache_hires_textures;
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wxCheckBox* progressive_scan_checkbox;
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wxChoice* choice_ppshader;
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std::map<wxWindow*, wxString> ctrl_descs; // maps setting controls to their descriptions
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std::map<wxWindow*, wxStaticText*> desc_texts; // maps dialog tabs (which are the parents of the setting controls) to their description text objects
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VideoConfig &vconfig;
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std::string ininame;
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};
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