dolphin/Source/Core/VideoCommon/VideoConfig.h
Scott Mansell 51c984dde3 Remove the "Show EFB Copy Regions" debug option.
It was only implemented in OpenGL, though the option was visible in both
backends, leading to memory leaks if you enabled it in DirectX.

And it wasn't particularly useful as a debug feature as it only showed
where in the EFB the copies were taken from, not what format it was, or
what the copy was used for, or what content was in the EFB at that point
in time.

Also, it stretched the copy regions relative to the window, so the
on-screen regions don't even line up with the window unless the game used
the full EFB (some pal games) and you game image stretched to the full
window.
2015-11-05 18:15:46 +13:00

187 lines
4.3 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
// 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.
#pragma once
#include <string>
#include <vector>
#include "Common/CommonTypes.h"
#include "VideoCommon/VideoCommon.h"
// Log in two categories, and save three other options in the same byte
#define CONF_LOG 1
#define CONF_PRIMLOG 2
#define CONF_SAVETARGETS 8
#define CONF_SAVESHADERS 16
enum AspectMode
{
ASPECT_AUTO = 0,
ASPECT_ANALOG_WIDE = 1,
ASPECT_ANALOG = 2,
ASPECT_STRETCH = 3,
};
enum EFBScale
{
SCALE_FORCE_INTEGRAL = -1,
SCALE_AUTO,
SCALE_AUTO_INTEGRAL,
SCALE_1X,
SCALE_1_5X,
SCALE_2X,
SCALE_2_5X,
};
enum StereoMode
{
STEREO_OFF = 0,
STEREO_SBS,
STEREO_TAB,
STEREO_ANAGLYPH,
STEREO_3DVISION
};
constexpr int STEREOSCOPY_PRESETS_NUM = 3;
struct StereoscopyPreset final
{
int depth;
int convergence;
};
// NEVER inherit from this class.
struct VideoConfig final
{
VideoConfig();
void Load(const std::string& ini_file);
void GameIniLoad();
void VerifyValidity();
void Save(const std::string& ini_file);
void UpdateProjectionHack();
bool IsVSync();
// General
bool bVSync;
bool bFullscreen;
bool bExclusiveMode;
bool bRunning;
bool bWidescreenHack;
int iAspectRatio;
bool bCrop; // Aspect ratio controls.
bool bUseXFB;
bool bUseRealXFB;
// Enhancements
int iMultisampleMode;
bool bSSAA;
int iEFBScale;
bool bForceFiltering;
int iMaxAnisotropy;
std::string sPostProcessingShader;
int iStereoMode;
int iStereoDepth;
int iStereoConvergence;
bool bStereoSwapEyes;
std::array<StereoscopyPreset, STEREOSCOPY_PRESETS_NUM> oStereoPresets;
int iStereoActivePreset;
// Information
bool bShowFPS;
bool bOverlayStats;
bool bOverlayProjStats;
bool bTexFmtOverlayEnable;
bool bTexFmtOverlayCenter;
bool bLogRenderTimeToFile;
// Render
bool bWireFrame;
bool bDisableFog;
// Utility
bool bDumpTextures;
bool bHiresTextures;
bool bConvertHiresTextures;
bool bCacheHiresTextures;
bool bDumpEFBTarget;
bool bUseFFV1;
bool bFreeLook;
bool bBorderlessFullscreen;
// Hacks
bool bEFBAccessEnable;
bool bPerfQueriesEnable;
bool bBBoxEnable;
bool bForceProgressive;
bool bEFBEmulateFormatChanges;
bool bSkipEFBCopyToRam;
bool bCopyEFBScaled;
int iSafeTextureCache_ColorSamples;
int iPhackvalue[3];
std::string sPhackvalue[2];
float fAspectRatioHackW, fAspectRatioHackH;
bool bEnablePixelLighting;
bool bFastDepthCalc;
int iLog; // CONF_ bits
int iSaveTargetId; // TODO: Should be dropped
// Stereoscopy
bool bStereoEFBMonoDepth;
int iStereoDepthPercentage;
int iStereoConvergenceMinimum;
// D3D only config, mostly to be merged into the above
int iAdapter;
// Debugging
bool bEnableShaderDebugging;
// Static config per API
// TODO: Move this out of VideoConfig
struct
{
API_TYPE APIType;
std::vector<std::string> Adapters; // for D3D
std::vector<int> AAModes;
std::vector<std::string> PPShaders; // post-processing shaders
std::vector<std::string> AnaglyphShaders; // anaglyph shaders
bool bSupportsExclusiveFullscreen;
bool bSupportsDualSourceBlend;
bool bSupportsPrimitiveRestart;
bool bSupportsOversizedViewports;
bool bSupportsGeometryShaders;
bool bSupports3DVision;
bool bSupportsEarlyZ; // needed by PixelShaderGen, so must stay in VideoCommon
bool bSupportsBindingLayout; // Needed by ShaderGen, so must stay in VideoCommon
bool bSupportsBBox;
bool bSupportsGSInstancing; // Needed by GeometryShaderGen, so must stay in VideoCommon
bool bSupportsPostProcessing;
bool bSupportsPaletteConversion;
bool bSupportsClipControl; // Needed by VertexShaderGen, so must stay in VideoCommon
bool bSupportsSSAA;
} backend_info;
// Utility
bool RealXFBEnabled() const { return bUseXFB && bUseRealXFB; }
bool VirtualXFBEnabled() const { return bUseXFB && !bUseRealXFB; }
bool ExclusiveFullscreenEnabled() const { return backend_info.bSupportsExclusiveFullscreen && !bBorderlessFullscreen; }
};
extern VideoConfig g_Config;
extern VideoConfig g_ActiveConfig;
// Called every frame.
void UpdateActiveConfig();