dolphin/Source/Core/VideoCommon/VideoConfig.h
Bryan Jacobs 7ec6d116e8 Graphics: Adapt aspect ratio when SBS/TAB 3D is used
Adds support for choosing to present the full resolution
independently to each eye when using side-by-side or
top-and-bottom 3D.
2024-08-22 07:11:43 +10:00

395 lines
12 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
// 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 <optional>
#include <string>
#include <vector>
#include "Common/CommonTypes.h"
#include "VideoCommon/GraphicsModSystem/Config/GraphicsModGroup.h"
#include "VideoCommon/VideoCommon.h"
constexpr int EFB_SCALE_AUTO_INTEGRAL = 0;
enum class AspectMode : int
{
Auto, // ~4:3 or ~16:9 (auto detected)
ForceWide, // ~16:9
ForceStandard, // ~4:3
Stretch,
Custom, // Forced relative custom AR
CustomStretch, // Forced absolute custom AR
Raw, // Forced squared pixels
};
enum class StereoMode : int
{
Off,
SBS,
TAB,
Anaglyph,
QuadBuffer,
Passive
};
enum class ShaderCompilationMode : int
{
Synchronous,
SynchronousUberShaders,
AsynchronousUberShaders,
AsynchronousSkipRendering
};
enum class TextureFilteringMode : int
{
Default,
Nearest,
Linear,
};
enum class OutputResamplingMode : int
{
Default,
Bilinear,
BSpline,
MitchellNetravali,
CatmullRom,
SharpBilinear,
AreaSampling,
};
enum class ColorCorrectionRegion : int
{
SMPTE_NTSCM,
SYSTEMJ_NTSCJ,
EBU_PAL,
};
enum class TriState : int
{
Off,
On,
Auto
};
enum class FrameDumpResolutionType : int
{
// Window resolution (not including potential back buffer black borders)
WindowResolution,
// The aspect ratio corrected XFB resolution (XFB pixels might not have been square)
XFBAspectRatioCorrectedResolution,
// The raw unscaled XFB resolution (based on "internal resolution" scale)
XFBRawResolution,
};
// Bitmask containing information about which configuration has changed for the backend.
enum ConfigChangeBits : u32
{
CONFIG_CHANGE_BIT_HOST_CONFIG = (1 << 0),
CONFIG_CHANGE_BIT_MULTISAMPLES = (1 << 1),
CONFIG_CHANGE_BIT_STEREO_MODE = (1 << 2),
CONFIG_CHANGE_BIT_TARGET_SIZE = (1 << 3),
CONFIG_CHANGE_BIT_ANISOTROPY = (1 << 4),
CONFIG_CHANGE_BIT_FORCE_TEXTURE_FILTERING = (1 << 5),
CONFIG_CHANGE_BIT_VSYNC = (1 << 6),
CONFIG_CHANGE_BIT_BBOX = (1 << 7),
CONFIG_CHANGE_BIT_ASPECT_RATIO = (1 << 8),
CONFIG_CHANGE_BIT_POST_PROCESSING_SHADER = (1 << 9),
CONFIG_CHANGE_BIT_HDR = (1 << 10),
};
// NEVER inherit from this class.
struct VideoConfig final
{
VideoConfig() = default;
void Refresh();
void VerifyValidity();
// General
bool bVSync = false;
bool bVSyncActive = false;
bool bWidescreenHack = false;
AspectMode aspect_mode{};
int custom_aspect_width = 1;
int custom_aspect_height = 1;
AspectMode suggested_aspect_mode{};
u32 widescreen_heuristic_transition_threshold = 0;
float widescreen_heuristic_aspect_ratio_slop = 0.f;
float widescreen_heuristic_standard_ratio = 0.f;
float widescreen_heuristic_widescreen_ratio = 0.f;
bool bCrop = false; // Aspect ratio controls.
bool bShaderCache = false;
// Enhancements
u32 iMultisamples = 0;
bool bSSAA = false;
int iEFBScale = 0;
TextureFilteringMode texture_filtering_mode = TextureFilteringMode::Default;
OutputResamplingMode output_resampling_mode = OutputResamplingMode::Default;
int iMaxAnisotropy = 0;
std::string sPostProcessingShader;
bool bForceTrueColor = false;
bool bDisableCopyFilter = false;
bool bArbitraryMipmapDetection = false;
float fArbitraryMipmapDetectionThreshold = 0;
bool bHDR = false;
// Color Correction
struct
{
// Color Space Correction:
bool bCorrectColorSpace = false;
ColorCorrectionRegion game_color_space = ColorCorrectionRegion::SMPTE_NTSCM;
// Gamma Correction:
bool bCorrectGamma = false;
float fGameGamma = 2.35f;
bool bSDRDisplayGammaSRGB = true;
// Custom gamma when the display is not sRGB
float fSDRDisplayCustomGamma = 2.2f;
// HDR:
// 203 is a good default value that matches the brightness of many SDR screens.
// It's also the value recommended by the ITU.
float fHDRPaperWhiteNits = 203.f;
} color_correction;
// Information
bool bShowFPS = false;
bool bShowFTimes = false;
bool bShowVPS = false;
bool bShowVTimes = false;
bool bShowGraphs = false;
bool bShowSpeed = false;
bool bShowSpeedColors = false;
int iPerfSampleUSec = 0;
bool bShowNetPlayPing = false;
bool bShowNetPlayMessages = false;
bool bOverlayStats = false;
bool bOverlayProjStats = false;
bool bOverlayScissorStats = false;
bool bTexFmtOverlayEnable = false;
bool bTexFmtOverlayCenter = false;
bool bLogRenderTimeToFile = false;
// Render
bool bWireFrame = false;
bool bDisableFog = false;
// Utility
bool bDumpTextures = false;
bool bDumpMipmapTextures = false;
bool bDumpBaseTextures = false;
bool bHiresTextures = false;
bool bCacheHiresTextures = false;
bool bDumpEFBTarget = false;
bool bDumpXFBTarget = false;
bool bDumpFramesAsImages = false;
bool bUseFFV1 = false;
std::string sDumpCodec;
std::string sDumpPixelFormat;
std::string sDumpEncoder;
std::string sDumpFormat;
std::string sDumpPath;
FrameDumpResolutionType frame_dumps_resolution_type =
FrameDumpResolutionType::XFBAspectRatioCorrectedResolution;
bool bBorderlessFullscreen = false;
bool bEnableGPUTextureDecoding = false;
bool bPreferVSForLinePointExpansion = false;
int iBitrateKbps = 0;
bool bGraphicMods = false;
std::optional<GraphicsModGroupConfig> graphics_mod_config;
// Hacks
bool bEFBAccessEnable = false;
bool bEFBAccessDeferInvalidation = false;
bool bPerfQueriesEnable = false;
bool bBBoxEnable = false;
bool bForceProgressive = false;
bool bCPUCull = false;
bool bEFBEmulateFormatChanges = false;
bool bSkipEFBCopyToRam = false;
bool bSkipXFBCopyToRam = false;
bool bDisableCopyToVRAM = false;
bool bDeferEFBCopies = false;
bool bImmediateXFB = false;
bool bSkipPresentingDuplicateXFBs = false;
bool bCopyEFBScaled = false;
int iSafeTextureCache_ColorSamples = 0;
float fAspectRatioHackW = 1; // Initial value needed for the first frame
float fAspectRatioHackH = 1;
bool bEnablePixelLighting = false;
bool bFastDepthCalc = false;
bool bVertexRounding = false;
bool bVISkip = false;
int iEFBAccessTileSize = 0;
int iSaveTargetId = 0; // TODO: Should be dropped
u32 iMissingColorValue = 0;
bool bFastTextureSampling = false;
#ifdef __APPLE__
bool bNoMipmapping = false; // Used by macOS fifoci to work around an M1 bug
#endif
// Stereoscopy
StereoMode stereo_mode{};
bool stereo_per_eye_resolution_full = false;
int iStereoDepth = 0;
int iStereoConvergence = 0;
int iStereoConvergencePercentage = 0;
bool bStereoSwapEyes = false;
bool bStereoEFBMonoDepth = false;
int iStereoDepthPercentage = 0;
// D3D only config, mostly to be merged into the above
int iAdapter = 0;
// Metal only config
TriState iManuallyUploadBuffers = TriState::Auto;
TriState iUsePresentDrawable = TriState::Auto;
// Enable API validation layers, currently only supported with Vulkan.
bool bEnableValidationLayer = false;
// Multithreaded submission, currently only supported with Vulkan.
bool bBackendMultithreading = true;
// Early command buffer execution interval in number of draws.
// Currently only supported with Vulkan.
int iCommandBufferExecuteInterval = 0;
// Shader compilation settings.
bool bWaitForShadersBeforeStarting = false;
ShaderCompilationMode iShaderCompilationMode{};
// Number of shader compiler threads.
// 0 disables background compilation.
// -1 uses an automatic number based on the CPU threads.
int iShaderCompilerThreads = 0;
int iShaderPrecompilerThreads = 0;
// Loading custom drivers on Android
std::string customDriverLibraryName;
// Static config per API
// TODO: Move this out of VideoConfig
struct
{
APIType api_type = APIType::Nothing;
std::string DisplayName;
std::vector<std::string> Adapters; // for D3D
std::vector<u32> AAModes;
// TODO: merge AdapterName and Adapters array
std::string AdapterName; // for OpenGL
u32 MaxTextureSize = 16384;
bool bUsesLowerLeftOrigin = false;
bool bUsesExplictQuadBuffering = false;
bool bSupportsExclusiveFullscreen = false;
bool bSupportsDualSourceBlend = false;
bool bSupportsPrimitiveRestart = false;
bool bSupportsGeometryShaders = false;
bool bSupportsComputeShaders = false;
bool bSupports3DVision = false;
bool bSupportsEarlyZ = false; // needed by PixelShaderGen, so must stay in VideoCommon
bool bSupportsBindingLayout = false; // Needed by ShaderGen, so must stay in VideoCommon
bool bSupportsBBox = false;
bool bSupportsGSInstancing = false; // Needed by GeometryShaderGen, so must stay in VideoCommon
bool bSupportsPostProcessing = false;
bool bSupportsPaletteConversion = false;
bool bSupportsClipControl = false; // Needed by VertexShaderGen, so must stay in VideoCommon
bool bSupportsSSAA = false;
bool bSupportsFragmentStoresAndAtomics = false; // a.k.a. OpenGL SSBOs a.k.a. Direct3D UAVs
bool bSupportsDepthClamp = false; // Needed by VertexShaderGen, so must stay in VideoCommon
bool bSupportsReversedDepthRange = false;
bool bSupportsLogicOp = false;
bool bSupportsMultithreading = false;
bool bSupportsGPUTextureDecoding = false;
bool bSupportsST3CTextures = false;
bool bSupportsCopyToVram = false;
bool bSupportsBitfield = false; // Needed by UberShaders, so must stay in VideoCommon
// Needed by UberShaders, so must stay in VideoCommon
bool bSupportsDynamicSamplerIndexing = false;
bool bSupportsBPTCTextures = false;
bool bSupportsFramebufferFetch = false; // Used as an alternative to dual-source blend on GLES
bool bSupportsBackgroundCompiling = false;
bool bSupportsLargePoints = false;
bool bSupportsPartialDepthCopies = false;
bool bSupportsDepthReadback = false;
bool bSupportsShaderBinaries = false;
bool bSupportsPipelineCacheData = false;
bool bSupportsCoarseDerivatives = false;
bool bSupportsTextureQueryLevels = false;
bool bSupportsLodBiasInSampler = false;
bool bSupportsSettingObjectNames = false;
bool bSupportsPartialMultisampleResolve = false;
bool bSupportsDynamicVertexLoader = false;
bool bSupportsVSLinePointExpand = false;
bool bSupportsGLLayerInFS = true;
bool bSupportsHDROutput = false;
} backend_info;
// Utility
bool UseVSForLinePointExpand() const
{
if (!backend_info.bSupportsVSLinePointExpand)
return false;
if (!backend_info.bSupportsGeometryShaders)
return true;
return bPreferVSForLinePointExpansion;
}
bool MultisamplingEnabled() const { return iMultisamples > 1; }
bool ExclusiveFullscreenEnabled() const
{
return backend_info.bSupportsExclusiveFullscreen && !bBorderlessFullscreen;
}
bool UseGPUTextureDecoding() const
{
return backend_info.bSupportsGPUTextureDecoding && bEnableGPUTextureDecoding;
}
bool UseVertexRounding() const { return bVertexRounding && iEFBScale != 1; }
bool ManualTextureSamplingWithCustomTextureSizes() const
{
// If manual texture sampling is disabled, we don't need to do anything.
if (bFastTextureSampling)
return false;
// Hi-res textures break the wrapping logic used by manual texture sampling, as a texture's
// size won't match the size the game sets.
if (bHiresTextures)
return true;
// Hi-res EFB copies (but not native-resolution EFB copies at higher internal resolutions)
// also result in different texture sizes that need special handling.
if (iEFBScale != 1 && bCopyEFBScaled)
return true;
// Stereoscopic 3D changes the number of layers some textures have (EFB copies have 2 layers,
// while game textures still have 1), meaning bounds checks need to be added.
if (stereo_mode != StereoMode::Off)
return true;
// Otherwise, manual texture sampling can use the sizes games specify directly.
return false;
}
bool UsingUberShaders() const;
u32 GetShaderCompilerThreads() const;
u32 GetShaderPrecompilerThreads() const;
float GetCustomAspectRatio() const { return (float)custom_aspect_width / custom_aspect_height; }
};
extern VideoConfig g_Config;
extern VideoConfig g_ActiveConfig;
// Called every frame.
void UpdateActiveConfig();
void CheckForConfigChanges();