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2f1a7cbee1
Skip ubershader mode works the same as hybrid ubershaders in that the shaders are compiled asynchronously. However, instead of using the ubershader to draw the object, it skips it entirely until the specialized shader is made available. This mode will likely result in broken effects where a game creates an EFB copy, and does not redraw it every frame. Therefore, it is not a recommended option, however, it may result in better performance on low-end systems.
252 lines
6.7 KiB
C++
252 lines
6.7 KiB
C++
// Copyright 2008 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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// 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 <string>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "VideoCommon/VideoCommon.h"
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// Log in two categories, and save three other options in the same byte
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#define CONF_LOG 1
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#define CONF_PRIMLOG 2
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#define CONF_SAVETARGETS 8
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#define CONF_SAVESHADERS 16
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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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Nvidia3DVision
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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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struct ProjectionHackConfig final
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{
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bool m_enable;
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bool m_sznear;
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bool m_szfar;
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std::string m_znear;
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std::string m_zfar;
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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();
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void Refresh();
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void VerifyValidity();
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void UpdateProjectionHack();
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bool IsVSync() const;
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// General
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bool bVSync;
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bool bWidescreenHack;
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AspectMode aspect_mode;
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bool bCrop; // Aspect ratio controls.
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bool bShaderCache;
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// Enhancements
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u32 iMultisamples;
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bool bSSAA;
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int iEFBScale;
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bool bForceFiltering;
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int iMaxAnisotropy;
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std::string sPostProcessingShader;
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bool bForceTrueColor;
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// Information
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bool bShowFPS;
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bool bShowNetPlayPing;
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bool bShowNetPlayMessages;
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bool bOverlayStats;
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bool bOverlayProjStats;
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bool bTexFmtOverlayEnable;
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bool bTexFmtOverlayCenter;
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bool bLogRenderTimeToFile;
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// Render
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bool bWireFrame;
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bool bDisableFog;
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// Utility
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bool bDumpTextures;
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bool bHiresTextures;
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bool bCacheHiresTextures;
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bool bDumpEFBTarget;
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bool bDumpXFBTarget;
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bool bDumpFramesAsImages;
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bool bUseFFV1;
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std::string sDumpCodec;
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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;
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bool bFreeLook;
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bool bBorderlessFullscreen;
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bool bEnableGPUTextureDecoding;
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int iBitrateKbps;
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// Hacks
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bool bEFBAccessEnable;
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bool bPerfQueriesEnable;
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bool bBBoxEnable;
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bool bBBoxPreferStencilImplementation; // OpenGL-only, to see how slow it is compared to SSBOs
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bool bForceProgressive;
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bool bEFBEmulateFormatChanges;
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bool bSkipEFBCopyToRam;
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bool bSkipXFBCopyToRam;
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bool bDisableCopyToVRAM;
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bool bImmediateXFB;
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bool bCopyEFBScaled;
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int iSafeTextureCache_ColorSamples;
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ProjectionHackConfig phack;
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float fAspectRatioHackW, fAspectRatioHackH;
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bool bEnablePixelLighting;
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bool bFastDepthCalc;
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bool bVertexRounding;
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int iLog; // CONF_ bits
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int iSaveTargetId; // TODO: Should be dropped
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// Stereoscopy
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StereoMode stereo_mode;
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int iStereoDepth;
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int iStereoConvergence;
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int iStereoConvergencePercentage;
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bool bStereoSwapEyes;
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bool bStereoEFBMonoDepth;
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int iStereoDepthPercentage;
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// D3D only config, mostly to be merged into the above
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int iAdapter;
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// VideoSW Debugging
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int drawStart;
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int drawEnd;
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bool bZComploc;
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bool bZFreeze;
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bool bDumpObjects;
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bool bDumpTevStages;
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bool bDumpTevTextureFetches;
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// Enable API validation layers, currently only supported with Vulkan.
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bool bEnableValidationLayer;
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// Multithreaded submission, currently only supported with Vulkan.
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bool bBackendMultithreading;
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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;
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// Shader compilation settings.
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bool bWaitForShadersBeforeStarting;
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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;
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int iShaderPrecompilerThreads;
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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;
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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;
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bool bSupportsExclusiveFullscreen;
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bool bSupportsDualSourceBlend;
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bool bSupportsPrimitiveRestart;
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bool bSupportsOversizedViewports;
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bool bSupportsGeometryShaders;
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bool bSupportsComputeShaders;
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bool bSupports3DVision;
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bool bSupportsEarlyZ; // needed by PixelShaderGen, so must stay in VideoCommon
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bool bSupportsBindingLayout; // Needed by ShaderGen, so must stay in VideoCommon
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bool bSupportsBBox;
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bool bSupportsGSInstancing; // Needed by GeometryShaderGen, so must stay in VideoCommon
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bool bSupportsPostProcessing;
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bool bSupportsPaletteConversion;
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bool bSupportsClipControl; // Needed by VertexShaderGen, so must stay in VideoCommon
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bool bSupportsSSAA;
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bool bSupportsFragmentStoresAndAtomics; // a.k.a. OpenGL SSBOs a.k.a. Direct3D UAVs
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bool bSupportsDepthClamp; // Needed by VertexShaderGen, so must stay in VideoCommon
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bool bSupportsReversedDepthRange;
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bool bSupportsMultithreading;
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bool bSupportsGPUTextureDecoding;
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bool bSupportsST3CTextures;
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bool bSupportsCopyToVram;
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bool bSupportsBitfield; // Needed by UberShaders, so must stay in VideoCommon
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bool bSupportsDynamicSamplerIndexing; // Needed by UberShaders, so must stay in VideoCommon
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bool bSupportsBPTCTextures;
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bool bSupportsFramebufferFetch; // Used as an alternative to dual-source blend on GLES
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bool bSupportsBackgroundCompiling;
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} backend_info;
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// Utility
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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 BBoxUseFragmentShaderImplementation() const
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{
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if (backend_info.api_type == APIType::OpenGL && bBBoxPreferStencilImplementation)
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return false;
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return backend_info.bSupportsBBox && backend_info.bSupportsFragmentStoresAndAtomics;
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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 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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