mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 05:47:56 -07:00
3078db08c7
- dislocating all sensible stuff related to "values per game/pattern" outside the sourcecode. - giving more control to end-users across the user-friendly interface. - deleting/cleaning some dead variables. - updating all gameconfig.ini data to reflect new PHack concept (pending upload). * Updated Italian translation - Includes corrections, a better strings translating and suggestions directly by Google Code's people. + Minor old pending changes... git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6973 8ced0084-cf51-0410-be5f-012b33b47a6e
174 lines
4.2 KiB
C++
174 lines
4.2 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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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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#ifndef _PLUGIN_VIDEO_CONFIG_H_
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#define _PLUGIN_VIDEO_CONFIG_H_
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#include "Common.h"
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#include "VideoCommon.h"
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#include <vector>
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#include <string>
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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_SAVETEXTURES 4
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#define CONF_SAVETARGETS 8
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#define CONF_SAVESHADERS 16
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enum MultisampleMode {
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MULTISAMPLE_OFF,
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MULTISAMPLE_2X,
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MULTISAMPLE_4X,
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MULTISAMPLE_8X,
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MULTISAMPLE_CSAA_8X,
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MULTISAMPLE_CSAA_8XQ,
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MULTISAMPLE_CSAA_16X,
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MULTISAMPLE_CSAA_16XQ,
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};
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enum AspectMode {
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ASPECT_AUTO = 0,
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ASPECT_FORCE_16_9 = 1,
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ASPECT_FORCE_4_3 = 2,
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ASPECT_STRETCH = 3,
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};
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class IniFile;
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// NEVER inherit from this class.
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struct VideoConfig
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{
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VideoConfig();
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void Load(const char *ini_file);
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void GameIniLoad(const char *ini_file);
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void Save(const char *ini_file);
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void UpdateProjectionHack();
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// General
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bool bVSync;
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bool bRunning;
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bool bWidescreenHack;
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int iAspectRatio;
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bool bCrop; // Aspect ratio controls.
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bool bUseXFB;
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bool bUseRealXFB;
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bool bUseNativeMips;
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// OpenCL
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bool bEnableOpenCL;
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// Enhancements
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int iMultisampleMode;
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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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// Information
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bool bShowFPS;
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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 bShowEFBCopyRegions;
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// Render
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bool bWireFrame;
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bool bDisableLighting;
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bool bDisableTexturing;
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bool bDstAlphaPass;
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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 bDumpEFBTarget;
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bool bDumpFrames;
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bool bFreeLook;
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bool bAnaglyphStereo;
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int iAnaglyphStereoSeparation;
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int iAnaglyphFocalAngle;
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bool b3DVision;
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// Hacks
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bool bEFBAccessEnable;
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bool bDlistCachingEnable;
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bool bEFBCopyEnable;
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bool bEFBCopyCacheEnable;
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bool bEFBEmulateFormatChanges;
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bool bOSDHotKey;
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bool bCopyEFBToTexture;
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bool bCopyEFBScaled;
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bool bSafeTextureCache;
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int iSafeTextureCache_ColorSamples;
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int iPhackvalue[4];
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std::string sPhackvalue[2];
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float fAspectRatioHackW, fAspectRatioHackH;
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bool bZTPSpeedHack; // The Legend of Zelda: Twilight Princess
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bool bEnablePixelLigting;
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bool bEnablePerPixelDepth;
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int iLog; // CONF_ bits
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int iSaveTargetId;
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//currently unused:
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int iCompileDLsLevel;
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bool bShowShaderErrors;
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// D3D only config, mostly to be merged into the above
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int iAdapter;
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// Static config per API
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struct
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{
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API_TYPE APIType;
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std::vector<std::string> Adapters; // for D3D9 and D3D11
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std::vector<std::string> AAModes;
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std::vector<std::string> PPShaders; // post-processing shaders
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bool bUseRGBATextures; // used for D3D11 in TextureCache
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bool bSupportsEFBToRAM;
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bool bSupportsRealXFB;
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bool bSupports3DVision;
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bool bAllowSignedBytes; // D3D9 doesn't support signed bytes (?)
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bool bSupportsDualSourceBlend; // only supported by D3D11 and OpenGL
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bool bSupportsFormatReinterpretation;
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bool bSupportsPixelLighting;
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} backend_info;
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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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void ComputeDrawRectangle(int backbuffer_width, int backbuffer_height, bool flip, TargetRectangle *rc);
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#endif // _PLUGIN_VIDEO_CONFIG_H_
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