VideoConfig: Rename "StereoMonoEFBDepth" to "StereoEFBMonoDepth"

Makes a little bit more sense.
This commit is contained in:
Jules Blok 2014-12-24 23:06:44 +01:00
parent 1105dd7dcd
commit 31a55384b3
6 changed files with 8 additions and 8 deletions

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@ -33,4 +33,4 @@ $99 of some treasures
$End Boss Has No HP $End Boss Has No HP
[Video_Stereoscopy] [Video_Stereoscopy]
StereoMonoEFBDepth = True StereoEFBMonoDepth = True

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@ -421,7 +421,7 @@ void TextureCache::CompileShaders()
"}\n" : nullptr; "}\n" : nullptr;
const char* prefix = (GProgram == nullptr) ? "f" : "v"; const char* prefix = (GProgram == nullptr) ? "f" : "v";
const char* depth_layer = (g_ActiveConfig.bStereoMonoEFBDepth) ? "0.0" : "f_uv0.z"; const char* depth_layer = (g_ActiveConfig.bStereoEFBMonoDepth) ? "0.0" : "f_uv0.z";
ProgramShaderCache::CompileShader(s_ColorMatrixProgram, StringFromFormat(VProgram, prefix, prefix).c_str(), pColorMatrixProg, GProgram); ProgramShaderCache::CompileShader(s_ColorMatrixProgram, StringFromFormat(VProgram, prefix, prefix).c_str(), pColorMatrixProg, GProgram);
ProgramShaderCache::CompileShader(s_DepthMatrixProgram, StringFromFormat(VProgram, prefix, prefix).c_str(), StringFromFormat(pDepthMatrixProg, depth_layer).c_str(), GProgram); ProgramShaderCache::CompileShader(s_DepthMatrixProgram, StringFromFormat(VProgram, prefix, prefix).c_str(), StringFromFormat(pDepthMatrixProg, depth_layer).c_str(), GProgram);

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@ -117,7 +117,7 @@ void TextureCache::OnConfigChanged(VideoConfig& config)
} }
if ((config.iStereoMode > 0) != backup_config.s_stereo_3d || if ((config.iStereoMode > 0) != backup_config.s_stereo_3d ||
config.bStereoMonoEFBDepth != backup_config.s_mono_efb_depth) config.bStereoEFBMonoDepth != backup_config.s_efb_mono_depth)
{ {
g_texture_cache->DeleteShaders(); g_texture_cache->DeleteShaders();
g_texture_cache->CompileShaders(); g_texture_cache->CompileShaders();
@ -134,7 +134,7 @@ void TextureCache::OnConfigChanged(VideoConfig& config)
backup_config.s_hires_textures = config.bHiresTextures; backup_config.s_hires_textures = config.bHiresTextures;
backup_config.s_copy_cache_enable = config.bEFBCopyCacheEnable; backup_config.s_copy_cache_enable = config.bEFBCopyCacheEnable;
backup_config.s_stereo_3d = config.iStereoMode > 0; backup_config.s_stereo_3d = config.iStereoMode > 0;
backup_config.s_mono_efb_depth = config.bStereoMonoEFBDepth; backup_config.s_efb_mono_depth = config.bStereoEFBMonoDepth;
} }
void TextureCache::Cleanup() void TextureCache::Cleanup()

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@ -146,7 +146,7 @@ private:
bool s_hires_textures; bool s_hires_textures;
bool s_copy_cache_enable; bool s_copy_cache_enable;
bool s_stereo_3d; bool s_stereo_3d;
bool s_mono_efb_depth; bool s_efb_mono_depth;
} backup_config; } backup_config;
}; };

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@ -40,7 +40,7 @@ VideoConfig::VideoConfig()
backend_info.bSupportsExclusiveFullscreen = false; backend_info.bSupportsExclusiveFullscreen = false;
// Game-specific stereoscopy settings // Game-specific stereoscopy settings
bStereoMonoEFBDepth = false; bStereoEFBMonoDepth = false;
iStereoDepthPercentage = 100; iStereoDepthPercentage = 100;
iStereoConvergencePercentage = 100; iStereoConvergencePercentage = 100;
} }
@ -189,7 +189,7 @@ void VideoConfig::GameIniLoad()
CHECK_SETTING("Video_Enhancements", "StereoConvergence", iStereoConvergence); CHECK_SETTING("Video_Enhancements", "StereoConvergence", iStereoConvergence);
CHECK_SETTING("Video_Enhancements", "StereoSwapEyes", bStereoSwapEyes); CHECK_SETTING("Video_Enhancements", "StereoSwapEyes", bStereoSwapEyes);
CHECK_SETTING("Video_Stereoscopy", "StereoMonoEFBDepth", bStereoMonoEFBDepth); CHECK_SETTING("Video_Stereoscopy", "StereoEFBMonoDepth", bStereoEFBMonoDepth);
CHECK_SETTING("Video_Stereoscopy", "StereoDepthPercentage", iStereoDepthPercentage); CHECK_SETTING("Video_Stereoscopy", "StereoDepthPercentage", iStereoDepthPercentage);
CHECK_SETTING("Video_Stereoscopy", "StereoConvergencePercentage", iStereoConvergencePercentage); CHECK_SETTING("Video_Stereoscopy", "StereoConvergencePercentage", iStereoConvergencePercentage);

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@ -126,7 +126,7 @@ struct VideoConfig final
int iSaveTargetId; // TODO: Should be dropped int iSaveTargetId; // TODO: Should be dropped
// Stereoscopy // Stereoscopy
bool bStereoMonoEFBDepth; bool bStereoEFBMonoDepth;
int iStereoSeparationPercent; int iStereoSeparationPercent;
int iStereoConvergencePercent; int iStereoConvergencePercent;
int iStereoDepthPercentage; int iStereoDepthPercentage;