Ryan Houdek a357c77257 Add in GLSL setting again.
PS and VS making. Untested and won't work for now.

Add in program shader cache files.

Readd NativeVertexFormat stuffs.

Add in PS and VS cache things.

SetShaders in places.

Fixed EFB cache index computations in OpenGL renderer.

The previous computation was very likely to go out of array bounds,
which could result in crashes on EFB access.

Also, the cache size was rounded down instead of up. This is a problem
since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
2012-10-09 23:23:37 -05:00

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C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
// 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.
#ifndef _VIDEO_CONFIG_H_
#define _VIDEO_CONFIG_H_
#include "Common.h"
#include "VideoCommon.h"
#include <vector>
#include <string>
// 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 MultisampleMode {
MULTISAMPLE_OFF,
MULTISAMPLE_2X,
MULTISAMPLE_4X,
MULTISAMPLE_8X,
MULTISAMPLE_CSAA_8X,
MULTISAMPLE_CSAA_8XQ,
MULTISAMPLE_CSAA_16X,
MULTISAMPLE_CSAA_16XQ,
};
enum AspectMode {
ASPECT_AUTO = 0,
ASPECT_FORCE_16_9 = 1,
ASPECT_FORCE_4_3 = 2,
ASPECT_STRETCH = 3,
};
class IniFile;
// NEVER inherit from this class.
struct VideoConfig
{
VideoConfig();
void Load(const char *ini_file);
void GameIniLoad(const char *ini_file);
void VerifyValidity();
void Save(const char *ini_file);
void GameIniSave(const char* default_ini, const char* game_ini);
void UpdateProjectionHack();
// General
bool bVSync;
bool bRunning;
bool bWidescreenHack;
int iAspectRatio;
bool bCrop; // Aspect ratio controls.
bool bUseXFB;
bool bUseRealXFB;
// OpenCL/OpenMP
bool bEnableOpenCL;
bool bOMPDecoder;
// Enhancements
int iMultisampleMode;
int iEFBScale;
bool bForceFiltering;
int iMaxAnisotropy;
std::string sPostProcessingShader;
// Information
bool bShowFPS;
bool bShowInputDisplay;
bool bOverlayStats;
bool bOverlayProjStats;
bool bTexFmtOverlayEnable;
bool bTexFmtOverlayCenter;
bool bShowEFBCopyRegions;
bool bLogFPSToFile;
// Render
bool bWireFrame;
bool bDstAlphaPass;
bool bDisableFog;
bool bUseGLSL;
// Utility
bool bDumpTextures;
bool bHiresTextures;
bool bDumpEFBTarget;
bool bDumpFrames;
bool bUseFFV1;
bool bFreeLook;
bool bAnaglyphStereo;
int iAnaglyphStereoSeparation;
int iAnaglyphFocalAngle;
bool b3DVision;
// Hacks
bool bEFBAccessEnable;
bool bDlistCachingEnable;
bool bEFBCopyEnable;
bool bEFBCopyCacheEnable;
bool bEFBEmulateFormatChanges;
bool bOSDHotKey;
bool bCopyEFBToTexture;
bool bCopyEFBScaled;
int iSafeTextureCache_ColorSamples;
int iPhackvalue[4];
std::string sPhackvalue[2];
float fAspectRatioHackW, fAspectRatioHackH;
bool bZTPSpeedHack; // The Legend of Zelda: Twilight Princess
bool bUseBBox;
bool bEnablePixelLighting;
bool bEnablePerPixelDepth;
int iLog; // CONF_ bits
int iSaveTargetId; // TODO: Should be dropped
//currently unused:
int iCompileDLsLevel;
// 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 D3D9 and D3D11
std::vector<std::string> AAModes;
std::vector<std::string> PPShaders; // post-processing shaders
bool bUseRGBATextures; // used for D3D11 in TextureCache
bool bSupports3DVision;
bool bSupportsDualSourceBlend; // only supported by D3D11 and OpenGL
bool bSupportsFormatReinterpretation;
bool bSupportsPixelLighting;
bool bSupportsGLSL;
} backend_info;
};
extern VideoConfig g_Config;
extern VideoConfig g_ActiveConfig;
// Called every frame.
void UpdateActiveConfig();
void ComputeDrawRectangle(int backbuffer_width, int backbuffer_height, bool flip, TargetRectangle *rc);
#endif // _VIDEO_CONFIG_H_