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https://github.com/dolphin-emu/dolphin.git
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a8e591dc73
The D3D / OGL backends only ever used RGBA textures, and the Software backend uses its own custom code for sampling. The ARGB path seems to just be dead code. Since ARGB and RGBA formats are similar, I don't think this will make the code more difficult to read or unable to be used as reference. Somebody who wants to use this code to output ARGB can simply modify the MakeRGBA function to put the shift at the other end.
162 lines
3.8 KiB
C++
162 lines
3.8 KiB
C++
// Copyright 2013 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/Common.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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enum AspectMode
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{
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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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enum EFBScale
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{
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SCALE_FORCE_INTEGRAL = -1,
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SCALE_AUTO,
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SCALE_AUTO_INTEGRAL,
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SCALE_1X,
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SCALE_1_5X,
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SCALE_2X,
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SCALE_2_5X,
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SCALE_3X,
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SCALE_4X,
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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 Load(const std::string& ini_file);
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void GameIniLoad();
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void VerifyValidity();
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void Save(const std::string& ini_file);
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void UpdateProjectionHack();
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bool IsVSync();
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// General
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bool bVSync;
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bool bFullscreen;
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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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// OpenMP
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bool bOMPDecoder;
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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 bShowInputDisplay;
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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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bool bLogRenderTimeToFile;
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// Render
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bool bWireFrame;
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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 bUseFFV1;
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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 bBorderlessFullscreen;
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// Hacks
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bool bEFBAccessEnable;
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bool bPerfQueriesEnable;
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bool bEFBCopyEnable;
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bool bEFBCopyCacheEnable;
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bool bEFBEmulateFormatChanges;
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bool bCopyEFBToTexture;
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bool bCopyEFBScaled;
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int iSafeTextureCache_ColorSamples;
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int iPhackvalue[3];
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std::string sPhackvalue[2];
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float fAspectRatioHackW, fAspectRatioHackH;
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bool bUseBBox;
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bool bEnablePixelLighting;
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bool bFastDepthCalc;
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int iLog; // CONF_ bits
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int iSaveTargetId; // TODO: Should be dropped
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// D3D only config, mostly to be merged into the above
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int iAdapter;
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// Debugging
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bool bEnableShaderDebugging;
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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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API_TYPE APIType;
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std::vector<std::string> Adapters; // for D3D
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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 bUseMinimalMipCount;
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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 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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} backend_info;
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// Utility
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bool RealXFBEnabled() const { return bUseXFB && bUseRealXFB; }
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bool VirtualXFBEnabled() const { return bUseXFB && !bUseRealXFB; }
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bool EFBCopiesToTextureEnabled() const { return bEFBCopyEnable && bCopyEFBToTexture; }
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bool EFBCopiesToRamEnabled() const { return bEFBCopyEnable && !bCopyEFBToTexture; }
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bool BorderlessFullscreenEnabled() const { return !backend_info.bSupportsExclusiveFullscreen || bBorderlessFullscreen; }
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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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