//// Copyright 2008 Dolphin Emulator Project //// Licensed under GPLv2+ // Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. // 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. #pragma once #include #include #include "Common/CommonTypes.h" #include "VideoCommon/VideoCommon.h" enum class APIType; // 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 constexpr int EFB_SCALE_AUTO_INTEGRAL = 0; enum class AspectMode : int { Auto, AnalogWide, Analog, Stretch, }; enum class StereoMode : int { Off, SBS, TAB, Anaglyph, QuadBuffer, Passive }; enum class ShaderCompilationMode : int { Synchronous, SynchronousUberShaders, AsynchronousUberShaders, AsynchronousSkipRendering }; // NEVER inherit from this class. struct VideoConfig final { VideoConfig() = default; void Refresh(); void VerifyValidity(); // General bool bVSync; bool bVSyncActive; bool bWidescreenHack; AspectMode aspect_mode; AspectMode suggested_aspect_mode; bool bCrop; // Aspect ratio controls. bool bShaderCache; // Enhancements u32 iMultisamples; bool bSSAA; int iEFBScale; bool bForceFiltering; int iMaxAnisotropy; std::string sPostProcessingShader; bool bForceTrueColor; bool bDisableCopyFilter; bool bArbitraryMipmapDetection; float fArbitraryMipmapDetectionThreshold; // Information bool bShowFPS; bool bShowNetPlayPing; bool bShowNetPlayMessages; bool bOverlayStats; bool bOverlayProjStats; bool bTexFmtOverlayEnable; bool bTexFmtOverlayCenter; bool bLogRenderTimeToFile; // Render bool bWireFrame; bool bDisableFog; // OpenEmu render buffer int iRenderFBO = 0; // Utility bool bDumpTextures; bool bDumpMipmapTextures; bool bDumpBaseTextures; bool bHiresTextures; bool bCacheHiresTextures; bool bDumpEFBTarget; bool bDumpXFBTarget; bool bDumpFramesAsImages; bool bUseFFV1; std::string sDumpCodec; std::string sDumpEncoder; std::string sDumpFormat; std::string sDumpPath; bool bInternalResolutionFrameDumps; bool bBorderlessFullscreen; bool bEnableGPUTextureDecoding; int iBitrateKbps; // Hacks bool bEFBAccessEnable; bool bEFBAccessDeferInvalidation; bool bPerfQueriesEnable; bool bBBoxEnable; bool bForceProgressive; bool bEFBEmulateFormatChanges; bool bSkipEFBCopyToRam; bool bSkipXFBCopyToRam; bool bDisableCopyToVRAM; bool bDeferEFBCopies; bool bImmediateXFB; bool bSkipPresentingDuplicateXFBs; bool bCopyEFBScaled; int iSafeTextureCache_ColorSamples; float fAspectRatioHackW, fAspectRatioHackH; bool bEnablePixelLighting; bool bFastDepthCalc; bool bVertexRounding; int iEFBAccessTileSize; u32 iMissingColorValue; bool bFastTextureSampling; int iLog; // CONF_ bits int iSaveTargetId; // TODO: Should be dropped // Stereoscopy StereoMode stereo_mode; int iStereoDepth; int iStereoConvergence; int iStereoConvergencePercentage; bool bStereoSwapEyes; bool bStereoEFBMonoDepth; int iStereoDepthPercentage; // D3D only config, mostly to be merged into the above int iAdapter; // VideoSW Debugging int drawStart; int drawEnd; bool bZComploc; bool bZFreeze; bool bDumpObjects; bool bDumpTevStages; bool bDumpTevTextureFetches; // Enable API validation layers, currently only supported with Vulkan. bool bEnableValidationLayer; // Multithreaded submission, currently only supported with Vulkan. bool bBackendMultithreading; // Early command buffer execution interval in number of draws. // Currently only supported with Vulkan. int iCommandBufferExecuteInterval; // Shader compilation settings. bool bWaitForShadersBeforeStarting; ShaderCompilationMode iShaderCompilationMode; // Number of shader compiler threads. // 0 disables background compilation. // -1 uses an automatic number based on the CPU threads. int iShaderCompilerThreads; int iShaderPrecompilerThreads; // Static config per API // TODO: Move this out of VideoConfig struct { APIType api_type = APIType::Nothing; std::vector Adapters; // for D3D std::vector AAModes; // TODO: merge AdapterName and Adapters array std::string AdapterName; // for OpenGL u32 MaxTextureSize = 16384; bool bUsesLowerLeftOrigin = false; bool bSupportsExclusiveFullscreen = false; bool bSupportsDualSourceBlend = false; bool bSupportsPrimitiveRestart = false; bool bSupportsOversizedViewports = false; bool bSupportsGeometryShaders = false; bool bSupportsComputeShaders = false; bool bSupports3DVision = false; bool bSupportsEarlyZ = false; // needed by PixelShaderGen, so must stay in VideoCommon bool bSupportsBindingLayout = false; // Needed by ShaderGen, so must stay in VideoCommon bool bSupportsBBox = false; bool bSupportsGSInstancing = false; // Needed by GeometryShaderGen, so must stay in VideoCommon bool bSupportsPostProcessing = false; bool bSupportsPaletteConversion = false; bool bSupportsClipControl = false; // Needed by VertexShaderGen, so must stay in VideoCommon bool bSupportsSSAA = false; bool bSupportsFragmentStoresAndAtomics = false; // a.k.a. OpenGL SSBOs a.k.a. Direct3D UAVs bool bSupportsDepthClamp = false; // Needed by VertexShaderGen, so must stay in VideoCommon bool bSupportsReversedDepthRange = false; bool bSupportsLogicOp = false; bool bSupportsMultithreading = false; bool bSupportsGPUTextureDecoding = false; bool bSupportsST3CTextures = false; bool bSupportsCopyToVram = false; bool bSupportsBitfield = false; // Needed by UberShaders, so must stay in VideoCommon // Needed by UberShaders, so must stay in VideoCommon bool bSupportsDynamicSamplerIndexing = false; bool bSupportsBPTCTextures = false; bool bSupportsFramebufferFetch = false; // Used as an alternative to dual-source blend on GLES bool bSupportsBackgroundCompiling = false; bool bSupportsLargePoints = false; bool bSupportsPartialDepthCopies = false; bool bSupportsDepthReadback = false; bool bSupportsShaderBinaries = false; bool bSupportsPipelineCacheData = false; bool bSupportsCoarseDerivatives = false; bool bSupportsTextureQueryLevels = false; bool bSupportsLodBiasInSampler = false; bool bSupportsSettingObjectNames = false; } backend_info; // Utility bool MultisamplingEnabled() const { return iMultisamples > 1; } bool ExclusiveFullscreenEnabled() const { return backend_info.bSupportsExclusiveFullscreen && !bBorderlessFullscreen; } bool UseGPUTextureDecoding() const { return backend_info.bSupportsGPUTextureDecoding && bEnableGPUTextureDecoding; } bool UseVertexRounding() const { return bVertexRounding && iEFBScale != 1; } bool ManualTextureSamplingWithHiResTextures() const { // Hi-res textures (including hi-res EFB copies, but not native-resolution EFB copies at higher // internal resolutions) breaks the wrapping logic used by manual texture sampling. if (bFastTextureSampling) return false; if (iEFBScale != 1 && bCopyEFBScaled) return true; return bHiresTextures; } bool UsingUberShaders() const; u32 GetShaderCompilerThreads() const; u32 GetShaderPrecompilerThreads() const; }; extern VideoConfig g_Config; extern VideoConfig g_ActiveConfig; // Called every frame. void UpdateActiveConfig();