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// Copyright 2008 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
// 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. No one should ever change members of g_ActiveConfig
// directly.
#pragma once
#include <optional>
#include <string>
#include <vector>
#include "Common/CommonTypes.h"
#include "VideoCommon/GraphicsModSystem/Config/GraphicsModGroup.h"
#include "VideoCommon/VideoCommon.h"
constexpr int EFB_SCALE_AUTO_INTEGRAL = 0;
enum class AspectMode : int
{
Auto, // ~4:3 or ~16:9 (auto detected)
ForceWide, // ~16:9
ForceStandard, // ~4:3
Stretch,
Custom, // Forced relative custom AR
CustomStretch, // Forced absolute custom AR
Raw, // Forced squared pixels
};
enum class StereoMode : int
{
Off,
SBS,
TAB,
Anaglyph,
QuadBuffer,
Passive,
OpenXR // Head-mounted display via the OpenXR runtime
};
enum class OpenXRMirrorView : int
{
BothEyes = 0,
LeftEye = 1,
RightEye = 2,
None = 3,
};
enum class OpenXRReferenceSpaceMode : int
{
Local = 0,
StageHeight = 1,
Stage = 2,
};
enum class OpenXRTrackingMode : int
{
Full6DoF = 0,
Rotation3DoF = 1,
None = 2,
};
// Selects the top-level output path for Steam Frame. Legacy follows the previous
// EnableOpenXR/FlatScreen/StereoScreen settings until the user selects a mode.
enum class OpenXRPresentationMode : int
{
Legacy = -1,
Vulkan = 0,
Immersive = 1,
StereoScreen = 2,
};
enum class VRPassthroughCoverageMode : int
{
Exact = 0,
Fast = 1,
};
enum class ShaderCompilationMode : int
{
Synchronous,
SynchronousUberShaders,
AsynchronousUberShaders,
AsynchronousSkipRendering
};
enum class TextureFilteringMode : int
{
Default,
Nearest,
Linear,
};
enum class AnisotropicFilteringMode : int
{
Default = -1,
Force1x = 0,
Force2x = 1,
Force4x = 2,
Force8x = 3,
Force16x = 4,
};
enum class OutputResamplingMode : int
{
Default,
Bilinear,
BSpline,
MitchellNetravali,
CatmullRom,
SharpBilinear,
AreaSampling,
};
enum class ColorCorrectionRegion : int
{
SMPTE_NTSCM,
SYSTEMJ_NTSCJ,
EBU_PAL,
};
enum class TriState : int
{
Off,
On,
Auto
};
enum class FrameDumpResolutionType : int
{
// Window resolution (not including potential back buffer black borders)
WindowResolution,
// The aspect ratio corrected XFB resolution (XFB pixels might not have been square)
XFBAspectRatioCorrectedResolution,
// The raw unscaled XFB resolution (based on "internal resolution" scale)
XFBRawResolution,
};
enum class VertexLoaderType : int
{
Native,
Software,
Compare
};
// Bitmask containing information about which configuration has changed for the backend.
enum ConfigChangeBits : u32
{
CONFIG_CHANGE_BIT_HOST_CONFIG = (1 << 0),
CONFIG_CHANGE_BIT_MULTISAMPLES = (1 << 1),
CONFIG_CHANGE_BIT_STEREO_MODE = (1 << 2),
CONFIG_CHANGE_BIT_TARGET_SIZE = (1 << 3),
CONFIG_CHANGE_BIT_ANISOTROPY = (1 << 4),
CONFIG_CHANGE_BIT_FORCE_TEXTURE_FILTERING = (1 << 5),
CONFIG_CHANGE_BIT_VSYNC = (1 << 6),
CONFIG_CHANGE_BIT_BBOX = (1 << 7),
CONFIG_CHANGE_BIT_ASPECT_RATIO = (1 << 8),
CONFIG_CHANGE_BIT_POST_PROCESSING_SHADER = (1 << 9),
CONFIG_CHANGE_BIT_HDR = (1 << 10),
CONFIG_CHANGE_BIT_VR_PASSTHROUGH = (1 << 11),
};
// Static config per API
struct BackendInfo
{
APIType api_type = APIType::Nothing;
std::string DisplayName;
std::vector<std::string> Adapters; // for D3D
std::vector<u32> AAModes;
// TODO: merge AdapterName and Adapters array
std::string AdapterName; // for OpenGL
u32 MaxTextureSize = 16384;
bool bUsesLowerLeftOrigin = false;
bool bUsesExplictQuadBuffering = false;
bool bSupportsExclusiveFullscreen = false; // Note: Vulkan can change this at runtime.
bool bSupportsDualSourceBlend = false;
bool bSupportsPrimitiveRestart = 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;
bool bSupportsPartialMultisampleResolve = false;
bool bSupportsDynamicVertexLoader = false;
bool bSupportsVSLinePointExpand = false;
bool bSupportsGLLayerInFS = true;
bool bSupportsHDROutput = false;
bool bSupportsUnrestrictedDepthRange = false;
bool bSupportsMultiview = false; // VK_KHR_multiview (Vulkan only); used for OpenXR stereo path
// EFB render pass foveation: Vulkan with VK_EXT_fragment_density_map incl. the
// nonSubsampledImages feature, multiview EFB only.
bool bSupportsVRFoveatedEFB = false;
// Dedicated passthrough coverage: Vulkan on Windows desktop and Quest standalone.
bool bSupportsVRPassthroughCoverage = false;
u32 vr_passthrough_coverage_sample_counts = 0;
u32 max_fragment_dual_src_attachments = 0;
};
extern BackendInfo g_backend_info;
// NEVER inherit from this class.
struct VideoConfig final
{
VideoConfig() = default;
void Refresh();
void VerifyValidity();
static void Init();
static void Shutdown();
// General
bool bVSync = false;
bool bVSyncActive = false;
bool bWidescreenHack = false;
AspectMode aspect_mode{};
int custom_aspect_width = 1;
int custom_aspect_height = 1;
AspectMode suggested_aspect_mode{};
u32 widescreen_heuristic_transition_threshold = 0;
float widescreen_heuristic_aspect_ratio_slop = 0.f;
float widescreen_heuristic_standard_ratio = 0.f;
float widescreen_heuristic_widescreen_ratio = 0.f;
bool bCrop = false; // Aspect ratio controls.
bool bShaderCache = false;
// Enhancements
u32 iMultisamples = 0;
bool bSSAA = false;
int iEFBScale = 0;
TextureFilteringMode texture_filtering_mode = TextureFilteringMode::Default;
OutputResamplingMode output_resampling_mode = OutputResamplingMode::Default;
AnisotropicFilteringMode iMaxAnisotropy = AnisotropicFilteringMode::Default;
std::string sPostProcessingShader;
bool bForceTrueColor = false;
bool bDisableCopyFilter = false;
bool bArbitraryMipmapDetection = false;
float fArbitraryMipmapDetectionThreshold = 0;
bool bHDR = false;
// Color Correction
struct
{
// Color Space Correction:
bool bCorrectColorSpace = false;
ColorCorrectionRegion game_color_space = ColorCorrectionRegion::SMPTE_NTSCM;
// Gamma Correction:
bool bCorrectGamma = false;
float fGameGamma = 2.35f;
bool bSDRDisplayGammaSRGB = true;
// Custom gamma when the display is not sRGB
float fSDRDisplayCustomGamma = 2.2f;
// HDR:
// 203 is a good default value that matches the brightness of many SDR screens.
// It's also the value recommended by the ITU.
float fHDRPaperWhiteNits = 203.f;
} color_correction;
// Information
bool bShowFPS = false;
bool bShowFTimes = false;
bool bShowVPS = false;
bool bShowVTimes = false;
bool bShowGraphs = false;
bool bShowSpeed = false;
bool bShowSpeedColors = false;
int iPerfSampleUSec = 0;
bool bOverlayStats = false;
bool bOverlayProjStats = false;
bool bOverlayScissorStats = false;
bool bOverlayShaderFlags = false;
bool bOverlayShaderHunting = false;
bool bTexFmtOverlayEnable = false;
bool bTexFmtOverlayCenter = false;
bool bLogRenderTimeToFile = false;
// Render
bool bWireFrame = false;
bool bDisableFog = false;
// Utility
bool bDumpTextures = false;
bool bDumpMipmapTextures = false;
bool bDumpBaseTextures = false;
bool bHiresTextures = false;
bool bCacheHiresTextures = false;
bool bDumpEFBTarget = false;
bool bDumpXFBTarget = false;
bool bBorderlessFullscreen = false;
bool bEnableGPUTextureDecoding = false;
bool bPreferVSForLinePointExpansion = false;
bool bGraphicMods = false;
std::optional<GraphicsModGroupConfig> graphics_mod_config;
// Hacks
bool bEFBAccessEnable = false;
bool bEFBAccessDeferInvalidation = false;
bool bPerfQueriesEnable = false;
bool bBBoxEnable = false;
bool bCPUCull = false;
bool bEFBEmulateFormatChanges = false;
bool bSkipEFBCopyToRam = false;
bool bSkipXFBCopyToRam = false;
bool bDisableCopyToVRAM = false;
bool bDeferEFBCopies = false;
bool bImmediateXFB = false;
bool bSkipPresentingDuplicateXFBs = false;
bool bCopyEFBScaled = false;
int iSafeTextureCache_ColorSamples = 0;
float fAspectRatioHackW = 1; // Initial value needed for the first frame
float fAspectRatioHackH = 1;
bool bEnablePixelLighting = false;
bool bFastDepthCalc = false;
bool bVertexRounding = false;
bool bVISkip = false;
int iEFBAccessTileSize = 0;
int iSaveTargetId = 0; // TODO: Should be dropped
u32 iMissingColorValue = 0;
bool bFastTextureSampling = false;
#ifdef __APPLE__
bool bNoMipmapping = false; // Used by macOS fifoci to work around an M1 bug
#endif
// Stereoscopy
StereoMode stereo_mode{};
bool stereo_per_eye_resolution_full = false;
float stereo_depth = 0;
float stereo_convergence = 0;
bool bStereoSwapEyes = false;
bool bStereoEFBMonoDepth = false;
float vr_units_per_meter = 1.0f;
float vr_stereo_separation = 1.0f;
bool vr_enable_lean_back_angle = true;
float vr_lean_back_angle = 0.0f;
bool vr_enable_camera_forward = true;
float vr_camera_forward = 0.0f;
bool vr_enable_camera_height = true;
float vr_camera_height = 0.0f;
// Camera Anchor: anchor the VR camera to an element flagged by a CameraAnchor override
// (e.g. a character's head for first-person view). Smoothing = fraction of the previous
// camera position kept each frame (0 = hard lock to the element).
bool vr_enable_camera_anchor = true;
float vr_camera_anchor_smoothing = 0.85f;
// Controller Anchor: reposition elements flagged by a ControllerAnchor override to a VR
// controller (e.g. a sword on the right hand). Translation only; no smoothing (hands 1:1).
bool vr_enable_controller_anchor = true;
bool vr_virtual_screen = true;
// Exact virtual-screen depth: screen/head-locked draws export the game's flat-screen depth
// per pixel (flat-interpolated, bit-exact) instead of the synthesized layer/element depth.
// Restores GX's deterministic depth semantics — eliminates menu z-fighting by construction.
bool vr_exact_screen_depth = true;
// Auto-detect ortho draws sampling EFB copies (bloom, motion blur, post-processing) and render
// them natively over each eye (like a Fullscreen override) instead of capturing them onto the
// virtual screen. Downscaled copies always qualify; full-res copies only when blended.
bool vr_auto_native_efb_effects = true;
// Render the whole game as a flat mono panel in the VR scene (StereoMode::Off), while the
// OpenXR session still runs. Used by the "Launch games in VR = off" cinema path on Quest.
bool vr_flat_screen = false;
// Render the game using classic SBS stereoscopy and submit it as a stereoscopic virtual screen
// (two OpenXR quad layers). Bypasses the immersive per-eye reprojection path.
bool vr_stereo_screen = false;
OpenXRPresentationMode vr_presentation_mode = OpenXRPresentationMode::Legacy;
float vr_screen_distance = 2.0f;
float vr_screen_size = 1.5f;
float vr_hud_thickness = 0.0f; // World-space depth (m) spread across a 2D layer's ortho-Z (0 = flat)
float vr_head_locked_curvature = 0.0f;
bool vr_dont_clear_screen = false;
bool vr_load_custom_shaders = false;
bool vr_disable_cpu_cull = false;
OpenXRMirrorView vr_mirror_view = OpenXRMirrorView::BothEyes;
OpenXRReferenceSpaceMode vr_reference_space_mode = OpenXRReferenceSpaceMode::Local;
OpenXRTrackingMode vr_tracking_mode = OpenXRTrackingMode::Full6DoF;
bool vr_use_openxr_play_space_center = false;
bool vr_use_xr_pacing_thread = true; // Dedicated xrWaitFrame/Begin/EndFrame thread + heartbeat
bool vr_eager_heartbeat = true; // Fill every HMD slot vs pace to game (PC SSW/ASW)
int vr_requested_refresh_rate = 0; // Hz; 0 means no request to the OpenXR runtime
bool vr_remove_bars = true; // Expand scissor/viewport to remove cinematic letterbox bars
bool vr_frame_size_from_xfb = true; // Frame size from the XFB copy rect (off = legacy clears)
bool vr_panes_on_screen = true; // Route sub-screen 3D viewports (menu panes) to the screen
bool vr_detect_render_targets = false; // Exempt square render-to-texture passes from VR
bool vr_ortho_scissor_fix = true; // Expand scissor for orthographic VR draws
bool vr_detect_skybox = false; // Treat objects drawn at camera origin (0,0,0) as skyboxes
bool vr_metroid_thermal_visor_fix = false; // Preserve thermal EFB copy layers for MP1 Vulkan
bool vr_metroid_d3d_thermal_palette_fix = false; // Layered MP1 thermal palette conversion on D3D11
bool vr_passthrough = false; // Show the headset camera feed behind unrendered (transparent) areas
// Reveal EFB regions untouched by game color draws or clears. Off initializes coverage
// opaque so only elements marked with Passthrough overrides make holes.
bool vr_passthrough_remove_black_bg = true;
// (Near-)black EFB color clears mark their region as unrendered instead of covered, so
// menus and skyless scenes (games clear fullscreen to black every frame) reveal the
// camera feed. Non-black clears always cover.
bool vr_passthrough_remove_black_clears = true;
// Whole-scene opacity over the camera feed (1 = opaque scene, 0 = camera only).
float vr_passthrough_scene_opacity = 1.0f;
VRPassthroughCoverageMode vr_passthrough_coverage_mode =
VRPassthroughCoverageMode::Exact;
float vr_gamma = 1.0f; // Gamma for VR eye output (1.0=off, 2.2=sRGB, adjustable per headset)
int vr_clear_efb_min_width = 0; // 0=disabled, >0=clear EFB copies wider than this
bool vr_use_vulkan_multiview = true; // Render OpenXR stereo via VK_KHR_multiview (Quest perf path)
bool vr_android_direct_to_hmd = false; // Android OpenXR shortcut that skips backbuffer present
float vr_resolution_scale = 1.0f; // Eye swapchain size vs. HMD recommended resolution
int vr_foveation_level = 0; // XR_FB_foveation level: 0=off, 1=low, 2=medium, 3=high
bool vr_foveation_dynamic = true; // Let the runtime drop the foveation level when GPU load allows
bool vr_efb_foveation = false; // Also foveate the EFB pass (hurts EFB-copy-heavy games)
// D3D only config, mostly to be merged into the above
int iAdapter = 0;
// Metal only config
TriState iManuallyUploadBuffers = TriState::Auto;
TriState iUsePresentDrawable = TriState::Auto;
// Enable API validation layers, currently only supported with Vulkan.
bool bEnableValidationLayer = false;
// Multithreaded submission, currently only supported with Vulkan.
bool bBackendMultithreading = true;
// Early command buffer execution interval in number of draws.
// Currently only supported with Vulkan.
int iCommandBufferExecuteInterval = 0;
// Shader compilation settings.
bool bWaitForShadersBeforeStarting = false;
ShaderCompilationMode iShaderCompilationMode{};
// Number of shader compiler threads.
// 0 disables background compilation.
// -1 uses an automatic number based on the CPU threads.
int iShaderCompilerThreads = 0;
int iShaderPrecompilerThreads = 0;
// Loading custom drivers on Android
std::string customDriverLibraryName;
// Vertex loader
VertexLoaderType vertex_loader_type;
// Utility
bool UseVSForLinePointExpand() const
{
if (!g_backend_info.bSupportsVSLinePointExpand)
return false;
#ifdef ENABLE_VR
// VK_KHR_multiview drops the GS stage entirely, so points/lines must be VS-expanded.
// Must match ShaderHostConfig's vk_multiview bit exactly: on backends without multiview
// (D3D11/D3D12), OpenXR stereo still renders through the stereo GS, and forcing VS expand
// here desyncs the D3D12 GX root signature, which binds either the VS-expand CBV or the
// GS CBV — every GS-bearing PSO then fails to build (E_INVALIDARG) and nothing draws.
if (stereo_mode == StereoMode::OpenXR && vr_use_vulkan_multiview &&
g_backend_info.bSupportsMultiview && iMultisamples == 1)
return true;
#endif
if (!g_backend_info.bSupportsGeometryShaders)
return true;
return bPreferVSForLinePointExpansion;
}
bool MultisamplingEnabled() const { return iMultisamples > 1; }
// True whenever game content is rendered/presented through OpenXR: immersive stereo, the flat
// mono panel path, or the classic-SBS stereoscopic virtual-screen path. Flat Vulkan output can
// separately run OpenXR for controller input without switching its renderer or presentation.
bool VRSessionActive() const
{
return stereo_mode == StereoMode::OpenXR || vr_flat_screen || vr_stereo_screen;
}
// Hold one head pose for every draw of a game frame, refreshed only at the XFB-copy
// boundary. Required whenever ImmediateXFB is off: presentation then happens at VI
// time, interleaved with the NEXT frame's draw stream, so a per-draw pose refresh
// would change the pose mid-frame and desync draws within one game frame. With
// ImmediateXFB on, presentation is already frame-aligned and per-draw refresh gives
// slightly fresher tracking, so the lock is not applied there.
bool VRLockHeadPosePerFrame() const { return !bImmediateXFB; }
// VR passthrough (headset camera feed behind unrendered areas) is only meaningful
// while rendering through OpenXR.
bool VRPassthroughEnabled() const
{
return vr_passthrough && stereo_mode == StereoMode::OpenXR &&
g_backend_info.bSupportsVRPassthroughCoverage &&
(g_backend_info.vr_passthrough_coverage_sample_counts & iMultisamples) != 0;
}
// A stereo virtual screen can use environment passthrough around its opaque quad without
// requiring EFB coverage rendering. Immersive VR uses the stricter coverage check above.
bool VRPassthroughBackgroundEnabled() const
{
return vr_passthrough && (stereo_mode == StereoMode::OpenXR || vr_stereo_screen);
}
bool ExclusiveFullscreenEnabled() const
{
return g_backend_info.bSupportsExclusiveFullscreen && !bBorderlessFullscreen;
}
bool UseGPUTextureDecoding() const
{
return g_backend_info.bSupportsGPUTextureDecoding && bEnableGPUTextureDecoding;
}
bool UseVertexRounding() const { return bVertexRounding && iEFBScale != 1; }
bool ManualTextureSamplingWithCustomTextureSizes() const
{
// If manual texture sampling is disabled, we don't need to do anything.
if (bFastTextureSampling)
return false;
// Hi-res textures break the wrapping logic used by manual texture sampling, as a texture's
// size won't match the size the game sets.
if (bHiresTextures)
return true;
// Hi-res EFB copies (but not native-resolution EFB copies at higher internal resolutions)
// also result in different texture sizes that need special handling.
if (iEFBScale != 1 && bCopyEFBScaled)
return true;
// Stereoscopic 3D changes the number of layers some textures have (EFB copies have 2 layers,
// while game textures still have 1), meaning bounds checks need to be added.
if (stereo_mode != StereoMode::Off)
return true;
// Otherwise, manual texture sampling can use the sizes games specify directly.
return false;
}
bool UsingUberShaders() const;
u32 GetShaderCompilerThreads() const;
u32 GetShaderPrecompilerThreads() const;
float GetCustomAspectRatio() const { return (float)custom_aspect_width / custom_aspect_height; }
};
extern VideoConfig g_Config;
extern VideoConfig g_ActiveConfig;
// Called every frame.
void UpdateActiveConfig();
void CheckForConfigChanges();