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https://github.com/blawar/GLideN64.git
synced 2024-06-25 22:09:35 +00:00
Remove ValidityCheckMethod from config and UI.
Up config version.
This commit is contained in:
parent
8e096a8db9
commit
2604b57bf1
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@ -1,5 +1,5 @@
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[General]
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version=3
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version=4
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[video]
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fullscreenWidth=640
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@ -30,7 +30,6 @@ copyFromRDRAM=0
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detectCFB=0
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N64DepthCompare=0
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aspect=1
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validityCheckMethod=0
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[textureFilter]
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txFilterMode=0
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@ -48,7 +48,6 @@ void Config::resetToDefaults()
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frameBufferEmulation.detectCFB = 0;
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frameBufferEmulation.N64DepthCompare = 0;
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frameBufferEmulation.aspect = 1;
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frameBufferEmulation.validityCheckMethod = vcFingerprint;
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textureFilter.txCacheSize = 100 * gc_uMegabyte;
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textureFilter.txDump = 0;
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10
src/Config.h
10
src/Config.h
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@ -7,7 +7,8 @@
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#define CONFIG_VERSION_ONE 1U
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#define CONFIG_VERSION_TWO 2U
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#define CONFIG_VERSION_THREE 3U
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#define CONFIG_VERSION_CURRENT CONFIG_VERSION_THREE
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#define CONFIG_VERSION_FOUR 4U // Remove ValidityCheckMethod setting
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#define CONFIG_VERSION_CURRENT CONFIG_VERSION_FOUR
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#define BILINEAR_3POINT 0
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#define BILINEAR_STANDARD 1
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@ -60,12 +61,6 @@ struct Config
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aTotal = 4
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};
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enum ValidityCheckMethod {
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vcFingerprint = 0,
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vcFill = 1,
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vcTotal = 2
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};
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struct {
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u32 enable;
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u32 copyToRDRAM;
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@ -74,7 +69,6 @@ struct Config
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u32 detectCFB;
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u32 N64DepthCompare;
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u32 aspect; // 0: stretch ; 1: 4/3 ; 2: 16/9; 3: adjust
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u32 validityCheckMethod; // 0=write fingerprint to the buffer, 1=fill whole buffer in RDRAM with test value
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} frameBufferEmulation;
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struct
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@ -133,14 +133,6 @@ void ConfigDialog::_init()
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ui->aspectAdjustRadioButton->setChecked(true);
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break;
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}
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switch (config.frameBufferEmulation.validityCheckMethod) {
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case Config::vcFill:
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ui->validityMethodFillRadioButton->setChecked(true);
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break;
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case Config::vcFingerprint:
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ui->validityMethodFingerprintRadioButton->setChecked(true);
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break;
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}
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// Texture filter settings
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QStringList textureFiltersList;
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@ -305,11 +297,6 @@ void ConfigDialog::accept()
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else if (ui->aspectAdjustRadioButton->isChecked())
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config.frameBufferEmulation.aspect = Config::aAdjust;
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if (ui->validityMethodFillRadioButton->isChecked())
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config.frameBufferEmulation.validityCheckMethod = Config::vcFill;
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else if (ui->validityMethodFingerprintRadioButton->isChecked())
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config.frameBufferEmulation.validityCheckMethod = Config::vcFingerprint;
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// Texture filter settings
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config.textureFilter.txFilterMode = ui->filterComboBox->currentIndex();
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config.textureFilter.txEnhancementMode = ui->enhancementComboBox->currentIndex();
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@ -51,7 +51,6 @@ void _loadSettings(QSettings & settings)
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config.frameBufferEmulation.detectCFB = settings.value("detectCFB", config.frameBufferEmulation.detectCFB).toInt();
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config.frameBufferEmulation.N64DepthCompare = settings.value("N64DepthCompare", config.frameBufferEmulation.N64DepthCompare).toInt();
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config.frameBufferEmulation.aspect = settings.value("aspect", config.frameBufferEmulation.aspect).toInt();
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config.frameBufferEmulation.validityCheckMethod = settings.value("validityCheckMethod", config.frameBufferEmulation.validityCheckMethod).toInt();
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settings.endGroup();
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settings.beginGroup("textureFilter");
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@ -154,7 +153,6 @@ void writeSettings(const QString & _strIniFolder)
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settings.setValue("detectCFB", config.frameBufferEmulation.detectCFB);
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settings.setValue("N64DepthCompare", config.frameBufferEmulation.N64DepthCompare);
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settings.setValue("aspect", config.frameBufferEmulation.aspect);
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settings.setValue("validityCheckMethod", config.frameBufferEmulation.validityCheckMethod);
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settings.endGroup();
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settings.beginGroup("textureFilter");
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@ -23,7 +23,7 @@
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<string>GLideN64 settings</string>
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</property>
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<property name="windowIcon">
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<iconset>
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<iconset resource="icon.qrc">
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<normaloff>:/Icon.png</normaloff>:/Icon.png</iconset>
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</property>
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<property name="modal">
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@ -680,46 +680,6 @@
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</property>
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</widget>
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</item>
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<item>
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<layout class="QVBoxLayout" name="verticalLayout_9">
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<item>
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<widget class="QLabel" name="label_24">
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<property name="toolTip">
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<string><html><head/><body><p><span style=" font-weight:600;">Frame buffer validity check:</span></p><p>For hardware, frame buffer emulation it is essential to know that hardware frame buffer is still valid and can be used as texture. Frame buffer validity means that corresponded area in RDRAM is still used for that buffer. Plugin checks RDRAM context for changes before use of hardware buffer. There are two methods to check RDRAM context:</p><p>1. Write fingerprint to RDRAM. The plugin writes smal portion of data (fingerprint) to buffer area in RDRAM. It helps plugin to detect changes in RDRAM context. Small portion of modifications makes possibility of game crash very low.</p><p>2. Fill RDRAM. Plugin fills RDRAM area for allocated frame buffer with some test value. Frame buffer is valid until all pixels inside the area match that value. it is recommended method for Legend of Zelda.<br/>Warning: This method may cause emulator's crash if actual frame buffer bounds are less than the ones detected by the plugin.</p><p>[Recommended: Write fingerprint to RDRAM]</p></body></html></string>
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</property>
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<property name="text">
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<string>Frame buffer validity check method:</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QRadioButton" name="validityMethodFingerprintRadioButton">
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<property name="toolTip">
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<string><html><head/><body><p><span style=" font-weight:600;">Frame buffer validity check:</span></p><p>For hardware, frame buffer emulation it is essential to know that hardware frame buffer is still valid and can be used as texture. Frame buffer validity means that corresponded area in RDRAM is still used for that buffer. Plugin checks RDRAM context for changes before use of hardware buffer. There are two methods to check RDRAM context:</p><p>1. Write fingerprint to RDRAM. The plugin writes smal portion of data (fingerprint) to buffer area in RDRAM. It helps plugin to detect changes in RDRAM context. Small portion of modifications makes possibility of game crash very low.</p><p>2. Fill RDRAM. Plugin fills RDRAM area for allocated frame buffer with some test value. Frame buffer is valid until all pixels inside the area match that value. it is recommended method for Legend of Zelda.<br/>Warning: This method may cause emulator's crash if actual frame buffer bounds are less than the ones detected by the plugin.</p><p>[Recommended: Write fingerprint to RDRAM]</p></body></html></string>
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</property>
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<property name="text">
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<string>write fingerprint to RDRAM</string>
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</property>
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<attribute name="buttonGroup">
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<string notr="true">validityCheckbuttonGroup</string>
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</attribute>
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</widget>
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</item>
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<item>
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<widget class="QRadioButton" name="validityMethodFillRadioButton">
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<property name="toolTip">
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<string><html><head/><body><p><span style=" font-weight:600;">Frame buffer validity check:</span></p><p>For hardware, frame buffer emulation it is essential to know that hardware frame buffer is still valid and can be used as texture. Frame buffer validity means that corresponded area in RDRAM is still used for that buffer. Plugin checks RDRAM context for changes before use of hardware buffer. There are two methods to check RDRAM context:</p><p>1. Write fingerprint to RDRAM. The plugin writes smal portion of data (fingerprint) to buffer area in RDRAM. It helps plugin to detect changes in RDRAM context. Small portion of modifications makes possibility of game crash very low.</p><p>2. Fill RDRAM. Plugin fills RDRAM area for allocated frame buffer with some test value. Frame buffer is valid until all pixels inside the area match that value. it is recommended method for Legend of Zelda.<br/>Warning: This method may cause emulator's crash if actual frame buffer bounds are less than the ones detected by the plugin.</p><p>[Recommended: Write fingerprint to RDRAM]</p></body></html></string>
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</property>
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<property name="text">
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<string>fill buffer in RDRAM with test value</string>
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</property>
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<attribute name="buttonGroup">
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<string notr="true">validityCheckbuttonGroup</string>
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</attribute>
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</widget>
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</item>
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</layout>
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</item>
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</layout>
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</widget>
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</item>
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@ -1255,7 +1215,9 @@
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</item>
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</layout>
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</widget>
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<resources/>
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<resources>
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<include location="icon.qrc"/>
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</resources>
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<connections>
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<connection>
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<sender>buttonBox</sender>
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@ -1372,9 +1334,8 @@
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</connections>
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<buttongroups>
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<buttongroup name="bilinearButtonGroup"/>
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<buttongroup name="screenshotButtonGroup"/>
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<buttongroup name="validityCheckbuttonGroup"/>
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<buttongroup name="bloomBlendModeButtonGroup"/>
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<buttongroup name="aspectButtonGroup"/>
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<buttongroup name="screenshotButtonGroup"/>
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</buttongroups>
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</ui>
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@ -87,8 +87,6 @@ bool Config_SetDefault()
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assert(res == M64ERR_SUCCESS);
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res = ConfigSetDefaultBool(g_configVideoGliden64, "EnableN64DepthCompare", config.frameBufferEmulation.N64DepthCompare, "Enable N64 depth compare instead of OpenGL standard one. Experimental.");
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assert(res == M64ERR_SUCCESS);
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res = ConfigSetDefaultBool(g_configVideoGliden64, "ValidityCheckMethod", config.frameBufferEmulation.validityCheckMethod, "Method to check validity of auxiliary texture frame buffer (0=write fingerprint to the buffer, 1=fill whole buffer in RDRAM with test value)");
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assert(res == M64ERR_SUCCESS);
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//#Texture filter settings
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res = ConfigSetDefaultInt(g_configVideoGliden64, "txFilterMode", config.textureFilter.txFilterMode, "Texture filter (0=none, 1=Smooth filtering 1, 2=Smooth filtering 2, 3=Smooth filtering 3, 4=Smooth filtering 4, 5=Sharp filtering 1, 6=Sharp filtering 2)");
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assert(res == M64ERR_SUCCESS);
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@ -193,7 +191,6 @@ void Config_LoadConfig()
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config.frameBufferEmulation.copyFromRDRAM = ConfigGetParamBool(g_configVideoGliden64, "EnableCopyColorFromRDRAM");
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config.frameBufferEmulation.detectCFB = ConfigGetParamBool(g_configVideoGliden64, "EnableDetectCFB");
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config.frameBufferEmulation.N64DepthCompare = ConfigGetParamBool(g_configVideoGliden64, "EnableN64DepthCompare");
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config.frameBufferEmulation.validityCheckMethod = ConfigGetParamBool(g_configVideoGliden64, "ValidityCheckMethod");
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//#Texture filter settings
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config.textureFilter.txFilterMode = ConfigGetParamInt(g_configVideoGliden64, "txFilterMode");
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config.textureFilter.txEnhancementMode = ConfigGetParamInt(g_configVideoGliden64, "txEnhancementMode");
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