ppsspp/Core/Compatibility.h
Henrik Rydgard 7e24801fc1 Specify which games need vertex depth rounding instead of which ones don't.
Vertex depth rounding is a not-fully-accurate hack, and most games are better off with the extra depth precision
of 24-bit Z than reducing it to a not-fully-accurate 16-bit. So let's only use it where necessary, like in Phantasy Star.

See issue #8187.
2016-01-16 11:31:27 +01:00

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2.6 KiB
C++

// Copyright (c) 2015- PPSSPP 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 or later versions.
// 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <string>
#include <stdint.h>
// Compatibility flags are controlled by assets/compat.ini.
// Alternatively, if PSP/SYSTEM/compat.ini exists, it is merged on top, to enable editing
// the file on Android for tests.
//
// This file is not meant to be user-editable, although is kept as a separate ini
// file instead of compiled into the code for debugging purposes.
//
// The uses cases are strict:
// * Enable fixes for things we can't reasonably emulate without completely ruining
// performance for other games, such as the screen copies in Dangan Ronpa
// * Disabling accuracy features like 16-bit depth rounding, when we can't seem to
// implement them at all in a 100% compatible way
// * Emergency game-specific compatibility fixes before releases, such as the GTA
// music problem where every attempted fix has reduced compatibility with other games
// * Enable "unsafe" performance optimizations that some games can tolerate and
// others cannot. We do not currently have any of those.
//
// This functionality should NOT be used for any of the following:
// * Cheats
// * Fun hacks, like enlarged heads or whatever
// * Fixing general compatibility issues. First try to find a general solution. Try hard.
//
// We already have the Action Replay-based cheat system for such use cases.
struct CompatFlags {
bool VertexDepthRounding;
bool PixelDepthRounding;
};
class IniFile;
class Compatibility {
public:
Compatibility() {
Clear();
}
// Flags enforced read-only through const. Only way to change them is to load assets/compat.ini.
const CompatFlags &flags() const { return flags_; }
void Load(const std::string &gameID);
private:
void Clear();
void CheckSettings(IniFile &iniFile, const std::string &gameID);
void CheckSetting(IniFile &iniFile, const std::string &gameID, const char *option, bool &flag);
CompatFlags flags_;
};