Lime3DS/src/citra_qt/configuration/configure_enhancements.h

50 lines
1.2 KiB
C++
Raw Normal View History

// Copyright 2019 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
2019-08-09 21:08:02 -05:00
#include <memory>
2019-08-09 21:08:02 -05:00
#include <QWidget>
#include "common/common_types.h"
2019-08-09 21:08:02 -05:00
namespace Settings {
enum class StereoRenderOption : u32;
}
namespace ConfigurationShared {
enum class CheckState;
}
2019-08-09 21:08:02 -05:00
namespace Ui {
class ConfigureEnhancements;
}
class ConfigureEnhancements : public QWidget {
2019-08-09 21:08:02 -05:00
Q_OBJECT
public:
explicit ConfigureEnhancements(QWidget* parent = nullptr);
2019-08-09 21:08:02 -05:00
~ConfigureEnhancements();
void ApplyConfiguration();
void RetranslateUI();
void SetConfiguration();
void SetupPerGameUI();
2019-08-09 21:08:02 -05:00
private:
void updateShaders(Settings::StereoRenderOption stereo_option);
void updateTextureFilter(int index);
2019-08-09 21:08:02 -05:00
std::unique_ptr<Ui::ConfigureEnhancements> ui;
ConfigurationShared::CheckState linear_filter;
ConfigurationShared::CheckState swap_screen;
ConfigurationShared::CheckState upright_screen;
ConfigurationShared::CheckState dump_textures;
ConfigurationShared::CheckState custom_textures;
ConfigurationShared::CheckState preload_textures;
Custom textures rewrite (#6452) * common: Add thread pool from yuzu * Is really useful for asynchronous operations like shader compilation and custom textures, will be used in following PRs * core: Improve ImageInterface * Provide a default implementation so frontends don't have to duplicate code registering the lodepng version * Add a dds version too which we will use in the next commit * rasterizer_cache: Rewrite custom textures * There's just too much to talk about here, look at the PR description for more details * rasterizer_cache: Implement basic pack configuration file * custom_tex_manager: Flip dumped textures * custom_tex_manager: Optimize custom texture hashing * If no convertions are needed then we can hash the decoded data directly removing the needed for duplicate decode * custom_tex_manager: Implement asynchronous texture loading * The file loading and decoding is offloaded into worker threads, while the upload itself still occurs in the main thread to avoid having to manage shared contexts * Address review comments * custom_tex_manager: Introduce custom material support * video_core: Move custom textures to separate directory * Also split the files to make the code cleaner * gl_texture_runtime: Generate mipmaps for material * custom_tex_manager: Prevent memory overflow when preloading * externals: Add dds-ktx as submodule * string_util: Return vector from SplitString * No code benefits from passing it as an argument * custom_textures: Use json config file * gl_rasterizer: Only bind material for unit 0 * Address review comments
2023-04-26 23:38:28 -05:00
ConfigurationShared::CheckState async_custom_loading;
QColor bg_color;
};