mirror of
https://github.com/Lime3DS/Lime3DS
synced 2024-10-30 11:47:51 +00:00
Remove remnants of separable shader setting (#6403)
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parent
000a616bd9
commit
227926c1fa
12 changed files with 0 additions and 81 deletions
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@ -106,10 +106,6 @@ graphics_api =
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# 0: Software, 1 (default): Hardware
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use_hw_shader =
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# Whether to use separable shaders to emulate 3DS shaders (macOS only)
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# 0: Off (Default), 1 : On
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separable_shader =
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# Whether to use accurate multiplication in hardware shaders
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# 0: Off (Default. Faster, but causes issues in some games) 1: On (Slower, but correct)
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shaders_accurate_mul =
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@ -136,12 +136,6 @@ void Config::ReadValues() {
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ReadSetting("Renderer", Settings::values.graphics_api);
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ReadSetting("Renderer", Settings::values.use_gles);
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ReadSetting("Renderer", Settings::values.use_hw_shader);
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#ifdef __APPLE__
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// Separable shader is broken on macos with Intel GPU thanks to poor drivers.
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// We still want to provide this option for test/development purposes, but disable it by
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// default.
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ReadSetting("Renderer", Settings::values.separable_shader);
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#endif
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ReadSetting("Renderer", Settings::values.shaders_accurate_mul);
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ReadSetting("Renderer", Settings::values.use_shader_jit);
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ReadSetting("Renderer", Settings::values.resolution_factor);
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@ -110,10 +110,6 @@ use_gles =
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# 0: Software, 1 (default): Hardware
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use_hw_shader =
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# Whether to use separable shaders to emulate 3DS shaders (macOS only)
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# 0: Off (Default), 1 : On
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separable_shader =
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# Whether to use accurate multiplication in hardware shaders
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# 0: Off (Faster, but causes issues in some games) 1: On (Default. Slower, but correct)
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shaders_accurate_mul =
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@ -628,12 +628,6 @@ void Config::ReadRendererValues() {
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ReadGlobalSetting(Settings::values.graphics_api);
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ReadGlobalSetting(Settings::values.use_hw_shader);
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#ifdef __APPLE__
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// Hardware shader is broken on macos with Intel GPUs thanks to poor drivers.
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// We still want to provide this option for test/development purposes, but disable it by
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// default.
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ReadGlobalSetting(Settings::values.separable_shader);
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#endif
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ReadGlobalSetting(Settings::values.shaders_accurate_mul);
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ReadGlobalSetting(Settings::values.use_disk_shader_cache);
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ReadGlobalSetting(Settings::values.use_vsync_new);
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@ -1107,11 +1101,6 @@ void Config::SaveRendererValues() {
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WriteGlobalSetting(Settings::values.graphics_api);
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WriteGlobalSetting(Settings::values.use_hw_shader);
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#ifdef __APPLE__
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// Hardware shader is broken on macos thanks to poor drivers.
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// TODO: enable this for none Intel GPUs
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WriteGlobalSetting(Settings::values.separable_shader);
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#endif
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WriteGlobalSetting(Settings::values.shaders_accurate_mul);
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WriteGlobalSetting(Settings::values.use_disk_shader_cache);
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WriteGlobalSetting(Settings::values.use_vsync_new);
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@ -3,9 +3,6 @@
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// Refer to the license.txt file included.
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#include <QColorDialog>
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#ifdef __APPLE__
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#include <QMessageBox>
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#endif
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#include "citra_qt/configuration/configuration_shared.h"
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#include "citra_qt/configuration/configure_graphics.h"
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#include "common/settings.h"
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@ -37,28 +34,6 @@ ConfigureGraphics::ConfigureGraphics(QWidget* parent)
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ui->toggle_disk_shader_cache->setEnabled(checked);
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});
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#ifdef __APPLE__
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connect(ui->toggle_hw_shader, &QCheckBox::stateChanged, this, [this](int state) {
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if (state == Qt::Checked) {
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ui->toggle_separable_shader->setEnabled(true);
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}
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});
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connect(ui->toggle_separable_shader, &QCheckBox::stateChanged, this, [this](int state) {
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if (state == Qt::Checked) {
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QMessageBox::warning(
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this, tr("Hardware Shader Warning"),
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tr("Separable Shader support is broken on macOS with Intel GPUs, and will cause "
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"graphical issues "
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"like showing a black screen.<br><br>The option is only there for "
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"test/development purposes. If you experience graphical issues with Hardware "
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"Shader, please turn it off."));
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}
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});
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#else
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// TODO(B3N30): Hide this for macs with none Intel GPUs, too.
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ui->toggle_separable_shader->setVisible(false);
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#endif
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SetupPerGameUI();
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SetConfiguration();
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}
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@ -77,7 +52,6 @@ void ConfigureGraphics::SetConfiguration() {
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}
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ui->toggle_hw_shader->setChecked(Settings::values.use_hw_shader.GetValue());
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ui->toggle_separable_shader->setChecked(Settings::values.separable_shader.GetValue());
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ui->toggle_accurate_mul->setChecked(Settings::values.shaders_accurate_mul.GetValue());
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ui->toggle_disk_shader_cache->setChecked(Settings::values.use_disk_shader_cache.GetValue());
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ui->toggle_vsync_new->setChecked(Settings::values.use_vsync_new.GetValue());
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@ -92,8 +66,6 @@ void ConfigureGraphics::ApplyConfiguration() {
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ui->graphics_api_combo);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_hw_shader, ui->toggle_hw_shader,
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use_hw_shader);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.separable_shader,
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ui->toggle_separable_shader, separable_shader);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.shaders_accurate_mul,
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ui->toggle_accurate_mul, shaders_accurate_mul);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_disk_shader_cache,
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@ -115,7 +87,6 @@ void ConfigureGraphics::SetupPerGameUI() {
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if (Settings::IsConfiguringGlobal()) {
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ui->graphics_api_group->setEnabled(Settings::values.graphics_api.UsingGlobal());
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ui->toggle_hw_shader->setEnabled(Settings::values.use_hw_shader.UsingGlobal());
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ui->toggle_separable_shader->setEnabled(Settings::values.separable_shader.UsingGlobal());
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ui->toggle_accurate_mul->setEnabled(Settings::values.shaders_accurate_mul.UsingGlobal());
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ui->toggle_disk_shader_cache->setEnabled(
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Settings::values.use_disk_shader_cache.UsingGlobal());
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@ -132,8 +103,6 @@ void ConfigureGraphics::SetupPerGameUI() {
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ConfigurationShared::SetColoredTristate(ui->toggle_hw_shader, Settings::values.use_hw_shader,
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use_hw_shader);
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ConfigurationShared::SetColoredTristate(ui->toggle_separable_shader,
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Settings::values.separable_shader, separable_shader);
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ConfigurationShared::SetColoredTristate(
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ui->toggle_accurate_mul, Settings::values.shaders_accurate_mul, shaders_accurate_mul);
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ConfigurationShared::SetColoredTristate(ui->toggle_disk_shader_cache,
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@ -32,7 +32,6 @@ private:
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void SetupPerGameUI();
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ConfigurationShared::CheckState use_hw_shader;
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ConfigurationShared::CheckState separable_shader;
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ConfigurationShared::CheckState shaders_accurate_mul;
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ConfigurationShared::CheckState use_disk_shader_cache;
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ConfigurationShared::CheckState use_vsync_new;
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@ -114,13 +114,6 @@
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<property name="bottomMargin">
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<number>0</number>
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</property>
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<item>
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<widget class="QCheckBox" name="toggle_separable_shader">
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<property name="text">
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<string>Separable Shader (Intel GPUs only)</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="QCheckBox" name="toggle_accurate_mul">
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<property name="toolTip">
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@ -195,7 +188,6 @@
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</layout>
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</widget>
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<tabstops>
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<tabstop>toggle_separable_shader</tabstop>
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<tabstop>toggle_accurate_mul</tabstop>
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<tabstop>toggle_shader_jit</tabstop>
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<tabstop>toggle_disk_shader_cache</tabstop>
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@ -70,7 +70,6 @@ void Apply() {
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VideoCore::g_shader_jit_enabled = values.use_shader_jit.GetValue();
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VideoCore::g_hw_shader_enabled = values.use_hw_shader.GetValue();
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VideoCore::g_separable_shader_enabled = values.separable_shader.GetValue();
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VideoCore::g_hw_shader_accurate_mul = values.shaders_accurate_mul.GetValue();
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#ifndef ANDROID
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@ -135,7 +134,6 @@ void LogSettings() {
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log_setting("Renderer_GraphicsAPI", GetGraphicsAPIName(values.graphics_api.GetValue()));
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log_setting("Renderer_Debug", values.renderer_debug.GetValue());
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log_setting("Renderer_UseHwShader", values.use_hw_shader.GetValue());
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log_setting("Renderer_SeparableShader", values.separable_shader.GetValue());
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log_setting("Renderer_ShadersAccurateMul", values.shaders_accurate_mul.GetValue());
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log_setting("Renderer_UseShaderJit", values.use_shader_jit.GetValue());
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log_setting("Renderer_UseResolutionFactor", values.resolution_factor.GetValue());
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@ -220,7 +218,6 @@ void RestoreGlobalState(bool is_powered_on) {
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// Renderer
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values.graphics_api.SetGlobal(true);
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values.use_hw_shader.SetGlobal(true);
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values.separable_shader.SetGlobal(true);
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values.use_disk_shader_cache.SetGlobal(true);
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values.shaders_accurate_mul.SetGlobal(true);
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values.use_vsync_new.SetGlobal(true);
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@ -433,7 +433,6 @@ struct Values {
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Setting<bool> use_gles{false, "use_gles"};
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Setting<bool> renderer_debug{false, "renderer_debug"};
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SwitchableSetting<bool> use_hw_shader{true, "use_hw_shader"};
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SwitchableSetting<bool> separable_shader{false, "use_separable_shader"};
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SwitchableSetting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"};
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SwitchableSetting<bool> shaders_accurate_mul{true, "shaders_accurate_mul"};
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SwitchableSetting<bool> use_vsync_new{true, "use_vsync_new"};
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@ -173,18 +173,8 @@ RasterizerOpenGL::RasterizerOpenGL(Memory::MemorySystem& memory, VideoCore::Rend
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state.Apply();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer.GetHandle());
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#ifdef __APPLE__
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if (driver.GetVendor() == Vendor::Intel) {
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shader_program_manager = std::make_unique<ShaderProgramManager>(
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renderer.GetRenderWindow(), driver, VideoCore::g_separable_shader_enabled);
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} else {
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shader_program_manager =
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std::make_unique<ShaderProgramManager>(renderer.GetRenderWindow(), driver, true);
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}
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#else
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shader_program_manager =
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std::make_unique<ShaderProgramManager>(renderer.GetRenderWindow(), driver, !GLES);
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#endif
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glEnable(GL_BLEND);
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@ -24,7 +24,6 @@ std::unique_ptr<RendererBase> g_renderer{}; ///< Renderer plugin
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std::atomic<bool> g_shader_jit_enabled;
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std::atomic<bool> g_hw_shader_enabled;
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std::atomic<bool> g_separable_shader_enabled;
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std::atomic<bool> g_hw_shader_accurate_mul;
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Memory::MemorySystem* g_memory;
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@ -35,7 +35,6 @@ extern std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin
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// qt ui)
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extern std::atomic<bool> g_shader_jit_enabled;
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extern std::atomic<bool> g_hw_shader_enabled;
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extern std::atomic<bool> g_separable_shader_enabled;
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extern std::atomic<bool> g_hw_shader_accurate_mul;
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extern Memory::MemorySystem* g_memory;
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