suyu/src/yuzu/configuration/configure_graphics_advanced.cpp
ameerj 3522fc019c nvflinger: Add toggle to disable buffer swap interval limits
Enabling this setting will allow some titles to present more frames to
the screen as they become available in the nvflinger buffer queue.
2021-06-17 01:41:56 -04:00

130 lines
6.4 KiB
C++

// Copyright 2020 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "common/settings.h"
#include "core/core.h"
#include "ui_configure_graphics_advanced.h"
#include "yuzu/configuration/configuration_shared.h"
#include "yuzu/configuration/configure_graphics_advanced.h"
ConfigureGraphicsAdvanced::ConfigureGraphicsAdvanced(QWidget* parent)
: QWidget(parent), ui(new Ui::ConfigureGraphicsAdvanced) {
ui->setupUi(this);
SetupPerGameUI();
SetConfiguration();
}
ConfigureGraphicsAdvanced::~ConfigureGraphicsAdvanced() = default;
void ConfigureGraphicsAdvanced::SetConfiguration() {
const bool runtime_lock = !Core::System::GetInstance().IsPoweredOn();
ui->use_vsync->setEnabled(runtime_lock);
ui->use_assembly_shaders->setEnabled(runtime_lock);
ui->use_asynchronous_shaders->setEnabled(runtime_lock);
ui->anisotropic_filtering_combobox->setEnabled(runtime_lock);
ui->use_vsync->setChecked(Settings::values.use_vsync.GetValue());
ui->disable_fps_limit->setChecked(Settings::values.disable_fps_limit.GetValue());
ui->use_assembly_shaders->setChecked(Settings::values.use_assembly_shaders.GetValue());
ui->use_asynchronous_shaders->setChecked(Settings::values.use_asynchronous_shaders.GetValue());
ui->use_fast_gpu_time->setChecked(Settings::values.use_fast_gpu_time.GetValue());
if (Settings::IsConfiguringGlobal()) {
ui->gpu_accuracy->setCurrentIndex(
static_cast<int>(Settings::values.gpu_accuracy.GetValue()));
ui->anisotropic_filtering_combobox->setCurrentIndex(
Settings::values.max_anisotropy.GetValue());
} else {
ConfigurationShared::SetPerGameSetting(ui->gpu_accuracy, &Settings::values.gpu_accuracy);
ConfigurationShared::SetPerGameSetting(ui->anisotropic_filtering_combobox,
&Settings::values.max_anisotropy);
ConfigurationShared::SetHighlight(ui->label_gpu_accuracy,
!Settings::values.gpu_accuracy.UsingGlobal());
ConfigurationShared::SetHighlight(ui->af_label,
!Settings::values.max_anisotropy.UsingGlobal());
}
}
void ConfigureGraphicsAdvanced::ApplyConfiguration() {
// Subtract 2 if configuring per-game (separator and "use global configuration" take 2 slots)
const auto gpu_accuracy = static_cast<Settings::GPUAccuracy>(
ui->gpu_accuracy->currentIndex() -
((Settings::IsConfiguringGlobal()) ? 0 : ConfigurationShared::USE_GLOBAL_OFFSET));
ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy,
ui->anisotropic_filtering_combobox);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync, use_vsync);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.disable_fps_limit,
ui->disable_fps_limit, disable_fps_limit);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_assembly_shaders,
ui->use_assembly_shaders, use_assembly_shaders);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders,
ui->use_asynchronous_shaders,
use_asynchronous_shaders);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_fast_gpu_time,
ui->use_fast_gpu_time, use_fast_gpu_time);
if (Settings::IsConfiguringGlobal()) {
// Must guard in case of a during-game configuration when set to be game-specific.
if (Settings::values.gpu_accuracy.UsingGlobal()) {
Settings::values.gpu_accuracy.SetValue(gpu_accuracy);
}
} else {
if (ui->gpu_accuracy->currentIndex() == ConfigurationShared::USE_GLOBAL_INDEX) {
Settings::values.gpu_accuracy.SetGlobal(true);
} else {
Settings::values.gpu_accuracy.SetGlobal(false);
Settings::values.gpu_accuracy.SetValue(gpu_accuracy);
}
}
}
void ConfigureGraphicsAdvanced::changeEvent(QEvent* event) {
if (event->type() == QEvent::LanguageChange) {
RetranslateUI();
}
QWidget::changeEvent(event);
}
void ConfigureGraphicsAdvanced::RetranslateUI() {
ui->retranslateUi(this);
}
void ConfigureGraphicsAdvanced::SetupPerGameUI() {
// Disable if not global (only happens during game)
if (Settings::IsConfiguringGlobal()) {
ui->gpu_accuracy->setEnabled(Settings::values.gpu_accuracy.UsingGlobal());
ui->use_vsync->setEnabled(Settings::values.use_vsync.UsingGlobal());
ui->disable_fps_limit->setEnabled(Settings::values.disable_fps_limit.UsingGlobal());
ui->use_assembly_shaders->setEnabled(Settings::values.use_assembly_shaders.UsingGlobal());
ui->use_asynchronous_shaders->setEnabled(
Settings::values.use_asynchronous_shaders.UsingGlobal());
ui->use_fast_gpu_time->setEnabled(Settings::values.use_fast_gpu_time.UsingGlobal());
ui->anisotropic_filtering_combobox->setEnabled(
Settings::values.max_anisotropy.UsingGlobal());
return;
}
ConfigurationShared::SetColoredTristate(ui->use_vsync, Settings::values.use_vsync, use_vsync);
ConfigurationShared::SetColoredTristate(ui->disable_fps_limit,
Settings::values.disable_fps_limit, disable_fps_limit);
ConfigurationShared::SetColoredTristate(
ui->use_assembly_shaders, Settings::values.use_assembly_shaders, use_assembly_shaders);
ConfigurationShared::SetColoredTristate(ui->use_asynchronous_shaders,
Settings::values.use_asynchronous_shaders,
use_asynchronous_shaders);
ConfigurationShared::SetColoredTristate(ui->use_fast_gpu_time,
Settings::values.use_fast_gpu_time, use_fast_gpu_time);
ConfigurationShared::SetColoredComboBox(
ui->gpu_accuracy, ui->label_gpu_accuracy,
static_cast<int>(Settings::values.gpu_accuracy.GetValue(true)));
ConfigurationShared::SetColoredComboBox(
ui->anisotropic_filtering_combobox, ui->af_label,
static_cast<int>(Settings::values.max_anisotropy.GetValue(true)));
}