mirror of
https://git.suyu.dev/suyu/suyu
synced 2024-11-05 14:57:53 +00:00
1152d66ddd
GLASM is getting good enough that we can move it out of advanced graphics settings. This removes the setting `use_assembly_shaders`, opting for a enum class `shader_backend`. This comes with the benefits that it is extensible for additional shader backends besides GLSL and GLASM, and this will work better with a QComboBox. Qt removes the related assembly shader setting from the Advanced Graphics section and places it as a new QComboBox in the API Settings group. This will replace the Vulkan device selector when OpenGL is selected. Additionally, mark all of the custom anisotropic filtering settings as "WILL BREAK THINGS", as that is the case with a select few games.
123 lines
5.8 KiB
C++
123 lines
5.8 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_asynchronous_shaders->setEnabled(runtime_lock);
|
|
ui->anisotropic_filtering_combobox->setEnabled(runtime_lock);
|
|
|
|
ui->use_vsync->setChecked(Settings::values.use_vsync.GetValue());
|
|
ui->use_asynchronous_shaders->setChecked(Settings::values.use_asynchronous_shaders.GetValue());
|
|
ui->use_caches_gc->setChecked(Settings::values.use_caches_gc.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.use_asynchronous_shaders,
|
|
ui->use_asynchronous_shaders,
|
|
use_asynchronous_shaders);
|
|
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_caches_gc, ui->use_caches_gc,
|
|
use_caches_gc);
|
|
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->use_asynchronous_shaders->setEnabled(
|
|
Settings::values.use_asynchronous_shaders.UsingGlobal());
|
|
ui->use_fast_gpu_time->setEnabled(Settings::values.use_fast_gpu_time.UsingGlobal());
|
|
ui->use_caches_gc->setEnabled(Settings::values.use_caches_gc.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->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::SetColoredTristate(ui->use_caches_gc, Settings::values.use_caches_gc,
|
|
use_caches_gc);
|
|
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)));
|
|
}
|