// Copyright 2016 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #ifdef __APPLE__ #include #endif #include "citra_qt/configuration/configuration_shared.h" #include "citra_qt/configuration/configure_graphics.h" #include "common/settings.h" #include "core/core.h" #include "ui_configure_graphics.h" ConfigureGraphics::ConfigureGraphics(QWidget* parent) : QWidget(parent), ui(std::make_unique()) { ui->setupUi(this); SetupPerGameUI(); SetConfiguration(); ui->hw_renderer_group->setEnabled(ui->hw_renderer_group->isEnabled() && ui->toggle_hw_renderer->isChecked()); ui->toggle_vsync_new->setEnabled(!Core::System::GetInstance().IsPoweredOn()); connect(ui->toggle_hw_renderer, &QCheckBox::toggled, this, [this] { const bool checked = ui->toggle_hw_renderer->isChecked(); ui->hw_renderer_group->setEnabled(checked); ui->toggle_disk_shader_cache->setEnabled(checked && ui->toggle_hw_shader->isChecked()); }); ui->hw_shader_group->setEnabled(ui->toggle_hw_shader->isChecked()); ui->toggle_disk_shader_cache->setEnabled(ui->toggle_hw_renderer->isChecked() && ui->toggle_hw_shader->isChecked()); connect(ui->toggle_hw_shader, &QCheckBox::toggled, this, [this] { const bool checked = ui->toggle_hw_shader->isChecked(); ui->hw_shader_group->setEnabled(checked); ui->toggle_disk_shader_cache->setEnabled(checked); }); #ifdef __APPLE__ connect(ui->toggle_hw_shader, &QCheckBox::stateChanged, this, [this](int state) { if (state == Qt::Checked) { ui->toggle_separable_shader->setEnabled(true); } }); connect(ui->toggle_separable_shader, &QCheckBox::stateChanged, this, [this](int state) { if (state == Qt::Checked) { QMessageBox::warning( this, tr("Hardware Shader Warning"), tr("Separable Shader support is broken on macOS with Intel GPUs, and will cause " "graphical issues " "like showing a black screen.

The option is only there for " "test/development purposes. If you experience graphical issues with Hardware " "Shader, please turn it off.")); } }); #else // TODO(B3N30): Hide this for macs with none Intel GPUs, too. ui->toggle_separable_shader->setVisible(false); #endif } ConfigureGraphics::~ConfigureGraphics() = default; void ConfigureGraphics::SetConfiguration() { ui->toggle_hw_renderer->setChecked(Settings::values.use_hw_renderer.GetValue()); ui->toggle_hw_shader->setChecked(Settings::values.use_hw_shader.GetValue()); ui->toggle_separable_shader->setChecked(Settings::values.separable_shader.GetValue()); ui->toggle_accurate_mul->setChecked(Settings::values.shaders_accurate_mul.GetValue()); ui->toggle_disk_shader_cache->setChecked(Settings::values.use_disk_shader_cache.GetValue()); ui->toggle_vsync_new->setChecked(Settings::values.use_vsync_new.GetValue()); if (Settings::IsConfiguringGlobal()) { ui->toggle_shader_jit->setChecked(Settings::values.use_shader_jit.GetValue()); } } void ConfigureGraphics::ApplyConfiguration() { ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_hw_renderer, ui->toggle_hw_renderer, use_hw_renderer); ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_hw_shader, ui->toggle_hw_shader, use_hw_shader); ConfigurationShared::ApplyPerGameSetting(&Settings::values.separable_shader, ui->toggle_separable_shader, separable_shader); ConfigurationShared::ApplyPerGameSetting(&Settings::values.shaders_accurate_mul, ui->toggle_accurate_mul, shaders_accurate_mul); ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_disk_shader_cache, ui->toggle_disk_shader_cache, use_disk_shader_cache); ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync_new, ui->toggle_vsync_new, use_vsync_new); if (Settings::IsConfiguringGlobal()) { Settings::values.use_shader_jit = ui->toggle_shader_jit->isChecked(); } } void ConfigureGraphics::RetranslateUI() { ui->retranslateUi(this); } void ConfigureGraphics::SetupPerGameUI() { // Block the global settings if a game is currently running that overrides them if (Settings::IsConfiguringGlobal()) { ui->toggle_hw_renderer->setEnabled(Settings::values.use_hw_renderer.UsingGlobal()); ui->toggle_hw_shader->setEnabled(Settings::values.use_hw_shader.UsingGlobal()); ui->toggle_separable_shader->setEnabled(Settings::values.separable_shader.UsingGlobal()); ui->toggle_accurate_mul->setEnabled(Settings::values.shaders_accurate_mul.UsingGlobal()); ui->toggle_disk_shader_cache->setEnabled( Settings::values.use_disk_shader_cache.UsingGlobal()); ui->toggle_vsync_new->setEnabled(Settings::values.use_vsync_new.UsingGlobal()); return; } ui->toggle_shader_jit->setVisible(false); ConfigurationShared::SetColoredTristate(ui->toggle_hw_renderer, Settings::values.use_hw_renderer, use_hw_renderer); ConfigurationShared::SetColoredTristate(ui->toggle_hw_shader, Settings::values.use_hw_shader, use_hw_shader); ConfigurationShared::SetColoredTristate(ui->toggle_separable_shader, Settings::values.separable_shader, separable_shader); ConfigurationShared::SetColoredTristate( ui->toggle_accurate_mul, Settings::values.shaders_accurate_mul, shaders_accurate_mul); ConfigurationShared::SetColoredTristate(ui->toggle_disk_shader_cache, Settings::values.use_disk_shader_cache, use_disk_shader_cache); ConfigurationShared::SetColoredTristate(ui->toggle_vsync_new, Settings::values.use_vsync_new, use_vsync_new); }