mirror of
https://github.com/azahar-emu/azahar.git
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* common: Move settings to common from core. - Removes a dependency on core and input_common from common. * code: Wrap settings values * Port from yuzu to allow per game settings * citra_qt: Initial per-game settings dialog * citra_qt: Use new API for read/save of config values * citra_qt: Per game audio settings * citra_qt: Per game graphics settings * citra_qt: Per game system settings * citra_qt: Per game general settings * citra_qt: Document and run clang format * citra_qt: Make icon smaller and centered * citra_qt: Remove version number * Not sure how to extract that, can always add it back later * citra_qt: Wrap UISettings * citra_qt: Fix unthottled fps setting * citra_qt: Remove margin in emulation tab * citra_qt: Implement some suggestions * Bring back speed switch hotkey * Allow configuration when game is running * Rename/adjust UI stuff * citra_qt: Fix build with separate windows * citra_qt: Address feedback * citra_qt: Log per-game settings before launching games * citra_qt: Add shader cache options * Also fix android build * citra_qt: Add DLC menu option * citra_qt: Run clang-format * citra_qt: Adjust for time offset * citra_qt: Implement suggestions * Run clang-format Co-authored-by: bunnei <bunneidev@gmail.com>
132 lines
6.3 KiB
C++
132 lines
6.3 KiB
C++
// Copyright 2016 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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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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#include "core/core.h"
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#include "ui_configure_graphics.h"
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ConfigureGraphics::ConfigureGraphics(QWidget* parent)
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: QWidget(parent), ui(std::make_unique<Ui::ConfigureGraphics>()) {
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ui->setupUi(this);
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SetupPerGameUI();
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SetConfiguration();
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ui->hw_renderer_group->setEnabled(ui->hw_renderer_group->isEnabled() &&
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ui->toggle_hw_renderer->isChecked());
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ui->toggle_vsync_new->setEnabled(!Core::System::GetInstance().IsPoweredOn());
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connect(ui->toggle_hw_renderer, &QCheckBox::toggled, this, [this] {
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const bool checked = ui->toggle_hw_renderer->isChecked();
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ui->hw_renderer_group->setEnabled(checked);
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ui->toggle_disk_shader_cache->setEnabled(checked && ui->toggle_hw_shader->isChecked());
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});
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ui->hw_shader_group->setEnabled(ui->toggle_hw_shader->isChecked());
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ui->toggle_disk_shader_cache->setEnabled(ui->toggle_hw_renderer->isChecked() &&
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ui->toggle_hw_shader->isChecked());
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connect(ui->toggle_hw_shader, &QCheckBox::toggled, this, [this] {
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const bool checked = ui->toggle_hw_shader->isChecked();
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ui->hw_shader_group->setEnabled(checked);
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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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}
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ConfigureGraphics::~ConfigureGraphics() = default;
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void ConfigureGraphics::SetConfiguration() {
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ui->toggle_hw_renderer->setChecked(Settings::values.use_hw_renderer.GetValue());
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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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if (Settings::IsConfiguringGlobal()) {
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ui->toggle_shader_jit->setChecked(Settings::values.use_shader_jit.GetValue());
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}
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}
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void ConfigureGraphics::ApplyConfiguration() {
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_hw_renderer,
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ui->toggle_hw_renderer, use_hw_renderer);
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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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ui->toggle_disk_shader_cache, use_disk_shader_cache);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync_new, ui->toggle_vsync_new,
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use_vsync_new);
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if (Settings::IsConfiguringGlobal()) {
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Settings::values.use_shader_jit = ui->toggle_shader_jit->isChecked();
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}
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}
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void ConfigureGraphics::RetranslateUI() {
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ui->retranslateUi(this);
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}
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void ConfigureGraphics::SetupPerGameUI() {
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// Block the global settings if a game is currently running that overrides them
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if (Settings::IsConfiguringGlobal()) {
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ui->toggle_hw_renderer->setEnabled(Settings::values.use_hw_renderer.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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ui->toggle_vsync_new->setEnabled(Settings::values.use_vsync_new.UsingGlobal());
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return;
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}
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ui->toggle_shader_jit->setVisible(false);
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ConfigurationShared::SetColoredTristate(ui->toggle_hw_renderer,
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Settings::values.use_hw_renderer, use_hw_renderer);
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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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Settings::values.use_disk_shader_cache,
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use_disk_shader_cache);
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ConfigurationShared::SetColoredTristate(ui->toggle_vsync_new, Settings::values.use_vsync_new,
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use_vsync_new);
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}
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