mirror of
https://github.com/dolphin-emu/dolphin.git
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fef1b84f0a
QStringLiterals generate a buffer so that during runtime there's very little cost to constructing a QString. However, this also means that duplicated strings cannot be optimized out into a single entry that gets referenced everywhere, taking up space in the binary. Rather than use QStringLiteral(""), we can just use QString{} (the default constructor) to signify the empty string. This gets rid of an unnecessary string buffer from being created, saving a tiny bit of space. While we're at it, we can just use the character overloads of particular functions when they're available instead of using a QString overload. The characters in this case are Latin-1 to begin with, so we can just specify the characters as QLatin1Char instances to use those overloads. These will automatically convert to QChar if needed, so this is safe.
306 lines
14 KiB
C++
306 lines
14 KiB
C++
// Copyright 2017 Dolphin Emulator Project5~5~5~
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "DolphinQt/Config/Graphics/GeneralWidget.h"
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#include <QCheckBox>
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#include <QComboBox>
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#include <QGridLayout>
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#include <QGroupBox>
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#include <QHBoxLayout>
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#include <QLabel>
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#include <QRadioButton>
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#include <QSignalBlocker>
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#include <QVBoxLayout>
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#include "Core/Config/GraphicsSettings.h"
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#include "Core/Config/MainSettings.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "DolphinQt/Config/Graphics/GraphicsBool.h"
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#include "DolphinQt/Config/Graphics/GraphicsChoice.h"
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#include "DolphinQt/Config/Graphics/GraphicsRadio.h"
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#include "DolphinQt/Config/Graphics/GraphicsWindow.h"
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#include "DolphinQt/QtUtils/ModalMessageBox.h"
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#include "DolphinQt/Settings.h"
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#include "UICommon/VideoUtils.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoConfig.h"
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GeneralWidget::GeneralWidget(X11Utils::XRRConfiguration* xrr_config, GraphicsWindow* parent)
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: GraphicsWidget(parent), m_xrr_config(xrr_config)
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{
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CreateWidgets();
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LoadSettings();
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ConnectWidgets();
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AddDescriptions();
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emit BackendChanged(QString::fromStdString(SConfig::GetInstance().m_strVideoBackend));
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connect(parent, &GraphicsWindow::BackendChanged, this, &GeneralWidget::OnBackendChanged);
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connect(&Settings::Instance(), &Settings::EmulationStateChanged, this,
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[=](Core::State state) { OnEmulationStateChanged(state != Core::State::Uninitialized); });
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OnEmulationStateChanged(Core::GetState() != Core::State::Uninitialized);
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}
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void GeneralWidget::CreateWidgets()
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{
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auto* main_layout = new QVBoxLayout;
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// Basic Section
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auto* m_video_box = new QGroupBox(tr("Basic"));
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m_video_layout = new QGridLayout();
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m_backend_combo = new QComboBox();
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m_aspect_combo =
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new GraphicsChoice({tr("Auto"), tr("Force 16:9"), tr("Force 4:3"), tr("Stretch to Window")},
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Config::GFX_ASPECT_RATIO);
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m_adapter_combo = new QComboBox;
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m_enable_vsync = new GraphicsBool(tr("V-Sync"), Config::GFX_VSYNC);
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m_enable_fullscreen = new GraphicsBool(tr("Use Fullscreen"), Config::MAIN_FULLSCREEN);
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m_video_box->setLayout(m_video_layout);
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for (auto& backend : g_available_video_backends)
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m_backend_combo->addItem(tr(backend->GetDisplayName().c_str()),
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QVariant(QString::fromStdString(backend->GetName())));
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m_video_layout->addWidget(new QLabel(tr("Backend:")), 0, 0);
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m_video_layout->addWidget(m_backend_combo, 0, 1);
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m_video_layout->addWidget(new QLabel(tr("Adapter:")), 1, 0);
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m_video_layout->addWidget(m_adapter_combo, 1, 1);
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m_video_layout->addWidget(new QLabel(tr("Aspect Ratio:")), 3, 0);
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m_video_layout->addWidget(m_aspect_combo, 3, 1);
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m_video_layout->addWidget(m_enable_vsync, 4, 0);
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m_video_layout->addWidget(m_enable_fullscreen, 4, 1);
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// Other
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auto* m_options_box = new QGroupBox(tr("Other"));
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auto* m_options_layout = new QGridLayout();
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m_show_fps = new GraphicsBool(tr("Show FPS"), Config::GFX_SHOW_FPS);
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m_show_ping = new GraphicsBool(tr("Show NetPlay Ping"), Config::GFX_SHOW_NETPLAY_PING);
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m_log_render_time =
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new GraphicsBool(tr("Log Render Time to File"), Config::GFX_LOG_RENDER_TIME_TO_FILE);
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m_autoadjust_window_size =
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new GraphicsBool(tr("Auto-Adjust Window Size"), Config::MAIN_RENDER_WINDOW_AUTOSIZE);
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m_show_messages =
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new GraphicsBool(tr("Show NetPlay Messages"), Config::GFX_SHOW_NETPLAY_MESSAGES);
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m_render_main_window = new GraphicsBool(tr("Render to Main Window"), Config::MAIN_RENDER_TO_MAIN);
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m_options_box->setLayout(m_options_layout);
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m_options_layout->addWidget(m_show_fps, 0, 0);
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m_options_layout->addWidget(m_log_render_time, 0, 1);
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m_options_layout->addWidget(m_render_main_window, 1, 0);
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m_options_layout->addWidget(m_autoadjust_window_size, 1, 1);
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m_options_layout->addWidget(m_show_messages, 2, 0);
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m_options_layout->addWidget(m_show_ping, 2, 1);
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// Other
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auto* shader_compilation_box = new QGroupBox(tr("Shader Compilation"));
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auto* shader_compilation_layout = new QGridLayout();
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const std::array<const char*, 4> modes = {{
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"Synchronous",
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"Synchronous (Ubershaders)",
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"Asynchronous (Ubershaders)",
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"Asynchronous (Skip Drawing)",
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}};
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for (size_t i = 0; i < modes.size(); i++)
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{
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m_shader_compilation_mode[i] = new GraphicsRadioInt(
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tr(modes[i]), Config::GFX_SHADER_COMPILATION_MODE, static_cast<int>(i));
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shader_compilation_layout->addWidget(m_shader_compilation_mode[i], static_cast<int>(i / 2),
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static_cast<int>(i % 2));
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}
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m_wait_for_shaders = new GraphicsBool(tr("Compile Shaders Before Starting"),
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Config::GFX_WAIT_FOR_SHADERS_BEFORE_STARTING);
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shader_compilation_layout->addWidget(m_wait_for_shaders);
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shader_compilation_box->setLayout(shader_compilation_layout);
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main_layout->addWidget(m_video_box);
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main_layout->addWidget(m_options_box);
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main_layout->addWidget(shader_compilation_box);
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main_layout->addStretch();
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setLayout(main_layout);
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}
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void GeneralWidget::ConnectWidgets()
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{
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// Video Backend
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connect(m_backend_combo, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged),
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this, &GeneralWidget::SaveSettings);
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connect(m_adapter_combo, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged),
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this, [](int index) {
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g_Config.iAdapter = index;
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Config::SetBaseOrCurrent(Config::GFX_ADAPTER, index);
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});
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}
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void GeneralWidget::LoadSettings()
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{
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// Video Backend
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m_backend_combo->setCurrentIndex(m_backend_combo->findData(
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QVariant(QString::fromStdString(SConfig::GetInstance().m_strVideoBackend))));
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}
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void GeneralWidget::SaveSettings()
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{
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// Video Backend
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const auto current_backend = m_backend_combo->currentData().toString().toStdString();
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if (SConfig::GetInstance().m_strVideoBackend != current_backend)
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{
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auto warningMessage =
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g_available_video_backends[m_backend_combo->currentIndex()]->GetWarningMessage();
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if (warningMessage)
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{
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ModalMessageBox confirm_sw(this);
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confirm_sw.setIcon(QMessageBox::Warning);
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confirm_sw.setStandardButtons(QMessageBox::Yes | QMessageBox::No);
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confirm_sw.setWindowTitle(tr("Confirm backend change"));
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confirm_sw.setText(tr(warningMessage->c_str()));
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if (confirm_sw.exec() != QMessageBox::Yes)
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{
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m_backend_combo->setCurrentIndex(m_backend_combo->findData(
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QVariant(QString::fromStdString(SConfig::GetInstance().m_strVideoBackend))));
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return;
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}
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}
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emit BackendChanged(QString::fromStdString(current_backend));
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}
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}
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void GeneralWidget::OnEmulationStateChanged(bool running)
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{
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m_backend_combo->setEnabled(!running);
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m_render_main_window->setEnabled(!running);
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m_adapter_combo->setEnabled(!running);
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}
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void GeneralWidget::AddDescriptions()
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{
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// We need QObject::tr
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#if defined(_WIN32)
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static const char TR_BACKEND_DESCRIPTION[] = QT_TR_NOOP(
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"Selects which graphics API to use internally.\n\nThe software renderer is extremely "
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"slow and only useful for debugging, so either OpenGL, Direct3D, or Vulkan are "
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"recommended. Different games and different GPUs will behave differently on each "
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"backend, so for the best emulation experience it is recommended to try each and "
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"select the backend that is least problematic.\n\nIf unsure, select OpenGL.");
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#else
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static const char TR_BACKEND_DESCRIPTION[] = QT_TR_NOOP(
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"Selects which graphics API to use internally.\n\nThe software renderer is extremely "
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"slow and only useful for debugging, so any of the other backends are "
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"recommended.\n\nIf unsure, select OpenGL.");
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#endif
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static const char TR_ADAPTER_DESCRIPTION[] =
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QT_TR_NOOP("Selects a hardware adapter to use.\n\nIf unsure, select the first one.");
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static const char TR_FULLSCREEN_DESCRIPTION[] =
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QT_TR_NOOP("Uses the entire screen for rendering.\n\nIf disabled, a "
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"render window will be created instead.\n\nIf unsure, leave this unchecked.");
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static const char TR_AUTOSIZE_DESCRIPTION[] =
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QT_TR_NOOP("Automatically adjusts the window size to the internal resolution.\n\nIf unsure, "
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"leave this unchecked.");
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static const char TR_RENDER_TO_MAINWINDOW_DESCRIPTION[] =
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QT_TR_NOOP("Uses the main Dolphin window for rendering rather than "
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"a separate render window.\n\nIf unsure, leave this unchecked.");
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static const char TR_ASPECT_RATIO_DESCRIPTION[] = QT_TR_NOOP(
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"Selects which aspect ratio to use when rendering.\n\nAuto: Uses the native aspect "
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"ratio\nForce 16:9: Mimics an analog TV with a widescreen aspect ratio.\nForce 4:3: "
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"Mimics a standard 4:3 analog TV.\nStretch to Window: Stretches the picture to the "
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"window size.\n\nIf unsure, select Auto.");
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static const char TR_VSYNC_DESCRIPTION[] =
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QT_TR_NOOP("Waits for vertical blanks in order to prevent tearing.\n\nDecreases performance "
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"if emulation speed is below 100%.\n\nIf unsure, leave this unchecked.");
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static const char TR_SHOW_FPS_DESCRIPTION[] =
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QT_TR_NOOP("Shows the number of frames rendered per second as a measure of "
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"emulation speed.\n\nIf unsure, leave this unchecked.");
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static const char TR_SHOW_NETPLAY_PING_DESCRIPTION[] =
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QT_TR_NOOP("Shows the player's maximum ping while playing on "
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"NetPlay.\n\nIf unsure, leave this unchecked.");
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static const char TR_LOG_RENDERTIME_DESCRIPTION[] =
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QT_TR_NOOP("Logs the render time of every frame to User/Logs/render_time.txt.\n\nUse this "
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"feature when to measure the performance of Dolphin.\n\nIf "
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"unsure, leave this unchecked.");
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static const char TR_SHOW_NETPLAY_MESSAGES_DESCRIPTION[] =
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QT_TR_NOOP("Shows chat messages, buffer changes, and desync alerts "
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"while playing NetPlay.\n\nIf unsure, leave this unchecked.");
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static const char TR_SHADER_COMPILE_SYNC_DESCRIPTION[] =
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QT_TR_NOOP("Ubershaders are never used. Stuttering will occur during shader "
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"compilation, but GPU demands are low.\n\nRecommended for low-end hardware. "
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"\n\nIf unsure, select this mode.");
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static const char TR_SHADER_COMPILE_SYNC_UBER_DESCRIPTION[] = QT_TR_NOOP(
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"Ubershaders will always be used. Provides a near stutter-free experience at the cost of "
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"high GPU performance requirements.\n\nOnly recommended for high-end systems.");
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static const char TR_SHADER_COMPILE_ASYNC_UBER_DESCRIPTION[] =
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QT_TR_NOOP("Ubershaders will be used to prevent stuttering during shader compilation, but "
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"specialized shaders will be used when they will not cause stuttering.\n\nIn the "
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"best case it eliminates shader compilation stuttering while having minimal "
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"performance impact, but results depend on video driver behavior.");
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static const char TR_SHADER_COMPILE_ASYNC_SKIP_DESCRIPTION[] = QT_TR_NOOP(
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"Prevents shader compilation stuttering by not rendering waiting objects. Can work in "
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"scenarios where Ubershaders doesn't, at the cost of introducing visual glitches and broken "
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"effects.\n\nNot recommended, only use if the other options give poor results.");
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static const char TR_SHADER_COMPILE_BEFORE_START_DESCRIPTION[] =
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QT_TR_NOOP("Waits for all shaders to finish compiling before starting a game. Enabling this "
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"option may reduce stuttering or hitching for a short time after the game is "
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"started, at the cost of a longer delay before the game starts. For systems with "
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"two or fewer cores, it is recommended to enable this option, as a large shader "
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"queue may reduce frame rates.\n\nOtherwise, if unsure, leave this unchecked.");
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AddDescription(m_backend_combo, TR_BACKEND_DESCRIPTION);
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AddDescription(m_adapter_combo, TR_ADAPTER_DESCRIPTION);
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AddDescription(m_aspect_combo, TR_ASPECT_RATIO_DESCRIPTION);
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AddDescription(m_enable_vsync, TR_VSYNC_DESCRIPTION);
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AddDescription(m_enable_fullscreen, TR_FULLSCREEN_DESCRIPTION);
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AddDescription(m_show_fps, TR_SHOW_FPS_DESCRIPTION);
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AddDescription(m_show_ping, TR_SHOW_NETPLAY_PING_DESCRIPTION);
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AddDescription(m_log_render_time, TR_LOG_RENDERTIME_DESCRIPTION);
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AddDescription(m_autoadjust_window_size, TR_AUTOSIZE_DESCRIPTION);
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AddDescription(m_show_messages, TR_SHOW_NETPLAY_MESSAGES_DESCRIPTION);
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AddDescription(m_render_main_window, TR_RENDER_TO_MAINWINDOW_DESCRIPTION);
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AddDescription(m_shader_compilation_mode[0], TR_SHADER_COMPILE_SYNC_DESCRIPTION);
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AddDescription(m_shader_compilation_mode[1], TR_SHADER_COMPILE_SYNC_UBER_DESCRIPTION);
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AddDescription(m_shader_compilation_mode[2], TR_SHADER_COMPILE_ASYNC_UBER_DESCRIPTION);
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AddDescription(m_shader_compilation_mode[3], TR_SHADER_COMPILE_ASYNC_SKIP_DESCRIPTION);
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AddDescription(m_wait_for_shaders, TR_SHADER_COMPILE_BEFORE_START_DESCRIPTION);
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}
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void GeneralWidget::OnBackendChanged(const QString& backend_name)
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{
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m_backend_combo->setCurrentIndex(m_backend_combo->findData(QVariant(backend_name)));
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const QSignalBlocker blocker(m_adapter_combo);
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m_adapter_combo->clear();
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const auto& adapters = g_Config.backend_info.Adapters;
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for (const auto& adapter : adapters)
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m_adapter_combo->addItem(QString::fromStdString(adapter));
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const bool supports_adapters = !adapters.empty();
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m_adapter_combo->setCurrentIndex(g_Config.iAdapter);
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m_adapter_combo->setEnabled(supports_adapters && !Core::IsRunning());
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m_adapter_combo->setToolTip(supports_adapters ?
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QString{} :
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tr("%1 doesn't support this feature.")
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.arg(tr(g_video_backend->GetDisplayName().c_str())));
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}
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