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2f1a7cbee1
Skip ubershader mode works the same as hybrid ubershaders in that the shaders are compiled asynchronously. However, instead of using the ubershader to draw the object, it skips it entirely until the specialized shader is made available. This mode will likely result in broken effects where a game creates an EFB copy, and does not redraw it every frame. Therefore, it is not a recommended option, however, it may result in better performance on low-end systems.
51 lines
1.1 KiB
C++
51 lines
1.1 KiB
C++
// Copyright 2017 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include "DolphinQt2/Config/Graphics/GraphicsWidget.h"
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class GraphicsWindow;
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class QCheckBox;
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class QComboBox;
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class QPushButton;
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class QSlider;
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class EnhancementsWidget final : public GraphicsWidget
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{
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Q_OBJECT
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public:
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explicit EnhancementsWidget(GraphicsWindow* parent);
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private:
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void LoadSettings() override;
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void SaveSettings() override;
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void CreateWidgets();
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void ConnectWidgets();
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void AddDescriptions();
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// Enhancements
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QComboBox* m_ir_combo;
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QComboBox* m_aa_combo;
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QComboBox* m_af_combo;
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QComboBox* m_pp_effect;
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QPushButton* m_configure_pp_effect;
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QCheckBox* m_scaled_efb_copy;
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QCheckBox* m_per_pixel_lighting;
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QCheckBox* m_force_texture_filtering;
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QCheckBox* m_widescreen_hack;
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QCheckBox* m_disable_fog;
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QCheckBox* m_force_24bit_color;
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// Stereoscopy
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QComboBox* m_3d_mode;
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QSlider* m_3d_depth;
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QSlider* m_3d_convergence;
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QCheckBox* m_3d_swap_eyes;
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int m_msaa_modes;
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bool m_block_save;
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};
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