dolphin/Source/Core/DolphinQt/Config/Graphics/SoftwareRendererWidget.cpp
Pokechu22 adfbbe3a02 Disallow changing the backend when running when software renderer is currently selected
It already is disabled for other backends, but this didn't happen with the software renderer.  Attempting to change it while running causes the change to visually happen (including switching to the normal render settings UI instead of the barren one for the software renderer), but doesn't actually change the backend itself (it'll still use the software renderer at the next launch).
2019-06-08 16:25:27 -07:00

192 lines
7.0 KiB
C++

// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "DolphinQt/Config/Graphics/SoftwareRendererWidget.h"
#include <QComboBox>
#include <QGridLayout>
#include <QGroupBox>
#include <QLabel>
#include <QSpinBox>
#include <QVBoxLayout>
#include "Core/Config/GraphicsSettings.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "DolphinQt/Config/Graphics/GraphicsBool.h"
#include "DolphinQt/Config/Graphics/GraphicsWindow.h"
#include "DolphinQt/Settings.h"
#include "UICommon/VideoUtils.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoConfig.h"
SoftwareRendererWidget::SoftwareRendererWidget(GraphicsWindow* parent) : GraphicsWidget(parent)
{
CreateWidgets();
LoadSettings();
ConnectWidgets();
AddDescriptions();
emit BackendChanged(QString::fromStdString(SConfig::GetInstance().m_strVideoBackend));
connect(parent, &GraphicsWindow::BackendChanged, [this] { LoadSettings(); });
connect(&Settings::Instance(), &Settings::EmulationStateChanged, this,
[=](Core::State state) { OnEmulationStateChanged(state != Core::State::Uninitialized); });
OnEmulationStateChanged(Core::GetState() != Core::State::Uninitialized);
}
void SoftwareRendererWidget::CreateWidgets()
{
auto* main_layout = new QVBoxLayout;
auto* rendering_box = new QGroupBox(tr("Rendering"));
auto* rendering_layout = new QGridLayout();
m_backend_combo = new QComboBox();
rendering_box->setLayout(rendering_layout);
rendering_layout->addWidget(new QLabel(tr("Backend:")), 1, 1);
rendering_layout->addWidget(m_backend_combo, 1, 2);
for (const auto& backend : g_available_video_backends)
m_backend_combo->addItem(tr(backend->GetDisplayName().c_str()));
auto* overlay_box = new QGroupBox(tr("Overlay Information"));
auto* overlay_layout = new QGridLayout();
overlay_box->setLayout(overlay_layout);
m_show_statistics = new GraphicsBool(tr("Show Statistics"), Config::GFX_OVERLAY_STATS);
overlay_layout->addWidget(m_show_statistics);
auto* utility_box = new QGroupBox(tr("Utility"));
auto* utility_layout = new QGridLayout();
m_dump_textures = new GraphicsBool(tr("Dump Textures"), Config::GFX_DUMP_TEXTURES);
m_dump_objects = new GraphicsBool(tr("Dump Objects"), Config::GFX_SW_DUMP_OBJECTS);
utility_box->setLayout(utility_layout);
utility_layout->addWidget(m_dump_textures, 1, 1);
utility_layout->addWidget(m_dump_objects, 1, 2);
auto* debug_box = new QGroupBox(tr("Debug Only"));
auto* debug_layout = new QGridLayout();
m_dump_tev_stages = new GraphicsBool(tr("Dump TEV Stages"), Config::GFX_SW_DUMP_TEV_STAGES);
m_dump_tev_fetches =
new GraphicsBool(tr("Dump Texture Fetches"), Config::GFX_SW_DUMP_TEV_TEX_FETCHES);
debug_layout->addWidget(m_dump_tev_stages, 1, 1);
debug_layout->addWidget(m_dump_tev_fetches, 1, 2);
debug_box->setLayout(debug_layout);
#ifdef _DEBUG
utility_layout->addWidget(debug_box, 2, 1, 1, 2);
#endif
auto* object_range_box = new QGroupBox(tr("Drawn Object Range"));
auto* object_range_layout = new QGridLayout();
m_object_range_min = new QSpinBox();
m_object_range_max = new QSpinBox();
for (auto* spin : {m_object_range_min, m_object_range_max})
{
spin->setMinimum(0);
spin->setMaximum(100000);
}
object_range_box->setLayout(object_range_layout);
object_range_layout->addWidget(m_object_range_min, 1, 1);
object_range_layout->addWidget(m_object_range_max, 1, 2);
main_layout->addWidget(rendering_box);
main_layout->addWidget(overlay_box);
main_layout->addWidget(utility_box);
main_layout->addWidget(object_range_box);
main_layout->addStretch();
setLayout(main_layout);
}
void SoftwareRendererWidget::ConnectWidgets()
{
connect(m_backend_combo, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged),
[this](int) { SaveSettings(); });
connect(m_object_range_min, static_cast<void (QSpinBox::*)(int)>(&QSpinBox::valueChanged),
[this](int) { SaveSettings(); });
connect(m_object_range_max, static_cast<void (QSpinBox::*)(int)>(&QSpinBox::valueChanged),
[this](int) { SaveSettings(); });
}
void SoftwareRendererWidget::LoadSettings()
{
for (const auto& backend : g_available_video_backends)
{
if (backend->GetName() == SConfig::GetInstance().m_strVideoBackend)
m_backend_combo->setCurrentIndex(
m_backend_combo->findText(tr(backend->GetDisplayName().c_str())));
}
m_object_range_min->setValue(Config::Get(Config::GFX_SW_DRAW_START));
m_object_range_max->setValue(Config::Get(Config::GFX_SW_DRAW_END));
}
void SoftwareRendererWidget::SaveSettings()
{
for (const auto& backend : g_available_video_backends)
{
if (tr(backend->GetDisplayName().c_str()) == m_backend_combo->currentText())
{
const auto backend_name = backend->GetName();
if (backend_name != SConfig::GetInstance().m_strVideoBackend)
emit BackendChanged(QString::fromStdString(backend_name));
break;
}
}
Config::SetBaseOrCurrent(Config::GFX_SW_DRAW_START, m_object_range_min->value());
Config::SetBaseOrCurrent(Config::GFX_SW_DRAW_END, m_object_range_max->value());
}
void SoftwareRendererWidget::AddDescriptions()
{
static const char TR_BACKEND_DESCRIPTION[] =
QT_TR_NOOP("Selects what graphics API to use internally.\nThe software renderer is extremely "
"slow and only useful for debugging, so you'll want to use either Direct3D or "
"OpenGL. Different games and different GPUs will behave differently on each "
"backend, so for the best emulation experience it's recommended to try both and "
"choose the one that's less problematic.\n\nIf unsure, select OpenGL.");
static const char TR_SHOW_STATISTICS_DESCRIPTION[] =
QT_TR_NOOP("Show various rendering statistics.\n\nIf unsure, leave this unchecked.");
static const char TR_DUMP_TEXTURES_DESCRIPTION[] =
QT_TR_NOOP("Dump decoded game textures to User/Dump/Textures/<game_id>/.\n\nIf unsure, leave "
"this unchecked.");
static const char TR_DUMP_OBJECTS_DESCRIPTION[] =
QT_TR_NOOP("Dump objects to User/Dump/Objects/.\n\nIf unsure, leave "
"this unchecked.");
static const char TR_DUMP_TEV_STAGES_DESCRIPTION[] =
QT_TR_NOOP("Dump TEV Stages to User/Dump/Objects/.\n\nIf unsure, leave "
"this unchecked.");
static const char TR_DUMP_TEV_FETCHES_DESCRIPTION[] =
QT_TR_NOOP("Dump Texture Fetches to User/Dump/Objects/.\n\nIf unsure, leave "
"this unchecked.");
AddDescription(m_backend_combo, TR_BACKEND_DESCRIPTION);
AddDescription(m_show_statistics, TR_SHOW_STATISTICS_DESCRIPTION);
AddDescription(m_dump_textures, TR_DUMP_TEXTURES_DESCRIPTION);
AddDescription(m_dump_objects, TR_DUMP_OBJECTS_DESCRIPTION);
AddDescription(m_dump_tev_stages, TR_DUMP_TEV_STAGES_DESCRIPTION);
AddDescription(m_dump_tev_fetches, TR_DUMP_TEV_FETCHES_DESCRIPTION);
}
void SoftwareRendererWidget::OnEmulationStateChanged(bool running)
{
m_backend_combo->setEnabled(!running);
}