citra/src/citra_qt/configuration/configure_graphics.cpp

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// Copyright 2016 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <QColorDialog>
#ifdef __APPLE__
#include <QMessageBox>
#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::ConfigureGraphics>()) {
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"),
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tr("Separable Shader support is broken on macOS with Intel GPUs, and will cause "
"graphical issues "
"like showing a black screen.<br><br>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);
}