Remove remnants of separable shader setting (#6403)

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GPUCode 2023-04-26 01:19:02 +03:00 committed by GitHub
parent 000a616bd9
commit 227926c1fa
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GPG key ID: 4AEE18F83AFDEB23
12 changed files with 0 additions and 81 deletions

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@ -106,10 +106,6 @@ graphics_api =
# 0: Software, 1 (default): Hardware
use_hw_shader =
# Whether to use separable shaders to emulate 3DS shaders (macOS only)
# 0: Off (Default), 1 : On
separable_shader =
# Whether to use accurate multiplication in hardware shaders
# 0: Off (Default. Faster, but causes issues in some games) 1: On (Slower, but correct)
shaders_accurate_mul =

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@ -136,12 +136,6 @@ void Config::ReadValues() {
ReadSetting("Renderer", Settings::values.graphics_api);
ReadSetting("Renderer", Settings::values.use_gles);
ReadSetting("Renderer", Settings::values.use_hw_shader);
#ifdef __APPLE__
// Separable shader is broken on macos with Intel GPU thanks to poor drivers.
// We still want to provide this option for test/development purposes, but disable it by
// default.
ReadSetting("Renderer", Settings::values.separable_shader);
#endif
ReadSetting("Renderer", Settings::values.shaders_accurate_mul);
ReadSetting("Renderer", Settings::values.use_shader_jit);
ReadSetting("Renderer", Settings::values.resolution_factor);

View file

@ -110,10 +110,6 @@ use_gles =
# 0: Software, 1 (default): Hardware
use_hw_shader =
# Whether to use separable shaders to emulate 3DS shaders (macOS only)
# 0: Off (Default), 1 : On
separable_shader =
# Whether to use accurate multiplication in hardware shaders
# 0: Off (Faster, but causes issues in some games) 1: On (Default. Slower, but correct)
shaders_accurate_mul =

View file

@ -628,12 +628,6 @@ void Config::ReadRendererValues() {
ReadGlobalSetting(Settings::values.graphics_api);
ReadGlobalSetting(Settings::values.use_hw_shader);
#ifdef __APPLE__
// Hardware shader is broken on macos with Intel GPUs thanks to poor drivers.
// We still want to provide this option for test/development purposes, but disable it by
// default.
ReadGlobalSetting(Settings::values.separable_shader);
#endif
ReadGlobalSetting(Settings::values.shaders_accurate_mul);
ReadGlobalSetting(Settings::values.use_disk_shader_cache);
ReadGlobalSetting(Settings::values.use_vsync_new);
@ -1107,11 +1101,6 @@ void Config::SaveRendererValues() {
WriteGlobalSetting(Settings::values.graphics_api);
WriteGlobalSetting(Settings::values.use_hw_shader);
#ifdef __APPLE__
// Hardware shader is broken on macos thanks to poor drivers.
// TODO: enable this for none Intel GPUs
WriteGlobalSetting(Settings::values.separable_shader);
#endif
WriteGlobalSetting(Settings::values.shaders_accurate_mul);
WriteGlobalSetting(Settings::values.use_disk_shader_cache);
WriteGlobalSetting(Settings::values.use_vsync_new);

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@ -3,9 +3,6 @@
// 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"
@ -37,28 +34,6 @@ ConfigureGraphics::ConfigureGraphics(QWidget* parent)
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"),
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
SetupPerGameUI();
SetConfiguration();
}
@ -77,7 +52,6 @@ void ConfigureGraphics::SetConfiguration() {
}
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());
@ -92,8 +66,6 @@ void ConfigureGraphics::ApplyConfiguration() {
ui->graphics_api_combo);
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,
@ -115,7 +87,6 @@ void ConfigureGraphics::SetupPerGameUI() {
if (Settings::IsConfiguringGlobal()) {
ui->graphics_api_group->setEnabled(Settings::values.graphics_api.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());
@ -132,8 +103,6 @@ void ConfigureGraphics::SetupPerGameUI() {
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,

View file

@ -32,7 +32,6 @@ private:
void SetupPerGameUI();
ConfigurationShared::CheckState use_hw_shader;
ConfigurationShared::CheckState separable_shader;
ConfigurationShared::CheckState shaders_accurate_mul;
ConfigurationShared::CheckState use_disk_shader_cache;
ConfigurationShared::CheckState use_vsync_new;

View file

@ -114,13 +114,6 @@
<property name="bottomMargin">
<number>0</number>
</property>
<item>
<widget class="QCheckBox" name="toggle_separable_shader">
<property name="text">
<string>Separable Shader (Intel GPUs only)</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="toggle_accurate_mul">
<property name="toolTip">
@ -195,7 +188,6 @@
</layout>
</widget>
<tabstops>
<tabstop>toggle_separable_shader</tabstop>
<tabstop>toggle_accurate_mul</tabstop>
<tabstop>toggle_shader_jit</tabstop>
<tabstop>toggle_disk_shader_cache</tabstop>

View file

@ -70,7 +70,6 @@ void Apply() {
VideoCore::g_shader_jit_enabled = values.use_shader_jit.GetValue();
VideoCore::g_hw_shader_enabled = values.use_hw_shader.GetValue();
VideoCore::g_separable_shader_enabled = values.separable_shader.GetValue();
VideoCore::g_hw_shader_accurate_mul = values.shaders_accurate_mul.GetValue();
#ifndef ANDROID
@ -135,7 +134,6 @@ void LogSettings() {
log_setting("Renderer_GraphicsAPI", GetGraphicsAPIName(values.graphics_api.GetValue()));
log_setting("Renderer_Debug", values.renderer_debug.GetValue());
log_setting("Renderer_UseHwShader", values.use_hw_shader.GetValue());
log_setting("Renderer_SeparableShader", values.separable_shader.GetValue());
log_setting("Renderer_ShadersAccurateMul", values.shaders_accurate_mul.GetValue());
log_setting("Renderer_UseShaderJit", values.use_shader_jit.GetValue());
log_setting("Renderer_UseResolutionFactor", values.resolution_factor.GetValue());
@ -220,7 +218,6 @@ void RestoreGlobalState(bool is_powered_on) {
// Renderer
values.graphics_api.SetGlobal(true);
values.use_hw_shader.SetGlobal(true);
values.separable_shader.SetGlobal(true);
values.use_disk_shader_cache.SetGlobal(true);
values.shaders_accurate_mul.SetGlobal(true);
values.use_vsync_new.SetGlobal(true);

View file

@ -433,7 +433,6 @@ struct Values {
Setting<bool> use_gles{false, "use_gles"};
Setting<bool> renderer_debug{false, "renderer_debug"};
SwitchableSetting<bool> use_hw_shader{true, "use_hw_shader"};
SwitchableSetting<bool> separable_shader{false, "use_separable_shader"};
SwitchableSetting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"};
SwitchableSetting<bool> shaders_accurate_mul{true, "shaders_accurate_mul"};
SwitchableSetting<bool> use_vsync_new{true, "use_vsync_new"};

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@ -173,18 +173,8 @@ RasterizerOpenGL::RasterizerOpenGL(Memory::MemorySystem& memory, VideoCore::Rend
state.Apply();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer.GetHandle());
#ifdef __APPLE__
if (driver.GetVendor() == Vendor::Intel) {
shader_program_manager = std::make_unique<ShaderProgramManager>(
renderer.GetRenderWindow(), driver, VideoCore::g_separable_shader_enabled);
} else {
shader_program_manager =
std::make_unique<ShaderProgramManager>(renderer.GetRenderWindow(), driver, true);
}
#else
shader_program_manager =
std::make_unique<ShaderProgramManager>(renderer.GetRenderWindow(), driver, !GLES);
#endif
glEnable(GL_BLEND);

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@ -24,7 +24,6 @@ std::unique_ptr<RendererBase> g_renderer{}; ///< Renderer plugin
std::atomic<bool> g_shader_jit_enabled;
std::atomic<bool> g_hw_shader_enabled;
std::atomic<bool> g_separable_shader_enabled;
std::atomic<bool> g_hw_shader_accurate_mul;
Memory::MemorySystem* g_memory;

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@ -35,7 +35,6 @@ extern std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin
// qt ui)
extern std::atomic<bool> g_shader_jit_enabled;
extern std::atomic<bool> g_hw_shader_enabled;
extern std::atomic<bool> g_separable_shader_enabled;
extern std::atomic<bool> g_hw_shader_accurate_mul;
extern Memory::MemorySystem* g_memory;