config: Add sample_count configuration option

This commit is contained in:
Wunkolo 2023-11-10 11:33:21 -08:00
parent e0d2c1308e
commit 23d2e532fc
5 changed files with 7 additions and 0 deletions

View file

@ -143,6 +143,7 @@ void Config::ReadValues() {
ReadSetting("Renderer", Settings::values.use_hw_shader);
ReadSetting("Renderer", Settings::values.use_shader_jit);
ReadSetting("Renderer", Settings::values.resolution_factor);
ReadSetting("Renderer", Settings::values.sample_count);
ReadSetting("Renderer", Settings::values.use_disk_shader_cache);
ReadSetting("Renderer", Settings::values.use_vsync_new);
ReadSetting("Renderer", Settings::values.texture_filter);

View file

@ -142,6 +142,7 @@ void Config::ReadValues() {
ReadSetting("Renderer", Settings::values.shaders_accurate_mul);
ReadSetting("Renderer", Settings::values.use_shader_jit);
ReadSetting("Renderer", Settings::values.resolution_factor);
ReadSetting("Renderer", Settings::values.sample_count);
ReadSetting("Renderer", Settings::values.use_disk_shader_cache);
ReadSetting("Renderer", Settings::values.frame_limit);
ReadSetting("Renderer", Settings::values.use_vsync_new);

View file

@ -655,6 +655,7 @@ void Config::ReadRendererValues() {
ReadGlobalSetting(Settings::values.use_disk_shader_cache);
ReadGlobalSetting(Settings::values.use_vsync_new);
ReadGlobalSetting(Settings::values.resolution_factor);
ReadGlobalSetting(Settings::values.sample_count);
ReadGlobalSetting(Settings::values.frame_limit);
ReadGlobalSetting(Settings::values.bg_red);
@ -1155,6 +1156,7 @@ void Config::SaveRendererValues() {
WriteGlobalSetting(Settings::values.use_disk_shader_cache);
WriteGlobalSetting(Settings::values.use_vsync_new);
WriteGlobalSetting(Settings::values.resolution_factor);
WriteGlobalSetting(Settings::values.sample_count);
WriteGlobalSetting(Settings::values.frame_limit);
WriteGlobalSetting(Settings::values.bg_red);

View file

@ -93,6 +93,7 @@ void LogSettings() {
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());
log_setting("Renderer_SampleCount", values.sample_count.GetValue());
log_setting("Renderer_FrameLimit", values.frame_limit.GetValue());
log_setting("Renderer_VSyncNew", values.use_vsync_new.GetValue());
log_setting("Renderer_PostProcessingShader", values.pp_shader_name.GetValue());
@ -189,6 +190,7 @@ void RestoreGlobalState(bool is_powered_on) {
values.shaders_accurate_mul.SetGlobal(true);
values.use_vsync_new.SetGlobal(true);
values.resolution_factor.SetGlobal(true);
values.sample_count.SetGlobal(true);
values.frame_limit.SetGlobal(true);
values.texture_filter.SetGlobal(true);
values.texture_sampling.SetGlobal(true);

View file

@ -475,6 +475,7 @@ struct Values {
SwitchableSetting<bool> use_vsync_new{true, "use_vsync_new"};
Setting<bool> use_shader_jit{true, "use_shader_jit"};
SwitchableSetting<u32, true> resolution_factor{1, 0, 10, "resolution_factor"};
SwitchableSetting<u8, true> sample_count{1, 0, 8, "sample_count"};
SwitchableSetting<u16, true> frame_limit{100, 0, 1000, "frame_limit"};
SwitchableSetting<TextureFilter> texture_filter{TextureFilter::None, "texture_filter"};
SwitchableSetting<TextureSampling> texture_sampling{TextureSampling::GameControlled,