citra/src/citra_qt/configuration/configure_enhancements.h
GPUCode 06f3c90cfb
Custom textures rewrite (#6452)
* common: Add thread pool from yuzu

* Is really useful for asynchronous operations like shader compilation and custom textures, will be used in following PRs

* core: Improve ImageInterface

* Provide a default implementation so frontends don't have to duplicate code registering the lodepng version

* Add a dds version too which we will use in the next commit

* rasterizer_cache: Rewrite custom textures

* There's just too much to talk about here, look at the PR description for more details

* rasterizer_cache: Implement basic pack configuration file

* custom_tex_manager: Flip dumped textures

* custom_tex_manager: Optimize custom texture hashing

* If no convertions are needed then we can hash the decoded data directly removing the needed for duplicate decode

* custom_tex_manager: Implement asynchronous texture loading

* The file loading and decoding is offloaded into worker threads, while the upload itself still occurs in the main thread to avoid having to manage shared contexts

* Address review comments

* custom_tex_manager: Introduce custom material support

* video_core: Move custom textures to separate directory

* Also split the files to make the code cleaner

* gl_texture_runtime: Generate mipmaps for material

* custom_tex_manager: Prevent memory overflow when preloading

* externals: Add dds-ktx as submodule

* string_util: Return vector from SplitString

* No code benefits from passing it as an argument

* custom_textures: Use json config file

* gl_rasterizer: Only bind material for unit 0

* Address review comments
2023-04-27 07:38:28 +03:00

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1.2 KiB
C++

// Copyright 2019 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include <QWidget>
#include "common/common_types.h"
namespace Settings {
enum class StereoRenderOption : u32;
}
namespace ConfigurationShared {
enum class CheckState;
}
namespace Ui {
class ConfigureEnhancements;
}
class ConfigureEnhancements : public QWidget {
Q_OBJECT
public:
explicit ConfigureEnhancements(QWidget* parent = nullptr);
~ConfigureEnhancements();
void ApplyConfiguration();
void RetranslateUI();
void SetConfiguration();
void SetupPerGameUI();
private:
void updateShaders(Settings::StereoRenderOption stereo_option);
void updateTextureFilter(int index);
std::unique_ptr<Ui::ConfigureEnhancements> ui;
ConfigurationShared::CheckState linear_filter;
ConfigurationShared::CheckState swap_screen;
ConfigurationShared::CheckState upright_screen;
ConfigurationShared::CheckState dump_textures;
ConfigurationShared::CheckState custom_textures;
ConfigurationShared::CheckState preload_textures;
ConfigurationShared::CheckState async_custom_loading;
QColor bg_color;
};