citra/src/citra_qt/configuration/configure_enhancements.cpp
GPUCode b5d6f645bd
Prepare frontend for multiple graphics APIs (#6347)
* externals: Update dynarmic

* settings: Introduce GraphicsAPI enum

* For now it's OpenGL only but will be expanded upon later

* citra_qt: Introduce backend agnostic context management

* Mostly a direct port from yuzu

* core: Simplify context acquire

* settings: Add option to create debug contexts

* renderer_opengl: Abstract initialization to Driver

* This commit also updates glad and adds some useful extensions which we will use in part 2

* Rasterizer construction is moved to the specific renderer instead of RendererBase.
  Software rendering has been disable to achieve this but will be brought back in the next commit.

* video_core: Remove Init/Shutdown methods from renderer

* The constructor and destructor can do the same job

* In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached

* citra_qt: Decouple software renderer from opengl part 1

* citra: Decouple software renderer from opengl part 2

* android: Decouple software renderer from opengl part 3

* swrasterizer: Decouple software renderer from opengl part 4

* This commit simply enforces the renderer naming conventions in the software renderer

* video_core: Move RendererBase to VideoCore

* video_core: De-globalize screenshot state

* video_core: Pass system to the renderers

* video_core: Commonize shader uniform data

* video_core: Abstract backend agnostic rasterizer operations

* bootmanager: Remove references to OpenGL for macOS

OpenGL macOS headers definitions clash heavily with each other

* citra_qt: Proper title for api settings

* video_core: Reduce boost usage

* bootmanager: Fix hide mouse option

Remove event handlers from RenderWidget for events that are
already handled by the parent GRenderWindow.
Also enable mouse tracking on the RenderWidget.

* android: Remove software from graphics api list

* code: Address review comments

* citra: Port per-game settings read

* Having to update the default value for all backends is a pain so lets centralize it

* android: Rename to OpenGLES

---------

Co-authored-by: MerryMage <MerryMage@users.noreply.github.com>
Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
2023-03-27 14:29:17 +03:00

219 lines
11 KiB
C++

// Copyright 2019 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <QColorDialog>
#include "citra_qt/configuration/configuration_shared.h"
#include "citra_qt/configuration/configure_enhancements.h"
#include "common/settings.h"
#include "ui_configure_enhancements.h"
#include "video_core/renderer_opengl/post_processing_opengl.h"
#include "video_core/renderer_opengl/texture_filters/texture_filterer.h"
ConfigureEnhancements::ConfigureEnhancements(QWidget* parent)
: QWidget(parent), ui(std::make_unique<Ui::ConfigureEnhancements>()) {
ui->setupUi(this);
for (const auto& filter : OpenGL::TextureFilterer::GetFilterNames())
ui->texture_filter_combobox->addItem(QString::fromStdString(filter.data()));
SetupPerGameUI();
SetConfiguration();
ui->layout_group->setEnabled(!Settings::values.custom_layout);
const auto graphics_api = Settings::values.graphics_api.GetValue();
const bool res_scale_enabled = graphics_api != Settings::GraphicsAPI::Software;
ui->resolution_factor_combobox->setEnabled(res_scale_enabled);
connect(ui->render_3d_combobox,
static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged), this,
[this](int currentIndex) {
updateShaders(static_cast<Settings::StereoRenderOption>(currentIndex));
});
connect(ui->bg_button, &QPushButton::clicked, this, [this] {
const QColor new_bg_color = QColorDialog::getColor(bg_color);
if (!new_bg_color.isValid()) {
return;
}
bg_color = new_bg_color;
QPixmap pixmap(ui->bg_button->size());
pixmap.fill(bg_color);
const QIcon color_icon(pixmap);
ui->bg_button->setIcon(color_icon);
});
ui->toggle_preload_textures->setEnabled(ui->toggle_custom_textures->isChecked());
connect(ui->toggle_custom_textures, &QCheckBox::toggled, this, [this] {
ui->toggle_preload_textures->setEnabled(ui->toggle_custom_textures->isChecked());
if (!ui->toggle_preload_textures->isEnabled())
ui->toggle_preload_textures->setChecked(false);
});
}
ConfigureEnhancements::~ConfigureEnhancements() = default;
void ConfigureEnhancements::SetConfiguration() {
if (!Settings::IsConfiguringGlobal()) {
ConfigurationShared::SetPerGameSetting(ui->resolution_factor_combobox,
&Settings::values.resolution_factor);
ConfigurationShared::SetPerGameSetting(ui->texture_filter_combobox,
&Settings::values.texture_filter_name);
ConfigurationShared::SetHighlight(ui->widget_texture_filter,
!Settings::values.texture_filter_name.UsingGlobal());
ConfigurationShared::SetPerGameSetting(ui->layout_combobox,
&Settings::values.layout_option);
} else {
ui->resolution_factor_combobox->setCurrentIndex(
Settings::values.resolution_factor.GetValue());
ui->layout_combobox->setCurrentIndex(
static_cast<int>(Settings::values.layout_option.GetValue()));
int tex_filter_idx = ui->texture_filter_combobox->findText(
QString::fromStdString(Settings::values.texture_filter_name.GetValue()));
if (tex_filter_idx == -1) {
ui->texture_filter_combobox->setCurrentIndex(0);
} else {
ui->texture_filter_combobox->setCurrentIndex(tex_filter_idx);
}
}
ui->render_3d_combobox->setCurrentIndex(
static_cast<int>(Settings::values.render_3d.GetValue()));
ui->factor_3d->setValue(Settings::values.factor_3d.GetValue());
ui->mono_rendering_eye->setCurrentIndex(
static_cast<int>(Settings::values.mono_render_option.GetValue()));
updateShaders(Settings::values.render_3d.GetValue());
ui->toggle_linear_filter->setChecked(Settings::values.filter_mode.GetValue());
ui->toggle_swap_screen->setChecked(Settings::values.swap_screen.GetValue());
ui->toggle_upright_screen->setChecked(Settings::values.upright_screen.GetValue());
ui->large_screen_proportion->setValue(Settings::values.large_screen_proportion.GetValue());
ui->toggle_dump_textures->setChecked(Settings::values.dump_textures.GetValue());
ui->toggle_custom_textures->setChecked(Settings::values.custom_textures.GetValue());
ui->toggle_preload_textures->setChecked(Settings::values.preload_textures.GetValue());
bg_color =
QColor::fromRgbF(Settings::values.bg_red.GetValue(), Settings::values.bg_green.GetValue(),
Settings::values.bg_blue.GetValue());
QPixmap pixmap(ui->bg_button->size());
pixmap.fill(bg_color);
const QIcon color_icon(pixmap);
ui->bg_button->setIcon(color_icon);
}
void ConfigureEnhancements::updateShaders(Settings::StereoRenderOption stereo_option) {
ui->shader_combobox->clear();
ui->shader_combobox->setEnabled(true);
if (stereo_option == Settings::StereoRenderOption::Interlaced ||
stereo_option == Settings::StereoRenderOption::ReverseInterlaced) {
ui->shader_combobox->addItem(QStringLiteral("horizontal (builtin)"));
ui->shader_combobox->setCurrentIndex(0);
ui->shader_combobox->setEnabled(false);
return;
}
std::string current_shader;
if (stereo_option == Settings::StereoRenderOption::Anaglyph) {
ui->shader_combobox->addItem(QStringLiteral("dubois (builtin)"));
current_shader = Settings::values.anaglyph_shader_name.GetValue();
} else {
ui->shader_combobox->addItem(QStringLiteral("none (builtin)"));
current_shader = Settings::values.pp_shader_name.GetValue();
}
ui->shader_combobox->setCurrentIndex(0);
for (const auto& shader : OpenGL::GetPostProcessingShaderList(
stereo_option == Settings::StereoRenderOption::Anaglyph)) {
ui->shader_combobox->addItem(QString::fromStdString(shader));
if (current_shader == shader)
ui->shader_combobox->setCurrentIndex(ui->shader_combobox->count() - 1);
}
}
void ConfigureEnhancements::RetranslateUI() {
ui->retranslateUi(this);
}
void ConfigureEnhancements::ApplyConfiguration() {
ConfigurationShared::ApplyPerGameSetting(&Settings::values.resolution_factor,
ui->resolution_factor_combobox);
Settings::values.render_3d =
static_cast<Settings::StereoRenderOption>(ui->render_3d_combobox->currentIndex());
Settings::values.factor_3d = ui->factor_3d->value();
Settings::values.mono_render_option =
static_cast<Settings::MonoRenderOption>(ui->mono_rendering_eye->currentIndex());
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph) {
Settings::values.anaglyph_shader_name =
ui->shader_combobox->itemText(ui->shader_combobox->currentIndex()).toStdString();
} else if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Off) {
Settings::values.pp_shader_name =
ui->shader_combobox->itemText(ui->shader_combobox->currentIndex()).toStdString();
}
Settings::values.large_screen_proportion = ui->large_screen_proportion->value();
ConfigurationShared::ApplyPerGameSetting(&Settings::values.filter_mode,
ui->toggle_linear_filter, linear_filter);
ConfigurationShared::ApplyPerGameSetting(
&Settings::values.texture_filter_name, ui->texture_filter_combobox,
[this](int index) { return ui->texture_filter_combobox->itemText(index).toStdString(); });
ConfigurationShared::ApplyPerGameSetting(&Settings::values.layout_option, ui->layout_combobox);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.swap_screen, ui->toggle_swap_screen,
swap_screen);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.upright_screen,
ui->toggle_upright_screen, upright_screen);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.dump_textures,
ui->toggle_dump_textures, dump_textures);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.custom_textures,
ui->toggle_custom_textures, custom_textures);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.preload_textures,
ui->toggle_preload_textures, preload_textures);
Settings::values.bg_red = static_cast<float>(bg_color.redF());
Settings::values.bg_green = static_cast<float>(bg_color.greenF());
Settings::values.bg_blue = static_cast<float>(bg_color.blueF());
}
void ConfigureEnhancements::SetupPerGameUI() {
// Block the global settings if a game is currently running that overrides them
if (Settings::IsConfiguringGlobal()) {
ui->widget_resolution->setEnabled(Settings::values.resolution_factor.UsingGlobal());
ui->widget_texture_filter->setEnabled(Settings::values.texture_filter_name.UsingGlobal());
ui->toggle_linear_filter->setEnabled(Settings::values.filter_mode.UsingGlobal());
ui->toggle_swap_screen->setEnabled(Settings::values.swap_screen.UsingGlobal());
ui->toggle_upright_screen->setEnabled(Settings::values.upright_screen.UsingGlobal());
ui->toggle_dump_textures->setEnabled(Settings::values.dump_textures.UsingGlobal());
ui->toggle_custom_textures->setEnabled(Settings::values.custom_textures.UsingGlobal());
ui->toggle_preload_textures->setEnabled(Settings::values.preload_textures.UsingGlobal());
return;
}
ui->stereo_group->setVisible(false);
ui->widget_shader->setVisible(false);
ui->bg_color_group->setVisible(false);
ConfigurationShared::SetColoredTristate(ui->toggle_linear_filter, Settings::values.filter_mode,
linear_filter);
ConfigurationShared::SetColoredTristate(ui->toggle_swap_screen, Settings::values.swap_screen,
swap_screen);
ConfigurationShared::SetColoredTristate(ui->toggle_upright_screen,
Settings::values.upright_screen, upright_screen);
ConfigurationShared::SetColoredTristate(ui->toggle_dump_textures,
Settings::values.dump_textures, dump_textures);
ConfigurationShared::SetColoredTristate(ui->toggle_custom_textures,
Settings::values.custom_textures, custom_textures);
ConfigurationShared::SetColoredTristate(ui->toggle_preload_textures,
Settings::values.preload_textures, preload_textures);
ConfigurationShared::SetColoredComboBox(
ui->resolution_factor_combobox, ui->widget_resolution,
static_cast<u32>(Settings::values.resolution_factor.GetValue(true)));
ConfigurationShared::SetColoredComboBox(ui->texture_filter_combobox, ui->widget_texture_filter,
0);
ConfigurationShared::SetColoredComboBox(
ui->layout_combobox, ui->widget_layout,
static_cast<u32>(Settings::values.layout_option.GetValue(true)));
}