b5d6f645bd
* 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>
219 lines
11 KiB
C++
219 lines
11 KiB
C++
// Copyright 2019 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <QColorDialog>
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#include "citra_qt/configuration/configuration_shared.h"
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#include "citra_qt/configuration/configure_enhancements.h"
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#include "common/settings.h"
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#include "ui_configure_enhancements.h"
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#include "video_core/renderer_opengl/post_processing_opengl.h"
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#include "video_core/renderer_opengl/texture_filters/texture_filterer.h"
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ConfigureEnhancements::ConfigureEnhancements(QWidget* parent)
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: QWidget(parent), ui(std::make_unique<Ui::ConfigureEnhancements>()) {
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ui->setupUi(this);
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for (const auto& filter : OpenGL::TextureFilterer::GetFilterNames())
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ui->texture_filter_combobox->addItem(QString::fromStdString(filter.data()));
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SetupPerGameUI();
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SetConfiguration();
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ui->layout_group->setEnabled(!Settings::values.custom_layout);
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const auto graphics_api = Settings::values.graphics_api.GetValue();
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const bool res_scale_enabled = graphics_api != Settings::GraphicsAPI::Software;
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ui->resolution_factor_combobox->setEnabled(res_scale_enabled);
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connect(ui->render_3d_combobox,
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static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged), this,
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[this](int currentIndex) {
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updateShaders(static_cast<Settings::StereoRenderOption>(currentIndex));
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});
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connect(ui->bg_button, &QPushButton::clicked, this, [this] {
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const QColor new_bg_color = QColorDialog::getColor(bg_color);
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if (!new_bg_color.isValid()) {
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return;
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}
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bg_color = new_bg_color;
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QPixmap pixmap(ui->bg_button->size());
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pixmap.fill(bg_color);
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const QIcon color_icon(pixmap);
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ui->bg_button->setIcon(color_icon);
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});
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ui->toggle_preload_textures->setEnabled(ui->toggle_custom_textures->isChecked());
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connect(ui->toggle_custom_textures, &QCheckBox::toggled, this, [this] {
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ui->toggle_preload_textures->setEnabled(ui->toggle_custom_textures->isChecked());
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if (!ui->toggle_preload_textures->isEnabled())
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ui->toggle_preload_textures->setChecked(false);
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});
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}
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ConfigureEnhancements::~ConfigureEnhancements() = default;
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void ConfigureEnhancements::SetConfiguration() {
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if (!Settings::IsConfiguringGlobal()) {
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ConfigurationShared::SetPerGameSetting(ui->resolution_factor_combobox,
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&Settings::values.resolution_factor);
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ConfigurationShared::SetPerGameSetting(ui->texture_filter_combobox,
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&Settings::values.texture_filter_name);
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ConfigurationShared::SetHighlight(ui->widget_texture_filter,
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!Settings::values.texture_filter_name.UsingGlobal());
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ConfigurationShared::SetPerGameSetting(ui->layout_combobox,
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&Settings::values.layout_option);
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} else {
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ui->resolution_factor_combobox->setCurrentIndex(
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Settings::values.resolution_factor.GetValue());
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ui->layout_combobox->setCurrentIndex(
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static_cast<int>(Settings::values.layout_option.GetValue()));
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int tex_filter_idx = ui->texture_filter_combobox->findText(
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QString::fromStdString(Settings::values.texture_filter_name.GetValue()));
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if (tex_filter_idx == -1) {
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ui->texture_filter_combobox->setCurrentIndex(0);
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} else {
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ui->texture_filter_combobox->setCurrentIndex(tex_filter_idx);
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}
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}
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ui->render_3d_combobox->setCurrentIndex(
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static_cast<int>(Settings::values.render_3d.GetValue()));
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ui->factor_3d->setValue(Settings::values.factor_3d.GetValue());
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ui->mono_rendering_eye->setCurrentIndex(
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static_cast<int>(Settings::values.mono_render_option.GetValue()));
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updateShaders(Settings::values.render_3d.GetValue());
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ui->toggle_linear_filter->setChecked(Settings::values.filter_mode.GetValue());
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ui->toggle_swap_screen->setChecked(Settings::values.swap_screen.GetValue());
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ui->toggle_upright_screen->setChecked(Settings::values.upright_screen.GetValue());
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ui->large_screen_proportion->setValue(Settings::values.large_screen_proportion.GetValue());
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ui->toggle_dump_textures->setChecked(Settings::values.dump_textures.GetValue());
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ui->toggle_custom_textures->setChecked(Settings::values.custom_textures.GetValue());
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ui->toggle_preload_textures->setChecked(Settings::values.preload_textures.GetValue());
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bg_color =
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QColor::fromRgbF(Settings::values.bg_red.GetValue(), Settings::values.bg_green.GetValue(),
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Settings::values.bg_blue.GetValue());
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QPixmap pixmap(ui->bg_button->size());
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pixmap.fill(bg_color);
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const QIcon color_icon(pixmap);
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ui->bg_button->setIcon(color_icon);
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}
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void ConfigureEnhancements::updateShaders(Settings::StereoRenderOption stereo_option) {
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ui->shader_combobox->clear();
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ui->shader_combobox->setEnabled(true);
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if (stereo_option == Settings::StereoRenderOption::Interlaced ||
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stereo_option == Settings::StereoRenderOption::ReverseInterlaced) {
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ui->shader_combobox->addItem(QStringLiteral("horizontal (builtin)"));
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ui->shader_combobox->setCurrentIndex(0);
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ui->shader_combobox->setEnabled(false);
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return;
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}
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std::string current_shader;
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if (stereo_option == Settings::StereoRenderOption::Anaglyph) {
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ui->shader_combobox->addItem(QStringLiteral("dubois (builtin)"));
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current_shader = Settings::values.anaglyph_shader_name.GetValue();
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} else {
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ui->shader_combobox->addItem(QStringLiteral("none (builtin)"));
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current_shader = Settings::values.pp_shader_name.GetValue();
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}
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ui->shader_combobox->setCurrentIndex(0);
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for (const auto& shader : OpenGL::GetPostProcessingShaderList(
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stereo_option == Settings::StereoRenderOption::Anaglyph)) {
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ui->shader_combobox->addItem(QString::fromStdString(shader));
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if (current_shader == shader)
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ui->shader_combobox->setCurrentIndex(ui->shader_combobox->count() - 1);
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}
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}
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void ConfigureEnhancements::RetranslateUI() {
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ui->retranslateUi(this);
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}
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void ConfigureEnhancements::ApplyConfiguration() {
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.resolution_factor,
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ui->resolution_factor_combobox);
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Settings::values.render_3d =
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static_cast<Settings::StereoRenderOption>(ui->render_3d_combobox->currentIndex());
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Settings::values.factor_3d = ui->factor_3d->value();
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Settings::values.mono_render_option =
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static_cast<Settings::MonoRenderOption>(ui->mono_rendering_eye->currentIndex());
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph) {
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Settings::values.anaglyph_shader_name =
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ui->shader_combobox->itemText(ui->shader_combobox->currentIndex()).toStdString();
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} else if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Off) {
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Settings::values.pp_shader_name =
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ui->shader_combobox->itemText(ui->shader_combobox->currentIndex()).toStdString();
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}
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Settings::values.large_screen_proportion = ui->large_screen_proportion->value();
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.filter_mode,
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ui->toggle_linear_filter, linear_filter);
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ConfigurationShared::ApplyPerGameSetting(
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&Settings::values.texture_filter_name, ui->texture_filter_combobox,
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[this](int index) { return ui->texture_filter_combobox->itemText(index).toStdString(); });
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.layout_option, ui->layout_combobox);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.swap_screen, ui->toggle_swap_screen,
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swap_screen);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.upright_screen,
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ui->toggle_upright_screen, upright_screen);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.dump_textures,
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ui->toggle_dump_textures, dump_textures);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.custom_textures,
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ui->toggle_custom_textures, custom_textures);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.preload_textures,
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ui->toggle_preload_textures, preload_textures);
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Settings::values.bg_red = static_cast<float>(bg_color.redF());
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Settings::values.bg_green = static_cast<float>(bg_color.greenF());
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Settings::values.bg_blue = static_cast<float>(bg_color.blueF());
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}
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void ConfigureEnhancements::SetupPerGameUI() {
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// Block the global settings if a game is currently running that overrides them
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if (Settings::IsConfiguringGlobal()) {
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ui->widget_resolution->setEnabled(Settings::values.resolution_factor.UsingGlobal());
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ui->widget_texture_filter->setEnabled(Settings::values.texture_filter_name.UsingGlobal());
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ui->toggle_linear_filter->setEnabled(Settings::values.filter_mode.UsingGlobal());
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ui->toggle_swap_screen->setEnabled(Settings::values.swap_screen.UsingGlobal());
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ui->toggle_upright_screen->setEnabled(Settings::values.upright_screen.UsingGlobal());
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ui->toggle_dump_textures->setEnabled(Settings::values.dump_textures.UsingGlobal());
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ui->toggle_custom_textures->setEnabled(Settings::values.custom_textures.UsingGlobal());
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ui->toggle_preload_textures->setEnabled(Settings::values.preload_textures.UsingGlobal());
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return;
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}
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ui->stereo_group->setVisible(false);
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ui->widget_shader->setVisible(false);
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ui->bg_color_group->setVisible(false);
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ConfigurationShared::SetColoredTristate(ui->toggle_linear_filter, Settings::values.filter_mode,
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linear_filter);
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ConfigurationShared::SetColoredTristate(ui->toggle_swap_screen, Settings::values.swap_screen,
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swap_screen);
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ConfigurationShared::SetColoredTristate(ui->toggle_upright_screen,
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Settings::values.upright_screen, upright_screen);
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ConfigurationShared::SetColoredTristate(ui->toggle_dump_textures,
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Settings::values.dump_textures, dump_textures);
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ConfigurationShared::SetColoredTristate(ui->toggle_custom_textures,
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Settings::values.custom_textures, custom_textures);
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ConfigurationShared::SetColoredTristate(ui->toggle_preload_textures,
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Settings::values.preload_textures, preload_textures);
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ConfigurationShared::SetColoredComboBox(
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ui->resolution_factor_combobox, ui->widget_resolution,
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static_cast<u32>(Settings::values.resolution_factor.GetValue(true)));
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ConfigurationShared::SetColoredComboBox(ui->texture_filter_combobox, ui->widget_texture_filter,
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0);
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ConfigurationShared::SetColoredComboBox(
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ui->layout_combobox, ui->widget_layout,
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static_cast<u32>(Settings::values.layout_option.GetValue(true)));
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}
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