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>
143 lines
6.7 KiB
C++
143 lines
6.7 KiB
C++
// Copyright 2016 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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#ifdef __APPLE__
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#include <QMessageBox>
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#endif
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#include "citra_qt/configuration/configuration_shared.h"
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#include "citra_qt/configuration/configure_graphics.h"
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#include "common/settings.h"
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#include "core/core.h"
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#include "ui_configure_graphics.h"
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ConfigureGraphics::ConfigureGraphics(QWidget* parent)
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: QWidget(parent), ui(std::make_unique<Ui::ConfigureGraphics>()) {
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ui->setupUi(this);
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ui->toggle_vsync_new->setEnabled(!Core::System::GetInstance().IsPoweredOn());
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// Set the index to -1 to ensure the below lambda is called with setCurrentIndex
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ui->graphics_api_combo->setCurrentIndex(-1);
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connect(ui->graphics_api_combo, qOverload<int>(&QComboBox::currentIndexChanged), this,
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[this](int index) {
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const auto graphics_api =
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ConfigurationShared::GetComboboxSetting(index, &Settings::values.graphics_api);
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const bool is_software = graphics_api == Settings::GraphicsAPI::Software;
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ui->hw_renderer_group->setEnabled(!is_software);
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ui->toggle_disk_shader_cache->setEnabled(!is_software &&
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ui->toggle_hw_shader->isChecked());
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});
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connect(ui->toggle_hw_shader, &QCheckBox::toggled, this, [this] {
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const bool checked = ui->toggle_hw_shader->isChecked();
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ui->hw_shader_group->setEnabled(checked);
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ui->toggle_disk_shader_cache->setEnabled(checked);
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});
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#ifdef __APPLE__
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connect(ui->toggle_hw_shader, &QCheckBox::stateChanged, this, [this](int state) {
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if (state == Qt::Checked) {
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ui->toggle_separable_shader->setEnabled(true);
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}
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});
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connect(ui->toggle_separable_shader, &QCheckBox::stateChanged, this, [this](int state) {
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if (state == Qt::Checked) {
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QMessageBox::warning(
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this, tr("Hardware Shader Warning"),
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tr("Separable Shader support is broken on macOS with Intel GPUs, and will cause "
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"graphical issues "
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"like showing a black screen.<br><br>The option is only there for "
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"test/development purposes. If you experience graphical issues with Hardware "
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"Shader, please turn it off."));
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}
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});
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#else
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// TODO(B3N30): Hide this for macs with none Intel GPUs, too.
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ui->toggle_separable_shader->setVisible(false);
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#endif
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SetupPerGameUI();
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SetConfiguration();
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}
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ConfigureGraphics::~ConfigureGraphics() = default;
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void ConfigureGraphics::SetConfiguration() {
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if (!Settings::IsConfiguringGlobal()) {
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ConfigurationShared::SetHighlight(ui->graphics_api_group,
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!Settings::values.graphics_api.UsingGlobal());
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ConfigurationShared::SetPerGameSetting(ui->graphics_api_combo,
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&Settings::values.graphics_api);
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} else {
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ui->graphics_api_combo->setCurrentIndex(
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static_cast<int>(Settings::values.graphics_api.GetValue()));
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}
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ui->toggle_hw_shader->setChecked(Settings::values.use_hw_shader.GetValue());
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ui->toggle_separable_shader->setChecked(Settings::values.separable_shader.GetValue());
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ui->toggle_accurate_mul->setChecked(Settings::values.shaders_accurate_mul.GetValue());
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ui->toggle_disk_shader_cache->setChecked(Settings::values.use_disk_shader_cache.GetValue());
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ui->toggle_vsync_new->setChecked(Settings::values.use_vsync_new.GetValue());
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if (Settings::IsConfiguringGlobal()) {
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ui->toggle_shader_jit->setChecked(Settings::values.use_shader_jit.GetValue());
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}
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}
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void ConfigureGraphics::ApplyConfiguration() {
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.graphics_api,
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ui->graphics_api_combo);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_hw_shader, ui->toggle_hw_shader,
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use_hw_shader);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.separable_shader,
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ui->toggle_separable_shader, separable_shader);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.shaders_accurate_mul,
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ui->toggle_accurate_mul, shaders_accurate_mul);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_disk_shader_cache,
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ui->toggle_disk_shader_cache, use_disk_shader_cache);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync_new, ui->toggle_vsync_new,
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use_vsync_new);
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if (Settings::IsConfiguringGlobal()) {
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Settings::values.use_shader_jit = ui->toggle_shader_jit->isChecked();
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}
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}
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void ConfigureGraphics::RetranslateUI() {
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ui->retranslateUi(this);
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}
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void ConfigureGraphics::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->graphics_api_group->setEnabled(Settings::values.graphics_api.UsingGlobal());
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ui->toggle_hw_shader->setEnabled(Settings::values.use_hw_shader.UsingGlobal());
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ui->toggle_separable_shader->setEnabled(Settings::values.separable_shader.UsingGlobal());
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ui->toggle_accurate_mul->setEnabled(Settings::values.shaders_accurate_mul.UsingGlobal());
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ui->toggle_disk_shader_cache->setEnabled(
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Settings::values.use_disk_shader_cache.UsingGlobal());
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ui->toggle_vsync_new->setEnabled(Settings::values.use_vsync_new.UsingGlobal());
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return;
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}
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ui->toggle_shader_jit->setVisible(false);
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ConfigurationShared::SetColoredComboBox(
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ui->graphics_api_combo, ui->graphics_api_group,
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static_cast<u32>(Settings::values.graphics_api.GetValue(true)));
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ConfigurationShared::SetColoredTristate(ui->toggle_hw_shader, Settings::values.use_hw_shader,
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use_hw_shader);
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ConfigurationShared::SetColoredTristate(ui->toggle_separable_shader,
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Settings::values.separable_shader, separable_shader);
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ConfigurationShared::SetColoredTristate(
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ui->toggle_accurate_mul, Settings::values.shaders_accurate_mul, shaders_accurate_mul);
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ConfigurationShared::SetColoredTristate(ui->toggle_disk_shader_cache,
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Settings::values.use_disk_shader_cache,
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use_disk_shader_cache);
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ConfigurationShared::SetColoredTristate(ui->toggle_vsync_new, Settings::values.use_vsync_new,
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use_vsync_new);
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}
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