DolphinQt: Add tooltip support to Hacks Graphics tab
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1673442794
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2bfb8ebf96
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@ -17,11 +17,12 @@
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#include "DolphinQt/Config/Graphics/GraphicsBool.h"
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#include "DolphinQt/Config/Graphics/GraphicsSlider.h"
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#include "DolphinQt/Config/Graphics/GraphicsWindow.h"
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#include "DolphinQt/Config/ToolTipControls/ToolTipSlider.h"
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#include "DolphinQt/Settings.h"
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#include "VideoCommon/VideoConfig.h"
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HacksWidget::HacksWidget(GraphicsWindow* parent) : GraphicsWidget(parent)
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HacksWidget::HacksWidget(GraphicsWindow* parent)
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{
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CreateWidgets();
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LoadSettings();
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@ -60,7 +61,7 @@ void HacksWidget::CreateWidgets()
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auto* texture_cache_layout = new QGridLayout();
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texture_cache_box->setLayout(texture_cache_layout);
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m_accuracy = new QSlider(Qt::Horizontal);
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m_accuracy = new ToolTipSlider(Qt::Horizontal);
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m_accuracy->setMinimum(0);
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m_accuracy->setMaximum(2);
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m_accuracy->setPageStep(1);
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@ -207,81 +208,93 @@ void HacksWidget::SaveSettings()
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void HacksWidget::AddDescriptions()
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{
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static const char TR_SKIP_EFB_CPU_ACCESS_DESCRIPTION[] =
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QT_TR_NOOP("Ignores any requests from the CPU to read from or write to the EFB. "
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"\n\nImproves performance in some games, but will disable all EFB-based "
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"graphical effects or gameplay-related features.\n\nIf unsure, "
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"leave this unchecked.");
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static const char TR_SKIP_EFB_CPU_ACCESS_DESCRIPTION[] = QT_TR_NOOP(
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"Ignores any requests from the CPU to read from or write to the EFB. "
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"<br><br>Improves performance in some games, but will disable all EFB-based "
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"graphical effects or gameplay-related features.<br><br><dolphin_emphasis>If unsure, "
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"leave this unchecked.</dolphin_emphasis>");
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static const char TR_IGNORE_FORMAT_CHANGE_DESCRIPTION[] = QT_TR_NOOP(
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"Ignores any changes to the EFB format.\n\nImproves performance in many games without "
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"Ignores any changes to the EFB format.<br><br>Improves performance in many games "
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"without "
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"any negative effect. Causes graphical defects in a small number of other "
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"games.\n\nIf unsure, leave this checked.");
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"games.<br><br><dolphin_emphasis>If unsure, leave this checked.</dolphin_emphasis>");
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static const char TR_STORE_EFB_TO_TEXTURE_DESCRIPTION[] = QT_TR_NOOP(
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"Stores EFB copies exclusively on the GPU, bypassing system memory. Causes graphical defects "
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"in a small number of games.\n\nEnabled = EFB Copies to Texture\nDisabled = EFB Copies to "
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"RAM (and Texture)\n\nIf unsure, leave this checked.");
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"in a small number of games.<br><br>Enabled = EFB Copies to Texture<br>Disabled = EFB "
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"Copies to "
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"RAM (and Texture)<br><br><dolphin_emphasis>If unsure, leave this "
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"checked.</dolphin_emphasis>");
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static const char TR_DEFER_EFB_COPIES_DESCRIPTION[] = QT_TR_NOOP(
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"Waits until the game synchronizes with the emulated GPU before writing the contents of EFB "
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"copies to RAM.\n\nReduces the overhead of EFB RAM copies, providing a performance boost in "
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"copies to RAM.<br><br>Reduces the overhead of EFB RAM copies, providing a performance "
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"boost in "
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"many games, at the risk of breaking those which do not safely synchronize with the "
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"emulated GPU.\n\nIf unsure, leave this checked.");
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"emulated GPU.<br><br><dolphin_emphasis>If unsure, leave this "
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"checked.</dolphin_emphasis>");
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static const char TR_ACCUARCY_DESCRIPTION[] = QT_TR_NOOP(
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"Adjusts the accuracy at which the GPU receives texture updates from RAM.\n\n"
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"Adjusts the accuracy at which the GPU receives texture updates from RAM.<br><br>"
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"The \"Safe\" setting eliminates the likelihood of the GPU missing texture updates "
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"from RAM. Lower accuracies cause in-game text to appear garbled in certain "
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"games.\n\nIf unsure, select the rightmost value.");
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"games.<br><br><dolphin_emphasis>If unsure, select the rightmost "
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"value.</dolphin_emphasis>");
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static const char TR_STORE_XFB_TO_TEXTURE_DESCRIPTION[] = QT_TR_NOOP(
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"Stores XFB copies exclusively on the GPU, bypassing system memory. Causes graphical defects "
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"in a small number of games.\n\nEnabled = XFB Copies to "
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"Texture\nDisabled = XFB Copies to RAM (and Texture)\n\nIf unsure, leave this checked.");
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static const char TR_IMMEDIATE_XFB_DESCRIPTION[] =
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QT_TR_NOOP("Displays XFB copies as soon as they are created, instead of waiting for "
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"scanout.\n\nCan cause graphical defects in some games if the game doesn't "
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"in a small number of games.<br><br>Enabled = XFB Copies to "
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"Texture<br>Disabled = XFB Copies to RAM (and Texture)<br><br><dolphin_emphasis>If "
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"unsure, leave this checked.</dolphin_emphasis>");
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static const char TR_IMMEDIATE_XFB_DESCRIPTION[] = QT_TR_NOOP(
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"Displays XFB copies as soon as they are created, instead of waiting for "
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"scanout.<br><br>Can cause graphical defects in some games if the game doesn't "
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"expect all XFB copies to be displayed. However, turning this setting on reduces "
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"latency.\n\nIf unsure, leave this unchecked.");
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"latency.<br><br><dolphin_emphasis>If unsure, leave this unchecked.</dolphin_emphasis>");
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static const char TR_SKIP_DUPLICATE_XFBS_DESCRIPTION[] = QT_TR_NOOP(
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"Skips presentation of duplicate frames (XFB copies) in 25fps/30fps games. This may improve "
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"performance on low-end devices, while making frame pacing less consistent.\n\nDisable this "
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"option as well as enabling V-Sync for optimal frame pacing.\n\nIf unsure, leave this "
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"checked.");
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static const char TR_GPU_DECODING_DESCRIPTION[] =
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QT_TR_NOOP("Enables texture decoding using the GPU instead of the CPU.\n\nThis may result in "
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"performance on low-end devices, while making frame pacing less consistent.<br><br "
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"/>Disable this "
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"option as well as enabling V-Sync for optimal frame pacing.<br><br><dolphin_emphasis>If "
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"unsure, leave this "
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"checked.</dolphin_emphasis>");
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static const char TR_GPU_DECODING_DESCRIPTION[] = QT_TR_NOOP(
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"Enables texture decoding using the GPU instead of the CPU.<br><br>This may result in "
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"performance gains in some scenarios, or on systems where the CPU is the "
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"bottleneck.\n\nIf unsure, leave this unchecked.");
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"bottleneck.<br><br><dolphin_emphasis>If unsure, leave this "
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"unchecked.</dolphin_emphasis>");
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static const char TR_FAST_DEPTH_CALC_DESCRIPTION[] = QT_TR_NOOP(
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"Uses a less accurate algorithm to calculate depth values.\n\nCauses issues in a few "
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"Uses a less accurate algorithm to calculate depth values.<br><br>Causes issues in a few "
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"games, but can result in a decent speed increase depending on the game and/or "
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"GPU.\n\nIf unsure, leave this checked.");
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"GPU.<br><br><dolphin_emphasis>If unsure, leave this checked.</dolphin_emphasis>");
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static const char TR_DISABLE_BOUNDINGBOX_DESCRIPTION[] =
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QT_TR_NOOP("Disables bounding box emulation.\n\nThis may improve GPU performance "
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"significantly, but some games will break.\n\nIf unsure, leave this checked.");
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static const char TR_SAVE_TEXTURE_CACHE_TO_STATE_DESCRIPTION[] = QT_TR_NOOP(
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"Includes the contents of the embedded frame buffer (EFB) and upscaled EFB copies "
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QT_TR_NOOP("Disables bounding box emulation.<br><br>This may improve GPU performance "
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"significantly, but some games will break.<br><br><dolphin_emphasis>If "
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"unsure, leave this checked.</dolphin_emphasis>");
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static const char TR_SAVE_TEXTURE_CACHE_TO_STATE_DESCRIPTION[] =
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QT_TR_NOOP("Includes the contents of the embedded frame buffer (EFB) and upscaled EFB copies "
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"in save states. Fixes missing and/or non-upscaled textures/objects when loading "
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"states at the cost of additional save/load time.\n\nIf unsure, leave this checked.");
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static const char TR_VERTEX_ROUNDING_DESCRIPTION[] =
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QT_TR_NOOP("Rounds 2D vertices to whole pixels.\n\nFixes graphical problems in some games at "
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"states at the cost of additional save/load time.<br><br><dolphin_emphasis>If "
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"unsure, leave this checked.</dolphin_emphasis>");
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static const char TR_VERTEX_ROUNDING_DESCRIPTION[] = QT_TR_NOOP(
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"Rounds 2D vertices to whole pixels.<br><br>Fixes graphical problems in some games at "
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"higher internal resolutions. This setting has no effect when native internal "
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"resolution is used.\n\nIf unsure, leave this unchecked.");
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"resolution is used.<br><br><dolphin_emphasis>If unsure, leave this "
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"unchecked.</dolphin_emphasis>");
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AddDescription(m_skip_efb_cpu, TR_SKIP_EFB_CPU_ACCESS_DESCRIPTION);
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AddDescription(m_ignore_format_changes, TR_IGNORE_FORMAT_CHANGE_DESCRIPTION);
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AddDescription(m_store_efb_copies, TR_STORE_EFB_TO_TEXTURE_DESCRIPTION);
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AddDescription(m_defer_efb_copies, TR_DEFER_EFB_COPIES_DESCRIPTION);
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AddDescription(m_accuracy, TR_ACCUARCY_DESCRIPTION);
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AddDescription(m_store_xfb_copies, TR_STORE_XFB_TO_TEXTURE_DESCRIPTION);
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AddDescription(m_immediate_xfb, TR_IMMEDIATE_XFB_DESCRIPTION);
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AddDescription(m_skip_duplicate_xfbs, TR_SKIP_DUPLICATE_XFBS_DESCRIPTION);
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AddDescription(m_gpu_texture_decoding, TR_GPU_DECODING_DESCRIPTION);
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AddDescription(m_fast_depth_calculation, TR_FAST_DEPTH_CALC_DESCRIPTION);
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AddDescription(m_disable_bounding_box, TR_DISABLE_BOUNDINGBOX_DESCRIPTION);
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AddDescription(m_save_texture_cache_state, TR_SAVE_TEXTURE_CACHE_TO_STATE_DESCRIPTION);
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AddDescription(m_vertex_rounding, TR_VERTEX_ROUNDING_DESCRIPTION);
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m_skip_efb_cpu->SetDescription(QString::fromStdString(TR_SKIP_EFB_CPU_ACCESS_DESCRIPTION));
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m_ignore_format_changes->SetDescription(
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QString::fromStdString(TR_IGNORE_FORMAT_CHANGE_DESCRIPTION));
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m_store_efb_copies->SetDescription(QString::fromStdString(TR_STORE_EFB_TO_TEXTURE_DESCRIPTION));
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m_defer_efb_copies->SetDescription(QString::fromStdString(TR_DEFER_EFB_COPIES_DESCRIPTION));
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m_accuracy->SetTitle(tr("Texture Cache Accuracy"));
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m_accuracy->SetDescription(QString::fromStdString(TR_ACCUARCY_DESCRIPTION));
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m_store_xfb_copies->SetDescription(QString::fromStdString(TR_STORE_XFB_TO_TEXTURE_DESCRIPTION));
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m_immediate_xfb->SetDescription(QString::fromStdString(TR_IMMEDIATE_XFB_DESCRIPTION));
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m_skip_duplicate_xfbs->SetDescription(QString::fromStdString(TR_SKIP_DUPLICATE_XFBS_DESCRIPTION));
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m_gpu_texture_decoding->SetDescription(QString::fromStdString(TR_GPU_DECODING_DESCRIPTION));
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m_fast_depth_calculation->SetDescription(QString::fromStdString(TR_FAST_DEPTH_CALC_DESCRIPTION));
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m_disable_bounding_box->SetDescription(
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QString::fromStdString(TR_DISABLE_BOUNDINGBOX_DESCRIPTION));
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m_save_texture_cache_state->SetDescription(
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QString::fromStdString(TR_SAVE_TEXTURE_CACHE_TO_STATE_DESCRIPTION));
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m_vertex_rounding->SetDescription(QString::fromStdString(TR_VERTEX_ROUNDING_DESCRIPTION));
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}
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void HacksWidget::UpdateDeferEFBCopiesEnabled()
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@ -6,11 +6,10 @@
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#include "DolphinQt/Config/Graphics/GraphicsWidget.h"
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class GraphicsBool;
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class GraphicsWindow;
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class QCheckBox;
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class QLabel;
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class QRadioButton;
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class QSlider;
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class ToolTipSlider;
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class HacksWidget final : public GraphicsWidget
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{
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@ -25,26 +24,26 @@ private:
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void OnBackendChanged(const QString& backend_name);
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// EFB
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QCheckBox* m_skip_efb_cpu;
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QCheckBox* m_ignore_format_changes;
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QCheckBox* m_store_efb_copies;
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GraphicsBool* m_skip_efb_cpu;
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GraphicsBool* m_ignore_format_changes;
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GraphicsBool* m_store_efb_copies;
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// Texture Cache
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QLabel* m_accuracy_label;
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QSlider* m_accuracy;
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QCheckBox* m_gpu_texture_decoding;
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ToolTipSlider* m_accuracy;
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GraphicsBool* m_gpu_texture_decoding;
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// External Framebuffer
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QCheckBox* m_store_xfb_copies;
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QCheckBox* m_immediate_xfb;
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QCheckBox* m_skip_duplicate_xfbs;
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GraphicsBool* m_store_xfb_copies;
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GraphicsBool* m_immediate_xfb;
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GraphicsBool* m_skip_duplicate_xfbs;
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// Other
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QCheckBox* m_fast_depth_calculation;
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QCheckBox* m_disable_bounding_box;
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QCheckBox* m_vertex_rounding;
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QCheckBox* m_save_texture_cache_state;
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QCheckBox* m_defer_efb_copies;
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GraphicsBool* m_fast_depth_calculation;
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GraphicsBool* m_disable_bounding_box;
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GraphicsBool* m_vertex_rounding;
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GraphicsBool* m_save_texture_cache_state;
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GraphicsBool* m_defer_efb_copies;
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void CreateWidgets();
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void ConnectWidgets();
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