// Copyright 2017 Dolphin Emulator Project5~5~5~ // Licensed under GPLv2+ // Refer to the license.txt file included. #include "DolphinQt2/Config/Graphics/GeneralWidget.h" #include #include #include #include #include #include #include #include #include #include "Core/Config/GraphicsSettings.h" #include "Core/ConfigManager.h" #include "Core/Core.h" #include "DolphinQt2/Config/Graphics/GraphicsBool.h" #include "DolphinQt2/Config/Graphics/GraphicsChoice.h" #include "DolphinQt2/Config/Graphics/GraphicsRadio.h" #include "DolphinQt2/Config/Graphics/GraphicsWindow.h" #include "DolphinQt2/Settings.h" #include "UICommon/VideoUtils.h" #include "VideoCommon/VideoBackendBase.h" #include "VideoCommon/VideoConfig.h" GeneralWidget::GeneralWidget(X11Utils::XRRConfiguration* xrr_config, GraphicsWindow* parent) : GraphicsWidget(parent), m_xrr_config(xrr_config) { CreateWidgets(); LoadSettings(); ConnectWidgets(); AddDescriptions(); emit BackendChanged(QString::fromStdString(SConfig::GetInstance().m_strVideoBackend)); connect(parent, &GraphicsWindow::BackendChanged, this, &GeneralWidget::OnBackendChanged); connect(&Settings::Instance(), &Settings::EmulationStateChanged, this, [=](Core::State state) { OnEmulationStateChanged(state != Core::State::Uninitialized); }); } void GeneralWidget::CreateWidgets() { auto* main_layout = new QVBoxLayout; // Basic Section auto* m_video_box = new QGroupBox(tr("Basic")); m_video_layout = new QGridLayout(); m_backend_combo = new QComboBox(); m_aspect_combo = new GraphicsChoice({tr("Auto"), tr("Force 16:9"), tr("Force 4:3"), tr("Stretch to Window")}, Config::GFX_ASPECT_RATIO); m_adapter_combo = new QComboBox; m_enable_vsync = new GraphicsBool(tr("V-Sync"), Config::GFX_VSYNC); m_enable_fullscreen = new QCheckBox(tr("Use Fullscreen")); m_video_box->setLayout(m_video_layout); for (auto& backend : g_available_video_backends) m_backend_combo->addItem(tr(backend->GetDisplayName().c_str())); m_video_layout->addWidget(new QLabel(tr("Backend:")), 0, 0); m_video_layout->addWidget(m_backend_combo, 0, 1); m_video_layout->addWidget(new QLabel(tr("Adapter:")), 1, 0); m_video_layout->addWidget(m_adapter_combo, 1, 1); m_video_layout->addWidget(new QLabel(tr("Aspect Ratio:")), 3, 0); m_video_layout->addWidget(m_aspect_combo, 3, 1); m_video_layout->addWidget(m_enable_vsync, 4, 0); m_video_layout->addWidget(m_enable_fullscreen, 4, 1); // Other auto* m_options_box = new QGroupBox(tr("Other")); auto* m_options_layout = new QGridLayout(); m_show_fps = new GraphicsBool(tr("Show FPS"), Config::GFX_SHOW_FPS); m_show_ping = new GraphicsBool(tr("Show NetPlay Ping"), Config::GFX_SHOW_NETPLAY_PING); m_log_render_time = new GraphicsBool(tr("Log Render Time to File"), Config::GFX_LOG_RENDER_TIME_TO_FILE); m_autoadjust_window_size = new QCheckBox(tr("Auto-Adjust Window Size")); m_show_messages = new GraphicsBool(tr("Show NetPlay Messages"), Config::GFX_SHOW_NETPLAY_MESSAGES); m_render_main_window = new QCheckBox(tr("Render to Main Window")); m_options_box->setLayout(m_options_layout); m_options_layout->addWidget(m_show_fps, 0, 0); m_options_layout->addWidget(m_show_ping, 0, 1); m_options_layout->addWidget(m_log_render_time, 1, 0); m_options_layout->addWidget(m_autoadjust_window_size, 1, 1); m_options_layout->addWidget(m_show_messages, 2, 0); m_options_layout->addWidget(m_render_main_window, 2, 1); // Other auto* shader_compilation_box = new QGroupBox(tr("Shader Compilation")); auto* shader_compilation_layout = new QGridLayout(); const std::array modes = {{ "Synchronous", "Synchronous (Ubershaders)", "Asynchronous (Ubershaders)", "Asynchronous (Skip Drawing)", }}; for (size_t i = 0; i < modes.size(); i++) { m_shader_compilation_mode[i] = new GraphicsRadioInt( tr(modes[i]), Config::GFX_SHADER_COMPILATION_MODE, static_cast(i)); shader_compilation_layout->addWidget(m_shader_compilation_mode[i], static_cast(i / 2), static_cast(i % 2)); } m_wait_for_shaders = new GraphicsBool(tr("Compile Shaders Before Starting"), Config::GFX_WAIT_FOR_SHADERS_BEFORE_STARTING); shader_compilation_layout->addWidget(m_wait_for_shaders); shader_compilation_box->setLayout(shader_compilation_layout); main_layout->addWidget(m_video_box); main_layout->addWidget(m_options_box); main_layout->addWidget(shader_compilation_box); main_layout->addStretch(); setLayout(main_layout); } void GeneralWidget::ConnectWidgets() { // Video Backend connect(m_backend_combo, static_cast(&QComboBox::currentIndexChanged), [this](int) { SaveSettings(); }); for (QCheckBox* checkbox : {m_enable_fullscreen, m_render_main_window}) connect(checkbox, &QCheckBox::toggled, this, &GeneralWidget::SaveSettings); } void GeneralWidget::LoadSettings() { // Video Backend for (const auto& backend : g_available_video_backends) { if (backend->GetName() == SConfig::GetInstance().m_strVideoBackend) { backend->InitBackendInfo(); m_backend_combo->setCurrentIndex( m_backend_combo->findText(tr(backend->GetDisplayName().c_str()))); break; } } // Enable Fullscreen m_enable_fullscreen->setChecked(SConfig::GetInstance().bFullscreen); // Render to Main Window SConfig::GetInstance().bRenderToMain = m_render_main_window->isChecked(); // Autoadjust window size m_autoadjust_window_size->setChecked(SConfig::GetInstance().bRenderWindowAutoSize); } void GeneralWidget::SaveSettings() { g_Config.iAdapter = m_adapter_combo->currentIndex(); // Video Backend for (const auto& backend : g_available_video_backends) { if (backend->GetDisplayName() == m_backend_combo->currentText().toStdString()) { const auto current_backend = backend->GetName(); if (SConfig::GetInstance().m_strVideoBackend != current_backend) { SConfig::GetInstance().m_strVideoBackend = current_backend; if (backend->GetName() == "Software Renderer") { QMessageBox confirm_sw; confirm_sw.setIcon(QMessageBox::Warning); confirm_sw.setStandardButtons(QMessageBox::Yes | QMessageBox::No); confirm_sw.setText( tr("Software rendering is an order of magnitude slower than using the " "other backends.\nIt's only useful for debugging purposes.\nDo you " "really want to enable software rendering? If unsure, select 'No'.")); if (confirm_sw.exec() != QMessageBox::Yes) { for (const auto& prv_backend : g_available_video_backends) { if (prv_backend->GetName() == SConfig::GetInstance().m_strVideoBackend) { m_backend_combo->setCurrentIndex( m_backend_combo->findText(tr(prv_backend->GetDisplayName().c_str()))); break; } } return; } } SConfig::GetInstance().m_strVideoBackend = current_backend; backend->InitBackendInfo(); emit BackendChanged(QString::fromStdString(current_backend)); break; } } } // Enable Fullscreen SConfig::GetInstance().bFullscreen = m_enable_fullscreen->isChecked(); // Autoadjust window size SConfig::GetInstance().bRenderWindowAutoSize = m_autoadjust_window_size->isChecked(); } void GeneralWidget::OnEmulationStateChanged(bool running) { m_backend_combo->setEnabled(!running); m_render_main_window->setEnabled(!running); m_adapter_combo->setEnabled(!running); } void GeneralWidget::AddDescriptions() { // We need QObject::tr #if defined(_WIN32) static const char* TR_BACKEND_DESCRIPTION = QT_TR_NOOP("Selects what graphics API to use internally.\nThe software renderer is extremely " "slow and only useful for debugging, so you'll want to use either Direct3D or " "OpenGL. Different games and different GPUs will behave differently on each " "backend, so for the best emulation experience it's recommended to try both and " "choose the one that's less problematic.\n\nIf unsure, select OpenGL."); #else static const char* TR_BACKEND_DESCRIPTION = QT_TR_NOOP("Selects what graphics API to use internally.\nThe software renderer is extremely " "slow and only useful for debugging, so unless you have a reason to use it you'll " "want to select OpenGL here.\n\nIf unsure, select OpenGL."); #endif static const char* TR_ADAPTER_DESCRIPTION = QT_TR_NOOP("Selects a hardware adapter to use.\n\nIf unsure, use the first one."); static const char* TR_FULLSCREEN_DESCRIPTION = QT_TR_NOOP( "Enable this if you want the whole screen to be used for rendering.\nIf this is disabled, a " "render window will be created instead.\n\nIf unsure, leave this unchecked."); static const char* TR_AUTOSIZE_DESCRIPTION = QT_TR_NOOP("Automatically adjusts the window size to your internal resolution.\n\nIf unsure, " "leave this unchecked."); static const char* TR_RENDER_TO_MAINWINDOW_DESCRIPTION = QT_TR_NOOP("Enable this if you want to use the main Dolphin window for rendering rather than " "a separate render window.\n\nIf unsure, leave this unchecked."); static const char* TR_ASPECT_RATIO_DESCRIPTION = QT_TR_NOOP( "Select what aspect ratio to use when rendering:\nAuto: Use the native aspect " "ratio\nForce 16:9: Mimic an analog TV with a widescreen aspect ratio.\nForce 4:3: " "Mimic a standard 4:3 analog TV.\nStretch to Window: Stretch the picture to the " "window size.\n\nIf unsure, select Auto."); static const char* TR_VSYNC_DESCRIPTION = QT_TR_NOOP("Wait for vertical blanks in order to reduce tearing.\nDecreases performance if " "emulation speed is below 100%.\n\nIf unsure, leave this unchecked."); static const char* TR_SHOW_FPS_DESCRIPTION = QT_TR_NOOP("Show the number of frames rendered per second as a measure of " "emulation speed.\n\nIf unsure, leave this unchecked."); static const char* TR_SHOW_NETPLAY_PING_DESCRIPTION = QT_TR_NOOP("Show the players' maximum Ping while playing on " "NetPlay.\n\nIf unsure, leave this unchecked."); static const char* TR_LOG_RENDERTIME_DESCRIPTION = QT_TR_NOOP("Log the render time of every frame to User/Logs/render_time.txt. Use this " "feature when you want to measure the performance of Dolphin.\n\nIf " "unsure, leave this unchecked."); static const char* TR_SHOW_NETPLAY_MESSAGES_DESCRIPTION = QT_TR_NOOP("When playing on NetPlay, show chat messages, buffer changes and " "desync alerts.\n\nIf unsure, leave this unchecked."); static const char* TR_SHADER_COMPILE_SYNC_DESCRIPTION = QT_TR_NOOP("Ubershaders are never used. Stuttering will occur during shader " "compilation, but GPU demands are low. Recommended for low-end hardware.\n\nIf " "unsure, select this mode."); static const char* TR_SHADER_COMPILE_UBER_ONLY_DESCRIPTION = QT_TR_NOOP("Ubershaders will always be used. Provides a near stutter-free experience at the " "cost of high GPU requirements. Only recommended for high-end systems."); static const char* TR_SHADER_COMPILE_ASYNC_UBER_DESCRIPTION = QT_TR_NOOP("Ubershaders will be used to prevent stuttering during shader compilation, but " "specialized shaders will be used when they will not cause stuttering."); static const char* TR_SHADER_COMPILE_ASYNC_SKIP_DESCRIPTION = QT_TR_NOOP("Instead of using ubershaders during shader compilation, objects which use these " "shaders will be not be rendered. This can further reduce stuttering and " "performance requirements, compared to ubershaders, at the cost of introducing " "visual glitches and broken effects. Not recommended."); static const char* TR_SHADER_COMPILE_BEFORE_START_DESCRIPTION = QT_TR_NOOP("Waits for all shaders to finish compiling before starting a game. Enabling this " "option may reduce stuttering or hitching for a short time after the game is " "started, at the cost of a longer delay before the game starts. For systems with " "two or fewer cores, it is recommended to enable this option, as a large shader " "queue may reduce frame rates. Otherwise, if unsure, leave this unchecked."); AddDescription(m_backend_combo, TR_BACKEND_DESCRIPTION); AddDescription(m_adapter_combo, TR_ADAPTER_DESCRIPTION); AddDescription(m_enable_fullscreen, TR_FULLSCREEN_DESCRIPTION); AddDescription(m_autoadjust_window_size, TR_AUTOSIZE_DESCRIPTION); AddDescription(m_render_main_window, TR_RENDER_TO_MAINWINDOW_DESCRIPTION); AddDescription(m_aspect_combo, TR_ASPECT_RATIO_DESCRIPTION); AddDescription(m_enable_vsync, TR_VSYNC_DESCRIPTION); AddDescription(m_show_fps, TR_SHOW_FPS_DESCRIPTION); AddDescription(m_show_ping, TR_SHOW_NETPLAY_PING_DESCRIPTION); AddDescription(m_log_render_time, TR_LOG_RENDERTIME_DESCRIPTION); AddDescription(m_show_messages, TR_SHOW_FPS_DESCRIPTION); AddDescription(m_show_messages, TR_SHOW_NETPLAY_MESSAGES_DESCRIPTION); AddDescription(m_shader_compilation_mode[0], TR_SHADER_COMPILE_SYNC_DESCRIPTION); AddDescription(m_shader_compilation_mode[1], TR_SHADER_COMPILE_UBER_ONLY_DESCRIPTION); AddDescription(m_shader_compilation_mode[2], TR_SHADER_COMPILE_ASYNC_UBER_DESCRIPTION); AddDescription(m_shader_compilation_mode[3], TR_SHADER_COMPILE_ASYNC_SKIP_DESCRIPTION); AddDescription(m_wait_for_shaders, TR_SHADER_COMPILE_BEFORE_START_DESCRIPTION); } void GeneralWidget::OnBackendChanged(const QString& backend_name) { for (const auto& backend : g_available_video_backends) { if (QString::fromStdString(backend->GetName()) == backend_name) { m_backend_combo->setCurrentIndex( m_backend_combo->findText(tr(backend->GetDisplayName().c_str()))); break; } } m_adapter_combo->clear(); const auto& adapters = g_Config.backend_info.Adapters; for (const auto& adapter : adapters) m_adapter_combo->addItem(QString::fromStdString(adapter)); m_adapter_combo->setCurrentIndex(g_Config.iAdapter); m_adapter_combo->setEnabled(!adapters.empty()); }