// Copyright 2017 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "DolphinQt2/Config/Graphics/HacksWidget.h" #include #include #include #include #include "Core/Config/GraphicsSettings.h" #include "Core/ConfigManager.h" #include "DolphinQt2/Config/Graphics/GraphicsBool.h" #include "DolphinQt2/Config/Graphics/GraphicsSlider.h" #include "VideoCommon/VideoConfig.h" HacksWidget::HacksWidget(GraphicsWindow* parent) : GraphicsWidget(parent) { CreateWidgets(); LoadSettings(); ConnectWidgets(); AddDescriptions(); } void HacksWidget::CreateWidgets() { auto* main_layout = new QVBoxLayout; // EFB auto* efb_box = new QGroupBox(tr("Embedded Frame Buffer (EFB)")); auto* efb_layout = new QGridLayout(); efb_box->setLayout(efb_layout); m_skip_efb_cpu = new GraphicsBool(tr("Skip EFB Access from CPU"), Config::GFX_HACK_EFB_ACCESS_ENABLE, true); m_ignore_format_changes = new GraphicsBool(tr("Ignore Format Changes"), Config::GFX_HACK_EFB_EMULATE_FORMAT_CHANGES, true); m_store_efb_copies = new GraphicsBool(tr("Store EFB Copies to Texture Only"), Config::GFX_HACK_SKIP_EFB_COPY_TO_RAM); efb_layout->addWidget(m_skip_efb_cpu, 0, 0); efb_layout->addWidget(m_ignore_format_changes, 0, 1); efb_layout->addWidget(m_store_efb_copies, 1, 0); // Texture Cache auto* texture_cache_box = new QGroupBox(tr("Texture Cache")); auto* texture_cache_layout = new QGridLayout(); texture_cache_box->setLayout(texture_cache_layout); m_accuracy = new QSlider(Qt::Horizontal); m_accuracy->setMinimum(0); m_accuracy->setMaximum(2); m_gpu_texture_decoding = new GraphicsBool(tr("GPU Texture Decoding"), Config::GFX_ENABLE_GPU_TEXTURE_DECODING); auto* safe_label = new QLabel(tr("Safe")); safe_label->setAlignment(Qt::AlignRight); texture_cache_layout->addWidget(new QLabel(tr("Accuracy:")), 0, 0); texture_cache_layout->addWidget(safe_label, 0, 1); texture_cache_layout->addWidget(m_accuracy, 0, 2); texture_cache_layout->addWidget(new QLabel(tr("Fast")), 0, 3); texture_cache_layout->addWidget(m_gpu_texture_decoding, 1, 0); // XFB auto* xfb_box = new QGroupBox(tr("External Frame Buffer (XFB)")); auto* xfb_layout = new QGridLayout(); xfb_box->setLayout(xfb_layout); m_store_xfb_copies = new GraphicsBool(tr("Store XFB Copies to Texture Only"), Config::GFX_HACK_SKIP_XFB_COPY_TO_RAM); m_immediate_xfb = new GraphicsBool(tr("Immediately Present XFB"), Config::GFX_HACK_IMMEDIATE_XFB); xfb_layout->addWidget(m_store_xfb_copies, 1, 0); // Other auto* other_box = new QGroupBox(tr("Other")); auto* other_layout = new QGridLayout(); other_box->setLayout(other_layout); m_fast_depth_calculation = new GraphicsBool(tr("Fast Depth Calculation"), Config::GFX_FAST_DEPTH_CALC); m_disable_bounding_box = new GraphicsBool(tr("Disable Bounding Box"), Config::GFX_HACK_BBOX_ENABLE, true); m_vertex_rounding = new GraphicsBool(tr("Vertex Rounding"), Config::GFX_HACK_VERTEX_ROUDING); other_layout->addWidget(m_fast_depth_calculation, 0, 0); other_layout->addWidget(m_disable_bounding_box, 0, 1); other_layout->addWidget(m_vertex_rounding, 1, 0); main_layout->addWidget(efb_box); main_layout->addWidget(texture_cache_box); main_layout->addWidget(xfb_box); main_layout->addWidget(other_box); main_layout->addStretch(); setLayout(main_layout); } void HacksWidget::ConnectWidgets() { connect(m_accuracy, &QSlider::valueChanged, [this](int) { SaveSettings(); }); } void HacksWidget::LoadSettings() { auto samples = Config::Get(Config::GFX_SAFE_TEXTURE_CACHE_COLOR_SAMPLES); int slider_pos = 0; switch (samples) { case 512: slider_pos = 1; break; case 128: slider_pos = 2; break; case 0: slider_pos = 0; break; // Custom values, ought not to be touched default: m_accuracy->setEnabled(false); } m_accuracy->setValue(slider_pos); } void HacksWidget::SaveSettings() { int slider_pos = m_accuracy->value(); if (m_accuracy->isEnabled()) { int samples = 0; switch (slider_pos) { case 0: samples = 0; break; case 1: samples = 512; break; case 2: samples = 128; } Config::SetBaseOrCurrent(Config::GFX_SAFE_TEXTURE_CACHE_COLOR_SAMPLES, samples); } } void HacksWidget::AddDescriptions() { static const char* TR_SKIP_EFB_CPU_ACCESS_DESCRIPTION = QT_TR_NOOP("Ignore any requests from the CPU to read from or write to the EFB.\nImproves " "performance in some games, but might disable some gameplay-related features or " "graphical effects.\n\nIf unsure, leave this unchecked."); static const char* TR_IGNORE_FORMAT_CHANGE_DESCRIPTION = QT_TR_NOOP( "Ignore any changes to the EFB format.\nImproves performance in many games without " "any negative effect. Causes graphical defects in a small number of other " "games.\n\nIf unsure, leave this checked."); static const char* TR_STORE_EFB_TO_TEXTURE_DESCRIPTION = QT_TR_NOOP( "Stores EFB Copies exclusively on the GPU, bypassing system memory. Causes graphical defects " "in a small number of games.\n\nEnabled = EFB Copies to Texture\nDisabled = EFB Copies to " "RAM " "(and Texture)\n\nIf unsure, leave this checked."); static const char* TR_ACCUARCY_DESCRIPTION = QT_TR_NOOP( "The \"Safe\" setting eliminates the likelihood of the GPU missing texture updates " "from RAM.\nLower accuracies cause in-game text to appear garbled in certain " "games.\n\nIf unsure, use the rightmost value."); static const char* TR_STORE_XFB_TO_TEXTURE_DESCRIPTION = QT_TR_NOOP( "Stores XFB Copies exclusively on the GPU, bypassing system memory. Causes graphical defects " "in a small number of games that need to readback from memory.\n\nEnabled = XFB Copies to Texture\nDisabled = XFB Copies to RAM " "(and Texture)\n\nIf unsure, leave this checked."); static const char* TR_IMMEDIATE_XFB_DESCRIPTION = QT_TR_NOOP( "Displays the XFB copies as soon as they are created, without waiting for scanout. Can cause graphical defects " "in some games if the game doesn't expect all XFB copies to be displayed. However, turning this setting on reduces latency." "\n\nIf unsure, leave this unchecked."); static const char* TR_GPU_DECODING_DESCRIPTION = QT_TR_NOOP("Enables texture decoding using the GPU instead of the CPU. This may result in " "performance gains in some scenarios, or on systems where the CPU is the " "bottleneck.\n\nIf unsure, leave this unchecked."); static const char* TR_FAST_DEPTH_CALC_DESCRIPTION = QT_TR_NOOP( "Use a less accurate algorithm to calculate depth values.\nCauses issues in a few " "games, but can give a decent speedup depending on the game and/or your GPU.\n\nIf " "unsure, leave this checked."); static const char* TR_DISABLE_BOUNDINGBOX_DESCRIPTION = QT_TR_NOOP("Disable the bounding box emulation.\nThis may improve the GPU performance a lot, " "but some games will break.\n\nIf unsure, leave this checked."); static const char* TR_VERTEX_ROUNDING_DESCRIPTION = QT_TR_NOOP("Rounds 2D vertices to whole pixels. Fixes graphical problems in some games at " "higher internal resolutions. This setting has no effect when native internal " "resolution is used.\n\nIf unsure, leave this unchecked."); AddDescription(m_skip_efb_cpu, TR_SKIP_EFB_CPU_ACCESS_DESCRIPTION); AddDescription(m_ignore_format_changes, TR_IGNORE_FORMAT_CHANGE_DESCRIPTION); AddDescription(m_store_efb_copies, TR_STORE_EFB_TO_TEXTURE_DESCRIPTION); AddDescription(m_accuracy, TR_ACCUARCY_DESCRIPTION); AddDescription(m_store_xfb_copies, TR_STORE_XFB_TO_TEXTURE_DESCRIPTION); AddDescription(m_immediate_xfb, TR_STORE_XFB_TO_TEXTURE_DESCRIPTION); AddDescription(m_gpu_texture_decoding, TR_GPU_DECODING_DESCRIPTION); AddDescription(m_fast_depth_calculation, TR_FAST_DEPTH_CALC_DESCRIPTION); AddDescription(m_disable_bounding_box, TR_DISABLE_BOUNDINGBOX_DESCRIPTION); AddDescription(m_fast_depth_calculation, TR_FAST_DEPTH_CALC_DESCRIPTION); AddDescription(m_disable_bounding_box, TR_DISABLE_BOUNDINGBOX_DESCRIPTION); AddDescription(m_vertex_rounding, TR_VERTEX_ROUNDING_DESCRIPTION); }