392 lines
18 KiB
C++
392 lines
18 KiB
C++
// Copyright 2017 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "DolphinQt/Config/Graphics/EnhancementsWidget.h"
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#include <cmath>
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#include <QGridLayout>
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#include <QGroupBox>
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#include <QLabel>
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#include <QPushButton>
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#include <QVBoxLayout>
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#include "Core/Config/GraphicsSettings.h"
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#include "Core/ConfigManager.h"
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#include "DolphinQt/Config/Graphics/GraphicsBool.h"
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#include "DolphinQt/Config/Graphics/GraphicsChoice.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/Graphics/PostProcessingConfigWindow.h"
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#include "DolphinQt/QtUtils/ModalMessageBox.h"
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#include "DolphinQt/Settings.h"
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#include "UICommon/VideoUtils.h"
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#include "VideoCommon/PostProcessing.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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EnhancementsWidget::EnhancementsWidget(GraphicsWindow* parent)
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: GraphicsWidget(parent), m_block_save(false)
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{
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CreateWidgets();
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LoadSettings();
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ConnectWidgets();
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AddDescriptions();
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connect(parent, &GraphicsWindow::BackendChanged,
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[this](const QString& backend) { LoadSettings(); });
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}
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void EnhancementsWidget::CreateWidgets()
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{
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auto* main_layout = new QVBoxLayout;
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// Enhancements
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auto* enhancements_box = new QGroupBox(tr("Enhancements"));
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auto* enhancements_layout = new QGridLayout();
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enhancements_box->setLayout(enhancements_layout);
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// Only display the first 8 scales, which most users will not go beyond.
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QStringList resolution_options{
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tr("Auto (Multiple of 640x528)"), tr("Native (640x528)"),
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tr("2x Native (1280x1056) for 720p"), tr("3x Native (1920x1584) for 1080p"),
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tr("4x Native (2560x2112) for 1440p"), tr("5x Native (3200x2640)"),
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tr("6x Native (3840x3168) for 4K"), tr("7x Native (4480x3696)"),
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tr("8x Native (5120x4224) for 5K")};
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const int visible_resolution_option_count = static_cast<int>(resolution_options.size());
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// If the current scale is greater than the max scale in the ini, add sufficient options so that
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// when the settings are saved we don't lose the user-modified value from the ini.
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const int max_efb_scale =
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std::max(Config::Get(Config::GFX_EFB_SCALE), Config::Get(Config::GFX_MAX_EFB_SCALE));
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for (int scale = static_cast<int>(resolution_options.size()); scale <= max_efb_scale; scale++)
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{
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resolution_options.append(tr("%1x Native (%2x%3)")
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.arg(QString::number(scale),
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QString::number(static_cast<int>(EFB_WIDTH) * scale),
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QString::number(static_cast<int>(EFB_HEIGHT) * scale)));
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}
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m_ir_combo = new GraphicsChoice(resolution_options, Config::GFX_EFB_SCALE);
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m_ir_combo->setMaxVisibleItems(visible_resolution_option_count);
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m_aa_combo = new QComboBox();
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m_af_combo = new GraphicsChoice({tr("1x"), tr("2x"), tr("4x"), tr("8x"), tr("16x")},
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Config::GFX_ENHANCE_MAX_ANISOTROPY);
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m_pp_effect = new QComboBox();
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m_configure_pp_effect = new QPushButton(tr("Configure"));
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m_scaled_efb_copy = new GraphicsBool(tr("Scaled EFB Copy"), Config::GFX_HACK_COPY_EFB_SCALED);
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m_per_pixel_lighting =
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new GraphicsBool(tr("Per-Pixel Lighting"), Config::GFX_ENABLE_PIXEL_LIGHTING);
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m_force_texture_filtering =
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new GraphicsBool(tr("Force Texture Filtering"), Config::GFX_ENHANCE_FORCE_FILTERING);
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m_widescreen_hack = new GraphicsBool(tr("Widescreen Hack"), Config::GFX_WIDESCREEN_HACK);
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m_disable_fog = new GraphicsBool(tr("Disable Fog"), Config::GFX_DISABLE_FOG);
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m_force_24bit_color =
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new GraphicsBool(tr("Force 24-Bit Color"), Config::GFX_ENHANCE_FORCE_TRUE_COLOR);
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m_disable_copy_filter =
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new GraphicsBool(tr("Disable Copy Filter"), Config::GFX_ENHANCE_DISABLE_COPY_FILTER);
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m_arbitrary_mipmap_detection = new GraphicsBool(tr("Arbitrary Mipmap Detection"),
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Config::GFX_ENHANCE_ARBITRARY_MIPMAP_DETECTION);
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enhancements_layout->addWidget(new QLabel(tr("Internal Resolution:")), 0, 0);
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enhancements_layout->addWidget(m_ir_combo, 0, 1, 1, -1);
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enhancements_layout->addWidget(new QLabel(tr("Anti-Aliasing:")), 1, 0);
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enhancements_layout->addWidget(m_aa_combo, 1, 1, 1, -1);
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enhancements_layout->addWidget(new QLabel(tr("Anisotropic Filtering:")), 2, 0);
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enhancements_layout->addWidget(m_af_combo, 2, 1, 1, -1);
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enhancements_layout->addWidget(new QLabel(tr("Post-Processing Effect:")), 4, 0);
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enhancements_layout->addWidget(m_pp_effect, 4, 1);
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enhancements_layout->addWidget(m_configure_pp_effect, 4, 2);
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enhancements_layout->addWidget(m_scaled_efb_copy, 5, 0);
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enhancements_layout->addWidget(m_per_pixel_lighting, 5, 1);
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enhancements_layout->addWidget(m_force_texture_filtering, 6, 0);
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enhancements_layout->addWidget(m_widescreen_hack, 6, 1);
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enhancements_layout->addWidget(m_disable_fog, 7, 0);
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enhancements_layout->addWidget(m_force_24bit_color, 7, 1);
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enhancements_layout->addWidget(m_disable_copy_filter, 8, 0);
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enhancements_layout->addWidget(m_arbitrary_mipmap_detection, 8, 1);
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// Stereoscopy
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auto* stereoscopy_box = new QGroupBox(tr("Stereoscopy"));
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auto* stereoscopy_layout = new QGridLayout();
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stereoscopy_box->setLayout(stereoscopy_layout);
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m_3d_mode = new GraphicsChoice({tr("Off"), tr("Side-by-Side"), tr("Top-and-Bottom"),
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tr("Anaglyph"), tr("HDMI 3D"), tr("Passive")},
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Config::GFX_STEREO_MODE);
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m_3d_depth = new GraphicsSlider(0, Config::GFX_STEREO_DEPTH_MAXIMUM, Config::GFX_STEREO_DEPTH);
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m_3d_convergence = new GraphicsSlider(0, Config::GFX_STEREO_CONVERGENCE_MAXIMUM,
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Config::GFX_STEREO_CONVERGENCE, 100);
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m_3d_swap_eyes = new GraphicsBool(tr("Swap Eyes"), Config::GFX_STEREO_SWAP_EYES);
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stereoscopy_layout->addWidget(new QLabel(tr("Stereoscopic 3D Mode:")), 0, 0);
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stereoscopy_layout->addWidget(m_3d_mode, 0, 1);
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stereoscopy_layout->addWidget(new QLabel(tr("Depth:")), 1, 0);
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stereoscopy_layout->addWidget(m_3d_depth, 1, 1);
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stereoscopy_layout->addWidget(new QLabel(tr("Convergence:")), 2, 0);
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stereoscopy_layout->addWidget(m_3d_convergence, 2, 1);
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stereoscopy_layout->addWidget(m_3d_swap_eyes, 3, 0);
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main_layout->addWidget(enhancements_box);
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main_layout->addWidget(stereoscopy_box);
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main_layout->addStretch();
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setLayout(main_layout);
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}
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void EnhancementsWidget::ConnectWidgets()
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{
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connect(m_aa_combo, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged),
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[this](int) { SaveSettings(); });
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connect(m_pp_effect, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged),
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[this](int) { SaveSettings(); });
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connect(m_3d_mode, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged),
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[this] {
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m_block_save = true;
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LoadPPShaders();
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m_block_save = false;
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SaveSettings();
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});
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connect(m_configure_pp_effect, &QPushButton::clicked, this,
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&EnhancementsWidget::ConfigurePostProcessingShader);
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}
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void EnhancementsWidget::LoadPPShaders()
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{
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std::vector<std::string> shaders = VideoCommon::PostProcessing::GetShaderList();
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if (g_Config.stereo_mode == StereoMode::Anaglyph)
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{
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shaders = VideoCommon::PostProcessing::GetAnaglyphShaderList();
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}
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else if (g_Config.stereo_mode == StereoMode::Passive)
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{
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shaders = VideoCommon::PostProcessing::GetPassiveShaderList();
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}
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m_pp_effect->clear();
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if (g_Config.stereo_mode != StereoMode::Anaglyph && g_Config.stereo_mode != StereoMode::Passive)
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m_pp_effect->addItem(tr("(off)"));
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auto selected_shader = Config::Get(Config::GFX_ENHANCE_POST_SHADER);
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bool found = false;
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for (const auto& shader : shaders)
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{
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m_pp_effect->addItem(QString::fromStdString(shader));
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if (selected_shader == shader)
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{
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m_pp_effect->setCurrentIndex(m_pp_effect->count() - 1);
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found = true;
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}
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}
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if (g_Config.stereo_mode == StereoMode::Anaglyph && !found)
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m_pp_effect->setCurrentIndex(m_pp_effect->findText(QStringLiteral("dubois")));
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else if (g_Config.stereo_mode == StereoMode::Passive && !found)
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m_pp_effect->setCurrentIndex(m_pp_effect->findText(QStringLiteral("horizontal")));
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const bool supports_postprocessing = g_Config.backend_info.bSupportsPostProcessing;
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m_pp_effect->setEnabled(supports_postprocessing);
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m_pp_effect->setToolTip(supports_postprocessing ?
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QString{} :
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tr("%1 doesn't support this feature.")
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.arg(tr(g_video_backend->GetDisplayName().c_str())));
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VideoCommon::PostProcessingConfiguration pp_shader;
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if (selected_shader != "(off)" && supports_postprocessing)
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{
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pp_shader.LoadShader(selected_shader);
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m_configure_pp_effect->setEnabled(pp_shader.HasOptions());
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}
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else
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{
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m_configure_pp_effect->setEnabled(false);
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}
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}
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void EnhancementsWidget::LoadSettings()
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{
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m_block_save = true;
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// Anti-Aliasing
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int aa_selection = Config::Get(Config::GFX_MSAA);
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bool ssaa = Config::Get(Config::GFX_SSAA);
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m_aa_combo->clear();
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for (const auto& option : VideoUtils::GetAvailableAntialiasingModes(m_msaa_modes))
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m_aa_combo->addItem(option == "None" ? tr("None") : QString::fromStdString(option));
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m_aa_combo->setCurrentText(
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QString::fromStdString(std::to_string(aa_selection) + "x " + (ssaa ? "SSAA" : "MSAA")));
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m_aa_combo->setEnabled(m_aa_combo->count() > 1);
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// Post Processing Shader
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LoadPPShaders();
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// Stereoscopy
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const bool supports_stereoscopy = g_Config.backend_info.bSupportsGeometryShaders;
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m_3d_mode->setEnabled(supports_stereoscopy);
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m_3d_convergence->setEnabled(supports_stereoscopy);
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m_3d_depth->setEnabled(supports_stereoscopy);
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m_3d_swap_eyes->setEnabled(supports_stereoscopy);
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m_block_save = false;
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}
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void EnhancementsWidget::SaveSettings()
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{
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if (m_block_save)
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return;
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bool is_ssaa = m_aa_combo->currentText().endsWith(QStringLiteral("SSAA"));
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int aa_value = m_aa_combo->currentIndex();
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if (aa_value == 0)
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{
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aa_value = 1;
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}
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else
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{
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if (aa_value > m_msaa_modes)
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aa_value -= m_msaa_modes;
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aa_value = std::pow(2, aa_value);
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}
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Config::SetBaseOrCurrent(Config::GFX_MSAA, static_cast<unsigned int>(aa_value));
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Config::SetBaseOrCurrent(Config::GFX_SSAA, is_ssaa);
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const bool anaglyph = g_Config.stereo_mode == StereoMode::Anaglyph;
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const bool passive = g_Config.stereo_mode == StereoMode::Passive;
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Config::SetBaseOrCurrent(Config::GFX_ENHANCE_POST_SHADER,
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(!anaglyph && !passive && m_pp_effect->currentIndex() == 0) ?
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"(off)" :
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m_pp_effect->currentText().toStdString());
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VideoCommon::PostProcessingConfiguration pp_shader;
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if (Config::Get(Config::GFX_ENHANCE_POST_SHADER) != "(off)")
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{
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pp_shader.LoadShader(Config::Get(Config::GFX_ENHANCE_POST_SHADER));
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m_configure_pp_effect->setEnabled(pp_shader.HasOptions());
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}
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else
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{
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m_configure_pp_effect->setEnabled(false);
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}
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LoadSettings();
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}
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void EnhancementsWidget::AddDescriptions()
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{
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static const char TR_INTERNAL_RESOLUTION_DESCRIPTION[] =
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QT_TR_NOOP("Controls the rendering resolution.\n\nA high resolution greatly improves "
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"visual quality, but also greatly increases GPU load and can cause issues in "
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"certain games. Generally speaking, the lower the internal resolution, the "
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"better performance will be.\n\nIf unsure, select Native.");
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static const char TR_ANTIALIAS_DESCRIPTION[] = QT_TR_NOOP(
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"Reduces the amount of aliasing caused by rasterizing 3D graphics, resulting "
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"in smoother edges on objects. Increases GPU load and sometimes causes graphical "
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"issues.\n\nSSAA is significantly more demanding than MSAA, but provides top quality "
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"geometry anti-aliasing and also applies anti-aliasing to lighting, shader "
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"effects, and textures.\n\nIf unsure, select None.");
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static const char TR_ANISOTROPIC_FILTERING_DESCRIPTION[] = QT_TR_NOOP(
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"Enables anisotropic filtering, which enhances the visual quality of textures that "
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"are at oblique viewing angles.\n\nMight cause issues in a small "
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"number of games.\n\nIf unsure, select 1x.");
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static const char TR_POSTPROCESSING_DESCRIPTION[] = QT_TR_NOOP(
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"Applies a post-processing effect after rendering a frame.\n\nIf unsure, select (off).");
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static const char TR_SCALED_EFB_COPY_DESCRIPTION[] =
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QT_TR_NOOP("Greatly increases the quality of textures generated using render-to-texture "
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"effects.\n\nSlightly increases GPU load and causes relatively few graphical "
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"issues. Raising the internal resolution will improve the effect of this setting. "
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"\n\nIf unsure, leave this checked.");
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static const char TR_PER_PIXEL_LIGHTING_DESCRIPTION[] = QT_TR_NOOP(
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"Calculates lighting of 3D objects per-pixel rather than per-vertex, smoothing out the "
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"appearance of lit polygons and making individual triangles less noticeable.\n\nRarely "
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"causes slowdowns or graphical issues.\n\nIf unsure, leave this unchecked.");
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static const char TR_WIDESCREEN_HACK_DESCRIPTION[] = QT_TR_NOOP(
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"Forces the game to output graphics for any aspect ratio. Use with \"Aspect Ratio\" set to "
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"\"Force 16:9\" to force 4:3-only games to run at 16:9.\n\nRarely produces good results and "
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"often partially breaks graphics and game UIs. Unnecessary (and detrimental) if using any "
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"AR/Gecko-code widescreen patches.\n\nIf unsure, leave this unchecked.");
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static const char TR_REMOVE_FOG_DESCRIPTION[] =
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QT_TR_NOOP("Makes distant objects more visible by removing fog, thus increasing the overall "
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"detail.\n\nDisabling fog will break some games which rely on proper fog "
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"emulation.\n\nIf unsure, leave this unchecked.");
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static const char TR_3D_MODE_DESCRIPTION[] = QT_TR_NOOP(
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"Selects the stereoscopic 3D mode. Stereoscopy allows a better feeling "
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"of depth if the necessary hardware is present. Heavily decreases "
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"emulation speed and sometimes causes issues.\n\nSide-by-Side and Top-and-Bottom are "
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"used by most 3D TVs.\nAnaglyph is used for Red-Cyan colored glasses.\nHDMI 3D is "
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"used when the monitor supports 3D display resolutions.\nPassive is another type of 3D "
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"used by some TVs.\n\nIf unsure, select Off.");
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static const char TR_3D_DEPTH_DESCRIPTION[] = QT_TR_NOOP(
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"Controls the separation distance between the virtual cameras. \n\nA higher "
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"value creates a stronger feeling of depth while a lower value is more comfortable.");
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static const char TR_3D_CONVERGENCE_DESCRIPTION[] = QT_TR_NOOP(
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"Controls the distance of the convergence plane. This is the distance at which "
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"virtual objects will appear to be in front of the screen.\n\nA higher value creates "
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"stronger out-of-screen effects while a lower value is more comfortable.");
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static const char TR_3D_SWAP_EYES_DESCRIPTION[] =
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QT_TR_NOOP("Swaps the left and right eye. Most useful in side-by-side stereoscopy "
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"mode.\n\nIf unsure, leave this unchecked.");
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static const char TR_FORCE_24BIT_DESCRIPTION[] =
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QT_TR_NOOP("Forces the game to render the RGB color channels in 24-bit, thereby increasing "
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"quality by reducing color banding.\n\nHas no impact on performance and causes "
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"few graphical issues.\n\nIf unsure, leave this checked.");
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static const char TR_FORCE_TEXTURE_FILTERING_DESCRIPTION[] =
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QT_TR_NOOP("Filters all textures, including any that the game explicitly set as "
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"unfiltered.\n\nMay improve quality of certain textures in some games, but "
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"will cause issues in others.\n\nIf unsure, leave this unchecked.");
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static const char TR_DISABLE_COPY_FILTER_DESCRIPTION[] =
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QT_TR_NOOP("Disables the blending of adjacent rows when copying the EFB. This is known in "
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"some games as \"deflickering\" or \"smoothing\". \n\nDisabling the filter has no "
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"effect on performance, but may result in a sharper image. Causes few "
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"graphical issues.\n\nIf unsure, leave this checked.");
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static const char TR_ARBITRARY_MIPMAP_DETECTION_DESCRIPTION[] = QT_TR_NOOP(
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"Enables detection of arbitrary mipmaps, which some games use for special distance-based "
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"effects.\n\nMay have false positives that result in blurry textures at increased internal "
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"resolution, such as in games that use very low resolution mipmaps. Disabling this can also "
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"reduce stutter in games that frequently load new textures. This feature is not compatible "
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"with GPU Texture Decoding.\n\nIf unsure, leave this checked.");
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AddDescription(m_ir_combo, TR_INTERNAL_RESOLUTION_DESCRIPTION);
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AddDescription(m_aa_combo, TR_ANTIALIAS_DESCRIPTION);
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AddDescription(m_af_combo, TR_ANISOTROPIC_FILTERING_DESCRIPTION);
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AddDescription(m_pp_effect, TR_POSTPROCESSING_DESCRIPTION);
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AddDescription(m_scaled_efb_copy, TR_SCALED_EFB_COPY_DESCRIPTION);
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AddDescription(m_per_pixel_lighting, TR_PER_PIXEL_LIGHTING_DESCRIPTION);
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AddDescription(m_widescreen_hack, TR_WIDESCREEN_HACK_DESCRIPTION);
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AddDescription(m_disable_fog, TR_REMOVE_FOG_DESCRIPTION);
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AddDescription(m_force_24bit_color, TR_FORCE_24BIT_DESCRIPTION);
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AddDescription(m_force_texture_filtering, TR_FORCE_TEXTURE_FILTERING_DESCRIPTION);
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AddDescription(m_disable_copy_filter, TR_DISABLE_COPY_FILTER_DESCRIPTION);
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AddDescription(m_arbitrary_mipmap_detection, TR_ARBITRARY_MIPMAP_DETECTION_DESCRIPTION);
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AddDescription(m_3d_mode, TR_3D_MODE_DESCRIPTION);
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AddDescription(m_3d_depth, TR_3D_DEPTH_DESCRIPTION);
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AddDescription(m_3d_convergence, TR_3D_CONVERGENCE_DESCRIPTION);
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AddDescription(m_3d_swap_eyes, TR_3D_SWAP_EYES_DESCRIPTION);
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}
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void EnhancementsWidget::ConfigurePostProcessingShader()
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{
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const std::string shader = Config::Get(Config::GFX_ENHANCE_POST_SHADER);
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PostProcessingConfigWindow(this, shader).exec();
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}
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