334 lines
15 KiB
C++
334 lines
15 KiB
C++
// Copyright 2017 Dolphin Emulator Project
|
|
// Licensed under GPLv2+
|
|
// Refer to the license.txt file included.
|
|
|
|
#include "DolphinQt2/Config/Graphics/EnhancementsWidget.h"
|
|
|
|
#include <cmath>
|
|
|
|
#include <QGridLayout>
|
|
#include <QGroupBox>
|
|
#include <QLabel>
|
|
#include <QPushButton>
|
|
#include <QVBoxLayout>
|
|
|
|
#include "Core/Config/GraphicsSettings.h"
|
|
#include "Core/ConfigManager.h"
|
|
#include "DolphinQt2/Config/Graphics/GraphicsBool.h"
|
|
#include "DolphinQt2/Config/Graphics/GraphicsChoice.h"
|
|
#include "DolphinQt2/Config/Graphics/GraphicsSlider.h"
|
|
#include "DolphinQt2/Config/Graphics/GraphicsWindow.h"
|
|
#include "DolphinQt2/Settings.h"
|
|
#include "UICommon/VideoUtils.h"
|
|
#include "VideoCommon/PostProcessing.h"
|
|
#include "VideoCommon/VideoConfig.h"
|
|
|
|
EnhancementsWidget::EnhancementsWidget(GraphicsWindow* parent)
|
|
: GraphicsWidget(parent), m_block_save(false)
|
|
{
|
|
CreateWidgets();
|
|
LoadSettings();
|
|
ConnectWidgets();
|
|
AddDescriptions();
|
|
connect(parent, &GraphicsWindow::BackendChanged,
|
|
[this](const QString& backend) { LoadSettings(); });
|
|
}
|
|
|
|
void EnhancementsWidget::CreateWidgets()
|
|
{
|
|
auto* main_layout = new QVBoxLayout;
|
|
|
|
// Enhancements
|
|
auto* enhancements_box = new QGroupBox(tr("Enhancements"));
|
|
auto* enhancements_layout = new QGridLayout();
|
|
enhancements_box->setLayout(enhancements_layout);
|
|
|
|
m_ir_combo = new GraphicsChoice({tr("Auto (Multiple of 640x528)"), tr("Native (640x528)"),
|
|
tr("2x Native (1280x1056) for 720p"),
|
|
tr("3x Native (1920x1584) for 1080p"),
|
|
tr("4x Native (2560x2112) for 1440p"),
|
|
tr("5x Native (3200x2640)"), tr("6x Native (3840x3168) for 4K"),
|
|
tr("7x Native (4480x3696)"), tr("8x Native (5120x4224) for 5K")},
|
|
Config::GFX_EFB_SCALE);
|
|
|
|
if (g_Config.iEFBScale > 8)
|
|
{
|
|
m_ir_combo->addItem(tr("Custom"));
|
|
m_ir_combo->setCurrentIndex(m_ir_combo->count() - 1);
|
|
}
|
|
|
|
m_ir_combo->setMaxVisibleItems(m_ir_combo->count());
|
|
|
|
m_aa_combo = new QComboBox();
|
|
m_af_combo = new GraphicsChoice({tr("1x"), tr("2x"), tr("4x"), tr("8x"), tr("16x")},
|
|
Config::GFX_ENHANCE_MAX_ANISOTROPY);
|
|
|
|
m_ubershader_combo = new QComboBox;
|
|
for (const auto& option : {tr("Disabled"), tr("Hybrid"), tr("Exclusive")})
|
|
m_ubershader_combo->addItem(option);
|
|
|
|
m_pp_effect = new QComboBox();
|
|
m_configure_pp_effect = new QPushButton(tr("Configure"));
|
|
m_scaled_efb_copy = new GraphicsBool(tr("Scaled EFB Copy"), Config::GFX_HACK_COPY_EFB_SCALED);
|
|
m_per_pixel_lighting =
|
|
new GraphicsBool(tr("Per-Pixel Lighting"), Config::GFX_ENABLE_PIXEL_LIGHTING);
|
|
m_force_texture_filtering =
|
|
new GraphicsBool(tr("Force Texture Filtering"), Config::GFX_ENHANCE_FORCE_FILTERING);
|
|
m_widescreen_hack = new GraphicsBool(tr("Widescreen Hack"), Config::GFX_WIDESCREEN_HACK);
|
|
m_disable_fog = new GraphicsBool(tr("Disable Fog"), Config::GFX_DISABLE_FOG);
|
|
m_force_24bit_color =
|
|
new GraphicsBool(tr("Force 24-bit Color"), Config::GFX_ENHANCE_FORCE_TRUE_COLOR);
|
|
|
|
enhancements_layout->addWidget(new QLabel(tr("Internal Resolution:")), 0, 0);
|
|
enhancements_layout->addWidget(m_ir_combo, 0, 1, 1, -1);
|
|
enhancements_layout->addWidget(new QLabel(tr("Anti-Aliasing:")), 1, 0);
|
|
enhancements_layout->addWidget(m_aa_combo, 1, 1, 1, -1);
|
|
enhancements_layout->addWidget(new QLabel(tr("Anisotropic Filtering:")), 2, 0);
|
|
enhancements_layout->addWidget(m_af_combo, 2, 1, 1, -1);
|
|
|
|
enhancements_layout->addWidget(new QLabel(tr("Ubershaders:")), 3, 0);
|
|
enhancements_layout->addWidget(m_ubershader_combo, 3, 1, 1, -1);
|
|
|
|
enhancements_layout->addWidget(new QLabel(tr("Post-Processing Effect:")), 4, 0);
|
|
enhancements_layout->addWidget(m_pp_effect, 4, 1);
|
|
enhancements_layout->addWidget(m_configure_pp_effect, 4, 2);
|
|
|
|
enhancements_layout->addWidget(m_scaled_efb_copy, 5, 0);
|
|
enhancements_layout->addWidget(m_per_pixel_lighting, 5, 1);
|
|
enhancements_layout->addWidget(m_force_texture_filtering, 6, 0);
|
|
enhancements_layout->addWidget(m_widescreen_hack, 6, 1);
|
|
enhancements_layout->addWidget(m_disable_fog, 7, 0);
|
|
enhancements_layout->addWidget(m_force_24bit_color, 7, 1);
|
|
|
|
// Stereoscopy
|
|
auto* stereoscopy_box = new QGroupBox(tr("Stereoscopy"));
|
|
auto* stereoscopy_layout = new QGridLayout();
|
|
stereoscopy_box->setLayout(stereoscopy_layout);
|
|
|
|
m_3d_mode =
|
|
new GraphicsChoice({tr("Off"), tr("Side-by-Side"), tr("Top-and-Bottom"), tr("Anaglyph")},
|
|
Config::GFX_STEREO_MODE);
|
|
m_3d_depth = new GraphicsSlider(0, 100, Config::GFX_STEREO_DEPTH);
|
|
m_3d_convergence = new GraphicsSlider(0, 200, Config::GFX_STEREO_CONVERGENCE, 100);
|
|
m_3d_swap_eyes = new GraphicsBool(tr("Swap Eyes"), Config::GFX_STEREO_SWAP_EYES);
|
|
|
|
stereoscopy_layout->addWidget(new QLabel(tr("Stereoscopic 3D Mode:")), 0, 0);
|
|
stereoscopy_layout->addWidget(m_3d_mode, 0, 1);
|
|
stereoscopy_layout->addWidget(new QLabel(tr("Depth:")), 1, 0);
|
|
stereoscopy_layout->addWidget(m_3d_depth, 1, 1);
|
|
stereoscopy_layout->addWidget(new QLabel(tr("Convergence:")), 2, 0);
|
|
stereoscopy_layout->addWidget(m_3d_convergence, 2, 1);
|
|
stereoscopy_layout->addWidget(m_3d_swap_eyes, 3, 0);
|
|
|
|
main_layout->addWidget(enhancements_box);
|
|
main_layout->addWidget(stereoscopy_box);
|
|
main_layout->addStretch();
|
|
|
|
setLayout(main_layout);
|
|
}
|
|
|
|
void EnhancementsWidget::ConnectWidgets()
|
|
{
|
|
connect(m_aa_combo, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged),
|
|
[this](int) { SaveSettings(); });
|
|
connect(m_ubershader_combo,
|
|
static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged),
|
|
[this](int) { SaveSettings(); });
|
|
connect(m_pp_effect, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged),
|
|
[this](int) { SaveSettings(); });
|
|
connect(m_3d_mode, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged),
|
|
[this](int) { SaveSettings(); });
|
|
}
|
|
|
|
void EnhancementsWidget::LoadSettings()
|
|
{
|
|
m_block_save = true;
|
|
// Anti-Aliasing
|
|
|
|
int aa_selection = Config::Get(Config::GFX_MSAA);
|
|
bool ssaa = Config::Get(Config::GFX_SSAA);
|
|
|
|
m_aa_combo->clear();
|
|
for (const auto& option : VideoUtils::GetAvailableAntialiasingModes(m_msaa_modes))
|
|
m_aa_combo->addItem(option == "None" ? tr("None") : QString::fromStdString(option));
|
|
|
|
m_aa_combo->setCurrentText(
|
|
QString::fromStdString(std::to_string(aa_selection) + "x " + (ssaa ? "SSAA" : "MSAA")));
|
|
m_aa_combo->setEnabled(m_aa_combo->count() > 1);
|
|
|
|
if (Config::GetBase(Config::GFX_DISABLE_SPECIALIZED_SHADERS))
|
|
m_ubershader_combo->setCurrentIndex(2);
|
|
else if (Config::GetBase(Config::GFX_BACKGROUND_SHADER_COMPILING))
|
|
m_ubershader_combo->setCurrentIndex(1);
|
|
else
|
|
m_ubershader_combo->setCurrentIndex(0);
|
|
|
|
// Post Processing Shader
|
|
std::vector<std::string> shaders =
|
|
g_Config.stereo_mode == StereoMode::Anaglyph ?
|
|
PostProcessingShaderImplementation::GetAnaglyphShaderList(
|
|
g_Config.backend_info.api_type) :
|
|
PostProcessingShaderImplementation::GetShaderList(g_Config.backend_info.api_type);
|
|
|
|
m_pp_effect->clear();
|
|
m_pp_effect->addItem(tr("(off)"));
|
|
|
|
const auto selected_shader = Config::Get(Config::GFX_ENHANCE_POST_SHADER);
|
|
|
|
for (const auto& shader : shaders)
|
|
{
|
|
m_pp_effect->addItem(QString::fromStdString(shader));
|
|
if (selected_shader == shader)
|
|
m_pp_effect->setCurrentIndex(m_pp_effect->count() - 1);
|
|
}
|
|
|
|
PostProcessingShaderConfiguration pp_shader;
|
|
if (selected_shader != "(off)")
|
|
{
|
|
pp_shader.LoadShader(selected_shader);
|
|
m_configure_pp_effect->setEnabled(pp_shader.HasOptions());
|
|
}
|
|
bool supports_stereoscopy = g_Config.backend_info.bSupportsGeometryShaders;
|
|
|
|
m_3d_mode->setEnabled(supports_stereoscopy);
|
|
m_3d_convergence->setEnabled(supports_stereoscopy);
|
|
m_3d_depth->setEnabled(supports_stereoscopy);
|
|
m_3d_swap_eyes->setEnabled(supports_stereoscopy);
|
|
m_block_save = false;
|
|
}
|
|
|
|
void EnhancementsWidget::SaveSettings()
|
|
{
|
|
if (m_block_save)
|
|
return;
|
|
|
|
bool is_ssaa = m_aa_combo->currentText().endsWith(QStringLiteral("SSAA"));
|
|
|
|
int aa_value = m_aa_combo->currentIndex();
|
|
|
|
if (aa_value == 0)
|
|
{
|
|
aa_value = 1;
|
|
}
|
|
else
|
|
{
|
|
if (aa_value > m_msaa_modes)
|
|
aa_value -= m_msaa_modes;
|
|
aa_value = std::pow(2, aa_value);
|
|
}
|
|
Config::SetBaseOrCurrent(Config::GFX_MSAA, static_cast<unsigned int>(aa_value));
|
|
|
|
Config::SetBaseOrCurrent(Config::GFX_SSAA, is_ssaa);
|
|
|
|
int us_value = m_ubershader_combo->currentIndex();
|
|
Config::SetBaseOrCurrent(Config::GFX_BACKGROUND_SHADER_COMPILING, us_value == 1);
|
|
Config::SetBaseOrCurrent(Config::GFX_DISABLE_SPECIALIZED_SHADERS, us_value == 2);
|
|
|
|
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_POST_SHADER,
|
|
m_pp_effect->currentText().toStdString());
|
|
|
|
PostProcessingShaderConfiguration pp_shader;
|
|
if (Config::Get(Config::GFX_ENHANCE_POST_SHADER) != "(off)")
|
|
{
|
|
pp_shader.LoadShader(Config::Get(Config::GFX_ENHANCE_POST_SHADER));
|
|
m_configure_pp_effect->setEnabled(pp_shader.HasOptions());
|
|
}
|
|
else
|
|
{
|
|
m_configure_pp_effect->setEnabled(false);
|
|
}
|
|
}
|
|
|
|
void EnhancementsWidget::AddDescriptions()
|
|
{
|
|
static const char* TR_INTERNAL_RESOLUTION_DESCRIPTION =
|
|
QT_TR_NOOP("Specifies the resolution used to render at. A high resolution greatly improves "
|
|
"visual quality, but also greatly increases GPU load and can cause issues in "
|
|
"certain games. Generally speaking, the lower the internal resolution is, the "
|
|
"better your performance will be.\n\nIf unsure, select Native.");
|
|
|
|
static const char* TR_ANTIALIAS_DESCRIPTION =
|
|
QT_TR_NOOP("Reduces the amount of aliasing caused by rasterizing 3D graphics. This smooths "
|
|
"out jagged edges on objects.\nIncreases GPU load and sometimes causes graphical "
|
|
"issues. SSAA is significantly more demanding than MSAA, but provides top quality "
|
|
"geometry anti-aliasing and also applies anti-aliasing to lighting, shader "
|
|
"effects, and textures.\n\nIf unsure, select None.");
|
|
|
|
static const char* TR_ANISOTROPIC_FILTERING_DESCRIPTION = QT_TR_NOOP(
|
|
"Enable anisotropic filtering.\nEnhances visual quality of textures that are at oblique "
|
|
"viewing angles.\nMight cause issues in a small number of games.\n\nIf unsure, select 1x.");
|
|
|
|
static const char* TR_UBERSHADER_DESCRIPTION =
|
|
QT_TR_NOOP("Disabled: Ubershaders are never used. Stuttering will occur during shader "
|
|
"compilation, but GPU demands are low. Recommended for low-end hardware.\n\n"
|
|
"Hybrid: Ubershaders will be used to prevent stuttering during shader "
|
|
"compilation, but traditional shaders will be used when they will not cause "
|
|
"stuttering. Balances performance and smoothness.\n\n"
|
|
"Exclusive: Ubershaders will always be used. Only recommended for high-end "
|
|
"systems.");
|
|
|
|
static const char* TR_POSTPROCESSING_DESCRIPTION = QT_TR_NOOP(
|
|
"Apply a post-processing effect after finishing a frame.\n\nIf unsure, select (off).");
|
|
|
|
static const char* TR_SCALED_EFB_COPY_DESCRIPTION = QT_TR_NOOP(
|
|
"Greatly increases quality of textures generated using render-to-texture "
|
|
"effects.\nRaising the "
|
|
"internal resolution will improve the effect of this setting.\nSlightly increases GPU "
|
|
"load and "
|
|
"causes relatively few graphical issues.\n\nIf unsure, leave this checked.");
|
|
static const char* TR_PER_PIXEL_LIGHTING_DESCRIPTION = QT_TR_NOOP(
|
|
"Calculates lighting of 3D objects per-pixel rather than per-vertex, smoothing out the "
|
|
"appearance of lit polygons and making individual triangles less noticeable.\nRarely causes "
|
|
"slowdowns or graphical issues.\n\nIf unsure, leave this unchecked.");
|
|
static const char* TR_WIDESCREEN_HACK_DESCRIPTION = QT_TR_NOOP(
|
|
"Forces the game to output graphics for any aspect ratio.\nUse with \"Aspect Ratio\" set to "
|
|
"\"Force 16:9\" to force 4:3-only games to run at 16:9.\nRarely produces good results and "
|
|
"often partially breaks graphics and game UIs.\nUnnecessary (and detrimental) if using any "
|
|
"AR/Gecko-code widescreen patches.\n\nIf unsure, leave this unchecked.");
|
|
static const char* TR_REMOVE_FOG_DESCRIPTION =
|
|
QT_TR_NOOP("Makes distant objects more visible by removing fog, thus increasing the overall "
|
|
"detail.\nDisabling fog will break some games which rely on proper fog "
|
|
"emulation.\n\nIf unsure, leave this unchecked.");
|
|
|
|
static const char* TR_3D_MODE_DESCRIPTION = QT_TR_NOOP(
|
|
"Selects the stereoscopic 3D mode. Stereoscopy allows you to get a better feeling "
|
|
"of depth if you have the necessary hardware.\nSide-by-Side and Top-and-Bottom are "
|
|
"used by most 3D TVs.\nAnaglyph is used for Red-Cyan colored glasses.\nHDMI 3D is "
|
|
"used when your monitor supports 3D display resolutions.\nHeavily decreases "
|
|
"emulation speed and sometimes causes issues.\n\nIf unsure, select Off.");
|
|
static const char* TR_3D_DEPTH_DESCRIPTION =
|
|
QT_TR_NOOP("Controls the separation distance between the virtual cameras.\nA higher value "
|
|
"creates a stronger feeling of depth while a lower value is more comfortable.");
|
|
static const char* TR_3D_CONVERGENCE_DESCRIPTION = QT_TR_NOOP(
|
|
"Controls the distance of the convergence plane. This is the distance at which "
|
|
"virtual objects will appear to be in front of the screen.\nA higher value creates "
|
|
"stronger out-of-screen effects while a lower value is more comfortable.");
|
|
static const char* TR_3D_SWAP_EYES_DESCRIPTION =
|
|
QT_TR_NOOP("Swaps the left and right eye. Mostly useful if you want to view side-by-side "
|
|
"cross-eyed.\n\nIf unsure, leave this unchecked.");
|
|
static const char* TR_FORCE_24BIT_DESCRIPTION =
|
|
QT_TR_NOOP("Forces the game to render the RGB color channels in 24-bit, thereby increasing "
|
|
"quality by reducing color banding.\nIt has no impact on performance and causes "
|
|
"few graphical issues.\n\n\nIf unsure, leave this checked.");
|
|
static const char* TR_FORCE_TEXTURE_FILTERING_DESCRIPTION =
|
|
QT_TR_NOOP("Filter all textures, including any that the game explicitly set as "
|
|
"unfiltered.\nMay improve quality of certain textures in some games, but will "
|
|
"cause issues in others.\n\nIf unsure, leave this unchecked.");
|
|
|
|
AddDescription(m_ir_combo, TR_INTERNAL_RESOLUTION_DESCRIPTION);
|
|
AddDescription(m_aa_combo, TR_ANTIALIAS_DESCRIPTION);
|
|
AddDescription(m_af_combo, TR_ANISOTROPIC_FILTERING_DESCRIPTION);
|
|
AddDescription(m_ubershader_combo, TR_UBERSHADER_DESCRIPTION);
|
|
AddDescription(m_pp_effect, TR_POSTPROCESSING_DESCRIPTION);
|
|
AddDescription(m_scaled_efb_copy, TR_SCALED_EFB_COPY_DESCRIPTION);
|
|
AddDescription(m_per_pixel_lighting, TR_PER_PIXEL_LIGHTING_DESCRIPTION);
|
|
AddDescription(m_widescreen_hack, TR_WIDESCREEN_HACK_DESCRIPTION);
|
|
AddDescription(m_disable_fog, TR_REMOVE_FOG_DESCRIPTION);
|
|
AddDescription(m_force_24bit_color, TR_FORCE_24BIT_DESCRIPTION);
|
|
AddDescription(m_force_texture_filtering, TR_FORCE_TEXTURE_FILTERING_DESCRIPTION);
|
|
AddDescription(m_3d_mode, TR_3D_MODE_DESCRIPTION);
|
|
AddDescription(m_3d_depth, TR_3D_DEPTH_DESCRIPTION);
|
|
AddDescription(m_3d_convergence, TR_3D_CONVERGENCE_DESCRIPTION);
|
|
AddDescription(m_3d_swap_eyes, TR_3D_SWAP_EYES_DESCRIPTION);
|
|
}
|