227 lines
8.9 KiB
C++
227 lines
8.9 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 "DolphinQt2/Config/Graphics/HacksWidget.h"
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#include <QGridLayout>
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#include <QGroupBox>
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#include <QLabel>
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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 "DolphinQt2/Config/Graphics/GraphicsBool.h"
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#include "DolphinQt2/Config/Graphics/GraphicsSlider.h"
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#include "VideoCommon/VideoConfig.h"
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HacksWidget::HacksWidget(GraphicsWindow* parent) : GraphicsWidget(parent)
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{
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CreateWidgets();
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LoadSettings();
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ConnectWidgets();
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OnXFBToggled();
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AddDescriptions();
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}
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void HacksWidget::CreateWidgets()
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{
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auto* main_layout = new QVBoxLayout;
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// EFB
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auto* efb_box = new QGroupBox(tr("Embedded Frame Buffer (EFB)"));
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auto* efb_layout = new QGridLayout();
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efb_box->setLayout(efb_layout);
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m_skip_efb_cpu =
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new GraphicsBool(tr("Skip EFB Access from CPU"), Config::GFX_HACK_EFB_ACCESS_ENABLE, true);
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m_ignore_format_changes = new GraphicsBool(tr("Ignore Format Changes"),
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Config::GFX_HACK_EFB_EMULATE_FORMAT_CHANGES, true);
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m_store_efb_copies = new GraphicsBool(tr("Store EFB Copies to Texture Only"),
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Config::GFX_HACK_SKIP_EFB_COPY_TO_RAM);
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efb_layout->addWidget(m_skip_efb_cpu, 0, 0);
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efb_layout->addWidget(m_ignore_format_changes, 0, 1);
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efb_layout->addWidget(m_store_efb_copies, 1, 0);
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// Texture Cache
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auto* texture_cache_box = new QGroupBox(tr("Texture Cache"));
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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->setMinimum(0);
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m_accuracy->setMaximum(2);
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m_gpu_texture_decoding =
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new GraphicsBool(tr("GPU Texture Decoding"), Config::GFX_ENABLE_GPU_TEXTURE_DECODING);
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auto* safe_label = new QLabel(tr("Safe"));
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safe_label->setAlignment(Qt::AlignRight);
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texture_cache_layout->addWidget(new QLabel(tr("Accuracy:")), 0, 0);
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texture_cache_layout->addWidget(safe_label, 0, 1);
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texture_cache_layout->addWidget(m_accuracy, 0, 2);
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texture_cache_layout->addWidget(new QLabel(tr("Fast")), 0, 3);
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texture_cache_layout->addWidget(m_gpu_texture_decoding, 1, 0);
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// XFB
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auto* xfb_box = new QGroupBox(tr("External Frame Buffer (XFB)"));
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auto* xfb_layout = new QGridLayout();
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xfb_box->setLayout(xfb_layout);
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m_disable_xfb = new GraphicsBool(tr("Disable"), Config::GFX_USE_XFB, true);
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m_real_xfb = new GraphicsBoolEx(tr("Real"), Config::GFX_USE_REAL_XFB, false);
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m_virtual_xfb = new GraphicsBoolEx(tr("Virtual"), Config::GFX_USE_REAL_XFB, true);
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xfb_layout->addWidget(m_disable_xfb, 0, 0);
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xfb_layout->addWidget(m_virtual_xfb, 0, 1);
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xfb_layout->addWidget(m_real_xfb, 0, 2);
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// Other
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auto* other_box = new QGroupBox(tr("Other"));
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auto* other_layout = new QGridLayout();
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other_box->setLayout(other_layout);
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m_fast_depth_calculation =
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new GraphicsBool(tr("Fast Depth Calculation"), Config::GFX_FAST_DEPTH_CALC);
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m_disable_bounding_box =
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new GraphicsBool(tr("Disable Bounding Box"), Config::GFX_HACK_BBOX_ENABLE, true);
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m_vertex_rounding = new GraphicsBool(tr("Vertex Rounding"), Config::GFX_HACK_VERTEX_ROUDING);
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other_layout->addWidget(m_fast_depth_calculation, 0, 0);
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other_layout->addWidget(m_disable_bounding_box, 0, 1);
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other_layout->addWidget(m_vertex_rounding, 1, 0);
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main_layout->addWidget(efb_box);
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main_layout->addWidget(texture_cache_box);
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main_layout->addWidget(xfb_box);
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main_layout->addWidget(other_box);
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setLayout(main_layout);
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}
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void HacksWidget::ConnectWidgets()
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{
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connect(m_disable_xfb, &QCheckBox::toggled, this, &HacksWidget::OnXFBToggled);
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connect(m_accuracy, &QSlider::valueChanged, [this](int) { SaveSettings(); });
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}
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void HacksWidget::OnXFBToggled()
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{
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m_real_xfb->setEnabled(!m_disable_xfb->isChecked());
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m_virtual_xfb->setEnabled(!m_disable_xfb->isChecked());
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}
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void HacksWidget::LoadSettings()
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{
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auto samples = Config::Get(Config::GFX_SAFE_TEXTURE_CACHE_COLOR_SAMPLES);
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int slider_pos = 0;
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switch (samples)
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{
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case 512:
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slider_pos = 1;
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break;
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case 128:
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slider_pos = 2;
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break;
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case 0:
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slider_pos = 0;
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break;
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// Custom values, ought not to be touched
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default:
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m_accuracy->setEnabled(false);
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}
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m_accuracy->setValue(slider_pos);
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}
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void HacksWidget::SaveSettings()
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{
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int slider_pos = m_accuracy->value();
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if (m_accuracy->isEnabled())
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{
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int samples = 0;
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switch (slider_pos)
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{
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case 0:
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samples = 0;
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break;
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case 1:
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samples = 512;
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break;
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case 2:
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samples = 128;
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}
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Config::SetBaseOrCurrent(Config::GFX_SAFE_TEXTURE_CACHE_COLOR_SAMPLES, samples);
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}
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}
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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("Ignore any requests from the CPU to read from or write to the EFB.\nImproves "
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"performance in some games, but might disable some gameplay-related features or "
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"graphical effects.\n\nIf unsure, leave this unchecked.");
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static const char* TR_IGNORE_FORMAT_CHANGE_DESCRIPTION = QT_TR_NOOP(
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"Ignore any changes to the EFB format.\nImproves performance in many games 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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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 "
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"(and Texture)\n\nIf unsure, leave this checked.");
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static const char* TR_ACCUARCY_DESCRIPTION = QT_TR_NOOP(
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"The \"Safe\" setting eliminates the likelihood of the GPU missing texture updates "
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"from RAM.\nLower accuracies cause in-game text to appear garbled in certain "
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"games.\n\nIf unsure, use the rightmost value.");
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static const char* TR_DISABLE_XFB_DESCRIPTION = QT_TR_NOOP(
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"Disable any XFB emulation.\nSpeeds up emulation a lot but causes heavy glitches in many "
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"games "
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"which rely on them (especially homebrew applications).\n\nIf unsure, leave this checked.");
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static const char* TR_VIRTUAL_XFB_DESCRIPTION = QT_TR_NOOP(
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"Emulate XFBs using GPU texture objects.\nFixes many games which don't work without XFB "
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"emulation while not being as slow as real XFB emulation. However, it may still fail for "
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"a lot "
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"of other games (especially homebrew applications).\n\nIf unsure, leave this checked.");
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static const char* TR_REAL_XFB_DESCRIPTION =
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QT_TR_NOOP("Emulate XFBs accurately.\nSlows down emulation a lot and prohibits "
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"high-resolution rendering but is necessary to emulate a number of games "
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"properly.\n\nIf unsure, check virtual XFB emulation instead.");
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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. 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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static const char* TR_FAST_DEPTH_CALC_DESCRIPTION = QT_TR_NOOP(
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"Use a less accurate algorithm to calculate depth values.\nCauses issues in a few "
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"games, but can give a decent speedup depending on the game and/or your GPU.\n\nIf "
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"unsure, leave this checked.");
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static const char* TR_DISABLE_BOUNDINGBOX_DESCRIPTION =
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QT_TR_NOOP("Disable the bounding box emulation.\nThis may improve the GPU performance a lot, "
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"but some games will break.\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. 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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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_accuracy, TR_ACCUARCY_DESCRIPTION);
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AddDescription(m_disable_xfb, TR_DISABLE_XFB_DESCRIPTION);
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AddDescription(m_virtual_xfb, TR_VIRTUAL_XFB_DESCRIPTION);
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AddDescription(m_real_xfb, TR_REAL_XFB_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_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_vertex_rounding, TR_VERTEX_ROUNDING_DESCRIPTION);
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}
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