GPU: Add downsample scale option
This commit is contained in:
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c0af478dfd
commit
585cf25ac4
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@ -3907,6 +3907,17 @@ void FullscreenUI::DrawDisplaySettingsPage()
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"GPU", "DownsampleMode", Settings::DEFAULT_GPU_DOWNSAMPLE_MODE, &Settings::ParseDownsampleModeName,
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&Settings::GetDownsampleModeName, &Settings::GetDownsampleModeDisplayName, GPUDownsampleMode::Count,
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(renderer != GPURenderer::Software));
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if (Settings::ParseDownsampleModeName(
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GetEffectiveStringSetting(bsi, "GPU", "DownsampleMode",
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Settings::GetDownsampleModeName(Settings::DEFAULT_GPU_DOWNSAMPLE_MODE))
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.c_str())
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.value_or(Settings::DEFAULT_GPU_DOWNSAMPLE_MODE) == GPUDownsampleMode::Box)
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{
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DrawIntRangeSetting(bsi, FSUI_CSTR("Downsampling Display Scale"),
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FSUI_CSTR("Selects the resolution scale that will be applied to the final image. 1x will "
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"downsample to the original console resolution."),
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"GPU", "DownsampleScale", 1, 1, GPU::MAX_RESOLUTION_SCALE, "%dx");
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}
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DrawEnumSetting(
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bsi, FSUI_CSTR("Scaling"),
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@ -19,6 +19,7 @@
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#include "common/scoped_guard.h"
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#include "common/string_util.h"
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#include "IconsFontAwesome5.h"
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#include "imgui.h"
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#include <cmath>
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@ -50,6 +51,14 @@ ALWAYS_INLINE static u32 GetMaxResolutionScale()
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return g_gpu_device->GetMaxTextureSize() / VRAM_WIDTH;
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}
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ALWAYS_INLINE_RELEASE static u32 GetBoxDownsampleScale()
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{
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u32 scale = std::min<u32>(g_settings.gpu_resolution_scale, g_settings.gpu_downsample_scale);
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while ((g_settings.gpu_resolution_scale % scale) != 0)
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scale--;
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return scale;
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}
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ALWAYS_INLINE static bool ShouldUseUVLimits()
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{
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// We only need UV limits if PGXP is enabled, or texture filtering is enabled.
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@ -166,38 +175,7 @@ bool GPU_HW::Initialize()
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m_wireframe_mode = g_settings.gpu_wireframe_mode;
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m_disable_color_perspective = features.noperspective_interpolation && ShouldDisableColorPerspective();
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if (m_multisamples != g_settings.gpu_multisamples)
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{
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Host::AddFormattedOSDMessage(Host::OSD_CRITICAL_ERROR_DURATION,
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TRANSLATE("OSDMessage", "%ux MSAA is not supported, using %ux instead."),
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g_settings.gpu_multisamples, m_multisamples);
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}
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if (!m_per_sample_shading && g_settings.gpu_per_sample_shading)
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{
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Host::AddOSDMessage(TRANSLATE_STR("OSDMessage", "SSAA is not supported, using MSAA instead."), 20.0f);
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}
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if (!features.dual_source_blend && TextureFilterRequiresDualSourceBlend(m_texture_filtering))
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{
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Host::AddFormattedOSDMessage(
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Host::OSD_CRITICAL_ERROR_DURATION,
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TRANSLATE("OSDMessage", "Texture filter '%s' is not supported with the current renderer."),
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Settings::GetTextureFilterDisplayName(m_texture_filtering));
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m_texture_filtering = GPUTextureFilter::Nearest;
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}
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if (!features.noperspective_interpolation && !ShouldDisableColorPerspective())
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Log_WarningPrint("Disable color perspective not supported, but should be used.");
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if (!features.geometry_shaders && m_wireframe_mode != GPUWireframeMode::Disabled)
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{
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Host::AddOSDMessage(
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TRANSLATE("OSDMessage",
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"Geometry shaders are not supported by your GPU, and are required for wireframe rendering."),
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Host::OSD_CRITICAL_ERROR_DURATION);
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m_wireframe_mode = GPUWireframeMode::Disabled;
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}
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m_pgxp_depth_buffer = g_settings.UsingPGXPDepthBuffer();
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CheckSettings();
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UpdateSoftwareRenderer(false);
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@ -316,14 +294,18 @@ void GPU_HW::UpdateSettings(const Settings& old_settings)
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// TODO: Use old_settings
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const bool framebuffer_changed =
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(m_resolution_scale != resolution_scale || m_multisamples != multisamples || m_downsample_mode != downsample_mode);
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(m_resolution_scale != resolution_scale || m_multisamples != multisamples || m_downsample_mode != downsample_mode ||
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(m_downsample_mode == GPUDownsampleMode::Box &&
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g_settings.gpu_downsample_scale != old_settings.gpu_downsample_scale));
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const bool shaders_changed =
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(m_resolution_scale != resolution_scale || m_multisamples != multisamples ||
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m_true_color != g_settings.gpu_true_color || m_per_sample_shading != per_sample_shading ||
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m_scaled_dithering != g_settings.gpu_scaled_dithering || m_texture_filtering != g_settings.gpu_texture_filter ||
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m_using_uv_limits != use_uv_limits || m_chroma_smoothing != g_settings.gpu_24bit_chroma_smoothing ||
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m_downsample_mode != downsample_mode || m_wireframe_mode != wireframe_mode ||
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m_pgxp_depth_buffer != g_settings.UsingPGXPDepthBuffer() ||
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m_downsample_mode != downsample_mode ||
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(m_downsample_mode == GPUDownsampleMode::Box &&
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g_settings.gpu_downsample_scale != old_settings.gpu_downsample_scale) ||
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m_wireframe_mode != wireframe_mode || m_pgxp_depth_buffer != g_settings.UsingPGXPDepthBuffer() ||
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m_disable_color_perspective != disable_color_perspective);
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if (m_resolution_scale != resolution_scale)
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@ -369,8 +351,7 @@ void GPU_HW::UpdateSettings(const Settings& old_settings)
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m_wireframe_mode = wireframe_mode;
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m_disable_color_perspective = disable_color_perspective;
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if (!m_supports_dual_source_blend && TextureFilterRequiresDualSourceBlend(m_texture_filtering))
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m_texture_filtering = GPUTextureFilter::Nearest;
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CheckSettings();
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if (m_pgxp_depth_buffer != g_settings.UsingPGXPDepthBuffer())
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{
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@ -404,6 +385,72 @@ void GPU_HW::UpdateSettings(const Settings& old_settings)
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}
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}
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void GPU_HW::CheckSettings()
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{
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const GPUDevice::Features features = g_gpu_device->GetFeatures();
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if (m_multisamples != g_settings.gpu_multisamples)
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{
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Host::AddIconOSDMessage("MSAAUnsupported", ICON_FA_PAINT_BRUSH,
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fmt::format(TRANSLATE_FS("OSDMessage", "{}x MSAA is not supported, using {}x instead."),
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g_settings.gpu_multisamples, m_multisamples),
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Host::OSD_CRITICAL_ERROR_DURATION);
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}
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else
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{
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Host::RemoveKeyedOSDMessage("MSAAUnsupported");
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}
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if (!m_per_sample_shading && g_settings.gpu_per_sample_shading)
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{
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Host::AddOSDMessage(TRANSLATE_STR("OSDMessage", "SSAA is not supported, using MSAA instead."), 20.0f);
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}
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if (!features.dual_source_blend && TextureFilterRequiresDualSourceBlend(m_texture_filtering))
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{
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Host::AddFormattedOSDMessage(
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Host::OSD_CRITICAL_ERROR_DURATION,
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TRANSLATE("OSDMessage", "Texture filter '%s' is not supported with the current renderer."),
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Settings::GetTextureFilterDisplayName(m_texture_filtering));
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m_texture_filtering = GPUTextureFilter::Nearest;
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}
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if (!features.noperspective_interpolation && !ShouldDisableColorPerspective())
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Log_WarningPrint("Disable color perspective not supported, but should be used.");
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if (!features.geometry_shaders && m_wireframe_mode != GPUWireframeMode::Disabled)
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{
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Host::AddOSDMessage(
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TRANSLATE("OSDMessage",
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"Geometry shaders are not supported by your GPU, and are required for wireframe rendering."),
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Host::OSD_CRITICAL_ERROR_DURATION);
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m_wireframe_mode = GPUWireframeMode::Disabled;
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}
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if (m_downsample_mode == GPUDownsampleMode::Box)
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{
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const u32 scale = GetBoxDownsampleScale();
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if (scale != g_settings.gpu_downsample_scale || scale == g_settings.gpu_resolution_scale)
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{
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Host::AddIconOSDMessage(
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"BoxDownsampleUnsupported", ICON_FA_PAINT_BRUSH,
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fmt::format(
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TRANSLATE_FS("OSDMessage",
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"Resolution scale {0}x is not divisible by downsample scale {1}x, using {2}x instead."),
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g_settings.gpu_resolution_scale, g_settings.gpu_downsample_scale, scale),
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Host::OSD_ERROR_DURATION);
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}
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else
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{
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Host::RemoveKeyedOSDMessage("BoxDownsampleUnsupported");
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}
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if (scale == g_settings.gpu_resolution_scale)
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m_downsample_mode = GPUDownsampleMode::Disabled;
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}
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m_pgxp_depth_buffer = g_settings.UsingPGXPDepthBuffer();
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}
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u32 GPU_HW::CalculateResolutionScale() const
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{
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const u32 max_resolution_scale = GetMaxResolutionScale();
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@ -580,7 +627,9 @@ bool GPU_HW::CreateBuffers()
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}
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else if (m_downsample_mode == GPUDownsampleMode::Box)
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{
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if (!(m_downsample_render_texture = g_gpu_device->CreateTexture(VRAM_WIDTH, VRAM_HEIGHT, 1, 1, 1,
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const u32 downsample_scale = GetBoxDownsampleScale();
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if (!(m_downsample_render_texture =
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g_gpu_device->CreateTexture(VRAM_WIDTH * downsample_scale, VRAM_HEIGHT * downsample_scale, 1, 1, 1,
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GPUTexture::Type::RenderTarget, VRAM_RT_FORMAT)) ||
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!(m_downsample_framebuffer = g_gpu_device->CreateFramebuffer(m_downsample_render_texture.get())))
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{
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@ -1056,8 +1105,9 @@ bool GPU_HW::CompilePipelines()
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}
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else if (m_downsample_mode == GPUDownsampleMode::Box)
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{
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std::unique_ptr<GPUShader> fs =
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g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GenerateBoxSampleDownsampleFragmentShader());
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std::unique_ptr<GPUShader> fs = g_gpu_device->CreateShader(
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GPUShaderStage::Fragment,
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shadergen.GenerateBoxSampleDownsampleFragmentShader(m_resolution_scale / GetBoxDownsampleScale()));
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if (!fs)
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return false;
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@ -2642,10 +2692,11 @@ void GPU_HW::DownsampleFramebufferAdaptive(GPUTexture* source, u32 left, u32 top
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void GPU_HW::DownsampleFramebufferBoxFilter(GPUTexture* source, u32 left, u32 top, u32 width, u32 height)
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{
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const u32 ds_left = left / m_resolution_scale;
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const u32 ds_top = top / m_resolution_scale;
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const u32 ds_width = width / m_resolution_scale;
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const u32 ds_height = height / m_resolution_scale;
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const u32 factor = m_resolution_scale / GetBoxDownsampleScale();
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const u32 ds_left = left / factor;
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const u32 ds_top = top / factor;
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const u32 ds_width = width / factor;
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const u32 ds_height = height / factor;
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source->MakeReadyForSampling();
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@ -347,4 +347,5 @@ private:
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}
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void PrintSettingsToLog();
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void CheckSettings();
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};
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@ -1558,24 +1558,26 @@ std::string GPU_HW_ShaderGen::GenerateAdaptiveDownsampleCompositeFragmentShader(
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return ss.str();
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}
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std::string GPU_HW_ShaderGen::GenerateBoxSampleDownsampleFragmentShader()
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std::string GPU_HW_ShaderGen::GenerateBoxSampleDownsampleFragmentShader(u32 factor)
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{
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std::stringstream ss;
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WriteHeader(ss);
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WriteCommonFunctions(ss);
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DeclareTexture(ss, "samp0", 0, false);
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ss << "#define FACTOR " << factor << "\n";
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DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, false, false, false, false);
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ss << R"(
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{
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float3 color = float3(0.0, 0.0, 0.0);
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uint2 base_coords = uint2(v_pos.xy) * uint2(RESOLUTION_SCALE, RESOLUTION_SCALE);
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for (uint offset_x = 0u; offset_x < RESOLUTION_SCALE; offset_x++)
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uint2 base_coords = uint2(v_pos.xy) * uint2(FACTOR, FACTOR);
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for (uint offset_x = 0u; offset_x < FACTOR; offset_x++)
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{
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for (uint offset_y = 0u; offset_y < RESOLUTION_SCALE; offset_y++)
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for (uint offset_y = 0u; offset_y < FACTOR; offset_y++)
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color += LOAD_TEXTURE(samp0, int2(base_coords + uint2(offset_x, offset_y)), 0).rgb;
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}
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color /= float(RESOLUTION_SCALE * RESOLUTION_SCALE);
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color /= float(FACTOR * FACTOR);
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o_col0 = float4(color, 1.0);
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}
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)";
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@ -30,7 +30,7 @@ public:
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std::string GenerateAdaptiveDownsampleMipFragmentShader(bool first_pass);
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std::string GenerateAdaptiveDownsampleBlurFragmentShader();
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std::string GenerateAdaptiveDownsampleCompositeFragmentShader();
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std::string GenerateBoxSampleDownsampleFragmentShader();
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std::string GenerateBoxSampleDownsampleFragmentShader(u32 factor);
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private:
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ALWAYS_INLINE bool UsingMSAA() const { return m_multisamples > 1; }
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@ -225,6 +225,7 @@ void Settings::Load(SettingsInterface& si)
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ParseDownsampleModeName(
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si.GetStringValue("GPU", "DownsampleMode", GetDownsampleModeName(DEFAULT_GPU_DOWNSAMPLE_MODE)).c_str())
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.value_or(DEFAULT_GPU_DOWNSAMPLE_MODE);
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gpu_downsample_scale = static_cast<u8>(si.GetUIntValue("GPU", "DownsampleScale", 1));
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gpu_wireframe_mode =
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ParseGPUWireframeMode(
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si.GetStringValue("GPU", "WireframeMode", GetGPUWireframeModeName(DEFAULT_GPU_WIREFRAME_MODE)).c_str())
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@ -466,6 +467,7 @@ void Settings::Save(SettingsInterface& si) const
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si.SetBoolValue("GPU", "ScaledDithering", gpu_scaled_dithering);
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si.SetStringValue("GPU", "TextureFilter", GetTextureFilterName(gpu_texture_filter));
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si.SetStringValue("GPU", "DownsampleMode", GetDownsampleModeName(gpu_downsample_mode));
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si.SetUIntValue("GPU", "DownsampleScale", gpu_downsample_scale);
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si.SetStringValue("GPU", "WireframeMode", GetGPUWireframeModeName(gpu_wireframe_mode));
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si.SetBoolValue("GPU", "DisableInterlacing", gpu_disable_interlacing);
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si.SetBoolValue("GPU", "ForceNTSCTimings", gpu_force_ntsc_timings);
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@ -106,6 +106,7 @@ struct Settings
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bool gpu_scaled_dithering = true;
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GPUTextureFilter gpu_texture_filter = DEFAULT_GPU_TEXTURE_FILTER;
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GPUDownsampleMode gpu_downsample_mode = DEFAULT_GPU_DOWNSAMPLE_MODE;
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u8 gpu_downsample_scale = 1;
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GPUWireframeMode gpu_wireframe_mode = DEFAULT_GPU_WIREFRAME_MODE;
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bool gpu_disable_interlacing = true;
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bool gpu_force_ntsc_timings = false;
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@ -3590,6 +3590,7 @@ void System::CheckForSettingsChanges(const Settings& old_settings)
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g_settings.gpu_force_ntsc_timings != old_settings.gpu_force_ntsc_timings ||
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g_settings.gpu_24bit_chroma_smoothing != old_settings.gpu_24bit_chroma_smoothing ||
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g_settings.gpu_downsample_mode != old_settings.gpu_downsample_mode ||
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g_settings.gpu_downsample_scale != old_settings.gpu_downsample_scale ||
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g_settings.gpu_wireframe_mode != old_settings.gpu_wireframe_mode ||
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g_settings.display_crop_mode != old_settings.display_crop_mode ||
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g_settings.display_aspect_ratio != old_settings.display_aspect_ratio ||
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@ -20,6 +20,7 @@ EnhancementSettingsWidget::EnhancementSettingsWidget(SettingsDialog* dialog, QWi
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SettingWidgetBinder::BindWidgetToEnumSetting(sif, m_ui.gpuDownsampleMode, "GPU", "DownsampleMode",
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&Settings::ParseDownsampleModeName, &Settings::GetDownsampleModeName,
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Settings::DEFAULT_GPU_DOWNSAMPLE_MODE);
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.gpuDownsampleScale, "GPU", "DownsampleScale", 1);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.trueColor, "GPU", "TrueColor", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.scaledDithering, "GPU", "ScaledDithering", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.disableInterlacing, "GPU", "DisableInterlacing", true);
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@ -43,7 +44,10 @@ EnhancementSettingsWidget::EnhancementSettingsWidget(SettingsDialog* dialog, QWi
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connect(m_ui.resolutionScale, QOverload<int>::of(&QComboBox::currentIndexChanged), this,
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&EnhancementSettingsWidget::updateScaledDitheringEnabled);
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connect(m_ui.gpuDownsampleMode, QOverload<int>::of(&QComboBox::currentIndexChanged), this,
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&EnhancementSettingsWidget::updateDownsampleScaleVisible);
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connect(m_ui.trueColor, &QCheckBox::stateChanged, this, &EnhancementSettingsWidget::updateScaledDitheringEnabled);
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updateDownsampleScaleVisible();
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updateScaledDitheringEnabled();
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connect(m_ui.pgxpEnable, &QCheckBox::stateChanged, this, &EnhancementSettingsWidget::updatePGXPSettingsEnabled);
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@ -55,6 +59,9 @@ EnhancementSettingsWidget::EnhancementSettingsWidget(SettingsDialog* dialog, QWi
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m_ui.gpuDownsampleMode, tr("Downsampling"), tr("Disabled"),
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tr("Downsamples the rendered image prior to displaying it. Can improve overall image quality in mixed 2D/3D games, "
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"but should be disabled for pure 3D games. Only applies to the hardware renderers."));
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dialog->registerWidgetHelp(m_ui.gpuDownsampleScale, tr("Downsampling Display Scale"), tr("1x"),
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tr("Selects the resolution scale that will be applied to the final image. 1x will "
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"downsample to the original console resolution."));
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dialog->registerWidgetHelp(
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m_ui.disableInterlacing, tr("Disable Interlacing (force progressive render/scan)"), tr("Unchecked"),
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tr(
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@ -141,6 +148,29 @@ void EnhancementSettingsWidget::updateScaledDitheringEnabled()
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m_ui.scaledDithering->setEnabled(allow_scaled_dithering);
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}
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void EnhancementSettingsWidget::updateDownsampleScaleVisible()
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{
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const GPUDownsampleMode mode =
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Settings::ParseDownsampleModeName(
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m_dialog
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->getEffectiveStringValue("GPU", "DownsampleMode",
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Settings::GetDownsampleModeName(Settings::DEFAULT_GPU_DOWNSAMPLE_MODE))
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.c_str())
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.value_or(Settings::DEFAULT_GPU_DOWNSAMPLE_MODE);
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const bool visible = (mode == GPUDownsampleMode::Box);
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if (visible && m_ui.gpuDownsampleLayout->indexOf(m_ui.gpuDownsampleScale) < 0)
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{
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m_ui.gpuDownsampleScale->setVisible(true);
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m_ui.gpuDownsampleLayout->addWidget(m_ui.gpuDownsampleScale, 0);
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}
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else if (!visible && m_ui.gpuDownsampleLayout->indexOf(m_ui.gpuDownsampleScale) >= 0)
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{
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m_ui.gpuDownsampleScale->setVisible(false);
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m_ui.gpuDownsampleLayout->removeWidget(m_ui.gpuDownsampleScale);
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}
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}
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||||
void EnhancementSettingsWidget::setupAdditionalUi()
|
||||
{
|
||||
QtUtils::FillComboBoxWithResolutionScales(m_ui.resolutionScale);
|
||||
|
|
|
@ -19,6 +19,7 @@ public:
|
|||
|
||||
private Q_SLOTS:
|
||||
void updateScaledDitheringEnabled();
|
||||
void updateDownsampleScaleVisible();
|
||||
void updatePGXPSettingsEnabled();
|
||||
|
||||
private:
|
||||
|
|
|
@ -88,8 +88,25 @@
|
|||
</widget>
|
||||
</item>
|
||||
<item row="3" column="1">
|
||||
<layout class="QHBoxLayout" name="gpuDownsampleLayout" stretch="1,0">
|
||||
<item>
|
||||
<widget class="QComboBox" name="gpuDownsampleMode"/>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QSpinBox" name="gpuDownsampleScale">
|
||||
<property name="suffix">
|
||||
<string>x</string>
|
||||
</property>
|
||||
<property name="minimum">
|
||||
<number>1</number>
|
||||
</property>
|
||||
<property name="maximum">
|
||||
<number>16</number>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
</layout>
|
||||
</item>
|
||||
</layout>
|
||||
</widget>
|
||||
</item>
|
||||
|
|
Loading…
Reference in New Issue