pcsx2/pcsx2-qt/Settings/GraphicsSettingsWidget.cpp

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/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include "GraphicsSettingsWidget.h"
#include "QtUtils.h"
#include "SettingWidgetBinder.h"
#include "SettingsDialog.h"
#include <QtWidgets/QMessageBox>
#include "pcsx2/HostSettings.h"
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#include "pcsx2/GS/GS.h"
#include "pcsx2/GS/GSUtil.h"
#ifdef ENABLE_VULKAN
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#include "Frontend/VulkanHostDisplay.h"
#endif
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#ifdef _WIN32
#include "Frontend/D3D11HostDisplay.h"
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#include "Frontend/D3D12HostDisplay.h"
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#endif
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#ifdef __APPLE__
#include "GS/Renderers/Metal/GSMetalCPPAccessible.h"
#endif
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struct RendererInfo
{
const char* name;
GSRendererType type;
};
static constexpr RendererInfo s_renderer_info[] = {
QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "Automatic"),
GSRendererType::Auto,
#ifdef _WIN32
QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "Direct3D 11"),
GSRendererType::DX11,
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QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "Direct3D 12"),
GSRendererType::DX12,
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#endif
#ifdef ENABLE_OPENGL
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QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "OpenGL"),
GSRendererType::OGL,
#endif
#ifdef ENABLE_VULKAN
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QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "Vulkan"),
GSRendererType::VK,
#endif
#ifdef __APPLE__
QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "Metal"),
GSRendererType::Metal,
#endif
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QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "Software"),
GSRendererType::SW,
QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "Null"),
GSRendererType::Null,
};
static const char* s_anisotropic_filtering_entries[] = {QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "Off (Default)"),
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QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "2x"), QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "4x"),
QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "8x"), QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "16x"), nullptr};
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static const char* s_anisotropic_filtering_values[] = {"0", "2", "4", "8", "16", nullptr};
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static constexpr int DEFAULT_INTERLACE_MODE = 7;
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static constexpr int DEFAULT_TV_SHADER_MODE = 0;
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GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsDialog* dialog, QWidget* parent)
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: QWidget(parent)
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, m_dialog(dialog)
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{
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SettingsInterface* sif = dialog->getSettingsInterface();
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m_ui.setupUi(this);
// start hidden, fixup in updateRendererDependentOptions()
m_ui.hardwareRendererGroup->setVisible(false);
m_ui.verticalLayout->removeWidget(m_ui.hardwareRendererGroup);
m_ui.softwareRendererGroup->setVisible(false);
m_ui.verticalLayout->removeWidget(m_ui.softwareRendererGroup);
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//////////////////////////////////////////////////////////////////////////
// Global Settings
//////////////////////////////////////////////////////////////////////////
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SettingWidgetBinder::BindWidgetToStringSetting(sif, m_ui.adapter, "EmuCore/GS", "Adapter");
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.vsync, "EmuCore/GS", "VsyncEnable", 0);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.enableHWFixes, "EmuCore/GS", "UserHacks", false);
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//////////////////////////////////////////////////////////////////////////
// Game Display Settings
//////////////////////////////////////////////////////////////////////////
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SettingWidgetBinder::BindWidgetToEnumSetting(
sif, m_ui.aspectRatio, "EmuCore/GS", "AspectRatio", Pcsx2Config::GSOptions::AspectRatioNames, AspectRatioType::RAuto4_3_3_2);
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SettingWidgetBinder::BindWidgetToEnumSetting(sif, m_ui.fmvAspectRatio, "EmuCore/GS", "FMVAspectRatioSwitch",
Pcsx2Config::GSOptions::FMVAspectRatioSwitchNames, FMVAspectRatioSwitchType::Off);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.interlacing, "EmuCore/GS", "deinterlace", DEFAULT_INTERLACE_MODE);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.bilinearFiltering, "EmuCore/GS", "linear_present", true);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.integerScaling, "EmuCore/GS", "IntegerScaling", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.PCRTCOffsets, "EmuCore/GS", "pcrtc_offsets", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.PCRTCOverscan, "EmuCore/GS", "pcrtc_overscan", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.PCRTCAntiBlur, "EmuCore/GS", "pcrtc_antiblur", true);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.DisableInterlaceOffset, "EmuCore/GS", "disable_interlace_offset", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.internalResolutionScreenshots, "EmuCore/GS", "InternalResolutionScreenshots", false);
SettingWidgetBinder::BindWidgetToFloatSetting(sif, m_ui.zoom, "EmuCore/GS", "Zoom", 100.0f);
SettingWidgetBinder::BindWidgetToFloatSetting(sif, m_ui.stretchY, "EmuCore/GS", "StretchY", 100.0f);
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.cropLeft, "EmuCore/GS", "CropLeft", 0);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.cropTop, "EmuCore/GS", "CropTop", 0);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.cropRight, "EmuCore/GS", "CropRight", 0);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.cropBottom, "EmuCore/GS", "CropBottom", 0);
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connect(m_ui.integerScaling, &QCheckBox::stateChanged, this, &GraphicsSettingsWidget::onIntegerScalingChanged);
onIntegerScalingChanged();
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connect(m_ui.fullscreenModes, QOverload<int>::of(&QComboBox::currentIndexChanged), this, &GraphicsSettingsWidget::onFullscreenModeChanged);
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//////////////////////////////////////////////////////////////////////////
// OSD Settings
//////////////////////////////////////////////////////////////////////////
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SettingWidgetBinder::BindWidgetToFloatSetting(sif, m_ui.osdScale, "EmuCore/GS", "OsdScale", 100.0f);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.osdShowMessages, "EmuCore/GS", "OsdShowMessages", true);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.osdShowSpeed, "EmuCore/GS", "OsdShowSpeed", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.osdShowFPS, "EmuCore/GS", "OsdShowFPS", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.osdShowCPU, "EmuCore/GS", "OsdShowCPU", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.osdShowGPU, "EmuCore/GS", "OsdShowGPU", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.osdShowResolution, "EmuCore/GS", "OsdShowResolution", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.osdShowGSStats, "EmuCore/GS", "OsdShowGSStats", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.osdShowIndicators, "EmuCore/GS", "OsdShowIndicators", true);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.fxaa, "EmuCore/GS", "fxaa", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.shadeBoost, "EmuCore/GS", "ShadeBoost", false);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.shadeBoostBrightness, "EmuCore/GS", "ShadeBoost_Brightness", false);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.shadeBoostContrast, "EmuCore/GS", "ShadeBoost_Contrast", false);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.shadeBoostSaturation, "EmuCore/GS", "ShadeBoost_Saturation", false);
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.tvShader, "EmuCore/GS", "TVShader", DEFAULT_TV_SHADER_MODE);
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connect(m_ui.shadeBoost, QOverload<int>::of(&QCheckBox::stateChanged), this, &GraphicsSettingsWidget::onShadeBoostChanged);
onShadeBoostChanged();
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dialog->registerWidgetHelp(m_ui.osdShowMessages, tr("Show OSD Messages"), tr("Checked"),
tr("Shows on-screen-display messages when events occur such as save states being "
"created/loaded, screenshots being taken, etc."));
dialog->registerWidgetHelp(m_ui.osdShowFPS, tr("Show Game Frame Rate"), tr("Unchecked"),
tr("Shows the internal frame rate of the game in the top-right corner of the display."));
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dialog->registerWidgetHelp(m_ui.osdShowSpeed, tr("Show Emulation Speed"), tr("Unchecked"),
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tr("Shows the current emulation speed of the system in the top-right corner of the display as a percentage."));
dialog->registerWidgetHelp(m_ui.osdShowResolution, tr("Show Resolution"), tr("Unchecked"),
tr("Shows the resolution of the game in the top-right corner of the display."));
dialog->registerWidgetHelp(m_ui.osdShowCPU, tr("Show CPU Usage"), tr("Unchecked"),
tr("Shows host's CPU utilization."));
dialog->registerWidgetHelp(m_ui.osdShowGPU, tr("Show GPU Usage"), tr("Unchecked"),
tr("Shows host's GPU utilization."));
dialog->registerWidgetHelp(m_ui.osdShowGSStats, tr("Show Statistics"), tr("Unchecked"),
tr("Shows counters for internal graphical utilization, useful for debugging."));
dialog->registerWidgetHelp(m_ui.osdShowIndicators, tr("Show Indicators"), tr("Unchecked"),
tr("Shows OSD icon indicators for emulation states such as Pausing, Turbo, Fast Forward, and Slow Motion."));
dialog->registerWidgetHelp(m_ui.shadeBoost, tr("Shade Boost"), tr("Unchecked"),
tr("Enables saturation, contrast, and brightness to be adjusted. Values of brightness, saturation, and contrast are at default 50."));
dialog->registerWidgetHelp(m_ui.fxaa, tr("FXAA"), tr("Unchecked"),
tr("Applies the FXAA anti-aliasing algorithm to improve the visual quality of games."));
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//////////////////////////////////////////////////////////////////////////
// HW Settings
//////////////////////////////////////////////////////////////////////////
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.upscaleMultiplier, "EmuCore/GS", "upscale_multiplier", 1, 1);
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.textureFiltering, "EmuCore/GS", "filter", static_cast<int>(BiFiltering::PS2));
SettingWidgetBinder::BindWidgetToIntSetting(
sif, m_ui.trilinearFiltering, "EmuCore/GS", "UserHacks_TriFilter", static_cast<int>(TriFiltering::Automatic), -1);
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SettingWidgetBinder::BindWidgetToEnumSetting(
sif, m_ui.anisotropicFiltering, "EmuCore/GS", "MaxAnisotropy", s_anisotropic_filtering_entries, s_anisotropic_filtering_values, "1");
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.dithering, "EmuCore/GS", "dithering_ps2", 2);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.mipmapping, "EmuCore/GS", "mipmap_hw", static_cast<int>(HWMipmapLevel::Automatic), -1);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.crcFixLevel, "EmuCore/GS", "crc_hack_level", static_cast<int>(CRCHackLevel::Automatic), -1);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.blending, "EmuCore/GS", "accurate_blending_unit", static_cast<int>(AccBlendLevel::Basic));
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.accurateDATE, "EmuCore/GS", "accurate_date", true);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.conservativeBufferAllocation, "EmuCore/GS", "conservative_framebuffer", true);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.gpuPaletteConversion, "EmuCore/GS", "paltex", false);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.texturePreloading, "EmuCore/GS", "texture_preloading",
static_cast<int>(TexturePreloadingLevel::Off));
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connect(m_ui.trilinearFiltering, QOverload<int>::of(&QComboBox::currentIndexChanged), this, &GraphicsSettingsWidget::onTrilinearFilteringChanged);
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connect(m_ui.gpuPaletteConversion, QOverload<int>::of(&QCheckBox::stateChanged), this, &GraphicsSettingsWidget::onGpuPaletteConversionChanged);
onTrilinearFilteringChanged();
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onGpuPaletteConversionChanged(m_ui.gpuPaletteConversion->checkState());
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//////////////////////////////////////////////////////////////////////////
// HW Renderer Fixes
//////////////////////////////////////////////////////////////////////////
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.halfScreenFix, "EmuCore/GS", "UserHacks_Half_Bottom_Override", -1, -1);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.cpuSpriteRenderBW, "EmuCore/GS", "UserHacks_CPUSpriteRenderBW", 0);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.skipDrawStart, "EmuCore/GS", "UserHacks_SkipDraw_Start", 0);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.skipDrawEnd, "EmuCore/GS", "UserHacks_SkipDraw_End", 0);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.hwAutoFlush, "EmuCore/GS", "UserHacks_AutoFlush", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.frameBufferConversion, "EmuCore/GS", "UserHacks_CPU_FB_Conversion", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.disableDepthEmulation, "EmuCore/GS", "UserHacks_DisableDepthSupport", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.memoryWrapping, "EmuCore/GS", "wrap_gs_mem", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.disableSafeFeatures, "EmuCore/GS", "UserHacks_Disable_Safe_Features", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.preloadFrameData, "EmuCore/GS", "preload_frame_with_gs_data", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.disablePartialInvalidation, "EmuCore/GS", "UserHacks_DisablePartialInvalidation", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.textureInsideRt, "EmuCore/GS", "UserHacks_TextureInsideRt", false);
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//////////////////////////////////////////////////////////////////////////
// HW Upscaling Fixes
//////////////////////////////////////////////////////////////////////////
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.halfPixelOffset, "EmuCore/GS", "UserHacks_HalfPixelOffset", 0);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.roundSprite, "EmuCore/GS", "UserHacks_round_sprite_offset", 0);
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.textureOffsetX, "EmuCore/GS", "UserHacks_TCOffsetX", 0);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.textureOffsetY, "EmuCore/GS", "UserHacks_TCOffsetY", 0);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.alignSprite, "EmuCore/GS", "UserHacks_align_sprite_X", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.mergeSprite, "EmuCore/GS", "UserHacks_merge_pp_sprite", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.wildHack, "EmuCore/GS", "UserHacks_WildHack", false);
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//////////////////////////////////////////////////////////////////////////
// Texture Replacements
//////////////////////////////////////////////////////////////////////////
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.dumpReplaceableTextures, "EmuCore/GS", "DumpReplaceableTextures", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.dumpReplaceableMipmaps, "EmuCore/GS", "DumpReplaceableMipmaps", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.dumpTexturesWithFMVActive, "EmuCore/GS", "DumpTexturesWithFMVActive", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.loadTextureReplacements, "EmuCore/GS", "LoadTextureReplacements", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.loadTextureReplacementsAsync, "EmuCore/GS", "LoadTextureReplacementsAsync", true);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.precacheTextureReplacements, "EmuCore/GS", "PrecacheTextureReplacements", false);
SettingWidgetBinder::BindWidgetToFolderSetting(sif, m_ui.texturesDirectory, m_ui.texturesBrowse, m_ui.texturesOpen, m_ui.texturesReset,
"Folders", "Textures", "textures");
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//////////////////////////////////////////////////////////////////////////
// Advanced Settings
//////////////////////////////////////////////////////////////////////////
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.useBlitSwapChain, "EmuCore/GS", "UseBlitSwapChain", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.useDebugDevice, "EmuCore/GS", "UseDebugDevice", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.skipPresentingDuplicateFrames, "EmuCore/GS", "SkipDuplicateFrames", false);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.overrideTextureBarriers, "EmuCore/GS", "OverrideTextureBarriers", -1, -1);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.overrideGeometryShader, "EmuCore/GS", "OverrideGeometryShaders", -1, -1);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.gsDumpCompression, "EmuCore/GS", "GSDumpCompression", static_cast<int>(GSDumpCompressionMethod::Uncompressed));
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.disableFramebufferFetch, "EmuCore/GS", "DisableFramebufferFetch", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.disableDualSource, "EmuCore/GS", "DisableDualSourceBlend", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.disableHardwareReadbacks, "EmuCore/GS", "HWDisableReadbacks", false);
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//////////////////////////////////////////////////////////////////////////
// SW Settings
//////////////////////////////////////////////////////////////////////////
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.extraSWThreads, "EmuCore/GS", "extrathreads", 2);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.swAutoFlush, "EmuCore/GS", "autoflush_sw", true);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.swMipmap, "EmuCore/GS", "mipmap", true);
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//////////////////////////////////////////////////////////////////////////
// Non-trivial settings
//////////////////////////////////////////////////////////////////////////
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const int renderer = m_dialog->getEffectiveIntValue("EmuCore/GS", "Renderer", static_cast<int>(GSRendererType::Auto));
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for (const RendererInfo& ri : s_renderer_info)
{
m_ui.renderer->addItem(qApp->translate("GraphicsSettingsWidget", ri.name));
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if (renderer == static_cast<int>(ri.type))
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m_ui.renderer->setCurrentIndex(m_ui.renderer->count() - 1);
}
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// per-game override for renderer is slightly annoying, since we need to populate the global setting field
if (sif)
{
const int global_renderer = Host::GetBaseIntSettingValue("EmuCore/GS", "Renderer", static_cast<int>(GSRendererType::Auto));
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QString global_renderer_name;
for (const RendererInfo& ri : s_renderer_info)
{
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if (global_renderer == static_cast<int>(ri.type))
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global_renderer_name = qApp->translate("GraphicsSettingsWidget", ri.name);
}
m_ui.renderer->insertItem(0, tr("Use Global Setting [%1]").arg(global_renderer_name));
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// Effective Index already selected, set to global if setting is not per-game
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int override_renderer;
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if (!sif->GetIntValue("EmuCore/GS", "Renderer", &override_renderer))
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m_ui.renderer->setCurrentIndex(0);
}
connect(m_ui.renderer, QOverload<int>::of(&QComboBox::currentIndexChanged), this, &GraphicsSettingsWidget::onRendererChanged);
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connect(m_ui.enableHWFixes, &QCheckBox::stateChanged, this, &GraphicsSettingsWidget::onEnableHardwareFixesChanged);
updateRendererDependentOptions();
// only allow disabling readbacks for per-game settings, it's too dangerous
m_ui.disableHardwareReadbacks->setEnabled(m_dialog->isPerGameSettings());
// allow Texture Offset for per-game settings only
m_ui.textureOffsetX->setEnabled(m_dialog->isPerGameSettings());
m_ui.textureOffsetY->setEnabled(m_dialog->isPerGameSettings());
// allow Skipdraw Range for per-game settings only
m_ui.skipDrawStart->setEnabled(m_dialog->isPerGameSettings());
m_ui.skipDrawEnd->setEnabled(m_dialog->isPerGameSettings());
// Display tab
{
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dialog->registerWidgetHelp(m_ui.DisableInterlaceOffset, tr("Disable Interlace Offset"), tr("Unchecked"),
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tr("Disables interlacing offset which may reduce blurring in some situations."));
dialog->registerWidgetHelp(m_ui.bilinearFiltering, tr("Bilinear Filtering"), tr("Checked"),
tr("Enables bilinear post processing filter. Smooths the overall picture as it is displayed on the screen. Corrects positioning between pixels."));
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dialog->registerWidgetHelp(m_ui.PCRTCOffsets, tr("Screen Offsets"), tr("Unchecked"),
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tr("Enables PCRTC Offsets which position the screen as the game requests. Useful for some games such as WipEout Fusion for its screen shake effect, but can make the picture blurry."));
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dialog->registerWidgetHelp(m_ui.PCRTCOverscan, tr("Show Overscan"), tr("Unchecked"),
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tr("Enables the option to show the overscan area on games which draw more than the safe area of the screen."));
dialog->registerWidgetHelp(m_ui.fmvAspectRatio, tr("FMV Aspect Ratio"), tr("Off (Default)"),
tr("Overrides the FMV aspect ratio."));
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dialog->registerWidgetHelp(m_ui.PCRTCAntiBlur, tr("Anti-Blur"), tr("Checked"),
tr("Enables internal Anti-Blur hacks. Less accurate to PS2 rendering but will make a lot of games look less blurry."));
}
// Rendering tab
{
// Hardware
dialog->registerWidgetHelp(m_ui.mipmapping, tr("Mipmapping"), tr("Automatic (Default)"),
tr("Control the accuracy level of the mipmapping emulation."));
dialog->registerWidgetHelp(m_ui.textureFiltering, tr("Texture Filtering"), tr("Bilinear (PS2)"),
tr("Control the texture filtering of the emulation."));
dialog->registerWidgetHelp(m_ui.trilinearFiltering, tr("Trilinear Filtering"), tr("Automatic (Default)"),
tr("Control the texture tri-filtering of the emulation."));
dialog->registerWidgetHelp(m_ui.anisotropicFiltering, tr("Anisotropic Filtering"), tr("Off (Default)"),
tr("Reduces texture aliasing at extreme viewing angles."));
dialog->registerWidgetHelp(m_ui.dithering, tr("Dithering"), tr("Unscaled (Default)"),
tr("Reduces banding between colors and improves the perceived color depth."));
dialog->registerWidgetHelp(m_ui.crcFixLevel, tr("CRC Fix Level"), tr("Automatic (Default)"),
tr("Control the number of Auto-CRC fixes and hacks applied to games."));
dialog->registerWidgetHelp(m_ui.blending, tr("Blending Accuracy"), tr("Basic (Recommended)"),
tr("Control the accuracy level of the GS blending unit emulation. "
"The higher the setting, the more blending is emulated in the shader accurately, and the higher the speed penalty will be. "
"Do note that Direct3D's blending is reduced in capability compared to OpenGL/Vulkan"));
dialog->registerWidgetHelp(m_ui.texturePreloading, tr("Texture Preloading"), tr(""),
tr("Uploads entire textures at once instead of small pieces, avoiding redundant uploads when possible. "
"Improves performance in most games, but can make a small selection slower."));
dialog->registerWidgetHelp(m_ui.accurateDATE, tr("Accurate DestinationAlpha Test"), tr("Checked"),
tr("Implement a more accurate algorithm to compute GS destination alpha testing. "
"It improves shadow and transparency rendering."));
dialog->registerWidgetHelp(m_ui.conservativeBufferAllocation, tr("Conservative Buffer Allocation"), tr("Checked"),
tr("Disabled: Reserves a larger framebuffer to prevent FMV flickers. Increases GPU/memory requirements. "
"Disabling this can amplify stuttering due to low RAM/VRAM."));
dialog->registerWidgetHelp(m_ui.gpuPaletteConversion, tr("GPU Palette Conversion"), tr("Unchecked"),
tr("When enabled GPU converts colormap-textures, otherwise the CPU will. "
"It is a trade-off between GPU and CPU."));
dialog->registerWidgetHelp(m_ui.enableHWFixes, tr("Manual Hardware Renderer Fixes"), tr("Unchecked"),
tr("Enabling this option gives you the ability to change the renderer and upscaling fixes "
"to your games. However IF you have ENABLED this, you WILL DISABLE AUTOMATIC "
"SETTINGS and you can re-enable automatic settings by unchecking this option."));
// Software
dialog->registerWidgetHelp(m_ui.extraSWThreads, tr("Extra Rendering Threads"), tr("2 threads"),
tr("Number of rendering threads: 0 for single thread, 2 or more for multithread (1 is for debugging). "
"If you have 4 threads on your CPU pick 2 or 3. You can calculate how to get the best performance (amount of CPU threads - 2). "
"7+ threads will not give much more performance and could perhaps even lower it."));
dialog->registerWidgetHelp(m_ui.swAutoFlush, tr("Auto Flush"), tr("Checked"),
tr("Force a primitive flush when a framebuffer is also an input texture. "
"Fixes some processing effects such as the shadows in the Jak series and radiosity in GTA:SA."));
dialog->registerWidgetHelp(m_ui.swMipmap, tr("Mipmapping"), tr("Checked"),
tr("Enables mipmapping, which some games require to render correctly."));
}
// Hardware Fixes tab
{
dialog->registerWidgetHelp(m_ui.halfScreenFix, tr("Half Screen Fix"), tr("Automatic (Default)"),
tr("Control the half-screen fix detection on texture shuffling."));
dialog->registerWidgetHelp(m_ui.skipDrawStart, tr("Skipdraw Range Start"), tr("0"),
tr("Completely skips drawing surfaces from the surface in the left box up to the surface specified in the box on the right."));
dialog->registerWidgetHelp(m_ui.skipDrawEnd, tr("Skipdraw Range End"), tr("0"),
tr("Completely skips drawing surfaces from the surface in the left box up to the surface specified in the box on the right."));
dialog->registerWidgetHelp(m_ui.hwAutoFlush, tr("Auto Flush"), tr("Unchecked"),
tr("Force a primitive flush when a framebuffer is also an input texture. "
"Fixes some processing effects such as the shadows in the Jak series and radiosity in GTA:SA."));
dialog->registerWidgetHelp(m_ui.disableDepthEmulation, tr("Disable Depth Emulation"), tr("Unchecked"),
tr("Disable the support of Depth buffer in the texture cache. "
"It can help to increase speed but it will likely create various glitches."));
dialog->registerWidgetHelp(m_ui.disableSafeFeatures, tr("Disable Safe Features"), tr("Unchecked"),
tr("This option disables multiple safe features. "
"Disables accurate Unscale Point and Line rendering which can help Xenosaga games. "
"Disables accurate GS Memory Clearing to be done on the CPU, and let the GPU handle it, which can help Kingdom Hearts games."));
dialog->registerWidgetHelp(m_ui.disablePartialInvalidation, tr("Disable Partial Invalidation"), tr("Unchecked"),
tr("By default, the texture cache handles partial invalidations. Unfortunately it is very costly to compute CPU wise. "
"This hack replaces the partial invalidation with a complete deletion of the texture to reduce the CPU load. "
"It helps snowblind engine games."));
dialog->registerWidgetHelp(m_ui.frameBufferConversion, tr("Frame Buffer Conversion"), tr("Unchecked"),
tr("Convert 4-bit and 8-bit frame buffer on the CPU instead of the GPU. "
"Helps Harry Potter and Stuntman games. It has a big impact on performance."));
dialog->registerWidgetHelp(m_ui.memoryWrapping, tr("Memory Wrapping"), tr("Unchecked"),
tr("Emulates GS memory wrapping accurately. "
"This fixes issues where part of the image is cut-off by block shaped sections such as the FMVs in "
"Wallace & Gromit: The Curse of the Were-Rabbit and Thrillville."));
dialog->registerWidgetHelp(m_ui.preloadFrameData, tr("Preload Frame Data"), tr("Unchecked"),
tr("Uploads GS data when rendering a new frame to reproduce some effects accurately. "
"Fixes black screen issues in games like Armored Core: Last Raven."));
dialog->registerWidgetHelp(m_ui.textureInsideRt, tr("Texture Inside RT"), tr("Unchecked"),
tr("Allows the texture cache to reuse as an input texture the inner portion of a previous framebuffer. "
"In some selected games this is enabled by default regardless of this setting."));
}
// Upscaling Fixes tab
{
dialog->registerWidgetHelp(m_ui.halfPixelOffset, tr("Half Pixel Offset"), tr("Off (Default)"),
tr("Might fix some misaligned fog, bloom, or blend effect."));
dialog->registerWidgetHelp(m_ui.roundSprite, tr("Round Sprite"), tr("Off (Default)"),
tr("Corrects the sampling of 2D sprite textures when upscaling. "
"Fixes lines in sprites of games like Ar tonelico when upscaling. Half option is for flat sprites, Full is for all sprites."));
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dialog->registerWidgetHelp(m_ui.textureOffsetX, tr("Texture Offsets X"), tr("0"),
tr("Offset for the ST/UV texture coordinates. Fixes some odd texture issues and might fix some post processing alignment too."));
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dialog->registerWidgetHelp(m_ui.textureOffsetY, tr("Texture Offsets Y"), tr("0"),
tr("Offset for the ST/UV texture coordinates. Fixes some odd texture issues and might fix some post processing alignment too."));
dialog->registerWidgetHelp(m_ui.alignSprite, tr("Align Sprite"), tr("Unchecked"),
tr("Fixes issues with upscaling(vertical lines) in Namco games like Ace Combat, Tekken, Soul Calibur, etc."));
dialog->registerWidgetHelp(m_ui.wildHack, tr("Wild Arms Hack"), tr("Unchecked"),
tr("Lowers the GS precision to avoid gaps between pixels when upscaling. Fixes the text on Wild Arms games."));
dialog->registerWidgetHelp(m_ui.mergeSprite, tr("Merge Sprite"), tr("Unchecked"),
tr("Replaces post-processing multiple paving sprites by a single fat sprite. It reduces various upscaling lines."));
}
// Advanced tab
{
dialog->registerWidgetHelp(m_ui.overrideGeometryShader, tr("Override Geometry Shader"), tr("Automatic (Default)"),
tr("Allows the GPU instead of just the CPU to transform lines into sprites. "
"This reduces CPU load and bandwidth requirement, but it is heavier on the GPU."));
dialog->registerWidgetHelp(m_ui.useBlitSwapChain, tr("Use Blit Swap Chain"), tr("Unchecked"),
tr("Uses a blit presentation model instead of flipping when using the Direct3D 11 "
"renderer. This usually results in slower performance, but may be required for some "
"streaming applications, or to uncap framerates on some systems."));
dialog->registerWidgetHelp(m_ui.skipPresentingDuplicateFrames, tr("Skip Presenting Duplicate Frames"), tr("Unchecked"),
tr("Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means "
"the GPU has more time to complete it (this is NOT frame skipping). Can smooth our frame time fluctuations when the CPU/GPU are near maximum "
"utilization, but makes frame pacing more inconsistent and can increase input lag."));
dialog->registerWidgetHelp(m_ui.disableHardwareReadbacks, tr("Disable Hardware Readbacks"), tr("Unchecked"),
tr("Skips synchronizing with the GS thread and host GPU for GS downloads. "
"Can result in a large speed boost on slower systems, at the cost of many broken graphical effects. "
"If games are broken and you have this option enabled, please disable it first."));
}
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}
GraphicsSettingsWidget::~GraphicsSettingsWidget() = default;
void GraphicsSettingsWidget::onRendererChanged(int index)
{
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if (m_dialog->isPerGameSettings())
{
if (index > 0)
m_dialog->setIntSettingValue("EmuCore/GS", "Renderer", static_cast<int>(s_renderer_info[index - 1].type));
else
m_dialog->setIntSettingValue("EmuCore/GS", "Renderer", std::nullopt);
}
else
{
m_dialog->setIntSettingValue("EmuCore/GS", "Renderer", static_cast<int>(s_renderer_info[index].type));
}
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g_emu_thread->applySettings();
updateRendererDependentOptions();
}
void GraphicsSettingsWidget::onAdapterChanged(int index)
{
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const int first_adapter = m_dialog->isPerGameSettings() ? 2 : 1;
if (index >= first_adapter)
m_dialog->setStringSettingValue("EmuCore/GS", "Adapter", m_ui.adapter->currentText().toUtf8().constData());
else if (index > 0 && m_dialog->isPerGameSettings())
m_dialog->setStringSettingValue("EmuCore/GS", "Adapter", "");
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else
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m_dialog->setStringSettingValue("EmuCore/GS", "Adapter", std::nullopt);
g_emu_thread->applySettings();
}
void GraphicsSettingsWidget::onFullscreenModeChanged(int index)
{
const int first_mode = m_dialog->isPerGameSettings() ? 2 : 1;
if (index >= first_mode)
m_dialog->setStringSettingValue("EmuCore/GS", "FullscreenMode", m_ui.fullscreenModes->currentText().toUtf8().constData());
else if (index > 0 && m_dialog->isPerGameSettings())
m_dialog->setStringSettingValue("EmuCore/GS", "FullscreenMode", "");
else
m_dialog->setStringSettingValue("EmuCore/GS", "FullscreenMode", std::nullopt);
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g_emu_thread->applySettings();
}
void GraphicsSettingsWidget::onIntegerScalingChanged()
{
m_ui.bilinearFiltering->setEnabled(!m_ui.integerScaling->isChecked());
}
void GraphicsSettingsWidget::onTrilinearFilteringChanged()
{
const bool forced_bilinear =
(m_dialog->getEffectiveIntValue("EmuCore/GS", "UserHacks_TriFilter", static_cast<int>(TriFiltering::Automatic))
>= static_cast<int>(TriFiltering::Forced));
m_ui.textureFiltering->setDisabled(forced_bilinear);
}
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void GraphicsSettingsWidget::onShadeBoostChanged()
{
const bool enabled = m_dialog->getEffectiveBoolValue("EmuCore/GS", "ShadeBoost", false);
m_ui.shadeBoostBrightness->setEnabled(enabled);
m_ui.shadeBoostContrast->setEnabled(enabled);
m_ui.shadeBoostSaturation->setEnabled(enabled);
}
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void GraphicsSettingsWidget::onGpuPaletteConversionChanged(int state)
{
const bool enabled = state == Qt::CheckState::PartiallyChecked ? Host::GetBaseBoolSettingValue("EmuCore/GS", "paltex", false) : state;
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m_ui.anisotropicFiltering->setEnabled(!enabled);
}
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void GraphicsSettingsWidget::onEnableHardwareFixesChanged()
{
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const bool enabled = (m_ui.enableHWFixes->checkState() == Qt::Checked);
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m_ui.hardwareRendererGroup->setTabEnabled(2, enabled);
m_ui.hardwareRendererGroup->setTabEnabled(3, enabled);
}
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GSRendererType GraphicsSettingsWidget::getEffectiveRenderer() const
{
const GSRendererType type =
static_cast<GSRendererType>(m_dialog->getEffectiveIntValue("EmuCore/GS", "Renderer", static_cast<int>(GSRendererType::Auto)));
return (type == GSRendererType::Auto) ? GSUtil::GetPreferredRenderer() : type;
}
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void GraphicsSettingsWidget::updateRendererDependentOptions()
{
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const GSRendererType type = getEffectiveRenderer();
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#ifdef _WIN32
const bool is_dx11 = (type == GSRendererType::DX11 || type == GSRendererType::SW);
const bool is_sw_dx = (type == GSRendererType::DX11 || type == GSRendererType::DX12 || type == GSRendererType::SW);
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#else
const bool is_dx11 = false;
const bool is_sw_dx = false;
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#endif
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const bool is_hardware = (type == GSRendererType::DX11 || type == GSRendererType::DX12 || type == GSRendererType::OGL || type == GSRendererType::VK || type == GSRendererType::Metal);
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const bool is_software = (type == GSRendererType::SW);
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const int current_tab = m_hardware_renderer_visible ? m_ui.hardwareRendererGroup->currentIndex() : m_ui.softwareRendererGroup->currentIndex();
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// move advanced tab to the correct parent
static constexpr std::array<const char*, 3> move_tab_names = {{"Display", "OSD", "Advanced"}};
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const std::array<QWidget*, 3> move_tab_pointers = {{m_ui.gameDisplayTab, m_ui.osdTab, m_ui.advancedTab}};
for (size_t i = 0; i < move_tab_pointers.size(); i++)
{
QWidget* tab = move_tab_pointers[i];
const QString tab_label(tr(move_tab_names[i]));
if (const int index = m_ui.softwareRendererGroup->indexOf(tab); index >= 0 && is_hardware)
m_ui.softwareRendererGroup->removeTab(index);
if (const int index = m_ui.hardwareRendererGroup->indexOf(tab); index >= 0 && is_software)
m_ui.hardwareRendererGroup->removeTab(index);
if (const int index = m_ui.hardwareRendererGroup->indexOf(tab); index < 0 && is_hardware)
m_ui.hardwareRendererGroup->insertTab((i == 0) ? 0 : m_ui.hardwareRendererGroup->count(), tab, tab_label);
if (const int index = m_ui.softwareRendererGroup->indexOf(tab); index < 0 && is_software)
m_ui.softwareRendererGroup->insertTab((i == 0) ? 0 : m_ui.softwareRendererGroup->count(), tab, tab_label);
}
if (m_hardware_renderer_visible != is_hardware)
{
m_ui.hardwareRendererGroup->setVisible(is_hardware);
if (!is_hardware)
{
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m_ui.verticalLayout->removeWidget(m_ui.hardwareRendererGroup);
}
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else
{
// map first two tabs over, skip hacks
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m_ui.verticalLayout->insertWidget(1, m_ui.hardwareRendererGroup);
m_ui.hardwareRendererGroup->setCurrentIndex((current_tab < 2) ? current_tab : (current_tab + 3));
}
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m_hardware_renderer_visible = is_hardware;
}
if (m_software_renderer_visible != is_software)
{
m_ui.softwareRendererGroup->setVisible(is_software);
if (is_hardware)
{
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m_ui.verticalLayout->removeWidget(m_ui.softwareRendererGroup);
}
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else
{
// software has no hacks tabs
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m_ui.verticalLayout->insertWidget(1, m_ui.softwareRendererGroup);
m_ui.softwareRendererGroup->setCurrentIndex((current_tab >= 5) ? (current_tab - 3) : (current_tab >= 2 ? 1 : current_tab));
}
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m_software_renderer_visible = is_software;
}
m_ui.overrideTextureBarriers->setDisabled(is_sw_dx);
m_ui.overrideGeometryShader->setDisabled(is_sw_dx);
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m_ui.useBlitSwapChain->setEnabled(is_dx11);
// populate adapters
HostDisplay::AdapterAndModeList modes;
switch (type)
{
#ifdef _WIN32
case GSRendererType::DX11:
modes = D3D11HostDisplay::StaticGetAdapterAndModeList();
break;
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case GSRendererType::DX12:
modes = D3D12HostDisplay::StaticGetAdapterAndModeList();
break;
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#endif
#ifdef ENABLE_VULKAN
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case GSRendererType::VK:
modes = VulkanHostDisplay::StaticGetAdapterAndModeList(nullptr);
break;
#endif
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#ifdef __APPLE__
case GSRendererType::Metal:
modes = GetMetalAdapterAndModeList();
break;
#endif
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case GSRendererType::OGL:
case GSRendererType::SW:
case GSRendererType::Null:
case GSRendererType::Auto:
default:
break;
}
// fill+select adapters
{
QSignalBlocker sb(m_ui.adapter);
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std::string current_adapter = Host::GetBaseStringSettingValue("EmuCore/GS", "Adapter", "");
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m_ui.adapter->clear();
m_ui.adapter->setEnabled(!modes.adapter_names.empty());
m_ui.adapter->addItem(tr("(Default)"));
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m_ui.adapter->setCurrentIndex(0);
if (m_dialog->isPerGameSettings())
{
m_ui.adapter->insertItem(
0, tr("Use Global Setting [%1]").arg(current_adapter.empty() ? tr("(Default)") : QString::fromStdString(current_adapter)));
if (!m_dialog->getSettingsInterface()->GetStringValue("EmuCore/GS", "Adapter", &current_adapter))
{
// clear the adapter so we don't set it to the global value
current_adapter.clear();
m_ui.adapter->setCurrentIndex(0);
}
}
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for (const std::string& adapter : modes.adapter_names)
{
m_ui.adapter->addItem(QString::fromStdString(adapter));
if (current_adapter == adapter)
m_ui.adapter->setCurrentIndex(m_ui.adapter->count() - 1);
}
}
// fill+select fullscreen modes
{
QSignalBlocker sb(m_ui.fullscreenModes);
std::string current_mode(Host::GetBaseStringSettingValue("EmuCore/GS", "FullscreenMode", ""));
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m_ui.fullscreenModes->clear();
m_ui.fullscreenModes->addItem(tr("Borderless Fullscreen"));
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m_ui.fullscreenModes->setCurrentIndex(0);
if (m_dialog->isPerGameSettings())
{
m_ui.fullscreenModes->insertItem(
0, tr("Use Global Setting [%1]").arg(current_mode.empty() ? tr("(Default)") : QString::fromStdString(current_mode)));
if (!m_dialog->getSettingsInterface()->GetStringValue("EmuCore/GS", "FullscreenMode", &current_mode))
{
current_mode.clear();
m_ui.fullscreenModes->setCurrentIndex(0);
}
}
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for (const std::string& fs_mode : modes.fullscreen_modes)
{
m_ui.fullscreenModes->addItem(QString::fromStdString(fs_mode));
if (current_mode == fs_mode)
m_ui.fullscreenModes->setCurrentIndex(m_ui.fullscreenModes->count() - 1);
}
}
m_ui.enableHWFixes->setEnabled(is_hardware);
if (is_hardware)
onEnableHardwareFixesChanged();
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}