/* PCSX2 - PS2 Emulator for PCs * Copyright (C) 2002-2023 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 . */ #include "PrecompiledHeader.h" #include "GraphicsSettingsWidget.h" #include "QtUtils.h" #include "SettingWidgetBinder.h" #include "SettingsDialog.h" #include #include "pcsx2/Host.h" #include "pcsx2/GS/GS.h" #include "pcsx2/GS/GSCapture.h" #include "pcsx2/GS/GSUtil.h" struct RendererInfo { const char* name; GSRendererType type; }; static constexpr RendererInfo s_renderer_info[] = { {QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "Automatic (Default)"), GSRendererType::Auto}, #ifdef _WIN32 //: Graphics backend/engine type. Leave as-is. {QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "Direct3D 11"), GSRendererType::DX11}, //: Graphics backend/engine type. Leave as-is. {QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "Direct3D 12"), GSRendererType::DX12}, #endif #ifdef ENABLE_OPENGL //: Graphics backend/engine type. Leave as-is. {QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "OpenGL"), GSRendererType::OGL}, #endif #ifdef ENABLE_VULKAN //: Graphics backend/engine type. Leave as-is. {QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "Vulkan"), GSRendererType::VK}, #endif #ifdef __APPLE__ //: Graphics backend/engine type. Leave as-is. {QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "Metal"), GSRendererType::Metal}, #endif //: Graphics backend/engine type (refers to emulating the GS in software, on the CPU). Translate accordingly. {QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "Software"), GSRendererType::SW}, //: Null here means that this is a graphics backend that will show nothing. {QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "Null"), GSRendererType::Null}, }; static const char* s_anisotropic_filtering_entries[] = {QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "Off (Default)"), QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "2x"), QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "4x"), QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "8x"), QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "16x"), nullptr}; static const char* s_anisotropic_filtering_values[] = {"0", "2", "4", "8", "16", nullptr}; static constexpr int DEFAULT_INTERLACE_MODE = 0; static constexpr int DEFAULT_TV_SHADER_MODE = 0; static constexpr int DEFAULT_CAS_SHARPNESS = 50; GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsDialog* dialog, QWidget* parent) : QWidget(parent) , m_dialog(dialog) { SettingsInterface* sif = dialog->getSettingsInterface(); m_ui.setupUi(this); #ifndef PCSX2_DEVBUILD if (!m_dialog->isPerGameSettings()) { // We removed hardware fixes from global settings, but people in the past did set this stuff globally. // So, just reset it all. We can remove this code at some point in the future. resetManualHardwareFixes(); } #endif ////////////////////////////////////////////////////////////////////////// // Global Settings ////////////////////////////////////////////////////////////////////////// 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); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.spinGPUDuringReadbacks, "EmuCore/GS", "HWSpinGPUForReadbacks", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.spinCPUDuringReadbacks, "EmuCore/GS", "HWSpinCPUForReadbacks", false); ////////////////////////////////////////////////////////////////////////// // Game Display Settings ////////////////////////////////////////////////////////////////////////// SettingWidgetBinder::BindWidgetToEnumSetting( sif, m_ui.aspectRatio, "EmuCore/GS", "AspectRatio", Pcsx2Config::GSOptions::AspectRatioNames, AspectRatioType::RAuto4_3_3_2); SettingWidgetBinder::BindWidgetToEnumSetting(sif, m_ui.fmvAspectRatio, "EmuCore/GS", "FMVAspectRatioSwitch", Pcsx2Config::GSOptions::FMVAspectRatioSwitchNames, FMVAspectRatioSwitchType::Off); SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.interlacing, "EmuCore/GS", "deinterlace_mode", DEFAULT_INTERLACE_MODE); SettingWidgetBinder::BindWidgetToIntSetting( sif, m_ui.bilinearFiltering, "EmuCore/GS", "linear_present_mode", static_cast(GSPostBilinearMode::BilinearSmooth)); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.widescreenPatches, "EmuCore", "EnableWideScreenPatches", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.noInterlacingPatches, "EmuCore", "EnableNoInterlacingPatches", false); 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); SettingWidgetBinder::BindWidgetToIntSetting( sif, m_ui.screenshotSize, "EmuCore/GS", "ScreenshotSize", static_cast(GSScreenshotSize::WindowResolution)); SettingWidgetBinder::BindWidgetToIntSetting( sif, m_ui.screenshotFormat, "EmuCore/GS", "ScreenshotFormat", static_cast(GSScreenshotFormat::PNG)); SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.screenshotQuality, "EmuCore/GS", "ScreenshotQuality", 50); SettingWidgetBinder::BindWidgetToFloatSetting(sif, m_ui.stretchY, "EmuCore/GS", "StretchY", 100.0f); 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); connect( m_ui.fullscreenModes, QOverload::of(&QComboBox::currentIndexChanged), this, &GraphicsSettingsWidget::onFullscreenModeChanged); ////////////////////////////////////////////////////////////////////////// // OSD Settings ////////////////////////////////////////////////////////////////////////// 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); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.osdShowGPU, "EmuCore/GS", "OsdShowGPU", false); 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); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.osdShowSettings, "EmuCore/GS", "OsdShowSettings", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.osdShowInputs, "EmuCore/GS", "OsdShowInputs", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.osdShowFrameTimes, "EmuCore/GS", "OsdShowFrameTimes", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.warnAboutUnsafeSettings, "EmuCore", "WarnAboutUnsafeSettings", true); 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); SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.tvShader, "EmuCore/GS", "TVShader", DEFAULT_TV_SHADER_MODE); SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.casMode, "EmuCore/GS", "CASMode", static_cast(GSCASMode::Disabled)); SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.casSharpness, "EmuCore/GS", "CASSharpness", DEFAULT_CAS_SHARPNESS); connect(m_ui.shadeBoost, QOverload::of(&QCheckBox::stateChanged), this, &GraphicsSettingsWidget::onShadeBoostChanged); onShadeBoostChanged(); ////////////////////////////////////////////////////////////////////////// // HW Settings ////////////////////////////////////////////////////////////////////////// static const char* upscale_entries[] = {"Native (PS2) (Default)", "1.25x Native", "1.5x Native", "1.75x Native", "2x Native (~720p)", "2.25x Native", "2.5x Native", "2.75x Native", "3x Native (~1080p)", "3.5x Native", "4x Native (~1440p/2K)", "5x Native (~1620p)", "6x Native (~2160p/4K)", "7x Native (~2520p)", "8x Native (~2880p/5K)", nullptr}; static const char* upscale_values[] = { "1", "1.25", "1.5", "1.75", "2", "2.25", "2.5", "2.75", "3", "3.5", "4", "5", "6", "7", "8", nullptr}; SettingWidgetBinder::BindWidgetToEnumSetting( sif, m_ui.upscaleMultiplier, "EmuCore/GS", "upscale_multiplier", upscale_entries, upscale_values, "1.0"); SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.textureFiltering, "EmuCore/GS", "filter", static_cast(BiFiltering::PS2)); SettingWidgetBinder::BindWidgetToIntSetting( sif, m_ui.trilinearFiltering, "EmuCore/GS", "TriFilter", static_cast(TriFiltering::Automatic), -1); SettingWidgetBinder::BindWidgetToEnumSetting(sif, m_ui.anisotropicFiltering, "EmuCore/GS", "MaxAnisotropy", s_anisotropic_filtering_entries, s_anisotropic_filtering_values, "0"); SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.dithering, "EmuCore/GS", "dithering_ps2", 2); SettingWidgetBinder::BindWidgetToIntSetting( sif, m_ui.mipmapping, "EmuCore/GS", "mipmap_hw", static_cast(HWMipmapLevel::Automatic), -1); SettingWidgetBinder::BindWidgetToIntSetting( sif, m_ui.blending, "EmuCore/GS", "accurate_blending_unit", static_cast(AccBlendLevel::Basic)); SettingWidgetBinder::BindWidgetToIntSetting( sif, m_ui.texturePreloading, "EmuCore/GS", "texture_preloading", static_cast(TexturePreloadingLevel::Off)); connect(m_ui.trilinearFiltering, QOverload::of(&QComboBox::currentIndexChanged), this, &GraphicsSettingsWidget::onTrilinearFilteringChanged); onTrilinearFilteringChanged(); ////////////////////////////////////////////////////////////////////////// // HW Renderer Fixes ////////////////////////////////////////////////////////////////////////// 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.cpuSpriteRenderLevel, "EmuCore/GS", "UserHacks_CPUSpriteRenderLevel", 0); SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.cpuCLUTRender, "EmuCore/GS", "UserHacks_CPUCLUTRender", 0); SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.gpuTargetCLUTMode, "EmuCore/GS", "UserHacks_GPUTargetCLUTMode", 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); SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.hwAutoFlush, "EmuCore/GS", "UserHacks_AutoFlushLevel", 0); 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.disableSafeFeatures, "EmuCore/GS", "UserHacks_Disable_Safe_Features", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.disableRenderFixes, "EmuCore/GS", "UserHacks_DisableRenderFixes", 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); SettingWidgetBinder::BindWidgetToIntSetting( sif, m_ui.textureInsideRt, "EmuCore/GS", "UserHacks_TextureInsideRt", static_cast(GSTextureInRtMode::Disabled)); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.readTCOnClose, "EmuCore/GS", "UserHacks_ReadTCOnClose", false); SettingWidgetBinder::BindWidgetToBoolSetting( sif, m_ui.targetPartialInvalidation, "EmuCore/GS", "UserHacks_TargetPartialInvalidation", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.estimateTextureRegion, "EmuCore/GS", "UserHacks_EstimateTextureRegion", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.gpuPaletteConversion, "EmuCore/GS", "paltex", false); connect(m_ui.cpuSpriteRenderBW, QOverload::of(&QComboBox::currentIndexChanged), this, &GraphicsSettingsWidget::onCPUSpriteRenderBWChanged); connect( m_ui.textureInsideRt, QOverload::of(&QComboBox::currentIndexChanged), this, &GraphicsSettingsWidget::onTextureInsideRtChanged); connect(m_ui.gpuPaletteConversion, QOverload::of(&QCheckBox::stateChanged), this, &GraphicsSettingsWidget::onGpuPaletteConversionChanged); onCPUSpriteRenderBWChanged(); onTextureInsideRtChanged(); onGpuPaletteConversionChanged(m_ui.gpuPaletteConversion->checkState()); ////////////////////////////////////////////////////////////////////////// // HW Upscaling Fixes ////////////////////////////////////////////////////////////////////////// SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.halfPixelOffset, "EmuCore/GS", "UserHacks_HalfPixelOffset", 0); SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.roundSprite, "EmuCore/GS", "UserHacks_round_sprite_offset", 0); 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); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.bilinearHack, "EmuCore/GS", "UserHacks_BilinearHack", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.nativePaletteDraw, "EmuCore/GS", "UserHacks_NativePaletteDraw", false); ////////////////////////////////////////////////////////////////////////// // 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", Path::Combine(EmuFolders::DataRoot, "textures")); ////////////////////////////////////////////////////////////////////////// // Advanced Settings ////////////////////////////////////////////////////////////////////////// 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::BindWidgetToBoolSetting(sif, m_ui.threadedPresentation, "EmuCore/GS", "DisableThreadedPresentation", false); SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.exclusiveFullscreenControl, "EmuCore/GS", "ExclusiveFullscreenControl", -1, -1); SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.overrideTextureBarriers, "EmuCore/GS", "OverrideTextureBarriers", -1, -1); SettingWidgetBinder::BindWidgetToIntSetting( sif, m_ui.gsDumpCompression, "EmuCore/GS", "GSDumpCompression", static_cast(GSDumpCompressionMethod::Zstandard)); 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.disableShaderCache, "EmuCore/GS", "DisableShaderCache", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.disableVertexShaderExpand, "EmuCore/GS", "DisableVertexShaderExpand", false); SettingWidgetBinder::BindWidgetToIntSetting( sif, m_ui.gsDownloadMode, "EmuCore/GS", "HWDownloadMode", static_cast(GSHardwareDownloadMode::Enabled)); ////////////////////////////////////////////////////////////////////////// // SW Settings ////////////////////////////////////////////////////////////////////////// SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.swTextureFiltering, "EmuCore/GS", "filter", static_cast(BiFiltering::PS2)); 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); ////////////////////////////////////////////////////////////////////////// // Non-trivial settings ////////////////////////////////////////////////////////////////////////// const int renderer = m_dialog->getEffectiveIntValue("EmuCore/GS", "Renderer", static_cast(GSRendererType::Auto)); for (const RendererInfo& ri : s_renderer_info) { m_ui.renderer->addItem(qApp->translate("GraphicsSettingsWidget", ri.name)); if (renderer == static_cast(ri.type)) m_ui.renderer->setCurrentIndex(m_ui.renderer->count() - 1); } // 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(GSRendererType::Auto)); QString global_renderer_name; for (const RendererInfo& ri : s_renderer_info) { if (global_renderer == static_cast(ri.type)) global_renderer_name = qApp->translate("GraphicsSettingsWidget", ri.name); } m_ui.renderer->insertItem(0, tr("Use Global Setting [%1]").arg(global_renderer_name)); // Effective Index already selected, set to global if setting is not per-game int override_renderer; if (!sif->GetIntValue("EmuCore/GS", "Renderer", &override_renderer)) m_ui.renderer->setCurrentIndex(0); } connect(m_ui.renderer, QOverload::of(&QComboBox::currentIndexChanged), this, &GraphicsSettingsWidget::onRendererChanged); connect(m_ui.enableHWFixes, &QCheckBox::stateChanged, this, &GraphicsSettingsWidget::updateRendererDependentOptions); connect(m_ui.textureFiltering, &QComboBox::currentIndexChanged, this, &GraphicsSettingsWidget::onTextureFilteringChange); connect(m_ui.swTextureFiltering, &QComboBox::currentIndexChanged, this, &GraphicsSettingsWidget::onSWTextureFilteringChange); updateRendererDependentOptions(); #ifndef _WIN32 // Exclusive fullscreen control is Windows-only. m_ui.advancedOptionsFormLayout->removeRow(2); m_ui.exclusiveFullscreenControl = nullptr; #endif #ifndef PCSX2_DEVBUILD if (!m_dialog->isPerGameSettings()) { // Only allow disabling readbacks for per-game settings, it's too dangerous. m_ui.advancedOptionsFormLayout->removeRow(0); m_ui.gsDownloadMode = nullptr; // Don't allow setting hardware fixes globally. // Too many stupid youtube "best settings" guides, that break other games. m_ui.hardwareRenderingOptionsLayout->removeWidget(m_ui.enableHWFixes); delete m_ui.enableHWFixes; m_ui.enableHWFixes = nullptr; } #endif // Capture settings { for (const char** container = Pcsx2Config::GSOptions::CaptureContainers; *container; container++) { const QString name(QString::fromUtf8(*container)); m_ui.captureContainer->addItem(name.toUpper(), name); } SettingWidgetBinder::BindWidgetToFolderSetting(sif, m_ui.videoDumpingDirectory, m_ui.videoDumpingDirectoryBrowse, m_ui.videoDumpingDirectoryOpen, m_ui.videoDumpingDirectoryReset, "Folders", "Videos", Path::Combine(EmuFolders::DataRoot, "videos")); SettingWidgetBinder::BindWidgetToStringSetting(sif, m_ui.captureContainer, "EmuCore/GS", "CaptureContainer"); connect(m_ui.captureContainer, &QComboBox::currentIndexChanged, this, &GraphicsSettingsWidget::onCaptureContainerChanged); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.enableVideoCapture, "EmuCore/GS", "EnableVideoCapture", true); SettingWidgetBinder::BindWidgetToIntSetting( sif, m_ui.videoCaptureBitrate, "EmuCore/GS", "VideoCaptureBitrate", Pcsx2Config::GSOptions::DEFAULT_VIDEO_CAPTURE_BITRATE); SettingWidgetBinder::BindWidgetToIntSetting( sif, m_ui.videoCaptureWidth, "EmuCore/GS", "VideoCaptureWidth", Pcsx2Config::GSOptions::DEFAULT_VIDEO_CAPTURE_WIDTH); SettingWidgetBinder::BindWidgetToIntSetting( sif, m_ui.videoCaptureHeight, "EmuCore/GS", "VideoCaptureHeight", Pcsx2Config::GSOptions::DEFAULT_VIDEO_CAPTURE_HEIGHT); SettingWidgetBinder::BindWidgetToBoolSetting( sif, m_ui.videoCaptureResolutionAuto, "EmuCore/GS", "VideoCaptureAutoResolution", true); SettingWidgetBinder::BindWidgetToBoolSetting( sif, m_ui.enableVideoCaptureArguments, "EmuCore/GS", "EnableVideoCaptureParameters", false); SettingWidgetBinder::BindWidgetToStringSetting(sif, m_ui.videoCaptureArguments, "EmuCore/GS", "VideoCaptureParameters"); connect(m_ui.enableVideoCapture, &QCheckBox::stateChanged, this, &GraphicsSettingsWidget::onEnableVideoCaptureChanged); connect( m_ui.videoCaptureResolutionAuto, &QCheckBox::stateChanged, this, &GraphicsSettingsWidget::onVideoCaptureAutoResolutionChanged); connect(m_ui.enableVideoCaptureArguments, &QCheckBox::stateChanged, this, &GraphicsSettingsWidget::onEnableVideoCaptureArgumentsChanged); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.enableAudioCapture, "EmuCore/GS", "EnableAudioCapture", true); SettingWidgetBinder::BindWidgetToIntSetting( sif, m_ui.audioCaptureBitrate, "EmuCore/GS", "AudioCaptureBitrate", Pcsx2Config::GSOptions::DEFAULT_AUDIO_CAPTURE_BITRATE); SettingWidgetBinder::BindWidgetToBoolSetting( sif, m_ui.enableAudioCaptureArguments, "EmuCore/GS", "EnableAudioCaptureParameters", false); SettingWidgetBinder::BindWidgetToStringSetting(sif, m_ui.audioCaptureArguments, "EmuCore/GS", "AudioCaptureParameters"); connect(m_ui.enableAudioCapture, &QCheckBox::stateChanged, this, &GraphicsSettingsWidget::onEnableAudioCaptureChanged); connect(m_ui.enableAudioCaptureArguments, &QCheckBox::stateChanged, this, &GraphicsSettingsWidget::onEnableAudioCaptureArgumentsChanged); onCaptureContainerChanged(); onEnableVideoCaptureChanged(); onEnableVideoCaptureArgumentsChanged(); onVideoCaptureAutoResolutionChanged(); onEnableAudioCaptureChanged(); onEnableAudioCaptureArgumentsChanged(); } // Display tab { dialog->registerWidgetHelp(m_ui.widescreenPatches, tr("Enable Widescreen Patches"), tr("Unchecked"), tr("Automatically loads and applies widescreen patches on game start. Can cause issues.")); dialog->registerWidgetHelp(m_ui.noInterlacingPatches, tr("Enable No-Interlacing Patches"), tr("Unchecked"), tr("Automatically loads and applies no-interlacing patches on game start. Can cause issues.")); dialog->registerWidgetHelp(m_ui.DisableInterlaceOffset, tr("Disable Interlace Offset"), tr("Unchecked"), tr("Disables interlacing offset which may reduce blurring in some situations.")); dialog->registerWidgetHelp(m_ui.bilinearFiltering, tr("Bilinear Filtering"), tr("Bilinear (Smooth)"), tr("Enables bilinear post processing filter. Smooths the overall picture as it is displayed on the screen. Corrects " "positioning between pixels.")); dialog->registerWidgetHelp(m_ui.PCRTCOffsets, tr("Screen Offsets"), tr("Unchecked"), //: PCRTC: Programmable CRT (Cathode Ray Tube) Controller. 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.")); dialog->registerWidgetHelp(m_ui.PCRTCOverscan, tr("Show Overscan"), tr("Unchecked"), 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 full-motion video (FMV) aspect ratio.")); 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.")); dialog->registerWidgetHelp(m_ui.vsync, tr("VSync"), tr("Unchecked"), tr("Enable this option to match PCSX2's refresh rate with your current monitor or screen. VSync is automatically disabled when " "it is not possible (eg. running at non-100% speed).")); dialog->registerWidgetHelp(m_ui.integerScaling, tr("Integer Scaling"), tr("Unchecked"), tr("Adds padding to the display area to ensure that the ratio between pixels on the host to pixels in the console is an " "integer number. May result in a sharper image in some 2D games.")); dialog->registerWidgetHelp(m_ui.aspectRatio, tr("Aspect Ratio"), tr("Auto Standard (4:3/3:2 Progressive)"), tr("Changes the aspect ratio used to display the console's output to the screen. The default is Auto Standard (4:3/3:2 " "Progressive) which automatically adjusts the aspect ratio to match how a game would be shown on a typical TV of the era.")); dialog->registerWidgetHelp(m_ui.interlacing, tr("Deinterlacing"), tr("Automatic (Default)"), tr("")); dialog->registerWidgetHelp(m_ui.screenshotSize, tr("Screenshot Size"), tr("Screen Resolution"), tr("Determines the resolution at which screenshots will be saved. Internal resolutions preserve more detail at the cost of " "file size.")); dialog->registerWidgetHelp(m_ui.screenshotFormat, tr("Screenshot Format"), tr("PNG"), tr("Selects the format which will be used to save screenshots. JPEG produces smaller files, but loses detail.")); dialog->registerWidgetHelp(m_ui.screenshotQuality, tr("Screenshot Quality"), tr("50%"), tr("Selects the quality at which screenshots will be compressed. Higher values preserve more detail for JPEG, and reduce file " "size for PNG.")); dialog->registerWidgetHelp(m_ui.stretchY, tr("Vertical Stretch"), tr("100%"), // Characters need to be converted into entities in order to be shown correctly. tr("Stretches (< 100%) or squashes (> 100%) the vertical component of the display.")); dialog->registerWidgetHelp(m_ui.fullscreenModes, tr("Fullscreen Mode"), tr("Borderless Fullscreen"), tr("Chooses the fullscreen resolution and frequency.")); dialog->registerWidgetHelp( m_ui.cropLeft, tr("Left"), tr("0px"), tr("Changes the number of pixels cropped from the left side of the display.")); dialog->registerWidgetHelp( m_ui.cropTop, tr("Top"), tr("0px"), tr("Changes the number of pixels cropped from the top of the display.")); dialog->registerWidgetHelp( m_ui.cropRight, tr("Right"), tr("0px"), tr("Changes the number of pixels cropped from the right side of the display.")); dialog->registerWidgetHelp( m_ui.cropBottom, tr("Bottom"), tr("0px"), tr("Changes the number of pixels cropped from the bottom of the display.")); } // Rendering tab { // Hardware dialog->registerWidgetHelp(m_ui.upscaleMultiplier, tr("Internal Resolution"), tr("Native (PS2) (Default)"), tr("Control the resolution at which games are rendered. High resolutions can impact performance on " "older or lower-end GPUs.
Non-native resolution may cause minor graphical issues in some games.
" "FMV resolution will remain unchanged, as the video files are pre-rendered.")); 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's trilinear 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.
" "Off: Disables any dithering.
" "Unscaled: Native Dithering / Lowest dithering effect does not increase size of squares when upscaling.
" "Scaled: Upscaling-aware / Highest dithering effect.")); 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("Full (Hash Cache)"), 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.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.")); dialog->registerWidgetHelp(m_ui.spinCPUDuringReadbacks, tr("Spin CPU During Readbacks"), tr("Unchecked"), tr("Does useless work on the CPU during readbacks to prevent it from going to into powersave modes. " "May improve performance but with a significant increase in power usage.")); dialog->registerWidgetHelp(m_ui.spinGPUDuringReadbacks, tr("Spin GPU During Readbacks"), tr("Unchecked"), tr("Submits useless work to the GPU during readbacks to prevent it from going into powersave modes. " "May improve performance but with a significant increase in power usage.")); // 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.cpuSpriteRenderBW, tr("CPU Sprite Renderer Size"), tr("0 (Disabled)"), tr("")); dialog->registerWidgetHelp(m_ui.cpuCLUTRender, tr("Software CLUT Render"), tr("0 (Disabled)"), tr("")); 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.disableRenderFixes, tr("Disable Render Fixes"), tr("Unchecked"), tr("This option disables game-specific render fixes.")); dialog->registerWidgetHelp(m_ui.disablePartialInvalidation, tr("Disable Partial Source 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 with the Snowblind engine games.")); dialog->registerWidgetHelp(m_ui.frameBufferConversion, tr("Framebuffer Conversion"), tr("Unchecked"), tr("Convert 4-bit and 8-bit framebuffer on the CPU instead of the GPU. " "Helps Harry Potter and Stuntman games. It has a big impact on performance.")); 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. ")); dialog->registerWidgetHelp(m_ui.textureInsideRt, tr("Texture Inside RT"), tr("Disabled"), tr("Allows the texture cache to reuse as an input texture the inner portion of a previous framebuffer.")); dialog->registerWidgetHelp(m_ui.readTCOnClose, tr("Read Targets When Closing"), tr("Unchecked"), tr("Flushes all targets in the texture cache back to local memory when shutting down. Can prevent lost visuals when saving " "state or switching renderers, but can also cause graphical corruption.")); dialog->registerWidgetHelp(m_ui.targetPartialInvalidation, tr("Target Partial Invalidation"), tr("Unchecked"), tr("Allows partial invalidation of render targets, which can fix graphical errors in some games. Texture Inside Render Target " "automatically enables this option.")); dialog->registerWidgetHelp(m_ui.estimateTextureRegion, tr("Estimate Texture Region"), tr("Unchecked"), tr("Attempts to reduce the texture size when games do not set it themselves (e.g. Snowblind games).")); } // 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.")); dialog->registerWidgetHelp(m_ui.textureOffsetX, tr("Texture Offsets X"), tr("0"), //: ST and UV are different types of texture coordinates, like XY would be spatial coordinates. 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.textureOffsetY, tr("Texture Offsets Y"), tr("0"), //: ST and UV are different types of texture coordinates, like XY would be spatial coordinates. 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"), //: Namco: a game publisher and development company. Leave the name as-is. Ace Combat, Tekken, Soul Calibur: game names. Leave as-is or use official translations. tr("Fixes issues with upscaling (vertical lines) in Namco games like Ace Combat, Tekken, Soul Calibur, etc.")); //: Wild Arms: name of a game series. Leave as-is or use an official translation. dialog->registerWidgetHelp(m_ui.wildHack, tr("Wild Arms Hack"), tr("Unchecked"), //: Wild Arms: name of a game series. Leave as-is or use an official translation. tr("Lowers the GS precision to avoid gaps between pixels when upscaling. Fixes the text on Wild Arms games.")); dialog->registerWidgetHelp(m_ui.bilinearHack, tr("Bilinear Upscale"), tr("Unchecked"), tr("Can smooth out textures due to be bilinear filtered when upscaling. E.g. Brave sun glare.")); 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.")); } // Texture Replacement tab { dialog->registerWidgetHelp(m_ui.dumpReplaceableTextures, tr("Dump Textures"), tr("Unchecked"), tr("")); dialog->registerWidgetHelp(m_ui.dumpReplaceableMipmaps, tr("Dump Mipmaps"), tr("Unchecked"), tr("")); dialog->registerWidgetHelp(m_ui.dumpTexturesWithFMVActive, tr("Dump FMV Textures"), tr("Unchecked"), tr("")); dialog->registerWidgetHelp(m_ui.loadTextureReplacementsAsync, tr("Async Texture Loading"), tr("Checked"), tr("")); dialog->registerWidgetHelp(m_ui.loadTextureReplacements, tr("Load Textures"), tr("Unchecked"), tr("")); dialog->registerWidgetHelp(m_ui.precacheTextureReplacements, tr("Precache Textures"), tr("Unchecked"), tr("")); } // Post Processing tab { //: You might find an official translation for this on AMD's website (Spanish version linked): https://www.amd.com/es/technologies/radeon-software-fidelityfx dialog->registerWidgetHelp(m_ui.casMode, tr("Contrast Adaptive Sharpening"), tr("None (Default)"), tr("")); dialog->registerWidgetHelp(m_ui.casSharpness, tr("Sharpness"), tr("50%"), tr("")); 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.")); dialog->registerWidgetHelp(m_ui.shadeBoostBrightness, tr("Brightness"), tr("50"), tr("")); dialog->registerWidgetHelp(m_ui.shadeBoostContrast, tr("Contrast"), tr("50"), tr("")); dialog->registerWidgetHelp(m_ui.shadeBoostSaturation, tr("Saturation"), tr("50"), tr("")); dialog->registerWidgetHelp(m_ui.tvShader, tr("TV Shader"), tr("None (Default)"), tr("Applies a shader which replicates the visual effects of different styles of television set.")); } // OSD tab { dialog->registerWidgetHelp(m_ui.osdScale, tr("OSD Scale"), tr("100%"), tr("Scales the size of the onscreen OSD from 50% to 500%.")); 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 FPS"), tr("Unchecked"), tr("Shows the internal frame rate of the game in the top-right corner of the display.")); dialog->registerWidgetHelp(m_ui.osdShowSpeed, tr("Show Speed Percentages"), tr("Unchecked"), 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("Checked"), tr("Shows OSD icon indicators for emulation states such as Pausing, Turbo, Fast-Forward, and Slow-Motion.")); dialog->registerWidgetHelp(m_ui.osdShowSettings, tr("Show Settings"), tr("Unchecked"), tr("Displays various settings and the current values of those settings, useful for debugging.")); dialog->registerWidgetHelp(m_ui.osdShowInputs, tr("Show Inputs"), tr("Unchecked"), tr("Shows the current controller state of the system in the bottom left corner of the display.")); dialog->registerWidgetHelp( m_ui.osdShowFrameTimes, tr("Show Frame Times"), tr("Unchecked"), tr("Displays a graph showing the average frametimes.")); dialog->registerWidgetHelp(m_ui.warnAboutUnsafeSettings, tr("Warn About Unsafe Settings"), tr("Checked"), tr("Displays warnings when settings are enabled which may break games.")); } // Recording tab { dialog->registerWidgetHelp(m_ui.enableVideoCaptureArguments, tr("Enable Extra Arguments"), tr("Unchecked"), tr("")); dialog->registerWidgetHelp(m_ui.videoCaptureArguments, tr("Extra Arguments"), tr("Leave It Blank"), tr("Parameters passed to selected video codec.
" "You must use '=' to separate key from value and ':' to separate two pairs from each other.
" "For example: \"crf = 21 : preset = veryfast\"")); } // Advanced tab { dialog->registerWidgetHelp(m_ui.overrideTextureBarriers, tr("Override Texture Barriers"), tr("Automatic (Default)"), tr("")); dialog->registerWidgetHelp(m_ui.gsDumpCompression, tr("GS Dump Compression"), tr("Zstandard (zst)"), tr("Change the compression algorithm used when creating a GS dump.")); //: Blit = a data operation. You might want to write it as-is, but fully uppercased. More information: https://en.wikipedia.org/wiki/Bit_blit \nSwap chain: see Microsoft's Terminology Portal. dialog->registerWidgetHelp(m_ui.useBlitSwapChain, tr("Use Blit Swap Chain"), tr("Unchecked"), //: Blit = a data operation. You might want to write it as-is, but fully uppercased. More information: https://en.wikipedia.org/wiki/Bit_blit 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.exclusiveFullscreenControl, tr("Allow Exclusive Fullscreen"), tr("Automatic (Default)"), tr("Overrides the driver's heuristics for enabling exclusive fullscreen, or direct flip/scanout.
" "Disallowing exclusive fullscreen may enable smoother task switching and overlays, but increase input latency.")); dialog->registerWidgetHelp(m_ui.useDebugDevice, tr("Use Debug Device"), tr("Unchecked"), tr("")); dialog->registerWidgetHelp(m_ui.disableDualSource, tr("Disable Dual Source Blending"), tr("Unchecked"), tr("")); dialog->registerWidgetHelp(m_ui.disableFramebufferFetch, tr("Disable Framebuffer Fetch"), tr("Unchecked"), tr("")); 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.threadedPresentation, tr("Disable Threaded Presentation"), tr("Unchecked"), tr("Presents frames on the main GS thread instead of a worker thread. Used for debugging frametime issues. " "Could reduce chance of missing a frame or reduce tearing at the expense of more erratic frame times. " "Only applies to the Vulkan renderer.")); dialog->registerWidgetHelp(m_ui.gsDownloadMode, tr("GS Download Mode"), tr("Accurate"), 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.")); } } GraphicsSettingsWidget::~GraphicsSettingsWidget() = default; void GraphicsSettingsWidget::onTextureFilteringChange() { const QSignalBlocker block(m_ui.swTextureFiltering); m_ui.swTextureFiltering->setCurrentIndex(m_ui.textureFiltering->currentIndex()); } void GraphicsSettingsWidget::onSWTextureFilteringChange() { const QSignalBlocker block(m_ui.textureFiltering); m_ui.textureFiltering->setCurrentIndex(m_ui.swTextureFiltering->currentIndex()); } void GraphicsSettingsWidget::onRendererChanged(int index) { if (m_dialog->isPerGameSettings()) { if (index > 0) m_dialog->setIntSettingValue("EmuCore/GS", "Renderer", static_cast(s_renderer_info[index - 1].type)); else m_dialog->setIntSettingValue("EmuCore/GS", "Renderer", std::nullopt); } else { m_dialog->setIntSettingValue("EmuCore/GS", "Renderer", static_cast(s_renderer_info[index].type)); } g_emu_thread->applySettings(); updateRendererDependentOptions(); } void GraphicsSettingsWidget::onAdapterChanged(int index) { 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", ""); else 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); g_emu_thread->applySettings(); } void GraphicsSettingsWidget::onTrilinearFilteringChanged() { const bool forced_bilinear = (m_dialog->getEffectiveIntValue("EmuCore/GS", "TriFilter", static_cast(TriFiltering::Automatic)) >= static_cast(TriFiltering::Forced)); m_ui.textureFiltering->setDisabled(forced_bilinear); } 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); } void GraphicsSettingsWidget::onCaptureContainerChanged() { const std::string container( m_dialog->getEffectiveStringValue("EmuCore/GS", "CaptureContainer", Pcsx2Config::GSOptions::DEFAULT_CAPTURE_CONTAINER)); m_ui.videoCaptureCodec->disconnect(); m_ui.videoCaptureCodec->clear(); //: This string refers to a default codec, whether it's an audio codec or a video codec. m_ui.videoCaptureCodec->addItem(tr("Default"), QString()); for (const auto& [format, name] : GSCapture::GetVideoCodecList(container.c_str())) { const QString qformat(QString::fromStdString(format)); const QString qname(QString::fromStdString(name)); m_ui.videoCaptureCodec->addItem(QStringLiteral("%1 [%2]").arg(qformat).arg(qname), qformat); } SettingWidgetBinder::BindWidgetToStringSetting( m_dialog->getSettingsInterface(), m_ui.videoCaptureCodec, "EmuCore/GS", "VideoCaptureCodec"); m_ui.audioCaptureCodec->disconnect(); m_ui.audioCaptureCodec->clear(); m_ui.audioCaptureCodec->addItem(tr("Default"), QString()); for (const auto& [format, name] : GSCapture::GetAudioCodecList(container.c_str())) { const QString qformat(QString::fromStdString(format)); const QString qname(QString::fromStdString(name)); m_ui.audioCaptureCodec->addItem(QStringLiteral("%1 [%2]").arg(qformat).arg(qname), qformat); } SettingWidgetBinder::BindWidgetToStringSetting( m_dialog->getSettingsInterface(), m_ui.audioCaptureCodec, "EmuCore/GS", "AudioCaptureCodec"); } void GraphicsSettingsWidget::onEnableVideoCaptureChanged() { const bool enabled = m_dialog->getEffectiveBoolValue("EmuCore/GS", "EnableVideoCapture", true); m_ui.videoCaptureOptions->setEnabled(enabled); } void GraphicsSettingsWidget::onEnableVideoCaptureArgumentsChanged() { const bool enabled = m_dialog->getEffectiveBoolValue("EmuCore/GS", "EnableVideoCaptureParameters", false); m_ui.videoCaptureArguments->setEnabled(enabled); } void GraphicsSettingsWidget::onVideoCaptureAutoResolutionChanged() { const bool enabled = !m_dialog->getEffectiveBoolValue("EmuCore/GS", "VideoCaptureAutoResolution", true); m_ui.videoCaptureWidth->setEnabled(enabled); m_ui.videoCaptureHeight->setEnabled(enabled); } void GraphicsSettingsWidget::onEnableAudioCaptureChanged() { const bool enabled = m_dialog->getEffectiveBoolValue("EmuCore/GS", "EnableAudioCapture", true); m_ui.audioCaptureOptions->setEnabled(enabled); } void GraphicsSettingsWidget::onEnableAudioCaptureArgumentsChanged() { const bool enabled = m_dialog->getEffectiveBoolValue("EmuCore/GS", "EnableAudioCaptureParameters", false); m_ui.audioCaptureArguments->setEnabled(enabled); } void GraphicsSettingsWidget::onGpuPaletteConversionChanged(int state) { const bool disabled = state == Qt::CheckState::PartiallyChecked ? Host::GetBaseBoolSettingValue("EmuCore/GS", "paltex", false) : (state != 0); m_ui.anisotropicFiltering->setDisabled(disabled); } void GraphicsSettingsWidget::onCPUSpriteRenderBWChanged() { const int value = m_dialog->getEffectiveIntValue("EmuCore/GS", "UserHacks_CPUSpriteRenderBW", 0); m_ui.cpuSpriteRenderLevel->setEnabled(value != 0); } void GraphicsSettingsWidget::onTextureInsideRtChanged() { const bool disabled = static_cast(m_ui.textureInsideRt->currentIndex()) >= GSTextureInRtMode::InsideTargets; m_ui.targetPartialInvalidation->setDisabled(disabled); } GSRendererType GraphicsSettingsWidget::getEffectiveRenderer() const { const GSRendererType type = static_cast(m_dialog->getEffectiveIntValue("EmuCore/GS", "Renderer", static_cast(GSRendererType::Auto))); return (type == GSRendererType::Auto) ? GSUtil::GetPreferredRenderer() : type; } void GraphicsSettingsWidget::updateRendererDependentOptions() { const GSRendererType type = getEffectiveRenderer(); #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); #else const bool is_dx11 = false; const bool is_sw_dx = false; #endif const bool is_hardware = (type == GSRendererType::DX11 || type == GSRendererType::DX12 || type == GSRendererType::OGL || type == GSRendererType::VK || type == GSRendererType::Metal); const bool is_software = (type == GSRendererType::SW); const bool is_auto = (type == GSRendererType::Auto); const bool is_vk = (type == GSRendererType::VK); const bool hw_fixes = (is_hardware && m_ui.enableHWFixes && m_ui.enableHWFixes->checkState() == Qt::Checked); const int prev_tab = m_ui.tabs->currentIndex(); // hw rendering m_ui.tabs->setTabEnabled(1, is_hardware); m_ui.tabs->setTabVisible(1, is_hardware); // sw rendering m_ui.tabs->setTabEnabled(2, is_software); m_ui.tabs->setTabVisible(2, is_software); // hardware fixes m_ui.tabs->setTabEnabled(3, hw_fixes); m_ui.tabs->setTabVisible(3, hw_fixes); // upscaling fixes m_ui.tabs->setTabEnabled(4, hw_fixes); m_ui.tabs->setTabVisible(4, hw_fixes); // texture replacement m_ui.tabs->setTabEnabled(5, is_hardware); m_ui.tabs->setTabVisible(5, is_hardware); // move back to the renderer if we're on one of the now-hidden tabs if (is_software && (prev_tab == 1 || (prev_tab >= 2 && prev_tab <= 5))) m_ui.tabs->setCurrentIndex(2); else if (is_hardware && prev_tab == 2) m_ui.tabs->setCurrentIndex(1); m_ui.useBlitSwapChain->setEnabled(is_dx11); m_ui.overrideTextureBarriers->setDisabled(is_sw_dx); m_ui.disableFramebufferFetch->setDisabled(is_sw_dx); if (m_ui.exclusiveFullscreenControl) m_ui.exclusiveFullscreenControl->setEnabled(is_auto || is_vk); // populate adapters std::vector adapters; std::vector fullscreen_modes; GSGetAdaptersAndFullscreenModes(type, &adapters, &fullscreen_modes); // fill+select adapters { QSignalBlocker sb(m_ui.adapter); std::string current_adapter = Host::GetBaseStringSettingValue("EmuCore/GS", "Adapter", ""); m_ui.adapter->clear(); m_ui.adapter->setEnabled(!adapters.empty()); m_ui.adapter->addItem(tr("(Default)")); 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", ¤t_adapter)) { // clear the adapter so we don't set it to the global value current_adapter.clear(); m_ui.adapter->setCurrentIndex(0); } } for (const std::string& adapter : adapters) { 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", "")); m_ui.fullscreenModes->clear(); m_ui.fullscreenModes->addItem(tr("Borderless Fullscreen")); 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", ¤t_mode)) { current_mode.clear(); m_ui.fullscreenModes->setCurrentIndex(0); } } for (const std::string& fs_mode : fullscreen_modes) { m_ui.fullscreenModes->addItem(QString::fromStdString(fs_mode)); if (current_mode == fs_mode) m_ui.fullscreenModes->setCurrentIndex(m_ui.fullscreenModes->count() - 1); } } } void GraphicsSettingsWidget::resetManualHardwareFixes() { bool changed = false; { auto lock = Host::GetSettingsLock(); SettingsInterface* const si = Host::Internal::GetBaseSettingsLayer(); auto check_bool = [&](const char* section, const char* key, bool expected) { if (si->GetBoolValue(section, key, expected) != expected) { si->SetBoolValue(section, key, expected); changed = true; } }; auto check_int = [&](const char* section, const char* key, s32 expected) { if (si->GetIntValue(section, key, expected) != expected) { si->SetIntValue(section, key, expected); changed = true; } }; check_bool("EmuCore/GS", "UserHacks", false); check_int("EmuCore/GS", "UserHacks_Half_Bottom_Override", -1); check_int("EmuCore/GS", "UserHacks_CPUSpriteRenderBW", 0); check_int("EmuCore/GS", "UserHacks_CPUCLUTRender", 0); check_int("EmuCore/GS", "UserHacks_GPUTargetCLUTMode", 0); check_int("EmuCore/GS", "UserHacks_SkipDraw_Start", 0); check_int("EmuCore/GS", "UserHacks_SkipDraw_End", 0); check_bool("EmuCore/GS", "UserHacks_AutoFlush", false); check_bool("EmuCore/GS", "UserHacks_CPU_FB_Conversion", false); check_bool("EmuCore/GS", "UserHacks_DisableDepthSupport", false); check_bool("EmuCore/GS", "UserHacks_Disable_Safe_Features", false); check_bool("EmuCore/GS", "UserHacks_DisableRenderFixes", false); check_bool("EmuCore/GS", "preload_frame_with_gs_data", false); check_bool("EmuCore/GS", "UserHacks_DisablePartialInvalidation", false); check_int("EmuCore/GS", "UserHacks_TextureInsideRt", static_cast(GSTextureInRtMode::Disabled)); check_bool("EmuCore/GS", "UserHacks_ReadTCOnClose", false); check_bool("EmuCore/GS", "UserHacks_TargetPartialInvalidation", false); check_bool("EmuCore/GS", "UserHacks_EstimateTextureRegion", false); check_bool("EmuCore/GS", "paltex", false); check_int("EmuCore/GS", "UserHacks_HalfPixelOffset", 0); check_int("EmuCore/GS", "UserHacks_round_sprite_offset", 0); check_int("EmuCore/GS", "UserHacks_TCOffsetX", 0); check_int("EmuCore/GS", "UserHacks_TCOffsetY", 0); check_bool("EmuCore/GS", "UserHacks_align_sprite_X", false); check_bool("EmuCore/GS", "UserHacks_merge_pp_sprite", false); check_bool("EmuCore/GS", "UserHacks_WildHack", false); check_bool("EmuCore/GS", "UserHacks_BilinearHack", false); } if (changed) Host::CommitBaseSettingChanges(); }