forked from ShuriZma/suyu
Allow picking a Compatibility Profile for OpenGL.
This option allows picking the compatibility profile since a lot of bugs are fixed in it. We devs will use this option to easierly debug current problems in our Core implementation.:wq
This commit is contained in:
parent
62c2404d3c
commit
788497fd9d
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@ -90,6 +90,7 @@ void LogSettings() {
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LogSetting("Renderer_UseResolutionFactor", Settings::values.resolution_factor);
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LogSetting("Renderer_UseResolutionFactor", Settings::values.resolution_factor);
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LogSetting("Renderer_UseFrameLimit", Settings::values.use_frame_limit);
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LogSetting("Renderer_UseFrameLimit", Settings::values.use_frame_limit);
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LogSetting("Renderer_FrameLimit", Settings::values.frame_limit);
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LogSetting("Renderer_FrameLimit", Settings::values.frame_limit);
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LogSetting("Renderer_UseCompatibilityProfile", Settings::values.use_compatibility_profile);
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LogSetting("Renderer_UseDiskShaderCache", Settings::values.use_disk_shader_cache);
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LogSetting("Renderer_UseDiskShaderCache", Settings::values.use_disk_shader_cache);
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LogSetting("Renderer_UseAccurateGpuEmulation", Settings::values.use_accurate_gpu_emulation);
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LogSetting("Renderer_UseAccurateGpuEmulation", Settings::values.use_accurate_gpu_emulation);
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LogSetting("Renderer_UseAsynchronousGpuEmulation",
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LogSetting("Renderer_UseAsynchronousGpuEmulation",
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@ -390,6 +390,7 @@ struct Values {
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float resolution_factor;
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float resolution_factor;
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bool use_frame_limit;
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bool use_frame_limit;
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u16 frame_limit;
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u16 frame_limit;
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bool use_compatibility_profile;
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bool use_disk_shader_cache;
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bool use_disk_shader_cache;
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bool use_accurate_gpu_emulation;
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bool use_accurate_gpu_emulation;
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bool use_asynchronous_gpu_emulation;
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bool use_asynchronous_gpu_emulation;
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@ -377,7 +377,11 @@ void GRenderWindow::InitRenderTarget() {
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// WA_DontShowOnScreen, WA_DeleteOnClose
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// WA_DontShowOnScreen, WA_DeleteOnClose
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QSurfaceFormat fmt;
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QSurfaceFormat fmt;
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fmt.setVersion(4, 3);
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fmt.setVersion(4, 3);
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if (Settings::values.use_compatibility_profile) {
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fmt.setProfile(QSurfaceFormat::CompatibilityProfile);
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} else {
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fmt.setProfile(QSurfaceFormat::CoreProfile);
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fmt.setProfile(QSurfaceFormat::CoreProfile);
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}
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// TODO: expose a setting for buffer value (ie default/single/double/triple)
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// TODO: expose a setting for buffer value (ie default/single/double/triple)
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fmt.setSwapBehavior(QSurfaceFormat::DefaultSwapBehavior);
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fmt.setSwapBehavior(QSurfaceFormat::DefaultSwapBehavior);
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shared_context = std::make_unique<QOpenGLContext>();
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shared_context = std::make_unique<QOpenGLContext>();
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@ -389,6 +389,8 @@ void Config::ReadValues() {
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Settings::values.resolution_factor = ReadSetting("resolution_factor", 1.0).toFloat();
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Settings::values.resolution_factor = ReadSetting("resolution_factor", 1.0).toFloat();
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Settings::values.use_frame_limit = ReadSetting("use_frame_limit", true).toBool();
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Settings::values.use_frame_limit = ReadSetting("use_frame_limit", true).toBool();
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Settings::values.frame_limit = ReadSetting("frame_limit", 100).toInt();
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Settings::values.frame_limit = ReadSetting("frame_limit", 100).toInt();
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Settings::values.use_compatibility_profile =
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ReadSetting("use_compatibility_profile", true).toBool();
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Settings::values.use_disk_shader_cache = ReadSetting("use_disk_shader_cache", true).toBool();
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Settings::values.use_disk_shader_cache = ReadSetting("use_disk_shader_cache", true).toBool();
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Settings::values.use_accurate_gpu_emulation =
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Settings::values.use_accurate_gpu_emulation =
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ReadSetting("use_accurate_gpu_emulation", false).toBool();
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ReadSetting("use_accurate_gpu_emulation", false).toBool();
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@ -661,6 +663,7 @@ void Config::SaveValues() {
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WriteSetting("resolution_factor", (double)Settings::values.resolution_factor, 1.0);
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WriteSetting("resolution_factor", (double)Settings::values.resolution_factor, 1.0);
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WriteSetting("use_frame_limit", Settings::values.use_frame_limit, true);
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WriteSetting("use_frame_limit", Settings::values.use_frame_limit, true);
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WriteSetting("frame_limit", Settings::values.frame_limit, 100);
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WriteSetting("frame_limit", Settings::values.frame_limit, 100);
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WriteSetting("use_compatibility_profile", Settings::values.use_compatibility_profile, true);
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WriteSetting("use_disk_shader_cache", Settings::values.use_disk_shader_cache, true);
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WriteSetting("use_disk_shader_cache", Settings::values.use_disk_shader_cache, true);
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WriteSetting("use_accurate_gpu_emulation", Settings::values.use_accurate_gpu_emulation, false);
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WriteSetting("use_accurate_gpu_emulation", Settings::values.use_accurate_gpu_emulation, false);
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WriteSetting("use_asynchronous_gpu_emulation", Settings::values.use_asynchronous_gpu_emulation,
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WriteSetting("use_asynchronous_gpu_emulation", Settings::values.use_asynchronous_gpu_emulation,
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@ -73,6 +73,7 @@ void ConfigureGraphics::setConfiguration() {
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static_cast<int>(FromResolutionFactor(Settings::values.resolution_factor)));
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static_cast<int>(FromResolutionFactor(Settings::values.resolution_factor)));
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ui->toggle_frame_limit->setChecked(Settings::values.use_frame_limit);
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ui->toggle_frame_limit->setChecked(Settings::values.use_frame_limit);
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ui->frame_limit->setValue(Settings::values.frame_limit);
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ui->frame_limit->setValue(Settings::values.frame_limit);
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ui->use_compatibility_profile->setChecked(Settings::values.use_compatibility_profile);
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ui->use_disk_shader_cache->setChecked(Settings::values.use_disk_shader_cache);
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ui->use_disk_shader_cache->setChecked(Settings::values.use_disk_shader_cache);
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ui->use_accurate_gpu_emulation->setChecked(Settings::values.use_accurate_gpu_emulation);
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ui->use_accurate_gpu_emulation->setChecked(Settings::values.use_accurate_gpu_emulation);
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ui->use_asynchronous_gpu_emulation->setEnabled(!Core::System::GetInstance().IsPoweredOn());
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ui->use_asynchronous_gpu_emulation->setEnabled(!Core::System::GetInstance().IsPoweredOn());
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@ -88,6 +89,7 @@ void ConfigureGraphics::applyConfiguration() {
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ToResolutionFactor(static_cast<Resolution>(ui->resolution_factor_combobox->currentIndex()));
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ToResolutionFactor(static_cast<Resolution>(ui->resolution_factor_combobox->currentIndex()));
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Settings::values.use_frame_limit = ui->toggle_frame_limit->isChecked();
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Settings::values.use_frame_limit = ui->toggle_frame_limit->isChecked();
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Settings::values.frame_limit = ui->frame_limit->value();
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Settings::values.frame_limit = ui->frame_limit->value();
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Settings::values.use_compatibility_profile = ui->use_compatibility_profile->isChecked();
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Settings::values.use_disk_shader_cache = ui->use_disk_shader_cache->isChecked();
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Settings::values.use_disk_shader_cache = ui->use_disk_shader_cache->isChecked();
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Settings::values.use_accurate_gpu_emulation = ui->use_accurate_gpu_emulation->isChecked();
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Settings::values.use_accurate_gpu_emulation = ui->use_accurate_gpu_emulation->isChecked();
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Settings::values.use_asynchronous_gpu_emulation =
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Settings::values.use_asynchronous_gpu_emulation =
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@ -49,6 +49,13 @@
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</item>
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</item>
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</layout>
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</layout>
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</item>
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</item>
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<item>
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<widget class="QCheckBox" name="use_compatibility_profile">
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<property name="text">
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<string>Use OpenGL compatibility profile</string>
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</property>
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</widget>
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</item>
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<item>
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<item>
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<widget class="QCheckBox" name="use_disk_shader_cache">
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<widget class="QCheckBox" name="use_disk_shader_cache">
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<property name="text">
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<property name="text">
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@ -349,6 +349,8 @@ void Config::ReadValues() {
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Settings::values.use_frame_limit = sdl2_config->GetBoolean("Renderer", "use_frame_limit", true);
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Settings::values.use_frame_limit = sdl2_config->GetBoolean("Renderer", "use_frame_limit", true);
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Settings::values.frame_limit =
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Settings::values.frame_limit =
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static_cast<u16>(sdl2_config->GetInteger("Renderer", "frame_limit", 100));
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static_cast<u16>(sdl2_config->GetInteger("Renderer", "frame_limit", 100));
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Settings::values.use_compatibility_profile =
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sdl2_config->GetBoolean("Renderer", "use_compatibility_profile", true);
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Settings::values.use_disk_shader_cache =
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Settings::values.use_disk_shader_cache =
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sdl2_config->GetBoolean("Renderer", "use_disk_shader_cache", false);
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sdl2_config->GetBoolean("Renderer", "use_disk_shader_cache", false);
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Settings::values.use_accurate_gpu_emulation =
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Settings::values.use_accurate_gpu_emulation =
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