File size: 11,795 Bytes
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// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <QColorDialog>
#include <QStandardItemModel>
#include "citra_qt/configuration/configuration_shared.h"
#include "citra_qt/configuration/configure_graphics.h"
#include "common/settings.h"
#include "ui_configure_graphics.h"
#ifdef ENABLE_VULKAN
#include "video_core/renderer_vulkan/vk_instance.h"
#endif
ConfigureGraphics::ConfigureGraphics(QString gl_renderer, std::span<const QString> physical_devices,
bool is_powered_on, QWidget* parent)
: QWidget(parent), ui(std::make_unique<Ui::ConfigureGraphics>()) {
ui->setupUi(this);
SetupPerGameUI();
ui->graphics_api_combo->setEnabled(!is_powered_on);
ui->physical_device_combo->setEnabled(!is_powered_on);
ui->toggle_async_shaders->setEnabled(!is_powered_on);
ui->toggle_async_present->setEnabled(!is_powered_on);
// Set the index to -1 to ensure the below lambda is called with setCurrentIndex
ui->graphics_api_combo->setCurrentIndex(-1);
auto graphics_api_combo_model =
qobject_cast<QStandardItemModel*>(ui->graphics_api_combo->model());
#ifndef ENABLE_SOFTWARE_RENDERER
const auto software_item =
graphics_api_combo_model->item(static_cast<u32>(Settings::GraphicsAPI::Software));
software_item->setFlags(software_item->flags() & ~Qt::ItemIsEnabled);
#endif
#ifndef ENABLE_OPENGL
const auto opengl_item =
graphics_api_combo_model->item(static_cast<u32>(Settings::GraphicsAPI::OpenGL));
opengl_item->setFlags(opengl_item->flags() & ~Qt::ItemIsEnabled);
#else
ui->opengl_renderer_name_label->setText(gl_renderer);
#endif
#ifndef ENABLE_VULKAN
const auto vulkan_item =
graphics_api_combo_model->item(static_cast<u32>(Settings::GraphicsAPI::Vulkan));
vulkan_item->setFlags(vulkan_item->flags() & ~Qt::ItemIsEnabled);
#else
if (physical_devices.empty()) {
const auto vulkan_item =
graphics_api_combo_model->item(static_cast<u32>(Settings::GraphicsAPI::Vulkan));
vulkan_item->setFlags(vulkan_item->flags() & ~Qt::ItemIsEnabled);
ui->physical_device_combo->setVisible(false);
ui->spirv_shader_gen->setVisible(false);
} else {
for (const QString& name : physical_devices) {
ui->physical_device_combo->addItem(name);
}
}
#endif
connect(ui->graphics_api_combo, qOverload<int>(&QComboBox::currentIndexChanged), this,
[this](int index) {
const auto graphics_api =
ConfigurationShared::GetComboboxSetting(index, &Settings::values.graphics_api);
const bool is_software = graphics_api == Settings::GraphicsAPI::Software;
ui->hw_renderer_group->setEnabled(!is_software);
ui->toggle_disk_shader_cache->setEnabled(!is_software &&
ui->toggle_hw_shader->isChecked());
});
connect(ui->toggle_hw_shader, &QCheckBox::toggled, this, [this] {
const bool enabled = ui->toggle_hw_shader->isEnabled();
const bool checked = ui->toggle_hw_shader->isChecked();
ui->hw_shader_group->setEnabled(checked && enabled);
ui->toggle_disk_shader_cache->setEnabled(checked && enabled);
});
connect(ui->graphics_api_combo, qOverload<int>(&QComboBox::currentIndexChanged), this,
&ConfigureGraphics::SetPhysicalDeviceComboVisibility);
SetConfiguration();
}
ConfigureGraphics::~ConfigureGraphics() = default;
void ConfigureGraphics::SetConfiguration() {
if (!Settings::IsConfiguringGlobal()) {
ConfigurationShared::SetHighlight(ui->graphics_api_group,
!Settings::values.graphics_api.UsingGlobal());
ConfigurationShared::SetPerGameSetting(ui->graphics_api_combo,
&Settings::values.graphics_api);
ConfigurationShared::SetHighlight(ui->physical_device_group,
!Settings::values.physical_device.UsingGlobal());
ConfigurationShared::SetPerGameSetting(ui->physical_device_combo,
&Settings::values.physical_device);
ConfigurationShared::SetPerGameSetting(ui->texture_sampling_combobox,
&Settings::values.texture_sampling);
ConfigurationShared::SetHighlight(ui->widget_texture_sampling,
!Settings::values.texture_sampling.UsingGlobal());
} else {
ui->graphics_api_combo->setCurrentIndex(
static_cast<int>(Settings::values.graphics_api.GetValue()));
ui->physical_device_combo->setCurrentIndex(
static_cast<int>(Settings::values.physical_device.GetValue()));
ui->texture_sampling_combobox->setCurrentIndex(
static_cast<int>(Settings::values.texture_sampling.GetValue()));
}
ui->toggle_hw_shader->setChecked(Settings::values.use_hw_shader.GetValue());
ui->toggle_accurate_mul->setChecked(Settings::values.shaders_accurate_mul.GetValue());
ui->toggle_disk_shader_cache->setChecked(Settings::values.use_disk_shader_cache.GetValue());
ui->toggle_vsync_new->setChecked(Settings::values.use_vsync_new.GetValue());
ui->spirv_shader_gen->setChecked(Settings::values.spirv_shader_gen.GetValue());
ui->toggle_async_shaders->setChecked(Settings::values.async_shader_compilation.GetValue());
ui->toggle_async_present->setChecked(Settings::values.async_presentation.GetValue());
if (Settings::IsConfiguringGlobal()) {
ui->toggle_shader_jit->setChecked(Settings::values.use_shader_jit.GetValue());
}
}
void ConfigureGraphics::ApplyConfiguration() {
ConfigurationShared::ApplyPerGameSetting(&Settings::values.graphics_api,
ui->graphics_api_combo);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.physical_device,
ui->physical_device_combo);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.async_shader_compilation,
ui->toggle_async_shaders, async_shader_compilation);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.async_presentation,
ui->toggle_async_present, async_presentation);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.spirv_shader_gen,
ui->spirv_shader_gen, spirv_shader_gen);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_hw_shader, ui->toggle_hw_shader,
use_hw_shader);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.shaders_accurate_mul,
ui->toggle_accurate_mul, shaders_accurate_mul);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.texture_sampling,
ui->texture_sampling_combobox);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_disk_shader_cache,
ui->toggle_disk_shader_cache, use_disk_shader_cache);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync_new, ui->toggle_vsync_new,
use_vsync_new);
if (Settings::IsConfiguringGlobal()) {
Settings::values.use_shader_jit = ui->toggle_shader_jit->isChecked();
}
}
void ConfigureGraphics::RetranslateUI() {
ui->retranslateUi(this);
}
void ConfigureGraphics::SetupPerGameUI() {
// Block the global settings if a game is currently running that overrides them
if (Settings::IsConfiguringGlobal()) {
ui->graphics_api_group->setEnabled(Settings::values.graphics_api.UsingGlobal());
ui->toggle_hw_shader->setEnabled(Settings::values.use_hw_shader.UsingGlobal());
ui->toggle_accurate_mul->setEnabled(Settings::values.shaders_accurate_mul.UsingGlobal());
ui->toggle_disk_shader_cache->setEnabled(
Settings::values.use_disk_shader_cache.UsingGlobal());
ui->toggle_vsync_new->setEnabled(ui->toggle_vsync_new->isEnabled() &&
Settings::values.use_vsync_new.UsingGlobal());
ui->toggle_async_shaders->setEnabled(
Settings::values.async_shader_compilation.UsingGlobal());
ui->widget_texture_sampling->setEnabled(Settings::values.texture_sampling.UsingGlobal());
ui->toggle_async_present->setEnabled(Settings::values.async_presentation.UsingGlobal());
ui->graphics_api_combo->setEnabled(Settings::values.graphics_api.UsingGlobal());
ui->physical_device_combo->setEnabled(Settings::values.physical_device.UsingGlobal());
return;
}
ui->toggle_shader_jit->setVisible(false);
ConfigurationShared::SetColoredComboBox(
ui->graphics_api_combo, ui->graphics_api_group,
static_cast<u32>(Settings::values.graphics_api.GetValue(true)));
ConfigurationShared::SetColoredComboBox(
ui->physical_device_combo, ui->physical_device_group,
static_cast<u32>(Settings::values.physical_device.GetValue(true)));
ConfigurationShared::SetColoredComboBox(
ui->texture_sampling_combobox, ui->widget_texture_sampling,
static_cast<int>(Settings::values.texture_sampling.GetValue(true)));
ConfigurationShared::SetColoredTristate(ui->toggle_hw_shader, Settings::values.use_hw_shader,
use_hw_shader);
ConfigurationShared::SetColoredTristate(
ui->toggle_accurate_mul, Settings::values.shaders_accurate_mul, shaders_accurate_mul);
ConfigurationShared::SetColoredTristate(ui->toggle_disk_shader_cache,
Settings::values.use_disk_shader_cache,
use_disk_shader_cache);
ConfigurationShared::SetColoredTristate(ui->toggle_vsync_new, Settings::values.use_vsync_new,
use_vsync_new);
ConfigurationShared::SetColoredTristate(ui->toggle_async_shaders,
Settings::values.async_shader_compilation,
async_shader_compilation);
ConfigurationShared::SetColoredTristate(
ui->toggle_async_present, Settings::values.async_presentation, async_presentation);
ConfigurationShared::SetColoredTristate(ui->spirv_shader_gen, Settings::values.spirv_shader_gen,
spirv_shader_gen);
}
void ConfigureGraphics::SetPhysicalDeviceComboVisibility(int index) {
Settings::GraphicsAPI effective_api{};
// When configuring per-game the physical device combo should be
// shown either when the global api is used and that is Vulkan or
// Vulkan is set as the per-game api.
if (!Settings::IsConfiguringGlobal()) {
const bool using_global = index == 0;
if (using_global) {
effective_api = Settings::values.graphics_api.GetValue(true);
} else {
effective_api =
static_cast<Settings::GraphicsAPI>(index - ConfigurationShared::USE_GLOBAL_OFFSET);
}
} else {
effective_api = static_cast<Settings::GraphicsAPI>(index);
}
ui->physical_device_group->setVisible(effective_api == Settings::GraphicsAPI::Vulkan);
ui->spirv_shader_gen->setVisible(effective_api == Settings::GraphicsAPI::Vulkan);
ui->opengl_renderer_group->setVisible(effective_api == Settings::GraphicsAPI::OpenGL);
}
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