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1152d66ddd
GLASM is getting good enough that we can move it out of advanced graphics settings. This removes the setting `use_assembly_shaders`, opting for a enum class `shader_backend`. This comes with the benefits that it is extensible for additional shader backends besides GLSL and GLASM, and this will work better with a QComboBox. Qt removes the related assembly shader setting from the Advanced Graphics section and places it as a new QComboBox in the API Settings group. This will replace the Vulkan device selector when OpenGL is selected. Additionally, mark all of the custom anisotropic filtering settings as "WILL BREAK THINGS", as that is the case with a select few games.
58 lines
1.3 KiB
C++
58 lines
1.3 KiB
C++
// Copyright 2016 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include <vector>
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#include <QString>
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#include <QWidget>
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#include "common/settings.h"
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namespace ConfigurationShared {
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enum class CheckState;
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}
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namespace Ui {
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class ConfigureGraphics;
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}
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class ConfigureGraphics : public QWidget {
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Q_OBJECT
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public:
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explicit ConfigureGraphics(QWidget* parent = nullptr);
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~ConfigureGraphics() override;
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void ApplyConfiguration();
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private:
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void changeEvent(QEvent* event) override;
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void RetranslateUI();
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void SetConfiguration();
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void UpdateBackgroundColorButton(QColor color);
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void UpdateAPILayout();
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void UpdateDeviceSelection(int device);
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void UpdateShaderBackendSelection(int backend);
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void RetrieveVulkanDevices();
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void SetupPerGameUI();
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Settings::RendererBackend GetCurrentGraphicsBackend() const;
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std::unique_ptr<Ui::ConfigureGraphics> ui;
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QColor bg_color;
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ConfigurationShared::CheckState use_nvdec_emulation;
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ConfigurationShared::CheckState accelerate_astc;
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ConfigurationShared::CheckState use_disk_shader_cache;
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ConfigurationShared::CheckState use_asynchronous_gpu_emulation;
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std::vector<QString> vulkan_devices;
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u32 vulkan_device{};
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Settings::ShaderBackend shader_backend{};
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};
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