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7aae6d6d2b
Rather than have directly modified global state here, we can make it an implementation detail and have an interface that changes are queried through.
148 lines
7.2 KiB
C++
148 lines
7.2 KiB
C++
// Copyright 2020 yuzu 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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#include "core/core.h"
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#include "core/settings.h"
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#include "ui_configure_graphics_advanced.h"
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#include "yuzu/configuration/configuration_shared.h"
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#include "yuzu/configuration/configure_graphics_advanced.h"
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ConfigureGraphicsAdvanced::ConfigureGraphicsAdvanced(QWidget* parent)
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: QWidget(parent), ui(new Ui::ConfigureGraphicsAdvanced) {
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ui->setupUi(this);
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SetupPerGameUI();
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SetConfiguration();
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}
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ConfigureGraphicsAdvanced::~ConfigureGraphicsAdvanced() = default;
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void ConfigureGraphicsAdvanced::SetConfiguration() {
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const bool runtime_lock = !Core::System::GetInstance().IsPoweredOn();
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ui->use_vsync->setEnabled(runtime_lock);
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ui->use_assembly_shaders->setEnabled(runtime_lock);
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ui->use_asynchronous_shaders->setEnabled(runtime_lock);
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ui->anisotropic_filtering_combobox->setEnabled(runtime_lock);
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ui->use_vsync->setChecked(Settings::values.use_vsync.GetValue());
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ui->use_assembly_shaders->setChecked(Settings::values.use_assembly_shaders.GetValue());
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ui->use_asynchronous_shaders->setChecked(Settings::values.use_asynchronous_shaders.GetValue());
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ui->use_fast_gpu_time->setChecked(Settings::values.use_fast_gpu_time.GetValue());
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if (Settings::IsConfiguringGlobal()) {
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ui->gpu_accuracy->setCurrentIndex(
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static_cast<int>(Settings::values.gpu_accuracy.GetValue()));
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ui->anisotropic_filtering_combobox->setCurrentIndex(
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Settings::values.max_anisotropy.GetValue());
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} else {
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ConfigurationShared::SetPerGameSetting(ui->gpu_accuracy, &Settings::values.gpu_accuracy);
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ConfigurationShared::SetPerGameSetting(ui->anisotropic_filtering_combobox,
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&Settings::values.max_anisotropy);
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ConfigurationShared::SetHighlight(ui->label_gpu_accuracy,
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!Settings::values.gpu_accuracy.UsingGlobal());
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ConfigurationShared::SetHighlight(ui->af_label,
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!Settings::values.max_anisotropy.UsingGlobal());
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}
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}
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void ConfigureGraphicsAdvanced::ApplyConfiguration() {
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// Subtract 2 if configuring per-game (separator and "use global configuration" take 2 slots)
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const auto gpu_accuracy = static_cast<Settings::GPUAccuracy>(
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ui->gpu_accuracy->currentIndex() -
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((Settings::IsConfiguringGlobal()) ? 0 : ConfigurationShared::USE_GLOBAL_OFFSET));
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if (Settings::IsConfiguringGlobal()) {
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// Must guard in case of a during-game configuration when set to be game-specific.
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if (Settings::values.gpu_accuracy.UsingGlobal()) {
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Settings::values.gpu_accuracy.SetValue(gpu_accuracy);
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}
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if (Settings::values.use_vsync.UsingGlobal()) {
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Settings::values.use_vsync.SetValue(ui->use_vsync->isChecked());
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}
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if (Settings::values.use_assembly_shaders.UsingGlobal()) {
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Settings::values.use_assembly_shaders.SetValue(ui->use_assembly_shaders->isChecked());
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}
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if (Settings::values.use_asynchronous_shaders.UsingGlobal()) {
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Settings::values.use_asynchronous_shaders.SetValue(
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ui->use_asynchronous_shaders->isChecked());
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}
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if (Settings::values.use_asynchronous_shaders.UsingGlobal()) {
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Settings::values.use_asynchronous_shaders.SetValue(
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ui->use_asynchronous_shaders->isChecked());
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}
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if (Settings::values.use_fast_gpu_time.UsingGlobal()) {
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Settings::values.use_fast_gpu_time.SetValue(ui->use_fast_gpu_time->isChecked());
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}
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if (Settings::values.max_anisotropy.UsingGlobal()) {
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Settings::values.max_anisotropy.SetValue(
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ui->anisotropic_filtering_combobox->currentIndex());
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}
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} else {
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy,
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ui->anisotropic_filtering_combobox);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync,
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use_vsync);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_assembly_shaders,
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ui->use_assembly_shaders, use_assembly_shaders);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders,
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ui->use_asynchronous_shaders,
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use_asynchronous_shaders);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_fast_gpu_time,
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ui->use_fast_gpu_time, use_fast_gpu_time);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy,
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ui->anisotropic_filtering_combobox);
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if (ui->gpu_accuracy->currentIndex() == ConfigurationShared::USE_GLOBAL_INDEX) {
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Settings::values.gpu_accuracy.SetGlobal(true);
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} else {
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Settings::values.gpu_accuracy.SetGlobal(false);
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Settings::values.gpu_accuracy.SetValue(gpu_accuracy);
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}
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}
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}
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void ConfigureGraphicsAdvanced::changeEvent(QEvent* event) {
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if (event->type() == QEvent::LanguageChange) {
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RetranslateUI();
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}
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QWidget::changeEvent(event);
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}
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void ConfigureGraphicsAdvanced::RetranslateUI() {
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ui->retranslateUi(this);
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}
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void ConfigureGraphicsAdvanced::SetupPerGameUI() {
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// Disable if not global (only happens during game)
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if (Settings::IsConfiguringGlobal()) {
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ui->gpu_accuracy->setEnabled(Settings::values.gpu_accuracy.UsingGlobal());
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ui->use_vsync->setEnabled(Settings::values.use_vsync.UsingGlobal());
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ui->use_assembly_shaders->setEnabled(Settings::values.use_assembly_shaders.UsingGlobal());
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ui->use_asynchronous_shaders->setEnabled(
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Settings::values.use_asynchronous_shaders.UsingGlobal());
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ui->use_fast_gpu_time->setEnabled(Settings::values.use_fast_gpu_time.UsingGlobal());
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ui->anisotropic_filtering_combobox->setEnabled(
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Settings::values.max_anisotropy.UsingGlobal());
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return;
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}
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ConfigurationShared::SetColoredTristate(ui->use_vsync, Settings::values.use_vsync, use_vsync);
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ConfigurationShared::SetColoredTristate(
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ui->use_assembly_shaders, Settings::values.use_assembly_shaders, use_assembly_shaders);
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ConfigurationShared::SetColoredTristate(ui->use_asynchronous_shaders,
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Settings::values.use_asynchronous_shaders,
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use_asynchronous_shaders);
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ConfigurationShared::SetColoredTristate(ui->use_fast_gpu_time,
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Settings::values.use_fast_gpu_time, use_fast_gpu_time);
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ConfigurationShared::SetColoredComboBox(
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ui->gpu_accuracy, ui->label_gpu_accuracy,
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static_cast<int>(Settings::values.gpu_accuracy.GetValue(true)));
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ConfigurationShared::SetColoredComboBox(
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ui->anisotropic_filtering_combobox, ui->af_label,
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static_cast<int>(Settings::values.max_anisotropy.GetValue(true)));
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}
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