// Copyright 2016 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include "citra_qt/configuration/configuration_shared.h" #include "citra_qt/configuration/configure_graphics.h" #include "common/settings.h" #include "ui_configure_graphics.h" #include "video_core/renderer_vulkan/vk_instance.h" ConfigureGraphics::ConfigureGraphics(std::span physical_devices, bool is_powered_on, QWidget* parent) : QWidget(parent), ui(std::make_unique()) { ui->setupUi(this); SetupPerGameUI(); for (const QString& name : physical_devices) { ui->physical_device_combo->addItem(name); } 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); if (physical_devices.empty()) { const u32 index = static_cast(Settings::GraphicsAPI::Vulkan); ui->graphics_api_combo->removeItem(index); ui->physical_device_combo->setVisible(false); ui->spirv_shader_gen->setVisible(false); } connect(ui->graphics_api_combo, qOverload(&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(&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(Settings::values.graphics_api.GetValue())); ui->physical_device_combo->setCurrentIndex( static_cast(Settings::values.physical_device.GetValue())); ui->texture_sampling_combobox->setCurrentIndex( static_cast(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(Settings::values.graphics_api.GetValue(true))); ConfigurationShared::SetColoredComboBox( ui->physical_device_combo, ui->physical_device_group, static_cast(Settings::values.physical_device.GetValue(true))); ConfigurationShared::SetColoredComboBox( ui->texture_sampling_combobox, ui->widget_texture_sampling, static_cast(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) { bool is_visible{}; // 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 auto global_graphics_api = Settings::values.graphics_api.GetValue(true); const bool using_global = index == 0; if (!using_global) { index -= ConfigurationShared::USE_GLOBAL_OFFSET; } const auto graphics_api = static_cast(index); is_visible = (using_global && global_graphics_api == Settings::GraphicsAPI::Vulkan) || graphics_api == Settings::GraphicsAPI::Vulkan; } else { const auto graphics_api = static_cast(index); is_visible = graphics_api == Settings::GraphicsAPI::Vulkan; } ui->physical_device_group->setVisible(is_visible); ui->spirv_shader_gen->setVisible(is_visible); }