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https://github.com/yuzu-emu/yuzu-android.git
synced 2025-06-14 11:07:56 -05:00
general: Add setting shader_backend
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.
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@ -26,19 +26,25 @@ ConfigureGraphics::ConfigureGraphics(QWidget* parent)
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ui->setupUi(this);
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ui->backend->addItem(QStringLiteral("GLSL"));
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ui->backend->addItem(tr("GLASM (NVIDIA Only)"));
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ui->backend->addItem(QStringLiteral("SPIR-V"));
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SetupPerGameUI();
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SetConfiguration();
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connect(ui->api, qOverload<int>(&QComboBox::currentIndexChanged), this, [this] {
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UpdateDeviceComboBox();
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UpdateAPILayout();
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if (!Settings::IsConfiguringGlobal()) {
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ConfigurationShared::SetHighlight(
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ui->api_layout, ui->api->currentIndex() != ConfigurationShared::USE_GLOBAL_INDEX);
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ui->api_widget, ui->api->currentIndex() != ConfigurationShared::USE_GLOBAL_INDEX);
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}
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});
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connect(ui->device, qOverload<int>(&QComboBox::activated), this,
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[this](int device) { UpdateDeviceSelection(device); });
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connect(ui->backend, qOverload<int>(&QComboBox::activated), this,
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[this](int backend) { UpdateShaderBackendSelection(backend); });
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connect(ui->bg_button, &QPushButton::clicked, this, [this] {
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const QColor new_bg_color = QColorDialog::getColor(bg_color);
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@ -48,6 +54,10 @@ ConfigureGraphics::ConfigureGraphics(QWidget* parent)
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UpdateBackgroundColorButton(new_bg_color);
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});
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for (const auto& device : vulkan_devices) {
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ui->device->addItem(device);
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}
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ui->bg_label->setVisible(Settings::IsConfiguringGlobal());
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ui->bg_combobox->setVisible(!Settings::IsConfiguringGlobal());
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}
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@ -61,12 +71,21 @@ void ConfigureGraphics::UpdateDeviceSelection(int device) {
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}
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}
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void ConfigureGraphics::UpdateShaderBackendSelection(int backend) {
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if (backend == -1) {
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return;
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}
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if (GetCurrentGraphicsBackend() == Settings::RendererBackend::OpenGL) {
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shader_backend = static_cast<Settings::ShaderBackend>(backend);
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}
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}
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ConfigureGraphics::~ConfigureGraphics() = default;
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void ConfigureGraphics::SetConfiguration() {
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const bool runtime_lock = !Core::System::GetInstance().IsPoweredOn();
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ui->api->setEnabled(runtime_lock);
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ui->api_widget->setEnabled(runtime_lock);
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ui->use_asynchronous_gpu_emulation->setEnabled(runtime_lock);
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ui->use_disk_shader_cache->setEnabled(runtime_lock);
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ui->use_nvdec_emulation->setEnabled(runtime_lock);
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@ -83,7 +102,7 @@ void ConfigureGraphics::SetConfiguration() {
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ui->aspect_ratio_combobox->setCurrentIndex(Settings::values.aspect_ratio.GetValue());
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} else {
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ConfigurationShared::SetPerGameSetting(ui->api, &Settings::values.renderer_backend);
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ConfigurationShared::SetHighlight(ui->api_layout,
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ConfigurationShared::SetHighlight(ui->api_widget,
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!Settings::values.renderer_backend.UsingGlobal());
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ConfigurationShared::SetPerGameSetting(ui->fullscreen_mode_combobox,
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@ -100,11 +119,10 @@ void ConfigureGraphics::SetConfiguration() {
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ui->bg_button->setEnabled(!Settings::values.bg_red.UsingGlobal());
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ConfigurationShared::SetHighlight(ui->bg_layout, !Settings::values.bg_red.UsingGlobal());
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}
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UpdateBackgroundColorButton(QColor::fromRgb(Settings::values.bg_red.GetValue(),
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Settings::values.bg_green.GetValue(),
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Settings::values.bg_blue.GetValue()));
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UpdateDeviceComboBox();
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UpdateAPILayout();
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}
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void ConfigureGraphics::ApplyConfiguration() {
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@ -128,6 +146,9 @@ void ConfigureGraphics::ApplyConfiguration() {
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if (Settings::values.renderer_backend.UsingGlobal()) {
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Settings::values.renderer_backend.SetValue(GetCurrentGraphicsBackend());
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}
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if (Settings::values.shader_backend.UsingGlobal()) {
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Settings::values.shader_backend.SetValue(shader_backend);
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}
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if (Settings::values.vulkan_device.UsingGlobal()) {
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Settings::values.vulkan_device.SetValue(vulkan_device);
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}
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@ -139,15 +160,22 @@ void ConfigureGraphics::ApplyConfiguration() {
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} else {
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if (ui->api->currentIndex() == ConfigurationShared::USE_GLOBAL_INDEX) {
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Settings::values.renderer_backend.SetGlobal(true);
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Settings::values.shader_backend.SetGlobal(true);
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Settings::values.vulkan_device.SetGlobal(true);
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} else {
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Settings::values.renderer_backend.SetGlobal(false);
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Settings::values.renderer_backend.SetValue(GetCurrentGraphicsBackend());
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if (GetCurrentGraphicsBackend() == Settings::RendererBackend::Vulkan) {
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switch (GetCurrentGraphicsBackend()) {
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case Settings::RendererBackend::OpenGL:
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Settings::values.shader_backend.SetGlobal(false);
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Settings::values.vulkan_device.SetGlobal(true);
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Settings::values.shader_backend.SetValue(shader_backend);
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break;
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case Settings::RendererBackend::Vulkan:
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Settings::values.shader_backend.SetGlobal(true);
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Settings::values.vulkan_device.SetGlobal(false);
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Settings::values.vulkan_device.SetValue(vulkan_device);
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} else {
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Settings::values.vulkan_device.SetGlobal(true);
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break;
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}
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}
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@ -188,32 +216,32 @@ void ConfigureGraphics::UpdateBackgroundColorButton(QColor color) {
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ui->bg_button->setIcon(color_icon);
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}
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void ConfigureGraphics::UpdateDeviceComboBox() {
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ui->device->clear();
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bool enabled = false;
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void ConfigureGraphics::UpdateAPILayout() {
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if (!Settings::IsConfiguringGlobal() &&
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ui->api->currentIndex() == ConfigurationShared::USE_GLOBAL_INDEX) {
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vulkan_device = Settings::values.vulkan_device.GetValue(true);
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shader_backend = Settings::values.shader_backend.GetValue(true);
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ui->device_widget->setEnabled(false);
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ui->backend_widget->setEnabled(false);
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} else {
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vulkan_device = Settings::values.vulkan_device.GetValue();
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shader_backend = Settings::values.shader_backend.GetValue();
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ui->device_widget->setEnabled(true);
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ui->backend_widget->setEnabled(true);
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}
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switch (GetCurrentGraphicsBackend()) {
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case Settings::RendererBackend::OpenGL:
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ui->device->addItem(tr("OpenGL Graphics Device"));
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enabled = false;
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ui->backend->setCurrentIndex(static_cast<u32>(shader_backend));
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ui->device_widget->setVisible(false);
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ui->backend_widget->setVisible(true);
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break;
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case Settings::RendererBackend::Vulkan:
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for (const auto& device : vulkan_devices) {
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ui->device->addItem(device);
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}
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ui->device->setCurrentIndex(vulkan_device);
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enabled = !vulkan_devices.empty();
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ui->device_widget->setVisible(true);
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ui->backend_widget->setVisible(false);
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break;
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}
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// If in per-game config and use global is selected, don't enable.
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enabled &= !(!Settings::IsConfiguringGlobal() &&
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ui->api->currentIndex() == ConfigurationShared::USE_GLOBAL_INDEX);
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ui->device->setEnabled(enabled && !Core::System::GetInstance().IsPoweredOn());
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}
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void ConfigureGraphics::RetrieveVulkanDevices() try {
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