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https://github.com/yuzu-emu/yuzu-android.git
synced 2025-07-08 20:27:52 -05:00
configure_graphics_advance: Generate UI at runtime
We can iterate through the AdvancedGraphics settings and generate the UI during runtime. This doesn't help runtime efficiency, but it helps a ton in reducing the amount of work a developer needs in order to add a new setting.
This commit is contained in:
@ -1,6 +1,8 @@
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// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <QLabel>
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#include <qnamespace.h>
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#include "common/settings.h"
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#include "core/core.h"
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#include "ui_configure_graphics_advanced.h"
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@ -9,94 +11,54 @@
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ConfigureGraphicsAdvanced::ConfigureGraphicsAdvanced(
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const Core::System& system_,
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std::shared_ptr<std::forward_list<ConfigurationShared::Tab*>> group, QWidget* parent)
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: Tab(group, parent), ui{std::make_unique<Ui::ConfigureGraphicsAdvanced>()}, system{system_} {
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std::shared_ptr<std::forward_list<ConfigurationShared::Tab*>> group,
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const ConfigurationShared::TranslationMap& translations_, QWidget* parent)
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: Tab(group, parent), ui{std::make_unique<Ui::ConfigureGraphicsAdvanced>()}, system{system_},
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translations{translations_} {
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ui->setupUi(this);
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SetupPerGameUI();
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SetConfiguration();
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ui->enable_compute_pipelines_checkbox->setVisible(false);
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checkbox_enable_compute_pipelines->setVisible(false);
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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 = !system.IsPoweredOn();
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ui->use_reactive_flushing->setEnabled(runtime_lock);
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ui->async_present->setEnabled(runtime_lock);
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ui->renderer_force_max_clock->setEnabled(runtime_lock);
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ui->astc_recompression_combobox->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->enable_compute_pipelines_checkbox->setEnabled(runtime_lock);
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auto& layout = *ui->populate_target->layout();
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std::map<std::string, QWidget*> hold{}; // A map will sort the data for us
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ui->async_present->setChecked(Settings::values.async_presentation.GetValue());
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ui->renderer_force_max_clock->setChecked(Settings::values.renderer_force_max_clock.GetValue());
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ui->use_reactive_flushing->setChecked(Settings::values.use_reactive_flushing.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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ui->use_vulkan_driver_pipeline_cache->setChecked(
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Settings::values.use_vulkan_driver_pipeline_cache.GetValue());
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ui->enable_compute_pipelines_checkbox->setChecked(
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Settings::values.enable_compute_pipelines.GetValue());
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ui->use_video_framerate_checkbox->setChecked(Settings::values.use_video_framerate.GetValue());
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ui->barrier_feedback_loops_checkbox->setChecked(
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Settings::values.barrier_feedback_loops.GetValue());
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for (auto setting :
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Settings::values.linkage.by_category[Settings::Category::AdvancedGraphics]) {
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QWidget* widget = ConfigurationShared::CreateWidget(setting, translations, this,
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runtime_lock, apply_funcs, trackers);
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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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ui->astc_recompression_combobox->setCurrentIndex(
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static_cast<int>(Settings::values.astc_recompression.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::SetPerGameSetting(ui->astc_recompression_combobox,
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&Settings::values.astc_recompression);
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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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ConfigurationShared::SetHighlight(ui->label_astc_recompression,
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!Settings::values.astc_recompression.UsingGlobal());
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if (widget == nullptr) {
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continue;
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}
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if (!setting->IsEnum()) {
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hold.emplace(setting->GetLabel(), widget);
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} else {
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layout.addWidget(widget);
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}
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if (setting->GetLabel() == "enable_compute_pipelines") {
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checkbox_enable_compute_pipelines = widget;
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}
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}
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for (const auto& [label, widget] : hold) {
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layout.addWidget(widget);
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}
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}
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void ConfigureGraphicsAdvanced::ApplyConfiguration() {
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.gpu_accuracy, ui->gpu_accuracy);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.async_presentation,
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ui->async_present, async_present);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.renderer_force_max_clock,
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ui->renderer_force_max_clock,
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renderer_force_max_clock);
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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_reactive_flushing,
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ui->use_reactive_flushing, use_reactive_flushing);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.astc_recompression,
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ui->astc_recompression_combobox);
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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.use_vulkan_driver_pipeline_cache,
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ui->use_vulkan_driver_pipeline_cache,
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use_vulkan_driver_pipeline_cache);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.enable_compute_pipelines,
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ui->enable_compute_pipelines_checkbox,
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enable_compute_pipelines);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_video_framerate,
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ui->use_video_framerate_checkbox, use_video_framerate);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.barrier_feedback_loops,
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ui->barrier_feedback_loops_checkbox,
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barrier_feedback_loops);
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const bool is_powered_on = system.IsPoweredOn();
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for (const auto& func : apply_funcs) {
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func(is_powered_on);
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}
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}
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void ConfigureGraphicsAdvanced::changeEvent(QEvent* event) {
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@ -111,68 +73,6 @@ 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->async_present->setEnabled(Settings::values.async_presentation.UsingGlobal());
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ui->renderer_force_max_clock->setEnabled(
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Settings::values.renderer_force_max_clock.UsingGlobal());
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ui->use_reactive_flushing->setEnabled(Settings::values.use_reactive_flushing.UsingGlobal());
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ui->astc_recompression_combobox->setEnabled(
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Settings::values.astc_recompression.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->use_vulkan_driver_pipeline_cache->setEnabled(
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Settings::values.use_vulkan_driver_pipeline_cache.UsingGlobal());
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ui->anisotropic_filtering_combobox->setEnabled(
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Settings::values.max_anisotropy.UsingGlobal());
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ui->enable_compute_pipelines_checkbox->setEnabled(
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Settings::values.enable_compute_pipelines.UsingGlobal());
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ui->use_video_framerate_checkbox->setEnabled(
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Settings::values.use_video_framerate.UsingGlobal());
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ui->barrier_feedback_loops_checkbox->setEnabled(
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Settings::values.barrier_feedback_loops.UsingGlobal());
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return;
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}
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ConfigurationShared::SetColoredTristate(ui->async_present, Settings::values.async_presentation,
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async_present);
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ConfigurationShared::SetColoredTristate(ui->renderer_force_max_clock,
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Settings::values.renderer_force_max_clock,
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renderer_force_max_clock);
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ConfigurationShared::SetColoredTristate(
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ui->use_reactive_flushing, Settings::values.use_reactive_flushing, use_reactive_flushing);
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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::SetColoredTristate(ui->use_vulkan_driver_pipeline_cache,
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Settings::values.use_vulkan_driver_pipeline_cache,
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use_vulkan_driver_pipeline_cache);
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ConfigurationShared::SetColoredTristate(ui->enable_compute_pipelines_checkbox,
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Settings::values.enable_compute_pipelines,
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enable_compute_pipelines);
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ConfigurationShared::SetColoredTristate(ui->use_video_framerate_checkbox,
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Settings::values.use_video_framerate,
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use_video_framerate);
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ConfigurationShared::SetColoredTristate(ui->barrier_feedback_loops_checkbox,
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Settings::values.barrier_feedback_loops,
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barrier_feedback_loops);
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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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ConfigurationShared::SetColoredComboBox(
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ui->astc_recompression_combobox, ui->label_astc_recompression,
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static_cast<int>(Settings::values.astc_recompression.GetValue(true)));
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}
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void ConfigureGraphicsAdvanced::ExposeComputeOption() {
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ui->enable_compute_pipelines_checkbox->setVisible(true);
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checkbox_enable_compute_pipelines->setVisible(true);
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}
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