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authorMartino Fontana <tinozzo123@gmail.com>2026-02-09 19:08:53 +0100
committerMartino Fontana <tinozzo123@gmail.com>2026-02-13 13:57:43 +0100
commitfdbc2883ef3984f9f766aaca0dbae0cf3844e8d2 (patch)
treed892157c6c2ec7a939e33ae83f5181f187289a9e /Source/Core/DolphinQt/Config/Graphics/EnhancementsWidget.cpp
parentebc8c9d857f8cbc99d555c4c2b16e3e8098a718a (diff)
VideoCommon: Invert interaction between Arbitrary Mipmap Detection and GPU Texture Decoding (the former disables the latter)
Split from #14293. It makes sense for a setting that changes visual output to have priority over a setting that barely makes any difference.
Diffstat (limited to 'Source/Core/DolphinQt/Config/Graphics/EnhancementsWidget.cpp')
-rw-r--r--Source/Core/DolphinQt/Config/Graphics/EnhancementsWidget.cpp61
1 files changed, 21 insertions, 40 deletions
diff --git a/Source/Core/DolphinQt/Config/Graphics/EnhancementsWidget.cpp b/Source/Core/DolphinQt/Config/Graphics/EnhancementsWidget.cpp
index 57a7eb634f..276a75d9da 100644
--- a/Source/Core/DolphinQt/Config/Graphics/EnhancementsWidget.cpp
+++ b/Source/Core/DolphinQt/Config/Graphics/EnhancementsWidget.cpp
@@ -41,11 +41,11 @@ EnhancementsWidget::EnhancementsWidget(GraphicsPane* gfx_pane)
// BackendChanged is called by parent on window creation.
connect(gfx_pane, &GraphicsPane::BackendChanged, this, &EnhancementsWidget::OnBackendChanged);
connect(gfx_pane, &GraphicsPane::UseFastTextureSamplingChanged, this, [this] {
- m_texture_filtering_combo->setEnabled(ReadSetting(Config::GFX_HACK_FAST_TEXTURE_SAMPLING));
- });
- connect(gfx_pane, &GraphicsPane::UseGPUTextureDecodingChanged, this, [this] {
- m_arbitrary_mipmap_detection->setEnabled(!ReadSetting(Config::GFX_ENABLE_GPU_TEXTURE_DECODING));
+ m_texture_filtering_combo->setEnabled(
+ Get(m_game_layer, Config::GFX_HACK_FAST_TEXTURE_SAMPLING));
});
+ connect(m_arbitrary_mipmap_detection, &QCheckBox::toggled, gfx_pane,
+ [gfx_pane] { emit gfx_pane->UpdateGPUTextureDecoding(); });
}
constexpr int ANISO_1x = std::to_underlying(AnisotropicFilteringMode::Force1x);
@@ -82,8 +82,8 @@ void EnhancementsWidget::CreateWidgets()
// If the current scale is greater than the max scale in the ini, add sufficient options so that
// when the settings are saved we don't lose the user-modified value from the ini.
- const int max_efb_scale =
- std::max(ReadSetting(Config::GFX_EFB_SCALE), ReadSetting(Config::GFX_MAX_EFB_SCALE));
+ const int max_efb_scale = std::max(Get(m_game_layer, Config::GFX_EFB_SCALE),
+ Get(m_game_layer, Config::GFX_MAX_EFB_SCALE));
for (int scale = static_cast<int>(resolution_options.size()); scale <= max_efb_scale; scale++)
{
const QString scale_text = QString::number(scale);
@@ -129,7 +129,7 @@ void EnhancementsWidget::CreateWidgets()
m_texture_filtering_combo->Add(tr("Force Linear and 16x Anisotropic"), ANISO_16X,
FILTERING_LINEAR);
m_texture_filtering_combo->Refresh();
- m_texture_filtering_combo->setEnabled(ReadSetting(Config::GFX_HACK_FAST_TEXTURE_SAMPLING));
+ m_texture_filtering_combo->setEnabled(Get(m_game_layer, Config::GFX_HACK_FAST_TEXTURE_SAMPLING));
m_output_resampling_combo = new ConfigChoice(
{tr("Default"), tr("Bilinear"), tr("Bicubic: B-Spline"), tr("Bicubic: Mitchell-Netravali"),
@@ -162,7 +162,8 @@ void EnhancementsWidget::CreateWidgets()
m_arbitrary_mipmap_detection =
new ConfigBool(tr("Arbitrary Mipmap Detection"),
Config::GFX_ENHANCE_ARBITRARY_MIPMAP_DETECTION, m_game_layer);
- m_arbitrary_mipmap_detection->setEnabled(!ReadSetting(Config::GFX_ENABLE_GPU_TEXTURE_DECODING));
+ m_arbitrary_mipmap_detection->setEnabled(
+ !Get(m_game_layer, Config::GFX_ENABLE_GPU_TEXTURE_DECODING));
m_hdr = new ConfigBool(tr("HDR Post-Processing"), Config::GFX_ENHANCE_HDR_OUTPUT, m_game_layer);
int row = 0;
@@ -241,7 +242,7 @@ void EnhancementsWidget::CreateWidgets()
m_3d_depth_value->setText(QString::asprintf("%.0f", m_3d_depth->GetValue()));
m_3d_convergence_value->setText(QString::asprintf("%.2f", m_3d_convergence->GetValue()));
- auto current_stereo_mode = ReadSetting(Config::GFX_STEREO_MODE);
+ auto current_stereo_mode = Get(m_game_layer, Config::GFX_STEREO_MODE);
if (current_stereo_mode != StereoMode::SBS && current_stereo_mode != StereoMode::TAB)
m_3d_per_eye_resolution->hide();
@@ -254,8 +255,8 @@ void EnhancementsWidget::CreateWidgets()
void EnhancementsWidget::ConnectWidgets()
{
- connect(m_3d_mode, &QComboBox::currentIndexChanged, [this] {
- auto current_stereo_mode = ReadSetting(Config::GFX_STEREO_MODE);
+ connect(m_3d_mode, &QComboBox::currentIndexChanged, this, [this] {
+ auto current_stereo_mode = Get(m_game_layer, Config::GFX_STEREO_MODE);
LoadPostProcessingShaders();
if (current_stereo_mode == StereoMode::SBS || current_stereo_mode == StereoMode::TAB)
@@ -279,18 +280,9 @@ void EnhancementsWidget::ConnectWidgets()
});
}
-template <typename T>
-T EnhancementsWidget::ReadSetting(const Config::Info<T>& setting) const
-{
- if (m_game_layer != nullptr)
- return m_game_layer->Get(setting);
- else
- return Config::Get(setting);
-}
-
void EnhancementsWidget::LoadPostProcessingShaders()
{
- auto stereo_mode = ReadSetting(Config::GFX_STEREO_MODE);
+ auto stereo_mode = Get(m_game_layer, Config::GFX_STEREO_MODE);
const QSignalBlocker blocker(m_post_processing_effect);
m_post_processing_effect->clear();
@@ -307,7 +299,7 @@ void EnhancementsWidget::LoadPostProcessingShaders()
if (stereo_mode != StereoMode::Anaglyph && stereo_mode != StereoMode::Passive)
m_post_processing_effect->addItem(tr("(off)"), QStringLiteral(""));
- auto selected_shader = ReadSetting(Config::GFX_ENHANCE_POST_SHADER);
+ auto selected_shader = Get(m_game_layer, Config::GFX_ENHANCE_POST_SHADER);
bool found = false;
@@ -337,7 +329,8 @@ void EnhancementsWidget::LoadPostProcessingShaders()
m_post_processing_effect->setCurrentIndex(index);
// Save forced shader, but avoid forcing an option into a game ini layer.
- if (m_game_layer == nullptr && ReadSetting(Config::GFX_ENHANCE_POST_SHADER) != selected_shader)
+ if (m_game_layer == nullptr &&
+ Get(m_game_layer, Config::GFX_ENHANCE_POST_SHADER) != selected_shader)
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_POST_SHADER, selected_shader);
}
@@ -380,7 +373,7 @@ void EnhancementsWidget::OnBackendChanged()
void EnhancementsWidget::ShaderChanged()
{
- auto shader = ReadSetting(Config::GFX_ENHANCE_POST_SHADER);
+ auto shader = Get(m_game_layer, Config::GFX_ENHANCE_POST_SHADER);
if (shader == "(off)" || shader == "")
{
@@ -406,18 +399,6 @@ void EnhancementsWidget::ShaderChanged()
}
}
-void EnhancementsWidget::OnConfigChanged()
-{
- // Only used for the GameConfigWidget. Bypasses graphics window signals and backend info due to it
- // being global.
- m_texture_filtering_combo->setEnabled(ReadSetting(Config::GFX_HACK_FAST_TEXTURE_SAMPLING));
- m_arbitrary_mipmap_detection->setEnabled(!ReadSetting(Config::GFX_ENABLE_GPU_TEXTURE_DECODING));
- UpdateAntialiasingOptions();
-
- // Needs to update after deleting a key for 3d settings.
- LoadPostProcessingShaders();
-}
-
void EnhancementsWidget::UpdateAntialiasingOptions()
{
const QSignalBlocker blocker(m_antialiasing_combo);
@@ -570,9 +551,9 @@ void EnhancementsWidget::AddDescriptions()
"effects.<br><br>May have false positives that result in blurry textures at increased "
"internal "
"resolution, such as in games that use very low resolution mipmaps. Disabling this can also "
- "reduce stutter in games that frequently load new textures.<br><br>This setting is disabled "
- "when GPU Texture Decoding is enabled.<br><br><dolphin_emphasis>If unsure, leave this "
- "unchecked.</dolphin_emphasis>");
+ "reduce stutter in games that frequently load new textures.<br><br>If this setting is "
+ "enabled, GPU Texture Decoding will be disabled.<br><br><dolphin_emphasis>If "
+ "unsure, leave this unchecked.</dolphin_emphasis>");
static const char TR_HDR_DESCRIPTION[] = QT_TR_NOOP(
"Enables scRGB HDR output (if supported by your graphics backend and monitor)."
" Fullscreen might be required."
@@ -637,7 +618,7 @@ void EnhancementsWidget::ConfigureColorCorrection()
void EnhancementsWidget::ConfigurePostProcessingShader()
{
- const std::string shader = ReadSetting(Config::GFX_ENHANCE_POST_SHADER);
+ const std::string shader = Get(m_game_layer, Config::GFX_ENHANCE_POST_SHADER);
PostProcessingConfigWindow dialog(this, shader);
dialog.exec();
}