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authorspycrab <spycrab@users.noreply.github.com>2017-06-16 01:43:38 +0200
committerspycrab <spycrab@users.noreply.github.com>2017-06-28 20:41:50 +0200
commite64a2d4e098987518af7e32e8c06fda328f61841 (patch)
treecb7800de2ec702da6af4e369b06f8ac4e63dcfcb /Source
parentb6690b274b88cea7277e32c8170fd142239bdc60 (diff)
Qt/GraphicsSettings: Implement enhancements tab
Diffstat (limited to 'Source')
-rw-r--r--Source/Core/DolphinQt2/Config/Graphics/EnhancementsWidget.cpp301
-rw-r--r--Source/Core/DolphinQt2/Config/Graphics/EnhancementsWidget.h50
2 files changed, 351 insertions, 0 deletions
diff --git a/Source/Core/DolphinQt2/Config/Graphics/EnhancementsWidget.cpp b/Source/Core/DolphinQt2/Config/Graphics/EnhancementsWidget.cpp
new file mode 100644
index 0000000000..263dc50248
--- /dev/null
+++ b/Source/Core/DolphinQt2/Config/Graphics/EnhancementsWidget.cpp
@@ -0,0 +1,301 @@
+// Copyright 2017 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include "DolphinQt2/Config/Graphics/EnhancementsWidget.h"
+
+#include <cmath>
+
+#include <QGridLayout>
+#include <QGroupBox>
+#include <QLabel>
+#include <QPushButton>
+#include <QVBoxLayout>
+
+#include "Core/Config/GraphicsSettings.h"
+#include "Core/ConfigManager.h"
+#include "DolphinQt2/Config/Graphics/GraphicsBool.h"
+#include "DolphinQt2/Config/Graphics/GraphicsChoice.h"
+#include "DolphinQt2/Config/Graphics/GraphicsSlider.h"
+#include "DolphinQt2/Config/Graphics/GraphicsWindow.h"
+#include "DolphinQt2/Settings.h"
+#include "UICommon/VideoUtils.h"
+#include "VideoCommon/PostProcessing.h"
+#include "VideoCommon/VideoConfig.h"
+
+EnhancementsWidget::EnhancementsWidget(GraphicsWindow* parent)
+ : GraphicsWidget(parent), m_block_save(false)
+{
+ CreateWidgets();
+ LoadSettings();
+ ConnectWidgets();
+ AddDescriptions();
+ connect(parent, &GraphicsWindow::BackendChanged,
+ [this](const QString& backend) { LoadSettings(); });
+}
+
+void EnhancementsWidget::CreateWidgets()
+{
+ auto* main_layout = new QVBoxLayout;
+
+ // Enhancements
+ auto* enhancements_box = new QGroupBox(tr("Enhancements"));
+ auto* enhancements_layout = new QGridLayout();
+ enhancements_box->setLayout(enhancements_layout);
+
+ m_ir_combo = new GraphicsChoice(
+ {tr("Auto (Window Size)"), tr("Auto (Multiple of 640x528)"), tr("Native (640x528)"),
+ tr("1.5x Native (960x792)"), tr("2x Native (1280x1056) for 720p"),
+ tr("2.5x Native (1600x1320)"), tr("3x Native (1920x1584) for 1080p"),
+ tr("4x Native (2560x2112) for 1440p"), tr("5x Native (3200x2640)"),
+ tr("6x Native (3840x3168) for 4K"), tr("7x Native (4480x3696)"),
+ tr("8x Native (5120x4224) for 5K")},
+ Config::GFX_EFB_SCALE);
+
+ if (g_Config.iEFBScale > 11)
+ {
+ m_ir_combo->addItem(tr("Custom"));
+ m_ir_combo->setCurrentIndex(m_ir_combo->count() - 1);
+ }
+
+ m_ir_combo->setMaxVisibleItems(m_ir_combo->count());
+
+ m_aa_combo = new QComboBox();
+ m_af_combo = new GraphicsChoice({tr("1x"), tr("2x"), tr("4x"), tr("8x"), tr("16x")},
+ Config::GFX_ENHANCE_MAX_ANISOTROPY);
+ m_pp_effect = new QComboBox();
+ m_configure_pp_effect = new QPushButton(tr("Configure"));
+ m_scaled_efb_copy = new GraphicsBool(tr("Scaled EFB Copy"), Config::GFX_HACK_COPY_EFB_ENABLED);
+ m_per_pixel_lighting =
+ new GraphicsBool(tr("Per-Pixel Lighting"), Config::GFX_ENABLE_PIXEL_LIGHTING);
+ m_force_texture_filtering =
+ new GraphicsBool(tr("Force Texture Filtering"), Config::GFX_ENHANCE_FORCE_FILTERING);
+ m_widescreen_hack = new GraphicsBool(tr("Widescreen Hack"), Config::GFX_WIDESCREEN_HACK);
+ m_disable_fog = new GraphicsBool(tr("Disable Fog"), Config::GFX_DISABLE_FOG);
+ m_force_24bit_color =
+ new GraphicsBool(tr("Force 24-bit Color"), Config::GFX_ENHANCE_FORCE_TRUE_COLOR);
+
+ enhancements_layout->addWidget(new QLabel(tr("Internal Resolution:")), 0, 0);
+ enhancements_layout->addWidget(m_ir_combo, 0, 1, 1, -1);
+ enhancements_layout->addWidget(new QLabel(tr("Anti-Aliasing")), 1, 0);
+ enhancements_layout->addWidget(m_aa_combo, 1, 1, 1, -1);
+ enhancements_layout->addWidget(new QLabel(tr("Antisotrophic Filtering:")), 2, 0);
+ enhancements_layout->addWidget(m_af_combo, 2, 1, 1, -1);
+ enhancements_layout->addWidget(new QLabel(tr("Post-Processing Effect:")), 3, 0);
+ enhancements_layout->addWidget(m_pp_effect, 3, 1);
+ enhancements_layout->addWidget(m_configure_pp_effect, 3, 2);
+
+ enhancements_layout->addWidget(m_scaled_efb_copy, 4, 0);
+ enhancements_layout->addWidget(m_per_pixel_lighting, 4, 1);
+ enhancements_layout->addWidget(m_force_texture_filtering, 5, 0);
+ enhancements_layout->addWidget(m_widescreen_hack, 5, 1);
+ enhancements_layout->addWidget(m_disable_fog, 6, 0);
+ enhancements_layout->addWidget(m_force_24bit_color, 6, 1);
+
+ // Stereoscopy
+ auto* stereoscopy_box = new QGroupBox(tr("Stereoscopy"));
+ auto* stereoscopy_layout = new QGridLayout();
+ stereoscopy_box->setLayout(stereoscopy_layout);
+
+ m_3d_mode =
+ new GraphicsChoice({tr("Off"), tr("Side-by-Side"), tr("Top-and-Bottom"), tr("Anaglyph")},
+ Config::GFX_STEREO_MODE);
+ m_3d_depth = new GraphicsSlider(0, 100, Config::GFX_STEREO_DEPTH);
+ m_3d_convergence = new GraphicsSlider(0, 200, Config::GFX_STEREO_CONVERGENCE, 100);
+ m_3d_swap_eyes = new GraphicsBool(tr("Swap Eyes"), Config::GFX_STEREO_SWAP_EYES);
+
+ stereoscopy_layout->addWidget(new QLabel(tr("Stereoscopic 3D Mode:")), 0, 0);
+ stereoscopy_layout->addWidget(m_3d_mode, 0, 1);
+ stereoscopy_layout->addWidget(new QLabel(tr("Depth:")), 1, 0);
+ stereoscopy_layout->addWidget(m_3d_depth, 1, 1);
+ stereoscopy_layout->addWidget(new QLabel(tr("Convergence:")), 2, 0);
+ stereoscopy_layout->addWidget(m_3d_convergence, 2, 1);
+ stereoscopy_layout->addWidget(m_3d_swap_eyes, 3, 0);
+
+ main_layout->addWidget(enhancements_box);
+ main_layout->addWidget(stereoscopy_box);
+
+ setLayout(main_layout);
+}
+
+void EnhancementsWidget::ConnectWidgets()
+{
+ connect(m_aa_combo, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged),
+ [this](int) { SaveSettings(); });
+ connect(m_pp_effect, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged),
+ [this](int) { SaveSettings(); });
+ connect(m_3d_mode, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged),
+ [this](int) { SaveSettings(); });
+}
+
+void EnhancementsWidget::LoadSettings()
+{
+ m_block_save = true;
+ // Anti-Aliasing
+
+ int aa_selection = Config::Get(Config::GFX_MSAA);
+ bool ssaa = Config::Get(Config::GFX_SSAA);
+
+ m_aa_combo->clear();
+ for (const auto& option : VideoUtils::GetAvailableAntialiasingModes(m_msaa_modes))
+ m_aa_combo->addItem(option == "None" ? tr("None") : QString::fromStdString(option));
+
+ m_aa_combo->setCurrentText(
+ QString::fromStdString(std::to_string(aa_selection) + "x " + (ssaa ? "SSAA" : "MSAA")));
+ m_aa_combo->setEnabled(m_aa_combo->count() > 1);
+
+ // Post Processing Shader
+ std::vector<std::string> shaders =
+ g_Config.iStereoMode == STEREO_ANAGLYPH ?
+ PostProcessingShaderImplementation::GetAnaglyphShaderList(
+ g_Config.backend_info.api_type) :
+ PostProcessingShaderImplementation::GetShaderList(g_Config.backend_info.api_type);
+
+ m_pp_effect->clear();
+ m_pp_effect->addItem(tr("(off)"));
+
+ const auto selected_shader = Config::Get(Config::GFX_ENHANCE_POST_SHADER);
+
+ for (const auto& shader : shaders)
+ {
+ m_pp_effect->addItem(QString::fromStdString(shader));
+ if (selected_shader == shader)
+ m_pp_effect->setCurrentIndex(m_pp_effect->count() - 1);
+ }
+
+ PostProcessingShaderConfiguration pp_shader;
+ if (selected_shader != "(off)")
+ {
+ pp_shader.LoadShader(selected_shader);
+ m_configure_pp_effect->setEnabled(pp_shader.HasOptions());
+ }
+ bool supports_stereoscopy = g_Config.backend_info.bSupportsGeometryShaders;
+
+ m_3d_mode->setEnabled(supports_stereoscopy);
+ m_3d_convergence->setEnabled(supports_stereoscopy);
+ m_3d_depth->setEnabled(supports_stereoscopy);
+ m_3d_swap_eyes->setEnabled(supports_stereoscopy);
+ m_block_save = false;
+}
+
+void EnhancementsWidget::SaveSettings()
+{
+ if (m_block_save)
+ return;
+
+ bool is_ssaa = m_aa_combo->currentText().endsWith(QStringLiteral("SSAA"));
+
+ int aa_value = m_aa_combo->currentIndex();
+
+ if (aa_value == 0)
+ {
+ aa_value = 1;
+ }
+ else
+ {
+ if (aa_value > m_msaa_modes)
+ aa_value -= m_msaa_modes;
+ aa_value = std::pow(2, aa_value);
+ }
+ Config::SetBaseOrCurrent(Config::GFX_MSAA, static_cast<unsigned int>(aa_value));
+
+ Config::SetBaseOrCurrent(Config::GFX_SSAA, is_ssaa);
+
+ Config::SetBaseOrCurrent(Config::GFX_ENHANCE_POST_SHADER,
+ m_pp_effect->currentText().toStdString());
+
+ PostProcessingShaderConfiguration pp_shader;
+ if (Config::Get(Config::GFX_ENHANCE_POST_SHADER) != "(off)")
+ {
+ pp_shader.LoadShader(Config::Get(Config::GFX_ENHANCE_POST_SHADER));
+ m_configure_pp_effect->setEnabled(pp_shader.HasOptions());
+ }
+ else
+ {
+ m_configure_pp_effect->setEnabled(false);
+ }
+}
+
+void EnhancementsWidget::AddDescriptions()
+{
+ static const char* TR_INTERNAL_RESOLUTION_DESCRIPTION =
+ QT_TR_NOOP("Specifies the resolution used to render at. A high resolution greatly improves "
+ "visual quality, but also greatly increases GPU load and can cause issues in "
+ "certain games.\n\"Multiple of 640x528\" will result in a size slightly larger "
+ "than \"Window Size\" but yield fewer issues. Generally speaking, the lower the "
+ "internal resolution is, the better your performance will be. Auto (Window Size), "
+ "1.5x, and 2.5x may cause issues in some games.\n\nIf unsure, select Native.");
+
+ static const char* TR_ANTIALIAS_DESCRIPTION =
+ QT_TR_NOOP("Reduces the amount of aliasing caused by rasterizing 3D graphics. This smooths "
+ "out jagged edges on objects.\nIncreases GPU load and sometimes causes graphical "
+ "issues. SSAA is significantly more demanding than MSAA, but provides top quality "
+ "geometry anti-aliasing and also applies anti-aliasing to lighting, shader "
+ "effects, and textures.\n\nIf unsure, select None.");
+
+ static const char* TR_ANTISTROPIC_FILTERING_DESCRIPTION = QT_TR_NOOP(
+ "Enable anisotropic filtering.\nEnhances visual quality of textures that are at oblique "
+ "viewing angles.\nMight cause issues in a small number of games.\n\nIf unsure, select 1x.");
+
+ static const char* TR_POSTPROCESSING_DESCRIPTION = QT_TR_NOOP(
+ "Apply a post-processing effect after finishing a frame.\n\nIf unsure, select (off).");
+
+ static const char* TR_SCALED_EFB_COPY_DESCRIPTION = QT_TR_NOOP(
+ "Greatly increases quality of textures generated using render-to-texture "
+ "effects.\nRaising the "
+ "internal resolution will improve the effect of this setting.\nSlightly increases GPU "
+ "load and "
+ "causes relatively few graphical issues.\n\nIf unsure, leave this checked.");
+ static const char* TR_PER_PIXEL_LIGHTING_DESCRIPTION = QT_TR_NOOP(
+ "Calculates lighting of 3D objects per-pixel rather than per-vertex, smoothing out the "
+ "appearance of lit polygons and making individual triangles less noticeable.\nRarely causes "
+ "slowdowns or graphical issues.\n\nIf unsure, leave this unchecked.");
+ static const char* TR_WIDESCREEN_HACK_DESCRIPTION = QT_TR_NOOP(
+ "Forces the game to output graphics for any aspect ratio.\nUse with \"Aspect Ratio\" set to "
+ "\"Force 16:9\" to force 4:3-only games to run at 16:9.\nRarely produces good results and "
+ "often partially breaks graphics and game UIs.\nUnnecessary (and detrimental) if using any "
+ "AR/Gecko-code widescreen patches.\n\nIf unsure, leave this unchecked.");
+ static const char* TR_REMOVE_FOG_DESCRIPTION =
+ QT_TR_NOOP("Makes distant objects more visible by removing fog, thus increasing the overall "
+ "detail.\nDisabling fog will break some games which rely on proper fog "
+ "emulation.\n\nIf unsure, leave this unchecked.");
+
+ static const char* TR_3D_MODE_DESCRIPTION = QT_TR_NOOP(
+ "Selects the stereoscopic 3D mode. Stereoscopy allows you to get a better feeling "
+ "of depth if you have the necessary hardware.\nSide-by-Side and Top-and-Bottom are "
+ "used by most 3D TVs.\nAnaglyph is used for Red-Cyan colored glasses.\nHeavily "
+ "decreases emulation speed and sometimes causes issues.\n\nIf unsure, select Off.");
+ static const char* TR_3D_DEPTH_DESCRIPTION =
+ QT_TR_NOOP("Controls the separation distance between the virtual cameras.\nA higher value "
+ "creates a stronger feeling of depth while a lower value is more comfortable.");
+ static const char* TR_3D_CONVERGENCE_DESCRIPTION = QT_TR_NOOP(
+ "Controls the distance of the convergence plane. This is the distance at which "
+ "virtual objects will appear to be in front of the screen.\nA higher value creates "
+ "stronger out-of-screen effects while a lower value is more comfortable.");
+ static const char* TR_3D_SWAP_EYES_DESCRIPTION =
+ QT_TR_NOOP("Swaps the left and right eye. Mostly useful if you want to view side-by-side "
+ "cross-eyed.\n\nIf unsure, leave this unchecked.");
+ static const char* TR_FORCE_24BIT_DESCRIPTION =
+ QT_TR_NOOP("Forces the game to render the RGB color channels in 24-bit, thereby increasing "
+ "quality by reducing color banding.\nIt has no impact on performance and causes "
+ "few graphical issues.\n\n\nIf unsure, leave this checked.");
+ static const char* TR_FORCE_TEXTURE_FILTERING_DESCRIPTION =
+ QT_TR_NOOP("Filter all textures, including any that the game explicitly set as "
+ "unfiltered.\nMay improve quality of certain textures in some games, but will "
+ "cause issues in others.\n\nIf unsure, leave this unchecked.");
+
+ AddDescription(m_ir_combo, TR_INTERNAL_RESOLUTION_DESCRIPTION);
+ AddDescription(m_aa_combo, TR_ANTIALIAS_DESCRIPTION);
+ AddDescription(m_af_combo, TR_ANTISTROPIC_FILTERING_DESCRIPTION);
+ AddDescription(m_pp_effect, TR_POSTPROCESSING_DESCRIPTION);
+ AddDescription(m_scaled_efb_copy, TR_SCALED_EFB_COPY_DESCRIPTION);
+ AddDescription(m_per_pixel_lighting, TR_PER_PIXEL_LIGHTING_DESCRIPTION);
+ AddDescription(m_widescreen_hack, TR_WIDESCREEN_HACK_DESCRIPTION);
+ AddDescription(m_disable_fog, TR_REMOVE_FOG_DESCRIPTION);
+ AddDescription(m_force_24bit_color, TR_FORCE_24BIT_DESCRIPTION);
+ AddDescription(m_force_texture_filtering, TR_FORCE_TEXTURE_FILTERING_DESCRIPTION);
+ AddDescription(m_3d_mode, TR_3D_MODE_DESCRIPTION);
+ AddDescription(m_3d_depth, TR_3D_DEPTH_DESCRIPTION);
+ AddDescription(m_3d_convergence, TR_3D_CONVERGENCE_DESCRIPTION);
+ AddDescription(m_3d_swap_eyes, TR_3D_SWAP_EYES_DESCRIPTION);
+}
diff --git a/Source/Core/DolphinQt2/Config/Graphics/EnhancementsWidget.h b/Source/Core/DolphinQt2/Config/Graphics/EnhancementsWidget.h
new file mode 100644
index 0000000000..ac23ed84e9
--- /dev/null
+++ b/Source/Core/DolphinQt2/Config/Graphics/EnhancementsWidget.h
@@ -0,0 +1,50 @@
+// Copyright 2017 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include "DolphinQt2/Config/Graphics/GraphicsWidget.h"
+
+class GraphicsWindow;
+class QCheckBox;
+class QComboBox;
+class QPushButton;
+class QSlider;
+
+class EnhancementsWidget final : public GraphicsWidget
+{
+ Q_OBJECT
+public:
+ explicit EnhancementsWidget(GraphicsWindow* parent);
+
+private:
+ void LoadSettings() override;
+ void SaveSettings() override;
+
+ void CreateWidgets();
+ void ConnectWidgets();
+ void AddDescriptions();
+
+ // Enhancements
+ QComboBox* m_ir_combo;
+ QComboBox* m_aa_combo;
+ QComboBox* m_af_combo;
+ QComboBox* m_pp_effect;
+ QPushButton* m_configure_pp_effect;
+ QCheckBox* m_scaled_efb_copy;
+ QCheckBox* m_per_pixel_lighting;
+ QCheckBox* m_force_texture_filtering;
+ QCheckBox* m_widescreen_hack;
+ QCheckBox* m_disable_fog;
+ QCheckBox* m_force_24bit_color;
+
+ // Stereoscopy
+ QComboBox* m_3d_mode;
+ QSlider* m_3d_depth;
+ QSlider* m_3d_convergence;
+ QCheckBox* m_3d_swap_eyes;
+
+ int m_msaa_modes;
+ bool m_block_save;
+};