diff options
Diffstat (limited to 'src/yuzu/configuration/configure_graphics_advanced.cpp')
-rw-r--r-- | src/yuzu/configuration/configure_graphics_advanced.cpp | 106 |
1 files changed, 93 insertions, 13 deletions
diff --git a/src/yuzu/configuration/configure_graphics_advanced.cpp b/src/yuzu/configuration/configure_graphics_advanced.cpp index be5006ad3b..7c0fa7ec5b 100644 --- a/src/yuzu/configuration/configure_graphics_advanced.cpp +++ b/src/yuzu/configuration/configure_graphics_advanced.cpp @@ -5,6 +5,7 @@ #include "core/core.h" #include "core/settings.h" #include "ui_configure_graphics_advanced.h" +#include "yuzu/configuration/configuration_shared.h" #include "yuzu/configuration/configure_graphics_advanced.h" ConfigureGraphicsAdvanced::ConfigureGraphicsAdvanced(QWidget* parent) @@ -12,6 +13,8 @@ ConfigureGraphicsAdvanced::ConfigureGraphicsAdvanced(QWidget* parent) ui->setupUi(this); + SetupPerGameUI(); + SetConfiguration(); } @@ -19,26 +22,81 @@ ConfigureGraphicsAdvanced::~ConfigureGraphicsAdvanced() = default; void ConfigureGraphicsAdvanced::SetConfiguration() { const bool runtime_lock = !Core::System::GetInstance().IsPoweredOn(); - ui->gpu_accuracy->setCurrentIndex(static_cast<int>(Settings::values.gpu_accuracy)); ui->use_vsync->setEnabled(runtime_lock); - ui->use_vsync->setChecked(Settings::values.use_vsync); ui->use_assembly_shaders->setEnabled(runtime_lock); - ui->use_assembly_shaders->setChecked(Settings::values.use_assembly_shaders); - ui->use_fast_gpu_time->setChecked(Settings::values.use_fast_gpu_time); ui->force_30fps_mode->setEnabled(runtime_lock); - ui->force_30fps_mode->setChecked(Settings::values.force_30fps_mode); ui->anisotropic_filtering_combobox->setEnabled(runtime_lock); - ui->anisotropic_filtering_combobox->setCurrentIndex(Settings::values.max_anisotropy); + + if (Settings::configuring_global) { + ui->gpu_accuracy->setCurrentIndex( + static_cast<int>(Settings::values.gpu_accuracy.GetValue())); + ui->use_vsync->setChecked(Settings::values.use_vsync.GetValue()); + ui->use_assembly_shaders->setChecked(Settings::values.use_assembly_shaders.GetValue()); + ui->use_fast_gpu_time->setChecked(Settings::values.use_fast_gpu_time.GetValue()); + ui->force_30fps_mode->setChecked(Settings::values.force_30fps_mode.GetValue()); + ui->anisotropic_filtering_combobox->setCurrentIndex( + Settings::values.max_anisotropy.GetValue()); + } else { + ConfigurationShared::SetPerGameSetting(ui->gpu_accuracy, &Settings::values.gpu_accuracy); + ConfigurationShared::SetPerGameSetting(ui->use_vsync, &Settings::values.use_vsync); + ConfigurationShared::SetPerGameSetting(ui->use_assembly_shaders, + &Settings::values.use_assembly_shaders); + ConfigurationShared::SetPerGameSetting(ui->use_fast_gpu_time, + &Settings::values.use_fast_gpu_time); + ConfigurationShared::SetPerGameSetting(ui->force_30fps_mode, + &Settings::values.force_30fps_mode); + ConfigurationShared::SetPerGameSetting(ui->anisotropic_filtering_combobox, + &Settings::values.max_anisotropy); + } } void ConfigureGraphicsAdvanced::ApplyConfiguration() { - auto gpu_accuracy = static_cast<Settings::GPUAccuracy>(ui->gpu_accuracy->currentIndex()); - Settings::values.gpu_accuracy = gpu_accuracy; - Settings::values.use_vsync = ui->use_vsync->isChecked(); - Settings::values.use_assembly_shaders = ui->use_assembly_shaders->isChecked(); - Settings::values.use_fast_gpu_time = ui->use_fast_gpu_time->isChecked(); - Settings::values.force_30fps_mode = ui->force_30fps_mode->isChecked(); - Settings::values.max_anisotropy = ui->anisotropic_filtering_combobox->currentIndex(); + // Subtract 2 if configuring per-game (separator and "use global configuration" take 2 slots) + const auto gpu_accuracy = static_cast<Settings::GPUAccuracy>( + ui->gpu_accuracy->currentIndex() - + ((Settings::configuring_global) ? 0 : ConfigurationShared::USE_GLOBAL_OFFSET)); + + if (Settings::configuring_global) { + // Must guard in case of a during-game configuration when set to be game-specific. + if (Settings::values.gpu_accuracy.UsingGlobal()) { + Settings::values.gpu_accuracy.SetValue(gpu_accuracy); + } + if (Settings::values.use_vsync.UsingGlobal()) { + Settings::values.use_vsync.SetValue(ui->use_vsync->isChecked()); + } + if (Settings::values.use_assembly_shaders.UsingGlobal()) { + Settings::values.use_assembly_shaders.SetValue(ui->use_assembly_shaders->isChecked()); + } + if (Settings::values.use_fast_gpu_time.UsingGlobal()) { + Settings::values.use_fast_gpu_time.SetValue(ui->use_fast_gpu_time->isChecked()); + } + if (Settings::values.force_30fps_mode.UsingGlobal()) { + Settings::values.force_30fps_mode.SetValue(ui->force_30fps_mode->isChecked()); + } + if (Settings::values.max_anisotropy.UsingGlobal()) { + Settings::values.max_anisotropy.SetValue( + ui->anisotropic_filtering_combobox->currentIndex()); + } + } else { + ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy, + ui->anisotropic_filtering_combobox); + ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync); + ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_assembly_shaders, + ui->use_assembly_shaders); + ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_fast_gpu_time, + ui->use_fast_gpu_time); + ConfigurationShared::ApplyPerGameSetting(&Settings::values.force_30fps_mode, + ui->force_30fps_mode); + ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy, + ui->anisotropic_filtering_combobox); + + if (ui->gpu_accuracy->currentIndex() == ConfigurationShared::USE_GLOBAL_INDEX) { + Settings::values.gpu_accuracy.SetGlobal(true); + } else { + Settings::values.gpu_accuracy.SetGlobal(false); + Settings::values.gpu_accuracy.SetValue(gpu_accuracy); + } + } } void ConfigureGraphicsAdvanced::changeEvent(QEvent* event) { @@ -52,3 +110,25 @@ void ConfigureGraphicsAdvanced::changeEvent(QEvent* event) { void ConfigureGraphicsAdvanced::RetranslateUI() { ui->retranslateUi(this); } + +void ConfigureGraphicsAdvanced::SetupPerGameUI() { + // Disable if not global (only happens during game) + if (Settings::configuring_global) { + ui->gpu_accuracy->setEnabled(Settings::values.gpu_accuracy.UsingGlobal()); + ui->use_vsync->setEnabled(Settings::values.use_vsync.UsingGlobal()); + ui->use_assembly_shaders->setEnabled(Settings::values.use_assembly_shaders.UsingGlobal()); + ui->use_fast_gpu_time->setEnabled(Settings::values.use_fast_gpu_time.UsingGlobal()); + ui->force_30fps_mode->setEnabled(Settings::values.force_30fps_mode.UsingGlobal()); + ui->anisotropic_filtering_combobox->setEnabled( + Settings::values.max_anisotropy.UsingGlobal()); + + return; + } + + ConfigurationShared::InsertGlobalItem(ui->gpu_accuracy); + ui->use_vsync->setTristate(true); + ui->use_assembly_shaders->setTristate(true); + ui->use_fast_gpu_time->setTristate(true); + ui->force_30fps_mode->setTristate(true); + ConfigurationShared::InsertGlobalItem(ui->anisotropic_filtering_combobox); +} |