// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin // SPDX-License-Identifier: CC-BY-NC-ND-4.0 #include "graphicssettingswidget.h" #include "qtutils.h" #include "settingswindow.h" #include "settingwidgetbinder.h" #include "core/game_database.h" #include "core/gpu.h" #include "core/settings.h" #include "util/media_capture.h" #include static QVariant GetMSAAModeValue(uint multisamples, bool ssaa) { const uint userdata = (multisamples & 0x7FFFFFFFu) | (static_cast(ssaa) << 31); return QVariant(userdata); } static void DecodeMSAAModeValue(const QVariant& userdata, uint* multisamples, bool* ssaa) { bool ok; const uint value = userdata.toUInt(&ok); if (!ok || value == 0) { *multisamples = 1; *ssaa = false; return; } *multisamples = value & 0x7FFFFFFFu; *ssaa = (value & (1u << 31)) != 0u; } GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsWindow* dialog, QWidget* parent) : QWidget(parent), m_dialog(dialog) { SettingsInterface* sif = dialog->getSettingsInterface(); m_ui.setupUi(this); setupAdditionalUi(); removePlatformSpecificUi(); // Rendering Tab SettingWidgetBinder::BindWidgetToEnumSetting(sif, m_ui.renderer, "GPU", "Renderer", &Settings::ParseRendererName, &Settings::GetRendererName, Settings::DEFAULT_GPU_RENDERER); SettingWidgetBinder::BindWidgetToEnumSetting(sif, m_ui.textureFiltering, "GPU", "TextureFilter", &Settings::ParseTextureFilterName, &Settings::GetTextureFilterName, Settings::DEFAULT_GPU_TEXTURE_FILTER); SettingWidgetBinder::BindWidgetToEnumSetting(sif, m_ui.spriteTextureFiltering, "GPU", "SpriteTextureFilter", &Settings::ParseTextureFilterName, &Settings::GetTextureFilterName, Settings::DEFAULT_GPU_TEXTURE_FILTER); SettingWidgetBinder::BindWidgetToEnumSetting(sif, m_ui.gpuDownsampleMode, "GPU", "DownsampleMode", &Settings::ParseDownsampleModeName, &Settings::GetDownsampleModeName, Settings::DEFAULT_GPU_DOWNSAMPLE_MODE); SettingWidgetBinder::BindWidgetToEnumSetting(sif, m_ui.displayAspectRatio, "Display", "AspectRatio", &Settings::ParseDisplayAspectRatio, &Settings::GetDisplayAspectRatioName, Settings::DEFAULT_DISPLAY_ASPECT_RATIO); SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.customAspectRatioNumerator, "Display", "CustomAspectRatioNumerator", 1); SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.customAspectRatioDenominator, "Display", "CustomAspectRatioDenominator", 1); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.widescreenHack, "GPU", "WidescreenHack", false); SettingWidgetBinder::BindWidgetToEnumSetting( sif, m_ui.displayDeinterlacing, "GPU", "DeinterlacingMode", &Settings::ParseDisplayDeinterlacingMode, &Settings::GetDisplayDeinterlacingModeName, Settings::DEFAULT_DISPLAY_DEINTERLACING_MODE); SettingWidgetBinder::BindWidgetToEnumSetting(sif, m_ui.displayCropMode, "Display", "CropMode", &Settings::ParseDisplayCropMode, &Settings::GetDisplayCropModeName, Settings::DEFAULT_DISPLAY_CROP_MODE); SettingWidgetBinder::BindWidgetToEnumSetting(sif, m_ui.displayScaling, "Display", "Scaling", &Settings::ParseDisplayScaling, &Settings::GetDisplayScalingName, Settings::DEFAULT_DISPLAY_SCALING); SettingWidgetBinder::BindWidgetToEnumSetting(sif, m_ui.forceVideoTiming, "GPU", "ForceVideoTiming", &Settings::ParseForceVideoTimingName, &Settings::GetForceVideoTimingName, Settings::DEFAULT_FORCE_VIDEO_TIMING_MODE); SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.gpuDownsampleScale, "GPU", "DownsampleScale", 1); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.trueColor, "GPU", "TrueColor", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pgxpEnable, "GPU", "PGXPEnable", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pgxpDepthBuffer, "GPU", "PGXPDepthBuffer", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.force43For24Bit, "Display", "Force4_3For24Bit", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.chromaSmoothingFor24Bit, "GPU", "ChromaSmoothing24Bit", false); connect(m_ui.renderer, QOverload::of(&QComboBox::currentIndexChanged), this, &GraphicsSettingsWidget::updateRendererDependentOptions); connect(m_ui.textureFiltering, QOverload::of(&QComboBox::currentIndexChanged), this, &GraphicsSettingsWidget::updateResolutionDependentOptions); connect(m_ui.displayAspectRatio, QOverload::of(&QComboBox::currentIndexChanged), this, &GraphicsSettingsWidget::onAspectRatioChanged); connect(m_ui.gpuDownsampleMode, QOverload::of(&QComboBox::currentIndexChanged), this, &GraphicsSettingsWidget::onDownsampleModeChanged); connect(m_ui.trueColor, &QCheckBox::checkStateChanged, this, &GraphicsSettingsWidget::onTrueColorChanged); connect(m_ui.pgxpEnable, &QCheckBox::checkStateChanged, this, &GraphicsSettingsWidget::updatePGXPSettingsEnabled); SettingWidgetBinder::SetAvailability(m_ui.renderer, !m_dialog->hasGameTrait(GameDatabase::Trait::ForceSoftwareRenderer)); SettingWidgetBinder::SetAvailability(m_ui.resolutionScale, !m_dialog->hasGameTrait(GameDatabase::Trait::DisableUpscaling)); SettingWidgetBinder::SetAvailability(m_ui.textureFiltering, !m_dialog->hasGameTrait(GameDatabase::Trait::DisableTextureFiltering)); SettingWidgetBinder::SetAvailability(m_ui.trueColor, !m_dialog->hasGameTrait(GameDatabase::Trait::DisableTrueColor)); SettingWidgetBinder::SetAvailability(m_ui.pgxpEnable, !m_dialog->hasGameTrait(GameDatabase::Trait::DisablePGXP)); SettingWidgetBinder::SetAvailability(m_ui.widescreenHack, !m_dialog->hasGameTrait(GameDatabase::Trait::DisableWidescreen)); // Advanced Tab SettingWidgetBinder::BindWidgetToEnumSetting( sif, m_ui.exclusiveFullscreenControl, "Display", "ExclusiveFullscreenControl", &Settings::ParseDisplayExclusiveFullscreenControl, &Settings::GetDisplayExclusiveFullscreenControlName, Settings::DEFAULT_DISPLAY_EXCLUSIVE_FULLSCREEN_CONTROL); SettingWidgetBinder::BindWidgetToEnumSetting(sif, m_ui.displayAlignment, "Display", "Alignment", &Settings::ParseDisplayAlignment, &Settings::GetDisplayAlignmentName, Settings::DEFAULT_DISPLAY_ALIGNMENT); SettingWidgetBinder::BindWidgetToEnumSetting(sif, m_ui.displayRotation, "Display", "Rotation", &Settings::ParseDisplayRotation, &Settings::GetDisplayRotationName, Settings::DEFAULT_DISPLAY_ROTATION); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.gpuThread, "GPU", "UseThread", true); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.disableMailboxPresentation, "Display", "DisableMailboxPresentation", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.stretchDisplayVertically, "Display", "StretchVertically", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.automaticallyResizeWindow, "Display", "AutoResizeWindow", false); #ifdef _WIN32 SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.blitSwapChain, "Display", "UseBlitSwapChain", false); #endif SettingWidgetBinder::BindWidgetToEnumSetting(sif, m_ui.gpuLineDetectMode, "GPU", "LineDetectMode", &Settings::ParseLineDetectModeName, &Settings::GetLineDetectModeName, Settings::DEFAULT_GPU_LINE_DETECT_MODE); SettingWidgetBinder::BindWidgetToEnumSetting(sif, m_ui.gpuWireframeMode, "GPU", "WireframeMode", Settings::ParseGPUWireframeMode, Settings::GetGPUWireframeModeName, Settings::DEFAULT_GPU_WIREFRAME_MODE); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.scaledDithering, "GPU", "ScaledDithering", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.useSoftwareRendererForReadbacks, "GPU", "UseSoftwareRendererForReadbacks", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.forceRoundedTexcoords, "GPU", "ForceRoundTextureCoordinates", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.accurateBlending, "GPU", "AccurateBlending", false); SettingWidgetBinder::SetAvailability(m_ui.scaledDithering, !m_dialog->hasGameTrait(GameDatabase::Trait::DisableScaledDithering)); // PGXP Tab SettingWidgetBinder::BindWidgetToFloatSetting(sif, m_ui.pgxpGeometryTolerance, "GPU", "PGXPTolerance", -1.0f); SettingWidgetBinder::BindWidgetToFloatSetting(sif, m_ui.pgxpDepthClearThreshold, "GPU", "PGXPDepthClearThreshold", Settings::DEFAULT_GPU_PGXP_DEPTH_THRESHOLD); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pgxpTextureCorrection, "GPU", "PGXPTextureCorrection", true); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pgxpColorCorrection, "GPU", "PGXPColorCorrection", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pgxpCulling, "GPU", "PGXPCulling", true); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pgxpPreserveProjPrecision, "GPU", "PGXPPreserveProjFP", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pgxpCPU, "GPU", "PGXPCPU", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pgxpVertexCache, "GPU", "PGXPVertexCache", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.pgxpDisableOn2DPolygons, "GPU", "PGXPDisableOn2DPolygons", false); connect(m_ui.pgxpTextureCorrection, &QCheckBox::checkStateChanged, this, &GraphicsSettingsWidget::updatePGXPSettingsEnabled); connect(m_ui.pgxpDepthBuffer, &QCheckBox::checkStateChanged, this, &GraphicsSettingsWidget::updatePGXPSettingsEnabled); SettingWidgetBinder::SetAvailability(m_ui.pgxpTextureCorrection, !m_dialog->hasGameTrait(GameDatabase::Trait::DisablePGXPTextureCorrection)); SettingWidgetBinder::SetAvailability(m_ui.pgxpColorCorrection, !m_dialog->hasGameTrait(GameDatabase::Trait::DisablePGXPColorCorrection)); SettingWidgetBinder::SetAvailability(m_ui.pgxpCulling, !m_dialog->hasGameTrait(GameDatabase::Trait::DisablePGXPCulling)); SettingWidgetBinder::SetAvailability(m_ui.pgxpPreserveProjPrecision, !m_dialog->hasGameTrait(GameDatabase::Trait::DisablePGXPPreserveProjFP)); // OSD Tab SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.osdScale, "Display", "OSDScale", 100); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.showOSDMessages, "Display", "ShowOSDMessages", true); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.showFPS, "Display", "ShowFPS", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.showSpeed, "Display", "ShowSpeed", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.showResolution, "Display", "ShowResolution", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.showCPU, "Display", "ShowCPU", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.showGPU, "Display", "ShowGPU", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.showInput, "Display", "ShowInputs", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.showGPUStatistics, "Display", "ShowGPUStatistics", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.showLatencyStatistics, "Display", "ShowLatencyStatistics", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.showStatusIndicators, "Display", "ShowStatusIndicators", true); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.showFrameTimes, "Display", "ShowFrameTimes", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.showSettings, "Display", "ShowEnhancements", false); // Capture Tab SettingWidgetBinder::BindWidgetToEnumSetting( sif, m_ui.screenshotSize, "Display", "ScreenshotMode", &Settings::ParseDisplayScreenshotMode, &Settings::GetDisplayScreenshotModeName, Settings::DEFAULT_DISPLAY_SCREENSHOT_MODE); SettingWidgetBinder::BindWidgetToEnumSetting( sif, m_ui.screenshotFormat, "Display", "ScreenshotFormat", &Settings::ParseDisplayScreenshotFormat, &Settings::GetDisplayScreenshotFormatName, Settings::DEFAULT_DISPLAY_SCREENSHOT_FORMAT); SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.screenshotQuality, "Display", "ScreenshotQuality", Settings::DEFAULT_DISPLAY_SCREENSHOT_QUALITY); SettingWidgetBinder::BindWidgetToEnumSetting(sif, m_ui.mediaCaptureBackend, "MediaCapture", "Backend", &MediaCapture::ParseBackendName, &MediaCapture::GetBackendName, Settings::DEFAULT_MEDIA_CAPTURE_BACKEND); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.enableVideoCapture, "MediaCapture", "VideoCapture", true); SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.videoCaptureWidth, "MediaCapture", "VideoWidth", Settings::DEFAULT_MEDIA_CAPTURE_VIDEO_WIDTH); SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.videoCaptureHeight, "MediaCapture", "VideoHeight", Settings::DEFAULT_MEDIA_CAPTURE_VIDEO_HEIGHT); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.videoCaptureResolutionAuto, "MediaCapture", "VideoAutoSize", false); SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.videoCaptureBitrate, "MediaCapture", "VideoBitrate", Settings::DEFAULT_MEDIA_CAPTURE_VIDEO_BITRATE); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.enableVideoCaptureArguments, "MediaCapture", "VideoCodecUseArgs", false); SettingWidgetBinder::BindWidgetToStringSetting(sif, m_ui.videoCaptureArguments, "MediaCapture", "AudioCodecArgs"); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.enableAudioCapture, "MediaCapture", "AudioCapture", true); SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.audioCaptureBitrate, "MediaCapture", "AudioBitrate", Settings::DEFAULT_MEDIA_CAPTURE_AUDIO_BITRATE); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.enableVideoCaptureArguments, "MediaCapture", "VideoCodecUseArgs", false); SettingWidgetBinder::BindWidgetToStringSetting(sif, m_ui.audioCaptureArguments, "MediaCapture", "AudioCodecArgs"); connect(m_ui.mediaCaptureBackend, QOverload::of(&QComboBox::currentIndexChanged), this, &GraphicsSettingsWidget::onMediaCaptureBackendChanged); connect(m_ui.enableVideoCapture, &QCheckBox::checkStateChanged, this, &GraphicsSettingsWidget::onMediaCaptureVideoEnabledChanged); connect(m_ui.videoCaptureResolutionAuto, &QCheckBox::checkStateChanged, this, &GraphicsSettingsWidget::onMediaCaptureVideoAutoResolutionChanged); connect(m_ui.enableAudioCapture, &QCheckBox::checkStateChanged, this, &GraphicsSettingsWidget::onMediaCaptureAudioEnabledChanged); // Texture Replacements Tab SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.vramWriteReplacement, "TextureReplacements", "EnableVRAMWriteReplacements", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.preloadTextureReplacements, "TextureReplacements", "PreloadTextures", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.useOldMDECRoutines, "Hacks", "UseOldMDECRoutines", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.vramWriteDumping, "TextureReplacements", "DumpVRAMWrites", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.setVRAMWriteAlphaChannel, "TextureReplacements", "DumpVRAMWriteForceAlphaChannel", true); SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.minDumpedVRAMWriteWidth, "TextureReplacements", "DumpVRAMWriteWidthThreshold", Settings::DEFAULT_VRAM_WRITE_DUMP_WIDTH_THRESHOLD); SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.minDumpedVRAMWriteHeight, "TextureReplacements", "DumpVRAMWriteHeightThreshold", Settings::DEFAULT_VRAM_WRITE_DUMP_HEIGHT_THRESHOLD); connect(m_ui.vramWriteReplacement, &QCheckBox::checkStateChanged, this, &GraphicsSettingsWidget::onEnableAnyTextureReplacementsChanged); connect(m_ui.vramWriteDumping, &QCheckBox::checkStateChanged, this, &GraphicsSettingsWidget::onEnableVRAMWriteDumpingChanged); // Debugging Tab SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.useDebugDevice, "GPU", "UseDebugDevice", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.disableShaderCache, "GPU", "DisableShaderCache", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.disableDualSource, "GPU", "DisableDualSourceBlend", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.disableFramebufferFetch, "GPU", "DisableFramebufferFetch", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.disableTextureBuffers, "GPU", "DisableTextureBuffers", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.disableTextureCopyToSelf, "GPU", "DisableTextureCopyToSelf", false); // Init all dependent options. updateRendererDependentOptions(); onAspectRatioChanged(); onDownsampleModeChanged(); updateResolutionDependentOptions(); onMediaCaptureBackendChanged(); onMediaCaptureAudioEnabledChanged(); onMediaCaptureVideoEnabledChanged(); onEnableAnyTextureReplacementsChanged(); onEnableVRAMWriteDumpingChanged(); onShowDebugSettingsChanged(QtHost::ShouldShowDebugOptions()); // Rendering Tab dialog->registerWidgetHelp( m_ui.renderer, tr("Renderer"), QString::fromUtf8(Settings::GetRendererDisplayName(Settings::DEFAULT_GPU_RENDERER)), tr("Chooses the backend to use for rendering the console/game visuals.
Depending on your system and hardware, " "Direct3D 11 and OpenGL hardware backends may be available.
The software renderer offers the best " "compatibility, but is the slowest and does not offer any enhancements.")); dialog->registerWidgetHelp( m_ui.adapter, tr("Adapter"), tr("(Default)"), tr("If your system contains multiple GPUs or adapters, you can select which GPU you wish to use for the hardware " "renderers.
This option is only supported in Direct3D and Vulkan. OpenGL will always use the default " "device.")); dialog->registerWidgetHelp( m_ui.resolutionScale, tr("Internal Resolution"), "1x", tr("Setting this beyond 1x will enhance the resolution of rendered 3D polygons and lines. Only applies " "to the hardware backends.
This option is usually safe, with most games looking fine at " "higher resolutions. Higher resolutions require a more powerful GPU.")); dialog->registerWidgetHelp( m_ui.gpuDownsampleMode, tr("Down-Sampling"), tr("Disabled"), tr("Downsamples the rendered image prior to displaying it. Can improve overall image quality in mixed 2D/3D games, " "but should be disabled for pure 3D games.")); dialog->registerWidgetHelp(m_ui.gpuDownsampleScale, tr("Down-Sampling Display Scale"), tr("1x"), tr("Selects the resolution scale that will be applied to the final image. 1x will " "downsample to the original console resolution.")); dialog->registerWidgetHelp( m_ui.textureFiltering, tr("Texture Filtering"), QString::fromUtf8(Settings::GetTextureFilterDisplayName(Settings::DEFAULT_GPU_TEXTURE_FILTER)), tr("Smooths out the blockiness of magnified textures on 3D objects by using filtering.
Will have a " "greater effect on higher resolution scales.")); dialog->registerWidgetHelp( m_ui.spriteTextureFiltering, tr("Sprite Texture Filtering"), QString::fromUtf8(Settings::GetTextureFilterDisplayName(Settings::DEFAULT_GPU_TEXTURE_FILTER)), tr("Smooths out the blockiness of magnified textures on 2D objects by using filtering. This filter only applies to " "sprites and other 2D elements, such as the HUD.")); dialog->registerWidgetHelp( m_ui.displayAspectRatio, tr("Aspect Ratio"), QString::fromUtf8(Settings::GetDisplayAspectRatioDisplayName(Settings::DEFAULT_DISPLAY_ASPECT_RATIO)), tr("Changes the aspect ratio used to display the console's output to the screen. The default is Auto (Game Native) " "which automatically adjusts the aspect ratio to match how a game would be shown on a typical TV of the era.")); dialog->registerWidgetHelp( m_ui.displayDeinterlacing, tr("Deinterlacing"), QString::fromUtf8(Settings::GetDisplayDeinterlacingModeName(Settings::DEFAULT_DISPLAY_DEINTERLACING_MODE)), tr("Determines which algorithm is used to convert interlaced frames to progressive for display on your system. " "Using progressive rendering provides the best quality output, but some games require interlaced rendering.")); dialog->registerWidgetHelp( m_ui.displayCropMode, tr("Crop"), QString::fromUtf8(Settings::GetDisplayCropModeDisplayName(Settings::DEFAULT_DISPLAY_CROP_MODE)), tr("Determines how much of the area typically not visible on a consumer TV set to crop/hide. Some games display " "content in the overscan area, or use it for screen effects. May not display correctly with the \"All Borders\" " "setting. \"Only Overscan\" offers a good compromise between stability and hiding black borders.")); dialog->registerWidgetHelp( m_ui.displayScaling, tr("Scaling"), tr("Bilinear (Smooth)"), tr("Determines how the emulated console's output is upscaled or downscaled to your monitor's resolution.")); dialog->registerWidgetHelp( m_ui.forceVideoTiming, tr("Force Video Timing"), tr("Disabled"), tr("Utilizes the chosen frame timing regardless of the active region. This feature can be used to force PAL games " "to run at 60Hz and NTSC games to run at 50Hz. For most games which have a speed tied to the framerate, this " "will result in the game running approximately 17% faster or slower. For variable frame rate games, it may not " "affect the speed.")); dialog->registerWidgetHelp( m_ui.trueColor, tr("True Color Rendering"), tr("Checked"), tr("Forces the precision of colours output to the console's framebuffer to use the full 8 bits of precision per " "channel. This produces nicer looking gradients at the cost of making some colours look slightly different. " "Disabling the option also enables dithering, which makes the transition between colours less sharp by applying " "a pattern around those pixels. Most games are compatible with this option, but there is a number which aren't " "and will have broken effects with it enabled.")); dialog->registerWidgetHelp( m_ui.widescreenHack, tr("Widescreen Rendering"), tr("Unchecked"), tr("Scales vertex positions in screen-space to a widescreen aspect ratio, essentially " "increasing the field of view from 4:3 to the chosen display aspect ratio in 3D games. May not be " "compatible with all games.")); dialog->registerWidgetHelp(m_ui.pgxpEnable, tr("PGXP Geometry Correction"), tr("Unchecked"), tr("Reduces \"wobbly\" polygons and \"warping\" textures that are common in PS1 games. " "May not be compatible with all games.")); dialog->registerWidgetHelp( m_ui.pgxpDepthBuffer, tr("PGXP Depth Buffer"), tr("Unchecked"), tr("Attempts to reduce polygon Z-fighting by testing pixels against the depth values from PGXP. Low compatibility, " "but can work well in some games. Other games may need a threshold adjustment.")); dialog->registerWidgetHelp( m_ui.force43For24Bit, tr("Force 4:3 For FMVs"), tr("Unchecked"), tr("Switches back to 4:3 display aspect ratio when displaying 24-bit content, usually FMVs.")); dialog->registerWidgetHelp(m_ui.chromaSmoothingFor24Bit, tr("FMV Chroma Smoothing"), tr("Unchecked"), tr("Smooths out blockyness between colour transitions in 24-bit content, usually FMVs.")); // Advanced Tab dialog->registerWidgetHelp(m_ui.fullscreenMode, tr("Fullscreen Mode"), tr("Borderless Fullscreen"), tr("Chooses the fullscreen resolution and frequency.")); dialog->registerWidgetHelp(m_ui.exclusiveFullscreenControl, tr("Exclusive Fullscreen Control"), tr("Automatic"), tr("Controls whether exclusive fullscreen can be utilized by Vulkan drivers.")); dialog->registerWidgetHelp( m_ui.displayAlignment, tr("Position"), QString::fromUtf8(Settings::GetDisplayAlignmentDisplayName(Settings::DEFAULT_DISPLAY_ALIGNMENT)), tr("Determines the position on the screen when black borders must be added.")); dialog->registerWidgetHelp(m_ui.gpuThread, tr("Threaded Rendering"), tr("Checked"), tr("Uses a second thread for drawing graphics. Currently only available for the software " "renderer, but can provide a significant speed improvement, and is safe to use.")); dialog->registerWidgetHelp( m_ui.disableMailboxPresentation, tr("Disable Mailbox Presentation"), tr("Unchecked"), tr("Forces the use of FIFO over Mailbox presentation, i.e. double buffering instead of triple buffering. " "Usually results in worse frame pacing.")); dialog->registerWidgetHelp( m_ui.stretchDisplayVertically, tr("Stretch Vertically"), tr("Unchecked"), tr("Prefers stretching the display vertically instead of horizontally, when applying the display aspect ratio.")); dialog->registerWidgetHelp(m_ui.stretchDisplayVertically, tr("Automatically Resize Window"), tr("Unchecked"), tr("Automatically resizes the window to match the internal resolution. For high " "internal resolutions, this will create very large windows.")); #ifdef _WIN32 dialog->registerWidgetHelp(m_ui.blitSwapChain, tr("Use Blit Swap Chain"), tr("Unchecked"), tr("Uses a blit presentation model instead of flipping when using the Direct3D 11 " "renderer. This usually results in slower performance, but may be required for some " "streaming applications, or to uncap framerates on some systems.")); #endif dialog->registerWidgetHelp(m_ui.gpuLineDetectMode, tr("Line Detection"), QString::fromUtf8(Settings::GetLineDetectModeName(Settings::DEFAULT_GPU_LINE_DETECT_MODE)), tr("Attempts to detect one pixel high/wide lines that rely on non-upscaled rasterization " "behavior, filling in gaps introduced by upscaling.")); dialog->registerWidgetHelp( m_ui.msaaMode, tr("Multi-Sampling"), tr("Disabled"), tr("Uses multi-sampled anti-aliasing when rendering 3D polygons. Can improve visuals with a lower performance " "requirement compared to upscaling, but often introduces rendering errors.")); dialog->registerWidgetHelp( m_ui.scaledDithering, tr("Scaled Dithering"), tr("Checked"), tr("Scales the dither pattern to the resolution scale of the emulated GPU. This makes the dither pattern much less " "obvious at higher resolutions. Usually safe to enable.")); dialog->registerWidgetHelp( m_ui.useSoftwareRendererForReadbacks, tr("Software Renderer Readbacks"), tr("Unchecked"), tr("Runs the software renderer in parallel for VRAM readbacks. On some systems, this may result in greater " "performance when using graphical enhancements with the hardware renderer.")); dialog->registerWidgetHelp( m_ui.forceRoundedTexcoords, tr("Round Upscaled Texture Coordinates"), tr("Unchecked"), tr("Rounds texture coordinates instead of flooring when upscaling. Can fix misaligned textures in some games, but " "break others, and is incompatible with texture filtering.")); dialog->registerWidgetHelp( m_ui.accurateBlending, tr("Accurate Blending"), tr("Unchecked"), tr("Forces blending to be done in the shader at 16-bit precision, when not using true color. Very few games " "actually require this, and there is a non-trivial performance cost.")); // PGXP Tab dialog->registerWidgetHelp( m_ui.pgxpGeometryTolerance, tr("Geometry Tolerance"), tr("-1.00px (Disabled)"), tr("Discards precise geometry when it is found to be offset past the specified threshold. This can help with games " "that have vertices significantly moved by PGXP, but is still a hack/workaround.")); dialog->registerWidgetHelp(m_ui.pgxpDepthClearThreshold, tr("Depth Clear Threshold"), QStringLiteral("%1").arg(Settings::DEFAULT_GPU_PGXP_DEPTH_THRESHOLD), tr("Determines the increase in depth that will result in the depth buffer being cleared. " "Can help with depth issues in some games, but is still a hack/workaround.")); dialog->registerWidgetHelp(m_ui.pgxpTextureCorrection, tr("Perspective Correct Textures"), tr("Checked"), tr("Uses perspective-correct interpolation for texture coordinates, straightening out " "warped textures. Requires geometry correction enabled.")); dialog->registerWidgetHelp( m_ui.pgxpColorCorrection, tr("Perspective Correct Colors"), tr("Unchecked"), tr("Uses perspective-correct interpolation for vertex colors, which can improve visuals in some games, but cause " "rendering errors in others. Requires geometry correction enabled.")); dialog->registerWidgetHelp(m_ui.pgxpCulling, tr("Culling Correction"), tr("Checked"), tr("Increases the precision of polygon culling, reducing the number of holes in geometry. " "Requires geometry correction enabled.")); dialog->registerWidgetHelp( m_ui.pgxpPreserveProjPrecision, tr("Preserve Projection Precision"), tr("Unchecked"), tr("Adds additional precision to PGXP data post-projection. May improve visuals in some games.")); dialog->registerWidgetHelp(m_ui.pgxpCPU, tr("CPU Mode"), tr("Unchecked"), tr("Uses PGXP for all instructions, not just memory operations. Required for PGXP to " "correct wobble in some games, but has a high performance cost.")); dialog->registerWidgetHelp( m_ui.pgxpVertexCache, tr("Vertex Cache"), tr("Unchecked"), tr("Uses screen-space vertex positions to obtain precise positions, instead of tracking memory accesses. Can " "provide PGXP compatibility for some games, but generally provides no benefit.")); dialog->registerWidgetHelp(m_ui.pgxpDisableOn2DPolygons, tr("Disable on 2D Polygons"), tr("Unchecked"), tr("Uses native resolution coordinates for 2D polygons, instead of precise coordinates. " "Can fix misaligned UI in some games, but otherwise should be left disabled. The game " "database will enable this automatically when needed.")); // OSD Tab dialog->registerWidgetHelp( m_ui.osdScale, tr("OSD Scale"), tr("100%"), tr("Changes the size at which on-screen elements, including status and messages are displayed.")); dialog->registerWidgetHelp(m_ui.showOSDMessages, tr("Show OSD Messages"), tr("Checked"), tr("Shows on-screen-display messages when events occur such as save states being " "created/loaded, screenshots being taken, etc.")); dialog->registerWidgetHelp(m_ui.showResolution, tr("Show Resolution"), tr("Unchecked"), tr("Shows the resolution of the game in the top-right corner of the display.")); dialog->registerWidgetHelp( m_ui.showSpeed, tr("Show Emulation Speed"), tr("Unchecked"), tr("Shows the current emulation speed of the system in the top-right corner of the display as a percentage.")); dialog->registerWidgetHelp(m_ui.showFPS, tr("Show FPS"), tr("Unchecked"), tr("Shows the internal frame rate of the game in the top-right corner of the display.")); dialog->registerWidgetHelp( m_ui.showCPU, tr("Show CPU Usage"), tr("Unchecked"), tr("Shows the host's CPU usage of each system thread in the top-right corner of the display.")); dialog->registerWidgetHelp(m_ui.showGPU, tr("Show GPU Usage"), tr("Unchecked"), tr("Shows the host's GPU usage in the top-right corner of the display.")); dialog->registerWidgetHelp(m_ui.showGPUStatistics, tr("Show GPU Statistics"), tr("Unchecked"), tr("Shows information about the emulated GPU in the top-right corner of the display.")); dialog->registerWidgetHelp( m_ui.showLatencyStatistics, tr("Show Latency Statistics"), tr("Unchecked"), tr("Shows information about input and audio latency in the top-right corner of the display.")); dialog->registerWidgetHelp( m_ui.showFrameTimes, tr("Show Frame Times"), tr("Unchecked"), tr("Shows the history of frame rendering times as a graph in the top-right corner of the display.")); dialog->registerWidgetHelp( m_ui.showInput, tr("Show Controller Input"), tr("Unchecked"), tr("Shows the current controller state of the system in the bottom-left corner of the display.")); dialog->registerWidgetHelp(m_ui.showSettings, tr("Show Settings"), tr("Unchecked"), tr("Shows a summary of current settings in the bottom-right corner of the display.")); dialog->registerWidgetHelp(m_ui.showStatusIndicators, tr("Show Status Indicators"), tr("Checked"), tr("Shows indicators on screen when the system is not running in its \"normal\" state. " "For example, fast forwarding, or being paused.")); // Capture Tab dialog->registerWidgetHelp(m_ui.screenshotSize, tr("Screenshot Size"), tr("Screen Resolution"), tr("Determines the resolution at which screenshots will be saved. Internal resolutions " "preserve more detail at the cost of file size.")); dialog->registerWidgetHelp( m_ui.screenshotFormat, tr("Screenshot Format"), tr("PNG"), tr("Selects the format which will be used to save screenshots. JPEG produces smaller files, but loses detail.")); dialog->registerWidgetHelp(m_ui.screenshotQuality, tr("Screenshot Quality"), QStringLiteral("%1%").arg(Settings::DEFAULT_DISPLAY_SCREENSHOT_QUALITY), tr("Selects the quality at which screenshots will be compressed. Higher values preserve " "more detail for JPEG, and reduce file size for PNG.")); dialog->registerWidgetHelp( m_ui.mediaCaptureBackend, tr("Backend"), QString::fromUtf8(MediaCapture::GetBackendDisplayName(Settings::DEFAULT_MEDIA_CAPTURE_BACKEND)), tr("Selects the framework that is used to encode video/audio.")); dialog->registerWidgetHelp(m_ui.captureContainer, tr("Container"), tr("MP4"), tr("Determines the file format used to contain the captured audio/video")); dialog->registerWidgetHelp( m_ui.videoCaptureCodec, tr("Video Codec"), tr("Default"), tr("Selects which Video Codec to be used for Video Capture. If unsure, leave it on default.")); dialog->registerWidgetHelp(m_ui.videoCaptureBitrate, tr("Video Bitrate"), tr("6000 kbps"), tr("Sets the video bitrate to be used. Larger bitrate generally yields better video " "quality at the cost of larger resulting file size.")); dialog->registerWidgetHelp( m_ui.videoCaptureResolutionAuto, tr("Automatic Resolution"), tr("Unchecked"), tr("When checked, the video capture resolution will follows the internal resolution of the running " "game. Be careful when using this setting especially when you are upscaling, as higher internal " "resolutions (above 4x) can cause system slowdown.")); dialog->registerWidgetHelp(m_ui.enableVideoCaptureArguments, tr("Enable Extra Video Arguments"), tr("Unchecked"), tr("Allows you to pass arguments to the selected video codec.")); dialog->registerWidgetHelp( m_ui.videoCaptureArguments, tr("Extra Video Arguments"), tr("Empty"), tr("Parameters passed to the selected video codec.
You must use '=' to separate key from value and ':' to " "separate two pairs from each other.
For example: \"crf = 21 : preset = veryfast\"")); dialog->registerWidgetHelp( m_ui.audioCaptureCodec, tr("Audio Codec"), tr("Default"), tr("Selects which Audio Codec to be used for Video Capture. If unsure, leave it on default.")); dialog->registerWidgetHelp(m_ui.audioCaptureBitrate, tr("Audio Bitrate"), tr("160 kbps"), tr("Sets the audio bitrate to be used.")); dialog->registerWidgetHelp(m_ui.enableAudioCaptureArguments, tr("Enable Extra Audio Arguments"), tr("Unchecked"), tr("Allows you to pass arguments to the selected audio codec.")); dialog->registerWidgetHelp( m_ui.audioCaptureArguments, tr("Extra Audio Arguments"), tr("Empty"), tr("Parameters passed to the selected audio codec.
You must use '=' to separate key from value and ':' to " "separate two pairs from each other.
For example: \"compression_level = 4 : joint_stereo = 1\"")); // Texture Replacements Tab dialog->registerWidgetHelp(m_ui.vramWriteReplacement, tr("Enable VRAM Write Replacement"), tr("Unchecked"), tr("Enables the replacement of background textures in supported games. This is " "not general texture replacement.")); dialog->registerWidgetHelp(m_ui.preloadTextureReplacements, tr("Preload Texture Replacements"), tr("Unchecked"), tr("Loads all replacement texture to RAM, reducing stuttering at runtime.")); dialog->registerWidgetHelp(m_ui.useOldMDECRoutines, tr("Use Old MDEC Routines"), tr("Unchecked"), tr("Enables the older, less accurate MDEC decoding routines. May be required for old " "replacement backgrounds to match/load.")); dialog->registerWidgetHelp(m_ui.setVRAMWriteAlphaChannel, tr("Set Alpha Channel"), tr("Checked"), tr("Clears the mask/transparency bit in VRAM write dumps.")); dialog->registerWidgetHelp(m_ui.vramWriteDumping, tr("Enable VRAM Write Dumping"), tr("Unchecked"), tr("Writes backgrounds that can be replaced to the dump directory.")); dialog->registerWidgetHelp(m_ui.minDumpedVRAMWriteWidth, tr("Dump Size Threshold"), tr("128px"), tr("Determines the threshold that triggers a VRAM write to be dumped.")); dialog->registerWidgetHelp(m_ui.minDumpedVRAMWriteHeight, tr("Dump Size Threshold"), tr("128px"), tr("Determines the threshold that triggers a VRAM write to be dumped.")); // Debugging Tab dialog->registerWidgetHelp(m_ui.gpuWireframeMode, tr("Wireframe Mode"), tr("Disabled"), tr("Draws a wireframe outline of the triangles rendered by the console's GPU, either as a " "replacement or an overlay.")); dialog->registerWidgetHelp( m_ui.useDebugDevice, tr("Use Debug Device"), tr("Unchecked"), tr("Enable debugging when supported by the host's renderer API. Only for developer use.")); dialog->registerWidgetHelp( m_ui.disableShaderCache, tr("Disable Shader Cache"), tr("Unchecked"), tr("Forces shaders to be compiled for every run of the program. Only for developer use.")); dialog->registerWidgetHelp(m_ui.disableDualSource, tr("Disable Dual-Source Blending"), tr("Unchecked"), tr("Prevents dual-source blending from being used. Useful for testing broken graphics " "drivers. Only for developer use.")); dialog->registerWidgetHelp(m_ui.disableFramebufferFetch, tr("Disable Framebuffer Fetch"), tr("Unchecked"), tr("Prevents the framebuffer fetch extensions from being used. Useful for testing broken " "graphics drivers. Only for developer use.")); dialog->registerWidgetHelp( m_ui.disableTextureBuffers, tr("Disable Texture Buffers"), tr("Unchecked"), tr("Forces VRAM updates through texture updates, instead of texture buffers and draws. Useful for testing broken " "graphics drivers. Only for developer use.")); dialog->registerWidgetHelp(m_ui.disableTextureCopyToSelf, tr("Disable Texture Copies To Self"), tr("Unchecked"), tr("Disables the use of self-copy updates for the VRAM texture. Useful for testing broken " "graphics drivers. Only for developer use.")); dialog->registerWidgetHelp(m_ui.disableMemoryImport, tr("Disable Memory Import"), tr("Unchecked"), tr("Disables the use of host memory importing. Useful for testing broken graphics " "drivers. Only for developer use.")); dialog->registerWidgetHelp(m_ui.disableRasterOrderViews, tr("Disable Rasterizer Order Views"), tr("Unchecked"), tr("Disables the use of rasterizer order views. Useful for testing broken graphics " "drivers. Only for developer use.")); } GraphicsSettingsWidget::~GraphicsSettingsWidget() = default; void GraphicsSettingsWidget::setupAdditionalUi() { // Rendering Tab for (u32 i = 0; i < static_cast(GPURenderer::Count); i++) { m_ui.renderer->addItem(QString::fromUtf8(Settings::GetRendererDisplayName(static_cast(i)))); } for (u32 i = 0; i < static_cast(GPUTextureFilter::Count); i++) { m_ui.textureFiltering->addItem( QString::fromUtf8(Settings::GetTextureFilterDisplayName(static_cast(i)))); m_ui.spriteTextureFiltering->addItem( QString::fromUtf8(Settings::GetTextureFilterDisplayName(static_cast(i)))); } for (u32 i = 0; i < static_cast(GPUDownsampleMode::Count); i++) { m_ui.gpuDownsampleMode->addItem( QString::fromUtf8(Settings::GetDownsampleModeDisplayName(static_cast(i)))); } for (u32 i = 0; i < static_cast(DisplayAspectRatio::Count); i++) { m_ui.displayAspectRatio->addItem( QString::fromUtf8(Settings::GetDisplayAspectRatioDisplayName(static_cast(i)))); } for (u32 i = 0; i < static_cast(DisplayDeinterlacingMode::Count); i++) { m_ui.displayDeinterlacing->addItem( QString::fromUtf8(Settings::GetDisplayDeinterlacingModeDisplayName(static_cast(i)))); } for (u32 i = 0; i < static_cast(DisplayCropMode::Count); i++) { m_ui.displayCropMode->addItem( QString::fromUtf8(Settings::GetDisplayCropModeDisplayName(static_cast(i)))); } for (u32 i = 0; i < static_cast(DisplayScalingMode::Count); i++) { m_ui.displayScaling->addItem( QString::fromUtf8(Settings::GetDisplayScalingDisplayName(static_cast(i)))); } for (u32 i = 0; i < static_cast(ForceVideoTimingMode::Count); i++) { m_ui.forceVideoTiming->addItem( QString::fromUtf8(Settings::GetForceVideoTimingDisplayName(static_cast(i)))); } // Advanced Tab for (u32 i = 0; i < static_cast(DisplayExclusiveFullscreenControl::Count); i++) { m_ui.exclusiveFullscreenControl->addItem(QString::fromUtf8( Settings::GetDisplayExclusiveFullscreenControlDisplayName(static_cast(i)))); } for (u32 i = 0; i < static_cast(DisplayAlignment::Count); i++) { m_ui.displayAlignment->addItem( QString::fromUtf8(Settings::GetDisplayAlignmentDisplayName(static_cast(i)))); } for (u32 i = 0; i < static_cast(DisplayRotation::Count); i++) { m_ui.displayRotation->addItem( QString::fromUtf8(Settings::GetDisplayRotationDisplayName(static_cast(i)))); } for (u32 i = 0; i < static_cast(GPULineDetectMode::Count); i++) { m_ui.gpuLineDetectMode->addItem( QString::fromUtf8(Settings::GetLineDetectModeDisplayName(static_cast(i)))); } // Capture Tab for (u32 i = 0; i < static_cast(DisplayScreenshotMode::Count); i++) { m_ui.screenshotSize->addItem( QString::fromUtf8(Settings::GetDisplayScreenshotModeDisplayName(static_cast(i)))); } for (u32 i = 0; i < static_cast(DisplayScreenshotFormat::Count); i++) { m_ui.screenshotFormat->addItem( QString::fromUtf8(Settings::GetDisplayScreenshotFormatDisplayName(static_cast(i)))); } for (u32 i = 0; i < static_cast(MediaCaptureBackend::MaxCount); i++) { m_ui.mediaCaptureBackend->addItem( QString::fromUtf8(MediaCapture::GetBackendDisplayName(static_cast(i)))); } // Debugging Tab for (u32 i = 0; i < static_cast(GPUWireframeMode::Count); i++) { m_ui.gpuWireframeMode->addItem( QString::fromUtf8(Settings::GetGPUWireframeModeDisplayName(static_cast(i)))); } } void GraphicsSettingsWidget::removePlatformSpecificUi() { #ifndef _WIN32 m_ui.advancedDisplayOptionsLayout->removeWidget(m_ui.blitSwapChain); delete m_ui.blitSwapChain; m_ui.blitSwapChain = nullptr; #endif } GPURenderer GraphicsSettingsWidget::getEffectiveRenderer() const { return Settings::ParseRendererName( m_dialog ->getEffectiveStringValue("GPU", "Renderer", Settings::GetRendererName(Settings::DEFAULT_GPU_RENDERER)) .c_str()) .value_or(Settings::DEFAULT_GPU_RENDERER); } bool GraphicsSettingsWidget::effectiveRendererIsHardware() const { return (getEffectiveRenderer() != GPURenderer::Software); } void GraphicsSettingsWidget::onShowDebugSettingsChanged(bool enabled) { m_ui.tabs->setTabVisible(TAB_INDEX_DEBUGGING, enabled); } void GraphicsSettingsWidget::updateRendererDependentOptions() { const GPURenderer renderer = getEffectiveRenderer(); const RenderAPI render_api = Settings::GetRenderAPIForRenderer(renderer); const bool is_hardware = (renderer != GPURenderer::Software); m_ui.resolutionScale->setEnabled(is_hardware && !m_dialog->hasGameTrait(GameDatabase::Trait::DisableUpscaling)); m_ui.resolutionScaleLabel->setEnabled(is_hardware && !m_dialog->hasGameTrait(GameDatabase::Trait::DisableUpscaling)); m_ui.msaaMode->setEnabled(is_hardware); m_ui.msaaModeLabel->setEnabled(is_hardware); m_ui.textureFiltering->setEnabled(is_hardware && !m_dialog->hasGameTrait(GameDatabase::Trait::DisableTextureFiltering)); m_ui.textureFilteringLabel->setEnabled(is_hardware && !m_dialog->hasGameTrait(GameDatabase::Trait::DisableTextureFiltering)); m_ui.gpuDownsampleLabel->setEnabled(is_hardware); m_ui.gpuDownsampleMode->setEnabled(is_hardware); m_ui.gpuDownsampleScale->setEnabled(is_hardware); m_ui.trueColor->setEnabled(is_hardware && !m_dialog->hasGameTrait(GameDatabase::Trait::DisableTrueColor)); m_ui.pgxpEnable->setEnabled(is_hardware && !m_dialog->hasGameTrait(GameDatabase::Trait::DisablePGXP)); m_ui.gpuLineDetectMode->setEnabled(is_hardware); m_ui.gpuLineDetectModeLabel->setEnabled(is_hardware); m_ui.gpuWireframeMode->setEnabled(is_hardware); m_ui.gpuWireframeModeLabel->setEnabled(is_hardware); m_ui.scaledDithering->setEnabled(is_hardware && !m_dialog->hasGameTrait(GameDatabase::Trait::DisableScaledDithering)); m_ui.useSoftwareRendererForReadbacks->setEnabled(is_hardware); m_ui.forceRoundedTexcoords->setEnabled(is_hardware); m_ui.accurateBlending->setEnabled(is_hardware); m_ui.tabs->setTabEnabled(TAB_INDEX_TEXTURE_REPLACEMENTS, is_hardware); #ifdef _WIN32 m_ui.blitSwapChain->setEnabled(render_api == RenderAPI::D3D11); #endif m_ui.gpuThread->setEnabled(!is_hardware); m_ui.exclusiveFullscreenLabel->setEnabled(render_api == RenderAPI::D3D11 || render_api == RenderAPI::D3D12 || render_api == RenderAPI::Vulkan); m_ui.exclusiveFullscreenControl->setEnabled(render_api == RenderAPI::Vulkan); populateGPUAdaptersAndResolutions(render_api); updatePGXPSettingsEnabled(); } void GraphicsSettingsWidget::populateGPUAdaptersAndResolutions(RenderAPI render_api) { // Don't re-query, it's expensive. if (m_adapters_render_api != render_api) { m_adapters_render_api = render_api; m_adapters = GPUDevice::GetAdapterListForAPI(render_api); } const GPUDevice::AdapterInfo* current_adapter = nullptr; SettingsInterface* const sif = m_dialog->getSettingsInterface(); { m_ui.adapter->disconnect(); m_ui.adapter->clear(); m_ui.adapter->addItem(tr("(Default)"), QVariant(QString())); const std::string current_adapter_name = m_dialog->getEffectiveStringValue("GPU", "Adapter", ""); for (const GPUDevice::AdapterInfo& adapter : m_adapters) { const QString qadaptername = QString::fromStdString(adapter.name); m_ui.adapter->addItem(qadaptername, QVariant(qadaptername)); if (adapter.name == current_adapter_name) current_adapter = &adapter; } // default adapter if (!m_adapters.empty() && current_adapter_name.empty()) current_adapter = &m_adapters.front(); // disable it if we don't have a choice m_ui.adapter->setEnabled(!m_adapters.empty()); SettingWidgetBinder::BindWidgetToStringSetting(sif, m_ui.adapter, "GPU", "Adapter"); connect(m_ui.adapter, QOverload::of(&QComboBox::currentIndexChanged), this, &GraphicsSettingsWidget::updateRendererDependentOptions); } { m_ui.fullscreenMode->disconnect(); m_ui.fullscreenMode->clear(); m_ui.fullscreenMode->addItem(tr("Borderless Fullscreen"), QVariant(QString())); if (current_adapter) { for (const std::string& mode_name : current_adapter->fullscreen_modes) { const QString qmodename = QString::fromStdString(mode_name); m_ui.fullscreenMode->addItem(qmodename, QVariant(qmodename)); } } // disable it if we don't have a choice m_ui.fullscreenMode->setEnabled(current_adapter && !current_adapter->fullscreen_modes.empty()); SettingWidgetBinder::BindWidgetToStringSetting(sif, m_ui.fullscreenMode, "GPU", "FullscreenMode"); } if (!m_dialog->hasGameTrait(GameDatabase::Trait::DisableUpscaling)) { m_ui.resolutionScale->disconnect(); m_ui.resolutionScale->clear(); static constexpr const std::pair templates[] = { {0, QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "Automatic (Based on Window Size)")}, {1, QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "1x Native (Default)")}, {3, QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "3x Native (for 720p)")}, {5, QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "5x Native (for 1080p)")}, {6, QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "6x Native (for 1440p)")}, {9, QT_TRANSLATE_NOOP("GraphicsSettingsWidget", "9x Native (for 4K)")}, }; const int max_scale = static_cast(current_adapter ? std::max(current_adapter->max_texture_size / 1024, 1) : 16); for (int scale = 0; scale <= max_scale; scale++) { const auto it = std::find_if(std::begin(templates), std::end(templates), [&scale](const std::pair& it) { return scale == it.first; }); m_ui.resolutionScale->addItem((it != std::end(templates)) ? qApp->translate("GraphicsSettingsWidget", it->second) : qApp->translate("GraphicsSettingsWidget", "%1x Native").arg(scale)); } SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.resolutionScale, "GPU", "ResolutionScale", 1); connect(m_ui.resolutionScale, QOverload::of(&QComboBox::currentIndexChanged), this, &GraphicsSettingsWidget::updateResolutionDependentOptions); } { m_ui.msaaMode->disconnect(); m_ui.msaaMode->clear(); if (m_dialog->isPerGameSettings()) m_ui.msaaMode->addItem(tr("Use Global Setting")); const u32 max_multisamples = current_adapter ? current_adapter->max_multisamples : 8; m_ui.msaaMode->addItem(tr("Disabled"), GetMSAAModeValue(1, false)); for (uint i = 2; i <= max_multisamples; i *= 2) m_ui.msaaMode->addItem(tr("%1x MSAA").arg(i), GetMSAAModeValue(i, false)); for (uint i = 2; i <= max_multisamples; i *= 2) m_ui.msaaMode->addItem(tr("%1x SSAA").arg(i), GetMSAAModeValue(i, true)); if (!m_dialog->isPerGameSettings() || (m_dialog->containsSettingValue("GPU", "Multisamples") || m_dialog->containsSettingValue("GPU", "PerSampleShading"))) { const QVariant current_msaa_mode( GetMSAAModeValue(static_cast(m_dialog->getEffectiveIntValue("GPU", "Multisamples", 1)), m_dialog->getEffectiveBoolValue("GPU", "PerSampleShading", false))); const int current_msaa_index = m_ui.msaaMode->findData(current_msaa_mode); if (current_msaa_index >= 0) m_ui.msaaMode->setCurrentIndex(current_msaa_index); } else { m_ui.msaaMode->setCurrentIndex(0); } connect(m_ui.msaaMode, QOverload::of(&QComboBox::currentIndexChanged), this, [this]() { const int index = m_ui.msaaMode->currentIndex(); if (m_dialog->isPerGameSettings() && index == 0) { m_dialog->removeSettingValue("GPU", "Multisamples"); m_dialog->removeSettingValue("GPU", "PerSampleShading"); } else { uint multisamples; bool ssaa; DecodeMSAAModeValue(m_ui.msaaMode->itemData(index), &multisamples, &ssaa); m_dialog->setIntSettingValue("GPU", "Multisamples", static_cast(multisamples)); m_dialog->setBoolSettingValue("GPU", "PerSampleShading", ssaa); } }); } } void GraphicsSettingsWidget::updatePGXPSettingsEnabled() { const bool enabled = (effectiveRendererIsHardware() && m_dialog->getEffectiveBoolValue("GPU", "PGXPEnable", false) && !m_dialog->hasGameTrait(GameDatabase::Trait::DisablePGXP)); const bool tc_enabled = (enabled && m_dialog->getEffectiveBoolValue("GPU", "PGXPTextureCorrection", true)); const bool depth_enabled = (enabled && m_dialog->getEffectiveBoolValue("GPU", "PGXPDepthBuffer", false)); m_ui.tabs->setTabEnabled(TAB_INDEX_PGXP, enabled); m_ui.pgxpTab->setEnabled(enabled); m_ui.pgxpCulling->setEnabled(enabled && !m_dialog->hasGameTrait(GameDatabase::Trait::DisablePGXPCulling)); m_ui.pgxpTextureCorrection->setEnabled(enabled && !m_dialog->hasGameTrait(GameDatabase::Trait::DisablePGXPTextureCorrection)); m_ui.pgxpColorCorrection->setEnabled(tc_enabled && !m_dialog->hasGameTrait(GameDatabase::Trait::DisablePGXPColorCorrection)); m_ui.pgxpDepthBuffer->setEnabled(enabled && !m_dialog->hasGameTrait(GameDatabase::Trait::DisablePGXPDepthBuffer)); m_ui.pgxpPreserveProjPrecision->setEnabled(enabled && !m_dialog->hasGameTrait(GameDatabase::Trait::DisablePGXPPreserveProjFP)); m_ui.pgxpCPU->setEnabled(enabled); m_ui.pgxpVertexCache->setEnabled(enabled); m_ui.pgxpGeometryTolerance->setEnabled(enabled); m_ui.pgxpGeometryToleranceLabel->setEnabled(enabled); m_ui.pgxpDepthClearThreshold->setEnabled(depth_enabled); m_ui.pgxpDepthClearThresholdLabel->setEnabled(depth_enabled); } void GraphicsSettingsWidget::onAspectRatioChanged() { const DisplayAspectRatio ratio = Settings::ParseDisplayAspectRatio( m_dialog ->getEffectiveStringValue("Display", "AspectRatio", Settings::GetDisplayAspectRatioName(Settings::DEFAULT_DISPLAY_ASPECT_RATIO)) .c_str()) .value_or(Settings::DEFAULT_DISPLAY_ASPECT_RATIO); const bool is_custom = (ratio == DisplayAspectRatio::Custom); m_ui.customAspectRatioNumerator->setVisible(is_custom); m_ui.customAspectRatioDenominator->setVisible(is_custom); m_ui.customAspectRatioSeparator->setVisible(is_custom); } void GraphicsSettingsWidget::updateResolutionDependentOptions() { const int scale = m_dialog->getEffectiveIntValue("GPU", "ResolutionScale", 1); const GPUTextureFilter texture_filtering = Settings::ParseTextureFilterName( m_dialog ->getEffectiveStringValue("GPU", "TextureFilter", Settings::GetTextureFilterName(Settings::DEFAULT_GPU_TEXTURE_FILTER)) .c_str()) .value_or(Settings::DEFAULT_GPU_TEXTURE_FILTER); m_ui.forceRoundedTexcoords->setEnabled(scale > 1 && texture_filtering == GPUTextureFilter::Nearest); onTrueColorChanged(); } void GraphicsSettingsWidget::onTrueColorChanged() { const int resolution_scale = m_dialog->getEffectiveIntValue("GPU", "ResolutionScale", 1); const bool true_color = m_dialog->getEffectiveBoolValue("GPU", "TrueColor", false); const bool allow_scaled_dithering = (resolution_scale != 1 && !true_color && !m_dialog->hasGameTrait(GameDatabase::Trait::DisableScaledDithering)); m_ui.scaledDithering->setEnabled(allow_scaled_dithering); m_ui.accurateBlending->setEnabled(!true_color); } void GraphicsSettingsWidget::onDownsampleModeChanged() { const GPUDownsampleMode mode = Settings::ParseDownsampleModeName( m_dialog ->getEffectiveStringValue("GPU", "DownsampleMode", Settings::GetDownsampleModeName(Settings::DEFAULT_GPU_DOWNSAMPLE_MODE)) .c_str()) .value_or(Settings::DEFAULT_GPU_DOWNSAMPLE_MODE); const bool visible = (mode == GPUDownsampleMode::Box); if (visible && m_ui.gpuDownsampleLayout->indexOf(m_ui.gpuDownsampleScale) < 0) { m_ui.gpuDownsampleScale->setVisible(true); m_ui.gpuDownsampleLayout->addWidget(m_ui.gpuDownsampleScale, 0); } else if (!visible && m_ui.gpuDownsampleLayout->indexOf(m_ui.gpuDownsampleScale) >= 0) { m_ui.gpuDownsampleScale->setVisible(false); m_ui.gpuDownsampleLayout->removeWidget(m_ui.gpuDownsampleScale); } } void GraphicsSettingsWidget::onMediaCaptureBackendChanged() { SettingsInterface* const sif = m_dialog->getSettingsInterface(); const MediaCaptureBackend backend = MediaCapture::ParseBackendName( m_dialog ->getEffectiveStringValue("MediaCapture", "Backend", MediaCapture::GetBackendName(Settings::DEFAULT_MEDIA_CAPTURE_BACKEND)) .c_str()) .value_or(Settings::DEFAULT_MEDIA_CAPTURE_BACKEND); { m_ui.captureContainer->disconnect(); m_ui.captureContainer->clear(); for (const auto& [name, display_name] : MediaCapture::GetContainerList(backend)) { const QString qname = QString::fromStdString(name); m_ui.captureContainer->addItem(tr("%1 (%2)").arg(QString::fromStdString(display_name)).arg(qname), qname); } SettingWidgetBinder::BindWidgetToStringSetting(sif, m_ui.captureContainer, "MediaCapture", "Container", Settings::DEFAULT_MEDIA_CAPTURE_CONTAINER); connect(m_ui.captureContainer, QOverload::of(&QComboBox::currentIndexChanged), this, &GraphicsSettingsWidget::onMediaCaptureContainerChanged); } onMediaCaptureContainerChanged(); } void GraphicsSettingsWidget::onMediaCaptureContainerChanged() { SettingsInterface* const sif = m_dialog->getSettingsInterface(); const MediaCaptureBackend backend = MediaCapture::ParseBackendName( m_dialog ->getEffectiveStringValue("MediaCapture", "Backend", MediaCapture::GetBackendName(Settings::DEFAULT_MEDIA_CAPTURE_BACKEND)) .c_str()) .value_or(Settings::DEFAULT_MEDIA_CAPTURE_BACKEND); const std::string container = m_dialog->getEffectiveStringValue("MediaCapture", "Container", "mp4"); { m_ui.videoCaptureCodec->disconnect(); m_ui.videoCaptureCodec->clear(); m_ui.videoCaptureCodec->addItem(tr("Default"), QVariant(QString())); for (const auto& [name, display_name] : MediaCapture::GetVideoCodecList(backend, container.c_str())) { const QString qname = QString::fromStdString(name); m_ui.videoCaptureCodec->addItem(tr("%1 (%2)").arg(QString::fromStdString(display_name)).arg(qname), qname); } SettingWidgetBinder::BindWidgetToStringSetting(sif, m_ui.videoCaptureCodec, "MediaCapture", "VideoCodec"); } { m_ui.audioCaptureCodec->disconnect(); m_ui.audioCaptureCodec->clear(); m_ui.audioCaptureCodec->addItem(tr("Default"), QVariant(QString())); for (const auto& [name, display_name] : MediaCapture::GetAudioCodecList(backend, container.c_str())) { const QString qname = QString::fromStdString(name); m_ui.audioCaptureCodec->addItem(tr("%1 (%2)").arg(QString::fromStdString(display_name)).arg(qname), qname); } SettingWidgetBinder::BindWidgetToStringSetting(sif, m_ui.audioCaptureCodec, "MediaCapture", "AudioCodec"); } } void GraphicsSettingsWidget::onMediaCaptureVideoEnabledChanged() { const bool enabled = m_dialog->getEffectiveBoolValue("MediaCapture", "VideoCapture", true); m_ui.videoCaptureCodecLabel->setEnabled(enabled); m_ui.videoCaptureCodec->setEnabled(enabled); m_ui.videoCaptureBitrateLabel->setEnabled(enabled); m_ui.videoCaptureBitrate->setEnabled(enabled); m_ui.videoCaptureResolutionLabel->setEnabled(enabled); m_ui.videoCaptureResolutionAuto->setEnabled(enabled); m_ui.enableVideoCaptureArguments->setEnabled(enabled); m_ui.videoCaptureArguments->setEnabled(enabled); onMediaCaptureVideoAutoResolutionChanged(); } void GraphicsSettingsWidget::onMediaCaptureVideoAutoResolutionChanged() { const bool enabled = m_dialog->getEffectiveBoolValue("MediaCapture", "VideoCapture", true); const bool auto_enabled = m_dialog->getEffectiveBoolValue("MediaCapture", "VideoAutoSize", false); m_ui.videoCaptureWidth->setEnabled(enabled && !auto_enabled); m_ui.xLabel->setEnabled(enabled && !auto_enabled); m_ui.videoCaptureHeight->setEnabled(enabled && !auto_enabled); } void GraphicsSettingsWidget::onMediaCaptureAudioEnabledChanged() { const bool enabled = m_dialog->getEffectiveBoolValue("MediaCapture", "AudioCapture", true); m_ui.audioCaptureCodecLabel->setEnabled(enabled); m_ui.audioCaptureCodec->setEnabled(enabled); m_ui.audioCaptureBitrateLabel->setEnabled(enabled); m_ui.audioCaptureBitrate->setEnabled(enabled); m_ui.enableAudioCaptureArguments->setEnabled(enabled); m_ui.audioCaptureArguments->setEnabled(enabled); } void GraphicsSettingsWidget::onEnableAnyTextureReplacementsChanged() { const bool any_replacements_enabled = m_dialog->getEffectiveBoolValue("TextureReplacements", "EnableVRAMWriteReplacements", false); m_ui.preloadTextureReplacements->setEnabled(any_replacements_enabled); } void GraphicsSettingsWidget::onEnableVRAMWriteDumpingChanged() { const bool enabled = m_dialog->getEffectiveBoolValue("TextureReplacements", "DumpVRAMWrites", false); m_ui.setVRAMWriteAlphaChannel->setEnabled(enabled); m_ui.minDumpedVRAMWriteWidth->setEnabled(enabled); m_ui.minDumpedVRAMWriteHeight->setEnabled(enabled); m_ui.vramWriteDumpThresholdLabel->setEnabled(enabled); m_ui.vramWriteDumpThresholdSeparator->setEnabled(enabled); }