Rebase for per game settings
This commit is contained in:
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468bd9c1b0
commit
85d7a8f466
9 changed files with 53 additions and 1 deletions
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@ -115,6 +115,8 @@ void LogSettings() {
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values.use_asynchronous_gpu_emulation.GetValue());
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values.use_asynchronous_gpu_emulation.GetValue());
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log_setting("Renderer_UseVsync", values.use_vsync.GetValue());
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log_setting("Renderer_UseVsync", values.use_vsync.GetValue());
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log_setting("Renderer_UseAssemblyShaders", values.use_assembly_shaders.GetValue());
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log_setting("Renderer_UseAssemblyShaders", values.use_assembly_shaders.GetValue());
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log_setting("Renderer_UseAsynchronousShaders",
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Settings::values.use_asynchronous_shaders.GetValue());
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log_setting("Renderer_AnisotropicFilteringLevel", values.max_anisotropy.GetValue());
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log_setting("Renderer_AnisotropicFilteringLevel", values.max_anisotropy.GetValue());
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log_setting("Audio_OutputEngine", values.sink_id);
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log_setting("Audio_OutputEngine", values.sink_id);
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log_setting("Audio_EnableAudioStretching", values.enable_audio_stretching.GetValue());
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log_setting("Audio_EnableAudioStretching", values.enable_audio_stretching.GetValue());
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@ -170,6 +172,7 @@ void RestoreGlobalState() {
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values.use_asynchronous_gpu_emulation.SetGlobal(true);
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values.use_asynchronous_gpu_emulation.SetGlobal(true);
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values.use_vsync.SetGlobal(true);
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values.use_vsync.SetGlobal(true);
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values.use_assembly_shaders.SetGlobal(true);
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values.use_assembly_shaders.SetGlobal(true);
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values.use_asynchronous_shaders.SetGlobal(true);
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values.use_fast_gpu_time.SetGlobal(true);
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values.use_fast_gpu_time.SetGlobal(true);
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values.force_30fps_mode.SetGlobal(true);
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values.force_30fps_mode.SetGlobal(true);
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values.bg_red.SetGlobal(true);
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values.bg_red.SetGlobal(true);
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@ -434,6 +434,7 @@ struct Values {
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Setting<bool> use_asynchronous_gpu_emulation;
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Setting<bool> use_asynchronous_gpu_emulation;
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Setting<bool> use_vsync;
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Setting<bool> use_vsync;
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Setting<bool> use_assembly_shaders;
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Setting<bool> use_assembly_shaders;
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Setting<bool> use_asynchronous_shaders;
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Setting<bool> force_30fps_mode;
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Setting<bool> force_30fps_mode;
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Setting<bool> use_fast_gpu_time;
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Setting<bool> use_fast_gpu_time;
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@ -207,6 +207,8 @@ void TelemetrySession::AddInitialInfo(Loader::AppLoader& app_loader) {
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AddField(field_type, "Renderer_UseVsync", Settings::values.use_vsync.GetValue());
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AddField(field_type, "Renderer_UseVsync", Settings::values.use_vsync.GetValue());
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AddField(field_type, "Renderer_UseAssemblyShaders",
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AddField(field_type, "Renderer_UseAssemblyShaders",
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Settings::values.use_assembly_shaders.GetValue());
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Settings::values.use_assembly_shaders.GetValue());
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AddField(field_type, "Renderer_UseAsynchronousShaders",
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Settings::values.use_asynchronous_shaders.GetValue());
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AddField(field_type, "System_UseDockedMode", Settings::values.use_docked_mode);
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AddField(field_type, "System_UseDockedMode", Settings::values.use_docked_mode);
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}
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}
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@ -233,7 +233,7 @@ Device::Device()
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GLAD_GL_NV_gpu_program5 && GLAD_GL_NV_compute_program5 &&
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GLAD_GL_NV_gpu_program5 && GLAD_GL_NV_compute_program5 &&
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GLAD_GL_NV_transform_feedback && GLAD_GL_NV_transform_feedback2;
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GLAD_GL_NV_transform_feedback && GLAD_GL_NV_transform_feedback2;
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use_asynchronous_shaders = Settings::values.use_asynchronous_shaders;
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use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue();
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LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi);
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LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi);
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LOG_INFO(Render_OpenGL, "Renderer_ComponentIndexingBug: {}", has_component_indexing_bug);
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LOG_INFO(Render_OpenGL, "Renderer_ComponentIndexingBug: {}", has_component_indexing_bug);
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@ -661,6 +661,8 @@ void Config::ReadRendererValues() {
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ReadSettingGlobal(Settings::values.use_vsync, QStringLiteral("use_vsync"), true);
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ReadSettingGlobal(Settings::values.use_vsync, QStringLiteral("use_vsync"), true);
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ReadSettingGlobal(Settings::values.use_assembly_shaders, QStringLiteral("use_assembly_shaders"),
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ReadSettingGlobal(Settings::values.use_assembly_shaders, QStringLiteral("use_assembly_shaders"),
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false);
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false);
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ReadSettingGlobal(Settings::values.use_asynchronous_shaders,
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QStringLiteral("use_asynchronous_shaders"), false);
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ReadSettingGlobal(Settings::values.use_fast_gpu_time, QStringLiteral("use_fast_gpu_time"),
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ReadSettingGlobal(Settings::values.use_fast_gpu_time, QStringLiteral("use_fast_gpu_time"),
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true);
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true);
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ReadSettingGlobal(Settings::values.force_30fps_mode, QStringLiteral("force_30fps_mode"), false);
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ReadSettingGlobal(Settings::values.force_30fps_mode, QStringLiteral("force_30fps_mode"), false);
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@ -1145,6 +1147,10 @@ void Config::SaveRendererValues() {
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WriteSettingGlobal(QStringLiteral("use_vsync"), Settings::values.use_vsync, true);
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WriteSettingGlobal(QStringLiteral("use_vsync"), Settings::values.use_vsync, true);
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WriteSettingGlobal(QStringLiteral("use_assembly_shaders"),
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WriteSettingGlobal(QStringLiteral("use_assembly_shaders"),
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Settings::values.use_assembly_shaders, false);
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Settings::values.use_assembly_shaders, false);
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WriteSettingGlobal(QStringLiteral("use_asynchronous_shaders"),
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Settings::values.use_asynchronous_shaders, false);
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WriteSettingGlobal(QStringLiteral("use_asynchronous_shaders"),
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Settings::values.use_asynchronous_shaders, false);
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WriteSettingGlobal(QStringLiteral("use_fast_gpu_time"), Settings::values.use_fast_gpu_time,
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WriteSettingGlobal(QStringLiteral("use_fast_gpu_time"), Settings::values.use_fast_gpu_time,
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true);
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true);
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WriteSettingGlobal(QStringLiteral("force_30fps_mode"), Settings::values.force_30fps_mode,
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WriteSettingGlobal(QStringLiteral("force_30fps_mode"), Settings::values.force_30fps_mode,
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@ -24,6 +24,7 @@ void ConfigureGraphicsAdvanced::SetConfiguration() {
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const bool runtime_lock = !Core::System::GetInstance().IsPoweredOn();
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const bool runtime_lock = !Core::System::GetInstance().IsPoweredOn();
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ui->use_vsync->setEnabled(runtime_lock);
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ui->use_vsync->setEnabled(runtime_lock);
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ui->use_assembly_shaders->setEnabled(runtime_lock);
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ui->use_assembly_shaders->setEnabled(runtime_lock);
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ui->use_asynchronous_shaders->setEnabled(runtime_lock);
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ui->force_30fps_mode->setEnabled(runtime_lock);
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ui->force_30fps_mode->setEnabled(runtime_lock);
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ui->anisotropic_filtering_combobox->setEnabled(runtime_lock);
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ui->anisotropic_filtering_combobox->setEnabled(runtime_lock);
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@ -32,6 +33,8 @@ void ConfigureGraphicsAdvanced::SetConfiguration() {
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static_cast<int>(Settings::values.gpu_accuracy.GetValue()));
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static_cast<int>(Settings::values.gpu_accuracy.GetValue()));
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ui->use_vsync->setChecked(Settings::values.use_vsync.GetValue());
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ui->use_vsync->setChecked(Settings::values.use_vsync.GetValue());
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ui->use_assembly_shaders->setChecked(Settings::values.use_assembly_shaders.GetValue());
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ui->use_assembly_shaders->setChecked(Settings::values.use_assembly_shaders.GetValue());
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ui->use_asynchronous_shaders->setChecked(
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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_fast_gpu_time->setChecked(Settings::values.use_fast_gpu_time.GetValue());
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ui->force_30fps_mode->setChecked(Settings::values.force_30fps_mode.GetValue());
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ui->force_30fps_mode->setChecked(Settings::values.force_30fps_mode.GetValue());
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ui->anisotropic_filtering_combobox->setCurrentIndex(
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ui->anisotropic_filtering_combobox->setCurrentIndex(
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@ -41,6 +44,10 @@ void ConfigureGraphicsAdvanced::SetConfiguration() {
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ConfigurationShared::SetPerGameSetting(ui->use_vsync, &Settings::values.use_vsync);
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ConfigurationShared::SetPerGameSetting(ui->use_vsync, &Settings::values.use_vsync);
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ConfigurationShared::SetPerGameSetting(ui->use_assembly_shaders,
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ConfigurationShared::SetPerGameSetting(ui->use_assembly_shaders,
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&Settings::values.use_assembly_shaders);
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&Settings::values.use_assembly_shaders);
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ConfigurationShared::SetPerGameSetting(ui->use_asynchronous_shaders,
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&Settings::values.use_asynchronous_shaders);
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ConfigurationShared::SetPerGameSetting(ui->use_asynchronous_shaders,
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&Settings::values.use_asynchronous_shaders);
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ConfigurationShared::SetPerGameSetting(ui->use_fast_gpu_time,
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ConfigurationShared::SetPerGameSetting(ui->use_fast_gpu_time,
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&Settings::values.use_fast_gpu_time);
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&Settings::values.use_fast_gpu_time);
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ConfigurationShared::SetPerGameSetting(ui->force_30fps_mode,
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ConfigurationShared::SetPerGameSetting(ui->force_30fps_mode,
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@ -67,6 +74,14 @@ void ConfigureGraphicsAdvanced::ApplyConfiguration() {
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if (Settings::values.use_assembly_shaders.UsingGlobal()) {
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if (Settings::values.use_assembly_shaders.UsingGlobal()) {
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Settings::values.use_assembly_shaders.SetValue(ui->use_assembly_shaders->isChecked());
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Settings::values.use_assembly_shaders.SetValue(ui->use_assembly_shaders->isChecked());
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}
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}
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if (Settings::values.use_asynchronous_shaders.UsingGlobal()) {
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Settings::values.use_asynchronous_shaders.SetValue(
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ui->use_asynchronous_shaders->isChecked());
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}
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if (Settings::values.use_asynchronous_shaders.UsingGlobal()) {
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Settings::values.use_asynchronous_shaders.SetValue(
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ui->use_asynchronous_shaders->isChecked());
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}
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if (Settings::values.use_fast_gpu_time.UsingGlobal()) {
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if (Settings::values.use_fast_gpu_time.UsingGlobal()) {
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Settings::values.use_fast_gpu_time.SetValue(ui->use_fast_gpu_time->isChecked());
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Settings::values.use_fast_gpu_time.SetValue(ui->use_fast_gpu_time->isChecked());
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}
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}
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@ -83,6 +98,10 @@ void ConfigureGraphicsAdvanced::ApplyConfiguration() {
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_assembly_shaders,
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_assembly_shaders,
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ui->use_assembly_shaders);
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ui->use_assembly_shaders);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders,
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ui->use_asynchronous_shaders);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders,
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ui->use_asynchronous_shaders);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_fast_gpu_time,
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_fast_gpu_time,
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ui->use_fast_gpu_time);
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ui->use_fast_gpu_time);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.force_30fps_mode,
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.force_30fps_mode,
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@ -117,6 +136,8 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
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ui->gpu_accuracy->setEnabled(Settings::values.gpu_accuracy.UsingGlobal());
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ui->gpu_accuracy->setEnabled(Settings::values.gpu_accuracy.UsingGlobal());
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ui->use_vsync->setEnabled(Settings::values.use_vsync.UsingGlobal());
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ui->use_vsync->setEnabled(Settings::values.use_vsync.UsingGlobal());
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ui->use_assembly_shaders->setEnabled(Settings::values.use_assembly_shaders.UsingGlobal());
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ui->use_assembly_shaders->setEnabled(Settings::values.use_assembly_shaders.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_fast_gpu_time->setEnabled(Settings::values.use_fast_gpu_time.UsingGlobal());
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ui->force_30fps_mode->setEnabled(Settings::values.force_30fps_mode.UsingGlobal());
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ui->force_30fps_mode->setEnabled(Settings::values.force_30fps_mode.UsingGlobal());
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ui->anisotropic_filtering_combobox->setEnabled(
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ui->anisotropic_filtering_combobox->setEnabled(
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@ -128,6 +149,7 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
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ConfigurationShared::InsertGlobalItem(ui->gpu_accuracy);
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ConfigurationShared::InsertGlobalItem(ui->gpu_accuracy);
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ui->use_vsync->setTristate(true);
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ui->use_vsync->setTristate(true);
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ui->use_assembly_shaders->setTristate(true);
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ui->use_assembly_shaders->setTristate(true);
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ui->use_asynchronous_shaders->setTristate(true);
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ui->use_fast_gpu_time->setTristate(true);
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ui->use_fast_gpu_time->setTristate(true);
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ui->force_30fps_mode->setTristate(true);
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ui->force_30fps_mode->setTristate(true);
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ConfigurationShared::InsertGlobalItem(ui->anisotropic_filtering_combobox);
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ConfigurationShared::InsertGlobalItem(ui->anisotropic_filtering_combobox);
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@ -72,6 +72,16 @@
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</property>
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</property>
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</widget>
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</widget>
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</item>
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</item>
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<item>
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<widget class="QCheckBox" name="use_asynchronous_shaders">
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<property name="toolTip">
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<string>Enables asynchronous shader compilation, which may reduce shader stutter. This feature is experimental.</string>
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</property>
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<property name="text">
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<string>Use asynchronous shader building (experimental, OpenGL or Assembly shaders only)</string>
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</property>
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</widget>
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</item>
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<item>
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<item>
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<widget class="QCheckBox" name="force_30fps_mode">
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<widget class="QCheckBox" name="force_30fps_mode">
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<property name="text">
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<property name="text">
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@ -394,6 +394,10 @@ void Config::ReadValues() {
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static_cast<u16>(sdl2_config->GetInteger("Renderer", "use_vsync", 1)));
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static_cast<u16>(sdl2_config->GetInteger("Renderer", "use_vsync", 1)));
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Settings::values.use_assembly_shaders.SetValue(
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Settings::values.use_assembly_shaders.SetValue(
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sdl2_config->GetBoolean("Renderer", "use_assembly_shaders", false));
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sdl2_config->GetBoolean("Renderer", "use_assembly_shaders", false));
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Settings::values.use_asynchronous_shaders.SetValue(
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sdl2_config->GetBoolean("Renderer", "use_asynchronous_shaders", false));
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Settings::values.use_asynchronous_shaders.SetValue(
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sdl2_config->GetBoolean("Renderer", "use_asynchronous_shaders", false));
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Settings::values.use_fast_gpu_time.SetValue(
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Settings::values.use_fast_gpu_time.SetValue(
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sdl2_config->GetBoolean("Renderer", "use_fast_gpu_time", true));
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sdl2_config->GetBoolean("Renderer", "use_fast_gpu_time", true));
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@ -166,6 +166,10 @@ use_vsync =
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# 0 (default): Off, 1: On
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# 0 (default): Off, 1: On
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use_assembly_shaders =
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use_assembly_shaders =
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# Whether to allow asynchronous shader building.
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# 0 (default): Off, 1: On
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use_asynchronous_shaders =
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# Turns on the frame limiter, which will limit frames output to the target game speed
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# Turns on the frame limiter, which will limit frames output to the target game speed
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# 0: Off, 1: On (default)
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# 0: Off, 1: On (default)
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use_frame_limit =
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use_frame_limit =
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