Duckstation/src/duckstation-qt/gpusettingswidget.cpp

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#include "gpusettingswidget.h"
#include "core/gpu.h"
#include "core/settings.h"
#include "settingsdialog.h"
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#include "settingwidgetbinder.h"
// For enumerating adapters.
#include "frontend-common/vulkan_host_display.h"
#ifdef WIN32
#include "frontend-common/d3d11_host_display.h"
#endif
GPUSettingsWidget::GPUSettingsWidget(QtHostInterface* host_interface, QWidget* parent, SettingsDialog* dialog)
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: QWidget(parent), m_host_interface(host_interface)
{
m_ui.setupUi(this);
setupAdditionalUi();
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SettingWidgetBinder::BindWidgetToEnumSetting(m_host_interface, m_ui.renderer, QStringLiteral("GPU/Renderer"),
&Settings::ParseRendererName, &Settings::GetRendererName);
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SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.useDebugDevice,
QStringLiteral("GPU/UseDebugDevice"));
SettingWidgetBinder::BindWidgetToEnumSetting(
m_host_interface, m_ui.displayAspectRatio, QStringLiteral("Display/AspectRatio"),
&Settings::ParseDisplayAspectRatio, &Settings::GetDisplayAspectRatioName);
SettingWidgetBinder::BindWidgetToEnumSetting(m_host_interface, m_ui.displayCropMode,
QStringLiteral("Display/CropMode"), &Settings::ParseDisplayCropMode,
&Settings::GetDisplayCropModeName);
SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.displayLinearFiltering,
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QStringLiteral("Display/LinearFiltering"));
SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.displayIntegerScaling,
QStringLiteral("Display/IntegerScaling"));
SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.vsync, QStringLiteral("Display/VSync"));
SettingWidgetBinder::BindWidgetToIntSetting(m_host_interface, m_ui.resolutionScale,
QStringLiteral("GPU/ResolutionScale"));
SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.trueColor, QStringLiteral("GPU/TrueColor"));
SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.scaledDithering,
QStringLiteral("GPU/ScaledDithering"));
SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.disableInterlacing,
QStringLiteral("GPU/DisableInterlacing"));
SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.forceNTSCTimings,
QStringLiteral("GPU/ForceNTSCTimings"));
SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.linearTextureFiltering,
QStringLiteral("GPU/TextureFiltering"));
connect(m_ui.resolutionScale, QOverload<int>::of(&QComboBox::currentIndexChanged), this,
&GPUSettingsWidget::updateScaledDitheringEnabled);
connect(m_ui.trueColor, &QCheckBox::stateChanged, this, &GPUSettingsWidget::updateScaledDitheringEnabled);
updateScaledDitheringEnabled();
connect(m_ui.renderer, QOverload<int>::of(&QComboBox::currentIndexChanged), this,
&GPUSettingsWidget::populateGPUAdapters);
connect(m_ui.adapter, QOverload<int>::of(&QComboBox::currentIndexChanged), this,
&GPUSettingsWidget::onGPUAdapterIndexChanged);
populateGPUAdapters();
dialog->registerWidgetHelp(
m_ui.renderer, "Renderer", Settings::GetRendererDisplayName(Settings::DEFAULT_GPU_RENDERER),
"Chooses the backend to use for rendering tasks for the the console GPU. 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.useDebugDevice, "Use Debug Device", "Unchecked",
"Enables the usage of debug devices and shaders for rendering APIs which support them. "
"Should only be used when debugging the emulator.");
dialog->registerWidgetHelp(m_ui.displayAspectRatio, "Aspect Ratio", "4:3",
"Changes the pixel aspect ratio which is used to display the console's output to the "
"screen. The default is 4:3 which matches a typical TV of the era.");
dialog->registerWidgetHelp(m_ui.displayCropMode, "Crop Mode", "Only Overscan Area",
"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 and 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.disableInterlacing, "Disable Interlacing (force progressive render/scan)", "Checked",
"Forces the display of frames to progressive mode. This only affects the displayed image, "
"the console will be unaware of the setting. If the game is internally producing "
"interlaced frames, this option may not have any effect. Usually safe to enable.");
dialog->registerWidgetHelp(
m_ui.displayLinearFiltering, "Linear Upscaling", "Checked",
"Uses bilinear texture filtering when displaying the console's framebuffer to the screen. Disabling filtering will "
"producer a sharper, blockier/pixelated image. Enabling will smooth out the image. The option will be less "
"noticable the higher the resolution scale.");
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dialog->registerWidgetHelp(
m_ui.displayIntegerScaling, "Integer Upscaling", "Unchecked",
"Adds padding to the display area to ensure that the ratio between pixels on the host to "
"pixels in the console is an integer number. May result in a sharper image in some 2D games.");
dialog->registerWidgetHelp(m_ui.vsync, "VSync", "Checked",
"Enables synchronization with the host display when possible. Enabling this option will "
"provide better frame pacing and smoother motion with fewer duplicated frames. VSync is "
"automatically disabled when it is not possible (e.g. running at non-100% speed).");
dialog->registerWidgetHelp(m_ui.resolutionScale, "Resolution Scale", "1x",
"Enables the upscaling of 3D objects rendered to the console's framebuffer. 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.trueColor, "True Color Rendering (24-bit, disables dithering)", "Unchecked",
"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. Only applies to the hardware renderers.");
dialog->registerWidgetHelp(
m_ui.scaledDithering, "Scaled Dithering (scale dither pattern to resolution)", "Checked",
"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, and only supported by the hardware renderers.");
dialog->registerWidgetHelp(
m_ui.forceNTSCTimings, "Force NTSC Timings (60hz-on-PAL)", "Unchecked",
"Uses NTSC frame timings when the console is in PAL mode, forcing PAL games to run at 60hz. For most games which "
"have a speed tied to the framerate, this will result in the game running approximately 17% faster. For variable "
"frame rate games, it may not affect the framerate.");
dialog->registerWidgetHelp(
m_ui.linearTextureFiltering, "Bilinear Texture Filtering", "Unchecked",
"Smooths out the blockyness of magnified textures on 3D object by using bilinear "
"filtering. Will have a greater effect on higher resolution scales. Currently this option "
"produces artifacts around objects in many games and needs further work. Only applies to the hardware renderers.");
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}
GPUSettingsWidget::~GPUSettingsWidget() = default;
void GPUSettingsWidget::updateScaledDitheringEnabled()
{
const int resolution_scale = m_ui.resolutionScale->currentIndex();
const bool true_color = m_ui.trueColor->isChecked();
const bool allow_scaled_dithering = (resolution_scale != 1 && !true_color);
m_ui.scaledDithering->setEnabled(allow_scaled_dithering);
}
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void GPUSettingsWidget::setupAdditionalUi()
{
for (u32 i = 0; i < static_cast<u32>(GPURenderer::Count); i++)
m_ui.renderer->addItem(QString::fromUtf8(Settings::GetRendererDisplayName(static_cast<GPURenderer>(i))));
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for (u32 i = 0; i < static_cast<u32>(DisplayAspectRatio::Count); i++)
{
m_ui.displayAspectRatio->addItem(
QString::fromUtf8(Settings::GetDisplayAspectRatioName(static_cast<DisplayAspectRatio>(i))));
}
for (u32 i = 0; i < static_cast<u32>(DisplayCropMode::Count); i++)
{
m_ui.displayCropMode->addItem(
QString::fromUtf8(Settings::GetDisplayCropModeDisplayName(static_cast<DisplayCropMode>(i))));
}
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m_ui.resolutionScale->addItem(tr("Automatic based on window size"));
for (u32 i = 1; i <= GPU::MAX_RESOLUTION_SCALE; i++)
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m_ui.resolutionScale->addItem(tr("%1x (%2x%3)").arg(i).arg(GPU::VRAM_WIDTH * i).arg(GPU::VRAM_HEIGHT * i));
}
void GPUSettingsWidget::populateGPUAdapters()
{
std::vector<std::string> adapter_names;
switch (static_cast<GPURenderer>(m_ui.renderer->currentIndex()))
{
#ifdef WIN32
case GPURenderer::HardwareD3D11:
adapter_names = FrontendCommon::D3D11HostDisplay::EnumerateAdapterNames();
break;
#endif
case GPURenderer::HardwareVulkan:
adapter_names = FrontendCommon::VulkanHostDisplay::EnumerateAdapterNames();
break;
default:
break;
}
QString current_value = m_host_interface->getSettingValue(QStringLiteral("GPU/Adapter")).toString();
QSignalBlocker blocker(m_ui.adapter);
// add the default entry - we'll fall back to this if the GPU no longer exists, or there's no options
m_ui.adapter->clear();
m_ui.adapter->addItem(tr("(Default)"));
// add the other adapters
for (const std::string& adapter_name : adapter_names)
{
QString qadapter_name(QString::fromStdString(adapter_name));
m_ui.adapter->addItem(qadapter_name);
if (qadapter_name == current_value)
m_ui.adapter->setCurrentIndex(m_ui.adapter->count() - 1);
}
// disable it if we don't have a choice
m_ui.adapter->setEnabled(!adapter_names.empty());
}
void GPUSettingsWidget::onGPUAdapterIndexChanged()
{
if (m_ui.adapter->currentIndex() == 0)
{
// default
m_host_interface->removeSettingValue(QStringLiteral("GPU/Adapter"));
return;
}
m_host_interface->putSettingValue(QStringLiteral("GPU/Adapter"), m_ui.adapter->currentText());
}