Duckstation/src/duckstation-qt/enhancementsettingswidget.cpp

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#include "enhancementsettingswidget.h"
#include "core/gpu.h"
#include "core/settings.h"
#include "qtutils.h"
#include "settingsdialog.h"
#include "settingwidgetbinder.h"
EnhancementSettingsWidget::EnhancementSettingsWidget(QtHostInterface* host_interface, QWidget* parent,
SettingsDialog* dialog)
: QWidget(parent), m_host_interface(host_interface)
{
m_ui.setupUi(this);
setupAdditionalUi();
SettingWidgetBinder::BindWidgetToIntSetting(m_host_interface, m_ui.resolutionScale, "GPU", "ResolutionScale");
SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.trueColor, "GPU", "TrueColor");
SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.scaledDithering, "GPU", "ScaledDithering");
SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.disableInterlacing, "GPU", "DisableInterlacing");
SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.forceNTSCTimings, "GPU", "ForceNTSCTimings");
SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.force43For24Bit, "Display", "Force4_3For24Bit");
SettingWidgetBinder::BindWidgetToEnumSetting(
m_host_interface, m_ui.textureFiltering, "GPU", "TextureFilter", &Settings::ParseTextureFilterName,
&Settings::GetTextureFilterDisplayName, Settings::DEFAULT_GPU_TEXTURE_FILTER);
SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.widescreenHack, "GPU", "WidescreenHack");
SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.pgxpEnable, "GPU", "PGXPEnable", false);
SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.pgxpCulling, "GPU", "PGXPCulling", true);
SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.pgxpTextureCorrection, "GPU",
"PGXPTextureCorrection", true);
connect(m_ui.resolutionScale, QOverload<int>::of(&QComboBox::currentIndexChanged), this,
&EnhancementSettingsWidget::updateScaledDitheringEnabled);
connect(m_ui.trueColor, &QCheckBox::stateChanged, this, &EnhancementSettingsWidget::updateScaledDitheringEnabled);
updateScaledDitheringEnabled();
connect(m_ui.pgxpEnable, &QCheckBox::stateChanged, this, &EnhancementSettingsWidget::updatePGXPSettingsEnabled);
updatePGXPSettingsEnabled();
connect(m_ui.msaaMode, QOverload<int>::of(&QComboBox::currentIndexChanged), this,
&EnhancementSettingsWidget::msaaModeChanged);
dialog->registerWidgetHelp(
m_ui.disableInterlacing, tr("Disable Interlacing (force progressive render/scan)"), tr("Unchecked"),
tr(
"Forces the rendering and display of frames to progressive mode. <br>This removes the \"combing\" effect seen in "
"480i games by rendering them in 480p. Usually safe to enable.<br> "
"<b><u>May not be compatible with all games.</u></b>"));
dialog->registerWidgetHelp(
m_ui.resolutionScale, tr("Resolution Scale"), "1x",
tr("Setting this beyond 1x will enhance the resolution of rendered 3D polygons and lines. Only applies "
"to the hardware backends. <br>This option is usually safe, with most games looking fine at "
"higher resolutions. Higher resolutions require a more powerful GPU."));
dialog->registerWidgetHelp(
m_ui.msaaMode, tr("Multisample Antialiasing"), tr("Disabled"),
tr("Uses multisample antialiasing for rendering 3D objects. Can smooth out jagged edges on polygons at a lower "
"cost to performance compared to increasing the resolution scale, but may be more likely to cause rendering "
"errors in some games. Only applies to the hardware backends."));
dialog->registerWidgetHelp(
m_ui.trueColor, tr("True Color Rendering (24-bit, disables dithering)"), tr("Unchecked"),
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. Only applies to the hardware renderers."));
dialog->registerWidgetHelp(
m_ui.scaledDithering, tr("Scaled Dithering (scale dither pattern to resolution)"), 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. <br>Usually safe to enable, and only supported by the hardware renderers."));
dialog->registerWidgetHelp(m_ui.forceNTSCTimings, tr("Force NTSC Timings (60hz-on-PAL)"), tr("Unchecked"),
tr("Uses NTSC frame timings when the console is in PAL mode, forcing PAL games to run at "
"60hz. <br>For most games which "
"have a speed tied to the framerate, this will result in the game running "
"approximately 17% faster. <br>For variable "
"frame rate games, it may not affect the speed."));
dialog->registerWidgetHelp(
m_ui.force43For24Bit, tr("Force 4:3 For 24-bit Display"), tr("Unchecked"),
tr("Switches back to 4:3 display aspect ratio when displaying 24-bit content, usually FMVs."));
dialog->registerWidgetHelp(
m_ui.textureFiltering, tr("Texture Filtering"),
qApp->translate("GPUTextureFilter", Settings::GetTextureFilterDisplayName(GPUTextureFilter::Nearest)),
tr("Smooths out the blockyness of magnified textures on 3D object by using filtering. <br>Will have a "
"greater effect on higher resolution scales. Only applies to the hardware renderers."));
dialog->registerWidgetHelp(
m_ui.widescreenHack, tr("Widescreen Hack"), tr("Unchecked"),
tr("Scales vertex positions in screen-space to a widescreen aspect ratio, essentially "
"increasing the field of view from 4:3 to 16:9 in 3D games. <br>For 2D games, or games which "
"use pre-rendered backgrounds, this enhancement will not work as expected. <br><b><u>May not be compatible with "
"all games.</u></b>"));
dialog->registerWidgetHelp(
m_ui.pgxpEnable, tr("Geometry Correction"), tr("Unchecked"),
tr("Reduces \"wobbly\" polygons and \"warping\" textures that are common in PS1 games. <br>Only "
"works with the hardware renderers. <b><u>May not be compatible with all games.</u></b>"));
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.pgxpTextureCorrection, tr("Texture Correction"), tr("Checked"),
tr("Uses perspective-correct interpolation for texture coordinates and colors, "
"straightening out warped textures. Requires geometry correction enabled."));
}
EnhancementSettingsWidget::~EnhancementSettingsWidget() = default;
void EnhancementSettingsWidget::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);
}
void EnhancementSettingsWidget::setupAdditionalUi()
{
QtUtils::FillComboBoxWithResolutionScales(m_ui.resolutionScale);
QtUtils::FillComboBoxWithMSAAModes(m_ui.msaaMode);
const QVariant current_msaa_mode(
QtUtils::GetMSAAModeValue(static_cast<uint>(m_host_interface->GetIntSettingValue("GPU", "Multisamples", 1)),
m_host_interface->GetBoolSettingValue("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);
for (u32 i = 0; i < static_cast<u32>(GPUTextureFilter::Count); i++)
{
m_ui.textureFiltering->addItem(
qApp->translate("GPUTextureFilter", Settings::GetTextureFilterDisplayName(static_cast<GPUTextureFilter>(i))));
}
}
void EnhancementSettingsWidget::updatePGXPSettingsEnabled()
{
const bool enabled = m_ui.pgxpEnable->isChecked();
m_ui.pgxpCulling->setEnabled(enabled);
m_ui.pgxpTextureCorrection->setEnabled(enabled);
}
void EnhancementSettingsWidget::msaaModeChanged(int index)
{
uint multisamples;
bool ssaa;
QtUtils::DecodeMSAAModeValue(m_ui.msaaMode->itemData(index), &multisamples, &ssaa);
m_host_interface->SetIntSettingValue("GPU", "Multisamples", static_cast<int>(multisamples));
m_host_interface->SetBoolSettingValue("GPU", "PerSampleShading", ssaa);
m_host_interface->applySettings(false);
}