// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin // SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0) #include "graphicssettingswidget.h" #include "core/gpu.h" #include "core/settings.h" #include "qtutils.h" #include "settingswindow.h" #include "settingwidgetbinder.h" // For enumerating adapters. #ifdef _WIN32 #include "util/d3d11_device.h" #include "util/d3d12_device.h" #endif #ifdef ENABLE_VULKAN #include "util/vulkan_device.h" #endif 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::BindWidgetToBoolSetting(sif, m_ui.vsync, "Display", "VSync", false); 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.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::BindWidgetToIntSetting(sif, m_ui.resolutionScale, "GPU", "ResolutionScale", 1); SettingWidgetBinder::BindWidgetToEnumSetting(sif, m_ui.textureFiltering, "GPU", "TextureFilter", &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::BindWidgetToIntSetting(sif, m_ui.gpuDownsampleScale, "GPU", "DownsampleScale", 1); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.trueColor, "GPU", "TrueColor", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.disableInterlacing, "GPU", "DisableInterlacing", true); 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); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.forceNTSCTimings, "GPU", "ForceNTSCTimings", false); connect(m_ui.renderer, QOverload::of(&QComboBox::currentIndexChanged), this, &GraphicsSettingsWidget::updateRendererDependentOptions); connect(m_ui.adapter, QOverload::of(&QComboBox::currentIndexChanged), this, &GraphicsSettingsWidget::onAdapterChanged); connect(m_ui.resolutionScale, QOverload::of(&QComboBox::currentIndexChanged), this, &GraphicsSettingsWidget::onTrueColorChanged); 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::stateChanged, this, &GraphicsSettingsWidget::onTrueColorChanged); connect(m_ui.pgxpEnable, &QCheckBox::stateChanged, this, &GraphicsSettingsWidget::updatePGXPSettingsEnabled); if (!dialog->isPerGameSettings() || (dialog->containsSettingValue("GPU", "Multisamples") || dialog->containsSettingValue("GPU", "PerSampleShading"))) { const QVariant current_msaa_mode( GetMSAAModeValue(static_cast(dialog->getEffectiveIntValue("GPU", "Multisamples", 1)), 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, &GraphicsSettingsWidget::onMSAAModeChanged); // 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::BindWidgetToIntSetting(sif, m_ui.displayFPSLimit, "Display", "MaxFPS", Settings::DEFAULT_DISPLAY_MAX_FPS); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.gpuThread, "GPU", "UseThread", true); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.threadedPresentation, "GPU", "ThreadedPresentation", true); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.stretchDisplayVertically, "Display", "StretchVertically", 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.debanding, "GPU", "Debanding", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.scaledDithering, "GPU", "ScaledDithering", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.useSoftwareRendererForReadbacks, "GPU", "UseSoftwareRendererForReadbacks", false); connect(m_ui.fullscreenMode, QOverload::of(&QComboBox::currentIndexChanged), this, &GraphicsSettingsWidget::onFullscreenModeChanged); // 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); connect(m_ui.pgxpTextureCorrection, &QCheckBox::stateChanged, this, &GraphicsSettingsWidget::updatePGXPSettingsEnabled); connect(m_ui.pgxpDepthBuffer, &QCheckBox::stateChanged, this, &GraphicsSettingsWidget::updatePGXPSettingsEnabled); // 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.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); // 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::stateChanged, this, &GraphicsSettingsWidget::onEnableAnyTextureReplacementsChanged); connect(m_ui.vramWriteDumping, &QCheckBox::stateChanged, 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(); onTrueColorChanged(); 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.vsync, tr("VSync"), tr("Unchecked"), tr("Enable this option to match DuckStation's refresh rate with your current monitor or screen. " "VSync is automatically disabled when it is not possible (e.g. running at non-100% speed).")); 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.displayCropMode, tr("Crop Mode"), 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.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.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.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. Only applies to the hardware renderers.")); 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 object by using filtering.
Will have a " "greater effect on higher resolution scales. Only applies to the hardware renderers.
The JINC2 and " "especially xBR filtering modes are very demanding, and may not be worth the speed penalty.")); 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. Only applies to the hardware renderers.")); 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.
Only " "works with the hardware renderers. 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. " "Only applies to the hardware renderers.")); dialog->registerWidgetHelp( m_ui.disableInterlacing, tr("Disable Interlacing"), tr("Checked"), tr( "Forces the rendering and display of frames to progressive mode.
This removes the \"combing\" effect seen in " "480i games by rendering them in 480p. Usually safe to enable.
May not be compatible with all " "games.")); dialog->registerWidgetHelp( m_ui.forceNTSCTimings, tr("Force NTSC Timings"), tr("Unchecked"), tr("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 speed.")); // 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.displayFPSLimit, tr("Display FPS Limit"), tr("0"), tr("Limits the number of frames that are displayed every second. Discard frames are still " "rendered. This option can increase frame rates when fast forwarding on some systems.")); 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.threadedPresentation, tr("Threaded Presentation"), tr("Checked"), tr("Presents frames on a background thread when fast forwarding or vsync is disabled. " "This can measurably improve performance in the Vulkan renderer.")); dialog->registerWidgetHelp( m_ui.stretchDisplayVertically, tr("Stretch Vertically"), tr("Unchecked"), tr("Prefers stretching the display vertically instead of horizontally, wheen applying the display aspect ratio.")); #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.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.debanding, tr("True Color Debanding"), tr("Unchecked"), tr("Applies modern dithering techniques to further smooth out gradients when true color is enabled. " "This debanding is performed during rendering (as opposed to a post-processing step), which allows it to be " "fast while preserving detail. " "Debanding increases the file size of screenshots due to the subtle dithering pattern present in screenshots.")); 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, and only supported by the hardware renderers.")); 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.")); // 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.")); // 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 based on threads in the top-right corner of the display. This does not display the " "emulated system CPU's usage. If a value close to 100% is being displayed, this means your host's CPU is likely " "the bottleneck. In this case, you should reduce enhancement-related settings such as overclocking.")); 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.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.showInput, 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.")); // 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.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.")); } 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(DisplayAspectRatio::Count); i++) { m_ui.displayAspectRatio->addItem( QString::fromUtf8(Settings::GetDisplayAspectRatioDisplayName(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)))); } { if (m_dialog->isPerGameSettings()) m_ui.msaaMode->addItem(tr("Use Global Setting")); m_ui.msaaMode->addItem(tr("Disabled"), GetMSAAModeValue(1, false)); for (uint i = 2; i <= 32; i *= 2) m_ui.msaaMode->addItem(tr("%1x MSAA").arg(i), GetMSAAModeValue(i, false)); for (uint i = 2; i <= 32; i *= 2) m_ui.msaaMode->addItem(tr("%1x SSAA").arg(i), GetMSAAModeValue(i, true)); } for (u32 i = 0; i < static_cast(GPUTextureFilter::Count); i++) { m_ui.textureFiltering->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)))); } // 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(GPULineDetectMode::Count); i++) { m_ui.gpuLineDetectMode->addItem( QString::fromUtf8(Settings::GetLineDetectModeDisplayName(static_cast(i)))); } for (u32 i = 0; i < static_cast(GPUWireframeMode::Count); i++) { m_ui.gpuWireframeMode->addItem( QString::fromUtf8(Settings::GetGPUWireframeModeDisplayName(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)))); } } 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_ui.resolutionScaleLabel->setEnabled(is_hardware); m_ui.msaaMode->setEnabled(is_hardware); m_ui.msaaModeLabel->setEnabled(is_hardware); m_ui.textureFiltering->setEnabled(is_hardware); m_ui.textureFilteringLabel->setEnabled(is_hardware); 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_ui.pgxpEnable->setEnabled(is_hardware); m_ui.chromaSmoothingFor24Bit->setEnabled(is_hardware); 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.debanding->setEnabled(is_hardware); m_ui.scaledDithering->setEnabled(is_hardware); m_ui.useSoftwareRendererForReadbacks->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.threadedPresentation->setEnabled(render_api == RenderAPI::Vulkan); 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) { GPUDevice::AdapterAndModeList aml; switch (render_api) { #ifdef _WIN32 case RenderAPI::D3D11: aml = D3D11Device::StaticGetAdapterAndModeList(); break; case RenderAPI::D3D12: aml = D3D12Device::StaticGetAdapterAndModeList(); break; #endif #ifdef __APPLE__ case RenderAPI::Metal: aml = GPUDevice::WrapGetMetalAdapterAndModeList(); break; #endif #ifdef ENABLE_VULKAN case RenderAPI::Vulkan: aml = VulkanDevice::StaticGetAdapterAndModeList(); break; #endif default: break; } { const std::string current_adapter(m_dialog->getEffectiveStringValue("GPU", "Adapter", "")); 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 : aml.adapter_names) { m_ui.adapter->addItem(QString::fromStdString(adapter_name)); if (adapter_name == current_adapter) m_ui.adapter->setCurrentIndex(m_ui.adapter->count() - 1); } // disable it if we don't have a choice m_ui.adapter->setEnabled(!aml.adapter_names.empty()); } { const std::string current_mode(m_dialog->getEffectiveStringValue("GPU", "FullscreenMode", "")); QSignalBlocker blocker(m_ui.fullscreenMode); m_ui.fullscreenMode->clear(); m_ui.fullscreenMode->addItem(tr("Borderless Fullscreen")); m_ui.fullscreenMode->setCurrentIndex(0); for (const std::string& mode_name : aml.fullscreen_modes) { m_ui.fullscreenMode->addItem(QString::fromStdString(mode_name)); if (mode_name == current_mode) m_ui.fullscreenMode->setCurrentIndex(m_ui.fullscreenMode->count() - 1); } // disable it if we don't have a choice m_ui.fullscreenMode->setEnabled(!aml.fullscreen_modes.empty()); } // TODO: MSAA modes } void GraphicsSettingsWidget::updatePGXPSettingsEnabled() { const bool enabled = (effectiveRendererIsHardware() && m_dialog->getEffectiveBoolValue("GPU", "PGXPEnable", false)); 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_ui.pgxpTextureCorrection->setEnabled(enabled); m_ui.pgxpColorCorrection->setEnabled(tc_enabled); m_ui.pgxpDepthBuffer->setEnabled(enabled); m_ui.pgxpPreserveProjPrecision->setEnabled(enabled); 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::onAdapterChanged() { if (m_ui.adapter->currentIndex() == 0) { // default m_dialog->removeSettingValue("GPU", "Adapter"); return; } m_dialog->setStringSettingValue("GPU", "Adapter", m_ui.adapter->currentText().toUtf8().constData()); } 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::onMSAAModeChanged() { 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::onTrueColorChanged() { 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); const bool allow_debanding = true_color; m_ui.scaledDithering->setEnabled(allow_scaled_dithering); m_ui.debanding->setEnabled(allow_debanding); } 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::onFullscreenModeChanged() { if (m_ui.fullscreenMode->currentIndex() == 0) { // default m_dialog->removeSettingValue("GPU", "FullscreenMode"); return; } m_dialog->setStringSettingValue("GPU", "FullscreenMode", m_ui.fullscreenMode->currentText().toUtf8().constData()); } 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); }