mirror of
https://github.com/RetroDECK/Duckstation.git
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223 lines
11 KiB
C++
223 lines
11 KiB
C++
#include "displaysettingswidget.h"
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#include "core/gpu.h"
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#include "core/settings.h"
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#include "postprocessingchainconfigwidget.h"
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#include "qtutils.h"
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#include "settingsdialog.h"
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#include "settingwidgetbinder.h"
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#include <QtWidgets/QMessageBox>
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// For enumerating adapters.
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#include "frontend-common/vulkan_host_display.h"
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#ifdef WIN32
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#include "frontend-common/d3d11_host_display.h"
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#endif
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DisplaySettingsWidget::DisplaySettingsWidget(QtHostInterface* host_interface, QWidget* parent, SettingsDialog* dialog)
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: QWidget(parent), m_host_interface(host_interface)
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{
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m_ui.setupUi(this);
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setupAdditionalUi();
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SettingWidgetBinder::BindWidgetToEnumSetting(m_host_interface, m_ui.renderer, "GPU", "Renderer",
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&Settings::ParseRendererName, &Settings::GetRendererName,
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Settings::DEFAULT_GPU_RENDERER);
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SettingWidgetBinder::BindWidgetToEnumSetting(m_host_interface, m_ui.displayAspectRatio, "Display", "AspectRatio",
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&Settings::ParseDisplayAspectRatio, &Settings::GetDisplayAspectRatioName,
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Settings::DEFAULT_DISPLAY_ASPECT_RATIO);
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SettingWidgetBinder::BindWidgetToEnumSetting(m_host_interface, m_ui.displayCropMode, "Display", "CropMode",
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&Settings::ParseDisplayCropMode, &Settings::GetDisplayCropModeName,
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Settings::DEFAULT_DISPLAY_CROP_MODE);
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SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.displayLinearFiltering, "Display",
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"LinearFiltering");
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SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.displayIntegerScaling, "Display",
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"IntegerScaling");
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SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.vsync, "Display", "VSync");
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SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.gpuThread, "GPU", "UseThread", true);
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SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.showOSDMessages, "Display", "ShowOSDMessages",
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true);
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SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.showFPS, "Display", "ShowFPS", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.showVPS, "Display", "ShowVPS", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.showSpeed, "Display", "ShowSpeed", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(m_host_interface, m_ui.showResolution, "Display", "ShowResolution",
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false);
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connect(m_ui.renderer, QOverload<int>::of(&QComboBox::currentIndexChanged), this,
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&DisplaySettingsWidget::populateGPUAdaptersAndResolutions);
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connect(m_ui.adapter, QOverload<int>::of(&QComboBox::currentIndexChanged), this,
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&DisplaySettingsWidget::onGPUAdapterIndexChanged);
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connect(m_ui.fullscreenMode, QOverload<int>::of(&QComboBox::currentIndexChanged), this,
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&DisplaySettingsWidget::onGPUFullscreenModeIndexChanged);
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populateGPUAdaptersAndResolutions();
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dialog->registerWidgetHelp(
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m_ui.renderer, tr("Renderer"),
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qApp->translate("GPURenderer", Settings::GetRendererDisplayName(Settings::DEFAULT_GPU_RENDERER)),
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tr("Chooses the backend to use for rendering the console/game visuals. <br>Depending on your system and hardware, "
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"Direct3D 11 and OpenGL hardware backends may be available. <br>The software renderer offers the best "
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"compatibility, but is the slowest and does not offer any enhancements."));
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dialog->registerWidgetHelp(
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m_ui.adapter, tr("Adapter"), tr("(Default)"),
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tr("If your system contains multiple GPUs or adapters, you can select which GPU you wish to use for the hardware "
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"renderers. <br>This option is only supported in Direct3D and Vulkan. OpenGL will always use the default "
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"device."));
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dialog->registerWidgetHelp(
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m_ui.displayAspectRatio, tr("Aspect Ratio"), QStringLiteral("Auto (Game Native)"),
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tr("Changes the aspect ratio used to display the console's output to the screen. The default is Auto (Game Native) "
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"which automatically adjusts the aspect ratio to match how a game would be shown on a typical TV of the era."));
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dialog->registerWidgetHelp(
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m_ui.displayCropMode, tr("Crop Mode"), tr("Only Overscan Area"),
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tr("Determines how much of the area typically not visible on a consumer TV set to crop/hide. <br>"
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"Some games display content in the overscan area, or use it for screen effects. <br>May "
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"not display correctly with the \"All Borders\" setting. \"Only Overscan\" offers a good "
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"compromise between stability and hiding black borders."));
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dialog->registerWidgetHelp(m_ui.displayLinearFiltering, tr("Linear Upscaling"), tr("Checked"),
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tr("Uses bilinear texture filtering when displaying the console's framebuffer to the "
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"screen. <br>Disabling filtering "
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"will producer a sharper, blockier/pixelated image. Enabling will smooth out the "
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"image. <br>The option will be less "
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"noticable the higher the resolution scale."));
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dialog->registerWidgetHelp(
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m_ui.displayIntegerScaling, tr("Integer Upscaling"), tr("Unchecked"),
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tr("Adds padding to the display area to ensure that the ratio between pixels on the host to "
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"pixels in the console is an integer number. <br>May result in a sharper image in some 2D games."));
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dialog->registerWidgetHelp(
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m_ui.vsync, tr("VSync"), tr("Checked"),
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tr("Enable this option to match DuckStation's refresh rate with your current monitor or screen. "
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"VSync is automatically disabled when it is not possible (e.g. running at non-100% speed)."));
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dialog->registerWidgetHelp(m_ui.gpuThread, tr("Threaded Rendering"), tr("Checked"),
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tr("Uses a second thread for drawing graphics. Currently only available for the software "
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"renderer, but can provide a significant speed improvement, and is safe to use."));
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dialog->registerWidgetHelp(m_ui.showOSDMessages, tr("Show OSD Messages"), tr("Checked"),
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tr("Shows on-screen-display messages when events occur such as save states being "
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"created/loaded, screenshots being taken, etc."));
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dialog->registerWidgetHelp(m_ui.showFPS, tr("Show FPS"), tr("Unchecked"),
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tr("Shows the internal frame rate of the game in the top-right corner of the display."));
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dialog->registerWidgetHelp(m_ui.showVPS, tr("Show VPS"), tr("Unchecked"),
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tr("Shows the number of frames (or v-syncs) displayed per second by the system in the "
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"top-right corner of the display."));
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dialog->registerWidgetHelp(
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m_ui.showSpeed, tr("Show Speed"), tr("Unchecked"),
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tr("Shows the current emulation speed of the system in the top-right corner of the display as a percentage."));
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}
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DisplaySettingsWidget::~DisplaySettingsWidget() = default;
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void DisplaySettingsWidget::setupAdditionalUi()
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{
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for (u32 i = 0; i < static_cast<u32>(GPURenderer::Count); i++)
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{
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m_ui.renderer->addItem(
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qApp->translate("GPURenderer", Settings::GetRendererDisplayName(static_cast<GPURenderer>(i))));
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}
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for (u32 i = 0; i < static_cast<u32>(DisplayAspectRatio::Count); i++)
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{
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m_ui.displayAspectRatio->addItem(
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QString::fromUtf8(Settings::GetDisplayAspectRatioName(static_cast<DisplayAspectRatio>(i))));
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}
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for (u32 i = 0; i < static_cast<u32>(DisplayCropMode::Count); i++)
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{
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m_ui.displayCropMode->addItem(
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qApp->translate("DisplayCropMode", Settings::GetDisplayCropModeDisplayName(static_cast<DisplayCropMode>(i))));
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}
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}
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void DisplaySettingsWidget::populateGPUAdaptersAndResolutions()
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{
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std::vector<std::string> adapter_names;
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std::vector<std::string> fullscreen_modes;
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bool thread_supported = false;
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switch (static_cast<GPURenderer>(m_ui.renderer->currentIndex()))
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{
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#ifdef WIN32
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case GPURenderer::HardwareD3D11:
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{
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FrontendCommon::D3D11HostDisplay::AdapterInfo adapter_info = FrontendCommon::D3D11HostDisplay::GetAdapterInfo();
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adapter_names = std::move(adapter_info.adapter_names);
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fullscreen_modes = std::move(adapter_info.fullscreen_modes);
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}
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break;
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#endif
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case GPURenderer::HardwareVulkan:
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adapter_names = FrontendCommon::VulkanHostDisplay::EnumerateAdapterNames();
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break;
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case GPURenderer::Software:
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thread_supported = true;
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break;
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default:
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break;
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}
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{
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const std::string current_adapter(m_host_interface->GetStringSettingValue("GPU", "Adapter"));
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QSignalBlocker blocker(m_ui.adapter);
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// add the default entry - we'll fall back to this if the GPU no longer exists, or there's no options
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m_ui.adapter->clear();
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m_ui.adapter->addItem(tr("(Default)"));
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// add the other adapters
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for (const std::string& adapter_name : adapter_names)
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{
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m_ui.adapter->addItem(QString::fromStdString(adapter_name));
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if (adapter_name == current_adapter)
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m_ui.adapter->setCurrentIndex(m_ui.adapter->count() - 1);
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}
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// disable it if we don't have a choice
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m_ui.adapter->setEnabled(!adapter_names.empty());
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}
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{
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const std::string current_mode(m_host_interface->GetStringSettingValue("GPU", "FullscreenMode", ""));
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QSignalBlocker blocker(m_ui.fullscreenMode);
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m_ui.fullscreenMode->clear();
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m_ui.fullscreenMode->addItem(tr("Borderless Fullscreen"));
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m_ui.fullscreenMode->setCurrentIndex(0);
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for (const std::string& mode_name : fullscreen_modes)
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{
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m_ui.fullscreenMode->addItem(QString::fromStdString(mode_name));
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if (mode_name == current_mode)
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m_ui.fullscreenMode->setCurrentIndex(m_ui.fullscreenMode->count() - 1);
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}
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// disable it if we don't have a choice
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m_ui.fullscreenMode->setEnabled(!fullscreen_modes.empty());
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}
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m_ui.gpuThread->setEnabled(thread_supported);
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}
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void DisplaySettingsWidget::onGPUAdapterIndexChanged()
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{
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if (m_ui.adapter->currentIndex() == 0)
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{
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// default
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m_host_interface->RemoveSettingValue("GPU", "Adapter");
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return;
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}
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m_host_interface->SetStringSettingValue("GPU", "Adapter", m_ui.adapter->currentText().toUtf8().constData());
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}
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void DisplaySettingsWidget::onGPUFullscreenModeIndexChanged()
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{
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if (m_ui.fullscreenMode->currentIndex() == 0)
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{
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// default
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m_host_interface->RemoveSettingValue("GPU", "FullscreenMode");
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return;
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}
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m_host_interface->SetStringSettingValue("GPU", "FullscreenMode",
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m_ui.fullscreenMode->currentText().toUtf8().constData());
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} |