general: Add setting shader_backend
GLASM is getting good enough that we can move it out of advanced graphics settings. This removes the setting `use_assembly_shaders`, opting for a enum class `shader_backend`. This comes with the benefits that it is extensible for additional shader backends besides GLSL and GLASM, and this will work better with a QComboBox. Qt removes the related assembly shader setting from the Advanced Graphics section and places it as a new QComboBox in the API Settings group. This will replace the Vulkan device selector when OpenGL is selected. Additionally, mark all of the custom anisotropic filtering settings as "WILL BREAK THINGS", as that is the case with a select few games.
This commit is contained in:
parent
00fa09dc45
commit
1152d66ddd
@ -57,7 +57,7 @@ void LogSettings() {
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log_setting("Renderer_UseNvdecEmulation", values.use_nvdec_emulation.GetValue());
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log_setting("Renderer_AccelerateASTC", values.accelerate_astc.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_ShaderBackend", values.shader_backend.GetValue());
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log_setting("Renderer_UseAsynchronousShaders", values.use_asynchronous_shaders.GetValue());
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log_setting("Renderer_UseGarbageCollection", values.use_caches_gc.GetValue());
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log_setting("Renderer_AnisotropicFilteringLevel", values.max_anisotropy.GetValue());
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@ -140,7 +140,7 @@ void RestoreGlobalState(bool is_powered_on) {
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values.use_nvdec_emulation.SetGlobal(true);
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values.accelerate_astc.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.shader_backend.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_caches_gc.SetGlobal(true);
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@ -24,6 +24,12 @@ enum class RendererBackend : u32 {
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Vulkan = 1,
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};
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enum class ShaderBackend : u32 {
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GLSL = 0,
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GLASM = 1,
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SPIRV = 2,
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};
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enum class GPUAccuracy : u32 {
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Normal = 0,
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High = 1,
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@ -334,7 +340,7 @@ struct Values {
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Setting<bool> accelerate_astc{true, "accelerate_astc"};
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Setting<bool> use_vsync{true, "use_vsync"};
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BasicSetting<bool> disable_fps_limit{false, "disable_fps_limit"};
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Setting<bool> use_assembly_shaders{false, "use_assembly_shaders"};
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Setting<ShaderBackend> shader_backend{ShaderBackend::GLASM, "shader_backend"};
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Setting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"};
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Setting<bool> use_fast_gpu_time{true, "use_fast_gpu_time"};
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Setting<bool> use_caches_gc{false, "use_caches_gc"};
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@ -233,8 +233,8 @@ void TelemetrySession::AddInitialInfo(Loader::AppLoader& app_loader,
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Settings::values.use_nvdec_emulation.GetValue());
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AddField(field_type, "Renderer_AccelerateASTC", Settings::values.accelerate_astc.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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Settings::values.use_assembly_shaders.GetValue());
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AddField(field_type, "Renderer_ShaderBackend",
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static_cast<u32>(Settings::values.shader_backend.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.GetValue());
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@ -172,9 +172,10 @@ Device::Device() {
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// uniform buffers as "push constants"
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has_fast_buffer_sub_data = is_nvidia && !disable_fast_buffer_sub_data;
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use_assembly_shaders = Settings::values.use_assembly_shaders.GetValue() &&
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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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use_assembly_shaders =
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Settings::values.shader_backend.GetValue() == Settings::ShaderBackend::GLASM &&
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GLAD_GL_NV_gpu_program5 && GLAD_GL_NV_compute_program5 && GLAD_GL_NV_transform_feedback &&
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GLAD_GL_NV_transform_feedback2;
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// Blocks AMD and Intel OpenGL drivers on Windows from using asynchronous shader compilation.
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use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue() &&
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@ -187,7 +188,8 @@ Device::Device() {
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LOG_INFO(Render_OpenGL, "Renderer_BrokenTextureViewFormats: {}",
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has_broken_texture_view_formats);
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if (Settings::values.use_assembly_shaders.GetValue() && !use_assembly_shaders) {
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if (Settings::values.shader_backend.GetValue() == Settings::ShaderBackend::GLASM &&
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!use_assembly_shaders) {
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LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported");
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}
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@ -814,7 +814,7 @@ void Config::ReadRendererValues() {
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ReadGlobalSetting(Settings::values.use_nvdec_emulation);
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ReadGlobalSetting(Settings::values.accelerate_astc);
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ReadGlobalSetting(Settings::values.use_vsync);
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ReadGlobalSetting(Settings::values.use_assembly_shaders);
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ReadGlobalSetting(Settings::values.shader_backend);
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ReadGlobalSetting(Settings::values.use_asynchronous_shaders);
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ReadGlobalSetting(Settings::values.use_fast_gpu_time);
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ReadGlobalSetting(Settings::values.use_caches_gc);
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@ -1345,7 +1345,10 @@ void Config::SaveRendererValues() {
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WriteGlobalSetting(Settings::values.use_nvdec_emulation);
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WriteGlobalSetting(Settings::values.accelerate_astc);
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WriteGlobalSetting(Settings::values.use_vsync);
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WriteGlobalSetting(Settings::values.use_assembly_shaders);
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WriteSetting(QString::fromStdString(Settings::values.shader_backend.GetLabel()),
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static_cast<u32>(Settings::values.shader_backend.GetValue(global)),
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static_cast<u32>(Settings::values.shader_backend.GetDefault()),
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Settings::values.shader_backend.UsingGlobal());
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WriteGlobalSetting(Settings::values.use_asynchronous_shaders);
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WriteGlobalSetting(Settings::values.use_fast_gpu_time);
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WriteGlobalSetting(Settings::values.use_caches_gc);
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@ -180,5 +180,6 @@ private:
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// These metatype declarations cannot be in common/settings.h because core is devoid of QT
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Q_DECLARE_METATYPE(Settings::CPUAccuracy);
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Q_DECLARE_METATYPE(Settings::RendererBackend);
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Q_DECLARE_METATYPE(Settings::GPUAccuracy);
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Q_DECLARE_METATYPE(Settings::RendererBackend);
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Q_DECLARE_METATYPE(Settings::ShaderBackend);
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@ -26,19 +26,25 @@ ConfigureGraphics::ConfigureGraphics(QWidget* parent)
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ui->setupUi(this);
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ui->backend->addItem(QStringLiteral("GLSL"));
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ui->backend->addItem(tr("GLASM (NVIDIA Only)"));
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ui->backend->addItem(QStringLiteral("SPIR-V"));
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SetupPerGameUI();
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SetConfiguration();
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connect(ui->api, qOverload<int>(&QComboBox::currentIndexChanged), this, [this] {
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UpdateDeviceComboBox();
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UpdateAPILayout();
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if (!Settings::IsConfiguringGlobal()) {
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ConfigurationShared::SetHighlight(
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ui->api_layout, ui->api->currentIndex() != ConfigurationShared::USE_GLOBAL_INDEX);
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ui->api_widget, ui->api->currentIndex() != ConfigurationShared::USE_GLOBAL_INDEX);
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}
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});
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connect(ui->device, qOverload<int>(&QComboBox::activated), this,
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[this](int device) { UpdateDeviceSelection(device); });
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connect(ui->backend, qOverload<int>(&QComboBox::activated), this,
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[this](int backend) { UpdateShaderBackendSelection(backend); });
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connect(ui->bg_button, &QPushButton::clicked, this, [this] {
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const QColor new_bg_color = QColorDialog::getColor(bg_color);
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@ -48,6 +54,10 @@ ConfigureGraphics::ConfigureGraphics(QWidget* parent)
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UpdateBackgroundColorButton(new_bg_color);
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});
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for (const auto& device : vulkan_devices) {
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ui->device->addItem(device);
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}
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ui->bg_label->setVisible(Settings::IsConfiguringGlobal());
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ui->bg_combobox->setVisible(!Settings::IsConfiguringGlobal());
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}
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@ -61,12 +71,21 @@ void ConfigureGraphics::UpdateDeviceSelection(int device) {
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}
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}
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void ConfigureGraphics::UpdateShaderBackendSelection(int backend) {
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if (backend == -1) {
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return;
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}
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if (GetCurrentGraphicsBackend() == Settings::RendererBackend::OpenGL) {
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shader_backend = static_cast<Settings::ShaderBackend>(backend);
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}
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}
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ConfigureGraphics::~ConfigureGraphics() = default;
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void ConfigureGraphics::SetConfiguration() {
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const bool runtime_lock = !Core::System::GetInstance().IsPoweredOn();
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ui->api->setEnabled(runtime_lock);
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ui->api_widget->setEnabled(runtime_lock);
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ui->use_asynchronous_gpu_emulation->setEnabled(runtime_lock);
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ui->use_disk_shader_cache->setEnabled(runtime_lock);
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ui->use_nvdec_emulation->setEnabled(runtime_lock);
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@ -83,7 +102,7 @@ void ConfigureGraphics::SetConfiguration() {
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ui->aspect_ratio_combobox->setCurrentIndex(Settings::values.aspect_ratio.GetValue());
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} else {
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ConfigurationShared::SetPerGameSetting(ui->api, &Settings::values.renderer_backend);
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ConfigurationShared::SetHighlight(ui->api_layout,
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ConfigurationShared::SetHighlight(ui->api_widget,
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!Settings::values.renderer_backend.UsingGlobal());
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ConfigurationShared::SetPerGameSetting(ui->fullscreen_mode_combobox,
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@ -100,11 +119,10 @@ void ConfigureGraphics::SetConfiguration() {
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ui->bg_button->setEnabled(!Settings::values.bg_red.UsingGlobal());
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ConfigurationShared::SetHighlight(ui->bg_layout, !Settings::values.bg_red.UsingGlobal());
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}
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UpdateBackgroundColorButton(QColor::fromRgb(Settings::values.bg_red.GetValue(),
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Settings::values.bg_green.GetValue(),
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Settings::values.bg_blue.GetValue()));
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UpdateDeviceComboBox();
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UpdateAPILayout();
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}
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void ConfigureGraphics::ApplyConfiguration() {
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@ -128,6 +146,9 @@ void ConfigureGraphics::ApplyConfiguration() {
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if (Settings::values.renderer_backend.UsingGlobal()) {
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Settings::values.renderer_backend.SetValue(GetCurrentGraphicsBackend());
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}
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if (Settings::values.shader_backend.UsingGlobal()) {
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Settings::values.shader_backend.SetValue(shader_backend);
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}
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if (Settings::values.vulkan_device.UsingGlobal()) {
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Settings::values.vulkan_device.SetValue(vulkan_device);
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}
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@ -139,15 +160,22 @@ void ConfigureGraphics::ApplyConfiguration() {
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} else {
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if (ui->api->currentIndex() == ConfigurationShared::USE_GLOBAL_INDEX) {
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Settings::values.renderer_backend.SetGlobal(true);
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Settings::values.shader_backend.SetGlobal(true);
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Settings::values.vulkan_device.SetGlobal(true);
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} else {
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Settings::values.renderer_backend.SetGlobal(false);
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Settings::values.renderer_backend.SetValue(GetCurrentGraphicsBackend());
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if (GetCurrentGraphicsBackend() == Settings::RendererBackend::Vulkan) {
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switch (GetCurrentGraphicsBackend()) {
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case Settings::RendererBackend::OpenGL:
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Settings::values.shader_backend.SetGlobal(false);
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Settings::values.vulkan_device.SetGlobal(true);
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Settings::values.shader_backend.SetValue(shader_backend);
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break;
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case Settings::RendererBackend::Vulkan:
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Settings::values.shader_backend.SetGlobal(true);
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Settings::values.vulkan_device.SetGlobal(false);
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Settings::values.vulkan_device.SetValue(vulkan_device);
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} else {
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Settings::values.vulkan_device.SetGlobal(true);
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break;
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}
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}
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@ -188,32 +216,32 @@ void ConfigureGraphics::UpdateBackgroundColorButton(QColor color) {
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ui->bg_button->setIcon(color_icon);
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}
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void ConfigureGraphics::UpdateDeviceComboBox() {
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ui->device->clear();
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bool enabled = false;
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void ConfigureGraphics::UpdateAPILayout() {
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if (!Settings::IsConfiguringGlobal() &&
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ui->api->currentIndex() == ConfigurationShared::USE_GLOBAL_INDEX) {
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vulkan_device = Settings::values.vulkan_device.GetValue(true);
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shader_backend = Settings::values.shader_backend.GetValue(true);
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ui->device_widget->setEnabled(false);
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ui->backend_widget->setEnabled(false);
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} else {
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vulkan_device = Settings::values.vulkan_device.GetValue();
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shader_backend = Settings::values.shader_backend.GetValue();
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ui->device_widget->setEnabled(true);
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ui->backend_widget->setEnabled(true);
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}
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switch (GetCurrentGraphicsBackend()) {
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case Settings::RendererBackend::OpenGL:
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ui->device->addItem(tr("OpenGL Graphics Device"));
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enabled = false;
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ui->backend->setCurrentIndex(static_cast<u32>(shader_backend));
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ui->device_widget->setVisible(false);
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ui->backend_widget->setVisible(true);
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break;
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case Settings::RendererBackend::Vulkan:
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for (const auto& device : vulkan_devices) {
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ui->device->addItem(device);
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}
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ui->device->setCurrentIndex(vulkan_device);
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enabled = !vulkan_devices.empty();
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ui->device_widget->setVisible(true);
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ui->backend_widget->setVisible(false);
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break;
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}
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// If in per-game config and use global is selected, don't enable.
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enabled &= !(!Settings::IsConfiguringGlobal() &&
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ui->api->currentIndex() == ConfigurationShared::USE_GLOBAL_INDEX);
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ui->device->setEnabled(enabled && !Core::System::GetInstance().IsPoweredOn());
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}
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void ConfigureGraphics::RetrieveVulkanDevices() try {
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@ -34,8 +34,9 @@ private:
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void SetConfiguration();
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void UpdateBackgroundColorButton(QColor color);
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void UpdateDeviceComboBox();
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void UpdateAPILayout();
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void UpdateDeviceSelection(int device);
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void UpdateShaderBackendSelection(int backend);
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void RetrieveVulkanDevices();
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@ -53,4 +54,5 @@ private:
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std::vector<QString> vulkan_devices;
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u32 vulkan_device{};
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Settings::ShaderBackend shader_backend{};
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};
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@ -23,7 +23,7 @@
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</property>
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<layout class="QVBoxLayout" name="verticalLayout_3">
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<item>
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<widget class="QWidget" name="api_layout" native="true">
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<widget class="QWidget" name="api_widget" native="true">
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<layout class="QGridLayout" name="gridLayout">
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<property name="leftMargin">
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<number>0</number>
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@ -40,15 +40,92 @@
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<property name="horizontalSpacing">
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<number>6</number>
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</property>
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<item row="4" column="0">
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<widget class="QWidget" name="backend_widget" native="true">
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<layout class="QHBoxLayout" name="backend_layout">
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<property name="leftMargin">
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<number>0</number>
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</property>
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<property name="topMargin">
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<number>0</number>
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</property>
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<property name="rightMargin">
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<number>0</number>
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</property>
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<property name="bottomMargin">
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<number>0</number>
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</property>
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<item>
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<widget class="QLabel" name="backend_label">
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<property name="text">
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<string>Shader Backend:</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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<widget class="QComboBox" name="backend"/>
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</item>
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</layout>
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</widget>
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</item>
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<item row="2" column="0">
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<widget class="QWidget" name="device_widget" native="true">
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<layout class="QHBoxLayout" name="device_layout">
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<property name="leftMargin">
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<number>0</number>
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</property>
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<property name="topMargin">
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<number>0</number>
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</property>
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<property name="rightMargin">
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<number>0</number>
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</property>
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<property name="bottomMargin">
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<number>0</number>
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</property>
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<item>
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<widget class="QLabel" name="device_label">
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<property name="text">
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<string>Device:</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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<widget class="QComboBox" name="device"/>
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</item>
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</layout>
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</widget>
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</item>
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<item row="0" column="0">
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<widget class="QWidget" name="api_layout_2" native="true">
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<layout class="QHBoxLayout" name="api_layout">
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<property name="leftMargin">
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<number>0</number>
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</property>
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<property name="topMargin">
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<number>0</number>
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</property>
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<property name="rightMargin">
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<number>0</number>
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</property>
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<property name="bottomMargin">
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<number>0</number>
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</property>
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<item>
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<widget class="QLabel" name="api_label">
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<property name="text">
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<string>API:</string>
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</property>
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</widget>
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</item>
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<item row="0" column="1">
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<item>
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<widget class="QComboBox" name="api">
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<property name="sizePolicy">
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<sizepolicy hsizetype="Preferred" vsizetype="Fixed">
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<horstretch>0</horstretch>
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<verstretch>0</verstretch>
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</sizepolicy>
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</property>
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<item>
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<property name="text">
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<string notr="true">OpenGL</string>
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@ -61,16 +138,9 @@
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</item>
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</widget>
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</item>
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<item row="1" column="0">
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<widget class="QLabel" name="device_label">
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<property name="text">
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<string>Device:</string>
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</property>
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</layout>
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</widget>
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</item>
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<item row="1" column="1">
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<widget class="QComboBox" name="device"/>
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</item>
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</layout>
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</widget>
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</item>
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@ -23,12 +23,10 @@ ConfigureGraphicsAdvanced::~ConfigureGraphicsAdvanced() = default;
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void ConfigureGraphicsAdvanced::SetConfiguration() {
|
||||
const bool runtime_lock = !Core::System::GetInstance().IsPoweredOn();
|
||||
ui->use_vsync->setEnabled(runtime_lock);
|
||||
ui->use_assembly_shaders->setEnabled(runtime_lock);
|
||||
ui->use_asynchronous_shaders->setEnabled(runtime_lock);
|
||||
ui->anisotropic_filtering_combobox->setEnabled(runtime_lock);
|
||||
|
||||
ui->use_vsync->setChecked(Settings::values.use_vsync.GetValue());
|
||||
ui->use_assembly_shaders->setChecked(Settings::values.use_assembly_shaders.GetValue());
|
||||
ui->use_asynchronous_shaders->setChecked(Settings::values.use_asynchronous_shaders.GetValue());
|
||||
ui->use_caches_gc->setChecked(Settings::values.use_caches_gc.GetValue());
|
||||
ui->use_fast_gpu_time->setChecked(Settings::values.use_fast_gpu_time.GetValue());
|
||||
@ -58,8 +56,6 @@ void ConfigureGraphicsAdvanced::ApplyConfiguration() {
|
||||
ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy,
|
||||
ui->anisotropic_filtering_combobox);
|
||||
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync, use_vsync);
|
||||
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_assembly_shaders,
|
||||
ui->use_assembly_shaders, use_assembly_shaders);
|
||||
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders,
|
||||
ui->use_asynchronous_shaders,
|
||||
use_asynchronous_shaders);
|
||||
@ -100,7 +96,6 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
|
||||
if (Settings::IsConfiguringGlobal()) {
|
||||
ui->gpu_accuracy->setEnabled(Settings::values.gpu_accuracy.UsingGlobal());
|
||||
ui->use_vsync->setEnabled(Settings::values.use_vsync.UsingGlobal());
|
||||
ui->use_assembly_shaders->setEnabled(Settings::values.use_assembly_shaders.UsingGlobal());
|
||||
ui->use_asynchronous_shaders->setEnabled(
|
||||
Settings::values.use_asynchronous_shaders.UsingGlobal());
|
||||
ui->use_fast_gpu_time->setEnabled(Settings::values.use_fast_gpu_time.UsingGlobal());
|
||||
@ -112,8 +107,6 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
|
||||
}
|
||||
|
||||
ConfigurationShared::SetColoredTristate(ui->use_vsync, Settings::values.use_vsync, use_vsync);
|
||||
ConfigurationShared::SetColoredTristate(
|
||||
ui->use_assembly_shaders, Settings::values.use_assembly_shaders, use_assembly_shaders);
|
||||
ConfigurationShared::SetColoredTristate(ui->use_asynchronous_shaders,
|
||||
Settings::values.use_asynchronous_shaders,
|
||||
use_asynchronous_shaders);
|
||||
|
@ -35,7 +35,6 @@ private:
|
||||
std::unique_ptr<Ui::ConfigureGraphicsAdvanced> ui;
|
||||
|
||||
ConfigurationShared::CheckState use_vsync;
|
||||
ConfigurationShared::CheckState use_assembly_shaders;
|
||||
ConfigurationShared::CheckState use_asynchronous_shaders;
|
||||
ConfigurationShared::CheckState use_fast_gpu_time;
|
||||
ConfigurationShared::CheckState use_caches_gc;
|
||||
|
@ -76,16 +76,6 @@
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QCheckBox" name="use_assembly_shaders">
|
||||
<property name="toolTip">
|
||||
<string>Enabling this reduces shader stutter. Enables OpenGL assembly shaders on supported Nvidia devices (NV_gpu_program5 is required). This feature is experimental.</string>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Use assembly shaders (experimental, Nvidia OpenGL only)</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QCheckBox" name="use_asynchronous_shaders">
|
||||
<property name="toolTip">
|
||||
@ -144,22 +134,22 @@
|
||||
</item>
|
||||
<item>
|
||||
<property name="text">
|
||||
<string>2x</string>
|
||||
<string>2x (WILL BREAK THINGS)</string>
|
||||
</property>
|
||||
</item>
|
||||
<item>
|
||||
<property name="text">
|
||||
<string>4x</string>
|
||||
<string>4x (WILL BREAK THINGS)</string>
|
||||
</property>
|
||||
</item>
|
||||
<item>
|
||||
<property name="text">
|
||||
<string>8x</string>
|
||||
<string>8x (WILL BREAK THINGS)</string>
|
||||
</property>
|
||||
</item>
|
||||
<item>
|
||||
<property name="text">
|
||||
<string>16x</string>
|
||||
<string>16x (WILL BREAK THINGS)</string>
|
||||
</property>
|
||||
</item>
|
||||
</widget>
|
||||
|
@ -458,7 +458,7 @@ void Config::ReadValues() {
|
||||
ReadSetting("Renderer", Settings::values.use_asynchronous_gpu_emulation);
|
||||
ReadSetting("Renderer", Settings::values.use_vsync);
|
||||
ReadSetting("Renderer", Settings::values.disable_fps_limit);
|
||||
ReadSetting("Renderer", Settings::values.use_assembly_shaders);
|
||||
ReadSetting("Renderer", Settings::values.shader_backend);
|
||||
ReadSetting("Renderer", Settings::values.use_asynchronous_shaders);
|
||||
ReadSetting("Renderer", Settings::values.use_nvdec_emulation);
|
||||
ReadSetting("Renderer", Settings::values.accelerate_astc);
|
||||
|
@ -248,9 +248,10 @@ max_anisotropy =
|
||||
# 0 (default): Off, 1: On
|
||||
use_vsync =
|
||||
|
||||
# Whether to use OpenGL assembly shaders or not. NV_gpu_program5 is required.
|
||||
# 0: Off, 1 (default): On
|
||||
use_assembly_shaders =
|
||||
# Selects the OpenGL shader backend. NV_gpu_program5 is required for GLASM. If NV_gpu_program5 is
|
||||
# not available and GLASM is selected, GLSL will be used.
|
||||
# 0: GLSL, 1 (default): GLASM, 2: SPIR-V
|
||||
shader_backend =
|
||||
|
||||
# Whether to allow asynchronous shader building.
|
||||
# 0 (default): Off, 1: On
|
||||
|
Loading…
Reference in New Issue
Block a user