mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2026-03-21 17:49:58 -05:00
VideoCommon: Invert interaction between Arbitrary Mipmap Detection and GPU Texture Decoding (the former disables the latter)
Split from #14293. It makes sense for a setting that changes visual output to have priority over a setting that barely makes any difference.
This commit is contained in:
parent
ebc8c9d857
commit
fdbc2883ef
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@ -15,8 +15,3 @@ EFBEmulateFormatChanges = True
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[Video_Enhancements]
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ArbitraryMipmapDetection = True
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[Video_Settings]
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# Allow the ArbitraryMipmapDetection setting to take effect.
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EnableGPUTextureDecoding = False
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@ -21,10 +21,5 @@ MissingColorValue = 0x00000000
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ForceTextureFiltering = 0
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ArbitraryMipmapDetection = True
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[Video_Settings]
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# Allow the ArbitraryMipmapDetection setting to take effect.
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EnableGPUTextureDecoding = False
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[Video_Stereoscopy]
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StereoConvergence = 732
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@ -10,7 +10,7 @@
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# Add action replay cheats here.
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[Video_Hacks]
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# The game logic itself is ignoring VI interrupts
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# The game logic itself is ignoring VI interrupts
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# and keeps updating shadow video registers.
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# Because of this, it is incompatible with VISkip.
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@ -23,9 +23,5 @@ VISkip = False
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CPUCull = True
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# Allow the ArbitraryMipmapDetection setting to take effect.
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EnableGPUTextureDecoding = False
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[Video_Enhancements]
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ArbitraryMipmapDetection = True
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@ -13,7 +13,7 @@
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EFBAccessEnable = True
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EFBToTextureEnable = False
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# The game logic itself is ignoring VI interrupts
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# The game logic itself is ignoring VI interrupts
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# and keeps updating shadow video registers.
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# Because of this, it is incompatible with VISkip.
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@ -24,8 +24,3 @@ ArbitraryMipmapDetection = True
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[Video_Stereoscopy]
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StereoConvergence = 115
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[Video_Settings]
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# Allow the ArbitraryMipmapDetection setting to take effect.
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EnableGPUTextureDecoding = False
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@ -14,8 +14,3 @@ EFBAccessDeferInvalidation = True
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[Video_Enhancements]
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ArbitraryMipmapDetection = True
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[Video_Settings]
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# Allow the ArbitraryMipmapDetection setting to take effect.
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EnableGPUTextureDecoding = False
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@ -11,7 +11,7 @@
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[Video_Hacks]
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EFBAccessEnable = True
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# The game logic itself is ignoring VI interrupts
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# The game logic itself is ignoring VI interrupts
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# and keeps updating shadow video registers.
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# Because of this, it is incompatible with VISkip.
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@ -24,9 +24,5 @@ VISkip = False
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CPUCull = True
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# Allow the ArbitraryMipmapDetection setting to take effect.
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EnableGPUTextureDecoding = False
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[Video_Enhancements]
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ArbitraryMipmapDetection = True
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@ -17,8 +17,3 @@ ArbitraryMipmapDetection = True
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[Video_Stereoscopy]
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StereoConvergence = 929
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[Video_Settings]
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# Allow the ArbitraryMipmapDetection setting to take effect.
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EnableGPUTextureDecoding = False
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@ -13,8 +13,3 @@ EFBEmulateFormatChanges = True
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[Video_Enhancements]
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ArbitraryMipmapDetection = True
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[Video_Settings]
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# Allow the ArbitraryMipmapDetection setting to take effect.
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EnableGPUTextureDecoding = False
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@ -61,6 +61,14 @@ T Get(LayerType layer, const Info<T>& info)
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return GetLayer(layer)->Get(info);
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}
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template <typename T>
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T Get(const Layer* game_layer, const Info<T>& setting)
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{
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if (game_layer != nullptr)
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return game_layer->Get(setting);
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return Get(setting);
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}
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template <typename T>
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T Get(const Info<T>& info)
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{
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@ -33,7 +33,7 @@ AdvancedWidget::AdvancedWidget(GraphicsPane* gfx_pane) : m_game_layer{gfx_pane->
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connect(&Settings::Instance(), &Settings::EmulationStateChanged, this, [this](Core::State state) {
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OnEmulationStateChanged(state != Core::State::Uninitialized);
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});
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connect(m_manual_texture_sampling, &QCheckBox::toggled,
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connect(m_manual_texture_sampling, &QCheckBox::toggled, gfx_pane,
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[gfx_pane] { emit gfx_pane->UseFastTextureSamplingChanged(); });
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OnBackendChanged();
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@ -41,11 +41,11 @@ EnhancementsWidget::EnhancementsWidget(GraphicsPane* gfx_pane)
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// BackendChanged is called by parent on window creation.
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connect(gfx_pane, &GraphicsPane::BackendChanged, this, &EnhancementsWidget::OnBackendChanged);
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connect(gfx_pane, &GraphicsPane::UseFastTextureSamplingChanged, this, [this] {
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m_texture_filtering_combo->setEnabled(ReadSetting(Config::GFX_HACK_FAST_TEXTURE_SAMPLING));
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});
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connect(gfx_pane, &GraphicsPane::UseGPUTextureDecodingChanged, this, [this] {
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m_arbitrary_mipmap_detection->setEnabled(!ReadSetting(Config::GFX_ENABLE_GPU_TEXTURE_DECODING));
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m_texture_filtering_combo->setEnabled(
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Get(m_game_layer, Config::GFX_HACK_FAST_TEXTURE_SAMPLING));
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});
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connect(m_arbitrary_mipmap_detection, &QCheckBox::toggled, gfx_pane,
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[gfx_pane] { emit gfx_pane->UpdateGPUTextureDecoding(); });
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}
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constexpr int ANISO_1x = std::to_underlying(AnisotropicFilteringMode::Force1x);
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@ -82,8 +82,8 @@ void EnhancementsWidget::CreateWidgets()
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// If the current scale is greater than the max scale in the ini, add sufficient options so that
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// when the settings are saved we don't lose the user-modified value from the ini.
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const int max_efb_scale =
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std::max(ReadSetting(Config::GFX_EFB_SCALE), ReadSetting(Config::GFX_MAX_EFB_SCALE));
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const int max_efb_scale = std::max(Get(m_game_layer, Config::GFX_EFB_SCALE),
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Get(m_game_layer, Config::GFX_MAX_EFB_SCALE));
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for (int scale = static_cast<int>(resolution_options.size()); scale <= max_efb_scale; scale++)
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{
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const QString scale_text = QString::number(scale);
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@ -129,7 +129,7 @@ void EnhancementsWidget::CreateWidgets()
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m_texture_filtering_combo->Add(tr("Force Linear and 16x Anisotropic"), ANISO_16X,
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FILTERING_LINEAR);
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m_texture_filtering_combo->Refresh();
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m_texture_filtering_combo->setEnabled(ReadSetting(Config::GFX_HACK_FAST_TEXTURE_SAMPLING));
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m_texture_filtering_combo->setEnabled(Get(m_game_layer, Config::GFX_HACK_FAST_TEXTURE_SAMPLING));
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m_output_resampling_combo = new ConfigChoice(
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{tr("Default"), tr("Bilinear"), tr("Bicubic: B-Spline"), tr("Bicubic: Mitchell-Netravali"),
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@ -162,7 +162,8 @@ void EnhancementsWidget::CreateWidgets()
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m_arbitrary_mipmap_detection =
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new ConfigBool(tr("Arbitrary Mipmap Detection"),
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Config::GFX_ENHANCE_ARBITRARY_MIPMAP_DETECTION, m_game_layer);
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m_arbitrary_mipmap_detection->setEnabled(!ReadSetting(Config::GFX_ENABLE_GPU_TEXTURE_DECODING));
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m_arbitrary_mipmap_detection->setEnabled(
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!Get(m_game_layer, Config::GFX_ENABLE_GPU_TEXTURE_DECODING));
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m_hdr = new ConfigBool(tr("HDR Post-Processing"), Config::GFX_ENHANCE_HDR_OUTPUT, m_game_layer);
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int row = 0;
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@ -241,7 +242,7 @@ void EnhancementsWidget::CreateWidgets()
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m_3d_depth_value->setText(QString::asprintf("%.0f", m_3d_depth->GetValue()));
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m_3d_convergence_value->setText(QString::asprintf("%.2f", m_3d_convergence->GetValue()));
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auto current_stereo_mode = ReadSetting(Config::GFX_STEREO_MODE);
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auto current_stereo_mode = Get(m_game_layer, Config::GFX_STEREO_MODE);
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if (current_stereo_mode != StereoMode::SBS && current_stereo_mode != StereoMode::TAB)
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m_3d_per_eye_resolution->hide();
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@ -254,8 +255,8 @@ void EnhancementsWidget::CreateWidgets()
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void EnhancementsWidget::ConnectWidgets()
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{
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connect(m_3d_mode, &QComboBox::currentIndexChanged, [this] {
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auto current_stereo_mode = ReadSetting(Config::GFX_STEREO_MODE);
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connect(m_3d_mode, &QComboBox::currentIndexChanged, this, [this] {
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auto current_stereo_mode = Get(m_game_layer, Config::GFX_STEREO_MODE);
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LoadPostProcessingShaders();
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if (current_stereo_mode == StereoMode::SBS || current_stereo_mode == StereoMode::TAB)
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@ -279,18 +280,9 @@ void EnhancementsWidget::ConnectWidgets()
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});
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}
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template <typename T>
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T EnhancementsWidget::ReadSetting(const Config::Info<T>& setting) const
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{
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if (m_game_layer != nullptr)
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return m_game_layer->Get(setting);
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else
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return Config::Get(setting);
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}
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void EnhancementsWidget::LoadPostProcessingShaders()
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{
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auto stereo_mode = ReadSetting(Config::GFX_STEREO_MODE);
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auto stereo_mode = Get(m_game_layer, Config::GFX_STEREO_MODE);
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const QSignalBlocker blocker(m_post_processing_effect);
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m_post_processing_effect->clear();
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@ -307,7 +299,7 @@ void EnhancementsWidget::LoadPostProcessingShaders()
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if (stereo_mode != StereoMode::Anaglyph && stereo_mode != StereoMode::Passive)
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m_post_processing_effect->addItem(tr("(off)"), QStringLiteral(""));
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auto selected_shader = ReadSetting(Config::GFX_ENHANCE_POST_SHADER);
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auto selected_shader = Get(m_game_layer, Config::GFX_ENHANCE_POST_SHADER);
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bool found = false;
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@ -337,7 +329,8 @@ void EnhancementsWidget::LoadPostProcessingShaders()
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m_post_processing_effect->setCurrentIndex(index);
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// Save forced shader, but avoid forcing an option into a game ini layer.
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if (m_game_layer == nullptr && ReadSetting(Config::GFX_ENHANCE_POST_SHADER) != selected_shader)
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if (m_game_layer == nullptr &&
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Get(m_game_layer, Config::GFX_ENHANCE_POST_SHADER) != selected_shader)
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Config::SetBaseOrCurrent(Config::GFX_ENHANCE_POST_SHADER, selected_shader);
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}
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@ -380,7 +373,7 @@ void EnhancementsWidget::OnBackendChanged()
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void EnhancementsWidget::ShaderChanged()
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{
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auto shader = ReadSetting(Config::GFX_ENHANCE_POST_SHADER);
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auto shader = Get(m_game_layer, Config::GFX_ENHANCE_POST_SHADER);
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if (shader == "(off)" || shader == "")
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{
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@ -406,18 +399,6 @@ void EnhancementsWidget::ShaderChanged()
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}
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}
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void EnhancementsWidget::OnConfigChanged()
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{
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// Only used for the GameConfigWidget. Bypasses graphics window signals and backend info due to it
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// being global.
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m_texture_filtering_combo->setEnabled(ReadSetting(Config::GFX_HACK_FAST_TEXTURE_SAMPLING));
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m_arbitrary_mipmap_detection->setEnabled(!ReadSetting(Config::GFX_ENABLE_GPU_TEXTURE_DECODING));
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UpdateAntialiasingOptions();
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// Needs to update after deleting a key for 3d settings.
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LoadPostProcessingShaders();
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}
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void EnhancementsWidget::UpdateAntialiasingOptions()
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{
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const QSignalBlocker blocker(m_antialiasing_combo);
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@ -570,9 +551,9 @@ void EnhancementsWidget::AddDescriptions()
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"effects.<br><br>May have false positives that result in blurry textures at increased "
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"internal "
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"resolution, such as in games that use very low resolution mipmaps. Disabling this can also "
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"reduce stutter in games that frequently load new textures.<br><br>This setting is disabled "
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"when GPU Texture Decoding is enabled.<br><br><dolphin_emphasis>If unsure, leave this "
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"unchecked.</dolphin_emphasis>");
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"reduce stutter in games that frequently load new textures.<br><br>If this setting is "
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"enabled, GPU Texture Decoding will be disabled.<br><br><dolphin_emphasis>If "
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"unsure, leave this unchecked.</dolphin_emphasis>");
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static const char TR_HDR_DESCRIPTION[] = QT_TR_NOOP(
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"Enables scRGB HDR output (if supported by your graphics backend and monitor)."
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" Fullscreen might be required."
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@ -637,7 +618,7 @@ void EnhancementsWidget::ConfigureColorCorrection()
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void EnhancementsWidget::ConfigurePostProcessingShader()
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{
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const std::string shader = ReadSetting(Config::GFX_ENHANCE_POST_SHADER);
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const std::string shader = Get(m_game_layer, Config::GFX_ENHANCE_POST_SHADER);
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PostProcessingConfigWindow dialog(this, shader);
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dialog.exec();
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}
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@ -29,9 +29,6 @@ public:
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explicit EnhancementsWidget(GraphicsPane* gfx_pane);
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private:
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template <typename T>
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T ReadSetting(const Config::Info<T>& setting) const;
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void CreateWidgets();
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void ConnectWidgets();
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void AddDescriptions();
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@ -40,7 +37,6 @@ private:
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void UpdateAntialiasingOptions();
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void LoadPostProcessingShaders();
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void ShaderChanged();
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void OnConfigChanged();
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void ConfigureColorCorrection();
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void ConfigurePostProcessingShader();
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@ -23,7 +23,7 @@ public:
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signals:
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void BackendChanged(const QString& backend);
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void UseFastTextureSamplingChanged();
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void UseGPUTextureDecodingChanged();
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void UpdateGPUTextureDecoding();
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private:
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void CreateMainLayout();
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@ -27,8 +27,10 @@ HacksWidget::HacksWidget(GraphicsPane* gfx_pane) : m_game_layer{gfx_pane->GetCon
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connect(gfx_pane, &GraphicsPane::BackendChanged, this, &HacksWidget::OnBackendChanged);
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OnBackendChanged(QString::fromStdString(Config::Get(Config::MAIN_GFX_BACKEND)));
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connect(m_gpu_texture_decoding, &QCheckBox::toggled,
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[gfx_pane] { emit gfx_pane->UseGPUTextureDecodingChanged(); });
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connect(gfx_pane, &GraphicsPane::UpdateGPUTextureDecoding, this, [this] {
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m_gpu_texture_decoding->setEnabled(
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!Get(m_game_layer, Config::GFX_ENHANCE_ARBITRARY_MIPMAP_DETECTION));
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});
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}
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void HacksWidget::CreateWidgets()
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@ -214,8 +216,8 @@ void HacksWidget::AddDescriptions()
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static const char TR_GPU_DECODING_DESCRIPTION[] = QT_TR_NOOP(
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"Enables texture decoding using the GPU instead of the CPU.<br><br>This may result in "
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"performance gains in some scenarios, or on systems where the CPU is the "
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"bottleneck.<br><br>If this setting is enabled, Arbitrary Mipmap Detection will be "
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"disabled.<br><br>"
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"bottleneck.<br><br>This setting is disabled when Arbitrary Mipmap Detection is "
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"enabled.<br><br>"
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"<dolphin_emphasis>If unsure, leave this unchecked.</dolphin_emphasis>");
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static const char TR_FAST_DEPTH_CALC_DESCRIPTION[] = QT_TR_NOOP(
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"Uses a less accurate algorithm to calculate depth values.<br><br>Causes issues in a few "
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@ -364,7 +364,8 @@ struct VideoConfig final
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}
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bool UseGPUTextureDecoding() const
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{
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return g_backend_info.bSupportsGPUTextureDecoding && bEnableGPUTextureDecoding;
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return g_backend_info.bSupportsGPUTextureDecoding && bEnableGPUTextureDecoding &&
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!bArbitraryMipmapDetection;
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}
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bool UseVertexRounding() const { return bVertexRounding && iEFBScale != 1; }
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bool ManualTextureSamplingWithCustomTextureSizes() const
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