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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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