Add per game configuration options (#6187)
* common: Move settings to common from core. - Removes a dependency on core and input_common from common. * code: Wrap settings values * Port from yuzu to allow per game settings * citra_qt: Initial per-game settings dialog * citra_qt: Use new API for read/save of config values * citra_qt: Per game audio settings * citra_qt: Per game graphics settings * citra_qt: Per game system settings * citra_qt: Per game general settings * citra_qt: Document and run clang format * citra_qt: Make icon smaller and centered * citra_qt: Remove version number * Not sure how to extract that, can always add it back later * citra_qt: Wrap UISettings * citra_qt: Fix unthottled fps setting * citra_qt: Remove margin in emulation tab * citra_qt: Implement some suggestions * Bring back speed switch hotkey * Allow configuration when game is running * Rename/adjust UI stuff * citra_qt: Fix build with separate windows * citra_qt: Address feedback * citra_qt: Log per-game settings before launching games * citra_qt: Add shader cache options * Also fix android build * citra_qt: Add DLC menu option * citra_qt: Run clang-format * citra_qt: Adjust for time offset * citra_qt: Implement suggestions * Run clang-format Co-authored-by: bunnei <bunneidev@gmail.com>
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92 changed files with 3171 additions and 1546 deletions
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@ -6,22 +6,25 @@
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#ifdef __APPLE__
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#include <QMessageBox>
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#endif
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#include "citra_qt/configuration/configuration_shared.h"
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#include "citra_qt/configuration/configure_graphics.h"
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#include "common/settings.h"
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#include "core/core.h"
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#include "core/settings.h"
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#include "ui_configure_graphics.h"
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#include "video_core/renderer_opengl/post_processing_opengl.h"
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ConfigureGraphics::ConfigureGraphics(QWidget* parent)
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: QWidget(parent), ui(std::make_unique<Ui::ConfigureGraphics>()) {
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ui->setupUi(this);
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SetupPerGameUI();
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SetConfiguration();
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ui->hw_renderer_group->setEnabled(ui->toggle_hw_renderer->isChecked());
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ui->hw_renderer_group->setEnabled(ui->hw_renderer_group->isEnabled() &&
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ui->toggle_hw_renderer->isChecked());
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ui->toggle_vsync_new->setEnabled(!Core::System::GetInstance().IsPoweredOn());
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connect(ui->toggle_hw_renderer, &QCheckBox::toggled, this, [this] {
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auto checked = ui->toggle_hw_renderer->isChecked();
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const bool checked = ui->toggle_hw_renderer->isChecked();
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ui->hw_renderer_group->setEnabled(checked);
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ui->toggle_disk_shader_cache->setEnabled(checked && ui->toggle_hw_shader->isChecked());
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});
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@ -31,7 +34,7 @@ ConfigureGraphics::ConfigureGraphics(QWidget* parent)
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ui->toggle_hw_shader->isChecked());
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connect(ui->toggle_hw_shader, &QCheckBox::toggled, this, [this] {
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auto checked = ui->toggle_hw_shader->isChecked();
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const bool checked = ui->toggle_hw_shader->isChecked();
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ui->hw_shader_group->setEnabled(checked);
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ui->toggle_disk_shader_cache->setEnabled(checked);
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});
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@ -62,25 +65,67 @@ ConfigureGraphics::ConfigureGraphics(QWidget* parent)
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ConfigureGraphics::~ConfigureGraphics() = default;
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void ConfigureGraphics::SetConfiguration() {
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ui->toggle_hw_renderer->setChecked(Settings::values.use_hw_renderer);
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ui->toggle_hw_shader->setChecked(Settings::values.use_hw_shader);
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ui->toggle_separable_shader->setChecked(Settings::values.separable_shader);
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ui->toggle_accurate_mul->setChecked(Settings::values.shaders_accurate_mul);
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ui->toggle_shader_jit->setChecked(Settings::values.use_shader_jit);
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ui->toggle_disk_shader_cache->setChecked(Settings::values.use_disk_shader_cache);
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ui->toggle_vsync_new->setChecked(Settings::values.use_vsync_new);
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ui->toggle_hw_renderer->setChecked(Settings::values.use_hw_renderer.GetValue());
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ui->toggle_hw_shader->setChecked(Settings::values.use_hw_shader.GetValue());
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ui->toggle_separable_shader->setChecked(Settings::values.separable_shader.GetValue());
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ui->toggle_accurate_mul->setChecked(Settings::values.shaders_accurate_mul.GetValue());
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ui->toggle_disk_shader_cache->setChecked(Settings::values.use_disk_shader_cache.GetValue());
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ui->toggle_vsync_new->setChecked(Settings::values.use_vsync_new.GetValue());
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if (Settings::IsConfiguringGlobal()) {
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ui->toggle_shader_jit->setChecked(Settings::values.use_shader_jit.GetValue());
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}
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}
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void ConfigureGraphics::ApplyConfiguration() {
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Settings::values.use_hw_renderer = ui->toggle_hw_renderer->isChecked();
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Settings::values.use_hw_shader = ui->toggle_hw_shader->isChecked();
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Settings::values.separable_shader = ui->toggle_separable_shader->isChecked();
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Settings::values.shaders_accurate_mul = ui->toggle_accurate_mul->isChecked();
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Settings::values.use_shader_jit = ui->toggle_shader_jit->isChecked();
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Settings::values.use_disk_shader_cache = ui->toggle_disk_shader_cache->isChecked();
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Settings::values.use_vsync_new = ui->toggle_vsync_new->isChecked();
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_hw_renderer,
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ui->toggle_hw_renderer, use_hw_renderer);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_hw_shader, ui->toggle_hw_shader,
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use_hw_shader);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.separable_shader,
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ui->toggle_separable_shader, separable_shader);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.shaders_accurate_mul,
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ui->toggle_accurate_mul, shaders_accurate_mul);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_disk_shader_cache,
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ui->toggle_disk_shader_cache, use_disk_shader_cache);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync_new, ui->toggle_vsync_new,
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use_vsync_new);
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if (Settings::IsConfiguringGlobal()) {
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Settings::values.use_shader_jit = ui->toggle_shader_jit->isChecked();
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}
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}
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void ConfigureGraphics::RetranslateUI() {
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ui->retranslateUi(this);
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}
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void ConfigureGraphics::SetupPerGameUI() {
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// Block the global settings if a game is currently running that overrides them
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if (Settings::IsConfiguringGlobal()) {
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ui->toggle_hw_renderer->setEnabled(Settings::values.use_hw_renderer.UsingGlobal());
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ui->toggle_hw_shader->setEnabled(Settings::values.use_hw_shader.UsingGlobal());
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ui->toggle_separable_shader->setEnabled(Settings::values.separable_shader.UsingGlobal());
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ui->toggle_accurate_mul->setEnabled(Settings::values.shaders_accurate_mul.UsingGlobal());
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ui->toggle_disk_shader_cache->setEnabled(
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Settings::values.use_disk_shader_cache.UsingGlobal());
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ui->toggle_vsync_new->setEnabled(Settings::values.use_vsync_new.UsingGlobal());
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return;
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}
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ui->toggle_shader_jit->setVisible(false);
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ConfigurationShared::SetColoredTristate(ui->toggle_hw_renderer,
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Settings::values.use_hw_renderer, use_hw_renderer);
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ConfigurationShared::SetColoredTristate(ui->toggle_hw_shader, Settings::values.use_hw_shader,
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use_hw_shader);
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ConfigurationShared::SetColoredTristate(ui->toggle_separable_shader,
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Settings::values.separable_shader, separable_shader);
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ConfigurationShared::SetColoredTristate(
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ui->toggle_accurate_mul, Settings::values.shaders_accurate_mul, shaders_accurate_mul);
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ConfigurationShared::SetColoredTristate(ui->toggle_disk_shader_cache,
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Settings::values.use_disk_shader_cache,
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use_disk_shader_cache);
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ConfigurationShared::SetColoredTristate(ui->toggle_vsync_new, Settings::values.use_vsync_new,
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use_vsync_new);
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}
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