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@ -28,32 +28,25 @@ void ConfigureGraphicsAdvanced::SetConfiguration() {
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ui->force_30fps_mode->setEnabled(runtime_lock);
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ui->anisotropic_filtering_combobox->setEnabled(runtime_lock);
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ui->use_vsync->setChecked(Settings::values.use_vsync.GetValue());
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ui->use_assembly_shaders->setChecked(Settings::values.use_assembly_shaders.GetValue());
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ui->use_asynchronous_shaders->setChecked(Settings::values.use_asynchronous_shaders.GetValue());
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ui->use_fast_gpu_time->setChecked(Settings::values.use_fast_gpu_time.GetValue());
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ui->force_30fps_mode->setChecked(Settings::values.force_30fps_mode.GetValue());
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if (Settings::configuring_global) {
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ui->gpu_accuracy->setCurrentIndex(
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static_cast<int>(Settings::values.gpu_accuracy.GetValue()));
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ui->use_vsync->setChecked(Settings::values.use_vsync.GetValue());
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ui->use_assembly_shaders->setChecked(Settings::values.use_assembly_shaders.GetValue());
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ui->use_asynchronous_shaders->setChecked(
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Settings::values.use_asynchronous_shaders.GetValue());
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ui->use_fast_gpu_time->setChecked(Settings::values.use_fast_gpu_time.GetValue());
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ui->force_30fps_mode->setChecked(Settings::values.force_30fps_mode.GetValue());
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ui->anisotropic_filtering_combobox->setCurrentIndex(
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Settings::values.max_anisotropy.GetValue());
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} else {
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ConfigurationShared::SetPerGameSetting(ui->gpu_accuracy, &Settings::values.gpu_accuracy);
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ConfigurationShared::SetPerGameSetting(ui->use_vsync, &Settings::values.use_vsync);
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ConfigurationShared::SetPerGameSetting(ui->use_assembly_shaders,
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&Settings::values.use_assembly_shaders);
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ConfigurationShared::SetPerGameSetting(ui->use_asynchronous_shaders,
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&Settings::values.use_asynchronous_shaders);
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ConfigurationShared::SetPerGameSetting(ui->use_asynchronous_shaders,
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&Settings::values.use_asynchronous_shaders);
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ConfigurationShared::SetPerGameSetting(ui->use_fast_gpu_time,
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&Settings::values.use_fast_gpu_time);
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ConfigurationShared::SetPerGameSetting(ui->force_30fps_mode,
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&Settings::values.force_30fps_mode);
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ConfigurationShared::SetPerGameSetting(ui->anisotropic_filtering_combobox,
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&Settings::values.max_anisotropy);
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ConfigurationShared::SetHighlight(ui->gpu_accuracy_layout, "gpu_accuracy_layout",
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!Settings::values.gpu_accuracy.UsingGlobal());
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ConfigurationShared::SetHighlight(ui->af_layout, "af_layout",
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!Settings::values.max_anisotropy.UsingGlobal());
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}
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}
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@ -95,17 +88,20 @@ void ConfigureGraphicsAdvanced::ApplyConfiguration() {
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} else {
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy,
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ui->anisotropic_filtering_combobox);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_assembly_shaders,
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ui->use_assembly_shaders);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders,
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ui->use_asynchronous_shaders);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders,
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ui->use_asynchronous_shaders);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync,
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ConfigurationShared::trackers.use_vsync);
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ConfigurationShared::ApplyPerGameSetting(
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&Settings::values.use_assembly_shaders, ui->use_assembly_shaders,
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ConfigurationShared::trackers.use_assembly_shaders);
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ConfigurationShared::ApplyPerGameSetting(
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&Settings::values.use_asynchronous_shaders, ui->use_asynchronous_shaders,
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ConfigurationShared::trackers.use_asynchronous_shaders);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_fast_gpu_time,
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ui->use_fast_gpu_time);
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ui->use_fast_gpu_time,
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ConfigurationShared::trackers.use_fast_gpu_time);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.force_30fps_mode,
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ui->force_30fps_mode);
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ui->force_30fps_mode,
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ConfigurationShared::trackers.force_30fps_mode);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy,
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ui->anisotropic_filtering_combobox);
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@ -146,11 +142,36 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
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return;
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}
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ConfigurationShared::InsertGlobalItem(ui->gpu_accuracy);
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ui->use_vsync->setTristate(true);
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ui->use_assembly_shaders->setTristate(true);
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ui->use_asynchronous_shaders->setTristate(true);
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ui->use_fast_gpu_time->setTristate(true);
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ui->force_30fps_mode->setTristate(true);
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ConfigurationShared::InsertGlobalItem(ui->anisotropic_filtering_combobox);
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ConfigurationShared::SetColoredTristate(ui->use_vsync, "use_vsync", Settings::values.use_vsync,
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ConfigurationShared::trackers.use_vsync);
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ConfigurationShared::SetColoredTristate(ui->use_assembly_shaders, "use_assembly_shaders",
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Settings::values.use_assembly_shaders,
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ConfigurationShared::trackers.use_assembly_shaders);
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ConfigurationShared::SetColoredTristate(ui->use_assembly_shaders, "use_asynchronous_shaders",
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Settings::values.use_asynchronous_shaders,
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ConfigurationShared::trackers.use_asynchronous_shaders);
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ConfigurationShared::SetColoredTristate(ui->use_fast_gpu_time, "use_fast_gpu_time",
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Settings::values.use_fast_gpu_time,
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ConfigurationShared::trackers.use_fast_gpu_time);
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ConfigurationShared::SetColoredTristate(ui->force_30fps_mode, "force_30fps_mode",
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Settings::values.force_30fps_mode,
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ConfigurationShared::trackers.force_30fps_mode);
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ConfigurationShared::InsertGlobalItem(
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ui->gpu_accuracy,
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ui->gpu_accuracy->itemText(static_cast<int>(Settings::values.gpu_accuracy.GetValue(true))));
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ConfigurationShared::InsertGlobalItem(
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ui->anisotropic_filtering_combobox,
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ui->anisotropic_filtering_combobox->itemText(
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static_cast<int>(Settings::values.max_anisotropy.GetValue(true))));
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connect(ui->gpu_accuracy, static_cast<void (QComboBox::*)(int)>(&QComboBox::activated), this,
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[this](int index) {
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ConfigurationShared::SetHighlight(ui->gpu_accuracy_layout, "gpu_accuracy_layout",
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index != 0);
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});
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connect(ui->anisotropic_filtering_combobox,
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static_cast<void (QComboBox::*)(int)>(&QComboBox::activated), this, [this](int index) {
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ConfigurationShared::SetHighlight(ui->af_layout, "af_layout", index != 0);
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});
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}
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