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* externals: Update dynarmic * settings: Introduce GraphicsAPI enum * For now it's OpenGL only but will be expanded upon later * citra_qt: Introduce backend agnostic context management * Mostly a direct port from yuzu * core: Simplify context acquire * settings: Add option to create debug contexts * renderer_opengl: Abstract initialization to Driver * This commit also updates glad and adds some useful extensions which we will use in part 2 * Rasterizer construction is moved to the specific renderer instead of RendererBase. Software rendering has been disable to achieve this but will be brought back in the next commit. * video_core: Remove Init/Shutdown methods from renderer * The constructor and destructor can do the same job * In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached * citra_qt: Decouple software renderer from opengl part 1 * citra: Decouple software renderer from opengl part 2 * android: Decouple software renderer from opengl part 3 * swrasterizer: Decouple software renderer from opengl part 4 * This commit simply enforces the renderer naming conventions in the software renderer * video_core: Move RendererBase to VideoCore * video_core: De-globalize screenshot state * video_core: Pass system to the renderers * video_core: Commonize shader uniform data * video_core: Abstract backend agnostic rasterizer operations * bootmanager: Remove references to OpenGL for macOS OpenGL macOS headers definitions clash heavily with each other * citra_qt: Proper title for api settings * video_core: Reduce boost usage * bootmanager: Fix hide mouse option Remove event handlers from RenderWidget for events that are already handled by the parent GRenderWindow. Also enable mouse tracking on the RenderWidget. * android: Remove software from graphics api list * code: Address review comments * citra: Port per-game settings read * Having to update the default value for all backends is a pain so lets centralize it * android: Rename to OpenGLES --------- Co-authored-by: MerryMage <MerryMage@users.noreply.github.com> Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
123 lines
5.0 KiB
C++
123 lines
5.0 KiB
C++
// Copyright 2016 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <QDesktopServices>
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#include <QUrl>
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#include "citra_qt/configuration/configuration_shared.h"
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#include "citra_qt/configuration/configure_debug.h"
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#include "citra_qt/debugger/console.h"
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#include "citra_qt/uisettings.h"
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#include "common/file_util.h"
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#include "common/logging/log.h"
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#include "common/settings.h"
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#include "core/core.h"
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#include "ui_configure_debug.h"
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// The QSlider doesn't have an easy way to set a custom step amount,
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// so we can just convert from the sliders range (0 - 79) to the expected
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// settings range (5 - 400) with simple math.
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static constexpr int SliderToSettings(int value) {
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return 5 * value + 5;
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}
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static constexpr int SettingsToSlider(int value) {
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return (value - 5) / 5;
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}
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ConfigureDebug::ConfigureDebug(QWidget* parent)
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: QWidget(parent), ui(std::make_unique<Ui::ConfigureDebug>()) {
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ui->setupUi(this);
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SetConfiguration();
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connect(ui->open_log_button, &QPushButton::clicked, []() {
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QString path = QString::fromStdString(FileUtil::GetUserPath(FileUtil::UserPath::LogDir));
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QDesktopServices::openUrl(QUrl::fromLocalFile(path));
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});
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const bool is_powered_on = Core::System::GetInstance().IsPoweredOn();
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ui->toggle_cpu_jit->setEnabled(!is_powered_on);
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ui->toggle_renderer_debug->setEnabled(!is_powered_on);
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// Set a minimum width for the label to prevent the slider from changing size.
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// This scales across DPIs. (This value should be enough for "xxx%")
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ui->clock_display_label->setMinimumWidth(40);
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connect(ui->slider_clock_speed, &QSlider::valueChanged, this, [&](int value) {
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ui->clock_display_label->setText(QStringLiteral("%1%").arg(SliderToSettings(value)));
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});
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ui->clock_speed_label->setVisible(Settings::IsConfiguringGlobal());
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ui->clock_speed_combo->setVisible(!Settings::IsConfiguringGlobal());
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SetupPerGameUI();
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}
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ConfigureDebug::~ConfigureDebug() = default;
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void ConfigureDebug::SetConfiguration() {
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ui->toggle_gdbstub->setChecked(Settings::values.use_gdbstub.GetValue());
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ui->gdbport_spinbox->setEnabled(Settings::values.use_gdbstub.GetValue());
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ui->gdbport_spinbox->setValue(Settings::values.gdbstub_port.GetValue());
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ui->toggle_console->setEnabled(!Core::System::GetInstance().IsPoweredOn());
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ui->toggle_console->setChecked(UISettings::values.show_console.GetValue());
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ui->log_filter_edit->setText(QString::fromStdString(Settings::values.log_filter.GetValue()));
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ui->toggle_cpu_jit->setChecked(Settings::values.use_cpu_jit.GetValue());
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ui->toggle_renderer_debug->setChecked(Settings::values.renderer_debug.GetValue());
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if (!Settings::IsConfiguringGlobal()) {
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if (Settings::values.cpu_clock_percentage.UsingGlobal()) {
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ui->clock_speed_combo->setCurrentIndex(0);
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ui->slider_clock_speed->setEnabled(false);
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} else {
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ui->clock_speed_combo->setCurrentIndex(1);
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ui->slider_clock_speed->setEnabled(true);
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}
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ConfigurationShared::SetHighlight(ui->clock_speed_widget,
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!Settings::values.cpu_clock_percentage.UsingGlobal());
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}
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ui->slider_clock_speed->setValue(
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SettingsToSlider(Settings::values.cpu_clock_percentage.GetValue()));
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ui->clock_display_label->setText(
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QStringLiteral("%1%").arg(Settings::values.cpu_clock_percentage.GetValue()));
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}
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void ConfigureDebug::ApplyConfiguration() {
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Settings::values.use_gdbstub = ui->toggle_gdbstub->isChecked();
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Settings::values.gdbstub_port = ui->gdbport_spinbox->value();
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UISettings::values.show_console = ui->toggle_console->isChecked();
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Settings::values.log_filter = ui->log_filter_edit->text().toStdString();
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Debugger::ToggleConsole();
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Log::Filter filter;
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filter.ParseFilterString(Settings::values.log_filter.GetValue());
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Log::SetGlobalFilter(filter);
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Settings::values.use_cpu_jit = ui->toggle_cpu_jit->isChecked();
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Settings::values.renderer_debug = ui->toggle_renderer_debug->isChecked();
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ConfigurationShared::ApplyPerGameSetting(
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&Settings::values.cpu_clock_percentage, ui->clock_speed_combo,
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[this](s32) { return SliderToSettings(ui->slider_clock_speed->value()); });
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}
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void ConfigureDebug::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->slider_clock_speed->setEnabled(Settings::values.cpu_clock_percentage.UsingGlobal());
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return;
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}
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connect(ui->clock_speed_combo, qOverload<int>(&QComboBox::activated), this, [this](int index) {
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ui->slider_clock_speed->setEnabled(index == 1);
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ConfigurationShared::SetHighlight(ui->clock_speed_widget, index == 1);
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});
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ui->groupBox->setVisible(false);
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ui->groupBox_2->setVisible(false);
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ui->toggle_cpu_jit->setVisible(false);
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}
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void ConfigureDebug::RetranslateUI() {
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ui->retranslateUi(this);
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}
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