mirror of
https://github.com/starr-dusT/yuzu-mainline
synced 2024-03-05 21:12:25 -08:00
yuzu: Add frontend settings for assembly shaders
Add settings for assembly shaders. Currently hidden to avoid users from accidentally enabled them.
This commit is contained in:
parent
65010607b7
commit
47a7c4f4fe
@ -112,6 +112,7 @@ void LogSettings() {
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LogSetting("Renderer_UseAsynchronousGpuEmulation",
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LogSetting("Renderer_UseAsynchronousGpuEmulation",
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Settings::values.use_asynchronous_gpu_emulation);
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Settings::values.use_asynchronous_gpu_emulation);
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LogSetting("Renderer_UseVsync", Settings::values.use_vsync);
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LogSetting("Renderer_UseVsync", Settings::values.use_vsync);
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LogSetting("Renderer_UseAssemblyShaders", Settings::values.use_assembly_shaders);
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LogSetting("Renderer_AnisotropicFilteringLevel", Settings::values.max_anisotropy);
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LogSetting("Renderer_AnisotropicFilteringLevel", Settings::values.max_anisotropy);
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LogSetting("Audio_OutputEngine", Settings::values.sink_id);
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LogSetting("Audio_OutputEngine", Settings::values.sink_id);
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LogSetting("Audio_EnableAudioStretching", Settings::values.enable_audio_stretching);
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LogSetting("Audio_EnableAudioStretching", Settings::values.enable_audio_stretching);
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@ -446,6 +446,7 @@ struct Values {
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GPUAccuracy gpu_accuracy;
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GPUAccuracy gpu_accuracy;
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bool use_asynchronous_gpu_emulation;
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bool use_asynchronous_gpu_emulation;
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bool use_vsync;
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bool use_vsync;
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bool use_assembly_shaders;
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bool force_30fps_mode;
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bool force_30fps_mode;
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bool use_fast_gpu_time;
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bool use_fast_gpu_time;
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@ -201,6 +201,7 @@ void TelemetrySession::AddInitialInfo(Loader::AppLoader& app_loader) {
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AddField(field_type, "Renderer_UseAsynchronousGpuEmulation",
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AddField(field_type, "Renderer_UseAsynchronousGpuEmulation",
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Settings::values.use_asynchronous_gpu_emulation);
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Settings::values.use_asynchronous_gpu_emulation);
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AddField(field_type, "Renderer_UseVsync", Settings::values.use_vsync);
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AddField(field_type, "Renderer_UseVsync", Settings::values.use_vsync);
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AddField(field_type, "Renderer_UseAssemblyShaders", Settings::values.use_assembly_shaders);
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AddField(field_type, "System_UseDockedMode", Settings::values.use_docked_mode);
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AddField(field_type, "System_UseDockedMode", Settings::values.use_docked_mode);
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}
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}
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@ -643,6 +643,8 @@ void Config::ReadRendererValues() {
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Settings::values.use_asynchronous_gpu_emulation =
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Settings::values.use_asynchronous_gpu_emulation =
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ReadSetting(QStringLiteral("use_asynchronous_gpu_emulation"), false).toBool();
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ReadSetting(QStringLiteral("use_asynchronous_gpu_emulation"), false).toBool();
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Settings::values.use_vsync = ReadSetting(QStringLiteral("use_vsync"), true).toBool();
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Settings::values.use_vsync = ReadSetting(QStringLiteral("use_vsync"), true).toBool();
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Settings::values.use_assembly_shaders =
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ReadSetting(QStringLiteral("use_assembly_shaders"), false).toBool();
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Settings::values.use_fast_gpu_time =
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Settings::values.use_fast_gpu_time =
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ReadSetting(QStringLiteral("use_fast_gpu_time"), true).toBool();
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ReadSetting(QStringLiteral("use_fast_gpu_time"), true).toBool();
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Settings::values.force_30fps_mode =
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Settings::values.force_30fps_mode =
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@ -1090,6 +1092,8 @@ void Config::SaveRendererValues() {
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WriteSetting(QStringLiteral("use_asynchronous_gpu_emulation"),
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WriteSetting(QStringLiteral("use_asynchronous_gpu_emulation"),
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Settings::values.use_asynchronous_gpu_emulation, false);
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Settings::values.use_asynchronous_gpu_emulation, false);
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WriteSetting(QStringLiteral("use_vsync"), Settings::values.use_vsync, true);
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WriteSetting(QStringLiteral("use_vsync"), Settings::values.use_vsync, true);
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WriteSetting(QStringLiteral("use_assembly_shaders"), Settings::values.use_assembly_shaders,
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false);
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WriteSetting(QStringLiteral("use_fast_gpu_time"), Settings::values.use_fast_gpu_time, true);
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WriteSetting(QStringLiteral("use_fast_gpu_time"), Settings::values.use_fast_gpu_time, true);
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WriteSetting(QStringLiteral("force_30fps_mode"), Settings::values.force_30fps_mode, false);
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WriteSetting(QStringLiteral("force_30fps_mode"), Settings::values.force_30fps_mode, false);
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@ -12,6 +12,9 @@ ConfigureGraphicsAdvanced::ConfigureGraphicsAdvanced(QWidget* parent)
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ui->setupUi(this);
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ui->setupUi(this);
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// TODO: Remove this after assembly shaders are fully integrated
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ui->use_assembly_shaders->setVisible(false);
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SetConfiguration();
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SetConfiguration();
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}
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}
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@ -22,6 +25,8 @@ void ConfigureGraphicsAdvanced::SetConfiguration() {
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ui->gpu_accuracy->setCurrentIndex(static_cast<int>(Settings::values.gpu_accuracy));
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ui->gpu_accuracy->setCurrentIndex(static_cast<int>(Settings::values.gpu_accuracy));
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ui->use_vsync->setEnabled(runtime_lock);
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ui->use_vsync->setEnabled(runtime_lock);
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ui->use_vsync->setChecked(Settings::values.use_vsync);
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ui->use_vsync->setChecked(Settings::values.use_vsync);
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ui->use_assembly_shaders->setEnabled(runtime_lock);
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ui->use_assembly_shaders->setChecked(Settings::values.use_assembly_shaders);
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ui->use_fast_gpu_time->setChecked(Settings::values.use_fast_gpu_time);
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ui->use_fast_gpu_time->setChecked(Settings::values.use_fast_gpu_time);
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ui->force_30fps_mode->setEnabled(runtime_lock);
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ui->force_30fps_mode->setEnabled(runtime_lock);
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ui->force_30fps_mode->setChecked(Settings::values.force_30fps_mode);
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ui->force_30fps_mode->setChecked(Settings::values.force_30fps_mode);
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@ -33,6 +38,7 @@ void ConfigureGraphicsAdvanced::ApplyConfiguration() {
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auto gpu_accuracy = static_cast<Settings::GPUAccuracy>(ui->gpu_accuracy->currentIndex());
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auto gpu_accuracy = static_cast<Settings::GPUAccuracy>(ui->gpu_accuracy->currentIndex());
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Settings::values.gpu_accuracy = gpu_accuracy;
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Settings::values.gpu_accuracy = gpu_accuracy;
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Settings::values.use_vsync = ui->use_vsync->isChecked();
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Settings::values.use_vsync = ui->use_vsync->isChecked();
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Settings::values.use_assembly_shaders = ui->use_assembly_shaders->isChecked();
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Settings::values.use_fast_gpu_time = ui->use_fast_gpu_time->isChecked();
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Settings::values.use_fast_gpu_time = ui->use_fast_gpu_time->isChecked();
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Settings::values.force_30fps_mode = ui->force_30fps_mode->isChecked();
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Settings::values.force_30fps_mode = ui->force_30fps_mode->isChecked();
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Settings::values.max_anisotropy = ui->anisotropic_filtering_combobox->currentIndex();
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Settings::values.max_anisotropy = ui->anisotropic_filtering_combobox->currentIndex();
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@ -62,6 +62,16 @@
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</property>
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</property>
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</widget>
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</widget>
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</item>
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</item>
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<item>
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<widget class="QCheckBox" name="use_assembly_shaders">
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<property name="toolTip">
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<string>Enabling this reduces shader stutter. Enables OpenGL assembly shaders on supported Nvidia devices (NV_gpu_program5 is required). This feature is experimental.</string>
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</property>
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<property name="text">
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<string>Use assembly shaders (experimental, Nvidia OpenGL only)</string>
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</property>
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</widget>
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</item>
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<item>
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<item>
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<widget class="QCheckBox" name="force_30fps_mode">
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<widget class="QCheckBox" name="force_30fps_mode">
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<property name="text">
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<property name="text">
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@ -397,6 +397,8 @@ void Config::ReadValues() {
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sdl2_config->GetBoolean("Renderer", "use_asynchronous_gpu_emulation", false);
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sdl2_config->GetBoolean("Renderer", "use_asynchronous_gpu_emulation", false);
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Settings::values.use_vsync =
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Settings::values.use_vsync =
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static_cast<u16>(sdl2_config->GetInteger("Renderer", "use_vsync", 1));
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static_cast<u16>(sdl2_config->GetInteger("Renderer", "use_vsync", 1));
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Settings::values.use_assembly_shaders =
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sdl2_config->GetBoolean("Renderer", "use_assembly_shaders", false);
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Settings::values.use_fast_gpu_time =
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Settings::values.use_fast_gpu_time =
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sdl2_config->GetBoolean("Renderer", "use_fast_gpu_time", true);
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sdl2_config->GetBoolean("Renderer", "use_fast_gpu_time", true);
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@ -134,6 +134,10 @@ max_anisotropy =
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# 0 (default): Off, 1: On
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# 0 (default): Off, 1: On
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use_vsync =
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use_vsync =
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# Whether to use OpenGL assembly shaders or not. NV_gpu_program5 is required.
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# 0 (default): Off, 1: On
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use_assembly_shaders =
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# Turns on the frame limiter, which will limit frames output to the target game speed
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# Turns on the frame limiter, which will limit frames output to the target game speed
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# 0: Off, 1: On (default)
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# 0: Off, 1: On (default)
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use_frame_limit =
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use_frame_limit =
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