dolphin/Source/Core/DolphinWX/VideoConfigDiag.cpp
Stenzek 2f1a7cbee1 Implement "Skip" ubershader mode
Skip ubershader mode works the same as hybrid ubershaders in that the
shaders are compiled asynchronously. However, instead of using the
ubershader to draw the object, it skips it entirely until the
specialized shader is made available.

This mode will likely result in broken effects where a game creates an
EFB copy, and does not redraw it every frame. Therefore, it is not a
recommended option, however, it may result in better performance on
low-end systems.
2018-03-26 01:57:41 +10:00

1297 lines
59 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "DolphinWX/VideoConfigDiag.h"
#include <algorithm>
#include <array>
#include <map>
#include <string>
#include <utility>
#include <vector>
#include <wx/button.h>
#include <wx/checkbox.h>
#include <wx/choice.h>
#include <wx/control.h>
#include <wx/dialog.h>
#include <wx/gbsizer.h>
#include <wx/notebook.h>
#include <wx/panel.h>
#include <wx/radiobut.h>
#include <wx/sizer.h>
#include <wx/stattext.h>
#include "Common/Assert.h"
#include "Common/FileUtil.h"
#include "Common/SysConf.h"
#include "Core/Config/SYSCONFSettings.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "DolphinWX/DolphinSlider.h"
#include "DolphinWX/Frame.h"
#include "DolphinWX/Main.h"
#include "DolphinWX/PostProcessingConfigDiag.h"
#include "DolphinWX/WxUtils.h"
#include "UICommon/VideoUtils.h"
#include "VideoCommon/PostProcessing.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoConfig.h"
#ifdef __APPLE__
#include <ApplicationServices/ApplicationServices.h>
#endif
// template instantiation
template class BoolSetting<wxCheckBox>;
template <>
SettingCheckBox::BoolSetting(wxWindow* parent, const wxString& label, const wxString& tooltip,
const Config::ConfigInfo<bool>& setting, bool reverse, long style)
: wxCheckBox(parent, wxID_ANY, label, wxDefaultPosition, wxDefaultSize, style),
m_setting(setting), m_reverse(reverse)
{
SetToolTip(tooltip);
SetValue(Config::Get(m_setting) ^ m_reverse);
if (Config::GetActiveLayerForConfig(m_setting) != Config::LayerType::Base)
SetFont(GetFont().MakeBold());
Bind(wxEVT_CHECKBOX, &SettingCheckBox::UpdateValue, this);
}
template <>
RefBoolSetting<wxCheckBox>::RefBoolSetting(wxWindow* parent, const wxString& label,
const wxString& tooltip, bool& setting, bool reverse,
long style)
: wxCheckBox(parent, wxID_ANY, label, wxDefaultPosition, wxDefaultSize, style),
m_setting(setting), m_reverse(reverse)
{
SetToolTip(tooltip);
SetValue(m_setting ^ m_reverse);
Bind(wxEVT_CHECKBOX, &RefBoolSetting<wxCheckBox>::UpdateValue, this);
}
SettingChoice::SettingChoice(wxWindow* parent, const Config::ConfigInfo<int>& setting,
const wxString& tooltip, int num, const wxString choices[], long style)
: wxChoice(parent, wxID_ANY, wxDefaultPosition, wxDefaultSize, num, choices), m_setting(setting)
{
SetToolTip(tooltip);
Select(Config::Get(m_setting));
Bind(wxEVT_CHOICE, &SettingChoice::UpdateValue, this);
}
void SettingChoice::UpdateValue(wxCommandEvent& ev)
{
Config::SetBaseOrCurrent(m_setting, ev.GetInt());
ev.Skip();
}
static wxString default_desc =
wxTRANSLATE("Move the mouse pointer over an option to display a detailed description.");
#if defined(_WIN32)
static wxString backend_desc =
wxTRANSLATE("Selects what graphics API to use internally.\nThe software renderer is extremely "
"slow and only useful for debugging, so you'll want to use either Direct3D or "
"OpenGL. Different games and different GPUs will behave differently on each "
"backend, so for the best emulation experience it's recommended to try both and "
"choose the one that's less problematic.\n\nIf unsure, select OpenGL.");
#else
static wxString backend_desc =
wxTRANSLATE("Selects what graphics API to use internally.\nThe software renderer is extremely "
"slow and only useful for debugging, so unless you have a reason to use it you'll "
"want to select OpenGL here.\n\nIf unsure, select OpenGL.");
#endif
static wxString adapter_desc =
wxTRANSLATE("Selects a hardware adapter to use.\n\nIf unsure, use the first one.");
static wxString display_res_desc =
wxTRANSLATE("Selects the display resolution used in fullscreen mode.\nThis should always be "
"bigger than or equal to the internal resolution. Performance impact is "
"negligible.\n\nIf unsure, select auto.");
static wxString use_fullscreen_desc = wxTRANSLATE(
"Enable this if you want the whole screen to be used for rendering.\nIf this is disabled, a "
"render window will be created instead.\n\nIf unsure, leave this unchecked.");
static wxString auto_window_size_desc =
wxTRANSLATE("Automatically adjusts the window size to your internal resolution.\n\nIf unsure, "
"leave this unchecked.");
static wxString keep_window_on_top_desc = wxTRANSLATE(
"Keep the game window on top of all other windows.\n\nIf unsure, leave this unchecked.");
static wxString hide_mouse_cursor_desc =
wxTRANSLATE("Hides the mouse cursor if it's on top of the emulation window.\n\nIf unsure, "
"leave this unchecked.");
static wxString render_to_main_win_desc =
wxTRANSLATE("Enable this if you want to use the main Dolphin window for rendering rather than "
"a separate render window.\n\nIf unsure, leave this unchecked.");
static wxString prog_scan_desc =
wxTRANSLATE("Enables progressive scan if supported by the emulated software.\nMost games don't "
"care about this.\n\nIf unsure, leave this unchecked.");
static wxString ar_desc =
wxTRANSLATE("Select what aspect ratio to use when rendering:\nAuto: Use the native aspect "
"ratio\nForce 16:9: Mimic an analog TV with a widescreen aspect ratio.\nForce 4:3: "
"Mimic a standard 4:3 analog TV.\nStretch to Window: Stretch the picture to the "
"window size.\n\nIf unsure, select Auto.");
static wxString ws_hack_desc = wxTRANSLATE(
"Forces the game to output graphics for any aspect ratio.\nUse with \"Aspect Ratio\" set to "
"\"Force 16:9\" to force 4:3-only games to run at 16:9.\nRarely produces good results and "
"often partially breaks graphics and game UIs.\nUnnecessary (and detrimental) if using any "
"AR/Gecko-code widescreen patches.\n\nIf unsure, leave this unchecked.");
static wxString vsync_desc =
wxTRANSLATE("Wait for vertical blanks in order to reduce tearing.\nDecreases performance if "
"emulation speed is below 100%.\n\nIf unsure, leave this unchecked.");
static wxString af_desc = wxTRANSLATE(
"Enable anisotropic filtering.\nEnhances visual quality of textures that are at oblique "
"viewing angles.\nMight cause issues in a small number of games.\n\nIf unsure, select 1x.");
static wxString aa_desc =
wxTRANSLATE("Reduces the amount of aliasing caused by rasterizing 3D graphics. This smooths "
"out jagged edges on objects.\nIncreases GPU load and sometimes causes graphical "
"issues. SSAA is significantly more demanding than MSAA, but provides top quality "
"geometry anti-aliasing and also applies anti-aliasing to lighting, shader "
"effects, and textures.\n\nIf unsure, select None.");
static wxString scaled_efb_copy_desc = wxTRANSLATE(
"Greatly increases quality of textures generated using render-to-texture effects.\nRaising the "
"internal resolution will improve the effect of this setting.\nSlightly increases GPU load and "
"causes relatively few graphical issues.\n\nIf unsure, leave this checked.");
static wxString pixel_lighting_desc = wxTRANSLATE(
"Calculates lighting of 3D objects per-pixel rather than per-vertex, smoothing out the "
"appearance of lit polygons and making individual triangles less noticeable.\nRarely causes "
"slowdowns or graphical issues.\n\nIf unsure, leave this unchecked.");
static wxString fast_depth_calc_desc =
wxTRANSLATE("Use a less accurate algorithm to calculate depth values.\nCauses issues in a few "
"games, but can give a decent speedup depending on the game and/or your GPU.\n\nIf "
"unsure, leave this checked.");
static wxString disable_bbox_desc =
wxTRANSLATE("Disable the bounding box emulation.\nThis may improve the GPU performance a lot, "
"but some games will break.\n\nIf unsure, leave this checked.");
static wxString force_filtering_desc =
wxTRANSLATE("Filter all textures, including any that the game explicitly set as "
"unfiltered.\nMay improve quality of certain textures in some games, but will "
"cause issues in others.\n\nIf unsure, leave this unchecked.");
static wxString borderless_fullscreen_desc = wxTRANSLATE(
"Implement fullscreen mode with a borderless window spanning the whole screen instead of using "
"exclusive mode.\nAllows for faster transitions between fullscreen and windowed mode, but "
"slightly increases input latency, makes movement less smooth and slightly decreases "
"performance.\nExclusive mode is required for Nvidia 3D Vision to work in the Direct3D "
"backend.\n\nIf unsure, leave this unchecked.");
static wxString internal_res_desc =
wxTRANSLATE("Specifies the resolution used to render at. A high resolution greatly improves "
"visual quality, but also greatly increases GPU load and can cause issues in "
"certain games. Generally speaking, the lower the internal resolution is, the "
"better your performance will be.\n\nIf unsure, select Native.");
static wxString efb_access_desc =
wxTRANSLATE("Ignore any requests from the CPU to read from or write to the EFB.\nImproves "
"performance in some games, but might disable some gameplay-related features or "
"graphical effects.\n\nIf unsure, leave this unchecked.");
static wxString efb_emulate_format_changes_desc =
wxTRANSLATE("Ignore any changes to the EFB format.\nImproves performance in many games without "
"any negative effect. Causes graphical defects in a small number of other "
"games.\n\nIf unsure, leave this checked.");
static wxString skip_efb_copy_to_ram_desc = wxTRANSLATE(
"Stores EFB Copies exclusively on the GPU, bypassing system memory. Causes graphical defects "
"in a small number of games.\n\nEnabled = EFB Copies to Texture\nDisabled = EFB Copies to RAM "
"(and Texture)\n\nIf unsure, leave this checked.");
static wxString skip_xfb_copy_to_ram_desc = wxTRANSLATE(
"Stores XFB Copies exclusively on the GPU, bypassing system memory. Causes graphical defects "
"in a small number of games that need to readback from memory.\n\nEnabled = XFB Copies to "
"Texture\nDisabled = XFB Copies to RAM "
"(and Texture)\n\nIf unsure, leave this checked.");
static wxString immediate_xfb_desc =
wxTRANSLATE("Displays the XFB copies as soon as they are created, without waiting for scanout. "
"Can cause graphical defects "
"in some games if the game doesn't expect all XFB copies to be displayed. However, "
"turning this setting on reduces latency."
"\n\nIf unsure, leave this unchecked.");
static wxString stc_desc =
wxTRANSLATE("The \"Safe\" setting eliminates the likelihood of the GPU missing texture updates "
"from RAM.\nLower accuracies cause in-game text to appear garbled in certain "
"games.\n\nIf unsure, use the rightmost value.");
static wxString wireframe_desc =
wxTRANSLATE("Render the scene as a wireframe.\n\nIf unsure, leave this unchecked.");
static wxString disable_fog_desc =
wxTRANSLATE("Makes distant objects more visible by removing fog, thus increasing the overall "
"detail.\nDisabling fog will break some games which rely on proper fog "
"emulation.\n\nIf unsure, leave this unchecked.");
static wxString show_fps_desc =
wxTRANSLATE("Show the number of frames rendered per second as a measure of "
"emulation speed.\n\nIf unsure, leave this unchecked.");
static wxString show_netplay_ping_desc =
wxTRANSLATE("Show the players' maximum Ping while playing on "
"NetPlay.\n\nIf unsure, leave this unchecked.");
static wxString log_render_time_to_file_desc =
wxTRANSLATE("Log the render time of every frame to User/Logs/render_time.txt. Use this "
"feature when you want to measure the performance of Dolphin.\n\nIf "
"unsure, leave this unchecked.");
static wxString show_stats_desc =
wxTRANSLATE("Show various rendering statistics.\n\nIf unsure, leave this unchecked.");
static wxString show_netplay_messages_desc =
wxTRANSLATE("When playing on NetPlay, show chat messages, buffer changes and "
"desync alerts.\n\nIf unsure, leave this unchecked.");
static wxString texfmt_desc =
wxTRANSLATE("Modify textures to show the format they're encoded in. Needs an emulation reset "
"in most cases.\n\nIf unsure, leave this unchecked.");
static wxString dump_textures_desc =
wxTRANSLATE("Dump decoded game textures to User/Dump/Textures/<game_id>/.\n\nIf unsure, leave "
"this unchecked.");
static wxString load_hires_textures_desc = wxTRANSLATE(
"Load custom textures from User/Load/Textures/<game_id>/.\n\nIf unsure, leave this unchecked.");
static wxString cache_hires_textures_desc =
wxTRANSLATE("Cache custom textures to system RAM on startup.\nThis can require exponentially "
"more RAM but fixes possible stuttering.\n\nIf unsure, leave this unchecked.");
static wxString dump_efb_desc = wxTRANSLATE(
"Dump the contents of EFB copies to User/Dump/Textures/.\n\nIf unsure, leave this unchecked.");
static wxString dump_xfb_desc = wxTRANSLATE(
"Dump the contents of XFB copies to User/Dump/Textures/.\n\nIf unsure, leave this unchecked.");
static wxString internal_resolution_frame_dumping_desc = wxTRANSLATE(
"Create frame dumps and screenshots at the internal resolution of the renderer, rather than "
"the size of the window it is displayed within. If the aspect ratio is widescreen, the output "
"image will be scaled horizontally to preserve the vertical resolution.\n\nIf unsure, leave "
"this unchecked.");
#if defined(HAVE_FFMPEG)
static wxString use_ffv1_desc =
wxTRANSLATE("Encode frame dumps using the FFV1 codec.\n\nIf unsure, leave this unchecked.");
#endif
static wxString free_look_desc = wxTRANSLATE(
"This feature allows you to change the game's camera.\nMove the mouse while holding the right "
"mouse button to pan and while holding the middle button to move.\nHold SHIFT and press one of "
"the WASD keys to move the camera by a certain step distance (SHIFT+2 to move faster and "
"SHIFT+1 to move slower). Press SHIFT+R to reset the camera and SHIFT+F to reset the "
"speed.\n\nIf unsure, leave this unchecked.");
static wxString crop_desc = wxTRANSLATE("Crop the picture from its native aspect ratio to 4:3 or "
"16:9.\n\nIf unsure, leave this unchecked.");
static wxString ppshader_desc = wxTRANSLATE(
"Apply a post-processing effect after finishing a frame.\n\nIf unsure, select Off.");
static wxString cache_efb_copies_desc =
wxTRANSLATE("Slightly speeds up EFB to RAM copies by sacrificing emulation accuracy.\nIf "
"you're experiencing any issues, try raising texture cache accuracy or disable "
"this option.\n\nIf unsure, leave this unchecked.");
static wxString stereo_3d_desc =
wxTRANSLATE("Selects the stereoscopic 3D mode. Stereoscopy allows you to get a better feeling "
"of depth if you have the necessary hardware.\nSide-by-Side and Top-and-Bottom are "
"used by most 3D TVs.\nAnaglyph is used for Red-Cyan colored glasses.\nHDMI 3D is "
"used when your monitor supports 3D display resolutions.\nHeavily decreases "
"emulation speed and sometimes causes issues.\n\nIf unsure, select Off.");
static wxString stereo_depth_desc =
wxTRANSLATE("Controls the separation distance between the virtual cameras.\nA higher value "
"creates a stronger feeling of depth while a lower value is more comfortable.");
static wxString stereo_convergence_desc =
wxTRANSLATE("Controls the distance of the convergence plane. This is the distance at which "
"virtual objects will appear to be in front of the screen.\nA higher value creates "
"stronger out-of-screen effects while a lower value is more comfortable.");
static wxString stereo_swap_desc =
wxTRANSLATE("Swaps the left and right eye. Mostly useful if you want to view side-by-side "
"cross-eyed.\n\nIf unsure, leave this unchecked.");
static wxString validation_layer_desc =
wxTRANSLATE("Enables validation of API calls made by the video backend, which may assist in "
"debugging graphical issues.\n\nIf unsure, leave this unchecked.");
static wxString backend_multithreading_desc =
wxTRANSLATE("Enables multi-threading in the video backend, which may result in performance "
"gains in some scenarios.\n\nIf unsure, leave this unchecked.");
static wxString true_color_desc =
wxTRANSLATE("Forces the game to render the RGB color channels in 24-bit, thereby increasing "
"quality by reducing color banding.\nIt has no impact on performance and causes "
"few graphical issues.\n\n\nIf unsure, leave this checked.");
static wxString vertex_rounding_desc =
wxTRANSLATE("Rounds 2D vertices to whole pixels. Fixes graphical problems in some games at "
"higher internal resolutions. This setting has no effect when native internal "
"resolution is used.\n\nIf unsure, leave this unchecked.");
static wxString gpu_texture_decoding_desc =
wxTRANSLATE("Enables texture decoding using the GPU instead of the CPU. This may result in "
"performance gains in some scenarios, or on systems where the CPU is the "
"bottleneck.\n\nIf unsure, leave this unchecked.");
static wxString ubershader_desc =
wxTRANSLATE("Disabled: Ubershaders are never used. Stuttering will occur during shader "
"compilation, but GPU demands are low. Recommended for low-end hardware.\n"
"Hybrid: Ubershaders will be used to prevent stuttering during shader "
"compilation, but traditional shaders will be used when they will not cause "
"stuttering. Balances performance and smoothness.\n"
"Exclusive: Ubershaders will always be used. Only recommended for high-end "
"systems.\n"
"Skip Drawing: Does not draw objects during shader compilation. Reduces "
"stuttering at the cost of missing objects, or broken effects.");
static wxString shader_compile_sync_desc =
wxTRANSLATE("Ubershaders are never used. Stuttering will occur during shader "
"compilation, but GPU demands are low. Recommended for low-end hardware.\n\nIf "
"unsure, select this mode.");
static wxString shader_compile_uber_only_desc =
wxTRANSLATE("Ubershaders will always be used. Provides a near stutter-free experience at the "
"cost of high GPU requirements. Only recommended for high-end systems.");
static wxString shader_compile_async_uber_desc =
wxTRANSLATE("Ubershaders will be used to prevent stuttering during shader compilation, but "
"specialized shaders will be used when they will not cause stuttering.");
static wxString shader_compile_async_skip_desc =
wxTRANSLATE("Instead of using ubershaders during shader compilation, objects which use these "
"shaders will be not be rendered. This can further reduce stuttering and "
"performance requirements, compared to ubershaders, at the cost of introducing "
"visual glitches and broken effects. Not recommended.");
static wxString shader_compile_before_start_desc =
wxTRANSLATE("Waits for all shaders to finish compiling before starting a game. Enabling this "
"option may reduce stuttering or hitching for a short time after the game is "
"started, at the cost of a longer delay before the game starts. For systems with "
"two or fewer cores, it is recommended to enable this option, as a large shader "
"queue may reduce frame rates. Otherwise, if unsure, leave this unchecked.");
VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string& title)
: wxDialog(parent, wxID_ANY, wxString::Format(_("Dolphin %s Graphics Configuration"),
wxGetTranslation(StrToWxStr(title)))),
vconfig(g_Config)
{
// We don't need to load the config if the core is running, since it would have been done
// at startup time already.
if (!Core::IsRunning())
vconfig.Refresh();
Bind(wxEVT_UPDATE_UI, &VideoConfigDiag::OnUpdateUI, this);
wxNotebook* const notebook = new wxNotebook(this, wxID_ANY);
const int space5 = FromDIP(5);
// -- GENERAL --
{
wxPanel* const page_general = new wxPanel(notebook);
notebook->AddPage(page_general, _("General"));
wxBoxSizer* const szr_general = new wxBoxSizer(wxVERTICAL);
// - basic
{
wxFlexGridSizer* const szr_basic = new wxFlexGridSizer(2, space5, space5);
// backend
{
label_backend = new wxStaticText(page_general, wxID_ANY, _("Backend:"));
choice_backend = new wxChoice(page_general, wxID_ANY);
RegisterControl(choice_backend, wxGetTranslation(backend_desc));
for (const auto& backend : g_available_video_backends)
{
choice_backend->AppendString(wxGetTranslation(StrToWxStr(backend->GetDisplayName())));
}
choice_backend->SetStringSelection(
wxGetTranslation(StrToWxStr(g_video_backend->GetDisplayName())));
choice_backend->Bind(wxEVT_CHOICE, &VideoConfigDiag::Event_Backend, this);
szr_basic->Add(label_backend, 0, wxALIGN_CENTER_VERTICAL);
szr_basic->Add(choice_backend, 0, wxALIGN_CENTER_VERTICAL);
}
// adapter (D3D only)
if (vconfig.backend_info.Adapters.size())
{
choice_adapter =
CreateChoice(page_general, Config::GFX_ADAPTER, wxGetTranslation(adapter_desc));
for (const std::string& adapter : vconfig.backend_info.Adapters)
{
choice_adapter->AppendString(StrToWxStr(adapter));
}
choice_adapter->Select(vconfig.iAdapter);
label_adapter = new wxStaticText(page_general, wxID_ANY, _("Adapter:"));
szr_basic->Add(label_adapter, 0, wxALIGN_CENTER_VERTICAL);
szr_basic->Add(choice_adapter, 0, wxALIGN_CENTER_VERTICAL);
}
// - display
wxFlexGridSizer* const szr_display = new wxFlexGridSizer(2, space5, space5);
{
// aspect-ratio
{
const wxString ar_choices[] = {_("Auto"), _("Force 16:9"), _("Force 4:3"),
_("Stretch to Window")};
szr_display->Add(new wxStaticText(page_general, wxID_ANY, _("Aspect Ratio:")), 0,
wxALIGN_CENTER_VERTICAL);
wxChoice* const choice_aspect =
CreateChoice(page_general, Config::GFX_ASPECT_RATIO, wxGetTranslation(ar_desc),
sizeof(ar_choices) / sizeof(*ar_choices), ar_choices);
szr_display->Add(choice_aspect, 0, wxALIGN_CENTER_VERTICAL);
}
// various other display options
{
szr_display->Add(CreateCheckBox(page_general, _("V-Sync"), wxGetTranslation(vsync_desc),
Config::GFX_VSYNC));
szr_display->Add(CreateCheckBoxRefBool(page_general, _("Use Fullscreen"),
wxGetTranslation(use_fullscreen_desc),
SConfig::GetInstance().bFullscreen));
}
}
// - other
wxFlexGridSizer* const szr_other = new wxFlexGridSizer(2, space5, space5);
{
szr_other->Add(CreateCheckBox(page_general, _("Show FPS"), wxGetTranslation(show_fps_desc),
Config::GFX_SHOW_FPS));
szr_other->Add(CreateCheckBox(page_general, _("Show NetPlay Ping"),
wxGetTranslation(show_netplay_ping_desc),
Config::GFX_SHOW_NETPLAY_PING));
szr_other->Add(CreateCheckBox(page_general, _("Log Render Time to File"),
wxGetTranslation(log_render_time_to_file_desc),
Config::GFX_LOG_RENDER_TIME_TO_FILE));
szr_other->Add(CreateCheckBoxRefBool(page_general, _("Auto-Adjust Window Size"),
wxGetTranslation(auto_window_size_desc),
SConfig::GetInstance().bRenderWindowAutoSize));
szr_other->Add(CreateCheckBox(page_general, _("Show NetPlay Messages"),
wxGetTranslation(show_netplay_messages_desc),
Config::GFX_SHOW_NETPLAY_MESSAGES));
szr_other->Add(CreateCheckBoxRefBool(page_general, _("Keep Window on Top"),
wxGetTranslation(keep_window_on_top_desc),
SConfig::GetInstance().bKeepWindowOnTop));
szr_other->Add(CreateCheckBoxRefBool(page_general, _("Always Hide Mouse Cursor"),
wxGetTranslation(hide_mouse_cursor_desc),
SConfig::GetInstance().bHideCursor));
szr_other->Add(render_to_main_checkbox =
CreateCheckBoxRefBool(page_general, _("Render to Main Window"),
wxGetTranslation(render_to_main_win_desc),
SConfig::GetInstance().bRenderToMain));
if (vconfig.backend_info.bSupportsMultithreading)
{
szr_other->Add(CreateCheckBox(page_general, _("Enable Multi-threading"),
wxGetTranslation(backend_multithreading_desc),
Config::GFX_BACKEND_MULTITHREADING));
}
}
// - shader compilation
wxGridBagSizer* const szr_shader_compilation = new wxGridBagSizer(space5, space5);
{
const std::array<std::pair<wxString, wxString>, 4> modes = {
{{_("Synchronous"), wxGetTranslation(shader_compile_sync_desc)},
{_("Synchronous (Ubershaders)"), wxGetTranslation(shader_compile_uber_only_desc)},
{_("Asynchronous (Ubershaders)"), wxGetTranslation(shader_compile_async_uber_desc)},
{_("Asynchronous (Skip Drawing)"), wxGetTranslation(shader_compile_async_skip_desc)}}};
for (size_t i = 0; i < modes.size(); i++)
{
szr_shader_compilation->Add(
CreateRadioButton(page_general, modes[i].first, modes[i].second,
Config::GFX_SHADER_COMPILATION_MODE, static_cast<int>(i)),
wxGBPosition(static_cast<int>(i / 2), static_cast<int>(i % 2)), wxDefaultSpan,
wxALIGN_CENTER_VERTICAL);
}
szr_shader_compilation->Add(
CreateCheckBox(page_general, _("Compile Shaders Before Starting"),
wxGetTranslation(shader_compile_before_start_desc),
Config::GFX_WAIT_FOR_SHADERS_BEFORE_STARTING),
wxGBPosition(2, 0), wxGBSpan(1, 2));
}
wxStaticBoxSizer* const group_basic =
new wxStaticBoxSizer(wxVERTICAL, page_general, _("Basic"));
group_basic->Add(szr_basic, 1, wxEXPAND | wxLEFT | wxRIGHT, space5);
group_basic->AddSpacer(space5);
wxStaticBoxSizer* const group_display =
new wxStaticBoxSizer(wxVERTICAL, page_general, _("Display"));
group_display->Add(szr_display, 1, wxEXPAND | wxLEFT | wxRIGHT, space5);
group_display->AddSpacer(space5);
wxStaticBoxSizer* const group_other =
new wxStaticBoxSizer(wxVERTICAL, page_general, _("Other"));
group_other->Add(szr_other, 1, wxEXPAND | wxLEFT | wxRIGHT, space5);
group_other->AddSpacer(space5);
wxStaticBoxSizer* const group_shader_compilation =
new wxStaticBoxSizer(wxVERTICAL, page_general, _("Shader Compilation"));
group_shader_compilation->Add(szr_shader_compilation, 1, wxEXPAND | wxLEFT | wxRIGHT, space5);
group_shader_compilation->AddSpacer(space5);
szr_general->AddSpacer(space5);
szr_general->Add(group_basic, 0, wxEXPAND | wxLEFT | wxRIGHT, space5);
szr_general->AddSpacer(space5);
szr_general->Add(group_display, 0, wxEXPAND | wxLEFT | wxRIGHT, space5);
szr_general->AddSpacer(space5);
szr_general->Add(group_other, 0, wxEXPAND | wxLEFT | wxRIGHT, space5);
szr_general->AddSpacer(space5);
szr_general->Add(group_shader_compilation, 0, wxEXPAND | wxLEFT | wxRIGHT, space5);
}
szr_general->AddSpacer(space5);
szr_general->AddStretchSpacer();
CreateDescriptionArea(page_general, szr_general);
page_general->SetSizerAndFit(szr_general);
}
// -- ENHANCEMENTS --
{
wxPanel* const page_enh = new wxPanel(notebook);
notebook->AddPage(page_enh, _("Enhancements"));
wxBoxSizer* const szr_enh_main = new wxBoxSizer(wxVERTICAL);
// - enhancements
wxGridBagSizer* const szr_enh = new wxGridBagSizer(space5, space5);
const wxGBSpan span2(1, 2);
int row = 0;
// Internal resolution
{
const wxString efbscale_choices[] = {
_("Auto (Multiple of 640x528)"), _("Native (640x528)"),
_("2x Native (1280x1056) for 720p"), _("3x Native (1920x1584) for 1080p"),
_("4x Native (2560x2112) for 1440p"), _("5x Native (3200x2640)"),
_("6x Native (3840x3168) for 4K"), _("7x Native (4480x3696)"),
_("8x Native (5120x4224) for 5K"), _("Custom")};
wxChoice* const choice_efbscale = CreateChoice(
page_enh, Config::GFX_EFB_SCALE, wxGetTranslation(internal_res_desc),
(vconfig.iEFBScale > 8) ? ArraySize(efbscale_choices) : ArraySize(efbscale_choices) - 1,
efbscale_choices);
if (vconfig.iEFBScale > 8)
choice_efbscale->SetSelection(9);
szr_enh->Add(new wxStaticText(page_enh, wxID_ANY, _("Internal Resolution:")),
wxGBPosition(row, 0), wxDefaultSpan, wxALIGN_CENTER_VERTICAL);
szr_enh->Add(choice_efbscale, wxGBPosition(row, 1), span2, wxALIGN_CENTER_VERTICAL);
row += 1;
}
// AA
{
text_aamode = new wxStaticText(page_enh, wxID_ANY, _("Anti-Aliasing:"));
choice_aamode = new wxChoice(page_enh, wxID_ANY);
RegisterControl(choice_aamode, wxGetTranslation(aa_desc));
PopulateAAList();
choice_aamode->Bind(wxEVT_CHOICE, &VideoConfigDiag::OnAAChanged, this);
szr_enh->Add(text_aamode, wxGBPosition(row, 0), wxDefaultSpan, wxALIGN_CENTER_VERTICAL);
szr_enh->Add(choice_aamode, wxGBPosition(row, 1), span2, wxALIGN_CENTER_VERTICAL);
row += 1;
}
// AF
{
const std::array<wxString, 5> af_choices{{_("1x"), _("2x"), _("4x"), _("8x"), _("16x")}};
szr_enh->Add(new wxStaticText(page_enh, wxID_ANY, _("Anisotropic Filtering:")),
wxGBPosition(row, 0), wxDefaultSpan, wxALIGN_CENTER_VERTICAL);
szr_enh->Add(CreateChoice(page_enh, Config::GFX_ENHANCE_MAX_ANISOTROPY,
wxGetTranslation(af_desc), af_choices.size(), af_choices.data()),
wxGBPosition(row, 1), span2, wxALIGN_CENTER_VERTICAL);
row += 1;
}
// postproc shader
if (vconfig.backend_info.bSupportsPostProcessing)
{
choice_ppshader = new wxChoice(page_enh, wxID_ANY);
RegisterControl(choice_ppshader, wxGetTranslation(ppshader_desc));
button_config_pp = new wxButton(page_enh, wxID_ANY, _("Config"));
PopulatePostProcessingShaders();
choice_ppshader->Bind(wxEVT_CHOICE, &VideoConfigDiag::Event_PPShader, this);
button_config_pp->Bind(wxEVT_BUTTON, &VideoConfigDiag::Event_ConfigurePPShader, this);
szr_enh->Add(new wxStaticText(page_enh, wxID_ANY, _("Post-Processing Effect:")),
wxGBPosition(row, 0), wxDefaultSpan, wxALIGN_CENTER_VERTICAL);
szr_enh->Add(choice_ppshader, wxGBPosition(row, 1), wxDefaultSpan, wxALIGN_CENTER_VERTICAL);
szr_enh->Add(button_config_pp, wxGBPosition(row, 2), wxDefaultSpan, wxALIGN_CENTER_VERTICAL);
row += 1;
}
else
{
choice_ppshader = nullptr;
button_config_pp = nullptr;
}
// Scaled copy, PL, Bilinear filter
wxGridSizer* const cb_szr = new wxGridSizer(2, space5, space5);
cb_szr->Add(CreateCheckBox(page_enh, _("Scaled EFB Copy"),
wxGetTranslation(scaled_efb_copy_desc),
Config::GFX_HACK_COPY_EFB_SCALED));
cb_szr->Add(CreateCheckBox(page_enh, _("Per-Pixel Lighting"),
wxGetTranslation(pixel_lighting_desc),
Config::GFX_ENABLE_PIXEL_LIGHTING));
cb_szr->Add(CreateCheckBox(page_enh, _("Force Texture Filtering"),
wxGetTranslation(force_filtering_desc),
Config::GFX_ENHANCE_FORCE_FILTERING));
cb_szr->Add(CreateCheckBox(page_enh, _("Widescreen Hack"), wxGetTranslation(ws_hack_desc),
Config::GFX_WIDESCREEN_HACK));
cb_szr->Add(CreateCheckBox(page_enh, _("Disable Fog"), wxGetTranslation(disable_fog_desc),
Config::GFX_DISABLE_FOG));
cb_szr->Add(CreateCheckBox(page_enh, _("Force 24-Bit Color"), wxGetTranslation(true_color_desc),
Config::GFX_ENHANCE_FORCE_TRUE_COLOR));
szr_enh->Add(cb_szr, wxGBPosition(row, 0), wxGBSpan(1, 3));
row += 1;
wxStaticBoxSizer* const group_enh =
new wxStaticBoxSizer(wxVERTICAL, page_enh, _("Enhancements"));
group_enh->Add(szr_enh, 1, wxEXPAND | wxLEFT | wxRIGHT, space5);
group_enh->AddSpacer(space5);
szr_enh_main->AddSpacer(space5);
szr_enh_main->Add(group_enh, 0, wxEXPAND | wxLEFT | wxRIGHT, space5);
// - stereoscopy
if (vconfig.backend_info.bSupportsGeometryShaders)
{
wxFlexGridSizer* const szr_stereo = new wxFlexGridSizer(2, space5, space5);
szr_stereo->AddGrowableCol(1);
szr_stereo->Add(new wxStaticText(page_enh, wxID_ANY, _("Stereoscopic 3D Mode:")), 0,
wxALIGN_CENTER_VERTICAL);
const wxString stereo_choices[] = {_("Off"), _("Side-by-Side"), _("Top-and-Bottom"),
_("Anaglyph"), _("HDMI 3D"), _("Nvidia 3D Vision")};
wxChoice* stereo_choice =
CreateChoice(page_enh, Config::GFX_STEREO_MODE, wxGetTranslation(stereo_3d_desc),
vconfig.backend_info.bSupports3DVision ? ArraySize(stereo_choices) :
ArraySize(stereo_choices) - 1,
stereo_choices);
stereo_choice->Bind(wxEVT_CHOICE, &VideoConfigDiag::Event_StereoMode, this);
szr_stereo->Add(stereo_choice, 0, wxALIGN_CENTER_VERTICAL);
DolphinSlider* const sep_slider =
new DolphinSlider(page_enh, wxID_ANY, vconfig.iStereoDepth, 0, 100, wxDefaultPosition,
FromDIP(wxSize(200, -1)));
sep_slider->Bind(wxEVT_SLIDER, &VideoConfigDiag::Event_StereoDepth, this);
RegisterControl(sep_slider, wxGetTranslation(stereo_depth_desc));
szr_stereo->Add(new wxStaticText(page_enh, wxID_ANY, _("Depth:")));
szr_stereo->Add(sep_slider);
conv_slider =
new DolphinSlider(page_enh, wxID_ANY, vconfig.iStereoConvergencePercentage, 0, 200,
wxDefaultPosition, FromDIP(wxSize(200, -1)), wxSL_AUTOTICKS);
conv_slider->ClearTicks();
conv_slider->SetTick(100);
conv_slider->Bind(wxEVT_SLIDER, &VideoConfigDiag::Event_StereoConvergence, this);
RegisterControl(conv_slider, wxGetTranslation(stereo_convergence_desc));
szr_stereo->Add(new wxStaticText(page_enh, wxID_ANY, _("Convergence:")));
szr_stereo->Add(conv_slider);
szr_stereo->Add(CreateCheckBox(page_enh, _("Swap Eyes"), wxGetTranslation(stereo_swap_desc),
Config::GFX_STEREO_SWAP_EYES));
wxStaticBoxSizer* const group_stereo =
new wxStaticBoxSizer(wxVERTICAL, page_enh, _("Stereoscopy"));
group_stereo->Add(szr_stereo, 1, wxEXPAND | wxLEFT | wxRIGHT, space5);
group_stereo->AddSpacer(space5);
szr_enh_main->AddSpacer(space5);
szr_enh_main->Add(group_stereo, 0, wxEXPAND | wxLEFT | wxRIGHT, space5);
}
szr_enh_main->AddSpacer(space5);
szr_enh_main->AddStretchSpacer();
CreateDescriptionArea(page_enh, szr_enh_main);
page_enh->SetSizerAndFit(szr_enh_main);
}
// -- SPEED HACKS --
{
wxPanel* const page_hacks = new wxPanel(notebook);
notebook->AddPage(page_hacks, _("Hacks"));
wxBoxSizer* const szr_hacks = new wxBoxSizer(wxVERTICAL);
// - EFB hacks
wxStaticBoxSizer* const szr_efb =
new wxStaticBoxSizer(wxVERTICAL, page_hacks, _("Embedded Frame Buffer (EFB)"));
szr_efb->Add(CreateCheckBox(page_hacks, _("Skip EFB Access from CPU"),
wxGetTranslation(efb_access_desc),
Config::GFX_HACK_EFB_ACCESS_ENABLE, true),
0, wxLEFT | wxRIGHT, space5);
szr_efb->AddSpacer(space5);
szr_efb->Add(CreateCheckBox(page_hacks, _("Ignore Format Changes"),
wxGetTranslation(efb_emulate_format_changes_desc),
Config::GFX_HACK_EFB_EMULATE_FORMAT_CHANGES, true),
0, wxLEFT | wxRIGHT, space5);
szr_efb->AddSpacer(space5);
szr_efb->Add(CreateCheckBox(page_hacks, _("Store EFB Copies to Texture Only"),
wxGetTranslation(skip_efb_copy_to_ram_desc),
Config::GFX_HACK_SKIP_EFB_COPY_TO_RAM),
0, wxLEFT | wxRIGHT, space5);
szr_efb->AddSpacer(space5);
szr_hacks->AddSpacer(space5);
szr_hacks->Add(szr_efb, 0, wxEXPAND | wxLEFT | wxRIGHT, space5);
// Texture cache
{
wxStaticBoxSizer* const szr_safetex =
new wxStaticBoxSizer(wxVERTICAL, page_hacks, _("Texture Cache"));
int slider_pos = -1;
if (vconfig.iSafeTextureCache_ColorSamples == 0)
slider_pos = 0;
else if (vconfig.iSafeTextureCache_ColorSamples == 512)
slider_pos = 1;
else if (vconfig.iSafeTextureCache_ColorSamples == 128)
slider_pos = 2;
DolphinSlider* const stc_slider =
new DolphinSlider(page_hacks, wxID_ANY, std::max(slider_pos, 0), 0, 2, wxDefaultPosition,
wxDefaultSize, wxSL_HORIZONTAL | wxSL_BOTTOM);
stc_slider->Bind(wxEVT_SLIDER, &VideoConfigDiag::Event_SafeTextureCache, this);
RegisterControl(stc_slider, wxGetTranslation(stc_desc));
wxBoxSizer* const slide_szr = new wxBoxSizer(wxHORIZONTAL);
slide_szr->Add(new wxStaticText(page_hacks, wxID_ANY, _("Accuracy:")), 0,
wxALIGN_CENTER_VERTICAL);
slide_szr->AddStretchSpacer(1);
slide_szr->Add(new wxStaticText(page_hacks, wxID_ANY, _("Safe")), 0,
wxALIGN_CENTER_VERTICAL | wxLEFT, space5);
slide_szr->Add(stc_slider, 2, wxALIGN_CENTER_VERTICAL);
slide_szr->Add(new wxStaticText(page_hacks, wxID_ANY, _("Fast")), 0, wxALIGN_CENTER_VERTICAL);
szr_safetex->Add(slide_szr, 1, wxEXPAND | wxLEFT | wxRIGHT, space5);
if (vconfig.backend_info.bSupportsGPUTextureDecoding)
{
szr_safetex->Add(CreateCheckBox(page_hacks, _("GPU Texture Decoding"),
wxGetTranslation(gpu_texture_decoding_desc),
Config::GFX_ENABLE_GPU_TEXTURE_DECODING),
1, wxEXPAND | wxLEFT | wxRIGHT, space5);
}
if (slider_pos == -1)
{
stc_slider->Disable();
wxString msg = wxString::Format(_("Hash tap count is set to %d which is non-standard.\n"
"You will need to edit the INI manually."),
vconfig.iSafeTextureCache_ColorSamples);
szr_safetex->AddSpacer(space5);
szr_safetex->Add(new wxStaticText(page_hacks, wxID_ANY, msg), 0,
wxALIGN_RIGHT | wxLEFT | wxRIGHT, space5);
}
szr_safetex->AddSpacer(space5);
szr_hacks->AddSpacer(space5);
szr_hacks->Add(szr_safetex, 0, wxEXPAND | wxLEFT | wxRIGHT, space5);
}
// - XFB
{
wxStaticBoxSizer* const group_xfb =
new wxStaticBoxSizer(wxVERTICAL, page_hacks, _("External Frame Buffer (XFB)"));
group_xfb->Add(CreateCheckBox(page_hacks, _("Store XFB Copies to Texture Only"),
wxGetTranslation(skip_xfb_copy_to_ram_desc),
Config::GFX_HACK_SKIP_XFB_COPY_TO_RAM),
0, wxLEFT | wxRIGHT, space5);
group_xfb->AddSpacer(space5);
group_xfb->Add(CreateCheckBox(page_hacks, _("Immediately Present XFB"),
wxGetTranslation(immediate_xfb_desc),
Config::GFX_HACK_IMMEDIATE_XFB),
0, wxLEFT | wxRIGHT, space5);
group_xfb->AddSpacer(space5);
szr_hacks->AddSpacer(space5);
szr_hacks->Add(group_xfb, 0, wxEXPAND | wxLEFT | wxRIGHT, space5);
} // xfb
// - other hacks
{
wxGridSizer* const szr_other = new wxGridSizer(2, space5, space5);
szr_other->Add(CreateCheckBox(page_hacks, _("Fast Depth Calculation"),
wxGetTranslation(fast_depth_calc_desc),
Config::GFX_FAST_DEPTH_CALC));
szr_other->Add(CreateCheckBox(page_hacks, _("Disable Bounding Box"),
wxGetTranslation(disable_bbox_desc),
Config::GFX_HACK_BBOX_ENABLE, true));
vertex_rounding_checkbox =
CreateCheckBox(page_hacks, _("Vertex Rounding"), wxGetTranslation(vertex_rounding_desc),
Config::GFX_HACK_VERTEX_ROUDING);
szr_other->Add(vertex_rounding_checkbox);
wxStaticBoxSizer* const group_other =
new wxStaticBoxSizer(wxVERTICAL, page_hacks, _("Other"));
group_other->Add(szr_other, 1, wxEXPAND | wxLEFT | wxRIGHT, space5);
group_other->AddSpacer(space5);
szr_hacks->AddSpacer(space5);
szr_hacks->Add(group_other, 0, wxEXPAND | wxLEFT | wxRIGHT, space5);
}
szr_hacks->AddSpacer(space5);
szr_hacks->AddStretchSpacer();
CreateDescriptionArea(page_hacks, szr_hacks);
page_hacks->SetSizerAndFit(szr_hacks);
}
// -- ADVANCED --
{
wxPanel* const page_advanced = new wxPanel(notebook);
notebook->AddPage(page_advanced, _("Advanced"));
wxBoxSizer* const szr_advanced = new wxBoxSizer(wxVERTICAL);
// - debug
{
wxGridSizer* const szr_debug = new wxGridSizer(2, space5, space5);
szr_debug->Add(CreateCheckBox(page_advanced, _("Enable Wireframe"),
wxGetTranslation(wireframe_desc),
Config::GFX_ENABLE_WIREFRAME));
szr_debug->Add(CreateCheckBox(page_advanced, _("Show Statistics"),
wxGetTranslation(show_stats_desc), Config::GFX_OVERLAY_STATS));
szr_debug->Add(CreateCheckBox(page_advanced, _("Texture Format Overlay"),
wxGetTranslation(texfmt_desc),
Config::GFX_TEXFMT_OVERLAY_ENABLE));
szr_debug->Add(CreateCheckBox(page_advanced, _("Enable API Validation Layers"),
wxGetTranslation(validation_layer_desc),
Config::GFX_ENABLE_VALIDATION_LAYER));
wxStaticBoxSizer* const group_debug =
new wxStaticBoxSizer(wxVERTICAL, page_advanced, _("Debugging"));
group_debug->Add(szr_debug, 1, wxEXPAND | wxLEFT | wxRIGHT, space5);
group_debug->AddSpacer(space5);
szr_advanced->AddSpacer(space5);
szr_advanced->Add(group_debug, 0, wxEXPAND | wxLEFT | wxRIGHT, space5);
}
// - utility
{
wxGridSizer* const szr_utility = new wxGridSizer(2, space5, space5);
szr_utility->Add(CreateCheckBox(page_advanced, _("Dump Textures"),
wxGetTranslation(dump_textures_desc),
Config::GFX_DUMP_TEXTURES));
szr_utility->Add(CreateCheckBox(page_advanced, _("Load Custom Textures"),
wxGetTranslation(load_hires_textures_desc),
Config::GFX_HIRES_TEXTURES));
cache_hires_textures = CreateCheckBox(page_advanced, _("Prefetch Custom Textures"),
wxGetTranslation(cache_hires_textures_desc),
Config::GFX_CACHE_HIRES_TEXTURES);
szr_utility->Add(cache_hires_textures);
szr_utility->Add(CreateCheckBox(page_advanced, _("Internal Resolution Frame Dumps"),
wxGetTranslation(internal_resolution_frame_dumping_desc),
Config::GFX_INTERNAL_RESOLUTION_FRAME_DUMPS));
szr_utility->Add(CreateCheckBox(page_advanced, _("Dump EFB Target"),
wxGetTranslation(dump_efb_desc),
Config::GFX_DUMP_EFB_TARGET));
szr_utility->Add(CreateCheckBox(page_advanced, _("Dump XFB Target"),
wxGetTranslation(dump_xfb_desc),
Config::GFX_DUMP_XFB_TARGET));
szr_utility->Add(CreateCheckBox(page_advanced, _("Free Look"),
wxGetTranslation(free_look_desc), Config::GFX_FREE_LOOK));
#if defined(HAVE_FFMPEG)
szr_utility->Add(CreateCheckBox(page_advanced, _("Frame Dumps Use FFV1"),
wxGetTranslation(use_ffv1_desc), Config::GFX_USE_FFV1));
#endif
wxStaticBoxSizer* const group_utility =
new wxStaticBoxSizer(wxVERTICAL, page_advanced, _("Utility"));
group_utility->Add(szr_utility, 1, wxEXPAND | wxLEFT | wxRIGHT, space5);
group_utility->AddSpacer(space5);
szr_advanced->AddSpacer(space5);
szr_advanced->Add(group_utility, 0, wxEXPAND | wxLEFT | wxRIGHT, space5);
}
// - misc
{
wxGridSizer* const szr_misc = new wxGridSizer(2, space5, space5);
szr_misc->Add(
CreateCheckBox(page_advanced, _("Crop"), wxGetTranslation(crop_desc), Config::GFX_CROP));
// Progressive Scan
{
progressive_scan_checkbox =
new wxCheckBox(page_advanced, wxID_ANY, _("Enable Progressive Scan"));
RegisterControl(progressive_scan_checkbox, wxGetTranslation(prog_scan_desc));
progressive_scan_checkbox->Bind(wxEVT_CHECKBOX, &VideoConfigDiag::Event_ProgressiveScan,
this);
// TODO: split this into two different settings, one for Wii and one for GC?
progressive_scan_checkbox->SetValue(Config::Get(Config::SYSCONF_PROGRESSIVE_SCAN));
szr_misc->Add(progressive_scan_checkbox);
}
#if defined WIN32
// Borderless Fullscreen
borderless_fullscreen = CreateCheckBox(page_advanced, _("Borderless Fullscreen"),
wxGetTranslation(borderless_fullscreen_desc),
Config::GFX_BORDERLESS_FULLSCREEN);
szr_misc->Add(borderless_fullscreen);
#endif
wxStaticBoxSizer* const group_misc =
new wxStaticBoxSizer(wxVERTICAL, page_advanced, _("Misc"));
group_misc->Add(szr_misc, 1, wxEXPAND | wxLEFT | wxRIGHT, space5);
group_misc->AddSpacer(space5);
szr_advanced->AddSpacer(space5);
szr_advanced->Add(group_misc, 0, wxEXPAND | wxLEFT | wxRIGHT, space5);
}
szr_advanced->AddSpacer(space5);
szr_advanced->AddStretchSpacer();
CreateDescriptionArea(page_advanced, szr_advanced);
page_advanced->SetSizerAndFit(szr_advanced);
}
wxStdDialogButtonSizer* btn_sizer = CreateStdDialogButtonSizer(wxOK | wxNO_DEFAULT);
btn_sizer->GetAffirmativeButton()->SetLabel(_("Close"));
SetEscapeId(wxID_OK); // Escape key or window manager 'X'
Bind(wxEVT_BUTTON, &VideoConfigDiag::Event_Close, this, wxID_OK);
wxBoxSizer* const szr_main = new wxBoxSizer(wxVERTICAL);
szr_main->AddSpacer(space5);
szr_main->Add(notebook, 1, wxEXPAND | wxLEFT | wxRIGHT, space5);
szr_main->AddSpacer(space5);
szr_main->Add(btn_sizer, 0, wxEXPAND | wxLEFT | wxRIGHT, space5);
szr_main->AddSpacer(space5);
SetLayoutAdaptationMode(wxDIALOG_ADAPTATION_MODE_ENABLED);
SetLayoutAdaptationLevel(wxDIALOG_ADAPTATION_STANDARD_SIZER);
SetSizerAndFit(szr_main);
Center();
SetFocus();
UpdateWindowUI();
}
void VideoConfigDiag::Event_Backend(wxCommandEvent& ev)
{
auto& new_backend = g_available_video_backends[ev.GetInt()];
if (g_video_backend != new_backend.get())
{
bool do_switch = !Core::IsRunning();
if (new_backend->GetName() == "Software Renderer")
{
do_switch =
(wxYES ==
wxMessageBox(_("Software rendering is an order of magnitude slower than using the "
"other backends.\nIt's only useful for debugging purposes.\nDo you "
"really want to enable software rendering? If unsure, select 'No'."),
_("Warning"), wxYES_NO | wxNO_DEFAULT | wxICON_EXCLAMATION, this));
}
if (do_switch)
{
// TODO: Only reopen the dialog if the software backend is
// selected (make sure to reinitialize backend info)
// reopen the dialog
Close();
g_video_backend = new_backend.get();
SConfig::GetInstance().m_strVideoBackend = g_video_backend->GetName();
g_video_backend->ShowConfig(GetParent());
}
else
{
// Select current backend again
choice_backend->SetStringSelection(StrToWxStr(g_video_backend->GetName()));
}
}
ev.Skip();
}
void VideoConfigDiag::Event_ProgressiveScan(wxCommandEvent& ev)
{
Config::SetBase(Config::SYSCONF_PROGRESSIVE_SCAN, ev.IsChecked());
ev.Skip();
}
void VideoConfigDiag::Event_SafeTextureCache(wxCommandEvent& ev)
{
int samples[] = {0, 512, 128};
Config::SetBaseOrCurrent(Config::GFX_SAFE_TEXTURE_CACHE_COLOR_SAMPLES, samples[ev.GetInt()]);
ev.Skip();
}
void VideoConfigDiag::Event_PPShader(wxCommandEvent& ev)
{
const int sel = ev.GetInt();
std::string shader = sel ? WxStrToStr(ev.GetString()) : "";
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_POST_SHADER, shader);
// Should we enable the configuration button?
PostProcessingShaderConfiguration postprocessing_shader;
postprocessing_shader.LoadShader(shader);
button_config_pp->Enable(postprocessing_shader.HasOptions());
ev.Skip();
}
void VideoConfigDiag::Event_ConfigurePPShader(wxCommandEvent& ev)
{
PostProcessingConfigDiag dialog(this, vconfig.sPostProcessingShader);
dialog.ShowModal();
ev.Skip();
}
void VideoConfigDiag::Event_StereoDepth(wxCommandEvent& ev)
{
Config::SetBaseOrCurrent(Config::GFX_STEREO_DEPTH, ev.GetInt());
ev.Skip();
}
void VideoConfigDiag::Event_StereoConvergence(wxCommandEvent& ev)
{
// Snap the slider
int value = ev.GetInt();
if (90 < value && value < 110)
conv_slider->SetValue(100);
Config::SetBaseOrCurrent(Config::GFX_STEREO_CONVERGENCE_PERCENTAGE, conv_slider->GetValue());
ev.Skip();
}
void VideoConfigDiag::Event_StereoMode(wxCommandEvent& ev)
{
if (vconfig.backend_info.bSupportsPostProcessing)
{
// Anaglyph overrides post-processing shaders
choice_ppshader->Clear();
}
ev.Skip();
}
void VideoConfigDiag::Event_Close(wxCommandEvent& ev)
{
Config::Save();
ev.Skip();
}
void VideoConfigDiag::OnUpdateUI(wxUpdateUIEvent& ev)
{
// Anti-aliasing
choice_aamode->Enable(vconfig.backend_info.AAModes.size() > 1);
text_aamode->Enable(vconfig.backend_info.AAModes.size() > 1);
// custom textures
cache_hires_textures->Enable(vconfig.bHiresTextures);
// Vertex rounding
vertex_rounding_checkbox->Enable(vconfig.iEFBScale != 1);
// Repopulating the post-processing shaders can't be done from an event
if (choice_ppshader && choice_ppshader->IsEmpty())
PopulatePostProcessingShaders();
// Things which shouldn't be changed during emulation
if (Core::IsRunning())
{
choice_backend->Disable();
label_backend->Disable();
// D3D only
if (vconfig.backend_info.Adapters.size())
{
choice_adapter->Disable();
label_adapter->Disable();
}
progressive_scan_checkbox->Disable();
render_to_main_checkbox->Disable();
}
ev.Skip();
}
SettingCheckBox* VideoConfigDiag::CreateCheckBox(wxWindow* parent, const wxString& label,
const wxString& description,
const Config::ConfigInfo<bool>& setting,
bool reverse, long style)
{
SettingCheckBox* const cb =
new SettingCheckBox(parent, label, wxString(), setting, reverse, style);
RegisterControl(cb, description);
return cb;
}
RefBoolSetting<wxCheckBox>* VideoConfigDiag::CreateCheckBoxRefBool(wxWindow* parent,
const wxString& label,
const wxString& description,
bool& setting)
{
auto* const cb = new RefBoolSetting<wxCheckBox>(parent, label, wxString(), setting, false, 0);
RegisterControl(cb, description);
return cb;
}
SettingChoice* VideoConfigDiag::CreateChoice(wxWindow* parent,
const Config::ConfigInfo<int>& setting,
const wxString& description, int num,
const wxString choices[], long style)
{
SettingChoice* const ch = new SettingChoice(parent, setting, wxString(), num, choices, style);
RegisterControl(ch, description);
return ch;
}
/* Use this to register descriptions for controls which have NOT been created using the Create*
* functions from above */
wxControl* VideoConfigDiag::RegisterControl(wxControl* const control, const wxString& description)
{
ctrl_descs.emplace(control, description);
control->Bind(wxEVT_ENTER_WINDOW, &VideoConfigDiag::Evt_EnterControl, this);
control->Bind(wxEVT_LEAVE_WINDOW, &VideoConfigDiag::Evt_LeaveControl, this);
return control;
}
void VideoConfigDiag::Evt_EnterControl(wxMouseEvent& ev)
{
// TODO: Re-Fit the sizer if necessary!
// Get settings control object from event
wxWindow* ctrl = (wxWindow*)ev.GetEventObject();
if (!ctrl)
return;
// look up description text object from the control's parent (which is the wxPanel of the current
// tab)
wxStaticText* descr_text = desc_texts[ctrl->GetParent()];
if (!descr_text)
return;
// look up the description of the selected control and assign it to the current description text
// object's label
descr_text->SetLabel(ctrl_descs[ctrl]);
descr_text->Wrap(descr_text->GetSize().GetWidth());
ev.Skip();
}
void VideoConfigDiag::Evt_LeaveControl(wxMouseEvent& ev)
{
// look up description text control and reset its label
wxWindow* ctrl = static_cast<wxWindow*>(ev.GetEventObject());
if (!ctrl)
return;
wxStaticText* descr_text = desc_texts[ctrl->GetParent()];
if (!descr_text)
return;
descr_text->SetLabel(wxGetTranslation(default_desc));
descr_text->Wrap(descr_text->GetSize().GetWidth());
ev.Skip();
}
void VideoConfigDiag::CreateDescriptionArea(wxPanel* const page, wxBoxSizer* const sizer)
{
const int space5 = FromDIP(5);
// Create description frame
wxStaticBoxSizer* const desc_sizer = new wxStaticBoxSizer(wxVERTICAL, page, _("Description"));
sizer->Add(desc_sizer, 0, wxEXPAND | wxLEFT | wxRIGHT, space5);
sizer->AddSpacer(space5);
// Create description text (220 = 75*4 (75 chars), 80 = 10*8 (10 lines))
wxStaticText* const desc_text =
new wxStaticText(page, wxID_ANY, wxGetTranslation(default_desc), wxDefaultPosition,
wxDLG_UNIT(this, wxSize(220, 80)), wxST_NO_AUTORESIZE);
desc_text->Wrap(desc_text->GetMinWidth());
desc_sizer->Add(desc_text, 1, wxEXPAND | wxLEFT | wxRIGHT, space5);
desc_sizer->AddSpacer(space5);
// Store description text object for later lookup
desc_texts.emplace(page, desc_text);
}
void VideoConfigDiag::PopulatePostProcessingShaders()
{
std::vector<std::string> shaders =
vconfig.stereo_mode == StereoMode::Anaglyph ?
PostProcessingShaderImplementation::GetAnaglyphShaderList(vconfig.backend_info.api_type) :
PostProcessingShaderImplementation::GetShaderList(vconfig.backend_info.api_type);
if (shaders.empty())
return;
choice_ppshader->AppendString(_("Off"));
for (const std::string& shader : shaders)
{
choice_ppshader->AppendString(StrToWxStr(shader));
}
if (vconfig.sPostProcessingShader.empty())
{
// Select (off) value in choice.
choice_ppshader->Select(0);
}
else if (!choice_ppshader->SetStringSelection(StrToWxStr(vconfig.sPostProcessingShader)))
{
// Invalid shader, reset it to default
choice_ppshader->Select(0);
if (vconfig.stereo_mode == StereoMode::Anaglyph)
{
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_POST_SHADER, std::string("dubois"));
choice_ppshader->SetStringSelection(StrToWxStr(vconfig.sPostProcessingShader));
}
else
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_POST_SHADER, std::string(""));
}
// Should the configuration button be loaded by default?
PostProcessingShaderConfiguration postprocessing_shader;
postprocessing_shader.LoadShader(vconfig.sPostProcessingShader);
button_config_pp->Enable(postprocessing_shader.HasOptions());
}
void VideoConfigDiag::PopulateAAList()
{
const auto& aa_modes = vconfig.backend_info.AAModes;
const bool supports_ssaa = vconfig.backend_info.bSupportsSSAA;
m_msaa_modes = 0;
for (auto mode : aa_modes)
{
if (mode == 1)
{
choice_aamode->AppendString(_("None"));
ASSERT_MSG(VIDEO, !supports_ssaa || m_msaa_modes == 0, "SSAA setting won't work correctly");
}
else
{
choice_aamode->AppendString(std::to_string(mode) + "x MSAA");
++m_msaa_modes;
}
}
if (supports_ssaa)
{
for (auto mode : aa_modes)
{
if (mode != 1)
choice_aamode->AppendString(std::to_string(mode) + "x SSAA");
}
}
int selected_mode_index = 0;
auto index = std::find(aa_modes.begin(), aa_modes.end(), vconfig.iMultisamples);
if (index != aa_modes.end())
selected_mode_index = index - aa_modes.begin();
// Select one of the SSAA modes at the end of the list if SSAA is enabled
if (supports_ssaa && vconfig.bSSAA && aa_modes[selected_mode_index] != 1)
selected_mode_index += m_msaa_modes;
choice_aamode->SetSelection(selected_mode_index);
}
void VideoConfigDiag::OnAAChanged(wxCommandEvent& ev)
{
size_t mode = ev.GetInt();
ev.Skip();
Config::SetBaseOrCurrent(Config::GFX_SSAA, mode > m_msaa_modes);
mode -= vconfig.bSSAA * m_msaa_modes;
if (mode >= vconfig.backend_info.AAModes.size())
return;
Config::SetBaseOrCurrent(Config::GFX_MSAA, vconfig.backend_info.AAModes[mode]);
}