dolphin/Source/Core/DolphinQt/Config/Graphics/EnhancementsWidget.cpp
Dentomologist 5fa27704c8 Qt: Rename GraphicsBool to ConfigBool
GraphicsBool is used by the panes in the Graphics config window to
create checkboxes that change their associated config setting, and
update their own state when something else changes the config setting.

Despite its current name nothing about this class is particular to the
Graphics window, so renaming it to ConfigBool better reflects its
purpose. This should also make it less confusing when ConfigBools are
eventually added to the other config windows.
2023-04-21 14:24:37 -07:00

538 lines
24 KiB
C++

// Copyright 2017 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "DolphinQt/Config/Graphics/EnhancementsWidget.h"
#include <cmath>
#include <QGridLayout>
#include <QGroupBox>
#include <QLabel>
#include <QPushButton>
#include <QVBoxLayout>
#include "Core/Config/GraphicsSettings.h"
#include "Core/ConfigManager.h"
#include "DolphinQt/Config/ConfigControls/ConfigBool.h"
#include "DolphinQt/Config/Graphics/GraphicsChoice.h"
#include "DolphinQt/Config/Graphics/GraphicsRadio.h"
#include "DolphinQt/Config/Graphics/GraphicsSlider.h"
#include "DolphinQt/Config/Graphics/GraphicsWindow.h"
#include "DolphinQt/Config/Graphics/PostProcessingConfigWindow.h"
#include "DolphinQt/QtUtils/NonDefaultQPushButton.h"
#include "DolphinQt/Settings.h"
#include "UICommon/VideoUtils.h"
#include "VideoCommon/PostProcessing.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
EnhancementsWidget::EnhancementsWidget(GraphicsWindow* parent) : m_block_save(false)
{
CreateWidgets();
LoadSettings();
ConnectWidgets();
AddDescriptions();
connect(parent, &GraphicsWindow::BackendChanged,
[this](const QString& backend) { LoadSettings(); });
}
constexpr int TEXTURE_FILTERING_DEFAULT = 0;
constexpr int TEXTURE_FILTERING_ANISO_2X = 1;
constexpr int TEXTURE_FILTERING_ANISO_4X = 2;
constexpr int TEXTURE_FILTERING_ANISO_8X = 3;
constexpr int TEXTURE_FILTERING_ANISO_16X = 4;
constexpr int TEXTURE_FILTERING_FORCE_NEAREST = 5;
constexpr int TEXTURE_FILTERING_FORCE_LINEAR = 6;
constexpr int TEXTURE_FILTERING_FORCE_LINEAR_ANISO_2X = 7;
constexpr int TEXTURE_FILTERING_FORCE_LINEAR_ANISO_4X = 8;
constexpr int TEXTURE_FILTERING_FORCE_LINEAR_ANISO_8X = 9;
constexpr int TEXTURE_FILTERING_FORCE_LINEAR_ANISO_16X = 10;
void EnhancementsWidget::CreateWidgets()
{
auto* main_layout = new QVBoxLayout;
// Enhancements
auto* enhancements_box = new QGroupBox(tr("Enhancements"));
auto* enhancements_layout = new QGridLayout();
enhancements_box->setLayout(enhancements_layout);
// Only display the first 8 scales, which most users will not go beyond.
QStringList resolution_options{
tr("Auto (Multiple of 640x528)"), tr("Native (640x528)"),
tr("2x Native (1280x1056) for 720p"), tr("3x Native (1920x1584) for 1080p"),
tr("4x Native (2560x2112) for 1440p"), tr("5x Native (3200x2640)"),
tr("6x Native (3840x3168) for 4K"), tr("7x Native (4480x3696)"),
tr("8x Native (5120x4224) for 5K")};
const int visible_resolution_option_count = static_cast<int>(resolution_options.size());
// If the current scale is greater than the max scale in the ini, add sufficient options so that
// when the settings are saved we don't lose the user-modified value from the ini.
const int max_efb_scale =
std::max(Config::Get(Config::GFX_EFB_SCALE), Config::Get(Config::GFX_MAX_EFB_SCALE));
for (int scale = static_cast<int>(resolution_options.size()); scale <= max_efb_scale; scale++)
{
resolution_options.append(tr("%1x Native (%2x%3)")
.arg(QString::number(scale),
QString::number(static_cast<int>(EFB_WIDTH) * scale),
QString::number(static_cast<int>(EFB_HEIGHT) * scale)));
}
m_ir_combo = new GraphicsChoice(resolution_options, Config::GFX_EFB_SCALE);
m_ir_combo->setMaxVisibleItems(visible_resolution_option_count);
m_aa_combo = new ToolTipComboBox();
m_texture_filtering_combo = new ToolTipComboBox();
m_texture_filtering_combo->addItem(tr("Default"), TEXTURE_FILTERING_DEFAULT);
m_texture_filtering_combo->addItem(tr("2x Anisotropic"), TEXTURE_FILTERING_ANISO_2X);
m_texture_filtering_combo->addItem(tr("4x Anisotropic"), TEXTURE_FILTERING_ANISO_4X);
m_texture_filtering_combo->addItem(tr("8x Anisotropic"), TEXTURE_FILTERING_ANISO_8X);
m_texture_filtering_combo->addItem(tr("16x Anisotropic"), TEXTURE_FILTERING_ANISO_16X);
m_texture_filtering_combo->addItem(tr("Force Nearest"), TEXTURE_FILTERING_FORCE_NEAREST);
m_texture_filtering_combo->addItem(tr("Force Linear"), TEXTURE_FILTERING_FORCE_LINEAR);
m_texture_filtering_combo->addItem(tr("Force Linear and 2x Anisotropic"),
TEXTURE_FILTERING_FORCE_LINEAR_ANISO_2X);
m_texture_filtering_combo->addItem(tr("Force Linear and 4x Anisotropic"),
TEXTURE_FILTERING_FORCE_LINEAR_ANISO_4X);
m_texture_filtering_combo->addItem(tr("Force Linear and 8x Anisotropic"),
TEXTURE_FILTERING_FORCE_LINEAR_ANISO_8X);
m_texture_filtering_combo->addItem(tr("Force Linear and 16x Anisotropic"),
TEXTURE_FILTERING_FORCE_LINEAR_ANISO_16X);
m_pp_effect = new ToolTipComboBox();
m_configure_pp_effect = new NonDefaultQPushButton(tr("Configure"));
m_scaled_efb_copy = new ConfigBool(tr("Scaled EFB Copy"), Config::GFX_HACK_COPY_EFB_SCALED);
m_per_pixel_lighting =
new ConfigBool(tr("Per-Pixel Lighting"), Config::GFX_ENABLE_PIXEL_LIGHTING);
m_widescreen_hack = new ConfigBool(tr("Widescreen Hack"), Config::GFX_WIDESCREEN_HACK);
m_disable_fog = new ConfigBool(tr("Disable Fog"), Config::GFX_DISABLE_FOG);
m_force_24bit_color =
new ConfigBool(tr("Force 24-Bit Color"), Config::GFX_ENHANCE_FORCE_TRUE_COLOR);
m_disable_copy_filter =
new ConfigBool(tr("Disable Copy Filter"), Config::GFX_ENHANCE_DISABLE_COPY_FILTER);
m_arbitrary_mipmap_detection = new ConfigBool(tr("Arbitrary Mipmap Detection"),
Config::GFX_ENHANCE_ARBITRARY_MIPMAP_DETECTION);
int row = 0;
enhancements_layout->addWidget(new QLabel(tr("Internal Resolution:")), row, 0);
enhancements_layout->addWidget(m_ir_combo, row, 1, 1, -1);
++row;
enhancements_layout->addWidget(new QLabel(tr("Anti-Aliasing:")), row, 0);
enhancements_layout->addWidget(m_aa_combo, row, 1, 1, -1);
++row;
enhancements_layout->addWidget(new QLabel(tr("Texture Filtering:")), row, 0);
enhancements_layout->addWidget(m_texture_filtering_combo, row, 1, 1, -1);
++row;
enhancements_layout->addWidget(new QLabel(tr("Post-Processing Effect:")), row, 0);
enhancements_layout->addWidget(m_pp_effect, row, 1);
enhancements_layout->addWidget(m_configure_pp_effect, row, 2);
++row;
enhancements_layout->addWidget(m_scaled_efb_copy, row, 0);
enhancements_layout->addWidget(m_per_pixel_lighting, row, 1, 1, -1);
++row;
enhancements_layout->addWidget(m_widescreen_hack, row, 0);
enhancements_layout->addWidget(m_force_24bit_color, row, 1, 1, -1);
++row;
enhancements_layout->addWidget(m_disable_fog, row, 0);
enhancements_layout->addWidget(m_arbitrary_mipmap_detection, row, 1, 1, -1);
++row;
enhancements_layout->addWidget(m_disable_copy_filter, row, 0);
++row;
// Stereoscopy
auto* stereoscopy_box = new QGroupBox(tr("Stereoscopy"));
auto* stereoscopy_layout = new QGridLayout();
stereoscopy_box->setLayout(stereoscopy_layout);
m_3d_mode = new GraphicsChoice({tr("Off"), tr("Side-by-Side"), tr("Top-and-Bottom"),
tr("Anaglyph"), tr("HDMI 3D"), tr("Passive")},
Config::GFX_STEREO_MODE);
m_3d_depth = new GraphicsSlider(0, Config::GFX_STEREO_DEPTH_MAXIMUM, Config::GFX_STEREO_DEPTH);
m_3d_convergence = new GraphicsSlider(0, Config::GFX_STEREO_CONVERGENCE_MAXIMUM,
Config::GFX_STEREO_CONVERGENCE, 100);
m_3d_swap_eyes = new ConfigBool(tr("Swap Eyes"), Config::GFX_STEREO_SWAP_EYES);
stereoscopy_layout->addWidget(new QLabel(tr("Stereoscopic 3D Mode:")), 0, 0);
stereoscopy_layout->addWidget(m_3d_mode, 0, 1);
stereoscopy_layout->addWidget(new QLabel(tr("Depth:")), 1, 0);
stereoscopy_layout->addWidget(m_3d_depth, 1, 1);
stereoscopy_layout->addWidget(new QLabel(tr("Convergence:")), 2, 0);
stereoscopy_layout->addWidget(m_3d_convergence, 2, 1);
stereoscopy_layout->addWidget(m_3d_swap_eyes, 3, 0);
main_layout->addWidget(enhancements_box);
main_layout->addWidget(stereoscopy_box);
main_layout->addStretch();
setLayout(main_layout);
}
void EnhancementsWidget::ConnectWidgets()
{
connect(m_aa_combo, qOverload<int>(&QComboBox::currentIndexChanged),
[this](int) { SaveSettings(); });
connect(m_texture_filtering_combo, qOverload<int>(&QComboBox::currentIndexChanged),
[this](int) { SaveSettings(); });
connect(m_pp_effect, qOverload<int>(&QComboBox::currentIndexChanged),
[this](int) { SaveSettings(); });
connect(m_3d_mode, qOverload<int>(&QComboBox::currentIndexChanged), [this] {
m_block_save = true;
LoadPPShaders();
m_block_save = false;
SaveSettings();
});
connect(m_configure_pp_effect, &QPushButton::clicked, this,
&EnhancementsWidget::ConfigurePostProcessingShader);
}
void EnhancementsWidget::LoadPPShaders()
{
std::vector<std::string> shaders = VideoCommon::PostProcessing::GetShaderList();
if (g_Config.stereo_mode == StereoMode::Anaglyph)
{
shaders = VideoCommon::PostProcessing::GetAnaglyphShaderList();
}
else if (g_Config.stereo_mode == StereoMode::Passive)
{
shaders = VideoCommon::PostProcessing::GetPassiveShaderList();
}
m_pp_effect->clear();
if (g_Config.stereo_mode != StereoMode::Anaglyph && g_Config.stereo_mode != StereoMode::Passive)
m_pp_effect->addItem(tr("(off)"));
auto selected_shader = Config::Get(Config::GFX_ENHANCE_POST_SHADER);
bool found = false;
for (const auto& shader : shaders)
{
m_pp_effect->addItem(QString::fromStdString(shader));
if (selected_shader == shader)
{
m_pp_effect->setCurrentIndex(m_pp_effect->count() - 1);
found = true;
}
}
if (g_Config.stereo_mode == StereoMode::Anaglyph && !found)
m_pp_effect->setCurrentIndex(m_pp_effect->findText(QStringLiteral("dubois")));
else if (g_Config.stereo_mode == StereoMode::Passive && !found)
m_pp_effect->setCurrentIndex(m_pp_effect->findText(QStringLiteral("horizontal")));
const bool supports_postprocessing = g_Config.backend_info.bSupportsPostProcessing;
m_pp_effect->setEnabled(supports_postprocessing);
m_pp_effect->setToolTip(supports_postprocessing ?
QString{} :
tr("%1 doesn't support this feature.")
.arg(tr(g_video_backend->GetDisplayName().c_str())));
VideoCommon::PostProcessingConfiguration pp_shader;
if (selected_shader != "(off)" && supports_postprocessing)
{
pp_shader.LoadShader(selected_shader);
m_configure_pp_effect->setEnabled(pp_shader.HasOptions());
}
else
{
m_configure_pp_effect->setEnabled(false);
}
}
void EnhancementsWidget::LoadSettings()
{
m_block_save = true;
// Anti-Aliasing
const int aa_selection = Config::Get(Config::GFX_MSAA);
const bool ssaa = Config::Get(Config::GFX_SSAA);
const int aniso = Config::Get(Config::GFX_ENHANCE_MAX_ANISOTROPY);
const TextureFilteringMode tex_filter_mode =
Config::Get(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING);
m_aa_combo->clear();
for (const auto& option : VideoUtils::GetAvailableAntialiasingModes(m_msaa_modes))
m_aa_combo->addItem(option == "None" ? tr("None") : QString::fromStdString(option));
m_aa_combo->setCurrentText(
QString::fromStdString(std::to_string(aa_selection) + "x " + (ssaa ? "SSAA" : "MSAA")));
m_aa_combo->setEnabled(m_aa_combo->count() > 1);
switch (tex_filter_mode)
{
case TextureFilteringMode::Default:
if (aniso >= 0 && aniso <= 4)
m_texture_filtering_combo->setCurrentIndex(aniso);
else
m_texture_filtering_combo->setCurrentIndex(TEXTURE_FILTERING_DEFAULT);
break;
case TextureFilteringMode::Nearest:
m_texture_filtering_combo->setCurrentIndex(TEXTURE_FILTERING_FORCE_NEAREST);
break;
case TextureFilteringMode::Linear:
if (aniso >= 0 && aniso <= 4)
m_texture_filtering_combo->setCurrentIndex(TEXTURE_FILTERING_FORCE_LINEAR + aniso);
else
m_texture_filtering_combo->setCurrentIndex(TEXTURE_FILTERING_FORCE_LINEAR);
break;
}
// Post Processing Shader
LoadPPShaders();
// Stereoscopy
const bool supports_stereoscopy = g_Config.backend_info.bSupportsGeometryShaders;
m_3d_mode->setEnabled(supports_stereoscopy);
m_3d_convergence->setEnabled(supports_stereoscopy);
m_3d_depth->setEnabled(supports_stereoscopy);
m_3d_swap_eyes->setEnabled(supports_stereoscopy);
m_block_save = false;
}
void EnhancementsWidget::SaveSettings()
{
if (m_block_save)
return;
bool is_ssaa = m_aa_combo->currentText().endsWith(QStringLiteral("SSAA"));
int aa_value = m_aa_combo->currentIndex();
if (aa_value == 0)
{
aa_value = 1;
}
else
{
if (aa_value > m_msaa_modes)
aa_value -= m_msaa_modes;
aa_value = std::pow(2, aa_value);
}
Config::SetBaseOrCurrent(Config::GFX_MSAA, static_cast<unsigned int>(aa_value));
Config::SetBaseOrCurrent(Config::GFX_SSAA, is_ssaa);
const int texture_filtering_selection = m_texture_filtering_combo->currentData().toInt();
switch (texture_filtering_selection)
{
case TEXTURE_FILTERING_DEFAULT:
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_MAX_ANISOTROPY, 0);
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING,
TextureFilteringMode::Default);
break;
case TEXTURE_FILTERING_ANISO_2X:
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_MAX_ANISOTROPY, 1);
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING,
TextureFilteringMode::Default);
break;
case TEXTURE_FILTERING_ANISO_4X:
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_MAX_ANISOTROPY, 2);
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING,
TextureFilteringMode::Default);
break;
case TEXTURE_FILTERING_ANISO_8X:
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_MAX_ANISOTROPY, 3);
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING,
TextureFilteringMode::Default);
break;
case TEXTURE_FILTERING_ANISO_16X:
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_MAX_ANISOTROPY, 4);
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING,
TextureFilteringMode::Default);
break;
case TEXTURE_FILTERING_FORCE_NEAREST:
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_MAX_ANISOTROPY, 0);
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING,
TextureFilteringMode::Nearest);
break;
case TEXTURE_FILTERING_FORCE_LINEAR:
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_MAX_ANISOTROPY, 0);
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING,
TextureFilteringMode::Linear);
break;
case TEXTURE_FILTERING_FORCE_LINEAR_ANISO_2X:
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_MAX_ANISOTROPY, 1);
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING,
TextureFilteringMode::Linear);
break;
case TEXTURE_FILTERING_FORCE_LINEAR_ANISO_4X:
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_MAX_ANISOTROPY, 2);
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING,
TextureFilteringMode::Linear);
break;
case TEXTURE_FILTERING_FORCE_LINEAR_ANISO_8X:
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_MAX_ANISOTROPY, 3);
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING,
TextureFilteringMode::Linear);
break;
case TEXTURE_FILTERING_FORCE_LINEAR_ANISO_16X:
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_MAX_ANISOTROPY, 4);
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING,
TextureFilteringMode::Linear);
break;
}
const bool anaglyph = g_Config.stereo_mode == StereoMode::Anaglyph;
const bool passive = g_Config.stereo_mode == StereoMode::Passive;
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_POST_SHADER,
(!anaglyph && !passive && m_pp_effect->currentIndex() == 0) ?
"(off)" :
m_pp_effect->currentText().toStdString());
VideoCommon::PostProcessingConfiguration pp_shader;
if (Config::Get(Config::GFX_ENHANCE_POST_SHADER) != "(off)")
{
pp_shader.LoadShader(Config::Get(Config::GFX_ENHANCE_POST_SHADER));
m_configure_pp_effect->setEnabled(pp_shader.HasOptions());
}
else
{
m_configure_pp_effect->setEnabled(false);
}
LoadSettings();
}
void EnhancementsWidget::AddDescriptions()
{
static const char TR_INTERNAL_RESOLUTION_DESCRIPTION[] =
QT_TR_NOOP("Controls the rendering resolution.<br><br>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, the "
"better performance will be.<br><br><dolphin_emphasis>If unsure, "
"select Native.</dolphin_emphasis>");
static const char TR_ANTIALIAS_DESCRIPTION[] = QT_TR_NOOP(
"Reduces the amount of aliasing caused by rasterizing 3D graphics, resulting "
"in smoother edges on objects. Increases GPU load and sometimes causes graphical "
"issues.<br><br>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.<br><br><dolphin_emphasis>If unsure, select "
"None.</dolphin_emphasis>");
static const char TR_FORCE_TEXTURE_FILTERING_DESCRIPTION[] = QT_TR_NOOP(
"Adjust the texture filtering. Anisotropic filtering enhances the visual quality of textures "
"that are at oblique viewing angles. Force Nearest and Force Linear override the texture "
"scaling filter selected by the game.<br><br>Any option except 'Default' will alter the look "
"of the game's textures and might cause issues in a small number of "
"games.<br><br><dolphin_emphasis>If unsure, select 'Default'.</dolphin_emphasis>");
static const char TR_POSTPROCESSING_DESCRIPTION[] =
QT_TR_NOOP("Applies a post-processing effect after rendering a frame.<br><br "
"/><dolphin_emphasis>If unsure, select (off).</dolphin_emphasis>");
static const char TR_SCALED_EFB_COPY_DESCRIPTION[] =
QT_TR_NOOP("Greatly increases the quality of textures generated using render-to-texture "
"effects.<br><br>Slightly increases GPU load and causes relatively few graphical "
"issues. Raising the internal resolution will improve the effect of this setting. "
"<br><br><dolphin_emphasis>If unsure, leave this checked.</dolphin_emphasis>");
static const char TR_PER_PIXEL_LIGHTING_DESCRIPTION[] = QT_TR_NOOP(
"Calculates lighting of 3D objects per-pixel rather than per-vertex, smoothing out the "
"appearance of lit polygons and making individual triangles less noticeable.<br><br "
"/>Rarely "
"causes slowdowns or graphical issues.<br><br><dolphin_emphasis>If unsure, leave "
"this unchecked.</dolphin_emphasis>");
static const char TR_WIDESCREEN_HACK_DESCRIPTION[] = QT_TR_NOOP(
"Forces the game to output graphics for any aspect ratio. Use with \"Aspect Ratio\" set to "
"\"Force 16:9\" to force 4:3-only games to run at 16:9.<br><br>Rarely produces good "
"results and "
"often partially breaks graphics and game UIs. Unnecessary (and detrimental) if using any "
"AR/Gecko-code widescreen patches.<br><br><dolphin_emphasis>If unsure, leave "
"this unchecked.</dolphin_emphasis>");
static const char TR_REMOVE_FOG_DESCRIPTION[] =
QT_TR_NOOP("Makes distant objects more visible by removing fog, thus increasing the overall "
"detail.<br><br>Disabling fog will break some games which rely on proper fog "
"emulation.<br><br><dolphin_emphasis>If unsure, leave this "
"unchecked.</dolphin_emphasis>");
static const char TR_3D_MODE_DESCRIPTION[] = QT_TR_NOOP(
"Selects the stereoscopic 3D mode. Stereoscopy allows a better feeling "
"of depth if the necessary hardware is present. Heavily decreases "
"emulation speed and sometimes causes issues.<br><br>Side-by-Side and Top-and-Bottom are "
"used by most 3D TVs.<br>Anaglyph is used for Red-Cyan colored glasses.<br>HDMI 3D is "
"used when the monitor supports 3D display resolutions.<br>Passive is another type of 3D "
"used by some TVs.<br><br><dolphin_emphasis>If unsure, select Off.</dolphin_emphasis>");
static const char TR_3D_DEPTH_DESCRIPTION[] = QT_TR_NOOP(
"Controls the separation distance between the virtual cameras.<br><br>A higher "
"value creates a stronger feeling of depth while a lower value is more comfortable.");
static const char TR_3D_CONVERGENCE_DESCRIPTION[] = QT_TR_NOOP(
"Controls the distance of the convergence plane. This is the distance at which "
"virtual objects will appear to be in front of the screen.<br><br>A higher value creates "
"stronger out-of-screen effects while a lower value is more comfortable.");
static const char TR_3D_SWAP_EYES_DESCRIPTION[] = QT_TR_NOOP(
"Swaps the left and right eye. Most useful in side-by-side stereoscopy "
"mode.<br><br><dolphin_emphasis>If unsure, leave this unchecked.</dolphin_emphasis>");
static const char TR_FORCE_24BIT_DESCRIPTION[] = QT_TR_NOOP(
"Forces the game to render the RGB color channels in 24-bit, thereby increasing "
"quality by reducing color banding.<br><br>Has no impact on performance and causes "
"few graphical issues.<br><br><dolphin_emphasis>If unsure, leave this "
"checked.</dolphin_emphasis>");
static const char TR_DISABLE_COPY_FILTER_DESCRIPTION[] = QT_TR_NOOP(
"Disables the blending of adjacent rows when copying the EFB. This is known in "
"some games as \"deflickering\" or \"smoothing\".<br><br>Disabling the filter has no "
"effect on performance, but may result in a sharper image. Causes few "
"graphical issues.<br><br><dolphin_emphasis>If unsure, leave this "
"checked.</dolphin_emphasis>");
static const char TR_ARBITRARY_MIPMAP_DETECTION_DESCRIPTION[] = QT_TR_NOOP(
"Enables detection of arbitrary mipmaps, which some games use for special distance-based "
"effects.<br><br>May have false positives that result in blurry textures at increased "
"internal "
"resolution, such as in games that use very low resolution mipmaps. Disabling this can also "
"reduce stutter in games that frequently load new textures. This feature is not compatible "
"with GPU Texture Decoding.<br><br><dolphin_emphasis>If unsure, leave this "
"checked.</dolphin_emphasis>");
m_ir_combo->SetTitle(tr("Internal Resolution"));
m_ir_combo->SetDescription(tr(TR_INTERNAL_RESOLUTION_DESCRIPTION));
m_aa_combo->SetTitle(tr("Anti-Aliasing"));
m_aa_combo->SetDescription(tr(TR_ANTIALIAS_DESCRIPTION));
m_texture_filtering_combo->SetTitle(tr("Texture Filtering"));
m_texture_filtering_combo->SetDescription(tr(TR_FORCE_TEXTURE_FILTERING_DESCRIPTION));
m_pp_effect->SetTitle(tr("Post-Processing Effect"));
m_pp_effect->SetDescription(tr(TR_POSTPROCESSING_DESCRIPTION));
m_scaled_efb_copy->SetDescription(tr(TR_SCALED_EFB_COPY_DESCRIPTION));
m_per_pixel_lighting->SetDescription(tr(TR_PER_PIXEL_LIGHTING_DESCRIPTION));
m_widescreen_hack->SetDescription(tr(TR_WIDESCREEN_HACK_DESCRIPTION));
m_disable_fog->SetDescription(tr(TR_REMOVE_FOG_DESCRIPTION));
m_force_24bit_color->SetDescription(tr(TR_FORCE_24BIT_DESCRIPTION));
m_disable_copy_filter->SetDescription(tr(TR_DISABLE_COPY_FILTER_DESCRIPTION));
m_arbitrary_mipmap_detection->SetDescription(tr(TR_ARBITRARY_MIPMAP_DETECTION_DESCRIPTION));
m_3d_mode->SetTitle(tr("Stereoscopic 3D Mode"));
m_3d_mode->SetDescription(tr(TR_3D_MODE_DESCRIPTION));
m_3d_depth->SetTitle(tr("Depth"));
m_3d_depth->SetDescription(tr(TR_3D_DEPTH_DESCRIPTION));
m_3d_convergence->SetTitle(tr("Convergence"));
m_3d_convergence->SetDescription(tr(TR_3D_CONVERGENCE_DESCRIPTION));
m_3d_swap_eyes->SetDescription(tr(TR_3D_SWAP_EYES_DESCRIPTION));
}
void EnhancementsWidget::ConfigurePostProcessingShader()
{
const std::string shader = Config::Get(Config::GFX_ENHANCE_POST_SHADER);
PostProcessingConfigWindow(this, shader).exec();
}