forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			321 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			321 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2017 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "DolphinQt2/Config/Graphics/EnhancementsWidget.h"
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#include <cmath>
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#include <QGridLayout>
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#include <QGroupBox>
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#include <QLabel>
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#include <QPushButton>
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#include <QVBoxLayout>
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#include "Core/Config/GraphicsSettings.h"
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#include "Core/ConfigManager.h"
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#include "DolphinQt2/Config/Graphics/GraphicsBool.h"
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#include "DolphinQt2/Config/Graphics/GraphicsChoice.h"
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#include "DolphinQt2/Config/Graphics/GraphicsSlider.h"
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#include "DolphinQt2/Config/Graphics/GraphicsWindow.h"
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#include "DolphinQt2/Settings.h"
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#include "UICommon/VideoUtils.h"
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#include "VideoCommon/PostProcessing.h"
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#include "VideoCommon/VideoConfig.h"
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EnhancementsWidget::EnhancementsWidget(GraphicsWindow* parent)
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    : GraphicsWidget(parent), m_block_save(false)
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{
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  CreateWidgets();
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  LoadSettings();
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  ConnectWidgets();
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  AddDescriptions();
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  connect(parent, &GraphicsWindow::BackendChanged,
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          [this](const QString& backend) { LoadSettings(); });
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}
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void EnhancementsWidget::CreateWidgets()
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{
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  auto* main_layout = new QVBoxLayout;
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  // Enhancements
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  auto* enhancements_box = new QGroupBox(tr("Enhancements"));
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  auto* enhancements_layout = new QGridLayout();
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  enhancements_box->setLayout(enhancements_layout);
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  m_ir_combo = new GraphicsChoice({tr("Auto (Multiple of 640x528)"), tr("Native (640x528)"),
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                                   tr("2x Native (1280x1056) for 720p"),
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                                   tr("3x Native (1920x1584) for 1080p"),
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                                   tr("4x Native (2560x2112) for 1440p"),
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                                   tr("5x Native (3200x2640)"), tr("6x Native (3840x3168) for 4K"),
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                                   tr("7x Native (4480x3696)"), tr("8x Native (5120x4224) for 5K")},
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                                  Config::GFX_EFB_SCALE);
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  if (g_Config.iEFBScale > 8)
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  {
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    m_ir_combo->addItem(tr("Custom"));
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    m_ir_combo->setCurrentIndex(m_ir_combo->count() - 1);
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  }
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  m_ir_combo->setMaxVisibleItems(m_ir_combo->count());
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  m_aa_combo = new QComboBox();
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  m_af_combo = new GraphicsChoice({tr("1x"), tr("2x"), tr("4x"), tr("8x"), tr("16x")},
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                                  Config::GFX_ENHANCE_MAX_ANISOTROPY);
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  m_pp_effect = new QComboBox();
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  m_configure_pp_effect = new QPushButton(tr("Configure"));
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  m_scaled_efb_copy = new GraphicsBool(tr("Scaled EFB Copy"), Config::GFX_HACK_COPY_EFB_SCALED);
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  m_per_pixel_lighting =
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      new GraphicsBool(tr("Per-Pixel Lighting"), Config::GFX_ENABLE_PIXEL_LIGHTING);
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  m_force_texture_filtering =
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      new GraphicsBool(tr("Force Texture Filtering"), Config::GFX_ENHANCE_FORCE_FILTERING);
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  m_widescreen_hack = new GraphicsBool(tr("Widescreen Hack"), Config::GFX_WIDESCREEN_HACK);
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  m_disable_fog = new GraphicsBool(tr("Disable Fog"), Config::GFX_DISABLE_FOG);
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  m_force_24bit_color =
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      new GraphicsBool(tr("Force 24-Bit Color"), Config::GFX_ENHANCE_FORCE_TRUE_COLOR);
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  m_disable_copy_filter =
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      new GraphicsBool(tr("Disable Copy Filter"), Config::GFX_ENHANCE_DISABLE_COPY_FILTER);
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  enhancements_layout->addWidget(new QLabel(tr("Internal Resolution:")), 0, 0);
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  enhancements_layout->addWidget(m_ir_combo, 0, 1, 1, -1);
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  enhancements_layout->addWidget(new QLabel(tr("Anti-Aliasing:")), 1, 0);
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  enhancements_layout->addWidget(m_aa_combo, 1, 1, 1, -1);
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  enhancements_layout->addWidget(new QLabel(tr("Anisotropic Filtering:")), 2, 0);
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  enhancements_layout->addWidget(m_af_combo, 2, 1, 1, -1);
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  enhancements_layout->addWidget(new QLabel(tr("Post-Processing Effect:")), 4, 0);
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  enhancements_layout->addWidget(m_pp_effect, 4, 1);
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  enhancements_layout->addWidget(m_configure_pp_effect, 4, 2);
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  enhancements_layout->addWidget(m_scaled_efb_copy, 5, 0);
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  enhancements_layout->addWidget(m_per_pixel_lighting, 5, 1);
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  enhancements_layout->addWidget(m_force_texture_filtering, 6, 0);
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  enhancements_layout->addWidget(m_widescreen_hack, 6, 1);
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  enhancements_layout->addWidget(m_disable_fog, 7, 0);
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  enhancements_layout->addWidget(m_force_24bit_color, 7, 1);
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  enhancements_layout->addWidget(m_disable_copy_filter, 8, 0);
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  // Stereoscopy
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  auto* stereoscopy_box = new QGroupBox(tr("Stereoscopy"));
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  auto* stereoscopy_layout = new QGridLayout();
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  stereoscopy_box->setLayout(stereoscopy_layout);
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  m_3d_mode =
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      new GraphicsChoice({tr("Off"), tr("Side-by-Side"), tr("Top-and-Bottom"), tr("Anaglyph")},
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                         Config::GFX_STEREO_MODE);
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  m_3d_depth = new GraphicsSlider(0, 100, Config::GFX_STEREO_DEPTH);
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  m_3d_convergence = new GraphicsSlider(0, 200, Config::GFX_STEREO_CONVERGENCE, 100);
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  m_3d_swap_eyes = new GraphicsBool(tr("Swap Eyes"), Config::GFX_STEREO_SWAP_EYES);
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  stereoscopy_layout->addWidget(new QLabel(tr("Stereoscopic 3D Mode:")), 0, 0);
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  stereoscopy_layout->addWidget(m_3d_mode, 0, 1);
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  stereoscopy_layout->addWidget(new QLabel(tr("Depth:")), 1, 0);
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  stereoscopy_layout->addWidget(m_3d_depth, 1, 1);
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  stereoscopy_layout->addWidget(new QLabel(tr("Convergence:")), 2, 0);
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  stereoscopy_layout->addWidget(m_3d_convergence, 2, 1);
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  stereoscopy_layout->addWidget(m_3d_swap_eyes, 3, 0);
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  main_layout->addWidget(enhancements_box);
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  main_layout->addWidget(stereoscopy_box);
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  main_layout->addStretch();
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  setLayout(main_layout);
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}
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void EnhancementsWidget::ConnectWidgets()
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{
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  connect(m_aa_combo, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged),
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          [this](int) { SaveSettings(); });
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  connect(m_pp_effect, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged),
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          [this](int) { SaveSettings(); });
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  connect(m_3d_mode, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged),
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          [this](int) { SaveSettings(); });
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}
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void EnhancementsWidget::LoadSettings()
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{
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  m_block_save = true;
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  // Anti-Aliasing
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  int aa_selection = Config::Get(Config::GFX_MSAA);
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  bool ssaa = Config::Get(Config::GFX_SSAA);
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  m_aa_combo->clear();
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  for (const auto& option : VideoUtils::GetAvailableAntialiasingModes(m_msaa_modes))
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    m_aa_combo->addItem(option == "None" ? tr("None") : QString::fromStdString(option));
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  m_aa_combo->setCurrentText(
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      QString::fromStdString(std::to_string(aa_selection) + "x " + (ssaa ? "SSAA" : "MSAA")));
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  m_aa_combo->setEnabled(m_aa_combo->count() > 1);
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  // Post Processing Shader
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  std::vector<std::string> shaders =
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      g_Config.stereo_mode == StereoMode::Anaglyph ?
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          PostProcessingShaderImplementation::GetAnaglyphShaderList(
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              g_Config.backend_info.api_type) :
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          PostProcessingShaderImplementation::GetShaderList(g_Config.backend_info.api_type);
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  m_pp_effect->clear();
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  m_pp_effect->addItem(tr("(off)"));
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  const auto selected_shader = Config::Get(Config::GFX_ENHANCE_POST_SHADER);
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  for (const auto& shader : shaders)
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  {
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    m_pp_effect->addItem(QString::fromStdString(shader));
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    if (selected_shader == shader)
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      m_pp_effect->setCurrentIndex(m_pp_effect->count() - 1);
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  }
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  const bool supports_postprocessing = g_Config.backend_info.bSupportsPostProcessing;
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  m_pp_effect->setEnabled(supports_postprocessing);
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  if (!supports_postprocessing)
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  {
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    m_pp_effect->setToolTip(
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        tr("%1 doesn't support this feature.")
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            .arg(QString::fromStdString(SConfig::GetInstance().m_strVideoBackend)));
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  }
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  PostProcessingShaderConfiguration pp_shader;
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  if (selected_shader != "(off)")
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  {
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    pp_shader.LoadShader(selected_shader);
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    m_configure_pp_effect->setEnabled(pp_shader.HasOptions());
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  }
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  bool supports_stereoscopy = g_Config.backend_info.bSupportsGeometryShaders;
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  m_3d_mode->setEnabled(supports_stereoscopy);
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  m_3d_convergence->setEnabled(supports_stereoscopy);
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  m_3d_depth->setEnabled(supports_stereoscopy);
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  m_3d_swap_eyes->setEnabled(supports_stereoscopy);
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  m_block_save = false;
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}
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void EnhancementsWidget::SaveSettings()
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{
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  if (m_block_save)
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    return;
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  bool is_ssaa = m_aa_combo->currentText().endsWith(QStringLiteral("SSAA"));
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  int aa_value = m_aa_combo->currentIndex();
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  if (aa_value == 0)
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  {
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    aa_value = 1;
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  }
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  else
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  {
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    if (aa_value > m_msaa_modes)
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      aa_value -= m_msaa_modes;
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    aa_value = std::pow(2, aa_value);
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  }
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  Config::SetBaseOrCurrent(Config::GFX_MSAA, static_cast<unsigned int>(aa_value));
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  Config::SetBaseOrCurrent(Config::GFX_SSAA, is_ssaa);
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  Config::SetBaseOrCurrent(Config::GFX_ENHANCE_POST_SHADER,
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                           m_pp_effect->currentText().toStdString());
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  PostProcessingShaderConfiguration pp_shader;
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  if (Config::Get(Config::GFX_ENHANCE_POST_SHADER) != "(off)")
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  {
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    pp_shader.LoadShader(Config::Get(Config::GFX_ENHANCE_POST_SHADER));
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    m_configure_pp_effect->setEnabled(pp_shader.HasOptions());
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  }
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  else
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  {
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    m_configure_pp_effect->setEnabled(false);
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  }
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}
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void EnhancementsWidget::AddDescriptions()
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{
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  static const char* TR_INTERNAL_RESOLUTION_DESCRIPTION =
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      QT_TR_NOOP("Specifies the resolution used to render at. A high resolution greatly improves "
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                 "visual quality, but also greatly increases GPU load and can cause issues in "
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                 "certain games. Generally speaking, the lower the internal resolution is, the "
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                 "better your performance will be.\n\nIf unsure, select Native.");
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  static const char* TR_ANTIALIAS_DESCRIPTION =
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      QT_TR_NOOP("Reduces the amount of aliasing caused by rasterizing 3D graphics. This smooths "
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                 "out jagged edges on objects.\nIncreases GPU load and sometimes causes graphical "
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                 "issues. SSAA is significantly more demanding than MSAA, but provides top quality "
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                 "geometry anti-aliasing and also applies anti-aliasing to lighting, shader "
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                 "effects, and textures.\n\nIf unsure, select None.");
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  static const char* TR_ANISOTROPIC_FILTERING_DESCRIPTION = QT_TR_NOOP(
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      "Enable anisotropic filtering.\nEnhances visual quality of textures that are at oblique "
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      "viewing angles.\nMight cause issues in a small number of games.\n\nIf unsure, select 1x.");
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  static const char* TR_POSTPROCESSING_DESCRIPTION = QT_TR_NOOP(
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      "Apply a post-processing effect after finishing a frame.\n\nIf unsure, select (off).");
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  static const char* TR_SCALED_EFB_COPY_DESCRIPTION = QT_TR_NOOP(
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      "Greatly increases quality of textures generated using render-to-texture "
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      "effects.\nRaising the "
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      "internal resolution will improve the effect of this setting.\nSlightly increases GPU "
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      "load and "
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      "causes relatively few graphical issues.\n\nIf unsure, leave this checked.");
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  static const char* TR_PER_PIXEL_LIGHTING_DESCRIPTION = QT_TR_NOOP(
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      "Calculates lighting of 3D objects per-pixel rather than per-vertex, smoothing out the "
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      "appearance of lit polygons and making individual triangles less noticeable.\nRarely causes "
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      "slowdowns or graphical issues.\n\nIf unsure, leave this unchecked.");
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  static const char* TR_WIDESCREEN_HACK_DESCRIPTION = QT_TR_NOOP(
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      "Forces the game to output graphics for any aspect ratio.\nUse with \"Aspect Ratio\" set to "
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      "\"Force 16:9\" to force 4:3-only games to run at 16:9.\nRarely produces good results and "
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      "often partially breaks graphics and game UIs.\nUnnecessary (and detrimental) if using any "
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      "AR/Gecko-code widescreen patches.\n\nIf unsure, leave this unchecked.");
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  static const char* TR_REMOVE_FOG_DESCRIPTION =
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      QT_TR_NOOP("Makes distant objects more visible by removing fog, thus increasing the overall "
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                 "detail.\nDisabling fog will break some games which rely on proper fog "
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                 "emulation.\n\nIf unsure, leave this unchecked.");
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  static const char* TR_3D_MODE_DESCRIPTION = QT_TR_NOOP(
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      "Selects the stereoscopic 3D mode. Stereoscopy allows you to get a better feeling "
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      "of depth if you have the necessary hardware.\nSide-by-Side and Top-and-Bottom are "
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      "used by most 3D TVs.\nAnaglyph is used for Red-Cyan colored glasses.\nHDMI 3D is "
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      "used when your monitor supports 3D display resolutions.\nHeavily decreases "
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      "emulation speed and sometimes causes issues.\n\nIf unsure, select Off.");
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  static const char* TR_3D_DEPTH_DESCRIPTION =
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      QT_TR_NOOP("Controls the separation distance between the virtual cameras.\nA higher value "
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                 "creates a stronger feeling of depth while a lower value is more comfortable.");
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  static const char* TR_3D_CONVERGENCE_DESCRIPTION = QT_TR_NOOP(
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      "Controls the distance of the convergence plane. This is the distance at which "
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      "virtual objects will appear to be in front of the screen.\nA higher value creates "
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      "stronger out-of-screen effects while a lower value is more comfortable.");
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  static const char* TR_3D_SWAP_EYES_DESCRIPTION =
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      QT_TR_NOOP("Swaps the left and right eye. Mostly useful if you want to view side-by-side "
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                 "cross-eyed.\n\nIf unsure, leave this unchecked.");
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  static const char* TR_FORCE_24BIT_DESCRIPTION =
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      QT_TR_NOOP("Forces the game to render the RGB color channels in 24-bit, thereby increasing "
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                 "quality by reducing color banding.\nIt has no impact on performance and causes "
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                 "few graphical issues.\n\n\nIf unsure, leave this checked.");
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  static const char* TR_FORCE_TEXTURE_FILTERING_DESCRIPTION =
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      QT_TR_NOOP("Filter all textures, including any that the game explicitly set as "
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                 "unfiltered.\nMay improve quality of certain textures in some games, but will "
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                 "cause issues in others.\n\nIf unsure, leave this unchecked.");
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  static const char* TR_DISABLE_COPY_FILTER_DESCRIPTION =
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      QT_TR_NOOP("Disables the blending of adjacent rows when copying the EFB. This is known in "
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                 "some games as \"deflickering\" or \"smoothing\". Disabling the filter has no "
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                 "effect on performance, but may result in a sharper image, and causes few "
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                 "graphical issues.\n\n\nIf unsure, leave this checked.");
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  AddDescription(m_ir_combo, TR_INTERNAL_RESOLUTION_DESCRIPTION);
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  AddDescription(m_aa_combo, TR_ANTIALIAS_DESCRIPTION);
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  AddDescription(m_af_combo, TR_ANISOTROPIC_FILTERING_DESCRIPTION);
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  AddDescription(m_pp_effect, TR_POSTPROCESSING_DESCRIPTION);
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  AddDescription(m_scaled_efb_copy, TR_SCALED_EFB_COPY_DESCRIPTION);
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  AddDescription(m_per_pixel_lighting, TR_PER_PIXEL_LIGHTING_DESCRIPTION);
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  AddDescription(m_widescreen_hack, TR_WIDESCREEN_HACK_DESCRIPTION);
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  AddDescription(m_disable_fog, TR_REMOVE_FOG_DESCRIPTION);
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  AddDescription(m_force_24bit_color, TR_FORCE_24BIT_DESCRIPTION);
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  AddDescription(m_force_texture_filtering, TR_FORCE_TEXTURE_FILTERING_DESCRIPTION);
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  AddDescription(m_disable_copy_filter, TR_DISABLE_COPY_FILTER_DESCRIPTION);
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  AddDescription(m_3d_mode, TR_3D_MODE_DESCRIPTION);
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  AddDescription(m_3d_depth, TR_3D_DEPTH_DESCRIPTION);
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  AddDescription(m_3d_convergence, TR_3D_CONVERGENCE_DESCRIPTION);
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  AddDescription(m_3d_swap_eyes, TR_3D_SWAP_EYES_DESCRIPTION);
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}
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