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authorlat9nq <22451773+lat9nq@users.noreply.github.com>2021-05-15 22:59:38 -0400
committerlat9nq <22451773+lat9nq@users.noreply.github.com>2021-05-15 22:59:38 -0400
commit4aac1ae4b1c39a8341cad7134c4bd356aeb83a3f (patch)
tree84b211c9f51182b892935ddd06f55e6e6b35c444 /src/yuzu/configuration/configure_graphics_advanced.cpp
parent59236b7d0f46e7486bcac0ef884fff424fa603df (diff)
configuration: Simplify applying per-game settings
Originally, every time we add a per-game setting, we'd have to guard for it when setting it on the global config, and use a specific function to do it for the per-game config. This moves the global check into the ApplyPerGameSetting function so that we can use it for changing both the global and per-game states. Less work for the programmer.
Diffstat (limited to 'src/yuzu/configuration/configure_graphics_advanced.cpp')
-rw-r--r--src/yuzu/configuration/configure_graphics_advanced.cpp47
1 files changed, 12 insertions, 35 deletions
diff --git a/src/yuzu/configuration/configure_graphics_advanced.cpp b/src/yuzu/configuration/configure_graphics_advanced.cpp
index c67609b0e..94e634986 100644
--- a/src/yuzu/configuration/configure_graphics_advanced.cpp
+++ b/src/yuzu/configuration/configure_graphics_advanced.cpp
@@ -54,47 +54,24 @@ void ConfigureGraphicsAdvanced::ApplyConfiguration() {
ui->gpu_accuracy->currentIndex() -
((Settings::IsConfiguringGlobal()) ? 0 : ConfigurationShared::USE_GLOBAL_OFFSET));
+ ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy,
+ ui->anisotropic_filtering_combobox);
+ ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync,
+ use_vsync);
+ ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_assembly_shaders,
+ ui->use_assembly_shaders, use_assembly_shaders);
+ ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders,
+ ui->use_asynchronous_shaders,
+ use_asynchronous_shaders);
+ ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_fast_gpu_time,
+ ui->use_fast_gpu_time, use_fast_gpu_time);
+
if (Settings::IsConfiguringGlobal()) {
// Must guard in case of a during-game configuration when set to be game-specific.
if (Settings::values.gpu_accuracy.UsingGlobal()) {
Settings::values.gpu_accuracy.SetValue(gpu_accuracy);
}
- if (Settings::values.use_vsync.UsingGlobal()) {
- Settings::values.use_vsync.SetValue(ui->use_vsync->isChecked());
- }
- if (Settings::values.use_assembly_shaders.UsingGlobal()) {
- Settings::values.use_assembly_shaders.SetValue(ui->use_assembly_shaders->isChecked());
- }
- if (Settings::values.use_asynchronous_shaders.UsingGlobal()) {
- Settings::values.use_asynchronous_shaders.SetValue(
- ui->use_asynchronous_shaders->isChecked());
- }
- if (Settings::values.use_asynchronous_shaders.UsingGlobal()) {
- Settings::values.use_asynchronous_shaders.SetValue(
- ui->use_asynchronous_shaders->isChecked());
- }
- if (Settings::values.use_fast_gpu_time.UsingGlobal()) {
- Settings::values.use_fast_gpu_time.SetValue(ui->use_fast_gpu_time->isChecked());
- }
- if (Settings::values.max_anisotropy.UsingGlobal()) {
- Settings::values.max_anisotropy.SetValue(
- ui->anisotropic_filtering_combobox->currentIndex());
- }
} else {
- ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy,
- ui->anisotropic_filtering_combobox);
- ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync,
- use_vsync);
- ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_assembly_shaders,
- ui->use_assembly_shaders, use_assembly_shaders);
- ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders,
- ui->use_asynchronous_shaders,
- use_asynchronous_shaders);
- ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_fast_gpu_time,
- ui->use_fast_gpu_time, use_fast_gpu_time);
- ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy,
- ui->anisotropic_filtering_combobox);
-
if (ui->gpu_accuracy->currentIndex() == ConfigurationShared::USE_GLOBAL_INDEX) {
Settings::values.gpu_accuracy.SetGlobal(true);
} else {