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path: root/src/yuzu/configuration/configure_graphics.ui
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2024-12-31chore: update project branding to citronZephyron
2023-07-21configure_graphics: Reimplement bg_colorlat9nq
To specialized a setting to be worth adding to the shared_widget imo, so add it roughly like before.
2023-07-21configuration: Use buttons instead of highlightslat9nq
Only for updated configs at the moment
2023-07-21configure_graphics: Partial runtime implementationlat9nq
2023-07-21settings,video_core: Consolidate ASTC decoding optionslat9nq
Just puts them all neatly into one place.
2023-05-02configure_graphics: No there isn't a hyphen in VSynclat9nq
Most sources seem to suggest VSync and not V-Sync
2023-05-02configure_graphics: Actively find present modeslat9nq
When Vulkan devices are enumerated, this also determines the available present modes for each device, maps them to a vector, and gives those options to the user. OpenGL options are limited to On/Off. Required creating a VkSurfaceKHR during device enumeration, which may or may not be desireable. For the sake of a less confusing UI. Also fixes a bug where if a graphics device disappears on the host, we don't try and select the non-existant devices. configure_graphics: Remove vsync runtime lock for Vulkan configure_graphics: Recommend Mailbox present mode configure_graphics: Fix type-limits warning configure_graphics: Clean up includes configure_graphics: Add tooltip
2023-05-02configure_graphics: Fix another typolat9nq
2023-05-02configure_graphics: Fix typolat9nq
2023-05-02configuration: Expose separate swap present modeslat9nq
Previously, yuzu would try and guess which vsync mode to use given different scenarios, but apparently we didn't always get it right. This exposes the separate modes in a drop-down the user can select. If a mode isn't available in Vulkan, it defaults to FIFO.
2023-01-26video_core/opengl: Add FSR upscaling filter to the OpenGL rendererWollnashorn
2023-01-13UI changeMatías Locatti
2023-01-131.5X resolution scaler optionMatías Locatti
2022-12-08video_core: Integrate SMAALiam
Co-authored-by: goldenx86 <goldenx86@users.noreply.github.com> Co-authored-by: BreadFish64 <breadfish64@users.noreply.github.com>
2022-11-28video_core: add null backendLiam
2022-11-26Sharpness instead of SharpeningMatías Locatti
2022-11-25configure_graphics: Implement custom FSR Sharpening settinglat9nq
2022-11-24FSR Sharpening Slider part 1 - only a global sliderMatías Locatti
2022-10-10yuzu: Add 16:10 aspect ratioNarr the Reg
2022-07-10yuzu: Simplify broken Vulkan handlinglat9nq
2022-05-30yuzu-qt: Attempt to workaround broken Vulkan installationslat9nq
This does a few things in order to make the default setting Vulkan workable. - When yuzu boots, it just opens the Vulkan library. - If it works, all good and we continue with Vulkan as the default. - If something breaks, a new file in the config directory will be left behind (this is deleted normally). - If Vulkan is not working, has_broken_vulkan is set to true. - The first time this happens, a warning is displayed to notify the user. - This forces use of OpenGL, and Vulkan cannot be selected. - The Shader Backend selector is made accessible for use in custom configurations. - To disable has_broken_vulkan, the user needs to press a button in Graphics Configuration to manually run the Vulkan device enumeration.
2022-01-23Update FSR to 1.0.2Moonlacer
Updates yuzu's FSR implementation to 1.0.2
2021-11-18configure_graphics_ui: AMD's -> AMDMorph
AMD officially markets FSR as AMD FidelityFX™️ Super Resolution
2021-11-16configure_graphics.ui: Cleanup scaling options and fix duplicate name warningameerj
2021-11-16Frontend: Add anti-aliasing method settingMarshall Mohror
2021-11-16QtGUI: Add buttton to toggle the filter.FernandoS27
2021-11-16VideoCore: Add gaussian filtering.FernandoS27
2021-11-16VideoCore: Add more rescaling option.FernandoS27
2021-11-16Presentation: add Nearest Neighbor filter.Fernando Sahmkow
2021-11-16vulkan: Implement FidelityFX Super ResolutionMarshall Mohror
2021-11-16Renderer: Implement Bicubic and ScaleForce filters.Fernando Sahmkow
2021-11-16Settings: Add resolution scaling to settings.Fernando Sahmkow
2021-10-14settings_ui: Better NVDEC Description For Each Video Rendering Option (#7165)Moonlacer
* better_description * Revert "better_description" This reverts commit 3a152a6ba6f2d6e02530b69a8194e4db302c8acd. * better_nvdec_wording * best_performance * update_word_stuff * another_update
2021-10-07yuzu qt: Remove global system instances from config, WaitTree, mainlat9nq
2021-09-11Merge pull request #6846 from ameerj/nvdec-gpu-decodeFernando S
nvdec: Add GPU video decoding for all capable drivers and platforms
2021-09-06Second part of Golden's PRMoonlacer
2021-08-16configure_graphics: Add GPU nvdec decoding as an optionameerj
Some system configurations may see visual regressions or lower performance using GPU decoding compared to CPU decoding. This setting provides the option for users to specify their decoding preference. Co-Authored-By: yzct12345 <87620833+yzct12345@users.noreply.github.com>
2021-07-22general: Add setting shader_backendlat9nq
GLASM is getting good enough that we can move it out of advanced graphics settings. This removes the setting `use_assembly_shaders`, opting for a enum class `shader_backend`. This comes with the benefits that it is extensible for additional shader backends besides GLSL and GLASM, and this will work better with a QComboBox. Qt removes the related assembly shader setting from the Advanced Graphics section and places it as a new QComboBox in the API Settings group. This will replace the Vulkan device selector when OpenGL is selected. Additionally, mark all of the custom anisotropic filtering settings as "WILL BREAK THINGS", as that is the case with a select few games.
2021-06-15configure_graphics: Add Accelerate ASTC decoding settingameerj
2021-04-06configure_graphics: Add Borderless Windowed fullscreen modeMorph
The borderless windowed fullscreen mode solves several issues with the presentation of the overlay dialogs and on-screen keyboard in exclusive fullscreen mode, and also has other benefits such as smoother gameplay, lower latency and a significant reduction in screen tearing. Co-authored-by: Its-Rei <kupfel@gmail.com>
2020-10-26video_core: NVDEC Implementationameerj
This commit aims to implement the NVDEC (Nvidia Decoder) functionality, with video frame decoding being handled by the FFmpeg library. The process begins with Ioctl commands being sent to the NVDEC and VIC (Video Image Composer) emulated devices. These allocate the necessary GPU buffers for the frame data, along with providing information on the incoming video data. A Submit command then signals the GPU to process and decode the frame data. To decode the frame, the respective codec's header must be manually composed from the information provided by NVDEC, then sent with the raw frame data to the ffmpeg library. Currently, H264 and VP9 are supported, with VP9 having some minor artifacting issues related mainly to the reference frame composition in its uncompressed header. Async GPU is not properly implemented at the moment. Co-Authored-By: David <25727384+ogniK5377@users.noreply.github.com>
2020-07-19configure_graphics: Fix layout in global configlat9nq
Fixes a regression where the global config takes up a lot of extra space.
2020-07-19configure_per_game: Improve style consistencylat9nq
The way the configurations are set up, it is not trivial to do this. I'll leave it as is, but the API selection, and the background color and volume slider selectors are kind of not following the style.
2020-07-19configure_graphics: Implement highlighted overrideslat9nq
2020-07-09configuration: implement per-game configurations (#4098)lat9nq
* Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>
2020-06-06yuzu/frontend: Remove internal resolution optionMorph
2020-02-27Create an "Advanced" tab in the graphics configuration tab and add ↵Morph
anisotropic filtering levels.
2020-02-25core: settings: Add setting to enable vsync, which is on by default.bunnei
2020-02-14Add 4:3 aspect ratio and address feedbackMorph
2020-02-13Add following aspect ratios: 16:9, 21:9, Stretch to WindowMorph
Available as a drop down within the configure graphics tab.