From a007ac6b9ccc23861f5a5c6967d535220ed794b0 Mon Sep 17 00:00:00 2001 From: lat9nq <22451773+lat9nq@users.noreply.github.com> Date: Sun, 7 May 2023 09:48:26 -0400 Subject: configure_graphics_advance: Generate UI at runtime We can iterate through the AdvancedGraphics settings and generate the UI during runtime. This doesn't help runtime efficiency, but it helps a ton in reducing the amount of work a developer needs in order to add a new setting. --- .../configuration/configure_graphics_advanced.cpp | 172 +++++---------------- 1 file changed, 36 insertions(+), 136 deletions(-) (limited to 'src/yuzu/configuration/configure_graphics_advanced.cpp') diff --git a/src/yuzu/configuration/configure_graphics_advanced.cpp b/src/yuzu/configuration/configure_graphics_advanced.cpp index d332c9b7b..6d387b5c3 100644 --- a/src/yuzu/configuration/configure_graphics_advanced.cpp +++ b/src/yuzu/configuration/configure_graphics_advanced.cpp @@ -1,6 +1,8 @@ // SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later +#include +#include #include "common/settings.h" #include "core/core.h" #include "ui_configure_graphics_advanced.h" @@ -9,94 +11,54 @@ ConfigureGraphicsAdvanced::ConfigureGraphicsAdvanced( const Core::System& system_, - std::shared_ptr> group, QWidget* parent) - : Tab(group, parent), ui{std::make_unique()}, system{system_} { + std::shared_ptr> group, + const ConfigurationShared::TranslationMap& translations_, QWidget* parent) + : Tab(group, parent), ui{std::make_unique()}, system{system_}, + translations{translations_} { ui->setupUi(this); - SetupPerGameUI(); - SetConfiguration(); - ui->enable_compute_pipelines_checkbox->setVisible(false); + checkbox_enable_compute_pipelines->setVisible(false); } ConfigureGraphicsAdvanced::~ConfigureGraphicsAdvanced() = default; void ConfigureGraphicsAdvanced::SetConfiguration() { const bool runtime_lock = !system.IsPoweredOn(); - ui->use_reactive_flushing->setEnabled(runtime_lock); - ui->async_present->setEnabled(runtime_lock); - ui->renderer_force_max_clock->setEnabled(runtime_lock); - ui->astc_recompression_combobox->setEnabled(runtime_lock); - ui->use_asynchronous_shaders->setEnabled(runtime_lock); - ui->anisotropic_filtering_combobox->setEnabled(runtime_lock); - ui->enable_compute_pipelines_checkbox->setEnabled(runtime_lock); - - ui->async_present->setChecked(Settings::values.async_presentation.GetValue()); - ui->renderer_force_max_clock->setChecked(Settings::values.renderer_force_max_clock.GetValue()); - ui->use_reactive_flushing->setChecked(Settings::values.use_reactive_flushing.GetValue()); - ui->use_asynchronous_shaders->setChecked(Settings::values.use_asynchronous_shaders.GetValue()); - ui->use_fast_gpu_time->setChecked(Settings::values.use_fast_gpu_time.GetValue()); - ui->use_vulkan_driver_pipeline_cache->setChecked( - Settings::values.use_vulkan_driver_pipeline_cache.GetValue()); - ui->enable_compute_pipelines_checkbox->setChecked( - Settings::values.enable_compute_pipelines.GetValue()); - ui->use_video_framerate_checkbox->setChecked(Settings::values.use_video_framerate.GetValue()); - ui->barrier_feedback_loops_checkbox->setChecked( - Settings::values.barrier_feedback_loops.GetValue()); - - if (Settings::IsConfiguringGlobal()) { - ui->gpu_accuracy->setCurrentIndex( - static_cast(Settings::values.gpu_accuracy.GetValue())); - ui->anisotropic_filtering_combobox->setCurrentIndex( - Settings::values.max_anisotropy.GetValue()); - ui->astc_recompression_combobox->setCurrentIndex( - static_cast(Settings::values.astc_recompression.GetValue())); - } else { - ConfigurationShared::SetPerGameSetting(ui->gpu_accuracy, &Settings::values.gpu_accuracy); - ConfigurationShared::SetPerGameSetting(ui->anisotropic_filtering_combobox, - &Settings::values.max_anisotropy); - ConfigurationShared::SetPerGameSetting(ui->astc_recompression_combobox, - &Settings::values.astc_recompression); - ConfigurationShared::SetHighlight(ui->label_gpu_accuracy, - !Settings::values.gpu_accuracy.UsingGlobal()); - ConfigurationShared::SetHighlight(ui->af_label, - !Settings::values.max_anisotropy.UsingGlobal()); - ConfigurationShared::SetHighlight(ui->label_astc_recompression, - !Settings::values.astc_recompression.UsingGlobal()); + auto& layout = *ui->populate_target->layout(); + std::map hold{}; // A map will sort the data for us + + for (auto setting : + Settings::values.linkage.by_category[Settings::Category::AdvancedGraphics]) { + QWidget* widget = ConfigurationShared::CreateWidget(setting, translations, this, + runtime_lock, apply_funcs, trackers); + + if (widget == nullptr) { + continue; + } + + if (!setting->IsEnum()) { + hold.emplace(setting->GetLabel(), widget); + } else { + layout.addWidget(widget); + } + + if (setting->GetLabel() == "enable_compute_pipelines") { + checkbox_enable_compute_pipelines = widget; + } + } + for (const auto& [label, widget] : hold) { + layout.addWidget(widget); } } void ConfigureGraphicsAdvanced::ApplyConfiguration() { - ConfigurationShared::ApplyPerGameSetting(&Settings::values.gpu_accuracy, ui->gpu_accuracy); - ConfigurationShared::ApplyPerGameSetting(&Settings::values.async_presentation, - ui->async_present, async_present); - ConfigurationShared::ApplyPerGameSetting(&Settings::values.renderer_force_max_clock, - ui->renderer_force_max_clock, - renderer_force_max_clock); - ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy, - ui->anisotropic_filtering_combobox); - ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_reactive_flushing, - ui->use_reactive_flushing, use_reactive_flushing); - ConfigurationShared::ApplyPerGameSetting(&Settings::values.astc_recompression, - ui->astc_recompression_combobox); - 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.use_vulkan_driver_pipeline_cache, - ui->use_vulkan_driver_pipeline_cache, - use_vulkan_driver_pipeline_cache); - ConfigurationShared::ApplyPerGameSetting(&Settings::values.enable_compute_pipelines, - ui->enable_compute_pipelines_checkbox, - enable_compute_pipelines); - ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_video_framerate, - ui->use_video_framerate_checkbox, use_video_framerate); - ConfigurationShared::ApplyPerGameSetting(&Settings::values.barrier_feedback_loops, - ui->barrier_feedback_loops_checkbox, - barrier_feedback_loops); + const bool is_powered_on = system.IsPoweredOn(); + for (const auto& func : apply_funcs) { + func(is_powered_on); + } } void ConfigureGraphicsAdvanced::changeEvent(QEvent* event) { @@ -111,68 +73,6 @@ void ConfigureGraphicsAdvanced::RetranslateUI() { ui->retranslateUi(this); } -void ConfigureGraphicsAdvanced::SetupPerGameUI() { - // Disable if not global (only happens during game) - if (Settings::IsConfiguringGlobal()) { - ui->gpu_accuracy->setEnabled(Settings::values.gpu_accuracy.UsingGlobal()); - ui->async_present->setEnabled(Settings::values.async_presentation.UsingGlobal()); - ui->renderer_force_max_clock->setEnabled( - Settings::values.renderer_force_max_clock.UsingGlobal()); - ui->use_reactive_flushing->setEnabled(Settings::values.use_reactive_flushing.UsingGlobal()); - ui->astc_recompression_combobox->setEnabled( - Settings::values.astc_recompression.UsingGlobal()); - ui->use_asynchronous_shaders->setEnabled( - Settings::values.use_asynchronous_shaders.UsingGlobal()); - ui->use_fast_gpu_time->setEnabled(Settings::values.use_fast_gpu_time.UsingGlobal()); - ui->use_vulkan_driver_pipeline_cache->setEnabled( - Settings::values.use_vulkan_driver_pipeline_cache.UsingGlobal()); - ui->anisotropic_filtering_combobox->setEnabled( - Settings::values.max_anisotropy.UsingGlobal()); - ui->enable_compute_pipelines_checkbox->setEnabled( - Settings::values.enable_compute_pipelines.UsingGlobal()); - ui->use_video_framerate_checkbox->setEnabled( - Settings::values.use_video_framerate.UsingGlobal()); - ui->barrier_feedback_loops_checkbox->setEnabled( - Settings::values.barrier_feedback_loops.UsingGlobal()); - - return; - } - - ConfigurationShared::SetColoredTristate(ui->async_present, Settings::values.async_presentation, - async_present); - ConfigurationShared::SetColoredTristate(ui->renderer_force_max_clock, - Settings::values.renderer_force_max_clock, - renderer_force_max_clock); - ConfigurationShared::SetColoredTristate( - ui->use_reactive_flushing, Settings::values.use_reactive_flushing, use_reactive_flushing); - ConfigurationShared::SetColoredTristate(ui->use_asynchronous_shaders, - Settings::values.use_asynchronous_shaders, - use_asynchronous_shaders); - ConfigurationShared::SetColoredTristate(ui->use_fast_gpu_time, - Settings::values.use_fast_gpu_time, use_fast_gpu_time); - ConfigurationShared::SetColoredTristate(ui->use_vulkan_driver_pipeline_cache, - Settings::values.use_vulkan_driver_pipeline_cache, - use_vulkan_driver_pipeline_cache); - ConfigurationShared::SetColoredTristate(ui->enable_compute_pipelines_checkbox, - Settings::values.enable_compute_pipelines, - enable_compute_pipelines); - ConfigurationShared::SetColoredTristate(ui->use_video_framerate_checkbox, - Settings::values.use_video_framerate, - use_video_framerate); - ConfigurationShared::SetColoredTristate(ui->barrier_feedback_loops_checkbox, - Settings::values.barrier_feedback_loops, - barrier_feedback_loops); - ConfigurationShared::SetColoredComboBox( - ui->gpu_accuracy, ui->label_gpu_accuracy, - static_cast(Settings::values.gpu_accuracy.GetValue(true))); - ConfigurationShared::SetColoredComboBox( - ui->anisotropic_filtering_combobox, ui->af_label, - static_cast(Settings::values.max_anisotropy.GetValue(true))); - ConfigurationShared::SetColoredComboBox( - ui->astc_recompression_combobox, ui->label_astc_recompression, - static_cast(Settings::values.astc_recompression.GetValue(true))); -} - void ConfigureGraphicsAdvanced::ExposeComputeOption() { - ui->enable_compute_pipelines_checkbox->setVisible(true); + checkbox_enable_compute_pipelines->setVisible(true); } -- cgit v1.2.3