// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "DolphinWX/VideoConfigDiag.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "Common/Assert.h" #include "Common/FileUtil.h" #include "Core/Config/SYSCONFSettings.h" #include "Core/ConfigManager.h" #include "Core/Core.h" #include "Core/SysConf.h" #include "DolphinWX/DolphinSlider.h" #include "DolphinWX/Frame.h" #include "DolphinWX/Main.h" #include "DolphinWX/PostProcessingConfigDiag.h" #include "DolphinWX/WxUtils.h" #include "UICommon/VideoUtils.h" #include "VideoCommon/PostProcessing.h" #include "VideoCommon/VideoBackendBase.h" #include "VideoCommon/VideoConfig.h" #ifdef __APPLE__ #include #endif // template instantiation template class BoolSetting; template <> SettingCheckBox::BoolSetting(wxWindow* parent, const wxString& label, const wxString& tooltip, const Config::ConfigInfo& setting, bool reverse, long style) : wxCheckBox(parent, wxID_ANY, label, wxDefaultPosition, wxDefaultSize, style), m_setting(setting), m_reverse(reverse) { SetToolTip(tooltip); SetValue(Config::Get(m_setting) ^ m_reverse); if (Config::GetActiveLayerForConfig(m_setting) != Config::LayerType::Base) SetFont(GetFont().MakeBold()); Bind(wxEVT_CHECKBOX, &SettingCheckBox::UpdateValue, this); } template <> RefBoolSetting::RefBoolSetting(wxWindow* parent, const wxString& label, const wxString& tooltip, bool& setting, bool reverse, long style) : wxCheckBox(parent, wxID_ANY, label, wxDefaultPosition, wxDefaultSize, style), m_setting(setting), m_reverse(reverse) { SetToolTip(tooltip); SetValue(m_setting ^ m_reverse); Bind(wxEVT_CHECKBOX, &RefBoolSetting::UpdateValue, this); } SettingChoice::SettingChoice(wxWindow* parent, const Config::ConfigInfo& setting, const wxString& tooltip, int num, const wxString choices[], long style) : wxChoice(parent, wxID_ANY, wxDefaultPosition, wxDefaultSize, num, choices), m_setting(setting) { SetToolTip(tooltip); Select(Config::Get(m_setting)); Bind(wxEVT_CHOICE, &SettingChoice::UpdateValue, this); } void SettingChoice::UpdateValue(wxCommandEvent& ev) { Config::SetBaseOrCurrent(m_setting, ev.GetInt()); ev.Skip(); } static wxString default_desc = wxTRANSLATE("Move the mouse pointer over an option to display a detailed description."); #if defined(_WIN32) static wxString backend_desc = wxTRANSLATE("Selects what graphics API to use internally.\nThe software renderer is extremely " "slow and only useful for debugging, so you'll want to use either Direct3D or " "OpenGL. Different games and different GPUs will behave differently on each " "backend, so for the best emulation experience it's recommended to try both and " "choose the one that's less problematic.\n\nIf unsure, select OpenGL."); #else static wxString backend_desc = wxTRANSLATE("Selects what graphics API to use internally.\nThe software renderer is extremely " "slow and only useful for debugging, so unless you have a reason to use it you'll " "want to select OpenGL here.\n\nIf unsure, select OpenGL."); #endif static wxString adapter_desc = wxTRANSLATE("Selects a hardware adapter to use.\n\nIf unsure, use the first one."); static wxString display_res_desc = wxTRANSLATE("Selects the display resolution used in fullscreen mode.\nThis should always be " "bigger than or equal to the internal resolution. Performance impact is " "negligible.\n\nIf unsure, select auto."); static wxString use_fullscreen_desc = wxTRANSLATE( "Enable this if you want the whole screen to be used for rendering.\nIf this is disabled, a " "render window will be created instead.\n\nIf unsure, leave this unchecked."); static wxString auto_window_size_desc = wxTRANSLATE("Automatically adjusts the window size to your internal resolution.\n\nIf unsure, " "leave this unchecked."); static wxString keep_window_on_top_desc = wxTRANSLATE( "Keep the game window on top of all other windows.\n\nIf unsure, leave this unchecked."); static wxString hide_mouse_cursor_desc = wxTRANSLATE("Hides the mouse cursor if it's on top of the emulation window.\n\nIf unsure, " "leave this unchecked."); static wxString render_to_main_win_desc = wxTRANSLATE("Enable this if you want to use the main Dolphin window for rendering rather than " "a separate render window.\n\nIf unsure, leave this unchecked."); static wxString prog_scan_desc = wxTRANSLATE("Enables progressive scan if supported by the emulated software.\nMost games don't " "care about this.\n\nIf unsure, leave this unchecked."); static wxString ar_desc = wxTRANSLATE("Select what aspect ratio to use when rendering:\nAuto: Use the native aspect " "ratio\nForce 16:9: Mimic an analog TV with a widescreen aspect ratio.\nForce 4:3: " "Mimic a standard 4:3 analog TV.\nStretch to Window: Stretch the picture to the " "window size.\n\nIf unsure, select Auto."); static wxString ws_hack_desc = wxTRANSLATE( "Forces the game to output graphics for any aspect ratio.\nUse with \"Aspect Ratio\" set to " "\"Force 16:9\" to force 4:3-only games to run at 16:9.\nRarely produces good results and " "often partially breaks graphics and game UIs.\nUnnecessary (and detrimental) if using any " "AR/Gecko-code widescreen patches.\n\nIf unsure, leave this unchecked."); static wxString vsync_desc = wxTRANSLATE("Wait for vertical blanks in order to reduce tearing.\nDecreases performance if " "emulation speed is below 100%.\n\nIf unsure, leave this unchecked."); static wxString af_desc = wxTRANSLATE( "Enable anisotropic filtering.\nEnhances visual quality of textures that are at oblique " "viewing angles.\nMight cause issues in a small number of games.\n\nIf unsure, select 1x."); static wxString aa_desc = wxTRANSLATE("Reduces the amount of aliasing caused by rasterizing 3D graphics. This smooths " "out jagged edges on objects.\nIncreases GPU load and sometimes causes graphical " "issues. 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.\n\nIf unsure, select None."); static wxString scaled_efb_copy_desc = wxTRANSLATE( "Greatly increases quality of textures generated using render-to-texture effects.\nRaising the " "internal resolution will improve the effect of this setting.\nSlightly increases GPU load and " "causes relatively few graphical issues.\n\nIf unsure, leave this checked."); static wxString pixel_lighting_desc = wxTRANSLATE( "Calculates lighting of 3D objects per-pixel rather than per-vertex, smoothing out the " "appearance of lit polygons and making individual triangles less noticeable.\nRarely causes " "slowdowns or graphical issues.\n\nIf unsure, leave this unchecked."); static wxString fast_depth_calc_desc = wxTRANSLATE("Use a less accurate algorithm to calculate depth values.\nCauses issues in a few " "games, but can give a decent speedup depending on the game and/or your GPU.\n\nIf " "unsure, leave this checked."); static wxString disable_bbox_desc = wxTRANSLATE("Disable the bounding box emulation.\nThis may improve the GPU performance a lot, " "but some games will break.\n\nIf unsure, leave this checked."); static wxString force_filtering_desc = wxTRANSLATE("Filter all textures, including any that the game explicitly set as " "unfiltered.\nMay improve quality of certain textures in some games, but will " "cause issues in others.\n\nIf unsure, leave this unchecked."); static wxString borderless_fullscreen_desc = wxTRANSLATE( "Implement fullscreen mode with a borderless window spanning the whole screen instead of using " "exclusive mode.\nAllows for faster transitions between fullscreen and windowed mode, but " "slightly increases input latency, makes movement less smooth and slightly decreases " "performance.\nExclusive mode is required for Nvidia 3D Vision to work in the Direct3D " "backend.\n\nIf unsure, leave this unchecked."); static wxString internal_res_desc = wxTRANSLATE("Specifies the resolution used to render at. 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 is, the " "better your performance will be.\n\nIf unsure, select Native."); static wxString efb_access_desc = wxTRANSLATE("Ignore any requests from the CPU to read from or write to the EFB.\nImproves " "performance in some games, but might disable some gameplay-related features or " "graphical effects.\n\nIf unsure, leave this unchecked."); static wxString efb_emulate_format_changes_desc = wxTRANSLATE("Ignore any changes to the EFB format.\nImproves performance in many games without " "any negative effect. Causes graphical defects in a small number of other " "games.\n\nIf unsure, leave this checked."); static wxString skip_efb_copy_to_ram_desc = wxTRANSLATE( "Stores EFB Copies exclusively on the GPU, bypassing system memory. Causes graphical defects " "in a small number of games.\n\nEnabled = EFB Copies to Texture\nDisabled = EFB Copies to RAM " "(and Texture)\n\nIf unsure, leave this checked."); static wxString skip_xfb_copy_to_ram_desc = wxTRANSLATE( "Stores XFB Copies exclusively on the GPU, bypassing system memory. Causes graphical defects " "in a small number of games that need to readback from memory.\n\nEnabled = XFB Copies to " "Texture\nDisabled = XFB Copies to RAM " "(and Texture)\n\nIf unsure, leave this checked."); static wxString immediate_xfb_desc = wxTRANSLATE("Displays the XFB copies as soon as they are created, without waiting for scanout. " "Can cause graphical defects " "in some games if the game doesn't expect all XFB copies to be displayed. However, " "turning this setting on reduces latency." "\n\nIf unsure, leave this unchecked."); static wxString stc_desc = wxTRANSLATE("The \"Safe\" setting eliminates the likelihood of the GPU missing texture updates " "from RAM.\nLower accuracies cause in-game text to appear garbled in certain " "games.\n\nIf unsure, use the rightmost value."); static wxString wireframe_desc = wxTRANSLATE("Render the scene as a wireframe.\n\nIf unsure, leave this unchecked."); static wxString disable_fog_desc = wxTRANSLATE("Makes distant objects more visible by removing fog, thus increasing the overall " "detail.\nDisabling fog will break some games which rely on proper fog " "emulation.\n\nIf unsure, leave this unchecked."); static wxString show_fps_desc = wxTRANSLATE("Show the number of frames rendered per second as a measure of " "emulation speed.\n\nIf unsure, leave this unchecked."); static wxString show_netplay_ping_desc = wxTRANSLATE("Show the players' maximum Ping while playing on " "NetPlay.\n\nIf unsure, leave this unchecked."); static wxString log_render_time_to_file_desc = wxTRANSLATE("Log the render time of every frame to User/Logs/render_time.txt. Use this " "feature when you want to measure the performance of Dolphin.\n\nIf " "unsure, leave this unchecked."); static wxString show_stats_desc = wxTRANSLATE("Show various rendering statistics.\n\nIf unsure, leave this unchecked."); static wxString show_netplay_messages_desc = wxTRANSLATE("When playing on NetPlay, show chat messages, buffer changes and " "desync alerts.\n\nIf unsure, leave this unchecked."); static wxString texfmt_desc = wxTRANSLATE("Modify textures to show the format they're encoded in. Needs an emulation reset " "in most cases.\n\nIf unsure, leave this unchecked."); static wxString dump_textures_desc = wxTRANSLATE("Dump decoded game textures to User/Dump/Textures//.\n\nIf unsure, leave " "this unchecked."); static wxString load_hires_textures_desc = wxTRANSLATE( "Load custom textures from User/Load/Textures//.\n\nIf unsure, leave this unchecked."); static wxString cache_hires_textures_desc = wxTRANSLATE("Cache custom textures to system RAM on startup.\nThis can require exponentially " "more RAM but fixes possible stuttering.\n\nIf unsure, leave this unchecked."); static wxString dump_efb_desc = wxTRANSLATE( "Dump the contents of EFB copies to User/Dump/Textures/.\n\nIf unsure, leave this unchecked."); static wxString dump_xfb_desc = wxTRANSLATE( "Dump the contents of XFB copies to User/Dump/Textures/.\n\nIf unsure, leave this unchecked."); static wxString internal_resolution_frame_dumping_desc = wxTRANSLATE( "Create frame dumps and screenshots at the internal resolution of the renderer, rather than " "the size of the window it is displayed within. If the aspect ratio is widescreen, the output " "image will be scaled horizontally to preserve the vertical resolution.\n\nIf unsure, leave " "this unchecked."); #if defined(HAVE_FFMPEG) static wxString use_ffv1_desc = wxTRANSLATE("Encode frame dumps using the FFV1 codec.\n\nIf unsure, leave this unchecked."); #endif static wxString free_look_desc = wxTRANSLATE( "This feature allows you to change the game's camera.\nMove the mouse while holding the right " "mouse button to pan and while holding the middle button to move.\nHold SHIFT and press one of " "the WASD keys to move the camera by a certain step distance (SHIFT+2 to move faster and " "SHIFT+1 to move slower). Press SHIFT+R to reset the camera and SHIFT+F to reset the " "speed.\n\nIf unsure, leave this unchecked."); static wxString crop_desc = wxTRANSLATE("Crop the picture from its native aspect ratio to 4:3 or " "16:9.\n\nIf unsure, leave this unchecked."); static wxString ppshader_desc = wxTRANSLATE( "Apply a post-processing effect after finishing a frame.\n\nIf unsure, select Off."); static wxString cache_efb_copies_desc = wxTRANSLATE("Slightly speeds up EFB to RAM copies by sacrificing emulation accuracy.\nIf " "you're experiencing any issues, try raising texture cache accuracy or disable " "this option.\n\nIf unsure, leave this unchecked."); static wxString stereo_3d_desc = wxTRANSLATE("Selects the stereoscopic 3D mode. Stereoscopy allows you to get a better feeling " "of depth if you have the necessary hardware.\nSide-by-Side and Top-and-Bottom are " "used by most 3D TVs.\nAnaglyph is used for Red-Cyan colored glasses.\nHDMI 3D is " "used when your monitor supports 3D display resolutions.\nHeavily decreases " "emulation speed and sometimes causes issues.\n\nIf unsure, select Off."); static wxString stereo_depth_desc = wxTRANSLATE("Controls the separation distance between the virtual cameras.\nA higher value " "creates a stronger feeling of depth while a lower value is more comfortable."); static wxString stereo_convergence_desc = wxTRANSLATE("Controls the distance of the convergence plane. This is the distance at which " "virtual objects will appear to be in front of the screen.\nA higher value creates " "stronger out-of-screen effects while a lower value is more comfortable."); static wxString stereo_swap_desc = wxTRANSLATE("Swaps the left and right eye. Mostly useful if you want to view side-by-side " "cross-eyed.\n\nIf unsure, leave this unchecked."); static wxString validation_layer_desc = wxTRANSLATE("Enables validation of API calls made by the video backend, which may assist in " "debugging graphical issues.\n\nIf unsure, leave this unchecked."); static wxString backend_multithreading_desc = wxTRANSLATE("Enables multi-threading in the video backend, which may result in performance " "gains in some scenarios.\n\nIf unsure, leave this unchecked."); static wxString true_color_desc = wxTRANSLATE("Forces the game to render the RGB color channels in 24-bit, thereby increasing " "quality by reducing color banding.\nIt has no impact on performance and causes " "few graphical issues.\n\n\nIf unsure, leave this checked."); static wxString disable_copy_filter_desc = wxTRANSLATE("Disables the blending of adjacent rows when copying the EFB. This is known in " "some games as \"deflickering\" or \"smoothing\". Disabling the filter has no " "effect on performance, but may result in a sharper image, and causes few " "graphical issues.\n\n\nIf unsure, leave this checked."); static wxString vertex_rounding_desc = wxTRANSLATE("Rounds 2D vertices to whole pixels. Fixes graphical problems in some games at " "higher internal resolutions. This setting has no effect when native internal " "resolution is used.\n\nIf unsure, leave this unchecked."); static wxString gpu_texture_decoding_desc = wxTRANSLATE("Enables texture decoding using the GPU instead of the CPU. This may result in " "performance gains in some scenarios, or on systems where the CPU is the " "bottleneck.\n\nIf unsure, leave this unchecked."); static wxString shader_compile_sync_desc = wxTRANSLATE("Ubershaders are never used. Stuttering will occur during shader " "compilation, but GPU demands are low. Recommended for low-end hardware.\n\nIf " "unsure, select this mode."); static wxString shader_compile_uber_only_desc = wxTRANSLATE("Ubershaders will always be used. Provides a near stutter-free experience at the " "cost of high GPU requirements. Only recommended for high-end systems."); static wxString shader_compile_async_uber_desc = wxTRANSLATE("Ubershaders will be used to prevent stuttering during shader compilation, but " "specialized shaders will be used when they will not cause stuttering."); static wxString shader_compile_async_skip_desc = wxTRANSLATE("Instead of using ubershaders during shader compilation, objects which use these " "shaders will be not be rendered. This can further reduce stuttering and " "performance requirements, compared to ubershaders, at the cost of introducing " "visual glitches and broken effects. Not recommended."); static wxString shader_compile_before_start_desc = wxTRANSLATE("Waits for all shaders to finish compiling before starting a game. Enabling this " "option may reduce stuttering or hitching for a short time after the game is " "started, at the cost of a longer delay before the game starts. For systems with " "two or fewer cores, it is recommended to enable this option, as a large shader " "queue may reduce frame rates. Otherwise, if unsure, leave this unchecked."); VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string& title) : wxDialog(parent, wxID_ANY, wxString::Format(_("Dolphin %s Graphics Configuration"), wxGetTranslation(StrToWxStr(title)))), vconfig(g_Config) { // We don't need to load the config if the core is running, since it would have been done // at startup time already. if (!Core::IsRunning()) vconfig.Refresh(); Bind(wxEVT_UPDATE_UI, &VideoConfigDiag::OnUpdateUI, this); wxNotebook* const notebook = new wxNotebook(this, wxID_ANY); const int space5 = FromDIP(5); // -- GENERAL -- { wxPanel* const page_general = new wxPanel(notebook); notebook->AddPage(page_general, _("General")); wxBoxSizer* const szr_general = new wxBoxSizer(wxVERTICAL); // - basic { wxFlexGridSizer* const szr_basic = new wxFlexGridSizer(2, space5, space5); // backend { label_backend = new wxStaticText(page_general, wxID_ANY, _("Backend:")); choice_backend = new wxChoice(page_general, wxID_ANY); RegisterControl(choice_backend, wxGetTranslation(backend_desc)); for (const auto& backend : g_available_video_backends) { choice_backend->AppendString(wxGetTranslation(StrToWxStr(backend->GetDisplayName()))); } choice_backend->SetStringSelection( wxGetTranslation(StrToWxStr(g_video_backend->GetDisplayName()))); choice_backend->Bind(wxEVT_CHOICE, &VideoConfigDiag::Event_Backend, this); szr_basic->Add(label_backend, 0, wxALIGN_CENTER_VERTICAL); szr_basic->Add(choice_backend, 0, wxALIGN_CENTER_VERTICAL); } // adapter (D3D only) if (vconfig.backend_info.Adapters.size()) { choice_adapter = CreateChoice(page_general, Config::GFX_ADAPTER, wxGetTranslation(adapter_desc)); for (const std::string& adapter : vconfig.backend_info.Adapters) { choice_adapter->AppendString(StrToWxStr(adapter)); } choice_adapter->Select(vconfig.iAdapter); label_adapter = new wxStaticText(page_general, wxID_ANY, _("Adapter:")); szr_basic->Add(label_adapter, 0, wxALIGN_CENTER_VERTICAL); szr_basic->Add(choice_adapter, 0, wxALIGN_CENTER_VERTICAL); } // - display wxFlexGridSizer* const szr_display = new wxFlexGridSizer(2, space5, space5); { // aspect-ratio { const wxString ar_choices[] = {_("Auto"), _("Force 16:9"), _("Force 4:3"), _("Stretch to Window")}; szr_display->Add(new wxStaticText(page_general, wxID_ANY, _("Aspect Ratio:")), 0, wxALIGN_CENTER_VERTICAL); wxChoice* const choice_aspect = CreateChoice(page_general, Config::GFX_ASPECT_RATIO, wxGetTranslation(ar_desc), sizeof(ar_choices) / sizeof(*ar_choices), ar_choices); szr_display->Add(choice_aspect, 0, wxALIGN_CENTER_VERTICAL); } // various other display options { szr_display->Add(CreateCheckBox(page_general, _("V-Sync"), wxGetTranslation(vsync_desc), Config::GFX_VSYNC)); szr_display->Add(CreateCheckBoxRefBool(page_general, _("Use Fullscreen"), wxGetTranslation(use_fullscreen_desc), SConfig::GetInstance().bFullscreen)); } } // - other wxFlexGridSizer* const szr_other = new wxFlexGridSizer(2, space5, space5); { szr_other->Add(CreateCheckBox(page_general, _("Show FPS"), wxGetTranslation(show_fps_desc), Config::GFX_SHOW_FPS)); szr_other->Add(CreateCheckBox(page_general, _("Show NetPlay Ping"), wxGetTranslation(show_netplay_ping_desc), Config::GFX_SHOW_NETPLAY_PING)); szr_other->Add(CreateCheckBox(page_general, _("Log Render Time to File"), wxGetTranslation(log_render_time_to_file_desc), Config::GFX_LOG_RENDER_TIME_TO_FILE)); szr_other->Add(CreateCheckBoxRefBool(page_general, _("Auto-Adjust Window Size"), wxGetTranslation(auto_window_size_desc), SConfig::GetInstance().bRenderWindowAutoSize)); szr_other->Add(CreateCheckBox(page_general, _("Show NetPlay Messages"), wxGetTranslation(show_netplay_messages_desc), Config::GFX_SHOW_NETPLAY_MESSAGES)); szr_other->Add(CreateCheckBoxRefBool(page_general, _("Keep Window on Top"), wxGetTranslation(keep_window_on_top_desc), SConfig::GetInstance().bKeepWindowOnTop)); szr_other->Add(CreateCheckBoxRefBool(page_general, _("Always Hide Mouse Cursor"), wxGetTranslation(hide_mouse_cursor_desc), SConfig::GetInstance().bHideCursor)); szr_other->Add(render_to_main_checkbox = CreateCheckBoxRefBool(page_general, _("Render to Main Window"), wxGetTranslation(render_to_main_win_desc), SConfig::GetInstance().bRenderToMain)); if (vconfig.backend_info.bSupportsMultithreading) { szr_other->Add(CreateCheckBox(page_general, _("Enable Multi-threading"), wxGetTranslation(backend_multithreading_desc), Config::GFX_BACKEND_MULTITHREADING)); } } // - shader compilation wxGridBagSizer* const szr_shader_compilation = new wxGridBagSizer(space5, space5); { const std::array, 4> modes = { {{_("Synchronous"), wxGetTranslation(shader_compile_sync_desc)}, {_("Synchronous (Ubershaders)"), wxGetTranslation(shader_compile_uber_only_desc)}, {_("Asynchronous (Ubershaders)"), wxGetTranslation(shader_compile_async_uber_desc)}, {_("Asynchronous (Skip Drawing)"), wxGetTranslation(shader_compile_async_skip_desc)}}}; for (size_t i = 0; i < modes.size(); i++) { szr_shader_compilation->Add( CreateRadioButton(page_general, modes[i].first, modes[i].second, Config::GFX_SHADER_COMPILATION_MODE, static_cast(i)), wxGBPosition(static_cast(i / 2), static_cast(i % 2)), wxDefaultSpan, wxALIGN_CENTER_VERTICAL); } szr_shader_compilation->Add( CreateCheckBox(page_general, _("Compile Shaders Before Starting"), wxGetTranslation(shader_compile_before_start_desc), Config::GFX_WAIT_FOR_SHADERS_BEFORE_STARTING), wxGBPosition(2, 0), wxGBSpan(1, 2)); } wxStaticBoxSizer* const group_basic = new wxStaticBoxSizer(wxVERTICAL, page_general, _("Basic")); group_basic->Add(szr_basic, 1, wxEXPAND | wxLEFT | wxRIGHT, space5); group_basic->AddSpacer(space5); wxStaticBoxSizer* const group_display = new wxStaticBoxSizer(wxVERTICAL, page_general, _("Display")); group_display->Add(szr_display, 1, wxEXPAND | wxLEFT | wxRIGHT, space5); group_display->AddSpacer(space5); wxStaticBoxSizer* const group_other = new wxStaticBoxSizer(wxVERTICAL, page_general, _("Other")); group_other->Add(szr_other, 1, wxEXPAND | wxLEFT | wxRIGHT, space5); group_other->AddSpacer(space5); wxStaticBoxSizer* const group_shader_compilation = new wxStaticBoxSizer(wxVERTICAL, page_general, _("Shader Compilation")); group_shader_compilation->Add(szr_shader_compilation, 1, wxEXPAND | wxLEFT | wxRIGHT, space5); group_shader_compilation->AddSpacer(space5); szr_general->AddSpacer(space5); szr_general->Add(group_basic, 0, wxEXPAND | wxLEFT | wxRIGHT, space5); szr_general->AddSpacer(space5); szr_general->Add(group_display, 0, wxEXPAND | wxLEFT | wxRIGHT, space5); szr_general->AddSpacer(space5); szr_general->Add(group_other, 0, wxEXPAND | wxLEFT | wxRIGHT, space5); szr_general->AddSpacer(space5); szr_general->Add(group_shader_compilation, 0, wxEXPAND | wxLEFT | wxRIGHT, space5); } szr_general->AddSpacer(space5); szr_general->AddStretchSpacer(); CreateDescriptionArea(page_general, szr_general); page_general->SetSizerAndFit(szr_general); } // -- ENHANCEMENTS -- { wxPanel* const page_enh = new wxPanel(notebook); notebook->AddPage(page_enh, _("Enhancements")); wxBoxSizer* const szr_enh_main = new wxBoxSizer(wxVERTICAL); // - enhancements wxGridBagSizer* const szr_enh = new wxGridBagSizer(space5, space5); const wxGBSpan span2(1, 2); int row = 0; // Internal resolution { const wxString efbscale_choices[] = { _("Auto (Multiple of 640x528)"), _("Native (640x528)"), _("2x Native (1280x1056) for 720p"), _("3x Native (1920x1584) for 1080p"), _("4x Native (2560x2112) for 1440p"), _("5x Native (3200x2640)"), _("6x Native (3840x3168) for 4K"), _("7x Native (4480x3696)"), _("8x Native (5120x4224) for 5K"), _("Custom")}; wxChoice* const choice_efbscale = CreateChoice( page_enh, Config::GFX_EFB_SCALE, wxGetTranslation(internal_res_desc), (vconfig.iEFBScale > 8) ? ArraySize(efbscale_choices) : ArraySize(efbscale_choices) - 1, efbscale_choices); if (vconfig.iEFBScale > 8) choice_efbscale->SetSelection(9); szr_enh->Add(new wxStaticText(page_enh, wxID_ANY, _("Internal Resolution:")), wxGBPosition(row, 0), wxDefaultSpan, wxALIGN_CENTER_VERTICAL); szr_enh->Add(choice_efbscale, wxGBPosition(row, 1), span2, wxALIGN_CENTER_VERTICAL); row += 1; } // AA { text_aamode = new wxStaticText(page_enh, wxID_ANY, _("Anti-Aliasing:")); choice_aamode = new wxChoice(page_enh, wxID_ANY); RegisterControl(choice_aamode, wxGetTranslation(aa_desc)); PopulateAAList(); choice_aamode->Bind(wxEVT_CHOICE, &VideoConfigDiag::OnAAChanged, this); szr_enh->Add(text_aamode, wxGBPosition(row, 0), wxDefaultSpan, wxALIGN_CENTER_VERTICAL); szr_enh->Add(choice_aamode, wxGBPosition(row, 1), span2, wxALIGN_CENTER_VERTICAL); row += 1; } // AF { const std::array af_choices{{_("1x"), _("2x"), _("4x"), _("8x"), _("16x")}}; szr_enh->Add(new wxStaticText(page_enh, wxID_ANY, _("Anisotropic Filtering:")), wxGBPosition(row, 0), wxDefaultSpan, wxALIGN_CENTER_VERTICAL); szr_enh->Add(CreateChoice(page_enh, Config::GFX_ENHANCE_MAX_ANISOTROPY, wxGetTranslation(af_desc), af_choices.size(), af_choices.data()), wxGBPosition(row, 1), span2, wxALIGN_CENTER_VERTICAL); row += 1; } // postproc shader if (vconfig.backend_info.bSupportsPostProcessing) { choice_ppshader = new wxChoice(page_enh, wxID_ANY); RegisterControl(choice_ppshader, wxGetTranslation(ppshader_desc)); button_config_pp = new wxButton(page_enh, wxID_ANY, _("Config")); PopulatePostProcessingShaders(); choice_ppshader->Bind(wxEVT_CHOICE, &VideoConfigDiag::Event_PPShader, this); button_config_pp->Bind(wxEVT_BUTTON, &VideoConfigDiag::Event_ConfigurePPShader, this); szr_enh->Add(new wxStaticText(page_enh, wxID_ANY, _("Post-Processing Effect:")), wxGBPosition(row, 0), wxDefaultSpan, wxALIGN_CENTER_VERTICAL); szr_enh->Add(choice_ppshader, wxGBPosition(row, 1), wxDefaultSpan, wxALIGN_CENTER_VERTICAL); szr_enh->Add(button_config_pp, wxGBPosition(row, 2), wxDefaultSpan, wxALIGN_CENTER_VERTICAL); row += 1; } else { choice_ppshader = nullptr; button_config_pp = nullptr; } // Scaled copy, PL, Bilinear filter wxGridSizer* const cb_szr = new wxGridSizer(2, space5, space5); cb_szr->Add(CreateCheckBox(page_enh, _("Scaled EFB Copy"), wxGetTranslation(scaled_efb_copy_desc), Config::GFX_HACK_COPY_EFB_SCALED)); cb_szr->Add(CreateCheckBox(page_enh, _("Per-Pixel Lighting"), wxGetTranslation(pixel_lighting_desc), Config::GFX_ENABLE_PIXEL_LIGHTING)); cb_szr->Add(CreateCheckBox(page_enh, _("Force Texture Filtering"), wxGetTranslation(force_filtering_desc), Config::GFX_ENHANCE_FORCE_FILTERING)); cb_szr->Add(CreateCheckBox(page_enh, _("Widescreen Hack"), wxGetTranslation(ws_hack_desc), Config::GFX_WIDESCREEN_HACK)); cb_szr->Add(CreateCheckBox(page_enh, _("Disable Fog"), wxGetTranslation(disable_fog_desc), Config::GFX_DISABLE_FOG)); cb_szr->Add(CreateCheckBox(page_enh, _("Force 24-Bit Color"), wxGetTranslation(true_color_desc), Config::GFX_ENHANCE_FORCE_TRUE_COLOR)); cb_szr->Add(CreateCheckBox(page_enh, _("Disable Copy Filter"), wxGetTranslation(disable_copy_filter_desc), Config::GFX_ENHANCE_DISABLE_COPY_FILTER)); szr_enh->Add(cb_szr, wxGBPosition(row, 0), wxGBSpan(1, 3)); row += 1; wxStaticBoxSizer* const group_enh = new wxStaticBoxSizer(wxVERTICAL, page_enh, _("Enhancements")); group_enh->Add(szr_enh, 1, wxEXPAND | wxLEFT | wxRIGHT, space5); group_enh->AddSpacer(space5); szr_enh_main->AddSpacer(space5); szr_enh_main->Add(group_enh, 0, wxEXPAND | wxLEFT | wxRIGHT, space5); // - stereoscopy if (vconfig.backend_info.bSupportsGeometryShaders) { wxFlexGridSizer* const szr_stereo = new wxFlexGridSizer(2, space5, space5); szr_stereo->AddGrowableCol(1); szr_stereo->Add(new wxStaticText(page_enh, wxID_ANY, _("Stereoscopic 3D Mode:")), 0, wxALIGN_CENTER_VERTICAL); const wxString stereo_choices[] = {_("Off"), _("Side-by-Side"), _("Top-and-Bottom"), _("Anaglyph"), _("HDMI 3D"), _("Nvidia 3D Vision")}; wxChoice* stereo_choice = CreateChoice(page_enh, Config::GFX_STEREO_MODE, wxGetTranslation(stereo_3d_desc), vconfig.backend_info.bSupports3DVision ? ArraySize(stereo_choices) : ArraySize(stereo_choices) - 1, stereo_choices); stereo_choice->Bind(wxEVT_CHOICE, &VideoConfigDiag::Event_StereoMode, this); szr_stereo->Add(stereo_choice, 0, wxALIGN_CENTER_VERTICAL); DolphinSlider* const sep_slider = new DolphinSlider(page_enh, wxID_ANY, vconfig.iStereoDepth, 0, 100, wxDefaultPosition, FromDIP(wxSize(200, -1))); sep_slider->Bind(wxEVT_SLIDER, &VideoConfigDiag::Event_StereoDepth, this); RegisterControl(sep_slider, wxGetTranslation(stereo_depth_desc)); szr_stereo->Add(new wxStaticText(page_enh, wxID_ANY, _("Depth:"))); szr_stereo->Add(sep_slider); conv_slider = new DolphinSlider(page_enh, wxID_ANY, vconfig.iStereoConvergencePercentage, 0, 200, wxDefaultPosition, FromDIP(wxSize(200, -1)), wxSL_AUTOTICKS); conv_slider->ClearTicks(); conv_slider->SetTick(100); conv_slider->Bind(wxEVT_SLIDER, &VideoConfigDiag::Event_StereoConvergence, this); RegisterControl(conv_slider, wxGetTranslation(stereo_convergence_desc)); szr_stereo->Add(new wxStaticText(page_enh, wxID_ANY, _("Convergence:"))); szr_stereo->Add(conv_slider); szr_stereo->Add(CreateCheckBox(page_enh, _("Swap Eyes"), wxGetTranslation(stereo_swap_desc), Config::GFX_STEREO_SWAP_EYES)); wxStaticBoxSizer* const group_stereo = new wxStaticBoxSizer(wxVERTICAL, page_enh, _("Stereoscopy")); group_stereo->Add(szr_stereo, 1, wxEXPAND | wxLEFT | wxRIGHT, space5); group_stereo->AddSpacer(space5); szr_enh_main->AddSpacer(space5); szr_enh_main->Add(group_stereo, 0, wxEXPAND | wxLEFT | wxRIGHT, space5); } szr_enh_main->AddSpacer(space5); szr_enh_main->AddStretchSpacer(); CreateDescriptionArea(page_enh, szr_enh_main); page_enh->SetSizerAndFit(szr_enh_main); } // -- SPEED HACKS -- { wxPanel* const page_hacks = new wxPanel(notebook); notebook->AddPage(page_hacks, _("Hacks")); wxBoxSizer* const szr_hacks = new wxBoxSizer(wxVERTICAL); // - EFB hacks wxStaticBoxSizer* const szr_efb = new wxStaticBoxSizer(wxVERTICAL, page_hacks, _("Embedded Frame Buffer (EFB)")); szr_efb->Add(CreateCheckBox(page_hacks, _("Skip EFB Access from CPU"), wxGetTranslation(efb_access_desc), Config::GFX_HACK_EFB_ACCESS_ENABLE, true), 0, wxLEFT | wxRIGHT, space5); szr_efb->AddSpacer(space5); szr_efb->Add(CreateCheckBox(page_hacks, _("Ignore Format Changes"), wxGetTranslation(efb_emulate_format_changes_desc), Config::GFX_HACK_EFB_EMULATE_FORMAT_CHANGES, true), 0, wxLEFT | wxRIGHT, space5); szr_efb->AddSpacer(space5); szr_efb->Add(CreateCheckBox(page_hacks, _("Store EFB Copies to Texture Only"), wxGetTranslation(skip_efb_copy_to_ram_desc), Config::GFX_HACK_SKIP_EFB_COPY_TO_RAM), 0, wxLEFT | wxRIGHT, space5); szr_efb->AddSpacer(space5); szr_hacks->AddSpacer(space5); szr_hacks->Add(szr_efb, 0, wxEXPAND | wxLEFT | wxRIGHT, space5); // Texture cache { wxStaticBoxSizer* const szr_safetex = new wxStaticBoxSizer(wxVERTICAL, page_hacks, _("Texture Cache")); int slider_pos = -1; if (vconfig.iSafeTextureCache_ColorSamples == 0) slider_pos = 0; else if (vconfig.iSafeTextureCache_ColorSamples == 512) slider_pos = 1; else if (vconfig.iSafeTextureCache_ColorSamples == 128) slider_pos = 2; DolphinSlider* const stc_slider = new DolphinSlider(page_hacks, wxID_ANY, std::max(slider_pos, 0), 0, 2, wxDefaultPosition, wxDefaultSize, wxSL_HORIZONTAL | wxSL_BOTTOM); stc_slider->Bind(wxEVT_SLIDER, &VideoConfigDiag::Event_SafeTextureCache, this); RegisterControl(stc_slider, wxGetTranslation(stc_desc)); wxBoxSizer* const slide_szr = new wxBoxSizer(wxHORIZONTAL); slide_szr->Add(new wxStaticText(page_hacks, wxID_ANY, _("Accuracy:")), 0, wxALIGN_CENTER_VERTICAL); slide_szr->AddStretchSpacer(1); slide_szr->Add(new wxStaticText(page_hacks, wxID_ANY, _("Safe")), 0, wxALIGN_CENTER_VERTICAL | wxLEFT, space5); slide_szr->Add(stc_slider, 2, wxALIGN_CENTER_VERTICAL); slide_szr->Add(new wxStaticText(page_hacks, wxID_ANY, _("Fast")), 0, wxALIGN_CENTER_VERTICAL); szr_safetex->Add(slide_szr, 1, wxEXPAND | wxLEFT | wxRIGHT, space5); if (vconfig.backend_info.bSupportsGPUTextureDecoding) { szr_safetex->Add(CreateCheckBox(page_hacks, _("GPU Texture Decoding"), wxGetTranslation(gpu_texture_decoding_desc), Config::GFX_ENABLE_GPU_TEXTURE_DECODING), 1, wxEXPAND | wxLEFT | wxRIGHT, space5); } if (slider_pos == -1) { stc_slider->Disable(); wxString msg = wxString::Format(_("Hash tap count is set to %d which is non-standard.\n" "You will need to edit the INI manually."), vconfig.iSafeTextureCache_ColorSamples); szr_safetex->AddSpacer(space5); szr_safetex->Add(new wxStaticText(page_hacks, wxID_ANY, msg), 0, wxALIGN_RIGHT | wxLEFT | wxRIGHT, space5); } szr_safetex->AddSpacer(space5); szr_hacks->AddSpacer(space5); szr_hacks->Add(szr_safetex, 0, wxEXPAND | wxLEFT | wxRIGHT, space5); } // - XFB { wxStaticBoxSizer* const group_xfb = new wxStaticBoxSizer(wxVERTICAL, page_hacks, _("External Frame Buffer (XFB)")); group_xfb->Add(CreateCheckBox(page_hacks, _("Store XFB Copies to Texture Only"), wxGetTranslation(skip_xfb_copy_to_ram_desc), Config::GFX_HACK_SKIP_XFB_COPY_TO_RAM), 0, wxLEFT | wxRIGHT, space5); group_xfb->AddSpacer(space5); group_xfb->Add(CreateCheckBox(page_hacks, _("Immediately Present XFB"), wxGetTranslation(immediate_xfb_desc), Config::GFX_HACK_IMMEDIATE_XFB), 0, wxLEFT | wxRIGHT, space5); group_xfb->AddSpacer(space5); szr_hacks->AddSpacer(space5); szr_hacks->Add(group_xfb, 0, wxEXPAND | wxLEFT | wxRIGHT, space5); } // xfb // - other hacks { wxGridSizer* const szr_other = new wxGridSizer(2, space5, space5); szr_other->Add(CreateCheckBox(page_hacks, _("Fast Depth Calculation"), wxGetTranslation(fast_depth_calc_desc), Config::GFX_FAST_DEPTH_CALC)); szr_other->Add(CreateCheckBox(page_hacks, _("Disable Bounding Box"), wxGetTranslation(disable_bbox_desc), Config::GFX_HACK_BBOX_ENABLE, true)); vertex_rounding_checkbox = CreateCheckBox(page_hacks, _("Vertex Rounding"), wxGetTranslation(vertex_rounding_desc), Config::GFX_HACK_VERTEX_ROUDING); szr_other->Add(vertex_rounding_checkbox); wxStaticBoxSizer* const group_other = new wxStaticBoxSizer(wxVERTICAL, page_hacks, _("Other")); group_other->Add(szr_other, 1, wxEXPAND | wxLEFT | wxRIGHT, space5); group_other->AddSpacer(space5); szr_hacks->AddSpacer(space5); szr_hacks->Add(group_other, 0, wxEXPAND | wxLEFT | wxRIGHT, space5); } szr_hacks->AddSpacer(space5); szr_hacks->AddStretchSpacer(); CreateDescriptionArea(page_hacks, szr_hacks); page_hacks->SetSizerAndFit(szr_hacks); } // -- ADVANCED -- { wxPanel* const page_advanced = new wxPanel(notebook); notebook->AddPage(page_advanced, _("Advanced")); wxBoxSizer* const szr_advanced = new wxBoxSizer(wxVERTICAL); // - debug { wxGridSizer* const szr_debug = new wxGridSizer(2, space5, space5); szr_debug->Add(CreateCheckBox(page_advanced, _("Enable Wireframe"), wxGetTranslation(wireframe_desc), Config::GFX_ENABLE_WIREFRAME)); szr_debug->Add(CreateCheckBox(page_advanced, _("Show Statistics"), wxGetTranslation(show_stats_desc), Config::GFX_OVERLAY_STATS)); szr_debug->Add(CreateCheckBox(page_advanced, _("Texture Format Overlay"), wxGetTranslation(texfmt_desc), Config::GFX_TEXFMT_OVERLAY_ENABLE)); szr_debug->Add(CreateCheckBox(page_advanced, _("Enable API Validation Layers"), wxGetTranslation(validation_layer_desc), Config::GFX_ENABLE_VALIDATION_LAYER)); wxStaticBoxSizer* const group_debug = new wxStaticBoxSizer(wxVERTICAL, page_advanced, _("Debugging")); group_debug->Add(szr_debug, 1, wxEXPAND | wxLEFT | wxRIGHT, space5); group_debug->AddSpacer(space5); szr_advanced->AddSpacer(space5); szr_advanced->Add(group_debug, 0, wxEXPAND | wxLEFT | wxRIGHT, space5); } // - utility { wxGridSizer* const szr_utility = new wxGridSizer(2, space5, space5); szr_utility->Add(CreateCheckBox(page_advanced, _("Dump Textures"), wxGetTranslation(dump_textures_desc), Config::GFX_DUMP_TEXTURES)); szr_utility->Add(CreateCheckBox(page_advanced, _("Load Custom Textures"), wxGetTranslation(load_hires_textures_desc), Config::GFX_HIRES_TEXTURES)); cache_hires_textures = CreateCheckBox(page_advanced, _("Prefetch Custom Textures"), wxGetTranslation(cache_hires_textures_desc), Config::GFX_CACHE_HIRES_TEXTURES); szr_utility->Add(cache_hires_textures); szr_utility->Add(CreateCheckBox(page_advanced, _("Internal Resolution Frame Dumps"), wxGetTranslation(internal_resolution_frame_dumping_desc), Config::GFX_INTERNAL_RESOLUTION_FRAME_DUMPS)); szr_utility->Add(CreateCheckBox(page_advanced, _("Dump EFB Target"), wxGetTranslation(dump_efb_desc), Config::GFX_DUMP_EFB_TARGET)); szr_utility->Add(CreateCheckBox(page_advanced, _("Dump XFB Target"), wxGetTranslation(dump_xfb_desc), Config::GFX_DUMP_XFB_TARGET)); szr_utility->Add(CreateCheckBox(page_advanced, _("Free Look"), wxGetTranslation(free_look_desc), Config::GFX_FREE_LOOK)); #if defined(HAVE_FFMPEG) szr_utility->Add(CreateCheckBox(page_advanced, _("Frame Dumps Use FFV1"), wxGetTranslation(use_ffv1_desc), Config::GFX_USE_FFV1)); #endif wxStaticBoxSizer* const group_utility = new wxStaticBoxSizer(wxVERTICAL, page_advanced, _("Utility")); group_utility->Add(szr_utility, 1, wxEXPAND | wxLEFT | wxRIGHT, space5); group_utility->AddSpacer(space5); szr_advanced->AddSpacer(space5); szr_advanced->Add(group_utility, 0, wxEXPAND | wxLEFT | wxRIGHT, space5); } // - misc { wxGridSizer* const szr_misc = new wxGridSizer(2, space5, space5); szr_misc->Add( CreateCheckBox(page_advanced, _("Crop"), wxGetTranslation(crop_desc), Config::GFX_CROP)); // Progressive Scan { progressive_scan_checkbox = new wxCheckBox(page_advanced, wxID_ANY, _("Enable Progressive Scan")); RegisterControl(progressive_scan_checkbox, wxGetTranslation(prog_scan_desc)); progressive_scan_checkbox->Bind(wxEVT_CHECKBOX, &VideoConfigDiag::Event_ProgressiveScan, this); // TODO: split this into two different settings, one for Wii and one for GC? progressive_scan_checkbox->SetValue(Config::Get(Config::SYSCONF_PROGRESSIVE_SCAN)); szr_misc->Add(progressive_scan_checkbox); } #if defined WIN32 // Borderless Fullscreen borderless_fullscreen = CreateCheckBox(page_advanced, _("Borderless Fullscreen"), wxGetTranslation(borderless_fullscreen_desc), Config::GFX_BORDERLESS_FULLSCREEN); szr_misc->Add(borderless_fullscreen); #endif wxStaticBoxSizer* const group_misc = new wxStaticBoxSizer(wxVERTICAL, page_advanced, _("Misc")); group_misc->Add(szr_misc, 1, wxEXPAND | wxLEFT | wxRIGHT, space5); group_misc->AddSpacer(space5); szr_advanced->AddSpacer(space5); szr_advanced->Add(group_misc, 0, wxEXPAND | wxLEFT | wxRIGHT, space5); } szr_advanced->AddSpacer(space5); szr_advanced->AddStretchSpacer(); CreateDescriptionArea(page_advanced, szr_advanced); page_advanced->SetSizerAndFit(szr_advanced); } wxStdDialogButtonSizer* btn_sizer = CreateStdDialogButtonSizer(wxOK | wxNO_DEFAULT); btn_sizer->GetAffirmativeButton()->SetLabel(_("Close")); SetEscapeId(wxID_OK); // Escape key or window manager 'X' Bind(wxEVT_BUTTON, &VideoConfigDiag::Event_Close, this, wxID_OK); wxBoxSizer* const szr_main = new wxBoxSizer(wxVERTICAL); szr_main->AddSpacer(space5); szr_main->Add(notebook, 1, wxEXPAND | wxLEFT | wxRIGHT, space5); szr_main->AddSpacer(space5); szr_main->Add(btn_sizer, 0, wxEXPAND | wxLEFT | wxRIGHT, space5); szr_main->AddSpacer(space5); SetLayoutAdaptationMode(wxDIALOG_ADAPTATION_MODE_ENABLED); SetLayoutAdaptationLevel(wxDIALOG_ADAPTATION_STANDARD_SIZER); SetSizerAndFit(szr_main); Center(); SetFocus(); UpdateWindowUI(); } void VideoConfigDiag::Event_Backend(wxCommandEvent& ev) { auto& new_backend = g_available_video_backends[ev.GetInt()]; if (g_video_backend != new_backend.get()) { bool do_switch = !Core::IsRunning(); if (new_backend->GetName() == "Software Renderer") { do_switch = (wxYES == wxMessageBox(_("Software rendering is an order of magnitude slower than using the " "other backends.\nIt's only useful for debugging purposes.\nDo you " "really want to enable software rendering? If unsure, select 'No'."), _("Warning"), wxYES_NO | wxNO_DEFAULT | wxICON_EXCLAMATION, this)); } if (do_switch) { // TODO: Only reopen the dialog if the software backend is // selected (make sure to reinitialize backend info) // reopen the dialog Close(); g_video_backend = new_backend.get(); SConfig::GetInstance().m_strVideoBackend = g_video_backend->GetName(); g_video_backend->ShowConfig(GetParent()); } else { // Select current backend again choice_backend->SetStringSelection(StrToWxStr(g_video_backend->GetName())); } } ev.Skip(); } void VideoConfigDiag::Event_ProgressiveScan(wxCommandEvent& ev) { Config::SetBase(Config::SYSCONF_PROGRESSIVE_SCAN, ev.IsChecked()); ev.Skip(); } void VideoConfigDiag::Event_SafeTextureCache(wxCommandEvent& ev) { int samples[] = {0, 512, 128}; Config::SetBaseOrCurrent(Config::GFX_SAFE_TEXTURE_CACHE_COLOR_SAMPLES, samples[ev.GetInt()]); ev.Skip(); } void VideoConfigDiag::Event_PPShader(wxCommandEvent& ev) { const int sel = ev.GetInt(); std::string shader = sel ? WxStrToStr(ev.GetString()) : ""; Config::SetBaseOrCurrent(Config::GFX_ENHANCE_POST_SHADER, shader); // Should we enable the configuration button? PostProcessingShaderConfiguration postprocessing_shader; postprocessing_shader.LoadShader(shader); button_config_pp->Enable(postprocessing_shader.HasOptions()); ev.Skip(); } void VideoConfigDiag::Event_ConfigurePPShader(wxCommandEvent& ev) { PostProcessingConfigDiag dialog(this, vconfig.sPostProcessingShader); dialog.ShowModal(); ev.Skip(); } void VideoConfigDiag::Event_StereoDepth(wxCommandEvent& ev) { Config::SetBaseOrCurrent(Config::GFX_STEREO_DEPTH, ev.GetInt()); ev.Skip(); } void VideoConfigDiag::Event_StereoConvergence(wxCommandEvent& ev) { // Snap the slider int value = ev.GetInt(); if (90 < value && value < 110) conv_slider->SetValue(100); Config::SetBaseOrCurrent(Config::GFX_STEREO_CONVERGENCE_PERCENTAGE, conv_slider->GetValue()); ev.Skip(); } void VideoConfigDiag::Event_StereoMode(wxCommandEvent& ev) { if (vconfig.backend_info.bSupportsPostProcessing) { // Anaglyph overrides post-processing shaders choice_ppshader->Clear(); } ev.Skip(); } void VideoConfigDiag::Event_Close(wxCommandEvent& ev) { Config::Save(); ev.Skip(); } void VideoConfigDiag::OnUpdateUI(wxUpdateUIEvent& ev) { // Anti-aliasing choice_aamode->Enable(vconfig.backend_info.AAModes.size() > 1); text_aamode->Enable(vconfig.backend_info.AAModes.size() > 1); // custom textures cache_hires_textures->Enable(vconfig.bHiresTextures); // Vertex rounding vertex_rounding_checkbox->Enable(vconfig.iEFBScale != 1); // Repopulating the post-processing shaders can't be done from an event if (choice_ppshader && choice_ppshader->IsEmpty()) PopulatePostProcessingShaders(); // Things which shouldn't be changed during emulation if (Core::IsRunning()) { choice_backend->Disable(); label_backend->Disable(); // D3D only if (vconfig.backend_info.Adapters.size()) { choice_adapter->Disable(); label_adapter->Disable(); } progressive_scan_checkbox->Disable(); render_to_main_checkbox->Disable(); } ev.Skip(); } SettingCheckBox* VideoConfigDiag::CreateCheckBox(wxWindow* parent, const wxString& label, const wxString& description, const Config::ConfigInfo& setting, bool reverse, long style) { SettingCheckBox* const cb = new SettingCheckBox(parent, label, wxString(), setting, reverse, style); RegisterControl(cb, description); return cb; } RefBoolSetting* VideoConfigDiag::CreateCheckBoxRefBool(wxWindow* parent, const wxString& label, const wxString& description, bool& setting) { auto* const cb = new RefBoolSetting(parent, label, wxString(), setting, false, 0); RegisterControl(cb, description); return cb; } SettingChoice* VideoConfigDiag::CreateChoice(wxWindow* parent, const Config::ConfigInfo& setting, const wxString& description, int num, const wxString choices[], long style) { SettingChoice* const ch = new SettingChoice(parent, setting, wxString(), num, choices, style); RegisterControl(ch, description); return ch; } /* Use this to register descriptions for controls which have NOT been created using the Create* * functions from above */ wxControl* VideoConfigDiag::RegisterControl(wxControl* const control, const wxString& description) { ctrl_descs.emplace(control, description); control->Bind(wxEVT_ENTER_WINDOW, &VideoConfigDiag::Evt_EnterControl, this); control->Bind(wxEVT_LEAVE_WINDOW, &VideoConfigDiag::Evt_LeaveControl, this); return control; } void VideoConfigDiag::Evt_EnterControl(wxMouseEvent& ev) { // TODO: Re-Fit the sizer if necessary! // Get settings control object from event wxWindow* ctrl = (wxWindow*)ev.GetEventObject(); if (!ctrl) return; // look up description text object from the control's parent (which is the wxPanel of the current // tab) wxStaticText* descr_text = desc_texts[ctrl->GetParent()]; if (!descr_text) return; // look up the description of the selected control and assign it to the current description text // object's label descr_text->SetLabel(ctrl_descs[ctrl]); descr_text->Wrap(descr_text->GetSize().GetWidth()); ev.Skip(); } void VideoConfigDiag::Evt_LeaveControl(wxMouseEvent& ev) { // look up description text control and reset its label wxWindow* ctrl = static_cast(ev.GetEventObject()); if (!ctrl) return; wxStaticText* descr_text = desc_texts[ctrl->GetParent()]; if (!descr_text) return; descr_text->SetLabel(wxGetTranslation(default_desc)); descr_text->Wrap(descr_text->GetSize().GetWidth()); ev.Skip(); } void VideoConfigDiag::CreateDescriptionArea(wxPanel* const page, wxBoxSizer* const sizer) { const int space5 = FromDIP(5); // Create description frame wxStaticBoxSizer* const desc_sizer = new wxStaticBoxSizer(wxVERTICAL, page, _("Description")); sizer->Add(desc_sizer, 0, wxEXPAND | wxLEFT | wxRIGHT, space5); sizer->AddSpacer(space5); // Create description text (220 = 75*4 (75 chars), 80 = 10*8 (10 lines)) wxStaticText* const desc_text = new wxStaticText(page, wxID_ANY, wxGetTranslation(default_desc), wxDefaultPosition, wxDLG_UNIT(this, wxSize(220, 80)), wxST_NO_AUTORESIZE); desc_text->Wrap(desc_text->GetMinWidth()); desc_sizer->Add(desc_text, 1, wxEXPAND | wxLEFT | wxRIGHT, space5); desc_sizer->AddSpacer(space5); // Store description text object for later lookup desc_texts.emplace(page, desc_text); } void VideoConfigDiag::PopulatePostProcessingShaders() { std::vector shaders = vconfig.stereo_mode == StereoMode::Anaglyph ? PostProcessingShaderImplementation::GetAnaglyphShaderList(vconfig.backend_info.api_type) : PostProcessingShaderImplementation::GetShaderList(vconfig.backend_info.api_type); if (shaders.empty()) return; choice_ppshader->AppendString(_("Off")); for (const std::string& shader : shaders) { choice_ppshader->AppendString(StrToWxStr(shader)); } if (vconfig.sPostProcessingShader.empty()) { // Select (off) value in choice. choice_ppshader->Select(0); } else if (!choice_ppshader->SetStringSelection(StrToWxStr(vconfig.sPostProcessingShader))) { // Invalid shader, reset it to default choice_ppshader->Select(0); if (vconfig.stereo_mode == StereoMode::Anaglyph) { Config::SetBaseOrCurrent(Config::GFX_ENHANCE_POST_SHADER, std::string("dubois")); choice_ppshader->SetStringSelection(StrToWxStr(vconfig.sPostProcessingShader)); } else Config::SetBaseOrCurrent(Config::GFX_ENHANCE_POST_SHADER, std::string("")); } // Should the configuration button be loaded by default? PostProcessingShaderConfiguration postprocessing_shader; postprocessing_shader.LoadShader(vconfig.sPostProcessingShader); button_config_pp->Enable(postprocessing_shader.HasOptions()); } void VideoConfigDiag::PopulateAAList() { const auto& aa_modes = vconfig.backend_info.AAModes; const bool supports_ssaa = vconfig.backend_info.bSupportsSSAA; m_msaa_modes = 0; for (auto mode : aa_modes) { if (mode == 1) { choice_aamode->AppendString(_("None")); ASSERT_MSG(VIDEO, !supports_ssaa || m_msaa_modes == 0, "SSAA setting won't work correctly"); } else { choice_aamode->AppendString(std::to_string(mode) + "x MSAA"); ++m_msaa_modes; } } if (supports_ssaa) { for (auto mode : aa_modes) { if (mode != 1) choice_aamode->AppendString(std::to_string(mode) + "x SSAA"); } } int selected_mode_index = 0; auto index = std::find(aa_modes.begin(), aa_modes.end(), vconfig.iMultisamples); if (index != aa_modes.end()) selected_mode_index = index - aa_modes.begin(); // Select one of the SSAA modes at the end of the list if SSAA is enabled if (supports_ssaa && vconfig.bSSAA && aa_modes[selected_mode_index] != 1) selected_mode_index += m_msaa_modes; choice_aamode->SetSelection(selected_mode_index); } void VideoConfigDiag::OnAAChanged(wxCommandEvent& ev) { size_t mode = ev.GetInt(); ev.Skip(); Config::SetBaseOrCurrent(Config::GFX_SSAA, mode > m_msaa_modes); mode -= vconfig.bSSAA * m_msaa_modes; if (mode >= vconfig.backend_info.AAModes.size()) return; Config::SetBaseOrCurrent(Config::GFX_MSAA, vconfig.backend_info.AAModes[mode]); }