Files
dolphin/Source/Core/DolphinQt/Config/Graphics/EnhancementsWidget.cpp
Dentomologist 4303e086bf EnhancementsWidget: Fix display of default post-processing effect
Show "(off)" instead of "" when the default post-processing effect is
selected. This also indirectly fixes issues with keyboard navigation of
the post-processing effect combobox when the default is selected,
resolving https://bugs.dolphin-emu.org/issues/13863.

m_post_processing_effect was previously using the ConfigStringChoice
constructor that assumes the text and data of each option are identical.
This is true for all the other effects, but since "(off)" has the config
value of "" this assumption was failing for it, causing the combobox to
be blank.
2025-08-11 18:01:14 -07:00

630 lines
30 KiB
C++

// Copyright 2017 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "DolphinQt/Config/Graphics/EnhancementsWidget.h"
#include <QGridLayout>
#include <QGroupBox>
#include <QLabel>
#include <QPushButton>
#include <QVBoxLayout>
#include "Common/CommonTypes.h"
#include "Common/EnumUtils.h"
#include "Core/Config/GraphicsSettings.h"
#include "DolphinQt/Config/ConfigControls/ConfigBool.h"
#include "DolphinQt/Config/ConfigControls/ConfigChoice.h"
#include "DolphinQt/Config/ConfigControls/ConfigSlider.h"
#include "DolphinQt/Config/GameConfigWidget.h"
#include "DolphinQt/Config/Graphics/ColorCorrectionConfigWindow.h"
#include "DolphinQt/Config/Graphics/GraphicsPane.h"
#include "DolphinQt/Config/Graphics/PostProcessingConfigWindow.h"
#include "DolphinQt/Config/ToolTipControls/ToolTipPushButton.h"
#include "DolphinQt/QtUtils/NonDefaultQPushButton.h"
#include "VideoCommon/PostProcessing.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
EnhancementsWidget::EnhancementsWidget(GraphicsPane* gfx_pane)
: m_game_layer{gfx_pane->GetConfigLayer()}
{
CreateWidgets();
LoadPostProcessingShaders();
ConnectWidgets();
AddDescriptions();
// BackendChanged is called by parent on window creation.
connect(gfx_pane, &GraphicsPane::BackendChanged, this, &EnhancementsWidget::OnBackendChanged);
connect(gfx_pane, &GraphicsPane::UseFastTextureSamplingChanged, this, [this] {
m_texture_filtering_combo->setEnabled(ReadSetting(Config::GFX_HACK_FAST_TEXTURE_SAMPLING));
});
connect(gfx_pane, &GraphicsPane::UseGPUTextureDecodingChanged, this, [this] {
m_arbitrary_mipmap_detection->setEnabled(!ReadSetting(Config::GFX_ENABLE_GPU_TEXTURE_DECODING));
});
}
constexpr int ANISO_1x = Common::ToUnderlying(AnisotropicFilteringMode::Force1x);
constexpr int ANISO_2X = Common::ToUnderlying(AnisotropicFilteringMode::Force2x);
constexpr int ANISO_4X = Common::ToUnderlying(AnisotropicFilteringMode::Force4x);
constexpr int ANISO_8X = Common::ToUnderlying(AnisotropicFilteringMode::Force8x);
constexpr int ANISO_16X = Common::ToUnderlying(AnisotropicFilteringMode::Force16x);
constexpr int FILTERING_DEFAULT = Common::ToUnderlying(TextureFilteringMode::Default);
constexpr int FILTERING_NEAREST = Common::ToUnderlying(TextureFilteringMode::Nearest);
constexpr int FILTERING_LINEAR = Common::ToUnderlying(TextureFilteringMode::Linear);
void EnhancementsWidget::CreateWidgets()
{
auto* main_layout = new QVBoxLayout;
// Enhancements
auto* enhancements_box = new QGroupBox(tr("Enhancements"));
auto* enhancements_layout = new QGridLayout();
enhancements_box->setLayout(enhancements_layout);
QStringList resolution_options{tr("Auto (Multiple of 640x528)"), tr("Native (640x528)")};
// From 2x up.
// To calculate the suggested internal resolution scale for each common output resolution,
// we find the minimum multiplier that results in an equal or greater resolution than the
// output one, on both width and height.
// Note that often games don't render to the full resolution, but have some black bars
// on the edges; this is not accounted for in the calculations.
const QStringList resolution_extra_options{
tr("720p"), tr("1080p"), tr("1440p"), QStringLiteral(""),
tr("4K"), QStringLiteral(""), tr("5K"), QStringLiteral(""),
QStringLiteral(""), QStringLiteral(""), tr("8K")};
const int visible_resolution_option_count = static_cast<int>(resolution_options.size()) +
static_cast<int>(resolution_extra_options.size());
// If the current scale is greater than the max scale in the ini, add sufficient options so that
// when the settings are saved we don't lose the user-modified value from the ini.
const int max_efb_scale =
std::max(ReadSetting(Config::GFX_EFB_SCALE), ReadSetting(Config::GFX_MAX_EFB_SCALE));
for (int scale = static_cast<int>(resolution_options.size()); scale <= max_efb_scale; scale++)
{
const QString scale_text = QString::number(scale);
const QString width_text = QString::number(static_cast<int>(EFB_WIDTH) * scale);
const QString height_text = QString::number(static_cast<int>(EFB_HEIGHT) * scale);
const int extra_index = resolution_options.size() - 2;
const QString extra_text = resolution_extra_options.size() > extra_index ?
resolution_extra_options[extra_index] :
QStringLiteral("");
if (extra_text.isEmpty())
{
resolution_options.append(tr("%1x Native (%2x%3)").arg(scale_text, width_text, height_text));
}
else
{
resolution_options.append(
tr("%1x Native (%2x%3) for %4").arg(scale_text, width_text, height_text, extra_text));
}
}
m_ir_combo = new ConfigChoice(resolution_options, Config::GFX_EFB_SCALE, m_game_layer);
m_ir_combo->setMaxVisibleItems(visible_resolution_option_count);
m_antialiasing_combo = new ConfigComplexChoice(Config::GFX_MSAA, Config::GFX_SSAA, m_game_layer);
m_antialiasing_combo->Add(tr("None"), (u32)1, false);
m_texture_filtering_combo =
new ConfigComplexChoice(Config::GFX_ENHANCE_MAX_ANISOTROPY,
Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING, m_game_layer);
m_texture_filtering_combo->Add(tr("Default"), Config::DefaultState{}, FILTERING_DEFAULT);
m_texture_filtering_combo->Add(tr("1x Anisotropic"), ANISO_1x, FILTERING_DEFAULT);
m_texture_filtering_combo->Add(tr("2x Anisotropic"), ANISO_2X, FILTERING_DEFAULT);
m_texture_filtering_combo->Add(tr("4x Anisotropic"), ANISO_4X, FILTERING_DEFAULT);
m_texture_filtering_combo->Add(tr("8x Anisotropic"), ANISO_8X, FILTERING_DEFAULT);
m_texture_filtering_combo->Add(tr("16x Anisotropic"), ANISO_16X, FILTERING_DEFAULT);
m_texture_filtering_combo->Add(tr("Force Nearest and 1x Anisotropic "), ANISO_1x,
FILTERING_NEAREST);
m_texture_filtering_combo->Add(tr("Force Linear and 1x Anisotropic"), ANISO_1x, FILTERING_LINEAR);
m_texture_filtering_combo->Add(tr("Force Linear and 2x Anisotropic"), ANISO_2X, FILTERING_LINEAR);
m_texture_filtering_combo->Add(tr("Force Linear and 4x Anisotropic"), ANISO_4X, FILTERING_LINEAR);
m_texture_filtering_combo->Add(tr("Force Linear and 8x Anisotropic"), ANISO_8X, FILTERING_LINEAR);
m_texture_filtering_combo->Add(tr("Force Linear and 16x Anisotropic"), ANISO_16X,
FILTERING_LINEAR);
m_texture_filtering_combo->Refresh();
m_texture_filtering_combo->setEnabled(ReadSetting(Config::GFX_HACK_FAST_TEXTURE_SAMPLING));
m_output_resampling_combo = new ConfigChoice(
{tr("Default"), tr("Bilinear"), tr("Bicubic: B-Spline"), tr("Bicubic: Mitchell-Netravali"),
tr("Bicubic: Catmull-Rom"), tr("Sharp Bilinear"), tr("Area Sampling")},
Config::GFX_ENHANCE_OUTPUT_RESAMPLING, m_game_layer);
m_configure_color_correction = new ToolTipPushButton(tr("Configure"));
// The post-processing effect "(off)" has the config value "", so we need to use the constructor
// that sets ConfigStringChoice's m_text_is_data to false. m_post_processing_effect is cleared in
// LoadPostProcessingShaders so it's pointless to fill it with real data here.
const std::vector<std::pair<QString, QString>> separate_data_and_text;
m_post_processing_effect =
new ConfigStringChoice(separate_data_and_text, Config::GFX_ENHANCE_POST_SHADER, m_game_layer);
m_configure_post_processing_effect = new NonDefaultQPushButton(tr("Configure"));
m_configure_post_processing_effect->setDisabled(true);
m_scaled_efb_copy =
new ConfigBool(tr("Scaled EFB Copy"), Config::GFX_HACK_COPY_EFB_SCALED, m_game_layer);
m_per_pixel_lighting =
new ConfigBool(tr("Per-Pixel Lighting"), Config::GFX_ENABLE_PIXEL_LIGHTING, m_game_layer);
m_widescreen_hack =
new ConfigBool(tr("Widescreen Hack"), Config::GFX_WIDESCREEN_HACK, m_game_layer);
m_disable_fog = new ConfigBool(tr("Disable Fog"), Config::GFX_DISABLE_FOG, m_game_layer);
m_force_24bit_color =
new ConfigBool(tr("Force 24-Bit Color"), Config::GFX_ENHANCE_FORCE_TRUE_COLOR, m_game_layer);
m_disable_copy_filter = new ConfigBool(tr("Disable Copy Filter"),
Config::GFX_ENHANCE_DISABLE_COPY_FILTER, m_game_layer);
m_arbitrary_mipmap_detection =
new ConfigBool(tr("Arbitrary Mipmap Detection"),
Config::GFX_ENHANCE_ARBITRARY_MIPMAP_DETECTION, m_game_layer);
m_arbitrary_mipmap_detection->setEnabled(!ReadSetting(Config::GFX_ENABLE_GPU_TEXTURE_DECODING));
m_hdr = new ConfigBool(tr("HDR Post-Processing"), Config::GFX_ENHANCE_HDR_OUTPUT, m_game_layer);
int row = 0;
enhancements_layout->addWidget(new QLabel(tr("Internal Resolution:")), row, 0);
enhancements_layout->addWidget(m_ir_combo, row, 1, 1, -1);
++row;
enhancements_layout->addWidget(new QLabel(tr("Anti-Aliasing:")), row, 0);
enhancements_layout->addWidget(m_antialiasing_combo, row, 1, 1, -1);
++row;
enhancements_layout->addWidget(new QLabel(tr("Texture Filtering:")), row, 0);
enhancements_layout->addWidget(m_texture_filtering_combo, row, 1, 1, -1);
++row;
enhancements_layout->addWidget(new QLabel(tr("Output Resampling:")), row, 0);
enhancements_layout->addWidget(m_output_resampling_combo, row, 1, 1, -1);
++row;
enhancements_layout->addWidget(new QLabel(tr("Color Correction:")), row, 0);
enhancements_layout->addWidget(m_configure_color_correction, row, 1, 1, -1);
++row;
enhancements_layout->addWidget(new QLabel(tr("Post-Processing Effect:")), row, 0);
enhancements_layout->addWidget(m_post_processing_effect, row, 1);
enhancements_layout->addWidget(m_configure_post_processing_effect, row, 2);
++row;
enhancements_layout->addWidget(m_scaled_efb_copy, row, 0);
enhancements_layout->addWidget(m_per_pixel_lighting, row, 1, 1, -1);
++row;
enhancements_layout->addWidget(m_widescreen_hack, row, 0);
enhancements_layout->addWidget(m_force_24bit_color, row, 1, 1, -1);
++row;
enhancements_layout->addWidget(m_disable_fog, row, 0);
enhancements_layout->addWidget(m_arbitrary_mipmap_detection, row, 1, 1, -1);
++row;
enhancements_layout->addWidget(m_disable_copy_filter, row, 0);
enhancements_layout->addWidget(m_hdr, row, 1, 1, -1);
++row;
// Stereoscopy
auto* stereoscopy_box = new QGroupBox(tr("Stereoscopy"));
auto* stereoscopy_layout = new QGridLayout();
stereoscopy_box->setLayout(stereoscopy_layout);
m_3d_mode = new ConfigChoice({tr("Off"), tr("Side-by-Side"), tr("Top-and-Bottom"), tr("Anaglyph"),
tr("HDMI 3D"), tr("Passive")},
Config::GFX_STEREO_MODE, m_game_layer);
m_3d_depth =
new ConfigSlider(0, Config::GFX_STEREO_DEPTH_MAXIMUM, Config::GFX_STEREO_DEPTH, m_game_layer);
m_3d_convergence = new ConfigSlider(0, Config::GFX_STEREO_CONVERGENCE_MAXIMUM,
Config::GFX_STEREO_CONVERGENCE, m_game_layer, 100);
m_3d_swap_eyes = new ConfigBool(tr("Swap Eyes"), Config::GFX_STEREO_SWAP_EYES, m_game_layer);
m_3d_per_eye_resolution = new ConfigBool(
tr("Use Full Resolution Per Eye"), Config::GFX_STEREO_PER_EYE_RESOLUTION_FULL, m_game_layer);
stereoscopy_layout->addWidget(new QLabel(tr("Stereoscopic 3D Mode:")), 0, 0);
stereoscopy_layout->addWidget(m_3d_mode, 0, 1);
stereoscopy_layout->addWidget(new ConfigSliderLabel(tr("Depth:"), m_3d_depth), 1, 0);
stereoscopy_layout->addWidget(m_3d_depth, 1, 1);
stereoscopy_layout->addWidget(new ConfigSliderLabel(tr("Convergence:"), m_3d_convergence), 2, 0);
stereoscopy_layout->addWidget(m_3d_convergence, 2, 1);
stereoscopy_layout->addWidget(m_3d_swap_eyes, 3, 0);
stereoscopy_layout->addWidget(m_3d_per_eye_resolution, 4, 0);
auto current_stereo_mode = ReadSetting(Config::GFX_STEREO_MODE);
if (current_stereo_mode != StereoMode::SBS && current_stereo_mode != StereoMode::TAB)
m_3d_per_eye_resolution->hide();
main_layout->addWidget(enhancements_box);
main_layout->addWidget(stereoscopy_box);
main_layout->addStretch();
setLayout(main_layout);
}
void EnhancementsWidget::ConnectWidgets()
{
connect(m_3d_mode, &QComboBox::currentIndexChanged, [this] {
auto current_stereo_mode = ReadSetting(Config::GFX_STEREO_MODE);
LoadPostProcessingShaders();
if (current_stereo_mode == StereoMode::SBS || current_stereo_mode == StereoMode::TAB)
m_3d_per_eye_resolution->show();
else
m_3d_per_eye_resolution->hide();
});
connect(m_post_processing_effect, &QComboBox::currentIndexChanged, this,
&EnhancementsWidget::ShaderChanged);
connect(m_configure_color_correction, &QPushButton::clicked, this,
&EnhancementsWidget::ConfigureColorCorrection);
connect(m_configure_post_processing_effect, &QPushButton::clicked, this,
&EnhancementsWidget::ConfigurePostProcessingShader);
}
template <typename T>
T EnhancementsWidget::ReadSetting(const Config::Info<T>& setting) const
{
if (m_game_layer != nullptr)
return m_game_layer->Get(setting);
else
return Config::Get(setting);
}
void EnhancementsWidget::LoadPostProcessingShaders()
{
auto stereo_mode = ReadSetting(Config::GFX_STEREO_MODE);
const QSignalBlocker blocker(m_post_processing_effect);
m_post_processing_effect->clear();
// Get shader list
std::vector<std::string> shaders = VideoCommon::PostProcessing::GetShaderList();
if (stereo_mode == StereoMode::Anaglyph)
shaders = VideoCommon::PostProcessing::GetAnaglyphShaderList();
else if (stereo_mode == StereoMode::Passive)
shaders = VideoCommon::PostProcessing::GetPassiveShaderList();
// Populate widget
if (stereo_mode != StereoMode::Anaglyph && stereo_mode != StereoMode::Passive)
m_post_processing_effect->addItem(tr("(off)"), QStringLiteral(""));
auto selected_shader = ReadSetting(Config::GFX_ENHANCE_POST_SHADER);
bool found = false;
for (const auto& shader : shaders)
{
const QString name = QString::fromStdString(shader);
m_post_processing_effect->addItem(name, name);
if (selected_shader == shader)
{
m_post_processing_effect->setCurrentIndex(m_post_processing_effect->count() - 1);
found = true;
}
}
// Force a shader for StereoModes that require it.
if (!found)
{
if (stereo_mode == StereoMode::Anaglyph)
selected_shader = "dubois";
else if (stereo_mode == StereoMode::Passive)
selected_shader = "horizontal";
else
selected_shader = "";
const int index =
std::max(0, m_post_processing_effect->findData(QString::fromStdString(selected_shader)));
m_post_processing_effect->setCurrentIndex(index);
// Save forced shader, but avoid forcing an option into a game ini layer.
if (m_game_layer == nullptr && ReadSetting(Config::GFX_ENHANCE_POST_SHADER) != selected_shader)
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_POST_SHADER, selected_shader);
}
m_post_processing_effect->Load();
ShaderChanged();
}
void EnhancementsWidget::OnBackendChanged()
{
m_output_resampling_combo->setEnabled(g_backend_info.bSupportsPostProcessing);
m_configure_color_correction->setEnabled(g_backend_info.bSupportsPostProcessing);
m_hdr->setEnabled(g_backend_info.bSupportsHDROutput);
// Stereoscopy
const bool supports_stereoscopy = g_backend_info.bSupportsGeometryShaders;
m_3d_mode->setEnabled(supports_stereoscopy);
m_3d_convergence->setEnabled(supports_stereoscopy);
m_3d_depth->setEnabled(supports_stereoscopy);
m_3d_swap_eyes->setEnabled(supports_stereoscopy);
// PostProcessing
const bool supports_postprocessing = g_backend_info.bSupportsPostProcessing;
if (!supports_postprocessing)
{
m_configure_post_processing_effect->setEnabled(false);
m_post_processing_effect->setEnabled(false);
m_post_processing_effect->setToolTip(
tr("%1 doesn't support this feature.").arg(tr(g_video_backend->GetDisplayName().c_str())));
}
else if (!m_post_processing_effect->isEnabled() && supports_postprocessing)
{
m_configure_post_processing_effect->setEnabled(true);
m_post_processing_effect->setEnabled(true);
m_post_processing_effect->setToolTip(QString{});
LoadPostProcessingShaders();
}
UpdateAntialiasingOptions();
}
void EnhancementsWidget::ShaderChanged()
{
auto shader = ReadSetting(Config::GFX_ENHANCE_POST_SHADER);
if (shader == "(off)" || shader == "")
{
shader = "";
// Setting a shader to null in a game ini could be confusing, as it won't be bolded. Remove it
// instead.
if (m_game_layer != nullptr)
m_game_layer->DeleteKey(Config::GFX_ENHANCE_POST_SHADER.GetLocation());
else
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_POST_SHADER, shader);
}
if (shader != "" && m_post_processing_effect->isEnabled())
{
VideoCommon::PostProcessingConfiguration pp_shader;
pp_shader.LoadShader(shader);
m_configure_post_processing_effect->setEnabled(pp_shader.HasOptions());
}
else
{
m_configure_post_processing_effect->setEnabled(false);
}
}
void EnhancementsWidget::OnConfigChanged()
{
// Only used for the GameConfigWidget. Bypasses graphics window signals and backend info due to it
// being global.
m_texture_filtering_combo->setEnabled(ReadSetting(Config::GFX_HACK_FAST_TEXTURE_SAMPLING));
m_arbitrary_mipmap_detection->setEnabled(!ReadSetting(Config::GFX_ENABLE_GPU_TEXTURE_DECODING));
UpdateAntialiasingOptions();
// Needs to update after deleting a key for 3d settings.
LoadPostProcessingShaders();
}
void EnhancementsWidget::UpdateAntialiasingOptions()
{
const QSignalBlocker blocker(m_antialiasing_combo);
m_antialiasing_combo->Reset();
m_antialiasing_combo->Add(tr("None"), (u32)1, false);
const std::vector<u32>& aa_modes = g_backend_info.AAModes;
for (const u32 aa_mode : aa_modes)
{
if (aa_mode > 1)
m_antialiasing_combo->Add(tr("%1x MSAA").arg(aa_mode), aa_mode, false);
}
if (g_backend_info.bSupportsSSAA)
{
for (const u32 aa_mode : aa_modes)
{
if (aa_mode > 1)
m_antialiasing_combo->Add(tr("%1x SSAA").arg(aa_mode), aa_mode, true);
}
}
m_antialiasing_combo->Refresh();
// Backend info can't be populated in the local game settings window. Only enable local game AA
// edits when the backend info is correct - global and local have the same backend.
const bool good_info =
m_game_layer == nullptr || !m_game_layer->Exists(Config::MAIN_GFX_BACKEND.GetLocation()) ||
Config::Get(Config::MAIN_GFX_BACKEND) == m_game_layer->Get(Config::MAIN_GFX_BACKEND);
m_antialiasing_combo->setEnabled(m_antialiasing_combo->count() > 1 && good_info);
}
void EnhancementsWidget::AddDescriptions()
{
static const char TR_INTERNAL_RESOLUTION_DESCRIPTION[] =
QT_TR_NOOP("Controls the rendering resolution.<br><br>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, the "
"better performance will be.<br><br><dolphin_emphasis>If unsure, "
"select Native.</dolphin_emphasis>");
static const char TR_ANTIALIAS_DESCRIPTION[] = QT_TR_NOOP(
"Reduces the amount of aliasing caused by rasterizing 3D graphics, resulting "
"in smoother edges on objects. Increases GPU load and sometimes causes graphical "
"issues.<br><br>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.<br><br><dolphin_emphasis>If unsure, select "
"None.</dolphin_emphasis>");
static const char TR_FORCE_TEXTURE_FILTERING_DESCRIPTION[] = QT_TR_NOOP(
"Adjust the texture filtering. Anisotropic filtering enhances the visual quality of textures "
"that are at oblique viewing angles. Force Nearest and Force Linear override the texture "
"scaling filter selected by the game.<br><br>Any option except 'Default' will alter the look "
"of the game's textures and might cause issues in a small number of games.<br><br>This "
"setting is disabled when Manual Texture Sampling is enabled.<br><br>"
"<dolphin_emphasis>If unsure, select 'Default'.</dolphin_emphasis>");
static const char TR_OUTPUT_RESAMPLING_DESCRIPTION[] =
QT_TR_NOOP("Affects how the game output is scaled to the window resolution."
"<br>The performance mostly depends on the number of samples each method uses."
"<br>Compared to SSAA, resampling is useful in case the output window"
"<br>resolution isn't a multiplier of the native emulation resolution."
"<br><br><b>Default</b> - [fastest]"
"<br>Internal GPU bilinear sampler which is not gamma corrected."
"<br>This setting might be ignored if gamma correction is forced on."
"<br><br><b>Bilinear</b> - [4 samples]"
"<br>Gamma corrected linear interpolation between pixels."
"<br><br><b>Bicubic</b> - [16 samples]"
"<br>Gamma corrected cubic interpolation between pixels."
"<br>Good when rescaling between close resolutions, e.g. 1080p and 1440p."
"<br>Comes in various flavors:"
"<br><b>B-Spline</b>: Blurry, but avoids all lobing artifacts"
"<br><b>Mitchell-Netravali</b>: Good middle ground between blurry and lobing"
"<br><b>Catmull-Rom</b>: Sharper, but can cause lobing artifacts"
"<br><br><b>Sharp Bilinear</b> - [1-4 samples]"
"<br>Similar to \"Nearest Neighbor\", it maintains a sharp look,"
"<br>but also does some blending to avoid shimmering."
"<br>Works best with 2D games at low resolutions."
"<br><br><b>Area Sampling</b> - [up to 324 samples]"
"<br>Weighs pixels by the percentage of area they occupy. Gamma corrected."
"<br>Best for downscaling by more than 2x."
"<br><br><dolphin_emphasis>If unsure, select 'Default'.</dolphin_emphasis>");
static const char TR_COLOR_CORRECTION_DESCRIPTION[] =
QT_TR_NOOP("A group of features to make the colors more accurate, matching the color space "
"Wii and GC games were meant for.");
static const char TR_POSTPROCESSING_DESCRIPTION[] =
QT_TR_NOOP("Applies a post-processing effect after rendering a frame.<br><br "
"/><dolphin_emphasis>If unsure, select (off).</dolphin_emphasis>");
static const char TR_SCALED_EFB_COPY_DESCRIPTION[] =
QT_TR_NOOP("Greatly increases the quality of textures generated using render-to-texture "
"effects.<br><br>Slightly increases GPU load and causes relatively few graphical "
"issues. Raising the internal resolution will improve the effect of this setting. "
"<br><br><dolphin_emphasis>If unsure, leave this checked.</dolphin_emphasis>");
static const char TR_PER_PIXEL_LIGHTING_DESCRIPTION[] = QT_TR_NOOP(
"Calculates lighting of 3D objects per-pixel rather than per-vertex, smoothing out the "
"appearance of lit polygons and making individual triangles less noticeable.<br><br "
"/>Rarely "
"causes slowdowns or graphical issues.<br><br><dolphin_emphasis>If unsure, leave "
"this unchecked.</dolphin_emphasis>");
static const char TR_WIDESCREEN_HACK_DESCRIPTION[] = QT_TR_NOOP(
"Forces the game to output graphics at any aspect ratio by expanding the view frustum "
"without stretching the image.<br>This is a hack, and its results will vary widely game "
"to game (it often causes the UI to stretch).<br>"
"Game-specific AR/Gecko-code aspect ratio patches are preferable over this if available."
"<br><br><dolphin_emphasis>If unsure, leave this unchecked.</dolphin_emphasis>");
static const char TR_REMOVE_FOG_DESCRIPTION[] =
QT_TR_NOOP("Makes distant objects more visible by removing fog, thus increasing the overall "
"detail.<br><br>Disabling fog will break some games which rely on proper fog "
"emulation.<br><br><dolphin_emphasis>If unsure, leave this "
"unchecked.</dolphin_emphasis>");
static const char TR_3D_MODE_DESCRIPTION[] = QT_TR_NOOP(
"Selects the stereoscopic 3D mode. Stereoscopy allows a better feeling "
"of depth if the necessary hardware is present. Heavily decreases "
"emulation speed and sometimes causes issues.<br><br>Side-by-Side and Top-and-Bottom are "
"used by most 3D TVs.<br>Anaglyph is used for Red-Cyan colored glasses.<br>HDMI 3D is "
"used when the monitor supports 3D display resolutions.<br>Passive is another type of 3D "
"used by some TVs.<br><br><dolphin_emphasis>If unsure, select Off.</dolphin_emphasis>");
static const char TR_3D_DEPTH_DESCRIPTION[] = QT_TR_NOOP(
"Controls the separation distance between the virtual cameras.<br><br>A higher "
"value creates a stronger feeling of depth while a lower value is more comfortable.");
static const char TR_3D_CONVERGENCE_DESCRIPTION[] = QT_TR_NOOP(
"Controls the distance of the convergence plane. This is the distance at which "
"virtual objects will appear to be in front of the screen.<br><br>A higher value creates "
"stronger out-of-screen effects while a lower value is more comfortable.");
static const char TR_3D_SWAP_EYES_DESCRIPTION[] = QT_TR_NOOP(
"Swaps the left and right eye. Most useful in side-by-side stereoscopy "
"mode.<br><br><dolphin_emphasis>If unsure, leave this unchecked.</dolphin_emphasis>");
static const char TR_3D_PER_EYE_RESOLUTION_DESCRIPTION[] =
QT_TR_NOOP("Whether each eye gets full or half image resolution when using side-by-side "
"or above-and-below 3D."
"<br><br><dolphin_emphasis>If unsure, leave this unchecked.</dolphin_emphasis>");
static const char TR_FORCE_24BIT_DESCRIPTION[] = QT_TR_NOOP(
"Forces the game to render the RGB color channels in 24-bit, thereby increasing "
"quality by reducing color banding.<br><br>Has no impact on performance and causes "
"few graphical issues.<br><br><dolphin_emphasis>If unsure, leave this "
"checked.</dolphin_emphasis>");
static const char TR_DISABLE_COPY_FILTER_DESCRIPTION[] = QT_TR_NOOP(
"Disables the blending of adjacent rows when copying the EFB. This is known in "
"some games as \"deflickering\" or \"smoothing\".<br><br>Disabling the filter has no "
"effect on performance, but may result in a sharper image. Causes few "
"graphical issues.<br><br><dolphin_emphasis>If unsure, leave this "
"checked.</dolphin_emphasis>");
static const char TR_ARBITRARY_MIPMAP_DETECTION_DESCRIPTION[] = QT_TR_NOOP(
"Enables detection of arbitrary mipmaps, which some games use for special distance-based "
"effects.<br><br>May have false positives that result in blurry textures at increased "
"internal "
"resolution, such as in games that use very low resolution mipmaps. Disabling this can also "
"reduce stutter in games that frequently load new textures.<br><br>This setting is disabled "
"when GPU Texture Decoding is enabled.<br><br><dolphin_emphasis>If unsure, leave this "
"unchecked.</dolphin_emphasis>");
static const char TR_HDR_DESCRIPTION[] = QT_TR_NOOP(
"Enables scRGB HDR output (if supported by your graphics backend and monitor)."
" Fullscreen might be required."
"<br><br>This gives post process shaders more room for accuracy, allows \"AutoHDR\" "
"post-process shaders to work, and allows to fully display the PAL and NTSC-J color spaces."
"<br><br>Note that games still render in SDR internally."
"<br><br><dolphin_emphasis>If unsure, leave this unchecked.</dolphin_emphasis>");
m_ir_combo->SetTitle(tr("Internal Resolution"));
m_ir_combo->SetDescription(tr(TR_INTERNAL_RESOLUTION_DESCRIPTION));
m_antialiasing_combo->SetTitle(tr("Anti-Aliasing"));
m_antialiasing_combo->SetDescription(tr(TR_ANTIALIAS_DESCRIPTION));
m_texture_filtering_combo->SetTitle(tr("Texture Filtering"));
m_texture_filtering_combo->SetDescription(tr(TR_FORCE_TEXTURE_FILTERING_DESCRIPTION));
m_output_resampling_combo->SetTitle(tr("Output Resampling"));
m_output_resampling_combo->SetDescription(tr(TR_OUTPUT_RESAMPLING_DESCRIPTION));
m_configure_color_correction->SetTitle(tr("Color Correction"));
m_configure_color_correction->SetDescription(tr(TR_COLOR_CORRECTION_DESCRIPTION));
m_post_processing_effect->SetTitle(tr("Post-Processing Effect"));
m_post_processing_effect->SetDescription(tr(TR_POSTPROCESSING_DESCRIPTION));
m_scaled_efb_copy->SetDescription(tr(TR_SCALED_EFB_COPY_DESCRIPTION));
m_per_pixel_lighting->SetDescription(tr(TR_PER_PIXEL_LIGHTING_DESCRIPTION));
m_widescreen_hack->SetDescription(tr(TR_WIDESCREEN_HACK_DESCRIPTION));
m_disable_fog->SetDescription(tr(TR_REMOVE_FOG_DESCRIPTION));
m_force_24bit_color->SetDescription(tr(TR_FORCE_24BIT_DESCRIPTION));
m_disable_copy_filter->SetDescription(tr(TR_DISABLE_COPY_FILTER_DESCRIPTION));
m_arbitrary_mipmap_detection->SetDescription(tr(TR_ARBITRARY_MIPMAP_DETECTION_DESCRIPTION));
m_hdr->SetDescription(tr(TR_HDR_DESCRIPTION));
m_3d_mode->SetTitle(tr("Stereoscopic 3D Mode"));
m_3d_mode->SetDescription(tr(TR_3D_MODE_DESCRIPTION));
m_3d_depth->SetTitle(tr("Depth"));
m_3d_depth->SetDescription(tr(TR_3D_DEPTH_DESCRIPTION));
m_3d_convergence->SetTitle(tr("Convergence"));
m_3d_convergence->SetDescription(tr(TR_3D_CONVERGENCE_DESCRIPTION));
m_3d_per_eye_resolution->SetDescription(tr(TR_3D_PER_EYE_RESOLUTION_DESCRIPTION));
m_3d_swap_eyes->SetDescription(tr(TR_3D_SWAP_EYES_DESCRIPTION));
}
void EnhancementsWidget::ConfigureColorCorrection()
{
ColorCorrectionConfigWindow dialog(this);
dialog.exec();
}
void EnhancementsWidget::ConfigurePostProcessingShader()
{
const std::string shader = ReadSetting(Config::GFX_ENHANCE_POST_SHADER);
PostProcessingConfigWindow dialog(this, shader);
dialog.exec();
}