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fix typo; updated comment about apples bad driver

This commit is contained in:
B3n30 2020-04-18 15:55:19 +02:00
parent 1e54f27cde
commit 922a5f738a
10 changed files with 20 additions and 20 deletions

View File

@ -112,10 +112,10 @@ void Config::ReadValues() {
Settings::values.use_hw_renderer = sdl2_config->GetBoolean("Renderer", "use_hw_renderer", true); Settings::values.use_hw_renderer = sdl2_config->GetBoolean("Renderer", "use_hw_renderer", true);
Settings::values.use_hw_shader = sdl2_config->GetBoolean("Renderer", "use_hw_shader", true); Settings::values.use_hw_shader = sdl2_config->GetBoolean("Renderer", "use_hw_shader", true);
#ifdef __APPLE__ #ifdef __APPLE__
// Hardware shader is broken on macos thanks to poor drivers. // Separable shader is broken on macos with Intel GPU thanks to poor drivers.
// We still want to provide this option for test/development purposes, but disable it by // We still want to provide this option for test/development purposes, but disable it by
// default. // default.
Settings::values.seperable_shader = sdl2_config->GetBoolean("Renderer", "seperable_shader", false); Settings::values.separable_shader = sdl2_config->GetBoolean("Renderer", "separable_shader", false);
#endif #endif
Settings::values.shaders_accurate_mul = Settings::values.shaders_accurate_mul =
sdl2_config->GetBoolean("Renderer", "shaders_accurate_mul", false); sdl2_config->GetBoolean("Renderer", "shaders_accurate_mul", false);

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@ -110,9 +110,9 @@ use_hw_renderer =
# 0: Software, 1 (default): Hardware # 0: Software, 1 (default): Hardware
use_hw_shader = use_hw_shader =
# Whether to use seperable shaders to emulate 3DS shaders (macOS only) # Whether to use separable shaders to emulate 3DS shaders (macOS only)
# 0: Off (Default), 1 : On # 0: Off (Default), 1 : On
seperable_shader = separable_shader =
# Whether to use accurate multiplication in hardware shaders # Whether to use accurate multiplication in hardware shaders
# 0: Off (Default. Faster, but causes issues in some games) 1: On (Slower, but correct) # 0: Off (Default. Faster, but causes issues in some games) 1: On (Slower, but correct)

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@ -436,7 +436,7 @@ void Config::ReadRendererValues() {
// Hardware shader is broken on macos thanks to poor drivers. // Hardware shader is broken on macos thanks to poor drivers.
// We still want to provide this option for test/development purposes, but disable it by // We still want to provide this option for test/development purposes, but disable it by
// default. // default.
Settings::values.seperable_shader = ReadSetting(QStringLiteral("seperable_shader"), false).toBool(); Settings::values.separable_shader = ReadSetting(QStringLiteral("separable_shader"), false).toBool();
#endif #endif
Settings::values.shaders_accurate_mul = Settings::values.shaders_accurate_mul =
ReadSetting(QStringLiteral("shaders_accurate_mul"), false).toBool(); ReadSetting(QStringLiteral("shaders_accurate_mul"), false).toBool();
@ -919,7 +919,7 @@ void Config::SaveRendererValues() {
#ifdef __APPLE__ #ifdef __APPLE__
// Hardware shader is broken on macos thanks to poor drivers. // Hardware shader is broken on macos thanks to poor drivers.
// TODO: enable this for none Intel GPUs // TODO: enable this for none Intel GPUs
WriteSetting(QStringLiteral("use_seperable_shader"), Settings::values.seperable_shader, false); WriteSetting(QStringLiteral("use_separable_shader"), Settings::values.separable_shader, false);
#endif #endif
WriteSetting(QStringLiteral("shaders_accurate_mul"), Settings::values.shaders_accurate_mul, WriteSetting(QStringLiteral("shaders_accurate_mul"), Settings::values.shaders_accurate_mul,
false); false);

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@ -30,14 +30,14 @@ ConfigureGraphics::ConfigureGraphics(QWidget* parent)
#ifdef __APPLE__ #ifdef __APPLE__
connect(ui->toggle_hw_shader, &QCheckBox::stateChanged, this, [this](int state) { connect(ui->toggle_hw_shader, &QCheckBox::stateChanged, this, [this](int state) {
if (state == Qt::Checked) { if (state == Qt::Checked) {
ui->toggle_seperable_shader->setEnabled(true); ui->toggle_separable_shader->setEnabled(true);
} }
}); });
connect(ui->toggle_seperable_shader, &QCheckBox::stateChanged, this, [this](int state) { connect(ui->toggle_separable_shader, &QCheckBox::stateChanged, this, [this](int state) {
if (state == Qt::Checked) { if (state == Qt::Checked) {
QMessageBox::warning( QMessageBox::warning(
this, tr("Hardware Shader Warning"), this, tr("Hardware Shader Warning"),
tr("Seperable Shader support is broken on macOS with Intel GPUs, and will cause graphical issues " tr("Separable Shader support is broken on macOS with Intel GPUs, and will cause graphical issues "
"like showing a black screen.<br><br>The option is only there for " "like showing a black screen.<br><br>The option is only there for "
"test/development purposes. If you experience graphical issues with Hardware " "test/development purposes. If you experience graphical issues with Hardware "
"Shader, please turn it off.")); "Shader, please turn it off."));
@ -45,7 +45,7 @@ ConfigureGraphics::ConfigureGraphics(QWidget* parent)
}); });
#else #else
// TODO(B3N30): Hide this for macs with none Intel GPUs, too. // TODO(B3N30): Hide this for macs with none Intel GPUs, too.
ui->toggle_seperable_shader->visible(false); ui->toggle_separable_shader->setVisible(false);
#endif #endif
} }
@ -54,7 +54,7 @@ ConfigureGraphics::~ConfigureGraphics() = default;
void ConfigureGraphics::SetConfiguration() { void ConfigureGraphics::SetConfiguration() {
ui->toggle_hw_renderer->setChecked(Settings::values.use_hw_renderer); ui->toggle_hw_renderer->setChecked(Settings::values.use_hw_renderer);
ui->toggle_hw_shader->setChecked(Settings::values.use_hw_shader); ui->toggle_hw_shader->setChecked(Settings::values.use_hw_shader);
ui->toggle_seperable_shader->setChecked(Settings::values.seperable_shader); ui->toggle_separable_shader->setChecked(Settings::values.separable_shader);
ui->toggle_accurate_mul->setChecked(Settings::values.shaders_accurate_mul); ui->toggle_accurate_mul->setChecked(Settings::values.shaders_accurate_mul);
ui->toggle_shader_jit->setChecked(Settings::values.use_shader_jit); ui->toggle_shader_jit->setChecked(Settings::values.use_shader_jit);
ui->toggle_vsync_new->setChecked(Settings::values.use_vsync_new); ui->toggle_vsync_new->setChecked(Settings::values.use_vsync_new);
@ -63,7 +63,7 @@ void ConfigureGraphics::SetConfiguration() {
void ConfigureGraphics::ApplyConfiguration() { void ConfigureGraphics::ApplyConfiguration() {
Settings::values.use_hw_renderer = ui->toggle_hw_renderer->isChecked(); Settings::values.use_hw_renderer = ui->toggle_hw_renderer->isChecked();
Settings::values.use_hw_shader = ui->toggle_hw_shader->isChecked(); Settings::values.use_hw_shader = ui->toggle_hw_shader->isChecked();
Settings::values.seperable_shader = ui->toggle_seperable_shader->isChecked(); Settings::values.separable_shader = ui->toggle_separable_shader->isChecked();
Settings::values.shaders_accurate_mul = ui->toggle_accurate_mul->isChecked(); Settings::values.shaders_accurate_mul = ui->toggle_accurate_mul->isChecked();
Settings::values.use_shader_jit = ui->toggle_shader_jit->isChecked(); Settings::values.use_shader_jit = ui->toggle_shader_jit->isChecked();
Settings::values.use_vsync_new = ui->toggle_vsync_new->isChecked(); Settings::values.use_vsync_new = ui->toggle_vsync_new->isChecked();

View File

@ -77,9 +77,9 @@
<number>0</number> <number>0</number>
</property> </property>
<item> <item>
<widget class="QCheckBox" name="toggle_seperable_shader"> <widget class="QCheckBox" name="toggle_separable_shader">
<property name="text"> <property name="text">
<string>Seperable Shader (Intel GPUs only)</string> <string>Separable Shader (Intel GPUs only)</string>
</property> </property>
</widget> </widget>
</item> </item>

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@ -27,7 +27,7 @@ void Apply() {
VideoCore::g_hw_renderer_enabled = values.use_hw_renderer; VideoCore::g_hw_renderer_enabled = values.use_hw_renderer;
VideoCore::g_shader_jit_enabled = values.use_shader_jit; VideoCore::g_shader_jit_enabled = values.use_shader_jit;
VideoCore::g_hw_shader_enabled = values.use_hw_shader; VideoCore::g_hw_shader_enabled = values.use_hw_shader;
VideoCore::g_seperable_shader_enabled = values.seperable_shader; VideoCore::g_separable_shader_enabled = values.separable_shader;
VideoCore::g_hw_shader_accurate_mul = values.shaders_accurate_mul; VideoCore::g_hw_shader_accurate_mul = values.shaders_accurate_mul;
VideoCore::g_use_disk_shader_cache = values.use_disk_shader_cache; VideoCore::g_use_disk_shader_cache = values.use_disk_shader_cache;
@ -79,7 +79,7 @@ void LogSettings() {
LogSetting("Renderer_UseGLES", Settings::values.use_gles); LogSetting("Renderer_UseGLES", Settings::values.use_gles);
LogSetting("Renderer_UseHwRenderer", Settings::values.use_hw_renderer); LogSetting("Renderer_UseHwRenderer", Settings::values.use_hw_renderer);
LogSetting("Renderer_UseHwShader", Settings::values.use_hw_shader); LogSetting("Renderer_UseHwShader", Settings::values.use_hw_shader);
LogSetting("Renderer_SeperableShader", Settings::values.seperable_shader); LogSetting("Renderer_SeparableShader", Settings::values.separable_shader);
LogSetting("Renderer_ShadersAccurateMul", Settings::values.shaders_accurate_mul); LogSetting("Renderer_ShadersAccurateMul", Settings::values.shaders_accurate_mul);
LogSetting("Renderer_UseShaderJit", Settings::values.use_shader_jit); LogSetting("Renderer_UseShaderJit", Settings::values.use_shader_jit);
LogSetting("Renderer_UseResolutionFactor", Settings::values.resolution_factor); LogSetting("Renderer_UseResolutionFactor", Settings::values.resolution_factor);

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@ -142,7 +142,7 @@ struct Values {
bool use_gles; bool use_gles;
bool use_hw_renderer; bool use_hw_renderer;
bool use_hw_shader; bool use_hw_shader;
bool seperable_shader; bool separable_shader;
bool use_disk_shader_cache; bool use_disk_shader_cache;
bool shaders_accurate_mul; bool shaders_accurate_mul;
bool use_shader_jit; bool use_shader_jit;

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@ -168,7 +168,7 @@ RasterizerOpenGL::RasterizerOpenGL(Frontend::EmuWindow& window)
#ifdef __APPLE__ #ifdef __APPLE__
if (IsVendorIntel()) { if (IsVendorIntel()) {
shader_program_manager = std::make_unique<ShaderProgramManager>( shader_program_manager = std::make_unique<ShaderProgramManager>(
VideoCore::g_seperable_shader_enabled ? GLAD_GL_ARB_separate_shader_objects : false, VideoCore::g_separable_shader_enabled ? GLAD_GL_ARB_separate_shader_objects : false,
is_amd); is_amd);
} else { } else {
shader_program_manager = shader_program_manager =

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@ -23,7 +23,7 @@ std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin
std::atomic<bool> g_hw_renderer_enabled; std::atomic<bool> g_hw_renderer_enabled;
std::atomic<bool> g_shader_jit_enabled; std::atomic<bool> g_shader_jit_enabled;
std::atomic<bool> g_hw_shader_enabled; std::atomic<bool> g_hw_shader_enabled;
std::atomic<bool> g_seperable_shader_enabled; std::atomic<bool> g_separable_shader_enabled;
std::atomic<bool> g_hw_shader_accurate_mul; std::atomic<bool> g_hw_shader_accurate_mul;
std::atomic<bool> g_use_disk_shader_cache; std::atomic<bool> g_use_disk_shader_cache;
std::atomic<bool> g_renderer_bg_color_update_requested; std::atomic<bool> g_renderer_bg_color_update_requested;

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@ -31,7 +31,7 @@ extern std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin
extern std::atomic<bool> g_hw_renderer_enabled; extern std::atomic<bool> g_hw_renderer_enabled;
extern std::atomic<bool> g_shader_jit_enabled; extern std::atomic<bool> g_shader_jit_enabled;
extern std::atomic<bool> g_hw_shader_enabled; extern std::atomic<bool> g_hw_shader_enabled;
extern std::atomic<bool> g_seperable_shader_enabled; extern std::atomic<bool> g_separable_shader_enabled;
extern std::atomic<bool> g_hw_shader_accurate_mul; extern std::atomic<bool> g_hw_shader_accurate_mul;
extern std::atomic<bool> g_use_disk_shader_cache; extern std::atomic<bool> g_use_disk_shader_cache;
extern std::atomic<bool> g_renderer_bg_color_update_requested; extern std::atomic<bool> g_renderer_bg_color_update_requested;