settings: Define base renderer runtime modifiable settings
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@ -701,32 +701,33 @@ struct Values {
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ResolutionScalingInfo resolution_info{};
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ResolutionScalingInfo resolution_info{};
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SwitchableSetting<ResolutionSetup> resolution_setup{linkage, ResolutionSetup::Res1X,
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SwitchableSetting<ResolutionSetup> resolution_setup{linkage, ResolutionSetup::Res1X,
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"resolution_setup", Category::Renderer};
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"resolution_setup", Category::Renderer};
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SwitchableSetting<ScalingFilter> scaling_filter{linkage, ScalingFilter::Bilinear,
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SwitchableSetting<ScalingFilter, false, true, true> scaling_filter{
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"scaling_filter", Category::Renderer};
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linkage, ScalingFilter::Bilinear, "scaling_filter", Category::Renderer};
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SwitchableSetting<int, true> fsr_sharpening_slider{
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SwitchableSetting<int, true, true, true> fsr_sharpening_slider{
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linkage, 25, 0, 200, "fsr_sharpening_slider", Category::Renderer};
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linkage, 25, 0, 200, "fsr_sharpening_slider", Category::Renderer};
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SwitchableSetting<AntiAliasing> anti_aliasing{linkage, AntiAliasing::None, "anti_aliasing",
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SwitchableSetting<AntiAliasing, false, true, true> anti_aliasing{
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Category::Renderer};
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linkage, AntiAliasing::None, "anti_aliasing", Category::Renderer};
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// *nix platforms may have issues with the borderless windowed fullscreen mode.
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// *nix platforms may have issues with the borderless windowed fullscreen mode.
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// Default to exclusive fullscreen on these platforms for now.
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// Default to exclusive fullscreen on these platforms for now.
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SwitchableSetting<FullscreenMode, true> fullscreen_mode{linkage,
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SwitchableSetting<FullscreenMode, true, true, true> fullscreen_mode{linkage,
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#ifdef _WIN32
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#ifdef _WIN32
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FullscreenMode::Borderless,
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FullscreenMode::Borderless,
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#else
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#else
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FullscreenMode::Exclusive,
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FullscreenMode::Exclusive,
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#endif
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#endif
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FullscreenMode::Borderless,
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FullscreenMode::Borderless,
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FullscreenMode::Exclusive,
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FullscreenMode::Exclusive,
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"fullscreen_mode",
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"fullscreen_mode",
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Category::Renderer};
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Category::Renderer};
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SwitchableSetting<int, true> aspect_ratio{linkage, 0, 0, 4, "aspect_ratio", Category::Renderer};
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SwitchableSetting<int, true, true, true> aspect_ratio{
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linkage, 0, 0, 4, "aspect_ratio", Category::Renderer};
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SwitchableSetting<AnisotropyMode, true> max_anisotropy{
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SwitchableSetting<AnisotropyMode, true> max_anisotropy{
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linkage, AnisotropyMode::Automatic, AnisotropyMode::Automatic, AnisotropyMode::X16,
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linkage, AnisotropyMode::Automatic, AnisotropyMode::Automatic, AnisotropyMode::X16,
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"max_anisotropy", Category::RendererAdvanced};
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"max_anisotropy", Category::RendererAdvanced};
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SwitchableSetting<bool, false, false> use_speed_limit{linkage, true, "use_speed_limit",
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SwitchableSetting<bool, false, false, true> use_speed_limit{linkage, true, "use_speed_limit",
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Category::Renderer};
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Category::Renderer};
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SwitchableSetting<u16, true> speed_limit{linkage, 100, 0,
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SwitchableSetting<u16, true, true, true> speed_limit{
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9999, "speed_limit", Category::Renderer};
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linkage, 100, 0, 9999, "speed_limit", Category::Renderer};
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SwitchableSetting<bool> use_disk_shader_cache{linkage, true, "use_disk_shader_cache",
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SwitchableSetting<bool> use_disk_shader_cache{linkage, true, "use_disk_shader_cache",
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Category::Renderer};
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Category::Renderer};
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SwitchableSetting<GPUAccuracy, true, true, true> gpu_accuracy{
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SwitchableSetting<GPUAccuracy, true, true, true> gpu_accuracy{
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@ -742,7 +743,7 @@ struct Values {
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AstcDecodeMode::CPUAsynchronous,
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AstcDecodeMode::CPUAsynchronous,
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"accelerate_astc",
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"accelerate_astc",
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Category::Renderer};
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Category::Renderer};
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Setting<VSyncMode, true> vsync_mode{
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Setting<VSyncMode, true, true, true> vsync_mode{
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linkage, VSyncMode::FIFO, VSyncMode::Immediate, VSyncMode::FIFORelaxed,
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linkage, VSyncMode::FIFO, VSyncMode::Immediate, VSyncMode::FIFORelaxed,
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"use_vsync", Category::Renderer};
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"use_vsync", Category::Renderer};
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SwitchableSetting<bool> use_reactive_flushing{linkage, true, "use_reactive_flushing",
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SwitchableSetting<bool> use_reactive_flushing{linkage, true, "use_reactive_flushing",
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@ -769,9 +770,9 @@ struct Values {
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SwitchableSetting<bool> barrier_feedback_loops{linkage, true, "barrier_feedback_loops",
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SwitchableSetting<bool> barrier_feedback_loops{linkage, true, "barrier_feedback_loops",
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Category::RendererAdvanced};
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Category::RendererAdvanced};
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SwitchableSetting<u8> bg_red{linkage, 0, "bg_red", Category::Renderer};
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SwitchableSetting<u8, false, true, true> bg_red{linkage, 0, "bg_red", Category::Renderer};
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SwitchableSetting<u8> bg_green{linkage, 0, "bg_green", Category::Renderer};
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SwitchableSetting<u8, false, true, true> bg_green{linkage, 0, "bg_green", Category::Renderer};
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SwitchableSetting<u8> bg_blue{linkage, 0, "bg_blue", Category::Renderer};
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SwitchableSetting<u8, false, true, true> bg_blue{linkage, 0, "bg_blue", Category::Renderer};
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// System
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// System
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SwitchableSetting<bool> rng_seed_enabled{linkage, false, "rng_seed_enabled", Category::System};
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SwitchableSetting<bool> rng_seed_enabled{linkage, false, "rng_seed_enabled", Category::System};
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@ -92,10 +92,11 @@ void SetPerGameSetting(QComboBox* combobox,
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void SetHighlight(QWidget* widget, bool highlighted);
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void SetHighlight(QWidget* widget, bool highlighted);
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// Sets up a QCheckBox like a tristate one, given a Setting
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// Sets up a QCheckBox like a tristate one, given a Setting
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template <bool ranged, bool save>
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template <bool ranged, bool save, bool runtime_modifiable>
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void SetColoredTristate(QCheckBox* checkbox,
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void SetColoredTristate(
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const Settings::SwitchableSetting<bool, ranged, save>& setting,
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QCheckBox* checkbox,
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CheckState& tracker) {
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const Settings::SwitchableSetting<bool, ranged, save, runtime_modifiable>& setting,
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CheckState& tracker) {
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if (setting.UsingGlobal()) {
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if (setting.UsingGlobal()) {
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tracker = CheckState::Global;
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tracker = CheckState::Global;
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} else {
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} else {
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