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Allow picking a Compatibility Profile for OpenGL.

This option allows picking the compatibility profile since a lot of bugs
are fixed in it. We devs will use this option to easierly debug current
problems in our Core implementation.:wq
This commit is contained in:
Fernando Sahmkow 2019-04-19 21:02:46 -04:00 committed by FernandoS27
parent 62c2404d3c
commit 788497fd9d
7 changed files with 21 additions and 1 deletions

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@ -90,6 +90,7 @@ void LogSettings() {
LogSetting("Renderer_UseResolutionFactor", Settings::values.resolution_factor); LogSetting("Renderer_UseResolutionFactor", Settings::values.resolution_factor);
LogSetting("Renderer_UseFrameLimit", Settings::values.use_frame_limit); LogSetting("Renderer_UseFrameLimit", Settings::values.use_frame_limit);
LogSetting("Renderer_FrameLimit", Settings::values.frame_limit); LogSetting("Renderer_FrameLimit", Settings::values.frame_limit);
LogSetting("Renderer_UseCompatibilityProfile", Settings::values.use_compatibility_profile);
LogSetting("Renderer_UseDiskShaderCache", Settings::values.use_disk_shader_cache); LogSetting("Renderer_UseDiskShaderCache", Settings::values.use_disk_shader_cache);
LogSetting("Renderer_UseAccurateGpuEmulation", Settings::values.use_accurate_gpu_emulation); LogSetting("Renderer_UseAccurateGpuEmulation", Settings::values.use_accurate_gpu_emulation);
LogSetting("Renderer_UseAsynchronousGpuEmulation", LogSetting("Renderer_UseAsynchronousGpuEmulation",

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@ -390,6 +390,7 @@ struct Values {
float resolution_factor; float resolution_factor;
bool use_frame_limit; bool use_frame_limit;
u16 frame_limit; u16 frame_limit;
bool use_compatibility_profile;
bool use_disk_shader_cache; bool use_disk_shader_cache;
bool use_accurate_gpu_emulation; bool use_accurate_gpu_emulation;
bool use_asynchronous_gpu_emulation; bool use_asynchronous_gpu_emulation;

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@ -377,7 +377,11 @@ void GRenderWindow::InitRenderTarget() {
// WA_DontShowOnScreen, WA_DeleteOnClose // WA_DontShowOnScreen, WA_DeleteOnClose
QSurfaceFormat fmt; QSurfaceFormat fmt;
fmt.setVersion(4, 3); fmt.setVersion(4, 3);
if (Settings::values.use_compatibility_profile) {
fmt.setProfile(QSurfaceFormat::CompatibilityProfile);
} else {
fmt.setProfile(QSurfaceFormat::CoreProfile); fmt.setProfile(QSurfaceFormat::CoreProfile);
}
// TODO: expose a setting for buffer value (ie default/single/double/triple) // TODO: expose a setting for buffer value (ie default/single/double/triple)
fmt.setSwapBehavior(QSurfaceFormat::DefaultSwapBehavior); fmt.setSwapBehavior(QSurfaceFormat::DefaultSwapBehavior);
shared_context = std::make_unique<QOpenGLContext>(); shared_context = std::make_unique<QOpenGLContext>();

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@ -389,6 +389,8 @@ void Config::ReadValues() {
Settings::values.resolution_factor = ReadSetting("resolution_factor", 1.0).toFloat(); Settings::values.resolution_factor = ReadSetting("resolution_factor", 1.0).toFloat();
Settings::values.use_frame_limit = ReadSetting("use_frame_limit", true).toBool(); Settings::values.use_frame_limit = ReadSetting("use_frame_limit", true).toBool();
Settings::values.frame_limit = ReadSetting("frame_limit", 100).toInt(); Settings::values.frame_limit = ReadSetting("frame_limit", 100).toInt();
Settings::values.use_compatibility_profile =
ReadSetting("use_compatibility_profile", true).toBool();
Settings::values.use_disk_shader_cache = ReadSetting("use_disk_shader_cache", true).toBool(); Settings::values.use_disk_shader_cache = ReadSetting("use_disk_shader_cache", true).toBool();
Settings::values.use_accurate_gpu_emulation = Settings::values.use_accurate_gpu_emulation =
ReadSetting("use_accurate_gpu_emulation", false).toBool(); ReadSetting("use_accurate_gpu_emulation", false).toBool();
@ -661,6 +663,7 @@ void Config::SaveValues() {
WriteSetting("resolution_factor", (double)Settings::values.resolution_factor, 1.0); WriteSetting("resolution_factor", (double)Settings::values.resolution_factor, 1.0);
WriteSetting("use_frame_limit", Settings::values.use_frame_limit, true); WriteSetting("use_frame_limit", Settings::values.use_frame_limit, true);
WriteSetting("frame_limit", Settings::values.frame_limit, 100); WriteSetting("frame_limit", Settings::values.frame_limit, 100);
WriteSetting("use_compatibility_profile", Settings::values.use_compatibility_profile, true);
WriteSetting("use_disk_shader_cache", Settings::values.use_disk_shader_cache, true); WriteSetting("use_disk_shader_cache", Settings::values.use_disk_shader_cache, true);
WriteSetting("use_accurate_gpu_emulation", Settings::values.use_accurate_gpu_emulation, false); WriteSetting("use_accurate_gpu_emulation", Settings::values.use_accurate_gpu_emulation, false);
WriteSetting("use_asynchronous_gpu_emulation", Settings::values.use_asynchronous_gpu_emulation, WriteSetting("use_asynchronous_gpu_emulation", Settings::values.use_asynchronous_gpu_emulation,

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@ -73,6 +73,7 @@ void ConfigureGraphics::setConfiguration() {
static_cast<int>(FromResolutionFactor(Settings::values.resolution_factor))); static_cast<int>(FromResolutionFactor(Settings::values.resolution_factor)));
ui->toggle_frame_limit->setChecked(Settings::values.use_frame_limit); ui->toggle_frame_limit->setChecked(Settings::values.use_frame_limit);
ui->frame_limit->setValue(Settings::values.frame_limit); ui->frame_limit->setValue(Settings::values.frame_limit);
ui->use_compatibility_profile->setChecked(Settings::values.use_compatibility_profile);
ui->use_disk_shader_cache->setChecked(Settings::values.use_disk_shader_cache); ui->use_disk_shader_cache->setChecked(Settings::values.use_disk_shader_cache);
ui->use_accurate_gpu_emulation->setChecked(Settings::values.use_accurate_gpu_emulation); ui->use_accurate_gpu_emulation->setChecked(Settings::values.use_accurate_gpu_emulation);
ui->use_asynchronous_gpu_emulation->setEnabled(!Core::System::GetInstance().IsPoweredOn()); ui->use_asynchronous_gpu_emulation->setEnabled(!Core::System::GetInstance().IsPoweredOn());
@ -88,6 +89,7 @@ void ConfigureGraphics::applyConfiguration() {
ToResolutionFactor(static_cast<Resolution>(ui->resolution_factor_combobox->currentIndex())); ToResolutionFactor(static_cast<Resolution>(ui->resolution_factor_combobox->currentIndex()));
Settings::values.use_frame_limit = ui->toggle_frame_limit->isChecked(); Settings::values.use_frame_limit = ui->toggle_frame_limit->isChecked();
Settings::values.frame_limit = ui->frame_limit->value(); Settings::values.frame_limit = ui->frame_limit->value();
Settings::values.use_compatibility_profile = ui->use_compatibility_profile->isChecked();
Settings::values.use_disk_shader_cache = ui->use_disk_shader_cache->isChecked(); Settings::values.use_disk_shader_cache = ui->use_disk_shader_cache->isChecked();
Settings::values.use_accurate_gpu_emulation = ui->use_accurate_gpu_emulation->isChecked(); Settings::values.use_accurate_gpu_emulation = ui->use_accurate_gpu_emulation->isChecked();
Settings::values.use_asynchronous_gpu_emulation = Settings::values.use_asynchronous_gpu_emulation =

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@ -49,6 +49,13 @@
</item> </item>
</layout> </layout>
</item> </item>
<item>
<widget class="QCheckBox" name="use_compatibility_profile">
<property name="text">
<string>Use OpenGL compatibility profile</string>
</property>
</widget>
</item>
<item> <item>
<widget class="QCheckBox" name="use_disk_shader_cache"> <widget class="QCheckBox" name="use_disk_shader_cache">
<property name="text"> <property name="text">

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@ -349,6 +349,8 @@ void Config::ReadValues() {
Settings::values.use_frame_limit = sdl2_config->GetBoolean("Renderer", "use_frame_limit", true); Settings::values.use_frame_limit = sdl2_config->GetBoolean("Renderer", "use_frame_limit", true);
Settings::values.frame_limit = Settings::values.frame_limit =
static_cast<u16>(sdl2_config->GetInteger("Renderer", "frame_limit", 100)); static_cast<u16>(sdl2_config->GetInteger("Renderer", "frame_limit", 100));
Settings::values.use_compatibility_profile =
sdl2_config->GetBoolean("Renderer", "use_compatibility_profile", true);
Settings::values.use_disk_shader_cache = Settings::values.use_disk_shader_cache =
sdl2_config->GetBoolean("Renderer", "use_disk_shader_cache", false); sdl2_config->GetBoolean("Renderer", "use_disk_shader_cache", false);
Settings::values.use_accurate_gpu_emulation = Settings::values.use_accurate_gpu_emulation =