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Some system configurations may see visual regressions or lower performance using GPU decoding compared to CPU decoding. This setting provides the option for users to specify their decoding preference. Co-Authored-By: yzct12345 <87620833+yzct12345@users.noreply.github.com>
59 lines
1.4 KiB
C++
59 lines
1.4 KiB
C++
// Copyright 2016 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include <vector>
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#include <QString>
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#include <QWidget>
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#include "common/settings.h"
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namespace ConfigurationShared {
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enum class CheckState;
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}
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namespace Ui {
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class ConfigureGraphics;
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}
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class ConfigureGraphics : public QWidget {
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Q_OBJECT
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public:
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explicit ConfigureGraphics(QWidget* parent = nullptr);
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~ConfigureGraphics() override;
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void ApplyConfiguration();
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private:
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void changeEvent(QEvent* event) override;
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void RetranslateUI();
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void SetConfiguration();
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void UpdateBackgroundColorButton(QColor color);
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void UpdateAPILayout();
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void UpdateDeviceSelection(int device);
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void UpdateShaderBackendSelection(int backend);
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void RetrieveVulkanDevices();
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void SetupPerGameUI();
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Settings::RendererBackend GetCurrentGraphicsBackend() const;
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Settings::NvdecEmulation GetCurrentNvdecEmulation() const;
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std::unique_ptr<Ui::ConfigureGraphics> ui;
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QColor bg_color;
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ConfigurationShared::CheckState use_nvdec_emulation;
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ConfigurationShared::CheckState accelerate_astc;
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ConfigurationShared::CheckState use_disk_shader_cache;
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ConfigurationShared::CheckState use_asynchronous_gpu_emulation;
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std::vector<QString> vulkan_devices;
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u32 vulkan_device{};
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Settings::ShaderBackend shader_backend{};
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};
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