Commit graph

59 commits

Author SHA1 Message Date
lat9nq
40108e515b configure_graphics: Actively find present modes
When Vulkan devices are enumerated, this also determines the available
present modes for each device, maps them to a vector, and gives
those options to the user.
OpenGL options are limited to On/Off.

Required creating a VkSurfaceKHR during device enumeration, which
may or may not be desireable. For the sake of a less confusing UI.

Also fixes a bug where if a graphics device disappears on the host, we
don't try and select the non-existant devices.

configure_graphics: Remove vsync runtime lock for Vulkan

configure_graphics: Recommend Mailbox present mode

configure_graphics: Fix type-limits warning

configure_graphics: Clean up includes

configure_graphics: Add tooltip
2023-05-02 21:52:43 -04:00
lat9nq
bd25f22842 configure_graphics: Fix another typo 2023-05-02 21:51:29 -04:00
lat9nq
01d93d094f configure_graphics: Fix typo 2023-05-02 21:51:29 -04:00
lat9nq
581d8f34ee configuration: Expose separate swap present modes
Previously, yuzu would try and guess which vsync mode to use given
different scenarios, but apparently we didn't always get it right. This
exposes the separate modes in a drop-down the user can select.

If a mode isn't available in Vulkan, it defaults to FIFO.
2023-05-02 21:51:29 -04:00
Wollnashorn
6b840142b3 video_core/opengl: Add FSR upscaling filter to the OpenGL renderer 2023-01-26 21:43:33 +01:00
Matías Locatti
b269425fd8 UI change 2023-01-13 04:54:29 -03:00
Matías Locatti
cf9e60d883 1.5X resolution scaler option 2023-01-13 02:34:24 -03:00
Liam
292cc68b75 video_core: Integrate SMAA
Co-authored-by: goldenx86 <goldenx86@users.noreply.github.com>
Co-authored-by: BreadFish64 <breadfish64@users.noreply.github.com>
2022-12-08 17:17:45 -05:00
Liam
acc4a150ef video_core: add null backend 2022-11-28 19:49:09 -05:00
Matías Locatti
b4211c8a46 Sharpness instead of Sharpening 2022-11-26 02:14:10 -03:00
lat9nq
cedec65403 configure_graphics: Implement custom FSR Sharpening setting 2022-11-25 22:42:54 -05:00
Matías Locatti
8e19421f84 FSR Sharpening Slider part 1 - only a global slider 2022-11-24 04:22:13 -05:00
Narr the Reg
70825554ec yuzu: Add 16:10 aspect ratio 2022-10-10 13:32:33 -05:00
lat9nq
27848d6052 yuzu: Simplify broken Vulkan handling 2022-07-10 16:52:00 -04:00
lat9nq
7506b68555 yuzu-qt: Attempt to workaround broken Vulkan installations
This does a few things in order to make the default setting Vulkan
workable.

- When yuzu boots, it just opens the Vulkan library.
  - If it works, all good and we continue with Vulkan as the default.
  - If something breaks, a new file in the config directory will be left
    behind (this is deleted normally).
- If Vulkan is not working, has_broken_vulkan is set to true.
  - The first time this happens, a warning is displayed to notify the
    user.
  - This forces use of OpenGL, and Vulkan cannot be selected.
  - The Shader Backend selector is made accessible for use in custom
    configurations.
  - To disable has_broken_vulkan, the user needs to press a button in
    Graphics Configuration to manually run the Vulkan device
    enumeration.
2022-05-30 10:57:59 -04:00
Moonlacer
71ae167f3a Update FSR to 1.0.2
Updates yuzu's FSR implementation to 1.0.2
2022-01-23 14:38:48 -06:00
Morph
e0ec4b4855 configure_graphics_ui: AMD's -> AMD
AMD officially markets FSR as AMD FidelityFX™️ Super Resolution
2021-11-18 23:17:16 -05:00
ameerj
612c52a5fc configure_graphics.ui: Cleanup scaling options and fix duplicate name warning 2021-11-16 22:11:33 +01:00
Marshall Mohror
e6c99aecb0 Frontend: Add anti-aliasing method setting 2021-11-16 22:11:32 +01:00
FernandoS27
9fa06bcc03 QtGUI: Add buttton to toggle the filter. 2021-11-16 22:11:32 +01:00
FernandoS27
f54d6dee54 VideoCore: Add gaussian filtering. 2021-11-16 22:11:32 +01:00
FernandoS27
43200a46fe VideoCore: Add more rescaling option. 2021-11-16 22:11:31 +01:00
Fernando Sahmkow
d20bfdd9a3 Presentation: add Nearest Neighbor filter. 2021-11-16 22:11:31 +01:00
Marshall Mohror
2173534da5 vulkan: Implement FidelityFX Super Resolution 2021-11-16 22:11:31 +01:00
Fernando Sahmkow
bca25d2a0f Renderer: Implement Bicubic and ScaleForce filters. 2021-11-16 22:11:29 +01:00
Fernando Sahmkow
b9a9b8d768 Settings: Add resolution scaling to settings. 2021-11-16 22:11:27 +01:00
Moonlacer
e2d77ebac2 settings_ui: Better NVDEC Description For Each Video Rendering Option (#7165)
* better_description

* Revert "better_description"

This reverts commit 3a152a6ba6f2d6e02530b69a8194e4db302c8acd.

* better_nvdec_wording

* best_performance

* update_word_stuff

* another_update
2021-10-14 18:01:12 -07:00
lat9nq
3aec34df0a yuzu qt: Remove global system instances from config, WaitTree, main 2021-10-07 13:50:13 -04:00
Fernando S
f35f5c5072 Merge pull request #6846 from ameerj/nvdec-gpu-decode
nvdec: Add GPU video decoding for all capable drivers and platforms
2021-09-11 23:11:32 +02:00
Moonlacer
76c8fdfc78 Second part of Golden's PR 2021-09-06 15:25:40 -05:00
ameerj
82906e26a5 configure_graphics: Add GPU nvdec decoding as an option
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>
2021-08-16 14:40:53 -04:00
lat9nq
ddd4720fe4 general: Add setting shader_backend
GLASM is getting good enough that we can move it out of advanced
graphics settings. This removes the setting `use_assembly_shaders`,
opting for a enum class `shader_backend`. This comes with the benefits
that it is extensible for additional shader backends besides GLSL and
GLASM, and this will work better with a QComboBox.

Qt removes the related assembly shader setting from the Advanced
Graphics section and places it as a new QComboBox in the API Settings
group. This will replace the Vulkan device selector when OpenGL is
selected.

Additionally, mark all of the custom anisotropic filtering settings as
"WILL BREAK THINGS", as that is the case with a select few games.
2021-07-22 21:51:39 -04:00
ameerj
2ec9c87101 configure_graphics: Add Accelerate ASTC decoding setting 2021-06-15 20:19:00 -04:00
Morph
827c0726cc configure_graphics: Add Borderless Windowed fullscreen mode
The borderless windowed fullscreen mode solves several issues with the presentation of the overlay dialogs and on-screen keyboard in exclusive fullscreen mode, and also has other benefits such as smoother gameplay, lower latency and a significant reduction in screen tearing.

Co-authored-by: Its-Rei <kupfel@gmail.com>
2021-04-06 05:58:57 -04:00
ameerj
9ef5c53e52 video_core: NVDEC Implementation
This commit aims to implement the NVDEC (Nvidia Decoder) functionality, with video frame decoding being handled by the FFmpeg library.

The process begins with Ioctl commands being sent to the NVDEC and VIC (Video Image Composer) emulated devices. These allocate the necessary GPU buffers for the frame data, along with providing information on the incoming video data. A Submit command then signals the GPU to process and decode the frame data.

To decode the frame, the respective codec's header must be manually composed from the information provided by NVDEC, then sent with the raw frame data to the ffmpeg library.

Currently, H264 and VP9 are supported, with VP9 having some minor artifacting issues related mainly to the reference frame composition in its uncompressed header.

Async GPU is not properly implemented at the moment.

Co-Authored-By: David <25727384+ogniK5377@users.noreply.github.com>
2020-10-26 23:07:36 -04:00
lat9nq
a0c66140a6 configure_graphics: Fix layout in global config
Fixes a regression where the global config takes up a lot of extra space.
2020-07-19 13:26:55 -04:00
lat9nq
a186061bb9 configure_per_game: Improve style consistency
The way the configurations are set up, it is not trivial to do this. I'll leave it as is, but the API selection, and the background color and volume slider selectors are kind of not following the style.
2020-07-19 13:26:55 -04:00
lat9nq
c80b9c67a7 configure_graphics: Implement highlighted overrides 2020-07-19 13:26:55 -04:00
lat9nq
61519c20c3 configuration: implement per-game configurations (#4098)
* Switch game settings to use a pointer

In order to add full per-game settings, we need to be able to tell yuzu to switch
to using either the global or game configuration. Using a pointer makes it easier
to switch.

* configuration: add new UI without changing existing funcitonality

The new UI also adds General, System, Graphics, Advanced Graphics,
and Audio tabs, but as yet they do nothing. This commit keeps yuzu
to the same functionality as originally branched.

* configuration: Rename files

These weren't included in the last commit. Now they are.

* configuration: setup global configuration checkbox

Global config checkbox now enables/disables the appropriate tabs in the game
properties dialog. The use global configuration setting is now saved to the
config, defaulting to true. This also addresses some changes requested in the PR.

* configuration: swap to per-game config memory for properties dialog

Does not set memory going in-game. Swaps to game values when opening the
properties dialog, then swaps back when closing it. Uses a `memcpy` to swap.
Also implements saving config files, limited to certain groups of configurations
so as to not risk setting unsafe configurations.

* configuration: change config interfaces to use config-specific pointers

When a game is booted, we need to be able to open the configuration dialogs
without changing the settings pointer in the game's emualtion. A new pointer
specific to just the configuration dialogs can be used to separate changes
to just those config dialogs without affecting the emulation.

* configuration: boot a game using per-game settings

Swaps values where needed to boot a game.

* configuration: user correct config during emulation

Creates a new pointer specifically for modifying the configuration while
emulation is in progress. Both the regular configuration dialog and the game
properties dialog now use the pointer Settings::config_values to focus edits to
the correct struct.

* settings: split Settings::values into two different structs

By splitting the settings into two mutually exclusive structs, it becomes easier,
as a developer, to determine how to use the Settings structs after per-game
configurations is merged. Other benefits include only duplicating the required
settings in memory.

* settings: move use_docked_mode to Controls group

`use_docked_mode` is set in the input settings and cannot be accessed from the
system settings. Grouping it with system settings causes it to be saved with
per-game settings, which may make transferring configs more difficult later on,
especially since docked mode cannot be set from within the game properties
dialog.

* configuration: Fix the other yuzu executables and a regression

In main.cpp, we have to get the title ID before the ROM is loaded, else the
renderer will reflect only the global settings and now the user's game specific
settings.

* settings: use a template to duplicate memory for each setting

Replaces the type of each variable in the Settings::Values struct with a new
class that allows basic data reading and writing. The new struct
Settings::Setting duplicates the data in memory and can manage global overrides
per each setting.

* configuration: correct add-ons config and swap settings when apropriate

Any add-ons interaction happens directly through the global values struct.
Swapping bewteen structs now also includes copying the necessary global configs
that cannot be changed nor saved in per-game settings. General and System config
menus now update based on whether it is viewing the global or per-game settings.

* settings: restore old values struct

No longer needed with the Settings::Setting class template.

* configuration: implement hierarchical game properties dialog

This sets the apropriate global or local data in each setting.

* clang format

* clang format take 2

can the docker container save this?

* address comments and style issues

* config: read and write settings with global awareness

Adds new functions to read and write settings while keeping the global state in
focus. Files now generated per-game are much smaller since often they only need
address the global state.

* settings: restore global state when necessary

Upon closing a game or the game properties dialog, we need to restore all global
settings to the original global state so that we can properly open the
configuration dialog or boot a different game.

* configuration: guard setting values incorrectly

This disables setting values while a game is running if the setting is
overwritten by a per game setting.

* config: don't write local settings in the global config

Simple guards to prevent writing the wrong settings in the wrong files.

* configuration: add comments, assume less, and clang format

No longer assumes that a disabled UI element means the global state is turned
off, instead opting to directly answer that question. Still however assumes a
game is running if it is in that state.

* configuration: fix a logic error

Should not be negated

* restore settings' global state regardless of accept/cancel

Fixes loading a properties dialog and causing the global config dialog to show
local settings.

* fix more logic errors

Fixed the frame limit would set the global setting from the game properties
dialog. Also strengthened the Settings::Setting member variables and simplified
the logic in config reading (ReadSettingGlobal).

* fix another logic error

In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered
condition.

* configure_audio: set toggle_stretched_audio to tristate

* fixed custom rtc and rng seed overwriting the global value

* clang format

* rebased

* clang format take 4

* address my own review

Basically revert unintended changes

* settings: literal instead of casting

"No need to cast, use 1U instead"
Thanks, Morph!

Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>

* Revert "settings: literal instead of casting
"

This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f.

* main: fix status buttons reporting wrong settings after stop emulation

* settings: Log UseDockedMode in the Controls group

This should have happened when use_docked_mode was moved over to the controls group
internally. This just reflects this in the log.

* main: load settings if the file has a title id

In other words, don't exit if the loader has trouble getting a title id.

* use a zero

* settings: initalize resolution factor with constructor instead of casting

* Revert "settings: initalize resolution factor with constructor instead of casting"

This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8.

* configure_graphics: guard device selector when Vulkan is global

Prevents the user from editing the device selector if Vulkan is the global
renderer backend. Also resets the vulkan_device variable when the users
switches back-and-forth between global and Vulkan.

* address reviewer concerns

Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static.

Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com>

* main: load per-game settings after LoadROM

This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug.

* Revert "main: load per-game settings after LoadROM"

This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804.

* main: only restore global settings when necessary

Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug.

* configuration_shared: address reviewer concerns except operator overrides

Dropping operator override usage in next commit.

Co-Authored-By: LC <lioncash@users.noreply.github.com>

* settings: Drop operator overrides from Setting template

Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog.

* complete rebase

* configuration_shared: translate "Use global configuration"

Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared.

* configure_per_game: address reviewer concern

As far as I understand, it prevents the program from unnecessarily copying strings.

Co-Authored-By: LC <lioncash@users.noreply.github.com>

Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>
Co-authored-by: VolcaEM <volcaem@users.noreply.github.com>
Co-authored-by: LC <lioncash@users.noreply.github.com>
2020-07-09 22:42:09 -04:00
Morph
d594106360 yuzu/frontend: Remove internal resolution option 2020-06-06 15:56:14 -04:00
Morph
c6e07faf25 Create an "Advanced" tab in the graphics configuration tab and add anisotropic filtering levels. 2020-02-27 21:34:00 -05:00
bunnei
f93fe8e862 core: settings: Add setting to enable vsync, which is on by default. 2020-02-25 20:57:02 -05:00
Morph
5afb6b95ed Add 4:3 aspect ratio and address feedback 2020-02-14 14:39:04 -05:00
Morph
74a490c909 Add following aspect ratios: 16:9, 21:9, Stretch to Window
Available as a drop down within the configure graphics tab.
2020-02-13 22:17:28 -05:00
ReinUsesLisp
48cb021c34 yuzu: Implement Vulkan frontend
Adds a Qt and SDL2 frontend for Vulkan. It also finishes the missing
bits on Vulkan initialization.
2020-01-29 17:53:11 -03:00
FearlessTobi
ea38fab388 yuzu/configure: move speed limiter to general
The speed limiter being a frame limiter is an implmentation detail and can be changed in the future. What user care about is that it limit the emulation speed in genenral (not just graphics but also audio+input)

Co-Authored-By: Weiyi Wang <wwylele@gmail.com>
2019-09-05 02:11:37 +02:00
ReinUsesLisp
b70a0ec46d rasterizer_opengl: Remove OpenGL core profile 2019-05-30 13:21:00 -03:00
Fernando Sahmkow
b437d4abd7 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
2019-04-20 00:05:24 -04:00
zarroboogs
77bc4d1bd9 added a toggle to force 30fps mode 2019-04-09 02:14:03 +03:00
bunnei
300139799f settings: Add new graphics setting for use_asynchronous_gpu_emulation. 2019-03-06 21:09:09 -05:00