From 4aac1ae4b1c39a8341cad7134c4bd356aeb83a3f Mon Sep 17 00:00:00 2001 From: lat9nq <22451773+lat9nq@users.noreply.github.com> Date: Sat, 15 May 2021 22:59:38 -0400 Subject: configuration: Simplify applying per-game settings Originally, every time we add a per-game setting, we'd have to guard for it when setting it on the global config, and use a specific function to do it for the per-game config. This moves the global check into the ApplyPerGameSetting function so that we can use it for changing both the global and per-game states. Less work for the programmer. --- .../configuration/configure_graphics_advanced.cpp | 47 ++++++---------------- 1 file changed, 12 insertions(+), 35 deletions(-) (limited to 'src/yuzu/configuration/configure_graphics_advanced.cpp') diff --git a/src/yuzu/configuration/configure_graphics_advanced.cpp b/src/yuzu/configuration/configure_graphics_advanced.cpp index c67609b0e..94e634986 100644 --- a/src/yuzu/configuration/configure_graphics_advanced.cpp +++ b/src/yuzu/configuration/configure_graphics_advanced.cpp @@ -54,47 +54,24 @@ void ConfigureGraphicsAdvanced::ApplyConfiguration() { ui->gpu_accuracy->currentIndex() - ((Settings::IsConfiguringGlobal()) ? 0 : ConfigurationShared::USE_GLOBAL_OFFSET)); + ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy, + ui->anisotropic_filtering_combobox); + ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync, + use_vsync); + ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_assembly_shaders, + ui->use_assembly_shaders, use_assembly_shaders); + ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders, + ui->use_asynchronous_shaders, + use_asynchronous_shaders); + ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_fast_gpu_time, + ui->use_fast_gpu_time, use_fast_gpu_time); + if (Settings::IsConfiguringGlobal()) { // Must guard in case of a during-game configuration when set to be game-specific. if (Settings::values.gpu_accuracy.UsingGlobal()) { Settings::values.gpu_accuracy.SetValue(gpu_accuracy); } - if (Settings::values.use_vsync.UsingGlobal()) { - Settings::values.use_vsync.SetValue(ui->use_vsync->isChecked()); - } - if (Settings::values.use_assembly_shaders.UsingGlobal()) { - Settings::values.use_assembly_shaders.SetValue(ui->use_assembly_shaders->isChecked()); - } - if (Settings::values.use_asynchronous_shaders.UsingGlobal()) { - Settings::values.use_asynchronous_shaders.SetValue( - ui->use_asynchronous_shaders->isChecked()); - } - if (Settings::values.use_asynchronous_shaders.UsingGlobal()) { - Settings::values.use_asynchronous_shaders.SetValue( - ui->use_asynchronous_shaders->isChecked()); - } - if (Settings::values.use_fast_gpu_time.UsingGlobal()) { - Settings::values.use_fast_gpu_time.SetValue(ui->use_fast_gpu_time->isChecked()); - } - if (Settings::values.max_anisotropy.UsingGlobal()) { - Settings::values.max_anisotropy.SetValue( - ui->anisotropic_filtering_combobox->currentIndex()); - } } else { - ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy, - ui->anisotropic_filtering_combobox); - ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync, - use_vsync); - ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_assembly_shaders, - ui->use_assembly_shaders, use_assembly_shaders); - ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders, - ui->use_asynchronous_shaders, - use_asynchronous_shaders); - ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_fast_gpu_time, - ui->use_fast_gpu_time, use_fast_gpu_time); - ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy, - ui->anisotropic_filtering_combobox); - if (ui->gpu_accuracy->currentIndex() == ConfigurationShared::USE_GLOBAL_INDEX) { Settings::values.gpu_accuracy.SetGlobal(true); } else { -- cgit v1.2.3 From ab2677f0a1b898ad767109d0d8cd3d4fa237252c Mon Sep 17 00:00:00 2001 From: lat9nq <22451773+lat9nq@users.noreply.github.com> Date: Sat, 15 May 2021 23:53:36 -0400 Subject: configuration: Add CPU tab to game properties Allows setting CPU accuracy to Accurate or Unsafe per-game, as well as the accuracy options for Unsafe. Debug is not allowed here as a per-game CPU accuracy. --- src/yuzu/configuration/configure_graphics_advanced.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'src/yuzu/configuration/configure_graphics_advanced.cpp') diff --git a/src/yuzu/configuration/configure_graphics_advanced.cpp b/src/yuzu/configuration/configure_graphics_advanced.cpp index 94e634986..35bf9c6be 100644 --- a/src/yuzu/configuration/configure_graphics_advanced.cpp +++ b/src/yuzu/configuration/configure_graphics_advanced.cpp @@ -56,8 +56,7 @@ void ConfigureGraphicsAdvanced::ApplyConfiguration() { ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy, ui->anisotropic_filtering_combobox); - ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync, - use_vsync); + ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync, use_vsync); ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_assembly_shaders, ui->use_assembly_shaders, use_assembly_shaders); ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders, -- cgit v1.2.3