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citra-qt: fixes to per game settings (#6298)
* citra-qt config: small misc changes Remove unused ReadSettingGlobal Remove unused WriteSetting overload ReadGlobalSetting: rename default value variable * qt config: fix u16 values being written as QMetaType * qt config: rework post processing shader setting handles post processing setting properly when per-game settings are used. the anaglyph shader is given its own setting, separate from the post processing name. * qt config: use u32 instead of unsigned int when casting
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49acfe428a
commit
6fbc54b0c5
9 changed files with 74 additions and 85 deletions
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@ -687,11 +687,11 @@ void RendererOpenGL::ReloadShader() {
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}
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph) {
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if (Settings::values.pp_shader_name.GetValue() == "dubois (builtin)") {
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if (Settings::values.anaglyph_shader_name.GetValue() == "dubois (builtin)") {
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shader_data += fragment_shader_anaglyph;
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} else {
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std::string shader_text = OpenGL::GetPostProcessingShaderCode(
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true, Settings::values.pp_shader_name.GetValue());
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true, Settings::values.anaglyph_shader_name.GetValue());
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if (shader_text.empty()) {
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// Should probably provide some information that the shader couldn't load
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shader_data += fragment_shader_anaglyph;
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@ -702,18 +702,7 @@ void RendererOpenGL::ReloadShader() {
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} else if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced ||
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Settings::values.render_3d.GetValue() ==
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Settings::StereoRenderOption::ReverseInterlaced) {
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if (Settings::values.pp_shader_name.GetValue() == "horizontal (builtin)") {
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shader_data += fragment_shader_interlaced;
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} else {
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std::string shader_text = OpenGL::GetPostProcessingShaderCode(
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false, Settings::values.pp_shader_name.GetValue());
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if (shader_text.empty()) {
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// Should probably provide some information that the shader couldn't load
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shader_data += fragment_shader_interlaced;
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} else {
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shader_data += shader_text;
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}
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}
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shader_data += fragment_shader_interlaced;
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} else {
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if (Settings::values.pp_shader_name.GetValue() == "none (builtin)") {
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shader_data += fragment_shader;
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