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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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					 9 changed files with 74 additions and 85 deletions
				
			
		|  | @ -687,11 +687,11 @@ void RendererOpenGL::ReloadShader() { | |||
|     } | ||||
| 
 | ||||
|     if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph) { | ||||
|         if (Settings::values.pp_shader_name.GetValue() == "dubois (builtin)") { | ||||
|         if (Settings::values.anaglyph_shader_name.GetValue() == "dubois (builtin)") { | ||||
|             shader_data += fragment_shader_anaglyph; | ||||
|         } else { | ||||
|             std::string shader_text = OpenGL::GetPostProcessingShaderCode( | ||||
|                 true, Settings::values.pp_shader_name.GetValue()); | ||||
|                 true, Settings::values.anaglyph_shader_name.GetValue()); | ||||
|             if (shader_text.empty()) { | ||||
|                 // Should probably provide some information that the shader couldn't load
 | ||||
|                 shader_data += fragment_shader_anaglyph; | ||||
|  | @ -702,18 +702,7 @@ void RendererOpenGL::ReloadShader() { | |||
|     } else if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced || | ||||
|                Settings::values.render_3d.GetValue() == | ||||
|                    Settings::StereoRenderOption::ReverseInterlaced) { | ||||
|         if (Settings::values.pp_shader_name.GetValue() == "horizontal (builtin)") { | ||||
|             shader_data += fragment_shader_interlaced; | ||||
|         } else { | ||||
|             std::string shader_text = OpenGL::GetPostProcessingShaderCode( | ||||
|                 false, Settings::values.pp_shader_name.GetValue()); | ||||
|             if (shader_text.empty()) { | ||||
|                 // Should probably provide some information that the shader couldn't load
 | ||||
|                 shader_data += fragment_shader_interlaced; | ||||
|             } else { | ||||
|                 shader_data += shader_text; | ||||
|             } | ||||
|         } | ||||
|         shader_data += fragment_shader_interlaced; | ||||
|     } else { | ||||
|         if (Settings::values.pp_shader_name.GetValue() == "none (builtin)") { | ||||
|             shader_data += fragment_shader; | ||||
|  |  | |||
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