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code: Add texture sampling option (#7118)
* This replaces the nearest neighbour filter that shouldn't have existed in the first place
This commit is contained in:
parent
c17ec1d1aa
commit
85bd1be852
11 changed files with 110 additions and 59 deletions
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@ -184,11 +184,6 @@
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<string>Bicubic</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>Nearest Neighbor</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>ScaleForce</string>
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@ -199,11 +194,11 @@
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<string>xBRZ</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>MMPX</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>MMPX</string>
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</property>
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</item>
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</widget>
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</item>
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</layout>
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@ -71,11 +71,17 @@ void ConfigureGraphics::SetConfiguration() {
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!Settings::values.physical_device.UsingGlobal());
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ConfigurationShared::SetPerGameSetting(ui->physical_device_combo,
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&Settings::values.physical_device);
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ConfigurationShared::SetPerGameSetting(ui->texture_sampling_combobox,
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&Settings::values.texture_sampling);
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ConfigurationShared::SetHighlight(ui->widget_texture_sampling,
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!Settings::values.texture_sampling.UsingGlobal());
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} else {
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ui->graphics_api_combo->setCurrentIndex(
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static_cast<int>(Settings::values.graphics_api.GetValue()));
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ui->physical_device_combo->setCurrentIndex(
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static_cast<int>(Settings::values.physical_device.GetValue()));
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ui->texture_sampling_combobox->setCurrentIndex(
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static_cast<int>(Settings::values.texture_sampling.GetValue()));
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}
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ui->toggle_hw_shader->setChecked(Settings::values.use_hw_shader.GetValue());
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@ -106,6 +112,8 @@ void ConfigureGraphics::ApplyConfiguration() {
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use_hw_shader);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.shaders_accurate_mul,
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ui->toggle_accurate_mul, shaders_accurate_mul);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.texture_sampling,
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ui->texture_sampling_combobox);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_disk_shader_cache,
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ui->toggle_disk_shader_cache, use_disk_shader_cache);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync_new, ui->toggle_vsync_new,
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@ -132,6 +140,7 @@ void ConfigureGraphics::SetupPerGameUI() {
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Settings::values.use_vsync_new.UsingGlobal());
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ui->toggle_async_shaders->setEnabled(
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Settings::values.async_shader_compilation.UsingGlobal());
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ui->widget_texture_sampling->setEnabled(Settings::values.texture_sampling.UsingGlobal());
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ui->toggle_async_present->setEnabled(Settings::values.async_presentation.UsingGlobal());
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ui->graphics_api_combo->setEnabled(Settings::values.graphics_api.UsingGlobal());
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ui->physical_device_combo->setEnabled(Settings::values.physical_device.UsingGlobal());
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@ -148,6 +157,10 @@ void ConfigureGraphics::SetupPerGameUI() {
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ui->physical_device_combo, ui->physical_device_group,
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static_cast<u32>(Settings::values.physical_device.GetValue(true)));
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ConfigurationShared::SetColoredComboBox(
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ui->texture_sampling_combobox, ui->widget_texture_sampling,
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static_cast<int>(Settings::values.texture_sampling.GetValue(true)));
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ConfigurationShared::SetColoredTristate(ui->toggle_hw_shader, Settings::values.use_hw_shader,
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use_hw_shader);
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ConfigurationShared::SetColoredTristate(
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@ -212,6 +212,53 @@
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<string>Advanced</string>
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</property>
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<layout class="QVBoxLayout" name="verticalLayout_2">
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<item>
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<widget class="QWidget" name="widget_texture_sampling" native="true">
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<layout class="QHBoxLayout" name="horizontalLayout_2">
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<property name="leftMargin">
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<number>0</number>
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</property>
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<property name="topMargin">
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<number>0</number>
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</property>
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<property name="rightMargin">
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<number>0</number>
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</property>
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<property name="bottomMargin">
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<number>0</number>
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</property>
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<item>
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<widget class="QLabel" name="texture_sampling_label">
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<property name="toolTip">
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<string><html><head/><body><p>Overrides the sampling filter used by games. This can be useful in certain cases with poorly behaved games when upscaling. If unsure set this to Game Controlled</p></body></html></string>
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</property>
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<property name="text">
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<string>Texture Sampling</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QComboBox" name="texture_sampling_combobox">
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<item>
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<property name="text">
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<string>Game Controlled</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>Nearest Neighbor</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>Linear</string>
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</property>
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</item>
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</widget>
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</item>
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</layout>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="toggle_disk_shader_cache">
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<property name="toolTip">
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