switch dynamic state to a slider

Signed-off-by: swurl <swurl@swurl.xyz>
This commit is contained in:
swurl 2025-04-24 12:08:01 -04:00
parent c140529a75
commit 83cf9774e1
5 changed files with 17 additions and 149 deletions

View file

@ -445,16 +445,13 @@ struct Values {
SwitchableSetting<bool> barrier_feedback_loops{linkage, true, "barrier_feedback_loops",
Category::RendererAdvanced};
SwitchableSetting<bool> use_dyna_state_1{linkage, true, "use_dyna_state_1",
Category::RendererExtensions};
SwitchableSetting<bool> use_dyna_state_2{linkage, true, "use_dyna_state_2",
Category::RendererExtensions};
SwitchableSetting<bool> use_dyna_state_2_extras{linkage, true, "use_dyna_state_2_extras",
Category::RendererExtensions};
SwitchableSetting<bool> use_dyna_state_3{linkage, false, "use_dyna_state_3",
Category::RendererExtensions};
SwitchableSetting<bool> use_dyna_state_3_blend{linkage, false, "use_dyna_state_3_blend",
Category::RendererExtensions};
SwitchableSetting<u8, true> dyna_state{linkage,
0,
0,
3,
"dyna_state",
Category::RendererExtensions,
Specialization::Scalar};
Setting<bool> renderer_debug{linkage, false, "debug", Category::RendererDebug};
Setting<bool> renderer_shader_feedback{linkage, false, "shader_feedback",

View file

@ -427,12 +427,13 @@ PipelineCache::PipelineCache(Tegra::MaxwellDeviceMemoryManager& device_memory_,
device.GetMaxVertexInputBindings(), Maxwell::NumVertexArrays);
}
const u8 dynamic_state = Settings::values.dyna_state.GetValue();
dynamic_features = DynamicFeatures{
.has_extended_dynamic_state = Settings::values.use_dyna_state_1.GetValue(),
.has_extended_dynamic_state_2 = Settings::values.use_dyna_state_2.GetValue(),
.has_extended_dynamic_state_2_extra = Settings::values.use_dyna_state_2_extras.GetValue(),
.has_extended_dynamic_state_3_blend = Settings::values.use_dyna_state_3_blend.GetValue(),
.has_extended_dynamic_state_3_enables = Settings::values.use_dyna_state_3.GetValue(),
.has_extended_dynamic_state = dynamic_state > 0,
.has_extended_dynamic_state_2 = dynamic_state > 1,
.has_extended_dynamic_state_2_extra = dynamic_state > 1,
.has_extended_dynamic_state_3_blend = dynamic_state > 2,
.has_extended_dynamic_state_3_enables = dynamic_state > 2,
.has_dynamic_vertex_input = device.IsExtVertexInputDynamicStateSupported(),
};
}

View file

@ -32,13 +32,6 @@ void ConfigureGraphicsExtensions::SetConfiguration() {}
void ConfigureGraphicsExtensions::Setup(const ConfigurationShared::Builder& builder) {
auto& layout = *ui->populate_target->layout();
std::map<u32, QWidget*> hold{}; // A map will sort the data for us
QCheckBox *dyna_state_1_box = nullptr;
QCheckBox *dyna_state_2_box = nullptr;
QCheckBox *dyna_state_2_extras_box = nullptr;
QCheckBox *dyna_state_3_box = nullptr;
QCheckBox *dyna_state_3_blend_box = nullptr;
for (auto setting :
Settings::values.linkage.by_category[Settings::Category::RendererExtensions]) {
ConfigurationShared::Widget* widget = builder.BuildWidget(setting, apply_funcs);
@ -52,118 +45,11 @@ void ConfigureGraphicsExtensions::Setup(const ConfigurationShared::Builder& buil
}
hold.emplace(setting->Id(), widget);
#define CHECKBOX(state) if (setting->Id() == Settings::values.use_dyna_state_##state.Id()) { \
dyna_state_##state##_box = widget->checkbox; \
} else
CHECKBOX(1)
CHECKBOX(2)
CHECKBOX(2_extras)
CHECKBOX(3)
CHECKBOX(3_blend)
{} // else
}
for (const auto& [id, widget] : hold) {
layout.addWidget(widget);
}
// I hate everything about this
auto state_1_check = [=](int state) {
bool checked = state == (int) Qt::CheckState::Checked;
if (!checked) dyna_state_2_box->setChecked(false);
dyna_state_2_box->setEnabled(checked);
};
connect(dyna_state_1_box, &QCheckBox::stateChanged, this, state_1_check);
auto state_2_check = [=](int state) {
bool checked = state == (int) Qt::CheckState::Checked;
bool valid = dyna_state_1_box->isChecked();
if (!valid) {
// THIS IS SO BAD
if (!checked) {
emit dyna_state_2_box->clicked();
} else {
checked = false;
dyna_state_2_box->setChecked(false);
return;
}
}
if (!checked) {
dyna_state_2_extras_box->setChecked(false);
dyna_state_3_box->setChecked(false);
}
dyna_state_2_extras_box->setEnabled(checked);
dyna_state_3_box->setEnabled(checked);
};
connect(dyna_state_2_box, &QCheckBox::stateChanged, this, state_2_check);
auto state_3_check = [=](int state) {
bool checked = state == (int) Qt::CheckState::Checked;
bool valid = dyna_state_2_box->isChecked();
if (!valid) {
if (!checked) {
emit dyna_state_3_box->clicked();
} else {
checked = false;
dyna_state_3_box->setChecked(false);
return;
}
}
if (!checked) dyna_state_3_blend_box->setChecked(false);
dyna_state_3_blend_box->setEnabled(checked);
};
connect(dyna_state_3_box, &QCheckBox::stateChanged, this, state_3_check);
auto state_2_extras_check = [=](int state) {
bool checked = state == (int) Qt::CheckState::Checked;
bool valid = dyna_state_2_box->isChecked();
if (!valid) {
if (!checked) {
emit dyna_state_2_extras_box->clicked();
} else {
checked = false;
dyna_state_2_extras_box->setChecked(false);
return;
}
}
};
connect(dyna_state_2_extras_box, &QCheckBox::stateChanged, this, state_2_extras_check);
auto state_3_blend_check = [=](int state) {
bool checked = state == (int) Qt::CheckState::Checked;
bool valid = dyna_state_3_box->isChecked();
if (!valid) {
if (!checked) {
emit dyna_state_3_blend_box->clicked();
} else {
checked = false;
dyna_state_3_blend_box->setChecked(false);
return;
}
}
};
connect(dyna_state_3_blend_box, &QCheckBox::stateChanged, this, state_3_blend_check);
state_1_check((int) dyna_state_1_box->checkState());
state_2_check((int) dyna_state_2_box->checkState());
state_2_extras_check((int) dyna_state_2_extras_box->checkState());
state_3_check((int) dyna_state_3_box->checkState());
state_3_blend_check((int) dyna_state_3_blend_box->checkState());
}
void ConfigureGraphicsExtensions::ApplyConfiguration() {

View file

@ -28,7 +28,7 @@
<item>
<widget class="QLabel" name="label">
<property name="text">
<string>While all dynamic state extensions are recommended, some games or systems may not function with Dynamic State 3, or will perform far better with only State 1 or State 2 enabled.</string>
<string>While it's recommended to use state 3, some games may perform better on lower states. Additionally, some older devices and drivers will not work properly with state 3.</string>
</property>
<property name="wordWrap">
<bool>true</bool>

View file

@ -231,25 +231,9 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QWidget* parent) {
tr("Improves rendering of transparency effects in specific games."));
// Renderer (Extensions)
INSERT(Settings, use_dyna_state_1, tr("Enable Extended Dynamic State 1"),
tr("Enables the VkExtendedDynamicState1 extension.\nThis setting may improve performance, "
"but may also cause games to break on some systems."));
INSERT(Settings, use_dyna_state_2, tr("Enable Extended Dynamic State 2"),
tr("Enables the VkExtendedDynamicState2 extension.\nThis setting may improve performance, "
"but may also cause games to break on some systems."));
INSERT(Settings, use_dyna_state_2_extras, tr("Enable Extended Dynamic State 2 Extras"),
tr("Enables the VkExtendedDynamicState2Extras extension.\nThis setting may improve performance, "
"but may also cause games to break on some systems."));
INSERT(Settings, use_dyna_state_3, tr("Enable Extended Dynamic State 3"),
tr("Enables the VkExtendedDynamicState3 extension.\nThis setting may improve performance, "
"but may also cause games to break on some systems."));
INSERT(Settings, use_dyna_state_3_blend, tr("Enable Extended Dynamic State 3 Blending"),
tr("Enables the VkExtendedDynamicState3Blending extension.\nThis setting may improve performance, "
"but may also cause games to break on some systems."));
INSERT(Settings, dyna_state, tr("Extended Dynamic State"),
tr("Enables the VkExtendedDynamicState* extensions.\nHigher dynamic states will generally improve "
"performance, but may cause issues on certain games or devices."));
// Renderer (Debug)