Remove 'Accurate Geometry Shader' setting, default behavior is as it was turned on.
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d18d2a0a18
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aad8261534
@ -115,8 +115,6 @@ void Config::ReadValues() {
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#else
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Settings::values.use_hw_shader = sdl2_config->GetBoolean("Renderer", "use_hw_shader", true);
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#endif
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Settings::values.shaders_accurate_gs =
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sdl2_config->GetBoolean("Renderer", "shaders_accurate_gs", true);
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Settings::values.shaders_accurate_mul =
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sdl2_config->GetBoolean("Renderer", "shaders_accurate_mul", false);
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Settings::values.use_shader_jit = sdl2_config->GetBoolean("Renderer", "use_shader_jit", true);
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@ -108,10 +108,6 @@ use_hw_shader =
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# 0: Off (Default. Faster, but causes issues in some games) 1: On (Slower, but correct)
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shaders_accurate_mul =
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# Whether to fallback to software for geometry shaders
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# 0: Off (Faster, but causes issues in some games) 1: On (Default. Slower, but correct)
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shaders_accurate_gs =
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# Whether to use the Just-In-Time (JIT) compiler for shader emulation
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# 0: Interpreter (slow), 1 (default): JIT (fast)
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use_shader_jit =
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@ -160,7 +160,6 @@ void Config::ReadValues() {
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#else
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Settings::values.use_hw_shader = ReadSetting("use_hw_shader", true).toBool();
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#endif
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Settings::values.shaders_accurate_gs = ReadSetting("shaders_accurate_gs", true).toBool();
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Settings::values.shaders_accurate_mul = ReadSetting("shaders_accurate_mul", false).toBool();
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Settings::values.use_shader_jit = ReadSetting("use_shader_jit", true).toBool();
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Settings::values.resolution_factor =
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@ -459,7 +458,6 @@ void Config::SaveValues() {
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qt_config->beginGroup("Renderer");
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WriteSetting("use_hw_renderer", Settings::values.use_hw_renderer, true);
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WriteSetting("use_hw_shader", Settings::values.use_hw_shader, true);
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WriteSetting("shaders_accurate_gs", Settings::values.shaders_accurate_gs, true);
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WriteSetting("shaders_accurate_mul", Settings::values.shaders_accurate_mul, false);
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WriteSetting("use_shader_jit", Settings::values.use_shader_jit, true);
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WriteSetting("resolution_factor", Settings::values.resolution_factor, 1);
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@ -62,7 +62,6 @@ ConfigureGraphics::~ConfigureGraphics() = default;
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void ConfigureGraphics::SetConfiguration() {
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ui->toggle_hw_renderer->setChecked(Settings::values.use_hw_renderer);
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ui->toggle_hw_shader->setChecked(Settings::values.use_hw_shader);
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ui->toggle_accurate_gs->setChecked(Settings::values.shaders_accurate_gs);
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ui->toggle_accurate_mul->setChecked(Settings::values.shaders_accurate_mul);
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ui->toggle_shader_jit->setChecked(Settings::values.use_shader_jit);
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ui->resolution_factor_combobox->setCurrentIndex(Settings::values.resolution_factor);
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@ -83,7 +82,6 @@ void ConfigureGraphics::SetConfiguration() {
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void ConfigureGraphics::ApplyConfiguration() {
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Settings::values.use_hw_renderer = ui->toggle_hw_renderer->isChecked();
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Settings::values.use_hw_shader = ui->toggle_hw_shader->isChecked();
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Settings::values.shaders_accurate_gs = ui->toggle_accurate_gs->isChecked();
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Settings::values.shaders_accurate_mul = ui->toggle_accurate_mul->isChecked();
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Settings::values.use_shader_jit = ui->toggle_shader_jit->isChecked();
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Settings::values.resolution_factor =
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@ -150,16 +150,6 @@
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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="QCheckBox" name="toggle_accurate_gs">
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<property name="toolTip">
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<string><html><head/><body><p>Force to fall back to software shader emulation when geometry shaders are used. </p><p>Some games require this to be enabled for the hardware shader to render properly.</p><p>However this might reduce performance in some games</p></body></html></string>
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</property>
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<property name="text">
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<string>Accurate Geometry Shader</string>
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</property>
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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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@ -27,7 +27,6 @@ void Apply() {
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VideoCore::g_hw_renderer_enabled = values.use_hw_renderer;
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VideoCore::g_shader_jit_enabled = values.use_shader_jit;
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VideoCore::g_hw_shader_enabled = values.use_hw_shader;
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VideoCore::g_hw_shader_accurate_gs = values.shaders_accurate_gs;
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VideoCore::g_hw_shader_accurate_mul = values.shaders_accurate_mul;
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if (VideoCore::g_renderer) {
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@ -76,7 +75,6 @@ void LogSettings() {
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LogSetting("Renderer_UseGLES", Settings::values.use_gles);
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LogSetting("Renderer_UseHwRenderer", Settings::values.use_hw_renderer);
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LogSetting("Renderer_UseHwShader", Settings::values.use_hw_shader);
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LogSetting("Renderer_ShadersAccurateGs", Settings::values.shaders_accurate_gs);
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LogSetting("Renderer_ShadersAccurateMul", Settings::values.shaders_accurate_mul);
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LogSetting("Renderer_UseShaderJit", Settings::values.use_shader_jit);
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LogSetting("Renderer_UseResolutionFactor", Settings::values.resolution_factor);
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@ -141,7 +141,6 @@ struct Values {
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bool use_gles;
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bool use_hw_renderer;
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bool use_hw_shader;
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bool shaders_accurate_gs;
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bool shaders_accurate_mul;
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bool use_shader_jit;
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u16 resolution_factor;
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@ -188,8 +188,6 @@ void TelemetrySession::AddInitialInfo(Loader::AppLoader& app_loader) {
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Settings::values.use_hw_renderer);
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AddField(Telemetry::FieldType::UserConfig, "Renderer_UseHwShader",
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Settings::values.use_hw_shader);
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AddField(Telemetry::FieldType::UserConfig, "Renderer_ShadersAccurateGs",
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Settings::values.shaders_accurate_gs);
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AddField(Telemetry::FieldType::UserConfig, "Renderer_ShadersAccurateMul",
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Settings::values.shaders_accurate_mul);
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AddField(Telemetry::FieldType::UserConfig, "Renderer_UseShaderJit",
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@ -293,10 +293,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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// this, so this is left unimplemented for now. Revisit this when an issue is found in
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// games.
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} else {
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if (VideoCore::g_hw_shader_accurate_gs) {
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accelerate_draw = false;
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}
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}
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bool is_indexed = (id == PICA_REG_INDEX(pipeline.trigger_draw_indexed));
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@ -21,7 +21,6 @@ std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin
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std::atomic<bool> g_hw_renderer_enabled;
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std::atomic<bool> g_shader_jit_enabled;
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std::atomic<bool> g_hw_shader_enabled;
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std::atomic<bool> g_hw_shader_accurate_gs;
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std::atomic<bool> g_hw_shader_accurate_mul;
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std::atomic<bool> g_renderer_bg_color_update_requested;
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std::atomic<bool> g_renderer_sampler_update_requested;
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@ -31,7 +31,6 @@ extern std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin
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extern std::atomic<bool> g_hw_renderer_enabled;
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extern std::atomic<bool> g_shader_jit_enabled;
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extern std::atomic<bool> g_hw_shader_enabled;
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extern std::atomic<bool> g_hw_shader_accurate_gs;
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extern std::atomic<bool> g_hw_shader_accurate_mul;
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extern std::atomic<bool> g_renderer_bg_color_update_requested;
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extern std::atomic<bool> g_renderer_sampler_update_requested;
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