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
This commit is contained in:
Vitor K
2023-03-13 18:02:07 -03:00
committed by GitHub
parent 49acfe428a
commit 6fbc54b0c5
9 changed files with 74 additions and 85 deletions

View File

@@ -139,15 +139,10 @@ void Config::ReadValues() {
sdl2_config->GetInteger("Renderer", "render_3d", 0));
Settings::values.factor_3d =
static_cast<u8>(sdl2_config->GetInteger("Renderer", "factor_3d", 0));
std::string default_shader = "none (builtin)";
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph)
default_shader = "dubois (builtin)";
else if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced ||
Settings::values.render_3d.GetValue() ==
Settings::StereoRenderOption::ReverseInterlaced)
default_shader = "horizontal (builtin)";
Settings::values.pp_shader_name =
sdl2_config->GetString("Renderer", "pp_shader_name", default_shader);
sdl2_config->GetString("Renderer", "pp_shader_name", "none (builtin)");
Settings::values.anaglyph_shader_name =
sdl2_config->GetString("Renderer", "anaglyph_shader_name", "dubois (builtin)");
Settings::values.filter_mode = sdl2_config->GetBoolean("Renderer", "filter_mode", true);
Settings::values.bg_red = static_cast<float>(sdl2_config->GetReal("Renderer", "bg_red", 0.0));

View File

@@ -172,9 +172,12 @@ mono_render_option =
# The name of the post processing shader to apply.
# Loaded from shaders if render_3d is off or side by side.
# Loaded from shaders/anaglyph if render_3d is anaglyph
pp_shader_name =
# The name of the shader to apply when render_3d is anaglyph.
# Loaded from shaders/anaglyph
anaglyph_shader_name =
# Whether to enable linear filtering or not
# This is required for some shaders to work correctly
# 0: Nearest, 1 (default): Linear