renderer: Add disable right eye performance hack
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@@ -689,6 +689,7 @@ void QtConfig::ReadRendererValues() {
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ReadGlobalSetting(Settings::values.texture_sampling);
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ReadGlobalSetting(Settings::values.delay_game_render_thread_us);
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ReadGlobalSetting(Settings::values.disable_right_eye_render);
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if (global) {
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ReadBasicSetting(Settings::values.use_shader_jit);
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@@ -1220,6 +1221,7 @@ void QtConfig::SaveRendererValues() {
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WriteGlobalSetting(Settings::values.texture_sampling);
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WriteGlobalSetting(Settings::values.delay_game_render_thread_us);
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WriteGlobalSetting(Settings::values.disable_right_eye_render);
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if (global) {
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WriteSetting(QStringLiteral("use_shader_jit"), Settings::values.use_shader_jit.GetValue(),
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@@ -66,6 +66,7 @@ void ConfigureEnhancements::SetConfiguration() {
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ui->toggle_custom_textures->setChecked(Settings::values.custom_textures.GetValue());
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ui->toggle_preload_textures->setChecked(Settings::values.preload_textures.GetValue());
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ui->toggle_async_custom_loading->setChecked(Settings::values.async_custom_loading.GetValue());
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ui->disable_right_eye_render->setChecked(Settings::values.disable_right_eye_render.GetValue());
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}
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void ConfigureEnhancements::updateShaders(Settings::StereoRenderOption stereo_option) {
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@@ -120,6 +121,7 @@ void ConfigureEnhancements::ApplyConfiguration() {
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Settings::values.pp_shader_name =
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ui->shader_combobox->itemText(ui->shader_combobox->currentIndex()).toStdString();
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}
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Settings::values.disable_right_eye_render = ui->disable_right_eye_render->isChecked();
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.filter_mode,
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ui->toggle_linear_filter, linear_filter);
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@@ -133,6 +135,9 @@ void ConfigureEnhancements::ApplyConfiguration() {
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ui->toggle_preload_textures, preload_textures);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.async_custom_loading,
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ui->toggle_async_custom_loading, async_custom_loading);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.disable_right_eye_render,
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ui->disable_right_eye_render,
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disable_right_eye_render);
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}
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void ConfigureEnhancements::SetupPerGameUI() {
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@@ -146,10 +151,15 @@ void ConfigureEnhancements::SetupPerGameUI() {
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ui->toggle_preload_textures->setEnabled(Settings::values.preload_textures.UsingGlobal());
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ui->toggle_async_custom_loading->setEnabled(
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Settings::values.async_custom_loading.UsingGlobal());
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ui->disable_right_eye_render->setEnabled(
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Settings::values.disable_right_eye_render.UsingGlobal());
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return;
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}
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ui->stereo_group->setVisible(false);
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ui->render_3d_combobox->setEnabled(false);
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ui->factor_3d->setEnabled(false);
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ui->mono_rendering_eye->setEnabled(false);
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ui->widget_shader->setVisible(false);
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ConfigurationShared::SetColoredTristate(ui->toggle_linear_filter, Settings::values.filter_mode,
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@@ -163,6 +173,9 @@ void ConfigureEnhancements::SetupPerGameUI() {
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ConfigurationShared::SetColoredTristate(ui->toggle_async_custom_loading,
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Settings::values.async_custom_loading,
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async_custom_loading);
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ConfigurationShared::SetColoredTristate(ui->disable_right_eye_render,
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Settings::values.disable_right_eye_render,
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disable_right_eye_render);
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ConfigurationShared::SetColoredComboBox(
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ui->resolution_factor_combobox, ui->widget_resolution,
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@@ -43,5 +43,6 @@ private:
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ConfigurationShared::CheckState custom_textures;
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ConfigurationShared::CheckState preload_textures;
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ConfigurationShared::CheckState async_custom_loading;
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ConfigurationShared::CheckState disable_right_eye_render;
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QColor bg_color;
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};
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@@ -310,6 +310,16 @@
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</item>
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</layout>
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</item>
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<item>
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<widget class="QCheckBox" name="disable_right_eye_render">
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<property name="text">
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<string>Disable Right Eye Rendering</string>
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</property>
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<property name="toolTip">
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<string><html><head/><body><p>Disable Right Eye Rendering</p><p>Disables rendering the right eye image when not using stereoscopic mode. Greatly improves performance in some games, but can cause flickering in others.</p></body></html></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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@@ -23,6 +23,7 @@ ConfigureGraphics::ConfigureGraphics(QString gl_renderer, std::span<const QStrin
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ui->physical_device_combo->setEnabled(!is_powered_on);
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ui->toggle_async_shaders->setEnabled(!is_powered_on);
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ui->toggle_async_present->setEnabled(!is_powered_on);
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ui->toggle_accurate_mul->setEnabled(!is_powered_on);
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// Set the index to -1 to ensure the below lambda is called with setCurrentIndex
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ui->graphics_api_combo->setCurrentIndex(-1);
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