// SPDX-FileCopyrightText: 2016 Citra Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #pragma once #include <memory> #include <vector> #include <QColor> #include <QString> #include <QWidget> #include <qobjectdefs.h> #include <vulkan/vulkan_core.h> #include "common/common_types.h" class QEvent; class QObject; namespace Settings { enum class NvdecEmulation : u32; enum class RendererBackend : u32; enum class ShaderBackend : u32; } // namespace Settings namespace Core { class System; } namespace ConfigurationShared { enum class CheckState; } namespace Ui { class ConfigureGraphics; } class ConfigureGraphics : public QWidget { Q_OBJECT public: explicit ConfigureGraphics(const Core::System& system_, QWidget* parent = nullptr); ~ConfigureGraphics() override; void ApplyConfiguration(); void SetConfiguration(); private: void changeEvent(QEvent* event) override; void RetranslateUI(); void PopulateVSyncModeSelection(); void UpdateBackgroundColorButton(QColor color); void UpdateAPILayout(); void UpdateDeviceSelection(int device); void UpdateShaderBackendSelection(int backend); void RetrieveVulkanDevices(); void SetFSRIndicatorText(int percentage); /* Turns a Vulkan present mode into a textual string for a UI * (and eventually for a human to read) */ const QString TranslateVSyncMode(VkPresentModeKHR mode, Settings::RendererBackend backend) const; void SetupPerGameUI(); Settings::RendererBackend GetCurrentGraphicsBackend() const; Settings::NvdecEmulation GetCurrentNvdecEmulation() const; std::unique_ptr<Ui::ConfigureGraphics> ui; QColor bg_color; ConfigurationShared::CheckState use_nvdec_emulation; ConfigurationShared::CheckState accelerate_astc; ConfigurationShared::CheckState use_disk_shader_cache; ConfigurationShared::CheckState use_asynchronous_gpu_emulation; std::vector<QString> vulkan_devices; std::vector<std::vector<VkPresentModeKHR>> device_present_modes; std::vector<VkPresentModeKHR> vsync_mode_combobox_enum_map; //< Keeps track of which present mode corresponds to which // selection in the combobox u32 vulkan_device{}; Settings::ShaderBackend shader_backend{}; const Core::System& system; };