We can iterate through the AdvancedGraphics settings and generate the UI
during runtime. This doesn't help runtime efficiency, but it helps a ton
in reducing the amount of work a developer needs in order to add a new
setting.
LoadString: Sanitize input
settings: Handle empty string, remove redundant category
settings: Rename Input to Controls, FS to DataStorage
settings: Fix Controls groups information
settings: Move use_docked_mode to System (again)
settings: Document
settings: Add type identification function
settings: Move registry into values
settings: Move global_reset_registry into values
settings: Separate AdvGraphics from Renderer
settings: More document
squash
settings: Use linkage object
uisettings: Move registry into settings
Probably wont build without
uisettings: Use settings linkage object
config: Load settings with a map
Uses the new all_settings vector to load settings.
qt-config: Rename settings category
qt config: Rename to read category
config: Read/write contols category with for_each
This is extremely limited due to the complexity of the Controls group,
but this handles the the settings that use the interface.
qt-config: Use new settings registry
qt-config: Read/write advgrphics
qt-config: Use settings linkage object
yuzu_cmd: Load setting off of vector
cmd-config: Finish settings rename
config: Read controls settings group with for_each
cmd/config: Move registry into values
cmd: Read adv graphics
cmd-config: Use settings linkage object
SDL has internally fixed shenanigans related to wakelocking through DBus
from inside sandboxes from around August 2022, so we can now remove the
workaround we used since 2021.
Loading it when the configuration opens now incurs a noticeable delay.
We also don't need to rediscover the same data repeatedly each time the
configuration opens.
Moves vulkan device info discovery to yuzu's startup as opposed to the
configure_graphics constructor.
src/yuzu/qt_common.cpp:45:33: error: member access into incomplete type 'QPlatformNativeInterface'
wsi.display_connection = pni->nativeResourceForWindow("display", window);
^
/usr/include/qt6/QtGui/qguiapplication.h:20:7: note: forward declaration of 'QPlatformNativeInterface'
class QPlatformNativeInterface;
^
src/yuzu/qt_common.cpp:47:42: error: member access into incomplete type 'QPlatformNativeInterface'
wsi.render_surface = window ? pni->nativeResourceForWindow("surface", window) : nullptr;
^
/usr/include/qt6/QtGui/qguiapplication.h:20:7: note: forward declaration of 'QPlatformNativeInterface'
class QPlatformNativeInterface;
^
In the profile selection window:
Allow the user to start the game by double-clicking a profile to avoid having to additionally click the OK button. This avoids an unnecessary "step" to the start of the game...
This option is only visible if an Intel GPU using the proprietary
driver is found during Vulkan device enumeration.
configure_graphics: More directly get driver id
Vulkan::Device does quite a bit more than we need just to see the
driver ID here.
When Vulkan devices are enumerated, this also determines the available
present modes for each device, maps them to a vector, and gives
those options to the user.
OpenGL options are limited to On/Off.
Required creating a VkSurfaceKHR during device enumeration, which
may or may not be desireable. For the sake of a less confusing UI.
Also fixes a bug where if a graphics device disappears on the host, we
don't try and select the non-existant devices.
configure_graphics: Remove vsync runtime lock for Vulkan
configure_graphics: Recommend Mailbox present mode
configure_graphics: Fix type-limits warning
configure_graphics: Clean up includes
configure_graphics: Add tooltip
Those vulkan settings do not correspond 1:1 to the swap intervals that
they set for OpenGL, so remove it.
bootmanager: Add missing include
I didn't add this log why did it break
Function is useful outside of bootmanager, so put it in a common place.
qt_common: Add missing include
qt_common: Add some newlines
qt_common: Add trailing newline
qt_common: Add trainline newline