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

@@ -687,11 +687,11 @@ void RendererOpenGL::ReloadShader() {
}
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph) {
if (Settings::values.pp_shader_name.GetValue() == "dubois (builtin)") {
if (Settings::values.anaglyph_shader_name.GetValue() == "dubois (builtin)") {
shader_data += fragment_shader_anaglyph;
} else {
std::string shader_text = OpenGL::GetPostProcessingShaderCode(
true, Settings::values.pp_shader_name.GetValue());
true, Settings::values.anaglyph_shader_name.GetValue());
if (shader_text.empty()) {
// Should probably provide some information that the shader couldn't load
shader_data += fragment_shader_anaglyph;
@@ -702,18 +702,7 @@ void RendererOpenGL::ReloadShader() {
} else if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced ||
Settings::values.render_3d.GetValue() ==
Settings::StereoRenderOption::ReverseInterlaced) {
if (Settings::values.pp_shader_name.GetValue() == "horizontal (builtin)") {
shader_data += fragment_shader_interlaced;
} else {
std::string shader_text = OpenGL::GetPostProcessingShaderCode(
false, Settings::values.pp_shader_name.GetValue());
if (shader_text.empty()) {
// Should probably provide some information that the shader couldn't load
shader_data += fragment_shader_interlaced;
} else {
shader_data += shader_text;
}
}
shader_data += fragment_shader_interlaced;
} else {
if (Settings::values.pp_shader_name.GetValue() == "none (builtin)") {
shader_data += fragment_shader;