[common, ui] Refining UI for FX shaders PC

This commit is contained in:
CamilleLaVey
2026-09-14 16:05:33 -04:00
parent 1a48de6e55
commit 9584a98ad1
3 changed files with 32 additions and 4 deletions
@@ -151,6 +151,9 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QObject* parent) {
tr("The anti-aliasing method to use.\nSMAA offers the best quality.\nFXAA "
"can produce a more stable picture in lower resolutions."));
INSERT(Settings, post_shader_chain, QString(), QString());
INSERT(Settings, post_shader_preset, QString(), QString());
INSERT(Settings, post_shader_enabled, tr("Enable post-processing effects"),
tr("Applies post-processing effects to the final image."));
INSERT(Settings, fullscreen_mode, tr("Fullscreen Mode:"),
tr("The method used to render the window in fullscreen.\nBorderless offers the best "
"compatibility with the on-screen keyboard that some games request for "
@@ -37,6 +37,10 @@
#include "yuzu/configuration/configure_graphics.h"
#include "yuzu/configuration/shared_widget.h"
#ifdef HAS_RESHADE
#include "yuzu/configuration/configure_post_processing.h"
#endif
ConfigureGraphics::ConfigureGraphics(
const Core::System& system_, std::vector<VkDeviceInfo::Record>& records_,
const std::function<void()>& expose_compute_option_,
@@ -216,6 +220,12 @@ void ConfigureGraphics::Setup(const ConfigurationShared::Builder& builder) {
std::vector<QWidget*> hold_api;
for (const auto setting : Settings::values.linkage.by_category[Settings::Category::Renderer]) {
#ifndef HAS_RESHADE
if (setting->Id() == Settings::values.post_shader_enabled.Id()) {
continue;
}
#endif
ConfigurationShared::Widget* widget = [&]() {
if (setting->Id() == Settings::values.fsr_sharpening_slider.Id()) {
// FSR needs a reversed slider and a 0.5 multiplier
@@ -295,6 +305,23 @@ void ConfigureGraphics::Setup(const ConfigurationShared::Builder& builder) {
// Keep track of the resolution combobox to update other UI tabs that need it
resolution_combobox = widget->combobox;
hold_graphics.emplace(setting->Id(), widget);
#ifdef HAS_RESHADE
} else if (setting->Id() == Settings::values.post_shader_enabled.Id()) {
QPushButton* post_shader_button = new QPushButton(tr("Configure Effects..."), widget);
post_shader_button->setVisible(widget->checkbox->isChecked());
connect(post_shader_button, &QAbstractButton::clicked, this, [this]() {
ConfigurePostProcessing dialog(this);
dialog.exec();
});
connect(widget->checkbox, &QCheckBox::toggled, post_shader_button,
&QWidget::setVisible);
QBoxLayout* row = qobject_cast<QBoxLayout*>(widget->layout());
row->insertWidget(1, post_shader_button);
hold_graphics.emplace(setting->Id(), widget);
#endif
} else {
hold_graphics.emplace(setting->Id(), widget);
}
@@ -70,10 +70,8 @@ ConfigurePostProcessing::ConfigurePostProcessing(QWidget* parent) : QDialog(pare
auto* root = new QVBoxLayout(this);
auto* description = new QLabel(
tr("ReShade FX effects are loaded from the post_shaders folder in the Eden data "
"directory. Changes apply immediately while a game is running."),
this);
auto* description =
new QLabel(tr("Changes apply immediately while a game is running."), this);
description->setWordWrap(true);
root->addWidget(description);