VideoCommon: Remove special treatment for Android in video settings

This commit is contained in:
Robin Kertels 2022-09-24 21:14:34 +02:00
parent 3ee4c6a33b
commit 4e204a9a1a
No known key found for this signature in database
GPG Key ID: 3824904F14D40757
4 changed files with 3 additions and 14 deletions

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@ -197,7 +197,7 @@ public enum BooleanSetting implements AbstractBooleanSetting
GFX_ENABLE_VALIDATION_LAYER(Settings.FILE_GFX, Settings.SECTION_GFX_SETTINGS,
"EnableValidationLayer", false),
GFX_BACKEND_MULTITHREADING(Settings.FILE_GFX, Settings.SECTION_GFX_SETTINGS,
"BackendMultithreading", false),
"BackendMultithreading", true),
GFX_WAIT_FOR_SHADERS_BEFORE_STARTING(Settings.FILE_GFX, Settings.SECTION_GFX_SETTINGS,
"WaitForShadersBeforeStarting", false),
GFX_SAVE_TEXTURE_CACHE_TO_STATE(Settings.FILE_GFX, Settings.SECTION_GFX_SETTINGS,

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@ -339,8 +339,8 @@
<string name="crop">Crop</string>
<string name="crop_description">Crops the picture from its native aspect ratio to 4:3 or 16:9. If unsure, leave this unchecked.</string>
<string name="progressive_scan">Enable Progressive Scan</string>
<string name="backend_multithreading">Backend Multithreading</string> <!--Backend Multithreading is only disabled by default on Android -->
<string name="backend_multithreading_description">Enables graphics backend multithreading (Vulkan only). May affect performance. If unsure, leave this unchecked.</string>
<string name="backend_multithreading">Backend Multithreading</string>
<string name="backend_multithreading_description">Enables graphics backend multithreading (Vulkan only). May affect performance. If unsure, leave this checked.</string>
<string name="defer_efb_invalidation">Defer EFB Cache Invalidation</string>
<string name="defer_efb_invalidation_description">Defers invalidation of the EFB access cache until a GPU synchronization command is executed. May improve performance in some games at the cost of stability. If unsure, leave this unchecked.</string>
<string name="manual_texture_sampling">Manual Texture Sampling</string>

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@ -69,17 +69,10 @@ const Info<bool> GFX_BORDERLESS_FULLSCREEN{{System::GFX, "Settings", "Borderless
const Info<bool> GFX_ENABLE_VALIDATION_LAYER{{System::GFX, "Settings", "EnableValidationLayer"},
false};
#if defined(ANDROID)
const Info<bool> GFX_BACKEND_MULTITHREADING{{System::GFX, "Settings", "BackendMultithreading"},
false};
const Info<int> GFX_COMMAND_BUFFER_EXECUTE_INTERVAL{
{System::GFX, "Settings", "CommandBufferExecuteInterval"}, 0};
#else
const Info<bool> GFX_BACKEND_MULTITHREADING{{System::GFX, "Settings", "BackendMultithreading"},
true};
const Info<int> GFX_COMMAND_BUFFER_EXECUTE_INTERVAL{
{System::GFX, "Settings", "CommandBufferExecuteInterval"}, 100};
#endif
const Info<bool> GFX_SHADER_CACHE{{System::GFX, "Settings", "ShaderCache"}, true};
const Info<bool> GFX_WAIT_FOR_SHADERS_BEFORE_STARTING{

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@ -159,11 +159,7 @@ struct VideoConfig final
bool bEnableValidationLayer = false;
// Multithreaded submission, currently only supported with Vulkan.
#if defined(ANDROID)
bool bBackendMultithreading = false;
#else
bool bBackendMultithreading = true;
#endif
// Early command buffer execution interval in number of draws.
// Currently only supported with Vulkan.