QT: Use brackets for description arrays
This commit is contained in:
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@ -141,42 +141,42 @@ void AdvancedWidget::OnEmulationStateChanged(bool running)
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void AdvancedWidget::AddDescriptions()
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{
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static const char* TR_WIREFRAME_DESCRIPTION =
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static const char TR_WIREFRAME_DESCRIPTION[] =
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QT_TR_NOOP("Render the scene as a wireframe.\n\nIf unsure, leave this unchecked.");
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static const char* TR_SHOW_STATS_DESCRIPTION =
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static const char TR_SHOW_STATS_DESCRIPTION[] =
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QT_TR_NOOP("Show various rendering statistics.\n\nIf unsure, leave this unchecked.");
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static const char* TR_TEXTURE_FORMAT_DECRIPTION =
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static const char TR_TEXTURE_FORMAT_DECRIPTION[] =
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QT_TR_NOOP("Modify textures to show the format they're encoded in. Needs an emulation reset "
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"in most cases.\n\nIf unsure, leave this unchecked.");
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static const char* TR_VALIDATION_LAYER_DESCRIPTION =
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static const char TR_VALIDATION_LAYER_DESCRIPTION[] =
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QT_TR_NOOP("Enables validation of API calls made by the video backend, which may assist in "
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"debugging graphical issues.\n\nIf unsure, leave this unchecked.");
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static const char* TR_DUMP_TEXTURE_DESCRIPTION =
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static const char TR_DUMP_TEXTURE_DESCRIPTION[] =
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QT_TR_NOOP("Dump decoded game textures to User/Dump/Textures/<game_id>/.\n\nIf unsure, leave "
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"this unchecked.");
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static const char* TR_LOAD_CUSTOM_TEXTURE_DESCRIPTION = QT_TR_NOOP(
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static const char TR_LOAD_CUSTOM_TEXTURE_DESCRIPTION[] = QT_TR_NOOP(
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"Load custom textures from User/Load/Textures/<game_id>/.\n\nIf unsure, leave this "
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"unchecked.");
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static const char* TR_CACHE_CUSTOM_TEXTURE_DESCRIPTION =
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static const char TR_CACHE_CUSTOM_TEXTURE_DESCRIPTION[] =
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QT_TR_NOOP("Cache custom textures to system RAM on startup.\nThis can require exponentially "
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"more RAM but fixes possible stuttering.\n\nIf unsure, leave this unchecked.");
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static const char* TR_DUMP_EFB_DESCRIPTION =
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static const char TR_DUMP_EFB_DESCRIPTION[] =
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QT_TR_NOOP("Dump the contents of EFB copies to User/Dump/Textures/.\n\nIf unsure, leave this "
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"unchecked.");
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static const char* TR_DISABLE_VRAM_COPIES_DESCRIPTION =
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static const char TR_DISABLE_VRAM_COPIES_DESCRIPTION[] =
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QT_TR_NOOP("Disables the VRAM copy of the EFB, forcing a round-trip to RAM. Inhibits all "
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"upscaling.\n\nIf unsure, leave this unchecked.");
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static const char* TR_INTERNAL_RESOLUTION_FRAME_DUMPING_DESCRIPTION = QT_TR_NOOP(
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static const char TR_INTERNAL_RESOLUTION_FRAME_DUMPING_DESCRIPTION[] = QT_TR_NOOP(
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"Create frame dumps and screenshots at the internal resolution of the renderer, rather than "
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"the size of the window it is displayed within. If the aspect ratio is widescreen, the "
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"output "
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"image will be scaled horizontally to preserve the vertical resolution.\n\nIf unsure, leave "
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"this unchecked.");
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#if defined(HAVE_FFMPEG)
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static const char* TR_USE_FFV1_DESCRIPTION =
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static const char TR_USE_FFV1_DESCRIPTION[] =
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QT_TR_NOOP("Encode frame dumps using the FFV1 codec.\n\nIf unsure, leave this unchecked.");
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#endif
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static const char* TR_FREE_LOOK_DESCRIPTION = QT_TR_NOOP(
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static const char TR_FREE_LOOK_DESCRIPTION[] = QT_TR_NOOP(
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"This feature allows you to change the game's camera.\nMove the mouse while holding the "
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"right "
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"mouse button to pan and while holding the middle button to move.\nHold SHIFT and press "
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@ -184,14 +184,14 @@ void AdvancedWidget::AddDescriptions()
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"the WASD keys to move the camera by a certain step distance (SHIFT+2 to move faster and "
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"SHIFT+1 to move slower). Press SHIFT+R to reset the camera and SHIFT+F to reset the "
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"speed.\n\nIf unsure, leave this unchecked.");
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static const char* TR_CROPPING_DESCRIPTION =
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static const char TR_CROPPING_DESCRIPTION[] =
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QT_TR_NOOP("Crop the picture from its native aspect ratio to 4:3 or "
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"16:9.\n\nIf unsure, leave this unchecked.");
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static const char* TR_PROGRESSIVE_SCAN_DESCRIPTION = QT_TR_NOOP(
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static const char TR_PROGRESSIVE_SCAN_DESCRIPTION[] = QT_TR_NOOP(
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"Enables progressive scan if supported by the emulated software.\nMost games don't "
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"care about this.\n\nIf unsure, leave this unchecked.");
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#ifdef _WIN32
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static const char* TR_BORDERLESS_FULLSCREEN_DESCRIPTION = QT_TR_NOOP(
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static const char TR_BORDERLESS_FULLSCREEN_DESCRIPTION[] = QT_TR_NOOP(
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"Implement fullscreen mode with a borderless window spanning the whole screen instead of "
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"using "
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"exclusive mode.\nAllows for faster transitions between fullscreen and windowed mode, but "
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@ -273,70 +273,70 @@ void EnhancementsWidget::SaveSettings()
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void EnhancementsWidget::AddDescriptions()
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{
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static const char* TR_INTERNAL_RESOLUTION_DESCRIPTION =
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static const char TR_INTERNAL_RESOLUTION_DESCRIPTION[] =
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QT_TR_NOOP("Specifies the resolution used to render at. A high resolution greatly improves "
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"visual quality, but also greatly increases GPU load and can cause issues in "
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"certain games. Generally speaking, the lower the internal resolution is, the "
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"better your performance will be.\n\nIf unsure, select Native.");
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static const char* TR_ANTIALIAS_DESCRIPTION =
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static const char TR_ANTIALIAS_DESCRIPTION[] =
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QT_TR_NOOP("Reduces the amount of aliasing caused by rasterizing 3D graphics. This smooths "
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"out jagged edges on objects.\nIncreases GPU load and sometimes causes graphical "
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"issues. SSAA is significantly more demanding than MSAA, but provides top quality "
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"geometry anti-aliasing and also applies anti-aliasing to lighting, shader "
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"effects, and textures.\n\nIf unsure, select None.");
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static const char* TR_ANISOTROPIC_FILTERING_DESCRIPTION = QT_TR_NOOP(
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static const char TR_ANISOTROPIC_FILTERING_DESCRIPTION[] = QT_TR_NOOP(
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"Enable anisotropic filtering.\nEnhances visual quality of textures that are at oblique "
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"viewing angles.\nMight cause issues in a small number of games.\n\nIf unsure, select 1x.");
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static const char* TR_POSTPROCESSING_DESCRIPTION = QT_TR_NOOP(
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static const char TR_POSTPROCESSING_DESCRIPTION[] = QT_TR_NOOP(
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"Apply a post-processing effect after finishing a frame.\n\nIf unsure, select (off).");
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static const char* TR_SCALED_EFB_COPY_DESCRIPTION = QT_TR_NOOP(
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static const char TR_SCALED_EFB_COPY_DESCRIPTION[] = QT_TR_NOOP(
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"Greatly increases quality of textures generated using render-to-texture "
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"effects.\nRaising the "
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"internal resolution will improve the effect of this setting.\nSlightly increases GPU "
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"load and "
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"causes relatively few graphical issues.\n\nIf unsure, leave this checked.");
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static const char* TR_PER_PIXEL_LIGHTING_DESCRIPTION = QT_TR_NOOP(
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static const char TR_PER_PIXEL_LIGHTING_DESCRIPTION[] = QT_TR_NOOP(
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"Calculates lighting of 3D objects per-pixel rather than per-vertex, smoothing out the "
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"appearance of lit polygons and making individual triangles less noticeable.\nRarely causes "
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"slowdowns or graphical issues.\n\nIf unsure, leave this unchecked.");
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static const char* TR_WIDESCREEN_HACK_DESCRIPTION = QT_TR_NOOP(
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static const char TR_WIDESCREEN_HACK_DESCRIPTION[] = QT_TR_NOOP(
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"Forces the game to output graphics for any aspect ratio.\nUse with \"Aspect Ratio\" set to "
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"\"Force 16:9\" to force 4:3-only games to run at 16:9.\nRarely produces good results and "
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"often partially breaks graphics and game UIs.\nUnnecessary (and detrimental) if using any "
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"AR/Gecko-code widescreen patches.\n\nIf unsure, leave this unchecked.");
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static const char* TR_REMOVE_FOG_DESCRIPTION =
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static const char TR_REMOVE_FOG_DESCRIPTION[] =
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QT_TR_NOOP("Makes distant objects more visible by removing fog, thus increasing the overall "
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"detail.\nDisabling fog will break some games which rely on proper fog "
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"emulation.\n\nIf unsure, leave this unchecked.");
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static const char* TR_3D_MODE_DESCRIPTION = QT_TR_NOOP(
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static const char TR_3D_MODE_DESCRIPTION[] = QT_TR_NOOP(
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"Selects the stereoscopic 3D mode. Stereoscopy allows you to get a better feeling "
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"of depth if you have the necessary hardware.\nSide-by-Side and Top-and-Bottom are "
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"used by most 3D TVs.\nAnaglyph is used for Red-Cyan colored glasses.\nHDMI 3D is "
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"used when your monitor supports 3D display resolutions.\nHeavily decreases "
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"emulation speed and sometimes causes issues.\n\nIf unsure, select Off.");
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static const char* TR_3D_DEPTH_DESCRIPTION =
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static const char TR_3D_DEPTH_DESCRIPTION[] =
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QT_TR_NOOP("Controls the separation distance between the virtual cameras.\nA higher value "
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"creates a stronger feeling of depth while a lower value is more comfortable.");
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static const char* TR_3D_CONVERGENCE_DESCRIPTION = QT_TR_NOOP(
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static const char TR_3D_CONVERGENCE_DESCRIPTION[] = QT_TR_NOOP(
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"Controls the distance of the convergence plane. This is the distance at which "
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"virtual objects will appear to be in front of the screen.\nA higher value creates "
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"stronger out-of-screen effects while a lower value is more comfortable.");
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static const char* TR_3D_SWAP_EYES_DESCRIPTION =
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static const char TR_3D_SWAP_EYES_DESCRIPTION[] =
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QT_TR_NOOP("Swaps the left and right eye. Mostly useful if you want to view side-by-side "
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"cross-eyed.\n\nIf unsure, leave this unchecked.");
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static const char* TR_FORCE_24BIT_DESCRIPTION =
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static const char TR_FORCE_24BIT_DESCRIPTION[] =
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QT_TR_NOOP("Forces the game to render the RGB color channels in 24-bit, thereby increasing "
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"quality by reducing color banding.\nIt has no impact on performance and causes "
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"few graphical issues.\n\n\nIf unsure, leave this checked.");
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static const char* TR_FORCE_TEXTURE_FILTERING_DESCRIPTION =
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static const char TR_FORCE_TEXTURE_FILTERING_DESCRIPTION[] =
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QT_TR_NOOP("Filter all textures, including any that the game explicitly set as "
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"unfiltered.\nMay improve quality of certain textures in some games, but will "
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"cause issues in others.\n\nIf unsure, leave this unchecked.");
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static const char* TR_DISABLE_COPY_FILTER_DESCRIPTION =
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static const char TR_DISABLE_COPY_FILTER_DESCRIPTION[] =
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QT_TR_NOOP("Disables the blending of adjacent rows when copying the EFB. This is known in "
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"some games as \"deflickering\" or \"smoothing\". Disabling the filter has no "
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"effect on performance, but may result in a sharper image, and causes few "
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@ -231,68 +231,68 @@ void GeneralWidget::AddDescriptions()
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{
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// We need QObject::tr
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#if defined(_WIN32)
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static const char* TR_BACKEND_DESCRIPTION =
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static const char TR_BACKEND_DESCRIPTION[] =
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QT_TR_NOOP("Selects what graphics API to use internally.\nThe software renderer is extremely "
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"slow and only useful for debugging, so you'll want to use either Direct3D or "
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"OpenGL. Different games and different GPUs will behave differently on each "
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"backend, so for the best emulation experience it's recommended to try both and "
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"choose the one that's less problematic.\n\nIf unsure, select OpenGL.");
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#else
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static const char* TR_BACKEND_DESCRIPTION =
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static const char TR_BACKEND_DESCRIPTION[] =
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QT_TR_NOOP("Selects what graphics API to use internally.\nThe software renderer is extremely "
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"slow and only useful for debugging, so unless you have a reason to use it you'll "
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"want to select OpenGL here.\n\nIf unsure, select OpenGL.");
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#endif
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static const char* TR_ADAPTER_DESCRIPTION =
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static const char TR_ADAPTER_DESCRIPTION[] =
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QT_TR_NOOP("Selects a hardware adapter to use.\n\nIf unsure, use the first one.");
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static const char* TR_FULLSCREEN_DESCRIPTION = QT_TR_NOOP(
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static const char TR_FULLSCREEN_DESCRIPTION[] = QT_TR_NOOP(
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"Enable this if you want the whole screen to be used for rendering.\nIf this is disabled, a "
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"render window will be created instead.\n\nIf unsure, leave this unchecked.");
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static const char* TR_AUTOSIZE_DESCRIPTION =
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static const char TR_AUTOSIZE_DESCRIPTION[] =
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QT_TR_NOOP("Automatically adjusts the window size to your internal resolution.\n\nIf unsure, "
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"leave this unchecked.");
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static const char* TR_RENDER_TO_MAINWINDOW_DESCRIPTION =
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static const char TR_RENDER_TO_MAINWINDOW_DESCRIPTION[] =
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QT_TR_NOOP("Enable this if you want to use the main Dolphin window for rendering rather than "
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"a separate render window.\n\nIf unsure, leave this unchecked.");
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static const char* TR_ASPECT_RATIO_DESCRIPTION = QT_TR_NOOP(
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static const char TR_ASPECT_RATIO_DESCRIPTION[] = QT_TR_NOOP(
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"Select what aspect ratio to use when rendering:\nAuto: Use the native aspect "
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"ratio\nForce 16:9: Mimic an analog TV with a widescreen aspect ratio.\nForce 4:3: "
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"Mimic a standard 4:3 analog TV.\nStretch to Window: Stretch the picture to the "
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"window size.\n\nIf unsure, select Auto.");
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static const char* TR_VSYNC_DESCRIPTION =
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static const char TR_VSYNC_DESCRIPTION[] =
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QT_TR_NOOP("Wait for vertical blanks in order to reduce tearing.\nDecreases performance if "
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"emulation speed is below 100%.\n\nIf unsure, leave this unchecked.");
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static const char* TR_SHOW_FPS_DESCRIPTION =
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static const char TR_SHOW_FPS_DESCRIPTION[] =
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QT_TR_NOOP("Show the number of frames rendered per second as a measure of "
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"emulation speed.\n\nIf unsure, leave this unchecked.");
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static const char* TR_SHOW_NETPLAY_PING_DESCRIPTION =
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static const char TR_SHOW_NETPLAY_PING_DESCRIPTION[] =
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QT_TR_NOOP("Show the players' maximum Ping while playing on "
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"NetPlay.\n\nIf unsure, leave this unchecked.");
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static const char* TR_LOG_RENDERTIME_DESCRIPTION =
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static const char TR_LOG_RENDERTIME_DESCRIPTION[] =
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QT_TR_NOOP("Log the render time of every frame to User/Logs/render_time.txt. Use this "
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"feature when you want to measure the performance of Dolphin.\n\nIf "
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"unsure, leave this unchecked.");
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static const char* TR_SHOW_NETPLAY_MESSAGES_DESCRIPTION =
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static const char TR_SHOW_NETPLAY_MESSAGES_DESCRIPTION[] =
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QT_TR_NOOP("When playing on NetPlay, show chat messages, buffer changes and "
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"desync alerts.\n\nIf unsure, leave this unchecked.");
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static const char* TR_SHADER_COMPILE_SYNC_DESCRIPTION =
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static const char TR_SHADER_COMPILE_SYNC_DESCRIPTION[] =
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QT_TR_NOOP("Ubershaders are never used. Stuttering will occur during shader "
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"compilation, but GPU demands are low. Recommended for low-end hardware.\n\nIf "
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"unsure, select this mode.");
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static const char* TR_SHADER_COMPILE_UBER_ONLY_DESCRIPTION = QT_TR_NOOP(
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static const char TR_SHADER_COMPILE_UBER_ONLY_DESCRIPTION[] = QT_TR_NOOP(
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"Ubershaders will always be used. Provides a near stutter-free experience at the cost of "
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"high GPU performance requirements. Only recommended for high-end systems.");
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static const char* TR_SHADER_COMPILE_ASYNC_UBER_DESCRIPTION =
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static const char TR_SHADER_COMPILE_ASYNC_UBER_DESCRIPTION[] =
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QT_TR_NOOP("Ubershaders will be used to prevent stuttering during shader compilation, but "
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"specialized shaders will be used when they will not cause stuttering. In the "
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"best case it eliminates shader compilation stuttering while having minimal "
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"performance impact, but results depend on video driver behavior.");
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static const char* TR_SHADER_COMPILE_ASYNC_SKIP_DESCRIPTION = QT_TR_NOOP(
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static const char TR_SHADER_COMPILE_ASYNC_SKIP_DESCRIPTION[] = QT_TR_NOOP(
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"Prevents shader compilation stuttering by not rendering waiting objects. Can work in "
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"scenarios where Ubershaders doesn't, at the cost of introducing visual glitches and broken "
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"effects. Not recommended, only use if the other options give poor results on your system.");
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static const char* TR_SHADER_COMPILE_BEFORE_START_DESCRIPTION =
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static const char TR_SHADER_COMPILE_BEFORE_START_DESCRIPTION[] =
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QT_TR_NOOP("Waits for all shaders to finish compiling before starting a game. Enabling this "
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"option may reduce stuttering or hitching for a short time after the game is "
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"started, at the cost of a longer delay before the game starts. For systems with "
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@ -190,50 +190,50 @@ void HacksWidget::SaveSettings()
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void HacksWidget::AddDescriptions()
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{
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static const char* TR_SKIP_EFB_CPU_ACCESS_DESCRIPTION =
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static const char TR_SKIP_EFB_CPU_ACCESS_DESCRIPTION[] =
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QT_TR_NOOP("Ignore any requests from the CPU to read from or write to the EFB.\nImproves "
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"performance in some games, but might disable some gameplay-related features or "
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"graphical effects.\n\nIf unsure, leave this unchecked.");
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static const char* TR_IGNORE_FORMAT_CHANGE_DESCRIPTION = QT_TR_NOOP(
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static const char TR_IGNORE_FORMAT_CHANGE_DESCRIPTION[] = QT_TR_NOOP(
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"Ignore any changes to the EFB format.\nImproves performance in many games without "
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"any negative effect. Causes graphical defects in a small number of other "
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"games.\n\nIf unsure, leave this checked.");
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static const char* TR_STORE_EFB_TO_TEXTURE_DESCRIPTION = QT_TR_NOOP(
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static const char TR_STORE_EFB_TO_TEXTURE_DESCRIPTION[] = QT_TR_NOOP(
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"Stores EFB Copies exclusively on the GPU, bypassing system memory. Causes graphical defects "
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"in a small number of games.\n\nEnabled = EFB Copies to Texture\nDisabled = EFB Copies to "
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"RAM "
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"(and Texture)\n\nIf unsure, leave this checked.");
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static const char* TR_ACCUARCY_DESCRIPTION = QT_TR_NOOP(
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static const char TR_ACCUARCY_DESCRIPTION[] = QT_TR_NOOP(
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"The \"Safe\" setting eliminates the likelihood of the GPU missing texture updates "
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"from RAM.\nLower accuracies cause in-game text to appear garbled in certain "
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"games.\n\nIf unsure, use the rightmost value.");
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static const char* TR_STORE_XFB_TO_TEXTURE_DESCRIPTION = QT_TR_NOOP(
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static const char TR_STORE_XFB_TO_TEXTURE_DESCRIPTION[] = QT_TR_NOOP(
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"Stores XFB Copies exclusively on the GPU, bypassing system memory. Causes graphical defects "
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"in a small number of games that need to readback from memory.\n\nEnabled = XFB Copies to "
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"Texture\nDisabled = XFB Copies to RAM "
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"(and Texture)\n\nIf unsure, leave this checked.");
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static const char* TR_IMMEDIATE_XFB_DESCRIPTION =
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static const char TR_IMMEDIATE_XFB_DESCRIPTION[] =
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QT_TR_NOOP("Displays the XFB copies as soon as they are created, without waiting for "
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"scanout. Can cause graphical defects "
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"in some games if the game doesn't expect all XFB copies to be displayed. "
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"However, turning this setting on reduces latency."
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"\n\nIf unsure, leave this unchecked.");
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static const char* TR_GPU_DECODING_DESCRIPTION =
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static const char TR_GPU_DECODING_DESCRIPTION[] =
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QT_TR_NOOP("Enables texture decoding using the GPU instead of the CPU. This may result in "
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"performance gains in some scenarios, or on systems where the CPU is the "
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"bottleneck.\n\nIf unsure, leave this unchecked.");
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static const char* TR_FAST_DEPTH_CALC_DESCRIPTION = QT_TR_NOOP(
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static const char TR_FAST_DEPTH_CALC_DESCRIPTION[] = QT_TR_NOOP(
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"Use a less accurate algorithm to calculate depth values.\nCauses issues in a few "
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"games, but can give a decent speedup depending on the game and/or your GPU.\n\nIf "
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"unsure, leave this checked.");
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static const char* TR_DISABLE_BOUNDINGBOX_DESCRIPTION =
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static const char TR_DISABLE_BOUNDINGBOX_DESCRIPTION[] =
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QT_TR_NOOP("Disable the bounding box emulation.\nThis may improve the GPU performance a lot, "
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"but some games will break.\n\nIf unsure, leave this checked.");
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static const char* TR_VERTEX_ROUNDING_DESCRIPTION =
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static const char TR_VERTEX_ROUNDING_DESCRIPTION[] =
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QT_TR_NOOP("Rounds 2D vertices to whole pixels. Fixes graphical problems in some games at "
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"higher internal resolutions. This setting has no effect when native internal "
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"resolution is used.\n\nIf unsure, leave this unchecked.");
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@ -147,21 +147,21 @@ void SoftwareRendererWidget::SaveSettings()
|
|||
|
||||
void SoftwareRendererWidget::AddDescriptions()
|
||||
{
|
||||
static const char* TR_BACKEND_DESCRIPTION =
|
||||
static const char TR_BACKEND_DESCRIPTION[] =
|
||||
QT_TR_NOOP("Selects what graphics API to use internally.\nThe software renderer is extremely "
|
||||
"slow and only useful for debugging, so you'll want to use either Direct3D or "
|
||||
"OpenGL. Different games and different GPUs will behave differently on each "
|
||||
"backend, so for the best emulation experience it's recommended to try both and "
|
||||
"choose the one that's less problematic.\n\nIf unsure, select OpenGL.");
|
||||
|
||||
static const char* TR_SHOW_STATISTICS_DESCRIPTION =
|
||||
static const char TR_SHOW_STATISTICS_DESCRIPTION[] =
|
||||
QT_TR_NOOP("Show various rendering statistics.\n\nIf unsure, leave this unchecked.");
|
||||
|
||||
static const char* TR_DUMP_TEXTURES_DESCRIPTION =
|
||||
static const char TR_DUMP_TEXTURES_DESCRIPTION[] =
|
||||
QT_TR_NOOP("Dump decoded game textures to User/Dump/Textures/<game_id>/.\n\nIf unsure, leave "
|
||||
"this unchecked.");
|
||||
|
||||
static const char* TR_DUMP_OBJECTS_DESCRIPTION =
|
||||
static const char TR_DUMP_OBJECTS_DESCRIPTION[] =
|
||||
QT_TR_NOOP("Dump objects to User/Dump/Objects/.\n\nIf unsure, leave "
|
||||
"this unchecked.");
|
||||
|
||||
|
|
Loading…
Reference in New Issue