Merge pull request #8416 from JosJuice/shader-compilation-names
Change the names for shader compilation settings
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commit
ccc2b7bd25
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@ -217,12 +217,12 @@
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<item>0</item>
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</integer-array>
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<!-- Ubershader Mode Preference -->
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<!-- Shader Compilation Mode Preference -->
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<string-array name="shaderCompilationModeEntries" translatable="false">
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<item>Synchronous</item>
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<item>Synchronous (Ubershaders)</item>
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<item>Asynchronous (Ubershaders)</item>
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<item>Asynchronous (Skip Drawing)</item>
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<item>Specialized (Default)</item>
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<item>Exclusive Ubershaders</item>
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<item>Hybrid Ubershaders</item>
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<item>Skip Drawing</item>
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</string-array>
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<integer-array name="shaderCompilationModeValues" translatable="false">
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<item>0</item>
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@ -231,12 +231,12 @@
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<item>3</item>
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</integer-array>
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<!-- Ubershader Mode Dynamic Descriptions -->
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<!-- Shader Compilation Mode Dynamic Descriptions -->
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<string-array name="shaderCompilationDescriptionEntries" translatable="false">
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<item>Synchronous: Ubershaders are never used. Stuttering will occur during shader compilation, but GPU demands are low. Recommended for low-end hardware.\nIf unsure, select this mode.</item>
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<item>Synchronous (Ubershaders): Ubershaders will always be used. Provides a near stutter-free experience at the cost of high GPU performance requirements. Only recommended for high-end systems.</item>
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<item>Asynchronous (Ubershaders): Ubershaders will be used to prevent stuttering during shader compilation, but specialized shaders will be used when they will not cause stuttering. In the best case it eliminates shader compilation stuttering while having minimal performance impact, but results depend on video driver behavior.</item>
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<item>Asynchronous (Skip Drawing): Prevents shader compilation stuttering by not rendering waiting objects. Can work in scenarios where Ubershaders doesn\'t, at the cost of introducing visual glitches and broken effects. Not recommended, only use if the other options give poor results on your system.</item>
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<item>Specialized (Default): Ubershaders are never used. Stuttering will occur during shader compilation, but GPU demands are low. Recommended for low-end hardware. If unsure, select this mode.</item>
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<item>Exclusive Ubershaders: Ubershaders will always be used. Provides a near stutter-free experience at the cost of very high GPU performance requirements. Don\'t use this unless you encountered stuttering with Hybrid Ubershaders and have a very powerful GPU.</item>
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<item>Hybrid Ubershaders: Ubershaders will be used to prevent stuttering during shader compilation, but specialized shaders will be used when they will not cause stuttering. In the best case it eliminates shader compilation stuttering while having minimal performance impact, but results depend on video driver behavior.</item>
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<item>Skip Drawing: Prevents shader compilation stuttering by not rendering waiting objects. Can work in scenarios where Ubershaders doesn\'t, at the cost of introducing visual glitches and broken effects. Not recommended, only use if the other options give poor results on your system.</item>
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</string-array>
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<integer-array name="shaderCompilationDescriptionValues" translatable="false">
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<item>0</item>
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@ -113,10 +113,10 @@ void GeneralWidget::CreateWidgets()
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auto* shader_compilation_layout = new QGridLayout();
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const std::array<const char*, 4> modes = {{
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QT_TR_NOOP("Synchronous"),
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QT_TR_NOOP("Synchronous (Ubershaders)"),
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QT_TR_NOOP("Asynchronous (Ubershaders)"),
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QT_TR_NOOP("Asynchronous (Skip Drawing)"),
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QT_TR_NOOP("Specialized (Default)"),
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QT_TR_NOOP("Exclusive Ubershaders"),
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QT_TR_NOOP("Hybrid Ubershaders"),
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QT_TR_NOOP("Skip Drawing"),
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}};
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for (size_t i = 0; i < modes.size(); i++)
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{
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@ -243,20 +243,22 @@ void GeneralWidget::AddDescriptions()
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QT_TR_NOOP("Shows chat messages, buffer changes, and desync alerts "
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"while playing NetPlay.<br><br><dolphin_emphasis>If unsure, leave "
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"this unchecked.</dolphin_emphasis>");
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static const char TR_SHADER_COMPILE_SYNC_DESCRIPTION[] =
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static const char TR_SHADER_COMPILE_SPECIALIZED_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.<br><br>Recommended for low-end hardware. "
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"<br><br><dolphin_emphasis>If unsure, select this mode.</dolphin_emphasis>");
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static const char TR_SHADER_COMPILE_SYNC_UBER_DESCRIPTION[] = QT_TR_NOOP(
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// The "very powerful GPU" mention below is by 2021 PC GPU standards
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static const char TR_SHADER_COMPILE_EXCLUSIVE_UBER_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.<br><br><dolphin_emphasis>Only recommended "
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"for high-end systems.</dolphin_emphasis>");
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static const char TR_SHADER_COMPILE_ASYNC_UBER_DESCRIPTION[] = QT_TR_NOOP(
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"very high GPU performance requirements.<br><br><dolphin_emphasis>Don't use this unless you "
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"encountered stuttering with Hybrid Ubershaders and have a very powerful "
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"GPU.</dolphin_emphasis>");
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static const char TR_SHADER_COMPILE_HYBRID_UBER_DESCRIPTION[] = QT_TR_NOOP(
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"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.<br><br>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_SKIP_DRAWING_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.<br><br><dolphin_emphasis>Not recommended, only use if the other "
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@ -294,13 +296,13 @@ void GeneralWidget::AddDescriptions()
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m_render_main_window->SetDescription(tr(TR_RENDER_TO_MAINWINDOW_DESCRIPTION));
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m_shader_compilation_mode[0]->SetDescription(tr(TR_SHADER_COMPILE_SYNC_DESCRIPTION));
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m_shader_compilation_mode[0]->SetDescription(tr(TR_SHADER_COMPILE_SPECIALIZED_DESCRIPTION));
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m_shader_compilation_mode[1]->SetDescription(tr(TR_SHADER_COMPILE_SYNC_UBER_DESCRIPTION));
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m_shader_compilation_mode[1]->SetDescription(tr(TR_SHADER_COMPILE_EXCLUSIVE_UBER_DESCRIPTION));
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m_shader_compilation_mode[2]->SetDescription(tr(TR_SHADER_COMPILE_ASYNC_UBER_DESCRIPTION));
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m_shader_compilation_mode[2]->SetDescription(tr(TR_SHADER_COMPILE_HYBRID_UBER_DESCRIPTION));
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m_shader_compilation_mode[3]->SetDescription(tr(TR_SHADER_COMPILE_ASYNC_SKIP_DESCRIPTION));
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m_shader_compilation_mode[3]->SetDescription(tr(TR_SHADER_COMPILE_SKIP_DRAWING_DESCRIPTION));
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m_wait_for_shaders->SetDescription(tr(TR_SHADER_COMPILE_BEFORE_START_DESCRIPTION));
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}
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