Merge pull request #11095 from K0bin/misc-vulkan
Remove special treatment for Android in video settings
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commit
da27a3e6bc
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@ -197,7 +197,7 @@ public enum BooleanSetting implements AbstractBooleanSetting
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GFX_ENABLE_VALIDATION_LAYER(Settings.FILE_GFX, Settings.SECTION_GFX_SETTINGS,
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"EnableValidationLayer", false),
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GFX_BACKEND_MULTITHREADING(Settings.FILE_GFX, Settings.SECTION_GFX_SETTINGS,
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"BackendMultithreading", false),
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"BackendMultithreading", true),
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GFX_WAIT_FOR_SHADERS_BEFORE_STARTING(Settings.FILE_GFX, Settings.SECTION_GFX_SETTINGS,
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"WaitForShadersBeforeStarting", false),
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GFX_SAVE_TEXTURE_CACHE_TO_STATE(Settings.FILE_GFX, Settings.SECTION_GFX_SETTINGS,
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@ -339,8 +339,8 @@
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<string name="crop">Crop</string>
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<string name="crop_description">Crops the picture from its native aspect ratio to 4:3 or 16:9. If unsure, leave this unchecked.</string>
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<string name="progressive_scan">Enable Progressive Scan</string>
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<string name="backend_multithreading">Backend Multithreading</string> <!--Backend Multithreading is only disabled by default on Android -->
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<string name="backend_multithreading_description">Enables graphics backend multithreading (Vulkan only). May affect performance. If unsure, leave this unchecked.</string>
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<string name="backend_multithreading">Backend Multithreading</string>
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<string name="backend_multithreading_description">Enables graphics backend multithreading (Vulkan only). May affect performance. If unsure, leave this checked.</string>
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<string name="defer_efb_invalidation">Defer EFB Cache Invalidation</string>
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<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>
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<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
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const Info<bool> GFX_ENABLE_VALIDATION_LAYER{{System::GFX, "Settings", "EnableValidationLayer"},
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false};
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#if defined(ANDROID)
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const Info<bool> GFX_BACKEND_MULTITHREADING{{System::GFX, "Settings", "BackendMultithreading"},
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false};
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const Info<int> GFX_COMMAND_BUFFER_EXECUTE_INTERVAL{
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{System::GFX, "Settings", "CommandBufferExecuteInterval"}, 0};
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#else
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const Info<bool> GFX_BACKEND_MULTITHREADING{{System::GFX, "Settings", "BackendMultithreading"},
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true};
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const Info<int> GFX_COMMAND_BUFFER_EXECUTE_INTERVAL{
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{System::GFX, "Settings", "CommandBufferExecuteInterval"}, 100};
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#endif
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const Info<bool> GFX_SHADER_CACHE{{System::GFX, "Settings", "ShaderCache"}, true};
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const Info<bool> GFX_WAIT_FOR_SHADERS_BEFORE_STARTING{
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@ -152,11 +152,7 @@ struct VideoConfig final
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bool bEnableValidationLayer = false;
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// Multithreaded submission, currently only supported with Vulkan.
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#if defined(ANDROID)
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bool bBackendMultithreading = false;
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#else
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bool bBackendMultithreading = true;
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#endif
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// Early command buffer execution interval in number of draws.
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// Currently only supported with Vulkan.
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