FullscreenUI: Reorder graphics settings to match Qt
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5e8870ec69
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861d4a5aa2
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@ -4208,6 +4208,121 @@ void FullscreenUI::DrawDisplaySettingsPage()
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OpenChoiceDialog(FSUI_ICONSTR(ICON_FA_TV, "GPU Adapter"), false, std::move(options), std::move(callback));
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}
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const bool true_color_enabled = (is_hardware && GetEffectiveBoolSetting(bsi, "GPU", "TrueColor", false));
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const bool pgxp_enabled = (is_hardware && GetEffectiveBoolSetting(bsi, "GPU", "PGXPEnable", false));
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const bool texture_correction_enabled =
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(pgxp_enabled && GetEffectiveBoolSetting(bsi, "GPU", "PGXPTextureCorrection", true));
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MenuHeading(FSUI_CSTR("Rendering"));
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if (is_hardware)
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{
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DrawIntListSetting(
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bsi, FSUI_CSTR("Internal Resolution"),
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FSUI_CSTR("Scales internal VRAM resolution by the specified multiplier. Some games require 1x VRAM resolution."),
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"GPU", "ResolutionScale", 1, resolution_scales.data(), resolution_scales.size(), true, 0);
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DrawEnumSetting(bsi, FSUI_CSTR("Downsampling"),
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FSUI_CSTR("Downsamples the rendered image prior to displaying it. Can improve "
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"overall image quality in mixed 2D/3D games."),
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"GPU", "DownsampleMode", Settings::DEFAULT_GPU_DOWNSAMPLE_MODE, &Settings::ParseDownsampleModeName,
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&Settings::GetDownsampleModeName, &Settings::GetDownsampleModeDisplayName, GPUDownsampleMode::Count,
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(renderer != GPURenderer::Software));
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if (Settings::ParseDownsampleModeName(
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GetEffectiveTinyStringSetting(bsi, "GPU", "DownsampleMode",
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Settings::GetDownsampleModeName(Settings::DEFAULT_GPU_DOWNSAMPLE_MODE))
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.c_str())
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.value_or(Settings::DEFAULT_GPU_DOWNSAMPLE_MODE) == GPUDownsampleMode::Box)
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{
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DrawIntRangeSetting(bsi, FSUI_CSTR("Downsampling Display Scale"),
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FSUI_CSTR("Selects the resolution scale that will be applied to the final image. 1x will "
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"downsample to the original console resolution."),
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"GPU", "DownsampleScale", 1, 1, GPU::MAX_RESOLUTION_SCALE, "%dx");
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}
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DrawEnumSetting(bsi, FSUI_CSTR("Texture Filtering"),
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FSUI_CSTR("Smooths out the blockiness of magnified textures on 3D objects."), "GPU",
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"TextureFilter", Settings::DEFAULT_GPU_TEXTURE_FILTER, &Settings::ParseTextureFilterName,
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&Settings::GetTextureFilterName, &Settings::GetTextureFilterDisplayName, GPUTextureFilter::Count);
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DrawEnumSetting(bsi, FSUI_CSTR("Sprite Texture Filtering"),
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FSUI_CSTR("Smooths out the blockiness of magnified textures on 2D objects."), "GPU",
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"SpriteTextureFilter", Settings::DEFAULT_GPU_TEXTURE_FILTER, &Settings::ParseTextureFilterName,
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&Settings::GetTextureFilterName, &Settings::GetTextureFilterDisplayName, GPUTextureFilter::Count);
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}
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DrawEnumSetting(bsi, FSUI_CSTR("Aspect Ratio"),
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FSUI_CSTR("Changes the aspect ratio used to display the console's output to the screen."), "Display",
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"AspectRatio", Settings::DEFAULT_DISPLAY_ASPECT_RATIO, &Settings::ParseDisplayAspectRatio,
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&Settings::GetDisplayAspectRatioName, &Settings::GetDisplayAspectRatioDisplayName,
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DisplayAspectRatio::Count);
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DrawEnumSetting(
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bsi, FSUI_CSTR("Deinterlacing Mode"),
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FSUI_CSTR(
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"Determines which algorithm is used to convert interlaced frames to progressive for display on your system."),
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"Display", "DeinterlacingMode", Settings::DEFAULT_DISPLAY_DEINTERLACING_MODE,
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&Settings::ParseDisplayDeinterlacingMode, &Settings::GetDisplayDeinterlacingModeName,
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&Settings::GetDisplayDeinterlacingModeDisplayName, DisplayDeinterlacingMode::Count);
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DrawEnumSetting(bsi, FSUI_CSTR("Crop Mode"),
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FSUI_CSTR("Determines how much of the area typically not visible on a consumer TV set to crop/hide."),
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"Display", "CropMode", Settings::DEFAULT_DISPLAY_CROP_MODE, &Settings::ParseDisplayCropMode,
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&Settings::GetDisplayCropModeName, &Settings::GetDisplayCropModeDisplayName, DisplayCropMode::Count);
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DrawEnumSetting(
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bsi, FSUI_CSTR("Scaling"),
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FSUI_CSTR("Determines how the emulated console's output is upscaled or downscaled to your monitor's resolution."),
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"Display", "Scaling", Settings::DEFAULT_DISPLAY_SCALING, &Settings::ParseDisplayScaling,
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&Settings::GetDisplayScalingName, &Settings::GetDisplayScalingDisplayName, DisplayScalingMode::Count);
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if (is_hardware)
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{
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DrawToggleSetting(bsi, FSUI_CSTR("True Color Rendering"),
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FSUI_CSTR("Disables dithering and uses the full 8 bits per channel of color information."), "GPU",
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"TrueColor", true);
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}
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DrawToggleSetting(bsi, FSUI_CSTR("Widescreen Rendering"),
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FSUI_CSTR("Increases the field of view from 4:3 to the chosen display aspect ratio in 3D games."),
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"GPU", "WidescreenHack", false);
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if (is_hardware)
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{
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DrawToggleSetting(
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bsi, FSUI_CSTR("PGXP Geometry Correction"),
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FSUI_CSTR("Reduces \"wobbly\" polygons by attempting to preserve the fractional component through memory "
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"transfers."),
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"GPU", "PGXPEnable", false);
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DrawToggleSetting(bsi, FSUI_CSTR("PGXP Depth Buffer"),
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FSUI_CSTR("Reduces polygon Z-fighting through depth testing. Low compatibility with games."),
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"GPU", "PGXPDepthBuffer", false, pgxp_enabled && texture_correction_enabled);
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}
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DrawToggleSetting(
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bsi, FSUI_CSTR("Force 4:3 For FMVs"),
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FSUI_CSTR("Switches back to 4:3 display aspect ratio when displaying 24-bit content, usually FMVs."), "Display",
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"Force4_3For24Bit", false);
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DrawToggleSetting(bsi, FSUI_CSTR("FMV Chroma Smoothing"),
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FSUI_CSTR("Smooths out blockyness between colour transitions in 24-bit content, usually FMVs."),
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"GPU", "ChromaSmoothing24Bit", false);
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DrawToggleSetting(
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bsi, FSUI_CSTR("Disable Interlacing"),
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FSUI_CSTR("Disables interlaced rendering and display in the GPU. Some games can render in 480p this way, "
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"but others will break."),
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"GPU", "DisableInterlacing", true);
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DrawToggleSetting(
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bsi, FSUI_CSTR("Force NTSC Timings"),
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FSUI_CSTR("Forces PAL games to run at NTSC timings, i.e. 60hz. Some PAL games will run at their \"normal\" "
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"speeds, while others will break."),
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"GPU", "ForceNTSCTimings", false);
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MenuHeading(FSUI_CSTR("Advanced"));
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std::optional<SmallString> strvalue = bsi->GetOptionalSmallStringValue(
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"GPU", "FullscreenMode", game_settings ? std::nullopt : std::optional<const char*>(""));
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@ -4272,6 +4387,68 @@ void FullscreenUI::DrawDisplaySettingsPage()
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OpenChoiceDialog(FSUI_ICONSTR(ICON_FA_TV, "Fullscreen Resolution"), false, std::move(options), std::move(callback));
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}
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DrawEnumSetting(bsi, FSUI_CSTR("Screen Position"),
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FSUI_CSTR("Determines the position on the screen when black borders must be added."), "Display",
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"Alignment", Settings::DEFAULT_DISPLAY_ALIGNMENT, &Settings::ParseDisplayAlignment,
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&Settings::GetDisplayAlignmentName, &Settings::GetDisplayAlignmentDisplayName,
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DisplayAlignment::Count);
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if (is_hardware)
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{
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DrawEnumSetting(bsi, FSUI_CSTR("Line Detection"),
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FSUI_CSTR("Attempts to detect one pixel high/wide lines that rely on non-upscaled rasterization "
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"behavior, filling in gaps introduced by upscaling."),
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"GPU", "LineDetectMode", Settings::DEFAULT_GPU_LINE_DETECT_MODE, &Settings::ParseLineDetectModeName,
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&Settings::GetLineDetectModeName, &Settings::GetLineDetectModeDisplayName, GPULineDetectMode::Count,
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resolution_scale > 1);
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DrawToggleSetting(
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bsi, FSUI_CSTR("True Color Debanding"),
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FSUI_CSTR("Applies modern dithering techniques to further smooth out gradients when true color is enabled."),
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"GPU", "Debanding", false, true_color_enabled);
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DrawToggleSetting(
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bsi, FSUI_CSTR("Scaled Dithering"),
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FSUI_CSTR("Scales the dithering pattern with the internal rendering resolution, making it less noticeable. "
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"Usually safe to enable."),
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"GPU", "ScaledDithering", true, !true_color_enabled);
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DrawToggleSetting(bsi, FSUI_CSTR("Accurate Blending"),
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FSUI_CSTR("Forces blending to be done in the shader at 16-bit precision, when not using true "
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"color. Non-trivial performance impact, and unnecessary for most games."),
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"GPU", "AccurateBlending", false, !true_color_enabled);
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const GPUTextureFilter texture_filtering =
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Settings::ParseTextureFilterName(
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GetEffectiveTinyStringSetting(bsi, "GPU", "TextureFilter",
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Settings::GetTextureFilterName(Settings::DEFAULT_GPU_TEXTURE_FILTER)))
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.value_or(Settings::DEFAULT_GPU_TEXTURE_FILTER);
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DrawToggleSetting(
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bsi, FSUI_CSTR("Round Upscaled Texture Coordinates"),
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FSUI_CSTR("Rounds texture coordinates instead of flooring when upscaling. Can fix misaligned "
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"textures in some games, but break others, and is incompatible with texture filtering."),
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"GPU", "ForceRoundTextureCoordinates", false,
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resolution_scale > 1 && texture_filtering == GPUTextureFilter::Nearest);
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DrawToggleSetting(
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bsi, FSUI_CSTR("Use Software Renderer For Readbacks"),
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FSUI_CSTR("Runs the software renderer in parallel for VRAM readbacks. On some systems, this may result "
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"in greater performance."),
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"GPU", "UseSoftwareRendererForReadbacks", false);
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}
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DrawToggleSetting(
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bsi, FSUI_CSTR("Stretch Display Vertically"),
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FSUI_CSTR("Stretches the display to match the aspect ratio by multiplying vertically instead of horizontally."),
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"Display", "StretchVertically", false);
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DrawToggleSetting(
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bsi, FSUI_CSTR("Disable Mailbox Presentation"),
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FSUI_CSTR("Forces the use of FIFO over Mailbox presentation, i.e. double buffering instead of triple buffering. "
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"Usually results in worse frame pacing."),
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"Display", "DisableMailboxPresentation", false);
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switch (renderer)
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{
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#ifdef _WIN32
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@ -4307,175 +4484,10 @@ void FullscreenUI::DrawDisplaySettingsPage()
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break;
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}
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DrawToggleSetting(
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bsi, FSUI_CSTR("Disable Mailbox Presentation"),
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FSUI_CSTR("Forces the use of FIFO over Mailbox presentation, i.e. double buffering instead of triple buffering. "
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"Usually results in worse frame pacing."),
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"Display", "DisableMailboxPresentation", false);
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if (renderer != GPURenderer::Software)
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if (is_hardware && pgxp_enabled)
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{
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DrawToggleSetting(
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bsi, FSUI_CSTR("Use Software Renderer For Readbacks"),
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FSUI_CSTR("Runs the software renderer in parallel for VRAM readbacks. On some systems, this may result "
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"in greater performance."),
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"GPU", "UseSoftwareRendererForReadbacks", false);
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}
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if (is_hardware)
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{
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MenuHeading(FSUI_CSTR("Rendering"));
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DrawIntListSetting(
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bsi, FSUI_CSTR("Internal Resolution"),
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FSUI_CSTR("Scales internal VRAM resolution by the specified multiplier. Some games require 1x VRAM resolution."),
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"GPU", "ResolutionScale", 1, resolution_scales.data(), resolution_scales.size(), true, 0);
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DrawEnumSetting(bsi, FSUI_CSTR("Texture Filtering"),
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FSUI_CSTR("Smooths out the blockiness of magnified textures on 3D objects."), "GPU",
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"TextureFilter", Settings::DEFAULT_GPU_TEXTURE_FILTER, &Settings::ParseTextureFilterName,
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&Settings::GetTextureFilterName, &Settings::GetTextureFilterDisplayName, GPUTextureFilter::Count);
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DrawEnumSetting(bsi, FSUI_CSTR("Sprite Texture Filtering"),
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FSUI_CSTR("Smooths out the blockiness of magnified textures on 2D objects."), "GPU",
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"SpriteTextureFilter", Settings::DEFAULT_GPU_TEXTURE_FILTER, &Settings::ParseTextureFilterName,
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&Settings::GetTextureFilterName, &Settings::GetTextureFilterDisplayName, GPUTextureFilter::Count);
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DrawEnumSetting(bsi, FSUI_CSTR("Line Detection"),
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FSUI_CSTR("Attempts to detect one pixel high/wide lines that rely on non-upscaled rasterization "
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"behavior, filling in gaps introduced by upscaling."),
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"GPU", "LineDetectMode", Settings::DEFAULT_GPU_LINE_DETECT_MODE, &Settings::ParseLineDetectModeName,
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&Settings::GetLineDetectModeName, &Settings::GetLineDetectModeDisplayName, GPULineDetectMode::Count,
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resolution_scale > 1);
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DrawToggleSetting(bsi, FSUI_CSTR("True Color Rendering"),
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FSUI_CSTR("Disables dithering and uses the full 8 bits per channel of color information."), "GPU",
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"TrueColor", true);
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DrawToggleSetting(
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bsi, FSUI_CSTR("True Color Debanding"),
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FSUI_CSTR("Applies modern dithering techniques to further smooth out gradients when true color is enabled."),
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"GPU", "Debanding", false, bsi->GetBoolValue("GPU", "TrueColor", false));
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DrawToggleSetting(bsi, FSUI_CSTR("Widescreen Hack"),
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FSUI_CSTR("Increases the field of view from 4:3 to the chosen display aspect ratio in 3D games."),
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"GPU", "WidescreenHack", false);
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DrawToggleSetting(
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bsi, FSUI_CSTR("PGXP Geometry Correction"),
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FSUI_CSTR("Reduces \"wobbly\" polygons by attempting to preserve the fractional component through memory "
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"transfers."),
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"GPU", "PGXPEnable", false);
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}
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MenuHeading(FSUI_CSTR("Screen Display"));
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DrawEnumSetting(bsi, FSUI_CSTR("Aspect Ratio"),
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FSUI_CSTR("Changes the aspect ratio used to display the console's output to the screen."), "Display",
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"AspectRatio", Settings::DEFAULT_DISPLAY_ASPECT_RATIO, &Settings::ParseDisplayAspectRatio,
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&Settings::GetDisplayAspectRatioName, &Settings::GetDisplayAspectRatioDisplayName,
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DisplayAspectRatio::Count);
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DrawEnumSetting(
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bsi, FSUI_CSTR("Deinterlacing Mode"),
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FSUI_CSTR(
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"Determines which algorithm is used to convert interlaced frames to progressive for display on your system."),
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"Display", "DeinterlacingMode", Settings::DEFAULT_DISPLAY_DEINTERLACING_MODE,
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&Settings::ParseDisplayDeinterlacingMode, &Settings::GetDisplayDeinterlacingModeName,
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&Settings::GetDisplayDeinterlacingModeDisplayName, DisplayDeinterlacingMode::Count);
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DrawEnumSetting(bsi, FSUI_CSTR("Crop Mode"),
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FSUI_CSTR("Determines how much of the area typically not visible on a consumer TV set to crop/hide."),
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"Display", "CropMode", Settings::DEFAULT_DISPLAY_CROP_MODE, &Settings::ParseDisplayCropMode,
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&Settings::GetDisplayCropModeName, &Settings::GetDisplayCropModeDisplayName, DisplayCropMode::Count);
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DrawEnumSetting(
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bsi, FSUI_CSTR("Position"), FSUI_CSTR("Determines the position on the screen when black borders must be added."),
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"Display", "Alignment", Settings::DEFAULT_DISPLAY_ALIGNMENT, &Settings::ParseDisplayAlignment,
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&Settings::GetDisplayAlignmentName, &Settings::GetDisplayAlignmentDisplayName, DisplayAlignment::Count);
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DrawEnumSetting(bsi, FSUI_CSTR("Downsampling"),
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FSUI_CSTR("Downsamples the rendered image prior to displaying it. Can improve "
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"overall image quality in mixed 2D/3D games."),
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"GPU", "DownsampleMode", Settings::DEFAULT_GPU_DOWNSAMPLE_MODE, &Settings::ParseDownsampleModeName,
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&Settings::GetDownsampleModeName, &Settings::GetDownsampleModeDisplayName, GPUDownsampleMode::Count,
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(renderer != GPURenderer::Software));
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if (Settings::ParseDownsampleModeName(
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GetEffectiveTinyStringSetting(bsi, "GPU", "DownsampleMode",
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Settings::GetDownsampleModeName(Settings::DEFAULT_GPU_DOWNSAMPLE_MODE))
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.c_str())
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.value_or(Settings::DEFAULT_GPU_DOWNSAMPLE_MODE) == GPUDownsampleMode::Box)
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{
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DrawIntRangeSetting(bsi, FSUI_CSTR("Downsampling Display Scale"),
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FSUI_CSTR("Selects the resolution scale that will be applied to the final image. 1x will "
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"downsample to the original console resolution."),
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"GPU", "DownsampleScale", 1, 1, GPU::MAX_RESOLUTION_SCALE, "%dx");
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}
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DrawEnumSetting(
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bsi, FSUI_CSTR("Scaling"),
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FSUI_CSTR("Determines how the emulated console's output is upscaled or downscaled to your monitor's resolution."),
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"Display", "Scaling", Settings::DEFAULT_DISPLAY_SCALING, &Settings::ParseDisplayScaling,
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&Settings::GetDisplayScalingName, &Settings::GetDisplayScalingDisplayName, DisplayScalingMode::Count);
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DrawEnumSetting(bsi, FSUI_CSTR("Screenshot Size"),
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FSUI_CSTR("Determines the size of screenshots created by DuckStation."), "Display", "ScreenshotMode",
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Settings::DEFAULT_DISPLAY_SCREENSHOT_MODE, &Settings::ParseDisplayScreenshotMode,
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&Settings::GetDisplayScreenshotModeName, &Settings::GetDisplayScreenshotModeDisplayName,
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DisplayScreenshotMode::Count);
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DrawEnumSetting(bsi, FSUI_CSTR("Screenshot Format"),
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FSUI_CSTR("Determines the format that screenshots will be saved/compressed with."), "Display",
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"ScreenshotFormat", Settings::DEFAULT_DISPLAY_SCREENSHOT_FORMAT,
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&Settings::ParseDisplayScreenshotFormat, &Settings::GetDisplayScreenshotFormatName,
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&Settings::GetDisplayScreenshotFormatDisplayName, DisplayScreenshotFormat::Count);
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DrawIntRangeSetting(bsi, FSUI_CSTR("Screenshot Quality"),
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FSUI_CSTR("Selects the quality at which screenshots will be compressed."), "Display",
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"ScreenshotQuality", Settings::DEFAULT_DISPLAY_SCREENSHOT_QUALITY, 1, 100, "%d%%");
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MenuHeading(FSUI_CSTR("Enhancements"));
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DrawToggleSetting(
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bsi, FSUI_CSTR("Disable Interlacing"),
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FSUI_CSTR("Disables interlaced rendering and display in the GPU. Some games can render in 480p this way, "
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"but others will break."),
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"GPU", "DisableInterlacing", true);
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DrawToggleSetting(
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bsi, FSUI_CSTR("Force NTSC Timings"),
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FSUI_CSTR("Forces PAL games to run at NTSC timings, i.e. 60hz. Some PAL games will run at their \"normal\" "
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"speeds, while others will break."),
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"GPU", "ForceNTSCTimings", false);
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DrawToggleSetting(
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bsi, FSUI_CSTR("Force 4:3 For 24-Bit Display"),
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FSUI_CSTR("Switches back to 4:3 display aspect ratio when displaying 24-bit content, usually FMVs."), "Display",
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"Force4_3For24Bit", false);
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if (is_hardware)
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{
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const GPUTextureFilter texture_filtering =
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Settings::ParseTextureFilterName(
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GetEffectiveTinyStringSetting(bsi, "GPU", "TextureFilter",
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Settings::GetTextureFilterName(Settings::DEFAULT_GPU_TEXTURE_FILTER)))
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.value_or(Settings::DEFAULT_GPU_TEXTURE_FILTER);
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DrawToggleSetting(
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bsi, FSUI_CSTR("Scaled Dithering"),
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FSUI_CSTR("Scales the dithering pattern with the internal rendering resolution, making it less noticeable. "
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"Usually safe to enable."),
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"GPU", "ScaledDithering", true, resolution_scale > 1);
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DrawToggleSetting(bsi, FSUI_CSTR("Chroma Smoothing For 24-Bit Display"),
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FSUI_CSTR("Smooths out blockyness between colour transitions in 24-bit content, usually FMVs."),
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"GPU", "ChromaSmoothing24Bit", false);
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DrawToggleSetting(
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bsi, FSUI_CSTR("Round Upscaled Texture Coordinates"),
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||||
FSUI_CSTR("Rounds texture coordinates instead of flooring when upscaling. Can fix misaligned "
|
||||
"textures in some games, but break others, and is incompatible with texture filtering."),
|
||||
"GPU", "ForceRoundTextureCoordinates", false,
|
||||
resolution_scale > 1 && texture_filtering == GPUTextureFilter::Nearest);
|
||||
|
||||
MenuHeading(FSUI_CSTR("PGXP (Precision Geometry Transform Pipeline)"));
|
||||
|
||||
const bool pgxp_enabled = GetEffectiveBoolSetting(bsi, "GPU", "PGXPEnable", false);
|
||||
const bool texture_correction_enabled = GetEffectiveBoolSetting(bsi, "GPU", "PGXPTextureCorrection", true);
|
||||
|
||||
DrawToggleSetting(
|
||||
bsi, FSUI_CSTR("Perspective Correct Textures"),
|
||||
FSUI_CSTR("Uses perspective-correct interpolation for texture coordinates, straightening out warped textures."),
|
||||
|
@ -4492,23 +4504,68 @@ void FullscreenUI::DrawDisplaySettingsPage()
|
|||
bsi, FSUI_CSTR("Preserve Projection Precision"),
|
||||
FSUI_CSTR("Adds additional precision to PGXP data post-projection. May improve visuals in some games."), "GPU",
|
||||
"PGXPPreserveProjFP", false, pgxp_enabled);
|
||||
DrawToggleSetting(bsi, FSUI_CSTR("Depth Buffer"),
|
||||
FSUI_CSTR("Reduces polygon Z-fighting through depth testing. Low compatibility with games."),
|
||||
"GPU", "PGXPDepthBuffer", false, pgxp_enabled && texture_correction_enabled);
|
||||
|
||||
DrawToggleSetting(bsi, FSUI_CSTR("CPU Mode"),
|
||||
FSUI_CSTR("Uses PGXP for all instructions, not just memory operations."), "GPU", "PGXPCPU", false,
|
||||
pgxp_enabled);
|
||||
|
||||
MenuHeading(FSUI_CSTR("Texture Replacements"));
|
||||
DrawToggleSetting(bsi, FSUI_CSTR("Vertex Cache"),
|
||||
FSUI_CSTR("Uses screen positions to resolve PGXP data. May improve visuals in some games."),
|
||||
"GPU", "PGXPVertexCache", pgxp_enabled);
|
||||
|
||||
DrawToggleSetting(bsi, FSUI_CSTR("Enable VRAM Write Texture Replacement"),
|
||||
FSUI_CSTR("Enables the replacement of background textures in supported games."),
|
||||
"TextureReplacements", "EnableVRAMWriteReplacements", false);
|
||||
DrawToggleSetting(bsi, FSUI_CSTR("Preload Replacement Textures"),
|
||||
FSUI_CSTR("Loads all replacement texture to RAM, reducing stuttering at runtime."),
|
||||
"TextureReplacements", "PreloadTextures", false);
|
||||
DrawToggleSetting(
|
||||
bsi, FSUI_CSTR("Disable on 2D Polygons"),
|
||||
FSUI_CSTR("Uses native resolution coordinates for 2D polygons, instead of precise coordinates. Can "
|
||||
"fix misaligned UI in some games, but otherwise should be left disabled."),
|
||||
"GPU", "PGXPDisableOn2DPolygons", false, pgxp_enabled);
|
||||
|
||||
DrawFloatRangeSetting(
|
||||
bsi, FSUI_CSTR("Geometry Tolerance"),
|
||||
FSUI_CSTR("Sets a threshold for discarding precise values when exceeded. May help with glitches in some games."),
|
||||
"GPU", "PGXPTolerance", -1.0f, -1.0f, 10.0f, "%.1f", pgxp_enabled);
|
||||
|
||||
DrawFloatRangeSetting(
|
||||
bsi, FSUI_CSTR("Depth Clear Threshold"),
|
||||
FSUI_CSTR("Sets a threshold for discarding the emulated depth buffer. May help in some games."), "GPU",
|
||||
"PGXPDepthBuffer", Settings::DEFAULT_GPU_PGXP_DEPTH_THRESHOLD, 0.0f, 4096.0f, "%.1f", pgxp_enabled);
|
||||
}
|
||||
|
||||
MenuHeading(FSUI_CSTR("Capture"));
|
||||
|
||||
DrawEnumSetting(bsi, FSUI_CSTR("Screenshot Size"),
|
||||
FSUI_CSTR("Determines the size of screenshots created by DuckStation."), "Display", "ScreenshotMode",
|
||||
Settings::DEFAULT_DISPLAY_SCREENSHOT_MODE, &Settings::ParseDisplayScreenshotMode,
|
||||
&Settings::GetDisplayScreenshotModeName, &Settings::GetDisplayScreenshotModeDisplayName,
|
||||
DisplayScreenshotMode::Count);
|
||||
DrawEnumSetting(bsi, FSUI_CSTR("Screenshot Format"),
|
||||
FSUI_CSTR("Determines the format that screenshots will be saved/compressed with."), "Display",
|
||||
"ScreenshotFormat", Settings::DEFAULT_DISPLAY_SCREENSHOT_FORMAT,
|
||||
&Settings::ParseDisplayScreenshotFormat, &Settings::GetDisplayScreenshotFormatName,
|
||||
&Settings::GetDisplayScreenshotFormatDisplayName, DisplayScreenshotFormat::Count);
|
||||
DrawIntRangeSetting(bsi, FSUI_CSTR("Screenshot Quality"),
|
||||
FSUI_CSTR("Selects the quality at which screenshots will be compressed."), "Display",
|
||||
"ScreenshotQuality", Settings::DEFAULT_DISPLAY_SCREENSHOT_QUALITY, 1, 100, "%d%%");
|
||||
|
||||
MenuHeading(FSUI_CSTR("Texture Replacements"));
|
||||
|
||||
DrawToggleSetting(bsi, FSUI_CSTR("Enable VRAM Write Texture Replacement"),
|
||||
FSUI_CSTR("Enables the replacement of background textures in supported games."),
|
||||
"TextureReplacements", "EnableVRAMWriteReplacements", false);
|
||||
DrawToggleSetting(bsi, FSUI_CSTR("Preload Replacement Textures"),
|
||||
FSUI_CSTR("Loads all replacement texture to RAM, reducing stuttering at runtime."),
|
||||
"TextureReplacements", "PreloadTextures", false);
|
||||
DrawToggleSetting(bsi, FSUI_CSTR("Use Old MDEC Routines"),
|
||||
FSUI_CSTR("Enables the older, less accurate MDEC decoding routines. May be required for old "
|
||||
"replacement backgrounds to match/load."),
|
||||
"Hacks", "UseOldMDECRoutines", false);
|
||||
|
||||
DrawToggleSetting(bsi, FSUI_CSTR("Dump Replaceable VRAM Writes"),
|
||||
FSUI_CSTR("Writes textures which can be replaced to the dump directory."), "TextureReplacements",
|
||||
"DumpVRAMWrites", false);
|
||||
DrawToggleSetting(bsi, FSUI_CSTR("Set VRAM Write Dump Alpha Channel"),
|
||||
FSUI_CSTR("Clears the mask/transparency bit in VRAM write dumps."), "TextureReplacements",
|
||||
"DumpVRAMWriteForceAlphaChannel", true);
|
||||
|
||||
EndMenuButtons();
|
||||
}
|
||||
|
||||
|
@ -5140,45 +5197,12 @@ void FullscreenUI::DrawAdvancedSettingsPage()
|
|||
DrawToggleSetting(bsi, FSUI_CSTR("Show Enhancement Settings"),
|
||||
FSUI_CSTR("Shows enhancement settings in the bottom-right corner of the screen."), "Display",
|
||||
"ShowEnhancements", false);
|
||||
DrawToggleSetting(
|
||||
bsi, FSUI_CSTR("Stretch Display Vertically"),
|
||||
FSUI_CSTR("Stretches the display to match the aspect ratio by multiplying vertically instead of horizontally."),
|
||||
"Display", "StretchVertically", false);
|
||||
DrawEnumSetting(bsi, FSUI_CSTR("Wireframe Rendering"),
|
||||
FSUI_CSTR("Overlays or replaces normal triangle drawing with a wireframe/line view."), "GPU",
|
||||
"WireframeMode", GPUWireframeMode::Disabled, &Settings::ParseGPUWireframeMode,
|
||||
&Settings::GetGPUWireframeModeName, &Settings::GetGPUWireframeModeDisplayName,
|
||||
GPUWireframeMode::Count);
|
||||
|
||||
MenuHeading(FSUI_CSTR("PGXP Settings"));
|
||||
|
||||
const bool pgxp_enabled = GetEffectiveBoolSetting(bsi, "GPU", "PGXPEnable", false);
|
||||
|
||||
DrawToggleSetting(bsi, FSUI_CSTR("Enable PGXP Vertex Cache"),
|
||||
FSUI_CSTR("Uses screen positions to resolve PGXP data. May improve visuals in some games."), "GPU",
|
||||
"PGXPVertexCache", pgxp_enabled);
|
||||
DrawToggleSetting(bsi, FSUI_CSTR("Disable PGXP on 2D Polygons"),
|
||||
FSUI_CSTR("Uses native resolution coordinates for 2D polygons, instead of precise coordinates. Can "
|
||||
"fix misaligned UI in some games, but otherwise should be left disabled."),
|
||||
"GPU", "PGXPDisableOn2DPolygons", false, pgxp_enabled);
|
||||
DrawFloatRangeSetting(
|
||||
bsi, FSUI_CSTR("PGXP Geometry Tolerance"),
|
||||
FSUI_CSTR("Sets a threshold for discarding precise values when exceeded. May help with glitches in some games."),
|
||||
"GPU", "PGXPTolerance", -1.0f, -1.0f, 10.0f, "%.1f", pgxp_enabled);
|
||||
DrawFloatRangeSetting(bsi, FSUI_CSTR("PGXP Depth Clear Threshold"),
|
||||
FSUI_CSTR("Sets a threshold for discarding the emulated depth buffer. May help in some games."),
|
||||
"GPU", "PGXPDepthBuffer", Settings::DEFAULT_GPU_PGXP_DEPTH_THRESHOLD, 0.0f, 4096.0f, "%.1f",
|
||||
pgxp_enabled);
|
||||
|
||||
MenuHeading(FSUI_CSTR("Texture Dumping"));
|
||||
|
||||
DrawToggleSetting(bsi, FSUI_CSTR("Dump Replaceable VRAM Writes"),
|
||||
FSUI_CSTR("Writes textures which can be replaced to the dump directory."), "TextureReplacements",
|
||||
"DumpVRAMWrites", false);
|
||||
DrawToggleSetting(bsi, FSUI_CSTR("Set VRAM Write Dump Alpha Channel"),
|
||||
FSUI_CSTR("Clears the mask/transparency bit in VRAM write dumps."), "TextureReplacements",
|
||||
"DumpVRAMWriteForceAlphaChannel", true);
|
||||
|
||||
MenuHeading(FSUI_CSTR("CPU Emulation"));
|
||||
|
||||
DrawToggleSetting(
|
||||
|
@ -7229,6 +7253,7 @@ TRANSLATE_NOOP("FullscreenUI", "A resume save state created at %s was found.\n\n
|
|||
TRANSLATE_NOOP("FullscreenUI", "About");
|
||||
TRANSLATE_NOOP("FullscreenUI", "About DuckStation");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Account");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Accurate Blending");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Achievement Notifications");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Achievements");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Achievements Settings");
|
||||
|
@ -7239,6 +7264,7 @@ TRANSLATE_NOOP("FullscreenUI", "Adds a new directory to the game search list.");
|
|||
TRANSLATE_NOOP("FullscreenUI", "Adds a new shader to the chain.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Adds additional precision to PGXP data post-projection. May improve visuals in some games.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Adjusts the emulation speed so the console's refresh rate matches the host when VSync is enabled.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Advanced");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Advanced Settings");
|
||||
TRANSLATE_NOOP("FullscreenUI", "All Time: {}");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Allow Booting Without SBI File");
|
||||
|
@ -7280,6 +7306,7 @@ TRANSLATE_NOOP("FullscreenUI", "CD-ROM Emulation");
|
|||
TRANSLATE_NOOP("FullscreenUI", "CPU Emulation");
|
||||
TRANSLATE_NOOP("FullscreenUI", "CPU Mode");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Cancel");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Capture");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Change Disc");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Change Page");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Change Selection");
|
||||
|
@ -7289,7 +7316,6 @@ TRANSLATE_NOOP("FullscreenUI", "Changes the aspect ratio used to display the con
|
|||
TRANSLATE_NOOP("FullscreenUI", "Cheat List");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Chooses the backend to use for rendering the console/game visuals.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Chooses the language used for UI elements.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Chroma Smoothing For 24-Bit Display");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Clean Boot");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Clear Settings");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Clear Shaders");
|
||||
|
@ -7340,7 +7366,7 @@ TRANSLATE_NOOP("FullscreenUI", "Default: Enabled");
|
|||
TRANSLATE_NOOP("FullscreenUI", "Deinterlacing Mode");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Delete Save");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Delete State");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Depth Buffer");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Depth Clear Threshold");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Desktop Mode");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Details");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Details unavailable for game not scanned in game list.");
|
||||
|
@ -7363,8 +7389,8 @@ TRANSLATE_NOOP("FullscreenUI", "Device Settings");
|
|||
TRANSLATE_NOOP("FullscreenUI", "Disable All Enhancements");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Disable Interlacing");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Disable Mailbox Presentation");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Disable PGXP on 2D Polygons");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Disable Subdirectory Scanning");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Disable on 2D Polygons");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Disabled");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Disables dithering and uses the full 8 bits per channel of color information.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Disables interlaced rendering and display in the GPU. Some games can render in 480p this way, but others will break.");
|
||||
|
@ -7391,7 +7417,6 @@ TRANSLATE_NOOP("FullscreenUI", "Enable Discord Presence");
|
|||
TRANSLATE_NOOP("FullscreenUI", "Enable Fast Boot");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Enable In-Game Overlays");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Enable Overclocking");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Enable PGXP Vertex Cache");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Enable Post Processing");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Enable Recompiler Block Linking");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Enable Recompiler ICache");
|
||||
|
@ -7404,13 +7429,14 @@ TRANSLATE_NOOP("FullscreenUI", "Enable TTY Logging");
|
|||
TRANSLATE_NOOP("FullscreenUI", "Enable VRAM Write Texture Replacement");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Enable XInput Input Source");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Enable debugging when supported by the host's renderer API. Only for developer use.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Enable/Disable the Player LED on DualSense controllers.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Enables alignment and bus exceptions. Not needed for any known games.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Enables an additional 6MB of RAM to obtain a total of 2+6 = 8MB, usually present on dev consoles.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Enables an additional three controller slots on each port. Not supported in all games.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Enables more precise frame pacing at the cost of battery life.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Enables the older, less accurate MDEC decoding routines. May be required for old replacement backgrounds to match/load.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Enables the replacement of background textures in supported games.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Encore Mode");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Enhancements");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Ensures every frame generated is displayed for optimal pacing. Enable for variable refresh displays, such as GSync/FreeSync. Disable if you are having speed or sound issues.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Enter Value");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Enter the name of the input profile you wish to create.");
|
||||
|
@ -7422,6 +7448,7 @@ TRANSLATE_NOOP("FullscreenUI", "Exit DuckStation");
|
|||
TRANSLATE_NOOP("FullscreenUI", "Exit Without Saving");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Exits Big Picture mode, returning to the desktop interface.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Expansion Mode");
|
||||
TRANSLATE_NOOP("FullscreenUI", "FMV Chroma Smoothing");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Failed to copy text to clipboard.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Failed to delete save state.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Failed to delete {}.");
|
||||
|
@ -7434,10 +7461,11 @@ TRANSLATE_NOOP("FullscreenUI", "Fast Forward Volume");
|
|||
TRANSLATE_NOOP("FullscreenUI", "File Size");
|
||||
TRANSLATE_NOOP("FullscreenUI", "File Size: %.2f MB");
|
||||
TRANSLATE_NOOP("FullscreenUI", "File Title");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Force 4:3 For 24-Bit Display");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Force 4:3 For FMVs");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Force NTSC Timings");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Forces PAL games to run at NTSC timings, i.e. 60hz. Some PAL games will run at their \"normal\" speeds, while others will break.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Forces a full rescan of all games previously identified.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Forces blending to be done in the shader at 16-bit precision, when not using true color. Non-trivial performance impact, and unnecessary for most games.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Forces the use of FIFO over Mailbox presentation, i.e. double buffering instead of triple buffering. Usually results in worse frame pacing.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Forcibly mutes both CD-DA and XA audio from the CD-ROM. Can be used to disable background music in some games.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Frame Time Buffer");
|
||||
|
@ -7463,6 +7491,7 @@ TRANSLATE_NOOP("FullscreenUI", "Game title copied to clipboard.");
|
|||
TRANSLATE_NOOP("FullscreenUI", "Game type copied to clipboard.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Game: {} ({})");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Genre: %s");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Geometry Tolerance");
|
||||
TRANSLATE_NOOP("FullscreenUI", "GitHub Repository");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Global Slot {0} - {1}##global_slot_{0}");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Global Slot {0}##global_slot_{0}");
|
||||
|
@ -7568,10 +7597,8 @@ TRANSLATE_NOOP("FullscreenUI", "Output Volume");
|
|||
TRANSLATE_NOOP("FullscreenUI", "Overclocking Percentage");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Overlays or replaces normal triangle drawing with a wireframe/line view.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "PGXP (Precision Geometry Transform Pipeline)");
|
||||
TRANSLATE_NOOP("FullscreenUI", "PGXP Depth Clear Threshold");
|
||||
TRANSLATE_NOOP("FullscreenUI", "PGXP Depth Buffer");
|
||||
TRANSLATE_NOOP("FullscreenUI", "PGXP Geometry Correction");
|
||||
TRANSLATE_NOOP("FullscreenUI", "PGXP Geometry Tolerance");
|
||||
TRANSLATE_NOOP("FullscreenUI", "PGXP Settings");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Parent Directory");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Patches");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Patches the BIOS to skip the boot animation. Safe to enable.");
|
||||
|
@ -7589,7 +7616,6 @@ TRANSLATE_NOOP("FullscreenUI", "Perspective Correct Colors");
|
|||
TRANSLATE_NOOP("FullscreenUI", "Perspective Correct Textures");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Plays sound effects for events such as achievement unlocks and leaderboard submissions.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Port {} Controller Type");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Position");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Post-Processing Settings");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Post-processing chain cleared.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Post-processing shaders reloaded.");
|
||||
|
@ -7649,6 +7675,7 @@ TRANSLATE_NOOP("FullscreenUI", "Rounds texture coordinates instead of flooring w
|
|||
TRANSLATE_NOOP("FullscreenUI", "Runahead");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Runahead/Rewind");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Runs the software renderer in parallel for VRAM readbacks. On some systems, this may result in greater performance.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "SDL DualSense Player LED");
|
||||
TRANSLATE_NOOP("FullscreenUI", "SDL DualShock 4 / DualSense Enhanced Mode");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Save Profile");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Save Screenshot");
|
||||
|
@ -7662,7 +7689,7 @@ TRANSLATE_NOOP("FullscreenUI", "Scales the dithering pattern with the internal r
|
|||
TRANSLATE_NOOP("FullscreenUI", "Scaling");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Scan For New Games");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Scanning Subdirectories");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Screen Display");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Screen Position");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Screenshot Format");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Screenshot Quality");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Screenshot Size");
|
||||
|
@ -7761,7 +7788,6 @@ TRANSLATE_NOOP("FullscreenUI", "Sync To Host Refresh Rate");
|
|||
TRANSLATE_NOOP("FullscreenUI", "Synchronizes presentation of the console's frames to the host. GSync/FreeSync users should enable Optimal Frame Pacing instead.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Temporarily disables all enhancements, useful when testing.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Test Unofficial Achievements");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Texture Dumping");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Texture Filtering");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Texture Replacements");
|
||||
TRANSLATE_NOOP("FullscreenUI", "The SDL input source supports most controllers.");
|
||||
|
@ -7795,6 +7821,7 @@ TRANSLATE_NOOP("FullscreenUI", "Use Blit Swap Chain");
|
|||
TRANSLATE_NOOP("FullscreenUI", "Use Debug GPU Device");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Use Global Setting");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Use Light Theme");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Use Old MDEC Routines");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Use Single Card For Multi-Disc Games");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Use Software Renderer For Readbacks");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Username: {}");
|
||||
|
@ -7808,6 +7835,7 @@ TRANSLATE_NOOP("FullscreenUI", "Uses perspective-correct interpolation for color
|
|||
TRANSLATE_NOOP("FullscreenUI", "Uses perspective-correct interpolation for texture coordinates, straightening out warped textures.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Uses screen positions to resolve PGXP data. May improve visuals in some games.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Value: {} | Default: {} | Minimum: {} | Maximum: {}");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Vertex Cache");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Vertical Sync (VSync)");
|
||||
TRANSLATE_NOOP("FullscreenUI", "WARNING: Your game is still saving to the memory card. Continuing to {0} may IRREVERSIBLY DESTROY YOUR MEMORY CARD. We recommend resuming your game and waiting 5 seconds for it to finish saving.\n\nDo you want to {0} anyway?");
|
||||
TRANSLATE_NOOP("FullscreenUI", "When enabled and logged in, DuckStation will scan for achievements on startup.");
|
||||
|
@ -7818,7 +7846,7 @@ TRANSLATE_NOOP("FullscreenUI", "When enabled, memory cards and controllers will
|
|||
TRANSLATE_NOOP("FullscreenUI", "When enabled, the minimum supported output latency will be used for the host API.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "When playing a multi-disc game and using per-game (title) memory cards, use a single memory card for all discs.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "When this option is chosen, the clock speed set below will be used.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Widescreen Hack");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Widescreen Rendering");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Wireframe Rendering");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Writes textures which can be replaced to the dump directory.");
|
||||
TRANSLATE_NOOP("FullscreenUI", "Yes, {} now and risk memory card corruption.");
|
||||
|
|
Loading…
Reference in New Issue