Settings: Fix incorrect UI for xBR texture filter
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@ -768,7 +768,7 @@ void FilteredSampleFromVRAM(uint4 texpage, float2 coords, float4 uv_limits,
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}
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)";
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}
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else if (texture_filter == GPUTextureFilter::xBRZ)
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else if (texture_filter == GPUTextureFilter::xBR)
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{
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ss << R"(
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CONSTANT int BLEND_NONE = 0;
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@ -452,10 +452,10 @@ const char* Settings::GetRendererDisplayName(GPURenderer renderer)
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return s_gpu_renderer_display_names[static_cast<int>(renderer)];
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}
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static constexpr auto s_texture_filter_names = make_array("Nearest", "Bilinear", "JINC2", "xBRZ");
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static constexpr auto s_texture_filter_names = make_array("Nearest", "Bilinear", "JINC2", "xBR");
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static constexpr auto s_texture_filter_display_names =
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make_array(TRANSLATABLE("GPUTextureFilter", "Nearest-Neighbor"), TRANSLATABLE("GPUTextureFilter", "Bilinear"),
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TRANSLATABLE("GPUTextureFilter", "JINC2"), TRANSLATABLE("GPUTextureFilter", "xBRZ"));
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TRANSLATABLE("GPUTextureFilter", "JINC2"), TRANSLATABLE("GPUTextureFilter", "xBR"));
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std::optional<GPUTextureFilter> Settings::ParseTextureFilterName(const char* str)
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{
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@ -71,7 +71,7 @@ enum class GPUTextureFilter : u8
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Nearest,
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Bilinear,
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JINC2,
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xBRZ,
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xBR,
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Count
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};
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@ -475,7 +475,7 @@ static std::array<retro_core_option_definition, 32> s_option_definitions = {{
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"Texture Filtering",
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"Smooths out the blockyness of magnified textures on 3D object by using bilinear filtering. Will have a "
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"greater effect on higher resolution scales. Only applies to the hardware renderers.",
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{{"Nearest", "Nearest-Neighbor"}, {"Bilinear", "Bilinear"}, {"JINC2", "JINC2"}, {"xBRZ", "xBRZ"}},
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{{"Nearest", "Nearest-Neighbor"}, {"Bilinear", "Bilinear"}, {"JINC2", "JINC2"}, {"xBR", "xBR"}},
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"Nearest"},
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{"duckstation_GPU.WidescreenHack",
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"Widescreen Hack",
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