UI: Rename Ultra Blending to Maximum Blending

Rename Ultra Blending to Maximum Blending
This commit is contained in:
BuildTools 2022-04-24 13:37:34 +01:00 committed by lightningterror
parent 3359b3c7ab
commit 3b043250b6
5 changed files with 13 additions and 13 deletions

View File

@ -547,7 +547,7 @@
<widget class="QComboBox" name="blending"> <widget class="QComboBox" name="blending">
<item> <item>
<property name="text"> <property name="text">
<string>Minimum (Fastest)</string> <string>Minimum</string>
</property> </property>
</item> </item>
<item> <item>
@ -567,12 +567,12 @@
</item> </item>
<item> <item>
<property name="text"> <property name="text">
<string>Full (Very Slow)</string> <string>Full (Slow)</string>
</property> </property>
</item> </item>
<item> <item>
<property name="text"> <property name="text">
<string>Ultra (Ultra Slow)</string> <string>Maximum (Very Slow)</string>
</property> </property>
</item> </item>
</widget> </widget>

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@ -182,7 +182,7 @@ enum class AccBlendLevel : u8
Medium, Medium,
High, High,
Full, Full,
Ultra, Maximum,
}; };
enum class TexturePreloadingLevel : u8 enum class TexturePreloadingLevel : u8

View File

@ -1324,12 +1324,12 @@ void GSApp::Init()
GSSetting(CRCHackLevel::Aggressive, "Aggressive", ""), GSSetting(CRCHackLevel::Aggressive, "Aggressive", ""),
}; };
m_gs_acc_blend_level.push_back(GSSetting(static_cast<u32>(AccBlendLevel::Minimum), "Minimum", "Fastest")); m_gs_acc_blend_level.push_back(GSSetting(static_cast<u32>(AccBlendLevel::Minimum), "Minimum", ""));
m_gs_acc_blend_level.push_back(GSSetting(static_cast<u32>(AccBlendLevel::Basic), "Basic", "Recommended")); m_gs_acc_blend_level.push_back(GSSetting(static_cast<u32>(AccBlendLevel::Basic), "Basic", "Recommended"));
m_gs_acc_blend_level.push_back(GSSetting(static_cast<u32>(AccBlendLevel::Medium), "Medium", "")); m_gs_acc_blend_level.push_back(GSSetting(static_cast<u32>(AccBlendLevel::Medium), "Medium", ""));
m_gs_acc_blend_level.push_back(GSSetting(static_cast<u32>(AccBlendLevel::High), "High", "")); m_gs_acc_blend_level.push_back(GSSetting(static_cast<u32>(AccBlendLevel::High), "High", ""));
m_gs_acc_blend_level.push_back(GSSetting(static_cast<u32>(AccBlendLevel::Full), "Full", "Very Slow")); m_gs_acc_blend_level.push_back(GSSetting(static_cast<u32>(AccBlendLevel::Full), "Full", "Slow"));
m_gs_acc_blend_level.push_back(GSSetting(static_cast<u32>(AccBlendLevel::Ultra), "Ultra", "Ultra Slow")); m_gs_acc_blend_level.push_back(GSSetting(static_cast<u32>(AccBlendLevel::Maximum), "Maximum", "Very Slow"));
m_gs_tv_shaders.push_back(GSSetting(0, "None", "")); m_gs_tv_shaders.push_back(GSSetting(0, "None", ""));
m_gs_tv_shaders.push_back(GSSetting(1, "Scanline filter", "")); m_gs_tv_shaders.push_back(GSSetting(1, "Scanline filter", ""));

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@ -197,7 +197,7 @@ void GSRendererNew::EmulateTextureShuffleAndFbmask()
// 3. SW blending isn't implemented yet. // 3. SW blending isn't implemented yet.
switch (GSConfig.AccurateBlendingUnit) switch (GSConfig.AccurateBlendingUnit)
{ {
case AccBlendLevel::Ultra: case AccBlendLevel::Maximum:
case AccBlendLevel::Full: case AccBlendLevel::Full:
case AccBlendLevel::High: case AccBlendLevel::High:
case AccBlendLevel::Medium: case AccBlendLevel::Medium:
@ -651,7 +651,7 @@ void GSRendererNew::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER, bool&
switch (GSConfig.AccurateBlendingUnit) switch (GSConfig.AccurateBlendingUnit)
{ {
case AccBlendLevel::Ultra: case AccBlendLevel::Maximum:
clr_blend1_2 = false; clr_blend1_2 = false;
sw_blending |= true; sw_blending |= true;
[[fallthrough]]; [[fallthrough]];
@ -694,7 +694,7 @@ void GSRendererNew::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER, bool&
switch (GSConfig.AccurateBlendingUnit) switch (GSConfig.AccurateBlendingUnit)
{ {
case AccBlendLevel::Ultra: case AccBlendLevel::Maximum:
if (m_prim_overlap == PRIM_OVERLAP_NO) if (m_prim_overlap == PRIM_OVERLAP_NO)
{ {
clr_blend1_2 = false; clr_blend1_2 = false;

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@ -100,14 +100,14 @@ const char* dialog_message(int ID, bool* updateText)
case IDC_ACCURATE_BLEND_UNIT: case IDC_ACCURATE_BLEND_UNIT:
return cvtString("Control the accuracy level of the GS blending unit emulation.\n\n" return cvtString("Control the accuracy level of the GS blending unit emulation.\n\n"
"Minimum:\nFast but introduces various rendering issues.\n" "Minimum:\nFast but introduces various rendering issues.\n"
"It is intended for slow computer.\n\n" "It is intended for slow computers.\n\n"
"Basic:\nEmulate correctly most of the effects with a limited speed penalty.\n" "Basic:\nEmulate correctly most of the effects with a limited speed penalty.\n"
"This is the recommended setting.\n\n" "This is the recommended setting.\n\n"
"Medium:\nExtend it to all sprites. Performance impact remains reasonable in 3D game.\n\n" "Medium:\nExtend it to all sprites. Performance impact remains reasonable in 3D game.\n\n"
"High:\nExtend it to destination alpha blending and color wrapping (helps shadow and fog effects).\n" "High:\nExtend it to destination alpha blending and color wrapping (helps shadow and fog effects).\n"
"A good CPU is required.\n\n" "A good CPU is required.\n\n"
"Full:\nExcept few cases, the blending unit will be fully emulated by the shader. It is ultra slow!\n\n" "Full:\nExcept few cases, the blending unit will be fully emulated by the shader. It is slow!\n\n"
"Ultra:\nThe blending unit will be completely emulated by the shader. It is ultra slow!\n\n" "Maximum:\nThe blending unit will be completely emulated by the shader. It is very slow!\n\n"
"Note: Direct3D11's blending is capped at High and is reduced in capability compared to OpenGL/Vulkan"); "Note: Direct3D11's blending is capped at High and is reduced in capability compared to OpenGL/Vulkan");
case IDC_TC_DEPTH: case IDC_TC_DEPTH:
return cvtString("Disable the support of Depth buffer in the texture cache.\n" return cvtString("Disable the support of Depth buffer in the texture cache.\n"