mirror of https://github.com/PCSX2/pcsx2.git
UI: Rename Ultra Blending to Maximum Blending
Rename Ultra Blending to Maximum Blending
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@ -547,7 +547,7 @@
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<widget class="QComboBox" name="blending">
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<widget class="QComboBox" name="blending">
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<item>
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<item>
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<property name="text">
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<property name="text">
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<string>Minimum (Fastest)</string>
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<string>Minimum</string>
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</property>
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</property>
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</item>
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</item>
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<item>
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<item>
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@ -567,12 +567,12 @@
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</item>
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</item>
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<item>
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<item>
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<property name="text">
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<property name="text">
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<string>Full (Very Slow)</string>
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<string>Full (Slow)</string>
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</property>
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</property>
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</item>
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</item>
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<item>
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<item>
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<property name="text">
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<property name="text">
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<string>Ultra (Ultra Slow)</string>
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<string>Maximum (Very Slow)</string>
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</property>
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</property>
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</item>
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</item>
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</widget>
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</widget>
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@ -182,7 +182,7 @@ enum class AccBlendLevel : u8
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Medium,
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Medium,
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High,
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High,
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Full,
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Full,
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Ultra,
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Maximum,
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};
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};
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enum class TexturePreloadingLevel : u8
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enum class TexturePreloadingLevel : u8
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@ -1324,12 +1324,12 @@ void GSApp::Init()
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GSSetting(CRCHackLevel::Aggressive, "Aggressive", ""),
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GSSetting(CRCHackLevel::Aggressive, "Aggressive", ""),
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};
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};
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m_gs_acc_blend_level.push_back(GSSetting(static_cast<u32>(AccBlendLevel::Minimum), "Minimum", "Fastest"));
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m_gs_acc_blend_level.push_back(GSSetting(static_cast<u32>(AccBlendLevel::Minimum), "Minimum", ""));
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m_gs_acc_blend_level.push_back(GSSetting(static_cast<u32>(AccBlendLevel::Basic), "Basic", "Recommended"));
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m_gs_acc_blend_level.push_back(GSSetting(static_cast<u32>(AccBlendLevel::Basic), "Basic", "Recommended"));
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m_gs_acc_blend_level.push_back(GSSetting(static_cast<u32>(AccBlendLevel::Medium), "Medium", ""));
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m_gs_acc_blend_level.push_back(GSSetting(static_cast<u32>(AccBlendLevel::Medium), "Medium", ""));
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m_gs_acc_blend_level.push_back(GSSetting(static_cast<u32>(AccBlendLevel::High), "High", ""));
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m_gs_acc_blend_level.push_back(GSSetting(static_cast<u32>(AccBlendLevel::High), "High", ""));
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m_gs_acc_blend_level.push_back(GSSetting(static_cast<u32>(AccBlendLevel::Full), "Full", "Very Slow"));
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m_gs_acc_blend_level.push_back(GSSetting(static_cast<u32>(AccBlendLevel::Full), "Full", "Slow"));
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m_gs_acc_blend_level.push_back(GSSetting(static_cast<u32>(AccBlendLevel::Ultra), "Ultra", "Ultra Slow"));
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m_gs_acc_blend_level.push_back(GSSetting(static_cast<u32>(AccBlendLevel::Maximum), "Maximum", "Very Slow"));
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m_gs_tv_shaders.push_back(GSSetting(0, "None", ""));
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m_gs_tv_shaders.push_back(GSSetting(0, "None", ""));
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m_gs_tv_shaders.push_back(GSSetting(1, "Scanline filter", ""));
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m_gs_tv_shaders.push_back(GSSetting(1, "Scanline filter", ""));
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@ -197,7 +197,7 @@ void GSRendererNew::EmulateTextureShuffleAndFbmask()
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// 3. SW blending isn't implemented yet.
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// 3. SW blending isn't implemented yet.
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switch (GSConfig.AccurateBlendingUnit)
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switch (GSConfig.AccurateBlendingUnit)
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{
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{
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case AccBlendLevel::Ultra:
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case AccBlendLevel::Maximum:
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case AccBlendLevel::Full:
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case AccBlendLevel::Full:
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case AccBlendLevel::High:
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case AccBlendLevel::High:
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case AccBlendLevel::Medium:
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case AccBlendLevel::Medium:
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@ -651,7 +651,7 @@ void GSRendererNew::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER, bool&
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switch (GSConfig.AccurateBlendingUnit)
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switch (GSConfig.AccurateBlendingUnit)
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{
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{
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case AccBlendLevel::Ultra:
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case AccBlendLevel::Maximum:
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clr_blend1_2 = false;
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clr_blend1_2 = false;
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sw_blending |= true;
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sw_blending |= true;
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[[fallthrough]];
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[[fallthrough]];
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@ -694,7 +694,7 @@ void GSRendererNew::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER, bool&
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switch (GSConfig.AccurateBlendingUnit)
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switch (GSConfig.AccurateBlendingUnit)
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{
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{
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case AccBlendLevel::Ultra:
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case AccBlendLevel::Maximum:
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if (m_prim_overlap == PRIM_OVERLAP_NO)
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if (m_prim_overlap == PRIM_OVERLAP_NO)
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{
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{
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clr_blend1_2 = false;
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clr_blend1_2 = false;
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@ -100,14 +100,14 @@ const char* dialog_message(int ID, bool* updateText)
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case IDC_ACCURATE_BLEND_UNIT:
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case IDC_ACCURATE_BLEND_UNIT:
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return cvtString("Control the accuracy level of the GS blending unit emulation.\n\n"
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return cvtString("Control the accuracy level of the GS blending unit emulation.\n\n"
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"Minimum:\nFast but introduces various rendering issues.\n"
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"Minimum:\nFast but introduces various rendering issues.\n"
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"It is intended for slow computer.\n\n"
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"It is intended for slow computers.\n\n"
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"Basic:\nEmulate correctly most of the effects with a limited speed penalty.\n"
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"Basic:\nEmulate correctly most of the effects with a limited speed penalty.\n"
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"This is the recommended setting.\n\n"
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"This is the recommended setting.\n\n"
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"Medium:\nExtend it to all sprites. Performance impact remains reasonable in 3D game.\n\n"
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"Medium:\nExtend it to all sprites. Performance impact remains reasonable in 3D game.\n\n"
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"High:\nExtend it to destination alpha blending and color wrapping (helps shadow and fog effects).\n"
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"High:\nExtend it to destination alpha blending and color wrapping (helps shadow and fog effects).\n"
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"A good CPU is required.\n\n"
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"A good CPU is required.\n\n"
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"Full:\nExcept few cases, the blending unit will be fully emulated by the shader. It is ultra slow!\n\n"
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"Full:\nExcept few cases, the blending unit will be fully emulated by the shader. It is slow!\n\n"
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"Ultra:\nThe blending unit will be completely emulated by the shader. It is ultra slow!\n\n"
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"Maximum:\nThe blending unit will be completely emulated by the shader. It is very slow!\n\n"
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"Note: Direct3D11's blending is capped at High and is reduced in capability compared to OpenGL/Vulkan");
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"Note: Direct3D11's blending is capped at High and is reduced in capability compared to OpenGL/Vulkan");
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case IDC_TC_DEPTH:
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case IDC_TC_DEPTH:
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return cvtString("Disable the support of Depth buffer in the texture cache.\n"
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return cvtString("Disable the support of Depth buffer in the texture cache.\n"
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