mirror of https://github.com/PCSX2/pcsx2.git
GS-GUI: Add tooltip for Dithering
The PS2 and PS1 supported dithering where-as PCSX2 didn't support hardware dithering till 1.7 dev builds. Some games have no dithering, others have dithering in the shadows or others like baroque just smear it full with this affect so it's an extreme example: https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=ab92a0e0-f91e-11ea-bf88-a15b6c7adf9a
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@ -309,6 +309,7 @@ void populate_hw_table(GtkWidget* hw_table)
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AddTooltip(mipmap_label, IDC_MIPMAP_HW);
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AddTooltip(mipmap_combo_box, IDC_MIPMAP_HW);
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AddTooltip(acc_bld_label, acc_bld_combo_box, IDC_ACCURATE_BLEND_UNIT);
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AddTooltip(dither_label, dither_combo_box, IDC_DITHERING);
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s_table_line = 0;
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InsertWidgetInTable(hw_table, hack_enable_check, acc_date_check);
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@ -196,6 +196,13 @@ const char* dialog_message(int ID, bool* updateText)
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"Disabling this can amplify stuttering due to low RAM/VRAM.\n\n"
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"Note: It should be enabled for Armored Core, Destroy All Humans, Gran Turismo and possibly others.\n"
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"This option does not improve the graphics or the FPS.");
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case IDC_DITHERING:
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return cvtString("In the PS2's case, it reduces banding between colors and improves the perceived color depth.\n"
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"In the PS1's case, it was used more aggressively due to 16-bit colour.\n"
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"Sit far enough and don't examine it too closely for the best effect.\n\n"
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"Off:\nDisables any dithering.\n\n"
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"Unscaled:\nNative Dithering / Lowest dithering effect does not increase size of squares when upscaling.\n\n"
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"Scaled:\nUpscaling-aware / Highest dithering effect.");
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// Windows only options.
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#ifdef _WIN32
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case IDC_ACCURATE_BLEND_UNIT_D3D11:
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@ -41,48 +41,52 @@ const char* dialog_message(int ID, bool* updateText = NULL);
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#ifndef _WIN32
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enum
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{
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// Renderer
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IDC_FILTER,
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// Hardware Renderer
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IDC_ACCURATE_DATE,
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IDC_PALTEX,
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IDC_CONSERVATIVE_FB,
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IDC_AFCOMBO,
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IDC_DITHERING,
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IDC_MIPMAP_HW,
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IDC_CRC_LEVEL,
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IDC_ACCURATE_BLEND_UNIT,
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// Rendering Hacks
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IDC_AUTO_FLUSH_HW,
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IDC_TC_DEPTH,
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IDC_SAFE_FEATURES,
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IDC_FAST_TC_INV,
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IDC_CPU_FB_CONVERSION,
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IDC_MEMORY_WRAPPING,
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IDC_PRELOAD_GS,
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IDC_HALF_SCREEN_TS,
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IDC_TRI_FILTER,
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IDC_SKIPDRAWHACK,
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IDC_SKIPDRAWHACKEDIT,
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IDC_SKIPDRAWOFFSET,
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IDC_SKIPDRAWOFFSETEDIT,
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IDC_OFFSETHACK,
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IDC_WILDHACK,
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// Upscaling Hacks
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IDC_ALIGN_SPRITE,
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IDC_MERGE_PP_SPRITE,
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IDC_WILDHACK,
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IDC_OFFSETHACK,
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IDC_ROUND_SPRITE,
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IDC_TCOFFSETX,
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IDC_TCOFFSETX2,
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IDC_TCOFFSETY,
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IDC_TCOFFSETY2,
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IDC_PALTEX,
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IDC_ACCURATE_BLEND_UNIT,
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IDC_ACCURATE_DATE,
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IDC_TC_DEPTH,
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IDC_CPU_FB_CONVERSION,
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IDC_CRC_LEVEL,
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IDC_AFCOMBO,
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// Software Renderer
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IDC_AUTO_FLUSH_SW,
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IDC_AA1,
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IDC_MIPMAP_SW,
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IDC_SWTHREADS,
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IDC_SWTHREADS_EDIT,
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IDC_SHADEBOOST,
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IDC_SHADER_FX,
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IDC_FXAA,
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IDC_MIPMAP_SW,
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IDC_MIPMAP_HW,
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IDC_PRELOAD_GS,
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IDC_FAST_TC_INV,
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IDC_CONSERVATIVE_FB,
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IDC_LINEAR_PRESENT,
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IDC_AUTO_FLUSH_HW,
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IDC_AUTO_FLUSH_SW,
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IDC_SAFE_FEATURES,
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IDC_MEMORY_WRAPPING,
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IDC_MERGE_PP_SPRITE,
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// OpenGL Advanced Settings
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IDC_GEOMETRY_SHADER_OVERRIDE,
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IDC_IMAGE_LOAD_STORE,
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IDC_SPARSE_TEXTURE,
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// On-screen Display
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IDC_OSD_LOG,
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IDC_OSD_MONITOR,
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IDC_OSD_MAX_LOG,
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@ -97,7 +101,12 @@ enum
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IDR_TFX_VGS_GLSL,
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IDR_TFX_FS_GLSL,
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IDR_TFX_CL,
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// fonts
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// Shader Configuration
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IDC_SHADEBOOST,
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IDC_SHADER_FX,
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IDC_FXAA,
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IDC_LINEAR_PRESENT,
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// Fonts
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IDR_FONT_ROBOTO,
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};
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#endif
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@ -120,6 +120,7 @@ void GSSettingsDlg::OnInit()
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AddTooltip(IDC_SWTHREADS_EDIT);
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AddTooltip(IDC_AUTO_FLUSH_SW);
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AddTooltip(IDC_CONSERVATIVE_FB);
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AddTooltip(IDC_DITHERING);
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UpdateControls();
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}
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