mirror of https://github.com/PCSX2/pcsx2.git
GS-wx: Add tooltip for Preload Textures.
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@ -193,6 +193,9 @@ const char* dialog_message(int ID, bool* updateText)
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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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case IDC_PRELOAD_TEXTURES:
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return cvtString("Uploads entire textures at once instead of small pieces, avoiding redundant uploads when possible.\n"
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"Improves performance in most games, but can make a small selection slower.");
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default:
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if (updateText)
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*updateText = false;
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@ -43,6 +43,7 @@ enum
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// Renderer
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IDC_FILTER,
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// Hardware Renderer
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IDC_PRELOAD_TEXTURES,
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IDC_ACCURATE_DATE,
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IDC_PALTEX,
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IDC_CONSERVATIVE_FB,
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@ -285,7 +285,7 @@ RendererTab::RendererTab(wxWindow* parent)
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auto* paltex_prereq = m_ui.addCheckBox(hw_checks_box, "GPU Palette Conversion", "paltex", IDC_PALTEX, hw_prereq);
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auto aniso_prereq = [this, paltex_prereq]{ return m_is_hardware && paltex_prereq->GetValue() == false; };
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m_ui.addCheckBox(hw_checks_box, "Preload Textures", "preload_texture", -1, hw_prereq);
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m_ui.addCheckBox(hw_checks_box, "Preload Textures", "preload_texture", IDC_PRELOAD_TEXTURES, hw_prereq);
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auto* hw_choice_grid = new wxFlexGridSizer(2, space, space);
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@ -752,8 +752,6 @@ void Dialog::Update()
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const bool is_upscale = m_renderer_panel->m_internal_resolution->GetSelection() != 0;
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m_hacks_panel->m_is_native_res = !is_hw || !is_upscale;
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m_hacks_panel->m_is_hardware = is_hw;
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m_hacks_panel->m_is_ogl_hw = renderer == GSRendererType::OGL;
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m_hacks_panel->m_is_vk_hw = renderer == GSRendererType::VK;
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m_renderer_panel->m_is_hardware = is_hw;
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m_renderer_panel->m_is_native_res = !is_hw || !is_upscale;
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m_post_panel->m_is_vk_hw = renderer == GSRendererType::VK;
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@ -121,8 +121,6 @@ namespace GSSettingsDialog
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wxSpinCtrl *skip_x_spin, *skip_y_spin;
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bool m_is_hardware = false;
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bool m_is_native_res = false;
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bool m_is_ogl_hw = false;
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bool m_is_vk_hw = false;
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HacksTab(wxWindow* parent);
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void Load() { m_ui.Load(); }
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