mirror of https://github.com/PCSX2/pcsx2.git
GSdx: Adjust Frame Buffer Conversion tooltip and TC comment to match recent changes.
This commit is contained in:
parent
c8f52b0ba3
commit
9a10612f0b
|
@ -287,12 +287,9 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, con
|
|||
// 3/ for both Direct3D and OpenGL
|
||||
if (m_cpu_fb_conversion && (psm == PSM_PSMT4 || psm == PSM_PSMT8))
|
||||
// Forces 4-bit and 8-bit frame buffer conversion to be done on the CPU instead of the GPU, but performance will be slower.
|
||||
// There is no dedicated shader to handle 4-bit conversion.
|
||||
// Direct3D10/11 and OpenGL support 8-bit fb conversion but don't render some corner cases properly, also Direct3D supports it only on native res for now.
|
||||
// There is no dedicated shader to handle 4-bit conversion (Stuntman has been confirmed to use 4-bit).
|
||||
// Direct3D10/11 and OpenGL support 8-bit fb conversion but don't render some corner cases properly (Harry Potter games).
|
||||
// The hack can fix glitches in some games.
|
||||
// Harry Potter games (Direct3D and OpenGL).
|
||||
// FIFA Street games (Direct3D).
|
||||
// Other games might also benefit from this hack especially on Direct3D.
|
||||
Read(t, t->m_valid);
|
||||
else
|
||||
dst = t;
|
||||
|
|
|
@ -122,9 +122,7 @@ const char* dialog_message(int ID, bool* updateText) {
|
|||
case IDC_CPU_FB_CONVERSION:
|
||||
return "Convert 4-bit and 8-bit frame buffer on the CPU instead of the GPU.\n\n"
|
||||
"The hack can fix glitches in some games.\n"
|
||||
"Harry Potter games (Direct3D and OpenGL).\n"
|
||||
"FIFA Street games (Direct3D).\n"
|
||||
"Other games might also benefit from this hack especially on Direct3D.\n\n"
|
||||
"Harry Potter games and Stuntman for example.\n\n"
|
||||
"Note: This hack has an impact on performance.\n";
|
||||
case IDC_AFCOMBO:
|
||||
return "Reduces texture aliasing at extreme viewing angles. High performance impact.";
|
||||
|
|
Loading…
Reference in New Issue