mirror of https://github.com/PCSX2/pcsx2.git
gsdx-linux: add a gui option for the tv shaders
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19c9a0b441
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@ -362,6 +362,9 @@ void populate_shader_table(GtkWidget* shader_table)
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GtkWidget* fxaa_check = CreateCheckBox("Fxaa shader", "fxaa");
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GtkWidget* fxaa_check = CreateCheckBox("Fxaa shader", "fxaa");
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GtkWidget* shaderfx_check = CreateCheckBox("External shader", "shaderfx");
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GtkWidget* shaderfx_check = CreateCheckBox("External shader", "shaderfx");
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GtkWidget* tv_shader_label = gtk_label_new("TV shader:");
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GtkWidget* tv_shader = CreateComboBoxFromVector(theApp.m_gs_tv_shaders, "TVShader");
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// Shadeboost scale
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// Shadeboost scale
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GtkWidget* sb_brightness = CreateScale("ShadeBoost_Brightness", 50);
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GtkWidget* sb_brightness = CreateScale("ShadeBoost_Brightness", 50);
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GtkWidget* sb_brightness_label = gtk_label_new("Shade Boost Brightness");
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GtkWidget* sb_brightness_label = gtk_label_new("Shade Boost Brightness");
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@ -385,6 +388,7 @@ void populate_shader_table(GtkWidget* shader_table)
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InsertWidgetInTable(shader_table , shaderfx_check);
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InsertWidgetInTable(shader_table , shaderfx_check);
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InsertWidgetInTable(shader_table , shader_label , shader);
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InsertWidgetInTable(shader_table , shader_label , shader);
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InsertWidgetInTable(shader_table , shader_conf_label , shader_conf);
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InsertWidgetInTable(shader_table , shader_conf_label , shader_conf);
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InsertWidgetInTable(shader_table , tv_shader_label, tv_shader);
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}
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}
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void populate_hack_table(GtkWidget* hack_table)
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void populate_hack_table(GtkWidget* hack_table)
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@ -196,6 +196,12 @@ GSdxApp::GSdxApp()
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m_gs_acc_blend_level.push_back(GSSetting(4, "Full", "Very Slow"));
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m_gs_acc_blend_level.push_back(GSSetting(4, "Full", "Very Slow"));
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m_gs_acc_blend_level.push_back(GSSetting(5, "Ultra", "Ultra Slow"));
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m_gs_acc_blend_level.push_back(GSSetting(5, "Ultra", "Ultra 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(1, "Scanline filter", ""));
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m_gs_tv_shaders.push_back(GSSetting(2, "Diagonal filter", ""));
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m_gs_tv_shaders.push_back(GSSetting(3, "Triangular filter", ""));
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m_gs_tv_shaders.push_back(GSSetting(4, "Wave filter", ""));
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m_gpu_renderers.push_back(GSSetting(0, "Direct3D9 (Software)", ""));
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m_gpu_renderers.push_back(GSSetting(0, "Direct3D9 (Software)", ""));
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m_gpu_renderers.push_back(GSSetting(1, "Direct3D11 (Software)", ""));
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m_gpu_renderers.push_back(GSSetting(1, "Direct3D11 (Software)", ""));
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m_gpu_renderers.push_back(GSSetting(2, "SDL 1.3 (Software)", ""));
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m_gpu_renderers.push_back(GSSetting(2, "SDL 1.3 (Software)", ""));
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@ -68,6 +68,7 @@ public:
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vector<GSSetting> m_gs_hack;
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vector<GSSetting> m_gs_hack;
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vector<GSSetting> m_gs_crc_level;
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vector<GSSetting> m_gs_crc_level;
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vector<GSSetting> m_gs_acc_blend_level;
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vector<GSSetting> m_gs_acc_blend_level;
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vector<GSSetting> m_gs_tv_shaders;
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vector<GSSetting> m_gpu_renderers;
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vector<GSSetting> m_gpu_renderers;
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vector<GSSetting> m_gpu_filter;
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vector<GSSetting> m_gpu_filter;
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