GS: Fix tooltips, d3d11 blend, add vulkan in tooltips.

This commit is contained in:
lightningterror 2022-01-11 14:23:15 +01:00
parent 6263c8a0cd
commit b7b65d7361
1 changed files with 5 additions and 6 deletions

View File

@ -44,7 +44,7 @@ const char* dialog_message(int ID, bool* updateText)
case IDC_TRI_FILTER: case IDC_TRI_FILTER:
return cvtString("Control the texture tri-filtering of the emulation.\n\n" return cvtString("Control the texture tri-filtering of the emulation.\n\n"
"None:\nNo extra trilinear filtering.\n\n" "None:\nNo extra trilinear filtering.\n\n"
"Trilinear:\nUse OpenGL trilinear interpolation when PS2 uses mipmaps.\n\n" "Trilinear:\nUse OpenGL/Vulkan trilinear interpolation when PS2 uses mipmaps.\n\n"
"Trilinear Forced:\nAlways enable full trilinear interpolation. Warning Slow!\n\n"); "Trilinear Forced:\nAlways enable full trilinear interpolation. Warning Slow!\n\n");
case IDC_CRC_LEVEL: case IDC_CRC_LEVEL:
return cvtString("Control the number of Auto-CRC fixes and hacks applied to games.\n\n" return cvtString("Control the number of Auto-CRC fixes and hacks applied to games.\n\n"
@ -102,10 +102,9 @@ const char* dialog_message(int ID, bool* updateText)
"Medium:\nExtend it to all sprites. Performance impact remains reasonable in 3D game.\n\n" "Medium:\nExtend it to all sprites. Performance impact remains reasonable in 3D game.\n\n"
"High:\nExtend it to destination alpha blending and color wrapping (helps shadow and fog effects).\n" "High:\nExtend it to destination alpha blending and color wrapping (helps shadow and fog effects).\n"
"A good CPU is required.\n\n" "A good CPU is required.\n\n"
"Full:\nExcept few cases, the blending unit will be fully emulated by the shader. It is ultra slow!\n" "Full:\nExcept few cases, the blending unit will be fully emulated by the shader. It is ultra slow!\n\n"
"It is intended for debug.\n\n" "Ultra:\nThe blending unit will be completely emulated by the shader. It is ultra slow!\n\n"
"Ultra:\nThe blending unit will be completely emulated by the shader. It is ultra slow!\n" "Note: Direct3D11's blending is capped at High and is reduced in capability compared to OpenGL/Vulkan");
"It is intended for debug.");
case IDC_TC_DEPTH: case IDC_TC_DEPTH:
return cvtString("Disable the support of Depth buffer in the texture cache.\n" return cvtString("Disable the support of Depth buffer in the texture cache.\n"
"It can help to increase speed but it will likely create various glitches."); "It can help to increase speed but it will likely create various glitches.");
@ -136,7 +135,7 @@ const char* dialog_message(int ID, bool* updateText)
return cvtString("Force a primitive flush when a framebuffer is also an input texture.\n" return cvtString("Force a primitive flush when a framebuffer is also an input texture.\n"
"Fixes some processing effects such as the shadows in the Jak series and radiosity in GTA:SA.\n" "Fixes some processing effects such as the shadows in the Jak series and radiosity in GTA:SA.\n"
"Warning: It's very costly on the performance.\n\n" "Warning: It's very costly on the performance.\n\n"
"Note: OpenGL HW renderer is able to handle Jak shadows at full speed without this option."); "Note: OpenGL/Vulkan HW renderer is able to handle Jak shadows at full speed without this option.");
case IDC_AUTO_FLUSH_SW: case IDC_AUTO_FLUSH_SW:
return cvtString("Force a primitive flush when a framebuffer is also an input texture.\n" return cvtString("Force a primitive flush when a framebuffer is also an input texture.\n"
"Fixes some processing effects such as the shadows in the Jak series and radiosity in GTA:SA."); "Fixes some processing effects such as the shadows in the Jak series and radiosity in GTA:SA.");