mirror of https://github.com/PCSX2/pcsx2.git
FSUI: Automatically hide advanced graphics settings
depending on global advanced settings visibility
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@ -3912,35 +3912,37 @@ void FullscreenUI::DrawGraphicsSettingsPage()
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static constexpr const char* s_gsdump_compression[] = {FSUI_NSTR("Uncompressed"), FSUI_NSTR("LZMA (xz)"), FSUI_NSTR("Zstandard (zst)")};
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MenuHeading(FSUI_CSTR("Advanced"));
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DrawToggleSetting(bsi, FSUI_CSTR("Skip Presenting Duplicate Frames"),
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FSUI_CSTR("Skips displaying frames that don't change in 25/30fps games. Can improve speed, but increase input lag/make frame pacing "
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"worse."),
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"EmuCore/GS", "SkipDuplicateFrames", false);
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DrawToggleSetting(bsi, FSUI_CSTR("Disable Threaded Presentation"),
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FSUI_CSTR("Presents frames on the main GS thread instead of a worker thread. Used for debugging frametime issues."),
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"EmuCore/GS", "DisableThreadedPresentation", false);
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if (hw_fixes_visible)
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const bool show_advanced_settings = ShouldShowAdvancedSettings(bsi);
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if (show_advanced_settings)
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{
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MenuHeading(FSUI_CSTR("Advanced"));
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DrawToggleSetting(bsi, FSUI_CSTR("Skip Presenting Duplicate Frames"),
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FSUI_CSTR("Skips displaying frames that don't change in 25/30fps games. Can improve speed, but increase input lag/make frame pacing "
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"worse."),
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"EmuCore/GS", "SkipDuplicateFrames", false);
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DrawToggleSetting(bsi, FSUI_CSTR("Disable Threaded Presentation"),
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FSUI_CSTR("Presents frames on the main GS thread instead of a worker thread. Used for debugging frametime issues."),
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"EmuCore/GS", "DisableThreadedPresentation", false);
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DrawIntListSetting(bsi, FSUI_CSTR("Hardware Download Mode"), FSUI_CSTR("Changes synchronization behavior for GS downloads."),
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"EmuCore/GS", "HWDownloadMode", static_cast<int>(GSHardwareDownloadMode::Enabled), s_hw_download, std::size(s_hw_download),
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true);
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DrawIntListSetting(bsi, FSUI_CSTR("Allow Exclusive Fullscreen"),
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FSUI_CSTR("Overrides the driver's heuristics for enabling exclusive fullscreen, or direct flip/scanout."), "EmuCore/GS",
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"ExclusiveFullscreenControl", -1, s_generic_options, std::size(s_generic_options), true, -1,
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(renderer == GSRendererType::Auto || renderer == GSRendererType::VK));
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DrawIntListSetting(bsi, FSUI_CSTR("Override Texture Barriers"),
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FSUI_CSTR("Forces texture barrier functionality to the specified value."), "EmuCore/GS", "OverrideTextureBarriers", -1,
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s_generic_options, std::size(s_generic_options), true, -1);
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DrawIntListSetting(bsi, FSUI_CSTR("GS Dump Compression"), FSUI_CSTR("Sets the compression algorithm for GS dumps."), "EmuCore/GS",
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"GSDumpCompression", static_cast<int>(GSDumpCompressionMethod::LZMA), s_gsdump_compression, std::size(s_gsdump_compression), true);
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DrawToggleSetting(bsi, FSUI_CSTR("Disable Framebuffer Fetch"),
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FSUI_CSTR("Prevents the usage of framebuffer fetch when supported by host GPU."), "EmuCore/GS", "DisableFramebufferFetch", false);
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DrawToggleSetting(bsi, FSUI_CSTR("Disable Shader Cache"), FSUI_CSTR("Prevents the loading and saving of shaders/pipelines to disk."),
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"EmuCore/GS", "DisableShaderCache", false);
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DrawToggleSetting(bsi, FSUI_CSTR("Disable Vertex Shader Expand"), FSUI_CSTR("Falls back to the CPU for expanding sprites/lines."),
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"EmuCore/GS", "DisableVertexShaderExpand", false);
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}
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DrawIntListSetting(bsi, FSUI_CSTR("Allow Exclusive Fullscreen"),
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FSUI_CSTR("Overrides the driver's heuristics for enabling exclusive fullscreen, or direct flip/scanout."), "EmuCore/GS",
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"ExclusiveFullscreenControl", -1, s_generic_options, std::size(s_generic_options), true, -1,
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(renderer == GSRendererType::Auto || renderer == GSRendererType::VK));
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DrawIntListSetting(bsi, FSUI_CSTR("Override Texture Barriers"),
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FSUI_CSTR("Forces texture barrier functionality to the specified value."), "EmuCore/GS", "OverrideTextureBarriers", -1,
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s_generic_options, std::size(s_generic_options), true, -1);
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DrawIntListSetting(bsi, FSUI_CSTR("GS Dump Compression"), FSUI_CSTR("Sets the compression algorithm for GS dumps."), "EmuCore/GS",
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"GSDumpCompression", static_cast<int>(GSDumpCompressionMethod::LZMA), s_gsdump_compression, std::size(s_gsdump_compression), true);
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DrawToggleSetting(bsi, FSUI_CSTR("Disable Framebuffer Fetch"),
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FSUI_CSTR("Prevents the usage of framebuffer fetch when supported by host GPU."), "EmuCore/GS", "DisableFramebufferFetch", false);
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DrawToggleSetting(bsi, FSUI_CSTR("Disable Shader Cache"), FSUI_CSTR("Prevents the loading and saving of shaders/pipelines to disk."),
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"EmuCore/GS", "DisableShaderCache", false);
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DrawToggleSetting(bsi, FSUI_CSTR("Disable Vertex Shader Expand"), FSUI_CSTR("Falls back to the CPU for expanding sprites/lines."),
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"EmuCore/GS", "DisableVertexShaderExpand", false);
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EndMenuButtons();
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}
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