mirror of https://github.com/PCSX2/pcsx2.git
GS: Purge leftover wx tooltips.
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/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2021 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PrecompiledHeader.h"
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#include "GSSetting.h"
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#ifdef _WIN32
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#define cvtString(s) L##s
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const wchar_t* dialog_message(int ID, bool* updateText)
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{
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#else
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#define cvtString(s) s
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const char* dialog_message(int ID, bool* updateText)
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{
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#endif
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if (updateText)
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*updateText = true;
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switch (ID)
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{
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case IDC_FILTER:
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return cvtString("Control the texture filtering of the emulation.\n\n"
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"Nearest:\nAlways disable interpolation, rendering will be blocky.\n\n"
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"Bilinear Forced (excluding sprite):\nAlways enable interpolation except for sprites (FMV/Text/2D elements)."
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" Rendering is smoother but it could generate a few glitches. If upscaling is enabled, this setting is recommended over 'Bilinear Forced'\n\n"
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"Bilinear Forced:\nAlways enable interpolation. Rendering is smoother but it could generate some glitches.\n\n"
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"Bilinear PS2:\nUse same mode as the PS2. It is the more accurate option.");
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case IDC_HALF_SCREEN_TS:
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return cvtString("Control the half-screen fix detection on texture shuffling.\n\n"
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"Automatic:\nUses an algorithm to automatically enable or disable the detection.\n\n"
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"Force-Disabled:\nDisables the detection. Will cause visual bugs in many games. It helps Xenosaga games.\n\n"
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"Force-Enabled:\nAlways enables the detection. Use it when a game has half-screen issues.");
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case IDC_TRI_FILTER:
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return cvtString("Control the texture tri-filtering of the emulation.\n\n"
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"None:\nNo extra trilinear filtering.\n\n"
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"Trilinear:\nUse trilinear interpolation when PS2 uses mipmaps.\n\n"
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"Trilinear Forced:\nAlways enable full trilinear interpolation. Warning Slow!\n\n");
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case IDC_CRC_LEVEL:
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return cvtString("Control the number of Auto-CRC fixes and hacks applied to games.\n\n"
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"Automatic:\nAutomatically sets the recommended CRC level based on the selected renderer.\n"
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"This is the recommended setting.\n\n"
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"None:\nRemove all CRC rendering fixes and hacks.\n\n"
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"Minimum:\nEnables CRC lookup for special post processing effects.\n\n"
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"Aggressive:\nUse more aggressive CRC hacks.\n"
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"Removes effects in some games which make the image appear sharper/clearer.\n"
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"Affected games: AC4, DBZBT 2 & 3, DeathByDegrees, Evangelion, FF games, FightingBeautyWulong, Kunoichi, Okami, Oneechanbara2, OnimushaDoD, RDRevolver, Simple2000Vol114, SteambotChronicles, Tekken5, Ultraman, XenosagaE3, Yakuza 1 & 2.\n");
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case IDC_SKIPDRAWEND:
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case IDC_SKIPDRAWHACKEDIT:
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case IDC_SKIPDRAWSTART:
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case IDC_SKIPDRAWOFFSETEDIT:
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return cvtString("Completely skips drawing surfaces from the surface in the left box up to the surface specified in the box on the right.\n\n"
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"Use it, for example, to try and get rid of bad post processing effects.\n"
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"Step 1: Increase the value in the left box and keep the value in the right box set to the same value as the left box to find and remove a bad effect.\n"
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"Step 2: If a bad effect found with Step 1 is not completely removed yet, then without changing the value in the left box, try increasing the value in the box to right until the effect is completely gone.\n\n"
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"Note: Increase the value in the right box and keep the value in the left box set to \"1\" to reproduce the old skipdraw behaviour.");
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case IDC_OFFSETHACK:
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return cvtString("Might fix some misaligned fog, bloom, or blend effect.\n"
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"The preferred option is Normal (Vertex) as it is most likely to resolve misalignment issues.\n"
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"The special cases are only useful in a couple of games like Captain Tsubasa.");
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case IDC_WILDHACK:
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return cvtString("Lowers the GS precision to avoid gaps between pixels when upscaling.\n"
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"Fixes the text on Wild Arms games.");
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case IDC_ALIGN_SPRITE:
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return cvtString("Fixes issues with upscaling(vertical lines) in Namco games like Ace Combat, Tekken, Soul Calibur, etc.");
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case IDC_ROUND_SPRITE:
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return cvtString("Corrects the sampling of 2D sprite textures when upscaling.\n\n"
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"Fixes lines in sprites of games like Ar tonelico when upscaling.\n\n"
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"Half option is for flat sprites, Full is for all sprites.");
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case IDC_TCOFFSETX:
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case IDC_TCOFFSETX2:
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case IDC_TCOFFSETY:
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case IDC_TCOFFSETY2:
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return cvtString("Offset for the ST/UV texture coordinates. Fixes some odd texture issues and might fix some post processing alignment too.\n\n"
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" 0500 0500, fixes Persona 3 minimap, helps Haunting Ground.");
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case IDC_OSD_LOG:
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return cvtString("Prints log messages from the Function keys onscreen.");
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case IDC_PALTEX:
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return cvtString("Enabled: GPU converts colormap-textures.\n"
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"Disabled: CPU converts colormap-textures.\n\n"
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"It is a trade-off between GPU and CPU.");
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case IDC_PCRTC_OFFSETS:
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return cvtString("Enable: Takes in to account offsets in the analogue circuits.\n"
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"This will use the intended aspect ratios and screen offsets, may cause odd black borders.\n"
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"Used for screen positioning and screen shake in Wipeout Fusion.");
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case IDC_PCRTC_OVERSCAN:
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return cvtString("Shows more overscan area for some games which expect there to be some.\n"
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"Used for games like Need for Speed Underground (PAL),Crash Nitro Kart (PAL) \n"
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"and Espgaluda (When using certain Tate modes)");
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case IDC_PCRTC_ANTIBLUR:
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return cvtString("Enable: Adds internal anti-blur hacks on the merge ciruit.\n"
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"This will likely make a lot of games look crisper but is less accurate to the PS2.");
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case IDC_DISABLE_INTERLACE_OFFSETS:
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return cvtString("Enable: Removes the offset for interlacing when upscaling.\n"
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"Can reduce blurring in some games, where the opposite is true most of the time.\n"
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"Used for ICO to reduce blur.");
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case IDC_ACCURATE_BLEND_UNIT:
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return cvtString("Control the accuracy level of the GS blending unit emulation.\n\n"
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"Minimum:\nFast but introduces various rendering issues.\n"
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"It is intended for slow computers.\n\n"
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"Basic:\nEmulate correctly most of the effects with a limited speed penalty.\n"
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"This is the recommended setting.\n\n"
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"Medium:\nExtend it to all sprites. Performance impact remains reasonable in 3D game.\n\n"
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"High:\nExtend it to destination alpha blending and color wrapping (helps shadow and fog effects).\n"
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"A good CPU is required.\n\n"
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"Full:\nExcept few cases, the blending unit will be fully emulated by the shader. It is slow!\n\n"
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"Maximum:\nThe blending unit will be completely emulated by the shader. It is very slow!\n\n"
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"Note: Direct3D's blending is capped at High and is reduced in capability compared to OpenGL/Vulkan");
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case IDC_TC_DEPTH:
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return cvtString("Disable the support of Depth buffer in the texture cache.\n"
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"It can help to increase speed but it will likely create various glitches.");
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case IDC_CPU_FB_CONVERSION:
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return cvtString("Convert 4-bit and 8-bit frame buffer on the CPU instead of the GPU.\n\n"
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"The hack can fix glitches in some games.\n"
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"Harry Potter games and Stuntman for example.\n\n"
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"Note: This hack has an impact on performance.\n");
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case IDC_AFCOMBO:
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return cvtString("Reduces texture aliasing at extreme viewing angles.");
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case IDC_SWTHREADS:
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case IDC_SWTHREADS_EDIT:
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return cvtString("Number of rendering threads: 0 for single thread, 2 or more for multithread (1 is for debugging)\n"
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"If you have 4 threads on your CPU pick 2 or 3.\n"
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"You can calculate how to get the best performance (amount of CPU threads - 2)\n"
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"Note: 7+ threads will not give much more performance and could perhaps even lower it.");
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case IDC_MIPMAP_SW:
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return cvtString("Enables mipmapping, which some games require to render correctly.");
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case IDC_SHADEBOOST:
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return cvtString("Allows brightness, contrast and saturation to be manually adjusted.");
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case IDC_SHADER_FX:
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return cvtString("Enables external shader for additional post-processing effects.");
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case IDC_FXAA:
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return cvtString("Enables fast approximate anti-aliasing. Small performance impact.");
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case IDC_AUTO_FLUSH_HW:
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return cvtString("Force a primitive flush when a framebuffer is also an input texture.\n"
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"Fixes some processing effects such as the shadows in the Jak series and radiosity in GTA:SA.\n"
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"Warning: It's very costly on the performance.\n\n"
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"Note: OpenGL/Vulkan HW renderer is able to handle Jak shadows at full speed without this option.");
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case IDC_AUTO_FLUSH_SW:
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return cvtString("Force a primitive flush when a framebuffer is also an input texture.\n"
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"Fixes some processing effects such as the shadows in the Jak series and radiosity in GTA:SA.");
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case IDC_SAFE_FEATURES:
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return cvtString("This option disables multiple safe features.\n\n"
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"Disables accurate Unscale Point and Line rendering.\n"
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"It can help Xenosaga games.\n\n"
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"Disables accurate GS Memory Clearing to be done on the CPU, and let only the GPU handle it.\n"
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"It can help Kingdom Hearts games.");
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case IDC_MERGE_PP_SPRITE:
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return cvtString("Replaces post-processing multiple paving sprites by a single fat sprite.\n"
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"It reduces various upscaling lines.\n\n"
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"Note: This hack is a work in progress.");
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case IDC_GEOMETRY_SHADER_OVERRIDE:
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return cvtString("Allows the GPU instead of just the CPU to transform lines into sprites. This reduces CPU load and bandwidth requirement, but it is heavier on the GPU.\n"
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"Automatic detection is recommended.");
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case IDC_SPIN_GPU:
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return cvtString("Submits useless work to the GPU during readbacks to prevent it from going into powersave modes.\n"
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"May improve performance but with a significant increase in power usage.");
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case IDC_SPIN_CPU:
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return cvtString("Does useless work on the CPU during readbacks to prevent it from going to into powersave modes.\n"
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"May improve performance but with a significant increase in power usage.");
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case IDC_LINEAR_PRESENT:
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return cvtString("Use bilinear filtering when Upscaling/Downscaling the image to the screen. Disable it if you want a sharper/pixelated output.");
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// Exclusive for Hardware Renderer
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case IDC_PRELOAD_GS:
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return cvtString("Uploads GS data when rendering a new frame to reproduce some effects accurately.\n"
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"Fixes black screen issues in games like Armored Core: Last Raven.");
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case IDC_MIPMAP_HW:
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return cvtString("Control the accuracy level of the mipmapping emulation.\n\n"
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"Automatic:\nAutomatically sets the mipmapping level based on the game.\n"
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"This is the recommended setting.\n\n"
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"Off:\nMipmapping emulation is disabled.\n\n"
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"Basic (Fast):\nPartially emulates mipmapping, performance impact is negligible in most cases.\n\n"
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"Full (Slow):\nCompletely emulates the mipmapping function of the GS, might significantly impact performance.");
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case IDC_DISABLE_PARTIAL_TC_INV:
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return cvtString("By default, the texture cache handles partial invalidations. Unfortunately it is very costly to compute CPU wise."
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"\n\nThis hack replaces the partial invalidation with a complete deletion of the texture to reduce the CPU load.\n\nIt helps snowblind engine games.");
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case IDC_DITHERING:
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return cvtString("In the PS2's case, it reduces banding between colors and improves the perceived color depth.\n"
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"In the PS1's case, it was used more aggressively due to 16-bit colour.\n"
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"Sit far enough and don't examine it too closely for the best effect.\n\n"
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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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case IDC_TEX_IN_RT:
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return cvtString("Allows the texture cache to reuse as an input texture the inner portion of a previous framebuffer.\n"
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"In some selected games this is enabled by default regardless of this setting.");
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default:
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if (updateText)
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*updateText = false;
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return cvtString("");
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}
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}
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#undef cvtString
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@ -1,101 +0,0 @@
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/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2021 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "PrecompiledHeader.h"
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struct GSSetting
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{
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int32_t value;
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std::string name;
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std::string note;
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template <typename T>
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explicit GSSetting(T value, const char* name, const char* note)
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: value(static_cast<int32_t>(value))
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, name(name)
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, note(note)
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{
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}
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};
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#ifdef _WIN32
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const wchar_t* dialog_message(int ID, bool* updateText = NULL);
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#else
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const char* dialog_message(int ID, bool* updateText = NULL);
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#endif
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enum
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{
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// Renderer
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IDC_FILTER,
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IDC_PCRTC_OFFSETS,
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IDC_PCRTC_OVERSCAN,
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IDC_PCRTC_ANTIBLUR,
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IDC_DISABLE_INTERLACE_OFFSETS,
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// Hardware Renderer
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IDC_PRELOAD_TEXTURES,
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IDC_PALTEX,
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IDC_AFCOMBO,
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IDC_DITHERING,
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IDC_MIPMAP_HW,
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IDC_TRI_FILTER,
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IDC_CRC_LEVEL,
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IDC_ACCURATE_BLEND_UNIT,
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// Rendering Hacks
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IDC_AUTO_FLUSH_HW,
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IDC_TC_DEPTH,
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IDC_SAFE_FEATURES,
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IDC_DISABLE_PARTIAL_TC_INV,
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IDC_CPU_FB_CONVERSION,
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IDC_PRELOAD_GS,
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IDC_HALF_SCREEN_TS,
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IDC_SKIPDRAWEND,
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IDC_SKIPDRAWHACKEDIT,
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IDC_SKIPDRAWSTART,
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IDC_SKIPDRAWOFFSETEDIT,
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IDC_TEX_IN_RT,
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// Upscaling Hacks
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IDC_ALIGN_SPRITE,
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IDC_MERGE_PP_SPRITE,
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IDC_WILDHACK,
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IDC_OFFSETHACK,
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IDC_ROUND_SPRITE,
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IDC_TCOFFSETX,
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IDC_TCOFFSETX2,
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IDC_TCOFFSETY,
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IDC_TCOFFSETY2,
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// Software Renderer
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IDC_AUTO_FLUSH_SW,
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IDC_AA1,
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IDC_MIPMAP_SW,
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IDC_SWTHREADS,
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IDC_SWTHREADS_EDIT,
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// OpenGL Advanced Settings
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IDC_GEOMETRY_SHADER_OVERRIDE,
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IDC_SPIN_GPU,
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IDC_SPIN_CPU,
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// On-screen Display
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IDC_OSD_LOG,
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IDC_OSD_MONITOR,
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IDC_OSD_MAX_LOG,
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IDC_OSD_MAX_LOG_EDIT,
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// Shader Configuration
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IDC_SHADEBOOST,
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IDC_SHADER_FX,
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IDC_FXAA,
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IDC_LINEAR_PRESENT,
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};
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