From d586582489fb9f282af490a35390aa8da248b1ea Mon Sep 17 00:00:00 2001 From: lightningterror <18107717+lightningterror@users.noreply.github.com> Date: Wed, 11 Jan 2023 22:49:45 +0100 Subject: [PATCH] GS: Purge leftover wx tooltips. --- pcsx2/GS/Window/GSSetting.cpp | 205 ---------------------------------- pcsx2/GS/Window/GSSetting.h | 101 ----------------- 2 files changed, 306 deletions(-) delete mode 100644 pcsx2/GS/Window/GSSetting.cpp delete mode 100644 pcsx2/GS/Window/GSSetting.h diff --git a/pcsx2/GS/Window/GSSetting.cpp b/pcsx2/GS/Window/GSSetting.cpp deleted file mode 100644 index 47d30e1fd2..0000000000 --- a/pcsx2/GS/Window/GSSetting.cpp +++ /dev/null @@ -1,205 +0,0 @@ -/* PCSX2 - PS2 Emulator for PCs - * Copyright (C) 2002-2021 PCSX2 Dev Team - * - * PCSX2 is free software: you can redistribute it and/or modify it under the terms - * of the GNU Lesser General Public License as published by the Free Software Found- - * ation, either version 3 of the License, or (at your option) any later version. - * - * PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; - * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR - * PURPOSE. See the GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License along with PCSX2. - * If not, see . - */ - -#include "PrecompiledHeader.h" -#include "GSSetting.h" - -#ifdef _WIN32 -#define cvtString(s) L##s -const wchar_t* dialog_message(int ID, bool* updateText) -{ -#else -#define cvtString(s) s -const char* dialog_message(int ID, bool* updateText) -{ -#endif - if (updateText) - *updateText = true; - switch (ID) - { - case IDC_FILTER: - return cvtString("Control the texture filtering of the emulation.\n\n" - "Nearest:\nAlways disable interpolation, rendering will be blocky.\n\n" - "Bilinear Forced (excluding sprite):\nAlways enable interpolation except for sprites (FMV/Text/2D elements)." - " Rendering is smoother but it could generate a few glitches. If upscaling is enabled, this setting is recommended over 'Bilinear Forced'\n\n" - "Bilinear Forced:\nAlways enable interpolation. Rendering is smoother but it could generate some glitches.\n\n" - "Bilinear PS2:\nUse same mode as the PS2. It is the more accurate option."); - case IDC_HALF_SCREEN_TS: - return cvtString("Control the half-screen fix detection on texture shuffling.\n\n" - "Automatic:\nUses an algorithm to automatically enable or disable the detection.\n\n" - "Force-Disabled:\nDisables the detection. Will cause visual bugs in many games. It helps Xenosaga games.\n\n" - "Force-Enabled:\nAlways enables the detection. Use it when a game has half-screen issues."); - case IDC_TRI_FILTER: - return cvtString("Control the texture tri-filtering of the emulation.\n\n" - "None:\nNo extra trilinear filtering.\n\n" - "Trilinear:\nUse trilinear interpolation when PS2 uses mipmaps.\n\n" - "Trilinear Forced:\nAlways enable full trilinear interpolation. Warning Slow!\n\n"); - case IDC_CRC_LEVEL: - return cvtString("Control the number of Auto-CRC fixes and hacks applied to games.\n\n" - "Automatic:\nAutomatically sets the recommended CRC level based on the selected renderer.\n" - "This is the recommended setting.\n\n" - "None:\nRemove all CRC rendering fixes and hacks.\n\n" - "Minimum:\nEnables CRC lookup for special post processing effects.\n\n" - "Aggressive:\nUse more aggressive CRC hacks.\n" - "Removes effects in some games which make the image appear sharper/clearer.\n" - "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"); - case IDC_SKIPDRAWEND: - case IDC_SKIPDRAWHACKEDIT: - case IDC_SKIPDRAWSTART: - case IDC_SKIPDRAWOFFSETEDIT: - 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" - "Use it, for example, to try and get rid of bad post processing effects.\n" - "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" - "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" - "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."); - case IDC_OFFSETHACK: - return cvtString("Might fix some misaligned fog, bloom, or blend effect.\n" - "The preferred option is Normal (Vertex) as it is most likely to resolve misalignment issues.\n" - "The special cases are only useful in a couple of games like Captain Tsubasa."); - case IDC_WILDHACK: - return cvtString("Lowers the GS precision to avoid gaps between pixels when upscaling.\n" - "Fixes the text on Wild Arms games."); - case IDC_ALIGN_SPRITE: - return cvtString("Fixes issues with upscaling(vertical lines) in Namco games like Ace Combat, Tekken, Soul Calibur, etc."); - case IDC_ROUND_SPRITE: - return cvtString("Corrects the sampling of 2D sprite textures when upscaling.\n\n" - "Fixes lines in sprites of games like Ar tonelico when upscaling.\n\n" - "Half option is for flat sprites, Full is for all sprites."); - case IDC_TCOFFSETX: - case IDC_TCOFFSETX2: - case IDC_TCOFFSETY: - case IDC_TCOFFSETY2: - return cvtString("Offset for the ST/UV texture coordinates. Fixes some odd texture issues and might fix some post processing alignment too.\n\n" - " 0500 0500, fixes Persona 3 minimap, helps Haunting Ground."); - case IDC_OSD_LOG: - return cvtString("Prints log messages from the Function keys onscreen."); - case IDC_PALTEX: - return cvtString("Enabled: GPU converts colormap-textures.\n" - "Disabled: CPU converts colormap-textures.\n\n" - "It is a trade-off between GPU and CPU."); - case IDC_PCRTC_OFFSETS: - return cvtString("Enable: Takes in to account offsets in the analogue circuits.\n" - "This will use the intended aspect ratios and screen offsets, may cause odd black borders.\n" - "Used for screen positioning and screen shake in Wipeout Fusion."); - case IDC_PCRTC_OVERSCAN: - return cvtString("Shows more overscan area for some games which expect there to be some.\n" - "Used for games like Need for Speed Underground (PAL),Crash Nitro Kart (PAL) \n" - "and Espgaluda (When using certain Tate modes)"); - case IDC_PCRTC_ANTIBLUR: - return cvtString("Enable: Adds internal anti-blur hacks on the merge ciruit.\n" - "This will likely make a lot of games look crisper but is less accurate to the PS2."); - case IDC_DISABLE_INTERLACE_OFFSETS: - return cvtString("Enable: Removes the offset for interlacing when upscaling.\n" - "Can reduce blurring in some games, where the opposite is true most of the time.\n" - "Used for ICO to reduce blur."); - case IDC_ACCURATE_BLEND_UNIT: - return cvtString("Control the accuracy level of the GS blending unit emulation.\n\n" - "Minimum:\nFast but introduces various rendering issues.\n" - "It is intended for slow computers.\n\n" - "Basic:\nEmulate correctly most of the effects with a limited speed penalty.\n" - "This is the recommended setting.\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" - "A good CPU is required.\n\n" - "Full:\nExcept few cases, the blending unit will be fully emulated by the shader. It is slow!\n\n" - "Maximum:\nThe blending unit will be completely emulated by the shader. It is very slow!\n\n" - "Note: Direct3D's blending is capped at High and is reduced in capability compared to OpenGL/Vulkan"); - case IDC_TC_DEPTH: - 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."); - case IDC_CPU_FB_CONVERSION: - return cvtString("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 and Stuntman for example.\n\n" - "Note: This hack has an impact on performance.\n"); - case IDC_AFCOMBO: - return cvtString("Reduces texture aliasing at extreme viewing angles."); - case IDC_SWTHREADS: - case IDC_SWTHREADS_EDIT: - return cvtString("Number of rendering threads: 0 for single thread, 2 or more for multithread (1 is for debugging)\n" - "If you have 4 threads on your CPU pick 2 or 3.\n" - "You can calculate how to get the best performance (amount of CPU threads - 2)\n" - "Note: 7+ threads will not give much more performance and could perhaps even lower it."); - case IDC_MIPMAP_SW: - return cvtString("Enables mipmapping, which some games require to render correctly."); - case IDC_SHADEBOOST: - return cvtString("Allows brightness, contrast and saturation to be manually adjusted."); - case IDC_SHADER_FX: - return cvtString("Enables external shader for additional post-processing effects."); - case IDC_FXAA: - return cvtString("Enables fast approximate anti-aliasing. Small performance impact."); - case IDC_AUTO_FLUSH_HW: - 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" - "Warning: It's very costly on the performance.\n\n" - "Note: OpenGL/Vulkan HW renderer is able to handle Jak shadows at full speed without this option."); - case IDC_AUTO_FLUSH_SW: - 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."); - case IDC_SAFE_FEATURES: - return cvtString("This option disables multiple safe features.\n\n" - "Disables accurate Unscale Point and Line rendering.\n" - "It can help Xenosaga games.\n\n" - "Disables accurate GS Memory Clearing to be done on the CPU, and let only the GPU handle it.\n" - "It can help Kingdom Hearts games."); - case IDC_MERGE_PP_SPRITE: - return cvtString("Replaces post-processing multiple paving sprites by a single fat sprite.\n" - "It reduces various upscaling lines.\n\n" - "Note: This hack is a work in progress."); - case IDC_GEOMETRY_SHADER_OVERRIDE: - 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" - "Automatic detection is recommended."); - case IDC_SPIN_GPU: - return cvtString("Submits useless work to the GPU during readbacks to prevent it from going into powersave modes.\n" - "May improve performance but with a significant increase in power usage."); - case IDC_SPIN_CPU: - return cvtString("Does useless work on the CPU during readbacks to prevent it from going to into powersave modes.\n" - "May improve performance but with a significant increase in power usage."); - case IDC_LINEAR_PRESENT: - return cvtString("Use bilinear filtering when Upscaling/Downscaling the image to the screen. Disable it if you want a sharper/pixelated output."); - // Exclusive for Hardware Renderer - case IDC_PRELOAD_GS: - return cvtString("Uploads GS data when rendering a new frame to reproduce some effects accurately.\n" - "Fixes black screen issues in games like Armored Core: Last Raven."); - case IDC_MIPMAP_HW: - return cvtString("Control the accuracy level of the mipmapping emulation.\n\n" - "Automatic:\nAutomatically sets the mipmapping level based on the game.\n" - "This is the recommended setting.\n\n" - "Off:\nMipmapping emulation is disabled.\n\n" - "Basic (Fast):\nPartially emulates mipmapping, performance impact is negligible in most cases.\n\n" - "Full (Slow):\nCompletely emulates the mipmapping function of the GS, might significantly impact performance."); - case IDC_DISABLE_PARTIAL_TC_INV: - return cvtString("By default, the texture cache handles partial invalidations. Unfortunately it is very costly to compute CPU wise." - "\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."); - case IDC_DITHERING: - return cvtString("In the PS2's case, it reduces banding between colors and improves the perceived color depth.\n" - "In the PS1's case, it was used more aggressively due to 16-bit colour.\n" - "Sit far enough and don't examine it too closely for the best effect.\n\n" - "Off:\nDisables any dithering.\n\n" - "Unscaled:\nNative Dithering / Lowest dithering effect does not increase size of squares when upscaling.\n\n" - "Scaled:\nUpscaling-aware / Highest dithering effect."); - case IDC_PRELOAD_TEXTURES: - return cvtString("Uploads entire textures at once instead of small pieces, avoiding redundant uploads when possible.\n" - "Improves performance in most games, but can make a small selection slower."); - case IDC_TEX_IN_RT: - return cvtString("Allows the texture cache to reuse as an input texture the inner portion of a previous framebuffer.\n" - "In some selected games this is enabled by default regardless of this setting."); - default: - if (updateText) - *updateText = false; - return cvtString(""); - } -} -#undef cvtString diff --git a/pcsx2/GS/Window/GSSetting.h b/pcsx2/GS/Window/GSSetting.h deleted file mode 100644 index 2aca3b2d2b..0000000000 --- a/pcsx2/GS/Window/GSSetting.h +++ /dev/null @@ -1,101 +0,0 @@ -/* PCSX2 - PS2 Emulator for PCs - * Copyright (C) 2002-2021 PCSX2 Dev Team - * - * PCSX2 is free software: you can redistribute it and/or modify it under the terms - * of the GNU Lesser General Public License as published by the Free Software Found- - * ation, either version 3 of the License, or (at your option) any later version. - * - * PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; - * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR - * PURPOSE. See the GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License along with PCSX2. - * If not, see . - */ - -#pragma once - -#include "PrecompiledHeader.h" - -struct GSSetting -{ - int32_t value; - std::string name; - std::string note; - - template - explicit GSSetting(T value, const char* name, const char* note) - : value(static_cast(value)) - , name(name) - , note(note) - { - } -}; - -#ifdef _WIN32 -const wchar_t* dialog_message(int ID, bool* updateText = NULL); -#else -const char* dialog_message(int ID, bool* updateText = NULL); -#endif - -enum -{ - // Renderer - IDC_FILTER, - IDC_PCRTC_OFFSETS, - IDC_PCRTC_OVERSCAN, - IDC_PCRTC_ANTIBLUR, - IDC_DISABLE_INTERLACE_OFFSETS, - // Hardware Renderer - IDC_PRELOAD_TEXTURES, - IDC_PALTEX, - IDC_AFCOMBO, - IDC_DITHERING, - IDC_MIPMAP_HW, - IDC_TRI_FILTER, - IDC_CRC_LEVEL, - IDC_ACCURATE_BLEND_UNIT, - // Rendering Hacks - IDC_AUTO_FLUSH_HW, - IDC_TC_DEPTH, - IDC_SAFE_FEATURES, - IDC_DISABLE_PARTIAL_TC_INV, - IDC_CPU_FB_CONVERSION, - IDC_PRELOAD_GS, - IDC_HALF_SCREEN_TS, - IDC_SKIPDRAWEND, - IDC_SKIPDRAWHACKEDIT, - IDC_SKIPDRAWSTART, - IDC_SKIPDRAWOFFSETEDIT, - IDC_TEX_IN_RT, - // Upscaling Hacks - IDC_ALIGN_SPRITE, - IDC_MERGE_PP_SPRITE, - IDC_WILDHACK, - IDC_OFFSETHACK, - IDC_ROUND_SPRITE, - IDC_TCOFFSETX, - IDC_TCOFFSETX2, - IDC_TCOFFSETY, - IDC_TCOFFSETY2, - // Software Renderer - IDC_AUTO_FLUSH_SW, - IDC_AA1, - IDC_MIPMAP_SW, - IDC_SWTHREADS, - IDC_SWTHREADS_EDIT, - // OpenGL Advanced Settings - IDC_GEOMETRY_SHADER_OVERRIDE, - IDC_SPIN_GPU, - IDC_SPIN_CPU, - // On-screen Display - IDC_OSD_LOG, - IDC_OSD_MONITOR, - IDC_OSD_MAX_LOG, - IDC_OSD_MAX_LOG_EDIT, - // Shader Configuration - IDC_SHADEBOOST, - IDC_SHADER_FX, - IDC_FXAA, - IDC_LINEAR_PRESENT, -};