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,
-};