mirror of https://github.com/PCSX2/pcsx2.git
138 lines
7.3 KiB
C++
138 lines
7.3 KiB
C++
/*
|
|
* Copyright (C) 2007-2015 Gabest
|
|
* http://www.gabest.org
|
|
*
|
|
* This Program is free software; you can redistribute it and/or modify
|
|
* it under the terms of the GNU General Public License as published by
|
|
* the Free Software Foundation; either version 2, or (at your option)
|
|
* any later version.
|
|
*
|
|
* This Program 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 GNU Make; see the file COPYING. If not, write to
|
|
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
|
|
* http://www.gnu.org/copyleft/gpl.html
|
|
*
|
|
*/
|
|
|
|
#include "stdafx.h"
|
|
#include "GSSetting.h"
|
|
#ifndef __linux__
|
|
#include "resource.h"
|
|
#endif
|
|
|
|
const char* dialog_message(int ID, bool* updateText) {
|
|
if (updateText)
|
|
*updateText = true;
|
|
switch (ID)
|
|
{
|
|
case IDC_FILTER:
|
|
return "Control the texture bilinear filtering of the emulation.\n\n"
|
|
"Nearest:\nAlways disable interpolation, rendering will be blocky.\n\n"
|
|
"PS2:\nUse same mode as the PS2. It is the more accurate option.\n\n"
|
|
"Forced:\nAlways enable interpolation. Rendering is smoother but it could generate some glitches.";
|
|
case IDC_CRC_LEVEL:
|
|
return "Control the number of Auto-CRC hacks applied to games.\n\n"
|
|
"None:\nRemove nearly all CRC hacks (debug only).\n\n"
|
|
"Minimum:\nEnable a couple of CRC hacks (23).\n\n"
|
|
"Partial:\nEnable most of the CRC hacks.\nRecommended OpenGL setting (Accurate/depth options may be required).\n\n"
|
|
"Full:\nEnable all CRC hacks.\nRecommended Direct3D setting.\n\n"
|
|
"Aggressive:\nUse more aggressive CRC hacks. Only affects a few games, removing some effects which might make the image sharper/clearer.\n"
|
|
"Affected games: FFX, FFX2, FFXII, GOW2, ICO, SoTC, SSX3, SMT3, SMTDDS1, SMTDDS2.\n"
|
|
"Works as a speedhack for: Steambot Chronicles.";
|
|
case IDC_SKIPDRAWHACK:
|
|
case IDC_SKIPDRAWHACKEDIT:
|
|
return "Skips drawing n surfaces completely. "
|
|
"Use it, for example, to try and get rid of bad post processing effects."
|
|
" Try values between 1 and 100.";
|
|
case IDC_ALPHAHACK:
|
|
return "Different alpha handling. Can work around some shadow problems.";
|
|
case IDC_OFFSETHACK:
|
|
return "Might fix some misaligned fog, bloom, or blend effect.";
|
|
case IDC_SPRITEHACK:
|
|
return "Helps getting rid of black inner lines in some filtered sprites."
|
|
" Half option is the preferred one. Use it for Mana Khemia or Ar tonelico for example."
|
|
" Full can be used for Tales of Destiny.";
|
|
case IDC_WILDHACK:
|
|
return "Lowers the GS precision to avoid gaps between pixels when upscaling. Fixes the text on Wild Arms games.";
|
|
case IDC_MSAACB:
|
|
return "Enables hardware Anti-Aliasing. Needs lots of memory."
|
|
" The Z-24 modes might need to have LogarithmicZ to compensate for the bits lost (only in DX9 mode).\n\n"
|
|
" MSAA is not implemented on the OpenGL renderer.";
|
|
case IDC_ALPHASTENCIL:
|
|
return "Extend stencil based emulation of destination alpha to perform stencil operations while drawing.\n\n"
|
|
"Improves many shadows which are normally overdrawn in parts, may affect other effects.\n"
|
|
"Will disable partial transparency in some games or even prevent drawing some elements altogether.";
|
|
case IDC_CHECK_DISABLE_ALL_HACKS:
|
|
return "FOR TESTING ONLY!!\n\n"
|
|
"Disable all CRC hacks - will break many games. Overrides CrcHacksExclusion at gsdx.ini\n"
|
|
"\n"
|
|
"It's possible to exclude CRC hacks also via the gsdx.ini. E.g.:\n"
|
|
"CrcHacksExclusions=all\n"
|
|
"CrcHacksExclusions=0x0F0C4A9C, 0x0EE5646B, 0x7ACF7E03";
|
|
case IDC_ALIGN_SPRITE:
|
|
return "Fixes issues with upscaling(vertical lines) in Namco games like Ace Combat, Tekken, Soul Calibur, etc.";
|
|
case IDC_ROUND_SPRITE:
|
|
return "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 "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.\n"
|
|
" 0000 1000, fixes Xenosaga hair edges (DX10+ Issue)";
|
|
case IDC_PALTEX:
|
|
return "When checked 4/8 bits texture will be send to the GPU with a palette. GPU will be in charge of the conversion.\n\n"
|
|
"When unchecked the CPU will convert directly the texture to 32 bits.\n\n"
|
|
"It is basically a trade-off between GPU/CPU.";
|
|
case IDC_ACCURATE_DATE:
|
|
return "Implement a more accurate algorithm to compute GS destination alpha testing.\n\n"
|
|
"It could be slower when the effects are used.\n\nNote: it requires the OpenGL 4.2 extension GL_ARB_shader_image_load_store.";
|
|
case IDC_ACCURATE_BLEND_UNIT:
|
|
return "Control the accuracy level of the GS blending unit emulation. Note: it requires OpenGL 4.5 driver support.\n\n"
|
|
"None:\nFast but introduce various rendering issues. It is intended for slow computer.\n\n"
|
|
"Basic:\nEmulate correctly most of the effects with a limited speed penalty. It 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. (help shadow and fog effect). 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! It is intended for debug.\n\n"
|
|
"Ultra:\nThe blending unit will be completely emulated by the shader. It is ultra slow! It is intended for debug.";
|
|
case IDC_TC_DEPTH:
|
|
return "Allows the conversion of Depth buffer from/to Color buffer. It is used for blur & depth of field effects";
|
|
case IDC_AFCOMBO:
|
|
return "Reduces texture aliasing at extreme viewing angles. High performance impact.";
|
|
case IDC_AA1:
|
|
return "Internal GS feature. Reduces edge aliasing of lines and triangles when the game requests it.";
|
|
case IDC_SWTHREADS:
|
|
case IDC_SWTHREADS_EDIT:
|
|
return "Number of rendering threads: 0 for single thread, 2 or more for multithread (1 is for debugging)";
|
|
case IDC_SHADEBOOST:
|
|
return "Allows brightness, contrast and saturation to be manually adjusted.";
|
|
case IDC_SHADER_FX:
|
|
return "Enables external shader for additional post-processing effects.";
|
|
case IDC_FXAA:
|
|
return "Enables fast approximate anti-aliasing. Small performance impact.";
|
|
#ifdef _WIN32
|
|
// DX9 only
|
|
case IDC_FBA:
|
|
return "Makes textures partially or fully transparent as required by emulation. May cause unusual slowdowns for some games.";
|
|
case IDC_LOGZ:
|
|
return "Treat depth as logarithmic instead of linear. Recommended setting is on unless it causes graphical glitches.";
|
|
#endif
|
|
// Exclusive for Hardware Renderer
|
|
case IDC_PRELOAD_GS:
|
|
return "Uploads GS data when rendering a new frame to reproduce some effects accurately. Fixes black screen issues in games like Armored Core: Last Raven.";
|
|
case IDC_MIPMAP:
|
|
return "Enables mipmapping, which some games require to render correctly. Turn off only for debug purposes.";
|
|
default:
|
|
if (updateText)
|
|
*updateText = false;
|
|
return "";
|
|
}
|
|
}
|