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