From 942f4ae97108652981acc5e330284b2f3944bf85 Mon Sep 17 00:00:00 2001 From: BearOso Date: Tue, 15 Aug 2023 15:34:48 -0500 Subject: [PATCH] Fix compilation on win32. --- external/cubeb | 2 +- qt/src/DisplayPanel.ui | 8 ++++---- qt/src/EmuSettingsWindow.ui | 12 ++++++++++++ shaders/glsl.h | 1 - 4 files changed, 17 insertions(+), 6 deletions(-) diff --git a/external/cubeb b/external/cubeb index 48689ae7..ac8474a5 160000 --- a/external/cubeb +++ b/external/cubeb @@ -1 +1 @@ -Subproject commit 48689ae7a73caeb747953f9ed664dc71d2f918d8 +Subproject commit ac8474a5929e9de3bce84f16f8c589240eb9f7c4 diff --git a/qt/src/DisplayPanel.ui b/qt/src/DisplayPanel.ui index 500d523f..dc44741f 100644 --- a/qt/src/DisplayPanel.ui +++ b/qt/src/DisplayPanel.ui @@ -41,7 +41,7 @@ Choose a device to render output. If you have no integrated graphics, there will be only one choice. - <html><head/><body><p>When using <span style=" font-style:italic;">Vulkan</span>, this chooses the GPU you wish to use Snes9x with.</p></body></html> + <html><head/><body><p>When using <span style=" font-style:italic;">Vulkan</span>, this chooses the GPU you wish to render with.</p></body></html> @@ -232,7 +232,7 @@ - <html><head/><body><p>This option affects how <span style=" font-style:italic;">maintain aspect ratio </span>works. </p><p><span style=" font-style:italic;">4:3 </span>will maintain a ratio where the screen is 1.333 times wider than high.</p><p>64:49 presents an idealized ratio where the display output is perfect, but is affected by NTSC compression.</p><p>1:1 Means pixels will be square. This will squeeze the image horizontally.<br/></p><p><br/></p></body></html> + <html><head/><body><p>This option affects how <span style=" font-style:italic;">maintain aspect ratio </span>works. </p><p><span style=" font-style:italic;">4:3 </span>will maintain a ratio where the screen is 1.333 times wider than high.</p><p>64:49 presents an idealized ratio where the display output is perfect, but is affected by NTSC compression.</p><p>1:1 Means pixels will be square. This will squeeze the image horizontally.</p></body></html> @@ -273,7 +273,7 @@ For games like Seiken Densetsu 3 and Marvelous, choose the "scale up" Output directly will cause the screen to change between the two modes and look weird. - <html><head/><body><p>This option only affects the SNES's high-resolution, 512 pixel wide mode. Few games use this. </p><p><span style=" font-style:italic;">Output directly</span> will use whatever is output directly, but when the game changes modes, the filtering will get sharper or blurrier and may be distracting.</p><p><span style=" font-style:italic;">Merge fields </span>will scale the image down and blend the extra pixels together. This is useful in games like Jurassic Park and Kirby's Dreamland 3, which use it for a transparency effect.</p><p><span style=" font-style:italic;">Scale low resolution </span>will double the width of low-resolution screens, so when the game switches between modes there isn't any distracting changes in filtering. This is useful when a game uses the high resolution mode often, like Seiken Densetsu 3.<br/></p><p><br/></p></body></html> + <html><head/><body><p>This option only affects the SNES's high-resolution, 512 pixel wide mode. Few games use this. </p><p><span style=" font-style:italic;">Output directly</span> will use whatever is output directly, but when the game changes modes, the filtering will get sharper or blurrier and may be distracting.</p><p><span style=" font-style:italic;">Merge fields </span>will scale the image down and blend the extra pixels together. This is useful in games like Jurassic Park and Kirby's Dreamland 3, which use it for a transparency effect.</p><p><span style=" font-style:italic;">Scale low resolution </span>will double the width of low-resolution screens, so when the game switches between modes there isn't any distracting changes in filtering. This is useful when a game uses the high resolution mode often, like Seiken Densetsu 3.</p></body></html> @@ -346,7 +346,7 @@ Output directly will cause the screen to change between the two modes and look w - <html><head/><body><p>This option determines whether messages show up in the game display:</p><p>Onscreen will show a high resolution overlay when using <span style=" font-style:italic;">Vulkan</span> or <span style=" font-style:italic;">OpenGL</span>.</p><p>Inscreen will draw in a pixel font to the ingame display.</p><p>Don't display messages will show nothing.<br/></p></body></html> + <html><head/><body><p>This option determines whether messages show up in the game display:</p><p>Onscreen will show a high resolution overlay when using <span style=" font-style:italic;">Vulkan</span> or <span style=" font-style:italic;">OpenGL</span>.</p><p>Inscreen will draw in a pixel font to the ingame display.</p><p>Don't display messages will show nothing.</p></body></html> diff --git a/qt/src/EmuSettingsWindow.ui b/qt/src/EmuSettingsWindow.ui index bc533603..7b0d71ef 100644 --- a/qt/src/EmuSettingsWindow.ui +++ b/qt/src/EmuSettingsWindow.ui @@ -117,6 +117,12 @@ Qt::TabFocus + + Restore all settings on the current page to their default values. + + + Restore all settings on the current page to their default values. + Restore Defaults @@ -131,9 +137,15 @@ + + Click on a setting to find out more info. + Help + + false + diff --git a/shaders/glsl.h b/shaders/glsl.h index ff1b3633..c12309f6 100644 --- a/shaders/glsl.h +++ b/shaders/glsl.h @@ -13,7 +13,6 @@ #include #include #include -#include static const unsigned int glsl_max_passes = 20;