mirror of https://github.com/snes9xgit/snes9x.git
Fix compilation on win32.
This commit is contained in:
parent
56edd4c0b7
commit
942f4ae971
|
@ -1 +1 @@
|
||||||
Subproject commit 48689ae7a73caeb747953f9ed664dc71d2f918d8
|
Subproject commit ac8474a5929e9de3bce84f16f8c589240eb9f7c4
|
|
@ -41,7 +41,7 @@
|
||||||
<string>Choose a device to render output. If you have no integrated graphics, there will be only one choice.</string>
|
<string>Choose a device to render output. If you have no integrated graphics, there will be only one choice.</string>
|
||||||
</property>
|
</property>
|
||||||
<property name="whatsThis">
|
<property name="whatsThis">
|
||||||
<string><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></string>
|
<string><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></string>
|
||||||
</property>
|
</property>
|
||||||
</widget>
|
</widget>
|
||||||
</item>
|
</item>
|
||||||
|
@ -232,7 +232,7 @@
|
||||||
</sizepolicy>
|
</sizepolicy>
|
||||||
</property>
|
</property>
|
||||||
<property name="whatsThis">
|
<property name="whatsThis">
|
||||||
<string><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></string>
|
<string><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></string>
|
||||||
</property>
|
</property>
|
||||||
<item>
|
<item>
|
||||||
<property name="text">
|
<property name="text">
|
||||||
|
@ -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.</string>
|
Output directly will cause the screen to change between the two modes and look weird.</string>
|
||||||
</property>
|
</property>
|
||||||
<property name="whatsThis">
|
<property name="whatsThis">
|
||||||
<string><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></string>
|
<string><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></string>
|
||||||
</property>
|
</property>
|
||||||
<item>
|
<item>
|
||||||
<property name="text">
|
<property name="text">
|
||||||
|
@ -346,7 +346,7 @@ Output directly will cause the screen to change between the two modes and look w
|
||||||
</sizepolicy>
|
</sizepolicy>
|
||||||
</property>
|
</property>
|
||||||
<property name="whatsThis">
|
<property name="whatsThis">
|
||||||
<string><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></string>
|
<string><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></string>
|
||||||
</property>
|
</property>
|
||||||
<item>
|
<item>
|
||||||
<property name="text">
|
<property name="text">
|
||||||
|
|
|
@ -117,6 +117,12 @@
|
||||||
<property name="focusPolicy">
|
<property name="focusPolicy">
|
||||||
<enum>Qt::TabFocus</enum>
|
<enum>Qt::TabFocus</enum>
|
||||||
</property>
|
</property>
|
||||||
|
<property name="toolTip">
|
||||||
|
<string>Restore all settings on the current page to their default values.</string>
|
||||||
|
</property>
|
||||||
|
<property name="whatsThis">
|
||||||
|
<string>Restore all settings on the current page to their default values.</string>
|
||||||
|
</property>
|
||||||
<property name="text">
|
<property name="text">
|
||||||
<string>Restore Defaults</string>
|
<string>Restore Defaults</string>
|
||||||
</property>
|
</property>
|
||||||
|
@ -131,9 +137,15 @@
|
||||||
</item>
|
</item>
|
||||||
<item>
|
<item>
|
||||||
<widget class="QPushButton" name="pushButton_help">
|
<widget class="QPushButton" name="pushButton_help">
|
||||||
|
<property name="toolTip">
|
||||||
|
<string>Click on a setting to find out more info.</string>
|
||||||
|
</property>
|
||||||
<property name="text">
|
<property name="text">
|
||||||
<string>Help</string>
|
<string>Help</string>
|
||||||
</property>
|
</property>
|
||||||
|
<property name="autoDefault">
|
||||||
|
<bool>false</bool>
|
||||||
|
</property>
|
||||||
</widget>
|
</widget>
|
||||||
</item>
|
</item>
|
||||||
<item>
|
<item>
|
||||||
|
|
|
@ -13,7 +13,6 @@
|
||||||
#include <deque>
|
#include <deque>
|
||||||
#include <limits.h>
|
#include <limits.h>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
#include <unistd.h>
|
|
||||||
|
|
||||||
static const unsigned int glsl_max_passes = 20;
|
static const unsigned int glsl_max_passes = 20;
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue