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Fixed , add setting info and reintroduce Vertex Decoder JIT
Something wrong when i see texture coordspeedhack not disable when enable software rendering And i test vertex decoder JIT , i think it's not buggy ( avoid ) , it's improve performance on heavy game ( GOW )
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1 changed files with 26 additions and 8 deletions
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@ -263,15 +263,20 @@ void GameSettingsScreen::CreateViews() {
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CheckBox *framebufferSlowEffects = graphicsSettings->Add(new CheckBox(&g_Config.bDisableSlowFramebufEffects, gr->T("Disable slower effects (speedup)")));
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framebufferSlowEffects->SetDisabledPtr(&g_Config.bSoftwareRendering);
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// Seems solid, so we hide the setting.
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// CheckBox *vtxJit = graphicsSettings->Add(new CheckBox(&g_Config.bVertexDecoderJit, gr->T("Vertex Decoder JIT")));
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CheckBox *vtxJit = graphicsSettings->Add(new CheckBox(&g_Config.bVertexDecoderJit, gr->T("Vertex Decoder JIT")));
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// if (PSP_IsInited()) {
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// vtxJit->SetEnabled(false);
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// }
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if (PSP_IsInited()) {
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vtxJit->SetEnabled(false);
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}
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static const char *quality[] = { "Low", "Medium", "High"};
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PopupMultiChoice *beziersChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iSplineBezierQuality, gr->T("LowCurves", "Spline/Bezier curves quality"), quality, 0, ARRAY_SIZE(quality), gr->GetName(), screenManager()));
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beziersChoice->OnChoice.Add([=](EventParams &e) {
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if (&g_Config.iSplineBezierQuality != 0) {
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settingInfo_->Show(gr->T("LowCurves Tip", "This option will significantly improve/reduce the quality of rendered splines and bezier curves"), e.v);
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}
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return UI::EVENT_CONTINUE;
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});
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beziersChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);
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// In case we're going to add few other antialiasing option like MSAA in the future.
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@ -304,6 +309,10 @@ void GameSettingsScreen::CreateViews() {
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texScalingType->SetDisabledPtr(&g_Config.bSoftwareRendering);
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CheckBox *deposterize = graphicsSettings->Add(new CheckBox(&g_Config.bTexDeposterize, gr->T("Deposterize")));
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deposterize->OnClick.Add([=](EventParams &e) {
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settingInfo_->Show(gr->T("Deposterize Tip", "Fixes small in-texture glitches that may happen when the texture is upscaled"), e.v);
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return UI::EVENT_CONTINUE;
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});
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deposterize->SetDisabledPtr(&g_Config.bSoftwareRendering);
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graphicsSettings->Add(new ItemHeader(gr->T("Texture Filtering")));
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@ -331,7 +340,12 @@ void GameSettingsScreen::CreateViews() {
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#endif
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graphicsSettings->Add(new ItemHeader(gr->T("Hack Settings", "Hack Settings (these WILL cause glitches)")));
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graphicsSettings->Add(new CheckBox(&g_Config.bTimerHack, gr->T("Timer Hack")));
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CheckBox *timerHack = graphicsSettings->Add(new CheckBox(&g_Config.bTimerHack, gr->T("Timer Hack")));
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timerHack->OnClick.Add([=](EventParams &e) {
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settingInfo_->Show(gr->T("TimerHack Tip", "Faster some games when emulation speed is slower , but may cause glitches/breaking"), e.v);
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return UI::EVENT_CONTINUE;
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});
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CheckBox *alphaHack = graphicsSettings->Add(new CheckBox(&g_Config.bDisableAlphaTest, gr->T("Disable Alpha Test (PowerVR speedup)")));
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alphaHack->OnClick.Add([=](EventParams &e) {
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settingInfo_->Show(gr->T("DisableAlphaTest Tip", "Faster by sometimes drawing ugly boxes around things"), e.v);
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@ -346,8 +360,12 @@ void GameSettingsScreen::CreateViews() {
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CheckBox *depthWrite = graphicsSettings->Add(new CheckBox(&g_Config.bAlwaysDepthWrite, gr->T("Always Depth Write")));
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depthWrite->SetDisabledPtr(&g_Config.bSoftwareRendering);
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graphicsSettings->Add(new CheckBox(&g_Config.bPrescaleUV, gr->T("Texture Coord Speedhack")));
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depthWrite->SetDisabledPtr(&g_Config.bSoftwareRendering);
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CheckBox *textureHack = graphicsSettings->Add(new CheckBox(&g_Config.bPrescaleUV, gr->T("Texture Coord Speedhack")));
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textureHack->OnClick.Add([=](EventParams &e) {
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settingInfo_->Show(gr->T("TextureCoordSpeedhack Tip", "Faster some games that benefit from software skinning further by reducing the number of draw calls"), e.v);
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return UI::EVENT_CONTINUE;
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});
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textureHack->SetDisabledPtr(&g_Config.bSoftwareRendering);
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static const char *bloomHackOptions[] = { "Off", "Safe", "Balanced", "Aggressive" };
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PopupMultiChoice *bloomHack = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBloomHack, gr->T("Lower resolution for effects (reduces artifacts)"), bloomHackOptions, 0, ARRAY_SIZE(bloomHackOptions), gr->GetName(), screenManager()));
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