Clean up hardware tasseletion setting

This commit is contained in:
iota97 2022-01-21 16:55:53 +01:00
parent 6fd082f141
commit a0f0a0655c
2 changed files with 4 additions and 21 deletions

View file

@ -312,10 +312,6 @@ void GameSettingsScreen::CreateViews() {
blockTransfer->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *softwareGPU = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareRendering, gr->T("Software Rendering", "Software Rendering (slow)")));
softwareGPU->OnClick.Add([=](EventParams &e) {
return UI::EVENT_CONTINUE;
});
softwareGPU->OnClick.Handle(this, &GameSettingsScreen::OnSoftwareRendering);
softwareGPU->SetEnabled(!PSP_IsInited());
graphicsSettings->Add(new ItemHeader(gr->T("Frame Rate Control")));
@ -458,7 +454,6 @@ void GameSettingsScreen::CreateViews() {
}
CheckBox *hwTransform = graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTransform, gr->T("Hardware Transform")));
hwTransform->OnClick.Handle(this, &GameSettingsScreen::OnHardwareTransform);
hwTransform->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *swSkin = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareSkinning, gr->T("Software Skinning")));
@ -515,8 +510,10 @@ void GameSettingsScreen::CreateViews() {
settingInfo_->Show(gr->T("HardwareTessellation Tip", "Uses hardware to make curves"), e.v);
return UI::EVENT_CONTINUE;
});
tessHWEnable_ = DoesBackendSupportHWTess() && !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
tessellationHW->SetEnabledPtr(&tessHWEnable_);
tessellationHW->SetEnabledFunc([]() {
return DoesBackendSupportHWTess() && !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
});
// In case we're going to add few other antialiasing option like MSAA in the future.
// graphicsSettings->Add(new CheckBox(&g_Config.bFXAA, gr->T("FXAA")));
@ -1093,16 +1090,6 @@ UI::EventReturn GameSettingsScreen::OnAutoFrameskip(UI::EventParams &e) {
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnSoftwareRendering(UI::EventParams &e) {
tessHWEnable_ = DoesBackendSupportHWTess() && !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnHardwareTransform(UI::EventParams &e) {
tessHWEnable_ = DoesBackendSupportHWTess() && !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnScreenRotation(UI::EventParams &e) {
INFO_LOG(SYSTEM, "New display rotation: %d", g_Config.iScreenRotation);
INFO_LOG(SYSTEM, "Sending rotate");

View file

@ -122,9 +122,6 @@ private:
UI::EventReturn OnSavePathMydoc(UI::EventParams &e);
UI::EventReturn OnSavePathOther(UI::EventParams &e);
#endif
UI::EventReturn OnSoftwareRendering(UI::EventParams &e);
UI::EventReturn OnHardwareTransform(UI::EventParams &e);
UI::EventReturn OnScreenRotation(UI::EventParams &e);
UI::EventReturn OnImmersiveModeChange(UI::EventParams &e);
UI::EventReturn OnSustainedPerformanceModeChange(UI::EventParams &e);
@ -142,7 +139,6 @@ private:
int prevInflightFrames_;
bool enableReports_ = false;
bool enableReportsSet_ = false;
bool tessHWEnable_;
std::string shaderNames_[256];
std::string searchFilter_;