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https://github.com/hrydgard/ppsspp.git
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Merge pull request #15948 from hrydgard/remove-setting-slow-framebuf-effects
Remove setting: Slow framebuf effects
This commit is contained in:
commit
cd0fff2df8
55 changed files with 100 additions and 198 deletions
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@ -934,7 +934,6 @@ static ConfigSetting graphicsSettings[] = {
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ConfigSetting("ShaderChainRequires60FPS", &g_Config.bShaderChainRequires60FPS, false, true, true),
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ConfigSetting("ShaderChainRequires60FPS", &g_Config.bShaderChainRequires60FPS, false, true, true),
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ReportedConfigSetting("MemBlockTransferGPU", &g_Config.bBlockTransferGPU, true, true, true),
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ReportedConfigSetting("MemBlockTransferGPU", &g_Config.bBlockTransferGPU, true, true, true),
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ReportedConfigSetting("DisableSlowFramebufEffects", &g_Config.bDisableShaderBlending, false, true, true),
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ReportedConfigSetting("FragmentTestCache", &g_Config.bFragmentTestCache, true, true, true),
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ReportedConfigSetting("FragmentTestCache", &g_Config.bFragmentTestCache, true, true, true),
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ConfigSetting("GfxDebugOutput", &g_Config.bGfxDebugOutput, false, false, false),
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ConfigSetting("GfxDebugOutput", &g_Config.bGfxDebugOutput, false, false, false),
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@ -232,7 +232,6 @@ public:
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float fGameListScrollPosition;
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float fGameListScrollPosition;
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int iBloomHack; //0 = off, 1 = safe, 2 = balanced, 3 = aggressive
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int iBloomHack; //0 = off, 1 = safe, 2 = balanced, 3 = aggressive
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bool bBlockTransferGPU;
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bool bBlockTransferGPU;
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bool bDisableShaderBlending;
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bool bFragmentTestCache;
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bool bFragmentTestCache;
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int iSplineBezierQuality; // 0 = low , 1 = Intermediate , 2 = High
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int iSplineBezierQuality; // 0 = low , 1 = Intermediate , 2 = High
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bool bHardwareTessellation;
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bool bHardwareTessellation;
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@ -257,7 +257,7 @@ StencilValueType ReplaceAlphaWithStencilType() {
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return STENCIL_VALUE_KEEP;
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return STENCIL_VALUE_KEEP;
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}
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}
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ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferFormat bufferFormat) {
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ReplaceBlendType ReplaceBlendWithShader(GEBufferFormat bufferFormat) {
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if (gstate_c.blueToAlpha) {
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if (gstate_c.blueToAlpha) {
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return REPLACE_BLEND_BLUE_TO_ALPHA;
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return REPLACE_BLEND_BLUE_TO_ALPHA;
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}
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}
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@ -270,14 +270,14 @@ ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferForma
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// Let's get the non-factor modes out of the way first.
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// Let's get the non-factor modes out of the way first.
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switch (eq) {
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switch (eq) {
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case GE_BLENDMODE_ABSDIFF:
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case GE_BLENDMODE_ABSDIFF:
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return !allowFramebufferRead ? REPLACE_BLEND_STANDARD : REPLACE_BLEND_READ_FRAMEBUFFER;
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return REPLACE_BLEND_READ_FRAMEBUFFER;
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case GE_BLENDMODE_MIN:
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case GE_BLENDMODE_MIN:
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case GE_BLENDMODE_MAX:
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case GE_BLENDMODE_MAX:
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if (gstate_c.Supports(GPU_SUPPORTS_BLEND_MINMAX)) {
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if (gstate_c.Supports(GPU_SUPPORTS_BLEND_MINMAX)) {
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return REPLACE_BLEND_STANDARD;
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return REPLACE_BLEND_STANDARD;
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} else {
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} else {
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return !allowFramebufferRead ? REPLACE_BLEND_STANDARD : REPLACE_BLEND_READ_FRAMEBUFFER;
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return REPLACE_BLEND_READ_FRAMEBUFFER;
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}
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}
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default:
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default:
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@ -300,19 +300,19 @@ ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferForma
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return REPLACE_BLEND_2X_ALPHA;
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return REPLACE_BLEND_2X_ALPHA;
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// Can't double, we need the source color to be correct.
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// Can't double, we need the source color to be correct.
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// Doubling only alpha would clamp the src alpha incorrectly.
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// Doubling only alpha would clamp the src alpha incorrectly.
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return !allowFramebufferRead ? REPLACE_BLEND_2X_ALPHA : REPLACE_BLEND_READ_FRAMEBUFFER;
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return REPLACE_BLEND_READ_FRAMEBUFFER;
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case GE_DSTBLEND_DOUBLEDSTALPHA:
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case GE_DSTBLEND_DOUBLEDSTALPHA:
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case GE_DSTBLEND_DOUBLEINVDSTALPHA:
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case GE_DSTBLEND_DOUBLEINVDSTALPHA:
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if (bufferFormat == GE_FORMAT_565)
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if (bufferFormat == GE_FORMAT_565)
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return REPLACE_BLEND_2X_ALPHA;
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return REPLACE_BLEND_2X_ALPHA;
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return !allowFramebufferRead ? REPLACE_BLEND_2X_ALPHA : REPLACE_BLEND_READ_FRAMEBUFFER;
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return REPLACE_BLEND_READ_FRAMEBUFFER;
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case GE_DSTBLEND_DOUBLESRCALPHA:
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case GE_DSTBLEND_DOUBLESRCALPHA:
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// We can't technically do this correctly (due to clamping) without reading the dst color.
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// We can't technically do this correctly (due to clamping) without reading the dst color.
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// Using a copy isn't accurate either, though, when there's overlap.
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// Using a copy isn't accurate either, though, when there's overlap.
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if (gstate_c.Supports(GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH))
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if (gstate_c.Supports(GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH))
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return !allowFramebufferRead ? REPLACE_BLEND_PRE_SRC_2X_ALPHA : REPLACE_BLEND_READ_FRAMEBUFFER;
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return REPLACE_BLEND_READ_FRAMEBUFFER;
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return REPLACE_BLEND_PRE_SRC_2X_ALPHA;
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return REPLACE_BLEND_PRE_SRC_2X_ALPHA;
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case GE_DSTBLEND_DOUBLEINVSRCALPHA:
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case GE_DSTBLEND_DOUBLEINVSRCALPHA:
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@ -339,7 +339,7 @@ ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferForma
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return REPLACE_BLEND_STANDARD;
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return REPLACE_BLEND_STANDARD;
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}
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}
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// Can't double, we need the source color to be correct.
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// Can't double, we need the source color to be correct.
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return !allowFramebufferRead ? REPLACE_BLEND_STANDARD : REPLACE_BLEND_READ_FRAMEBUFFER;
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return REPLACE_BLEND_READ_FRAMEBUFFER;
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case GE_DSTBLEND_DOUBLEDSTALPHA:
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case GE_DSTBLEND_DOUBLEDSTALPHA:
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case GE_DSTBLEND_DOUBLEINVDSTALPHA:
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case GE_DSTBLEND_DOUBLEINVDSTALPHA:
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@ -348,7 +348,7 @@ ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferForma
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// Doubling will have no effect here.
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// Doubling will have no effect here.
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return REPLACE_BLEND_STANDARD;
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return REPLACE_BLEND_STANDARD;
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}
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}
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return !allowFramebufferRead ? REPLACE_BLEND_2X_SRC : REPLACE_BLEND_READ_FRAMEBUFFER;
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return REPLACE_BLEND_READ_FRAMEBUFFER;
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case GE_DSTBLEND_DOUBLESRCALPHA:
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case GE_DSTBLEND_DOUBLESRCALPHA:
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case GE_DSTBLEND_DOUBLEINVSRCALPHA:
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case GE_DSTBLEND_DOUBLEINVSRCALPHA:
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@ -357,7 +357,7 @@ ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferForma
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}
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}
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// Double both src (for dst alpha) and alpha (for dst factor.)
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// Double both src (for dst alpha) and alpha (for dst factor.)
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// But to be accurate (clamping), we need to read the dst color.
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// But to be accurate (clamping), we need to read the dst color.
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return !allowFramebufferRead ? REPLACE_BLEND_PRE_SRC_2X_ALPHA : REPLACE_BLEND_READ_FRAMEBUFFER;
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return REPLACE_BLEND_READ_FRAMEBUFFER;
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case GE_DSTBLEND_SRCALPHA:
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case GE_DSTBLEND_SRCALPHA:
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case GE_DSTBLEND_INVSRCALPHA:
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case GE_DSTBLEND_INVSRCALPHA:
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@ -369,7 +369,7 @@ ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferForma
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return REPLACE_BLEND_STANDARD;
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return REPLACE_BLEND_STANDARD;
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}
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}
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// We can't technically do this correctly (due to clamping) without reading the dst alpha.
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// We can't technically do this correctly (due to clamping) without reading the dst alpha.
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return !allowFramebufferRead ? REPLACE_BLEND_2X_SRC : REPLACE_BLEND_READ_FRAMEBUFFER;
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return REPLACE_BLEND_READ_FRAMEBUFFER;
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}
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}
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case GE_SRCBLEND_DOUBLEINVDSTALPHA:
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case GE_SRCBLEND_DOUBLEINVDSTALPHA:
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@ -383,14 +383,14 @@ ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferForma
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if (bufferFormat == GE_FORMAT_565) {
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if (bufferFormat == GE_FORMAT_565) {
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return REPLACE_BLEND_STANDARD;
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return REPLACE_BLEND_STANDARD;
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}
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}
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return !allowFramebufferRead ? REPLACE_BLEND_STANDARD : REPLACE_BLEND_READ_FRAMEBUFFER;
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return REPLACE_BLEND_READ_FRAMEBUFFER;
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case GE_DSTBLEND_DOUBLESRCALPHA:
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case GE_DSTBLEND_DOUBLESRCALPHA:
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case GE_DSTBLEND_DOUBLEINVSRCALPHA:
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case GE_DSTBLEND_DOUBLEINVSRCALPHA:
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if (bufferFormat == GE_FORMAT_565) {
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if (bufferFormat == GE_FORMAT_565) {
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return REPLACE_BLEND_2X_ALPHA;
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return REPLACE_BLEND_2X_ALPHA;
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}
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}
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return !allowFramebufferRead ? REPLACE_BLEND_2X_ALPHA : REPLACE_BLEND_READ_FRAMEBUFFER;
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return REPLACE_BLEND_READ_FRAMEBUFFER;
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case GE_DSTBLEND_SRCALPHA:
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case GE_DSTBLEND_SRCALPHA:
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case GE_DSTBLEND_INVSRCALPHA:
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case GE_DSTBLEND_INVSRCALPHA:
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@ -401,7 +401,7 @@ ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferForma
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if (bufferFormat == GE_FORMAT_565) {
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if (bufferFormat == GE_FORMAT_565) {
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return REPLACE_BLEND_STANDARD;
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return REPLACE_BLEND_STANDARD;
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}
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}
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return !allowFramebufferRead ? REPLACE_BLEND_STANDARD : REPLACE_BLEND_READ_FRAMEBUFFER;
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return REPLACE_BLEND_READ_FRAMEBUFFER;
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}
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}
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case GE_SRCBLEND_FIXA:
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case GE_SRCBLEND_FIXA:
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@ -409,7 +409,7 @@ ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferForma
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switch (funcB) {
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switch (funcB) {
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case GE_DSTBLEND_DOUBLESRCALPHA:
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case GE_DSTBLEND_DOUBLESRCALPHA:
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// Can't safely double alpha, will clamp.
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// Can't safely double alpha, will clamp.
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return !allowFramebufferRead ? REPLACE_BLEND_2X_ALPHA : REPLACE_BLEND_READ_FRAMEBUFFER;
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return REPLACE_BLEND_READ_FRAMEBUFFER;
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case GE_DSTBLEND_DOUBLEINVSRCALPHA:
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case GE_DSTBLEND_DOUBLEINVSRCALPHA:
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// Doubling alpha is safe for the inverse, will clamp to zero either way.
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// Doubling alpha is safe for the inverse, will clamp to zero either way.
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@ -420,7 +420,7 @@ ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferForma
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if (bufferFormat == GE_FORMAT_565) {
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if (bufferFormat == GE_FORMAT_565) {
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return REPLACE_BLEND_STANDARD;
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return REPLACE_BLEND_STANDARD;
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}
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}
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return !allowFramebufferRead ? REPLACE_BLEND_STANDARD : REPLACE_BLEND_READ_FRAMEBUFFER;
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return REPLACE_BLEND_READ_FRAMEBUFFER;
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case GE_DSTBLEND_FIXB:
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case GE_DSTBLEND_FIXB:
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default:
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default:
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@ -454,14 +454,14 @@ ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferForma
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if (funcA == GE_SRCBLEND_SRCALPHA || funcA == GE_SRCBLEND_INVSRCALPHA) {
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if (funcA == GE_SRCBLEND_SRCALPHA || funcA == GE_SRCBLEND_INVSRCALPHA) {
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// Can't safely double alpha, will clamp. However, a copy may easily be worse due to overlap.
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// Can't safely double alpha, will clamp. However, a copy may easily be worse due to overlap.
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if (gstate_c.Supports(GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH))
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if (gstate_c.Supports(GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH))
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return !allowFramebufferRead ? REPLACE_BLEND_PRE_SRC_2X_ALPHA : REPLACE_BLEND_READ_FRAMEBUFFER;
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return REPLACE_BLEND_READ_FRAMEBUFFER;
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return REPLACE_BLEND_PRE_SRC_2X_ALPHA;
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return REPLACE_BLEND_PRE_SRC_2X_ALPHA;
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} else {
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} else {
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// This means dst alpha/color is used in the src factor.
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// This means dst alpha/color is used in the src factor.
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// Unfortunately, copying here causes overlap problems in Silent Hill games (it seems?)
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// Unfortunately, copying here causes overlap problems in Silent Hill games (it seems?)
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// We will just hope that doubling alpha for the dst factor will not clamp too badly.
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// We will just hope that doubling alpha for the dst factor will not clamp too badly.
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if (gstate_c.Supports(GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH))
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if (gstate_c.Supports(GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH))
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return !allowFramebufferRead ? REPLACE_BLEND_2X_ALPHA : REPLACE_BLEND_READ_FRAMEBUFFER;
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return REPLACE_BLEND_READ_FRAMEBUFFER;
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return REPLACE_BLEND_2X_ALPHA;
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return REPLACE_BLEND_2X_ALPHA;
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}
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}
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@ -478,7 +478,7 @@ ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferForma
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if (bufferFormat == GE_FORMAT_565) {
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if (bufferFormat == GE_FORMAT_565) {
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return REPLACE_BLEND_STANDARD;
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return REPLACE_BLEND_STANDARD;
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}
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}
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return !allowFramebufferRead ? REPLACE_BLEND_STANDARD : REPLACE_BLEND_READ_FRAMEBUFFER;
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return REPLACE_BLEND_READ_FRAMEBUFFER;
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default:
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default:
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return REPLACE_BLEND_STANDARD;
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return REPLACE_BLEND_STANDARD;
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@ -988,41 +988,13 @@ void ApplyStencilReplaceAndLogicOpIgnoreBlend(ReplaceAlphaType replaceAlphaWithS
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}
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}
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}
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}
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bool IsColorWriteMaskComplex(bool allowFramebufferRead) {
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// Restrict to Outrun temporarily (by uglily reusing the ReinterpretFramebuffers flag)
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// This check must match the one in ConvertMaskState.
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if (!allowFramebufferRead || !PSP_CoreParameter().compat.flags().ShaderColorBitmask) {
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// Don't have a choice - we'll make do but it won't always be right.
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return false;
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}
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if (gstate_c.blueToAlpha) {
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// We'll generate a simple ___A mask.
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return false;
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}
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uint32_t colorMask = (gstate.pmskc & 0xFFFFFF) | (gstate.pmska << 24);
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for (int i = 0; i < 4; i++) {
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switch (colorMask & 0xFF) {
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case 0x0:
|
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case 0xFF:
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break;
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default:
|
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return true;
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|
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}
|
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colorMask >>= 8;
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|
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}
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return false;
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|
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}
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|
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// If we can we emulate the colorMask by simply toggling the full R G B A masks offered
|
// If we can we emulate the colorMask by simply toggling the full R G B A masks offered
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// by modern hardware, we do that. This is 99.9% of the time.
|
// by modern hardware, we do that. This is 99.9% of the time.
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// When that's not enough, we fall back on a technique similar to shader blending,
|
// When that's not enough, we fall back on a technique similar to shader blending,
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// we read from the framebuffer (or a copy of it).
|
// we read from the framebuffer (or a copy of it).
|
||||||
// We also prepare uniformMask so that if doing this in the shader gets forced-on,
|
// We also prepare uniformMask so that if doing this in the shader gets forced-on,
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||||||
// we have the right mask already.
|
// we have the right mask already.
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void ConvertMaskState(GenericMaskState &maskState, bool allowFramebufferRead) {
|
void ConvertMaskState(GenericMaskState &maskState) {
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||||||
if (gstate_c.blueToAlpha) {
|
if (gstate_c.blueToAlpha) {
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maskState.applyFramebufferRead = false;
|
maskState.applyFramebufferRead = false;
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maskState.uniformMask = 0xFF000000;
|
maskState.uniformMask = 0xFF000000;
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||||||
|
@ -1048,15 +1020,9 @@ void ConvertMaskState(GenericMaskState &maskState, bool allowFramebufferRead) {
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maskState.maskRGBA[i] = true;
|
maskState.maskRGBA[i] = true;
|
||||||
break;
|
break;
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||||||
default:
|
default:
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||||||
if (allowFramebufferRead) {
|
|
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// Instead of just 'true', restrict shader bitmasks to Outrun temporarily.
|
|
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// TODO: This check must match the one in IsColorWriteMaskComplex.
|
|
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maskState.applyFramebufferRead = PSP_CoreParameter().compat.flags().ShaderColorBitmask;
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maskState.applyFramebufferRead = PSP_CoreParameter().compat.flags().ShaderColorBitmask;
|
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maskState.maskRGBA[i] = true;
|
maskState.maskRGBA[i] = true;
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||||||
} else {
|
break;
|
||||||
// Use the old heuristic.
|
|
||||||
maskState.maskRGBA[i] = channelMask >= 128;
|
|
||||||
}
|
|
||||||
}
|
}
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||||||
colorMask >>= 8;
|
colorMask >>= 8;
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||||||
}
|
}
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||||||
|
@ -1071,7 +1037,7 @@ void ConvertMaskState(GenericMaskState &maskState, bool allowFramebufferRead) {
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||||||
}
|
}
|
||||||
|
|
||||||
// Called even if AlphaBlendEnable == false - it also deals with stencil-related blend state.
|
// Called even if AlphaBlendEnable == false - it also deals with stencil-related blend state.
|
||||||
void ConvertBlendState(GenericBlendState &blendState, bool allowFramebufferRead, bool forceReplaceBlend) {
|
void ConvertBlendState(GenericBlendState &blendState, bool forceReplaceBlend) {
|
||||||
// Blending is a bit complex to emulate. This is due to several reasons:
|
// Blending is a bit complex to emulate. This is due to several reasons:
|
||||||
//
|
//
|
||||||
// * Doubled blend modes (src, dst, inversed) aren't supported in OpenGL.
|
// * Doubled blend modes (src, dst, inversed) aren't supported in OpenGL.
|
||||||
|
@ -1086,7 +1052,7 @@ void ConvertBlendState(GenericBlendState &blendState, bool allowFramebufferRead,
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||||||
blendState.dirtyShaderBlendFixValues = false;
|
blendState.dirtyShaderBlendFixValues = false;
|
||||||
blendState.useBlendColor = false;
|
blendState.useBlendColor = false;
|
||||||
|
|
||||||
ReplaceBlendType replaceBlend = ReplaceBlendWithShader(allowFramebufferRead, gstate_c.framebufFormat);
|
ReplaceBlendType replaceBlend = ReplaceBlendWithShader(gstate_c.framebufFormat);
|
||||||
if (forceReplaceBlend) {
|
if (forceReplaceBlend) {
|
||||||
replaceBlend = REPLACE_BLEND_READ_FRAMEBUFFER;
|
replaceBlend = REPLACE_BLEND_READ_FRAMEBUFFER;
|
||||||
}
|
}
|
||||||
|
|
|
@ -60,7 +60,7 @@ bool IsStencilTestOutputDisabled();
|
||||||
|
|
||||||
StencilValueType ReplaceAlphaWithStencilType();
|
StencilValueType ReplaceAlphaWithStencilType();
|
||||||
ReplaceAlphaType ReplaceAlphaWithStencil(ReplaceBlendType replaceBlend);
|
ReplaceAlphaType ReplaceAlphaWithStencil(ReplaceBlendType replaceBlend);
|
||||||
ReplaceBlendType ReplaceBlendWithShader(bool allowShaderBlend, GEBufferFormat bufferFormat);
|
ReplaceBlendType ReplaceBlendWithShader(GEBufferFormat bufferFormat);
|
||||||
|
|
||||||
LogicOpReplaceType ReplaceLogicOpType();
|
LogicOpReplaceType ReplaceLogicOpType();
|
||||||
|
|
||||||
|
@ -181,7 +181,7 @@ struct GenericBlendState {
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
void ConvertBlendState(GenericBlendState &blendState, bool allowShaderBlend, bool forceReplaceBlend);
|
void ConvertBlendState(GenericBlendState &blendState, bool forceReplaceBlend);
|
||||||
void ApplyStencilReplaceAndLogicOpIgnoreBlend(ReplaceAlphaType replaceAlphaWithStencil, GenericBlendState &blendState);
|
void ApplyStencilReplaceAndLogicOpIgnoreBlend(ReplaceAlphaType replaceAlphaWithStencil, GenericBlendState &blendState);
|
||||||
|
|
||||||
struct GenericMaskState {
|
struct GenericMaskState {
|
||||||
|
@ -190,8 +190,7 @@ struct GenericMaskState {
|
||||||
bool maskRGBA[4]; // true = draw, false = don't draw this channel
|
bool maskRGBA[4]; // true = draw, false = don't draw this channel
|
||||||
};
|
};
|
||||||
|
|
||||||
void ConvertMaskState(GenericMaskState &maskState, bool allowFramebufferRead);
|
void ConvertMaskState(GenericMaskState &maskState);
|
||||||
bool IsColorWriteMaskComplex(bool allowFramebufferRead);
|
|
||||||
|
|
||||||
struct GenericStencilFuncState {
|
struct GenericStencilFuncState {
|
||||||
bool enabled;
|
bool enabled;
|
||||||
|
|
|
@ -269,8 +269,8 @@ void ComputeFragmentShaderID(FShaderID *id_out, const ComputedPipelineState &pip
|
||||||
ReplaceAlphaType stencilToAlpha = pipelineState.blendState.replaceAlphaWithStencil;
|
ReplaceAlphaType stencilToAlpha = pipelineState.blendState.replaceAlphaWithStencil;
|
||||||
|
|
||||||
// For debugging, can probably delete soon.
|
// For debugging, can probably delete soon.
|
||||||
// _assert_(colorWriteMask == IsColorWriteMaskComplex(gstate_c.allowFramebufferRead));
|
// _assert_(colorWriteMask == IsColorWriteMaskComplex());
|
||||||
// _assert_(replaceBlend == ReplaceBlendWithShader(gstate_c.allowFramebufferRead, gstate_c.framebufFormat);
|
// _assert_(replaceBlend == ReplaceBlendWithShader(gstate_c.framebufFormat);
|
||||||
// _assert_(stencilToAlpha == ReplaceAlphaWithStencil(replaceBlend));
|
// _assert_(stencilToAlpha == ReplaceAlphaWithStencil(replaceBlend));
|
||||||
|
|
||||||
// All texfuncs except replace are the same for RGB as for RGBA with full alpha.
|
// All texfuncs except replace are the same for RGB as for RGBA with full alpha.
|
||||||
|
|
|
@ -142,7 +142,6 @@ void DrawEngineD3D11::ApplyDrawState(int prim) {
|
||||||
bool useBufferedRendering = framebufferManager_->UseBufferedRendering();
|
bool useBufferedRendering = framebufferManager_->UseBufferedRendering();
|
||||||
// Blend
|
// Blend
|
||||||
if (gstate_c.IsDirty(DIRTY_BLEND_STATE)) {
|
if (gstate_c.IsDirty(DIRTY_BLEND_STATE)) {
|
||||||
gstate_c.SetAllowFramebufferRead(!g_Config.bDisableShaderBlending);
|
|
||||||
if (gstate.isModeClear()) {
|
if (gstate.isModeClear()) {
|
||||||
keys_.blend.value = 0; // full wipe
|
keys_.blend.value = 0; // full wipe
|
||||||
keys_.blend.blendEnable = false;
|
keys_.blend.blendEnable = false;
|
||||||
|
@ -156,8 +155,8 @@ void DrawEngineD3D11::ApplyDrawState(int prim) {
|
||||||
|
|
||||||
GenericMaskState &maskState = pipelineState_.maskState;
|
GenericMaskState &maskState = pipelineState_.maskState;
|
||||||
GenericBlendState &blendState = pipelineState_.blendState;
|
GenericBlendState &blendState = pipelineState_.blendState;
|
||||||
ConvertMaskState(maskState, gstate_c.allowFramebufferRead);
|
ConvertMaskState(maskState);
|
||||||
ConvertBlendState(blendState, gstate_c.allowFramebufferRead, maskState.applyFramebufferRead);
|
ConvertBlendState(blendState, maskState.applyFramebufferRead);
|
||||||
|
|
||||||
if (blendState.applyFramebufferRead || maskState.applyFramebufferRead) {
|
if (blendState.applyFramebufferRead || maskState.applyFramebufferRead) {
|
||||||
ApplyFramebufferRead(&fboTexNeedsBind_);
|
ApplyFramebufferRead(&fboTexNeedsBind_);
|
||||||
|
|
|
@ -119,7 +119,6 @@ void DrawEngineDX9::ApplyDrawState(int prim) {
|
||||||
bool useBufferedRendering = framebufferManager_->UseBufferedRendering();
|
bool useBufferedRendering = framebufferManager_->UseBufferedRendering();
|
||||||
|
|
||||||
if (gstate_c.IsDirty(DIRTY_BLEND_STATE)) {
|
if (gstate_c.IsDirty(DIRTY_BLEND_STATE)) {
|
||||||
gstate_c.SetAllowFramebufferRead(!g_Config.bDisableShaderBlending);
|
|
||||||
if (gstate.isModeClear()) {
|
if (gstate.isModeClear()) {
|
||||||
dxstate.blend.disable();
|
dxstate.blend.disable();
|
||||||
// Color Mask
|
// Color Mask
|
||||||
|
@ -134,8 +133,8 @@ void DrawEngineDX9::ApplyDrawState(int prim) {
|
||||||
} else {
|
} else {
|
||||||
GenericMaskState &maskState = pipelineState_.maskState;
|
GenericMaskState &maskState = pipelineState_.maskState;
|
||||||
GenericBlendState &blendState = pipelineState_.blendState;
|
GenericBlendState &blendState = pipelineState_.blendState;
|
||||||
ConvertMaskState(maskState, gstate_c.allowFramebufferRead);
|
ConvertMaskState(maskState);
|
||||||
ConvertBlendState(blendState, gstate_c.allowFramebufferRead, maskState.applyFramebufferRead);
|
ConvertBlendState(blendState, maskState.applyFramebufferRead);
|
||||||
|
|
||||||
if (blendState.applyFramebufferRead || maskState.applyFramebufferRead) {
|
if (blendState.applyFramebufferRead || maskState.applyFramebufferRead) {
|
||||||
ApplyFramebufferRead(&fboTexNeedsBind_);
|
ApplyFramebufferRead(&fboTexNeedsBind_);
|
||||||
|
|
|
@ -145,8 +145,6 @@ void DrawEngineGLES::ApplyDrawState(int prim) {
|
||||||
bool useBufferedRendering = framebufferManager_->UseBufferedRendering();
|
bool useBufferedRendering = framebufferManager_->UseBufferedRendering();
|
||||||
|
|
||||||
if (gstate_c.IsDirty(DIRTY_BLEND_STATE)) {
|
if (gstate_c.IsDirty(DIRTY_BLEND_STATE)) {
|
||||||
gstate_c.SetAllowFramebufferRead(!g_Config.bDisableShaderBlending);
|
|
||||||
|
|
||||||
if (gstate.isModeClear()) {
|
if (gstate.isModeClear()) {
|
||||||
// Color Test
|
// Color Test
|
||||||
bool colorMask = gstate.isClearModeColorMask();
|
bool colorMask = gstate.isClearModeColorMask();
|
||||||
|
@ -155,8 +153,8 @@ void DrawEngineGLES::ApplyDrawState(int prim) {
|
||||||
} else {
|
} else {
|
||||||
GenericMaskState &maskState = pipelineState_.maskState;
|
GenericMaskState &maskState = pipelineState_.maskState;
|
||||||
GenericBlendState &blendState = pipelineState_.blendState;
|
GenericBlendState &blendState = pipelineState_.blendState;
|
||||||
ConvertMaskState(maskState, gstate_c.allowFramebufferRead);
|
ConvertMaskState(maskState);
|
||||||
ConvertBlendState(blendState, gstate_c.allowFramebufferRead, maskState.applyFramebufferRead);
|
ConvertBlendState(blendState, maskState.applyFramebufferRead);
|
||||||
|
|
||||||
if (blendState.applyFramebufferRead || maskState.applyFramebufferRead) {
|
if (blendState.applyFramebufferRead || maskState.applyFramebufferRead) {
|
||||||
ApplyFramebufferRead(&fboTexNeedsBind_);
|
ApplyFramebufferRead(&fboTexNeedsBind_);
|
||||||
|
|
|
@ -550,12 +550,6 @@ struct GPUStateCache {
|
||||||
Dirty(DIRTY_TEXCLAMP);
|
Dirty(DIRTY_TEXCLAMP);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
void SetAllowFramebufferRead(bool allow) {
|
|
||||||
if (allowFramebufferRead != allow) {
|
|
||||||
allowFramebufferRead = allow;
|
|
||||||
Dirty(DIRTY_FRAGMENTSHADER_STATE);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
void SetTextureIs3D(bool is3D) {
|
void SetTextureIs3D(bool is3D) {
|
||||||
if (is3D != curTextureIs3D) {
|
if (is3D != curTextureIs3D) {
|
||||||
curTextureIs3D = is3D;
|
curTextureIs3D = is3D;
|
||||||
|
@ -583,7 +577,6 @@ struct GPUStateCache {
|
||||||
|
|
||||||
bool bgraTexture;
|
bool bgraTexture;
|
||||||
bool needShaderTexClamp;
|
bool needShaderTexClamp;
|
||||||
bool allowFramebufferRead;
|
|
||||||
|
|
||||||
float morphWeights[8];
|
float morphWeights[8];
|
||||||
u32 deferredVertTypeDirty;
|
u32 deferredVertTypeDirty;
|
||||||
|
|
|
@ -135,7 +135,6 @@ void DrawEngineVulkan::ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManag
|
||||||
bool useBufferedRendering = framebufferManager_->UseBufferedRendering();
|
bool useBufferedRendering = framebufferManager_->UseBufferedRendering();
|
||||||
|
|
||||||
if (gstate_c.IsDirty(DIRTY_BLEND_STATE)) {
|
if (gstate_c.IsDirty(DIRTY_BLEND_STATE)) {
|
||||||
gstate_c.SetAllowFramebufferRead(!g_Config.bDisableShaderBlending);
|
|
||||||
if (gstate.isModeClear()) {
|
if (gstate.isModeClear()) {
|
||||||
key.logicOpEnable = false;
|
key.logicOpEnable = false;
|
||||||
key.logicOp = VK_LOGIC_OP_CLEAR;
|
key.logicOp = VK_LOGIC_OP_CLEAR;
|
||||||
|
@ -163,8 +162,8 @@ void DrawEngineVulkan::ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManag
|
||||||
|
|
||||||
GenericMaskState &maskState = pipelineState_.maskState;
|
GenericMaskState &maskState = pipelineState_.maskState;
|
||||||
GenericBlendState &blendState = pipelineState_.blendState;
|
GenericBlendState &blendState = pipelineState_.blendState;
|
||||||
ConvertMaskState(maskState, gstate_c.allowFramebufferRead);
|
ConvertMaskState(maskState);
|
||||||
ConvertBlendState(blendState, gstate_c.allowFramebufferRead, maskState.applyFramebufferRead);
|
ConvertBlendState(blendState, maskState.applyFramebufferRead);
|
||||||
|
|
||||||
if (blendState.applyFramebufferRead || maskState.applyFramebufferRead) {
|
if (blendState.applyFramebufferRead || maskState.applyFramebufferRead) {
|
||||||
ApplyFramebufferRead(&fboTexNeedsBind_);
|
ApplyFramebufferRead(&fboTexNeedsBind_);
|
||||||
|
|
|
@ -507,9 +507,6 @@ void GameSettingsScreen::CreateViews() {
|
||||||
});
|
});
|
||||||
texSecondary_->SetDisabledPtr(&g_Config.bSoftwareRendering);
|
texSecondary_->SetDisabledPtr(&g_Config.bSoftwareRendering);
|
||||||
|
|
||||||
CheckBox *framebufferSlowEffects = graphicsSettings->Add(new CheckBox(&g_Config.bDisableShaderBlending, gr->T("Disable slower effects (speedup)")));
|
|
||||||
framebufferSlowEffects->SetDisabledPtr(&g_Config.bSoftwareRendering);
|
|
||||||
|
|
||||||
// Seems solid, so we hide the setting.
|
// Seems solid, so we hide the setting.
|
||||||
/*CheckBox *vtxJit = graphicsSettings->Add(new CheckBox(&g_Config.bVertexDecoderJit, gr->T("Vertex Decoder JIT")));
|
/*CheckBox *vtxJit = graphicsSettings->Add(new CheckBox(&g_Config.bVertexDecoderJit, gr->T("Vertex Decoder JIT")));
|
||||||
|
|
||||||
|
|
|
@ -498,7 +498,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
||||||
Device = Device
|
Device = Device
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Disable slower effects (speedup)
|
|
||||||
Disabled = Disabled
|
Disabled = Disabled
|
||||||
Display layout editor = Display layout editor
|
Display layout editor = Display layout editor
|
||||||
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
||||||
Device = Device
|
Device = Device
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Disable slower effects (speedup)
|
|
||||||
Disabled = Disabled
|
Disabled = Disabled
|
||||||
Display layout editor = Display layout editor
|
Display layout editor = Display layout editor
|
||||||
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
||||||
Device = Device
|
Device = Device
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Disable slower effects (speedup)
|
|
||||||
Disabled = Disabled
|
Disabled = Disabled
|
||||||
Display layout editor = Display layout editor
|
Display layout editor = Display layout editor
|
||||||
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
||||||
Device = Device
|
Device = Device
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Disable slower effects (speedup)
|
|
||||||
Disabled = Disabled
|
Disabled = Disabled
|
||||||
Display layout editor = Display layout editor
|
Display layout editor = Display layout editor
|
||||||
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
||||||
Device = Device
|
Device = Device
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Zakázat pomalejší efekty (zrychlení)
|
|
||||||
Disabled = Disabled
|
Disabled = Disabled
|
||||||
Display layout editor = Zobrazit editor rozvržení
|
Display layout editor = Zobrazit editor rozvržení
|
||||||
Display Resolution (HW scaler) = Rozlišení obrazovky (Hardwarové zvětšení)
|
Display Resolution (HW scaler) = Rozlišení obrazovky (Hardwarové zvětšení)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Retter visuel banding fejl in opskalerede textures
|
||||||
Device = Device
|
Device = Device
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Deaktiver langsommere effekter (hurtigere)
|
|
||||||
Disabled = Disabled
|
Disabled = Disabled
|
||||||
Display layout editor = Display layout editor
|
Display layout editor = Display layout editor
|
||||||
Display Resolution (HW scaler) = Skærmopløsning (HW scaler)
|
Display Resolution (HW scaler) = Skærmopløsning (HW scaler)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Behebt visuelle Artifakte von hochskalierten Texturen
|
||||||
Device = Gerät
|
Device = Gerät
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Deaktiviere langsame Effekte (schneller)
|
|
||||||
Disabled = Deaktiviert
|
Disabled = Deaktiviert
|
||||||
Display layout editor = Bildschirmlayout Editor
|
Display layout editor = Bildschirmlayout Editor
|
||||||
Display Resolution (HW scaler) = Bildschirmauflösung (HW Skalierung)
|
Display Resolution (HW scaler) = Bildschirmauflösung (HW Skalierung)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
||||||
Device = Device
|
Device = Device
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Disable slower effects (speedup)
|
|
||||||
Disabled = Disabled
|
Disabled = Disabled
|
||||||
Display layout editor = Display layout editor
|
Display layout editor = Display layout editor
|
||||||
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
||||||
|
|
|
@ -514,7 +514,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
||||||
Device = Device
|
Device = Device
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Disable slower effects (speedup)
|
|
||||||
Disabled = Disabled
|
Disabled = Disabled
|
||||||
Display layout editor = Display layout editor
|
Display layout editor = Display layout editor
|
||||||
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Arregla pequeños errores en las texturas causadas por el esca
|
||||||
Device = Dispositivo
|
Device = Dispositivo
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Desactivar efectos más lentos (rápido)
|
|
||||||
Disabled = Desactivado
|
Disabled = Desactivado
|
||||||
Display layout editor = Editor del área de pantalla
|
Display layout editor = Editor del área de pantalla
|
||||||
Display Resolution (HW scaler) = Resolución de pantalla (escalado por hardware)
|
Display Resolution (HW scaler) = Resolución de pantalla (escalado por hardware)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Arregla glitches de banda visual en texturas causadas por el e
|
||||||
Device = Dispositivo
|
Device = Dispositivo
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Desactivar efectos más lentos (rápido)
|
|
||||||
Disabled = Apagado
|
Disabled = Apagado
|
||||||
Display layout editor = Editor del área de pantalla
|
Display layout editor = Editor del área de pantalla
|
||||||
Display Resolution (HW scaler) = Resolución de pantalla (escalado por HW)
|
Display Resolution (HW scaler) = Resolución de pantalla (escalado por HW)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = مشکل نواری شدن در تکسچر های تغیی
|
||||||
Device = Device
|
Device = Device
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = غیر فعال کردن افکت های کند (افزایش سرعت)
|
|
||||||
Disabled = Disabled
|
Disabled = Disabled
|
||||||
Display layout editor = ویرایشگر چیدمان صفحه
|
Display layout editor = ویرایشگر چیدمان صفحه
|
||||||
Display Resolution (HW scaler) = رزولوشن صفحه
|
Display Resolution (HW scaler) = رزولوشن صفحه
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
||||||
Device = Device
|
Device = Device
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Disable slower effects (speedup)
|
|
||||||
Disabled = Disabled
|
Disabled = Disabled
|
||||||
Display layout editor = Display layout editor
|
Display layout editor = Display layout editor
|
||||||
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Corrige le bug graphique qui fait apparaître des bandes dans
|
||||||
Device = Appareil
|
Device = Appareil
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Désactiver les effets les plus lourds (gain de vitesse)
|
|
||||||
Disabled = Désactivé
|
Disabled = Désactivé
|
||||||
Display layout editor = Éditeur d'affichage
|
Display layout editor = Éditeur d'affichage
|
||||||
Display Resolution (HW scaler) = Définition d'affichage (mise à l'échelle matérielle)
|
Display Resolution (HW scaler) = Définition d'affichage (mise à l'échelle matérielle)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
||||||
Device = Device
|
Device = Device
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Desactivar efectos máis lentos (rápido)
|
|
||||||
Disabled = Disabled
|
Disabled = Disabled
|
||||||
Display layout editor = Display layout editor
|
Display layout editor = Display layout editor
|
||||||
Display Resolution (HW scaler) = Resolución de pantalla (escalado por hardware)
|
Display Resolution (HW scaler) = Resolución de pantalla (escalado por hardware)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Διορθώνει μικρές ατέλειες υφών με
|
||||||
Device = Device
|
Device = Device
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Απενεργοποίηση χρονοβόρων εφέ (άυξηση ταχύτητας)
|
|
||||||
Disabled = Απενεργοποιημένο
|
Disabled = Απενεργοποιημένο
|
||||||
Display layout editor = Επεξεργασία διάταξης οθόνης
|
Display layout editor = Επεξεργασία διάταξης οθόνης
|
||||||
Display Resolution (HW scaler) = Ανάλυση οθόνης (Κλιμακοτής hardware)
|
Display Resolution (HW scaler) = Ανάλυση οθόνης (Κλιμακοτής hardware)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
||||||
Device = Device
|
Device = Device
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Disable slower effects (speedup)
|
|
||||||
Disabled = Disabled
|
Disabled = Disabled
|
||||||
Display layout editor = Display layout editor
|
Display layout editor = Display layout editor
|
||||||
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
||||||
Device = Device
|
Device = Device
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Disable slower effects (speedup)
|
|
||||||
Disabled = Disabled
|
Disabled = Disabled
|
||||||
Display layout editor = Display layout editor
|
Display layout editor = Display layout editor
|
||||||
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Popravlja vizualne banding glitcheve u podignutim teksturama
|
||||||
Device = Uređaj
|
Device = Uređaj
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Isključite sporije efekte (ubrzava)
|
|
||||||
Disabled = Isključeno
|
Disabled = Isključeno
|
||||||
Display layout editor = Prikaz layout uređivača
|
Display layout editor = Prikaz layout uređivača
|
||||||
Display Resolution (HW scaler) = Prikaz rezolucije (HW mjeritelj)
|
Display Resolution (HW scaler) = Prikaz rezolucije (HW mjeritelj)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Skálázásból eredő kisebb textúra hibák megszüntetése.
|
||||||
Device = Eszköz
|
Device = Eszköz
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Lassú effektek letiltása (gyorsítás)
|
|
||||||
Disabled = Letiltva
|
Disabled = Letiltva
|
||||||
Display layout editor = Elrendezés szerkesztő
|
Display layout editor = Elrendezés szerkesztő
|
||||||
Display Resolution (HW scaler) = Megjelenítési felbontás (HW skálázó)
|
Display Resolution (HW scaler) = Megjelenítési felbontás (HW skálázó)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Memperbaiki gangguan pita visual pada tekstur yang ditingkatka
|
||||||
Device = Perangkat
|
Device = Perangkat
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Matikan efek lambat (mempercepat)
|
|
||||||
Disabled = Nonaktif
|
Disabled = Nonaktif
|
||||||
Display layout editor = Penyesuaian tata letak tampilan
|
Display layout editor = Penyesuaian tata letak tampilan
|
||||||
Display Resolution (HW scaler) = Resolusi tampilan (penskala HW)
|
Display Resolution (HW scaler) = Resolusi tampilan (penskala HW)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Sistema i possibili problemi visivi nelle texture upscalate
|
||||||
Device = Dispositivo
|
Device = Dispositivo
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Disattiva gli effetti più lenti (veloce)
|
|
||||||
Disabled = Disabilitato
|
Disabled = Disabilitato
|
||||||
Display layout editor = Editor Display
|
Display layout editor = Editor Display
|
||||||
Display Resolution (HW scaler) = Risoluzione Display (scaler HW)
|
Display Resolution (HW scaler) = Risoluzione Display (scaler HW)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = アップスケールされたテクスチャのバンディ
|
||||||
Device = デバイス
|
Device = デバイス
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = 重いエフェクトを無効にする (高速化)
|
|
||||||
Disabled = 無効
|
Disabled = 無効
|
||||||
Display layout editor = 画面のレイアウトを編集する
|
Display layout editor = 画面のレイアウトを編集する
|
||||||
Display Resolution (HW scaler) = 画面解像度 (HWスケーラー)
|
Display Resolution (HW scaler) = 画面解像度 (HWスケーラー)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
||||||
Device = Device
|
Device = Device
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Mateni efek alon (luwih cepet)
|
|
||||||
Disabled = Disabled
|
Disabled = Disabled
|
||||||
Display layout editor = Tata letak Tampilan editor
|
Display layout editor = Tata letak Tampilan editor
|
||||||
Display Resolution (HW scaler) = Resolusi tampilan (HW scaler)
|
Display Resolution (HW scaler) = Resolusi tampilan (HW scaler)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = 업스케일링된 텍스처의 시각적 밴딩 결함 수정
|
||||||
Device = 장치
|
Device = 장치
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = 느린 효과 비활성화 (속도 향상)
|
|
||||||
Disabled = 비활성화
|
Disabled = 비활성화
|
||||||
Display layout editor = 화면 레이아웃 편집기
|
Display layout editor = 화면 레이아웃 편집기
|
||||||
Display Resolution (HW scaler) = 화면 해상도(HW 스케일러)
|
Display Resolution (HW scaler) = 화면 해상도(HW 스케일러)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = ແກ້ໄຂການສະແດງຜົນຜິດພ
|
||||||
Device = Device
|
Device = Device
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = ປິດເອັບເຟກທີ່ເຮັດໃຫ້ເກມຊ້າ (ໄວຂຶ້ນ)
|
|
||||||
Disabled = Disabled
|
Disabled = Disabled
|
||||||
Display layout editor = ແກ້ໄຂຮູບແບບໜ້າຈໍ
|
Display layout editor = ແກ້ໄຂຮູບແບບໜ້າຈໍ
|
||||||
Display Resolution (HW scaler) = ຄວາມລະອຽດໜ້າຈໍ (ຕາມຮາດແວຣ໌)
|
Display Resolution (HW scaler) = ຄວາມລະອຽດໜ້າຈໍ (ຕາມຮາດແວຣ໌)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
||||||
Device = Device
|
Device = Device
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Išjungti lėtesnius efektus (greičio didintojas)
|
|
||||||
Disabled = Disabled
|
Disabled = Disabled
|
||||||
Display layout editor = Display layout editor
|
Display layout editor = Display layout editor
|
||||||
Display Resolution (HW scaler) = Ekrano rezoliucija ("HW" ištiesinimas)
|
Display Resolution (HW scaler) = Ekrano rezoliucija ("HW" ištiesinimas)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
||||||
Device = Device
|
Device = Device
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Disable slower effects (speedup)
|
|
||||||
Disabled = Disabled
|
Disabled = Disabled
|
||||||
Display layout editor = Display layout editor
|
Display layout editor = Display layout editor
|
||||||
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Verhelpt visuele streepglitches in opgeschaalde textures
|
||||||
Device = Device
|
Device = Device
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Tragere effecten uitschakelen (sneller)
|
|
||||||
Disabled = Disabled
|
Disabled = Disabled
|
||||||
Display layout editor = Schermweergave bewerken
|
Display layout editor = Schermweergave bewerken
|
||||||
Display Resolution (HW scaler) = Schermresolutie (hardware)
|
Display Resolution (HW scaler) = Schermresolutie (hardware)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
||||||
Device = Device
|
Device = Device
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Disable slower effects (speedup)
|
|
||||||
Disabled = Disabled
|
Disabled = Disabled
|
||||||
Display layout editor = Display layout editor
|
Display layout editor = Display layout editor
|
||||||
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Poprawia banding koloru na przeskalowanych teksturach
|
||||||
Device = Urządzenie
|
Device = Urządzenie
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Wył. wolniejsze efekty (przyśpieszenie)
|
|
||||||
Disabled = Wył.
|
Disabled = Wył.
|
||||||
Display layout editor = Edytor położenia obrazu
|
Display layout editor = Edytor położenia obrazu
|
||||||
Display Resolution (HW scaler) = Rozdzielczość ekranu (skaler sprz.)
|
Display Resolution (HW scaler) = Rozdzielczość ekranu (skaler sprz.)
|
||||||
|
|
|
@ -514,7 +514,6 @@ Deposterize Tip = Conserta erros gráficos visuais das faixas nas texturas ampli
|
||||||
Device = Dispositivo
|
Device = Dispositivo
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Desativa efeitos mais lentos (mais rápido)
|
|
||||||
Disabled = Desativado
|
Disabled = Desativado
|
||||||
Display layout editor = Exibe o editor dos esquemas
|
Display layout editor = Exibe o editor dos esquemas
|
||||||
Display Resolution (HW scaler) = Resolução da tela (Dimensionador do hardware)
|
Display Resolution (HW scaler) = Resolução da tela (Dimensionador do hardware)
|
||||||
|
|
|
@ -514,7 +514,6 @@ Deposterize Tip = Conserta erros gráficos visuais das faixas nas texturas ampli
|
||||||
Device = Dispositivo
|
Device = Dispositivo
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Desativa efeitos mais lentos (mais rápido)
|
|
||||||
Disabled = Desativado
|
Disabled = Desativado
|
||||||
Display layout editor = Mostrar o editor dos esquemas
|
Display layout editor = Mostrar o editor dos esquemas
|
||||||
Display Resolution (HW scaler) = Resolução da tela (Dimensionador do hardware)
|
Display Resolution (HW scaler) = Resolução da tela (Dimensionador do hardware)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
||||||
Device = Device
|
Device = Device
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Dezactivare efecte lente (mărire viteză)
|
|
||||||
Disabled = Disabled
|
Disabled = Disabled
|
||||||
Display layout editor = Display layout editor
|
Display layout editor = Display layout editor
|
||||||
Display Resolution (HW scaler) = Rezoluție ecran (scalare HW)
|
Display Resolution (HW scaler) = Rezoluție ecran (scalare HW)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Исправляет полосатость в масштаб
|
||||||
Device = Устройство
|
Device = Устройство
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Отключить медленные эффекты (быстрее)
|
|
||||||
Disabled = Отключено
|
Disabled = Отключено
|
||||||
Display layout editor = Редактор расположения экрана
|
Display layout editor = Редактор расположения экрана
|
||||||
Display Resolution (HW scaler) = Разрешение экрана (аппаратное)
|
Display Resolution (HW scaler) = Разрешение экрана (аппаратное)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
||||||
Device = Enhet
|
Device = Enhet
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Stäng av långsamma effects (speedup)
|
|
||||||
Disabled = Avstängd
|
Disabled = Avstängd
|
||||||
Display layout editor = Skärmlayouteditor
|
Display layout editor = Skärmlayouteditor
|
||||||
Display Resolution (HW scaler) = Skärmupplösning (HW scaler)
|
Display Resolution (HW scaler) = Skärmupplösning (HW scaler)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
||||||
Device = Device
|
Device = Device
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Wag paganahin ang slower effects (pampa-bilis)
|
|
||||||
Disabled = Disabled
|
Disabled = Disabled
|
||||||
Display layout editor = Display layout editor
|
Display layout editor = Display layout editor
|
||||||
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = แก้ไขขอบภาพเบลอ หรือภ
|
||||||
Device = การ์ดจอ
|
Device = การ์ดจอ
|
||||||
Direct3D 9 = ไดเร็คท์ 3D 9
|
Direct3D 9 = ไดเร็คท์ 3D 9
|
||||||
Direct3D 11 = ไดเร็คท์ 3D 11
|
Direct3D 11 = ไดเร็คท์ 3D 11
|
||||||
Disable slower effects (speedup) = ปิดเอฟเฟ็คท์ที่ทำให้เกมช้า (เร่งความเร็ว)
|
|
||||||
Disabled = ปิดการใช้งาน
|
Disabled = ปิดการใช้งาน
|
||||||
Display layout editor = แก้ไขรูปแบบของหน้าจอ
|
Display layout editor = แก้ไขรูปแบบของหน้าจอ
|
||||||
Display Resolution (HW scaler) = ความละเอียดหน้าจอ (ตามฮาร์ดแวร์)
|
Display Resolution (HW scaler) = ความละเอียดหน้าจอ (ตามฮาร์ดแวร์)
|
||||||
|
|
|
@ -492,7 +492,6 @@ Deposterize Tip = Yeniden ölçeklenen dokulardaki görsel şerit hatalarını d
|
||||||
Device = Cihaz
|
Device = Cihaz
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Daha yavaş efektleri kapatın (daha hızlı)
|
|
||||||
Disabled = Devre dışı
|
Disabled = Devre dışı
|
||||||
Display layout editor = Görüntü Düzeni Düzenleyicisi
|
Display layout editor = Görüntü Düzeni Düzenleyicisi
|
||||||
Display Resolution (HW scaler) = Görüntü Çözünürlüğü (HW scaler)
|
Display Resolution (HW scaler) = Görüntü Çözünürlüğü (HW scaler)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Виправляє візуальні глюки в масшт
|
||||||
Device = Пристрій
|
Device = Пристрій
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Вимкнути повільні ефекти (прискорення)
|
|
||||||
Disabled = Вимкнено
|
Disabled = Вимкнено
|
||||||
Display layout editor = Редактор розташування екрану
|
Display layout editor = Редактор розташування екрану
|
||||||
Display Resolution (HW scaler) = Розширення екрану (HW масштабування)
|
Display Resolution (HW scaler) = Розширення екрану (HW масштабування)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Sửa lỗi trục trặc hình ảnh trong textures
|
||||||
Device = Thiết bị
|
Device = Thiết bị
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = Tắt hiệu ứng làm chậm (tăng tốc)
|
|
||||||
Disabled = Vô hiệu hóa
|
Disabled = Vô hiệu hóa
|
||||||
Display layout editor = Chỉnh bố trí hiển thị
|
Display layout editor = Chỉnh bố trí hiển thị
|
||||||
Display Resolution (HW scaler) = Độ phân giải màn hình (HW scaler)
|
Display Resolution (HW scaler) = Độ phân giải màn hình (HW scaler)
|
||||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = 修复纹理被放大时可见的带状错误
|
||||||
Device = 设备
|
Device = 设备
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = 停用较慢的渲染效果(提速)
|
|
||||||
Disabled = 禁用
|
Disabled = 禁用
|
||||||
Display layout editor = 显示布局编辑器
|
Display layout editor = 显示布局编辑器
|
||||||
Display Resolution (HW scaler) = 显示分辨率(硬件缩放)
|
Display Resolution (HW scaler) = 显示分辨率(硬件缩放)
|
||||||
|
|
|
@ -494,7 +494,6 @@ Deposterize Tip = 修復在紋理被放大時可能發生的小紋理內部毛
|
||||||
Device = 設備
|
Device = 設備
|
||||||
Direct3D 9 = Direct3D 9
|
Direct3D 9 = Direct3D 9
|
||||||
Direct3D 11 = Direct3D 11
|
Direct3D 11 = Direct3D 11
|
||||||
Disable slower effects (speedup) = 停用較慢的效果(提升速度)
|
|
||||||
Disabled = 已禁用
|
Disabled = 已禁用
|
||||||
Display layout editor = 自訂版面
|
Display layout editor = 自訂版面
|
||||||
Display Resolution (HW scaler) = 顯示解析度(硬體縮放)
|
Display Resolution (HW scaler) = 顯示解析度(硬體縮放)
|
||||||
|
|
|
@ -563,7 +563,6 @@ static RetroOption<bool> ppsspp_lazy_texture_caching("ppsspp_lazy_texture_cachin
|
||||||
static RetroOption<bool> ppsspp_retain_changed_textures("ppsspp_retain_changed_textures", "Retain changed textures (Speedup, mem hog)", false);
|
static RetroOption<bool> ppsspp_retain_changed_textures("ppsspp_retain_changed_textures", "Retain changed textures (Speedup, mem hog)", false);
|
||||||
static RetroOption<bool> ppsspp_force_lag_sync("ppsspp_force_lag_sync", "Force real clock sync (Slower, less lag)", false);
|
static RetroOption<bool> ppsspp_force_lag_sync("ppsspp_force_lag_sync", "Force real clock sync (Slower, less lag)", false);
|
||||||
static RetroOption<int> ppsspp_spline_quality("ppsspp_spline_quality", "Spline/Bezier curves quality", { {"Low", 0}, {"Medium", 1}, {"High", 2} });
|
static RetroOption<int> ppsspp_spline_quality("ppsspp_spline_quality", "Spline/Bezier curves quality", { {"Low", 0}, {"Medium", 1}, {"High", 2} });
|
||||||
static RetroOption<bool> ppsspp_disable_shader_blending("ppsspp_disable_slow_framebuffer_effects", "Disable shader blending (speedup)", false);
|
|
||||||
static RetroOption<bool> ppsspp_enable_wlan("ppsspp_enable_wlan", "Enable Networking/WLAN (beta, may break games)", false);
|
static RetroOption<bool> ppsspp_enable_wlan("ppsspp_enable_wlan", "Enable Networking/WLAN (beta, may break games)", false);
|
||||||
static RetroOption<std::string> ppsspp_change_mac_address[] = {
|
static RetroOption<std::string> ppsspp_change_mac_address[] = {
|
||||||
{"ppsspp_change_mac_address01", "MAC address Pt 1: X-:--:--:--:--:--", MAC_INITIALIZER_LIST},
|
{"ppsspp_change_mac_address01", "MAC address Pt 1: X-:--:--:--:--:--", MAC_INITIALIZER_LIST},
|
||||||
|
@ -699,7 +698,6 @@ void retro_set_environment(retro_environment_t cb)
|
||||||
vars.push_back(ppsspp_lazy_texture_caching.GetOptions());
|
vars.push_back(ppsspp_lazy_texture_caching.GetOptions());
|
||||||
vars.push_back(ppsspp_retain_changed_textures.GetOptions());
|
vars.push_back(ppsspp_retain_changed_textures.GetOptions());
|
||||||
vars.push_back(ppsspp_force_lag_sync.GetOptions());
|
vars.push_back(ppsspp_force_lag_sync.GetOptions());
|
||||||
vars.push_back(ppsspp_disable_shader_blending.GetOptions());
|
|
||||||
vars.push_back(ppsspp_lower_resolution_for_effects.GetOptions());
|
vars.push_back(ppsspp_lower_resolution_for_effects.GetOptions());
|
||||||
vars.push_back(ppsspp_texture_scaling_level.GetOptions());
|
vars.push_back(ppsspp_texture_scaling_level.GetOptions());
|
||||||
vars.push_back(ppsspp_texture_scaling_type.GetOptions());
|
vars.push_back(ppsspp_texture_scaling_type.GetOptions());
|
||||||
|
@ -831,7 +829,6 @@ static void check_variables(CoreParameter &coreParam)
|
||||||
ppsspp_retain_changed_textures.Update(&g_Config.bTextureSecondaryCache);
|
ppsspp_retain_changed_textures.Update(&g_Config.bTextureSecondaryCache);
|
||||||
ppsspp_force_lag_sync.Update(&g_Config.bForceLagSync);
|
ppsspp_force_lag_sync.Update(&g_Config.bForceLagSync);
|
||||||
ppsspp_spline_quality.Update(&g_Config.iSplineBezierQuality);
|
ppsspp_spline_quality.Update(&g_Config.iSplineBezierQuality);
|
||||||
ppsspp_disable_shader_blending.Update(&g_Config.bDisableShaderBlending);
|
|
||||||
ppsspp_inflight_frames.Update(&g_Config.iInflightFrames);
|
ppsspp_inflight_frames.Update(&g_Config.iInflightFrames);
|
||||||
const bool do_scaling_type_update = ppsspp_texture_scaling_type.Update(&g_Config.iTexScalingType);
|
const bool do_scaling_type_update = ppsspp_texture_scaling_type.Update(&g_Config.iTexScalingType);
|
||||||
const bool do_scaling_level_update = ppsspp_texture_scaling_level.Update(&g_Config.iTexScalingLevel);
|
const bool do_scaling_level_update = ppsspp_texture_scaling_level.Update(&g_Config.iTexScalingLevel);
|
||||||
|
|
Loading…
Add table
Reference in a new issue