Merge pull request #15948 from hrydgard/remove-setting-slow-framebuf-effects

Remove setting: Slow framebuf effects
This commit is contained in:
Henrik Rydgård 2022-09-03 13:27:35 +02:00 committed by GitHub
commit cd0fff2df8
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GPG key ID: 4AEE18F83AFDEB23
55 changed files with 100 additions and 198 deletions

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@ -934,7 +934,6 @@ static ConfigSetting graphicsSettings[] = {
ConfigSetting("ShaderChainRequires60FPS", &g_Config.bShaderChainRequires60FPS, false, true, true), ConfigSetting("ShaderChainRequires60FPS", &g_Config.bShaderChainRequires60FPS, false, true, true),
ReportedConfigSetting("MemBlockTransferGPU", &g_Config.bBlockTransferGPU, true, true, true), ReportedConfigSetting("MemBlockTransferGPU", &g_Config.bBlockTransferGPU, true, true, true),
ReportedConfigSetting("DisableSlowFramebufEffects", &g_Config.bDisableShaderBlending, false, true, true),
ReportedConfigSetting("FragmentTestCache", &g_Config.bFragmentTestCache, true, true, true), ReportedConfigSetting("FragmentTestCache", &g_Config.bFragmentTestCache, true, true, true),
ConfigSetting("GfxDebugOutput", &g_Config.bGfxDebugOutput, false, false, false), ConfigSetting("GfxDebugOutput", &g_Config.bGfxDebugOutput, false, false, false),

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@ -232,7 +232,6 @@ public:
float fGameListScrollPosition; float fGameListScrollPosition;
int iBloomHack; //0 = off, 1 = safe, 2 = balanced, 3 = aggressive int iBloomHack; //0 = off, 1 = safe, 2 = balanced, 3 = aggressive
bool bBlockTransferGPU; bool bBlockTransferGPU;
bool bDisableShaderBlending;
bool bFragmentTestCache; bool bFragmentTestCache;
int iSplineBezierQuality; // 0 = low , 1 = Intermediate , 2 = High int iSplineBezierQuality; // 0 = low , 1 = Intermediate , 2 = High
bool bHardwareTessellation; bool bHardwareTessellation;

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@ -257,7 +257,7 @@ StencilValueType ReplaceAlphaWithStencilType() {
return STENCIL_VALUE_KEEP; return STENCIL_VALUE_KEEP;
} }
ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferFormat bufferFormat) { ReplaceBlendType ReplaceBlendWithShader(GEBufferFormat bufferFormat) {
if (gstate_c.blueToAlpha) { if (gstate_c.blueToAlpha) {
return REPLACE_BLEND_BLUE_TO_ALPHA; return REPLACE_BLEND_BLUE_TO_ALPHA;
} }
@ -270,14 +270,14 @@ ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferForma
// Let's get the non-factor modes out of the way first. // Let's get the non-factor modes out of the way first.
switch (eq) { switch (eq) {
case GE_BLENDMODE_ABSDIFF: case GE_BLENDMODE_ABSDIFF:
return !allowFramebufferRead ? REPLACE_BLEND_STANDARD : REPLACE_BLEND_READ_FRAMEBUFFER; return REPLACE_BLEND_READ_FRAMEBUFFER;
case GE_BLENDMODE_MIN: case GE_BLENDMODE_MIN:
case GE_BLENDMODE_MAX: case GE_BLENDMODE_MAX:
if (gstate_c.Supports(GPU_SUPPORTS_BLEND_MINMAX)) { if (gstate_c.Supports(GPU_SUPPORTS_BLEND_MINMAX)) {
return REPLACE_BLEND_STANDARD; return REPLACE_BLEND_STANDARD;
} else { } else {
return !allowFramebufferRead ? REPLACE_BLEND_STANDARD : REPLACE_BLEND_READ_FRAMEBUFFER; return REPLACE_BLEND_READ_FRAMEBUFFER;
} }
default: default:
@ -300,19 +300,19 @@ ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferForma
return REPLACE_BLEND_2X_ALPHA; return REPLACE_BLEND_2X_ALPHA;
// Can't double, we need the source color to be correct. // Can't double, we need the source color to be correct.
// Doubling only alpha would clamp the src alpha incorrectly. // Doubling only alpha would clamp the src alpha incorrectly.
return !allowFramebufferRead ? REPLACE_BLEND_2X_ALPHA : REPLACE_BLEND_READ_FRAMEBUFFER; return REPLACE_BLEND_READ_FRAMEBUFFER;
case GE_DSTBLEND_DOUBLEDSTALPHA: case GE_DSTBLEND_DOUBLEDSTALPHA:
case GE_DSTBLEND_DOUBLEINVDSTALPHA: case GE_DSTBLEND_DOUBLEINVDSTALPHA:
if (bufferFormat == GE_FORMAT_565) if (bufferFormat == GE_FORMAT_565)
return REPLACE_BLEND_2X_ALPHA; return REPLACE_BLEND_2X_ALPHA;
return !allowFramebufferRead ? REPLACE_BLEND_2X_ALPHA : REPLACE_BLEND_READ_FRAMEBUFFER; return REPLACE_BLEND_READ_FRAMEBUFFER;
case GE_DSTBLEND_DOUBLESRCALPHA: case GE_DSTBLEND_DOUBLESRCALPHA:
// We can't technically do this correctly (due to clamping) without reading the dst color. // We can't technically do this correctly (due to clamping) without reading the dst color.
// Using a copy isn't accurate either, though, when there's overlap. // Using a copy isn't accurate either, though, when there's overlap.
if (gstate_c.Supports(GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH)) if (gstate_c.Supports(GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH))
return !allowFramebufferRead ? REPLACE_BLEND_PRE_SRC_2X_ALPHA : REPLACE_BLEND_READ_FRAMEBUFFER; return REPLACE_BLEND_READ_FRAMEBUFFER;
return REPLACE_BLEND_PRE_SRC_2X_ALPHA; return REPLACE_BLEND_PRE_SRC_2X_ALPHA;
case GE_DSTBLEND_DOUBLEINVSRCALPHA: case GE_DSTBLEND_DOUBLEINVSRCALPHA:
@ -339,7 +339,7 @@ ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferForma
return REPLACE_BLEND_STANDARD; return REPLACE_BLEND_STANDARD;
} }
// Can't double, we need the source color to be correct. // Can't double, we need the source color to be correct.
return !allowFramebufferRead ? REPLACE_BLEND_STANDARD : REPLACE_BLEND_READ_FRAMEBUFFER; return REPLACE_BLEND_READ_FRAMEBUFFER;
case GE_DSTBLEND_DOUBLEDSTALPHA: case GE_DSTBLEND_DOUBLEDSTALPHA:
case GE_DSTBLEND_DOUBLEINVDSTALPHA: case GE_DSTBLEND_DOUBLEINVDSTALPHA:
@ -348,7 +348,7 @@ ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferForma
// Doubling will have no effect here. // Doubling will have no effect here.
return REPLACE_BLEND_STANDARD; return REPLACE_BLEND_STANDARD;
} }
return !allowFramebufferRead ? REPLACE_BLEND_2X_SRC : REPLACE_BLEND_READ_FRAMEBUFFER; return REPLACE_BLEND_READ_FRAMEBUFFER;
case GE_DSTBLEND_DOUBLESRCALPHA: case GE_DSTBLEND_DOUBLESRCALPHA:
case GE_DSTBLEND_DOUBLEINVSRCALPHA: case GE_DSTBLEND_DOUBLEINVSRCALPHA:
@ -357,7 +357,7 @@ ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferForma
} }
// Double both src (for dst alpha) and alpha (for dst factor.) // Double both src (for dst alpha) and alpha (for dst factor.)
// But to be accurate (clamping), we need to read the dst color. // But to be accurate (clamping), we need to read the dst color.
return !allowFramebufferRead ? REPLACE_BLEND_PRE_SRC_2X_ALPHA : REPLACE_BLEND_READ_FRAMEBUFFER; return REPLACE_BLEND_READ_FRAMEBUFFER;
case GE_DSTBLEND_SRCALPHA: case GE_DSTBLEND_SRCALPHA:
case GE_DSTBLEND_INVSRCALPHA: case GE_DSTBLEND_INVSRCALPHA:
@ -369,7 +369,7 @@ ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferForma
return REPLACE_BLEND_STANDARD; return REPLACE_BLEND_STANDARD;
} }
// We can't technically do this correctly (due to clamping) without reading the dst alpha. // We can't technically do this correctly (due to clamping) without reading the dst alpha.
return !allowFramebufferRead ? REPLACE_BLEND_2X_SRC : REPLACE_BLEND_READ_FRAMEBUFFER; return REPLACE_BLEND_READ_FRAMEBUFFER;
} }
case GE_SRCBLEND_DOUBLEINVDSTALPHA: case GE_SRCBLEND_DOUBLEINVDSTALPHA:
@ -383,14 +383,14 @@ ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferForma
if (bufferFormat == GE_FORMAT_565) { if (bufferFormat == GE_FORMAT_565) {
return REPLACE_BLEND_STANDARD; return REPLACE_BLEND_STANDARD;
} }
return !allowFramebufferRead ? REPLACE_BLEND_STANDARD : REPLACE_BLEND_READ_FRAMEBUFFER; return REPLACE_BLEND_READ_FRAMEBUFFER;
case GE_DSTBLEND_DOUBLESRCALPHA: case GE_DSTBLEND_DOUBLESRCALPHA:
case GE_DSTBLEND_DOUBLEINVSRCALPHA: case GE_DSTBLEND_DOUBLEINVSRCALPHA:
if (bufferFormat == GE_FORMAT_565) { if (bufferFormat == GE_FORMAT_565) {
return REPLACE_BLEND_2X_ALPHA; return REPLACE_BLEND_2X_ALPHA;
} }
return !allowFramebufferRead ? REPLACE_BLEND_2X_ALPHA : REPLACE_BLEND_READ_FRAMEBUFFER; return REPLACE_BLEND_READ_FRAMEBUFFER;
case GE_DSTBLEND_SRCALPHA: case GE_DSTBLEND_SRCALPHA:
case GE_DSTBLEND_INVSRCALPHA: case GE_DSTBLEND_INVSRCALPHA:
@ -401,7 +401,7 @@ ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferForma
if (bufferFormat == GE_FORMAT_565) { if (bufferFormat == GE_FORMAT_565) {
return REPLACE_BLEND_STANDARD; return REPLACE_BLEND_STANDARD;
} }
return !allowFramebufferRead ? REPLACE_BLEND_STANDARD : REPLACE_BLEND_READ_FRAMEBUFFER; return REPLACE_BLEND_READ_FRAMEBUFFER;
} }
case GE_SRCBLEND_FIXA: case GE_SRCBLEND_FIXA:
@ -409,7 +409,7 @@ ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferForma
switch (funcB) { switch (funcB) {
case GE_DSTBLEND_DOUBLESRCALPHA: case GE_DSTBLEND_DOUBLESRCALPHA:
// Can't safely double alpha, will clamp. // Can't safely double alpha, will clamp.
return !allowFramebufferRead ? REPLACE_BLEND_2X_ALPHA : REPLACE_BLEND_READ_FRAMEBUFFER; return REPLACE_BLEND_READ_FRAMEBUFFER;
case GE_DSTBLEND_DOUBLEINVSRCALPHA: case GE_DSTBLEND_DOUBLEINVSRCALPHA:
// Doubling alpha is safe for the inverse, will clamp to zero either way. // Doubling alpha is safe for the inverse, will clamp to zero either way.
@ -420,7 +420,7 @@ ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferForma
if (bufferFormat == GE_FORMAT_565) { if (bufferFormat == GE_FORMAT_565) {
return REPLACE_BLEND_STANDARD; return REPLACE_BLEND_STANDARD;
} }
return !allowFramebufferRead ? REPLACE_BLEND_STANDARD : REPLACE_BLEND_READ_FRAMEBUFFER; return REPLACE_BLEND_READ_FRAMEBUFFER;
case GE_DSTBLEND_FIXB: case GE_DSTBLEND_FIXB:
default: default:
@ -454,14 +454,14 @@ ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferForma
if (funcA == GE_SRCBLEND_SRCALPHA || funcA == GE_SRCBLEND_INVSRCALPHA) { if (funcA == GE_SRCBLEND_SRCALPHA || funcA == GE_SRCBLEND_INVSRCALPHA) {
// Can't safely double alpha, will clamp. However, a copy may easily be worse due to overlap. // Can't safely double alpha, will clamp. However, a copy may easily be worse due to overlap.
if (gstate_c.Supports(GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH)) if (gstate_c.Supports(GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH))
return !allowFramebufferRead ? REPLACE_BLEND_PRE_SRC_2X_ALPHA : REPLACE_BLEND_READ_FRAMEBUFFER; return REPLACE_BLEND_READ_FRAMEBUFFER;
return REPLACE_BLEND_PRE_SRC_2X_ALPHA; return REPLACE_BLEND_PRE_SRC_2X_ALPHA;
} else { } else {
// This means dst alpha/color is used in the src factor. // This means dst alpha/color is used in the src factor.
// Unfortunately, copying here causes overlap problems in Silent Hill games (it seems?) // Unfortunately, copying here causes overlap problems in Silent Hill games (it seems?)
// We will just hope that doubling alpha for the dst factor will not clamp too badly. // We will just hope that doubling alpha for the dst factor will not clamp too badly.
if (gstate_c.Supports(GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH)) if (gstate_c.Supports(GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH))
return !allowFramebufferRead ? REPLACE_BLEND_2X_ALPHA : REPLACE_BLEND_READ_FRAMEBUFFER; return REPLACE_BLEND_READ_FRAMEBUFFER;
return REPLACE_BLEND_2X_ALPHA; return REPLACE_BLEND_2X_ALPHA;
} }
@ -478,7 +478,7 @@ ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferForma
if (bufferFormat == GE_FORMAT_565) { if (bufferFormat == GE_FORMAT_565) {
return REPLACE_BLEND_STANDARD; return REPLACE_BLEND_STANDARD;
} }
return !allowFramebufferRead ? REPLACE_BLEND_STANDARD : REPLACE_BLEND_READ_FRAMEBUFFER; return REPLACE_BLEND_READ_FRAMEBUFFER;
default: default:
return REPLACE_BLEND_STANDARD; return REPLACE_BLEND_STANDARD;
@ -988,41 +988,13 @@ void ApplyStencilReplaceAndLogicOpIgnoreBlend(ReplaceAlphaType replaceAlphaWithS
} }
} }
bool IsColorWriteMaskComplex(bool allowFramebufferRead) {
// Restrict to Outrun temporarily (by uglily reusing the ReinterpretFramebuffers flag)
// This check must match the one in ConvertMaskState.
if (!allowFramebufferRead || !PSP_CoreParameter().compat.flags().ShaderColorBitmask) {
// Don't have a choice - we'll make do but it won't always be right.
return false;
}
if (gstate_c.blueToAlpha) {
// We'll generate a simple ___A mask.
return false;
}
uint32_t colorMask = (gstate.pmskc & 0xFFFFFF) | (gstate.pmska << 24);
for (int i = 0; i < 4; i++) {
switch (colorMask & 0xFF) {
case 0x0:
case 0xFF:
break;
default:
return true;
}
colorMask >>= 8;
}
return false;
}
// 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
// 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.
// 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,
// 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,
// we have the right mask already. // we have the right mask already.
void ConvertMaskState(GenericMaskState &maskState, bool allowFramebufferRead) { void ConvertMaskState(GenericMaskState &maskState) {
if (gstate_c.blueToAlpha) { if (gstate_c.blueToAlpha) {
maskState.applyFramebufferRead = false; maskState.applyFramebufferRead = false;
maskState.uniformMask = 0xFF000000; maskState.uniformMask = 0xFF000000;
@ -1048,15 +1020,9 @@ void ConvertMaskState(GenericMaskState &maskState, bool allowFramebufferRead) {
maskState.maskRGBA[i] = true; maskState.maskRGBA[i] = true;
break; break;
default: default:
if (allowFramebufferRead) { maskState.applyFramebufferRead = PSP_CoreParameter().compat.flags().ShaderColorBitmask;
// Instead of just 'true', restrict shader bitmasks to Outrun temporarily. maskState.maskRGBA[i] = true;
// TODO: This check must match the one in IsColorWriteMaskComplex. break;
maskState.applyFramebufferRead = PSP_CoreParameter().compat.flags().ShaderColorBitmask;
maskState.maskRGBA[i] = true;
} else {
// Use the old heuristic.
maskState.maskRGBA[i] = channelMask >= 128;
}
} }
colorMask >>= 8; colorMask >>= 8;
} }
@ -1071,7 +1037,7 @@ void ConvertMaskState(GenericMaskState &maskState, bool allowFramebufferRead) {
} }
// 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,
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;
} }

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@ -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;

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@ -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.

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@ -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_);

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@ -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_);

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@ -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_);

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@ -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;

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@ -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_);

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@ -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")));

View file

@ -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)
@ -1207,7 +1206,7 @@ YYYYMMDD = ‎سنة شهر يوم
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = YYYYMMDD
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = ггггммдд
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = YYYYMMDD
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = RRRRMMDD
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = YYYYMMDD
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -57,7 +57,7 @@ Gesture = Geste
Gesture mapping = Gesten mapping Gesture mapping = Gesten mapping
Glowing borders = Leuchtende Ränder Glowing borders = Leuchtende Ränder
HapticFeedback = Haptisches Feedback (Vibration) HapticFeedback = Haptisches Feedback (Vibration)
Hide touch analog stick background circle = Verstecke Kreis des touch analog Stick Hintergrundes Hide touch analog stick background circle = Verstecke Kreis des touch analog Stick Hintergrundes
Icon = Symbol Icon = Symbol
Ignore gamepads when not focused = Ignoriere Gamepads falls nicht fokusiert Ignore gamepads when not focused = Ignoriere Gamepads falls nicht fokusiert
Ignore Windows Key = Ignoriere Windowstaste Ignore Windows Key = Ignoriere Windowstaste
@ -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)
@ -539,7 +538,7 @@ Postprocessing effect = Nachbearbeitungs-Effekte
Postprocessing Shader = Nachbearbeitungs-Shader Postprocessing Shader = Nachbearbeitungs-Shader
Recreate Activity = Recreate activity Recreate Activity = Recreate activity
Render duplicate frames to 60hz = Render duplicate frames to 60 Hz Render duplicate frames to 60hz = Render duplicate frames to 60 Hz
RenderDuplicateFrames Tip = Kann Framerate smoother in Spielen machen, die eine niedrige Framerate haben. RenderDuplicateFrames Tip = Kann Framerate smoother in Spielen machen, die eine niedrige Framerate haben.
Rendering Mode = Rendermodus Rendering Mode = Rendermodus
Rendering Resolution = Renderauflösung Rendering Resolution = Renderauflösung
RenderingMode NonBuffered Tip = Schneller, aber keine Anzeige in einigen Spielen RenderingMode NonBuffered Tip = Schneller, aber keine Anzeige in einigen Spielen
@ -720,9 +719,9 @@ Wlan = WLAN
Already contains PSP data = Enthält bereits PSP Daten Already contains PSP data = Enthält bereits PSP Daten
Create or Choose a PSP folder = Create or Choose a PSP folder Create or Choose a PSP folder = Create or Choose a PSP folder
Current = Current Current = Current
DataCanBeShared = Daten können mit PPSSPP Regulär/Gold geteilt werden! DataCanBeShared = Daten können mit PPSSPP Regulär/Gold geteilt werden!
DataCannotBeShared = Daten können NICHT mit Regulär/Gold geteilt werden! DataCannotBeShared = Daten können NICHT mit Regulär/Gold geteilt werden!
DataWillBeLostOnUninstall = Warnung! Dateien gehen verloren beim deinstallieren von PPSSPP. DataWillBeLostOnUninstall = Warnung! Dateien gehen verloren beim deinstallieren von PPSSPP.
DataWillStay = Dateien gehen NICHT verloren beim deinstallieren von PPSSPP. DataWillStay = Dateien gehen NICHT verloren beim deinstallieren von PPSSPP.
Done! = Done! Done! = Done!
EasyUSBAccess = Easy USB access EasyUSBAccess = Easy USB access
@ -1199,7 +1198,7 @@ YYYYMMDD = JJJJMMTT
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = YYYYMMDD
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)

View file

@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = Año/Mes/Día
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -29,7 +29,7 @@ Auto = Automática
Auto-centering analog stick = Auto-centrado del análogo Auto-centering analog stick = Auto-centrado del análogo
Auto-hide buttons after seconds = Ocultar botones después de (en segundos) Auto-hide buttons after seconds = Ocultar botones después de (en segundos)
Auto-switch = Auto-switch Auto-switch = Auto-switch
Base tilt position = Posición de inclinación de la base Base tilt position = Posición de inclinación de la base
Binds = Asignaciones Binds = Asignaciones
Button Binding = Vincular botones Button Binding = Vincular botones
Button Opacity = Transparencia de botones Button Opacity = Transparencia de botones
@ -90,7 +90,7 @@ Screen Rotation = Rotación de pantalla
seconds, 0 : off = Segundos, 0 = No seconds, 0 : off = Segundos, 0 = No
Sensitivity (scale) = Sensibilidad (escala) Sensitivity (scale) = Sensibilidad (escala)
Sensitivity = Sensibilidad Sensitivity = Sensibilidad
Shape = Forma Shape = Forma
Show Touch Pause Menu Button = Mostrar botón del menú Show Touch Pause Menu Button = Mostrar botón del menú
Swipe = Deslizar hacia Swipe = Deslizar hacia
Swipe sensitivity = Sensibilidad del deslizado Swipe sensitivity = Sensibilidad del deslizado
@ -101,7 +101,7 @@ Tilt Input Type = Tipo de control del acelerómetro
Tilt Sensitivity along X axis = Sensibilidad de inclinación del eje X Tilt Sensitivity along X axis = Sensibilidad de inclinación del eje X
Tilt Sensitivity along Y axis = Sensibilidad de inclinación del eje Y Tilt Sensitivity along Y axis = Sensibilidad de inclinación del eje Y
To Calibrate = Para calibrar, pon el aparato en una superficie plana y presiona "Calibrar". To Calibrate = Para calibrar, pon el aparato en una superficie plana y presiona "Calibrar".
Toggle mode = Modo de alternancia Toggle mode = Modo de alternancia
Touch Control Visibility = Visibilidad de pantalla táctil Touch Control Visibility = Visibilidad de pantalla táctil
Use custom right analog = Usar Analog derecho personalizado Use custom right analog = Usar Analog derecho personalizado
Use Mouse Control = Usar el control del ratón Use Mouse Control = Usar el control del ratón
@ -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)
@ -895,7 +894,7 @@ tools = Software libre utilizado:
# Add translators1-6 for up to 6 lines of translator credits. # Add translators1-6 for up to 6 lines of translator credits.
# Leave extra lines blank. 4 contributors per line seems to look best. # Leave extra lines blank. 4 contributors per line seems to look best.
translators1 = VR0, KAGE-008 translators1 = VR0, KAGE-008
translators2 = translators2 =
translators3 = translators3 =
translators4 = translators4 =
translators5 = translators5 =
@ -1199,7 +1198,7 @@ YYYYMMDD = Año/Mes/Día
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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
@ -1199,7 +1198,7 @@ YYYYMMDD = ‎روز/ماه/سال
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = YYYYMMDD
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)
@ -1190,7 +1189,7 @@ YYYYMMDD = AAAAMMJJ
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = AAAA/MM/DD
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = ΧΧΧΧΜΜΗΗ
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = יום/חודש/שנה
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = הנש/שדוח/םוי
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = YYYYMMDD
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = ÉÉÉÉHHNN
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)
@ -725,7 +724,7 @@ DataCannotBeShared = Data tidak bisa dibagi antar PPSSPP reguler/emas!
DataWillBeLostOnUninstall = Peringatan! Data akan hilang ketika Anda menghapus PPSSPP! DataWillBeLostOnUninstall = Peringatan! Data akan hilang ketika Anda menghapus PPSSPP!
DataWillStay = Data akan tetap ada meskipun Anda menghapus PPSSPP. DataWillStay = Data akan tetap ada meskipun Anda menghapus PPSSPP.
Done! = Selesai! Done! = Selesai!
EasyUSBAccess = Akses mudah USB EasyUSBAccess = Akses mudah USB
Failed to move some files! = Gagal memindahkan beberapa berkas! Failed to move some files! = Gagal memindahkan beberapa berkas!
Failed to save config = Gagal menyimpan konfigurasi Failed to save config = Gagal menyimpan konfigurasi
Free space = Penyimpanan bebas Free space = Penyimpanan bebas
@ -746,7 +745,7 @@ Welcome to PPSSPP! = Selamat Datang di PPSSPP!
WhatsThis = Apa ini? WhatsThis = Apa ini?
[Networking] [Networking]
AdHoc Server = Server Ad Hoc AdHoc Server = Server Ad Hoc
AdhocServer Failed to Bind Port = Server Ad Hoc gagal memuat port AdhocServer Failed to Bind Port = Server Ad Hoc gagal memuat port
AM: Data from Unknown Port = AM: Data dari port tidak dikenal AM: Data from Unknown Port = AM: Data dari port tidak dikenal
Auto = Otomatis Auto = Otomatis
@ -791,7 +790,7 @@ Network Initialized = Jaringan terinisiasi
None = Tidak ada None = Tidak ada
Please change your Port Offset = Harap ubah letak port Anda Please change your Port Offset = Harap ubah letak port Anda
Port offset = Letak port (0 = kecocokan dengan PSP) Port offset = Letak port (0 = kecocokan dengan PSP)
Open PPSSPP Multiplayer Wiki Page = Halaman Wiki PPSSPP Ad-Hoc Open PPSSPP Multiplayer Wiki Page = Halaman Wiki PPSSPP Ad-Hoc
proAdhocServer Address: = Ad Hoc alamat server: proAdhocServer Address: = Ad Hoc alamat server:
Quick Chat 1 = Obrolan cepat 1 Quick Chat 1 = Obrolan cepat 1
Quick Chat 2 = Obrolan cepat 2 Quick Chat 2 = Obrolan cepat 2
@ -842,7 +841,7 @@ Cartoon = Kartun
CatmullRom = Bicubic (Catmull-Rom) Upscaler CatmullRom = Bicubic (Catmull-Rom) Upscaler
ColorCorrection = Koreksi Warna ColorCorrection = Koreksi Warna
Contrast = Kontras Contrast = Kontras
CRT = CRT CRT = CRT
FXAA = Mengurangi Artifak Distorsi (FXAA) FXAA = Mengurangi Artifak Distorsi (FXAA)
Gamma = Gamma Gamma = Gamma
Grayscale = Abu-abu Grayscale = Abu-abu
@ -853,7 +852,7 @@ Natural = Warna Natural
NaturalA = Warna Natural (tidak kabur) NaturalA = Warna Natural (tidak kabur)
Off = Mati Off = Mati
Power = Daya Power = Daya
PSPColor = Warna PSP PSPColor = Warna PSP
Saturation = Saturasi Saturation = Saturasi
Scanlines = Pindai Garis (CRT) Scanlines = Pindai Garis (CRT)
Sharpen = Pertajam Sharpen = Pertajam
@ -1199,7 +1198,7 @@ YYYYMMDD = TTTT/BB/HH
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -49,7 +49,7 @@ Customize tilt = Personalizza Inclinazione
D-PAD = Croce direzionale D-PAD = Croce direzionale
Deadzone radius = Raggio della zona morta Deadzone radius = Raggio della zona morta
Disable D-Pad diagonals (4-way touch) = Disattiva Diagonali del D-Pad (Tocco a 4-Vie) Disable D-Pad diagonals (4-way touch) = Disattiva Diagonali del D-Pad (Tocco a 4-Vie)
Disable diagonal input = Disabilita input diagonale Disable diagonal input = Disabilita input diagonale
Double tap = Doppio tocco Double tap = Doppio tocco
Enable gesture control = Abilita controllo gesti Enable gesture control = Abilita controllo gesti
Enable standard shortcut keys = Abilita scorciatoie standard Enable standard shortcut keys = Abilita scorciatoie standard
@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = AAAAMMGG
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = 年/月/日
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = TTTTBBHH
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)

View file

@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = ປີ/ເດືອນ/ວັນ
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = MMMMMMDD
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = TTTTBBHH
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = JJJJMMDD
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = YYYYMMDD
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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.)
@ -1199,7 +1198,7 @@ YYYYMMDD = RRRR/MM/DD
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)
@ -891,10 +890,10 @@ tools = Ferramentas grátis usadas:
# Leave extra lines blank. 4 contributors per line seems to look best. # Leave extra lines blank. 4 contributors per line seems to look best.
translators1 = Papel, gabrielmop, Efraim Lopes, AkiraJkr translators1 = Papel, gabrielmop, Efraim Lopes, AkiraJkr
translators2 = Felipe translators2 = Felipe
translators3 = translators3 =
translators4 = translators4 =
translators5 = translators5 =
translators6 = translators6 =
Twitter @PPSSPP_emu = Twitter @PPSSPP_emu Twitter @PPSSPP_emu = Twitter @PPSSPP_emu
website = Verifique o site da web: website = Verifique o site da web:
written = Escrito em C++ pela velocidade e portabilidade written = Escrito em C++ pela velocidade e portabilidade

View file

@ -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)
@ -890,11 +889,11 @@ tools = Ferramentas gratuitas usadas:
# Add translators1-6 for up to 6 lines of translator credits. # Add translators1-6 for up to 6 lines of translator credits.
# Leave extra lines blank. 4 contributors per line seems to look best. # Leave extra lines blank. 4 contributors per line seems to look best.
translators1 = MicSuit translators1 = MicSuit
translators2 = translators2 =
translators3 = translators3 =
translators4 = translators4 =
translators5 = translators5 =
translators6 = translators6 =
Twitter @PPSSPP_emu = Twitter @PPSSPP_emu Twitter @PPSSPP_emu = Twitter @PPSSPP_emu
website = Verifique o website: website = Verifique o website:
written = PPSSPP foi escrito em C++ pela sua velocidade e portabilidade written = PPSSPP foi escrito em C++ pela sua velocidade e portabilidade

View file

@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = YYYYMMDD
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)
@ -1200,7 +1199,7 @@ YYYYMMDD = ГГГГММДД
[TextureShaders] [TextureShaders]
Off = Выкл. Off = Выкл.
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = YYYYMMDD
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -18,7 +18,7 @@ Use global volume = Paggamit ng pangkalahatang tunog
WASAPI (fast) = WASAPI (Mabilis) WASAPI (fast) = WASAPI (Mabilis)
[Controls] [Controls]
Analog Binding = Bigkisin ang analog Analog Binding = Bigkisin ang analog
Analog Limiter = Taga limit ng analog Analog Limiter = Taga limit ng analog
Analog Settings = Ayusin ang analog Analog Settings = Ayusin ang analog
Analog Stick = Analog stick Analog Stick = Analog stick
@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = TTTTBBPP
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)

View file

@ -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)
@ -1200,7 +1199,7 @@ YYYYMMDD = YYYYAAGG
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = РРРРММДД
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

View file

@ -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)
@ -1199,7 +1198,7 @@ YYYYMMDD = NamThangNgay
[TextureShaders] [TextureShaders]
Off = Off Off = Off
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]

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@ -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)
@ -1193,7 +1192,7 @@ Show Memory Stick folder = 显示记忆棒文件夹
[TextureShaders] [TextureShaders]
Off = 关闭 Off = 关闭
TexMMPX = TexMMPX TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ Tex4xBRZ = Tex4xBRZ
[Themes] [Themes]
@ -1222,4 +1221,4 @@ Filtering settings by '%1' = 设置筛选'%1'
Find settings = 搜索设置 Find settings = 搜索设置
Filter = 筛选 Filter = 筛选
Clear filter = 清除筛选结果 Clear filter = 清除筛选结果
No settings matched '%1' = 未找到设置'%1' No settings matched '%1' = 未找到设置'%1'

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@ -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)

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@ -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);