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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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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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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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int iBloomHack; //0 = off, 1 = safe, 2 = balanced, 3 = aggressive
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bool bBlockTransferGPU;
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bool bDisableShaderBlending;
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bool bFragmentTestCache;
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int iSplineBezierQuality; // 0 = low , 1 = Intermediate , 2 = High
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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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}
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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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return REPLACE_BLEND_BLUE_TO_ALPHA;
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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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switch (eq) {
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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_MAX:
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if (gstate_c.Supports(GPU_SUPPORTS_BLEND_MINMAX)) {
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return REPLACE_BLEND_STANDARD;
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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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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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// 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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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_DOUBLEINVDSTALPHA:
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if (bufferFormat == GE_FORMAT_565)
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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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// 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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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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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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}
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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_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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return REPLACE_BLEND_STANDARD;
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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_DOUBLEINVSRCALPHA:
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@ -357,7 +357,7 @@ ReplaceBlendType ReplaceBlendWithShader(bool allowFramebufferRead, GEBufferForma
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}
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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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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_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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}
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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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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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return REPLACE_BLEND_STANDARD;
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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_DOUBLEINVSRCALPHA:
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if (bufferFormat == GE_FORMAT_565) {
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return REPLACE_BLEND_2X_ALPHA;
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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_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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return REPLACE_BLEND_STANDARD;
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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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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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case GE_DSTBLEND_DOUBLESRCALPHA:
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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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// 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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return REPLACE_BLEND_STANDARD;
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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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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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// 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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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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} else {
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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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// 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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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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}
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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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return REPLACE_BLEND_STANDARD;
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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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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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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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colorMask >>= 8;
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}
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return false;
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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
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// 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,
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// we read from the framebuffer (or a copy of it).
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// 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.
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void ConvertMaskState(GenericMaskState &maskState, bool allowFramebufferRead) {
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void ConvertMaskState(GenericMaskState &maskState) {
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if (gstate_c.blueToAlpha) {
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maskState.applyFramebufferRead = false;
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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;
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break;
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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.maskRGBA[i] = true;
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} else {
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// Use the old heuristic.
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maskState.maskRGBA[i] = channelMask >= 128;
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}
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break;
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}
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colorMask >>= 8;
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}
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@ -1071,7 +1037,7 @@ void ConvertMaskState(GenericMaskState &maskState, bool allowFramebufferRead) {
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}
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// Called even if AlphaBlendEnable == false - it also deals with stencil-related blend state.
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void ConvertBlendState(GenericBlendState &blendState, bool allowFramebufferRead, bool forceReplaceBlend) {
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void ConvertBlendState(GenericBlendState &blendState, bool forceReplaceBlend) {
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// Blending is a bit complex to emulate. This is due to several reasons:
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//
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// * Doubled blend modes (src, dst, inversed) aren't supported in OpenGL.
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@ -1086,7 +1052,7 @@ void ConvertBlendState(GenericBlendState &blendState, bool allowFramebufferRead,
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blendState.dirtyShaderBlendFixValues = false;
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blendState.useBlendColor = false;
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ReplaceBlendType replaceBlend = ReplaceBlendWithShader(allowFramebufferRead, gstate_c.framebufFormat);
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ReplaceBlendType replaceBlend = ReplaceBlendWithShader(gstate_c.framebufFormat);
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if (forceReplaceBlend) {
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replaceBlend = REPLACE_BLEND_READ_FRAMEBUFFER;
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}
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@ -60,7 +60,7 @@ bool IsStencilTestOutputDisabled();
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StencilValueType ReplaceAlphaWithStencilType();
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ReplaceAlphaType ReplaceAlphaWithStencil(ReplaceBlendType replaceBlend);
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ReplaceBlendType ReplaceBlendWithShader(bool allowShaderBlend, GEBufferFormat bufferFormat);
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ReplaceBlendType ReplaceBlendWithShader(GEBufferFormat bufferFormat);
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LogicOpReplaceType ReplaceLogicOpType();
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@ -181,7 +181,7 @@ struct GenericBlendState {
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}
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};
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void ConvertBlendState(GenericBlendState &blendState, bool allowShaderBlend, bool forceReplaceBlend);
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void ConvertBlendState(GenericBlendState &blendState, bool forceReplaceBlend);
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void ApplyStencilReplaceAndLogicOpIgnoreBlend(ReplaceAlphaType replaceAlphaWithStencil, GenericBlendState &blendState);
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struct GenericMaskState {
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@ -190,8 +190,7 @@ struct GenericMaskState {
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bool maskRGBA[4]; // true = draw, false = don't draw this channel
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};
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void ConvertMaskState(GenericMaskState &maskState, bool allowFramebufferRead);
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bool IsColorWriteMaskComplex(bool allowFramebufferRead);
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void ConvertMaskState(GenericMaskState &maskState);
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struct GenericStencilFuncState {
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bool enabled;
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@ -269,8 +269,8 @@ void ComputeFragmentShaderID(FShaderID *id_out, const ComputedPipelineState &pip
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ReplaceAlphaType stencilToAlpha = pipelineState.blendState.replaceAlphaWithStencil;
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// For debugging, can probably delete soon.
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// _assert_(colorWriteMask == IsColorWriteMaskComplex(gstate_c.allowFramebufferRead));
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// _assert_(replaceBlend == ReplaceBlendWithShader(gstate_c.allowFramebufferRead, gstate_c.framebufFormat);
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// _assert_(colorWriteMask == IsColorWriteMaskComplex());
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// _assert_(replaceBlend == ReplaceBlendWithShader(gstate_c.framebufFormat);
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// _assert_(stencilToAlpha == ReplaceAlphaWithStencil(replaceBlend));
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// 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) {
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bool useBufferedRendering = framebufferManager_->UseBufferedRendering();
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// Blend
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if (gstate_c.IsDirty(DIRTY_BLEND_STATE)) {
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gstate_c.SetAllowFramebufferRead(!g_Config.bDisableShaderBlending);
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if (gstate.isModeClear()) {
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keys_.blend.value = 0; // full wipe
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keys_.blend.blendEnable = false;
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@ -156,8 +155,8 @@ void DrawEngineD3D11::ApplyDrawState(int prim) {
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GenericMaskState &maskState = pipelineState_.maskState;
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GenericBlendState &blendState = pipelineState_.blendState;
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ConvertMaskState(maskState, gstate_c.allowFramebufferRead);
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ConvertBlendState(blendState, gstate_c.allowFramebufferRead, maskState.applyFramebufferRead);
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ConvertMaskState(maskState);
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ConvertBlendState(blendState, maskState.applyFramebufferRead);
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if (blendState.applyFramebufferRead || maskState.applyFramebufferRead) {
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ApplyFramebufferRead(&fboTexNeedsBind_);
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|
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@ -119,7 +119,6 @@ void DrawEngineDX9::ApplyDrawState(int prim) {
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bool useBufferedRendering = framebufferManager_->UseBufferedRendering();
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if (gstate_c.IsDirty(DIRTY_BLEND_STATE)) {
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gstate_c.SetAllowFramebufferRead(!g_Config.bDisableShaderBlending);
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if (gstate.isModeClear()) {
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dxstate.blend.disable();
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// Color Mask
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@ -134,8 +133,8 @@ void DrawEngineDX9::ApplyDrawState(int prim) {
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} else {
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GenericMaskState &maskState = pipelineState_.maskState;
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GenericBlendState &blendState = pipelineState_.blendState;
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ConvertMaskState(maskState, gstate_c.allowFramebufferRead);
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ConvertBlendState(blendState, gstate_c.allowFramebufferRead, maskState.applyFramebufferRead);
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ConvertMaskState(maskState);
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ConvertBlendState(blendState, maskState.applyFramebufferRead);
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if (blendState.applyFramebufferRead || maskState.applyFramebufferRead) {
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ApplyFramebufferRead(&fboTexNeedsBind_);
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|
|
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@ -145,8 +145,6 @@ void DrawEngineGLES::ApplyDrawState(int prim) {
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bool useBufferedRendering = framebufferManager_->UseBufferedRendering();
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if (gstate_c.IsDirty(DIRTY_BLEND_STATE)) {
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gstate_c.SetAllowFramebufferRead(!g_Config.bDisableShaderBlending);
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if (gstate.isModeClear()) {
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// Color Test
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bool colorMask = gstate.isClearModeColorMask();
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@ -155,8 +153,8 @@ void DrawEngineGLES::ApplyDrawState(int prim) {
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} else {
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GenericMaskState &maskState = pipelineState_.maskState;
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GenericBlendState &blendState = pipelineState_.blendState;
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ConvertMaskState(maskState, gstate_c.allowFramebufferRead);
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ConvertBlendState(blendState, gstate_c.allowFramebufferRead, maskState.applyFramebufferRead);
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ConvertMaskState(maskState);
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ConvertBlendState(blendState, maskState.applyFramebufferRead);
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if (blendState.applyFramebufferRead || maskState.applyFramebufferRead) {
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ApplyFramebufferRead(&fboTexNeedsBind_);
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|
|
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@ -550,12 +550,6 @@ struct GPUStateCache {
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Dirty(DIRTY_TEXCLAMP);
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}
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}
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void SetAllowFramebufferRead(bool allow) {
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if (allowFramebufferRead != allow) {
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allowFramebufferRead = allow;
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Dirty(DIRTY_FRAGMENTSHADER_STATE);
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}
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}
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void SetTextureIs3D(bool is3D) {
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if (is3D != curTextureIs3D) {
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curTextureIs3D = is3D;
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@ -583,7 +577,6 @@ struct GPUStateCache {
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bool bgraTexture;
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bool needShaderTexClamp;
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bool allowFramebufferRead;
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float morphWeights[8];
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u32 deferredVertTypeDirty;
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|
|
@ -135,7 +135,6 @@ void DrawEngineVulkan::ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManag
|
|||
bool useBufferedRendering = framebufferManager_->UseBufferedRendering();
|
||||
|
||||
if (gstate_c.IsDirty(DIRTY_BLEND_STATE)) {
|
||||
gstate_c.SetAllowFramebufferRead(!g_Config.bDisableShaderBlending);
|
||||
if (gstate.isModeClear()) {
|
||||
key.logicOpEnable = false;
|
||||
key.logicOp = VK_LOGIC_OP_CLEAR;
|
||||
|
@ -163,8 +162,8 @@ void DrawEngineVulkan::ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManag
|
|||
|
||||
GenericMaskState &maskState = pipelineState_.maskState;
|
||||
GenericBlendState &blendState = pipelineState_.blendState;
|
||||
ConvertMaskState(maskState, gstate_c.allowFramebufferRead);
|
||||
ConvertBlendState(blendState, gstate_c.allowFramebufferRead, maskState.applyFramebufferRead);
|
||||
ConvertMaskState(maskState);
|
||||
ConvertBlendState(blendState, maskState.applyFramebufferRead);
|
||||
|
||||
if (blendState.applyFramebufferRead || maskState.applyFramebufferRead) {
|
||||
ApplyFramebufferRead(&fboTexNeedsBind_);
|
||||
|
|
|
@ -507,9 +507,6 @@ void GameSettingsScreen::CreateViews() {
|
|||
});
|
||||
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.
|
||||
/*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
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Disable slower effects (speedup)
|
||||
Disabled = Disabled
|
||||
Display layout editor = Display layout editor
|
||||
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
|||
Device = Device
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Disable slower effects (speedup)
|
||||
Disabled = Disabled
|
||||
Display layout editor = Display layout editor
|
||||
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
|||
Device = Device
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Disable slower effects (speedup)
|
||||
Disabled = Disabled
|
||||
Display layout editor = Display layout editor
|
||||
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
|||
Device = Device
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Disable slower effects (speedup)
|
||||
Disabled = Disabled
|
||||
Display layout editor = Display layout editor
|
||||
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
|||
Device = Device
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Zakázat pomalejší efekty (zrychlení)
|
||||
Disabled = Disabled
|
||||
Display layout editor = Zobrazit editor rozvržení
|
||||
Display Resolution (HW scaler) = Rozlišení obrazovky (Hardwarové zvětšení)
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Retter visuel banding fejl in opskalerede textures
|
|||
Device = Device
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Deaktiver langsommere effekter (hurtigere)
|
||||
Disabled = Disabled
|
||||
Display layout editor = Display layout editor
|
||||
Display Resolution (HW scaler) = Skærmopløsning (HW scaler)
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Behebt visuelle Artifakte von hochskalierten Texturen
|
|||
Device = Gerät
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Deaktiviere langsame Effekte (schneller)
|
||||
Disabled = Deaktiviert
|
||||
Display layout editor = Bildschirmlayout Editor
|
||||
Display Resolution (HW scaler) = Bildschirmauflösung (HW Skalierung)
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
|||
Device = Device
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Disable slower effects (speedup)
|
||||
Disabled = Disabled
|
||||
Display layout editor = Display layout editor
|
||||
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
||||
|
|
|
@ -514,7 +514,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
|||
Device = Device
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Disable slower effects (speedup)
|
||||
Disabled = Disabled
|
||||
Display layout editor = Display layout editor
|
||||
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
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Desactivar efectos más lentos (rápido)
|
||||
Disabled = Desactivado
|
||||
Display layout editor = Editor del área de pantalla
|
||||
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
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Desactivar efectos más lentos (rápido)
|
||||
Disabled = Apagado
|
||||
Display layout editor = Editor del área de pantalla
|
||||
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
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = غیر فعال کردن افکت های کند (افزایش سرعت)
|
||||
Disabled = Disabled
|
||||
Display layout editor = ویرایشگر چیدمان صفحه
|
||||
Display Resolution (HW scaler) = رزولوشن صفحه
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
|||
Device = Device
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Disable slower effects (speedup)
|
||||
Disabled = Disabled
|
||||
Display layout editor = Display layout editor
|
||||
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
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Désactiver les effets les plus lourds (gain de vitesse)
|
||||
Disabled = Désactivé
|
||||
Display layout editor = Éditeur d'affichage
|
||||
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
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Desactivar efectos máis lentos (rápido)
|
||||
Disabled = Disabled
|
||||
Display layout editor = Display layout editor
|
||||
Display Resolution (HW scaler) = Resolución de pantalla (escalado por hardware)
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Διορθώνει μικρές ατέλειες υφών με
|
|||
Device = Device
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Απενεργοποίηση χρονοβόρων εφέ (άυξηση ταχύτητας)
|
||||
Disabled = Απενεργοποιημένο
|
||||
Display layout editor = Επεξεργασία διάταξης οθόνης
|
||||
Display Resolution (HW scaler) = Ανάλυση οθόνης (Κλιμακοτής hardware)
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
|||
Device = Device
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Disable slower effects (speedup)
|
||||
Disabled = Disabled
|
||||
Display layout editor = Display layout editor
|
||||
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
|||
Device = Device
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Disable slower effects (speedup)
|
||||
Disabled = Disabled
|
||||
Display layout editor = Display layout editor
|
||||
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Popravlja vizualne banding glitcheve u podignutim teksturama
|
|||
Device = Uređaj
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Isključite sporije efekte (ubrzava)
|
||||
Disabled = Isključeno
|
||||
Display layout editor = Prikaz layout uređivača
|
||||
Display Resolution (HW scaler) = Prikaz rezolucije (HW mjeritelj)
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Skálázásból eredő kisebb textúra hibák megszüntetése.
|
|||
Device = Eszköz
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Lassú effektek letiltása (gyorsítás)
|
||||
Disabled = Letiltva
|
||||
Display layout editor = Elrendezés szerkesztő
|
||||
Display Resolution (HW scaler) = Megjelenítési felbontás (HW skálázó)
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Memperbaiki gangguan pita visual pada tekstur yang ditingkatka
|
|||
Device = Perangkat
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Matikan efek lambat (mempercepat)
|
||||
Disabled = Nonaktif
|
||||
Display layout editor = Penyesuaian tata letak tampilan
|
||||
Display Resolution (HW scaler) = Resolusi tampilan (penskala HW)
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Sistema i possibili problemi visivi nelle texture upscalate
|
|||
Device = Dispositivo
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Disattiva gli effetti più lenti (veloce)
|
||||
Disabled = Disabilitato
|
||||
Display layout editor = Editor Display
|
||||
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
|
||||
Direct3D 9 = Direct3D 9
|
||||
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
|
||||
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)
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
|||
Device = Device
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Mateni efek alon (luwih cepet)
|
||||
Disabled = Disabled
|
||||
Display layout editor = Tata letak Tampilan editor
|
||||
Display Resolution (HW scaler) = Resolusi tampilan (HW scaler)
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = 업스케일링된 텍스처의 시각적 밴딩 결함 수정
|
|||
Device = 장치
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = 느린 효과 비활성화 (속도 향상)
|
||||
Disabled = 비활성화
|
||||
Display layout editor = 화면 레이아웃 편집기
|
||||
Display Resolution (HW scaler) = 화면 해상도(HW 스케일러)
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = ແກ້ໄຂການສະແດງຜົນຜິດພ
|
|||
Device = Device
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = ປິດເອັບເຟກທີ່ເຮັດໃຫ້ເກມຊ້າ (ໄວຂຶ້ນ)
|
||||
Disabled = Disabled
|
||||
Display layout editor = ແກ້ໄຂຮູບແບບໜ້າຈໍ
|
||||
Display Resolution (HW scaler) = ຄວາມລະອຽດໜ້າຈໍ (ຕາມຮາດແວຣ໌)
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
|||
Device = Device
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Išjungti lėtesnius efektus (greičio didintojas)
|
||||
Disabled = Disabled
|
||||
Display layout editor = Display layout editor
|
||||
Display Resolution (HW scaler) = Ekrano rezoliucija ("HW" ištiesinimas)
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
|||
Device = Device
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Disable slower effects (speedup)
|
||||
Disabled = Disabled
|
||||
Display layout editor = Display layout editor
|
||||
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Verhelpt visuele streepglitches in opgeschaalde textures
|
|||
Device = Device
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Tragere effecten uitschakelen (sneller)
|
||||
Disabled = Disabled
|
||||
Display layout editor = Schermweergave bewerken
|
||||
Display Resolution (HW scaler) = Schermresolutie (hardware)
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
|||
Device = Device
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Disable slower effects (speedup)
|
||||
Disabled = Disabled
|
||||
Display layout editor = Display layout editor
|
||||
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Poprawia banding koloru na przeskalowanych teksturach
|
|||
Device = Urządzenie
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Wył. wolniejsze efekty (przyśpieszenie)
|
||||
Disabled = Wył.
|
||||
Display layout editor = Edytor położenia obrazu
|
||||
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
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Desativa efeitos mais lentos (mais rápido)
|
||||
Disabled = Desativado
|
||||
Display layout editor = Exibe o editor dos esquemas
|
||||
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
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Desativa efeitos mais lentos (mais rápido)
|
||||
Disabled = Desativado
|
||||
Display layout editor = Mostrar o editor dos esquemas
|
||||
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
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Dezactivare efecte lente (mărire viteză)
|
||||
Disabled = Disabled
|
||||
Display layout editor = Display layout editor
|
||||
Display Resolution (HW scaler) = Rezoluție ecran (scalare HW)
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Исправляет полосатость в масштаб
|
|||
Device = Устройство
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Отключить медленные эффекты (быстрее)
|
||||
Disabled = Отключено
|
||||
Display layout editor = Редактор расположения экрана
|
||||
Display Resolution (HW scaler) = Разрешение экрана (аппаратное)
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
|||
Device = Enhet
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Stäng av långsamma effects (speedup)
|
||||
Disabled = Avstängd
|
||||
Display layout editor = Skärmlayouteditor
|
||||
Display Resolution (HW scaler) = Skärmupplösning (HW scaler)
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Fixes visual banding glitches in upscaled textures
|
|||
Device = Device
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Wag paganahin ang slower effects (pampa-bilis)
|
||||
Disabled = Disabled
|
||||
Display layout editor = Display layout editor
|
||||
Display Resolution (HW scaler) = Display resolution (HW scaler)
|
||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = แก้ไขขอบภาพเบลอ หรือภ
|
|||
Device = การ์ดจอ
|
||||
Direct3D 9 = ไดเร็คท์ 3D 9
|
||||
Direct3D 11 = ไดเร็คท์ 3D 11
|
||||
Disable slower effects (speedup) = ปิดเอฟเฟ็คท์ที่ทำให้เกมช้า (เร่งความเร็ว)
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||||
Disabled = ปิดการใช้งาน
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||||
Display layout editor = แก้ไขรูปแบบของหน้าจอ
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||||
Display Resolution (HW scaler) = ความละเอียดหน้าจอ (ตามฮาร์ดแวร์)
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||||
|
|
|
@ -492,7 +492,6 @@ Deposterize Tip = Yeniden ölçeklenen dokulardaki görsel şerit hatalarını d
|
|||
Device = Cihaz
|
||||
Direct3D 9 = Direct3D 9
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||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Daha yavaş efektleri kapatın (daha hızlı)
|
||||
Disabled = Devre dışı
|
||||
Display layout editor = Görüntü Düzeni Düzenleyicisi
|
||||
Display Resolution (HW scaler) = Görüntü Çözünürlüğü (HW scaler)
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||||
|
|
|
@ -490,7 +490,6 @@ Deposterize Tip = Виправляє візуальні глюки в масшт
|
|||
Device = Пристрій
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Вимкнути повільні ефекти (прискорення)
|
||||
Disabled = Вимкнено
|
||||
Display layout editor = Редактор розташування екрану
|
||||
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
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = Tắt hiệu ứng làm chậm (tăng tốc)
|
||||
Disabled = Vô hiệu hóa
|
||||
Display layout editor = Chỉnh bố trí hiển thị
|
||||
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
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = 停用较慢的渲染效果(提速)
|
||||
Disabled = 禁用
|
||||
Display layout editor = 显示布局编辑器
|
||||
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
|
||||
Direct3D 9 = Direct3D 9
|
||||
Direct3D 11 = Direct3D 11
|
||||
Disable slower effects (speedup) = 停用較慢的效果(提升速度)
|
||||
Disabled = 已禁用
|
||||
Display layout editor = 自訂版面
|
||||
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_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<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<std::string> ppsspp_change_mac_address[] = {
|
||||
{"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_retain_changed_textures.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_texture_scaling_level.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_force_lag_sync.Update(&g_Config.bForceLagSync);
|
||||
ppsspp_spline_quality.Update(&g_Config.iSplineBezierQuality);
|
||||
ppsspp_disable_shader_blending.Update(&g_Config.bDisableShaderBlending);
|
||||
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_level_update = ppsspp_texture_scaling_level.Update(&g_Config.iTexScalingLevel);
|
||||
|
|
Loading…
Add table
Reference in a new issue