mirror of
https://github.com/hrydgard/ppsspp.git
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Merge pull request #17224 from hrydgard/integer-scaling
Add support for integer scale factor for display
This commit is contained in:
commit
ecfd4759dd
52 changed files with 78 additions and 17 deletions
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@ -870,6 +870,7 @@ static const ConfigSetting graphicsSettings[] = {
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ConfigSetting("DisplayOffsetX", &g_Config.fDisplayOffsetX, 0.5f, true, true),
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ConfigSetting("DisplayOffsetY", &g_Config.fDisplayOffsetY, 0.5f, true, true),
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ConfigSetting("DisplayScale", &g_Config.fDisplayScale, 1.0f, true, true),
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ConfigSetting("DisplayIntegerScale", &g_Config.bDisplayIntegerScale, false, true, true),
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ConfigSetting("DisplayAspectRatio", &g_Config.fDisplayAspectRatio, 1.0f, true, true),
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ConfigSetting("DisplayStretch", &g_Config.bDisplayStretch, false, true, true),
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@ -174,6 +174,7 @@ public:
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float fDisplayOffsetX;
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float fDisplayOffsetY;
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float fDisplayScale; // Relative to the most constraining axis (x or y).
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bool bDisplayIntegerScale; // Snaps scaling to integer scale factors in raw pixels.
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float fDisplayAspectRatio; // Stored relative to the PSP's native ratio, so 1.0 is the normal pixel aspect ratio.
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bool bImmersiveMode; // Mode on Android Kitkat 4.4 and later that hides the back button etc.
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@ -2046,7 +2046,7 @@ static u32 sceIoDevctl(const char *name, int cmd, u32 argAddr, int argLen, u32 o
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return 0;
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case EMULATOR_DEVCTL__GET_ASPECT_RATIO:
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if (Memory::IsValidAddress(outPtr)) {
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// TODO: Share code with CenterDisplayOutputRect to take a few more things into account.
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// TODO: Share code with CalculateDisplayOutputRect to take a few more things into account.
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// I have a planned further refactoring.
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float ar;
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if (g_Config.bDisplayStretch) {
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@ -1192,7 +1192,7 @@ void FramebufferManagerCommon::DrawPixels(VirtualFramebuffer *vfb, int dstX, int
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flags = flags | DRAWTEX_TO_BACKBUFFER;
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FRect frame = GetScreenFrame(pixelWidth_, pixelHeight_);
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FRect rc;
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CenterDisplayOutputRect(&rc, 480.0f, 272.0f, frame, ROTATION_LOCKED_HORIZONTAL);
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CalculateDisplayOutputRect(&rc, 480.0f, 272.0f, frame, ROTATION_LOCKED_HORIZONTAL);
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SetViewport2D(rc.x, rc.y, rc.w, rc.h);
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draw_->SetScissorRect(0, 0, pixelWidth_, pixelHeight_);
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}
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@ -583,7 +583,7 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo
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float pixelH = PSP_CoreParameter().pixelHeight;
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FRect frame = GetScreenFrame(pixelW, pixelH);
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FRect rc;
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CenterDisplayOutputRect(&rc, 480, 272, frame, ROTATION_LOCKED_HORIZONTAL);
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CalculateDisplayOutputRect(&rc, 480, 272, frame, ROTATION_LOCKED_HORIZONTAL);
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displayOffsetX = rc.x;
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displayOffsetY = rc.y;
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renderWidth = rc.w;
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@ -68,13 +68,13 @@ FRect GetScreenFrame(float pixelWidth, float pixelHeight) {
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return rc;
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}
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void CenterDisplayOutputRect(FRect *rc, float origW, float origH, const FRect &frame, int rotation) {
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void CalculateDisplayOutputRect(FRect *rc, float origW, float origH, const FRect &frame, int rotation) {
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float outW;
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float outH;
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bool rotated = rotation == ROTATION_LOCKED_VERTICAL || rotation == ROTATION_LOCKED_VERTICAL180;
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bool stretch = g_Config.bDisplayStretch;
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bool stretch = g_Config.bDisplayStretch && !g_Config.bDisplayIntegerScale;
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float offsetX = g_Config.fDisplayOffsetX;
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float offsetY = g_Config.fDisplayOffsetY;
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@ -87,7 +87,7 @@ void CenterDisplayOutputRect(FRect *rc, float origW, float origH, const FRect &f
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// Ye olde 1080p hack, new version: If everything is setup to exactly cover the screen (defaults), and the screen display aspect ratio is 16:9,
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// stretch the PSP's aspect ratio veeery slightly to fill it completely.
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if (scale == 1.0f && offsetX == 0.5f && offsetY == 0.5f && aspectRatioAdjust == 1.0f) {
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if (scale == 1.0f && offsetX == 0.5f && offsetY == 0.5f && aspectRatioAdjust == 1.0f && !g_Config.bDisplayIntegerScale) {
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if (fabsf(frame.w / frame.h - 16.0f / 9.0f) < 0.0001f) {
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aspectRatioAdjust = (frame.w / frame.h) / (480.0f / 272.0f);
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}
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@ -122,6 +122,15 @@ void CenterDisplayOutputRect(FRect *rc, float origW, float origH, const FRect &f
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outH = scaledHeight;
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}
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if (g_Config.bDisplayIntegerScale) {
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float wDim = 480.0f;
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if (rotated) {
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wDim = 272.0f;
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}
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outW = std::max(1.0f, floorf(outW / wDim)) * wDim;
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outH = outW / origRatio;
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}
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if (IsVREnabled()) {
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rc->x = 0;
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rc->y = 0;
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@ -363,7 +372,7 @@ bool PresentationCommon::BuildPostShader(const ShaderInfo * shaderInfo, const Sh
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// If the current shader uses output res (not next), we will use output res for it.
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FRect rc;
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FRect frame = GetScreenFrame((float)pixelWidth_, (float)pixelHeight_);
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CenterDisplayOutputRect(&rc, 480.0f, 272.0f, frame, g_Config.iInternalScreenRotation);
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CalculateDisplayOutputRect(&rc, 480.0f, 272.0f, frame, g_Config.iInternalScreenRotation);
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nextWidth = (int)rc.w;
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nextHeight = (int)rc.h;
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}
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@ -639,7 +648,7 @@ void PresentationCommon::CopyToOutput(OutputFlags flags, int uvRotation, float u
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pixelWidth /= 2;
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}
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FRect rc;
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CenterDisplayOutputRect(&rc, 480.0f, 272.0f, frame, uvRotation);
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CalculateDisplayOutputRect(&rc, 480.0f, 272.0f, frame, uvRotation);
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if (GetGPUBackend() == GPUBackend::DIRECT3D9) {
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rc.x -= 0.5f;
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@ -48,7 +48,7 @@ struct FRect {
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};
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FRect GetScreenFrame(float pixelWidth, float pixelHeight);
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void CenterDisplayOutputRect(FRect *rc, float origW, float origH, const FRect &frame, int rotation);
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void CalculateDisplayOutputRect(FRect *rc, float origW, float origH, const FRect &frame, int rotation);
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namespace Draw {
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class Buffer;
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8
Tools/langtool/Cargo.lock
generated
8
Tools/langtool/Cargo.lock
generated
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@ -106,18 +106,18 @@ dependencies = [
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[[package]]
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name = "proc-macro2"
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version = "1.0.51"
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version = "1.0.55"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "5d727cae5b39d21da60fa540906919ad737832fe0b1c165da3a34d6548c849d6"
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checksum = "1d0dd4be24fcdcfeaa12a432d588dc59bbad6cad3510c67e74a2b6b2fc950564"
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dependencies = [
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"unicode-ident",
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]
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[[package]]
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name = "quote"
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version = "1.0.23"
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version = "1.0.26"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "8856d8364d252a14d474036ea1358d63c9e6965c8e5c1885c18f73d70bff9c7b"
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checksum = "4424af4bf778aae2051a77b60283332f386554255d722233d09fbfc7e30da2fc"
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dependencies = [
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"proc-macro2",
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]
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@ -134,7 +134,7 @@ void DisplayLayoutScreen::DrawBackground(UIContext &dc) {
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// TODO: Clean this up a bit, this GetScreenFrame/CenterDisplay combo is too common.
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FRect screenFrame = GetScreenFrame(g_display.pixel_xres, g_display.pixel_yres);
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FRect rc;
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CenterDisplayOutputRect(&rc, 480.0f, 272.0f, screenFrame, g_Config.iInternalScreenRotation);
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CalculateDisplayOutputRect(&rc, 480.0f, 272.0f, screenFrame, g_Config.iInternalScreenRotation);
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dc.Flush();
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ImageID bg = ImageID("I_PSP_DISPLAY");
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@ -241,14 +241,19 @@ void DisplayLayoutScreen::CreateViews() {
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if (!IsVREnabled()) {
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auto stretch = new CheckBox(&g_Config.bDisplayStretch, gr->T("Stretch"));
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stretch->SetDisabledPtr(&g_Config.bDisplayIntegerScale);
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rightColumn->Add(stretch);
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PopupSliderChoiceFloat *aspectRatio = new PopupSliderChoiceFloat(&g_Config.fDisplayAspectRatio, 0.5f, 2.0f, gr->T("Aspect Ratio"), screenManager());
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rightColumn->Add(aspectRatio);
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aspectRatio->SetDisabledPtr(&g_Config.bDisplayStretch);
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aspectRatio->SetEnabledFunc([]() {
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return !g_Config.bDisplayStretch && !g_Config.bDisplayIntegerScale;
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});
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aspectRatio->SetHasDropShadow(false);
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aspectRatio->SetLiveUpdate(true);
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rightColumn->Add(new CheckBox(&g_Config.bDisplayIntegerScale, gr->T("Integer scale factor")));
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#if PPSSPP_PLATFORM(ANDROID)
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// Hide insets option if no insets, or OS too old.
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if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= 28 &&
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@ -295,8 +300,10 @@ void DisplayLayoutScreen::CreateViews() {
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leftColumn->Add(new Spacer(24.0f));
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}
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static const char *bufFilters[] = { "Linear", "Nearest", };
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leftColumn->Add(new PopupMultiChoice(&g_Config.iBufFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gr->GetName(), screenManager()));
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if (!IsVREnabled()) {
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static const char *bufFilters[] = { "Linear", "Nearest", };
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leftColumn->Add(new PopupMultiChoice(&g_Config.iBufFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gr->GetName(), screenManager()));
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}
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Draw::DrawContext *draw = screenManager()->getDrawContext();
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@ -509,6 +509,7 @@ High = عالي
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Hybrid = هجين
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Hybrid + Bicubic = هجين + تكعيب
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Ignore camera notch when centering = Ignore camera notch when centering
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Integer scale factor = Integer scale factor
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Internal Resolution = Internal resolution
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Lazy texture caching = Lazy texture caching (speedup)
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Lazy texture caching Tip = Faster, but can cause text problems in a few games
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@ -501,6 +501,7 @@ High = High
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Hybrid = Hybrid
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Hybrid + Bicubic = Hybrid + Bicubic
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Ignore camera notch when centering = Ignore camera notch when centering
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Integer scale factor = Integer scale factor
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Internal Resolution = Internal resolution
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Lazy texture caching = Lazy texture caching (speedup)
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Lazy texture caching Tip = Faster, but can cause text problems in a few games
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@ -501,6 +501,7 @@ High = High
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Hybrid = Hybrid
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Hybrid + Bicubic = Hybrid + Bicubic
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Ignore camera notch when centering = Ignore camera notch when centering
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Integer scale factor = Integer scale factor
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Internal Resolution = Вътрешна резолюция
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Lazy texture caching = Мързеливо текстурно кеширане (ускорява)
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Lazy texture caching Tip = Faster, but can cause text problems in a few games
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@ -501,6 +501,7 @@ High = Alta
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Hybrid = Híbrid
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Hybrid + Bicubic = Híbrid i bicúbic
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Ignore camera notch when centering = Ignora la notch de la càmera usant el centre d'imatge.
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Integer scale factor = Integer scale factor
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Internal Resolution = Resolució interna
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Lazy texture caching = Memòria cau de textures diferit (ràpid)
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Lazy texture caching Tip = Ràpid, però puc provocar problemes als textos d'alguns jocs
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@ -501,6 +501,7 @@ High = Vysoká
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Hybrid = Hybridní
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Hybrid + Bicubic = Hybridní + Bikubická
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Ignore camera notch when centering = Ignore camera notch when centering
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Integer scale factor = Integer scale factor
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Internal Resolution = Vnitřní rozlišení
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Lazy texture caching = Líné ukládání textur do mezipaměti (zrychlení)
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Lazy texture caching Tip = Faster, but can cause text problems in a few games
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@ -500,6 +500,7 @@ High = Høj
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Hybrid = Hybrid
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Hybrid + Bicubic = Hybrid + Bicubisk
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Ignore camera notch when centering = Ignore camera notch when centering
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Integer scale factor = Integer scale factor
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Internal Resolution = Intern opløsning
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Lazy texture caching = Træg textur caching (hurtigere)
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Lazy texture caching Tip = Faster, but can cause text problems in a few games
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@ -500,6 +500,7 @@ High = Hoch
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Hybrid = Hybrid
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Hybrid + Bicubic = Hybrid + Bikubisch
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Ignore camera notch when centering = Ignore camera notch when centering
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Integer scale factor = Integer scale factor
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Internal Resolution = Interne Auflösung
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Lazy texture caching = Träges Textur-Caching (schneller)
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Lazy texture caching Tip = Faster, but can cause text problems in a few games
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@ -501,6 +501,7 @@ High = High
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Hybrid = Hybrid
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Hybrid + Bicubic = Hybrid + Bicubic
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Ignore camera notch when centering = Ignore camera notch when centering
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Integer scale factor = Integer scale factor
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Internal Resolution = Internal resolution
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Lazy texture caching = Lazy texture caching (speedup)
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Lazy texture caching Tip = Faster, but can cause text problems in a few games
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@ -525,6 +525,7 @@ High = High
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Hybrid = Hybrid
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Hybrid + Bicubic = Hybrid + Bicubic
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Ignore camera notch when centering = Ignore camera notch when centering
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Integer scale factor = Integer scale factor
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Internal Resolution = Internal resolution
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Lazy texture caching = Lazy texture caching (speedup)
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Lazy texture caching Tip = Faster, but can cause text problems in a few games
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@ -500,6 +500,7 @@ High = Alta
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Hybrid = Híbrido
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Hybrid + Bicubic = Híbrido y bicúbico
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Ignore camera notch when centering = Ignorar notch de la cámara usando centrado de imagen.
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Integer scale factor = Integer scale factor
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Internal Resolution = Resolución interna
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Lazy texture caching = Caché de texturas diferido (rápido)
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Lazy texture caching Tip = Rápido, pero puedo provocar problemas en los textos de algunos juegos
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@ -500,6 +500,7 @@ High = Alta
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Hybrid = Híbrido
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Hybrid + Bicubic = Híbrido + bicúbico
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Ignore camera notch when centering = Ignorar muesca de la cámara al centrar
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Integer scale factor = Integer scale factor
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Internal Resolution = Resolución interna
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Lazy texture caching = Caché de texturas diferido (rápido)
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Lazy texture caching Tip = Faster, but can cause text problems in a few games
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@ -500,6 +500,7 @@ High = زیاد
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Hybrid = Hybrid (ترکیبی)
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Hybrid + Bicubic = Hybrid + Bicubic
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Ignore camera notch when centering = Ignore camera notch when centering
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Integer scale factor = Integer scale factor
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Internal Resolution = رزولوشن داخلی
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Lazy texture caching = کش کردن تکسچر های ماندگار (افزایش سرعت)
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Lazy texture caching Tip = Faster, but can cause text problems in a few games
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@ -501,6 +501,7 @@ High = High
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Hybrid = Hybridi
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Hybrid + Bicubic = Hybrid + Bicubic
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Ignore camera notch when centering = Ignore camera notch when centering
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Integer scale factor = Integer scale factor
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Internal Resolution = Internal resolution
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Lazy texture caching = Lazy texture caching (speedup)
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Lazy texture caching Tip = Faster, but can cause text problems in a few games
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@ -501,6 +501,7 @@ High = Haute
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Hybrid = Hybride
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Hybrid + Bicubic = Hybride + Bicubique
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Ignore camera notch when centering = Ignorer l'encoche de la caméra lors du centrage
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Integer scale factor = Integer scale factor
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Internal Resolution = Définition interne
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Lazy texture caching = Mise en cache paresseuse des textures (gain de vitesse)
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Lazy texture caching Tip = Faster, but can cause text problems in a few games
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@ -501,6 +501,7 @@ High = Alta
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Hybrid = Híbrido
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Hybrid + Bicubic = Híbrido + Bicúbico
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Ignore camera notch when centering = Ignore camera notch when centering
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Integer scale factor = Integer scale factor
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Internal Resolution = Resolución interna
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Lazy texture caching = Caché de texturas diferido (rápido)
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Lazy texture caching Tip = Faster, but can cause text problems in a few games
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@ -501,6 +501,7 @@ High = Υψηλή
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Hybrid = Υβριδική
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Hybrid + Bicubic = Υβριδική + Διακυβική
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Ignore camera notch when centering = Ignore camera notch when centering
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Integer scale factor = Integer scale factor
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Internal Resolution = Εσωτερική Ανάλυση
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Lazy texture caching = Τεμπέλικη προσωρινή μνήμη υφών (ταχύτερο)
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Lazy texture caching Tip = Faster, but can cause text problems in a few games
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@ -501,6 +501,7 @@ High = High
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Hybrid = היברידי
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Hybrid + Bicubic = היברידי + Bicubic
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Ignore camera notch when centering = Ignore camera notch when centering
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Integer scale factor = Integer scale factor
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Internal Resolution = Internal resolution
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Lazy texture caching = Lazy texture caching (speedup)
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Lazy texture caching Tip = Faster, but can cause text problems in a few games
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|
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@ -501,6 +501,7 @@ High = High
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Hybrid = ידירביה
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Hybrid + Bicubic = ידירביה + Bicubic
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Ignore camera notch when centering = Ignore camera notch when centering
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Integer scale factor = Integer scale factor
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Internal Resolution = Internal resolution
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Lazy texture caching = Lazy texture caching (speedup)
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Lazy texture caching Tip = Faster, but can cause text problems in a few games
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@ -501,6 +501,7 @@ High = Visoko
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Hybrid = Hibrid
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Hybrid + Bicubic = Hibrid + Bikubični
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Ignore camera notch when centering = Ignore camera notch when centering
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Integer scale factor = Integer scale factor
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Internal Resolution = Unutarnja rezolucija
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Lazy texture caching = Lijeno teksturno predmemoriranje (ubrzanje)
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Lazy texture caching Tip = Faster, but can cause text problems in a few games
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@ -501,6 +501,7 @@ High = Magas
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Hybrid = Hibrid
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Hybrid + Bicubic = Hibrid + Bicubic
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Ignore camera notch when centering = Ignore camera notch when centering
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Integer scale factor = Integer scale factor
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Internal Resolution = Belső felbontás
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Lazy texture caching = Lusta textúra gyorsítótárazás (gyorsítás)
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Lazy texture caching Tip = Faster, but can cause text problems in a few games
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@ -501,6 +501,7 @@ High = Tinggi
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Hybrid = Hibrida
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Hybrid + Bicubic = Hibrida + Bikubik
|
||||
Ignore camera notch when centering = Abaikan pandangan kamera saat sedang fokus
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Resolusi internal
|
||||
Lazy texture caching = Perlambatan penembolokan tekstur (mempercepat)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
|
|
|
@ -502,6 +502,7 @@ High = Alta
|
|||
Hybrid = Ibrido
|
||||
Hybrid + Bicubic = Ibrido + Bicubico
|
||||
Ignore camera notch when centering = Ignora il notch della foto camera durante il centramento
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Risoluzione Interna
|
||||
Lazy texture caching = Caching lenta delle texture (velocizza)
|
||||
Lazy texture caching Tip = Veloce, ma può causare problemi di testo in alcuni giochi
|
||||
|
|
|
@ -501,6 +501,7 @@ High = 高
|
|||
Hybrid = Hybrid
|
||||
Hybrid + Bicubic = Hybrid + Bicubic
|
||||
Ignore camera notch when centering = インカメラ液晶部分を画面センタリング領域に含めない
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = 内部解像度
|
||||
Lazy texture caching = テクスチャキャッシュを遅延させる (高速化)
|
||||
Lazy texture caching Tip = 高速化するが いくつかのゲームでテキスト表示が崩れる場合があります
|
||||
|
|
|
@ -500,6 +500,7 @@ High = Dhuwur
|
|||
Hybrid = Hybrid
|
||||
Hybrid + Bicubic = Hybrid + Bicubic
|
||||
Ignore camera notch when centering = Ignore camera notch when centering
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Resolusi internal
|
||||
Lazy texture caching = Caching tektur puguh (Luwih cepet)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
|
|
|
@ -498,6 +498,7 @@ High = 높음
|
|||
Hybrid = 혼합
|
||||
Hybrid + Bicubic = 혼합 + 고등차수보간
|
||||
Ignore camera notch when centering = 센터링 시 카메라 노치 무시
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = 내부 해상도
|
||||
Lazy texture caching = 레이지 텍스처 캐싱 (속도 상승)
|
||||
Lazy texture caching Tip = 더 빠르지만 몇몇 게임에서 텍스트 문제를 일으킬 수 있음
|
||||
|
|
|
@ -500,6 +500,7 @@ High = ສູງ
|
|||
Hybrid = Hybrid
|
||||
Hybrid + Bicubic = Hybrid + Bicubic
|
||||
Ignore camera notch when centering = Ignore camera notch when centering
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = ຄວາມລະອຽດພາຍໃນ
|
||||
Lazy texture caching = ແຄດພື້ນຜິວແບບຫຍາບ (ໄວຂຶ້ນ)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
|
|
|
@ -501,6 +501,7 @@ High = Aukšta
|
|||
Hybrid = Hybridas
|
||||
Hybrid + Bicubic = Hybridas + "Bicubic"
|
||||
Ignore camera notch when centering = Ignore camera notch when centering
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Vidinė rezoliucija
|
||||
Lazy texture caching = "Tingus" tekstūrų spartinimas (greičio didintojas)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
|
|
|
@ -501,6 +501,7 @@ High = High
|
|||
Hybrid = Hibrid
|
||||
Hybrid + Bicubic = Hibrid + Bikubik
|
||||
Ignore camera notch when centering = Ignore camera notch when centering
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Resolusi dalaman
|
||||
Lazy texture caching = Pengkuki tekstur ringkas (tingkatkan kelajuan)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
|
|
|
@ -501,6 +501,7 @@ High = Hoog
|
|||
Hybrid = Hybride
|
||||
Hybrid + Bicubic = Hybride + bicubisch
|
||||
Ignore camera notch when centering = Ignore camera notch when centering
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Interne resolutie
|
||||
Lazy texture caching = Texturecaching reduceren (sneller)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
|
|
|
@ -501,6 +501,7 @@ High = High
|
|||
Hybrid = Hybrid
|
||||
Hybrid + Bicubic = Hybrid + Bicubic
|
||||
Ignore camera notch when centering = Ignore camera notch when centering
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Internal resolution
|
||||
Lazy texture caching = Lazy texture caching (speedup)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
|
|
|
@ -501,6 +501,7 @@ High = Wysokie
|
|||
Hybrid = Hybrydowe
|
||||
Hybrid + Bicubic = Hybrydowe + Bicubic
|
||||
Ignore camera notch when centering = Ignore camera notch when centering
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Rozdzielczość wewnętrzna
|
||||
Lazy texture caching = Leniwa pamięć tekstur (przyśpieszenie)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
|
|
|
@ -525,6 +525,7 @@ High = Alta
|
|||
Hybrid = Híbrido
|
||||
Hybrid + Bicubic = Híbrido + Bi-cúbico
|
||||
Ignore camera notch when centering = Ignora o nível da câmera quando centralizar
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Resolução interna
|
||||
Lazy texture caching = Cache preguiçoso da textura (mais rápido)
|
||||
Lazy texture caching Tip = Mais rápido mas pode causar problemas no texto em alguns jogos
|
||||
|
|
|
@ -525,6 +525,7 @@ High = Alta
|
|||
Hybrid = Híbrido
|
||||
Hybrid + Bicubic = Híbrido + Bi-cúbico
|
||||
Ignore camera notch when centering = Ignora o nível da câmera quando centralizar
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Resolução interna
|
||||
Lazy texture caching = Cache preguiçoso da textura (mais rápido)
|
||||
Lazy texture caching Tip = Mais rápido mas pode causar problemas no texto em alguns jogos
|
||||
|
|
|
@ -501,6 +501,7 @@ High = Înalt
|
|||
Hybrid = Hibrid
|
||||
Hybrid + Bicubic = Hibrid + Bicubic
|
||||
Ignore camera notch when centering = Ignore camera notch when centering
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Rezoluție internă
|
||||
Lazy texture caching = Stocare de texturi leneșă (mărire viteză)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
|
|
|
@ -501,6 +501,7 @@ High = Высокое
|
|||
Hybrid = Гибридный
|
||||
Hybrid + Bicubic = Гибридный + бикубический
|
||||
Ignore camera notch when centering = Игнорировать челку камеры при центрировании
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Внутренние разрешение
|
||||
Lazy texture caching = Ленивое кэширование текстур (быстрее)
|
||||
Lazy texture caching Tip = Быстрее, но может вызвать проблемы с текстом в некоторых играх
|
||||
|
|
|
@ -501,6 +501,7 @@ High = High
|
|||
Hybrid = Hybrid
|
||||
Hybrid + Bicubic = Hybrid + Bicubic
|
||||
Ignore camera notch when centering = Ignorera kamerahål vid centrering
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Intern upplösning
|
||||
Lazy texture caching = Lazy texture caching (speedup)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
|
|
|
@ -500,6 +500,7 @@ High = Mataas
|
|||
Hybrid = Hybrid
|
||||
Hybrid + Bicubic = Hybrid + Bicubic
|
||||
Ignore camera notch when centering = Ignore camera notch when centering
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Resolusyong Internal
|
||||
Lazy texture caching = Lazy texture caching (pampa-bilis)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
|
|
|
@ -500,6 +500,7 @@ High = สูง
|
|||
Hybrid = ไฮบริด
|
||||
Hybrid + Bicubic = ไฮบริด + ไบคิวบิค
|
||||
Ignore camera notch when centering = ละเว้นตำแหน่งจอแหว่งเพื่อปรับภาพให้อยู่ตรงกลาง
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = ความละเอียดภายใน
|
||||
Lazy texture caching = แคชพื้นผิวแบบหยาบ (เร็วขึ้น)
|
||||
Lazy texture caching Tip = เร็วขึ้น แต่อาจจะทำให้ฟ้อนต์ตัวหนังสือไม่แสดงผลในบางเกม
|
||||
|
|
|
@ -503,6 +503,7 @@ High = Yüksek
|
|||
Hybrid = Hibrit
|
||||
Hybrid + Bicubic = Hibrit + Bikübik
|
||||
Ignore camera notch when centering = Merkezleme sırasında kamera çentiğini yoksay
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = İç çözünürlük
|
||||
Lazy texture caching = Yavaş doku önbellekleme (hızlandırır)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
|
|
|
@ -501,6 +501,7 @@ High = Висока
|
|||
Hybrid = Гібридний
|
||||
Hybrid + Bicubic = Гібридний + Бікубічний
|
||||
Ignore camera notch when centering = Ignore camera notch when centering
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Внутрішнє розширення
|
||||
Lazy texture caching = Кешування текстур
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
|
|
|
@ -501,6 +501,7 @@ High = Cao
|
|||
Hybrid = Hybrid (hỗn hợp)
|
||||
Hybrid + Bicubic = Hybrid + Bicubic
|
||||
Ignore camera notch when centering = Ignore camera notch when centering
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Độ phân giải bên trong
|
||||
Lazy texture caching = Bộ nhớ đệm lazy texture (tăng tốc)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
|
|
|
@ -501,6 +501,7 @@ High = 高质量
|
|||
Hybrid = 混合
|
||||
Hybrid + Bicubic = 混合+双三次
|
||||
Ignore camera notch when centering = 忽略摄像头挖孔
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = 内部分辨率
|
||||
Lazy texture caching = 减少缓存存取(提速)
|
||||
Lazy texture caching Tip = 更快, 在一些游戏里引起文字渲染错误
|
||||
|
|
|
@ -501,6 +501,7 @@ High = 高
|
|||
Hybrid = 混合
|
||||
Hybrid + Bicubic = 混合 + 雙立方
|
||||
Ignore camera notch when centering = 置中時忽略相機凹口
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = 內部解析度
|
||||
Lazy texture caching = 消極式紋理快取 (加速)
|
||||
Lazy texture caching Tip = 更快,但在某些遊戲中可能會造成文字問題
|
||||
|
|
Loading…
Add table
Reference in a new issue