diff --git a/Core/Config.cpp b/Core/Config.cpp index 1debc46920..2aba48a42d 100644 --- a/Core/Config.cpp +++ b/Core/Config.cpp @@ -870,6 +870,7 @@ static const ConfigSetting graphicsSettings[] = { ConfigSetting("DisplayOffsetX", &g_Config.fDisplayOffsetX, 0.5f, true, true), ConfigSetting("DisplayOffsetY", &g_Config.fDisplayOffsetY, 0.5f, true, true), ConfigSetting("DisplayScale", &g_Config.fDisplayScale, 1.0f, true, true), + ConfigSetting("DisplayIntegerScale", &g_Config.bDisplayIntegerScale, false, true, true), ConfigSetting("DisplayAspectRatio", &g_Config.fDisplayAspectRatio, 1.0f, true, true), ConfigSetting("DisplayStretch", &g_Config.bDisplayStretch, false, true, true), diff --git a/Core/Config.h b/Core/Config.h index 17c5197a97..e42a385f31 100644 --- a/Core/Config.h +++ b/Core/Config.h @@ -174,6 +174,7 @@ public: float fDisplayOffsetX; float fDisplayOffsetY; float fDisplayScale; // Relative to the most constraining axis (x or y). + bool bDisplayIntegerScale; // Snaps scaling to integer scale factors in raw pixels. float fDisplayAspectRatio; // Stored relative to the PSP's native ratio, so 1.0 is the normal pixel aspect ratio. bool bImmersiveMode; // Mode on Android Kitkat 4.4 and later that hides the back button etc. diff --git a/Core/HLE/sceIo.cpp b/Core/HLE/sceIo.cpp index 8b85bce7c5..0127c86271 100644 --- a/Core/HLE/sceIo.cpp +++ b/Core/HLE/sceIo.cpp @@ -2046,7 +2046,7 @@ static u32 sceIoDevctl(const char *name, int cmd, u32 argAddr, int argLen, u32 o return 0; case EMULATOR_DEVCTL__GET_ASPECT_RATIO: if (Memory::IsValidAddress(outPtr)) { - // TODO: Share code with CenterDisplayOutputRect to take a few more things into account. + // TODO: Share code with CalculateDisplayOutputRect to take a few more things into account. // I have a planned further refactoring. float ar; if (g_Config.bDisplayStretch) { diff --git a/GPU/Common/FramebufferManagerCommon.cpp b/GPU/Common/FramebufferManagerCommon.cpp index d5a81de09c..60a7fd5a63 100644 --- a/GPU/Common/FramebufferManagerCommon.cpp +++ b/GPU/Common/FramebufferManagerCommon.cpp @@ -1192,7 +1192,7 @@ void FramebufferManagerCommon::DrawPixels(VirtualFramebuffer *vfb, int dstX, int flags = flags | DRAWTEX_TO_BACKBUFFER; FRect frame = GetScreenFrame(pixelWidth_, pixelHeight_); FRect rc; - CenterDisplayOutputRect(&rc, 480.0f, 272.0f, frame, ROTATION_LOCKED_HORIZONTAL); + CalculateDisplayOutputRect(&rc, 480.0f, 272.0f, frame, ROTATION_LOCKED_HORIZONTAL); SetViewport2D(rc.x, rc.y, rc.w, rc.h); draw_->SetScissorRect(0, 0, pixelWidth_, pixelHeight_); } diff --git a/GPU/Common/GPUStateUtils.cpp b/GPU/Common/GPUStateUtils.cpp index d223283e3f..bf88169454 100644 --- a/GPU/Common/GPUStateUtils.cpp +++ b/GPU/Common/GPUStateUtils.cpp @@ -583,7 +583,7 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo float pixelH = PSP_CoreParameter().pixelHeight; FRect frame = GetScreenFrame(pixelW, pixelH); FRect rc; - CenterDisplayOutputRect(&rc, 480, 272, frame, ROTATION_LOCKED_HORIZONTAL); + CalculateDisplayOutputRect(&rc, 480, 272, frame, ROTATION_LOCKED_HORIZONTAL); displayOffsetX = rc.x; displayOffsetY = rc.y; renderWidth = rc.w; diff --git a/GPU/Common/PresentationCommon.cpp b/GPU/Common/PresentationCommon.cpp index f346226f12..4d2e2fa2d2 100644 --- a/GPU/Common/PresentationCommon.cpp +++ b/GPU/Common/PresentationCommon.cpp @@ -68,13 +68,13 @@ FRect GetScreenFrame(float pixelWidth, float pixelHeight) { return rc; } -void CenterDisplayOutputRect(FRect *rc, float origW, float origH, const FRect &frame, int rotation) { +void CalculateDisplayOutputRect(FRect *rc, float origW, float origH, const FRect &frame, int rotation) { float outW; float outH; bool rotated = rotation == ROTATION_LOCKED_VERTICAL || rotation == ROTATION_LOCKED_VERTICAL180; - bool stretch = g_Config.bDisplayStretch; + bool stretch = g_Config.bDisplayStretch && !g_Config.bDisplayIntegerScale; float offsetX = g_Config.fDisplayOffsetX; float offsetY = g_Config.fDisplayOffsetY; @@ -87,7 +87,7 @@ void CenterDisplayOutputRect(FRect *rc, float origW, float origH, const FRect &f // 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, // stretch the PSP's aspect ratio veeery slightly to fill it completely. - if (scale == 1.0f && offsetX == 0.5f && offsetY == 0.5f && aspectRatioAdjust == 1.0f) { + if (scale == 1.0f && offsetX == 0.5f && offsetY == 0.5f && aspectRatioAdjust == 1.0f && !g_Config.bDisplayIntegerScale) { if (fabsf(frame.w / frame.h - 16.0f / 9.0f) < 0.0001f) { aspectRatioAdjust = (frame.w / frame.h) / (480.0f / 272.0f); } @@ -122,6 +122,15 @@ void CenterDisplayOutputRect(FRect *rc, float origW, float origH, const FRect &f outH = scaledHeight; } + if (g_Config.bDisplayIntegerScale) { + float wDim = 480.0f; + if (rotated) { + wDim = 272.0f; + } + outW = std::max(1.0f, floorf(outW / wDim)) * wDim; + outH = outW / origRatio; + } + if (IsVREnabled()) { rc->x = 0; rc->y = 0; @@ -363,7 +372,7 @@ bool PresentationCommon::BuildPostShader(const ShaderInfo * shaderInfo, const Sh // If the current shader uses output res (not next), we will use output res for it. FRect rc; FRect frame = GetScreenFrame((float)pixelWidth_, (float)pixelHeight_); - CenterDisplayOutputRect(&rc, 480.0f, 272.0f, frame, g_Config.iInternalScreenRotation); + CalculateDisplayOutputRect(&rc, 480.0f, 272.0f, frame, g_Config.iInternalScreenRotation); nextWidth = (int)rc.w; nextHeight = (int)rc.h; } @@ -639,7 +648,7 @@ void PresentationCommon::CopyToOutput(OutputFlags flags, int uvRotation, float u pixelWidth /= 2; } FRect rc; - CenterDisplayOutputRect(&rc, 480.0f, 272.0f, frame, uvRotation); + CalculateDisplayOutputRect(&rc, 480.0f, 272.0f, frame, uvRotation); if (GetGPUBackend() == GPUBackend::DIRECT3D9) { rc.x -= 0.5f; diff --git a/GPU/Common/PresentationCommon.h b/GPU/Common/PresentationCommon.h index 981c707b05..1bb4ff008a 100644 --- a/GPU/Common/PresentationCommon.h +++ b/GPU/Common/PresentationCommon.h @@ -48,7 +48,7 @@ struct FRect { }; FRect GetScreenFrame(float pixelWidth, float pixelHeight); -void CenterDisplayOutputRect(FRect *rc, float origW, float origH, const FRect &frame, int rotation); +void CalculateDisplayOutputRect(FRect *rc, float origW, float origH, const FRect &frame, int rotation); namespace Draw { class Buffer; diff --git a/Tools/langtool/Cargo.lock b/Tools/langtool/Cargo.lock index 70ea905488..095720ff2a 100644 --- a/Tools/langtool/Cargo.lock +++ b/Tools/langtool/Cargo.lock @@ -106,18 +106,18 @@ dependencies = [ [[package]] name = "proc-macro2" -version = "1.0.51" +version = "1.0.55" source = "registry+https://github.com/rust-lang/crates.io-index" -checksum = "5d727cae5b39d21da60fa540906919ad737832fe0b1c165da3a34d6548c849d6" +checksum = "1d0dd4be24fcdcfeaa12a432d588dc59bbad6cad3510c67e74a2b6b2fc950564" dependencies = [ "unicode-ident", ] [[package]] name = "quote" -version = "1.0.23" +version = "1.0.26" source = "registry+https://github.com/rust-lang/crates.io-index" -checksum = "8856d8364d252a14d474036ea1358d63c9e6965c8e5c1885c18f73d70bff9c7b" +checksum = "4424af4bf778aae2051a77b60283332f386554255d722233d09fbfc7e30da2fc" dependencies = [ "proc-macro2", ] diff --git a/UI/DisplayLayoutScreen.cpp b/UI/DisplayLayoutScreen.cpp index 791dc8c414..2f2c528286 100644 --- a/UI/DisplayLayoutScreen.cpp +++ b/UI/DisplayLayoutScreen.cpp @@ -134,7 +134,7 @@ void DisplayLayoutScreen::DrawBackground(UIContext &dc) { // TODO: Clean this up a bit, this GetScreenFrame/CenterDisplay combo is too common. FRect screenFrame = GetScreenFrame(g_display.pixel_xres, g_display.pixel_yres); FRect rc; - CenterDisplayOutputRect(&rc, 480.0f, 272.0f, screenFrame, g_Config.iInternalScreenRotation); + CalculateDisplayOutputRect(&rc, 480.0f, 272.0f, screenFrame, g_Config.iInternalScreenRotation); dc.Flush(); ImageID bg = ImageID("I_PSP_DISPLAY"); @@ -241,14 +241,19 @@ void DisplayLayoutScreen::CreateViews() { if (!IsVREnabled()) { auto stretch = new CheckBox(&g_Config.bDisplayStretch, gr->T("Stretch")); + stretch->SetDisabledPtr(&g_Config.bDisplayIntegerScale); rightColumn->Add(stretch); PopupSliderChoiceFloat *aspectRatio = new PopupSliderChoiceFloat(&g_Config.fDisplayAspectRatio, 0.5f, 2.0f, gr->T("Aspect Ratio"), screenManager()); rightColumn->Add(aspectRatio); - aspectRatio->SetDisabledPtr(&g_Config.bDisplayStretch); + aspectRatio->SetEnabledFunc([]() { + return !g_Config.bDisplayStretch && !g_Config.bDisplayIntegerScale; + }); aspectRatio->SetHasDropShadow(false); aspectRatio->SetLiveUpdate(true); + rightColumn->Add(new CheckBox(&g_Config.bDisplayIntegerScale, gr->T("Integer scale factor"))); + #if PPSSPP_PLATFORM(ANDROID) // Hide insets option if no insets, or OS too old. if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= 28 && @@ -295,8 +300,10 @@ void DisplayLayoutScreen::CreateViews() { leftColumn->Add(new Spacer(24.0f)); } - static const char *bufFilters[] = { "Linear", "Nearest", }; - leftColumn->Add(new PopupMultiChoice(&g_Config.iBufFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gr->GetName(), screenManager())); + if (!IsVREnabled()) { + static const char *bufFilters[] = { "Linear", "Nearest", }; + leftColumn->Add(new PopupMultiChoice(&g_Config.iBufFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gr->GetName(), screenManager())); + } Draw::DrawContext *draw = screenManager()->getDrawContext(); diff --git a/assets/lang/ar_AE.ini b/assets/lang/ar_AE.ini index 03851d3694..f53e557cb3 100644 --- a/assets/lang/ar_AE.ini +++ b/assets/lang/ar_AE.ini @@ -509,6 +509,7 @@ High = ‎عالي Hybrid = ‎هجين Hybrid + Bicubic = ‎هجين + تكعيب 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 diff --git a/assets/lang/az_AZ.ini b/assets/lang/az_AZ.ini index ca7c57a8a7..97e89fb72d 100644 --- a/assets/lang/az_AZ.ini +++ b/assets/lang/az_AZ.ini @@ -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 diff --git a/assets/lang/bg_BG.ini b/assets/lang/bg_BG.ini index 0ee29c2fa1..569d0e7844 100644 --- a/assets/lang/bg_BG.ini +++ b/assets/lang/bg_BG.ini @@ -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 = Вътрешна резолюция Lazy texture caching = Мързеливо текстурно кеширане (ускорява) Lazy texture caching Tip = Faster, but can cause text problems in a few games diff --git a/assets/lang/ca_ES.ini b/assets/lang/ca_ES.ini index fc0eff76bd..7c260279ca 100644 --- a/assets/lang/ca_ES.ini +++ b/assets/lang/ca_ES.ini @@ -501,6 +501,7 @@ High = Alta Hybrid = Híbrid Hybrid + Bicubic = Híbrid i bicúbic Ignore camera notch when centering = Ignora la notch de la càmera usant el centre d'imatge. +Integer scale factor = Integer scale factor Internal Resolution = Resolució interna Lazy texture caching = Memòria cau de textures diferit (ràpid) Lazy texture caching Tip = Ràpid, però puc provocar problemes als textos d'alguns jocs diff --git a/assets/lang/cz_CZ.ini b/assets/lang/cz_CZ.ini index 0850a50a82..46926a2a79 100644 --- a/assets/lang/cz_CZ.ini +++ b/assets/lang/cz_CZ.ini @@ -501,6 +501,7 @@ High = Vysoká Hybrid = Hybridní Hybrid + Bicubic = Hybridní + Bikubická Ignore camera notch when centering = Ignore camera notch when centering +Integer scale factor = Integer scale factor Internal Resolution = Vnitřní rozlišení Lazy texture caching = Líné ukládání textur do mezipaměti (zrychlení) Lazy texture caching Tip = Faster, but can cause text problems in a few games diff --git a/assets/lang/da_DK.ini b/assets/lang/da_DK.ini index 0deb860f5e..52144f762f 100644 --- a/assets/lang/da_DK.ini +++ b/assets/lang/da_DK.ini @@ -500,6 +500,7 @@ High = Høj Hybrid = Hybrid Hybrid + Bicubic = Hybrid + Bicubisk Ignore camera notch when centering = Ignore camera notch when centering +Integer scale factor = Integer scale factor Internal Resolution = Intern opløsning Lazy texture caching = Træg textur caching (hurtigere) Lazy texture caching Tip = Faster, but can cause text problems in a few games diff --git a/assets/lang/de_DE.ini b/assets/lang/de_DE.ini index 5fed08040e..66e66a23f9 100644 --- a/assets/lang/de_DE.ini +++ b/assets/lang/de_DE.ini @@ -500,6 +500,7 @@ High = Hoch Hybrid = Hybrid Hybrid + Bicubic = Hybrid + Bikubisch Ignore camera notch when centering = Ignore camera notch when centering +Integer scale factor = Integer scale factor Internal Resolution = Interne Auflösung Lazy texture caching = Träges Textur-Caching (schneller) Lazy texture caching Tip = Faster, but can cause text problems in a few games diff --git a/assets/lang/dr_ID.ini b/assets/lang/dr_ID.ini index 95041f345c..03b014fe1a 100644 --- a/assets/lang/dr_ID.ini +++ b/assets/lang/dr_ID.ini @@ -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 diff --git a/assets/lang/en_US.ini b/assets/lang/en_US.ini index cb75ad6227..ff96b94931 100644 --- a/assets/lang/en_US.ini +++ b/assets/lang/en_US.ini @@ -525,6 +525,7 @@ 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 diff --git a/assets/lang/es_ES.ini b/assets/lang/es_ES.ini index c3212ec6f6..b9b5744d15 100644 --- a/assets/lang/es_ES.ini +++ b/assets/lang/es_ES.ini @@ -500,6 +500,7 @@ High = Alta Hybrid = Híbrido Hybrid + Bicubic = Híbrido y bicúbico Ignore camera notch when centering = Ignorar notch de la cámara usando centrado de imagen. +Integer scale factor = Integer scale factor Internal Resolution = Resolución interna Lazy texture caching = Caché de texturas diferido (rápido) Lazy texture caching Tip = Rápido, pero puedo provocar problemas en los textos de algunos juegos diff --git a/assets/lang/es_LA.ini b/assets/lang/es_LA.ini index 129b2e5175..17f1320676 100644 --- a/assets/lang/es_LA.ini +++ b/assets/lang/es_LA.ini @@ -500,6 +500,7 @@ High = Alta Hybrid = Híbrido Hybrid + Bicubic = Híbrido + bicúbico Ignore camera notch when centering = Ignorar muesca de la cámara al centrar +Integer scale factor = Integer scale factor Internal Resolution = Resolución interna Lazy texture caching = Caché de texturas diferido (rápido) Lazy texture caching Tip = Faster, but can cause text problems in a few games diff --git a/assets/lang/fa_IR.ini b/assets/lang/fa_IR.ini index 1656074114..0c8fa54d41 100644 --- a/assets/lang/fa_IR.ini +++ b/assets/lang/fa_IR.ini @@ -500,6 +500,7 @@ High = ‎زیاد Hybrid = ‎Hybrid (ترکیبی) Hybrid + Bicubic = Hybrid + Bicubic Ignore camera notch when centering = Ignore camera notch when centering +Integer scale factor = Integer scale factor Internal Resolution = ‎رزولوشن داخلی Lazy texture caching = ‎کش کردن تکسچر های ماندگار (افزایش سرعت) Lazy texture caching Tip = Faster, but can cause text problems in a few games diff --git a/assets/lang/fi_FI.ini b/assets/lang/fi_FI.ini index 68991bc328..4310f68574 100644 --- a/assets/lang/fi_FI.ini +++ b/assets/lang/fi_FI.ini @@ -501,6 +501,7 @@ High = High Hybrid = Hybridi 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 diff --git a/assets/lang/fr_FR.ini b/assets/lang/fr_FR.ini index 49a7288770..0c7bb6610f 100644 --- a/assets/lang/fr_FR.ini +++ b/assets/lang/fr_FR.ini @@ -501,6 +501,7 @@ High = Haute Hybrid = Hybride Hybrid + Bicubic = Hybride + Bicubique Ignore camera notch when centering = Ignorer l'encoche de la caméra lors du centrage +Integer scale factor = Integer scale factor Internal Resolution = Définition interne Lazy texture caching = Mise en cache paresseuse des textures (gain de vitesse) Lazy texture caching Tip = Faster, but can cause text problems in a few games diff --git a/assets/lang/gl_ES.ini b/assets/lang/gl_ES.ini index 911e94a099..ea689f02ae 100644 --- a/assets/lang/gl_ES.ini +++ b/assets/lang/gl_ES.ini @@ -501,6 +501,7 @@ High = Alta Hybrid = Híbrido Hybrid + Bicubic = Híbrido + Bicúbico Ignore camera notch when centering = Ignore camera notch when centering +Integer scale factor = Integer scale factor Internal Resolution = Resolución interna Lazy texture caching = Caché de texturas diferido (rápido) Lazy texture caching Tip = Faster, but can cause text problems in a few games diff --git a/assets/lang/gr_EL.ini b/assets/lang/gr_EL.ini index 5abcded47c..b8b8452c29 100644 --- a/assets/lang/gr_EL.ini +++ b/assets/lang/gr_EL.ini @@ -501,6 +501,7 @@ High = Υψηλή Hybrid = Υβριδική Hybrid + Bicubic = Υβριδική + Διακυβική Ignore camera notch when centering = Ignore camera notch when centering +Integer scale factor = Integer scale factor Internal Resolution = Εσωτερική Ανάλυση Lazy texture caching = Τεμπέλικη προσωρινή μνήμη υφών (ταχύτερο) Lazy texture caching Tip = Faster, but can cause text problems in a few games diff --git a/assets/lang/he_IL.ini b/assets/lang/he_IL.ini index b53230ac96..a48a49fbcd 100644 --- a/assets/lang/he_IL.ini +++ b/assets/lang/he_IL.ini @@ -501,6 +501,7 @@ High = High Hybrid = היברידי Hybrid + Bicubic = היברידי + 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 diff --git a/assets/lang/he_IL_invert.ini b/assets/lang/he_IL_invert.ini index 498dcdad0d..a79296552d 100644 --- a/assets/lang/he_IL_invert.ini +++ b/assets/lang/he_IL_invert.ini @@ -501,6 +501,7 @@ High = High Hybrid = ידירביה Hybrid + Bicubic = ידירביה + 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 diff --git a/assets/lang/hr_HR.ini b/assets/lang/hr_HR.ini index 0b04b28661..f265035cbc 100644 --- a/assets/lang/hr_HR.ini +++ b/assets/lang/hr_HR.ini @@ -501,6 +501,7 @@ High = Visoko Hybrid = Hibrid Hybrid + Bicubic = Hibrid + Bikubični Ignore camera notch when centering = Ignore camera notch when centering +Integer scale factor = Integer scale factor Internal Resolution = Unutarnja rezolucija Lazy texture caching = Lijeno teksturno predmemoriranje (ubrzanje) Lazy texture caching Tip = Faster, but can cause text problems in a few games diff --git a/assets/lang/hu_HU.ini b/assets/lang/hu_HU.ini index 70126bd913..c83882a2dc 100644 --- a/assets/lang/hu_HU.ini +++ b/assets/lang/hu_HU.ini @@ -501,6 +501,7 @@ High = Magas Hybrid = Hibrid Hybrid + Bicubic = Hibrid + Bicubic Ignore camera notch when centering = Ignore camera notch when centering +Integer scale factor = Integer scale factor Internal Resolution = Belső felbontás Lazy texture caching = Lusta textúra gyorsítótárazás (gyorsítás) Lazy texture caching Tip = Faster, but can cause text problems in a few games diff --git a/assets/lang/id_ID.ini b/assets/lang/id_ID.ini index d43ba497a0..b020c6a681 100644 --- a/assets/lang/id_ID.ini +++ b/assets/lang/id_ID.ini @@ -501,6 +501,7 @@ High = Tinggi Hybrid = Hibrida 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 diff --git a/assets/lang/it_IT.ini b/assets/lang/it_IT.ini index e78f9b2092..7593d9e703 100644 --- a/assets/lang/it_IT.ini +++ b/assets/lang/it_IT.ini @@ -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 diff --git a/assets/lang/ja_JP.ini b/assets/lang/ja_JP.ini index affe890a4b..ac03a1b1db 100644 --- a/assets/lang/ja_JP.ini +++ b/assets/lang/ja_JP.ini @@ -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 diff --git a/assets/lang/jv_ID.ini b/assets/lang/jv_ID.ini index 8931f65f45..27e4cf0e6a 100644 --- a/assets/lang/jv_ID.ini +++ b/assets/lang/jv_ID.ini @@ -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 diff --git a/assets/lang/ko_KR.ini b/assets/lang/ko_KR.ini index 7001fd30cb..3834f53691 100644 --- a/assets/lang/ko_KR.ini +++ b/assets/lang/ko_KR.ini @@ -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 diff --git a/assets/lang/lo_LA.ini b/assets/lang/lo_LA.ini index 2bf159d9bc..94eefc8bc6 100644 --- a/assets/lang/lo_LA.ini +++ b/assets/lang/lo_LA.ini @@ -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 diff --git a/assets/lang/lt-LT.ini b/assets/lang/lt-LT.ini index d5e1f78adb..f3f033a377 100644 --- a/assets/lang/lt-LT.ini +++ b/assets/lang/lt-LT.ini @@ -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 diff --git a/assets/lang/ms_MY.ini b/assets/lang/ms_MY.ini index ed9e286f62..f496891d2a 100644 --- a/assets/lang/ms_MY.ini +++ b/assets/lang/ms_MY.ini @@ -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 diff --git a/assets/lang/nl_NL.ini b/assets/lang/nl_NL.ini index 73f3bfd964..6a4c6742b4 100644 --- a/assets/lang/nl_NL.ini +++ b/assets/lang/nl_NL.ini @@ -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 diff --git a/assets/lang/no_NO.ini b/assets/lang/no_NO.ini index 715516d893..78ad6bf5f3 100644 --- a/assets/lang/no_NO.ini +++ b/assets/lang/no_NO.ini @@ -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 diff --git a/assets/lang/pl_PL.ini b/assets/lang/pl_PL.ini index 93230b473e..fd5dcec423 100644 --- a/assets/lang/pl_PL.ini +++ b/assets/lang/pl_PL.ini @@ -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 diff --git a/assets/lang/pt_BR.ini b/assets/lang/pt_BR.ini index c93a14a39b..cd88ff6d99 100644 --- a/assets/lang/pt_BR.ini +++ b/assets/lang/pt_BR.ini @@ -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 diff --git a/assets/lang/pt_PT.ini b/assets/lang/pt_PT.ini index d88325d86e..56221c3f60 100644 --- a/assets/lang/pt_PT.ini +++ b/assets/lang/pt_PT.ini @@ -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 diff --git a/assets/lang/ro_RO.ini b/assets/lang/ro_RO.ini index bc30e4bed2..0b04bd5296 100644 --- a/assets/lang/ro_RO.ini +++ b/assets/lang/ro_RO.ini @@ -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 diff --git a/assets/lang/ru_RU.ini b/assets/lang/ru_RU.ini index 790ee31ecb..a2364fc9de 100644 --- a/assets/lang/ru_RU.ini +++ b/assets/lang/ru_RU.ini @@ -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 diff --git a/assets/lang/sv_SE.ini b/assets/lang/sv_SE.ini index 9bc12b9f16..85d76ddf75 100644 --- a/assets/lang/sv_SE.ini +++ b/assets/lang/sv_SE.ini @@ -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 diff --git a/assets/lang/tg_PH.ini b/assets/lang/tg_PH.ini index 207a5ad4bc..381f26eeab 100644 --- a/assets/lang/tg_PH.ini +++ b/assets/lang/tg_PH.ini @@ -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 diff --git a/assets/lang/th_TH.ini b/assets/lang/th_TH.ini index cd18ed6ba4..3a6f4d3a6f 100644 --- a/assets/lang/th_TH.ini +++ b/assets/lang/th_TH.ini @@ -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 diff --git a/assets/lang/tr_TR.ini b/assets/lang/tr_TR.ini index c7d2ad7a90..f373785e9f 100644 --- a/assets/lang/tr_TR.ini +++ b/assets/lang/tr_TR.ini @@ -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 diff --git a/assets/lang/uk_UA.ini b/assets/lang/uk_UA.ini index d4420858a0..85c93832bf 100644 --- a/assets/lang/uk_UA.ini +++ b/assets/lang/uk_UA.ini @@ -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 diff --git a/assets/lang/vi_VN.ini b/assets/lang/vi_VN.ini index a4a89a1734..5ea70e2283 100644 --- a/assets/lang/vi_VN.ini +++ b/assets/lang/vi_VN.ini @@ -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 diff --git a/assets/lang/zh_CN.ini b/assets/lang/zh_CN.ini index 9816ad0076..6029e45d53 100644 --- a/assets/lang/zh_CN.ini +++ b/assets/lang/zh_CN.ini @@ -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 diff --git a/assets/lang/zh_TW.ini b/assets/lang/zh_TW.ini index f91808f864..5e291af1d3 100644 --- a/assets/lang/zh_TW.ini +++ b/assets/lang/zh_TW.ini @@ -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