Merge branch 'master' into cleanup_camera_control

This commit is contained in:
Lubos committed 2022-11-07 18:23:07 +01:00
commit 47f2afcd55
102 files changed
+543 -813

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+6
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@@ -42,6 +42,12 @@ VKAPI_ATTR VkBool32 VKAPI_CALL VulkanDebugUtilsCallback(
// UNASSIGNED
return false;
}
if (messageCode == 606910136 || messageCode == -392708513) {
// VUID-vkCmdDraw-None-02686
// Kinda false positive, or at least very unnecessary, now that I solved the real issue.
// See https://github.com/hrydgard/ppsspp/pull/16354
return false;
}
if (messageSeverity & VK_DEBUG_UTILS_MESSAGE_SEVERITY_ERROR_BIT_EXT) {
message << "ERROR(";
+2 -5
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@@ -1703,11 +1703,8 @@ uint64_t VKContext::GetNativeObject(NativeObject obj, void *srcObject) {
return (uint64_t)(((VKTexture *)srcObject)->GetImageView());
case NativeObject::BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_ALL_LAYERS:
return (uint64_t)curFramebuffer_->GetFB()->color.texAllLayersView;
case NativeObject::BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_LAYER: {
size_t layer = (size_t)srcObject;
_dbg_assert_(layer < curFramebuffer_->Layers());
return (uint64_t)curFramebuffer_->GetFB()->color.texLayerViews[layer];
}
case NativeObject::BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_RT:
return (uint64_t)curFramebuffer_->GetFB()->color.rtView;
case NativeObject::FRAME_DATA_DESC_SET_LAYOUT:
return (uint64_t)frameDescSetLayout_;
case NativeObject::THIN3D_PIPELINE_LAYOUT:
+1 -1
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@@ -245,7 +245,7 @@ enum class NativeObject {
BOUND_TEXTURE0_IMAGEVIEW, // Layer etc depends on how you bound it...
BOUND_TEXTURE1_IMAGEVIEW, // Layer etc depends on how you bound it...
BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_ALL_LAYERS,
BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_LAYER, // use an int cast to void *srcObject to specify layer.
BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_RT,
RENDER_MANAGER,
TEXTURE_VIEW,
NULL_IMAGEVIEW,
+6 -4
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@@ -1,12 +1,14 @@
#include "Common/VR/PPSSPPVR.h"
#include "Common/VR/VRBase.h"
#if XR_USE_GRAPHICS_API_OPENGL || XR_USE_GRAPHICS_API_OPENGL_ES
#include "Common/GPU/OpenGL/GLRenderManager.h"
#endif
#include "Common/VR/VRInput.h"
#include "Common/VR/VRMath.h"
#include "Common/VR/VRRenderer.h"
#if XR_USE_GRAPHICS_API_OPENGL
#include "Common/GPU/OpenGL/GLRenderManager.h"
#endif
#include "Common/GPU/Vulkan/VulkanContext.h"
#include "Common/Math/lin/matrix4x4.h"
@@ -341,7 +343,7 @@ bool UpdateVRSpecialKeys(const KeyInput &key) {
================================================================================
*/
#if XR_USE_GRAPHICS_API_OPENGL
#if XR_USE_GRAPHICS_API_OPENGL || XR_USE_GRAPHICS_API_OPENGL_ES
void PreprocessSkyplane(GLRStep* step) {
+2 -35
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@@ -16,42 +16,9 @@
#include <cmath>
#include <cassert>
#ifdef ANDROID
#if defined(_DEBUG) && (defined(XR_USE_GRAPHICS_API_OPENGL) || defined(XR_USE_GRAPHICS_API_OPENGL_ES))
#include <GLES3/gl3.h>
#include <GLES3/gl3ext.h>
#endif
#if defined(_DEBUG) && defined(ANDROID)
static const char* GlErrorString(GLenum error) {
switch (error) {
case GL_NO_ERROR:
return "GL_NO_ERROR";
case GL_INVALID_ENUM:
return "GL_INVALID_ENUM";
case GL_INVALID_VALUE:
return "GL_INVALID_VALUE";
case GL_INVALID_OPERATION:
return "GL_INVALID_OPERATION";
case GL_INVALID_FRAMEBUFFER_OPERATION:
return "GL_INVALID_FRAMEBUFFER_OPERATION";
case GL_OUT_OF_MEMORY:
return "GL_OUT_OF_MEMORY";
default:
return "unknown";
}
}
static void GLCheckErrors(char* file, int line) {
for (int i = 0; i < 10; i++) {
const GLenum error = glGetError();
if (error == GL_NO_ERROR) {
break;
}
ALOGE("GL error on line %s:%d %s", file, line, GlErrorString(error));
}
}
void GLCheckErrors(char* file, int line);
#define GL(func) func; GLCheckErrors(__FILE__ , __LINE__);
#else
+40
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@@ -1,5 +1,12 @@
#include "VRFramebuffer.h"
#if XR_USE_GRAPHICS_API_OPENGL_ES
#include <GLES3/gl3.h>
#include <GLES3/gl3ext.h>
#endif
#include <cstdio>
#include <cstdlib>
#include <cstdbool>
@@ -43,6 +50,39 @@ void ovrFramebuffer_Clear(ovrFramebuffer* frameBuffer) {
frameBuffer->Acquired = false;
}
#if XR_USE_GRAPHICS_API_OPENGL || XR_USE_GRAPHICS_API_OPENGL_ES
static const char* GlErrorString(GLenum error) {
switch (error) {
case GL_NO_ERROR:
return "GL_NO_ERROR";
case GL_INVALID_ENUM:
return "GL_INVALID_ENUM";
case GL_INVALID_VALUE:
return "GL_INVALID_VALUE";
case GL_INVALID_OPERATION:
return "GL_INVALID_OPERATION";
case GL_INVALID_FRAMEBUFFER_OPERATION:
return "GL_INVALID_FRAMEBUFFER_OPERATION";
case GL_OUT_OF_MEMORY:
return "GL_OUT_OF_MEMORY";
default:
return "unknown";
}
}
void GLCheckErrors(char* file, int line) {
for (int i = 0; i < 10; i++) {
const GLenum error = glGetError();
if (error == GL_NO_ERROR) {
break;
}
ALOGE("GL error on line %s:%d %s", file, line, GlErrorString(error));
}
}
#endif
#if XR_USE_GRAPHICS_API_OPENGL_ES
static bool ovrFramebuffer_CreateGLES(XrSession session, ovrFramebuffer* frameBuffer, int width, int height, bool multiview) {
+1
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@@ -118,6 +118,7 @@ void Compatibility::CheckSettings(IniFile &iniFile, const std::string &gameID) {
CheckSetting(iniFile, gameID, "ForceLowerResolutionForEffectsOn", &flags_.ForceLowerResolutionForEffectsOn);
CheckSetting(iniFile, gameID, "AllowDownloadCLUT", &flags_.AllowDownloadCLUT);
CheckSetting(iniFile, gameID, "NearestFilteringOnFramebufferCreate", &flags_.NearestFilteringOnFramebufferCreate);
CheckSetting(iniFile, gameID, "SecondaryTextureCache", &flags_.SecondaryTextureCache);
}
void Compatibility::CheckVRSettings(IniFile &iniFile, const std::string &gameID) {
+1
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@@ -89,6 +89,7 @@ struct CompatFlags {
bool ForceLowerResolutionForEffectsOn;
bool AllowDownloadCLUT;
bool NearestFilteringOnFramebufferCreate;
bool SecondaryTextureCache;
};
struct VRCompat {
+5 -9
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@@ -875,7 +875,7 @@ static ConfigSetting graphicsSettings[] = {
ConfigSetting("CameraDevice", &g_Config.sCameraDevice, "", true, false),
ConfigSetting("VendorBugChecksEnabled", &g_Config.bVendorBugChecksEnabled, true, false, false),
ConfigSetting("UseGeometryShader", &g_Config.bUseGeometryShader, true, true, true),
ReportedConfigSetting("RenderingMode", &g_Config.iRenderingMode, 1, true, true),
ReportedConfigSetting("SkipBufferEffects", &g_Config.bSkipBufferEffects, false, true, true),
ConfigSetting("SoftwareRenderer", &g_Config.bSoftwareRendering, false, true, true),
ConfigSetting("SoftwareRendererJit", &g_Config.bSoftwareRenderingJit, true, true, true),
ReportedConfigSetting("HardwareTransform", &g_Config.bHardwareTransform, true, true, true),
@@ -904,7 +904,6 @@ static ConfigSetting graphicsSettings[] = {
ReportedConfigSetting("VertexDecCache", &g_Config.bVertexCache, false, true, true),
ReportedConfigSetting("TextureBackoffCache", &g_Config.bTextureBackoffCache, false, true, true),
ReportedConfigSetting("TextureSecondaryCache", &g_Config.bTextureSecondaryCache, false, true, true),
ReportedConfigSetting("VertexDecJit", &g_Config.bVertexDecoderJit, &DefaultCodeGen, false),
#ifndef MOBILE_DEVICE
@@ -938,7 +937,7 @@ static ConfigSetting graphicsSettings[] = {
ConfigSetting("TextureShader", &g_Config.sTextureShaderName, "Off", true, true),
ConfigSetting("ShaderChainRequires60FPS", &g_Config.bShaderChainRequires60FPS, false, true, true),
ReportedConfigSetting("MemBlockTransferGPU", &g_Config.bBlockTransferGPU, true, true, true),
ReportedConfigSetting("SkipGPUReadbacks", &g_Config.bSkipGPUReadbacks, false, true, true),
ConfigSetting("GfxDebugOutput", &g_Config.bGfxDebugOutput, false, false, false),
ConfigSetting("LogFrameDrops", &g_Config.bLogFrameDrops, false, true, false),
@@ -1411,9 +1410,6 @@ void Config::Load(const char *iniFileName, const char *controllerIniFilename) {
if (iAnisotropyLevel > 4) {
iAnisotropyLevel = 4;
}
if (iRenderingMode != FB_NON_BUFFERED_MODE && iRenderingMode != FB_BUFFERED_MODE) {
g_Config.iRenderingMode = FB_BUFFERED_MODE;
}
// Check for an old dpad setting
Section *control = iniFile.GetOrCreateSection("Control");
@@ -1464,8 +1460,8 @@ void Config::Load(const char *iniFileName, const char *controllerIniFilename) {
if (sMACAddress.length() != 17)
sMACAddress = CreateRandMAC();
if (g_Config.bAutoFrameSkip && g_Config.iRenderingMode == FB_NON_BUFFERED_MODE) {
g_Config.iRenderingMode = FB_BUFFERED_MODE;
if (g_Config.bAutoFrameSkip && g_Config.bSkipBufferEffects) {
g_Config.bSkipBufferEffects = false;
}
// Override ppsspp.ini JIT value to prevent crashing
@@ -1986,5 +1982,5 @@ void Config::GetReportingInfo(UrlEncoder &data) {
}
bool Config::IsPortrait() const {
return (iInternalScreenRotation == ROTATION_LOCKED_VERTICAL || iInternalScreenRotation == ROTATION_LOCKED_VERTICAL180) && iRenderingMode != FB_NON_BUFFERED_MODE;
return (iInternalScreenRotation == ROTATION_LOCKED_VERTICAL || iInternalScreenRotation == ROTATION_LOCKED_VERTICAL180) && !bSkipBufferEffects;
}
+5 -4
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@@ -162,11 +162,13 @@ public:
bool bSoftwareRendering;
bool bSoftwareRenderingJit;
bool bHardwareTransform; // only used in the GLES backend
bool bSoftwareSkinning; // may speed up some games
bool bSoftwareSkinning;
bool bVendorBugChecksEnabled;
bool bUseGeometryShader;
int iRenderingMode; // 0 = non-buffered rendering 1 = buffered rendering
// Speedhacks (more will be moved here):
bool bSkipBufferEffects;
int iTexFiltering; // 1 = auto , 2 = nearest , 3 = linear , 4 = auto max quality
int iBufFilter; // 1 = linear, 2 = nearest
int iSmallDisplayZoomType; // Used to fit display into screen 0 = stretch, 1 = partial stretch, 2 = auto scaling, 3 = manual scaling.
@@ -199,7 +201,6 @@ public:
bool bVertexCache;
bool bTextureBackoffCache;
bool bTextureSecondaryCache;
bool bVertexDecoderJit;
bool bFullScreen;
bool bFullScreenMulti;
@@ -234,7 +235,7 @@ public:
float fCwCheatScrollPosition;
float fGameListScrollPosition;
int iBloomHack; //0 = off, 1 = safe, 2 = balanced, 3 = aggressive
bool bBlockTransferGPU;
bool bSkipGPUReadbacks;
int iSplineBezierQuality; // 0 = low , 1 = Intermediate , 2 = High
bool bHardwareTessellation;
bool bShaderCache; // Hidden ini-only setting, useful for debugging shader compile times.
+3 -3
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@@ -544,7 +544,7 @@ void __DisplayFlip(int cyclesLate) {
// non-buffered rendering. The interaction with frame skipping seems to need
// some work.
// But, let's flip at least once every 10 vblanks, to update fps, etc.
const bool noRecentFlip = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE && numVBlanksSinceFlip >= 10;
const bool noRecentFlip = !g_Config.bSkipBufferEffects && numVBlanksSinceFlip >= 10;
// Also let's always flip for animated shaders.
bool postEffectRequiresFlip = false;
@@ -556,7 +556,7 @@ void __DisplayFlip(int cyclesLate) {
fastForwardSkipFlip = true;
}
if (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE) {
if (!g_Config.bSkipBufferEffects) {
postEffectRequiresFlip = duplicateFrames || g_Config.bShaderChainRequires60FPS;
}
@@ -777,7 +777,7 @@ void __DisplaySetFramebuf(u32 topaddr, int linesize, int pixelFormat, int sync)
// IMMEDIATE means that the buffer is fine. We can just flip immediately.
// Doing it in non-buffered though creates problems (black screen) on occasion though
// so let's not.
if (!flippedThisFrame && g_Config.iRenderingMode != FB_NON_BUFFERED_MODE) {
if (!flippedThisFrame && !g_Config.bSkipBufferEffects) {
double before_flip = time_now_d();
__DisplayFlip(0);
double after_flip = time_now_d();
+11 -7
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@@ -52,8 +52,7 @@ DrawEngineCommon::~DrawEngineCommon() {
}
void DrawEngineCommon::Init() {
useHWTransform_ = g_Config.bHardwareTransform;
useHWTessellation_ = UpdateUseHWTessellation(g_Config.bHardwareTessellation);
NotifyConfigChanged();
}
VertexDecoder *DrawEngineCommon::GetVertexDecoder(u32 vtype) {
@@ -169,7 +168,7 @@ static Vec3f ScreenToDrawing(const Vec3f& coords) {
return ret;
}
void DrawEngineCommon::Resized() {
void DrawEngineCommon::NotifyConfigChanged() {
decJitCache_->Clear();
lastVType_ = -1;
dec_ = nullptr;
@@ -181,10 +180,11 @@ void DrawEngineCommon::Resized() {
useHWTransform_ = g_Config.bHardwareTransform;
useHWTessellation_ = UpdateUseHWTessellation(g_Config.bHardwareTessellation);
decOptions_.applySkinInDecode = g_Config.bSoftwareSkinning;
}
u32 DrawEngineCommon::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType, int *vertexSize) {
const u32 vertTypeID = (vertType & 0xFFFFFF) | (gstate.getUVGenMode() << 24);
const u32 vertTypeID = GetVertTypeID(vertType, gstate.getUVGenMode(), decOptions_.applySkinInDecode);
VertexDecoder *dec = GetVertexDecoder(vertTypeID);
if (vertexSize)
*vertexSize = dec->VertexSize();
@@ -232,7 +232,7 @@ void DrawEngineCommon::DispatchSubmitImm(GEPrimitiveType prim, TransformedVertex
}
int bytesRead;
uint32_t vertTypeID = GetVertTypeID(vtype, 0);
uint32_t vertTypeID = GetVertTypeID(vtype, 0, decOptions_.applySkinInDecode);
SubmitPrim(&temp[0], nullptr, prim, vertexCount, vertTypeID, cullMode, &bytesRead);
DispatchFlush();
@@ -280,7 +280,11 @@ bool DrawEngineCommon::TestBoundingBox(const void *control_points, const void *i
GetIndexBounds(inds, vertexCount, vertType, &indexLowerBound, &indexUpperBound);
}
// Force software skinning.
bool wasApplyingSkinInDecode = decOptions_.applySkinInDecode;
decOptions_.applySkinInDecode = true;
NormalizeVertices((u8 *)corners, temp_buffer, (const u8 *)control_points, indexLowerBound, indexUpperBound, vertType);
decOptions_.applySkinInDecode = wasApplyingSkinInDecode;
IndexConverter conv(vertType, inds);
for (int i = 0; i < vertexCount; i++) {
@@ -510,7 +514,7 @@ u32 DrawEngineCommon::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr,
};
// Let's have two separate loops, one for non skinning and one for skinning.
if (!g_Config.bSoftwareSkinning && (vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE) {
if (!dec->skinInDecode && (vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE) {
int numBoneWeights = vertTypeGetNumBoneWeights(vertType);
for (int i = lowerBound; i <= upperBound; i++) {
reader.Goto(i - lowerBound);
@@ -832,7 +836,7 @@ void DrawEngineCommon::SubmitPrim(const void *verts, const void *inds, GEPrimiti
numDrawCalls++;
vertexCountInDrawCalls_ += vertexCount;
if (g_Config.bSoftwareSkinning && (vertTypeID & GE_VTYPE_WEIGHT_MASK)) {
if (decOptions_.applySkinInDecode && (vertTypeID & GE_VTYPE_WEIGHT_MASK)) {
DecodeVertsStep(decoded, decodeCounter_, decodedVerts_);
decodeCounter_++;
}
+3 -3
View File
@@ -52,10 +52,10 @@ enum FBOTexState {
FBO_TEX_READ_FRAMEBUFFER,
};
inline uint32_t GetVertTypeID(uint32_t vertType, int uvGenMode) {
inline uint32_t GetVertTypeID(uint32_t vertType, int uvGenMode, bool skinInDecode) {
// As the decoder depends on the UVGenMode when we use UV prescale, we simply mash it
// into the top of the verttype where there are unused bits.
return (vertType & 0xFFFFFF) | (uvGenMode << 24);
return (vertType & 0xFFFFFF) | (uvGenMode << 24) | (skinInDecode << 26);
}
struct SimpleVertex;
@@ -105,7 +105,7 @@ public:
std::vector<std::string> DebugGetVertexLoaderIDs();
std::string DebugGetVertexLoaderString(std::string id, DebugShaderStringType stringType);
virtual void Resized();
virtual void NotifyConfigChanged();
bool IsCodePtrVertexDecoder(const u8 *ptr) const {
return decJitCache_->IsInSpace(ptr);
+7 -5
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@@ -91,7 +91,9 @@ bool FramebufferManagerCommon::UpdateSize() {
const int effectiveBloomHack = PSP_CoreParameter().compat.flags().ForceLowerResolutionForEffectsOn ? 3 : g_Config.iBloomHack;
const bool newSettings = bloomHack_ != effectiveBloomHack || useBufferedRendering_ != (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
bool newBuffered = !g_Config.bSkipBufferEffects;
const bool newSettings = bloomHack_ != effectiveBloomHack || useBufferedRendering_ != newBuffered;
renderWidth_ = (float)PSP_CoreParameter().renderWidth;
renderHeight_ = (float)PSP_CoreParameter().renderHeight;
@@ -99,7 +101,7 @@ bool FramebufferManagerCommon::UpdateSize() {
pixelWidth_ = PSP_CoreParameter().pixelWidth;
pixelHeight_ = PSP_CoreParameter().pixelHeight;
bloomHack_ = effectiveBloomHack;
useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
useBufferedRendering_ = newBuffered;
presentation_->UpdateSize(pixelWidth_, pixelHeight_, renderWidth_, renderHeight_);
@@ -1344,7 +1346,7 @@ void FramebufferManagerCommon::DownloadFramebufferOnSwitch(VirtualFramebuffer *v
// Some games will draw to some memory once, and use it as a render-to-texture later.
// To support this, we save the first frame to memory when we have a safe w/h.
// Saving each frame would be slow.
if (g_Config.bBlockTransferGPU && !PSP_CoreParameter().compat.flags().DisableFirstFrameReadback) {
if (!g_Config.bSkipGPUReadbacks && !PSP_CoreParameter().compat.flags().DisableFirstFrameReadback) {
ReadFramebufferToMemory(vfb, 0, 0, vfb->safeWidth, vfb->safeHeight, RASTER_COLOR);
vfb->usageFlags = (vfb->usageFlags | FB_USAGE_DOWNLOAD | FB_USAGE_FIRST_FRAME_SAVED) & ~FB_USAGE_DOWNLOAD_CLEAR;
vfb->safeWidth = 0;
@@ -1804,7 +1806,7 @@ bool FramebufferManagerCommon::NotifyFramebufferCopy(u32 src, u32 dst, int size,
FlushBeforeCopy();
if (srcH == 0 || srcY + srcH > srcBuffer->bufferHeight) {
WARN_LOG_ONCE(btdcpyheight, G3D, "Memcpy fbo download %08x -> %08x skipped, %d+%d is taller than %d", src, dst, srcY, srcH, srcBuffer->bufferHeight);
} else if (g_Config.bBlockTransferGPU && (!srcBuffer->memoryUpdated || channel == RASTER_DEPTH)) {
} else if (!g_Config.bSkipGPUReadbacks && (!srcBuffer->memoryUpdated || channel == RASTER_DEPTH)) {
ReadFramebufferToMemory(srcBuffer, 0, srcY, srcBuffer->width, srcH, channel);
srcBuffer->usageFlags = (srcBuffer->usageFlags | FB_USAGE_DOWNLOAD) & ~FB_USAGE_DOWNLOAD_CLEAR;
}
@@ -2260,7 +2262,7 @@ bool FramebufferManagerCommon::NotifyBlockTransferBefore(u32 dstBasePtr, int dst
srcBasePtr, srcRect.x_bytes / bpp, srcRect.y, srcStride,
dstBasePtr, dstRect.x_bytes / bpp, dstRect.y, dstStride);
FlushBeforeCopy();
if (g_Config.bBlockTransferGPU && !srcRect.vfb->memoryUpdated) {
if (!g_Config.bSkipGPUReadbacks && !srcRect.vfb->memoryUpdated) {
const int srcBpp = BufferFormatBytesPerPixel(srcRect.vfb->fb_format);
const float srcXFactor = (float)bpp / srcBpp;
const bool tooTall = srcY + srcRect.h > srcRect.vfb->bufferHeight;
+1 -1
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@@ -1265,7 +1265,7 @@ static void ConvertBlendState(GenericBlendState &blendState, bool forceReplaceBl
// Some Android devices (especially old Mali, it seems) composite badly if there's alpha in the backbuffer.
// So in non-buffered rendering, we will simply consider the dest alpha to be zero in blending equations.
#ifdef __ANDROID__
if (g_Config.iRenderingMode == FB_NON_BUFFERED_MODE) {
if (g_Config.bSkipBufferEffects) {
if (glBlendFuncA == BlendFactor::DST_ALPHA) glBlendFuncA = BlendFactor::ZERO;
if (glBlendFuncB == BlendFactor::DST_ALPHA) glBlendFuncB = BlendFactor::ZERO;
if (glBlendFuncA == BlendFactor::ONE_MINUS_DST_ALPHA) glBlendFuncA = BlendFactor::ONE;
+2 -2
View File
@@ -67,7 +67,7 @@ std::string VertexShaderDesc(const VShaderID &id) {
return desc.str();
}
void ComputeVertexShaderID(VShaderID *id_out, u32 vertType, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat) {
void ComputeVertexShaderID(VShaderID *id_out, u32 vertType, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat, bool useSkinInDecode) {
bool isModeThrough = (vertType & GE_VTYPE_THROUGH) != 0;
bool doTexture = gstate.isTextureMapEnabled() && !gstate.isModeClear();
bool doShadeMapping = doTexture && (gstate.getUVGenMode() == GE_TEXMAP_ENVIRONMENT_MAP);
@@ -118,7 +118,7 @@ void ComputeVertexShaderID(VShaderID *id_out, u32 vertType, bool useHWTransform,
}
// Bones.
bool enableBones = vertTypeIsSkinningEnabled(vertType);
bool enableBones = !useSkinInDecode && vertTypeIsSkinningEnabled(vertType);
id.SetBit(VS_BIT_ENABLE_BONES, enableBones);
if (enableBones) {
id.SetBits(VS_BIT_BONES, 3, TranslateNumBones(vertTypeGetNumBoneWeights(vertType)) - 1);
+1 -1
View File
@@ -275,7 +275,7 @@ namespace Draw {
class Bugs;
}
void ComputeVertexShaderID(VShaderID *id, uint32_t vertexType, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat);
void ComputeVertexShaderID(VShaderID *id, uint32_t vertexType, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat, bool useSkinInDecode);
// Generates a compact string that describes the shader. Useful in a list to get an overview
// of the current flora of shaders.
std::string VertexShaderDesc(const VShaderID &id);
+14 -67
View File
@@ -168,29 +168,6 @@ void SoftwareTransform::SetProjMatrix(float mtx[14], bool invertedX, bool invert
projMatrix_.translateAndScale(trans, scale);
}
static void ReadWeightedNormal(Vec3f &source, VertexReader &reader, u32 vertType, bool skinningEnabled) {
if (reader.hasNormal())
reader.ReadNrm(source.AsArray());
if (skinningEnabled) {
float weights[8];
reader.ReadWeights(weights);
// Have to recalculate this, unfortunately. Please use software skinning...
Vec3f nsum(0, 0, 0);
for (int i = 0; i < vertTypeGetNumBoneWeights(vertType); i++) {
if (weights[i] != 0.0f) {
Vec3f norm;
Norm3ByMatrix43(norm.AsArray(), source.AsArray(), gstate.boneMatrix + i * 12);
nsum += norm * weights[i];
}
}
source = nsum;
}
if (gstate.areNormalsReversed())
source = -source;
}
void SoftwareTransform::Decode(int prim, u32 vertType, const DecVtxFormat &decVtxFormat, int maxIndex, SoftwareTransformResult *result) {
u8 *decoded = params_.decoded;
TransformedVertex *transformed = params_.transformed;
@@ -204,8 +181,6 @@ void SoftwareTransform::Decode(int prim, u32 vertType, const DecVtxFormat &decVt
vscale /= gstate_c.curTextureHeight;
}
bool skinningEnabled = vertTypeIsSkinningEnabled(vertType);
const int w = gstate.getTextureWidth(0);
const int h = gstate.getTextureHeight(0);
float widthFactor = (float) w / (float) gstate_c.curTextureWidth;
@@ -296,47 +271,13 @@ void SoftwareTransform::Decode(int prim, u32 vertType, const DecVtxFormat &decVt
if (reader.hasNormal())
reader.ReadNrm(normal.AsArray());
if (!skinningEnabled) {
Vec3ByMatrix43(out, pos, gstate.worldMatrix);
if (reader.hasNormal()) {
if (gstate.areNormalsReversed()) {
normal = -normal;
}
Norm3ByMatrix43(worldnormal.AsArray(), normal.AsArray(), gstate.worldMatrix);
worldnormal = worldnormal.NormalizedOr001(cpu_info.bSSE4_1);
}
} else {
float weights[8];
// For flat, we need the vertex weights.
reader.Goto(index);
reader.ReadWeights(weights);
// Skinning
Vec3f psum(0, 0, 0);
Vec3f nsum(0, 0, 0);
for (int i = 0; i < vertTypeGetNumBoneWeights(vertType); i++) {
if (weights[i] != 0.0f) {
Vec3ByMatrix43(out, pos, gstate.boneMatrix+i*12);
Vec3f tpos(out);
psum += tpos * weights[i];
if (reader.hasNormal()) {
Vec3f norm;
Norm3ByMatrix43(norm.AsArray(), normal.AsArray(), gstate.boneMatrix+i*12);
nsum += norm * weights[i];
}
}
}
// Yes, we really must multiply by the world matrix too.
Vec3ByMatrix43(out, psum.AsArray(), gstate.worldMatrix);
if (reader.hasNormal()) {
normal = nsum;
if (gstate.areNormalsReversed()) {
normal = -normal;
}
Norm3ByMatrix43(worldnormal.AsArray(), normal.AsArray(), gstate.worldMatrix);
worldnormal = worldnormal.NormalizedOr001(cpu_info.bSSE4_1);
Vec3ByMatrix43(out, pos, gstate.worldMatrix);
if (reader.hasNormal()) {
if (gstate.areNormalsReversed()) {
normal = -normal;
}
Norm3ByMatrix43(worldnormal.AsArray(), normal.AsArray(), gstate.worldMatrix);
worldnormal = worldnormal.NormalizedOr001(cpu_info.bSSE4_1);
}
// Perform lighting here if enabled.
@@ -398,7 +339,10 @@ void SoftwareTransform::Decode(int prim, u32 vertType, const DecVtxFormat &decVt
source = normal.Normalized(cpu_info.bSSE4_1);
} else {
reader.Goto(index);
ReadWeightedNormal(source, reader, vertType, skinningEnabled);
if (reader.hasNormal())
reader.ReadNrm(source.AsArray());
if (gstate.areNormalsReversed())
source = -source;
source.Normalize();
}
if (!reader.hasNormal()) {
@@ -413,7 +357,10 @@ void SoftwareTransform::Decode(int prim, u32 vertType, const DecVtxFormat &decVt
} else {
// Need to read the normal for this vertex and weight it again..
reader.Goto(index);
ReadWeightedNormal(source, reader, vertType, skinningEnabled);
if (reader.hasNormal())
reader.ReadNrm(source.AsArray());
if (gstate.areNormalsReversed())
source = -source;
}
if (!reader.hasNormal()) {
ERROR_LOG_REPORT(G3D, "Normal projection mapping without normal?");
+2 -2
View File
@@ -507,7 +507,7 @@ void DrawEngineCommon::SubmitCurve(const void *control_points, const void *indic
if (indices)
GetIndexBounds(indices, num_points, vertType, &index_lower_bound, &index_upper_bound);
VertexDecoder *origVDecoder = GetVertexDecoder((vertType & 0xFFFFFF) | (gstate.getUVGenMode() << 24));
VertexDecoder *origVDecoder = GetVertexDecoder(GetVertTypeID(vertType, gstate.getUVGenMode(), decOptions_.applySkinInDecode));
*bytesRead = num_points * origVDecoder->VertexSize();
// Simplify away bones and morph before proceeding
@@ -572,7 +572,7 @@ void DrawEngineCommon::SubmitCurve(const void *control_points, const void *indic
gstate_c.uv.vOff = 0;
}
uint32_t vertTypeID = GetVertTypeID(vertTypeWithIndex16, gstate.getUVGenMode());
uint32_t vertTypeID = GetVertTypeID(vertTypeWithIndex16, gstate.getUVGenMode(), decOptions_.applySkinInDecode);
int generatedBytesRead;
if (output.count)
DispatchSubmitPrim(output.vertices, output.indices, PatchPrimToPrim(surface.primType), output.count, vertTypeID, gstate.getCullMode(), &generatedBytesRead);
+2 -2
View File
@@ -767,7 +767,7 @@ void TextureCacheCommon::Decimate(bool forcePressure) {
}
// If enabled, we also need to clear the secondary cache.
if (g_Config.bTextureSecondaryCache && (forcePressure || secondCacheSizeEstimate_ >= TEXCACHE_SECOND_MIN_PRESSURE)) {
if (PSP_CoreParameter().compat.flags().SecondaryTextureCache && (forcePressure || secondCacheSizeEstimate_ >= TEXCACHE_SECOND_MIN_PRESSURE)) {
const u32 had = secondCacheSizeEstimate_;
for (TexCache::iterator iter = secondCache_.begin(); iter != secondCache_.end(); ) {
@@ -2409,7 +2409,7 @@ bool TextureCacheCommon::CheckFullHash(TexCacheEntry *entry, bool &doDelete) {
}
// Don't give up just yet. Let's try the secondary cache if it's been invalidated before.
if (g_Config.bTextureSecondaryCache) {
if (PSP_CoreParameter().compat.flags().SecondaryTextureCache) {
// Don't forget this one was unreliable (in case we match a secondary entry.)
entry->status |= TexCacheEntry::STATUS_UNRELIABLE;
+1 -1
View File
@@ -1089,7 +1089,7 @@ void VertexDecoder::SetVertexType(u32 fmt, const VertexDecoderOptions &options,
DEBUG_LOG(G3D, "VTYPE: THRU=%i TC=%i COL=%i POS=%i NRM=%i WT=%i NW=%i IDX=%i MC=%i", (int)throughmode, tc, col, pos, nrm, weighttype, nweights, idx, morphcount);
}
skinInDecode = weighttype != 0 && g_Config.bSoftwareSkinning;
skinInDecode = weighttype != 0 && options.applySkinInDecode;
if (weighttype) { // && nweights?
weightoff = size;
+1 -2
View File
@@ -300,8 +300,6 @@ public:
bool hasNormal() const { return decFmt_.nrmfmt != 0; }
bool hasUV() const { return decFmt_.uvfmt != 0; }
bool isThrough() const { return (vtype_ & GE_VTYPE_THROUGH) != 0; }
bool skinningEnabled() const { return vertTypeIsSkinningEnabled(vtype_); }
int numBoneWeights() const { return vertTypeGetNumBoneWeights(vtype_); }
void Goto(int index) {
data_ = base_ + index * decFmt_.stride;
}
@@ -335,6 +333,7 @@ typedef void(*JittedVertexDecoder)(const u8 *src, u8 *dst, int count);
struct VertexDecoderOptions {
bool expandAllWeightsToFloat;
bool expand8BitNormalsToFloat;
bool applySkinInDecode;
};
class VertexDecoder {
+7 -5
View File
@@ -130,8 +130,8 @@ void DrawEngineD3D11::ClearInputLayoutMap() {
inputLayoutMap_.Clear();
}
void DrawEngineD3D11::Resized() {
DrawEngineCommon::Resized();
void DrawEngineD3D11::NotifyConfigChanged() {
DrawEngineCommon::NotifyConfigChanged();
ClearInputLayoutMap();
}
@@ -365,7 +365,7 @@ void DrawEngineD3D11::DoFlush() {
// Cannot cache vertex data with morph enabled.
bool useCache = g_Config.bVertexCache && !(lastVType_ & GE_VTYPE_MORPHCOUNT_MASK);
// Also avoid caching when software skinning.
if (g_Config.bSoftwareSkinning && (lastVType_ & GE_VTYPE_WEIGHT_MASK))
if (decOptions_.applySkinInDecode && (lastVType_ & GE_VTYPE_WEIGHT_MASK))
useCache = false;
if (useCache) {
@@ -538,7 +538,7 @@ rotateVBO:
D3D11VertexShader *vshader;
D3D11FragmentShader *fshader;
shaderManager_->GetShaders(prim, lastVType_, &vshader, &fshader, pipelineState_, useHWTransform, useHWTessellation_, decOptions_.expandAllWeightsToFloat);
shaderManager_->GetShaders(prim, lastVType_, &vshader, &fshader, pipelineState_, useHWTransform, useHWTessellation_, decOptions_.expandAllWeightsToFloat, decOptions_.applySkinInDecode);
ID3D11InputLayout *inputLayout = SetupDecFmtForDraw(vshader, dec_->GetDecVtxFmt(), dec_->VertexType());
context_->PSSetShader(fshader->GetShader(), nullptr, 0);
context_->VSSetShader(vshader->GetShader(), nullptr, 0);
@@ -581,6 +581,7 @@ rotateVBO:
}
} else {
PROFILE_THIS_SCOPE("soft");
decOptions_.applySkinInDecode = true;
DecodeVerts(decoded);
bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
if (gstate.isModeThrough()) {
@@ -648,7 +649,7 @@ rotateVBO:
if (result.action == SW_DRAW_PRIMITIVES) {
D3D11VertexShader *vshader;
D3D11FragmentShader *fshader;
shaderManager_->GetShaders(prim, lastVType_, &vshader, &fshader, pipelineState_, false, false, decOptions_.expandAllWeightsToFloat);
shaderManager_->GetShaders(prim, lastVType_, &vshader, &fshader, pipelineState_, false, false, decOptions_.expandAllWeightsToFloat, decOptions_.applySkinInDecode);
context_->PSSetShader(fshader->GetShader(), nullptr, 0);
context_->VSSetShader(vshader->GetShader(), nullptr, 0);
shaderManager_->UpdateUniforms(framebufferManager_->UseBufferedRendering());
@@ -709,6 +710,7 @@ rotateVBO:
framebufferManager_->ApplyClearToMemory(scissorX1, scissorY1, scissorX2, scissorY2, clearColor);
}
}
decOptions_.applySkinInDecode = g_Config.bSoftwareSkinning;
}
gpuStats.numDrawCalls += numDrawCalls;
+1 -1
View File
@@ -150,7 +150,7 @@ public:
void ClearTrackedVertexArrays() override;
void Resized() override;
void NotifyConfigChanged() override;
void ClearInputLayoutMap();
+1 -1
View File
@@ -176,7 +176,7 @@ void GPU_D3D11::BeginHostFrame() {
if (resized_) {
gstate_c.useFlags = CheckGPUFeatures();
framebufferManager_->Resized();
drawEngine_.Resized();
drawEngine_.NotifyConfigChanged();
textureCache_->NotifyConfigChanged();
shaderManagerD3D11_->DirtyLastShader();
resized_ = false;
+2 -2
View File
@@ -179,13 +179,13 @@ void ShaderManagerD3D11::BindUniforms() {
context_->PSSetConstantBuffers(0, 1, ps_cbs);
}
void ShaderManagerD3D11::GetShaders(int prim, u32 vertType, D3D11VertexShader **vshader, D3D11FragmentShader **fshader, const ComputedPipelineState &pipelineState, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat) {
void ShaderManagerD3D11::GetShaders(int prim, u32 vertType, D3D11VertexShader **vshader, D3D11FragmentShader **fshader, const ComputedPipelineState &pipelineState, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat, bool useSkinInDecode) {
VShaderID VSID;
FShaderID FSID;
if (gstate_c.IsDirty(DIRTY_VERTEXSHADER_STATE)) {
gstate_c.Clean(DIRTY_VERTEXSHADER_STATE);
ComputeVertexShaderID(&VSID, vertType, useHWTransform, useHWTessellation, weightsAsFloat);
ComputeVertexShaderID(&VSID, vertType, useHWTransform, useHWTessellation, weightsAsFloat, useSkinInDecode);
} else {
VSID = lastVSID_;
}
+1 -1
View File
@@ -85,7 +85,7 @@ public:
ShaderManagerD3D11(Draw::DrawContext *draw, ID3D11Device *device, ID3D11DeviceContext *context, D3D_FEATURE_LEVEL featureLevel);
~ShaderManagerD3D11();
void GetShaders(int prim, u32 vertType, D3D11VertexShader **vshader, D3D11FragmentShader **fshader, const ComputedPipelineState &pipelineState, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat);
void GetShaders(int prim, u32 vertType, D3D11VertexShader **vshader, D3D11FragmentShader **fshader, const ComputedPipelineState &pipelineState, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat, bool useSkinInDecode);
void ClearShaders();
void DirtyLastShader() override;
+5 -3
View File
@@ -349,7 +349,7 @@ void DrawEngineDX9::DoFlush() {
// Cannot cache vertex data with morph enabled.
bool useCache = g_Config.bVertexCache && !(lastVType_ & GE_VTYPE_MORPHCOUNT_MASK);
// Also avoid caching when software skinning.
if (g_Config.bSoftwareSkinning && (lastVType_ & GE_VTYPE_WEIGHT_MASK))
if (decOptions_.applySkinInDecode && (lastVType_ & GE_VTYPE_WEIGHT_MASK))
useCache = false;
if (useCache) {
@@ -522,7 +522,7 @@ rotateVBO:
ApplyDrawState(prim);
ApplyDrawStateLate();
VSShader *vshader = shaderManager_->ApplyShader(true, useHWTessellation_, lastVType_, decOptions_.expandAllWeightsToFloat, pipelineState_);
VSShader *vshader = shaderManager_->ApplyShader(true, useHWTessellation_, lastVType_, decOptions_.expandAllWeightsToFloat, decOptions_.applySkinInDecode, pipelineState_);
IDirect3DVertexDeclaration9 *pHardwareVertexDecl = SetupDecFmtForDraw(vshader, dec_->GetDecVtxFmt(), dec_->VertexType());
if (pHardwareVertexDecl) {
@@ -546,6 +546,7 @@ rotateVBO:
}
}
} else {
decOptions_.applySkinInDecode = true;
DecodeVerts(decoded);
bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
if (gstate.isModeThrough()) {
@@ -613,7 +614,7 @@ rotateVBO:
ApplyDrawStateLate();
VSShader *vshader = shaderManager_->ApplyShader(false, false, lastVType_, decOptions_.expandAllWeightsToFloat, pipelineState_);
VSShader *vshader = shaderManager_->ApplyShader(false, false, lastVType_, decOptions_.expandAllWeightsToFloat, decOptions_.applySkinInDecode, pipelineState_);
if (result.action == SW_DRAW_PRIMITIVES) {
if (result.setStencil) {
@@ -653,6 +654,7 @@ rotateVBO:
framebufferManager_->ApplyClearToMemory(scissorX1, scissorY1, scissorX2, scissorY2, clearColor);
}
}
decOptions_.applySkinInDecode = g_Config.bSoftwareSkinning;
}
gpuStats.numDrawCalls += numDrawCalls;
+2 -2
View File
@@ -165,9 +165,9 @@ void GPU_DX9::BeginHostFrame() {
if (resized_) {
gstate_c.useFlags = CheckGPUFeatures();
framebufferManager_->Resized();
drawEngine_.Resized();
shaderManagerDX9_->DirtyShader();
drawEngine_.NotifyConfigChanged();
textureCache_->NotifyConfigChanged();
shaderManagerDX9_->DirtyShader();
resized_ = false;
}
}
+3 -3
View File
@@ -544,11 +544,11 @@ void ShaderManagerDX9::DirtyLastShader() { // disables vertex arrays
lastPShader_ = nullptr;
}
VSShader *ShaderManagerDX9::ApplyShader(bool useHWTransform, bool useHWTessellation, u32 vertType, bool weightsAsFloat, const ComputedPipelineState &pipelineState) {
VSShader *ShaderManagerDX9::ApplyShader(bool useHWTransform, bool useHWTessellation, u32 vertType, bool weightsAsFloat, bool useSkinInDecode, const ComputedPipelineState &pipelineState) {
VShaderID VSID;
if (gstate_c.IsDirty(DIRTY_VERTEXSHADER_STATE)) {
gstate_c.Clean(DIRTY_VERTEXSHADER_STATE);
ComputeVertexShaderID(&VSID, vertType, useHWTransform, useHWTessellation, weightsAsFloat);
ComputeVertexShaderID(&VSID, vertType, useHWTransform, useHWTessellation, weightsAsFloat, useSkinInDecode);
} else {
VSID = lastVSID_;
}
@@ -597,7 +597,7 @@ VSShader *ShaderManagerDX9::ApplyShader(bool useHWTransform, bool useHWTessellat
}
delete vs;
ComputeVertexShaderID(&VSID, vertType, false, false, weightsAsFloat);
ComputeVertexShaderID(&VSID, vertType, false, false, weightsAsFloat, useSkinInDecode);
// TODO: Look for existing shader with the appropriate ID, use that instead of generating a new one - however, need to make sure
// that that shader ID is not used when computing the linked shader ID below, because then IDs won't match
+1 -1
View File
@@ -78,7 +78,7 @@ public:
~ShaderManagerDX9();
void ClearCache(bool deleteThem); // TODO: deleteThem currently not respected
VSShader *ApplyShader(bool useHWTransform, bool useHWTessellation, u32 vertType, bool weightsAsFloat, const ComputedPipelineState &pipelineState);
VSShader *ApplyShader(bool useHWTransform, bool useHWTessellation, u32 vertType, bool weightsAsFloat, bool useSkinInDecode, const ComputedPipelineState &pipelineState);
void DirtyShader();
void DirtyLastShader() override;
+5 -2
View File
@@ -267,7 +267,7 @@ void DrawEngineGLES::DoFlush() {
GEPrimitiveType prim = prevPrim_;
VShaderID vsid;
Shader *vshader = shaderManager_->ApplyVertexShader(CanUseHardwareTransform(prim), useHWTessellation_, lastVType_, decOptions_.expandAllWeightsToFloat, &vsid);
Shader *vshader = shaderManager_->ApplyVertexShader(CanUseHardwareTransform(prim), useHWTessellation_, lastVType_, decOptions_.expandAllWeightsToFloat, decOptions_.applySkinInDecode, &vsid);
GLRBuffer *vertexBuffer = nullptr;
GLRBuffer *indexBuffer = nullptr;
@@ -278,7 +278,7 @@ void DrawEngineGLES::DoFlush() {
int vertexCount = 0;
bool useElements = true;
if (g_Config.bSoftwareSkinning && (lastVType_ & GE_VTYPE_WEIGHT_MASK)) {
if (decOptions_.applySkinInDecode && (lastVType_ & GE_VTYPE_WEIGHT_MASK)) {
// If software skinning, we've already predecoded into "decoded". So push that content.
size_t size = decodedVerts_ * dec_->GetDecVtxFmt().stride;
u8 *dest = (u8 *)frameData.pushVertex->Push(size, &vertexBufferOffset, &vertexBuffer);
@@ -331,7 +331,9 @@ void DrawEngineGLES::DoFlush() {
}
} else {
PROFILE_THIS_SCOPE("soft");
decOptions_.applySkinInDecode = true;
DecodeVerts(decoded);
bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
if (gstate.isModeThrough()) {
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255);
@@ -446,6 +448,7 @@ void DrawEngineGLES::DoFlush() {
}
gstate_c.Dirty(DIRTY_BLEND_STATE); // Make sure the color mask gets re-applied.
}
decOptions_.applySkinInDecode = g_Config.bSoftwareSkinning;
}
gpuStats.numDrawCalls += numDrawCalls;
+2 -2
View File
@@ -291,9 +291,9 @@ void GPU_GLES::BeginHostFrame() {
if (resized_) {
gstate_c.useFlags = CheckGPUFeatures();
framebufferManager_->Resized();
drawEngine_.Resized();
shaderManagerGL_->DirtyShader();
drawEngine_.NotifyConfigChanged();
textureCache_->NotifyConfigChanged();
shaderManagerGL_->DirtyShader();
resized_ = false;
}
+3 -3
View File
@@ -755,10 +755,10 @@ Shader *ShaderManagerGLES::CompileVertexShader(VShaderID VSID) {
return new Shader(render_, codeBuffer_, desc, params);
}
Shader *ShaderManagerGLES::ApplyVertexShader(bool useHWTransform, bool useHWTessellation, u32 vertType, bool weightsAsFloat, VShaderID *VSID) {
Shader *ShaderManagerGLES::ApplyVertexShader(bool useHWTransform, bool useHWTessellation, u32 vertType, bool weightsAsFloat, bool useSkinInDecode, VShaderID *VSID) {
if (gstate_c.IsDirty(DIRTY_VERTEXSHADER_STATE)) {
gstate_c.Clean(DIRTY_VERTEXSHADER_STATE);
ComputeVertexShaderID(VSID, vertType, useHWTransform, useHWTessellation, weightsAsFloat);
ComputeVertexShaderID(VSID, vertType, useHWTransform, useHWTessellation, weightsAsFloat, useSkinInDecode);
} else {
*VSID = lastVSID_;
}
@@ -789,7 +789,7 @@ Shader *ShaderManagerGLES::ApplyVertexShader(bool useHWTransform, bool useHWTess
// Can still work with software transform.
VShaderID vsidTemp;
ComputeVertexShaderID(&vsidTemp, vertType, false, false, weightsAsFloat);
ComputeVertexShaderID(&vsidTemp, vertType, false, false, weightsAsFloat, useSkinInDecode);
vs = CompileVertexShader(vsidTemp);
}
+1 -1
View File
@@ -161,7 +161,7 @@ public:
// This is the old ApplyShader split into two parts, because of annoying information dependencies.
// If you call ApplyVertexShader, you MUST call ApplyFragmentShader soon afterwards.
Shader *ApplyVertexShader(bool useHWTransform, bool useHWTessellation, u32 vertType, bool weightsAsFloat, VShaderID *VSID);
Shader *ApplyVertexShader(bool useHWTransform, bool useHWTessellation, u32 vertType, bool weightsAsFloat, bool useSkinInDecode, VShaderID *VSID);
LinkedShader *ApplyFragmentShader(VShaderID VSID, Shader *vs, const ComputedPipelineState &pipelineState, u32 vertType, bool useBufferedRendering);
void DeviceLost();
+2 -2
View File
@@ -1834,7 +1834,7 @@ void GPUCommon::Execute_Prim(u32 op, u32 diff) {
// cull mode
int cullMode = gstate.getCullMode();
uint32_t vertTypeID = GetVertTypeID(vertexType, gstate.getUVGenMode());
uint32_t vertTypeID = GetVertTypeID(vertexType, gstate.getUVGenMode(), g_Config.bSoftwareSkinning);
drawEngineCommon_->SubmitPrim(verts, inds, prim, count, vertTypeID, cullMode, &bytesRead);
// After drawing, we advance the vertexAddr (when non indexed) or indexAddr (when indexed).
// Some games rely on this, they don't bother reloading VADDR and IADDR.
@@ -1892,7 +1892,7 @@ void GPUCommon::Execute_Prim(u32 op, u32 diff) {
goto bail;
} else {
vertexType = data;
vertTypeID = GetVertTypeID(vertexType, gstate.getUVGenMode());
vertTypeID = GetVertTypeID(vertexType, gstate.getUVGenMode(), g_Config.bSoftwareSkinning);
}
break;
}
+1 -4
View File
@@ -261,10 +261,7 @@ void GPUgstate::Restore(u32_le *ptr) {
}
bool vertTypeIsSkinningEnabled(u32 vertType) {
if (g_Config.bSoftwareSkinning)
return false;
else
return ((vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE);
return ((vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE);
}
struct GPUStateCache_v0 {
+9 -26
View File
@@ -62,6 +62,11 @@ SoftwareDrawEngine::~SoftwareDrawEngine() {
FreeMemoryPages(decIndex, DECODED_INDEX_BUFFER_SIZE);
}
void SoftwareDrawEngine::NotifyConfigChanged() {
DrawEngineCommon::NotifyConfigChanged();
decOptions_.applySkinInDecode = true;
}
void SoftwareDrawEngine::DispatchFlush() {
transformUnit.Flush("debug");
}
@@ -72,7 +77,7 @@ void SoftwareDrawEngine::DispatchSubmitPrim(const void *verts, const void *inds,
}
void SoftwareDrawEngine::DispatchSubmitImm(GEPrimitiveType prim, TransformedVertex *buffer, int vertexCount, int cullMode, bool continuation) {
uint32_t vertTypeID = GetVertTypeID(gstate.vertType | GE_VTYPE_POS_FLOAT, gstate.getUVGenMode());
uint32_t vertTypeID = GetVertTypeID(gstate.vertType | GE_VTYPE_POS_FLOAT, gstate.getUVGenMode(), true);
int flipCull = cullMode != gstate.getCullMode() ? 1 : 0;
// TODO: For now, just setting all dirty.
@@ -137,7 +142,7 @@ void SoftwareDrawEngine::DispatchSubmitImm(GEPrimitiveType prim, TransformedVert
}
VertexDecoder *SoftwareDrawEngine::FindVertexDecoder(u32 vtype) {
const u32 vertTypeID = (vtype & 0xFFFFFF) | (gstate.getUVGenMode() << 24);
const u32 vertTypeID = GetVertTypeID(vtype, gstate.getUVGenMode(), true);
return DrawEngineCommon::GetVertexDecoder(vertTypeID);
}
@@ -245,7 +250,6 @@ struct TransformState {
bool enableLighting : 1;
bool enableFog : 1;
bool readUV : 1;
bool readWeights : 1;
bool negateNormals : 1;
uint8_t uvGenMode : 2;
uint8_t matrixMode : 2;
@@ -257,7 +261,6 @@ void ComputeTransformState(TransformState *state, const VertexReader &vreader) {
state->enableLighting = gstate.isLightingEnabled();
state->enableFog = gstate.isFogEnabled();
state->readUV = !gstate.isModeClear() && gstate.isTextureMapEnabled() && vreader.hasUV();
state->readWeights = vreader.skinningEnabled() && state->enableTransform;
state->negateNormals = gstate.areNormalsReversed();
state->uvGenMode = gstate.getUVGenMode();
@@ -344,27 +347,6 @@ ClipVertexData TransformUnit::ReadVertex(VertexReader &vreader, const TransformS
if (state.negateNormals)
normal = -normal;
if (state.readWeights) {
float W[8] = { 1.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f };
vreader.ReadWeights(W);
Vec3<float> tmppos(0.f, 0.f, 0.f);
Vec3<float> tmpnrm(0.f, 0.f, 0.f);
for (int i = 0; i < vreader.numBoneWeights(); ++i) {
Vec3<float> step = Vec3ByMatrix43(pos, gstate.boneMatrix + i * 12);
tmppos += step * W[i];
if (vreader.hasNormal()) {
step = Norm3ByMatrix43(normal, gstate.boneMatrix + i * 12);
tmpnrm += step * W[i];
}
}
pos = tmppos;
if (vreader.hasNormal())
normal = tmpnrm;
}
if (vreader.hasColor0()) {
vreader.ReadColor0_8888((u8 *)&vertex.v.color0);
} else {
@@ -858,7 +840,7 @@ void TransformUnit::SubmitImmVertex(const ClipVertexData &vert, SoftwareDrawEngi
break;
}
uint32_t vertTypeID = GetVertTypeID(gstate.vertType | GE_VTYPE_POS_FLOAT, gstate.getUVGenMode());
uint32_t vertTypeID = GetVertTypeID(gstate.vertType | GE_VTYPE_POS_FLOAT, gstate.getUVGenMode(), true);
// This now processes the step with shared logic, given the existing data_.
isImmDraw_ = true;
SubmitPrimitive(nullptr, nullptr, GE_PRIM_KEEP_PREVIOUS, 0, vertTypeID, nullptr, drawEngine);
@@ -958,6 +940,7 @@ bool TransformUnit::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVert
VertexDecoder vdecoder;
VertexDecoderOptions options{};
options.applySkinInDecode = true;
vdecoder.SetVertexType(gstate.vertType, options);
if (!Memory::IsValidRange(gstate_c.vertexAddr, (indexUpperBound + 1) * vdecoder.VertexSize()))
+1
View File
@@ -171,6 +171,7 @@ public:
SoftwareDrawEngine();
~SoftwareDrawEngine();
void NotifyConfigChanged() override;
void DispatchFlush() override;
void DispatchSubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int cullMode, int *bytesRead) override;
void DispatchSubmitImm(GEPrimitiveType prim, TransformedVertex *buffer, int vertexCount, int cullMode, bool continuation) override;
+7 -4
View File
@@ -599,7 +599,7 @@ void DrawEngineVulkan::DoFlush() {
// Also avoid caching when software skinning.
VkBuffer vbuf = VK_NULL_HANDLE;
VkBuffer ibuf = VK_NULL_HANDLE;
if (g_Config.bSoftwareSkinning && (lastVType_ & GE_VTYPE_WEIGHT_MASK)) {
if (decOptions_.applySkinInDecode && (lastVType_ & GE_VTYPE_WEIGHT_MASK)) {
useCache = false;
}
@@ -739,7 +739,7 @@ void DrawEngineVulkan::DoFlush() {
break;
}
} else {
if (g_Config.bSoftwareSkinning && (lastVType_ & GE_VTYPE_WEIGHT_MASK)) {
if (decOptions_.applySkinInDecode && (lastVType_ & GE_VTYPE_WEIGHT_MASK)) {
// If software skinning, we've already predecoded into "decoded". So push that content.
VkDeviceSize size = decodedVerts_ * dec_->GetDecVtxFmt().stride;
u8 *dest = (u8 *)frameData.pushVertex->Push(size, &vbOffset, &vbuf);
@@ -784,7 +784,7 @@ void DrawEngineVulkan::DoFlush() {
VulkanFragmentShader *fshader = nullptr;
VulkanGeometryShader *gshader = nullptr;
shaderManager_->GetShaders(prim, lastVType_, &vshader, &fshader, &gshader, pipelineState_, true, useHWTessellation_, decOptions_.expandAllWeightsToFloat); // usehwtransform
shaderManager_->GetShaders(prim, lastVType_, &vshader, &fshader, &gshader, pipelineState_, true, useHWTessellation_, decOptions_.expandAllWeightsToFloat, decOptions_.applySkinInDecode);
if (!vshader) {
// We're screwed.
return;
@@ -841,6 +841,7 @@ void DrawEngineVulkan::DoFlush() {
}
} else {
PROFILE_THIS_SCOPE("soft");
decOptions_.applySkinInDecode = true;
DecodeVerts(decoded);
bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
if (gstate.isModeThrough()) {
@@ -919,7 +920,7 @@ void DrawEngineVulkan::DoFlush() {
VulkanFragmentShader *fshader = nullptr;
VulkanGeometryShader *gshader = nullptr;
shaderManager_->GetShaders(prim, lastVType_, &vshader, &fshader, &gshader, pipelineState_, false, false, decOptions_.expandAllWeightsToFloat); // usehwtransform
shaderManager_->GetShaders(prim, lastVType_, &vshader, &fshader, &gshader, pipelineState_, false, false, decOptions_.expandAllWeightsToFloat, decOptions_.applySkinInDecode);
_dbg_assert_msg_(!vshader->UseHWTransform(), "Bad vshader");
VulkanPipeline *pipeline = pipelineManager_->GetOrCreatePipeline(renderManager, pipelineLayout_, pipelineKey_, &dec_->decFmt, vshader, fshader, gshader, false, 0);
if (!pipeline || !pipeline->pipeline) {
@@ -927,6 +928,7 @@ void DrawEngineVulkan::DoFlush() {
decodedVerts_ = 0;
numDrawCalls = 0;
decodeCounter_ = 0;
decOptions_.applySkinInDecode = g_Config.bSoftwareSkinning;
return;
}
BindShaderBlendTex(); // This might cause copies so super important to do before BindPipeline.
@@ -994,6 +996,7 @@ void DrawEngineVulkan::DoFlush() {
framebufferManager_->ApplyClearToMemory(scissorX1, scissorY1, scissorX2, scissorY2, result.color);
}
}
decOptions_.applySkinInDecode = g_Config.bSoftwareSkinning;
}
gpuStats.numDrawCalls += numDrawCalls;
+1 -1
View File
@@ -292,7 +292,7 @@ void GPU_Vulkan::BeginHostFrame() {
// In case the GPU changed.
BuildReportingInfo();
framebufferManager_->Resized();
drawEngine_.Resized();
drawEngine_.NotifyConfigChanged();
textureCache_->NotifyConfigChanged();
resized_ = false;
}
+4 -4
View File
@@ -25,6 +25,7 @@
#include "Common/Profiler/Profiler.h"
#include "Common/GPU/thin3d.h"
#include "Common/Data/Encoding/Utf8.h"
#include "Common/TimeUtil.h"
#include "Common/StringUtils.h"
#include "Common/GPU/Vulkan/VulkanContext.h"
@@ -92,11 +93,10 @@ static Promise<VkShaderModule> *CompileShaderModuleAsync(VulkanContext *vulkan,
if (tag)
delete tag;
}
return shaderModule;
};
#ifdef _DEBUG
#if defined(_DEBUG) || PPSSPP_PLATFORM(ANDROID)
// Don't parallelize in debug mode, pathological behavior due to mutex locks in allocator which is HEAVILY used by glslang.
return Promise<VkShaderModule>::AlreadyDone(compile());
#else
@@ -280,11 +280,11 @@ uint64_t ShaderManagerVulkan::UpdateUniforms(bool useBufferedRendering) {
return dirty;
}
void ShaderManagerVulkan::GetShaders(int prim, u32 vertType, VulkanVertexShader **vshader, VulkanFragmentShader **fshader, VulkanGeometryShader **gshader, const ComputedPipelineState &pipelineState, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat) {
void ShaderManagerVulkan::GetShaders(int prim, u32 vertType, VulkanVertexShader **vshader, VulkanFragmentShader **fshader, VulkanGeometryShader **gshader, const ComputedPipelineState &pipelineState, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat, bool useSkinInDecode) {
VShaderID VSID;
if (gstate_c.IsDirty(DIRTY_VERTEXSHADER_STATE)) {
gstate_c.Clean(DIRTY_VERTEXSHADER_STATE);
ComputeVertexShaderID(&VSID, vertType, useHWTransform, useHWTessellation, weightsAsFloat);
ComputeVertexShaderID(&VSID, vertType, useHWTransform, useHWTessellation, weightsAsFloat, useSkinInDecode);
} else {
VSID = lastVSID_;
}
+1 -1
View File
@@ -115,7 +115,7 @@ public:
void DeviceLost();
void DeviceRestore(Draw::DrawContext *draw);
void GetShaders(int prim, u32 vertType, VulkanVertexShader **vshader, VulkanFragmentShader **fshader, VulkanGeometryShader **gshader, const ComputedPipelineState &pipelineState, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat);
void GetShaders(int prim, u32 vertType, VulkanVertexShader **vshader, VulkanFragmentShader **fshader, VulkanGeometryShader **gshader, const ComputedPipelineState &pipelineState, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat, bool useSkinInDecode);
void ClearShaders();
void DirtyShader();
void DirtyLastShader() override;
+2 -1
View File
@@ -377,10 +377,11 @@ void DrawEngineVulkan::BindShaderBlendTex() {
dirtyRequiresRecheck_ |= DIRTY_BLEND_STATE;
} else if (fboTexBindState_ == FBO_TEX_READ_FRAMEBUFFER) {
draw_->BindCurrentFramebufferForColorInput();
boundSecondary_ = (VkImageView)draw_->GetNativeObject(Draw::NativeObject::BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_LAYER, (void *)0);
boundSecondary_ = (VkImageView)draw_->GetNativeObject(Draw::NativeObject::BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_RT, (void *)0);
boundSecondaryIsInputAttachment_ = true;
fboTexBindState_ = FBO_TEX_NONE;
} else {
boundSecondaryIsInputAttachment_ = false;
boundSecondary_ = VK_NULL_HANDLE;
}
}
+3 -5
View File
@@ -89,7 +89,6 @@ void MainWindow::updateMenus()
updateMenuGroupInt(saveStateGroup, g_Config.iCurrentStateSlot);
updateMenuGroupInt(displayRotationGroup, g_Config.iInternalScreenRotation);
updateMenuGroupInt(renderingResolutionGroup, g_Config.iInternalResolution);
updateMenuGroupInt(renderingModeGroup, g_Config.iRenderingMode);
updateMenuGroupInt(frameSkippingGroup, g_Config.iFrameSkip);
updateMenuGroupInt(frameSkippingTypeGroup, g_Config.iFrameSkipType);
updateMenuGroupInt(textureFilteringGroup, g_Config.iTexFiltering);
@@ -599,6 +598,9 @@ void MainWindow::createMenus()
gameSettingsMenu->add(new MenuAction(this, SLOT(fullscrAct()), QT_TR_NOOP("Fu&llscreen"), QKeySequence::FullScreen))
#endif
->addEventChecked(&g_Config.bFullScreen);
gameSettingsMenu->add(new MenuAction(this, SLOT(bufferRenderAct()), QT_TR_NOOP("&Skip buffer effects")))
->addEventChecked(&g_Config.bSkipBufferEffects);
MenuTree* renderingResolutionMenu = new MenuTree(this, gameSettingsMenu, QT_TR_NOOP("&Rendering resolution"));
renderingResolutionGroup = new MenuActionGroup(this, renderingResolutionMenu, SLOT(renderingResolutionGroup_triggered(QAction *)),
QStringList() << "&Auto" << "&1x" << "&2x" << "&3x" << "&4x" << "&5x" << "&6x" << "&7x" << "&8x" << "&9x" << "1&0x",
@@ -609,10 +611,6 @@ void MainWindow::createMenus()
QStringList() << "&1x" << "&2x" << "&3x" << "&4x" << "&5x" << "&6x" << "&7x" << "&8x" << "&9x" << "1&0x",
QList<int>() << 1 << 2 << 3 << 4 << 5 << 6 << 7 << 8 << 9 << 10);
MenuTree* renderingModeMenu = new MenuTree(this, gameSettingsMenu, QT_TR_NOOP("Rendering m&ode"));
renderingModeGroup = new MenuActionGroup(this, renderingModeMenu, SLOT(renderingModeGroup_triggered(QAction *)),
QStringList() << "&Skip buffered effects (non-buffered, faster)" << "&Buffered rendering",
QList<int>() << 0 << 1);
MenuTree* frameSkippingMenu = new MenuTree(this, gameSettingsMenu, QT_TR_NOOP("&Frame skipping"));
frameSkippingMenu->add(new MenuAction(this, SLOT(autoframeskipAct()), QT_TR_NOOP("&Auto")))
->addEventChecked(&g_Config.bAutoFrameSkip);
+3 -9
View File
@@ -119,7 +119,6 @@ private slots:
void moreSettingsAct() { NativeMessageReceived("settings", ""); }
void bufferRenderAct() {
g_Config.iRenderingMode = !g_Config.iRenderingMode;
NativeMessageReceived("gpu_resized", "");
}
void linearAct() { g_Config.iTexFiltering = (g_Config.iTexFiltering != 0) ? 0 : 3; }
@@ -134,15 +133,10 @@ private slots:
g_Config.iSmallDisplayZoomType = action->data().toInt();
NativeMessageReceived("gpu_resized", "");
}
void renderingModeGroup_triggered(QAction *action) {
g_Config.iRenderingMode = action->data().toInt();
g_Config.bAutoFrameSkip = false;
NativeMessageReceived("gpu_resized", "");
}
void autoframeskipAct() {
g_Config.bAutoFrameSkip = !g_Config.bAutoFrameSkip;
if (g_Config.iRenderingMode == FB_NON_BUFFERED_MODE) {
g_Config.iRenderingMode = FB_BUFFERED_MODE;
if (g_Config.bSkipBufferEffects) {
g_Config.bSkipBufferEffects = false;
NativeMessageReceived("gpu_resized", "");
}
}
@@ -224,7 +218,7 @@ private:
*textureScalingLevelGroup, *textureScalingTypeGroup,
*screenScalingFilterGroup, *textureFilteringGroup,
*frameSkippingTypeGroup, *frameSkippingGroup,
*renderingModeGroup, *renderingResolutionGroup,
*renderingResolutionGroup,
*displayRotationGroup, *saveStateGroup;
std::queue<MainWindowMsg> msgQueue_;
+5 -3
View File
@@ -96,9 +96,11 @@ impl Section {
continue;
}
if !other.lines.iter().any(|line| line.starts_with(prefix)) {
println!("Commenting out: {}", line);
// Comment out the line.
*line = "#".to_owned() + line;
if !prefix.contains("URL") {
println!("Commenting out: {}", line);
// Comment out the line.
*line = "#".to_owned() + line;
}
}
}
}
+2 -2
View File
@@ -275,7 +275,7 @@ void DisplayLayoutScreen::CreateViews() {
root_->Add(new Boundary(new AnchorLayoutParams(previewWidth, vertBoundariesHeight, horizPreviewPadding, vertPreviewPadding - vertBoundariesHeight, NONE, NONE)));
root_->Add(new Boundary(new AnchorLayoutParams(previewWidth, vertBoundariesHeight, horizPreviewPadding, vertPreviewPadding + previewHeight, NONE, NONE)));
bool displayRotEnable = (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE) || g_Config.bSoftwareRendering;
bool displayRotEnable = !g_Config.bSkipBufferEffects || g_Config.bSoftwareRendering;
bRotated_ = false;
if (displayRotEnable && (g_Config.iInternalScreenRotation == ROTATION_LOCKED_VERTICAL || g_Config.iInternalScreenRotation == ROTATION_LOCKED_VERTICAL180)) {
bRotated_ = true;
@@ -371,7 +371,7 @@ void DisplayLayoutScreen::CreateViews() {
static const char *displayRotation[] = { "Landscape", "Portrait", "Landscape Reversed", "Portrait Reversed" };
auto rotation = new PopupMultiChoice(&g_Config.iInternalScreenRotation, gr->T("Rotation"), displayRotation, 1, ARRAY_SIZE(displayRotation), co->GetName(), screenManager(), new AnchorLayoutParams(400, WRAP_CONTENT, previewWidth - 200.0f, 10, NONE, bounds.h - 64 - 10));
rotation->SetEnabledFunc([] {
return g_Config.iRenderingMode != FB_NON_BUFFERED_MODE || g_Config.bSoftwareRendering;
return !g_Config.bSkipBufferEffects || g_Config.bSoftwareRendering;
});
root_->Add(rotation);
+3 -3
View File
@@ -327,12 +327,12 @@ void EmuScreen::bootGame(const Path &filename) {
System_SendMessage("event", "failstartgame");
}
if (PSP_CoreParameter().compat.flags().RequireBufferedRendering && g_Config.iRenderingMode == FB_NON_BUFFERED_MODE) {
if (PSP_CoreParameter().compat.flags().RequireBufferedRendering && g_Config.bSkipBufferEffects) {
auto gr = GetI18NCategory("Graphics");
host->NotifyUserMessage(gr->T("BufferedRenderingRequired", "Warning: This game requires Rendering Mode to be set to Buffered."), 15.0f);
}
if (PSP_CoreParameter().compat.flags().RequireBlockTransfer && g_Config.bBlockTransferGPU == false) {
if (PSP_CoreParameter().compat.flags().RequireBlockTransfer && g_Config.bSkipGPUReadbacks) {
auto gr = GetI18NCategory("Graphics");
host->NotifyUserMessage(gr->T("BlockTransferRequired", "Warning: This game requires Simulate Block Transfer Mode to be set to On."), 15.0f);
}
@@ -1355,7 +1355,7 @@ void EmuScreen::preRender() {
// We only bind it in FramebufferManager::CopyDisplayToOutput (unless non-buffered)...
// We do, however, start the frame in other ways.
bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
bool useBufferedRendering = !g_Config.bSkipBufferEffects;
if ((!useBufferedRendering && !g_Config.bSoftwareRendering) || Core_IsStepping()) {
// We need to clear here already so that drawing during the frame is done on a clean slate.
if (Core_IsStepping() && gpuStats.numFlips != 0) {
+47 -82
View File
@@ -298,28 +298,6 @@ void GameSettingsScreen::CreateViews() {
}
}
static const char *renderingMode[] = { "Non-Buffered Rendering", "Buffered Rendering" };
PopupMultiChoice *renderingModeChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iRenderingMode, gr->T("Mode"), renderingMode, 0, ARRAY_SIZE(renderingMode), gr->GetName(), screenManager()));
renderingModeChoice->OnChoice.Add([=](EventParams &e) {
switch (g_Config.iRenderingMode) {
case FB_NON_BUFFERED_MODE:
settingInfo_->Show(gr->T("RenderingMode NonBuffered Tip", "Faster, but graphics may be missing in some games"), e.v);
break;
case FB_BUFFERED_MODE:
break;
}
return UI::EVENT_CONTINUE;
});
renderingModeChoice->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingMode);
renderingModeChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *blockTransfer = graphicsSettings->Add(new CheckBox(&g_Config.bBlockTransferGPU, gr->T("Simulate Block Transfer", "Simulate Block Transfer")));
blockTransfer->OnClick.Add([=](EventParams &e) {
if (!g_Config.bBlockTransferGPU)
settingInfo_->Show(gr->T("BlockTransfer Tip", "Some games require this to be On for correct graphics"), e.v);
return UI::EVENT_CONTINUE;
});
blockTransfer->SetDisabledPtr(&g_Config.bSoftwareRendering);
if (deviceType != DEVICE_TYPE_VR) {
CheckBox *softwareGPU = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareRendering, gr->T("Software Rendering", "Software Rendering (slow)")));
softwareGPU->SetEnabled(!PSP_IsInited());
@@ -348,6 +326,46 @@ void GameSettingsScreen::CreateViews() {
altSpeed2->SetFormat("%i%%");
}
graphicsSettings->Add(new ItemHeader(gr->T("Speed Hacks", "Speed Hacks (can cause rendering errors!)")));
CheckBox *skipBufferEffects = graphicsSettings->Add(new CheckBox(&g_Config.bSkipBufferEffects, gr->T("Skip Buffer Effects")));
skipBufferEffects->OnClick.Add([=](EventParams &e) {
if (g_Config.bSkipBufferEffects) {
settingInfo_->Show(gr->T("RenderingMode NonBuffered Tip", "Faster, but graphics may be missing in some games"), e.v);
g_Config.bAutoFrameSkip = false;
}
return UI::EVENT_DONE;
});
skipBufferEffects->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *skipGPUReadbacks = graphicsSettings->Add(new CheckBox(&g_Config.bSkipGPUReadbacks, gr->T("Skip GPU Readbacks")));
skipGPUReadbacks->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *vtxCache = graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gr->T("Vertex Cache")));
vtxCache->OnClick.Add([=](EventParams &e) {
settingInfo_->Show(gr->T("VertexCache Tip", "Faster, but may cause temporary flicker"), e.v);
return UI::EVENT_CONTINUE;
});
vtxCache->SetEnabledFunc([] {
return !g_Config.bSoftwareRendering && g_Config.bHardwareTransform && g_Config.iGPUBackend != (int)GPUBackend::OPENGL;
});
CheckBox *texBackoff = graphicsSettings->Add(new CheckBox(&g_Config.bTextureBackoffCache, gr->T("Lazy texture caching", "Lazy texture caching (speedup)")));
texBackoff->SetDisabledPtr(&g_Config.bSoftwareRendering);
texBackoff->OnClick.Add([=](EventParams& e) {
settingInfo_->Show(gr->T("Lazy texture caching Tip", "Faster, but can cause text problems in a few games"), e.v);
return UI::EVENT_CONTINUE;
});
static const char *quality[] = { "Low", "Medium", "High" };
PopupMultiChoice *beziersChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iSplineBezierQuality, gr->T("LowCurves", "Spline/Bezier curves quality"), quality, 0, ARRAY_SIZE(quality), gr->GetName(), screenManager()));
beziersChoice->OnChoice.Add([=](EventParams &e) {
if (g_Config.iSplineBezierQuality != 0) {
settingInfo_->Show(gr->T("LowCurves Tip", "Only used by some games, controls smoothness of curves"), e.v);
}
return UI::EVENT_CONTINUE;
});
graphicsSettings->Add(new ItemHeader(gr->T("Postprocessing effect")));
bool multiViewSupported = draw->GetDeviceCaps().multiViewSupported;
@@ -378,7 +396,7 @@ void GameSettingsScreen::CreateViews() {
auto &value = g_Config.mPostShaderSetting[StringFromFormat("%sSettingValue%d", shaderInfo->section.c_str(), i + 1)];
PopupSliderChoiceFloat *settingValue = graphicsSettings->Add(new PopupSliderChoiceFloat(&value, setting.minValue, setting.maxValue, ps->T(setting.name), setting.step, screenManager()));
settingValue->SetEnabledFunc([=] {
return g_Config.iRenderingMode != FB_NON_BUFFERED_MODE && enableStereo();
return !g_Config.bSkipBufferEffects && enableStereo();
});
}
}
@@ -400,7 +418,7 @@ void GameSettingsScreen::CreateViews() {
return UI::EVENT_DONE;
});
postProcChoice_->SetEnabledFunc([=] {
return g_Config.iRenderingMode != FB_NON_BUFFERED_MODE && !enableStereo();
return !g_Config.bSkipBufferEffects && !enableStereo();
});
// No need for settings on the last one.
@@ -423,7 +441,7 @@ void GameSettingsScreen::CreateViews() {
} else {
PopupSliderChoiceFloat *settingValue = graphicsSettings->Add(new PopupSliderChoiceFloat(&value, setting.minValue, setting.maxValue, ps->T(setting.name), setting.step, screenManager()));
settingValue->SetEnabledFunc([=] {
return g_Config.iRenderingMode != FB_NON_BUFFERED_MODE && !enableStereo();
return !g_Config.bSkipBufferEffects && !enableStereo();
});
}
}
@@ -470,7 +488,7 @@ void GameSettingsScreen::CreateViews() {
resolutionChoice_ = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iInternalResolution, gr->T("Rendering Resolution"), internalResolutions, 0, ARRAY_SIZE(internalResolutions), gr->GetName(), screenManager()));
resolutionChoice_->OnChoice.Handle(this, &GameSettingsScreen::OnResolutionChange);
resolutionChoice_->SetEnabledFunc([] {
return !g_Config.bSoftwareRendering && g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
return !g_Config.bSoftwareRendering && !g_Config.bSkipBufferEffects;
});
#if PPSSPP_PLATFORM(ANDROID)
@@ -499,7 +517,7 @@ void GameSettingsScreen::CreateViews() {
return UI::EVENT_CONTINUE;
});
frameDuplication->SetEnabledFunc([] {
return g_Config.iRenderingMode != FB_NON_BUFFERED_MODE && g_Config.iFrameSkip == 0;
return !g_Config.bSkipBufferEffects && g_Config.iFrameSkip == 0;
});
if (GetGPUBackend() == GPUBackend::VULKAN || GetGPUBackend() == GPUBackend::OPENGL) {
@@ -529,45 +547,6 @@ void GameSettingsScreen::CreateViews() {
});
swSkin->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *vtxCache = graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gr->T("Vertex Cache")));
vtxCache->OnClick.Add([=](EventParams &e) {
settingInfo_->Show(gr->T("VertexCache Tip", "Faster, but may cause temporary flicker"), e.v);
return UI::EVENT_CONTINUE;
});
vtxCache->SetEnabledFunc([] {
return !g_Config.bSoftwareRendering && g_Config.bHardwareTransform && g_Config.iGPUBackend != (int)GPUBackend::OPENGL;
});
CheckBox *texBackoff = graphicsSettings->Add(new CheckBox(&g_Config.bTextureBackoffCache, gr->T("Lazy texture caching", "Lazy texture caching (speedup)")));
texBackoff->SetDisabledPtr(&g_Config.bSoftwareRendering);
texBackoff->OnClick.Add([=](EventParams& e) {
settingInfo_->Show(gr->T("Lazy texture caching Tip", "Faster, but can cause text problems in a few games"), e.v);
return UI::EVENT_CONTINUE;
});
CheckBox *texSecondary_ = graphicsSettings->Add(new CheckBox(&g_Config.bTextureSecondaryCache, gr->T("Retain changed textures", "Retain changed textures (speedup, mem hog)")));
texSecondary_->OnClick.Add([=](EventParams &e) {
settingInfo_->Show(gr->T("RetainChangedTextures Tip", "Makes many games slower, but some games a lot faster"), e.v);
return UI::EVENT_CONTINUE;
});
texSecondary_->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")));
if (PSP_IsInited()) {
vtxJit->SetEnabled(false);
}*/
static const char *quality[] = { "Low", "Medium", "High" };
PopupMultiChoice *beziersChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iSplineBezierQuality, gr->T("LowCurves", "Spline/Bezier curves quality"), quality, 0, ARRAY_SIZE(quality), gr->GetName(), screenManager()));
beziersChoice->OnChoice.Add([=](EventParams &e) {
if (g_Config.iSplineBezierQuality != 0) {
settingInfo_->Show(gr->T("LowCurves Tip", "Only used by some games, controls smoothness of curves"), e.v);
}
return UI::EVENT_CONTINUE;
});
CheckBox *tessellationHW = graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTessellation, gr->T("Hardware Tessellation")));
tessellationHW->OnClick.Add([=](EventParams &e) {
settingInfo_->Show(gr->T("HardwareTessellation Tip", "Uses hardware to make curves"), e.v);
@@ -1202,8 +1181,8 @@ UI::EventReturn GameSettingsScreen::OnAutoFrameskip(UI::EventParams &e) {
if (g_Config.bAutoFrameSkip && g_Config.iFrameSkip == 0) {
g_Config.iFrameSkip = 1;
}
if (g_Config.bAutoFrameSkip && g_Config.iRenderingMode == FB_NON_BUFFERED_MODE) {
g_Config.iRenderingMode = FB_BUFFERED_MODE;
if (g_Config.bAutoFrameSkip && g_Config.bSkipBufferEffects) {
g_Config.bSkipBufferEffects = false;
}
return UI::EVENT_DONE;
}
@@ -1247,20 +1226,6 @@ UI::EventReturn GameSettingsScreen::OnSustainedPerformanceModeChange(UI::EventPa
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnRenderingMode(UI::EventParams &e) {
// We do not want to report when rendering mode is Framebuffer to memory - so many issues
// are caused by that (framebuffer copies overwriting display lists, etc).
Reporting::UpdateConfig();
enableReportsCheckbox_->SetEnabled(Reporting::IsSupported());
if (!Reporting::IsSupported())
enableReports_ = Reporting::IsEnabled();
if (g_Config.iRenderingMode == FB_NON_BUFFERED_MODE) {
g_Config.bAutoFrameSkip = false;
}
return UI::EVENT_DONE;
}
UI::EventReturn GameSettingsScreen::OnJitAffectingSetting(UI::EventParams &e) {
NativeMessageReceived("clear jit", "");
return UI::EVENT_DONE;
+2
View File
@@ -306,6 +306,8 @@ int CtrlVertexList::GetRowCount() {
rowCount_ = 0;
}
VertexDecoderOptions options{};
// TODO: Maybe an option?
options.applySkinInDecode = true;
decoder->SetVertexType(state.vertType, options);
return rowCount_;
}
+11 -30
View File
@@ -315,8 +315,7 @@ namespace MainWindow {
TranslateMenuItem(menu, ID_OPTIONS_VULKAN);
TranslateMenuItem(menu, ID_OPTIONS_RENDERMODE_MENU);
TranslateMenuItem(menu, ID_OPTIONS_NONBUFFEREDRENDERING);
TranslateMenuItem(menu, ID_OPTIONS_BUFFEREDRENDERING);
TranslateMenuItem(menu, ID_OPTIONS_SKIP_BUFFER_EFFECTS);
TranslateMenuItem(menu, ID_OPTIONS_FRAMESKIP_MENU, g_Config.bSystemControls ? L"\tF7" : L"");
TranslateMenuItem(menu, ID_OPTIONS_FRAMESKIP_AUTO);
TranslateMenuItem(menu, ID_OPTIONS_FRAMESKIP_0);
@@ -489,21 +488,8 @@ namespace MainWindow {
NativeMessageReceived("gpu_clearCache", "");
}
static void setRenderingMode(int mode) {
auto gr = GetI18NCategory("Graphics");
g_Config.iRenderingMode = mode;
switch (g_Config.iRenderingMode) {
case FB_NON_BUFFERED_MODE:
osm.Show(gr->T("Non-Buffered Rendering"));
g_Config.bAutoFrameSkip = false;
break;
case FB_BUFFERED_MODE:
osm.Show(gr->T("Buffered Rendering"));
break;
}
static void setSkipBufferEffects(bool skip) {
g_Config.bSkipBufferEffects = skip;
NativeMessageReceived("gpu_resized", "");
}
@@ -756,8 +742,8 @@ namespace MainWindow {
case ID_OPTIONS_FRAMESKIP_AUTO:
g_Config.bAutoFrameSkip = !g_Config.bAutoFrameSkip;
if (g_Config.bAutoFrameSkip && g_Config.iRenderingMode == FB_NON_BUFFERED_MODE) {
g_Config.iRenderingMode = FB_BUFFERED_MODE;
if (g_Config.bAutoFrameSkip && g_Config.bSkipBufferEffects) {
g_Config.bSkipBufferEffects = false;
NativeMessageReceived("gpu_resized", "");
}
break;
@@ -802,8 +788,11 @@ namespace MainWindow {
RestartApp();
break;
case ID_OPTIONS_NONBUFFEREDRENDERING: setRenderingMode(FB_NON_BUFFERED_MODE); break;
case ID_OPTIONS_BUFFEREDRENDERING: setRenderingMode(FB_BUFFERED_MODE); break;
case ID_OPTIONS_SKIP_BUFFER_EFFECTS:
g_Config.bSkipBufferEffects = !g_Config.bSkipBufferEffects;
NativeMessageReceived("gpu_resized", "");
osm.ShowOnOff(gr->T("Skip Buffer Effects"), g_Config.bSkipBufferEffects);
break;
case ID_DEBUG_SHOWDEBUGSTATISTICS:
g_Config.bShowDebugStats = !g_Config.bShowDebugStats;
@@ -1095,6 +1084,7 @@ namespace MainWindow {
CHECKITEM(ID_FILE_USEFFV1, g_Config.bUseFFV1);
CHECKITEM(ID_FILE_DUMP_VIDEO_OUTPUT, g_Config.bDumpVideoOutput);
CHECKITEM(ID_FILE_DUMPAUDIO, g_Config.bDumpAudio);
CHECKITEM(ID_OPTIONS_SKIP_BUFFER_EFFECTS, g_Config.bSkipBufferEffects);
static const int displayrotationitems[] = {
ID_EMULATION_ROTATION_H,
@@ -1238,15 +1228,6 @@ namespace MainWindow {
CheckMenuItem(menu, bufferfilteritems[i], MF_BYCOMMAND | ((i + 1) == g_Config.iBufFilter ? MF_CHECKED : MF_UNCHECKED));
}
static const int renderingmode[] = {
ID_OPTIONS_NONBUFFEREDRENDERING,
ID_OPTIONS_BUFFEREDRENDERING,
};
for (int i = 0; i < ARRAY_SIZE(renderingmode); i++) {
CheckMenuItem(menu, renderingmode[i], MF_BYCOMMAND | ((i == g_Config.iRenderingMode) ? MF_CHECKED : MF_UNCHECKED));
}
static const int frameskipping[] = {
ID_OPTIONS_FRAMESKIP_0,
ID_OPTIONS_FRAMESKIP_1,
+2 -5
View File
@@ -552,6 +552,7 @@ BEGIN
MENUITEM "", 0, MFT_SEPARATOR
MENUITEM "Fullscreen", ID_OPTIONS_FULLSCREEN
MENUITEM "VSync", ID_OPTIONS_VSYNC
MENUITEM "Skip Buffer Effects", ID_OPTIONS_SKIP_BUFFER_EFFECTS
POPUP "Postprocessing Shader", ID_OPTIONS_SHADER_MENU
BEGIN
MENUITEM "", 0, MFT_SEPARATOR
@@ -592,11 +593,7 @@ BEGIN
MENUITEM "Vulkan", ID_OPTIONS_VULKAN
END
POPUP "Rendering Mode", ID_OPTIONS_RENDERMODE_MENU
BEGIN
MENUITEM "Non-Buffered Rendering", ID_OPTIONS_NONBUFFEREDRENDERING
MENUITEM "Buffered Rendering", ID_OPTIONS_BUFFEREDRENDERING
END
POPUP "Frame Skipping", ID_OPTIONS_FRAMESKIP_MENU
BEGIN
MENUITEM "Auto", ID_OPTIONS_FRAMESKIP_AUTO
+1 -2
View File
@@ -189,7 +189,7 @@
#define ID_DISASM_THREAD_KILL 40073
#define ID_FILE_SAVESTATE_NEXT_SLOT 40074
#define ID_FILE_SAVESTATE_NEXT_SLOT_HC 40075
#define ID_OPTIONS_NONBUFFEREDRENDERING 40078
#define ID_OPTIONS_SKIP_BUFFER_EFFECTS 40078
#define ID_OPTIONS_FRAMESKIP_0 40079
#define ID_OPTIONS_FRAMESKIP_1 40080
#define ID_OPTIONS_FRAMESKIP_2 40081
@@ -219,7 +219,6 @@
#define ID_OPTIONS_WINDOW3X 40106
#define ID_OPTIONS_WINDOW4X 40107
#define ID_OPTIONS_WINDOW5X 40108
#define ID_OPTIONS_BUFFEREDRENDERING 40109
#define ID_DEBUG_SHOWDEBUGSTATISTICS 40110
#define ID_OPTIONS_SCREEN6X 40111
#define ID_OPTIONS_SCREEN7X 40112
+24
View File
@@ -1240,3 +1240,27 @@ NPJH50366 = true
[AllowDownloadCLUT]
# Temporary compatibility option, while working on the GPU CLUT-from-framebuffer path.
# Not required for any games now that it works, but might be useful for development.
[SecondaryTextureCache]
# Was previously the "Retain changed textures" setting.
# See https://github.com/hrydgard/ppsspp/issues/16339#issuecomment-1304826656
# Popolocrois
UCJS10005 = true
UCAS40009 = true
ULUS10018 = true
UCJS18003 = true
ULES00291 = true
NPJG00033 = true
# Fushigi no Dungeon: Fuurai no Shiren 4 Plus - Kami no Hitomi to Akuma no Heso
ULJS00547 = true
NPJH50698 = true
# Final Fantasy Tactics
UCAS40148 = true
ULJM05194 = true
ULES00850 = true
ULUS10297 = true
ULJM05516 = true
NPJH50408 = true
+5 -9
View File
@@ -137,7 +137,6 @@ Backend = ‎&خلفية التصيير(إعادة تشغيل PPSSPP)
Bicubic = &Bicubic
Break = Break
Break on Load = Break on load
Buffered Rendering = ‎&تصيير مخفف
Buy Gold = ‎إشتري النسخة الإحترافية &
Control Mapping... = ‎&تخطيط التحكم...
Debugging = ‎&تصحيح
@@ -181,7 +180,7 @@ Log Console = ‎&سجل الكونسول
Memory View... = ‎عرض الرام...
More Settings... = ‎&إعدادات إضافية...
Nearest = ‎&الأقرب
Non-Buffered Rendering = ‎&تخطي تأثيرات الصقل (غير مصقول, أسرع)
Skip Buffer Effects = ‎&تخطي تأثيرات الصقل (غير مصقول, أسرع)
Off = ‎&مغلق
Open Chat = Open Chat
Open Directory... = ‎إفتح مسار&...
@@ -477,11 +476,8 @@ Auto Scaling = ‎تكبير تلقائي
Backend = ‎الخلفي
Balanced = ‎متناسق
Bicubic = Bicubic
BlockTransfer Tip = Some games require this to be On for correct graphics
BlockTransferRequired = Warning: This game requires "simulate block transfer effects" to be set to On.
Both = ‎الأثنين
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = ‎التصيير المُخفف
BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered".
Camera = Camera
Camera Device = Camera device
@@ -509,6 +505,7 @@ Frame Skipping = ‎تخطي الإطارات
Frame Skipping Type = Frame skipping type
FullScreen = ‎الشاشة الكاملة
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Hack settings (may cause glitches)
Hardware Tessellation = Hardware tessellation
Hardware Transform = Hardware transform
@@ -533,7 +530,7 @@ Must Restart = ‎يجب عليك إعادة تشغيل البرنامج لكي
Native device resolution = ‎حجم الجهاز الأساسي
Nearest = Nearest
No buffer = No buffer
Non-Buffered Rendering = Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = Skip buffer effects
None = ‎لا شئ
Number of Frames = Number of frames
Off = ‎مغلق
@@ -550,19 +547,18 @@ RenderDuplicateFrames Tip = Can make framerate smoother in games that run at low
Rendering Mode = ‎وضع التصيير
Rendering Resolution = ‎حجم التصيير
RenderingMode NonBuffered Tip = ‎أسرع, لكن يمكن أن لا يظهر أي شئ في بعض الألعاب
Retain changed textures = Retain changed textures (sometimes slower)
RetainChangedTextures Tip = ‎يجعل ألعاب كثيرة بطيئة, لكن بعض الألعاب أسرع
Rotation = ‎الدوران
Safe = ‎أمن
Screen layout = Screen layout
Screen Scaling Filter = ‎فلتر تكبير حجم الشاشة
Show Debug Statistics = ‎أظهر معلومات التصحيح
Show FPS Counter = ‎أظهر عداد الـFPS
Simulate Block Transfer = Simulate block transfer effects
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = ‎تصيير السوفت وير (slow)
Software Skinning = ‎طلاء برمجي
SoftwareSkinning Tip = Combine skinned model draws on the CPU, faster in most games
Speed = ‎السرعة
Speed Hacks = Speed Hacks (can cause rendering errors!)
Stretching = ‎المط
Texture Filter = ‎منقي الرسوم
Texture Filtering = ‎مفلتر الرسوم
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Rendering &Backend (Restarts PPSSPP)
Bicubic = &Bicubic
Break = Break
Break on Load = Break on load
Buffered Rendering = &Buffered Rendering
Buy Gold = Buy &Gold
Control Mapping... = C&ontrol Mapping...
Debugging = &Debug
@@ -173,7 +172,7 @@ Log Console = &Log Console
Memory View... = Memory &View...
More Settings... = &More Settings...
Nearest = &Nearest
Non-Buffered Rendering = &Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = &Skip buffer effects
Off = &Off
Open Chat = Open Chat
Open Directory... = Open &Directory...
@@ -469,11 +468,8 @@ Auto Scaling = Auto scaling
Backend = Backend
Balanced = Balanced
Bicubic = Bicubic
BlockTransfer Tip = Some games require this to be On for correct graphics
BlockTransferRequired = Warning: This game requires "simulate block transfer effects" to be set to On.
Both = Both
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = Yükləyərək Aç
BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered".
Camera = Camera
Camera Device = Camera device
@@ -501,6 +497,7 @@ Frame Skipping = Kvadrat Keçid et (Sürət)
Frame Skipping Type = Frame skipping type
FullScreen = Fullscreen
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Hack settings (may cause glitches)
Hardware Tessellation = Hardware tessellation
Hardware Transform = Təchizat Dönüşüm
@@ -525,7 +522,7 @@ Must Restart = You must restart PPSSPP for this change to take effect.
Native device resolution = Native device resolution
Nearest = Nearest
No buffer = No buffer
Non-Buffered Rendering = Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = Skip buffer effects
None = None
Number of Frames = Number of frames
Off = Off
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Can make framerate smoother in games that run at low
Rendering Mode = Rendering mode
Rendering Resolution = Rendering resolution
RenderingMode NonBuffered Tip = Faster, but nothing may draw in some games
Retain changed textures = Retain changed textures (sometimes slower)
RetainChangedTextures Tip = Makes many games slower, but some games a lot faster
Rotation = Rotation
Safe = Safe
Screen layout = Screen layout
Screen Scaling Filter = Screen scaling filter
Show Debug Statistics = Show debug statistics
Show FPS Counter = Show FPS counter
Simulate Block Transfer = Simulate block transfer effects
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Software rendering (experimental)
Software Skinning = Software skinning
SoftwareSkinning Tip = Combine skinned model draws on the CPU, faster in most games
Speed = Speed
Speed Hacks = Speed Hacks (can cause rendering errors!)
Stretching = Stretching
Texture Filter = Texture filtering
Texture Filtering = Texture filtering
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Rendering &Backend (Restarts PPSSPP)
Bicubic = &Bicubic
Break = Break
Break on Load = Break on load
Buffered Rendering = &Buffered Rendering
Buy Gold = Купи &Gold
Control Mapping... = Контроли...
Debugging = &Debug
@@ -173,7 +172,7 @@ Log Console = &Log Console
Memory View... = Памет изглед...
More Settings... = Още настройки...
Nearest = &Най-близко
Non-Buffered Rendering = &Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = &Skip buffer effects
Off = &Изключено
Open Chat = Open Chat
Open Directory... = Отвори директория...
@@ -469,11 +468,8 @@ Auto Scaling = Auto scaling
Backend = Backend
Balanced = Balanced
Bicubic = Bicubic
BlockTransfer Tip = Some games require this to be On for correct graphics
BlockTransferRequired = Warning: This game requires "simulate block transfer effects" to be set to On.
Both = И двете
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = Buffered rendering
BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered".
Camera = Camera
Camera Device = Camera device
@@ -501,6 +497,7 @@ Frame Skipping = Прескачане на кадри
Frame Skipping Type = Frame skipping type
FullScreen = Цял екран
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Hack settings (may cause glitches)
Hardware Tessellation = Hardware tessellation
Hardware Transform = Hardware Transform
@@ -525,7 +522,7 @@ Must Restart = You must restart PPSSPP for this change to take effect.
Native device resolution = Native device resolution
Nearest = Най-близко
No buffer = No buffer
Non-Buffered Rendering = Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = Skip buffer effects
None = Нищо
Number of Frames = Number of frames
Off = Изключен
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Can make framerate smoother in games that run at low
Rendering Mode = Rendering mode
Rendering Resolution = Rendering resolution
RenderingMode NonBuffered Tip = Faster, but nothing may draw in some games
Retain changed textures = Retain changed textures (sometimes slower)
RetainChangedTextures Tip = Makes many games slower, but some games a lot faster
Rotation = Rotation
Safe = Safe
Screen layout = Screen layout
Screen Scaling Filter = Screen scaling filter
Show Debug Statistics = Покажи debug инфо
Show FPS Counter = Покажи брояча за кадри в сек.
Simulate Block Transfer = Simulate block transfer effects
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Software rendering (експериментално)
Software Skinning = Software skinning
SoftwareSkinning Tip = Combine skinned model draws on the CPU, faster in most games
Speed = Скорост
Speed Hacks = Speed Hacks (can cause rendering errors!)
Stretching = Stretching
Texture Filter = Текстурно филтриране
Texture Filtering = Текстурно филтриране
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Motor &gràfic (requereix reiniciar)
Bicubic = &Bicúbic
Break = Break
Break on Load = Break on load
Buffered Rendering = &Renderitzat en memòria intermèdia
Buy Gold = Compreu la versió &Gold
Control Mapping... = Assigneu els &botons...
Debugging = &Depuració
@@ -173,7 +172,7 @@ Log Console = Consola de re&gistres
Memory View... = Visor de &memòria...
More Settings... = Més &paràmetres...
Nearest = &El més proper
Non-Buffered Rendering = &Renderitzat sense memòria intermèdia (més ràpid)
Skip Buffer Effects = &Renderitzat sense memòria intermèdia (més ràpid)
Off = &No
Open Chat = Open Chat
Open Directory... = Obriu &directori...
@@ -469,11 +468,8 @@ Auto Scaling = Auto scaling
Backend = Backend
Balanced = Balanced
Bicubic = Bicúbic
BlockTransfer Tip = Some games require this to be On for correct graphics
BlockTransferRequired = Warning: This game requires "simulate block transfer effects" to be set to On.
Both = Both
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = Renderizat per buffer
BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered".
Camera = Camera
Camera Device = Camera device
@@ -501,6 +497,7 @@ Frame Skipping = Saltar fotogrames (skip)
Frame Skipping Type = Frame skipping type
FullScreen = Fullscreen
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Hack settings (may cause glitches)
Hardware Tessellation = Hardware tessellation
Hardware Transform = Transformació per maquinari
@@ -525,7 +522,7 @@ Must Restart = You must restart PPSSPP for this change to take effect.
Native device resolution = Native device resolution
Nearest = Nearest
No buffer = No buffer
Non-Buffered Rendering = Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = Skip buffer effects
None = None
Number of Frames = Number of frames
Off = Off
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Can make framerate smoother in games that run at low
Rendering Mode = Rendering mode
Rendering Resolution = Rendering resolution
RenderingMode NonBuffered Tip = Faster, but nothing may draw in some games
Retain changed textures = Retain changed textures (sometimes slower)
RetainChangedTextures Tip = Makes many games slower, but some games a lot faster
Rotation = Rotation
Safe = Safe
Screen layout = Screen layout
Screen Scaling Filter = Screen scaling filter
Show Debug Statistics = Show debug statistics
Show FPS Counter = Show FPS counter
Simulate Block Transfer = Simulate block transfer effects
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Software rendering (experimental)
Software Skinning = Software skinning
SoftwareSkinning Tip = Combine skinned model draws on the CPU, faster in most games
Speed = Speed
Speed Hacks = Speed Hacks (can cause rendering errors!)
Stretching = Stretching
Texture Filter = Texture filtering
Texture Filtering = Texture filtering
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = V&ykreslovací Jádro (Restartuje PPSSPP)
Bicubic = &Bikubická
Break = Break
Break on Load = Break on load
Buffered Rendering = Vykreslování &s vyrovnávací pamětí
Buy Gold = &Koupit zlaté PPSSPP
Control Mapping... = &Mapování ovládání...
Debugging = &Ladění
@@ -173,7 +172,7 @@ Log Console = &Konzole záznamu
Memory View... = &Zobrazení paměti...
More Settings... = D&alší nastavení...
Nearest = &Nejbližší
Non-Buffered Rendering = &Přeskočit efekty vyrovnávací paměti (rychlejší, neukládá se do paměti)
Skip Buffer Effects = &Přeskočit efekty vyrovnávací paměti
Off = &Vypnuto
Open Chat = Open Chat
Open Directory... = &Otevřít adresář...
@@ -469,11 +468,8 @@ Auto Scaling = Automatické zvětšení
Backend = Jádro
Balanced = Vyrovnané
Bicubic = Bikubická
BlockTransfer Tip = Some games require this to be On for correct graphics
BlockTransferRequired = Warning: This game requires "simulate block transfer effects" to be set to On.
Both = Obojí
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = Vykreslování s vyrovnávací pamětí
BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered".
Camera = Camera
Camera Device = Camera device
@@ -501,6 +497,7 @@ Frame Skipping = Přeskakování snímků
Frame Skipping Type = Frame skipping type
FullScreen = Režim celé obrazovky
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Nastavení hacků (Mohou způsobit problémy)
Hardware Tessellation = Hardware tessellation
Hardware Transform = Hardwarová transformace
@@ -525,7 +522,7 @@ Must Restart = Aby došlo k použití těchto změn, je nutné PPSSPP restartova
Native device resolution = Původní rozlišení zařízení
Nearest = Nejbližší
No buffer = No buffer
Non-Buffered Rendering = Přeskočit efekty vyrovnávací paměti (rychlejší, neukládá se do paměti)
Skip Buffer Effects = Přeskočit efekty vyrovnávací paměti
None = Nezobrazovat
Number of Frames = Number of frames
Off = Vypnuto
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Can make framerate smoother in games that run at low
Rendering Mode = Režim vykreslování
Rendering Resolution = Rozlišení vykreslování
RenderingMode NonBuffered Tip = Faster, but nothing may draw in some games
Retain changed textures = Zachovat změněné textury (někdy pomalejší)
RetainChangedTextures Tip = Makes many games slower, but some games a lot faster
Rotation = Otočení
Safe = Bezpečné
Screen layout = Screen layout
Screen Scaling Filter = Filtr změny velikosti obrazovky
Show Debug Statistics = Zobrazit statistiky ladění
Show FPS Counter = Zobrazit počítadlo
Simulate Block Transfer = Simulovat efekty přesunu bloků
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Softwarové vykreslování (experimentální)
Software Skinning = Textury aplikuje software
SoftwareSkinning Tip = Combine skinned model draws on the CPU, faster in most games
Speed = Rychlost
Speed Hacks = Speed Hacks (Mohou způsobit problémy)
Stretching = Roztažení
Texture Filter = Filtr textur
Texture Filtering = Filtrování textur
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Rendering &Backend (Genstarter PPSSPP)
Bicubic = &Bicubisk
Break = Break
Break on Load = Break on load
Buffered Rendering = &Buffered rendering
Buy Gold = Køb PPSSPP &guld
Control Mapping... = &Ændre tasteplaceringen...
Debugging = Fe&jlfind
@@ -173,7 +172,7 @@ Log Console = &Log konsol
Memory View... = Hukommelseso&versigt...
More Settings... = &Flere indstillinger...
Nearest = &Nærmest
Non-Buffered Rendering = &Skip buffer effekter (ikke-bufferet, hurtigere)
Skip Buffer Effects = &Skip buffer effekter
Off = &Slukket
Open Chat = Open Chat
Open Directory... = &Åben katalog...
@@ -469,11 +468,8 @@ Auto Scaling = Auto scaling
Backend = Backend
Balanced = Balanceret
Bicubic = Bicubisk
BlockTransfer Tip = Nogle spil kræver at denne er tændt for korrekt grafik
BlockTransferRequired = Advarsel: Dette spil kræver at simulerede blok overførsel tilstand er tændt.
Both = Begge
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = Bufferet rendering
BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered".
Camera = Camera
Camera Device = Camera device
@@ -501,6 +497,7 @@ Frame Skipping = Frameskipping
Frame Skipping Type = Frame skipping type
FullScreen = Fuldskærm
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Hack indstillinger (kan give fejl)
Hardware Tessellation = Hardware tessellation
Hardware Transform = Hardware transformering
@@ -525,7 +522,7 @@ Must Restart = Du må genstarte PPSSPP for at aktivere denne ændring.
Native device resolution = Standard enheds opløsning
Nearest = Nærmest
No buffer = No buffer
Non-Buffered Rendering = Skip buffer effekter (ikke-buffered, hurtigere)
Skip Buffer Effects = Skip buffer effekter
None = Ingen
Number of Frames = Number of frames
Off = Slukket
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Can make framerate smoother in games that run at low
Rendering Mode = Rendering tilstand
Rendering Resolution = Render opløsning
RenderingMode NonBuffered Tip = Hurtigere, men intet vises i nogle spil
Retain changed textures = Behold ændrede textures (nogle gange langsommere)
RetainChangedTextures Tip = Gør mange spil langsommere, men nogle spil er meget hurtigere
Rotation = Rotation
Safe = Sikker
Screen layout = Screen layout
Screen Scaling Filter = Skærmskaleringsfilter
Show Debug Statistics = Vis debugstatistik
Show FPS Counter = Vis FPS
Simulate Block Transfer = Simuler blokoverførsel effekter
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Software rendering (eksperiment)
Software Skinning = Software skinning
SoftwareSkinning Tip = Kombiner begrænset model tegning af CPU, hurtigere i fleste spil
Speed = Hastighed
Speed Hacks = Speed Hacks (kan give fejl)
Stretching = Stretching
Texture Filter = Texturfilter
Texture Filtering = Texturfiltrering
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Grafik-Backend
Bicubic = Bikubisch
Break = Anhalten
Break on Load = Anhalten beim Laden
Buffered Rendering = Gepuffertes Rendern
Buy Gold = Goldversion kaufen
Control Mapping... = Tastenbelegung ändern...
Debugging = Debug
@@ -173,7 +172,7 @@ Log Console = Logkonsole
Memory View... = Speicheransicht...
More Settings... = Mehr Einstellungen...
Nearest = Nächster Nachbar
Non-Buffered Rendering = Überspringe Puffereffekte (ungepuffert, schneller)
Skip Buffer Effects = Überspringe Puffereffekte
Off = Aus
Open Chat = Öffne Chat
Open Directory... = Öffne Verzeichnis...
@@ -469,11 +468,8 @@ Auto Scaling = Auto Skalierung
Backend = Grafik-Backend
Balanced = Ausgeglichen
Bicubic = Bikubisch
BlockTransfer Tip = Manche Spiele benötigen dies für eine korrekte Darstellung
BlockTransferRequired = Warnung: Dieses Spiel benötigt "Blockübertragungseffekte simulieren".
Both = Beide
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = Gepuffertes Rendern
BufferedRenderingRequired = Warnung: Bei diesem Spiel muss "Rendering Modus" auf "Gepuffert" gesetzt werden.
Camera = Camera
Camera Device = Camera device
@@ -501,6 +497,7 @@ Frame Skipping = Bilder überspringen
Frame Skipping Type = Typ für Bilder überspringen
FullScreen = Vollbild
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Hacks (kann zu Fehlern führen)
Hardware Tessellation = Hardware Tessellation
Hardware Transform = Hardware Transformierung
@@ -525,7 +522,7 @@ Must Restart = Sie müssen PPSSPP neustarten, damit die Änderungen wirksam werd
Native device resolution = Native Auflösung
Nearest = Nächster Nachbar
No buffer = No buffer
Non-Buffered Rendering = Über&springe Puffereffekte (ungepuffert, schneller)
Skip Buffer Effects = Über&springe Puffereffekte
None = Keine
Number of Frames = Anzahl an Frames
Off = Aus
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Kann Framerate smoother in Spielen machen, die eine
Rendering Mode = Rendermodus
Rendering Resolution = Renderauflösung
RenderingMode NonBuffered Tip = Schneller, aber keine Anzeige in einigen Spielen
Retain changed textures = Veränderte Texturen behalten (manchmal langsamer)
RetainChangedTextures Tip = Macht viele Spiele langsamer, aber einige andere umso schneller
Rotation = Drehung
Safe = Sicher
Screen layout = Screen layout
Screen Scaling Filter = Filter für Bildskalierung
Show Debug Statistics = Debugstatistiken anzeigen
Show FPS Counter = FPS anzeigen
Simulate Block Transfer = Blockübertragungseffekte simulieren
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Software Renderer (experimentell)
Software Skinning = Software Skinning
SoftwareSkinning Tip = Reduziert Grafikbefehle und schneller in Spielen mit erweiterter Skinning-Technik, in anderen Spielen langsamer
Speed = Geschwindigkeit
Speed Hacks = Speed Hacks (kann zu Fehlern führen)
Stretching = Strecken
Texture Filter = Texturfilter
Texture Filtering = Texturfilterung
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Rendering &Backend (Restarts PPSSPP)
Bicubic = &Bicubic
Break = Break
Break on Load = Break on load
Buffered Rendering = &Buffered Rendering
Buy Gold = Alli &Gold
Control Mapping... = C&ontrol Mapping...
Debugging = Debu&g
@@ -173,7 +172,7 @@ Log Console = &Konsol log
Memory View... = Pempakitan &Memory...
More Settings... = &More Settings...
Nearest = &Nearest
Non-Buffered Rendering = &Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = &Skip buffer effects
Off = &Mate
Open Chat = Open Chat
Open Directory... = Bukka' &Ngenan...
@@ -469,11 +468,8 @@ Auto Scaling = Auto scaling
Backend = Backend
Balanced = Balanced
Bicubic = Bicubic
BlockTransfer Tip = Some games require this to be On for correct graphics
BlockTransferRequired = Warning: This game requires "simulate block transfer effects" to be set to On.
Both = Pa jio duai
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = Buffered rendering
BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered".
Camera = Camera
Camera Device = Camera device
@@ -501,6 +497,7 @@ Frame Skipping = Frameskip
Frame Skipping Type = Frame skipping type
FullScreen = Layar pol
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Hack settings (may cause glitches)
Hardware Tessellation = Hardware tessellation
Hardware Transform = Sullei Hardware
@@ -525,7 +522,7 @@ Must Restart = You must restart PPSSPP for this change to take effect.
Native device resolution = Native device resolution
Nearest = To paling mandoppi'
No buffer = No buffer
Non-Buffered Rendering = Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = Skip buffer effects
None = Danggo'mo
Number of Frames = Number of frames
Off = Mate
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Can make framerate smoother in games that run at low
Rendering Mode = Pa marrender i
Rendering Resolution = Rendering resolution
RenderingMode NonBuffered Tip = Faster, but nothing may draw in some games
Retain changed textures = Retain changed textures (sometimes slower)
RetainChangedTextures Tip = Makes many games slower, but some games a lot faster
Rotation = Rotation
Safe = Safe
Screen layout = Screen layout
Screen Scaling Filter = Screen scaling filter
Show Debug Statistics = Padenni Debugna
Show FPS Counter = Padenni FPSna
Simulate Block Transfer = Simulate block transfer effects
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Pakeanni Software Tampilkan (dicoba-cobara)
Software Skinning = Software skinning
SoftwareSkinning Tip = Combine skinned model draws on the CPU, faster in most games
Speed = Lassinna
Speed Hacks = Speed Hacks (can cause rendering errors!)
Stretching = Stretching
Texture Filter = Panyaring Texture
Texture Filtering = Saring i Texture
+5 -9
View File
@@ -153,7 +153,6 @@ Backend = Rendering &backend (restarts PPSSPP)
Bicubic = &Bicubic
Break = Break
Break on Load = Break on load
Buffered Rendering = &Buffered rendering
Buy Gold = Buy &Gold
Control Mapping... = C&ontrol mapping...
Debugging = &Debug
@@ -197,7 +196,7 @@ Log Console = &Log console
Memory View... = Memory &view...
More Settings... = &More settings...
Nearest = &Nearest
Non-Buffered Rendering = &Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = &Skip buffer effects
Off = &Off
Open Chat = Open Chat
Open Directory... = Open &directory...
@@ -493,11 +492,9 @@ Auto Scaling = Auto scaling
Backend = Backend
Balanced = Balanced
Bicubic = Bicubic
BlockTransfer Tip = Some games require this to be On for correct graphics
BlockTransferRequired = Warning: This game requires "simulate block transfer effects" to be set to On.
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Both = Both
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = Buffered rendering
BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered".
Camera = Camera
Camera Device = Camera device
@@ -548,7 +545,7 @@ Must Restart = You must restart PPSSPP for this change to take effect.
Native device resolution = Native device resolution
Nearest = Nearest
No buffer = No buffer
Non-Buffered Rendering = Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = Skip buffer effects
None = None
Number of Frames = Number of frames
Off = Off
@@ -565,19 +562,18 @@ RenderDuplicateFrames Tip = Can make framerate smoother in games that run at low
Rendering Mode = Rendering mode
Rendering Resolution = Rendering resolution
RenderingMode NonBuffered Tip = Faster, but nothing may draw in some games
Retain changed textures = Retain changed textures (sometimes slower)
RetainChangedTextures Tip = Makes many games slower, but some games a lot faster
Rotation = Rotation
Safe = Safe
Screen layout = Screen layout
Screen Scaling Filter = Screen scaling filter
Show Debug Statistics = Show debug statistics
Show FPS Counter = Show FPS counter
Simulate Block Transfer = Simulate block transfer effects
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Software rendering (slow)
Software Skinning = Software skinning
SoftwareSkinning Tip = Combine skinned model draws on the CPU, faster in most games
Speed = Speed
Speed Hacks = Speed Hacks (can cause rendering errors!)
Stretching = Stretching
Texture Filter = Texture filtering
Texture Filtering = Texture filtering
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Motor &gráfico (requiere reiniciar)
Bicubic = &Bicúbico
Break = Romper
Break on Load = Romper en carga
Buffered Rendering = &Dibujado por búfer
Buy Gold = Comprar versión &Gold
Control Mapping... = Asignar &botones...
Debugging = &Depuración
@@ -173,7 +172,7 @@ Log Console = Consola de re&gistros...
Memory View... = Visor de &memoria...
More Settings... = Más &opciones...
Nearest = &Cercano
Non-Buffered Rendering = &Saltar efectos del búfer (rápido)
Skip Buffer Effects = &Saltar efectos del búfer (rápido)
Off = &No
Open Chat = Abrir ventana de chat
Open Directory... = &Abrir carpeta...
@@ -469,11 +468,8 @@ Auto Scaling = Autoescalado
Backend = Motor gráfico
Balanced = Equilibrado
Bicubic = Bicúbico
BlockTransfer Tip = Algunos juegos necesitan esta opción para evitar errores gráficos.
BlockTransferRequired = AVISO: Este juego requiere activar los efectos de transferencia de bloque.
Both = Ambos
Buffer graphics commands (faster, input lag) = Comandos de búfer gráfico (puede generar input lag)
Buffered Rendering = Dibujado por búfer
BufferedRenderingRequired = AVISO: este juego requiere modo de renderizado por búfer.
Camera = Cámara
Camera Device = Dispositivo de cámara
@@ -501,6 +497,7 @@ Frame Skipping = Saltar cuadros
Frame Skipping Type = Tipo de salto de cuadros
FullScreen = Pantalla completa
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Ajustes de hacks (causarán errores gráficos)
Hardware Tessellation = Teselado por hardware
Hardware Transform = Transformación por hardware
@@ -525,7 +522,7 @@ Must Restart = Debes reiniciar PPSSPP para aplicar este cambio.
Native device resolution = Resolución nativa del dispositivo
Nearest = Pixelado
No buffer = Sin búfer
Non-Buffered Rendering = Saltar efectos del búfer
Skip Buffer Effects = Saltar efectos del búfer
None = No
Number of Frames = Nº de cuadros
Off = No
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Puede hacer la imagen más fluida in juegos con una
Rendering Mode = Modo de renderizado
Rendering Resolution = Resolución de renderizado
RenderingMode NonBuffered Tip = Rápido, pero no se verá nada en algunos juegos.
Retain changed textures = Mantener texturas cambiadas
RetainChangedTextures Tip = Hace muchos juegos más lentos, pero unos pocos mucho más rápidos.
Rotation = Rotación
Safe = Seguro
Screen layout = Diseño de pantalla
Screen Scaling Filter = Filtro de escalado de pantalla
Show Debug Statistics = Mostrar estadísticas de depuración
Show FPS Counter = Mostrar contador de FPS
Simulate Block Transfer = Simular efectos "block transfer"
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Renderizado por software
Software Skinning = "Skinning" por software
SoftwareSkinning Tip = Reduce la carga de dibujado, rápido en juegos con técnicas de skinning avanzadas, pero lento en otros.
Speed = Velocidad
Speed Hacks = Speed Hacks (causarán errores gráficos)
Stretching = Estirar
Texture Filter = Filtro de texturas
Texture Filtering = Filtrado de texturas
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Motor &gráfico (requiere reiniciar)
Bicubic = &Bicúbico
Break = Romper
Break on Load = Romper en carga
Buffered Rendering = &Renderizado por búfer
Buy Gold = Comprar versión &Gold
Control Mapping... = Asignar &botones...
Debugging = &Depuración
@@ -173,7 +172,7 @@ Log Console = Consola de re&gistros...
Memory View... = Visor de &memoria...
More Settings... = Más &opciones...
Nearest = &Cercano
Non-Buffered Rendering = &Saltar efectos por búfer (rápido)
Skip Buffer Effects = &Saltar efectos por búfer (rápido)
Off = &No
Open Chat = Abrir ventana de chat
Open Directory... = &Abrir carpeta...
@@ -469,11 +468,8 @@ Auto Scaling = Escalado automático
Backend = Motor gráfico
Balanced = Balanceado
Bicubic = Bicúbico
BlockTransfer Tip = Algunos juegos requieren activarlo para corregir gráficos.
BlockTransferRequired = Advertencia: Este juego requiere activar los efectos de transferencia de bloque.
Both = Ambos
Buffer graphics commands (faster, input lag) = Comandos gráficos de búfer (puede generar input lag)
Buffered Rendering = Renderizado con Buffer
BufferedRenderingRequired = Advertencia: Este juego requiere modo de renderizado por búfer.
Camera = Cámara
Camera Device = Dispositivo de cámara
@@ -501,6 +497,7 @@ Frame Skipping = Salto de cuadros
Frame Skipping Type = Tipo de salto de cuadros
FullScreen = Pantalla completa
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Ajustes de hacks (puede causar glitches)
Hardware Tessellation = Teselado por Hardware
Hardware Transform = Transformación por Hardware
@@ -525,7 +522,7 @@ Must Restart = Debes reiniciar PPSSPP para aplicar este cambio.
Native device resolution = Resolución nativa del dispositivo
Nearest = Pixelado
No buffer = No hay búfer
Non-Buffered Rendering = Saltar efectos por búfer (Desactiva búfer, rápido)
Skip Buffer Effects = Saltar efectos por búfer (Desactiva búfer, rápido)
None = No
Number of Frames = Número de Frames
Off = Apagado
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Puede hacer que la fluidez sea más suave en juegos
Rendering Mode = Modo de renderizado
Rendering Resolution = Resolución de renderizado
RenderingMode NonBuffered Tip = Acelera, pero no podrá generar gráficos en algunos juegos.
Retain changed textures = Mantener texturas cambiadas
RetainChangedTextures Tip = Ralentiza muchos juegos, pero acelera algunos.
Rotation = Rotación
Safe = Seguro
Screen layout = Disposición de pantalla
Screen Scaling Filter = Filtro de escalado de pantalla
Show Debug Statistics = Mostrar estadísticas de depuración
Show FPS Counter = Mostrar contador de FPS
Simulate Block Transfer = Simular efectos de transferencia de bloque
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Renderizado por software (experimental)
Software Skinning = Skineado por software
SoftwareSkinning Tip = Combina dibujados de modelo de skineado en la CPU. Acelera muchos juegos pero ralentiza otros.
Speed = Velocidad
Speed Hacks = Speed Hacks (puede causar glitches)
Stretching = Estirar
Texture Filter = Filtro de texturas
Texture Filtering = Filtrado de texturas
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = ‎Rendering &Backend (ریستارت میشود PPSSPP)
Bicubic = &Bicubic
Break = Break
Break on Load = Break on load
Buffered Rendering = ‎رندر کردن از بافر
Buy Gold = ‎خرید نسخه طلایی
Control Mapping... = ‎...تنظیمات کنترلر
Debugging = ‎دیباگ
@@ -173,7 +172,7 @@ Log Console = ‎کنسول لاگ
Memory View... = ‎...نمایش مموری
More Settings... = ‎...تنظیمات بیشتر
Nearest = ‎نزدیک ترین
Non-Buffered Rendering = ‎رد کردن اثرات بافر (سریع تر)
Skip Buffer Effects = ‎رد کردن اثرات بافر (سریع تر)
Off = ‎خاموش
Open Chat = Open Chat
Open Directory... = ‎... بازکردن مسیر
@@ -469,11 +468,8 @@ Auto Scaling = ‎تنظیم سایز خودکار
Backend = ‎گرافیکی API
Balanced = ‎متعادل
Bicubic = Bicubic
BlockTransfer Tip = ‎در بعضی بازی ها برای نشان دادن درست گرافیک نیاز است
BlockTransferRequired = ‎دارد "simulate block transfer effects" هشدار:این گزینه نیاز به روشن بودن
Both = ‎سرعت + فریم بر ثانیه
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = ‎رندر کردن از بافر
BufferedRenderingRequired = ‎تنظیم باشد "buffered" هشدار: برای این بازی "حالت رندرینگ" باید روی
Camera = Camera
Camera Device = Camera device
@@ -501,6 +497,7 @@ Frame Skipping = ‎ردکردن فریم
Frame Skipping Type = Frame skipping type
FullScreen = ‎تمام صفحه
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = ‎تنظیمات هک ها (میتواند باعث باگ شود)
Hardware Tessellation = Hardware tessellation
Hardware Transform = ‎استفاده از سخت افزار در پردازش
@@ -525,7 +522,7 @@ Must Restart = ‎برای اعمال این تنظیم باید برنامه ر
Native device resolution = ‎رزولوشن دستگاه
Nearest = ‎نزدیک ترین
No buffer = No buffer
Non-Buffered Rendering = ‎رد کردن اثر بافر (سریع تر)
Skip Buffer Effects = ‎رد کردن اثر بافر (سریع تر)
None = ‎هیچ
Number of Frames = Number of frames
Off = ‎خاموش
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Can make framerate smoother in games that run at low
Rendering Mode = ‎حالت رندرینگ
Rendering Resolution = ‎رزولوشن رندرینگ
RenderingMode NonBuffered Tip = ‎سریع تر، اما در بعضی بازی ها ممکن است چیزی نشان ندهد
Retain changed textures = ‎کش کردن تکسچر های تغییر یافته (بعضی مواقع کندتر)
RetainChangedTextures Tip = ‎برای بسیاری از بازی ها کندتر و برای بعضی سریع تر
Rotation = ‎چرخش
Safe = ‎امن
Screen layout = Screen layout
Screen Scaling Filter = ‎فیلتر تغییر ساز صفحه
Show Debug Statistics = ‎نمایش اطلاعات دیباگ
Show FPS Counter = ‎نمایش شمارنده فریم بر ثانیه
Simulate Block Transfer = Simulate block transfer effects
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = ‎(رندر نرم افزاری (آزمایشی
Software Skinning = Software skinning
SoftwareSkinning Tip = ‎در اکثر بازی ها سریع تر ،CPU دار در skin ترکیب رسم مدل های
Speed = ‎سرعت
Speed Hacks = Speed Hacks ‎(میتواند باعث باگ شود)
Stretching = ‎کشیدن
Texture Filter = ‎فیلتر تکسچر
Texture Filtering = ‎فیلتر کردن تکسچر
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Rendering &Backend (Restarts PPSSPP)
Bicubic = &Bicubic
Break = Break
Break on Load = Break on load
Buffered Rendering = &Buffered Rendering
Buy Gold = Buy &Gold
Control Mapping... = C&ontrol Mapping...
Debugging = &Debug
@@ -173,7 +172,7 @@ Log Console = &Log Console
Memory View... = Memory &View...
More Settings... = &More Settings...
Nearest = &Nearest
Non-Buffered Rendering = &Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = &Skip buffer effects
Off = &Off
Open Chat = Open Chat
Open Directory... = Open &Directory...
@@ -469,11 +468,8 @@ Auto Scaling = Auto scaling
Backend = Backend
Balanced = Balanced
Bicubic = Bicubic
BlockTransfer Tip = Some games require this to be On for correct graphics
BlockTransferRequired = Warning: This game requires "simulate block transfer effects" to be set to On.
Both = Molemmat
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = Puskuroitu renderointi
BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered".
Camera = Camera
Camera Device = Camera device
@@ -501,6 +497,7 @@ Frame Skipping = Ruudun ohitus
Frame Skipping Type = Frame skipping type
FullScreen = Koko näyttö
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Hack settings (may cause glitches)
Hardware Tessellation = Hardware tessellation
Hardware Transform = Laitteistomuunnos
@@ -525,7 +522,7 @@ Must Restart = You must restart PPSSPP for this change to take effect.
Native device resolution = Native device resolution
Nearest = Lähin
No buffer = No buffer
Non-Buffered Rendering = Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = Skip buffer effects
None = Ei mitään
Number of Frames = Number of frames
Off = Off
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Can make framerate smoother in games that run at low
Rendering Mode = Rendering mode
Rendering Resolution = Rendering resolution
RenderingMode NonBuffered Tip = Faster, but nothing may draw in some games
Retain changed textures = Retain changed textures (sometimes slower)
RetainChangedTextures Tip = Makes many games slower, but some games a lot faster
Rotation = Rotation
Safe = Safe
Screen layout = Screen layout
Screen Scaling Filter = Screen scaling filter
Show Debug Statistics = Näytä virheenkorjaustilastot
Show FPS Counter = Näytä FPS-laskuri
Simulate Block Transfer = Simulate block transfer effects
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Ohjelmistopohjainen renderointi (kokeellinen)
Software Skinning = Software skinning
SoftwareSkinning Tip = Combine skinned model draws on the CPU, faster in most games
Speed = Nopeus
Speed Hacks = Speed Hacks (can cause rendering errors!)
Stretching = Stretching
Texture Filter = Tekstuurisuodatin
Texture Filtering = Tekstuurin suodatus
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Rendu &back-end (redémarre PPSSPP)
Bicubic = &Bicubique
Break = Arrêter
Break on Load = Arrêter au lancement
Buffered Rendering = &Mise en mémoire tampon
Buy Gold = Acheter la version &Gold
Control Mapping... = R&éassignation des touches...
Debugging = &Débogage
@@ -173,7 +172,7 @@ Log Console = &Journal de débogage
Memory View... = &Visionneur de mémoire
More Settings... = &Plus de paramètres...
Nearest = Le plus &proche
Non-Buffered Rendering = &Pas d'effets en mémoire tampon (hack de vitesse)
Skip Buffer Effects = &Pas d'effets en mémoire tampon (hack de vitesse)
Off = &Désactivé
Open Chat = Open Chat
Open Directory... = Ouvrir &répertoire...
@@ -469,11 +468,8 @@ Auto Scaling = Mise à l'échelle auto
Backend = Rendu back-end
Balanced = Équilibré
Bicubic = Bicubique
BlockTransfer Tip = Certains jeux requièrent l'activation de ce paramètre pour obtenir des graphismes corrects
BlockTransferRequired = Avertissement : Ce jeu requiert l'activation de "Simuler les effets de transfert de bloc".
Both = Vitesse + FPS
Buffer graphics commands (faster, input lag) = Commandes graphiques en mémoire tampon (+ rapide, + lag entrée)
Buffered Rendering = Mise en mémoire tampon
BufferedRenderingRequired = Avertissement : Ce jeu requiert "mode de rendu" réglé sur "Mise en mémoire tampon".
Camera = Caméra
Camera Device = Caméra
@@ -501,6 +497,7 @@ Frame Skipping = Saut d'images
Frame Skipping Type = Type de saut d'images
FullScreen = Plein écran
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Paramètres "hack" (crée des bugs graphiques)
Hardware Tessellation = Tessellation matérielle
Hardware Transform = Transformation matérielle
@@ -525,7 +522,7 @@ Must Restart = Vous devez redémarrer PPSSPP pour que cette modification prenne
Native device resolution = Définition native de l'appareil
Nearest = Le plus proche
No buffer = 0
Non-Buffered Rendering = Pas d'effets en mémoire tampon (hack vitesse)
Skip Buffer Effects = Pas d'effets en mémoire tampon (hack vitesse)
None = Aucun
Number of Frames = Nombre d'images
Off = Désactivé
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Peut améliorer la fluidité dans les jeux qui fonct
Rendering Mode = Mode de rendu
Rendering Resolution = Définition du rendu
RenderingMode NonBuffered Tip = Plus rapide, mais pour certains jeux rien ne s'affichera
Retain changed textures = Conserver les textures modifiées (seulement certains jeux)
RetainChangedTextures Tip = Ralentit de nombreux jeux, mais beaucoup plus rapide pour quelques autres
Rotation = Rotation
Safe = Prudent
Screen layout = Disposition de l'écran
Screen Scaling Filter = Filtre de mise à l'échelle de l'écran
Show Debug Statistics = Montrer les statistiques de débogage
Show FPS Counter = Montrer les compteurs
Simulate Block Transfer = Simuler les effets de transfert de bloc
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Rendu logiciel (expérimental)
Software Skinning = Enveloppe logicielle
SoftwareSkinning Tip = Combine l'affichage des modèles enveloppés sur le CPU, plus rapide dans la plupart des jeux
Speed = Vitesse
Speed Hacks = Speed Hacks (crée des bugs graphiques)
Stretching = Étirement
Texture Filter = Filtre de textures
Texture Filtering = Filtrage des textures
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Motor &gráfico (require reiniciar)
Bicubic = &Bicúbico
Break = Break
Break on Load = Break on load
Buffered Rendering = &Renderizado por búfer
Buy Gold = Comprar versión &Gold
Control Mapping... = Asignar &botóns...
Debugging = &Depuración
@@ -173,7 +172,7 @@ Log Console = Consola de re&xistros...
Memory View... = Visor de &memoria...
More Settings... = Máis &opcións...
Nearest = &Cercano
Non-Buffered Rendering = &Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = &Skip buffer effects
Off = &Non
Open Chat = Open Chat
Open Directory... = &Abrir carpeta...
@@ -469,11 +468,8 @@ Auto Scaling = Auto scaling
Backend = Motor gráfico
Balanced = Balanceado
Bicubic = Bicúbico
BlockTransfer Tip = Some games require this to be On for correct graphics
BlockTransferRequired = Warning: This game requires "simulate block transfer effects" to be set to On.
Both = Ambos
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = Renderizado por búfer
BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered".
Camera = Camera
Camera Device = Camera device
@@ -501,6 +497,7 @@ Frame Skipping = Saltar cadros
Frame Skipping Type = Frame skipping type
FullScreen = Pantalla completa
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Axustes de hacks (causarán erros gráficos)
Hardware Tessellation = Hardware tessellation
Hardware Transform = Transformación por hardware
@@ -525,7 +522,7 @@ Must Restart = Debes reiniciar PPSSPP para aplicar este cambio.
Native device resolution = Resolución nativa do dispositivo
Nearest = Pixelado
No buffer = No buffer
Non-Buffered Rendering = Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = Skip buffer effects
None = Non
Number of Frames = Number of frames
Off = Non
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Can make framerate smoother in games that run at low
Rendering Mode = Modo de renderizado
Rendering Resolution = Resolución de renderizado
RenderingMode NonBuffered Tip = Faster, but nothing may draw in some games
Retain changed textures = Retain changed textures (sometimes slower)
RetainChangedTextures Tip = Makes many games slower, but some games a lot faster
Rotation = Rotation
Safe = Seguro
Screen layout = Screen layout
Screen Scaling Filter = Filtro de escalado de pantalla
Show Debug Statistics = Mostrar estadísticas de depuración
Show FPS Counter = Mostrar contador de FPS
Simulate Block Transfer = Simulate block transfer effects
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Renderizado por software (beta)
Software Skinning = «Skinning» por software
SoftwareSkinning Tip = Combine skinned model draws on the CPU, faster in most games
Speed = Velocidade
Speed Hacks = Speed Hacks (causarán erros gráficos)
Stretching = Stretching
Texture Filter = Filtro de texturas
Texture Filtering = Filtrado de texturas
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Σύστημα Υποστήριξης (επανεκκινεί το PPS
Bicubic = &Διακυβική
Break = Break
Break on Load = Break on load
Buffered Rendering = Απεικόνιση με Buffer
Buy Gold = Αγορά &Gold
Control Mapping... = Χαρτογράφηση Κουμπιών...
Debugging = Αποσφαλμάτωση
@@ -173,7 +172,7 @@ Log Console = Κονσόλα Καταγραφέα
Memory View... = Προβολή Μνήμης...
More Settings... = Περισσότερες Ρυθμίσεις...
Nearest = Κοντινότερο
Non-Buffered Rendering = &Παράκαμψη εφέ buffer (γρηγορότερο)
Skip Buffer Effects = &Παράκαμψη εφέ buffer (γρηγορότερο)
Off = &Off
Open Chat = Open Chat
Open Directory... = Άνοιγμα Φακέλου...
@@ -469,11 +468,8 @@ Auto Scaling = Αυτόματη Κλιμάκωση
Backend = Σύστημα Υποστήριξης
Balanced = Εξισορροπημένη
Bicubic = Διακυβική
BlockTransfer Tip = Ορισμένα παιχνίδια απαιτούν να είναι ενεργοποιημένο για την σωστή επεικόνιση γραφικών.
BlockTransferRequired = Προειδοποίηση: Αυτό το παιχνίδι απαιτεί τη λειτουργία προσομοίωσης εφέ μεταφοράς block να είναι ενεργοποιημένη.
Both = Όλα
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = Απεικόνιση με Buffer
BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered".
Camera = Camera
Camera Device = Camera device
@@ -501,6 +497,7 @@ Frame Skipping = Παράκαμψη Καρέ
Frame Skipping Type = Frame skipping type
FullScreen = Πλήρης Οθόνη
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Ρυθμίσεις Hack
Hardware Tessellation = Tessellation Υλικού
Hardware Transform = Μετασχηματισμός Υλικού
@@ -525,7 +522,7 @@ Must Restart = Πρέπει να επανεκκινήσετε το PPSSPP για
Native device resolution = Χρήση ανάλυσης συσκευής
Nearest = Κοντινότερο
No buffer = No buffer
Non-Buffered Rendering = Παράκαμψη εφέ buffer (γρηγορότερο)
Skip Buffer Effects = Παράκαμψη εφέ buffer (γρηγορότερο)
None = Καμία
Number of Frames = Number of frames
Off = Ανενεργό
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Can make framerate smoother in games that run at low
Rendering Mode = Τρόπος Απεικόνισης
Rendering Resolution = Ανάλυση Απεικόνισης
RenderingMode NonBuffered Tip = Γρηγορότερο, αλλά σε μερικά αιχνίδια μπορεί να μην εμφανίζει τίποτα
Retain changed textures = Διατηρήστε αλλαγμένων υφών (μερικές φορές αργότερο)
RetainChangedTextures Tip = Κάνει πολλά παιχνίδια πιο αργά, αλλά κάποια άλλα πιο γρήγορα
Rotation = Περιστροφή
Safe = Ασφαλής
Screen layout = Screen layout
Screen Scaling Filter = Φίλτο κλιμάκωσης οθόνης
Show Debug Statistics = Εμφάνιση στατιστικών αποσφαλμάτωσης
Show FPS Counter = Εμφάνιση μετρητή FPS
Simulate Block Transfer = Προσομοίωση εφέ μεταφοράς block
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Απεικόνιση Λογισμικού (πειραματικό)
Software Skinning = Εκδορά Λογισμικού
SoftwareSkinning Tip = Συνδυασμός μοντέλου στην CPU, γρηγορότερο στα περισσότερα παιχνίδια
Speed = Ταχύτητα
Speed Hacks = Speed Hacks (can cause rendering errors!)
Stretching = Επέκταση
Texture Filter = Φίλτρο Υφών
Texture Filtering = Φιλτράρισμα Υφών
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Rendering &Backend (Restarts PPSSPP)
Bicubic = &Bicubic
Break = Break
Break on Load = Break on load
Buffered Rendering = &מאגר מעובד
Buy Gold = Buy &Gold
Control Mapping... = C&ontrol Mapping...
Debugging = ניפ&וי
@@ -173,7 +172,7 @@ Log Console = &התחבר לקונסולה
Memory View... = הצג &זיכרון...
More Settings... = &More Settings...
Nearest = &Nearest
Non-Buffered Rendering = &Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = &Skip buffer effects
Off = &Off
Open Chat = Open Chat
Open Directory... = פתח &קובץ...
@@ -469,11 +468,8 @@ Auto Scaling = Auto scaling
Backend = Backend
Balanced = Balanced
Bicubic = Bicubic
BlockTransfer Tip = Some games require this to be On for correct graphics
BlockTransferRequired = Warning: This game requires "simulate block transfer effects" to be set to On.
Both = שניהם
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = מאגר מעובד
BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered".
Camera = Camera
Camera Device = Camera device
@@ -501,6 +497,7 @@ Frame Skipping = דלג על פריימים
Frame Skipping Type = Frame skipping type
FullScreen = מסך מלא
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Hack settings (may cause glitches)
Hardware Tessellation = Hardware tessellation
Hardware Transform = התאמת חומרה
@@ -525,7 +522,7 @@ Must Restart = You must restart PPSSPP for this change to take effect.
Native device resolution = Native device resolution
Nearest = הקרוב ביותר
No buffer = No buffer
Non-Buffered Rendering = Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = Skip buffer effects
None = אל תציג מונה
Number of Frames = Number of frames
Off = כבוי
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Can make framerate smoother in games that run at low
Rendering Mode = מצב מעובד
Rendering Resolution = Rendering resolution
RenderingMode NonBuffered Tip = Faster, but nothing may draw in some games
Retain changed textures = Retain changed textures (sometimes slower)
RetainChangedTextures Tip = Makes many games slower, but some games a lot faster
Rotation = Rotation
Safe = Safe
Screen layout = Screen layout
Screen Scaling Filter = Screen scaling filter
Show Debug Statistics = הצג סטטיסטיקת באגים
Show FPS Counter = הצג מונה
Simulate Block Transfer = Simulate block transfer effects
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = עיבוד תוכנה (ניסיוני)
Software Skinning = Software skinning
SoftwareSkinning Tip = Combine skinned model draws on the CPU, faster in most games
Speed = מהירות
Speed Hacks = Speed Hacks (can cause rendering errors!)
Stretching = Stretching
Texture Filter = קידוד טקסטורה
Texture Filtering = קידוד טקסטורה
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Rendering &Backend (Restarts PPSSPP)
Bicubic = &Bicubic
Break = Break
Break on Load = Break on load
Buffered Rendering = &Buffered Rendering
Buy Gold = Buy &Gold
Control Mapping... = C&ontrol Mapping...
Debugging = Debu&g
@@ -173,7 +172,7 @@ Log Console = &Log Console
Memory View... = Memory &View...
More Settings... = &More Settings...
Nearest = &Nearest
Non-Buffered Rendering = &Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = &Skip buffer effects
Off = &Off
Open Chat = Open Chat
Open Directory... = Open &Directory...
@@ -469,11 +468,8 @@ Auto Scaling = Auto scaling
Backend = Backend
Balanced = Balanced
Bicubic = Bicubic
BlockTransfer Tip = Some games require this to be On for correct graphics
BlockTransferRequired = Warning: This game requires "simulate block transfer effects" to be set to On.
Both = םהינש
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = דבועמ רגאמ
BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered".
Camera = Camera
Camera Device = Camera device
@@ -501,6 +497,7 @@ Frame Skipping = םימיירפ לע גלד
Frame Skipping Type = Frame skipping type
FullScreen = אלמ ךסמ
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Hack settings (may cause glitches)
Hardware Tessellation = Hardware tessellation
Hardware Transform = הרמוח תמאתה
@@ -525,7 +522,7 @@ Must Restart = You must restart PPSSPP for this change to take effect.
Native device resolution = Native device resolution
Nearest = רתויב בורקה
No buffer = No buffer
Non-Buffered Rendering = Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = Skip buffer effects
None = הנומ גיצת לא
Number of Frames = Number of frames
Off = יובכ
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Can make framerate smoother in games that run at low
Rendering Mode = דבועמ בצמ
Rendering Resolution = Rendering resolution
RenderingMode NonBuffered Tip = Faster, but nothing may draw in some games
Retain changed textures = Retain changed textures (sometimes slower)
RetainChangedTextures Tip = Makes many games slower, but some games a lot faster
Rotation = Rotation
Safe = Safe
Screen layout = Screen layout
Screen Scaling Filter = Screen scaling filter
Show Debug Statistics = םיגאב תקיטסיטטס גצה
Show FPS Counter = הנומ גצה
Simulate Block Transfer = Simulate block transfer effects
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = )ינויסינ( הנכות דוביע
Software Skinning = Software skinning
SoftwareSkinning Tip = Combine skinned model draws on the CPU, faster in most games
Speed = תוריהמ
Speed Hacks = Speed Hacks (can cause rendering errors!)
Stretching = Stretching
Texture Filter = הרוטסקט דודיק
Texture Filtering = הרוטסקט דודיק
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Poslužitelj &renderanja (restarta PPSSPP)
Bicubic = &Bikubično
Break = Pokvari
Break on Load = Pokvari na učitavanju
Buffered Rendering = &Buffano prikazivanje
Buy Gold = Kupi &Gold
Control Mapping... = P&ostavljanje kontroli...
Debugging = &Debug
@@ -173,7 +172,7 @@ Log Console = &Konzola log-a
Memory View... = Pregled &memorije...
More Settings... = &Više postavki...
Nearest = &Najbliže
Non-Buffered Rendering = &Preskoči bufferane efekte (non-buffered, faster)
Skip Buffer Effects = &Preskoči bufferane efekte
Off = &Off
Open Chat = Open Chat
Open Directory... = Otvori &direktorij...
@@ -469,11 +468,8 @@ Auto Scaling = Auto mjerenje
Backend = Backend
Balanced = Balansirano
Bicubic = Bikubično
BlockTransfer Tip = Neke igre zahtijevaju ovo na Uključeno za točne grafike
BlockTransferRequired = Upozorenje: Ova igra zahtijeva "simulirajte blok transfer efekte" da budu postavljeni na Uključeno.
Both = Oboje
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = Ublaživanje prikaza
BufferedRenderingRequired = Upozorenje: Ova igra zahtijeva "prikazni način" da bude postavljen na "ublaženo".
Camera = Camera
Camera Device = Camera device
@@ -501,6 +497,7 @@ Frame Skipping = Preskakanje sličica
Frame Skipping Type = Vrsta preskakanja sličica
FullScreen = Puni zaslon
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Opcije hakiranja (može uzrokovati glitcheve)
Hardware Tessellation = Hardware tesselacija
Hardware Transform = Hardver mozaik
@@ -525,7 +522,7 @@ Must Restart = Morate ponovno pokrenuti PPSSPP da bi se efekat primjenio.
Native device resolution = Urođena rezolucija uređaja
Nearest = Najbliže
No buffer = No buffer
Non-Buffered Rendering = Preskoči efekte ublaživanja (nije ublaženo, faster)
Skip Buffer Effects = Preskoči efekte ublaživanja (nije ublaženo, faster)
None = Nijedna
Number of Frames = Broj frame-ova
Off = Isključeno
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Izlgađiva frameove u igrama koje ih jako malo imaju
Rendering Mode = Način prikaza
Rendering Resolution = Rezolucija prikaza
RenderingMode NonBuffered Tip = Brže, ali ništa može uvući neke igre
Retain changed textures = Ostavi promijenjene teksture (ponekad sporije)
RetainChangedTextures Tip = Usporava mnogo igara, ali neke igre dosta ubrzava
Rotation = Rotacija
Safe = Sigurno
Screen layout = Screen layout
Screen Scaling Filter = Mjerenje filtriranje zaslona
Show Debug Statistics = Pokaži statistike otklanjanja grešaka
Show FPS Counter = Pokaži FPS counter
Simulate Block Transfer = Simuliraj blok transfer efekte
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Žbukanje softvera (sporo)
Software Skinning = Skiniranje softvera
SoftwareSkinning Tip = Kombiniraj skinirane modele crteža na CPU, brže u većini igara
Speed = Brzina
Speed Hacks = Speed Hacks (može uzrokovati glitcheve)
Stretching = Rastezanje
Texture Filter = Filtar tekstura
Texture Filtering = Filtriranje tekstura
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Renderelési &backend (újraindítás szükséges)
Bicubic = &Bicubic
Break = Megállítás
Break on Load = Megállítás betöltéskor
Buffered Rendering = &Bufferelt renderelés
Buy Gold = &Gold vásárlása
Control Mapping... = &Gombok beállítása…
Debugging = &Hibakeresés
@@ -173,7 +172,7 @@ Log Console = &Napló ablak
Memory View... = Memória &nézet…
More Settings... = &Egyéb beállítások…
Nearest = Leg&közelebbi
Non-Buffered Rendering = Bufferelt effektek kihagyá&sa (nem bufferelt, gyorsabb)
Skip Buffer Effects = Bufferelt effektek kihagyá&sa (nem bufferelt, gyorsabb)
Off = &Ki
Open Chat = Open Chat
Open Directory... = Ma&ppa megnyitása…
@@ -469,11 +468,8 @@ Auto Scaling = Automatikus skálázás
Backend = Backend
Balanced = Kiegyensúlyozott
Bicubic = Bicubic
BlockTransfer Tip = Néhány játék számára ezt be kell kapcsolni ahhoz, hogy helyesen rajzolódjon ki.
BlockTransferRequired = Figyelem: Ehhez a játékhoz be kell kapcsolni a "Blokk transzfer effektek szimulálása" opciót!
Both = Mindkettő
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = Bufferelt renderelés
BufferedRenderingRequired = Figyelem: Ehhez a játékhoz a "Renderelési mód" beállítást "Bufferelt"-re kell állítani!
Camera = Kamera
Camera Device = Kamera eszköz
@@ -501,6 +497,7 @@ Frame Skipping = Képkocka kihagyás
Frame Skipping Type = Képkocka kihagyás típusa
FullScreen = Teljes képernyő
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Hack beállítások (ezek HIBÁKAT OKOZHATNAK)
Hardware Tessellation = Hardveres tesszeláció
Hardware Transform = Hardveres transzform
@@ -525,7 +522,7 @@ Must Restart = A beállítások érvénybeléptetéséhez újra kell indítani a
Native device resolution = Natív készülék felbontás
Nearest = Legközelebbi
No buffer = No buffer
Non-Buffered Rendering = Buffer effektek kihagyása (nem bufferelt, gyorsabb)
Skip Buffer Effects = Buffer effektek kihagyása (nem bufferelt, gyorsabb)
None = Nincs
Number of Frames = Képkockák száma
Off = Ki
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Simábbá teheti az alacsonyabb képkocka számon fu
Rendering Mode = Renderelés módja
Rendering Resolution = Renderelés felbontása
RenderingMode NonBuffered Tip = Gyorsabb, de egyes játékokban nem rajzol ki semmit.
Retain changed textures = Változtatott textúrák megtartása (olykor lassabb)
RetainChangedTextures Tip = Egyes játékokat gyorsít, de sok játékot lassít.
Rotation = Forgatás
Safe = Biztonságos
Screen layout = Screen layout
Screen Scaling Filter = Képernyő skálázási szűrő
Show Debug Statistics = Hibakeresési statisztikák mutatása
Show FPS Counter = FPS számláló mutatása
Simulate Block Transfer = Blokk transzfer effektek szimulálása
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Szoftveres renderelés (lassú)
Software Skinning = Szoftveres "skinning"
SoftwareSkinning Tip = "Skinning" művelet elvégzése a processzoron. Sok játék esetében gyorsabb.
Speed = Sebesség
Speed Hacks = Speed Hacks (ezek HIBÁKAT OKOZHATNAK)
Stretching = Nyújtás
Texture Filter = Textúra szűrés
Texture Filtering = Textúra szűrés
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Bangun pelukisan &penyangga grafis (mulai ulang PPSSPP)
Bicubic = &Bikubik
Break = Rusak
Break on Load = Rusak pada pemuatan
Buffered Rendering = Pelukisan tersangga
Buy Gold = Beli versi &Emas
Control Mapping... = Pemetaan k&ontrol...
Debugging = Awakutu
@@ -173,7 +172,7 @@ Log Console = Konso&l pencatat
Memory View... = Tampilan memori...
More Settings... = Pengaturan lainnya...
Nearest = Terdekat
Non-Buffered Rendering = Lewati efek penyangga (tak-tersangga, lebih cepat)
Skip Buffer Effects = Lewati efek penyangga (tak-tersangga, lebih cepat)
Off = Mati
Open Chat = Buka opsi obrolan
Open Directory... = Buka &direktori...
@@ -469,11 +468,8 @@ Auto Scaling = Penskala otomatis
Backend = Penyangga grafis
Balanced = Seimbang
Bicubic = Bikubik
BlockTransfer Tip = Beberapa permainan memerlukan opsi ini untuk menghindari kesalahan grafis.
BlockTransferRequired = Peringatan: Permainan ini membutuhkan "Simulasikan efek transfer blok" dalam keadaan menyala.
Both = Keduanya
Buffer graphics commands (faster, input lag) = Perintah grafis penyangga (lebih cepat, masukan lag)
Buffered Rendering = Pelukisan tersangga
BufferedRenderingRequired = Peringatan: Permainan ini membutuhkan "Mode pelukisan" yang ditetapkan "Penyangga".
Camera = Kamera
Camera Device = Kamera perangkat
@@ -501,6 +497,7 @@ Frame Skipping = Lewati laju bingkai
Frame Skipping Type = Jenis lewati laju bingkai
FullScreen = Layar penuh
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Retas pengaturan (menyebabkan kecacatan)
Hardware Tessellation = Pengujian perangkat keras
Hardware Transform = Transformasi perangkat keras
@@ -525,7 +522,7 @@ Must Restart = Anda harus memulai ulang PPSSPP agar perubahan ini berfungsi.
Native device resolution = Resolusi asli
Nearest = Terdekat
No buffer = Tidak ada penyangga
Non-Buffered Rendering = Lewati efek penyangga (tak tersangga, lebih cepat)
Skip Buffer Effects = Lewati efek penyangga (tak tersangga, lebih cepat)
None = Tidak ada
Number of Frames = Nomor laju bingkai
Off = Mati
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Dapat membuat laju bingkai lebih lancar dalam permai
Rendering Mode = Mode pelukisan
Rendering Resolution = Resolusi pelukisan
RenderingMode NonBuffered Tip = Lebih cepat, namun mungkin tidak ada gambar di beberapa permainan
Retain changed textures = Tahan tekstur yang berubah (adakalanya lambat)
RetainChangedTextures Tip = Membuat beberapa permainan lambat, namun beberapa lainnya sangat cepat
Rotation = Rotasi
Safe = Aman
Screen layout = Tata letak layar
Screen Scaling Filter = Pemfilteran penskala layar
Show Debug Statistics = Tampilkan statistik awakutu
Show FPS Counter = Tampilkan penghitung FPS
Simulate Block Transfer = Simulasikan efek transfer blok
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Pelukisan perangkat lunak (eksperimental)
Software Skinning = Pengkulitan perangkat lunak
SoftwareSkinning Tip = Menggabungkan model berkulit pada CPU, lebih cepat di kebanyakan permainan
Speed = Kecepatan
Speed Hacks = Speed Hacks (menyebabkan kecacatan)
Stretching = Peregangan
Texture Filter = Filter tekstur
Texture Filtering = Pemfilteran tekstur
+8 -10
View File
@@ -129,7 +129,6 @@ Backend = Rendering di fondo (riavvia il PPSSPP)
Bicubic = Bicubico
Break = Interruzione
Break on Load = Fermati al caricamento
Buffered Rendering = Rendering con buffer
Buy Gold = Acquista la Versione Gold
Control Mapping... = Impostazioni dei Controlli...
Debugging = Debug
@@ -173,7 +172,7 @@ Log Console = Log Console
Memory View... = Visualizzazione Memoria...
More Settings... = Altre Impostazioni...
Nearest = Pixel perfect
Non-Buffered Rendering = Salta effetti di buffer (niente buffer, più velocità)
Skip Buffer Effects = Salta effetti di buffer (niente buffer, più velocità)
Off = Disattiva
Open Chat = Apri Chat
Open Directory... = Apri Cartella...
@@ -469,11 +468,8 @@ Auto Scaling = Scaling automatico
Backend = Renderer
Balanced = Bilanciato
Bicubic = Bicubico
BlockTransfer Tip = Alcuni giochi richiedono che quest'opzione sia attiva per correggere la grafica
BlockTransferRequired = Attenzione: Questo gioco richiede l'attivazione di 'Simula gli effetti del blocco trasferimento'.
Both = Entrambi
Buffer graphics commands (faster, input lag) = Comandi grafici bufferizzati (più rapido, più lag dei comandi)
Buffered Rendering = Rendering in buffer
BufferedRenderingRequired = Attenzione: Questo gioco richiede di impostare "modalità di rendering" su "buffered".
Camera = Telecamera
Camera Device = Dispositivo di telecamera
@@ -490,7 +486,7 @@ 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)
#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)
@@ -502,6 +498,7 @@ Frame Skipping = Salto frame
Frame Skipping Type = Tipo di Salto frame
FullScreen = Schermo Intero
GPU log profiler = Log profilo GPU
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Impostazioni Hack (causerà dei problemi, sicuramente)
Hardware Tessellation = Tassellazione Hardware
Hardware Transform = Trasformazione Hardware
@@ -526,7 +523,7 @@ Must Restart = Sarà necessario riavviare PPSSPP per attivare le modifiche.
Native device resolution = Risoluzione nativa della periferica
Nearest = Pixel perfect
No buffer = Niente buffer
Non-Buffered Rendering = Salta effetti di buffer (niente buffer, più velocità)
Skip Buffer Effects = Salta effetti di buffer (niente buffer, più velocità)
None = Nessuno
Number of Frames = Numero di Frames
Off = Disattiva
@@ -543,19 +540,18 @@ RenderDuplicateFrames Tip = Può migliorare la fluidità nei giochi che funziona
Rendering Mode = Modalità di Rendering
Rendering Resolution = Rendering della Risoluzione
RenderingMode NonBuffered Tip = Veloce, ma potrebbe generare dei glitch in alcuni giochi
Retain changed textures = Conserva le textures modificate (a volte è lento)
RetainChangedTextures Tip = Rallenta molti giochi, ma alcuni saranno velocizzati
Rotation = Rotazione
Safe = Sicuro
Screen layout = Disposizione dello schermo
Screen Scaling Filter = Filtro Scalatura Schermo
Show Debug Statistics = Mostra Statistiche Debug
Show FPS Counter = Mostra FPS
Simulate Block Transfer = Simula gli effetti del blocco trasferimento
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Rendering tramite Software (sperimentale)
Software Skinning = Software Skinning
SoftwareSkinning Tip = Combina la visualizzazione di modelli disegnati dalla CPU, più veloce nella maggior parte dei giochi
Speed = Velocità
Speed Hacks = Speed Hacks (causerà dei problemi)
Stretching = Adatta al Display
Texture Filter = Filtro delle texture
Texture Filtering = Filtraggio delle texture
@@ -728,6 +724,8 @@ Center Left = Al centro a sinistra
Center Right = Al centro a destra
Change Mac Address = Cambia indirizzo MAC
Change proAdhocServer Address = Cambia indirizzo server IP PRO ad hoc (localhost = istanze multiple)
ChangeMacSaveConfirm = Generate a new MAC address?
ChangeMacSaveWarning = Some games verify the MAC address when loading savedata, so this may break old saves.
Chat = Chat
Chat Button Position = Posizione del pulsante chat
Chat Here = Scrivi qui
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = バックエンド(&B)
Bicubic = Bicubic(&B)
Break = ブレーク
Break on Load = ロード時にブレーク
Buffered Rendering = バッファレンダリング(&B)
Buy Gold = Gold版を購入(&G)
Control Mapping... = キーマッピング(入力ボタン設定)(&O)...
Debugging = デバッグ(&D)
@@ -173,7 +172,7 @@ Log Console = ログコンソール(&L)
Memory View... = メモリビュー(&V)...
More Settings... = 詳細設定(&M)...
Nearest = &Nearest
Non-Buffered Rendering = ノンバッファレンダリング (高速化)(&S)
Skip Buffer Effects = ノンバッファレンダリング (高速化)(&S)
Off = オフ(&O)
Open Chat = Open Chat
Open Directory... = ディレクトリを開く(&D)...
@@ -469,11 +468,8 @@ Auto Scaling = 自動的に拡大
Backend = バックエンド
Balanced = バランス
Bicubic = Bicubic
BlockTransfer Tip = オンにしないと正しく表示できないゲームがいくつかあります
BlockTransferRequired = 警告: このゲームは「ブロック転送の効果をシミュレートする」をオンにする必要があります。
Both = 両方
Buffer graphics commands (faster, input lag) = グラフィックスコマンドをバッファする (高速, 入力ラグあり)
Buffered Rendering = バッファレンダリング
BufferedRenderingRequired = 警告: このゲームは「レンダリングモード」を「バッファ」にする必要があります。
Camera = カメラの設定
Camera Device = カメラデバイスの選択
@@ -501,6 +497,7 @@ Frame Skipping = フレームスキップ
Frame Skipping Type = フレームスキップのタイプ
FullScreen = フルスクリーン
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = ハックの設定 (不具合あり)
Hardware Tessellation = ハードウェアテッセレーション
Hardware Transform = ハードウェアトランスフォーム
@@ -525,7 +522,7 @@ Must Restart = この変更を適用するにはPPSSPPを再起動してくだ
Native device resolution = 機器のネイティブ解像度
Nearest = Nearest
No buffer = バッファなし
Non-Buffered Rendering = ノンバッファレンダリング (高速化)
Skip Buffer Effects = ノンバッファレンダリング (高速化)
None = なし
Number of Frames = フレーム数
Off = オフ
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = フレームレートが低いゲームでフレー
Rendering Mode = レンダリングモード
Rendering Resolution = レンダリング解像度
RenderingMode NonBuffered Tip = 高速ですが何も表示されなくなるゲームがあるかもしれません
Retain changed textures = 変更したテクスチャを保持する (低速化する場合がある)
RetainChangedTextures Tip = 多くのゲームが低速化しますが、かなり速くなるゲームもあります
Rotation = 向き
Safe = セーフ
Screen layout = 画面のレイアウト
Screen Scaling Filter = 画像スケーリングのフィルタ
Show Debug Statistics = デバッグ情報を表示する
Show FPS Counter = FPSを表示する
Simulate Block Transfer = ブロック転送の効果をシミュレートする
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = ソフトウェアレンダリング (実験的)
Software Skinning = ソフトウェアスキニング
SoftwareSkinning Tip = スキンモデルの描画をCPUでまとめて行う。ほとんどのゲームが高速化します
Speed = 速度
Speed Hacks = Speed Hacks (不具合あり)
Stretching = 拡大
Texture Filter = テクスチャフィルタ
Texture Filtering = テクスチャフィルタリング
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Rendering &Backend (Restarts PPSSPP)
Bicubic = &Bicubic
Break = Break
Break on Load = Break on load
Buffered Rendering = &Yakuwi Rendering
Buy Gold = Tuku &Gold
Control Mapping... = Pemetaan Kontrol ...
Debugging = Debu&g
@@ -173,7 +172,7 @@ Log Console = &Konsol Log
Memory View... = Tampilan &Memory...
More Settings... = Setelan sing luwih ...
Nearest = &Nearest
Non-Buffered Rendering = Skip efek buffer (ora yakuwi,luwih cepet)
Skip Buffer Effects = Skip efek buffer (ora yakuwi,luwih cepet)
Off = &Mati
Open Chat = Open Chat
Open Directory... = Mbukak &Direktori...
@@ -469,11 +468,8 @@ Auto Scaling = Njongko Otomatis
Backend = Backend
Balanced = Imbang
Bicubic = Bicubic
BlockTransfer Tip = Some games require this to be On for correct graphics
BlockTransferRequired = Warning: This game requires "simulate block transfer effects" to be set to On.
Both = Kelorone
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = Yakuwi Rendering
BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered".
Camera = Camera
Camera Device = Camera device
@@ -501,6 +497,7 @@ Frame Skipping = Frame-skip
Frame Skipping Type = Frame skipping type
FullScreen = Layar Penuh
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Retas setelsn (nyebabake glitches)
Hardware Tessellation = Hardware tessellation
Hardware Transform = Ndandani Hardware
@@ -525,7 +522,7 @@ Must Restart = Wiwiti maneh PPSSPP kanggo aplikasi setelan.
Native device resolution = Resolusi piranti asal
Nearest = Cedhak
No buffer = No buffer
Non-Buffered Rendering = Skip efek buffer (non-yakuwi,luwih cepet)
Skip Buffer Effects = Skip efek buffer (non-yakuwi,luwih cepet)
None = Ora ana
Number of Frames = Number of frames
Off = Pateni
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Can make framerate smoother in games that run at low
Rendering Mode = Mode Rendering
Rendering Resolution = Rendering résolusi
RenderingMode NonBuffered Tip = Faster, but nothing may draw in some games
Retain changed textures = Makaryakke diganti tekstur (kadhangkala luwih alon)
RetainChangedTextures Tip = Makes many games slower, but some games a lot faster
Rotation = Rotasi
Safe = Aman
Screen layout = Screen layout
Screen Scaling Filter = Layar njongko Filter
Show Debug Statistics = Tampilno statistik debug
Show FPS Counter = Tampilno penghitung FPS
Simulate Block Transfer = Simulasi efek transfer pemblokiran
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Software rendering (jajalan)
Software Skinning = Software skinning
SoftwareSkinning Tip = Combine skinned model draws on the CPU, faster in most games
Speed = Kacepetan
Speed Hacks = Speed Hacks (nyebabake glitches)
Stretching = Stretching
Texture Filter = Penyaring Tekstur
Texture Filtering = Penyaring Tekstur
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = 렌더링 백엔드(&B) (PPSSPP 재시작)
Bicubic = 고등차수보간(&B)
Break = 증딘
Break on Load = 불러오기 시 중단
Buffered Rendering = 버퍼링된 렌더링(&B)
Buy Gold = 골드 버전 구매(&G)
Control Mapping... = 제어 맵핑(&O)...
Debugging = 디버그(&D)
@@ -173,7 +172,7 @@ Log Console = 콘솔 로그(&L)
Memory View... = 메모리 보기(&V)...
More Settings... = 기타 설정(&M)...
Nearest = 근접 필터링(&N)
Non-Buffered Rendering = 버퍼 효과 건너뛰기(버퍼되지 않음, 더 빠름)(&S)
Skip Buffer Effects = 버퍼 효과 건너뛰기(버퍼되지 않음, 더 빠름)(&S)
Off = 끔(&O)
Open Chat = 채팅 열기
Open Directory... = 디렉터리 열기(&D)...
@@ -469,11 +468,8 @@ Auto Scaling = 자동 스케일링
Backend = 백엔드
Balanced = 평형
Bicubic = 고등차수보간
BlockTransfer Tip = 일부 게임에서는 올바른 그래픽을 위해 이 기능을 켜야 합니다.
BlockTransferRequired = 경고: 이 게임은 "블록 전송 효과 시뮬레이션"을 켬으로 설정해야 합니다.
Both = 둘 다
Buffer graphics commands (faster, input lag) = 버퍼 그래픽 명령 (빠름, 입력 지연)
Buffered Rendering = 버퍼링된 렌더링
BufferedRenderingRequired = 경고: 이 게임은 "렌더링 모드"를 "버퍼링"으로 설정해야 합니다.
Camera = 카메라
Camera Device = 카메라 장치
@@ -500,6 +496,7 @@ Frame Rate Control = 프레임속도 제어
Frame Skipping = 프레임 생략
Frame Skipping Type = 프레임 생략 유형
FullScreen = 전체화면
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = 핵 설정 (결함을 일으킬 수 있음)
Hardware Tessellation = 하드웨어 조각화
Hardware Transform = 하드웨어 변환
@@ -524,7 +521,7 @@ Must Restart = 이 변경 사항을 적용하려면 PPSSPP를 다시 시작해
Native device resolution = 기본 장치 해상도
Nearest = 근접 필터링
No buffer = 버퍼 없음
Non-Buffered Rendering = 버퍼 효과 건너뛰기(버퍼되지 않음, 더 빠름)
Skip Buffer Effects = 버퍼 효과 건너뛰기(버퍼되지 않음, 더 빠름)
None = 없음
Number of Frames = 프레임 수
Off = 끔
@@ -541,19 +538,18 @@ RenderDuplicateFrames Tip = 낮은 프레임 속도에서 실행되는 게임에
Rendering Mode = 렌더링 모드
Rendering Resolution = 렌더링 해상도
RenderingMode NonBuffered Tip = 더 빠르지만 일부 게임에서는 아무 것도 표현되지 않을 수 있습니다.
Retain changed textures = 변경된 텍스처 유지 (때로는 느림)
RetainChangedTextures Tip = 많은 게임을 느리게 하지만 일부 게임은 훨씬 빠르게 만듭니다.
Rotation = 회전
Safe = 안전
Screen layout = 화면 레이아웃
Screen Scaling Filter = 화면 크기 조정 필터
Show Debug Statistics = 디버그 통계 표시
Show FPS Counter = FPS 카운터 표시
Simulate Block Transfer = 블록 전송 효과 시뮬레이션
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = 소프트웨어 렌더링 (느림)
Software Skinning = 소프트웨어 스키닝
SoftwareSkinning Tip = 대부분의 게임에서 더 빠르게 CPU에서 스킨 모델 드로우를 결합합니다.
Speed = 속도
Speed Hacks = Speed Hacks (결함을 일으킬 수 있음)
Stretching = 늘이기
Texture Filter = 텍스처 필터링
Texture Filtering = 텍스처 필터링
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = &ການສະແດງຜົນທີ່ສະໜັບສະໜຸ
Bicubic = &ປັບພາບແບບ Bicubic
Break = Break
Break on Load = Break on load
Buffered Rendering = ການສະແດງຜົນແບບໃຊ້ ບັບເຟີ້
Buy Gold = & ຊື້ແບບ Gold
Control Mapping... = &ແຜງຄວບຄຸມ...
Debugging = &ແກ້ໄຂຈຸດບົກພ່ອງ
@@ -173,7 +172,7 @@ Log Console = &ເກັບຄ່າຄອນໂຊລ
Memory View... = &ມຸມມອງຄ່າຄວາມຈຳ...
More Settings... = &ການຕັ້ງຄ່າອື່ນໆ...
Nearest = &ພາບເປັນຮອຍຍັກໄດ້
Non-Buffered Rendering = &ຂ້າມການໃຊ້ເອັບເຟັກບັບເຟີ້ (ບໍ່ມີບັບເຟີ້, ໄວຂຶ້ນ)
Skip Buffer Effects = &ຂ້າມການໃຊ້ເອັບເຟັກບັບເຟີ້ (ບໍ່ມີບັບເຟີ້, ໄວຂຶ້ນ)
Off = &ປິດ
Open Chat = Open Chat
Open Directory... = &ເປີດໄດເຣກທໍຣີ...
@@ -469,11 +468,8 @@ Auto Scaling = ປັບຂະໜາດສເກລອັດຕະໂນມັ
Backend = ການສະໜັບສະໜູນ
Balanced = ສົມດຸນ
Bicubic = Bicubic
BlockTransfer Tip = ບາງເກມຕ້ອງເປີດໃຊ້ງານເພື່ອການສະແດງຜົນທີ່ຖືກຕ້ອງ
BlockTransferRequired = ຄຳເຕືອນ: ເກມນີ້ຕ້ອງການໃຫ້ເປີດໂໝດ "ຈຳລອງຜົນປິດກັ້ນການສົ່ງຜ່ານຂໍ້ມູນເອັບເຟກ" ນຳ
Both = ໃຊ້ທັງ FPS ແລະ Speed
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = ການສະແດງຜົນແບບໃຊ້ບັບເຟີ້
BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered".
Camera = Camera
Camera Device = Camera device
@@ -501,6 +497,7 @@ Frame Skipping = ຂ້າມເຟຣມ
Frame Skipping Type = Frame skipping type
FullScreen = ເຕັມໜ້າຈໍ
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = ການຕັ້ງຄ່າແຮັກ
Hardware Tessellation = Hardware tessellation
Hardware Transform = ໃຊ້ຮາດແວຣ໌ປະມວນຜົນ
@@ -525,7 +522,7 @@ Must Restart = ເຈົ້າຄວນເລີ່ມ PPSSPP ໃໝ່ເພື
Native device resolution = ຄ່າຄວາມລະອຽດດັ້ງເດີມຂອງອຸປະກອນ
Nearest = Nearest
No buffer = No buffer
Non-Buffered Rendering = ຂ້າມການໃຊ້ບັບເຟີເອັບເຟກ (ບໍ່ໃຊ້ບັບເຟີ, ໄວຂຶ້ນ)
Skip Buffer Effects = ຂ້າມການໃຊ້ບັບເຟີເອັບເຟກ (ບໍ່ໃຊ້ບັບເຟີ, ໄວຂຶ້ນ)
None = ບໍ່ມີ
Number of Frames = Number of frames
Off = ປິດ
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Can make framerate smoother in games that run at low
Rendering Mode = ໂໝດການສະແດງຜົນ
Rendering Resolution = ຄວາມລະອຽດຂອງການສະແດງຜົນ
RenderingMode NonBuffered Tip = ໄວຂຶ້ນແທ້, ແຕ່ອາດມີອາການຈໍດຳໃນບາງເກມ
Retain changed textures = ຮັກສາການປ່ຽນແປງຂອງພື້ນຜິວ (ຊ້າບາງເທື່ອ)
RetainChangedTextures Tip = ບາງເກມໃຊ້ແລ້ວຄວາມໄວຫຼຸດລົງ ແຕ່ບາງເກມຄວາມໄວກໍເພີ່ມຂຶ້ນ
Rotation = ໝຸນຈໍ
Safe = ປອດໄພ
Screen layout = Screen layout
Screen Scaling Filter = ໂຕຕອງປັບສເກລໜ້າຈໍ
Show Debug Statistics = ສະແດງຄ່າທາງສະຖິຕິການແກ້ໄຂຈຸດບົກພ່ອງ
Show FPS Counter = ສະແດງຄ່າເຟຣມເຣດ ແລະ ຄວາມໄວ/ວິນາທີ
Simulate Block Transfer = ຈຳລອງຜົນປິດກັ້ນການສົ່ງຜ່ານຂໍ້ມູນເອັບເຟກ
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = ໃຊ້ຊອບແວຣ໌ສະແດງຜົນ (ລຸ້ນທົດລອງ)
Software Skinning = ຊ໋ອບແວຣ໌ສກິນນິງ
SoftwareSkinning Tip = ປະສານໂມເດລພື້ນຜິວໃຫ້ຂຽນຜ່ານ CPU, ເກມສ່ວນໃຫຍ່ໃຊ້ແລ້ວໄວຂຶ້ນ
Speed = ຄວາມໄວ
Speed Hacks = Speed Hacks (can cause rendering errors!)
Stretching = ດຶງເຕັມຈໍ
Texture Filter = ໂຕຕອງພື້ນຜິວ
Texture Filtering = ຕອງພື້ນຜິວ
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Rendering &Backend (Restarts PPSSPP)
Bicubic = &Bicubic
Break = Break
Break on Load = Break on load
Buffered Rendering = &Buffered Rendering
Buy Gold = Nusipirkti &Gold
Control Mapping... = Va&ldymo mygtukų keitimas...
Debugging = &Ekspermentas
@@ -173,7 +172,7 @@ Log Console = "&Statuso" konsolė
Memory View... = Atminties &rodymas...
More Settings... = &Daugiau parametrų...
Nearest = &Arčiausias
Non-Buffered Rendering = &Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = &Skip buffer effects
Off = &Išjungti
Open Chat = Open Chat
Open Directory... = Atidaryti &vietą...
@@ -469,11 +468,8 @@ Auto Scaling = Auto scaling
Backend = Backend
Balanced = Balanced
Bicubic = "Bicubic"
BlockTransfer Tip = Some games require this to be On for correct graphics
BlockTransferRequired = Warning: This game requires "simulate block transfer effects" to be set to On.
Both = Abu
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = Buferinis rodymas
BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered".
Camera = Camera
Camera Device = Camera device
@@ -501,6 +497,7 @@ Frame Skipping = Kadrų praleidimas
Frame Skipping Type = Frame skipping type
FullScreen = Pilnas ekranas
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Modifikavimo parametrai (gali sukelti problemų)
Hardware Tessellation = Hardware tessellation
Hardware Transform = Aparatūros transformacija
@@ -525,7 +522,7 @@ Must Restart = Jūs turite perkrauti "PPSSPP" programą, kad pakeisti parametrai
Native device resolution = Įrenginio rezoliucija
Nearest = Arčiausias
No buffer = No buffer
Non-Buffered Rendering = Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = Skip buffer effects
None = Nieko
Number of Frames = Number of frames
Off = Išjungti
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Can make framerate smoother in games that run at low
Rendering Mode = Rodymo režimas
Rendering Resolution = Rodymo rezoliucija
RenderingMode NonBuffered Tip = Faster, but nothing may draw in some games
Retain changed textures = Retain changed textures (sometimes slower)
RetainChangedTextures Tip = Makes many games slower, but some games a lot faster
Rotation = Rotation
Safe = Safe
Screen layout = Screen layout
Screen Scaling Filter = Screen scaling filter
Show Debug Statistics = Rodyti testinio režimo statistikas
Show FPS Counter = Rodyti kadrų per sekundę rodmenis
Simulate Block Transfer = Simulate block transfer effects
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Programinės įrangos rodymas(ekspermentalus)
Software Skinning = Programinės įrangos "nulupimas"
SoftwareSkinning Tip = Combine skinned model draws on the CPU, faster in most games
Speed = Greitis
Speed Hacks = Speed Hacks (gali sukelti problemų)
Stretching = Stretching
Texture Filter = Tekstūrų filtravimas
Texture Filtering = Tekstūrų filtravimas
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Rendering &Backend (Restarts PPSSPP)
Bicubic = &Bikubik
Break = Break
Break on Load = Break on load
Buffered Rendering = &Buffered Rendering
Buy Gold = Beli ve&rsi Gold
Control Mapping... = P&emetaan kawalan...
Debugging = &Pepijat
@@ -173,7 +172,7 @@ Log Console = &Log Konsol
Memory View... = Lihat &Memori...
More Settings... = &Tetapan lanjutan...
Nearest = &Terdekat
Non-Buffered Rendering = &Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = &Skip buffer effects
Off = &Tutup
Open Chat = Open Chat
Open Directory... = Buka &Penyimpanan...
@@ -469,11 +468,8 @@ Auto Scaling = Auto scaling
Backend = Backend
Balanced = Balanced
Bicubic = Bikubik
BlockTransfer Tip = Some games require this to be On for correct graphics
BlockTransferRequired = Warning: This game requires "simulate block transfer effects" to be set to On.
Both = Keduanya
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = Buffered rendering
BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered".
Camera = Camera
Camera Device = Camera device
@@ -501,6 +497,7 @@ Frame Skipping = Pelompatan Frame
Frame Skipping Type = Frame skipping type
FullScreen = Skrin penuh
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Godam tetapan (mungkin menyebabkan gangguan)
Hardware Tessellation = Hardware tessellation
Hardware Transform = Penukaran Alatan
@@ -525,7 +522,7 @@ Must Restart = You must restart PPSSPP for this change to take effect.
Native device resolution = Native device resolution
Nearest = Terdekat
No buffer = No buffer
Non-Buffered Rendering = Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = Skip buffer effects
None = Tiada
Number of Frames = Number of frames
Off = Tutup
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Can make framerate smoother in games that run at low
Rendering Mode = Mod rendering
Rendering Resolution = Resolusi rendering
RenderingMode NonBuffered Tip = Faster, but nothing may draw in some games
Retain changed textures = Retain changed textures (sometimes slower)
RetainChangedTextures Tip = Makes many games slower, but some games a lot faster
Rotation = Rotation
Safe = Safe
Screen layout = Screen layout
Screen Scaling Filter = Screen scaling filter
Show Debug Statistics = Papar statistik pepijat
Show FPS Counter = Papar penghitung FPS
Simulate Block Transfer = Simulate block transfer effects
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Render perisian (eksperimen)
Software Skinning = Pembalutan Perisian
SoftwareSkinning Tip = Combine skinned model draws on the CPU, faster in most games
Speed = Laju
Speed Hacks = Speed Hacks (mungkin menyebabkan gangguan)
Stretching = Stretching
Texture Filter = Penapis Tekstur
Texture Filtering = Penapisan Tekstur
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = &Renderbackend (herstart PPSSPP)
Bicubic = &Bicubisch
Break = Break
Break on Load = Break on load
Buffered Rendering = &Gebufferde weergave
Buy Gold = Gold &kopen
Control Mapping... = Bestur&ing toewijzen...
Debugging = &Fouten opsporen
@@ -173,7 +172,7 @@ Log Console = Logboek&console
Memory View... = &Geheugenweergave...
More Settings... = &Meer instellingen...
Nearest = &Naaste buur
Non-Buffered Rendering = &Buffereffecten nalaten (niet-gebufferd, sneller)
Skip Buffer Effects = &Buffereffecten nalaten (niet-gebufferd, sneller)
Off = &Uit
Open Chat = Open Chat
Open Directory... = &Map openen...
@@ -469,11 +468,8 @@ Auto Scaling = Automatisch schalen
Backend = Backend
Balanced = Gebalanceerd
Bicubic = Bicubisch
BlockTransfer Tip = Sommige games vereisen dat deze optie aan staat voor juiste graphics
BlockTransferRequired = Waarschuwing: Deze game vereist de optie Blokoverdrachteffecten simuleren.
Both = Beide
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = Gebufferde weergave
BufferedRenderingRequired = Waarschuwing: Deze game vereist een "gebufferde renderingmodus".
Camera = Camera
Camera Device = Camera device
@@ -501,6 +497,7 @@ Frame Skipping = Frames overslaan
Frame Skipping Type = Frame skipping type
FullScreen = Volledig scherm
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Hackinstellingen (kan glitches veroorzaken)
Hardware Tessellation = Hardwarebetegeling
Hardware Transform = Hardwaretransformatie
@@ -525,7 +522,7 @@ Must Restart = U moet PPSSPP herstarten om de wijzigingen door te voeren.
Native device resolution = Apparaatresolutie
Nearest = Naaste buur
No buffer = No buffer
Non-Buffered Rendering = Buffereffecten nalaten (niet-gebufferd, sneller)
Skip Buffer Effects = Buffereffecten nalaten (niet-gebufferd, sneller)
None = Geen
Number of Frames = Number of frames
Off = Uit
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Can make framerate smoother in games that run at low
Rendering Mode = Weergavemodus
Rendering Resolution = Renderresolutie
RenderingMode NonBuffered Tip = Sneller, maar mogelijk wordt in sommige games niets gerenderd
Retain changed textures = Gewijzigde textures behouden (soms trager)
RetainChangedTextures Tip = Maakt vele games trager, maar sommige games veel sneller
Rotation = Rotatie
Safe = Veilig
Screen layout = Screen layout
Screen Scaling Filter = Beeldschalingsfilter
Show Debug Statistics = Foutopsporingsstatistieken weergeven
Show FPS Counter = FPS-teller weergeven
Simulate Block Transfer = Blokoverdrachteffecten simuleren
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Renderen via software (experimenteel)
Software Skinning = Skinning via software
SoftwareSkinning Tip = Vermindert aantal renders en is sneller in games die de geavanceerde skinningtechniek gebruiken, maar voor sommige games trager
Speed = Snelheid
Speed Hacks = Speed Hacks (kan glitches veroorzaken)
Stretching = Uitrekken
Texture Filter = Texturefilter
Texture Filtering = Texturefilter
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Rendering &Backend (Restarts PPSSPP)
Bicubic = &Bicubic
Break = Break
Break on Load = Break on load
Buffered Rendering = &Buffered Rendering
Buy Gold = Buy &Gold
Control Mapping... = C&ontrol Mapping...
Debugging = &Debug
@@ -173,7 +172,7 @@ Log Console = &Log Console
Memory View... = Memory &View...
More Settings... = &More Settings...
Nearest = &Nearest
Non-Buffered Rendering = &Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = &Skip buffer effects
Off = &Off
Open Chat = Open Chat
Open Directory... = Open &Directory...
@@ -469,11 +468,8 @@ Auto Scaling = Auto scaling
Backend = Backend
Balanced = Balanced
Bicubic = Bicubic
BlockTransfer Tip = Some games require this to be On for correct graphics
BlockTransferRequired = Warning: This game requires "simulate block transfer effects" to be set to On.
Both = Begge
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = Buffrad rendering
BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered".
Camera = Camera
Camera Device = Camera device
@@ -501,6 +497,7 @@ Frame Skipping = Ramme Hoppe over
Frame Skipping Type = Frame skipping type
FullScreen = Fullskjerm
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Hack settings (may cause glitches)
Hardware Tessellation = Hardware tessellation
Hardware Transform = Maskinvare omdanning
@@ -525,7 +522,7 @@ Must Restart = You must restart PPSSPP for this change to take effect.
Native device resolution = Native device resolution
Nearest = Nermest
No buffer = No buffer
Non-Buffered Rendering = Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = Skip buffer effects
None = Ingen
Number of Frames = Number of frames
Off = Off
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Can make framerate smoother in games that run at low
Rendering Mode = Rendering mode
Rendering Resolution = Rendering resolution
RenderingMode NonBuffered Tip = Faster, but nothing may draw in some games
Retain changed textures = Retain changed textures (sometimes slower)
RetainChangedTextures Tip = Makes many games slower, but some games a lot faster
Rotation = Rotation
Safe = Safe
Screen layout = Screen layout
Screen Scaling Filter = Screen scaling filter
Show Debug Statistics = Vis debugstatistik
Show FPS Counter = Vis FPS-teller
Simulate Block Transfer = Simulate block transfer effects
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Programvare gjengivelse (eksperiment)
Software Skinning = Software skinning
SoftwareSkinning Tip = Combine skinned model draws on the CPU, faster in most games
Speed = Hastighet
Speed Hacks = Speed Hacks (can cause rendering errors!)
Stretching = Stretching
Texture Filter = Tekstur filtrering
Texture Filtering = Tekstur filtrering
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = &Sterownik obrazu (Restartuje PPSSPP)
Bicubic = Bicubic (Dwusześcienne)
Break = Zatrzymaj
Break on Load = Zatrzymaj po załadowaniu
Buffered Rendering = Renderowanie buforowe
Buy Gold = Kup wersję Gold
Control Mapping... = Ustawienia przycisków...
Debugging = &Debugowanie
@@ -173,7 +172,7 @@ Log Console = Konsola dziennika zdarzeń
Memory View... = Podgląd pamięci...
More Settings... = Więcej ustawień...
Nearest = Najbliższe
Non-Buffered Rendering = &Nie renderuj efektów z bufora (niebuforowane, szybsze)
Skip Buffer Effects = &Nie renderuj efektów z bufora (niebuforowane, szybsze)
Off = Wyłącz
Open Chat = Otwórz Chat
Open Directory... = Otwórz katalog...
@@ -469,11 +468,8 @@ Auto Scaling = Automatyczne skalowanie
Backend = Sterownik graficzny
Balanced = Zbalansowane
Bicubic = Bicubic (Dwusześcienne)
BlockTransfer Tip = Niektóre gry wymagają włączenia tej opcji do poprawnego działania.
BlockTransferRequired = Uwaga: Ta gra wymaga włączonej opcji "Symuluj efekty transferu bloków".
Both = Oba
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = Renderowanie buforowe
BufferedRenderingRequired = Uwaga: Ta gra wymaga włączonej opcji "Renderowanie buforowe".
Camera = Camera
Camera Device = Camera device
@@ -501,6 +497,7 @@ Frame Skipping = Pomijanie klatek
Frame Skipping Type = Tryb pomijania klatek
FullScreen = Pełny ekran
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Ustawienia specjalne (powodują problemy)
Hardware Tessellation = Sprzętowa teselacja
Hardware Transform = Transformacja sprzętowa
@@ -525,7 +522,7 @@ Must Restart = Musisz zrestartować PPSSPP, aby zobaczyć zmiany.
Native device resolution = Natywna rozdzielczość urządzenia
Nearest = Najbliższe
No buffer = No buffer
Non-Buffered Rendering = Nie renderuj efektów z bufora (niebuforowane, szybsze)
Skip Buffer Effects = Nie renderuj efektów z bufora (niebuforowane, szybsze)
None = Wył.
Number of Frames = Ilość klatek
Off = Wył.
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Can make framerate smoother in games that run at low
Rendering Mode = Tryb renderowania
Rendering Resolution = Rozdzielczość renderowania
RenderingMode NonBuffered Tip = Szybsze, ale niektóre gry mogą się nie wyświetlać
Retain changed textures = Zachowuj zmienione tekstury (czasem wolniejsze)
RetainChangedTextures Tip = Spowalnia wiele gier, ale mocno przyspiesza kilka innych
Rotation = Obrót
Safe = Bezpieczne
Screen layout = Screen layout
Screen Scaling Filter = Filtrowanie skalowania ekranu
Show Debug Statistics = Pokaż statystyki debugowania
Show FPS Counter = Pokaż licznik FPS
Simulate Block Transfer = Symuluj efekty transferu bloków
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Renderowanie programowe (wolne)
Software Skinning = Programowy skinning
SoftwareSkinning Tip = Łączy na CPU wywołania rysujące modele z animacjami, przyspieszenie w większości gier
Speed = Prędkość (procentowo)
Speed Hacks = Speed Hacks (powodują problemy)
Stretching = Rozciąganie
Texture Filter = Filtrowanie tekstur
Texture Filtering = Filtrowanie tekstur
+5 -9
View File
@@ -153,7 +153,6 @@ Backend = Backend de &renderização (Reinicia o PPSSPP)
Bicubic = &Bi-cúbico
Break = Parar
Break on Load = Parar ao carregar
Buffered Rendering = &Renderização com buffer
Buy Gold = Comprar &Gold
Control Mapping... = M&apeamento dos controles...
Debugging = &Debug
@@ -197,7 +196,7 @@ Log Console = &Console dos logs
Memory View... = Visualização da &memória...
More Settings... = &Mais configurações...
Nearest = &Mais próximo
Non-Buffered Rendering = &Ignorar efeitos do buffer (sem buffer, mais rápido)
Skip Buffer Effects = &Ignorar efeitos do buffer (sem buffer, mais rápido)
Off = &Desligado
Open Chat = Abrir Bate-Papo
Open Directory... = Abrir &diretório...
@@ -493,11 +492,8 @@ Auto Scaling = Auto-redimensionamento
Backend = Backend
Balanced = Balanceado
Bicubic = Bi-cúbico
BlockTransfer Tip = Alguns jogos requerem que isto esteja Ligado pros gráficos estarem corretos
BlockTransferRequired = Aviso: Esse jogo requer que a "simulação dos efeitos de transferência dos blocos" esteja definida como Ligada.
Both = Ambos
Buffer graphics commands (faster, input lag) = Buffer dos comandos dos gráficos (mais rápido, atraso na entrada dos dados)
Buffered Rendering = Renderização com buffer
BufferedRenderingRequired = Aviso: Este jogo requer que o "modo de renderização" esteja definido "com buffer".
Camera = Câmera
Camera Device = Dispositivo de câmera
@@ -524,6 +520,7 @@ Frame Rate Control = Controle da taxa dos frames
Frame Skipping = Pulo dos frames
Frame Skipping Type = Tipo de pulo dos frames
FullScreen = Tela cheia
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Configurações dos hacks (pode causar erros gráficos)
Hardware Tessellation = Tesselação por hardware
Hardware Transform = Transformação por hardware
@@ -548,7 +545,7 @@ Must Restart = Você deve reiniciar o PPSSPP pra esta mudança ter efeito.
Native device resolution = Resolução nativa do dispositivo
Nearest = Mais próximo
No buffer = Sem buffer
Non-Buffered Rendering = Ignorar efeitos do buffer (sem buffer, mais rápido)
Skip Buffer Effects = Ignorar efeitos do buffer (sem buffer, mais rápido)
None = Nenhum
Number of Frames = Número de frames
Off = Desligado
@@ -565,19 +562,18 @@ RenderDuplicateFrames Tip = Pode tornar a taxa dos frames mais suave em jogos qu
Rendering Mode = Modo de renderização
Rendering Resolution = Resolução da renderização
RenderingMode NonBuffered Tip = Mais rápido, mas nada pode ser desenhado em alguns jogos
Retain changed textures = Reter texturas mudadas (as vezes mais lento)
RetainChangedTextures Tip = Torna muitos jogos mais lentos mas alguns jogos muito mais rápidos
Rotation = Rotação
Safe = Seguro
Screen layout = Esquema da tela
Screen Scaling Filter = Filtro do dimensionamento da tela
Show Debug Statistics = Mostrar estatísticas do debug
Show FPS Counter = Mostrar contador de FPS
Simulate Block Transfer = Simular efeitos de transferência dos blocos
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Renderização por software (lento)
Software Skinning = Skinning via software
SoftwareSkinning Tip = Combina os desenhos dos modelos de skinning na CPU, mais rápido na maioria dos jogos
Speed = Velocidade
Speed Hacks = Speed Hacks (pode causar erros gráficos)
Stretching = Esticamento
Texture Filter = Filtragem das texturas
Texture Filtering = Filtragem das texturas
+5 -9
View File
@@ -153,7 +153,6 @@ Backend = API de &renderização (Reinicia o PPSSPP)
Bicubic = &Bi-cúbico
Break = Parar
Break on Load = Parar ao carregar
Buffered Rendering = &Renderização com buffer
Buy Gold = Comprar &Gold
Control Mapping... = M&apeamento dos controlos...
Debugging = &Depurar
@@ -197,7 +196,7 @@ Log Console = &Console dos Logs
Memory View... = Visualização da &memória...
More Settings... = &Mais Definições...
Nearest = &Mais próximo
Non-Buffered Rendering = &Ignorar efeitos do buffer (sem buffer, mais rápido)
Skip Buffer Effects = &Ignorar efeitos do buffer (sem buffer, mais rápido)
Off = &Desligado
Open Chat = Abrir Bate-Papo
Open Directory... = Abrir &Diretório...
@@ -493,11 +492,8 @@ Auto Scaling = Auto-redimensionamento
Backend = Backend
Balanced = Balanceado
Bicubic = Bi-cúbico
BlockTransfer Tip = Alguns jogos requerem que esta opção esteja habilitada para os gráficos estarem corretos.
BlockTransferRequired = Aviso: Este jogo requer que a "Simulação dos Efeitos de Transferência dos Blocos" esteja habilitada.
Both = Ambos
Buffer graphics commands (faster, input lag) = Buffer dos Comandos Gráficos (mais rápido, atraso na entrada dos dados)
Buffered Rendering = Renderização com Buffer
BufferedRenderingRequired = Aviso: Este jogo requer que o "modo de renderização" esteja definido "com buffer".
Camera = Câmera
Camera Device = Dispositivo de câmera
@@ -524,6 +520,7 @@ Frame Rate Control = Controle da taxa dos quadros
Frame Skipping = Pulo dos quadros
Frame Skipping Type = Tipo de pulo dos quadros
FullScreen = Tela Cheia
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Definições dos Hacks (pode causar erros gráficos)
Hardware Tessellation = Tesselação por Hardware
Hardware Transform = Transformação por Hardware
@@ -548,7 +545,7 @@ Must Restart = Deverás reiniciar o PPSSPP para esta mudança ter efeito.
Native device resolution = Resolução Nativa do Dispositivo
Nearest = Mais próximo
No buffer = Sem buffer
Non-Buffered Rendering = Ignorar efeitos do buffer (sem buffer, mais rápido)
Skip Buffer Effects = Ignorar efeitos do buffer (sem buffer, mais rápido)
None = Nenhum
Number of Frames = Número de quadros
Off = Desligado
@@ -565,19 +562,18 @@ RenderDuplicateFrames Tip = Pode tornar a taxa dos quadros mais suave em jogos q
Rendering Mode = Modo de renderização
Rendering Resolution = Resolução da renderização
RenderingMode NonBuffered Tip = Mais rápido, mas poderá não ser desenhado nada em alguns jogos
Retain changed textures = Reter texturas mudadas (as vezes mais lento)
RetainChangedTextures Tip = Torna muitos jogos mais lentos mas alguns jogos muito mais rápidos
Rotation = Rotação
Safe = Seguro
Screen layout = Esquema da tela
Screen Scaling Filter = Filtro do dimensionamento da tela
Show Debug Statistics = Mostrar estatísticas de depuração
Show FPS Counter = Mostrar contador de FPS
Simulate Block Transfer = Simular efeitos de transferência dos blocos
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Renderização por software (lento)
Software Skinning = Skinning via software
SoftwareSkinning Tip = Combina os desenhos dos modelos de skinning na CPU, mais rápido na maioria dos jogos
Speed = Velocidade
Speed Hacks = Speed Hacks (pode causar erros gráficos)
Stretching = Esticamento
Texture Filter = Filtração das texturas
Texture Filtering = Filtração das texturas
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Rendering &Backend (Restarts PPSSPP)
Bicubic = &Bicubic
Break = Break
Break on Load = Break on load
Buffered Rendering = &Buffered Rendering
Buy Gold = Buy &Gold
Control Mapping... = C&ontrol Mapping...
Debugging = &Debug
@@ -173,7 +172,7 @@ Log Console = &Log Console
Memory View... = Memory &View...
More Settings... = &More Settings...
Nearest = &Nearest
Non-Buffered Rendering = &Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = &Skip buffer effects
Off = &Off
Open Chat = Open Chat
Open Directory... = Open &Directory...
@@ -469,11 +468,8 @@ Auto Scaling = Auto scaling
Backend = Mod intern
Balanced = Balansat
Bicubic = Bicubic
BlockTransfer Tip = Some games require this to be On for correct graphics
BlockTransferRequired = Warning: This game requires "simulate block transfer effects" to be set to On.
Both = Ambele
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = Afișare cu stocare
BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered".
Camera = Camera
Camera Device = Camera device
@@ -501,6 +497,7 @@ Frame Skipping = Cadre Omise
Frame Skipping Type = Frame skipping type
FullScreen = Ecran intreg
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Setări trișare (pot cauza stricăciuni)
Hardware Tessellation = Hardware tessellation
Hardware Transform = Transformare pe Hardware
@@ -525,7 +522,7 @@ Must Restart = Trebuie să resartezi PPSSPP pt. ca această schimbare să aibă
Native device resolution = Rezoluție nativă dispozitiv
Nearest = Apropiată
No buffer = No buffer
Non-Buffered Rendering = Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = Skip buffer effects
None = Fără
Number of Frames = Number of frames
Off = Oprit
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Can make framerate smoother in games that run at low
Rendering Mode = Mod Afișare
Rendering Resolution = Rezoluție Afișare
RenderingMode NonBuffered Tip = Faster, but nothing may draw in some games
Retain changed textures = Retain changed textures (sometimes slower)
RetainChangedTextures Tip = Makes many games slower, but some games a lot faster
Rotation = Rotation
Safe = Sigur
Screen layout = Screen layout
Screen Scaling Filter = Filtrul de scalare al ecranului
Show Debug Statistics = Arată statistici de depanare
Show FPS Counter = Arată FPS
Simulate Block Transfer = Simulate block transfer effects
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Afișare cu sofware (experimental)
Software Skinning = Skinning cu software
SoftwareSkinning Tip = Combine skinned model draws on the CPU, faster in most games
Speed = Viteză
Speed Hacks = Speed Hacks (pot cauza stricăciuni)
Stretching = Stretching
Texture Filter = Filtru texturi
Texture Filtering = Filtrare texturi
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Бэкенд &рендеринга (нужен перезапуск)
Bicubic = &Бикубическое
Break = Остановить
Break on Load = Остановить после загрузки
Buffered Rendering = &Буферированный рендеринг
Buy Gold = Купить &Gold
Control Mapping... = Назначение &кнопок...
Debugging = &Отладка
@@ -173,7 +172,7 @@ Log Console = Консоль отладки
Memory View... = Просмотрщик па&мяти...
More Settings... = &Ещё настройки...
Nearest = &Ближайший
Non-Buffered Rendering = &Пропускать эффекты (небуферированный, быстрее)
Skip Buffer Effects = &Пропускать эффекты (небуферированный, быстрее)
Off = В&ыключено
Open Chat = Открыть чат
Open Directory... = Открыть &папку...
@@ -469,11 +468,8 @@ Auto Scaling = Автомасштаб
Backend = Бэкенд
Balanced = Сбалансированно
Bicubic = Бикубический
BlockTransfer Tip = Требуется для корректной графики в некоторых играх
BlockTransferRequired = Предупреждение: для этой игры требуется включить "Симуляцию эффектов от передачи блоков"
Both = Оба
Buffer graphics commands (faster, input lag) = Команды буферированной графики (быстрее, задержка ввода)
Buffered Rendering = Буферированный рендеринг
BufferedRenderingRequired = Предупреждение: для этой игры требуется буферированный режим рендеринга.
Camera = Камера
Camera Device = Устройство камеры
@@ -502,6 +498,7 @@ Frame Skipping = Пропуск кадров
Frame Skipping Type = Тип пропуска кадров
FullScreen = Полноэкранный режим
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Параметры хаков (могут вызывать глюки)
Hardware Tessellation = Аппаратная тесселяция
Hardware Transform = Аппаратное преобразование
@@ -526,7 +523,7 @@ Must Restart = Вы должны перезапустить PPSSPP, чтобы
Native device resolution = Разрешение устройства
Nearest = Ближайший
No buffer = Нет буфера
Non-Buffered Rendering = Пропускать эффекты (небуферированный)
Skip Buffer Effects = Пропускать эффекты (небуферированный)
None = Выключено
Number of Frames = Количество кадров
Off = Выключено
@@ -543,19 +540,18 @@ RenderDuplicateFrames Tip = Может сгладить частоту кадр
Rendering Mode = Режим рендеринга
Rendering Resolution = Разрешение рендеринга
RenderingMode NonBuffered Tip = Быстрее, но ничего не отображает в некоторых играх
Retain changed textures = Сохранять измененные текстуры (иногда медленнее)
RetainChangedTextures Tip = Делает много игр медленнее, но некоторые - намного быстрее
Rotation = Ориентация
Safe = Безопасно
Screen layout = Расположение экрана
Screen Scaling Filter = Фильтр масштабирования экрана
Show Debug Statistics = Отображать отладочную информацию
Show FPS Counter = Показывать счетчик FPS
Simulate Block Transfer = Симулировать эффекты от передачи блоков
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Программный рендеринг (медленно)
Software Skinning = Программная заливка
SoftwareSkinning Tip = Объединяет вызовы отрисовки моделей с заливкой на ЦП, быстрее во многих играх
Speed = Скорость
Speed Hacks = Speed Hacks (могут вызывать глюки)
Stretching = Растягивание
Texture Filter = Текстурный фильтр
Texture Filtering = Фильтрация текстур
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Backend
Bicubic = Bicubic
Break = Break
Break on Load = Break on load
Buffered Rendering = Buffrad rendering
Buy Gold = Buy Gold
Control Mapping... = Kontrollmappning...
Debugging = Debuggning
@@ -173,7 +172,7 @@ Log Console = Loggkonsol
Memory View... = Minnesvy...
More Settings... = Mer inställningar...
Nearest = Nearest
Non-Buffered Rendering = &Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = &Skip buffer effects
Off = Off
Open Chat = Open Chat
Open Directory... = Öppna mapp...
@@ -469,11 +468,8 @@ Auto Scaling = Auto scaling
Backend = Backend
Balanced = Balancerad
Bicubic = Bicubisk
BlockTransfer Tip = Vissa spel kräver att denna inställning är på.
BlockTransferRequired = Varning: Detta spel kräver att "Simulera blocktransfer-effekter" är påslaget.
Both = Båda
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = Buffrad rendering
BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered".
Camera = Kamera
Camera Device = Kamera-enhet
@@ -501,6 +497,7 @@ Frame Skipping = Frameskipping
Frame Skipping Type = Frame skipping type
FullScreen = Fullskärm
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Hack-inställningar (kan orsaka problem)
Hardware Tessellation = Hårdvarutessellering
Hardware Transform = Hårdvarutransform
@@ -525,7 +522,7 @@ Must Restart = Starta om PPSSPP för att ändringen ska få effekt.
Native device resolution = Native device resolution
Nearest = Närmast
No buffer = No buffer
Non-Buffered Rendering = Skippa buffereffekter (snabbare, risk för fel)
Skip Buffer Effects = Skippa buffereffekter (snabbare, risk för fel)
None = Inget
Number of Frames = Antal frames
Off = Off
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Can make framerate smoother in games that run at low
Rendering Mode = Renderingsläge
Rendering Resolution = Renderingsupplösning
RenderingMode NonBuffered Tip = Faster, but nothing may draw in some games
Retain changed textures = Behåll ändrade texturer i cachen (ibland långsammare)
RetainChangedTextures Tip = Makes many games slower, but some games a lot faster
Rotation = Rotation
Safe = Safe
Screen layout = Screen layout
Screen Scaling Filter = Skärmskalningsfilter
Show Debug Statistics = Visa debugstatistik
Show FPS Counter = Visa FPS-räknare
Simulate Block Transfer = Simulera blocktransfer-effekter
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Mjukvarurendering (experiment)
Software Skinning = Software Skinning
SoftwareSkinning Tip = Combine skinned model draws on the CPU, faster in most games
Speed = Hastighet
Speed Hacks = Speed-hacks (kan orsaka renderingsproblem)
Stretching = Stretching
Texture Filter = Texturfilter
Texture Filtering = Texturfiltrering
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Rendering &Backend (Restarts PPSSPP)
Bicubic = Bicubic
Break = Break
Break on Load = Break on load
Buffered Rendering = Buffered Rendering
Buy Gold = Bilhin ang Gold
Control Mapping... = Control Mapping...
Debugging = Debug
@@ -173,7 +172,7 @@ Log Console = Log Console
Memory View... = Memory View...
More Settings... = Karagdagang settings...
Nearest = Nearest
Non-Buffered Rendering = Skip buffer effects (non-buffered, faster)
Skip Buffer Effects = Skip buffer effects
Off = Off
Open Chat = Open Chat
Open Directory... = Buksan ang Directory...
@@ -469,11 +468,8 @@ Auto Scaling = Awto scaling
Backend = Backend
Balanced = Balanse
Bicubic = Bicubic
BlockTransfer Tip = Some games require this to be On for correct graphics
BlockTransferRequired = BABALA: This game requires "simulate block transfer effects" to be set to On.
Both = Pareho
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = Buffered Rendering
BufferedRenderingRequired = BABALA: This game requires "rendering mode" to be set to "buffered".
Camera = Camera
Camera Device = Camera device
@@ -501,6 +497,7 @@ Frame Skipping = Frame Skipping
Frame Skipping Type = Frame skipping type
FullScreen = Isakto sa Sukat ng iyong Iskrin
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Hack Settings (maaring magdulot ng pagloloko sa laro)
Hardware Tessellation = Hardware tessellation
Hardware Transform = Hardware Transform
@@ -525,7 +522,7 @@ Must Restart = Kailangan i-restart ang PPSSPP upang maging epiktibo ito
Native device resolution = Native device resolution
Nearest = Pinakamalapit
No buffer = No buffer
Non-Buffered Rendering = Skip buffer effects (non-buffered, mabilis)
Skip Buffer Effects = Skip buffer effects (non-buffered, mabilis)
None = Wala
Number of Frames = Bilang ng frames
Off = Patayin
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Can make framerate smoother in games that run at low
Rendering Mode = Uri ng Rendering
Rendering Resolution = Resolusyon ng rendering
RenderingMode NonBuffered Tip = Mabilis, pero minsan wala kang makikita sa laro, blanko
Retain changed textures = Retain changed textures (sometimes slower)
RetainChangedTextures Tip = Makes many games slower, but some games a lot faster
Rotation = Rotasyon
Safe = Safe
Screen layout = Screen layout
Screen Scaling Filter = Screen Scaling Filter
Show Debug Statistics = Ipakita ang debug statistics
Show FPS Counter = Ipakita ang FPS
Simulate Block Transfer = Simulate block transfer effects
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Software Rendering (Expiremental)
Software Skinning = Software skinning
SoftwareSkinning Tip = Combine skinned model draws on the CPU, faster in most games
Speed = Bilis
Speed Hacks = Speed Hacks (maaring magdulot ng pagloloko sa laro)
Stretching = Iunat
Texture Filter = Panala ng Texture
Texture Filtering = Pagsala sa Texture
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = การแสดงผลที่สนับสนุน (ต้
Bicubic = ไบคิวบิค
Break = หยุด
Break on Load = หยุดเมื่อโหลด
Buffered Rendering = การแสดงผลแบบใช้บัฟเฟอร์
Buy Gold = ซื้อแบบตัวสีทอง
Control Mapping... = แผงปรับการคุมควบ...
Debugging = แก้ไขจุดบกพร่อง
@@ -173,7 +172,7 @@ Log Console = เก็บค่าคอนโซล
Memory View... = มุมมองค่าความจำ...
More Settings... = การตั้งค่าอื่นๆ...
Nearest = แบบใกล้เคียง
Non-Buffered Rendering = ข้ามการใช้บัฟเฟอร์เอฟเฟ็คท์ (ปิดบัฟเฟอร์)
Skip Buffer Effects = ข้ามการใช้บัฟเฟอร์เอฟเฟ็คท์ (ปิดบัฟเฟอร์)
Off = ปิด
Open Chat = เปิดหน้าต่างแชท
Open Directory... = เปิดแหล่งที่เก็บ...
@@ -469,11 +468,8 @@ Auto Scaling = สเกลอัตโนมัติ
Backend = การสนับสนุนกราฟิก
Balanced = สมดุล
Bicubic = ไบคิวบิค
BlockTransfer Tip = บางเกมจำเป็นต้องเปิดใช้งานเพื่อการแสดงผลที่ถูกต้อง
BlockTransferRequired = คำเตือน: เกมนี้ต้องปรับใช้งาน "จำลองผลปิดกั้นการส่งผ่านข้อมูลเอฟเฟ็คท์" ด้วย
Both = ใช้ทั้งคู่
Buffer graphics commands (faster, input lag) = ควบคุมกราฟิกบัฟเฟอร์ (เร็วขึ้น, อาจทำให้เกิดอินพุตแล็ก)
Buffered Rendering = การแสดงผลแบบใช้บัฟเฟอร์
BufferedRenderingRequired = คำเตือน: เกมนี้ต้องปรับใช้งานในโหมด "การแสดงผลแบบใช้บัฟเฟอร์"
Camera = กล้อง
Camera Device = กล้องที่พร้อมใช้งาน
@@ -501,6 +497,7 @@ Frame Skipping = ข้ามเฟรม
Frame Skipping Type = รูปแบบการข้ามเฟรม
FullScreen = เต็มหน้าจอ
GPU log profiler = ตัวแสดงค่าโปรไฟล์ GPU
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = ตั้งค่าการปรับแฮ็ค (อาจแสดงผลผิดพลาด)
Hardware Tessellation = ฮาร์ดแวร์ เทสเซลเลชั่น
Hardware Transform = ใช้ฮาร์ดแวร์ในการแปลงค่าประมวลผล
@@ -525,7 +522,7 @@ Must Restart = คุณควรรีสตาร์ท PPSSPP อีกคร
Native device resolution = ค่าความละเอียดดั้งเดิมของอุปกรณ์
Nearest = แบบใกล้เคียง
No buffer = ไม่ใช้บัฟเฟอร์
Non-Buffered Rendering = ข้ามการใช้บัฟเฟอร์เอฟเฟ็คท์ (ปิดบัฟเฟอร์)
Skip Buffer Effects = ข้ามการใช้บัฟเฟอร์เอฟเฟ็คท์ (ปิดบัฟเฟอร์)
None = ไม่มี
Number of Frames = อิงจากค่าจำนวนเฟรม
Off = ปิด
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = ช่วยให้ภาพดูลื่นต
Rendering Mode = โหมดที่ใช้ในการแสดงผล
Rendering Resolution = ความละเอียดในการแสดงผลภาพ
RenderingMode NonBuffered Tip = เร็วขึ้นก็จริง แต่มีผลข้างเคียงในบางเกมอาจเกิดอาการจอดำ
Retain changed textures = รักษาความเปลี่ยนแปลงของพื้นผิว (ช้าลงในบางครั้ง)
RetainChangedTextures Tip = มีหลายเกมที่ปรับใช้แล้วความเร็วตกลง แต่ในบางเกมความเร็วก็เพิ่มขึ้น
Rotation = หมุนจอ
Safe = ปลอดภัย
Screen layout = เค้าโครงหน้าจอ
Screen Scaling Filter = ตัวกรองปรับสเกลหน้าจอ
Show Debug Statistics = แสดงค่าทางสถิติการแก้ไขจุดบกพร่อง
Show FPS Counter = แสดงค่าเฟรมเรท และความเร็ว/วินาที
Simulate Block Transfer = จำลองผลปิดกั้นการส่งผ่านข้อมูลเอฟเฟ็คท์
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = ใช้ซอฟต์แวร์ในการแสดงผล (ช้า)
Software Skinning = ซอฟต์แวร์ สกินนิ่ง
SoftwareSkinning Tip = ผสานโมเดลพื้นผิวให้เขียนผ่านซีพียู ซึ่งเกมส่วนใหญ่ปรับใช้แล้วไวขึ้น
Speed = ความเร็ว
Speed Hacks = Speed Hacks (อาจแสดงผลผิดพลาด)
Stretching = ดึงเต็มจอ
Texture Filter = ตัวกรองพื้นผิว
Texture Filtering = การกรองพื้นผิว
+8 -11
View File
@@ -131,7 +131,6 @@ Backend = Oluşturma &Arkaucu (PPSSPP'yi yeniden başlatır)
Bicubic = &Bikübik
Break = Break
Break on Load = Break on load
Buffered Rendering = &Tampon bellek ile oluştur
Buy Gold = Altın Sürümünü Satın Al
Control Mapping... = Kontrol Ayarlama...
Debugging = &Hata Ayıklama
@@ -175,7 +174,7 @@ Log Console = &Günlük Konsolu
Memory View... = Bellek &Görünümü...
More Settings... = &Daha Fazla Ayar...
Nearest = &En Yakın
Non-Buffered Rendering = &Arabellek efektlerini atla (arabelleğe alınmaz, daha hızlıdır)
Skip Buffer Effects = &Arabellek efektlerini atla (arabelleğe alınmaz, daha hızlıdır)
Off = &Kapalı
Open Chat = Open Chat
Open Directory... = Dizin Aç...
@@ -471,11 +470,8 @@ Auto Scaling = Otomatik ölçekleme
Backend = Arkauç
Balanced = Dengeli
Bicubic = Çift Kübik
BlockTransfer Tip = Bazı oyunlarda doğru grafikler için bu ayarın açık olması gerekir
BlockTransferRequired = Uyarı: Bu oyun Blok Aktarım Simülasyon Modunun Açık olmasını gerektirir.
Both = İkisi de
Buffer graphics commands (faster, input lag) = Grafik komutlarını arabellekle (daha hızlı, input lag'e sebep olabilir)
Buffered Rendering = Yükleyerek işleme
BufferedRenderingRequired = Uyarı: Bu oyun "işleme modunun" "yükleyerek işleme"ye alınmasını gerektirir.
Camera = Kamera
Camera Device = Kamera cihazı
@@ -492,7 +488,6 @@ Deposterize Tip = Yeniden ölçeklenen dokulardaki görsel şerit hatalarını d
Device = Cihaz
Direct3D 9 = Direct3D 9
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)
@@ -504,6 +499,7 @@ Frame Skipping = Kare atla
Frame Skipping Type = Kare atlama türü
FullScreen = Tam ekran
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Hack ayarları (Küçük teknik problemlere neden olabilir.)
Hardware Tessellation = Donanım Mozaikleme
Hardware Transform = Donanım dönüştürme
@@ -528,7 +524,7 @@ Must Restart = Bu değişikliğin uygulanması için PPSSPP'yi yeniden başlatma
Native device resolution = Yerel aygıt çözünürlüğü
Nearest = En yakın
No buffer = Arabellek/tampon bellek yok
Non-Buffered Rendering = Arabellek efektlerini atla (arabelleğe alınmaz, daha hızlıdır)
Skip Buffer Effects = Arabellek efektlerini atla (arabelleğe alınmaz, daha hızlıdır)
None = Hiçbiri
Number of Frames = Kare sayısı
Off = Kapalı
@@ -545,19 +541,18 @@ RenderDuplicateFrames Tip = Daha düşük kare hızlarında çalışan oyunlarda
Rendering Mode = İşleme modu
Rendering Resolution = İşleme çözünürlüğü
RenderingMode NonBuffered Tip = Daha hızlıdır, ancak bazı oyunlarda hiçbir şey çizilmeyebilir
Retain changed textures = Değişen dokuları koruyun (bazen daha yavaştır)
RetainChangedTextures Tip = Çoğu oyunu yavaşlatır ama bazı oyunları çok hızlandırır.
Rotation = Rotasyon
Safe = Güvenli
Screen layout = Ekran düzeni
Screen Scaling Filter = Ekran ölçekleme filtresi
Show Debug Statistics = Hata ayıklama istatistiklerini göster
Show FPS Counter = FPS sayacını göster
Simulate Block Transfer = Blok aktarım efektlerini simüle edin
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Yazılımsal işleme (Deneysel)
Software Skinning = Software skinning
SoftwareSkinning Tip = Combine skinned model draws on the CPU, faster in most games
Speed = Hız
Speed Hacks = Hız Hacks (Küçük teknik problemlere neden olabilir.)
Stretching = Serbest tam ekran (sünme)
Texture Filter = Doku filtreleme
Texture Filtering = Doku filtreleme
@@ -759,6 +754,8 @@ Center Left = Sol orta
Center Right = Sağ orta
Change Mac Address = MAC adresini değiştir
Change proAdhocServer Address = PRO Ad Hoc Server IP adresini değiştir (localhost = çoklu örnek)
ChangeMacSaveConfirm = Generate a new MAC address?
ChangeMacSaveWarning = Some games verify the MAC address when loading savedata, so this may break old saves.
Chat = Chat
Chat Button Position = Chat düğmesinin konumu
Chat Here = Buraya yazın
@@ -1198,7 +1195,7 @@ YYYYMMDD = YYYYAAGG
[TextureShaders]
Off = Off
TexMMPX = TexMMPX
Tex2xBRZ = Tex2xBRZ
Tex2xBRZ = Tex2xBRZ
Tex4xBRZ = Tex4xBRZ
[Themes]
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Бекенд &рендерингу (потрібне перезава
Bicubic = &Бікубічний
Break = Перервати
Break on Load = Перервати при завантаженні
Buffered Rendering = Буферинізований рендеринг
Buy Gold = Купити &Gold
Control Mapping... = Призначення &кнопок...
Debugging = &Налагодження
@@ -173,7 +172,7 @@ Log Console = Консоль журналу (log)
Memory View... = Переглядач па&м'яті...
More Settings... = &Ще налаштування...
Nearest = &Найближчий
Non-Buffered Rendering = &Пропустити ефекти (небуферований, швидше)
Skip Buffer Effects = &Пропустити ефекти (небуферований, швидше)
Off = В&имкнено
Open Chat = Open Chat
Open Directory... = Відкрити &папку...
@@ -469,11 +468,8 @@ Auto Scaling = Автоматичне масштабування
Backend = Бекенд
Balanced = Збалансовано
Bicubic = Бікубічний
BlockTransfer Tip = Потрібно для правильної графіки в деяких іграх
BlockTransferRequired = Попередження: Ця гра вимагає, щоб "імітувати ефекти передачі блоку" було встановлено на Увімкнено.
Both = Обидва
Buffer graphics commands (faster, input lag) = Буферні графічні команди (швидше, можливі глюки)
Buffered Rendering = Буферинізований рендеринг
BufferedRenderingRequired = Попередження: Ця гра вимагає, щоб "режим візуалізації" був встановлений на "буферний".
Camera = Камера
Camera Device = Пристрій камери
@@ -501,6 +497,7 @@ Frame Skipping = Пропуск кадрів
Frame Skipping Type = Тип пропуску кадрів
FullScreen = Повноекранний режим
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Параметри хаків (можуть викликати глюки)
Hardware Tessellation = Апаратна тесселляція
Hardware Transform = Апаратне перетворення
@@ -525,7 +522,7 @@ Must Restart = Ви повинні перезавантажити PPSSPP, щоб
Native device resolution = Роздільна здатність пристрою
Nearest = Найближчий
No buffer = Без буфера
Non-Buffered Rendering = Пропускати ефекти (небуференізованний, швидше)
Skip Buffer Effects = Пропускати ефекти (небуференізованний, швидше)
None = Немає
Number of Frames = Кількість кадрів
Off = Вимкнено
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Можна зробити більш плавний
Rendering Mode = Режим рендерингу
Rendering Resolution = Розширення рендерингу
RenderingMode NonBuffered Tip = Швидше, але в деяких іграх нічого не може
Retain changed textures = Зберігати змінені текстури (іноді повільніше)
RetainChangedTextures Tip = Багато ігор робить повільніше, але деякі ігри набагато швидшими
Rotation = Орієнтація:
Safe = Безпечно
Screen layout = Screen layout
Screen Scaling Filter = Фільтр обчислення екрану
Show Debug Statistics = Відоброжати зневадження
Show FPS Counter = Показати FPS
Simulate Block Transfer = Симулювати ефекти від передачі блоків
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Програмний рендеринг (експериментально)
Software Skinning = Програмна заливка
SoftwareSkinning Tip = Комбінована модель розібраної моделі яка притягується до процесора, швидше в більшості ігор
Speed = Швидкість
Speed Hacks = Speed Hacks (можуть викликати глюки)
Stretching = Розтягнення
Texture Filter = Фільтр текстур
Texture Filtering = Фільтрація текстур
+5 -9
View File
@@ -129,7 +129,6 @@ Backend = Kết xuất từ thư viện đồ họa (Khởi động lại PPSSPP
Bicubic = Bicubic (mịn)
Break = Break
Break on Load = Hủy bỏ trong mục load
Buffered Rendering = Dựng hình có bộ nhớ đệm
Buy Gold = Mua PPSSPP Gold
Control Mapping... = Chỉnh nút...
Debugging = Debug
@@ -173,7 +172,7 @@ Log Console = Log Console
Memory View... = Xem bộ nhớ...
More Settings... = Các thiết lập khác...
Nearest = Gần nhất
Non-Buffered Rendering = Bỏ qua hiệu ứng đệm (Không bộ nhớ đệm, nhanh hơn)
Skip Buffer Effects = Bỏ qua hiệu ứng đệm (Không bộ nhớ đệm, nhanh hơn)
Off = Tắt
Open Chat = Open Chat
Open Directory... = Mở thư mục...
@@ -469,11 +468,8 @@ Auto Scaling = Tự động nhân rộng
Backend = Thư viện đồ họa
Balanced = Cân bằng
Bicubic = Bicubic (mịn)
BlockTransfer Tip = Một số trò chơi yêu cầu đồ họa thích hợp.
BlockTransferRequired = Cảnh báo: Trò chơi này yêu cầu mở "simulate block transfer effects"
Both = Cả hai
Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag)
Buffered Rendering = Dựng hình có bộ nhớ đệm
BufferedRenderingRequired = Cảnh báo: Trò chơi này yêu cầu "chế độ kết xuất" được đặt thành "được đệm".
Camera = Camera
Camera Device = Camera device
@@ -501,6 +497,7 @@ Frame Skipping = Nhảy khuôn hình
Frame Skipping Type = Frame skipping type
FullScreen = Toàn màn hình
GPU log profiler = GPU log profiler
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = Thiết lập hack (sẽ bị lỗi)
Hardware Tessellation = Lót phần cứng
Hardware Transform = Chuyển đổi phần cứng
@@ -525,7 +522,7 @@ Must Restart = Bạn cần khởi động lại PPSSPP để những thay đổi
Native device resolution = Độ phân giải tự nhiên.
Nearest = Gần nhất
No buffer = No buffer
Non-Buffered Rendering = Bỏ qua hiệu ứng đệm (không bộ nhớ đệm, nhanh hơn)
Skip Buffer Effects = Bỏ qua hiệu ứng đệm (không bộ nhớ đệm, nhanh hơn)
None = Không
Number of Frames = Number of frames
Off = Tắt
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = Can make framerate smoother in games that run at low
Rendering Mode = Chế độ kết xuất
Rendering Resolution = Độ phân giải kết xuất
RenderingMode NonBuffered Tip = Nhanh hơn, nhưng một số trò chơi thì bị lỗi
Retain changed textures = Giữ lại textures (thỉnh thoảng sẽ bị chậm)
RetainChangedTextures Tip = Làm cho một số trò chơi chậm hơn, nhưng cũng có một số trò chơi nhanh hơn.
Rotation = Xoay màn hình
Safe = An toàn
Screen layout = Screen layout
Screen Scaling Filter = Bộ lọc họa tiết rộng
Show Debug Statistics = Hiện thông số debug
Show FPS Counter = Hiện thông số FPS
Simulate Block Transfer = Mô phỏng truyền tải khối vật thể , hiệu ứng
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = Dựng hình bằng phần mềm
Software Skinning = phủ lớp bằng phần mềm
SoftwareSkinning Tip = Mô hình kết hợp vẽ trên CPU, nhanh hơn trong hầu hết các trò chơi
Speed = Tốc độ
Speed Hacks = Tốc độ Hacks (sẽ bị lỗi)
Stretching = Stretching
Texture Filter = Bộ lọc họa tiết
Texture Filtering = Lọc texture
+5 -10
View File
@@ -129,7 +129,6 @@ Backend = 渲染引擎(需要PPSSPP重新启动) (&b)
Bicubic = 双三次 (&B)
Break = 停止
Break on Load = 载入后停止
Buffered Rendering = 缓冲渲染 (&B)
Buy Gold = 购买黄金版 (&G)
Control Mapping... = 按键映射 (&o)...
Debugging = 调试 (&D)
@@ -173,7 +172,7 @@ Log Console = 控制台日志 (&L)
Memory View... = 查看内存 (&V)...
More Settings... = 更多设置 (&M)...
Nearest = 邻近取样 (&N)
Non-Buffered Rendering = 跳过缓冲效果(非缓冲, 更快) (&S)
Skip Buffer Effects = 跳过缓冲效果(非缓冲, 更快) (&S)
Off = 关闭 (&O)
Open Chat = 打开聊天
Open Directory... = 打开路径(&D)...
@@ -469,11 +468,8 @@ Auto Scaling = 自动缩放
Backend = 渲染引擎
Balanced = 均衡
Bicubic = 双三次
BlockTransfer Tip = 有些游戏需要将此选项设置为开以显示正确的图形
BlockTransferRequired = 警告:此游戏需要将"模拟块传输模式"设置为开。
Both = 全部显示
Buffer graphics commands (faster, input lag) = 缓冲图形命令(更快, 有输入延迟)
Buffered Rendering = 缓冲渲染
BufferedRenderingRequired = 警告:此游戏需要将"渲染模式"设置为"缓冲渲染"。
Camera = 摄像头
Camera Device = 摄像头设备
@@ -501,6 +497,7 @@ Frame Skipping = 跳帧
Frame Skipping Type = 跳帧方式
FullScreen = 全屏幕
GPU log profiler = GPU日志分析器
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = 渲染修正(可能引发故障)
Hardware Tessellation = 硬件曲面细分
Hardware Transform = 硬件几何变换
@@ -525,7 +522,7 @@ Must Restart = 重启PPSSPP才能使这项设置生效。
Native device resolution = 本机原生的分辨率
Nearest = 邻近取样
No buffer = 不缓冲
Non-Buffered Rendering = 跳过缓冲(更快)
Skip Buffer Effects = 跳过缓冲(更快)
None = 不显示
Number of Frames = 帧的数量
Off = 关闭
@@ -542,19 +539,18 @@ RenderDuplicateFrames Tip = 在较低帧率的游戏中可以使帧速率更平
Rendering Mode = 渲染模式
Rendering Resolution = 渲染分辨率
RenderingMode NonBuffered Tip = 更快,但可能在某些游戏中丢失特效
Retain changed textures = 保留已更改的纹理(有时更慢)
RetainChangedTextures Tip = 使较多游戏减速, 但有些游戏可能变快很多
Rotation = 旋转
Safe = 安全
Screen layout = 屏幕布局
Screen Scaling Filter = 屏幕缩放滤镜
Show Debug Statistics = 显示调试信息
Show FPS Counter = 显示FPS计数器
Simulate Block Transfer = 模拟数据块传输效果
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = 软件渲染(慢)
Software Skinning = 软件蒙皮
SoftwareSkinning Tip = 合并CPU中已经蒙皮的模型绘制,在部分游戏中更快
Speed = 运行速度
Speed Hacks = 速度修正 (可能引发故障)
Stretching = 拉伸
Texture Filter = 纹理过滤方式
Texture Filtering = 纹理过滤
@@ -714,7 +710,6 @@ Up = 方向键:上
Vol + = 音量+
Vol - = 音量-
Wlan = 无线网络
Analog speed = 模拟速度
[MemStick]
Already contains PSP data = 已含有PSP数据
+8 -12
View File
@@ -129,7 +129,6 @@ Backend = 轉譯後端 (需要重新啟動) (&b)
Bicubic = 雙立方 (&B)
Break = 中斷
Break on Load = 載入時中斷
Buffered Rendering = 緩衝轉譯 (&B)
Buy Gold = 購買黃金版 (&G)
Control Mapping... = 控制對應 (&O)…
Debugging = 偵錯 (&D)
@@ -173,7 +172,7 @@ Log Console = 記錄主控台 (&L)
Memory View... = 記憶體檢視 (&V)…
More Settings... = 更多設定 (&M)…
Nearest = 鄰近取樣 (&N)
Non-Buffered Rendering = 跳過緩衝區效果 (非緩衝區,更快) (&S)
Skip Buffer Effects = 跳過緩衝區效果 (非緩衝區,更快) (&S)
Off = 關閉 (&O)
Open Chat = 開啟聊天
Open Directory... = 開啟目錄 (&D)…
@@ -469,11 +468,8 @@ Auto Scaling = 自動縮放
Backend = 後端
Balanced = 平衡
Bicubic = 雙立方
BlockTransfer Tip = 部分遊戲需要開啟此項以顯示正確的圖形
BlockTransferRequired = 警告:這個遊戲需要開啟「模擬區塊傳輸效果」
Both = 全部
Buffer graphics commands (faster, input lag) = 緩衝圖形命令 (更快,有輸入延遲)
Buffered Rendering = 緩衝轉譯
BufferedRenderingRequired = 警告:這個遊戲需要將「轉譯模式」設為「緩衝轉譯」
Camera = 相機
Camera Device = 相機裝置
@@ -500,6 +496,7 @@ Frame Rate Control = 影格速率控制
Frame Skipping = 影格跳過
Frame Skipping Type = 影格跳過類型
FullScreen = 全螢幕
GPUReadbackRequired = Warning: This game requires "Skip GPU Readbacks" to be set to Off.
Hack Settings = 駭客設定 (可能會造成故障)
Hardware Tessellation = 硬體鑲嵌式
Hardware Transform = 硬體轉換
@@ -524,7 +521,7 @@ Must Restart = 您必須重新啟動 PPSSPP 以使這項變更生效
Native device resolution = 原生裝置解析度
Nearest = 鄰近取樣
No buffer = 無緩衝
Non-Buffered Rendering = 跳過緩衝效果 (無緩衝,更快)
Skip Buffer Effects = 跳過緩衝效果 (無緩衝,更快)
None = 無
Number of Frames = 影格數
Off = 關閉
@@ -541,19 +538,18 @@ RenderDuplicateFrames Tip = 可以使以較低影格速率執行的遊戲更加
Rendering Mode = 轉譯模式
Rendering Resolution = 轉譯解析度
RenderingMode NonBuffered Tip = 更快,但在某些遊戲中可能無法繪圖
Retain changed textures = 保留變更的紋理 (有時會更慢)
RetainChangedTextures Tip = 使很多遊戲變慢,但某些遊戲會變快許多
Rotation = 旋轉
Safe = 安全
Screen layout = 螢幕版面配置
Screen Scaling Filter = 螢幕縮放濾鏡
Show Debug Statistics = 顯示偵錯統計資料
Show FPS Counter = 顯示 FPS 計數器
Simulate Block Transfer = 模擬區塊傳輸效果
Skip GPU Readbacks = Skip GPU Readbacks
Software Rendering = 軟體轉譯 (慢)
Software Skinning = 軟體除皮
SoftwareSkinning Tip = 結合除皮模組在 CPU 上繪製,在多數遊戲上更快
Speed = 速度
Speed Hacks = 速度修正 (可能會造成故障)
Stretching = 延伸
Texture Filter = 紋理濾鏡
Texture Filtering = 紋理濾鏡
@@ -865,9 +861,9 @@ tools = 使用的自由工具:
# Add translators1-6 for up to 6 lines of translator credits.
# Leave extra lines blank. 4 contributors per line seems to look best.
translators1 = sum2012, xujibbs, leoxxx, Adeptus2
translators2 =
translators3 =
translators4 =
translators2 =
translators3 =
translators4 =
translators5 =
translators6 =
Twitter @PPSSPP_emu = Twitter @PPSSPP_emu
+2 -2
View File
@@ -420,7 +420,8 @@ int main(int argc, const char* argv[])
// Never report from tests.
g_Config.sReportHost.clear();
g_Config.bAutoSaveSymbolMap = false;
g_Config.iRenderingMode = FB_BUFFERED_MODE;
g_Config.bSkipBufferEffects = false;
g_Config.bSkipGPUReadbacks = false;
g_Config.bHardwareTransform = true;
g_Config.iAnisotropyLevel = 0; // When testing mipmapping we really don't want this.
g_Config.bVertexCache = false;
@@ -439,7 +440,6 @@ int main(int argc, const char* argv[])
g_Config.bVertexDecoderJit = true;
g_Config.bSoftwareRendering = coreParameter.gpuCore == GPUCORE_SOFTWARE;
g_Config.bSoftwareRenderingJit = true;
g_Config.bBlockTransferGPU = true;
g_Config.iSplineBezierQuality = 2;
g_Config.bHighQualityDepth = true;
g_Config.bMemStickInserted = true;
+12 -21
View File
@@ -745,22 +745,22 @@ static void check_variables(CoreParameter &coreParam)
g_Config.iInternalResolution = 10;
}
var.key = "ppsspp_rendering_mode";
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
{
if (!strcmp(var.value, "Buffered"))
g_Config.iRenderingMode = FB_BUFFERED_MODE;
else if (!strcmp(var.value, "Skip Buffer Effects"))
g_Config.iRenderingMode = FB_NON_BUFFERED_MODE;
}
var.key = "ppsspp_block_transfer_gpu";
var.key = "ppsspp_skip_buffer_effects";
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
{
if (!strcmp(var.value, "disabled"))
g_Config.bBlockTransferGPU = false;
g_Config.bSkipBufferEffects = false;
else
g_Config.bBlockTransferGPU = true;
g_Config.bSkipBufferEffects = true;
}
var.key = "ppsspp_skip_gpu_readbacks";
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
{
if (!strcmp(var.value, "disabled"))
g_Config.bSkipGPUReadbacks = false;
else
g_Config.bSkipGPUReadbacks = true;
}
var.key = "ppsspp_frameskip";
@@ -850,15 +850,6 @@ static void check_variables(CoreParameter &coreParam)
g_Config.bTextureBackoffCache = true;
}
var.key = "ppsspp_retain_changed_textures";
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
{
if (!strcmp(var.value, "disabled"))
g_Config.bTextureSecondaryCache = false;
else
g_Config.bTextureSecondaryCache = true;
}
var.key = "ppsspp_spline_quality";
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
{
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