mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-11-13 09:39:33 +01:00
Merge branch 'master' into cleanup_camera_control
This commit is contained in:
commit
47f2afcd55
102 files changed
+543
-813
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@@ -42,6 +42,12 @@ VKAPI_ATTR VkBool32 VKAPI_CALL VulkanDebugUtilsCallback(
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// UNASSIGNED
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return false;
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}
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if (messageCode == 606910136 || messageCode == -392708513) {
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// VUID-vkCmdDraw-None-02686
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||||
// Kinda false positive, or at least very unnecessary, now that I solved the real issue.
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||||
// See https://github.com/hrydgard/ppsspp/pull/16354
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return false;
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}
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||||
|
||||
if (messageSeverity & VK_DEBUG_UTILS_MESSAGE_SEVERITY_ERROR_BIT_EXT) {
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message << "ERROR(";
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@@ -1703,11 +1703,8 @@ uint64_t VKContext::GetNativeObject(NativeObject obj, void *srcObject) {
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return (uint64_t)(((VKTexture *)srcObject)->GetImageView());
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case NativeObject::BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_ALL_LAYERS:
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return (uint64_t)curFramebuffer_->GetFB()->color.texAllLayersView;
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case NativeObject::BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_LAYER: {
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size_t layer = (size_t)srcObject;
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_dbg_assert_(layer < curFramebuffer_->Layers());
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return (uint64_t)curFramebuffer_->GetFB()->color.texLayerViews[layer];
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}
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case NativeObject::BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_RT:
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return (uint64_t)curFramebuffer_->GetFB()->color.rtView;
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case NativeObject::FRAME_DATA_DESC_SET_LAYOUT:
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return (uint64_t)frameDescSetLayout_;
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case NativeObject::THIN3D_PIPELINE_LAYOUT:
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+1
-1
@@ -245,7 +245,7 @@ enum class NativeObject {
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BOUND_TEXTURE0_IMAGEVIEW, // Layer etc depends on how you bound it...
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BOUND_TEXTURE1_IMAGEVIEW, // Layer etc depends on how you bound it...
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BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_ALL_LAYERS,
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BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_LAYER, // use an int cast to void *srcObject to specify layer.
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BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_RT,
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RENDER_MANAGER,
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TEXTURE_VIEW,
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NULL_IMAGEVIEW,
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@@ -1,12 +1,14 @@
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#include "Common/VR/PPSSPPVR.h"
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#include "Common/VR/VRBase.h"
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#if XR_USE_GRAPHICS_API_OPENGL || XR_USE_GRAPHICS_API_OPENGL_ES
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#include "Common/GPU/OpenGL/GLRenderManager.h"
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#endif
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#include "Common/VR/VRInput.h"
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#include "Common/VR/VRMath.h"
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#include "Common/VR/VRRenderer.h"
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#if XR_USE_GRAPHICS_API_OPENGL
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#include "Common/GPU/OpenGL/GLRenderManager.h"
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#endif
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#include "Common/GPU/Vulkan/VulkanContext.h"
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#include "Common/Math/lin/matrix4x4.h"
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@@ -341,7 +343,7 @@ bool UpdateVRSpecialKeys(const KeyInput &key) {
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================================================================================
|
||||
*/
|
||||
|
||||
#if XR_USE_GRAPHICS_API_OPENGL
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#if XR_USE_GRAPHICS_API_OPENGL || XR_USE_GRAPHICS_API_OPENGL_ES
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||||
void PreprocessSkyplane(GLRStep* step) {
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|
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+2
-35
@@ -16,42 +16,9 @@
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#include <cmath>
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#include <cassert>
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|
||||
#ifdef ANDROID
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#if defined(_DEBUG) && (defined(XR_USE_GRAPHICS_API_OPENGL) || defined(XR_USE_GRAPHICS_API_OPENGL_ES))
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|
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#include <GLES3/gl3.h>
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#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
|
||||
|
||||
@@ -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) {
|
||||
|
||||
@@ -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) {
|
||||
|
||||
@@ -89,6 +89,7 @@ struct CompatFlags {
|
||||
bool ForceLowerResolutionForEffectsOn;
|
||||
bool AllowDownloadCLUT;
|
||||
bool NearestFilteringOnFramebufferCreate;
|
||||
bool SecondaryTextureCache;
|
||||
};
|
||||
|
||||
struct VRCompat {
|
||||
|
||||
+5
-9
@@ -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
@@ -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.
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -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_++;
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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?");
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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 {
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -150,7 +150,7 @@ public:
|
||||
|
||||
void ClearTrackedVertexArrays() override;
|
||||
|
||||
void Resized() override;
|
||||
void NotifyConfigChanged() override;
|
||||
|
||||
void ClearInputLayoutMap();
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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_;
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
@@ -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
@@ -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
@@ -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 {
|
||||
|
||||
@@ -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()))
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -292,7 +292,7 @@ void GPU_Vulkan::BeginHostFrame() {
|
||||
// In case the GPU changed.
|
||||
BuildReportingInfo();
|
||||
framebufferManager_->Resized();
|
||||
drawEngine_.Resized();
|
||||
drawEngine_.NotifyConfigChanged();
|
||||
textureCache_->NotifyConfigChanged();
|
||||
resized_ = false;
|
||||
}
|
||||
|
||||
@@ -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_;
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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
@@ -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
@@ -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_;
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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
@@ -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
@@ -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;
|
||||
|
||||
@@ -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
@@ -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
@@ -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
@@ -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
|
||||
|
||||
@@ -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
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
@@ -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]
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
@@ -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
@@ -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
|
||||
|
||||
@@ -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
@@ -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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Block a user