From a5d3af9cb0e2d3f254c1a686e524fb7fcbdd754c Mon Sep 17 00:00:00 2001 From: "Unknown W. Brackets" Date: Sun, 6 Nov 2022 07:59:01 -0800 Subject: [PATCH 01/25] GPU: Cleanup GetVertTypeID() usage. --- GPU/Common/DrawEngineCommon.cpp | 2 +- GPU/Common/SplineCommon.cpp | 2 +- GPU/Software/TransformUnit.cpp | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/GPU/Common/DrawEngineCommon.cpp b/GPU/Common/DrawEngineCommon.cpp index 35cfb7dfa9..bf6d7a432d 100644 --- a/GPU/Common/DrawEngineCommon.cpp +++ b/GPU/Common/DrawEngineCommon.cpp @@ -184,7 +184,7 @@ void DrawEngineCommon::Resized() { } 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()); VertexDecoder *dec = GetVertexDecoder(vertTypeID); if (vertexSize) *vertexSize = dec->VertexSize(); diff --git a/GPU/Common/SplineCommon.cpp b/GPU/Common/SplineCommon.cpp index b2358f401b..c5468e1203 100644 --- a/GPU/Common/SplineCommon.cpp +++ b/GPU/Common/SplineCommon.cpp @@ -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())); *bytesRead = num_points * origVDecoder->VertexSize(); // Simplify away bones and morph before proceeding diff --git a/GPU/Software/TransformUnit.cpp b/GPU/Software/TransformUnit.cpp index 043683b88c..795d39635f 100644 --- a/GPU/Software/TransformUnit.cpp +++ b/GPU/Software/TransformUnit.cpp @@ -137,7 +137,7 @@ 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()); return DrawEngineCommon::GetVertexDecoder(vertTypeID); } From 66472c39ce1f20089c30022f0dfd5ecc476edcef Mon Sep 17 00:00:00 2001 From: "Unknown W. Brackets" Date: Sun, 6 Nov 2022 08:09:01 -0800 Subject: [PATCH 02/25] GPU: Use skinned position always in bounding check. Meanwhile, move to a flag on decoder options instead of global check. --- GPU/Common/DrawEngineCommon.cpp | 10 ++++++++-- GPU/Common/DrawEngineCommon.h | 4 ++-- GPU/Common/SplineCommon.cpp | 4 ++-- GPU/Common/VertexDecoderCommon.cpp | 2 +- GPU/Common/VertexDecoderCommon.h | 1 + GPU/GPUCommon.cpp | 4 ++-- GPU/Software/TransformUnit.cpp | 7 ++++--- Windows/GEDebugger/TabVertices.cpp | 2 ++ unittest/TestVertexJit.cpp | 12 +++++++++--- 9 files changed, 31 insertions(+), 15 deletions(-) diff --git a/GPU/Common/DrawEngineCommon.cpp b/GPU/Common/DrawEngineCommon.cpp index bf6d7a432d..b1f4ca7049 100644 --- a/GPU/Common/DrawEngineCommon.cpp +++ b/GPU/Common/DrawEngineCommon.cpp @@ -54,6 +54,7 @@ DrawEngineCommon::~DrawEngineCommon() { void DrawEngineCommon::Init() { useHWTransform_ = g_Config.bHardwareTransform; useHWTessellation_ = UpdateUseHWTessellation(g_Config.bHardwareTessellation); + decOptions_.applySkinInDecode = g_Config.bSoftwareSkinning; } VertexDecoder *DrawEngineCommon::GetVertexDecoder(u32 vtype) { @@ -181,10 +182,11 @@ 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 = GetVertTypeID(vertType, gstate.getUVGenMode()); + const u32 vertTypeID = GetVertTypeID(vertType, gstate.getUVGenMode(), decOptions_.applySkinInDecode); VertexDecoder *dec = GetVertexDecoder(vertTypeID); if (vertexSize) *vertexSize = dec->VertexSize(); @@ -232,7 +234,7 @@ 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 +282,11 @@ 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++) { diff --git a/GPU/Common/DrawEngineCommon.h b/GPU/Common/DrawEngineCommon.h index ea14a07884..c0125b28b2 100644 --- a/GPU/Common/DrawEngineCommon.h +++ b/GPU/Common/DrawEngineCommon.h @@ -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; diff --git a/GPU/Common/SplineCommon.cpp b/GPU/Common/SplineCommon.cpp index c5468e1203..6fe6436291 100644 --- a/GPU/Common/SplineCommon.cpp +++ b/GPU/Common/SplineCommon.cpp @@ -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(GetVertTypeID(vertType, gstate.getUVGenMode())); + 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); diff --git a/GPU/Common/VertexDecoderCommon.cpp b/GPU/Common/VertexDecoderCommon.cpp index 62eb20ef84..3a77375cba 100644 --- a/GPU/Common/VertexDecoderCommon.cpp +++ b/GPU/Common/VertexDecoderCommon.cpp @@ -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; diff --git a/GPU/Common/VertexDecoderCommon.h b/GPU/Common/VertexDecoderCommon.h index d3785e13c9..e4c886cbd4 100644 --- a/GPU/Common/VertexDecoderCommon.h +++ b/GPU/Common/VertexDecoderCommon.h @@ -335,6 +335,7 @@ typedef void(*JittedVertexDecoder)(const u8 *src, u8 *dst, int count); struct VertexDecoderOptions { bool expandAllWeightsToFloat; bool expand8BitNormalsToFloat; + bool applySkinInDecode; }; class VertexDecoder { diff --git a/GPU/GPUCommon.cpp b/GPU/GPUCommon.cpp index b8c80a76ed..ddaf02bab8 100644 --- a/GPU/GPUCommon.cpp +++ b/GPU/GPUCommon.cpp @@ -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; } diff --git a/GPU/Software/TransformUnit.cpp b/GPU/Software/TransformUnit.cpp index 795d39635f..afd7d15920 100644 --- a/GPU/Software/TransformUnit.cpp +++ b/GPU/Software/TransformUnit.cpp @@ -72,7 +72,7 @@ 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(), decOptions_.applySkinInDecode); int flipCull = cullMode != gstate.getCullMode() ? 1 : 0; // TODO: For now, just setting all dirty. @@ -137,7 +137,7 @@ void SoftwareDrawEngine::DispatchSubmitImm(GEPrimitiveType prim, TransformedVert } VertexDecoder *SoftwareDrawEngine::FindVertexDecoder(u32 vtype) { - const u32 vertTypeID = GetVertTypeID(vtype, gstate.getUVGenMode()); + const u32 vertTypeID = GetVertTypeID(vtype, gstate.getUVGenMode(), decOptions_.applySkinInDecode); return DrawEngineCommon::GetVertexDecoder(vertTypeID); } @@ -858,7 +858,7 @@ 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(), g_Config.bSoftwareSkinning); // 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 +958,7 @@ bool TransformUnit::GetCurrentSimpleVertices(int count, std::vectorSetVertexType(state.vertType, options); return rowCount_; } diff --git a/unittest/TestVertexJit.cpp b/unittest/TestVertexJit.cpp index 573247ba38..12dad2f5aa 100644 --- a/unittest/TestVertexJit.cpp +++ b/unittest/TestVertexJit.cpp @@ -545,8 +545,10 @@ static bool TestVertexColor565() { static bool TestVertex8Skin() { VertexDecoderTestHarness dec; + VertexDecoderOptions opts{}; + opts.applySkinInDecode = true; + dec.SetOptions(opts); - g_Config.bSoftwareSkinning = true; for (int i = 0; i < 8 * 12; ++i) { gstate.boneMatrix[i] = 0.0f; } @@ -575,8 +577,10 @@ static bool TestVertex8Skin() { static bool TestVertex16Skin() { VertexDecoderTestHarness dec; + VertexDecoderOptions opts{}; + opts.applySkinInDecode = true; + dec.SetOptions(opts); - g_Config.bSoftwareSkinning = true; for (int i = 0; i < 8 * 12; ++i) { gstate.boneMatrix[i] = 0.0f; } @@ -605,8 +609,10 @@ static bool TestVertex16Skin() { static bool TestVertexFloatSkin() { VertexDecoderTestHarness dec; + VertexDecoderOptions opts{}; + opts.applySkinInDecode = true; + dec.SetOptions(opts); - g_Config.bSoftwareSkinning = true; for (int i = 0; i < 8 * 12; ++i) { gstate.boneMatrix[i] = 0.0f; } From 95cb358fbf6e6f7b781a1a5f0ceca98a814c017e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Sun, 6 Nov 2022 17:28:50 +0100 Subject: [PATCH 03/25] Change the "Retain changed textures" option into a compat.ini option. This option benefits so few games and can hurt others, so that it's better that we specifically enable it for known cases like Popolocrois. --- Core/Compatibility.cpp | 1 + Core/Compatibility.h | 1 + Core/Config.cpp | 1 - Core/Config.h | 1 - GPU/Common/TextureCacheCommon.cpp | 4 ++-- UI/GameSettingsScreen.cpp | 7 ------- assets/compat.ini | 12 ++++++++++++ libretro/libretro.cpp | 9 --------- 8 files changed, 16 insertions(+), 20 deletions(-) diff --git a/Core/Compatibility.cpp b/Core/Compatibility.cpp index f59a0da45b..b70d7e788b 100644 --- a/Core/Compatibility.cpp +++ b/Core/Compatibility.cpp @@ -117,6 +117,7 @@ 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) { diff --git a/Core/Compatibility.h b/Core/Compatibility.h index 5946f1633b..c37541ce7a 100644 --- a/Core/Compatibility.h +++ b/Core/Compatibility.h @@ -89,6 +89,7 @@ struct CompatFlags { bool ForceLowerResolutionForEffectsOn; bool AllowDownloadCLUT; bool NearestFilteringOnFramebufferCreate; + bool SecondaryTextureCache; }; struct VRCompat { diff --git a/Core/Config.cpp b/Core/Config.cpp index b8d1408144..0986474080 100644 --- a/Core/Config.cpp +++ b/Core/Config.cpp @@ -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 diff --git a/Core/Config.h b/Core/Config.h index 1de62adf27..6dc1226858 100644 --- a/Core/Config.h +++ b/Core/Config.h @@ -199,7 +199,6 @@ public: bool bVertexCache; bool bTextureBackoffCache; - bool bTextureSecondaryCache; bool bVertexDecoderJit; bool bFullScreen; bool bFullScreenMulti; diff --git a/GPU/Common/TextureCacheCommon.cpp b/GPU/Common/TextureCacheCommon.cpp index e660bb20f8..53962e7644 100644 --- a/GPU/Common/TextureCacheCommon.cpp +++ b/GPU/Common/TextureCacheCommon.cpp @@ -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; diff --git a/UI/GameSettingsScreen.cpp b/UI/GameSettingsScreen.cpp index e46311870b..cf87f56f47 100644 --- a/UI/GameSettingsScreen.cpp +++ b/UI/GameSettingsScreen.cpp @@ -545,13 +545,6 @@ void GameSettingsScreen::CreateViews() { 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"))); diff --git a/assets/compat.ini b/assets/compat.ini index 2fbe053168..bfa2165a19 100644 --- a/assets/compat.ini +++ b/assets/compat.ini @@ -1240,3 +1240,15 @@ 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 diff --git a/libretro/libretro.cpp b/libretro/libretro.cpp index 3716f1989e..ec07b1dc67 100644 --- a/libretro/libretro.cpp +++ b/libretro/libretro.cpp @@ -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) { From ff23d67bf4e346e30ff696e22989a6ba041b5fe7 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Sun, 6 Nov 2022 17:33:42 +0100 Subject: [PATCH 04/25] Remove now-unused lang keys --- assets/lang/ar_AE.ini | 2 -- assets/lang/az_AZ.ini | 2 -- assets/lang/bg_BG.ini | 2 -- assets/lang/ca_ES.ini | 2 -- assets/lang/cz_CZ.ini | 2 -- assets/lang/da_DK.ini | 2 -- assets/lang/de_DE.ini | 2 -- assets/lang/dr_ID.ini | 2 -- assets/lang/es_ES.ini | 2 -- assets/lang/es_LA.ini | 2 -- assets/lang/fa_IR.ini | 2 -- assets/lang/fi_FI.ini | 2 -- assets/lang/fr_FR.ini | 2 -- assets/lang/gl_ES.ini | 2 -- assets/lang/gr_EL.ini | 2 -- assets/lang/he_IL.ini | 2 -- assets/lang/he_IL_invert.ini | 2 -- assets/lang/hr_HR.ini | 2 -- assets/lang/hu_HU.ini | 2 -- assets/lang/id_ID.ini | 2 -- assets/lang/it_IT.ini | 2 -- assets/lang/ja_JP.ini | 2 -- assets/lang/jv_ID.ini | 2 -- assets/lang/ko_KR.ini | 2 -- assets/lang/lo_LA.ini | 2 -- assets/lang/lt-LT.ini | 2 -- assets/lang/ms_MY.ini | 2 -- assets/lang/nl_NL.ini | 2 -- assets/lang/no_NO.ini | 2 -- assets/lang/pl_PL.ini | 2 -- assets/lang/pt_BR.ini | 2 -- assets/lang/pt_PT.ini | 2 -- assets/lang/ro_RO.ini | 2 -- assets/lang/ru_RU.ini | 2 -- assets/lang/sv_SE.ini | 2 -- assets/lang/tg_PH.ini | 2 -- assets/lang/th_TH.ini | 2 -- assets/lang/tr_TR.ini | 2 -- assets/lang/uk_UA.ini | 2 -- assets/lang/vi_VN.ini | 2 -- assets/lang/zh_CN.ini | 2 -- assets/lang/zh_TW.ini | 2 -- 42 files changed, 84 deletions(-) diff --git a/assets/lang/ar_AE.ini b/assets/lang/ar_AE.ini index 20d525747b..6987e7b3c7 100644 --- a/assets/lang/ar_AE.ini +++ b/assets/lang/ar_AE.ini @@ -550,8 +550,6 @@ 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 diff --git a/assets/lang/az_AZ.ini b/assets/lang/az_AZ.ini index 26b022eb25..581e08ca3a 100644 --- a/assets/lang/az_AZ.ini +++ b/assets/lang/az_AZ.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/bg_BG.ini b/assets/lang/bg_BG.ini index 1c2ba43a4e..e8b2d60613 100644 --- a/assets/lang/bg_BG.ini +++ b/assets/lang/bg_BG.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/ca_ES.ini b/assets/lang/ca_ES.ini index 1f823575e8..dc018c04b4 100644 --- a/assets/lang/ca_ES.ini +++ b/assets/lang/ca_ES.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/cz_CZ.ini b/assets/lang/cz_CZ.ini index 6682c46ee5..c190a4e884 100644 --- a/assets/lang/cz_CZ.ini +++ b/assets/lang/cz_CZ.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/da_DK.ini b/assets/lang/da_DK.ini index 406dee1abd..de5366d8f5 100644 --- a/assets/lang/da_DK.ini +++ b/assets/lang/da_DK.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/de_DE.ini b/assets/lang/de_DE.ini index 0903a464a1..a5129d922e 100644 --- a/assets/lang/de_DE.ini +++ b/assets/lang/de_DE.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/dr_ID.ini b/assets/lang/dr_ID.ini index d0176fe3a9..23346118f2 100644 --- a/assets/lang/dr_ID.ini +++ b/assets/lang/dr_ID.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/es_ES.ini b/assets/lang/es_ES.ini index a251e5cbb7..b61201985c 100644 --- a/assets/lang/es_ES.ini +++ b/assets/lang/es_ES.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/es_LA.ini b/assets/lang/es_LA.ini index 46ad0c39e3..6c7d42d35f 100644 --- a/assets/lang/es_LA.ini +++ b/assets/lang/es_LA.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/fa_IR.ini b/assets/lang/fa_IR.ini index 4ea5d675dc..dba054242f 100644 --- a/assets/lang/fa_IR.ini +++ b/assets/lang/fa_IR.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/fi_FI.ini b/assets/lang/fi_FI.ini index 94dd50c642..8d8aafccb5 100644 --- a/assets/lang/fi_FI.ini +++ b/assets/lang/fi_FI.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/fr_FR.ini b/assets/lang/fr_FR.ini index 6c28c420e0..330ded83af 100644 --- a/assets/lang/fr_FR.ini +++ b/assets/lang/fr_FR.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/gl_ES.ini b/assets/lang/gl_ES.ini index f644af1246..42c0a81859 100644 --- a/assets/lang/gl_ES.ini +++ b/assets/lang/gl_ES.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/gr_EL.ini b/assets/lang/gr_EL.ini index 51df0a1cd9..3f9555e900 100644 --- a/assets/lang/gr_EL.ini +++ b/assets/lang/gr_EL.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/he_IL.ini b/assets/lang/he_IL.ini index 95cda4cb26..eea8766876 100644 --- a/assets/lang/he_IL.ini +++ b/assets/lang/he_IL.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/he_IL_invert.ini b/assets/lang/he_IL_invert.ini index ee1ed7aced..81da08b1d1 100644 --- a/assets/lang/he_IL_invert.ini +++ b/assets/lang/he_IL_invert.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/hr_HR.ini b/assets/lang/hr_HR.ini index 8238d63b17..5b212cf395 100644 --- a/assets/lang/hr_HR.ini +++ b/assets/lang/hr_HR.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/hu_HU.ini b/assets/lang/hu_HU.ini index 13078c4f7f..a18b33795f 100644 --- a/assets/lang/hu_HU.ini +++ b/assets/lang/hu_HU.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/id_ID.ini b/assets/lang/id_ID.ini index 00af881bf1..bfc1724aa4 100644 --- a/assets/lang/id_ID.ini +++ b/assets/lang/id_ID.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/it_IT.ini b/assets/lang/it_IT.ini index e52113462f..10453b2a13 100644 --- a/assets/lang/it_IT.ini +++ b/assets/lang/it_IT.ini @@ -543,8 +543,6 @@ 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 diff --git a/assets/lang/ja_JP.ini b/assets/lang/ja_JP.ini index 10c66c47f1..dfe1a86e3a 100644 --- a/assets/lang/ja_JP.ini +++ b/assets/lang/ja_JP.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/jv_ID.ini b/assets/lang/jv_ID.ini index 016ae0e857..da4130fb2b 100644 --- a/assets/lang/jv_ID.ini +++ b/assets/lang/jv_ID.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/ko_KR.ini b/assets/lang/ko_KR.ini index d08d55dd14..0cdd1a11e3 100644 --- a/assets/lang/ko_KR.ini +++ b/assets/lang/ko_KR.ini @@ -541,8 +541,6 @@ 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 diff --git a/assets/lang/lo_LA.ini b/assets/lang/lo_LA.ini index dad15456b5..1409815abc 100644 --- a/assets/lang/lo_LA.ini +++ b/assets/lang/lo_LA.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/lt-LT.ini b/assets/lang/lt-LT.ini index 917e171242..aff20af2e2 100644 --- a/assets/lang/lt-LT.ini +++ b/assets/lang/lt-LT.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/ms_MY.ini b/assets/lang/ms_MY.ini index 5a6687e035..3cd85dd7c4 100644 --- a/assets/lang/ms_MY.ini +++ b/assets/lang/ms_MY.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/nl_NL.ini b/assets/lang/nl_NL.ini index ad38f550cb..9b8c2cef4a 100644 --- a/assets/lang/nl_NL.ini +++ b/assets/lang/nl_NL.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/no_NO.ini b/assets/lang/no_NO.ini index 70163c25c0..132178a7e6 100644 --- a/assets/lang/no_NO.ini +++ b/assets/lang/no_NO.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/pl_PL.ini b/assets/lang/pl_PL.ini index e963535aee..82a63c4757 100644 --- a/assets/lang/pl_PL.ini +++ b/assets/lang/pl_PL.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/pt_BR.ini b/assets/lang/pt_BR.ini index 6d5b63cdcf..952c540f0b 100644 --- a/assets/lang/pt_BR.ini +++ b/assets/lang/pt_BR.ini @@ -565,8 +565,6 @@ 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 diff --git a/assets/lang/pt_PT.ini b/assets/lang/pt_PT.ini index b50d6f0d95..3027a3c81e 100644 --- a/assets/lang/pt_PT.ini +++ b/assets/lang/pt_PT.ini @@ -565,8 +565,6 @@ 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 diff --git a/assets/lang/ro_RO.ini b/assets/lang/ro_RO.ini index 0ec247f441..055ff8f9ff 100644 --- a/assets/lang/ro_RO.ini +++ b/assets/lang/ro_RO.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/ru_RU.ini b/assets/lang/ru_RU.ini index 35b73386d5..d3c867b2fe 100644 --- a/assets/lang/ru_RU.ini +++ b/assets/lang/ru_RU.ini @@ -543,8 +543,6 @@ 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 diff --git a/assets/lang/sv_SE.ini b/assets/lang/sv_SE.ini index fbacbb1219..d4bedc6d5f 100644 --- a/assets/lang/sv_SE.ini +++ b/assets/lang/sv_SE.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/tg_PH.ini b/assets/lang/tg_PH.ini index 5afd25561b..1dca37dcc5 100644 --- a/assets/lang/tg_PH.ini +++ b/assets/lang/tg_PH.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/th_TH.ini b/assets/lang/th_TH.ini index c63fa3125b..6cdb15874c 100644 --- a/assets/lang/th_TH.ini +++ b/assets/lang/th_TH.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/tr_TR.ini b/assets/lang/tr_TR.ini index 4af52fed3c..4a98ecfeb9 100644 --- a/assets/lang/tr_TR.ini +++ b/assets/lang/tr_TR.ini @@ -545,8 +545,6 @@ 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 diff --git a/assets/lang/uk_UA.ini b/assets/lang/uk_UA.ini index b6ec199493..b4581397ae 100644 --- a/assets/lang/uk_UA.ini +++ b/assets/lang/uk_UA.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/vi_VN.ini b/assets/lang/vi_VN.ini index 40e6bb7b30..c1593c6c33 100644 --- a/assets/lang/vi_VN.ini +++ b/assets/lang/vi_VN.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/zh_CN.ini b/assets/lang/zh_CN.ini index 9ca27412e8..3d2682c3d6 100644 --- a/assets/lang/zh_CN.ini +++ b/assets/lang/zh_CN.ini @@ -542,8 +542,6 @@ 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 diff --git a/assets/lang/zh_TW.ini b/assets/lang/zh_TW.ini index e94959fd9e..7b74b3e4a3 100644 --- a/assets/lang/zh_TW.ini +++ b/assets/lang/zh_TW.ini @@ -541,8 +541,6 @@ 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 From 6c36f03a0dc35cccf366363ceaed52b470782835 Mon Sep 17 00:00:00 2001 From: "Unknown W. Brackets" Date: Sun, 6 Nov 2022 08:40:54 -0800 Subject: [PATCH 05/25] GPU: Purify vertTypeIsSkinningEnabled(). --- GPU/Common/DrawEngineCommon.cpp | 8 +++----- GPU/Common/DrawEngineCommon.h | 2 +- GPU/Common/ShaderId.cpp | 4 ++-- GPU/Common/ShaderId.h | 2 +- GPU/Common/SoftwareTransformCommon.cpp | 2 +- GPU/D3D11/DrawEngineD3D11.cpp | 10 +++++----- GPU/D3D11/DrawEngineD3D11.h | 2 +- GPU/D3D11/GPU_D3D11.cpp | 2 +- GPU/D3D11/ShaderManagerD3D11.cpp | 4 ++-- GPU/D3D11/ShaderManagerD3D11.h | 2 +- GPU/Directx9/DrawEngineDX9.cpp | 6 +++--- GPU/Directx9/GPU_DX9.cpp | 4 ++-- GPU/Directx9/ShaderManagerDX9.cpp | 6 +++--- GPU/Directx9/ShaderManagerDX9.h | 2 +- GPU/GLES/DrawEngineGLES.cpp | 4 ++-- GPU/GLES/GPU_GLES.cpp | 4 ++-- GPU/GLES/ShaderManagerGLES.cpp | 6 +++--- GPU/GLES/ShaderManagerGLES.h | 2 +- GPU/GPUState.cpp | 5 +---- GPU/Software/TransformUnit.cpp | 2 +- GPU/Vulkan/DrawEngineVulkan.cpp | 8 ++++---- GPU/Vulkan/GPU_Vulkan.cpp | 2 +- GPU/Vulkan/ShaderManagerVulkan.cpp | 4 ++-- GPU/Vulkan/ShaderManagerVulkan.h | 2 +- 24 files changed, 45 insertions(+), 50 deletions(-) diff --git a/GPU/Common/DrawEngineCommon.cpp b/GPU/Common/DrawEngineCommon.cpp index b1f4ca7049..e02da46179 100644 --- a/GPU/Common/DrawEngineCommon.cpp +++ b/GPU/Common/DrawEngineCommon.cpp @@ -52,9 +52,7 @@ DrawEngineCommon::~DrawEngineCommon() { } void DrawEngineCommon::Init() { - useHWTransform_ = g_Config.bHardwareTransform; - useHWTessellation_ = UpdateUseHWTessellation(g_Config.bHardwareTessellation); - decOptions_.applySkinInDecode = g_Config.bSoftwareSkinning; + NotifyConfigChanged(); } VertexDecoder *DrawEngineCommon::GetVertexDecoder(u32 vtype) { @@ -170,7 +168,7 @@ static Vec3f ScreenToDrawing(const Vec3f& coords) { return ret; } -void DrawEngineCommon::Resized() { +void DrawEngineCommon::NotifyConfigChanged() { decJitCache_->Clear(); lastVType_ = -1; dec_ = nullptr; @@ -838,7 +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_++; } diff --git a/GPU/Common/DrawEngineCommon.h b/GPU/Common/DrawEngineCommon.h index c0125b28b2..4b62f48c14 100644 --- a/GPU/Common/DrawEngineCommon.h +++ b/GPU/Common/DrawEngineCommon.h @@ -105,7 +105,7 @@ public: std::vector 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); diff --git a/GPU/Common/ShaderId.cpp b/GPU/Common/ShaderId.cpp index aee52476cf..0f034c7709 100644 --- a/GPU/Common/ShaderId.cpp +++ b/GPU/Common/ShaderId.cpp @@ -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); diff --git a/GPU/Common/ShaderId.h b/GPU/Common/ShaderId.h index effe330763..06b252d87d 100644 --- a/GPU/Common/ShaderId.h +++ b/GPU/Common/ShaderId.h @@ -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); diff --git a/GPU/Common/SoftwareTransformCommon.cpp b/GPU/Common/SoftwareTransformCommon.cpp index 0f841d1709..dc86e9ec13 100644 --- a/GPU/Common/SoftwareTransformCommon.cpp +++ b/GPU/Common/SoftwareTransformCommon.cpp @@ -204,7 +204,7 @@ void SoftwareTransform::Decode(int prim, u32 vertType, const DecVtxFormat &decVt vscale /= gstate_c.curTextureHeight; } - bool skinningEnabled = vertTypeIsSkinningEnabled(vertType); + bool skinningEnabled = vertTypeIsSkinningEnabled(vertType) && !g_Config.bSoftwareSkinning; const int w = gstate.getTextureWidth(0); const int h = gstate.getTextureHeight(0); diff --git a/GPU/D3D11/DrawEngineD3D11.cpp b/GPU/D3D11/DrawEngineD3D11.cpp index c5c4669ba9..2a537a83a3 100644 --- a/GPU/D3D11/DrawEngineD3D11.cpp +++ b/GPU/D3D11/DrawEngineD3D11.cpp @@ -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); @@ -648,7 +648,7 @@ 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()); diff --git a/GPU/D3D11/DrawEngineD3D11.h b/GPU/D3D11/DrawEngineD3D11.h index ca7fb04dbb..03f5f47ad7 100644 --- a/GPU/D3D11/DrawEngineD3D11.h +++ b/GPU/D3D11/DrawEngineD3D11.h @@ -150,7 +150,7 @@ public: void ClearTrackedVertexArrays() override; - void Resized() override; + void NotifyConfigChanged() override; void ClearInputLayoutMap(); diff --git a/GPU/D3D11/GPU_D3D11.cpp b/GPU/D3D11/GPU_D3D11.cpp index 19155b0df5..d1c5edcce3 100644 --- a/GPU/D3D11/GPU_D3D11.cpp +++ b/GPU/D3D11/GPU_D3D11.cpp @@ -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; diff --git a/GPU/D3D11/ShaderManagerD3D11.cpp b/GPU/D3D11/ShaderManagerD3D11.cpp index 0c9fec1817..f8788f6df5 100644 --- a/GPU/D3D11/ShaderManagerD3D11.cpp +++ b/GPU/D3D11/ShaderManagerD3D11.cpp @@ -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_; } diff --git a/GPU/D3D11/ShaderManagerD3D11.h b/GPU/D3D11/ShaderManagerD3D11.h index 0f7a297965..d239daff8f 100644 --- a/GPU/D3D11/ShaderManagerD3D11.h +++ b/GPU/D3D11/ShaderManagerD3D11.h @@ -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; diff --git a/GPU/Directx9/DrawEngineDX9.cpp b/GPU/Directx9/DrawEngineDX9.cpp index 8d0bac74ea..40790c1648 100644 --- a/GPU/Directx9/DrawEngineDX9.cpp +++ b/GPU/Directx9/DrawEngineDX9.cpp @@ -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) { @@ -613,7 +613,7 @@ 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) { diff --git a/GPU/Directx9/GPU_DX9.cpp b/GPU/Directx9/GPU_DX9.cpp index 32d9d248c4..beb701796a 100644 --- a/GPU/Directx9/GPU_DX9.cpp +++ b/GPU/Directx9/GPU_DX9.cpp @@ -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; } } diff --git a/GPU/Directx9/ShaderManagerDX9.cpp b/GPU/Directx9/ShaderManagerDX9.cpp index 1e56e5ab37..0b419cfe76 100644 --- a/GPU/Directx9/ShaderManagerDX9.cpp +++ b/GPU/Directx9/ShaderManagerDX9.cpp @@ -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 diff --git a/GPU/Directx9/ShaderManagerDX9.h b/GPU/Directx9/ShaderManagerDX9.h index 9c7404d856..6ee812b2e6 100644 --- a/GPU/Directx9/ShaderManagerDX9.h +++ b/GPU/Directx9/ShaderManagerDX9.h @@ -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; diff --git a/GPU/GLES/DrawEngineGLES.cpp b/GPU/GLES/DrawEngineGLES.cpp index dd3395abd2..318cb19a02 100644 --- a/GPU/GLES/DrawEngineGLES.cpp +++ b/GPU/GLES/DrawEngineGLES.cpp @@ -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); diff --git a/GPU/GLES/GPU_GLES.cpp b/GPU/GLES/GPU_GLES.cpp index b6b2b6a661..1798960b4d 100644 --- a/GPU/GLES/GPU_GLES.cpp +++ b/GPU/GLES/GPU_GLES.cpp @@ -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; } diff --git a/GPU/GLES/ShaderManagerGLES.cpp b/GPU/GLES/ShaderManagerGLES.cpp index e4a6350de1..c976e79b5c 100644 --- a/GPU/GLES/ShaderManagerGLES.cpp +++ b/GPU/GLES/ShaderManagerGLES.cpp @@ -754,10 +754,10 @@ 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_; } @@ -788,7 +788,7 @@ 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); } diff --git a/GPU/GLES/ShaderManagerGLES.h b/GPU/GLES/ShaderManagerGLES.h index a937318dd1..97ffe6c010 100644 --- a/GPU/GLES/ShaderManagerGLES.h +++ b/GPU/GLES/ShaderManagerGLES.h @@ -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(); diff --git a/GPU/GPUState.cpp b/GPU/GPUState.cpp index 374816fa76..bae93b34b1 100644 --- a/GPU/GPUState.cpp +++ b/GPU/GPUState.cpp @@ -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 { diff --git a/GPU/Software/TransformUnit.cpp b/GPU/Software/TransformUnit.cpp index afd7d15920..731e4078f3 100644 --- a/GPU/Software/TransformUnit.cpp +++ b/GPU/Software/TransformUnit.cpp @@ -257,7 +257,7 @@ 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->readWeights = vreader.skinningEnabled() && state->enableTransform && !g_Config.bSoftwareSkinning; state->negateNormals = gstate.areNormalsReversed(); state->uvGenMode = gstate.getUVGenMode(); diff --git a/GPU/Vulkan/DrawEngineVulkan.cpp b/GPU/Vulkan/DrawEngineVulkan.cpp index f54afee3a9..01c356f34d 100644 --- a/GPU/Vulkan/DrawEngineVulkan.cpp +++ b/GPU/Vulkan/DrawEngineVulkan.cpp @@ -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; @@ -919,7 +919,7 @@ 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) { diff --git a/GPU/Vulkan/GPU_Vulkan.cpp b/GPU/Vulkan/GPU_Vulkan.cpp index 12d0328f98..754ef6ffce 100644 --- a/GPU/Vulkan/GPU_Vulkan.cpp +++ b/GPU/Vulkan/GPU_Vulkan.cpp @@ -292,7 +292,7 @@ void GPU_Vulkan::BeginHostFrame() { // In case the GPU changed. BuildReportingInfo(); framebufferManager_->Resized(); - drawEngine_.Resized(); + drawEngine_.NotifyConfigChanged(); textureCache_->NotifyConfigChanged(); resized_ = false; } diff --git a/GPU/Vulkan/ShaderManagerVulkan.cpp b/GPU/Vulkan/ShaderManagerVulkan.cpp index 6356f43e0a..1d478325da 100644 --- a/GPU/Vulkan/ShaderManagerVulkan.cpp +++ b/GPU/Vulkan/ShaderManagerVulkan.cpp @@ -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_; } diff --git a/GPU/Vulkan/ShaderManagerVulkan.h b/GPU/Vulkan/ShaderManagerVulkan.h index 88f138d923..8e6ce2636a 100644 --- a/GPU/Vulkan/ShaderManagerVulkan.h +++ b/GPU/Vulkan/ShaderManagerVulkan.h @@ -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; From 7880eb15c103ec0e95344446f2d4d296f02384e8 Mon Sep 17 00:00:00 2001 From: "Unknown W. Brackets" Date: Sun, 6 Nov 2022 08:44:22 -0800 Subject: [PATCH 06/25] softgpu: Always use software skinning. There's only software skinning, after all. --- GPU/Common/VertexDecoderCommon.h | 2 -- GPU/Software/TransformUnit.cpp | 34 ++++++++------------------------ GPU/Software/TransformUnit.h | 1 + 3 files changed, 9 insertions(+), 28 deletions(-) diff --git a/GPU/Common/VertexDecoderCommon.h b/GPU/Common/VertexDecoderCommon.h index e4c886cbd4..7c2dcb2cfc 100644 --- a/GPU/Common/VertexDecoderCommon.h +++ b/GPU/Common/VertexDecoderCommon.h @@ -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; } diff --git a/GPU/Software/TransformUnit.cpp b/GPU/Software/TransformUnit.cpp index 731e4078f3..bc1f8679eb 100644 --- a/GPU/Software/TransformUnit.cpp +++ b/GPU/Software/TransformUnit.cpp @@ -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(), decOptions_.applySkinInDecode); + 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 = GetVertTypeID(vtype, gstate.getUVGenMode(), decOptions_.applySkinInDecode); + 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 && !g_Config.bSoftwareSkinning; 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 tmppos(0.f, 0.f, 0.f); - Vec3 tmpnrm(0.f, 0.f, 0.f); - - for (int i = 0; i < vreader.numBoneWeights(); ++i) { - Vec3 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(), g_Config.bSoftwareSkinning); + 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); diff --git a/GPU/Software/TransformUnit.h b/GPU/Software/TransformUnit.h index 3c022523d2..a55c824a91 100644 --- a/GPU/Software/TransformUnit.h +++ b/GPU/Software/TransformUnit.h @@ -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; From 3de2557ecb50aba2ea59e61c4900918a5d99b725 Mon Sep 17 00:00:00 2001 From: "Unknown W. Brackets" Date: Sun, 6 Nov 2022 08:55:07 -0800 Subject: [PATCH 07/25] GPU: Always skin in decode for software transform. --- GPU/Common/SoftwareTransformCommon.cpp | 81 +++++--------------------- GPU/D3D11/DrawEngineD3D11.cpp | 2 + GPU/Directx9/DrawEngineDX9.cpp | 2 + GPU/GLES/DrawEngineGLES.cpp | 3 + GPU/Vulkan/DrawEngineVulkan.cpp | 3 + 5 files changed, 24 insertions(+), 67 deletions(-) diff --git a/GPU/Common/SoftwareTransformCommon.cpp b/GPU/Common/SoftwareTransformCommon.cpp index dc86e9ec13..67ba97af4c 100644 --- a/GPU/Common/SoftwareTransformCommon.cpp +++ b/GPU/Common/SoftwareTransformCommon.cpp @@ -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) && !g_Config.bSoftwareSkinning; - 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?"); diff --git a/GPU/D3D11/DrawEngineD3D11.cpp b/GPU/D3D11/DrawEngineD3D11.cpp index 2a537a83a3..e0c33e5d76 100644 --- a/GPU/D3D11/DrawEngineD3D11.cpp +++ b/GPU/D3D11/DrawEngineD3D11.cpp @@ -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()) { @@ -709,6 +710,7 @@ rotateVBO: framebufferManager_->ApplyClearToMemory(scissorX1, scissorY1, scissorX2, scissorY2, clearColor); } } + decOptions_.applySkinInDecode = g_Config.bSoftwareSkinning; } gpuStats.numDrawCalls += numDrawCalls; diff --git a/GPU/Directx9/DrawEngineDX9.cpp b/GPU/Directx9/DrawEngineDX9.cpp index 40790c1648..33117be1c9 100644 --- a/GPU/Directx9/DrawEngineDX9.cpp +++ b/GPU/Directx9/DrawEngineDX9.cpp @@ -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()) { @@ -653,6 +654,7 @@ rotateVBO: framebufferManager_->ApplyClearToMemory(scissorX1, scissorY1, scissorX2, scissorY2, clearColor); } } + decOptions_.applySkinInDecode = g_Config.bSoftwareSkinning; } gpuStats.numDrawCalls += numDrawCalls; diff --git a/GPU/GLES/DrawEngineGLES.cpp b/GPU/GLES/DrawEngineGLES.cpp index 318cb19a02..e95afe57ed 100644 --- a/GPU/GLES/DrawEngineGLES.cpp +++ b/GPU/GLES/DrawEngineGLES.cpp @@ -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; diff --git a/GPU/Vulkan/DrawEngineVulkan.cpp b/GPU/Vulkan/DrawEngineVulkan.cpp index 01c356f34d..d8c8b740e5 100644 --- a/GPU/Vulkan/DrawEngineVulkan.cpp +++ b/GPU/Vulkan/DrawEngineVulkan.cpp @@ -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()) { @@ -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; From 527947fd81c09804606b867677ab590d24d2f391 Mon Sep 17 00:00:00 2001 From: "Unknown W. Brackets" Date: Sun, 6 Nov 2022 09:06:07 -0800 Subject: [PATCH 08/25] GPU: Correct softgpu curve issue. --- GPU/Common/DrawEngineCommon.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/GPU/Common/DrawEngineCommon.cpp b/GPU/Common/DrawEngineCommon.cpp index e02da46179..664b90823e 100644 --- a/GPU/Common/DrawEngineCommon.cpp +++ b/GPU/Common/DrawEngineCommon.cpp @@ -514,7 +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); From 200c055823eb0b5be608fd28fbb1929d495dc24c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Sun, 6 Nov 2022 18:55:45 +0100 Subject: [PATCH 09/25] libretro fix, more games --- assets/compat.ini | 12 ++++++++++++ libretro/libretro_core_options.h | 10 ---------- 2 files changed, 12 insertions(+), 10 deletions(-) diff --git a/assets/compat.ini b/assets/compat.ini index bfa2165a19..7a1ac5d79f 100644 --- a/assets/compat.ini +++ b/assets/compat.ini @@ -1252,3 +1252,15 @@ 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 diff --git a/libretro/libretro_core_options.h b/libretro/libretro_core_options.h index 78cab61d7d..0ca87d8bce 100644 --- a/libretro/libretro_core_options.h +++ b/libretro/libretro_core_options.h @@ -427,16 +427,6 @@ struct retro_core_option_v2_definition option_defs_us[] = { BOOL_OPTIONS, "disabled" }, - { - "ppsspp_retain_changed_textures", - "Retain Changed Textures (Speedup, mem hog)", - NULL, - "Makes many games slower, but some games a lot faster.", - NULL, - "video", - BOOL_OPTIONS, - "disabled" - }, { "ppsspp_spline_quality", "Spline/Bezier Curves Quality", From 519db766b6a251d8d8032236c401babf29e82553 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Sun, 6 Nov 2022 19:20:10 +0100 Subject: [PATCH 10/25] Change "Rendering Mode" to just a "Skip buffer effects" checkbox. Reuse translations. --- Core/Config.cpp | 11 +++--- Core/Config.h | 6 ++-- Core/HLE/sceDisplay.cpp | 6 ++-- GPU/Common/FramebufferManagerCommon.cpp | 6 ++-- UI/DisplayLayoutScreen.cpp | 4 +-- UI/EmuScreen.cpp | 4 +-- UI/GameSettingsScreen.cpp | 46 ++++++++----------------- Windows/MainWindowMenu.cpp | 41 ++++++---------------- Windows/ppsspp.rc | 7 ++-- Windows/resource.h | 3 +- assets/lang/ar_AE.ini | 6 ++-- assets/lang/az_AZ.ini | 6 ++-- assets/lang/bg_BG.ini | 6 ++-- assets/lang/ca_ES.ini | 6 ++-- assets/lang/cz_CZ.ini | 6 ++-- assets/lang/da_DK.ini | 6 ++-- assets/lang/de_DE.ini | 6 ++-- assets/lang/dr_ID.ini | 6 ++-- assets/lang/en_US.ini | 6 ++-- assets/lang/es_ES.ini | 6 ++-- assets/lang/es_LA.ini | 6 ++-- assets/lang/fa_IR.ini | 6 ++-- assets/lang/fi_FI.ini | 6 ++-- assets/lang/fr_FR.ini | 6 ++-- assets/lang/gl_ES.ini | 6 ++-- assets/lang/gr_EL.ini | 6 ++-- assets/lang/he_IL.ini | 6 ++-- assets/lang/he_IL_invert.ini | 6 ++-- assets/lang/hr_HR.ini | 6 ++-- assets/lang/hu_HU.ini | 6 ++-- assets/lang/id_ID.ini | 6 ++-- assets/lang/it_IT.ini | 6 ++-- assets/lang/ja_JP.ini | 6 ++-- assets/lang/jv_ID.ini | 6 ++-- assets/lang/ko_KR.ini | 6 ++-- assets/lang/lo_LA.ini | 6 ++-- assets/lang/lt-LT.ini | 6 ++-- assets/lang/ms_MY.ini | 6 ++-- assets/lang/nl_NL.ini | 6 ++-- assets/lang/no_NO.ini | 6 ++-- assets/lang/pl_PL.ini | 6 ++-- assets/lang/pt_BR.ini | 6 ++-- assets/lang/pt_PT.ini | 6 ++-- assets/lang/ro_RO.ini | 6 ++-- assets/lang/ru_RU.ini | 6 ++-- assets/lang/sv_SE.ini | 6 ++-- assets/lang/tg_PH.ini | 6 ++-- assets/lang/th_TH.ini | 6 ++-- assets/lang/tr_TR.ini | 8 ++--- assets/lang/uk_UA.ini | 6 ++-- assets/lang/vi_VN.ini | 6 ++-- assets/lang/zh_CN.ini | 6 ++-- assets/lang/zh_TW.ini | 12 +++---- headless/Headless.cpp | 2 +- 54 files changed, 138 insertions(+), 264 deletions(-) diff --git a/Core/Config.cpp b/Core/Config.cpp index 3e095283cd..8e3c1d76d7 100644 --- a/Core/Config.cpp +++ b/Core/Config.cpp @@ -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), + ConfigSetting("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), @@ -1410,9 +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"); @@ -1463,8 +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 @@ -1985,5 +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; } diff --git a/Core/Config.h b/Core/Config.h index 6dc1226858..e4795bfd4b 100644 --- a/Core/Config.h +++ b/Core/Config.h @@ -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. diff --git a/Core/HLE/sceDisplay.cpp b/Core/HLE/sceDisplay.cpp index d0577d46f2..342d522627 100644 --- a/Core/HLE/sceDisplay.cpp +++ b/Core/HLE/sceDisplay.cpp @@ -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(); diff --git a/GPU/Common/FramebufferManagerCommon.cpp b/GPU/Common/FramebufferManagerCommon.cpp index f7a470bb7d..8a74467130 100644 --- a/GPU/Common/FramebufferManagerCommon.cpp +++ b/GPU/Common/FramebufferManagerCommon.cpp @@ -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_); diff --git a/UI/DisplayLayoutScreen.cpp b/UI/DisplayLayoutScreen.cpp index 3e0dd6479a..e2ea500884 100644 --- a/UI/DisplayLayoutScreen.cpp +++ b/UI/DisplayLayoutScreen.cpp @@ -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); diff --git a/UI/EmuScreen.cpp b/UI/EmuScreen.cpp index bcf5a47a48..c046fb01d5 100644 --- a/UI/EmuScreen.cpp +++ b/UI/EmuScreen.cpp @@ -327,7 +327,7 @@ 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); } @@ -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) { diff --git a/UI/GameSettingsScreen.cpp b/UI/GameSettingsScreen.cpp index cf87f56f47..d92eed91a1 100644 --- a/UI/GameSettingsScreen.cpp +++ b/UI/GameSettingsScreen.cpp @@ -298,20 +298,16 @@ 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: + 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); - break; - case FB_BUFFERED_MODE: - break; + g_Config.bAutoFrameSkip = false; } - return UI::EVENT_CONTINUE; + return UI::EVENT_DONE; }); - renderingModeChoice->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingMode); - renderingModeChoice->SetDisabledPtr(&g_Config.bSoftwareRendering); + skipBufferEffects->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) @@ -378,7 +374,7 @@ 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 +396,7 @@ 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 +419,7 @@ 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 +466,7 @@ 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 +495,7 @@ 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) { @@ -1198,8 +1194,8 @@ 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; } @@ -1243,20 +1239,6 @@ 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; diff --git a/Windows/MainWindowMenu.cpp b/Windows/MainWindowMenu.cpp index 384bb9a0f7..b8e8b10c94 100644 --- a/Windows/MainWindowMenu.cpp +++ b/Windows/MainWindowMenu.cpp @@ -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, diff --git a/Windows/ppsspp.rc b/Windows/ppsspp.rc index c04801767e..27437ef9f1 100644 --- a/Windows/ppsspp.rc +++ b/Windows/ppsspp.rc @@ -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 diff --git a/Windows/resource.h b/Windows/resource.h index ab68ee494f..6bc03a9429 100644 --- a/Windows/resource.h +++ b/Windows/resource.h @@ -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 diff --git a/assets/lang/ar_AE.ini b/assets/lang/ar_AE.ini index 6987e7b3c7..8cae321f81 100644 --- a/assets/lang/ar_AE.ini +++ b/assets/lang/ar_AE.ini @@ -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&... @@ -481,7 +480,6 @@ 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 @@ -533,7 +531,7 @@ 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 diff --git a/assets/lang/az_AZ.ini b/assets/lang/az_AZ.ini index 581e08ca3a..88dd568f32 100644 --- a/assets/lang/az_AZ.ini +++ b/assets/lang/az_AZ.ini @@ -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... @@ -473,7 +472,6 @@ 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/bg_BG.ini b/assets/lang/bg_BG.ini index e8b2d60613..f2a48cade1 100644 --- a/assets/lang/bg_BG.ini +++ b/assets/lang/bg_BG.ini @@ -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... @@ -473,7 +472,6 @@ 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/ca_ES.ini b/assets/lang/ca_ES.ini index dc018c04b4..fab847026c 100644 --- a/assets/lang/ca_ES.ini +++ b/assets/lang/ca_ES.ini @@ -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... @@ -473,7 +472,6 @@ 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/cz_CZ.ini b/assets/lang/cz_CZ.ini index c190a4e884..08043400a9 100644 --- a/assets/lang/cz_CZ.ini +++ b/assets/lang/cz_CZ.ini @@ -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... @@ -473,7 +472,6 @@ 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/da_DK.ini b/assets/lang/da_DK.ini index de5366d8f5..06dfd28cee 100644 --- a/assets/lang/da_DK.ini +++ b/assets/lang/da_DK.ini @@ -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... @@ -473,7 +472,6 @@ 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/de_DE.ini b/assets/lang/de_DE.ini index a5129d922e..4e194329bd 100644 --- a/assets/lang/de_DE.ini +++ b/assets/lang/de_DE.ini @@ -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... @@ -473,7 +472,6 @@ 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/dr_ID.ini b/assets/lang/dr_ID.ini index 23346118f2..ca081a1c09 100644 --- a/assets/lang/dr_ID.ini +++ b/assets/lang/dr_ID.ini @@ -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... @@ -473,7 +472,6 @@ 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/en_US.ini b/assets/lang/en_US.ini index b3389a229b..b66ccc4ee1 100644 --- a/assets/lang/en_US.ini +++ b/assets/lang/en_US.ini @@ -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... @@ -497,7 +496,6 @@ 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 = Buffered rendering BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered". Camera = Camera Camera Device = Camera device @@ -548,7 +546,7 @@ 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 diff --git a/assets/lang/es_ES.ini b/assets/lang/es_ES.ini index b61201985c..30216ad2cd 100644 --- a/assets/lang/es_ES.ini +++ b/assets/lang/es_ES.ini @@ -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... @@ -473,7 +472,6 @@ BlockTransfer Tip = Algunos juegos necesitan esta opción para evitar errores gr 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/es_LA.ini b/assets/lang/es_LA.ini index 6c7d42d35f..76da6dbded 100644 --- a/assets/lang/es_LA.ini +++ b/assets/lang/es_LA.ini @@ -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... @@ -473,7 +472,6 @@ 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/fa_IR.ini b/assets/lang/fa_IR.ini index dba054242f..c082a845b9 100644 --- a/assets/lang/fa_IR.ini +++ b/assets/lang/fa_IR.ini @@ -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 @@ -473,7 +472,6 @@ BlockTransfer Tip = ‎در بعضی بازی ها برای نشان دادن د 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/fi_FI.ini b/assets/lang/fi_FI.ini index 8d8aafccb5..6e448250bc 100644 --- a/assets/lang/fi_FI.ini +++ b/assets/lang/fi_FI.ini @@ -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... @@ -473,7 +472,6 @@ 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/fr_FR.ini b/assets/lang/fr_FR.ini index 330ded83af..3e87cb10b8 100644 --- a/assets/lang/fr_FR.ini +++ b/assets/lang/fr_FR.ini @@ -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... @@ -473,7 +472,6 @@ BlockTransfer Tip = Certains jeux requièrent l'activation de ce paramètre pour 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/gl_ES.ini b/assets/lang/gl_ES.ini index 42c0a81859..0144f5cb0d 100644 --- a/assets/lang/gl_ES.ini +++ b/assets/lang/gl_ES.ini @@ -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... @@ -473,7 +472,6 @@ 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/gr_EL.ini b/assets/lang/gr_EL.ini index 3f9555e900..53fc6fd553 100644 --- a/assets/lang/gr_EL.ini +++ b/assets/lang/gr_EL.ini @@ -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... @@ -473,7 +472,6 @@ BlockTransfer Tip = Ορισμένα παιχνίδια απαιτούν να ε 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/he_IL.ini b/assets/lang/he_IL.ini index eea8766876..f7878259cd 100644 --- a/assets/lang/he_IL.ini +++ b/assets/lang/he_IL.ini @@ -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... @@ -473,7 +472,6 @@ 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/he_IL_invert.ini b/assets/lang/he_IL_invert.ini index 81da08b1d1..ca5a52c0e7 100644 --- a/assets/lang/he_IL_invert.ini +++ b/assets/lang/he_IL_invert.ini @@ -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... @@ -473,7 +472,6 @@ 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/hr_HR.ini b/assets/lang/hr_HR.ini index 5b212cf395..50bf5487c3 100644 --- a/assets/lang/hr_HR.ini +++ b/assets/lang/hr_HR.ini @@ -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... @@ -473,7 +472,6 @@ 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/hu_HU.ini b/assets/lang/hu_HU.ini index a18b33795f..6be4c6ef72 100644 --- a/assets/lang/hu_HU.ini +++ b/assets/lang/hu_HU.ini @@ -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… @@ -473,7 +472,6 @@ BlockTransfer Tip = Néhány játék számára ezt be kell kapcsolni ahhoz, hogy 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/id_ID.ini b/assets/lang/id_ID.ini index bfc1724aa4..ce169cedad 100644 --- a/assets/lang/id_ID.ini +++ b/assets/lang/id_ID.ini @@ -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... @@ -473,7 +472,6 @@ BlockTransfer Tip = Beberapa permainan memerlukan opsi ini untuk menghindari kes 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/it_IT.ini b/assets/lang/it_IT.ini index 10453b2a13..e16911851f 100644 --- a/assets/lang/it_IT.ini +++ b/assets/lang/it_IT.ini @@ -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... @@ -473,7 +472,6 @@ BlockTransfer Tip = Alcuni giochi richiedono che quest'opzione sia attiva per co 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 @@ -526,7 +524,7 @@ 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 diff --git a/assets/lang/ja_JP.ini b/assets/lang/ja_JP.ini index dfe1a86e3a..9df017b836 100644 --- a/assets/lang/ja_JP.ini +++ b/assets/lang/ja_JP.ini @@ -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)... @@ -473,7 +472,6 @@ BlockTransfer Tip = オンにしないと正しく表示できないゲームが 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/jv_ID.ini b/assets/lang/jv_ID.ini index da4130fb2b..79220cf2ea 100644 --- a/assets/lang/jv_ID.ini +++ b/assets/lang/jv_ID.ini @@ -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... @@ -473,7 +472,6 @@ 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/ko_KR.ini b/assets/lang/ko_KR.ini index 0cdd1a11e3..4178d83ec4 100644 --- a/assets/lang/ko_KR.ini +++ b/assets/lang/ko_KR.ini @@ -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)... @@ -473,7 +472,6 @@ BlockTransfer Tip = 일부 게임에서는 올바른 그래픽을 위해 이 기 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 @@ -524,7 +522,7 @@ 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 diff --git a/assets/lang/lo_LA.ini b/assets/lang/lo_LA.ini index 1409815abc..9dc2bb3fa8 100644 --- a/assets/lang/lo_LA.ini +++ b/assets/lang/lo_LA.ini @@ -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... @@ -473,7 +472,6 @@ BlockTransfer Tip = ບາງເກມຕ້ອງເປີດໃຊ້ງານ 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/lt-LT.ini b/assets/lang/lt-LT.ini index aff20af2e2..6d54606a83 100644 --- a/assets/lang/lt-LT.ini +++ b/assets/lang/lt-LT.ini @@ -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... @@ -473,7 +472,6 @@ 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/ms_MY.ini b/assets/lang/ms_MY.ini index 3cd85dd7c4..e785b696e3 100644 --- a/assets/lang/ms_MY.ini +++ b/assets/lang/ms_MY.ini @@ -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... @@ -473,7 +472,6 @@ 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/nl_NL.ini b/assets/lang/nl_NL.ini index 9b8c2cef4a..f9b4823c0d 100644 --- a/assets/lang/nl_NL.ini +++ b/assets/lang/nl_NL.ini @@ -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... @@ -473,7 +472,6 @@ BlockTransfer Tip = Sommige games vereisen dat deze optie aan staat voor juiste 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/no_NO.ini b/assets/lang/no_NO.ini index 132178a7e6..d18cfb601e 100644 --- a/assets/lang/no_NO.ini +++ b/assets/lang/no_NO.ini @@ -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... @@ -473,7 +472,6 @@ 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/pl_PL.ini b/assets/lang/pl_PL.ini index 82a63c4757..3afd586155 100644 --- a/assets/lang/pl_PL.ini +++ b/assets/lang/pl_PL.ini @@ -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... @@ -473,7 +472,6 @@ BlockTransfer Tip = Niektóre gry wymagają włączenia tej opcji do poprawnego 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 @@ -525,7 +523,7 @@ 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. diff --git a/assets/lang/pt_BR.ini b/assets/lang/pt_BR.ini index 952c540f0b..40d08c1294 100644 --- a/assets/lang/pt_BR.ini +++ b/assets/lang/pt_BR.ini @@ -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... @@ -497,7 +496,6 @@ BlockTransfer Tip = Alguns jogos requerem que isto esteja Ligado pros gráficos 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 @@ -548,7 +546,7 @@ 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 diff --git a/assets/lang/pt_PT.ini b/assets/lang/pt_PT.ini index 3027a3c81e..298880849e 100644 --- a/assets/lang/pt_PT.ini +++ b/assets/lang/pt_PT.ini @@ -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... @@ -497,7 +496,6 @@ BlockTransfer Tip = Alguns jogos requerem que esta opção esteja habilitada par 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 @@ -548,7 +546,7 @@ 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 diff --git a/assets/lang/ro_RO.ini b/assets/lang/ro_RO.ini index 055ff8f9ff..e6491a68e2 100644 --- a/assets/lang/ro_RO.ini +++ b/assets/lang/ro_RO.ini @@ -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... @@ -473,7 +472,6 @@ 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/ru_RU.ini b/assets/lang/ru_RU.ini index d3c867b2fe..28548faa8a 100644 --- a/assets/lang/ru_RU.ini +++ b/assets/lang/ru_RU.ini @@ -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... @@ -473,7 +472,6 @@ BlockTransfer Tip = Требуется для корректной график 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 @@ -526,7 +524,7 @@ 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 diff --git a/assets/lang/sv_SE.ini b/assets/lang/sv_SE.ini index d4bedc6d5f..2bf12a4af4 100644 --- a/assets/lang/sv_SE.ini +++ b/assets/lang/sv_SE.ini @@ -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... @@ -473,7 +472,6 @@ 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/tg_PH.ini b/assets/lang/tg_PH.ini index 1dca37dcc5..63c37442f1 100644 --- a/assets/lang/tg_PH.ini +++ b/assets/lang/tg_PH.ini @@ -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... @@ -473,7 +472,6 @@ 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/th_TH.ini b/assets/lang/th_TH.ini index 6cdb15874c..4b0d42f964 100644 --- a/assets/lang/th_TH.ini +++ b/assets/lang/th_TH.ini @@ -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... @@ -473,7 +472,6 @@ BlockTransfer Tip = บางเกมจำเป็นต้องเปิด 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/tr_TR.ini b/assets/lang/tr_TR.ini index 4a98ecfeb9..bcca5aeff4 100644 --- a/assets/lang/tr_TR.ini +++ b/assets/lang/tr_TR.ini @@ -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... @@ -475,7 +474,6 @@ BlockTransfer Tip = Bazı oyunlarda doğru grafikler için bu ayarın açık olm 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 @@ -528,7 +526,7 @@ 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 @@ -1196,7 +1194,7 @@ YYYYMMDD = YYYYAAGG [TextureShaders] Off = Off TexMMPX = TexMMPX -Tex2xBRZ = Tex2xBRZ +Tex2xBRZ = Tex2xBRZ Tex4xBRZ = Tex4xBRZ [Themes] diff --git a/assets/lang/uk_UA.ini b/assets/lang/uk_UA.ini index b4581397ae..cde502baac 100644 --- a/assets/lang/uk_UA.ini +++ b/assets/lang/uk_UA.ini @@ -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... @@ -473,7 +472,6 @@ BlockTransfer Tip = Потрібно для правильної графіки 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/vi_VN.ini b/assets/lang/vi_VN.ini index c1593c6c33..918bfc6e91 100644 --- a/assets/lang/vi_VN.ini +++ b/assets/lang/vi_VN.ini @@ -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... @@ -473,7 +472,6 @@ 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/zh_CN.ini b/assets/lang/zh_CN.ini index 3d2682c3d6..42e4d780da 100644 --- a/assets/lang/zh_CN.ini +++ b/assets/lang/zh_CN.ini @@ -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)... @@ -473,7 +472,6 @@ BlockTransfer Tip = 有些游戏需要将此选项设置为开以显示正确的 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 @@ -525,7 +523,7 @@ 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 diff --git a/assets/lang/zh_TW.ini b/assets/lang/zh_TW.ini index 7b74b3e4a3..24b8553d7d 100644 --- a/assets/lang/zh_TW.ini +++ b/assets/lang/zh_TW.ini @@ -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)… @@ -473,7 +472,6 @@ 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 @@ -524,7 +522,7 @@ 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 @@ -863,9 +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 diff --git a/headless/Headless.cpp b/headless/Headless.cpp index ff5c3f94b4..60c3baaa0f 100644 --- a/headless/Headless.cpp +++ b/headless/Headless.cpp @@ -420,7 +420,7 @@ 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.bHardwareTransform = true; g_Config.iAnisotropyLevel = 0; // When testing mipmapping we really don't want this. g_Config.bVertexCache = false; From c91e7912bfc7cf9407d9d345f7143ec23497bceb Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Sun, 6 Nov 2022 19:30:17 +0100 Subject: [PATCH 11/25] Change "Simulate block transfer" to "Skip GPU Readbacks". Group the speed hacks together --- Core/Config.cpp | 2 +- Core/Config.h | 2 +- GPU/Common/FramebufferManagerCommon.cpp | 6 +- UI/EmuScreen.cpp | 2 +- UI/GameSettingsScreen.cpp | 90 +++++++++++-------------- assets/lang/ar_AE.ini | 1 - assets/lang/az_AZ.ini | 1 - assets/lang/bg_BG.ini | 1 - assets/lang/ca_ES.ini | 1 - assets/lang/cz_CZ.ini | 1 - assets/lang/da_DK.ini | 1 - assets/lang/de_DE.ini | 1 - assets/lang/dr_ID.ini | 1 - assets/lang/es_ES.ini | 1 - assets/lang/es_LA.ini | 1 - assets/lang/fa_IR.ini | 1 - assets/lang/fi_FI.ini | 1 - assets/lang/fr_FR.ini | 1 - assets/lang/gl_ES.ini | 1 - assets/lang/gr_EL.ini | 1 - assets/lang/he_IL.ini | 1 - assets/lang/he_IL_invert.ini | 1 - assets/lang/hr_HR.ini | 1 - assets/lang/hu_HU.ini | 1 - assets/lang/id_ID.ini | 1 - assets/lang/it_IT.ini | 1 - assets/lang/ja_JP.ini | 1 - assets/lang/jv_ID.ini | 1 - assets/lang/ko_KR.ini | 1 - assets/lang/lo_LA.ini | 1 - assets/lang/lt-LT.ini | 1 - assets/lang/ms_MY.ini | 1 - assets/lang/nl_NL.ini | 1 - assets/lang/no_NO.ini | 1 - assets/lang/pl_PL.ini | 1 - assets/lang/pt_BR.ini | 1 - assets/lang/pt_PT.ini | 1 - assets/lang/ro_RO.ini | 1 - assets/lang/ru_RU.ini | 1 - assets/lang/sv_SE.ini | 1 - assets/lang/tg_PH.ini | 1 - assets/lang/th_TH.ini | 1 - assets/lang/tr_TR.ini | 1 - assets/lang/uk_UA.ini | 1 - assets/lang/vi_VN.ini | 1 - assets/lang/zh_CN.ini | 1 - assets/lang/zh_TW.ini | 1 - headless/Headless.cpp | 2 +- 48 files changed, 47 insertions(+), 99 deletions(-) diff --git a/Core/Config.cpp b/Core/Config.cpp index 8e3c1d76d7..41804f7875 100644 --- a/Core/Config.cpp +++ b/Core/Config.cpp @@ -937,7 +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), diff --git a/Core/Config.h b/Core/Config.h index e4795bfd4b..af20f6289e 100644 --- a/Core/Config.h +++ b/Core/Config.h @@ -235,7 +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. diff --git a/GPU/Common/FramebufferManagerCommon.cpp b/GPU/Common/FramebufferManagerCommon.cpp index 8a74467130..a2e4ec05c6 100644 --- a/GPU/Common/FramebufferManagerCommon.cpp +++ b/GPU/Common/FramebufferManagerCommon.cpp @@ -1346,7 +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; @@ -1806,7 +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; } @@ -2262,7 +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; diff --git a/UI/EmuScreen.cpp b/UI/EmuScreen.cpp index c046fb01d5..896c939d12 100644 --- a/UI/EmuScreen.cpp +++ b/UI/EmuScreen.cpp @@ -332,7 +332,7 @@ void EmuScreen::bootGame(const Path &filename) { 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); } diff --git a/UI/GameSettingsScreen.cpp b/UI/GameSettingsScreen.cpp index d92eed91a1..c551d87721 100644 --- a/UI/GameSettingsScreen.cpp +++ b/UI/GameSettingsScreen.cpp @@ -298,24 +298,6 @@ void GameSettingsScreen::CreateViews() { } } - 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 *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()); @@ -344,6 +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; @@ -525,38 +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; - }); - - // 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); diff --git a/assets/lang/ar_AE.ini b/assets/lang/ar_AE.ini index 8cae321f81..3307ba15a3 100644 --- a/assets/lang/ar_AE.ini +++ b/assets/lang/ar_AE.ini @@ -476,7 +476,6 @@ 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) diff --git a/assets/lang/az_AZ.ini b/assets/lang/az_AZ.ini index 88dd568f32..64d1778f40 100644 --- a/assets/lang/az_AZ.ini +++ b/assets/lang/az_AZ.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/bg_BG.ini b/assets/lang/bg_BG.ini index f2a48cade1..9411fb92c5 100644 --- a/assets/lang/bg_BG.ini +++ b/assets/lang/bg_BG.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/ca_ES.ini b/assets/lang/ca_ES.ini index fab847026c..2a28a4307f 100644 --- a/assets/lang/ca_ES.ini +++ b/assets/lang/ca_ES.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/cz_CZ.ini b/assets/lang/cz_CZ.ini index 08043400a9..8e6fa7105d 100644 --- a/assets/lang/cz_CZ.ini +++ b/assets/lang/cz_CZ.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/da_DK.ini b/assets/lang/da_DK.ini index 06dfd28cee..4f93a65b05 100644 --- a/assets/lang/da_DK.ini +++ b/assets/lang/da_DK.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/de_DE.ini b/assets/lang/de_DE.ini index 4e194329bd..c51eea9b7f 100644 --- a/assets/lang/de_DE.ini +++ b/assets/lang/de_DE.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/dr_ID.ini b/assets/lang/dr_ID.ini index ca081a1c09..52e33266ce 100644 --- a/assets/lang/dr_ID.ini +++ b/assets/lang/dr_ID.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/es_ES.ini b/assets/lang/es_ES.ini index 30216ad2cd..cee1d13717 100644 --- a/assets/lang/es_ES.ini +++ b/assets/lang/es_ES.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/es_LA.ini b/assets/lang/es_LA.ini index 76da6dbded..b6df17ab65 100644 --- a/assets/lang/es_LA.ini +++ b/assets/lang/es_LA.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/fa_IR.ini b/assets/lang/fa_IR.ini index c082a845b9..f856c6e437 100644 --- a/assets/lang/fa_IR.ini +++ b/assets/lang/fa_IR.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/fi_FI.ini b/assets/lang/fi_FI.ini index 6e448250bc..66d6596262 100644 --- a/assets/lang/fi_FI.ini +++ b/assets/lang/fi_FI.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/fr_FR.ini b/assets/lang/fr_FR.ini index 3e87cb10b8..1d010efe05 100644 --- a/assets/lang/fr_FR.ini +++ b/assets/lang/fr_FR.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/gl_ES.ini b/assets/lang/gl_ES.ini index 0144f5cb0d..0364e1feac 100644 --- a/assets/lang/gl_ES.ini +++ b/assets/lang/gl_ES.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/gr_EL.ini b/assets/lang/gr_EL.ini index 53fc6fd553..0d876321b4 100644 --- a/assets/lang/gr_EL.ini +++ b/assets/lang/gr_EL.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/he_IL.ini b/assets/lang/he_IL.ini index f7878259cd..8d559c66d8 100644 --- a/assets/lang/he_IL.ini +++ b/assets/lang/he_IL.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/he_IL_invert.ini b/assets/lang/he_IL_invert.ini index ca5a52c0e7..dea835df52 100644 --- a/assets/lang/he_IL_invert.ini +++ b/assets/lang/he_IL_invert.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/hr_HR.ini b/assets/lang/hr_HR.ini index 50bf5487c3..6e65118dec 100644 --- a/assets/lang/hr_HR.ini +++ b/assets/lang/hr_HR.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/hu_HU.ini b/assets/lang/hu_HU.ini index 6be4c6ef72..8f2b003a41 100644 --- a/assets/lang/hu_HU.ini +++ b/assets/lang/hu_HU.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/id_ID.ini b/assets/lang/id_ID.ini index ce169cedad..f28ff33fac 100644 --- a/assets/lang/id_ID.ini +++ b/assets/lang/id_ID.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/it_IT.ini b/assets/lang/it_IT.ini index e16911851f..68d08f8a93 100644 --- a/assets/lang/it_IT.ini +++ b/assets/lang/it_IT.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/ja_JP.ini b/assets/lang/ja_JP.ini index 9df017b836..3d0f6eafc4 100644 --- a/assets/lang/ja_JP.ini +++ b/assets/lang/ja_JP.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/jv_ID.ini b/assets/lang/jv_ID.ini index 79220cf2ea..b522a9a4c1 100644 --- a/assets/lang/jv_ID.ini +++ b/assets/lang/jv_ID.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/ko_KR.ini b/assets/lang/ko_KR.ini index 4178d83ec4..337f624cf5 100644 --- a/assets/lang/ko_KR.ini +++ b/assets/lang/ko_KR.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/lo_LA.ini b/assets/lang/lo_LA.ini index 9dc2bb3fa8..a5133a73ae 100644 --- a/assets/lang/lo_LA.ini +++ b/assets/lang/lo_LA.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/lt-LT.ini b/assets/lang/lt-LT.ini index 6d54606a83..494653f8f5 100644 --- a/assets/lang/lt-LT.ini +++ b/assets/lang/lt-LT.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/ms_MY.ini b/assets/lang/ms_MY.ini index e785b696e3..801a373dfe 100644 --- a/assets/lang/ms_MY.ini +++ b/assets/lang/ms_MY.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/nl_NL.ini b/assets/lang/nl_NL.ini index f9b4823c0d..83a6aba047 100644 --- a/assets/lang/nl_NL.ini +++ b/assets/lang/nl_NL.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/no_NO.ini b/assets/lang/no_NO.ini index d18cfb601e..cceaa22382 100644 --- a/assets/lang/no_NO.ini +++ b/assets/lang/no_NO.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/pl_PL.ini b/assets/lang/pl_PL.ini index 3afd586155..5b067680e3 100644 --- a/assets/lang/pl_PL.ini +++ b/assets/lang/pl_PL.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/pt_BR.ini b/assets/lang/pt_BR.ini index 40d08c1294..45d7e1b867 100644 --- a/assets/lang/pt_BR.ini +++ b/assets/lang/pt_BR.ini @@ -492,7 +492,6 @@ 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) diff --git a/assets/lang/pt_PT.ini b/assets/lang/pt_PT.ini index 298880849e..054d8f0dfd 100644 --- a/assets/lang/pt_PT.ini +++ b/assets/lang/pt_PT.ini @@ -492,7 +492,6 @@ 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) diff --git a/assets/lang/ro_RO.ini b/assets/lang/ro_RO.ini index e6491a68e2..38d47a05b1 100644 --- a/assets/lang/ro_RO.ini +++ b/assets/lang/ro_RO.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/ru_RU.ini b/assets/lang/ru_RU.ini index 28548faa8a..082b087730 100644 --- a/assets/lang/ru_RU.ini +++ b/assets/lang/ru_RU.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/sv_SE.ini b/assets/lang/sv_SE.ini index 2bf12a4af4..247e593a79 100644 --- a/assets/lang/sv_SE.ini +++ b/assets/lang/sv_SE.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/tg_PH.ini b/assets/lang/tg_PH.ini index 63c37442f1..4815c0023c 100644 --- a/assets/lang/tg_PH.ini +++ b/assets/lang/tg_PH.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/th_TH.ini b/assets/lang/th_TH.ini index 4b0d42f964..422f06b13f 100644 --- a/assets/lang/th_TH.ini +++ b/assets/lang/th_TH.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/tr_TR.ini b/assets/lang/tr_TR.ini index bcca5aeff4..3bdaf3ef39 100644 --- a/assets/lang/tr_TR.ini +++ b/assets/lang/tr_TR.ini @@ -470,7 +470,6 @@ 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) diff --git a/assets/lang/uk_UA.ini b/assets/lang/uk_UA.ini index cde502baac..2105606270 100644 --- a/assets/lang/uk_UA.ini +++ b/assets/lang/uk_UA.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/vi_VN.ini b/assets/lang/vi_VN.ini index 918bfc6e91..2cf347c956 100644 --- a/assets/lang/vi_VN.ini +++ b/assets/lang/vi_VN.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/zh_CN.ini b/assets/lang/zh_CN.ini index 42e4d780da..42bdca4099 100644 --- a/assets/lang/zh_CN.ini +++ b/assets/lang/zh_CN.ini @@ -468,7 +468,6 @@ 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) diff --git a/assets/lang/zh_TW.ini b/assets/lang/zh_TW.ini index 24b8553d7d..a1cbd6c878 100644 --- a/assets/lang/zh_TW.ini +++ b/assets/lang/zh_TW.ini @@ -468,7 +468,6 @@ 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) diff --git a/headless/Headless.cpp b/headless/Headless.cpp index 60c3baaa0f..eb29a26500 100644 --- a/headless/Headless.cpp +++ b/headless/Headless.cpp @@ -421,6 +421,7 @@ int main(int argc, const char* argv[]) g_Config.sReportHost.clear(); g_Config.bAutoSaveSymbolMap = false; 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; From f02c983a63168badf260000063815c2d4c916575 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Sun, 6 Nov 2022 19:40:02 +0100 Subject: [PATCH 12/25] lang: Remove obsolete keys, add new untranslated ones :( --- Tools/langtool/src/section.rs | 8 +++++--- assets/lang/ar_AE.ini | 5 +++-- assets/lang/az_AZ.ini | 5 +++-- assets/lang/bg_BG.ini | 5 +++-- assets/lang/ca_ES.ini | 5 +++-- assets/lang/cz_CZ.ini | 5 +++-- assets/lang/da_DK.ini | 5 +++-- assets/lang/de_DE.ini | 5 +++-- assets/lang/dr_ID.ini | 5 +++-- assets/lang/en_US.ini | 8 +++----- assets/lang/es_ES.ini | 5 +++-- assets/lang/es_LA.ini | 5 +++-- assets/lang/fa_IR.ini | 5 +++-- assets/lang/fi_FI.ini | 5 +++-- assets/lang/fr_FR.ini | 5 +++-- assets/lang/gl_ES.ini | 5 +++-- assets/lang/gr_EL.ini | 5 +++-- assets/lang/he_IL.ini | 5 +++-- assets/lang/he_IL_invert.ini | 5 +++-- assets/lang/hr_HR.ini | 5 +++-- assets/lang/hu_HU.ini | 5 +++-- assets/lang/id_ID.ini | 5 +++-- assets/lang/it_IT.ini | 9 ++++++--- assets/lang/ja_JP.ini | 5 +++-- assets/lang/jv_ID.ini | 5 +++-- assets/lang/ko_KR.ini | 5 +++-- assets/lang/lo_LA.ini | 5 +++-- assets/lang/lt-LT.ini | 5 +++-- assets/lang/ms_MY.ini | 5 +++-- assets/lang/nl_NL.ini | 5 +++-- assets/lang/no_NO.ini | 5 +++-- assets/lang/pl_PL.ini | 5 +++-- assets/lang/pt_BR.ini | 5 +++-- assets/lang/pt_PT.ini | 5 +++-- assets/lang/ro_RO.ini | 5 +++-- assets/lang/ru_RU.ini | 5 +++-- assets/lang/sv_SE.ini | 5 +++-- assets/lang/tg_PH.ini | 5 +++-- assets/lang/th_TH.ini | 5 +++-- assets/lang/tr_TR.ini | 8 +++++--- assets/lang/uk_UA.ini | 5 +++-- assets/lang/vi_VN.ini | 5 +++-- assets/lang/zh_CN.ini | 6 +++--- assets/lang/zh_TW.ini | 5 +++-- 44 files changed, 139 insertions(+), 95 deletions(-) diff --git a/Tools/langtool/src/section.rs b/Tools/langtool/src/section.rs index dbb097832a..f57c2e3563 100644 --- a/Tools/langtool/src/section.rs +++ b/Tools/langtool/src/section.rs @@ -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; + } } } } diff --git a/assets/lang/ar_AE.ini b/assets/lang/ar_AE.ini index 3307ba15a3..2dc5aa69f1 100644 --- a/assets/lang/ar_AE.ini +++ b/assets/lang/ar_AE.ini @@ -476,7 +476,6 @@ Auto Scaling = ‎تكبير تلقائي Backend = ‎الخلفي Balanced = ‎متناسق Bicubic = Bicubic -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) BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered". @@ -506,6 +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 @@ -553,11 +553,12 @@ 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 diff --git a/assets/lang/az_AZ.ini b/assets/lang/az_AZ.ini index 64d1778f40..383ec9b5d4 100644 --- a/assets/lang/az_AZ.ini +++ b/assets/lang/az_AZ.ini @@ -468,7 +468,6 @@ Auto Scaling = Auto scaling Backend = Backend Balanced = Balanced Bicubic = Bicubic -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) BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered". @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 diff --git a/assets/lang/bg_BG.ini b/assets/lang/bg_BG.ini index 9411fb92c5..853d40a580 100644 --- a/assets/lang/bg_BG.ini +++ b/assets/lang/bg_BG.ini @@ -468,7 +468,6 @@ Auto Scaling = Auto scaling Backend = Backend Balanced = Balanced Bicubic = Bicubic -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) BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered". @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 diff --git a/assets/lang/ca_ES.ini b/assets/lang/ca_ES.ini index 2a28a4307f..393796df05 100644 --- a/assets/lang/ca_ES.ini +++ b/assets/lang/ca_ES.ini @@ -468,7 +468,6 @@ Auto Scaling = Auto scaling Backend = Backend Balanced = Balanced Bicubic = Bicúbic -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) BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered". @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 diff --git a/assets/lang/cz_CZ.ini b/assets/lang/cz_CZ.ini index 8e6fa7105d..1f2dcbf436 100644 --- a/assets/lang/cz_CZ.ini +++ b/assets/lang/cz_CZ.ini @@ -468,7 +468,6 @@ Auto Scaling = Automatické zvětšení Backend = Jádro Balanced = Vyrovnané Bicubic = Bikubická -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) BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered". @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 (can cause rendering errors!) Stretching = Roztažení Texture Filter = Filtr textur Texture Filtering = Filtrování textur diff --git a/assets/lang/da_DK.ini b/assets/lang/da_DK.ini index 4f93a65b05..72f0431317 100644 --- a/assets/lang/da_DK.ini +++ b/assets/lang/da_DK.ini @@ -468,7 +468,6 @@ Auto Scaling = Auto scaling Backend = Backend Balanced = Balanceret Bicubic = Bicubisk -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) BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered". @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 (can cause rendering errors!) Stretching = Stretching Texture Filter = Texturfilter Texture Filtering = Texturfiltrering diff --git a/assets/lang/de_DE.ini b/assets/lang/de_DE.ini index c51eea9b7f..fb0056e3dc 100644 --- a/assets/lang/de_DE.ini +++ b/assets/lang/de_DE.ini @@ -468,7 +468,6 @@ Auto Scaling = Auto Skalierung Backend = Grafik-Backend Balanced = Ausgeglichen Bicubic = Bikubisch -BlockTransferRequired = Warnung: Dieses Spiel benötigt "Blockübertragungseffekte simulieren". Both = Beide Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag) BufferedRenderingRequired = Warnung: Bei diesem Spiel muss "Rendering Modus" auf "Gepuffert" gesetzt werden. @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 (can cause rendering errors!) Stretching = Strecken Texture Filter = Texturfilter Texture Filtering = Texturfilterung diff --git a/assets/lang/dr_ID.ini b/assets/lang/dr_ID.ini index 52e33266ce..1988cada18 100644 --- a/assets/lang/dr_ID.ini +++ b/assets/lang/dr_ID.ini @@ -468,7 +468,6 @@ Auto Scaling = Auto scaling Backend = Backend Balanced = Balanced Bicubic = Bicubic -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) BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered". @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 diff --git a/assets/lang/en_US.ini b/assets/lang/en_US.ini index b66ccc4ee1..20450f8351 100644 --- a/assets/lang/en_US.ini +++ b/assets/lang/en_US.ini @@ -492,8 +492,7 @@ 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) BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered". @@ -563,19 +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 diff --git a/assets/lang/es_ES.ini b/assets/lang/es_ES.ini index cee1d13717..2f5dd72031 100644 --- a/assets/lang/es_ES.ini +++ b/assets/lang/es_ES.ini @@ -468,7 +468,6 @@ Auto Scaling = Autoescalado Backend = Motor gráfico Balanced = Equilibrado Bicubic = Bicúbico -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) BufferedRenderingRequired = AVISO: este juego requiere modo de renderizado por búfer. @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 (can cause rendering errors!) Stretching = Estirar Texture Filter = Filtro de texturas Texture Filtering = Filtrado de texturas diff --git a/assets/lang/es_LA.ini b/assets/lang/es_LA.ini index b6df17ab65..7c789a7f75 100644 --- a/assets/lang/es_LA.ini +++ b/assets/lang/es_LA.ini @@ -468,7 +468,6 @@ Auto Scaling = Escalado automático Backend = Motor gráfico Balanced = Balanceado Bicubic = Bicúbico -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) BufferedRenderingRequired = Advertencia: Este juego requiere modo de renderizado por búfer. @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 (can cause rendering errors!) Stretching = Estirar Texture Filter = Filtro de texturas Texture Filtering = Filtrado de texturas diff --git a/assets/lang/fa_IR.ini b/assets/lang/fa_IR.ini index f856c6e437..7b7b8ca47b 100644 --- a/assets/lang/fa_IR.ini +++ b/assets/lang/fa_IR.ini @@ -468,7 +468,6 @@ Auto Scaling = ‎تنظیم سایز خودکار Backend = ‎گرافیکی API Balanced = ‎متعادل Bicubic = Bicubic -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) BufferedRenderingRequired = ‎تنظیم باشد "buffered" هشدار: برای این بازی "حالت رندرینگ" باید روی @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 (can cause rendering errors!) Stretching = ‎کشیدن Texture Filter = ‎فیلتر تکسچر Texture Filtering = ‎فیلتر کردن تکسچر diff --git a/assets/lang/fi_FI.ini b/assets/lang/fi_FI.ini index 66d6596262..6d3d8eb412 100644 --- a/assets/lang/fi_FI.ini +++ b/assets/lang/fi_FI.ini @@ -468,7 +468,6 @@ Auto Scaling = Auto scaling Backend = Backend Balanced = Balanced Bicubic = Bicubic -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) BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered". @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 diff --git a/assets/lang/fr_FR.ini b/assets/lang/fr_FR.ini index 1d010efe05..23b23fccd6 100644 --- a/assets/lang/fr_FR.ini +++ b/assets/lang/fr_FR.ini @@ -468,7 +468,6 @@ Auto Scaling = Mise à l'échelle auto Backend = Rendu back-end Balanced = Équilibré Bicubic = Bicubique -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) BufferedRenderingRequired = Avertissement : Ce jeu requiert "mode de rendu" réglé sur "Mise en mémoire tampon". @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 (can cause rendering errors!) Stretching = Étirement Texture Filter = Filtre de textures Texture Filtering = Filtrage des textures diff --git a/assets/lang/gl_ES.ini b/assets/lang/gl_ES.ini index 0364e1feac..5e8fe159d4 100644 --- a/assets/lang/gl_ES.ini +++ b/assets/lang/gl_ES.ini @@ -468,7 +468,6 @@ Auto Scaling = Auto scaling Backend = Motor gráfico Balanced = Balanceado Bicubic = Bicúbico -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) BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered". @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 (can cause rendering errors!) Stretching = Stretching Texture Filter = Filtro de texturas Texture Filtering = Filtrado de texturas diff --git a/assets/lang/gr_EL.ini b/assets/lang/gr_EL.ini index 0d876321b4..38f61cd2a0 100644 --- a/assets/lang/gr_EL.ini +++ b/assets/lang/gr_EL.ini @@ -468,7 +468,6 @@ Auto Scaling = Αυτόματη Κλιμάκωση Backend = Σύστημα Υποστήριξης Balanced = Εξισορροπημένη Bicubic = Διακυβική -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) BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered". @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 diff --git a/assets/lang/he_IL.ini b/assets/lang/he_IL.ini index 8d559c66d8..ecad06a830 100644 --- a/assets/lang/he_IL.ini +++ b/assets/lang/he_IL.ini @@ -468,7 +468,6 @@ Auto Scaling = Auto scaling Backend = Backend Balanced = Balanced Bicubic = Bicubic -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) BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered". @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 diff --git a/assets/lang/he_IL_invert.ini b/assets/lang/he_IL_invert.ini index dea835df52..97fb5347a6 100644 --- a/assets/lang/he_IL_invert.ini +++ b/assets/lang/he_IL_invert.ini @@ -468,7 +468,6 @@ Auto Scaling = Auto scaling Backend = Backend Balanced = Balanced Bicubic = Bicubic -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) BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered". @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 diff --git a/assets/lang/hr_HR.ini b/assets/lang/hr_HR.ini index 6e65118dec..a6465719e8 100644 --- a/assets/lang/hr_HR.ini +++ b/assets/lang/hr_HR.ini @@ -468,7 +468,6 @@ Auto Scaling = Auto mjerenje Backend = Backend Balanced = Balansirano Bicubic = Bikubično -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) BufferedRenderingRequired = Upozorenje: Ova igra zahtijeva "prikazni način" da bude postavljen na "ublaženo". @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 (can cause rendering errors!) Stretching = Rastezanje Texture Filter = Filtar tekstura Texture Filtering = Filtriranje tekstura diff --git a/assets/lang/hu_HU.ini b/assets/lang/hu_HU.ini index 8f2b003a41..945b81fab2 100644 --- a/assets/lang/hu_HU.ini +++ b/assets/lang/hu_HU.ini @@ -468,7 +468,6 @@ Auto Scaling = Automatikus skálázás Backend = Backend Balanced = Kiegyensúlyozott Bicubic = Bicubic -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) BufferedRenderingRequired = Figyelem: Ehhez a játékhoz a "Renderelési mód" beállítást "Bufferelt"-re kell állítani! @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 (can cause rendering errors!) Stretching = Nyújtás Texture Filter = Textúra szűrés Texture Filtering = Textúra szűrés diff --git a/assets/lang/id_ID.ini b/assets/lang/id_ID.ini index f28ff33fac..c1fe30cf77 100644 --- a/assets/lang/id_ID.ini +++ b/assets/lang/id_ID.ini @@ -468,7 +468,6 @@ Auto Scaling = Penskala otomatis Backend = Penyangga grafis Balanced = Seimbang Bicubic = Bikubik -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) BufferedRenderingRequired = Peringatan: Permainan ini membutuhkan "Mode pelukisan" yang ditetapkan "Penyangga". @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 (can cause rendering errors!) Stretching = Peregangan Texture Filter = Filter tekstur Texture Filtering = Pemfilteran tekstur diff --git a/assets/lang/it_IT.ini b/assets/lang/it_IT.ini index 68d08f8a93..5ca9f3470e 100644 --- a/assets/lang/it_IT.ini +++ b/assets/lang/it_IT.ini @@ -468,7 +468,6 @@ Auto Scaling = Scaling automatico Backend = Renderer Balanced = Bilanciato Bicubic = Bicubico -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) BufferedRenderingRequired = Attenzione: Questo gioco richiede di impostare "modalità di rendering" su "buffered". @@ -487,7 +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) @@ -499,6 +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 @@ -546,11 +546,12 @@ 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 (can cause rendering errors!) Stretching = Adatta al Display Texture Filter = Filtro delle texture Texture Filtering = Filtraggio delle texture @@ -723,6 +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 diff --git a/assets/lang/ja_JP.ini b/assets/lang/ja_JP.ini index 3d0f6eafc4..d49482846e 100644 --- a/assets/lang/ja_JP.ini +++ b/assets/lang/ja_JP.ini @@ -468,7 +468,6 @@ Auto Scaling = 自動的に拡大 Backend = バックエンド Balanced = バランス Bicubic = Bicubic -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) 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。 @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 (can cause rendering errors!) 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 diff --git a/assets/lang/jv_ID.ini b/assets/lang/jv_ID.ini index b522a9a4c1..328bb6a46f 100644 --- a/assets/lang/jv_ID.ini +++ b/assets/lang/jv_ID.ini @@ -468,7 +468,6 @@ Auto Scaling = Njongko Otomatis Backend = Backend Balanced = Imbang Bicubic = Bicubic -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) BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered". @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 (can cause rendering errors!) Stretching = Stretching Texture Filter = Penyaring Tekstur Texture Filtering = Penyaring Tekstur diff --git a/assets/lang/ko_KR.ini b/assets/lang/ko_KR.ini index 337f624cf5..ea067713be 100644 --- a/assets/lang/ko_KR.ini +++ b/assets/lang/ko_KR.ini @@ -468,7 +468,6 @@ Auto Scaling = 자동 스케일링 Backend = 백엔드 Balanced = 평형 Bicubic = 고등차수보간 -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) BufferedRenderingRequired = 경고: 이 게임은 "렌더링 모드"를 "버퍼링"으로 설정해야 합니다. @@ -497,6 +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 @@ -544,11 +544,12 @@ 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 (can cause rendering errors!) Stretching = 늘이기 Texture Filter = 텍스처 필터링 Texture Filtering = 텍스처 필터링 diff --git a/assets/lang/lo_LA.ini b/assets/lang/lo_LA.ini index a5133a73ae..64f175d367 100644 --- a/assets/lang/lo_LA.ini +++ b/assets/lang/lo_LA.ini @@ -468,7 +468,6 @@ Auto Scaling = ປັບຂະໜາດສເກລອັດຕະໂນມັ Backend = ການສະໜັບສະໜູນ Balanced = ສົມດຸນ Bicubic = Bicubic -BlockTransferRequired = ຄຳເຕືອນ: ເກມນີ້ຕ້ອງການໃຫ້ເປີດໂໝດ "ຈຳລອງຜົນປິດກັ້ນການສົ່ງຜ່ານຂໍ້ມູນເອັບເຟກ" ນຳ Both = ໃຊ້ທັງ FPS ແລະ Speed Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag) BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered". @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 diff --git a/assets/lang/lt-LT.ini b/assets/lang/lt-LT.ini index 494653f8f5..d01df7a0ad 100644 --- a/assets/lang/lt-LT.ini +++ b/assets/lang/lt-LT.ini @@ -468,7 +468,6 @@ Auto Scaling = Auto scaling Backend = Backend Balanced = Balanced Bicubic = "Bicubic" -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) BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered". @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 (can cause rendering errors!) Stretching = Stretching Texture Filter = Tekstūrų filtravimas Texture Filtering = Tekstūrų filtravimas diff --git a/assets/lang/ms_MY.ini b/assets/lang/ms_MY.ini index 801a373dfe..cb7a06426d 100644 --- a/assets/lang/ms_MY.ini +++ b/assets/lang/ms_MY.ini @@ -468,7 +468,6 @@ Auto Scaling = Auto scaling Backend = Backend Balanced = Balanced Bicubic = Bikubik -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) BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered". @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 (can cause rendering errors!) Stretching = Stretching Texture Filter = Penapis Tekstur Texture Filtering = Penapisan Tekstur diff --git a/assets/lang/nl_NL.ini b/assets/lang/nl_NL.ini index 83a6aba047..8a4a3c3339 100644 --- a/assets/lang/nl_NL.ini +++ b/assets/lang/nl_NL.ini @@ -468,7 +468,6 @@ Auto Scaling = Automatisch schalen Backend = Backend Balanced = Gebalanceerd Bicubic = Bicubisch -BlockTransferRequired = Waarschuwing: Deze game vereist de optie Blokoverdrachteffecten simuleren. Both = Beide Buffer graphics commands (faster, input lag) = Buffer graphics commands (faster, input lag) BufferedRenderingRequired = Waarschuwing: Deze game vereist een "gebufferde renderingmodus". @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 (can cause rendering errors!) Stretching = Uitrekken Texture Filter = Texturefilter Texture Filtering = Texturefilter diff --git a/assets/lang/no_NO.ini b/assets/lang/no_NO.ini index cceaa22382..5baf3a6c55 100644 --- a/assets/lang/no_NO.ini +++ b/assets/lang/no_NO.ini @@ -468,7 +468,6 @@ Auto Scaling = Auto scaling Backend = Backend Balanced = Balanced Bicubic = Bicubic -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) BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered". @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 diff --git a/assets/lang/pl_PL.ini b/assets/lang/pl_PL.ini index 5b067680e3..25c17fef2f 100644 --- a/assets/lang/pl_PL.ini +++ b/assets/lang/pl_PL.ini @@ -468,7 +468,6 @@ Auto Scaling = Automatyczne skalowanie Backend = Sterownik graficzny Balanced = Zbalansowane Bicubic = Bicubic (Dwusześcienne) -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) BufferedRenderingRequired = Uwaga: Ta gra wymaga włączonej opcji "Renderowanie buforowe". @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 (can cause rendering errors!) Stretching = Rozciąganie Texture Filter = Filtrowanie tekstur Texture Filtering = Filtrowanie tekstur diff --git a/assets/lang/pt_BR.ini b/assets/lang/pt_BR.ini index 45d7e1b867..970025ecb0 100644 --- a/assets/lang/pt_BR.ini +++ b/assets/lang/pt_BR.ini @@ -492,7 +492,6 @@ Auto Scaling = Auto-redimensionamento Backend = Backend Balanced = Balanceado Bicubic = Bi-cúbico -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) BufferedRenderingRequired = Aviso: Este jogo requer que o "modo de renderização" esteja definido "com buffer". @@ -521,6 +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 @@ -568,11 +568,12 @@ 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 (can cause rendering errors!) Stretching = Esticamento Texture Filter = Filtragem das texturas Texture Filtering = Filtragem das texturas diff --git a/assets/lang/pt_PT.ini b/assets/lang/pt_PT.ini index 054d8f0dfd..244bc14492 100644 --- a/assets/lang/pt_PT.ini +++ b/assets/lang/pt_PT.ini @@ -492,7 +492,6 @@ Auto Scaling = Auto-redimensionamento Backend = Backend Balanced = Balanceado Bicubic = Bi-cúbico -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) BufferedRenderingRequired = Aviso: Este jogo requer que o "modo de renderização" esteja definido "com buffer". @@ -521,6 +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 @@ -568,11 +568,12 @@ 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 (can cause rendering errors!) Stretching = Esticamento Texture Filter = Filtração das texturas Texture Filtering = Filtração das texturas diff --git a/assets/lang/ro_RO.ini b/assets/lang/ro_RO.ini index 38d47a05b1..c639b659ae 100644 --- a/assets/lang/ro_RO.ini +++ b/assets/lang/ro_RO.ini @@ -468,7 +468,6 @@ Auto Scaling = Auto scaling Backend = Mod intern Balanced = Balansat Bicubic = Bicubic -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) BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered". @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 (can cause rendering errors!) Stretching = Stretching Texture Filter = Filtru texturi Texture Filtering = Filtrare texturi diff --git a/assets/lang/ru_RU.ini b/assets/lang/ru_RU.ini index 082b087730..5b02a758d1 100644 --- a/assets/lang/ru_RU.ini +++ b/assets/lang/ru_RU.ini @@ -468,7 +468,6 @@ Auto Scaling = Автомасштаб Backend = Бэкенд Balanced = Сбалансированно Bicubic = Бикубический -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) BufferedRenderingRequired = Предупреждение: для этой игры требуется буферированный режим рендеринга. @@ -499,6 +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 @@ -546,11 +546,12 @@ 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 (can cause rendering errors!) Stretching = Растягивание Texture Filter = Текстурный фильтр Texture Filtering = Фильтрация текстур diff --git a/assets/lang/sv_SE.ini b/assets/lang/sv_SE.ini index 247e593a79..03a8b4d574 100644 --- a/assets/lang/sv_SE.ini +++ b/assets/lang/sv_SE.ini @@ -468,7 +468,6 @@ Auto Scaling = Auto scaling Backend = Backend Balanced = Balancerad Bicubic = Bicubisk -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) BufferedRenderingRequired = Warning: This game requires "rendering mode" to be set to "buffered". @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 (can cause rendering errors!) Stretching = Stretching Texture Filter = Texturfilter Texture Filtering = Texturfiltrering diff --git a/assets/lang/tg_PH.ini b/assets/lang/tg_PH.ini index 4815c0023c..7f90a8349d 100644 --- a/assets/lang/tg_PH.ini +++ b/assets/lang/tg_PH.ini @@ -468,7 +468,6 @@ Auto Scaling = Awto scaling Backend = Backend Balanced = Balanse Bicubic = Bicubic -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) BufferedRenderingRequired = BABALA: This game requires "rendering mode" to be set to "buffered". @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 (can cause rendering errors!) Stretching = Iunat Texture Filter = Panala ng Texture Texture Filtering = Pagsala sa Texture diff --git a/assets/lang/th_TH.ini b/assets/lang/th_TH.ini index 422f06b13f..d9a6d1eff6 100644 --- a/assets/lang/th_TH.ini +++ b/assets/lang/th_TH.ini @@ -468,7 +468,6 @@ Auto Scaling = สเกลอัตโนมัติ Backend = การสนับสนุนกราฟิก Balanced = สมดุล Bicubic = ไบคิวบิค -BlockTransferRequired = คำเตือน: เกมนี้ต้องปรับใช้งาน "จำลองผลปิดกั้นการส่งผ่านข้อมูลเอฟเฟ็คท์" ด้วย Both = ใช้ทั้งคู่ Buffer graphics commands (faster, input lag) = ควบคุมกราฟิกบัฟเฟอร์ (เร็วขึ้น, อาจทำให้เกิดอินพุตแล็ก) BufferedRenderingRequired = คำเตือน: เกมนี้ต้องปรับใช้งานในโหมด "การแสดงผลแบบใช้บัฟเฟอร์" @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 (can cause rendering errors!) Stretching = ดึงเต็มจอ Texture Filter = ตัวกรองพื้นผิว Texture Filtering = การกรองพื้นผิว diff --git a/assets/lang/tr_TR.ini b/assets/lang/tr_TR.ini index 3bdaf3ef39..96a1ccb313 100644 --- a/assets/lang/tr_TR.ini +++ b/assets/lang/tr_TR.ini @@ -470,7 +470,6 @@ Auto Scaling = Otomatik ölçekleme Backend = Arkauç Balanced = Dengeli Bicubic = Çift Kübik -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) BufferedRenderingRequired = Uyarı: Bu oyun "işleme modunun" "yükleyerek işleme"ye alınmasını gerektirir. @@ -489,7 +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) @@ -501,6 +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 @@ -548,11 +547,12 @@ 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 = Speed Hacks (can cause rendering errors!) Stretching = Serbest tam ekran (sünme) Texture Filter = Doku filtreleme Texture Filtering = Doku filtreleme @@ -754,6 +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 diff --git a/assets/lang/uk_UA.ini b/assets/lang/uk_UA.ini index 2105606270..5c57d9af18 100644 --- a/assets/lang/uk_UA.ini +++ b/assets/lang/uk_UA.ini @@ -468,7 +468,6 @@ Auto Scaling = Автоматичне масштабування Backend = Бекенд Balanced = Збалансовано Bicubic = Бікубічний -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) BufferedRenderingRequired = Попередження: Ця гра вимагає, щоб "режим візуалізації" був встановлений на "буферний". @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 (can cause rendering errors!) Stretching = Розтягнення Texture Filter = Фільтр текстур Texture Filtering = Фільтрація текстур diff --git a/assets/lang/vi_VN.ini b/assets/lang/vi_VN.ini index 2cf347c956..6aed763937 100644 --- a/assets/lang/vi_VN.ini +++ b/assets/lang/vi_VN.ini @@ -468,7 +468,6 @@ Auto Scaling = Tự động nhân rộng Backend = Thư viện đồ họa Balanced = Cân bằng Bicubic = Bicubic (mịn) -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) BufferedRenderingRequired = Cảnh báo: Trò chơi này yêu cầu "chế độ kết xuất" được đặt thành "được đệm". @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 = Speed Hacks (can cause rendering errors!) Stretching = Stretching Texture Filter = Bộ lọc họa tiết Texture Filtering = Lọc texture diff --git a/assets/lang/zh_CN.ini b/assets/lang/zh_CN.ini index 42bdca4099..d5bd28529b 100644 --- a/assets/lang/zh_CN.ini +++ b/assets/lang/zh_CN.ini @@ -468,7 +468,6 @@ Auto Scaling = 自动缩放 Backend = 渲染引擎 Balanced = 均衡 Bicubic = 双三次 -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) BufferedRenderingRequired = 警告:此游戏需要将"渲染模式"设置为"缓冲渲染"。 @@ -498,6 +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 @@ -545,11 +545,12 @@ 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 = Speed Hacks (can cause rendering errors!) Stretching = 拉伸 Texture Filter = 纹理过滤方式 Texture Filtering = 纹理过滤 @@ -709,7 +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 diff --git a/assets/lang/zh_TW.ini b/assets/lang/zh_TW.ini index a1cbd6c878..0b2ec4b154 100644 --- a/assets/lang/zh_TW.ini +++ b/assets/lang/zh_TW.ini @@ -468,7 +468,6 @@ Auto Scaling = 自動縮放 Backend = 後端 Balanced = 平衡 Bicubic = 雙立方 -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) BufferedRenderingRequired = 警告:這個遊戲需要將「轉譯模式」設為「緩衝轉譯」 @@ -497,6 +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 @@ -544,11 +544,12 @@ 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 = Speed Hacks (can cause rendering errors!) Stretching = 延伸 Texture Filter = 紋理濾鏡 Texture Filtering = 紋理濾鏡 From 9518aa09004b7730dbd326a6397dc742d1ffcf64 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Sun, 6 Nov 2022 20:01:03 +0100 Subject: [PATCH 13/25] Blind Qt fix --- Qt/mainwindow.cpp | 8 +++----- Qt/mainwindow.h | 12 +++--------- 2 files changed, 6 insertions(+), 14 deletions(-) diff --git a/Qt/mainwindow.cpp b/Qt/mainwindow.cpp index 2560711684..fbe4a35c84 100644 --- a/Qt/mainwindow.cpp +++ b/Qt/mainwindow.cpp @@ -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() << 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() << 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); diff --git a/Qt/mainwindow.h b/Qt/mainwindow.h index 87718b51cf..864a658b58 100644 --- a/Qt/mainwindow.h +++ b/Qt/mainwindow.h @@ -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 msgQueue_; From 69941c0d72ff18e1c2d9e18769fdb8a06c1de7a3 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Sun, 6 Nov 2022 20:01:22 +0100 Subject: [PATCH 14/25] Android fix --- GPU/Common/GPUStateUtils.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/GPU/Common/GPUStateUtils.cpp b/GPU/Common/GPUStateUtils.cpp index 47d11afb4a..c6fcfd7007 100644 --- a/GPU/Common/GPUStateUtils.cpp +++ b/GPU/Common/GPUStateUtils.cpp @@ -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; From f597b4ca51c462a9bc6b0bf1e8cbc636a323121c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Sun, 6 Nov 2022 20:01:29 +0100 Subject: [PATCH 15/25] Blind libretro fix --- libretro/libretro.cpp | 24 ++++++++++++------------ libretro/libretro_core_options.h | 32 ++++++++++++++------------------ 2 files changed, 26 insertions(+), 30 deletions(-) diff --git a/libretro/libretro.cpp b/libretro/libretro.cpp index ec07b1dc67..4213a72758 100644 --- a/libretro/libretro.cpp +++ b/libretro/libretro.cpp @@ -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"; diff --git a/libretro/libretro_core_options.h b/libretro/libretro_core_options.h index 0ca87d8bce..cc5f428268 100644 --- a/libretro/libretro_core_options.h +++ b/libretro/libretro_core_options.h @@ -284,28 +284,24 @@ struct retro_core_option_v2_definition option_defs_us[] = { "480x272" }, { - "ppsspp_rendering_mode", - "Rendering Mode", + "ppsspp_skip_buffer_effects", + "Skip Buffer Effects", NULL, - "'Skip Buffer Effects' is faster, but nothing may draw in some games.", - NULL, - "video", - { - { "Buffered", NULL }, - { "Skip Buffer Effects", NULL }, - { NULL, NULL }, - }, - "Buffered" - }, - { - "ppsspp_block_transfer_gpu", - "Block Transfer GPU", - NULL, - "Some games require this to be enabled for correct graphics.", + "Faster, but may cause major rendering issues.", NULL, "video", BOOL_OPTIONS, - "enabled" + "disabled" + }, + { + "ppsspp_skip_gpu_readbacks", + "Skip GPU Readbacks", + NULL, + "Some games require GPU readbacks, so be careful.", + NULL, + "video", + BOOL_OPTIONS, + "disabled" }, { "ppsspp_frameskip", From c918ab5044f4d7d8f4b31f7724534728d52d697e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Sun, 6 Nov 2022 20:02:34 +0100 Subject: [PATCH 16/25] Setting should be reported --- Core/Config.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Core/Config.cpp b/Core/Config.cpp index 41804f7875..4b75a46c54 100644 --- a/Core/Config.cpp +++ b/Core/Config.cpp @@ -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), - ConfigSetting("SkipBufferEffects", &g_Config.bSkipBufferEffects, false, 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), From 5eccf03cb9528092eaa1aee11486f5762f913cc3 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Sun, 6 Nov 2022 20:18:32 +0100 Subject: [PATCH 17/25] Partially rescue translation by copying from Hack Settings --- assets/lang/cz_CZ.ini | 2 +- assets/lang/da_DK.ini | 2 +- assets/lang/de_DE.ini | 2 +- assets/lang/es_ES.ini | 2 +- assets/lang/es_LA.ini | 2 +- assets/lang/fa_IR.ini | 2 +- assets/lang/fr_FR.ini | 2 +- assets/lang/gl_ES.ini | 2 +- assets/lang/hr_HR.ini | 2 +- assets/lang/hu_HU.ini | 2 +- assets/lang/id_ID.ini | 2 +- assets/lang/it_IT.ini | 2 +- assets/lang/ja_JP.ini | 2 +- assets/lang/jv_ID.ini | 2 +- assets/lang/ko_KR.ini | 2 +- assets/lang/lt-LT.ini | 2 +- assets/lang/ms_MY.ini | 2 +- assets/lang/nl_NL.ini | 2 +- assets/lang/pl_PL.ini | 2 +- assets/lang/pt_BR.ini | 2 +- assets/lang/pt_PT.ini | 2 +- assets/lang/ro_RO.ini | 2 +- assets/lang/ru_RU.ini | 2 +- assets/lang/sv_SE.ini | 2 +- assets/lang/tg_PH.ini | 2 +- assets/lang/th_TH.ini | 2 +- assets/lang/tr_TR.ini | 2 +- assets/lang/uk_UA.ini | 2 +- assets/lang/vi_VN.ini | 2 +- assets/lang/zh_CN.ini | 2 +- assets/lang/zh_TW.ini | 2 +- 31 files changed, 31 insertions(+), 31 deletions(-) diff --git a/assets/lang/cz_CZ.ini b/assets/lang/cz_CZ.ini index 1f2dcbf436..78ce12bd2e 100644 --- a/assets/lang/cz_CZ.ini +++ b/assets/lang/cz_CZ.ini @@ -550,7 +550,7 @@ 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 (can cause rendering errors!) +Speed Hacks = Speed Hacks (Mohou způsobit problémy) Stretching = Roztažení Texture Filter = Filtr textur Texture Filtering = Filtrování textur diff --git a/assets/lang/da_DK.ini b/assets/lang/da_DK.ini index 72f0431317..02e61c6366 100644 --- a/assets/lang/da_DK.ini +++ b/assets/lang/da_DK.ini @@ -550,7 +550,7 @@ 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 (can cause rendering errors!) +Speed Hacks = Speed Hacks (kan give fejl) Stretching = Stretching Texture Filter = Texturfilter Texture Filtering = Texturfiltrering diff --git a/assets/lang/de_DE.ini b/assets/lang/de_DE.ini index fb0056e3dc..bb01cfeacd 100644 --- a/assets/lang/de_DE.ini +++ b/assets/lang/de_DE.ini @@ -550,7 +550,7 @@ 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 (can cause rendering errors!) +Speed Hacks = Speed Hacks (kann zu Fehlern führen) Stretching = Strecken Texture Filter = Texturfilter Texture Filtering = Texturfilterung diff --git a/assets/lang/es_ES.ini b/assets/lang/es_ES.ini index 2f5dd72031..7d587aa8e3 100644 --- a/assets/lang/es_ES.ini +++ b/assets/lang/es_ES.ini @@ -550,7 +550,7 @@ 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 (can cause rendering errors!) +Speed Hacks = Speed Hacks (causarán errores gráficos) Stretching = Estirar Texture Filter = Filtro de texturas Texture Filtering = Filtrado de texturas diff --git a/assets/lang/es_LA.ini b/assets/lang/es_LA.ini index 7c789a7f75..59019321b3 100644 --- a/assets/lang/es_LA.ini +++ b/assets/lang/es_LA.ini @@ -550,7 +550,7 @@ 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 (can cause rendering errors!) +Speed Hacks = Speed Hacks (puede causar glitches) Stretching = Estirar Texture Filter = Filtro de texturas Texture Filtering = Filtrado de texturas diff --git a/assets/lang/fa_IR.ini b/assets/lang/fa_IR.ini index 7b7b8ca47b..925f48c1a7 100644 --- a/assets/lang/fa_IR.ini +++ b/assets/lang/fa_IR.ini @@ -550,7 +550,7 @@ 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 (can cause rendering errors!) +Speed Hacks = Speed Hacks ‎(میتواند باعث باگ شود) Stretching = ‎کشیدن Texture Filter = ‎فیلتر تکسچر Texture Filtering = ‎فیلتر کردن تکسچر diff --git a/assets/lang/fr_FR.ini b/assets/lang/fr_FR.ini index 23b23fccd6..8f4dd25f7e 100644 --- a/assets/lang/fr_FR.ini +++ b/assets/lang/fr_FR.ini @@ -550,7 +550,7 @@ 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 (can cause rendering errors!) +Speed Hacks = Speed Hacks (crée des bugs graphiques) Stretching = Étirement Texture Filter = Filtre de textures Texture Filtering = Filtrage des textures diff --git a/assets/lang/gl_ES.ini b/assets/lang/gl_ES.ini index 5e8fe159d4..1ec4ad468d 100644 --- a/assets/lang/gl_ES.ini +++ b/assets/lang/gl_ES.ini @@ -550,7 +550,7 @@ 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 (can cause rendering errors!) +Speed Hacks = Speed Hacks (causarán erros gráficos) Stretching = Stretching Texture Filter = Filtro de texturas Texture Filtering = Filtrado de texturas diff --git a/assets/lang/hr_HR.ini b/assets/lang/hr_HR.ini index a6465719e8..5fc79d26e0 100644 --- a/assets/lang/hr_HR.ini +++ b/assets/lang/hr_HR.ini @@ -550,7 +550,7 @@ 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 (can cause rendering errors!) +Speed Hacks = Speed Hacks (može uzrokovati glitcheve) Stretching = Rastezanje Texture Filter = Filtar tekstura Texture Filtering = Filtriranje tekstura diff --git a/assets/lang/hu_HU.ini b/assets/lang/hu_HU.ini index 945b81fab2..c5f9433ce2 100644 --- a/assets/lang/hu_HU.ini +++ b/assets/lang/hu_HU.ini @@ -550,7 +550,7 @@ 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 (can cause rendering errors!) +Speed Hacks = Speed Hacks (ezek HIBÁKAT OKOZHATNAK) Stretching = Nyújtás Texture Filter = Textúra szűrés Texture Filtering = Textúra szűrés diff --git a/assets/lang/id_ID.ini b/assets/lang/id_ID.ini index c1fe30cf77..3e75cd0a93 100644 --- a/assets/lang/id_ID.ini +++ b/assets/lang/id_ID.ini @@ -550,7 +550,7 @@ 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 (can cause rendering errors!) +Speed Hacks = Speed Hacks (menyebabkan kecacatan) Stretching = Peregangan Texture Filter = Filter tekstur Texture Filtering = Pemfilteran tekstur diff --git a/assets/lang/it_IT.ini b/assets/lang/it_IT.ini index 5ca9f3470e..ed9fda0f09 100644 --- a/assets/lang/it_IT.ini +++ b/assets/lang/it_IT.ini @@ -551,7 +551,7 @@ 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 (can cause rendering errors!) +Speed Hacks = Speed Hacks (causerà dei problemi) Stretching = Adatta al Display Texture Filter = Filtro delle texture Texture Filtering = Filtraggio delle texture diff --git a/assets/lang/ja_JP.ini b/assets/lang/ja_JP.ini index d49482846e..cc152ab6f3 100644 --- a/assets/lang/ja_JP.ini +++ b/assets/lang/ja_JP.ini @@ -550,7 +550,7 @@ 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 (can cause rendering errors!) +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 diff --git a/assets/lang/jv_ID.ini b/assets/lang/jv_ID.ini index 328bb6a46f..43b9d219cb 100644 --- a/assets/lang/jv_ID.ini +++ b/assets/lang/jv_ID.ini @@ -550,7 +550,7 @@ 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 (can cause rendering errors!) +Speed Hacks = Speed Hacks (nyebabake glitches) Stretching = Stretching Texture Filter = Penyaring Tekstur Texture Filtering = Penyaring Tekstur diff --git a/assets/lang/ko_KR.ini b/assets/lang/ko_KR.ini index ea067713be..c9074383ce 100644 --- a/assets/lang/ko_KR.ini +++ b/assets/lang/ko_KR.ini @@ -549,7 +549,7 @@ 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 (can cause rendering errors!) +Speed Hacks = Speed Hacks (결함을 일으킬 수 있음) Stretching = 늘이기 Texture Filter = 텍스처 필터링 Texture Filtering = 텍스처 필터링 diff --git a/assets/lang/lt-LT.ini b/assets/lang/lt-LT.ini index d01df7a0ad..b2d3a3c81f 100644 --- a/assets/lang/lt-LT.ini +++ b/assets/lang/lt-LT.ini @@ -550,7 +550,7 @@ 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 (can cause rendering errors!) +Speed Hacks = Speed Hacks (gali sukelti problemų) Stretching = Stretching Texture Filter = Tekstūrų filtravimas Texture Filtering = Tekstūrų filtravimas diff --git a/assets/lang/ms_MY.ini b/assets/lang/ms_MY.ini index cb7a06426d..32dc995720 100644 --- a/assets/lang/ms_MY.ini +++ b/assets/lang/ms_MY.ini @@ -550,7 +550,7 @@ 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 (can cause rendering errors!) +Speed Hacks = Speed Hacks (mungkin menyebabkan gangguan) Stretching = Stretching Texture Filter = Penapis Tekstur Texture Filtering = Penapisan Tekstur diff --git a/assets/lang/nl_NL.ini b/assets/lang/nl_NL.ini index 8a4a3c3339..9ec6b9a017 100644 --- a/assets/lang/nl_NL.ini +++ b/assets/lang/nl_NL.ini @@ -550,7 +550,7 @@ 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 (can cause rendering errors!) +Speed Hacks = Speed Hacks (kan glitches veroorzaken) Stretching = Uitrekken Texture Filter = Texturefilter Texture Filtering = Texturefilter diff --git a/assets/lang/pl_PL.ini b/assets/lang/pl_PL.ini index 25c17fef2f..98ffd7fd04 100644 --- a/assets/lang/pl_PL.ini +++ b/assets/lang/pl_PL.ini @@ -550,7 +550,7 @@ 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 (can cause rendering errors!) +Speed Hacks = Speed Hacks (powodują problemy) Stretching = Rozciąganie Texture Filter = Filtrowanie tekstur Texture Filtering = Filtrowanie tekstur diff --git a/assets/lang/pt_BR.ini b/assets/lang/pt_BR.ini index 970025ecb0..7827800c21 100644 --- a/assets/lang/pt_BR.ini +++ b/assets/lang/pt_BR.ini @@ -573,7 +573,7 @@ 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 (can cause rendering errors!) +Speed Hacks = Speed Hacks (pode causar erros gráficos) Stretching = Esticamento Texture Filter = Filtragem das texturas Texture Filtering = Filtragem das texturas diff --git a/assets/lang/pt_PT.ini b/assets/lang/pt_PT.ini index 244bc14492..21262dea6e 100644 --- a/assets/lang/pt_PT.ini +++ b/assets/lang/pt_PT.ini @@ -573,7 +573,7 @@ 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 (can cause rendering errors!) +Speed Hacks = Speed Hacks (pode causar erros gráficos) Stretching = Esticamento Texture Filter = Filtração das texturas Texture Filtering = Filtração das texturas diff --git a/assets/lang/ro_RO.ini b/assets/lang/ro_RO.ini index c639b659ae..22bc711b1d 100644 --- a/assets/lang/ro_RO.ini +++ b/assets/lang/ro_RO.ini @@ -550,7 +550,7 @@ 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 (can cause rendering errors!) +Speed Hacks = Speed Hacks (pot cauza stricăciuni) Stretching = Stretching Texture Filter = Filtru texturi Texture Filtering = Filtrare texturi diff --git a/assets/lang/ru_RU.ini b/assets/lang/ru_RU.ini index 5b02a758d1..a3a421559c 100644 --- a/assets/lang/ru_RU.ini +++ b/assets/lang/ru_RU.ini @@ -551,7 +551,7 @@ 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 (can cause rendering errors!) +Speed Hacks = Speed Hacks (могут вызывать глюки) Stretching = Растягивание Texture Filter = Текстурный фильтр Texture Filtering = Фильтрация текстур diff --git a/assets/lang/sv_SE.ini b/assets/lang/sv_SE.ini index 03a8b4d574..c55bd25529 100644 --- a/assets/lang/sv_SE.ini +++ b/assets/lang/sv_SE.ini @@ -550,7 +550,7 @@ 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 (can cause rendering errors!) +Speed Hacks = Speed-hacks (kan orsaka renderingsproblem) Stretching = Stretching Texture Filter = Texturfilter Texture Filtering = Texturfiltrering diff --git a/assets/lang/tg_PH.ini b/assets/lang/tg_PH.ini index 7f90a8349d..624644a464 100644 --- a/assets/lang/tg_PH.ini +++ b/assets/lang/tg_PH.ini @@ -550,7 +550,7 @@ 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 (can cause rendering errors!) +Speed Hacks = Speed Hacks (maaring magdulot ng pagloloko sa laro) Stretching = Iunat Texture Filter = Panala ng Texture Texture Filtering = Pagsala sa Texture diff --git a/assets/lang/th_TH.ini b/assets/lang/th_TH.ini index d9a6d1eff6..2f48108dd7 100644 --- a/assets/lang/th_TH.ini +++ b/assets/lang/th_TH.ini @@ -550,7 +550,7 @@ Software Rendering = ใช้ซอฟต์แวร์ในการแส Software Skinning = ซอฟต์แวร์ สกินนิ่ง SoftwareSkinning Tip = ผสานโมเดลพื้นผิวให้เขียนผ่านซีพียู ซึ่งเกมส่วนใหญ่ปรับใช้แล้วไวขึ้น Speed = ความเร็ว -Speed Hacks = Speed Hacks (can cause rendering errors!) +Speed Hacks = Speed Hacks (อาจแสดงผลผิดพลาด) Stretching = ดึงเต็มจอ Texture Filter = ตัวกรองพื้นผิว Texture Filtering = การกรองพื้นผิว diff --git a/assets/lang/tr_TR.ini b/assets/lang/tr_TR.ini index 96a1ccb313..6183381f8b 100644 --- a/assets/lang/tr_TR.ini +++ b/assets/lang/tr_TR.ini @@ -552,7 +552,7 @@ 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 = Speed Hacks (can cause rendering errors!) +Speed Hacks = Hız Hacks (Küçük teknik problemlere neden olabilir.) Stretching = Serbest tam ekran (sünme) Texture Filter = Doku filtreleme Texture Filtering = Doku filtreleme diff --git a/assets/lang/uk_UA.ini b/assets/lang/uk_UA.ini index 5c57d9af18..d27fc056b1 100644 --- a/assets/lang/uk_UA.ini +++ b/assets/lang/uk_UA.ini @@ -550,7 +550,7 @@ Software Rendering = Програмний рендеринг (експериме Software Skinning = Програмна заливка SoftwareSkinning Tip = Комбінована модель розібраної моделі яка притягується до процесора, швидше в більшості ігор Speed = Швидкість -Speed Hacks = Speed Hacks (can cause rendering errors!) +Speed Hacks = Speed Hacks (можуть викликати глюки) Stretching = Розтягнення Texture Filter = Фільтр текстур Texture Filtering = Фільтрація текстур diff --git a/assets/lang/vi_VN.ini b/assets/lang/vi_VN.ini index 6aed763937..0aeebfb027 100644 --- a/assets/lang/vi_VN.ini +++ b/assets/lang/vi_VN.ini @@ -550,7 +550,7 @@ 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 = Speed Hacks (can cause rendering errors!) +Speed Hacks = Tốc độ Hacks (sẽ bị lỗi) Stretching = Stretching Texture Filter = Bộ lọc họa tiết Texture Filtering = Lọc texture diff --git a/assets/lang/zh_CN.ini b/assets/lang/zh_CN.ini index d5bd28529b..7b1f77592f 100644 --- a/assets/lang/zh_CN.ini +++ b/assets/lang/zh_CN.ini @@ -550,7 +550,7 @@ 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 = Speed Hacks (can cause rendering errors!) +Speed Hacks = Speed Hacks (可能引发故障) Stretching = 拉伸 Texture Filter = 纹理过滤方式 Texture Filtering = 纹理过滤 diff --git a/assets/lang/zh_TW.ini b/assets/lang/zh_TW.ini index 0b2ec4b154..4ae22d488f 100644 --- a/assets/lang/zh_TW.ini +++ b/assets/lang/zh_TW.ini @@ -549,7 +549,7 @@ 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 = Speed Hacks (can cause rendering errors!) +Speed Hacks = Speed Hacks (可能會造成故障) Stretching = 延伸 Texture Filter = 紋理濾鏡 Texture Filtering = 紋理濾鏡 From 24451bb45d0be1eba25bd616612194d60f03a3a4 Mon Sep 17 00:00:00 2001 From: xujibbs <79200793+xujibbs@users.noreply.github.com> Date: Mon, 7 Nov 2022 12:34:27 +0800 Subject: [PATCH 18/25] Update zh_CN.ini --- assets/lang/zh_CN.ini | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/assets/lang/zh_CN.ini b/assets/lang/zh_CN.ini index 7b1f77592f..f51aa2c856 100644 --- a/assets/lang/zh_CN.ini +++ b/assets/lang/zh_CN.ini @@ -550,7 +550,7 @@ 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 = Speed Hacks (可能引发故障) +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 From 1c356c5ae461a014ab4305181da0ef44b712d036 Mon Sep 17 00:00:00 2001 From: xujibbs <79200793+xujibbs@users.noreply.github.com> Date: Mon, 7 Nov 2022 12:35:57 +0800 Subject: [PATCH 19/25] Update zh_TW.ini --- assets/lang/zh_TW.ini | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/assets/lang/zh_TW.ini b/assets/lang/zh_TW.ini index 4ae22d488f..444d6be346 100644 --- a/assets/lang/zh_TW.ini +++ b/assets/lang/zh_TW.ini @@ -549,7 +549,7 @@ 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 = Speed Hacks (可能會造成故障) +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 From 668904a5154ec788ccd828fd90d4b126da2e6e4d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Mon, 7 Nov 2022 09:14:55 +0100 Subject: [PATCH 20/25] Vulkan: Use the very same view as input attachment and color attachment, not just the same image Fixes most of the new validation errors seen #16351, though one remains. I believe that to be a bug in the validation layers, will investigate later. --- Common/GPU/Vulkan/VulkanDebug.cpp | 5 +++++ Common/GPU/Vulkan/thin3d_vulkan.cpp | 7 ++----- Common/GPU/thin3d.h | 2 +- GPU/Vulkan/StateMappingVulkan.cpp | 2 +- 4 files changed, 9 insertions(+), 7 deletions(-) diff --git a/Common/GPU/Vulkan/VulkanDebug.cpp b/Common/GPU/Vulkan/VulkanDebug.cpp index 83b3d974c0..d3c018bfea 100644 --- a/Common/GPU/Vulkan/VulkanDebug.cpp +++ b/Common/GPU/Vulkan/VulkanDebug.cpp @@ -42,6 +42,11 @@ VKAPI_ATTR VkBool32 VKAPI_CALL VulkanDebugUtilsCallback( // UNASSIGNED return false; } + if (messageCode == 606910136) { + // VUID-vkCmdDraw-None-02686 + // Seems to be a bug in the validation layers, in the check that the input attachment is bound to a descriptor. + return false; + } if (messageSeverity & VK_DEBUG_UTILS_MESSAGE_SEVERITY_ERROR_BIT_EXT) { message << "ERROR("; diff --git a/Common/GPU/Vulkan/thin3d_vulkan.cpp b/Common/GPU/Vulkan/thin3d_vulkan.cpp index 97e6a6c80a..167175be95 100644 --- a/Common/GPU/Vulkan/thin3d_vulkan.cpp +++ b/Common/GPU/Vulkan/thin3d_vulkan.cpp @@ -1703,11 +1703,8 @@ uint64_t VKContext::GetNativeObject(NativeObject obj, void *srcObject) { return (uint64_t)(((VKTexture *)srcObject)->GetImageView()); case NativeObject::BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_ALL_LAYERS: return (uint64_t)curFramebuffer_->GetFB()->color.texAllLayersView; - case NativeObject::BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_LAYER: { - size_t layer = (size_t)srcObject; - _dbg_assert_(layer < curFramebuffer_->Layers()); - return (uint64_t)curFramebuffer_->GetFB()->color.texLayerViews[layer]; - } + case NativeObject::BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_RT: + return (uint64_t)curFramebuffer_->GetFB()->color.rtView; case NativeObject::FRAME_DATA_DESC_SET_LAYOUT: return (uint64_t)frameDescSetLayout_; case NativeObject::THIN3D_PIPELINE_LAYOUT: diff --git a/Common/GPU/thin3d.h b/Common/GPU/thin3d.h index 7a2c012f89..53d35250ce 100644 --- a/Common/GPU/thin3d.h +++ b/Common/GPU/thin3d.h @@ -245,7 +245,7 @@ enum class NativeObject { BOUND_TEXTURE0_IMAGEVIEW, // Layer etc depends on how you bound it... BOUND_TEXTURE1_IMAGEVIEW, // Layer etc depends on how you bound it... BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_ALL_LAYERS, - BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_LAYER, // use an int cast to void *srcObject to specify layer. + BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_RT, RENDER_MANAGER, TEXTURE_VIEW, NULL_IMAGEVIEW, diff --git a/GPU/Vulkan/StateMappingVulkan.cpp b/GPU/Vulkan/StateMappingVulkan.cpp index 4e877d335a..b440f975d6 100644 --- a/GPU/Vulkan/StateMappingVulkan.cpp +++ b/GPU/Vulkan/StateMappingVulkan.cpp @@ -377,7 +377,7 @@ 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 { From ad14d628b603b950b0c3dea40126649ce84fb9da Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Mon, 7 Nov 2022 09:30:47 +0100 Subject: [PATCH 21/25] Turn off boundSecondaryIsInputAttachment_ when we don't have one. --- GPU/Vulkan/StateMappingVulkan.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/GPU/Vulkan/StateMappingVulkan.cpp b/GPU/Vulkan/StateMappingVulkan.cpp index b440f975d6..9e2177b901 100644 --- a/GPU/Vulkan/StateMappingVulkan.cpp +++ b/GPU/Vulkan/StateMappingVulkan.cpp @@ -381,6 +381,7 @@ void DrawEngineVulkan::BindShaderBlendTex() { boundSecondaryIsInputAttachment_ = true; fboTexBindState_ = FBO_TEX_NONE; } else { + boundSecondaryIsInputAttachment_ = false; boundSecondary_ = VK_NULL_HANDLE; } } From c7db9a865d0ed3c395e01c2d324e95dec8ddcf16 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Mon, 7 Nov 2022 09:50:47 +0100 Subject: [PATCH 22/25] Disable remaining false positive. --- Common/GPU/Vulkan/VulkanDebug.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/Common/GPU/Vulkan/VulkanDebug.cpp b/Common/GPU/Vulkan/VulkanDebug.cpp index d3c018bfea..12bd0f4d6f 100644 --- a/Common/GPU/Vulkan/VulkanDebug.cpp +++ b/Common/GPU/Vulkan/VulkanDebug.cpp @@ -42,9 +42,10 @@ VKAPI_ATTR VkBool32 VKAPI_CALL VulkanDebugUtilsCallback( // UNASSIGNED return false; } - if (messageCode == 606910136) { + if (messageCode == 606910136 || messageCode == -392708513) { // VUID-vkCmdDraw-None-02686 - // Seems to be a bug in the validation layers, in the check that the input attachment is bound to a descriptor. + // Kinda false positive, or at least very unnecessary, now that I solved the real issue. + // See https://github.com/hrydgard/ppsspp/pull/16354 return false; } From 24d5cd087c3561537126fdebbe757613b7927e84 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Mon, 7 Nov 2022 14:30:24 +0100 Subject: [PATCH 23/25] Experiment (Vulkan): Temporarily disable GLSL parallel compilation on Android. For #16341 investigation. --- GPU/Vulkan/ShaderManagerVulkan.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/GPU/Vulkan/ShaderManagerVulkan.cpp b/GPU/Vulkan/ShaderManagerVulkan.cpp index 1d478325da..4879e58230 100644 --- a/GPU/Vulkan/ShaderManagerVulkan.cpp +++ b/GPU/Vulkan/ShaderManagerVulkan.cpp @@ -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 *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::AlreadyDone(compile()); #else From 81dd95e16d9d18636bbaf4cc0d06e6492aee25c8 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Mon, 7 Nov 2022 17:13:14 +0100 Subject: [PATCH 24/25] Fix sky plane fix (broke in my last VR refactor) --- Common/VR/PPSSPPVR.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Common/VR/PPSSPPVR.cpp b/Common/VR/PPSSPPVR.cpp index 537844b073..77f9a2108a 100644 --- a/Common/VR/PPSSPPVR.cpp +++ b/Common/VR/PPSSPPVR.cpp @@ -4,7 +4,7 @@ #include "Common/VR/VRMath.h" #include "Common/VR/VRRenderer.h" -#if XR_USE_GRAPHICS_API_OPENGL +#if XR_USE_GRAPHICS_API_OPENGL || XR_USE_GRAPHICS_API_OPENGL_ES #include "Common/GPU/OpenGL/GLRenderManager.h" #endif #include "Common/GPU/Vulkan/VulkanContext.h" @@ -339,7 +339,7 @@ void UpdateVRSpecialKeys(const KeyInput &key) { ================================================================================ */ -#if XR_USE_GRAPHICS_API_OPENGL +#if XR_USE_GRAPHICS_API_OPENGL || XR_USE_GRAPHICS_API_OPENGL_ES void PreprocessSkyplane(GLRStep* step) { From e7b6fcd5130ee60b2fd0e1ebe71384930e382e57 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Mon, 7 Nov 2022 17:36:46 +0100 Subject: [PATCH 25/25] Properly buildfix GL/VR again --- Common/VR/PPSSPPVR.cpp | 8 +++++--- Common/VR/VRBase.h | 37 ++-------------------------------- Common/VR/VRFramebuffer.cpp | 40 +++++++++++++++++++++++++++++++++++++ 3 files changed, 47 insertions(+), 38 deletions(-) diff --git a/Common/VR/PPSSPPVR.cpp b/Common/VR/PPSSPPVR.cpp index 77f9a2108a..d68d44de2d 100644 --- a/Common/VR/PPSSPPVR.cpp +++ b/Common/VR/PPSSPPVR.cpp @@ -1,12 +1,14 @@ #include "Common/VR/PPSSPPVR.h" + #include "Common/VR/VRBase.h" +#if XR_USE_GRAPHICS_API_OPENGL || XR_USE_GRAPHICS_API_OPENGL_ES +#include "Common/GPU/OpenGL/GLRenderManager.h" +#endif + #include "Common/VR/VRInput.h" #include "Common/VR/VRMath.h" #include "Common/VR/VRRenderer.h" -#if XR_USE_GRAPHICS_API_OPENGL || XR_USE_GRAPHICS_API_OPENGL_ES -#include "Common/GPU/OpenGL/GLRenderManager.h" -#endif #include "Common/GPU/Vulkan/VulkanContext.h" #include "Core/HLE/sceDisplay.h" diff --git a/Common/VR/VRBase.h b/Common/VR/VRBase.h index 34e52908d4..dfb58b7e80 100644 --- a/Common/VR/VRBase.h +++ b/Common/VR/VRBase.h @@ -15,42 +15,9 @@ #define _USE_MATH_DEFINES #include -#ifdef ANDROID +#if defined(_DEBUG) && (defined(XR_USE_GRAPHICS_API_OPENGL) || defined(XR_USE_GRAPHICS_API_OPENGL_ES)) -#include -#include - -#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 diff --git a/Common/VR/VRFramebuffer.cpp b/Common/VR/VRFramebuffer.cpp index a3986ee7d4..b6583052ad 100644 --- a/Common/VR/VRFramebuffer.cpp +++ b/Common/VR/VRFramebuffer.cpp @@ -1,5 +1,12 @@ #include "VRFramebuffer.h" +#if XR_USE_GRAPHICS_API_OPENGL_ES + +#include +#include + +#endif + #include #include #include @@ -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) {