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Remove option to disable shader depal in OGL
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@@ -613,7 +613,6 @@ static ConfigSetting graphicsSettings[] = {
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ConfigSetting("SoftwareRenderer", &g_Config.bSoftwareRendering, false, true, true),
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ReportedConfigSetting("HardwareTransform", &g_Config.bHardwareTransform, true, true, true),
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ReportedConfigSetting("SoftwareSkinning", &g_Config.bSoftwareSkinning, true, true, true),
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ConfigSetting("ShaderDepal", &g_Config.bShaderDepal, false, true, true),
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ReportedConfigSetting("TextureFiltering", &g_Config.iTexFiltering, 1, true, true),
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ReportedConfigSetting("BufferFiltering", &g_Config.iBufFilter, SCALE_LINEAR, true, true),
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ReportedConfigSetting("InternalResolution", &g_Config.iInternalResolution, &DefaultInternalResolution, true, true),
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@@ -139,7 +139,6 @@ public:
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bool bSoftwareRendering;
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bool bHardwareTransform; // only used in the GLES backend
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bool bSoftwareSkinning; // may speed up some games
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bool bShaderDepal;
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bool bVendorBugChecksEnabled;
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int iRenderingMode; // 0 = non-buffered rendering 1 = buffered rendering
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@@ -442,10 +442,7 @@ protected:
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void TextureCacheGLES::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer) {
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DepalShader *depal = nullptr;
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uint32_t clutMode = gstate.clutformat & 0xFFFFFF;
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bool useShaderDepal = false;
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if (g_Config.bShaderDepal) {
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useShaderDepal = framebufferManager_->GetCurrentRenderVFB() != framebuffer && gstate_c.Supports(GPU_SUPPORTS_GLSL_ES_300);
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}
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bool useShaderDepal = framebufferManager_->GetCurrentRenderVFB() != framebuffer && gstate_c.Supports(GPU_SUPPORTS_GLSL_ES_300);
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if ((entry->status & TexCacheEntry::STATUS_DEPALETTIZE) && !g_Config.bDisableSlowFramebufEffects) {
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if (useShaderDepal) {
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@@ -375,11 +375,6 @@ void GameSettingsScreen::CreateViews() {
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});
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swSkin->SetDisabledPtr(&g_Config.bSoftwareRendering);
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if (g_Config.iGPUBackend == (int)GPUBackend::OPENGL) {
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CheckBox *shaderDepal = graphicsSettings->Add(new CheckBox(&g_Config.bShaderDepal, gr->T("Shader Depal")));
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shaderDepal->SetDisabledPtr(&g_Config.bSoftwareRendering);
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}
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CheckBox *vtxCache = graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gr->T("Vertex Cache")));
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vtxCache->OnClick.Add([=](EventParams &e) {
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settingInfo_->Show(gr->T("VertexCache Tip", "Faster, but may cause temporary flicker"), e.v);
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