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Allow picking 2 frames to buffer again.
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@@ -898,7 +898,7 @@ static constexpr const char *frameSkipNames[] = { "Off", "1", "2", "3", "4" };
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static constexpr const char *skipGPUReadbackModeNames[] = { "No", "Skip", "Copy to texture" };
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static constexpr const char *depthRasterModeNames[] = { "Auto", "Low", "Off", "Always on" };
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static constexpr const char *bloomHackNames[] = { "Off", "Safe", "Balanced", "Aggressive" };
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static constexpr const char *inflightFramesNames[] = { "No buffer", "Up to 1" };
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static constexpr const char *inflightFramesNames[] = { "No buffer", "Up to 1", "Up to 2" };
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static constexpr const char *texScalingTypeNames[] = { "xBRZ", "Hybrid", "Bicubic", "Hybrid + Bicubic" };
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#ifndef MOBILE_DEVICE
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static constexpr const char *texScalingLevelNames[] = { "Off", "2x", "3x", "4x", "5x" };
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@@ -2096,8 +2096,8 @@ void Config::PostLoadCleanup() {
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// Clamp save state slot count to somewhat sane limits.
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iSaveStateSlotCount = std::clamp(iSaveStateSlotCount, 1, 100);
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// Three frames in flight showed no benefit over two, so the option is gone. Squash old values.
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iInflightFrames = std::clamp(iInflightFrames, 1, 2);
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// Clamp values to a valid range. We limited it to 2 for a while, but there may still be uses for 3.
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iInflightFrames = std::clamp(iInflightFrames, 1, 3);
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// The touch layout editor divides by this, and loops forever drawing the grid if it's 0.
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iTouchSnapGridSize = std::clamp(iTouchSnapGridSize, 2, 256);
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