Graphics settings: Rename the "Rendering Mode" header to "Rendering"

Also adds the missing "Latency" key for the header of that name, and removes
the unused "Performance" key.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
This commit is contained in:
Henrik RydgårdandClaude Opus 5.5 committed 2026-10-26 16:14:19 +01:00
1 parent aa9dfa85f6
commit a6cbc9c27f
47 files changed
+107 -104

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+15 -12
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@@ -143,7 +143,7 @@ void BuildGraphicsSettings(SettingsPage *page) {
Draw::DrawContext *draw = host->PageScreenManager()->getDrawContext();
int deviceType = System_GetPropertyInt(SYSPROP_DEVICE_TYPE);
page->Header("Rendering Mode");
page->Header("Rendering");
#if !PPSSPP_PLATFORM(UWP)
page->Setting(&g_Config.iGPUBackend).Setup([host](View *view) {
@@ -241,12 +241,18 @@ void BuildGraphicsSettings(SettingsPage *page) {
}
#endif
DisplayLayoutConfig &config = g_Config.GetDisplayLayoutConfig(g_display.GetDeviceOrientation());
page->Setting(&g_Config.bReplaceTextures);
DisplayLayoutConfig &config = g_Config.GetDisplayLayoutConfig(g_display.GetDeviceOrientation());
page->Header("Display");
// Display Layout Editor: To avoid overlapping touch controls on large tablets, meet geeky demands for integer zoom/unstretched image etc.
page->Choice("Display layout & effects").OnClick([host](UI::EventParams &) {
host->PageScreenManager()->push(new DisplayLayoutScreen(host->PageGamePath()));
});
// Fullscreen mode
if (deviceType != DEVICE_TYPE_VR) {
#if !defined(MOBILE_DEVICE)
page->Setting(&g_Config.bFullScreen);
@@ -266,12 +272,9 @@ void BuildGraphicsSettings(SettingsPage *page) {
});
}
#endif
// Display Layout Editor: To avoid overlapping touch controls on large tablets, meet geeky demands for integer zoom/unstretched image etc.
page->Choice("Display layout & effects").OnClick([host](UI::EventParams &) {
host->PageScreenManager()->push(new DisplayLayoutScreen(host->PageGamePath()));
});
}
// VSync, low latency display
// If only one mode is supported (like FIFO on iOS), no need to show the options.
if (CountSetBits((u32)draw->GetDeviceCaps().presentModesSupported) > 1) {
// Immediate means non-synchronized, tearing.
@@ -291,6 +294,10 @@ void BuildGraphicsSettings(SettingsPage *page) {
}
}
}
page->Setting(&g_Config.bRenderDuplicateFrames).EnabledFunc([] {
return !g_Config.bSkipBufferEffects && g_Config.iFrameSkip == 0;
});
page->Hint({I18NCat::GRAPHICS, "RenderDuplicateFrames Tip", "Can make framerate smoother in games that run at lower framerates"});
page->Header("Frame Rate Control");
@@ -309,11 +316,7 @@ void BuildGraphicsSettings(SettingsPage *page) {
});
page->Hint("Reduces artifacts");
page->Header("Performance");
page->Setting(&g_Config.bRenderDuplicateFrames).EnabledFunc([] {
return !g_Config.bSkipBufferEffects && g_Config.iFrameSkip == 0;
});
page->Hint({ I18NCat::GRAPHICS, "RenderDuplicateFrames Tip", "Can make framerate smoother in games that run at lower framerates" });
page->Header("Latency");
if (draw->GetDeviceCaps().setMaxFrameLatencySupported) {
// Changing it needs a restart, so the value in use is the one the page was built with.