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