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Make "Skip GPU readbacks" a multi-choice option, for easier experimentation by users
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@@ -658,7 +658,7 @@ static const ConfigSetting graphicsSettings[] = {
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ConfigSetting("TextureShader", &g_Config.sTextureShaderName, "Off", CfgFlag::PER_GAME),
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ConfigSetting("ShaderChainRequires60FPS", &g_Config.bShaderChainRequires60FPS, false, CfgFlag::PER_GAME),
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ConfigSetting("SkipGPUReadbacks", &g_Config.bSkipGPUReadbacks, false, CfgFlag::PER_GAME | CfgFlag::REPORT),
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ConfigSetting("SkipGPUReadbackMode", &g_Config.iSkipGPUReadbackMode, false, CfgFlag::PER_GAME | CfgFlag::REPORT),
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ConfigSetting("GfxDebugOutput", &g_Config.bGfxDebugOutput, false, CfgFlag::DONT_SAVE),
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ConfigSetting("LogFrameDrops", &g_Config.bLogFrameDrops, false, CfgFlag::DEFAULT),
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@@ -235,7 +235,7 @@ public:
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float fCwCheatScrollPosition;
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float fGameListScrollPosition;
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int iBloomHack; //0 = off, 1 = safe, 2 = balanced, 3 = aggressive
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bool bSkipGPUReadbacks;
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int iSkipGPUReadbackMode; // 0 = off, 1 = skip, 2 = to texture
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int iSplineBezierQuality; // 0 = low , 1 = Intermediate , 2 = High
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bool bHardwareTessellation;
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bool bShaderCache; // Hidden ini-only setting, useful for debugging shader compile times.
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@@ -176,3 +176,9 @@ enum class DisplayFramerateMode : int {
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FORCE_60HZ_METHOD1,
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FORCE_60HZ_METHOD2,
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};
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enum class SkipGPUReadbackMode : int {
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NO,
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SKIP,
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COPY_TO_TEXTURE,
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};
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