Add warning simulate block transfer , setting info

Add some games compatibility required buffered rendering and warning
required simulate block transfer set to on
This commit is contained in:
zminhquanz committed 2017-03-21 14:23:31 +07:00
1 parent 892a7a5caa
commit ea0aab9340
5 files changed
+99 -4

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+15 -2
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@@ -211,6 +211,10 @@ void GameSettingsScreen::CreateViews() {
renderingModeChoice->OnChoice.Handle(this, &GameSettingsScreen::OnRenderingMode);
renderingModeChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *blockTransfer = graphicsSettings->Add(new CheckBox(&g_Config.bBlockTransferGPU, gr->T("Simulate Block Transfer", "Simulate Block Transfer (unfinished)")));
blockTransfer->OnClick.Add([=](EventParams &e) {
settingInfo_->Show(gr->T("BlockTransfer Tip", "Some games require that"), e.v);
return UI::EVENT_CONTINUE;
});
blockTransfer->SetDisabledPtr(&g_Config.bSoftwareRendering);
graphicsSettings->Add(new ItemHeader(gr->T("Frame Rate Control")));
@@ -277,6 +281,10 @@ void GameSettingsScreen::CreateViews() {
hwTransform->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *swSkin = graphicsSettings->Add(new CheckBox(&g_Config.bSoftwareSkinning, gr->T("Software Skinning")));
swSkin->OnClick.Add([=](EventParams &e) {
settingInfo_->Show(gr->T("SoftwareSkinning Tip", "Reduce drawcalls and faster in games that use the advanced skinning technique, but some games slower"), e.v);
return UI::EVENT_CONTINUE;
});
swSkin->SetDisabledPtr(&g_Config.bSoftwareRendering);
CheckBox *vtxCache = graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gr->T("Vertex Cache")));
@@ -311,7 +319,7 @@ void GameSettingsScreen::CreateViews() {
PopupMultiChoice *beziersChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iSplineBezierQuality, gr->T("LowCurves", "Spline/Bezier curves quality"), quality, 0, ARRAY_SIZE(quality), gr->GetName(), screenManager()));
beziersChoice->OnChoice.Add([=](EventParams &e) {
if (g_Config.iSplineBezierQuality != 0) {
settingInfo_->Show(gr->T("LowCurves Tip", "This option will significantly improve/reduce the quality of rendered splines and bezier curves"), e.v);
settingInfo_->Show(gr->T("LowCurves Tip", "Improve/Reduce the quality of rendered splines and bezier curves"), e.v);
}
return UI::EVENT_CONTINUE;
});
@@ -321,6 +329,7 @@ void GameSettingsScreen::CreateViews() {
CheckBox *tessellationHW = graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTessellation, gr->T("Hardware Tessellation")));
tessellationHW->OnClick.Add([=](EventParams &e) {
bezierChoiceDisable_ = g_Config.bSoftwareRendering || g_Config.bHardwareTessellation;
settingInfo_->Show(gr->T("HardwareTessellation Tip", "Using hardware to tessellate, can't work together with Spline/Bezier curves setting "), e.v);
return UI::EVENT_CONTINUE;
});
tessHWEnable_ = IsBackendSupportHWTess() && !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
@@ -357,7 +366,11 @@ void GameSettingsScreen::CreateViews() {
CheckBox *deposterize = graphicsSettings->Add(new CheckBox(&g_Config.bTexDeposterize, gr->T("Deposterize")));
deposterize->OnClick.Add([=](EventParams &e) {
settingInfo_->Show(gr->T("Deposterize Tip", "Fixes small in-texture glitches that may happen when the texture is upscaled"), e.v);
if (g_Config.bTexDeposterize == true) {
settingInfo_->Show(gr->T("Deposterize Tip", "Fixes small in-texture glitches that may happen when the texture is upscaled"), e.v);
} else {
settingInfo_->Show(gr->T("Deposterize Tip", "You may seem to have some artifacts in the game if you uncheck that after you have set the Upscale Level"), e.v);
}
return UI::EVENT_CONTINUE;
});
deposterize->SetDisabledPtr(&g_Config.bSoftwareRendering);