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UI: Enable some settings for software rendering.
These now affect softgpu, so let's not disable them.
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50a775d31f
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@ -274,8 +274,7 @@ void GameSettingsScreen::CreateViews() {
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#ifdef _WIN32
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graphicsSettings->Add(new CheckBox(&g_Config.bVSync, gr->T("VSync")));
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#endif
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CheckBox *mipmapping = graphicsSettings->Add(new CheckBox(&g_Config.bMipMap, gr->T("Mipmapping")));
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mipmapping->SetDisabledPtr(&g_Config.bSoftwareRendering);
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graphicsSettings->Add(new CheckBox(&g_Config.bMipMap, gr->T("Mipmapping")));
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CheckBox *hwTransform = graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTransform, gr->T("Hardware Transform")));
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hwTransform->OnClick.Handle(this, &GameSettingsScreen::OnHardwareTransform);
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@ -324,12 +323,12 @@ void GameSettingsScreen::CreateViews() {
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}
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return UI::EVENT_CONTINUE;
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});
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bezierChoiceDisable_ = g_Config.bSoftwareRendering || g_Config.bHardwareTessellation;
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bezierChoiceDisable_ = g_Config.bHardwareTessellation;
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beziersChoice->SetDisabledPtr(&bezierChoiceDisable_);
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CheckBox *tessellationHW = graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTessellation, gr->T("Hardware Tessellation", "Hardware tessellation (experimental)")));
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tessellationHW->OnClick.Add([=](EventParams &e) {
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bezierChoiceDisable_ = g_Config.bSoftwareRendering || g_Config.bHardwareTessellation;
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bezierChoiceDisable_ = g_Config.bHardwareTessellation;
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settingInfo_->Show(gr->T("HardwareTessellation Tip", "Uses hardware to make curves, always uses a fixed quality"), e.v);
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return UI::EVENT_CONTINUE;
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});
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@ -380,8 +379,7 @@ void GameSettingsScreen::CreateViews() {
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anisoFiltering->SetDisabledPtr(&g_Config.bSoftwareRendering);
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static const char *texFilters[] = { "Auto", "Nearest", "Linear", "Linear on FMV", };
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PopupMultiChoice *texFilter = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexFiltering, gr->T("Texture Filter"), texFilters, 1, ARRAY_SIZE(texFilters), gr->GetName(), screenManager()));
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texFilter->SetDisabledPtr(&g_Config.bSoftwareRendering);
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexFiltering, gr->T("Texture Filter"), texFilters, 1, ARRAY_SIZE(texFilters), gr->GetName(), screenManager()));
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static const char *bufFilters[] = { "Linear", "Nearest", };
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBufFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gr->GetName(), screenManager()));
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@ -794,7 +792,7 @@ UI::EventReturn GameSettingsScreen::OnSoftwareRendering(UI::EventParams &e) {
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vtxCacheEnable_ = !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
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postProcEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
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resolutionEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
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bezierChoiceDisable_ = g_Config.bSoftwareRendering || g_Config.bHardwareTessellation;
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bezierChoiceDisable_ = g_Config.bHardwareTessellation;
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tessHWEnable_ = IsBackendSupportHWTess() && !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
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return UI::EVENT_DONE;
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}
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