UI: Enable some settings for software rendering.

These now affect softgpu, so let's not disable them.
This commit is contained in:
Unknown W. Brackets 2017-05-08 21:03:10 -07:00
parent 50a775d31f
commit 6e4898d24f

View File

@ -274,8 +274,7 @@ void GameSettingsScreen::CreateViews() {
#ifdef _WIN32
graphicsSettings->Add(new CheckBox(&g_Config.bVSync, gr->T("VSync")));
#endif
CheckBox *mipmapping = graphicsSettings->Add(new CheckBox(&g_Config.bMipMap, gr->T("Mipmapping")));
mipmapping->SetDisabledPtr(&g_Config.bSoftwareRendering);
graphicsSettings->Add(new CheckBox(&g_Config.bMipMap, gr->T("Mipmapping")));
CheckBox *hwTransform = graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTransform, gr->T("Hardware Transform")));
hwTransform->OnClick.Handle(this, &GameSettingsScreen::OnHardwareTransform);
@ -324,12 +323,12 @@ void GameSettingsScreen::CreateViews() {
}
return UI::EVENT_CONTINUE;
});
bezierChoiceDisable_ = g_Config.bSoftwareRendering || g_Config.bHardwareTessellation;
bezierChoiceDisable_ = g_Config.bHardwareTessellation;
beziersChoice->SetDisabledPtr(&bezierChoiceDisable_);
CheckBox *tessellationHW = graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTessellation, gr->T("Hardware Tessellation", "Hardware tessellation (experimental)")));
tessellationHW->OnClick.Add([=](EventParams &e) {
bezierChoiceDisable_ = g_Config.bSoftwareRendering || g_Config.bHardwareTessellation;
bezierChoiceDisable_ = g_Config.bHardwareTessellation;
settingInfo_->Show(gr->T("HardwareTessellation Tip", "Uses hardware to make curves, always uses a fixed quality"), e.v);
return UI::EVENT_CONTINUE;
});
@ -380,8 +379,7 @@ void GameSettingsScreen::CreateViews() {
anisoFiltering->SetDisabledPtr(&g_Config.bSoftwareRendering);
static const char *texFilters[] = { "Auto", "Nearest", "Linear", "Linear on FMV", };
PopupMultiChoice *texFilter = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexFiltering, gr->T("Texture Filter"), texFilters, 1, ARRAY_SIZE(texFilters), gr->GetName(), screenManager()));
texFilter->SetDisabledPtr(&g_Config.bSoftwareRendering);
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexFiltering, gr->T("Texture Filter"), texFilters, 1, ARRAY_SIZE(texFilters), gr->GetName(), screenManager()));
static const char *bufFilters[] = { "Linear", "Nearest", };
graphicsSettings->Add(new PopupMultiChoice(&g_Config.iBufFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gr->GetName(), screenManager()));
@ -794,7 +792,7 @@ UI::EventReturn GameSettingsScreen::OnSoftwareRendering(UI::EventParams &e) {
vtxCacheEnable_ = !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
postProcEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
resolutionEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
bezierChoiceDisable_ = g_Config.bSoftwareRendering || g_Config.bHardwareTessellation;
bezierChoiceDisable_ = g_Config.bHardwareTessellation;
tessHWEnable_ = IsBackendSupportHWTess() && !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
return UI::EVENT_DONE;
}