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Remove the "Auto" texture scale factor. It's a performance trap and not really useful.
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@ -1082,24 +1082,7 @@ bool TextureCacheCommon::SetOffsetTexture(u32 yOffset) {
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}
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void TextureCacheCommon::NotifyConfigChanged() {
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int scaleFactor;
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// 0 means automatic texture scaling, up to 5x, based on resolution.
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if (g_Config.iTexScalingLevel == 0) {
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scaleFactor = g_Config.iInternalResolution;
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// Automatic resolution too? Okay.
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if (scaleFactor == 0) {
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if (!g_Config.IsPortrait()) {
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scaleFactor = (PSP_CoreParameter().pixelWidth + 479) / 480;
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} else {
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scaleFactor = (PSP_CoreParameter().pixelHeight + 479) / 480;
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}
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}
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scaleFactor = std::min(5, scaleFactor);
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} else {
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scaleFactor = g_Config.iTexScalingLevel;
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}
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int scaleFactor = g_Config.iTexScalingLevel;
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if (!gstate_c.Supports(GPU_SUPPORTS_TEXTURE_NPOT)) {
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// Reduce the scale factor to a power of two (e.g. 2 or 4) if textures must be a power of two.
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@ -531,12 +531,12 @@ void GameSettingsScreen::CreateViews() {
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// graphicsSettings->Add(new CheckBox(&g_Config.bFXAA, gr->T("FXAA")));
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graphicsSettings->Add(new ItemHeader(gr->T("Texture Scaling")));
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#ifndef MOBILE_DEVICE
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static const char *texScaleLevels[] = {"Auto", "Off", "2x", "3x", "4x", "5x"};
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static const char *texScaleLevels[] = {"Off", "2x", "3x", "4x", "5x"};
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#else
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static const char *texScaleLevels[] = {"Auto", "Off", "2x", "3x"};
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static const char *texScaleLevels[] = {"Off", "2x", "3x"};
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#endif
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PopupMultiChoice *texScalingChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gr->T("Upscale Level"), texScaleLevels, 0, ARRAY_SIZE(texScaleLevels), gr->GetName(), screenManager()));
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PopupMultiChoice *texScalingChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iTexScalingLevel, gr->T("Upscale Level"), texScaleLevels, 1, ARRAY_SIZE(texScaleLevels), gr->GetName(), screenManager()));
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// TODO: Better check? When it won't work, it scales down anyway.
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if (!gl_extensions.OES_texture_npot && GetGPUBackend() == GPUBackend::OPENGL) {
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texScalingChoice->HideChoice(3); // 3x
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