From 308ae11f2b8c4042161c26f7e9065f4d8a81959e Mon Sep 17 00:00:00 2001 From: Mike <7153163+hackbar@users.noreply.github.com> Date: Thu, 23 Aug 2018 22:28:36 -0700 Subject: [PATCH] Android: add a description for 'Compile Shaders Before Starting' Before this, it was using 0 as a resource ID. That has undefined behavior, and seemed to use a previous string. --- .../features/settings/ui/SettingsFragmentPresenter.java | 2 +- Source/Android/app/src/main/res/values/strings.xml | 1 + 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/Source/Android/app/src/main/java/org/dolphinemu/dolphinemu/features/settings/ui/SettingsFragmentPresenter.java b/Source/Android/app/src/main/java/org/dolphinemu/dolphinemu/features/settings/ui/SettingsFragmentPresenter.java index e644ce469b..1f6a0c3e5d 100644 --- a/Source/Android/app/src/main/java/org/dolphinemu/dolphinemu/features/settings/ui/SettingsFragmentPresenter.java +++ b/Source/Android/app/src/main/java/org/dolphinemu/dolphinemu/features/settings/ui/SettingsFragmentPresenter.java @@ -330,7 +330,7 @@ public final class SettingsFragmentPresenter sl.add(new SingleChoiceSetting(SettingsFile.KEY_VIDEO_BACKEND_INDEX, Settings.SECTION_INI_CORE, R.string.video_backend, R.string.video_backend_description, R.array.videoBackendEntries, R.array.videoBackendValues, 0, videoBackend)); sl.add(new CheckBoxSetting(SettingsFile.KEY_SHOW_FPS, Settings.SECTION_GFX_SETTINGS, R.string.show_fps, R.string.show_fps_description, false, showFps)); sl.add(new SingleChoiceSetting(SettingsFile.KEY_SHADER_COMPILATION_MODE, Settings.SECTION_GFX_SETTINGS, R.string.shader_compilation_mode, R.string.shader_compilation_mode_description, R.array.shaderCompilationModeEntries, R.array.shaderCompilationModeValues, 0, shaderCompilationMode)); - sl.add(new CheckBoxSetting(SettingsFile.KEY_WAIT_FOR_SHADERS, Settings.SECTION_GFX_SETTINGS, R.string.wait_for_shaders, 0, false, waitForShaders)); + sl.add(new CheckBoxSetting(SettingsFile.KEY_WAIT_FOR_SHADERS, Settings.SECTION_GFX_SETTINGS, R.string.wait_for_shaders, R.string.wait_for_shaders_description, false, waitForShaders)); sl.add(new SingleChoiceSetting(SettingsFile.KEY_ASPECT_RATIO, Settings.SECTION_GFX_SETTINGS, R.string.aspect_ratio, R.string.aspect_ratio_description, R.array.aspectRatioEntries, R.array.aspectRatioValues, 0, aspectRatio)); sl.add(new HeaderSetting(null, null, R.string.graphics_enhancements_and_hacks, 0)); diff --git a/Source/Android/app/src/main/res/values/strings.xml b/Source/Android/app/src/main/res/values/strings.xml index 1121ff0f64..404b917f94 100644 --- a/Source/Android/app/src/main/res/values/strings.xml +++ b/Source/Android/app/src/main/res/values/strings.xml @@ -219,6 +219,7 @@ Shader Compilation Mode Specifies when to use Ubershaders. Disabled - Never, Hybrid - Use ubershaders while compiling specialized shaders. Exclusive - Use only ubershaders, largest performance impact. Skip Drawing - Do not draw objects while shaders are compiling, will cause broken effects. Compile Shaders Before Starting + This causes a delay when launching games, but will reduce stuttering early on. Yes