Config: Add an option to skip saving texture cache to save state

This commit is contained in:
Stenzek
2019-07-24 05:19:13 +10:00
parent 63358adfb1
commit 53e30c06e8
7 changed files with 34 additions and 11 deletions

View File

@ -100,10 +100,13 @@ void HacksWidget::CreateWidgets()
m_disable_bounding_box =
new GraphicsBool(tr("Disable Bounding Box"), Config::GFX_HACK_BBOX_ENABLE, true);
m_vertex_rounding = new GraphicsBool(tr("Vertex Rounding"), Config::GFX_HACK_VERTEX_ROUDING);
m_save_texture_cache_state =
new GraphicsBool(tr("Save Texture Cache to State"), Config::GFX_SAVE_TEXTURE_CACHE_TO_STATE);
other_layout->addWidget(m_fast_depth_calculation, 0, 0);
other_layout->addWidget(m_disable_bounding_box, 0, 1);
other_layout->addWidget(m_vertex_rounding, 1, 0);
other_layout->addWidget(m_save_texture_cache_state, 1, 1);
main_layout->addWidget(efb_box);
main_layout->addWidget(texture_cache_box);
@ -244,6 +247,10 @@ void HacksWidget::AddDescriptions()
static const char TR_DISABLE_BOUNDINGBOX_DESCRIPTION[] =
QT_TR_NOOP("Disables bounding box emulation.\n\nThis may improve GPU performance "
"significantly, but some games will break.\n\nIf unsure, leave this checked.");
static const char TR_SAVE_TEXTURE_CACHE_TO_STATE_DESCRIPTION[] = QT_TR_NOOP(
"Includes the contents of the embedded frame buffer (EFB) and upscaled EFB copies "
"in save states. Fixes missing and/or non-upscaled textures/objects when loading "
"states at the cost of additional save/load time.\n\nIf unsure, leave this checked.");
static const char TR_VERTEX_ROUNDING_DESCRIPTION[] =
QT_TR_NOOP("Rounds 2D vertices to whole pixels.\n\nFixes graphical problems in some games at "
"higher internal resolutions. This setting has no effect when native internal "
@ -259,6 +266,7 @@ void HacksWidget::AddDescriptions()
AddDescription(m_gpu_texture_decoding, TR_GPU_DECODING_DESCRIPTION);
AddDescription(m_fast_depth_calculation, TR_FAST_DEPTH_CALC_DESCRIPTION);
AddDescription(m_disable_bounding_box, TR_DISABLE_BOUNDINGBOX_DESCRIPTION);
AddDescription(m_save_texture_cache_state, TR_SAVE_TEXTURE_CACHE_TO_STATE_DESCRIPTION);
AddDescription(m_vertex_rounding, TR_VERTEX_ROUNDING_DESCRIPTION);
}