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QT: Use brackets for description arrays
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@ -190,50 +190,50 @@ void HacksWidget::SaveSettings()
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void HacksWidget::AddDescriptions()
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{
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static const char* TR_SKIP_EFB_CPU_ACCESS_DESCRIPTION =
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static const char TR_SKIP_EFB_CPU_ACCESS_DESCRIPTION[] =
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QT_TR_NOOP("Ignore any requests from the CPU to read from or write to the EFB.\nImproves "
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"performance in some games, but might disable some gameplay-related features or "
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"graphical effects.\n\nIf unsure, leave this unchecked.");
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static const char* TR_IGNORE_FORMAT_CHANGE_DESCRIPTION = QT_TR_NOOP(
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static const char TR_IGNORE_FORMAT_CHANGE_DESCRIPTION[] = QT_TR_NOOP(
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"Ignore any changes to the EFB format.\nImproves performance in many games without "
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"any negative effect. Causes graphical defects in a small number of other "
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"games.\n\nIf unsure, leave this checked.");
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static const char* TR_STORE_EFB_TO_TEXTURE_DESCRIPTION = QT_TR_NOOP(
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static const char TR_STORE_EFB_TO_TEXTURE_DESCRIPTION[] = QT_TR_NOOP(
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"Stores EFB Copies exclusively on the GPU, bypassing system memory. Causes graphical defects "
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"in a small number of games.\n\nEnabled = EFB Copies to Texture\nDisabled = EFB Copies to "
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"RAM "
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"(and Texture)\n\nIf unsure, leave this checked.");
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static const char* TR_ACCUARCY_DESCRIPTION = QT_TR_NOOP(
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static const char TR_ACCUARCY_DESCRIPTION[] = QT_TR_NOOP(
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"The \"Safe\" setting eliminates the likelihood of the GPU missing texture updates "
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"from RAM.\nLower accuracies cause in-game text to appear garbled in certain "
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"games.\n\nIf unsure, use the rightmost value.");
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static const char* TR_STORE_XFB_TO_TEXTURE_DESCRIPTION = QT_TR_NOOP(
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static const char TR_STORE_XFB_TO_TEXTURE_DESCRIPTION[] = QT_TR_NOOP(
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"Stores XFB Copies exclusively on the GPU, bypassing system memory. Causes graphical defects "
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"in a small number of games that need to readback from memory.\n\nEnabled = XFB Copies to "
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"Texture\nDisabled = XFB Copies to RAM "
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"(and Texture)\n\nIf unsure, leave this checked.");
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static const char* TR_IMMEDIATE_XFB_DESCRIPTION =
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static const char TR_IMMEDIATE_XFB_DESCRIPTION[] =
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QT_TR_NOOP("Displays the XFB copies as soon as they are created, without waiting for "
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"scanout. Can cause graphical defects "
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"in some games if the game doesn't expect all XFB copies to be displayed. "
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"However, turning this setting on reduces latency."
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"\n\nIf unsure, leave this unchecked.");
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static const char* TR_GPU_DECODING_DESCRIPTION =
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static const char TR_GPU_DECODING_DESCRIPTION[] =
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QT_TR_NOOP("Enables texture decoding using the GPU instead of the CPU. This may result in "
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"performance gains in some scenarios, or on systems where the CPU is the "
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"bottleneck.\n\nIf unsure, leave this unchecked.");
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static const char* TR_FAST_DEPTH_CALC_DESCRIPTION = QT_TR_NOOP(
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static const char TR_FAST_DEPTH_CALC_DESCRIPTION[] = QT_TR_NOOP(
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"Use a less accurate algorithm to calculate depth values.\nCauses issues in a few "
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"games, but can give a decent speedup depending on the game and/or your GPU.\n\nIf "
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"unsure, leave this checked.");
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static const char* TR_DISABLE_BOUNDINGBOX_DESCRIPTION =
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static const char TR_DISABLE_BOUNDINGBOX_DESCRIPTION[] =
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QT_TR_NOOP("Disable the bounding box emulation.\nThis may improve the GPU performance a lot, "
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"but some games will break.\n\nIf unsure, leave this checked.");
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static const char* TR_VERTEX_ROUNDING_DESCRIPTION =
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static const char TR_VERTEX_ROUNDING_DESCRIPTION[] =
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QT_TR_NOOP("Rounds 2D vertices to whole pixels. Fixes graphical problems in some games at "
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"higher internal resolutions. This setting has no effect when native internal "
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"resolution is used.\n\nIf unsure, leave this unchecked.");
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