QT: Use brackets for description arrays

This commit is contained in:
Ryan Meredith
2018-06-06 09:05:18 -04:00
parent 45b9b7d211
commit 7340935b38
5 changed files with 61 additions and 61 deletions

View File

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