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Add 'immediate xfb' which reduces xfb latency at the cost of graphical errors
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@ -69,6 +69,8 @@ void HacksWidget::CreateWidgets()
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m_store_xfb_copies = new GraphicsBool(tr("Store XFB Copies to Texture Only"),
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Config::GFX_HACK_SKIP_XFB_COPY_TO_RAM);
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m_immediate_xfb = new GraphicsBool(tr("Immediately Present XFB"),
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Config::GFX_HACK_IMMEDIATE_XFB);
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xfb_layout->addWidget(m_store_xfb_copies, 1, 0);
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@ -174,6 +176,11 @@ void HacksWidget::AddDescriptions()
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"in a small number of games that need to readback from memory.\n\nEnabled = XFB Copies to 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 = QT_TR_NOOP(
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"Displays the XFB copies as soon as they are created, without waiting for scanout. Can cause graphical defects "
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"in some games if the game doesn't expect all XFB copies to be displayed. 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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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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@ -196,6 +203,7 @@ void HacksWidget::AddDescriptions()
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AddDescription(m_store_efb_copies, TR_STORE_EFB_TO_TEXTURE_DESCRIPTION);
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AddDescription(m_accuracy, TR_ACCUARCY_DESCRIPTION);
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AddDescription(m_store_xfb_copies, TR_STORE_XFB_TO_TEXTURE_DESCRIPTION);
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AddDescription(m_immediate_xfb, TR_STORE_XFB_TO_TEXTURE_DESCRIPTION);
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AddDescription(m_gpu_texture_decoding, TR_GPU_DECODING_DESCRIPTION);
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AddDescription(m_fast_depth_calculation, TR_FAST_DEPTH_CALC_DESCRIPTION);
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AddDescription(m_disable_bounding_box, TR_DISABLE_BOUNDINGBOX_DESCRIPTION);
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