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Android: Expose texture filtering options
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parent
23331e4367
commit
96c8a7ee1f
@ -61,6 +61,9 @@ public enum IntSetting implements AbstractIntSetting
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GFX_SHADER_COMPILATION_MODE(Settings.FILE_GFX, Settings.SECTION_GFX_SETTINGS,
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GFX_SHADER_COMPILATION_MODE(Settings.FILE_GFX, Settings.SECTION_GFX_SETTINGS,
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"ShaderCompilationMode", 0),
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"ShaderCompilationMode", 0),
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GFX_ENHANCE_FORCE_TEXTURE_FILTERING(Settings.FILE_GFX, Settings.SECTION_GFX_ENHANCEMENTS,
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"ForceTextureFiltering", 0),
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GFX_ENHANCE_MAX_ANISOTROPY(Settings.FILE_GFX, Settings.SECTION_GFX_ENHANCEMENTS, "MaxAnisotropy",
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GFX_ENHANCE_MAX_ANISOTROPY(Settings.FILE_GFX, Settings.SECTION_GFX_ENHANCEMENTS, "MaxAnisotropy",
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0),
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0),
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@ -806,6 +806,37 @@ public final class SettingsFragmentPresenter
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sl.add(new SingleChoiceSetting(mContext, IntSetting.GFX_ENHANCE_MAX_ANISOTROPY,
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sl.add(new SingleChoiceSetting(mContext, IntSetting.GFX_ENHANCE_MAX_ANISOTROPY,
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R.string.anisotropic_filtering, R.string.anisotropic_filtering_description,
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R.string.anisotropic_filtering, R.string.anisotropic_filtering_description,
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R.array.anisotropicFilteringEntries, R.array.anisotropicFilteringValues));
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R.array.anisotropicFilteringEntries, R.array.anisotropicFilteringValues));
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AbstractIntSetting filteringSetting = new AbstractIntSetting()
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{
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@Override public int getInt(Settings settings)
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{
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return IntSetting.GFX_ENHANCE_FORCE_TEXTURE_FILTERING.getInt(settings);
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}
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@Override public void setInt(Settings settings, int newValue)
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{
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BooleanSetting.GFX_ENHANCE_FORCE_FILTERING.setBoolean(settings, (newValue > 0));
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IntSetting.GFX_ENHANCE_FORCE_TEXTURE_FILTERING.setInt(settings, newValue);
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}
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@Override public boolean isOverridden(Settings settings)
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{
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return IntSetting.GFX_ENHANCE_FORCE_TEXTURE_FILTERING.isOverridden(settings);
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}
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@Override public boolean isRuntimeEditable()
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{
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return IntSetting.GFX_ENHANCE_FORCE_TEXTURE_FILTERING.isRuntimeEditable();
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}
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@Override public boolean delete(Settings settings)
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{
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return IntSetting.GFX_ENHANCE_FORCE_TEXTURE_FILTERING.delete(settings);
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}
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};
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sl.add(new SingleChoiceSetting(mContext, filteringSetting, R.string.texture_filtering,
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R.string.texture_filtering_description, R.array.textureFilteringEntries,
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R.array.textureFilteringValues));
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int stereoModeValue = IntSetting.GFX_STEREO_MODE.getInt(mSettings);
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int stereoModeValue = IntSetting.GFX_STEREO_MODE.getInt(mSettings);
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final int anaglyphMode = 3;
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final int anaglyphMode = 3;
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@ -827,8 +858,6 @@ public final class SettingsFragmentPresenter
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R.string.scaled_efb_copy, R.string.scaled_efb_copy_description));
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R.string.scaled_efb_copy, R.string.scaled_efb_copy_description));
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sl.add(new SwitchSetting(mContext, BooleanSetting.GFX_ENABLE_PIXEL_LIGHTING,
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sl.add(new SwitchSetting(mContext, BooleanSetting.GFX_ENABLE_PIXEL_LIGHTING,
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R.string.per_pixel_lighting, R.string.per_pixel_lighting_description));
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R.string.per_pixel_lighting, R.string.per_pixel_lighting_description));
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sl.add(new SwitchSetting(mContext, BooleanSetting.GFX_ENHANCE_FORCE_FILTERING,
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R.string.force_texture_filtering, R.string.force_texture_filtering_description));
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sl.add(new SwitchSetting(mContext, BooleanSetting.GFX_ENHANCE_FORCE_TRUE_COLOR,
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sl.add(new SwitchSetting(mContext, BooleanSetting.GFX_ENHANCE_FORCE_TRUE_COLOR,
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R.string.force_24bit_color, R.string.force_24bit_color_description));
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R.string.force_24bit_color, R.string.force_24bit_color_description));
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sl.add(new SwitchSetting(mContext, BooleanSetting.GFX_DISABLE_FOG, R.string.disable_fog,
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sl.add(new SwitchSetting(mContext, BooleanSetting.GFX_DISABLE_FOG, R.string.disable_fog,
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@ -293,7 +293,7 @@
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<!-- Anisotropic Filtering Preference -->
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<!-- Anisotropic Filtering Preference -->
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<string-array name="anisotropicFilteringEntries">
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<string-array name="anisotropicFilteringEntries">
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<item>@string/multiple_one</item>
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<item>@string/filtering_default</item>
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<item>@string/multiple_two</item>
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<item>@string/multiple_two</item>
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<item>@string/multiple_four</item>
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<item>@string/multiple_four</item>
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<item>@string/multiple_eight</item>
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<item>@string/multiple_eight</item>
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@ -307,6 +307,18 @@
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<item>4</item>
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<item>4</item>
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</integer-array>
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</integer-array>
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<!-- Texture Filtering Preference -->
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<string-array name="textureFilteringEntries">
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<item>@string/filtering_default</item>
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<item>@string/filtering_nearest</item>
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<item>@string/filtering_linear</item>
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</string-array>
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<integer-array name="textureFilteringValues">
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<item>0</item>
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<item>1</item>
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<item>2</item>
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</integer-array>
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<!-- Stereoscopy Preference -->
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<!-- Stereoscopy Preference -->
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<string-array name="stereoscopyEntries">
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<string-array name="stereoscopyEntries">
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<item>@string/stereoscopy_off</item>
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<item>@string/stereoscopy_off</item>
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@ -252,6 +252,8 @@
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<string name="FSAA_description">Reduces the amount of aliasing caused by rasterizing 3D graphics. This makes the rendered picture look less blocky. Heavily decreases emulation speed and sometimes causes issues.</string>
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<string name="FSAA_description">Reduces the amount of aliasing caused by rasterizing 3D graphics. This makes the rendered picture look less blocky. Heavily decreases emulation speed and sometimes causes issues.</string>
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<string name="anisotropic_filtering">Anisotropic Filtering</string>
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<string name="anisotropic_filtering">Anisotropic Filtering</string>
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<string name="anisotropic_filtering_description">Enhances visual quality of textures that are at oblique viewing angles. Might cause issues in a small number of games.</string>
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<string name="anisotropic_filtering_description">Enhances visual quality of textures that are at oblique viewing angles. Might cause issues in a small number of games.</string>
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<string name="texture_filtering">Texture Filtering</string>
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<string name="texture_filtering_description">Overrides the texture scaling filter selected by the game. Any option except \'Default\' will alter the look of the game\'s textures and might cause issues in a small number of games.</string>
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<string name="post_processing_shader">Post-Processing Effect</string>
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<string name="post_processing_shader">Post-Processing Effect</string>
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<string name="post_processing_shader_description">Apply a post-processing effect after finishing a frame</string>
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<string name="post_processing_shader_description">Apply a post-processing effect after finishing a frame</string>
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<string name="postprocessing_shader">Post Processing Shader</string>
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<string name="postprocessing_shader">Post Processing Shader</string>
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@ -753,6 +755,11 @@ It can efficiently compress both junk data and encrypted Wii data.
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<string name="multiple_eight">8x</string>
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<string name="multiple_eight">8x</string>
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<string name="multiple_sixteen">16x</string>
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<string name="multiple_sixteen">16x</string>
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<!-- Texture Filtering Preference -->
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<string name="filtering_default">Default</string>
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<string name="filtering_nearest">Force Nearest</string>
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<string name="filtering_linear">Force Linear</string>
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<!-- Stereoscopy Preference -->
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<!-- Stereoscopy Preference -->
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<string name="stereoscopy_off">Off</string>
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<string name="stereoscopy_off">Off</string>
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<string name="stereoscopy_side_by_side">Side-by-Side</string>
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<string name="stereoscopy_side_by_side">Side-by-Side</string>
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