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Add anvideo config option to automatically resize the render window to the size of the game's output resolution. This avoids artifacts that appear when the render target is scaled to fit a window of a different size.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6764 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -101,6 +101,7 @@ wxString crop_tooltip = wxT("");
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wxString opencl_tooltip = wxT("");
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wxString dlc_tooltip = wxT("");
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wxString hotkeys_tooltip = wxT("");
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wxString adjust_window_size_tooltip = wxT("Adjusts the window to match the game's output resolution scaled by the EFB scale.\nIt is best to set the aspect ratio to stretch when using this.");
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wxString ppshader_tooltip = wxT("");
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wxString cache_efb_copies_tooltip = _("When using EFB to RAM we very often need to decode RAM data to a VRAM texture, which is a very time-consuming task.\nWith this option enabled, we'll skip decoding a texture if it didn't change.\nThis results in a nice speedup, but possibly causes glitches.\nIf you have any problems with this option enabled you should either try increasing the safety of the texture cache or disable this option.\n(NOTE: The safier the texture cache is adjusted the lower the speedup will be; accurate texture cache set to \"safe\" might actually be slower!)");
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@ -425,6 +426,7 @@ VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string &title, con
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szr_misc->Add(new SettingCheckBox(page_advanced, _("Enable OpenCL"), opencl_tooltip, vconfig.bEnableOpenCL));
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szr_misc->Add(new SettingCheckBox(page_advanced, _("Enable Display List Caching"), dlc_tooltip, vconfig.bDlistCachingEnable));
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szr_misc->Add(new SettingCheckBox(page_advanced, _("Enable Hotkeys"), hotkeys_tooltip, vconfig.bOSDHotKey));
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szr_misc->Add(new SettingCheckBox(page_advanced, wxT("Adjust window size"), adjust_window_size_tooltip, vconfig.bAdjustWindowSize));
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// postproc shader
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if (vconfig.backend_info.PPShaders.size())
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