Merge pull request #4715 from iwubcode/efb_copy_corruption_at_higher_ir
Add configurable toggle to round vertices to nearest pixel
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@@ -284,6 +284,10 @@ static wxString true_color_desc =
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wxTRANSLATE("Forces the game to render the RGB color channels in 24-bit, thereby increasing "
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"quality by reducing color banding.\nIt has no impact on performance and causes "
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"few graphical issues.\n\n\nIf unsure, leave this checked.");
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static wxString vertex_rounding_desc =
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wxTRANSLATE("Round 2D vertices to whole pixels. Fixes some "
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"games at higher internal resolutions. This setting is disabled and turned off "
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"at 1x IR.\n\nIf unsure, leave this unchecked.");
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static wxString gpu_texture_decoding_desc =
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wxTRANSLATE("Enables texture decoding using the GPU instead of the CPU. This may result in "
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"performance gains in some scenarios, or systems where the CPU is the bottleneck."
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@@ -818,6 +822,10 @@ VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string& title)
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szr_other->Add(CreateCheckBox(page_hacks, _("Disable Bounding Box"),
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wxGetTranslation(disable_bbox_desc), vconfig.bBBoxEnable,
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true));
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vertex_rounding_checkbox =
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CreateCheckBox(page_hacks, _("Vertex Rounding"), wxGetTranslation(vertex_rounding_desc),
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vconfig.bVertexRounding);
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szr_other->Add(vertex_rounding_checkbox);
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wxStaticBoxSizer* const group_other =
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new wxStaticBoxSizer(wxVERTICAL, page_hacks, _("Other"));
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@@ -239,6 +239,17 @@ protected:
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progressive_scan_checkbox->Disable();
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render_to_main_checkbox->Disable();
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}
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// Don't enable 'vertex rounding' at native
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if (vconfig.iEFBScale == SCALE_1X)
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{
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vertex_rounding_checkbox->Enable(false);
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}
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else
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{
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vertex_rounding_checkbox->Enable(true);
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}
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ev.Skip();
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}
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@@ -286,6 +297,7 @@ protected:
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SettingCheckBox* cache_hires_textures;
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wxCheckBox* progressive_scan_checkbox;
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wxCheckBox* vertex_rounding_checkbox;
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wxChoice* choice_ppshader;
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