Exclusion control for options between spline/bezier quality and hardware tessellation.
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parent
67503ed160
commit
2e7f2998c7
2 changed files with 8 additions and 1 deletions
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@ -278,9 +278,14 @@ void GameSettingsScreen::CreateViews() {
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}
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return UI::EVENT_CONTINUE;
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});
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beziersChoice->SetDisabledPtr(&g_Config.bSoftwareRendering);
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bezierChoiceDisable_ = g_Config.bSoftwareRendering || g_Config.bHardwareTessellation;
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beziersChoice->SetDisabledPtr(&bezierChoiceDisable_);
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CheckBox *tessellationHW = graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTessellation, gr->T("Hardware Tessellation")));
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tessellationHW->OnClick.Add([=](EventParams &e) {
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bezierChoiceDisable_ = g_Config.bSoftwareRendering || g_Config.bHardwareTessellation;
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return UI::EVENT_CONTINUE;
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});
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tessellationHW->SetEnabledPtr(&vtxCacheEnable_); // Same as Vertex Cache(!g_Config.bSoftwareRendering && g_Config.bHardwareTransform)
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// In case we're going to add few other antialiasing option like MSAA in the future.
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@ -718,6 +723,7 @@ UI::EventReturn GameSettingsScreen::OnSoftwareRendering(UI::EventParams &e) {
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vtxCacheEnable_ = !g_Config.bSoftwareRendering && g_Config.bHardwareTransform;
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postProcEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
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resolutionEnable_ = !g_Config.bSoftwareRendering && (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
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bezierChoiceDisable_ = g_Config.bSoftwareRendering || g_Config.bHardwareTessellation;
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return UI::EVENT_DONE;
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}
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