Prepare frontend for multiple graphics APIs (#6347)

* externals: Update dynarmic

* settings: Introduce GraphicsAPI enum

* For now it's OpenGL only but will be expanded upon later

* citra_qt: Introduce backend agnostic context management

* Mostly a direct port from yuzu

* core: Simplify context acquire

* settings: Add option to create debug contexts

* renderer_opengl: Abstract initialization to Driver

* This commit also updates glad and adds some useful extensions which we will use in part 2

* Rasterizer construction is moved to the specific renderer instead of RendererBase.
  Software rendering has been disable to achieve this but will be brought back in the next commit.

* video_core: Remove Init/Shutdown methods from renderer

* The constructor and destructor can do the same job

* In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached

* citra_qt: Decouple software renderer from opengl part 1

* citra: Decouple software renderer from opengl part 2

* android: Decouple software renderer from opengl part 3

* swrasterizer: Decouple software renderer from opengl part 4

* This commit simply enforces the renderer naming conventions in the software renderer

* video_core: Move RendererBase to VideoCore

* video_core: De-globalize screenshot state

* video_core: Pass system to the renderers

* video_core: Commonize shader uniform data

* video_core: Abstract backend agnostic rasterizer operations

* bootmanager: Remove references to OpenGL for macOS

OpenGL macOS headers definitions clash heavily with each other

* citra_qt: Proper title for api settings

* video_core: Reduce boost usage

* bootmanager: Fix hide mouse option

Remove event handlers from RenderWidget for events that are
already handled by the parent GRenderWindow.
Also enable mouse tracking on the RenderWidget.

* android: Remove software from graphics api list

* code: Address review comments

* citra: Port per-game settings read

* Having to update the default value for all backends is a pain so lets centralize it

* android: Rename to OpenGLES

---------

Co-authored-by: MerryMage <MerryMage@users.noreply.github.com>
Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
This commit is contained in:
GPUCode 2023-03-27 14:29:17 +03:00 committed by GitHub
parent 9ef42040af
commit b5d6f645bd
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
99 changed files with 3165 additions and 4501 deletions

View file

@ -496,9 +496,6 @@ public final class NativeLibrary {
final int ErrorLoader_ErrorEncrypted = 5;
final int ErrorLoader_ErrorInvalidFormat = 6;
final int ErrorSystemFiles = 7;
final int ErrorVideoCore = 8;
final int ErrorVideoCore_ErrorGenericDrivers = 9;
final int ErrorVideoCore_ErrorBelowGL33 = 10;
final int ShutdownRequested = 11;
final int ErrorUnknown = 12;

View file

@ -355,6 +355,7 @@ public final class SettingsFragmentPresenter {
mView.getActivity().setTitle(R.string.preferences_graphics);
SettingSection rendererSection = mSettings.getSection(Settings.SECTION_RENDERER);
Setting graphicsApi = rendererSection.getSetting(SettingsFile.KEY_GRAPHICS_API);
Setting resolutionFactor = rendererSection.getSetting(SettingsFile.KEY_RESOLUTION_FACTOR);
Setting filterMode = rendererSection.getSetting(SettingsFile.KEY_FILTER_MODE);
Setting shadersAccurateMul = rendererSection.getSetting(SettingsFile.KEY_SHADERS_ACCURATE_MUL);
@ -371,6 +372,7 @@ public final class SettingsFragmentPresenter {
//Setting preloadTextures = utilitySection.getSetting(SettingsFile.KEY_PRELOAD_TEXTURES);
sl.add(new HeaderSetting(null, null, R.string.renderer, 0));
sl.add(new SingleChoiceSetting(SettingsFile.KEY_GRAPHICS_API, Settings.SECTION_RENDERER, R.string.graphics_api, 0, R.array.graphicsApiNames, R.array.graphicsApiValues, 0, graphicsApi));
sl.add(new SliderSetting(SettingsFile.KEY_RESOLUTION_FACTOR, Settings.SECTION_RENDERER, R.string.internal_resolution, R.string.internal_resolution_description, 1, 4, "x", 1, resolutionFactor));
sl.add(new CheckBoxSetting(SettingsFile.KEY_FILTER_MODE, Settings.SECTION_RENDERER, R.string.linear_filtering, R.string.linear_filtering_description, true, filterMode));
sl.add(new CheckBoxSetting(SettingsFile.KEY_SHADERS_ACCURATE_MUL, Settings.SECTION_RENDERER, R.string.shaders_accurate_mul, R.string.shaders_accurate_mul_description, false, shadersAccurateMul));
@ -409,14 +411,14 @@ public final class SettingsFragmentPresenter {
SettingSection coreSection = mSettings.getSection(Settings.SECTION_CORE);
SettingSection rendererSection = mSettings.getSection(Settings.SECTION_RENDERER);
Setting useCpuJit = coreSection.getSetting(SettingsFile.KEY_CPU_JIT);
Setting hardwareRenderer = rendererSection.getSetting(SettingsFile.KEY_HW_RENDERER);
Setting hardwareShader = rendererSection.getSetting(SettingsFile.KEY_HW_SHADER);
Setting vsyncEnable = rendererSection.getSetting(SettingsFile.KEY_USE_VSYNC);
Setting rendererDebug = rendererSection.getSetting(SettingsFile.KEY_RENDERER_DEBUG);
sl.add(new HeaderSetting(null, null, R.string.debug_warning, 0));
sl.add(new CheckBoxSetting(SettingsFile.KEY_CPU_JIT, Settings.SECTION_CORE, R.string.cpu_jit, R.string.cpu_jit_description, true, useCpuJit, true, mView));
sl.add(new CheckBoxSetting(SettingsFile.KEY_HW_RENDERER, Settings.SECTION_RENDERER, R.string.hw_renderer, R.string.hw_renderer_description, true, hardwareRenderer, true, mView));
sl.add(new CheckBoxSetting(SettingsFile.KEY_HW_SHADER, Settings.SECTION_RENDERER, R.string.hw_shaders, R.string.hw_shaders_description, true, hardwareShader, true, mView));
sl.add(new CheckBoxSetting(SettingsFile.KEY_USE_VSYNC, Settings.SECTION_RENDERER, R.string.vsync, R.string.vsync_description, true, vsyncEnable));
sl.add(new CheckBoxSetting(SettingsFile.KEY_RENDERER_DEBUG, Settings.SECTION_RENDERER, R.string.renderer_debug, R.string.renderer_debug_description, false, rendererDebug));
}
}

View file

@ -44,7 +44,8 @@ public final class SettingsFile {
public static final String KEY_PREMIUM = "premium";
public static final String KEY_HW_RENDERER = "use_hw_renderer";
public static final String KEY_GRAPHICS_API = "graphics_api";
public static final String KEY_RENDERER_DEBUG = "renderer_debug";
public static final String KEY_HW_SHADER = "use_hw_shader";
public static final String KEY_SHADERS_ACCURATE_MUL = "shaders_accurate_mul";
public static final String KEY_USE_SHADER_JIT = "use_shader_jit";

View file

@ -82,6 +82,30 @@ void Config::UpdateCFG() {
cfg->UpdateConfigNANDSavegame();
}
template <>
void Config::ReadSetting(const std::string& group, Settings::Setting<std::string>& setting) {
std::string setting_value = sdl2_config->Get(group, setting.GetLabel(), setting.GetDefault());
if (setting_value.empty()) {
setting_value = setting.GetDefault();
}
setting = std::move(setting_value);
}
template <>
void Config::ReadSetting(const std::string& group, Settings::Setting<bool>& setting) {
setting = sdl2_config->GetBoolean(group, setting.GetLabel(), setting.GetDefault());
}
template <typename Type, bool ranged>
void Config::ReadSetting(const std::string& group, Settings::Setting<Type, ranged>& setting) {
if constexpr (std::is_floating_point_v<Type>) {
setting = sdl2_config->GetReal(group, setting.GetLabel(), setting.GetDefault());
} else {
setting = static_cast<Type>(sdl2_config->GetInteger(
group, setting.GetLabel(), static_cast<long>(setting.GetDefault())));
}
}
void Config::ReadValues() {
// Controls
for (int i = 0; i < Settings::NativeButton::NumButtons; ++i) {
@ -112,39 +136,32 @@ void Config::ReadValues() {
InputCommon::CemuhookUDP::DEFAULT_PORT));
// Core
Settings::values.use_cpu_jit = sdl2_config->GetBoolean("Core", "use_cpu_jit", true);
Settings::values.cpu_clock_percentage =
static_cast<int>(sdl2_config->GetInteger("Core", "cpu_clock_percentage", 100));
ReadSetting("Core", Settings::values.use_cpu_jit);
ReadSetting("Core", Settings::values.cpu_clock_percentage);
// Premium
Settings::values.texture_filter_name =
sdl2_config->GetString("Premium", "texture_filter_name", "none");
ReadSetting("Premium", Settings::values.texture_filter_name);
// Renderer
Settings::values.use_gles = sdl2_config->GetBoolean("Renderer", "use_gles", true);
Settings::values.use_hw_renderer = sdl2_config->GetBoolean("Renderer", "use_hw_renderer", true);
Settings::values.use_hw_shader = sdl2_config->GetBoolean("Renderer", "use_hw_shader", true);
Settings::values.shaders_accurate_mul =
sdl2_config->GetBoolean("Renderer", "shaders_accurate_mul", false);
Settings::values.use_shader_jit = sdl2_config->GetBoolean("Renderer", "use_shader_jit", true);
Settings::values.resolution_factor =
static_cast<u16>(sdl2_config->GetInteger("Renderer", "resolution_factor", 1));
Settings::values.use_disk_shader_cache =
sdl2_config->GetBoolean("Renderer", "use_disk_shader_cache", true);
Settings::values.use_vsync_new = sdl2_config->GetBoolean("Renderer", "use_vsync_new", true);
ReadSetting("Renderer", Settings::values.graphics_api);
ReadSetting("Renderer", Settings::values.use_hw_shader);
ReadSetting("Renderer", Settings::values.use_shader_jit);
ReadSetting("Renderer", Settings::values.resolution_factor);
ReadSetting("Renderer", Settings::values.use_disk_shader_cache);
ReadSetting("Renderer", Settings::values.use_vsync_new);
// Work around to map Android setting for enabling the frame limiter to the format Citra expects
if (sdl2_config->GetBoolean("Renderer", "use_frame_limit", true)) {
Settings::values.frame_limit =
static_cast<u16>(sdl2_config->GetInteger("Renderer", "frame_limit", 100));
ReadSetting("Renderer", Settings::values.frame_limit);
} else {
Settings::values.frame_limit = 0;
}
Settings::values.render_3d = static_cast<Settings::StereoRenderOption>(
sdl2_config->GetInteger("Renderer", "render_3d", 0));
Settings::values.factor_3d =
static_cast<u8>(sdl2_config->GetInteger("Renderer", "factor_3d", 0));
ReadSetting("Renderer", Settings::values.render_3d);
ReadSetting("Renderer", Settings::values.factor_3d);
std::string default_shader = "none (builtin)";
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph)
default_shader = "dubois (builtin)";
@ -152,70 +169,49 @@ void Config::ReadValues() {
default_shader = "horizontal (builtin)";
Settings::values.pp_shader_name =
sdl2_config->GetString("Renderer", "pp_shader_name", default_shader);
Settings::values.filter_mode = sdl2_config->GetBoolean("Renderer", "filter_mode", true);
ReadSetting("Renderer", Settings::values.filter_mode);
Settings::values.bg_red = static_cast<float>(sdl2_config->GetReal("Renderer", "bg_red", 0.0));
Settings::values.bg_green =
static_cast<float>(sdl2_config->GetReal("Renderer", "bg_green", 0.0));
Settings::values.bg_blue = static_cast<float>(sdl2_config->GetReal("Renderer", "bg_blue", 0.0));
ReadSetting("Renderer", Settings::values.bg_red);
ReadSetting("Renderer", Settings::values.bg_green);
ReadSetting("Renderer", Settings::values.bg_blue);
// Layout
Settings::values.layout_option = static_cast<Settings::LayoutOption>(sdl2_config->GetInteger(
"Layout", "layout_option", static_cast<int>(Settings::LayoutOption::MobileLandscape)));
Settings::values.custom_layout = sdl2_config->GetBoolean("Layout", "custom_layout", false);
Settings::values.custom_top_left =
static_cast<u16>(sdl2_config->GetInteger("Layout", "custom_top_left", 0));
Settings::values.custom_top_top =
static_cast<u16>(sdl2_config->GetInteger("Layout", "custom_top_top", 0));
Settings::values.custom_top_right =
static_cast<u16>(sdl2_config->GetInteger("Layout", "custom_top_right", 400));
Settings::values.custom_top_bottom =
static_cast<u16>(sdl2_config->GetInteger("Layout", "custom_top_bottom", 240));
Settings::values.custom_bottom_left =
static_cast<u16>(sdl2_config->GetInteger("Layout", "custom_bottom_left", 40));
Settings::values.custom_bottom_top =
static_cast<u16>(sdl2_config->GetInteger("Layout", "custom_bottom_top", 240));
Settings::values.custom_bottom_right =
static_cast<u16>(sdl2_config->GetInteger("Layout", "custom_bottom_right", 360));
Settings::values.custom_bottom_bottom =
static_cast<u16>(sdl2_config->GetInteger("Layout", "custom_bottom_bottom", 480));
Settings::values.cardboard_screen_size =
static_cast<int>(sdl2_config->GetInteger("Layout", "cardboard_screen_size", 85));
Settings::values.cardboard_x_shift =
static_cast<int>(sdl2_config->GetInteger("Layout", "cardboard_x_shift", 0));
Settings::values.cardboard_y_shift =
static_cast<int>(sdl2_config->GetInteger("Layout", "cardboard_y_shift", 0));
ReadSetting("Layout", Settings::values.custom_layout);
ReadSetting("Layout", Settings::values.custom_top_left);
ReadSetting("Layout", Settings::values.custom_top_top);
ReadSetting("Layout", Settings::values.custom_top_right);
ReadSetting("Layout", Settings::values.custom_top_bottom);
ReadSetting("Layout", Settings::values.custom_bottom_left);
ReadSetting("Layout", Settings::values.custom_bottom_top);
ReadSetting("Layout", Settings::values.custom_bottom_right);
ReadSetting("Layout", Settings::values.custom_bottom_bottom);
ReadSetting("Layout", Settings::values.cardboard_screen_size);
ReadSetting("Layout", Settings::values.cardboard_x_shift);
ReadSetting("Layout", Settings::values.cardboard_y_shift);
// Utility
Settings::values.dump_textures = sdl2_config->GetBoolean("Utility", "dump_textures", false);
Settings::values.custom_textures = sdl2_config->GetBoolean("Utility", "custom_textures", false);
Settings::values.preload_textures =
sdl2_config->GetBoolean("Utility", "preload_textures", false);
ReadSetting("Utility", Settings::values.dump_textures);
ReadSetting("Utility", Settings::values.custom_textures);
ReadSetting("Utility", Settings::values.preload_textures);
// Audio
Settings::values.audio_emulation =
static_cast<Settings::AudioEmulation>(sdl2_config->GetInteger(
"Audio", "audio_emulation", static_cast<int>(Settings::AudioEmulation::HLE)));
Settings::values.sink_id = sdl2_config->GetString("Audio", "output_engine", "auto");
Settings::values.enable_audio_stretching =
sdl2_config->GetBoolean("Audio", "enable_audio_stretching", true);
Settings::values.audio_device_id = sdl2_config->GetString("Audio", "output_device", "auto");
Settings::values.volume = static_cast<float>(sdl2_config->GetReal("Audio", "volume", 1));
Settings::values.mic_input_device =
sdl2_config->GetString("Audio", "mic_input_device", "Default");
Settings::values.mic_input_type =
static_cast<Settings::MicInputType>(sdl2_config->GetInteger("Audio", "mic_input_type", 1));
ReadSetting("Audio", Settings::values.audio_emulation);
ReadSetting("Audio", Settings::values.sink_id);
ReadSetting("Audio", Settings::values.enable_audio_stretching);
ReadSetting("Audio", Settings::values.audio_device_id);
ReadSetting("Audio", Settings::values.volume);
ReadSetting("Audio", Settings::values.mic_input_device);
ReadSetting("Audio", Settings::values.mic_input_type);
// Data Storage
Settings::values.use_virtual_sd =
sdl2_config->GetBoolean("Data Storage", "use_virtual_sd", true);
ReadSetting("Data Storage", Settings::values.use_virtual_sd);
// System
Settings::values.is_new_3ds = sdl2_config->GetBoolean("System", "is_new_3ds", true);
Settings::values.region_value =
sdl2_config->GetInteger("System", "region_value", Settings::REGION_VALUE_AUTO_SELECT);
Settings::values.init_clock =
static_cast<Settings::InitClock>(sdl2_config->GetInteger("System", "init_clock", 0));
ReadSetting("System", Settings::values.is_new_3ds);
ReadSetting("System", Settings::values.region_value);
ReadSetting("System", Settings::values.init_clock);
{
std::tm t;
t.tm_sec = 1;
@ -236,10 +232,8 @@ void Config::ReadValues() {
std::chrono::system_clock::from_time_t(std::mktime(&t)).time_since_epoch())
.count();
}
Settings::values.plugin_loader_enabled =
sdl2_config->GetBoolean("System", "plugin_loader", false);
Settings::values.allow_plugin_loader =
sdl2_config->GetBoolean("System", "allow_plugin_loader", true);
ReadSetting("System", Settings::values.plugin_loader_enabled);
ReadSetting("System", Settings::values.allow_plugin_loader);
// Camera
using namespace Service::CAM;
@ -263,14 +257,14 @@ void Config::ReadValues() {
sdl2_config->GetInteger("Camera", "camera_outer_left_flip", 0);
// Miscellaneous
Settings::values.log_filter = sdl2_config->GetString("Miscellaneous", "log_filter", "*:Info");
ReadSetting("Miscellaneous", Settings::values.log_filter);
// Debugging
Settings::values.record_frame_times =
sdl2_config->GetBoolean("Debugging", "record_frame_times", false);
Settings::values.use_gdbstub = sdl2_config->GetBoolean("Debugging", "use_gdbstub", false);
Settings::values.gdbstub_port =
static_cast<u16>(sdl2_config->GetInteger("Debugging", "gdbstub_port", 24689));
ReadSetting("Debugging", Settings::values.renderer_debug);
ReadSetting("Debugging", Settings::values.use_gdbstub);
ReadSetting("Debugging", Settings::values.gdbstub_port);
for (const auto& service_module : Service::service_module_map) {
bool use_lle = sdl2_config->GetBoolean("Debugging", "LLE\\" + service_module.name, false);

View file

@ -6,6 +6,7 @@
#include <memory>
#include <string>
#include "common/settings.h"
class INIReader;
@ -23,4 +24,14 @@ public:
~Config();
void Reload();
private:
/**
* Applies a value read from the sdl2_config to a Setting.
*
* @param group The name of the INI group
* @param setting The yuzu setting to modify
*/
template <typename Type, bool ranged>
void ReadSetting(const std::string& group, Settings::Setting<Type, ranged>& setting);
};

View file

@ -98,13 +98,9 @@ use_cpu_jit =
cpu_clock_percentage =
[Renderer]
# Whether to render using GLES or OpenGL
# 0: OpenGL, 1 (default): GLES
use_gles =
# Whether to use software or hardware rendering.
# 0: Software, 1 (default): Hardware
use_hw_renderer =
# Whether to render using OpenGL
# 1: OpenGLES (default)
graphics_api =
# Whether to use hardware shaders to emulate 3DS shaders
# 0: Software, 1 (default): Hardware
@ -118,10 +114,6 @@ separable_shader =
# 0: Off (Default. Faster, but causes issues in some games) 1: On (Slower, but correct)
shaders_accurate_mul =
# Enable asynchronous GPU emulation
# 0: Off (Slower, but more accurate) 1: On (Default. Faster, but may cause issues in some games)
use_asynchronous_gpu_emulation =
# Whether to use the Just-In-Time (JIT) compiler for shader emulation
# 0: Interpreter (slow), 1 (default): JIT (fast)
use_shader_jit =
@ -325,9 +317,15 @@ log_filter = *:Info
[Debugging]
# Record frame time data, can be found in the log directory. Boolean value
record_frame_times =
# Whether to enable additional debugging information during emulation
# 0 (default): Off, 1: On
renderer_debug =
# Port for listening to GDB connections.
use_gdbstub=false
gdbstub_port=24689
# To LLE a service module add "LLE\<module name>=true"
[WebService]

View file

@ -25,7 +25,6 @@
#include "core/frontend/applets/default_applets.h"
#include "core/frontend/camera/factory.h"
#include "core/frontend/mic.h"
#include "core/frontend/scope_acquire_context.h"
#include "core/hle/service/am/am.h"
#include "core/hle/service/nfc/nfc.h"
#include "core/savestate.h"
@ -46,6 +45,7 @@
#include "jni/ndk_motion.h"
#include "video_core/renderer_base.h"
#include "video_core/renderer_opengl/texture_filters/texture_filterer.h"
#include "video_core/video_core.h"
namespace {
@ -149,7 +149,15 @@ static Core::System::ResultStatus RunCitra(const std::string& filepath) {
return Core::System::ResultStatus::ErrorLoader;
}
window = std::make_unique<EmuWindow_Android>(s_surf);
const auto graphics_api = Settings::values.graphics_api.GetValue();
switch (graphics_api) {
case Settings::GraphicsAPI::OpenGL:
window = std::make_unique<EmuWindow_Android>(s_surf);
break;
default:
LOG_CRITICAL(Frontend, "Unknown graphics API {}, using OpenGL", graphics_api);
window = std::make_unique<EmuWindow_Android>(s_surf);
}
Core::System& system{Core::System::GetInstance()};

View file

@ -58,8 +58,6 @@
<string name="linear_filtering_description">Aktiviert lineare Filterung, welche die Spieletexturen glättet.</string>
<string name="texture_filter_name">Texturfilter</string>
<string name="texture_filter_description">Verbessert die Grafik von Spielen durch das Anwendung eines Texturfilters. Die unterstützten Filter sind Anime4K Ultrafast, Bicubic, ScaleForce und xBRZ freescale.</string>
<string name="hw_renderer">Aktiviere Hardware Renderer</string>
<string name="hw_renderer_description">Benutzt Hardware, um die 3DS-Grafik zu emulieren. Wenn aktiviert, wird die Spieleleistung stark verbessert.</string>
<string name="hw_shaders">Aktiviere Hardware Shader</string>
<string name="hw_shaders_description">Benutzt Hardware, um die 3DS-Shader zu emulieren. Wenn aktiviert, wird die Spieleleistung stark verbessert.</string>
<string name="shaders_accurate_mul">Aktiviere genaue Shader-Multiplikation</string>

View file

@ -62,8 +62,6 @@
<string name="linear_filtering_description">Activa el filtro linear, que hace que los gráficos del juego se vean más suaves.</string>
<string name="texture_filter_name">Filtro de Texturas</string>
<string name="texture_filter_description">Mejora los gráficos visuales de los juegos al aplicar un filtro a las texturas. Los filtros soportados son Anime4K Ultrafast, Bicubic, ScaleForce, y xBRZ freescale.</string>
<string name="hw_renderer">Activar renderizador de hardware</string>
<string name="hw_renderer_description">Usa el hardware para emular los gráficos de 3DS. Cuando se active, el rendimiento mejorará notablemente.</string>
<string name="hw_shaders">Activar sombreador de hardware</string>
<string name="hw_shaders_description">Usa el hardware para emular los sombreadores de 3DS. Cuando se active, el rendimiento mejorará notablemente.</string>
<string name="shaders_accurate_mul">Activar multiplicación precisa de sombreado</string>

View file

@ -46,8 +46,6 @@
<!-- Graphics settings strings -->
<string name="vsync">Aktivoi V-Sync</string>
<string name="vsync_description">Synkronoi pelin virkistystaajuus laitteesi virkistystaajuuteen.</string>
<string name="hw_renderer">Aktivoi Laitteistorenderöinti</string>
<string name="hw_renderer_description">Käyttää laitteistoa emuloidakseen 3DS-grafiikoita. Kun tämä on päällä, pelien suorituskyky on huomattavasti parempi.</string>
<string name="hw_shaders">Aktivoi Laitteistovarjostin</string>
<string name="hw_shaders_description">Käyttää laitteistoa emuloidakseen 3DS:n varjostimia. Kun tämä on päällä, pelien suorituskyky on huomattavasti parempi.</string>
<string name="frame_limit_enable">Aktivoi nopeuden rajoitus</string>

View file

@ -58,8 +58,6 @@
<string name="linear_filtering_description">Active le filtrage linéaire, qui améliorera le lissage graphique du jeu.</string>
<string name="texture_filter_name">Filtrage des textures</string>
<string name="texture_filter_description">Améliore l\'aspect graphique des jeux en appliquant un filtre aux textures. Les filtres supportés sont Anime4K Ultrafast, Bicubic, ScaleForce, et xBRZ freescale.</string>
<string name="hw_renderer">Activer le rendu matériel</string>
<string name="hw_renderer_description">Utilise le matériel pour émuler les graphismes de la 3DS. Lorsqu\'il est activé, la performance des jeux sera améliorée de manière significative.</string>
<string name="hw_shaders">Activer le shader (nuanceur) matériel </string>
<string name="hw_shaders_description">Utilise le matériel pour émuler les shaders de la 3DS. Lorsqu\'il est activé, la performance des jeux sera améliorée de manière significative.</string>
<string name="shaders_accurate_mul">Activer la multiplication précise dans les shaders</string>

View file

@ -58,8 +58,6 @@
<string name="linear_filtering_description">Abilita il filtro lineare, che fa sembrare più smussata la grafica dei giochi.</string>
<string name="texture_filter_name">Filtro Texture</string>
<string name="texture_filter_description">Migliora la grafica dei giochi applicando un filtro alle texture. I filtri supportati sono Anime4k Ultrafast, Bicubic, ScaleForce, e xBRZ freescale.</string>
<string name="hw_renderer">Abilita renderer hardware</string>
<string name="hw_renderer_description">Utilizza l\'hardware per emulare la grafica del 3DS. Se abilitato, le prestazioni dei giochi miglioreranno significativamente.</string>
<string name="hw_shaders">Abilita shader hardware</string>
<string name="hw_shaders_description">Utilizza l\'hardware per emulare gli shader del 3DS. Se abilitato, le prestazioni dei giochi miglioreranno significativamente.</string>
<string name="shaders_accurate_mul">Abilita moltiplicazione shader accurata</string>

View file

@ -40,8 +40,6 @@
<string name="linear_filtering">リニアフィルタリングを有効化</string>
<string name="linear_filtering_description">有効にすると、よりなめらかな画質が期待できます。</string>
<string name="texture_filter_name">テクスチャフィルタ</string>
<string name="hw_renderer">ハードウェアレンダラを有効にする</string>
<string name="hw_renderer_description">グラフィックエミュレーションにハードウェアを使用します。有効にすると、パフォーマンスが大幅に向上します。</string>
<string name="hw_shaders">ハードウェアシェーダを有効にする</string>
<string name="hw_shaders_description">シェーダエミュレーションにハードウェアを使用します。有効にすると、パフォーマンスが大幅に向上します。</string>
<string name="shaders_accurate_mul">正確なシェーダ乗算を有効にする</string>

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@ -58,8 +58,6 @@
<string name="linear_filtering_description">게임 필터링이 매끄럽게 보이도록 선형 필터링을 활성화합니다.</string>
<string name="texture_filter_name">텍스처 필터</string>
<string name="texture_filter_description">텍스처에 필터를 적용하여 게임의 시각적 효과를 향상시킵니다. 지원되는 필터는 Anime4K Ultrafast, Bicubic, ScaleForce 및 xBRZ 프리스케일입니다.</string>
<string name="hw_renderer">하드웨어 렌더러 사용</string>
<string name="hw_renderer_description">하드웨어를 사용하여 3DS 그래픽을 에뮬레이션합니다. 활성화하면 게임 성능이 크게 향상됩니다.</string>
<string name="hw_shaders">하드웨어 쉐이더 사용</string>
<string name="hw_shaders_description">하드웨어를 사용하여 3DS 쉐이더를 에뮬레이션합니다. 활성화하면 게임 성능이 크게 향상됩니다.</string>
<string name="shaders_accurate_mul">정확한 쉐이더 곱셉 사용</string>

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@ -58,8 +58,6 @@
<string name="linear_filtering_description">Aktiverer lineær filtrering, noe som får spillvisualer til å vises jevnere.</string>
<string name="texture_filter_name">Tekstur Filter</string>
<string name="texture_filter_description">Forbedrer det visuelle i spill ved å bruke et filter på teksturer. De støttede filtrene er Anime4K Ultrafast, Bicubic, ScaleForce og xBRZ freescale.</string>
<string name="hw_renderer">Aktiver maskinvaregjengivelse</string>
<string name="hw_renderer_description">Bruker maskinvare til å emulere 3DS grafikk. Når dette er aktivert, vil spillytelsen bli betydelig forbedret.</string>
<string name="hw_shaders">Aktiver maskinvare shader</string>
<string name="hw_shaders_description">Bruker maskinvare for å etterligne 3DS shaders. Når dette er aktivert, vil spillytelsen bli betydelig forbedret.</string>
<string name="shaders_accurate_mul">Aktiver nøyaktig shader-multiplikasjon</string>

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@ -58,8 +58,6 @@
<string name="linear_filtering_description">Ativa a filtragem linear, que suaviza o visual do jogo.</string>
<string name="texture_filter_name">Filtro de texturas</string>
<string name="texture_filter_description">Aprimora o visual dos jogos ao aplicar filtros às texturas. Os filtros compatíveis são: Anime4K Ultrafast, Bicúbico, ScaleForce e xBRZ Freescale.</string>
<string name="hw_renderer">Ativar renderizador por hardware</string>
<string name="hw_renderer_description">Utiliza o hardware para emular os gráficos do 3DS. Quando ativado, o desempenho de jogo será consideravelmente melhorado.</string>
<string name="hw_shaders">Ativar shaders via hardware</string>
<string name="hw_shaders_description">Utiliza o hardware para emular os shaders do 3DS. Quando ativado, o desempenho do jogo será consideravelmente melhorado.</string>
<string name="shaders_accurate_mul">Ativar multiplicação precisa de shaders</string>

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@ -58,8 +58,6 @@
<string name="linear_filtering_description">开启后,游戏视觉效果会更加平滑。</string>
<string name="texture_filter_name">纹理滤镜</string>
<string name="texture_filter_description">通过对纹理使用滤镜来增强游戏的视觉效果。支持的滤镜有 Anime4K Ultrafast, Bicubic, ScaleForce 和 xBRZ freescale。</string>
<string name="hw_renderer">启用硬件渲染器</string>
<string name="hw_renderer_description">使用硬件模拟 3DS 图形。启用后,游戏性能将显著提高。</string>
<string name="hw_shaders">启用硬件着色器</string>
<string name="hw_shaders_description">使用硬件模拟 3DS 着色器。启用后,游戏性能将显著提高。</string>
<string name="shaders_accurate_mul">启用精确乘法运算</string>

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@ -171,4 +171,12 @@
<item>4</item>
<item>5</item>
</integer-array>
<string-array name="graphicsApiNames">
<item>OpenGLES</item>
</string-array>
<integer-array name="graphicsApiValues">
<item>1</item>
</integer-array>
</resources>

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@ -72,14 +72,15 @@
<!-- Graphics settings strings -->
<string name="renderer">Renderer</string>
<string name="graphics_api">Graphics API</string>
<string name="renderer_debug">Enable debug renderer</string>
<string name="renderer_debug_description">Log additional graphics related debug information. When enabled, game performance will be significantly reduced</string>
<string name="vsync">Enable V-Sync</string>
<string name="vsync_description">Synchronizes the game frame rate to the refresh rate of your device.</string>
<string name="linear_filtering">Enable linear filtering</string>
<string name="linear_filtering_description">Enables linear filtering, which causes game visuals to appear smoother.</string>
<string name="texture_filter_name">Texture Filter</string>
<string name="texture_filter_description">Enhances the visuals of games by applying a filter to textures. The supported filters are Anime4K Ultrafast, Bicubic, ScaleForce, and xBRZ freescale.</string>
<string name="hw_renderer">Enable hardware renderer</string>
<string name="hw_renderer_description">Uses hardware to emulate 3DS graphics. When enabled, game performance will be significantly improved.</string>
<string name="hw_shaders">Enable hardware shader</string>
<string name="hw_shaders_description">Uses hardware to emulate 3DS shaders. When enabled, game performance will be significantly improved.</string>
<string name="shaders_accurate_mul">Enable accurate shader multiplication</string>