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3d0eb4b5d7
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3d0eb4b5d7 | ||
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1b4a79c7ee |
76 changed files with 340 additions and 1167 deletions
26
dist/languages/ar.ts
vendored
26
dist/languages/ar.ts
vendored
|
|
@ -1136,30 +1136,6 @@ Higher states allow for more features and can increase performance, but may caus
|
|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
|
||||
<translation>يتيح ميزة الحالة الديناميكية لإدخال الرأس لتحسين الجودة والأداء.</translation>
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||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation>استفزاز قمة الرأس</translation>
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||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
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||||
<source>Improves lighting and vertex handling in some games.
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||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation>يُحسّن الإضاءة ومعالجة الرؤوس في بعض الألعاب.
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||||
تدعم هذه الإضافة أجهزة Vulkan 1.0+ فقط.</translation>
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||||
</message>
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||||
<message>
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||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
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||||
<source>Descriptor Indexing</source>
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||||
<translation>فهرسة الوصف</translation>
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||||
</message>
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||||
<message>
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||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
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||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
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||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
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||||
<translation>يُحسّن معالجة الملمس والذاكرة المؤقتة وطبقة ترجمة ماكسويل.
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تدعم بعض أجهزة Vulkan الإصدار 1.1+ وجميع أجهزة 1.2+ هذه الإضافة.</translation>
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||||
</message>
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||||
<message>
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||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
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||||
<source>Sample Shading</source>
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||||
|
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@ -10632,4 +10608,4 @@ By selecting "From Eden", previous save data stored in Ryujinx will be
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|||
<translation>وصل إجمالي زمن التشغيل إلى الحد الأقصى.</translation>
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||||
</message>
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||||
</context>
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||||
</TS>
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||||
</TS>
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||||
|
|
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|||
24
dist/languages/ca.ts
vendored
24
dist/languages/ca.ts
vendored
|
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@ -1084,28 +1084,6 @@ Higher states allow for more features and can increase performance, but may caus
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|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
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||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
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||||
<source>Improves lighting and vertex handling in some games.
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||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
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||||
</message>
|
||||
<message>
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||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
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||||
<source>Descriptor Indexing</source>
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||||
<translation type="unfinished"/>
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||||
</message>
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||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
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||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
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||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
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||||
<translation type="unfinished"/>
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||||
</message>
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||||
<message>
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||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
|
||||
<source>Sample Shading</source>
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||||
|
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@ -10504,4 +10482,4 @@ By selecting "From Eden", previous save data stored in Ryujinx will be
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|||
<translation type="unfinished"/>
|
||||
</message>
|
||||
</context>
|
||||
</TS>
|
||||
</TS>
|
||||
|
|
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|||
24
dist/languages/cs.ts
vendored
24
dist/languages/cs.ts
vendored
|
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@ -1084,28 +1084,6 @@ Higher states allow for more features and can increase performance, but may caus
|
|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
|
||||
<source>Improves lighting and vertex handling in some games.
|
||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
|
||||
<source>Descriptor Indexing</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
|
||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
|
||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
|
||||
<source>Sample Shading</source>
|
||||
|
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@ -10492,4 +10470,4 @@ By selecting "From Eden", previous save data stored in Ryujinx will be
|
|||
<translation type="unfinished"/>
|
||||
</message>
|
||||
</context>
|
||||
</TS>
|
||||
</TS>
|
||||
|
|
|
|||
24
dist/languages/da.ts
vendored
24
dist/languages/da.ts
vendored
|
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@ -1086,28 +1086,6 @@ Higher states allow for more features and can increase performance, but may caus
|
|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
|
||||
<source>Improves lighting and vertex handling in some games.
|
||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
|
||||
<source>Descriptor Indexing</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
|
||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
|
||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
|
||||
<source>Sample Shading</source>
|
||||
|
|
@ -10486,4 +10464,4 @@ By selecting "From Eden", previous save data stored in Ryujinx will be
|
|||
<translation type="unfinished"/>
|
||||
</message>
|
||||
</context>
|
||||
</TS>
|
||||
</TS>
|
||||
|
|
|
|||
24
dist/languages/de.ts
vendored
24
dist/languages/de.ts
vendored
|
|
@ -1094,28 +1094,6 @@ Higher states allow for more features and can increase performance, but may caus
|
|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
|
||||
<source>Improves lighting and vertex handling in some games.
|
||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
|
||||
<source>Descriptor Indexing</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
|
||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
|
||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
|
||||
<source>Sample Shading</source>
|
||||
|
|
@ -10516,4 +10494,4 @@ By selecting "From Eden", previous save data stored in Ryujinx will be
|
|||
<translation type="unfinished"/>
|
||||
</message>
|
||||
</context>
|
||||
</TS>
|
||||
</TS>
|
||||
|
|
|
|||
24
dist/languages/el.ts
vendored
24
dist/languages/el.ts
vendored
|
|
@ -1086,28 +1086,6 @@ Higher states allow for more features and can increase performance, but may caus
|
|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
|
||||
<source>Improves lighting and vertex handling in some games.
|
||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
|
||||
<source>Descriptor Indexing</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
|
||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
|
||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
|
||||
<source>Sample Shading</source>
|
||||
|
|
@ -10482,4 +10460,4 @@ By selecting "From Eden", previous save data stored in Ryujinx will be
|
|||
<translation type="unfinished"/>
|
||||
</message>
|
||||
</context>
|
||||
</TS>
|
||||
</TS>
|
||||
|
|
|
|||
26
dist/languages/es.ts
vendored
26
dist/languages/es.ts
vendored
|
|
@ -1141,30 +1141,6 @@ Números más altos permiten úsar más funciones y pueden aumentar el rendimien
|
|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
|
||||
<translation>Activa la función de estado dinámico de entrada de vértices para una mejor calidad y rendimiento.</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation>Vértice provocante</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
|
||||
<source>Improves lighting and vertex handling in some games.
|
||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation>Mejora la iluminación y la gestión de vértices en algunos juegos.
|
||||
Solo los dispositivos Vulkan 1.0+ son compatibles con esta extensión.</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
|
||||
<source>Descriptor Indexing</source>
|
||||
<translation>Indexación del descriptor</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
|
||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
|
||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
|
||||
<translation>Mejora el manejo de texturas, búferes y la capa de traducción de Maxwell.
|
||||
Algunos dispositivos Vulkan 1.1+ y todos los 1.2+ son compatibles con esta extensión.</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
|
||||
<source>Sample Shading</source>
|
||||
|
|
@ -10646,4 +10622,4 @@ Seleccionando "Desde Eden", los datos de guardado anteriores alojados
|
|||
<translation>Se ha alcanzado el límite total de tiempo de juego.</translation>
|
||||
</message>
|
||||
</context>
|
||||
</TS>
|
||||
</TS>
|
||||
|
|
|
|||
24
dist/languages/fi.ts
vendored
24
dist/languages/fi.ts
vendored
|
|
@ -1084,28 +1084,6 @@ Higher states allow for more features and can increase performance, but may caus
|
|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
|
||||
<source>Improves lighting and vertex handling in some games.
|
||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
|
||||
<source>Descriptor Indexing</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
|
||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
|
||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
|
||||
<source>Sample Shading</source>
|
||||
|
|
@ -10453,4 +10431,4 @@ By selecting "From Eden", previous save data stored in Ryujinx will be
|
|||
<translation type="unfinished"/>
|
||||
</message>
|
||||
</context>
|
||||
</TS>
|
||||
</TS>
|
||||
|
|
|
|||
26
dist/languages/fr.ts
vendored
26
dist/languages/fr.ts
vendored
|
|
@ -1132,30 +1132,6 @@ Higher states allow for more features and can increase performance, but may caus
|
|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation>Vertex provoquant</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
|
||||
<source>Improves lighting and vertex handling in some games.
|
||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation>Améliore l’éclairage et la gestion des points 3D dans certains jeux.
|
||||
Seuls les appareils compatibles avec Vulkan 1.0+ prennent en charge cette extension.</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
|
||||
<source>Descriptor Indexing</source>
|
||||
<translation>Indexation des descripteurs</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
|
||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
|
||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
|
||||
<translation>Améliore la gestion des textures et des tampons ainsi que la couche de traduction Maxwell.
|
||||
Certains appareils compatibles Vulkan 1.1+ et tous ceux en 1.2+ prennent en charge cette extension.</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
|
||||
<source>Sample Shading</source>
|
||||
|
|
@ -10593,4 +10569,4 @@ En sélectionnant « Depuis Eden », les données de sauvegarde précédemment s
|
|||
<translation>Le temps de jeu total a atteint le maximum.</translation>
|
||||
</message>
|
||||
</context>
|
||||
</TS>
|
||||
</TS>
|
||||
|
|
|
|||
24
dist/languages/hu.ts
vendored
24
dist/languages/hu.ts
vendored
|
|
@ -1092,28 +1092,6 @@ Higher states allow for more features and can increase performance, but may caus
|
|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
|
||||
<source>Improves lighting and vertex handling in some games.
|
||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
|
||||
<source>Descriptor Indexing</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
|
||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
|
||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
|
||||
<source>Sample Shading</source>
|
||||
|
|
@ -10487,4 +10465,4 @@ By selecting "From Eden", previous save data stored in Ryujinx will be
|
|||
<translation type="unfinished"/>
|
||||
</message>
|
||||
</context>
|
||||
</TS>
|
||||
</TS>
|
||||
|
|
|
|||
24
dist/languages/id.ts
vendored
24
dist/languages/id.ts
vendored
|
|
@ -1107,28 +1107,6 @@ Higher states allow for more features and can increase performance, but may caus
|
|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
|
||||
<source>Improves lighting and vertex handling in some games.
|
||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
|
||||
<source>Descriptor Indexing</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
|
||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
|
||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
|
||||
<source>Sample Shading</source>
|
||||
|
|
@ -10508,4 +10486,4 @@ By selecting "From Eden", previous save data stored in Ryujinx will be
|
|||
<translation type="unfinished"/>
|
||||
</message>
|
||||
</context>
|
||||
</TS>
|
||||
</TS>
|
||||
|
|
|
|||
26
dist/languages/it.ts
vendored
26
dist/languages/it.ts
vendored
|
|
@ -1136,30 +1136,6 @@ Gli stati più alti consentono più funzionalità e possono migliorare le presta
|
|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation>Provoking Vertex</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
|
||||
<source>Improves lighting and vertex handling in some games.
|
||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation>Migliora l'illuminazione e la gestione dei vertici in alcuni giochi.
|
||||
Solo i dispositivi con Vulkan 1.0+ supportano quest'estensione.</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
|
||||
<source>Descriptor Indexing</source>
|
||||
<translation>Indicizzazione descrittori</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
|
||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
|
||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
|
||||
<translation>Migliora la gestione di texture e buffer, ma anche il layer di traduzione Maxwell.
|
||||
Alcuni dispositivi con Vulkan 1.1+ e tutti quelli con 1.2+ supportano quest'estensione.</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
|
||||
<source>Sample Shading</source>
|
||||
|
|
@ -10625,4 +10601,4 @@ Selezionando "Da Eden", i dati di salvataggio pre-esistenti in Ryujinx
|
|||
<translation>Il tempo di gioco totale ha raggiunto il limite massimo.</translation>
|
||||
</message>
|
||||
</context>
|
||||
</TS>
|
||||
</TS>
|
||||
|
|
|
|||
24
dist/languages/ja_JP.ts
vendored
24
dist/languages/ja_JP.ts
vendored
|
|
@ -1089,28 +1089,6 @@ Higher states allow for more features and can increase performance, but may caus
|
|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
|
||||
<source>Improves lighting and vertex handling in some games.
|
||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
|
||||
<source>Descriptor Indexing</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
|
||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
|
||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
|
||||
<source>Sample Shading</source>
|
||||
|
|
@ -10510,4 +10488,4 @@ By selecting "From Eden", previous save data stored in Ryujinx will be
|
|||
<translation type="unfinished"/>
|
||||
</message>
|
||||
</context>
|
||||
</TS>
|
||||
</TS>
|
||||
|
|
|
|||
24
dist/languages/ko_KR.ts
vendored
24
dist/languages/ko_KR.ts
vendored
|
|
@ -1086,28 +1086,6 @@ Higher states allow for more features and can increase performance, but may caus
|
|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
|
||||
<source>Improves lighting and vertex handling in some games.
|
||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
|
||||
<source>Descriptor Indexing</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
|
||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
|
||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
|
||||
<source>Sample Shading</source>
|
||||
|
|
@ -10508,4 +10486,4 @@ By selecting "From Eden", previous save data stored in Ryujinx will be
|
|||
<translation type="unfinished"/>
|
||||
</message>
|
||||
</context>
|
||||
</TS>
|
||||
</TS>
|
||||
|
|
|
|||
24
dist/languages/nb.ts
vendored
24
dist/languages/nb.ts
vendored
|
|
@ -1086,28 +1086,6 @@ Higher states allow for more features and can increase performance, but may caus
|
|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
|
||||
<source>Improves lighting and vertex handling in some games.
|
||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
|
||||
<source>Descriptor Indexing</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
|
||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
|
||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
|
||||
<source>Sample Shading</source>
|
||||
|
|
@ -10509,4 +10487,4 @@ By selecting "From Eden", previous save data stored in Ryujinx will be
|
|||
<translation type="unfinished"/>
|
||||
</message>
|
||||
</context>
|
||||
</TS>
|
||||
</TS>
|
||||
|
|
|
|||
24
dist/languages/nl.ts
vendored
24
dist/languages/nl.ts
vendored
|
|
@ -1095,28 +1095,6 @@ Higher states allow for more features and can increase performance, but may caus
|
|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
|
||||
<source>Improves lighting and vertex handling in some games.
|
||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
|
||||
<source>Descriptor Indexing</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
|
||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
|
||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
|
||||
<source>Sample Shading</source>
|
||||
|
|
@ -10505,4 +10483,4 @@ By selecting "From Eden", previous save data stored in Ryujinx will be
|
|||
<translation type="unfinished"/>
|
||||
</message>
|
||||
</context>
|
||||
</TS>
|
||||
</TS>
|
||||
|
|
|
|||
26
dist/languages/pl.ts
vendored
26
dist/languages/pl.ts
vendored
|
|
@ -1135,30 +1135,6 @@ Wyższe poziomy pozwalają na użycie większej liczby funkcji i mogą zwiększy
|
|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
|
||||
<translation>Włącza funkcję dynamicznego stanu wejścia wierzchołków, poprawiając jakość i wydajność.</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation>Wierzchołek prowokujący</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
|
||||
<source>Improves lighting and vertex handling in some games.
|
||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation>Poprawia oświetlenie i obsługę wierzchołków w niektórych grach.
|
||||
To rozszerzenie jest obsługiwane tylko na urządzeniach z Vulkanem 1.0+.</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
|
||||
<source>Descriptor Indexing</source>
|
||||
<translation>Indeksowanie deskryptorów</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
|
||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
|
||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
|
||||
<translation>Poprawia obsługę tekstur i buforów oraz warstwę translacji Maxwell.
|
||||
Niektóre urządzenia z Vulkanem 1.1+ i wszystkie z 1.2+ obsługują to rozszerzenie.</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
|
||||
<source>Sample Shading</source>
|
||||
|
|
@ -10627,4 +10603,4 @@ Wybierając „Z Eden”, dotychczasowe dane zapisu przechowywane w Ryujinx zost
|
|||
<translation>Łączny czas gry osiągnął maksimum.</translation>
|
||||
</message>
|
||||
</context>
|
||||
</TS>
|
||||
</TS>
|
||||
|
|
|
|||
24
dist/languages/pt_BR.ts
vendored
24
dist/languages/pt_BR.ts
vendored
|
|
@ -1119,28 +1119,6 @@ Higher states allow for more features and can increase performance, but may caus
|
|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
|
||||
<source>Improves lighting and vertex handling in some games.
|
||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
|
||||
<source>Descriptor Indexing</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
|
||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
|
||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
|
||||
<source>Sample Shading</source>
|
||||
|
|
@ -10542,4 +10520,4 @@ Ao selecionar "Do Eden", os dados salvos anteriores armazenados no Ryu
|
|||
<translation type="unfinished"/>
|
||||
</message>
|
||||
</context>
|
||||
</TS>
|
||||
</TS>
|
||||
|
|
|
|||
24
dist/languages/pt_PT.ts
vendored
24
dist/languages/pt_PT.ts
vendored
|
|
@ -1094,28 +1094,6 @@ Higher states allow for more features and can increase performance, but may caus
|
|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
|
||||
<source>Improves lighting and vertex handling in some games.
|
||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
|
||||
<source>Descriptor Indexing</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
|
||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
|
||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
|
||||
<source>Sample Shading</source>
|
||||
|
|
@ -10508,4 +10486,4 @@ By selecting "From Eden", previous save data stored in Ryujinx will be
|
|||
<translation type="unfinished"/>
|
||||
</message>
|
||||
</context>
|
||||
</TS>
|
||||
</TS>
|
||||
|
|
|
|||
26
dist/languages/ru_RU.ts
vendored
26
dist/languages/ru_RU.ts
vendored
|
|
@ -1141,30 +1141,6 @@ Higher states allow for more features and can increase performance, but may caus
|
|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
|
||||
<translation>Включает функцию динамического состояния вершинного ввода для повышения качества и производительности.</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation>Определяющая вершина</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
|
||||
<source>Improves lighting and vertex handling in some games.
|
||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation>Улучшает освещение и обработку вершин в определенных играх.
|
||||
Поддерживаются устройства только с Vulkan 1.0+.</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
|
||||
<source>Descriptor Indexing</source>
|
||||
<translation>Индексирование дескрипторов</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
|
||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
|
||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
|
||||
<translation>Улучшает текстуру и обработку буфера и уровень трансляции Maxwell.
|
||||
Некоторые устройства Vulkan 1.1+ и все 1.2+ поддерживают это расширение.</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
|
||||
<source>Sample Shading</source>
|
||||
|
|
@ -10639,4 +10615,4 @@ By selecting "From Eden", previous save data stored in Ryujinx will be
|
|||
<translation>Общее максимальное игровое время.</translation>
|
||||
</message>
|
||||
</context>
|
||||
</TS>
|
||||
</TS>
|
||||
|
|
|
|||
26
dist/languages/sv.ts
vendored
26
dist/languages/sv.ts
vendored
|
|
@ -1149,30 +1149,6 @@ Högre tillstånd möjliggör fler funktioner och kan öka prestandan, men kan o
|
|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
|
||||
<translation>Aktiverar funktionen för dynamiskt tillstånd för vertexinmatning för bättre kvalitet och prestanda.</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation>Provocerande toppunkt</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
|
||||
<source>Improves lighting and vertex handling in some games.
|
||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation>Förbättrar belysning och vertexhantering i vissa spel.
|
||||
Endast enheter med Vulkan 1.0+ stöder denna tilläggsfunktion.</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
|
||||
<source>Descriptor Indexing</source>
|
||||
<translation>Indexering av deskriptorer</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
|
||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
|
||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
|
||||
<translation>Förbättrar textur- och bufferthantering samt Maxwell-översättningslagret.
|
||||
Vissa Vulkan 1.1+ och alla 1.2+ enheter stöder detta tillägg.</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
|
||||
<source>Sample Shading</source>
|
||||
|
|
@ -10647,4 +10623,4 @@ Om du väljer ”Från Eden” tas tidigare sparade data bort som lagrats i Ryuj
|
|||
<translation>Maximal total speltid uppnådd.</translation>
|
||||
</message>
|
||||
</context>
|
||||
</TS>
|
||||
</TS>
|
||||
|
|
|
|||
24
dist/languages/tr_TR.ts
vendored
24
dist/languages/tr_TR.ts
vendored
|
|
@ -1103,28 +1103,6 @@ Higher states allow for more features and can increase performance, but may caus
|
|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
|
||||
<translation>Daha iyi kalite ve performans için Vertex dinamik durum özelliğini etkinleştirir.</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation>Provoking Vertex</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
|
||||
<source>Improves lighting and vertex handling in some games.
|
||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation>Bazı oyunlarda aydınlatmayı ve köşe işlemeyi iyileştirir. Bu uzantıyı yalnızca Vulkan 1.0 ve üzeri cihazlar destekler.</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
|
||||
<source>Descriptor Indexing</source>
|
||||
<translation>Tanımlayıcı İndeksleme</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
|
||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
|
||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
|
||||
<translation>Doku ve arabellek işlemeyi ve Maxwell çeviri katmanını iyileştirir. Bazı Vulkan 1.1 ve üzeri ile tüm 1.2 ve üzeri cihazlar bu uzantıyı destekler.</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
|
||||
<source>Sample Shading</source>
|
||||
|
|
@ -10536,4 +10514,4 @@ By selecting "From Eden", previous save data stored in Ryujinx will be
|
|||
<translation type="unfinished"/>
|
||||
</message>
|
||||
</context>
|
||||
</TS>
|
||||
</TS>
|
||||
|
|
|
|||
26
dist/languages/uk.ts
vendored
26
dist/languages/uk.ts
vendored
|
|
@ -1144,30 +1144,6 @@ Higher states allow for more features and can increase performance, but may caus
|
|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
|
||||
<translation>Вмикає можливість динамічного стану введення вершин для кращих якості й продуктивності.</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation>Провокативна вершина</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
|
||||
<source>Improves lighting and vertex handling in some games.
|
||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation>Покращує освітлення та взаємодію з вершинами у деяких іграх.
|
||||
Це розширення підтримують лише пристрої з Vulkan 1.0+.</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
|
||||
<source>Descriptor Indexing</source>
|
||||
<translation>Індексування дескрипторів</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
|
||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
|
||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
|
||||
<translation>Покращує взаємодію з текстурами й буфером, а також шар перетворення Maxwell.
|
||||
Це розширення підтримують деякі пристрої з Vulkan 1.1+ та всі з 1.2+.</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
|
||||
<source>Sample Shading</source>
|
||||
|
|
@ -10647,4 +10623,4 @@ By selecting "From Eden", previous save data stored in Ryujinx will be
|
|||
<translation>Загальний награний час досягнув максимуму.</translation>
|
||||
</message>
|
||||
</context>
|
||||
</TS>
|
||||
</TS>
|
||||
|
|
|
|||
24
dist/languages/vi.ts
vendored
24
dist/languages/vi.ts
vendored
|
|
@ -1086,28 +1086,6 @@ Higher states allow for more features and can increase performance, but may caus
|
|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
|
||||
<source>Improves lighting and vertex handling in some games.
|
||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
|
||||
<source>Descriptor Indexing</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
|
||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
|
||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
|
||||
<source>Sample Shading</source>
|
||||
|
|
@ -10508,4 +10486,4 @@ By selecting "From Eden", previous save data stored in Ryujinx will be
|
|||
<translation type="unfinished"/>
|
||||
</message>
|
||||
</context>
|
||||
</TS>
|
||||
</TS>
|
||||
|
|
|
|||
25
dist/languages/vi_VN.ts
vendored
25
dist/languages/vi_VN.ts
vendored
|
|
@ -1086,29 +1086,6 @@ Higher states allow for more features and can increase performance, but may caus
|
|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
|
||||
<source>Improves lighting and vertex handling in some games.
|
||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
|
||||
<source>Descriptor Indexing</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
|
||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
|
||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
|
||||
<translation>Cải thiện việc xử lý texture và bộ đệm buffer, cũng như lớp dịch Maxwell.
|
||||
Một số thiết bị hỗ trợ Vulkan 1.1+ và tất cả thiết bị Vulkan 1.2+ đều hỗ trợ tiện ích mở rộng này.</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
|
||||
<source>Sample Shading</source>
|
||||
|
|
@ -10509,4 +10486,4 @@ By selecting "From Eden", previous save data stored in Ryujinx will be
|
|||
<translation type="unfinished"/>
|
||||
</message>
|
||||
</context>
|
||||
</TS>
|
||||
</TS>
|
||||
|
|
|
|||
25
dist/languages/zh_CN.ts
vendored
25
dist/languages/zh_CN.ts
vendored
|
|
@ -1142,29 +1142,6 @@ Higher states allow for more features and can increase performance, but may caus
|
|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
|
||||
<translation>开启顶点输入动态状态功能来获得更好的质量和性能。</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation>激活顶点</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
|
||||
<source>Improves lighting and vertex handling in some games.
|
||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation>改善某些游戏中的照明和顶点处理。仅 Vulkan 1.0 设备支持此扩展。</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
|
||||
<source>Descriptor Indexing</source>
|
||||
<translation>描述符索引</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
|
||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
|
||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
|
||||
<translation>改进了纹理和缓冲处理以及 Maxwell 翻译层。
|
||||
部分 Vulkan 1.1 设备和所有 1.2 设备支持此扩展。</translation>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
|
||||
<source>Sample Shading</source>
|
||||
|
|
@ -10618,4 +10595,4 @@ By selecting "From Eden", previous save data stored in Ryujinx will be
|
|||
<translation>总计游戏时间已到达最大值。</translation>
|
||||
</message>
|
||||
</context>
|
||||
</TS>
|
||||
</TS>
|
||||
|
|
|
|||
24
dist/languages/zh_TW.ts
vendored
24
dist/languages/zh_TW.ts
vendored
|
|
@ -1116,28 +1116,6 @@ Higher states allow for more features and can increase performance, but may caus
|
|||
<source>Enables vertex input dynamic state feature for better quality and performance.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="289"/>
|
||||
<source>Provoking Vertex</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="290"/>
|
||||
<source>Improves lighting and vertex handling in some games.
|
||||
Only Vulkan 1.0+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="293"/>
|
||||
<source>Descriptor Indexing</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="294"/>
|
||||
<source>Improves texture & buffer handling and the Maxwell translation layer.
|
||||
Some Vulkan 1.1+ and all 1.2+ devices support this extension.</source>
|
||||
<translation type="unfinished"/>
|
||||
</message>
|
||||
<message>
|
||||
<location filename="../../src/qt_common/config/shared_translation.cpp" line="298"/>
|
||||
<source>Sample Shading</source>
|
||||
|
|
@ -10536,4 +10514,4 @@ By selecting "From Eden", previous save data stored in Ryujinx will be
|
|||
<translation type="unfinished"/>
|
||||
</message>
|
||||
</context>
|
||||
</TS>
|
||||
</TS>
|
||||
|
|
|
|||
|
|
@ -246,6 +246,7 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener, InputManager
|
|||
nfcReader.startScanning()
|
||||
startMotionSensorListener()
|
||||
InputHandler.updateControllerData()
|
||||
notifyPhysicalControllerState()
|
||||
|
||||
buildPictureInPictureParams()
|
||||
}
|
||||
|
|
@ -403,8 +404,7 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener, InputManager
|
|||
val isPhysicalKeyboard = event.source and InputDevice.SOURCE_KEYBOARD == InputDevice.SOURCE_KEYBOARD &&
|
||||
event.device?.isVirtual == false
|
||||
|
||||
val isControllerInput = event.source and InputDevice.SOURCE_JOYSTICK == InputDevice.SOURCE_JOYSTICK ||
|
||||
event.source and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD
|
||||
val isControllerInput = InputHandler.isPhysicalGameController(event.device)
|
||||
|
||||
if (!isControllerInput &&
|
||||
event.source and InputDevice.SOURCE_MOUSE != InputDevice.SOURCE_MOUSE &&
|
||||
|
|
@ -425,8 +425,7 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener, InputManager
|
|||
}
|
||||
|
||||
override fun dispatchGenericMotionEvent(event: MotionEvent): Boolean {
|
||||
val isControllerInput = event.source and InputDevice.SOURCE_JOYSTICK == InputDevice.SOURCE_JOYSTICK ||
|
||||
event.source and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD
|
||||
val isControllerInput = InputHandler.isPhysicalGameController(event.device)
|
||||
|
||||
if (!isControllerInput &&
|
||||
event.source and InputDevice.SOURCE_KEYBOARD != InputDevice.SOURCE_KEYBOARD &&
|
||||
|
|
@ -460,38 +459,36 @@ class EmulationActivity : AppCompatActivity(), SensorEventListener, InputManager
|
|||
}
|
||||
|
||||
private fun isGameController(deviceId: Int): Boolean {
|
||||
val device = InputDevice.getDevice(deviceId) ?: return false
|
||||
val sources = device.sources
|
||||
return sources and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD ||
|
||||
sources and InputDevice.SOURCE_JOYSTICK == InputDevice.SOURCE_JOYSTICK
|
||||
return InputHandler.isPhysicalGameController(InputDevice.getDevice(deviceId))
|
||||
}
|
||||
|
||||
override fun onInputDeviceAdded(deviceId: Int) {
|
||||
if (isGameController(deviceId)) {
|
||||
InputHandler.updateControllerData()
|
||||
val navHostFragment =
|
||||
supportFragmentManager.findFragmentById(R.id.fragment_container) as? NavHostFragment
|
||||
val emulationFragment =
|
||||
navHostFragment?.childFragmentManager?.fragments?.firstOrNull() as? org.yuzu.yuzu_emu.fragments.EmulationFragment
|
||||
emulationFragment?.onControllerConnected()
|
||||
notifyPhysicalControllerState()
|
||||
}
|
||||
}
|
||||
|
||||
override fun onInputDeviceRemoved(deviceId: Int) {
|
||||
InputHandler.updateControllerData()
|
||||
val navHostFragment =
|
||||
supportFragmentManager.findFragmentById(R.id.fragment_container) as? NavHostFragment
|
||||
val emulationFragment =
|
||||
navHostFragment?.childFragmentManager?.fragments?.firstOrNull() as? org.yuzu.yuzu_emu.fragments.EmulationFragment
|
||||
emulationFragment?.onControllerDisconnected()
|
||||
notifyPhysicalControllerState()
|
||||
}
|
||||
|
||||
override fun onInputDeviceChanged(deviceId: Int) {
|
||||
if (isGameController(deviceId)) {
|
||||
InputHandler.updateControllerData()
|
||||
notifyPhysicalControllerState()
|
||||
}
|
||||
}
|
||||
|
||||
private fun notifyPhysicalControllerState() {
|
||||
val navHostFragment =
|
||||
supportFragmentManager.findFragmentById(R.id.fragment_container) as? NavHostFragment
|
||||
val emulationFragment =
|
||||
navHostFragment?.childFragmentManager?.fragments?.firstOrNull() as? org.yuzu.yuzu_emu.fragments.EmulationFragment
|
||||
emulationFragment?.onPhysicalControllerStateChanged(InputHandler.androidControllers.isNotEmpty())
|
||||
}
|
||||
|
||||
override fun onSensorChanged(event: SensorEvent) {
|
||||
if (!NativeLibrary.isRunning() || NativeLibrary.isPaused()) {
|
||||
return
|
||||
|
|
|
|||
|
|
@ -57,7 +57,8 @@ class QuickSettings(val emulationFragment: EmulationFragment) {
|
|||
container: ViewGroup,
|
||||
setting: IntSetting,
|
||||
namesArrayId: Int,
|
||||
valuesArrayId: Int
|
||||
valuesArrayId: Int,
|
||||
onValueChanged: ((Int) -> Unit)? = null
|
||||
) {
|
||||
val inflater = LayoutInflater.from(emulationFragment.requireContext())
|
||||
val itemView = inflater.inflate(R.layout.item_quick_settings_menu, container, false)
|
||||
|
|
@ -89,6 +90,7 @@ class QuickSettings(val emulationFragment: EmulationFragment) {
|
|||
setting.setInt(values[index])
|
||||
saveSettings()
|
||||
valueView.text = name
|
||||
onValueChanged?.invoke(values[index])
|
||||
}
|
||||
}
|
||||
radioGroup.addView(radioButton)
|
||||
|
|
|
|||
|
|
@ -22,6 +22,8 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
|
|||
USE_AUTO_STUB("use_auto_stub"),
|
||||
RENDERER_USE_DISK_SHADER_CACHE("use_disk_shader_cache"),
|
||||
RENDERER_FORCE_MAX_CLOCK("force_max_clock"),
|
||||
RENDERER_ASYNCHRONOUS_GPU_EMULATION("use_asynchronous_gpu_emulation"),
|
||||
RENDERER_ASYNC_PRESENTATION("async_presentation"),
|
||||
RENDERER_ASYNCHRONOUS_SHADERS("use_asynchronous_shaders"),
|
||||
RENDERER_REACTIVE_FLUSHING("use_reactive_flushing"),
|
||||
ENABLE_BUFFER_HISTORY("enable_buffer_history"),
|
||||
|
|
@ -31,8 +33,6 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
|
|||
RENDERER_DEBUG("debug"),
|
||||
RENDERER_PATCH_OLD_QCOM_DRIVERS("patch_old_qcom_drivers"),
|
||||
RENDERER_VERTEX_INPUT_DYNAMIC_STATE("vertex_input_dynamic_state"),
|
||||
RENDERER_PROVOKING_VERTEX("provoking_vertex"),
|
||||
RENDERER_DESCRIPTOR_INDEXING("descriptor_indexing"),
|
||||
RENDERER_SAMPLE_SHADING("sample_shading"),
|
||||
GPU_UNSWIZZLE_ENABLED("gpu_unswizzle_enabled"),
|
||||
PICTURE_IN_PICTURE("picture_in_picture"),
|
||||
|
|
|
|||
|
|
@ -17,7 +17,6 @@ enum class IntSetting(override val key: String) : AbstractIntSetting {
|
|||
RENDERER_VRAM_USAGE_MODE("vram_usage_mode"),
|
||||
RENDERER_NVDEC_EMULATION("nvdec_emulation"),
|
||||
RENDERER_ASTC_DECODE_METHOD("accelerate_astc"),
|
||||
RENDERER_ASTC_RECOMPRESSION("astc_recompression"),
|
||||
RENDERER_ACCURACY("gpu_accuracy"),
|
||||
RENDERER_RESOLUTION("resolution_setup"),
|
||||
RENDERER_VSYNC("use_vsync"),
|
||||
|
|
|
|||
|
|
@ -141,13 +141,6 @@ abstract class SettingsItem(
|
|||
valuesId = R.array.dynaStateValues
|
||||
)
|
||||
)
|
||||
put(
|
||||
SwitchSetting(
|
||||
BooleanSetting.RENDERER_PROVOKING_VERTEX,
|
||||
titleId = R.string.provoking_vertex,
|
||||
descriptionId = R.string.provoking_vertex_description
|
||||
)
|
||||
)
|
||||
put(
|
||||
SwitchSetting(
|
||||
BooleanSetting.RENDERER_VERTEX_INPUT_DYNAMIC_STATE,
|
||||
|
|
@ -155,13 +148,6 @@ abstract class SettingsItem(
|
|||
descriptionId = R.string.vertex_input_dynamic_state_description
|
||||
)
|
||||
)
|
||||
put(
|
||||
SwitchSetting(
|
||||
BooleanSetting.RENDERER_DESCRIPTOR_INDEXING,
|
||||
titleId = R.string.descriptor_indexing,
|
||||
descriptionId = R.string.descriptor_indexing_description
|
||||
)
|
||||
)
|
||||
put(
|
||||
SliderSetting(
|
||||
IntSetting.RENDERER_SAMPLE_SHADING,
|
||||
|
|
@ -349,15 +335,6 @@ abstract class SettingsItem(
|
|||
valuesId = R.array.astcDecodingMethodValues
|
||||
)
|
||||
)
|
||||
put(
|
||||
SingleChoiceSetting(
|
||||
IntSetting.RENDERER_ASTC_RECOMPRESSION,
|
||||
titleId = R.string.astc_recompression,
|
||||
descriptionId = R.string.astc_recompression_description,
|
||||
choicesId = R.array.astcRecompressionMethodNames,
|
||||
valuesId = R.array.astcRecompressionMethodValues
|
||||
)
|
||||
)
|
||||
put(
|
||||
SingleChoiceSetting(
|
||||
IntSetting.RENDERER_VRAM_USAGE_MODE,
|
||||
|
|
@ -652,6 +629,20 @@ abstract class SettingsItem(
|
|||
descriptionId = R.string.renderer_force_max_clock_description
|
||||
)
|
||||
)
|
||||
put(
|
||||
SwitchSetting(
|
||||
BooleanSetting.RENDERER_ASYNCHRONOUS_GPU_EMULATION,
|
||||
titleId = R.string.renderer_asynchronous_gpu_emulation,
|
||||
descriptionId = R.string.renderer_asynchronous_gpu_emulation_description
|
||||
)
|
||||
)
|
||||
put(
|
||||
SwitchSetting(
|
||||
BooleanSetting.RENDERER_ASYNC_PRESENTATION,
|
||||
titleId = R.string.renderer_async_presentation,
|
||||
descriptionId = R.string.renderer_async_presentation_description
|
||||
)
|
||||
)
|
||||
put(
|
||||
SingleChoiceSetting(
|
||||
IntSetting.RENDERER_OPTIMIZE_SPIRV_OUTPUT,
|
||||
|
|
|
|||
|
|
@ -29,6 +29,7 @@ import org.yuzu.yuzu_emu.databinding.DialogSliderBinding
|
|||
import org.yuzu.yuzu_emu.databinding.DialogSpinboxBinding
|
||||
import org.yuzu.yuzu_emu.features.input.NativeInput
|
||||
import org.yuzu.yuzu_emu.features.input.model.AnalogDirection
|
||||
import org.yuzu.yuzu_emu.features.settings.model.IntSetting
|
||||
import org.yuzu.yuzu_emu.features.settings.model.view.AnalogInputSetting
|
||||
import org.yuzu.yuzu_emu.features.settings.model.view.ButtonInputSetting
|
||||
import org.yuzu.yuzu_emu.features.settings.model.view.IntSingleChoiceSetting
|
||||
|
|
@ -381,6 +382,10 @@ class SettingsDialogFragment : DialogFragment(), DialogInterface.OnClickListener
|
|||
}
|
||||
scSetting.setSelectedValue(value)
|
||||
|
||||
if (scSetting.setting.key == IntSetting.RENDERER_SCALING_FILTER.key) {
|
||||
settingsViewModel.setShouldReloadSettingsList(true)
|
||||
}
|
||||
|
||||
if (scSetting.setting.key == "app_language") {
|
||||
settingsViewModel.setShouldRecreateForLanguageChange(true)
|
||||
// recreate page apply language change instantly
|
||||
|
|
|
|||
|
|
@ -58,19 +58,38 @@ class SettingsFragmentPresenter(
|
|||
val pairedSettingKey = item.setting.pairedSettingKey
|
||||
|
||||
if (pairedSettingKey.isNotEmpty()) {
|
||||
val needsGlobal = getNeedsGlobalForKey(pairedSettingKey)
|
||||
val pairedSettingValue = NativeConfig.getBoolean(
|
||||
pairedSettingKey,
|
||||
if (NativeLibrary.isRunning() && !NativeConfig.isPerGameConfigLoaded()) {
|
||||
!NativeConfig.usingGlobal(pairedSettingKey)
|
||||
} else {
|
||||
NativeConfig.usingGlobal(pairedSettingKey)
|
||||
}
|
||||
needsGlobal
|
||||
)
|
||||
if (!pairedSettingValue) return
|
||||
}
|
||||
add(item)
|
||||
}
|
||||
|
||||
private fun getNeedsGlobalForKey(key: String): Boolean {
|
||||
return if (NativeLibrary.isRunning() && !NativeConfig.isPerGameConfigLoaded()) {
|
||||
!NativeConfig.usingGlobal(key)
|
||||
} else {
|
||||
NativeConfig.usingGlobal(key)
|
||||
}
|
||||
}
|
||||
|
||||
private fun isFsrScalingFilterSelected(): Boolean {
|
||||
val fsrFilterValue = resolveFsrScalingFilterValue() ?: return false
|
||||
val needsGlobal = getNeedsGlobalForKey(IntSetting.RENDERER_SCALING_FILTER.key)
|
||||
val selectedFilter = IntSetting.RENDERER_SCALING_FILTER.getInt(needsGlobal)
|
||||
return selectedFilter == fsrFilterValue
|
||||
}
|
||||
|
||||
private fun resolveFsrScalingFilterValue(): Int? {
|
||||
val names = context.resources.getStringArray(R.array.rendererScalingFilterNames)
|
||||
val values = context.resources.getIntArray(R.array.rendererScalingFilterValues)
|
||||
val fsrIndex = names.indexOf(context.getString(R.string.scaling_filter_fsr))
|
||||
return if (fsrIndex in values.indices) values[fsrIndex] else null
|
||||
}
|
||||
|
||||
// Allows you to show/hide abstract settings based on the paired setting key
|
||||
private fun ArrayList<SettingsItem>.addAbstract(item: SettingsItem) {
|
||||
val pairedSettingKey = item.setting.pairedSettingKey
|
||||
|
|
@ -248,7 +267,9 @@ class SettingsFragmentPresenter(
|
|||
add(IntSetting.RENDERER_RESOLUTION.key)
|
||||
add(IntSetting.RENDERER_VSYNC.key)
|
||||
add(IntSetting.RENDERER_SCALING_FILTER.key)
|
||||
add(IntSetting.FSR_SHARPENING_SLIDER.key)
|
||||
if (isFsrScalingFilterSelected()) {
|
||||
add(IntSetting.FSR_SHARPENING_SLIDER.key)
|
||||
}
|
||||
add(IntSetting.RENDERER_ANTI_ALIASING.key)
|
||||
add(IntSetting.RENDERER_OPTIMIZE_SPIRV_OUTPUT.key)
|
||||
|
||||
|
|
@ -259,11 +280,12 @@ class SettingsFragmentPresenter(
|
|||
add(IntSetting.MAX_ANISOTROPY.key)
|
||||
add(IntSetting.RENDERER_VRAM_USAGE_MODE.key)
|
||||
add(IntSetting.RENDERER_ASTC_DECODE_METHOD.key)
|
||||
add(IntSetting.RENDERER_ASTC_RECOMPRESSION.key)
|
||||
|
||||
add(BooleanSetting.SYNC_MEMORY_OPERATIONS.key)
|
||||
add(BooleanSetting.RENDERER_USE_DISK_SHADER_CACHE.key)
|
||||
add(BooleanSetting.RENDERER_FORCE_MAX_CLOCK.key)
|
||||
add(BooleanSetting.RENDERER_ASYNCHRONOUS_GPU_EMULATION.key)
|
||||
add(BooleanSetting.RENDERER_ASYNC_PRESENTATION.key)
|
||||
add(BooleanSetting.RENDERER_REACTIVE_FLUSHING.key)
|
||||
add(BooleanSetting.ENABLE_BUFFER_HISTORY.key)
|
||||
add(BooleanSetting.USE_OPTIMIZED_VERTEX_BUFFERS.key)
|
||||
|
|
@ -280,8 +302,6 @@ class SettingsFragmentPresenter(
|
|||
|
||||
add(IntSetting.RENDERER_DYNA_STATE.key)
|
||||
add(BooleanSetting.RENDERER_VERTEX_INPUT_DYNAMIC_STATE.key)
|
||||
add(BooleanSetting.RENDERER_PROVOKING_VERTEX.key)
|
||||
add(BooleanSetting.RENDERER_DESCRIPTOR_INDEXING.key)
|
||||
add(IntSetting.RENDERER_SAMPLE_SHADING.key)
|
||||
|
||||
add(HeaderSetting(R.string.display))
|
||||
|
|
|
|||
|
|
@ -90,6 +90,7 @@ import org.yuzu.yuzu_emu.utils.FileUtil
|
|||
import org.yuzu.yuzu_emu.utils.GameHelper
|
||||
import org.yuzu.yuzu_emu.utils.GameIconUtils
|
||||
import org.yuzu.yuzu_emu.utils.GpuDriverHelper
|
||||
import org.yuzu.yuzu_emu.utils.InputHandler
|
||||
import org.yuzu.yuzu_emu.utils.Log
|
||||
import org.yuzu.yuzu_emu.utils.NativeConfig
|
||||
import org.yuzu.yuzu_emu.utils.NativeFreedrenoConfig
|
||||
|
|
@ -114,6 +115,8 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
|
|||
val handler = Handler(Looper.getMainLooper())
|
||||
|
||||
private var controllerInputReceived = false
|
||||
private var hasPhysicalControllerConnected = false
|
||||
private var overlayHiddenByPhysicalController = false
|
||||
|
||||
private var _binding: FragmentEmulationBinding? = null
|
||||
|
||||
|
|
@ -666,6 +669,7 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
|
|||
driverInUse = driverViewModel.selectedDriverVersion.value
|
||||
|
||||
updateQuickOverlayMenuEntry(BooleanSetting.SHOW_INPUT_OVERLAY.getBoolean())
|
||||
onPhysicalControllerStateChanged(InputHandler.androidControllers.isNotEmpty())
|
||||
|
||||
binding.surfaceEmulation.holder.addCallback(this)
|
||||
binding.doneControlConfig.setOnClickListener { stopConfiguringControls() }
|
||||
|
|
@ -760,11 +764,8 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
|
|||
|
||||
R.id.menu_quick_overlay -> {
|
||||
val newState = !BooleanSetting.SHOW_INPUT_OVERLAY.getBoolean()
|
||||
BooleanSetting.SHOW_INPUT_OVERLAY.setBoolean(newState)
|
||||
updateQuickOverlayMenuEntry(newState)
|
||||
binding.surfaceInputOverlay.refreshControls()
|
||||
// Sync view visibility with the setting
|
||||
toggleOverlay(newState)
|
||||
updateQuickOverlayMenuEntry(BooleanSetting.SHOW_INPUT_OVERLAY.getBoolean())
|
||||
NativeConfig.saveGlobalConfig()
|
||||
true
|
||||
}
|
||||
|
|
@ -1053,7 +1054,8 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
|
|||
val shouldShowOverlay = if (args.overlayGamelessEditMode) {
|
||||
true
|
||||
} else {
|
||||
showInputOverlay && emulationViewModel.emulationStarted.value
|
||||
showInputOverlay && emulationViewModel.emulationStarted.value &&
|
||||
!hasPhysicalControllerConnected
|
||||
}
|
||||
b.surfaceInputOverlay.setVisible(shouldShowOverlay)
|
||||
if (!isInFoldableLayout) {
|
||||
|
|
@ -1078,6 +1080,7 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
|
|||
private fun addQuickSettings() {
|
||||
binding.quickSettingsSheet.apply {
|
||||
val container = binding.quickSettingsSheet.findViewById<ViewGroup>(R.id.quick_settings_container)
|
||||
val isFsrSelected = isFsrScalingFilterSelected()
|
||||
|
||||
container.removeAllViews()
|
||||
|
||||
|
|
@ -1159,16 +1162,20 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
|
|||
IntSetting.RENDERER_SCALING_FILTER,
|
||||
R.array.rendererScalingFilterNames,
|
||||
R.array.rendererScalingFilterValues
|
||||
)
|
||||
) {
|
||||
addQuickSettings()
|
||||
}
|
||||
|
||||
quickSettings.addSliderSetting(
|
||||
R.string.fsr_sharpness,
|
||||
container,
|
||||
IntSetting.FSR_SHARPENING_SLIDER,
|
||||
minValue = 0,
|
||||
maxValue = 100,
|
||||
units = "%"
|
||||
)
|
||||
if (isFsrSelected) {
|
||||
quickSettings.addSliderSetting(
|
||||
R.string.fsr_sharpness,
|
||||
container,
|
||||
IntSetting.FSR_SHARPENING_SLIDER,
|
||||
minValue = 0,
|
||||
maxValue = 100,
|
||||
units = "%"
|
||||
)
|
||||
}
|
||||
|
||||
quickSettings.addIntSetting(
|
||||
R.string.renderer_anti_aliasing,
|
||||
|
|
@ -1180,6 +1187,19 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
|
|||
}
|
||||
}
|
||||
|
||||
private fun isFsrScalingFilterSelected(): Boolean {
|
||||
val fsrFilterValue = resolveFsrScalingFilterValue() ?: return false
|
||||
val selectedFilter = IntSetting.RENDERER_SCALING_FILTER.getInt(needsGlobal = false)
|
||||
return selectedFilter == fsrFilterValue
|
||||
}
|
||||
|
||||
private fun resolveFsrScalingFilterValue(): Int? {
|
||||
val names = resources.getStringArray(R.array.rendererScalingFilterNames)
|
||||
val values = resources.getIntArray(R.array.rendererScalingFilterValues)
|
||||
val fsrIndex = names.indexOf(getString(R.string.scaling_filter_fsr))
|
||||
return if (fsrIndex in values.indices) values[fsrIndex] else null
|
||||
}
|
||||
|
||||
private fun openQuickSettingsMenu() {
|
||||
binding.drawerLayout.closeDrawer(binding.inGameMenu)
|
||||
binding.drawerLayout.openDrawer(binding.quickSettingsSheet)
|
||||
|
|
@ -2479,6 +2499,7 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
|
|||
|
||||
fun toggleOverlay(enable: Boolean) {
|
||||
if (!isAdded || _binding == null) return
|
||||
if (enable && hasPhysicalControllerConnected && !args.overlayGamelessEditMode) return
|
||||
if (enable == !BooleanSetting.SHOW_INPUT_OVERLAY.getBoolean()) {
|
||||
// Reset controller input flag so controller can hide overlay again
|
||||
if (!enable) {
|
||||
|
|
@ -2502,13 +2523,30 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback {
|
|||
}
|
||||
|
||||
fun onControllerConnected() {
|
||||
controllerInputReceived = false
|
||||
onPhysicalControllerStateChanged(InputHandler.androidControllers.isNotEmpty())
|
||||
}
|
||||
|
||||
fun onControllerDisconnected() {
|
||||
if (!BooleanSetting.HIDE_OVERLAY_ON_CONTROLLER_INPUT.getBoolean()) return
|
||||
if (!BooleanSetting.SHOW_INPUT_OVERLAY.getBoolean()) return
|
||||
onPhysicalControllerStateChanged(InputHandler.androidControllers.isNotEmpty())
|
||||
}
|
||||
|
||||
fun onPhysicalControllerStateChanged(hasConnectedControllers: Boolean) {
|
||||
hasPhysicalControllerConnected = hasConnectedControllers
|
||||
controllerInputReceived = false
|
||||
toggleOverlay(true)
|
||||
if (!isAdded || _binding == null) return
|
||||
if (binding.surfaceInputOverlay.isGamelessMode()) return
|
||||
|
||||
if (hasConnectedControllers) {
|
||||
if (BooleanSetting.SHOW_INPUT_OVERLAY.getBoolean()) {
|
||||
overlayHiddenByPhysicalController = true
|
||||
toggleOverlay(false)
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
if (overlayHiddenByPhysicalController) {
|
||||
overlayHiddenByPhysicalController = false
|
||||
toggleOverlay(true)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -58,6 +58,7 @@ class DriverViewModel : ViewModel() {
|
|||
private val driversToDelete = mutableListOf<String>()
|
||||
|
||||
private var previousDriverPath: String = ""
|
||||
private var activeGame: Game? = null
|
||||
|
||||
private val _shouldShowDriverShaderDialog = MutableStateFlow(false)
|
||||
val shouldShowDriverShaderDialog: StateFlow<Boolean> get() = _shouldShowDriverShaderDialog
|
||||
|
|
@ -98,6 +99,7 @@ class DriverViewModel : ViewModel() {
|
|||
}
|
||||
|
||||
fun onOpenDriverManager(game: Game?) {
|
||||
activeGame = game
|
||||
if (game != null) {
|
||||
SettingsFile.loadCustomConfig(game)
|
||||
}
|
||||
|
|
@ -116,10 +118,12 @@ class DriverViewModel : ViewModel() {
|
|||
}
|
||||
|
||||
if (!skipShaderWipe && newDriverPath != previousDriverPath) {
|
||||
wipeAllShaders()
|
||||
activeGame?.let {
|
||||
wipeGameShaders(it)
|
||||
|
||||
if (!BooleanSetting.DONT_SHOW_DRIVER_SHADER_WARNING.getBoolean(needsGlobal = true)) {
|
||||
_shouldShowDriverShaderDialog.value = true
|
||||
if (!BooleanSetting.DONT_SHOW_DRIVER_SHADER_WARNING.getBoolean(needsGlobal = true)) {
|
||||
_shouldShowDriverShaderDialog.value = true
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -139,12 +143,14 @@ class DriverViewModel : ViewModel() {
|
|||
_shouldShowDriverShaderDialog.value = false
|
||||
}
|
||||
|
||||
private fun wipeAllShaders() {
|
||||
private fun wipeGameShaders(game: Game) {
|
||||
viewModelScope.launch {
|
||||
withContext(Dispatchers.IO) {
|
||||
val externalFilesDir = YuzuApplication.appContext.getExternalFilesDir(null)
|
||||
?: return@withContext
|
||||
val shaderDir = File(
|
||||
YuzuApplication.appContext.getExternalFilesDir(null)?.canonicalPath +
|
||||
"/shader/"
|
||||
externalFilesDir.absolutePath +
|
||||
"/shader/" + game.settingsName.lowercase()
|
||||
)
|
||||
if (shaderDir.exists()) {
|
||||
shaderDir.deleteRecursively()
|
||||
|
|
@ -202,6 +208,7 @@ class DriverViewModel : ViewModel() {
|
|||
}
|
||||
driversToDelete.clear()
|
||||
} finally {
|
||||
activeGame = null
|
||||
_isDeletingDrivers.value = false
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,3 +1,6 @@
|
|||
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
// SPDX-FileCopyrightText: 2023 yuzu Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
|
|
@ -14,6 +17,60 @@ object InputHandler {
|
|||
var androidControllers = mapOf<Int, YuzuPhysicalDevice>()
|
||||
var registeredControllers = mutableListOf<ParamPackage>()
|
||||
|
||||
private val controllerButtons = intArrayOf(
|
||||
KeyEvent.KEYCODE_BUTTON_A,
|
||||
KeyEvent.KEYCODE_BUTTON_B,
|
||||
KeyEvent.KEYCODE_BUTTON_X,
|
||||
KeyEvent.KEYCODE_BUTTON_Y,
|
||||
KeyEvent.KEYCODE_BUTTON_L1,
|
||||
KeyEvent.KEYCODE_BUTTON_R1,
|
||||
KeyEvent.KEYCODE_BUTTON_L2,
|
||||
KeyEvent.KEYCODE_BUTTON_R2,
|
||||
KeyEvent.KEYCODE_BUTTON_THUMBL,
|
||||
KeyEvent.KEYCODE_BUTTON_THUMBR,
|
||||
KeyEvent.KEYCODE_BUTTON_START,
|
||||
KeyEvent.KEYCODE_BUTTON_SELECT,
|
||||
KeyEvent.KEYCODE_DPAD_UP,
|
||||
KeyEvent.KEYCODE_DPAD_DOWN,
|
||||
KeyEvent.KEYCODE_DPAD_LEFT,
|
||||
KeyEvent.KEYCODE_DPAD_RIGHT
|
||||
)
|
||||
|
||||
private val controllerAxes = intArrayOf(
|
||||
MotionEvent.AXIS_X,
|
||||
MotionEvent.AXIS_Y,
|
||||
MotionEvent.AXIS_Z,
|
||||
MotionEvent.AXIS_RX,
|
||||
MotionEvent.AXIS_RY,
|
||||
MotionEvent.AXIS_RZ,
|
||||
MotionEvent.AXIS_HAT_X,
|
||||
MotionEvent.AXIS_HAT_Y,
|
||||
MotionEvent.AXIS_LTRIGGER,
|
||||
MotionEvent.AXIS_RTRIGGER
|
||||
)
|
||||
|
||||
fun isPhysicalGameController(device: InputDevice?): Boolean {
|
||||
device ?: return false
|
||||
|
||||
if (device.isVirtual) {
|
||||
return false
|
||||
}
|
||||
|
||||
val sources = device.sources
|
||||
val hasControllerSource =
|
||||
sources and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD ||
|
||||
sources and InputDevice.SOURCE_JOYSTICK == InputDevice.SOURCE_JOYSTICK
|
||||
if (!hasControllerSource) {
|
||||
return false
|
||||
}
|
||||
|
||||
val hasControllerButtons = device.hasKeys(*controllerButtons).any { it }
|
||||
val hasControllerAxes = device.motionRanges.any { range ->
|
||||
controllerAxes.contains(range.axis)
|
||||
}
|
||||
return hasControllerButtons || hasControllerAxes
|
||||
}
|
||||
|
||||
fun dispatchKeyEvent(event: KeyEvent): Boolean {
|
||||
val action = when (event.action) {
|
||||
KeyEvent.ACTION_DOWN -> NativeInput.ButtonState.PRESSED
|
||||
|
|
@ -57,10 +114,7 @@ object InputHandler {
|
|||
val inputSettings = NativeConfig.getInputSettings(true)
|
||||
deviceIds.forEach { deviceId ->
|
||||
InputDevice.getDevice(deviceId)?.apply {
|
||||
// Verify that the device has gamepad buttons, control sticks, or both.
|
||||
if (sources and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD ||
|
||||
sources and InputDevice.SOURCE_JOYSTICK == InputDevice.SOURCE_JOYSTICK
|
||||
) {
|
||||
if (isPhysicalGameController(this)) {
|
||||
if (!gameControllerDeviceIds.contains(controllerNumber)) {
|
||||
gameControllerDeviceIds[controllerNumber] = YuzuPhysicalDevice(
|
||||
this,
|
||||
|
|
|
|||
|
|
@ -479,8 +479,6 @@
|
|||
<string name="vram_usage_mode_description">تحكم في مدى قوة تخصيص المحاكي لذاكرة وحدة معالجة الرسومات وتحريرها.</string>
|
||||
<string name="accelerate_astc">طريقة فك ضغط ASTC</string>
|
||||
<string name="accelerate_astc_description">حدد كيفية فك ضغط نسيج ASTC للعرض: CPU (بطيء، آمن)، GPU (سريع، موصى به)، أو CPU Async (بدون توقف، قد يسبب مشاكل)</string>
|
||||
<string name="astc_recompression">طريقة إعادة ضغط ASTC</string>
|
||||
<string name="astc_recompression_description">حدد كيفية إعادة ضغط نسيج ASTC لتحسين التوافق والأداء. تمكين هذا الخيار يوفر VRAM ولكن قد يقلل من جودة النسيج.</string>
|
||||
|
||||
<string name="sync_memory_operations">مزامنة عمليات الذاكرة</string>
|
||||
<string name="sync_memory_operations_description">يضمن اتساق البيانات بين عمليات الحوسبة والذاكرة. هذا الخيار قد يحل المشكلات في بعض الألعاب، ولكن قد يقلل الأداء في بعض الحالات. يبدو أن الألعاب التي تستخدم Unreal Engine 4 هي الأكثر تأثرًا.</string>
|
||||
|
|
@ -525,10 +523,6 @@
|
|||
<string name="disabled">معطل</string>
|
||||
<string name="vertex_input_dynamic_state">حالة ديناميكية لإدخال الرأس</string>
|
||||
<string name="vertex_input_dynamic_state_description">يتيح ميزة الحالة الديناميكية لإدخال الرأس لتحسين الجودة والأداء.</string>
|
||||
<string name="provoking_vertex">الرأس المثير</string>
|
||||
<string name="provoking_vertex_description">يحسن الإضاءة ومعالجة الرؤوس في بعض الألعاب. مدعوم فقط على وحدات معالجة الرسومات Vulkan 1.0+.</string>
|
||||
<string name="descriptor_indexing">فهرسة الوصف</string>
|
||||
<string name="descriptor_indexing_description">يحسن معالجة النسيج والمخزن المؤقت، بالإضافة إلى طبقة الترجمة Maxwell. مدعوم من بعض وحدات معالجة الرسومات Vulkan 1.1 وجميع وحدات معالجة الرسومات Vulkan 1.2+.</string>
|
||||
<string name="sample_shading_fraction">تظليل العينة</string>
|
||||
<string name="sample_shading_fraction_description">يسمح هذا الخيار بتنفيذ مُظلل الأجزاء لكل عينة في جزء متعدد العينات بدلاً من تنفيذه مرة واحدة لكل جزء. يُحسّن هذا من جودة الرسومات على حساب بعض الأداء.</string>
|
||||
|
||||
|
|
@ -997,9 +991,6 @@
|
|||
<string name="dma_accuracy_unsafe">غير آمن</string>
|
||||
<string name="dma_accuracy_safe">آمن</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">غير مضغوط</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">محافظ</string>
|
||||
<string name="vram_usage_aggressive">عدواني</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -343,8 +343,6 @@
|
|||
<string name="vram_usage_mode_description">کۆنتڕۆڵی بەکارهێنانی VRAM</string>
|
||||
<string name="accelerate_astc">ڕێگای دیکۆدکردنی ASTC</string>
|
||||
<string name="accelerate_astc_description">هەڵبژێرە چۆن تێکستوورە پەستووکراوەکانی ASTC دەکرێنەوە بۆ ڕێندرکردن: CPU (هێواش، سەلامەت)، GPU (خێرا، پێشنیارکراو)، یان CPU Async (بێ ستەتەر، لەوانەیە کێشە دروست بکات)</string>
|
||||
<string name="astc_recompression">ڕێگای پێکهێنانەوەی ASTC</string>
|
||||
<string name="astc_recompression_description">هەڵبژێرە چۆن تێکستوورەکانی ASTC پەستوو دەکرێنەوە بۆ باشترکردنی گونجاندن و کارایی. چالاککردنی ئەم هەڵبژاردە VRAM هەڵدەگرێت بەڵام لەوانەیە کەمکردنەوەی کوالێتی تێکستوور بکات.</string>
|
||||
|
||||
<string name="sync_memory_operations">هاوبەشیی کردارەکانی بیرگە</string>
|
||||
<string name="sync_memory_operations_description">دڵنیایی داتا لە نێوان کردارەکانی کۆمپیوتەر و بیرگە. ئەم هەڵبژاردە کێشەکان لە هەندێک یاری چارەسەر دەکات، بەڵام لە هەندێک حاڵەت کارایی کەم دەکاتەوە. وا دیارە یارییەکانی Unreal Engine 4 زۆرترین کاریگەریان هەیە.</string>
|
||||
|
|
@ -360,10 +358,6 @@
|
|||
<string name="renderer_asynchronous_shaders_description">کۆمپایلکردنی شادەرەکان بەشێوەی ناڕێک. ئەمە ڕەنگە کەمکردنەوەی ستەتەر بکات بەڵام لەوانەیە هەڵەش دروست بکات.</string>
|
||||
<string name="dyna_state">الحالة الديناميكية الممتدة</string>
|
||||
<string name="disabled">ناچالاک</string>
|
||||
<string name="provoking_vertex">الرأس المثير</string>
|
||||
<string name="provoking_vertex_description">يحسن الإضاءة ومعالجة الرؤوس في بعض الألعاب. مدعوم فقط على وحدات معالجة الرسومات التي تدعم فولكان 1.0+.</string>
|
||||
<string name="descriptor_indexing">فهرسة الواصفات</string>
|
||||
<string name="descriptor_indexing_description">يحسن معالجة القوام والمخازن المؤقتة، بالإضافة إلى طبقة ترجمة ماكسويل. مدعوم من قبل بعض وحدات معالجة الرسومات التي تدعم فولكان 1.1 وجميع وحدات معالجة الرسومات التي تدعم فولكان 1.2+.</string>
|
||||
<string name="display">پیشاندان</string>
|
||||
|
||||
<string name="renderer_screen_layout">ڕێکخستنی شاشە</string>
|
||||
|
|
@ -577,9 +571,6 @@
|
|||
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">بنەڕەتی</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">پێکهێنەنەوە</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">پارێزەر</string>
|
||||
<string name="vram_usage_aggressive">توند</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -458,8 +458,6 @@
|
|||
<string name="vram_usage_mode_description">Určuje, jak moc agresivně emulátor přiděluje a uvolňuje grafickou paměť.</string>
|
||||
<string name="accelerate_astc">Metoda dekódování ASTC</string>
|
||||
<string name="accelerate_astc_description">Vyberte způsob jak se dekódují ASTC textury: CPU (pomalé, bezpečné), GPU (rychlé, doporučené) nebo CPU Async (asynchronní, žádné zasekávání, ale může způsobit problémy)</string>
|
||||
<string name="astc_recompression">Metoda rekomprese ASTC</string>
|
||||
<string name="astc_recompression_description">Vyberte způsob rekomprese textur ASTC pro zlepšení kompatibility a výkonu. Zapnutí této volby ušetří VRAM, ale může snížit kvalitu textur.</string>
|
||||
|
||||
<string name="sync_memory_operations">Synchronizace paměťových operací</string>
|
||||
<string name="sync_memory_operations_description">Zajišťuje konzistenci dat mezi výpočetními a paměťovými operacemi. Tato volba by měla opravit problémy v některých hrách, ale může v některých případech snížit výkon. Největší změny se týkají her založených na Unreal Engine 4.</string>
|
||||
|
|
@ -486,10 +484,6 @@
|
|||
<string name="disabled">Vypnuto</string>
|
||||
<string name="vertex_input_dynamic_state">Dynamický stav vstupu vrcholů (Vertex Input)</string>
|
||||
<string name="vertex_input_dynamic_state_description">Aktivuje funkci dynamického stavu vstupu vrcholů (Vertex Input Dynamic State) pro lepší kvalitu a výkon.</string>
|
||||
<string name="provoking_vertex">Určující vrchol</string>
|
||||
<string name="provoking_vertex_description">Zlepšuje osvětlení a zpracování vrcholů v některých hrách. Podporováno pouze na GPU s API Vulkan 1.0+.</string>
|
||||
<string name="descriptor_indexing">Indexování deskriptorů</string>
|
||||
<string name="descriptor_indexing_description">Zlepšuje zpracování textur a bufferů, stejně jako překladovou vrstvu architektury Maxwell. Podporováno některými GPU s API Vulkan 1.1 a všemi GPU s API Vulkan 1.2+.</string>
|
||||
<string name="display">Zobrazení</string>
|
||||
|
||||
<string name="renderer_screen_layout">Orientace</string>
|
||||
|
|
@ -727,9 +721,6 @@
|
|||
<string name="dma_accuracy_unsafe">Nebezpečné</string>
|
||||
<string name="dma_accuracy_safe">Bezpečné</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Nekomprimované</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Konzervativní</string>
|
||||
<string name="vram_usage_aggressive">Agresivní</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -458,8 +458,6 @@ Wird der Handheld-Modus verwendet, verringert es die Auflösung und erhöht die
|
|||
<string name="vram_usage_mode_description">Steuerung der GPU-Speicherzuweisung</string>
|
||||
<string name="accelerate_astc">ASTC-Decodierung</string>
|
||||
<string name="accelerate_astc_description">Wählen Sie aus, wie ASTC-komprimierte Texturen für das Rendering decodiert werden: CPU (langsam, sicher), GPU (schnell, empfohlen) oder CPU Async (kein Ruckeln, kann Probleme verursachen)</string>
|
||||
<string name="astc_recompression">ASTC-Neukompression</string>
|
||||
<string name="astc_recompression_description">Wählen Sie, wie ASTC-Texturen neu komprimiert werden, um die Kompatibilität und Leistung zu verbessern. Diese Option spart VRAM, kann aber die Texturqualität verringern.</string>
|
||||
|
||||
<string name="sync_memory_operations">Speicheroperationen synchronisieren</string>
|
||||
<string name="sync_memory_operations_description">Stellt die Datenkonsistenz zwischen Compute- und Speicheroperationen sicher. Diese Option sollte Probleme in einigen Spielen beheben, kann aber in einigen Fällen die Leistung verringern. Spiele mit Unreal Engine 4 scheinen am stärksten betroffen zu sein.</string>
|
||||
|
|
@ -484,10 +482,6 @@ Wird der Handheld-Modus verwendet, verringert es die Auflösung und erhöht die
|
|||
<string name="disabled">Deaktiviert</string>
|
||||
<string name="vertex_input_dynamic_state">Vertex Input Dynamic State</string>
|
||||
<string name="vertex_input_dynamic_state_description">Aktiviert die Funktion \"Vertex Input Dynamic State\" für bessere Qualität und Leistung.</string>
|
||||
<string name="provoking_vertex">Provokanter Vertex</string>
|
||||
<string name="provoking_vertex_description">Verbessert die Beleuchtung und die Vertex-Verarbeitung in einigen Spielen. Wird nur von GPUs mit Vulkan 1.0+ unterstützt.</string>
|
||||
<string name="descriptor_indexing">Deskriptor-Indizierung</string>
|
||||
<string name="descriptor_indexing_description">Verbessert die Textur- und Puffer-Verarbeitung sowie die Maxwell-Übersetzungsschicht. Wird von einigen Vulkan 1.1-GPUs und allen Vulkan 1.2+-GPUs unterstützt.</string>
|
||||
<string name="sample_shading_fraction">Sample Shading</string>
|
||||
<string name="sample_shading_fraction_description">Ermöglicht es dem Fragment-Shader, in einem Multisample-Fragment pro Sample anstatt einmal pro Fragment ausgeführt zu werden. Verbessert die Grafikqualität auf Kosten der Leistung.</string>
|
||||
|
||||
|
|
@ -935,9 +929,6 @@ Wirklich fortfahren?</string>
|
|||
<string name="dma_accuracy_unsafe">Unsicher</string>
|
||||
<string name="dma_accuracy_safe">Sicher</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Unkomprimiert</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Konservativ</string>
|
||||
<string name="vram_usage_aggressive">Aggressiv</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -473,8 +473,6 @@
|
|||
<string name="vram_usage_mode_description">Controla con qué agresividad el emulador asigna y libera la memoria de la GPU.</string>
|
||||
<string name="accelerate_astc">Método de decodificación ASTC</string>
|
||||
<string name="accelerate_astc_description">Elija cómo se descodifican las texturas comprimidas ASTC para el renderizado: CPU (lento, seguro), GPU (rápido, recomendado) o CPU Async (sin tirones, puede causar problemas)</string>
|
||||
<string name="astc_recompression">Método de recompresión ASTC</string>
|
||||
<string name="astc_recompression_description">Elija cómo se recomprimen las texturas ASTC para mejorar la compatibilidad y el rendimiento. Habilitar esta opción ahorra VRAM pero puede reducir la calidad de las texturas.</string>
|
||||
|
||||
<string name="sync_memory_operations">Sincronizar operaciones de memoria</string>
|
||||
<string name="sync_memory_operations_description">Garantiza la consistencia de los datos entre las operaciones de computación y memoria. Esta opción debería solucionar problemas en algunos juegos, pero también puede reducir el rendimiento en algunos casos. Los juegos de Unreal Engine 4 a menudo ven los cambios más significativos de los mismos.</string>
|
||||
|
|
@ -519,10 +517,6 @@
|
|||
<string name="disabled">Desactivado</string>
|
||||
<string name="vertex_input_dynamic_state">Estado dinámico de entrada de vértices</string>
|
||||
<string name="vertex_input_dynamic_state_description">Activa la función de estado dinámico de entrada de vértices para una mejor calidad y rendimiento.</string>
|
||||
<string name="provoking_vertex">Vértice provocante</string>
|
||||
<string name="provoking_vertex_description">Mejora la iluminación y el manejo de vértices en ciertos juegos. Solo es compatible con las GPU Vulkan 1.0+.</string>
|
||||
<string name="descriptor_indexing">Indexación del descriptor</string>
|
||||
<string name="descriptor_indexing_description">Mejora la textura y el manejo del búfer, así como la capa de traducción Maxwell. Compatible con algunas GPU Vulkan 1.1 y todas las GPU Vulkan 1.2+.</string>
|
||||
<string name="sample_shading_fraction">Muestreo de sombreado</string>
|
||||
<string name="sample_shading_fraction_description">Permite que el sombreador de fragmentos se ejecute por muestra en un fragmento multimuestreado, en lugar de una sola vez por fragmento. Mejora la calidad de los gráficos a coste de algo de rendimiento.</string>
|
||||
|
||||
|
|
@ -991,9 +985,6 @@
|
|||
<string name="dma_accuracy_unsafe">Inseguro</string>
|
||||
<string name="dma_accuracy_safe">Seguro</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Sin compresión</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Conservador</string>
|
||||
<string name="vram_usage_aggressive">Agresivo</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -71,10 +71,6 @@
|
|||
<string name="uninstall_firmware_description">حذف فرمور آن را از دستگاه پاک میکند و ممکن است بر سازگاری بازیها تأثیر بگذارد</string>
|
||||
<string name="firmware_uninstalling">در حال حذف فرمور</string>
|
||||
<string name="firmware_uninstalled_success">فرمور با موفقیت حذف شد</string>
|
||||
<string name="provoking_vertex">رأس تحریککننده</string>
|
||||
<string name="provoking_vertex_description">نورپردازی و مدیریت رأس را در برخی بازیها بهبود میبخشد. فقط در کارتهای گرافیک با پشتیبانی از ولکان 1.0+ قابل استفاده است</string>
|
||||
<string name="descriptor_indexing">نمایهسازی توصیفگر</string>
|
||||
<string name="descriptor_indexing_description">مدیریت بافتها و بافرها و همچنین لایه ترجمه ماکسول را بهبود میبخشد. توسط برخی کارتهای گرافیک ولکان 1.1 و تمام کارتهای گرافیک ولکان 1.2+ پشتیبانی میشود</string>
|
||||
<string name="fast_gpu_time">فاکتور اورکلاک GPU</string>
|
||||
<string name="fast_gpu_time_description">برای حداکثر عملکرد از 128 و برای حداکثر وفاداری گرافیکی از 512 استفاده کنید.</string>
|
||||
<string name="fast_gpu_medium">متوسط (256)</string>
|
||||
|
|
@ -114,12 +110,6 @@
|
|||
<string name="accelerate_astc_gpu">GPU</string>
|
||||
<string name="accelerate_astc_async">CPU ناهمگام</string>
|
||||
|
||||
<!-- ASTC Recompression Method -->
|
||||
<string name="astc_recompression">روش فشردهسازی مجدد ASTC</string>
|
||||
<string name="astc_recompression_description">انتخاب کنید که بافتهای ASTC چگونه فشردهسازی مجدد شوند تا سازگاری و عملکرد بهبود یابد. فعال کردن این گزینه VRAM را ذخیره میکند اما ممکن است کیفیت بافت را کاهش دهد.</string>
|
||||
<string name="astc_recompression_uncompressed">فشردهنشده</string>
|
||||
<string name="astc_recompression_bc1">BC1 (کیفیت پایین)</string>
|
||||
<string name="astc_recompression_bc3">BC3 (کیفیت متوسط)</string>
|
||||
|
||||
<!-- VRAM Usage Mode -->
|
||||
<string name="vram_usage_mode">حالت استفاده از VRAM</string>
|
||||
|
|
|
|||
|
|
@ -466,8 +466,6 @@
|
|||
<string name="vram_usage_mode_description">Gestion de la mémoire GPU</string>
|
||||
<string name="accelerate_astc">Méthode ASTC</string>
|
||||
<string name="accelerate_astc_description">Choisissez comment les textures compressées ASTC sont décodées pour le rendu : CPU (lent, sûr), GPU (rapide, recommandé) ou CPU Async (pas de saccades, peut causer des problèmes)</string>
|
||||
<string name="astc_recompression">Recompression ASTC</string>
|
||||
<string name="astc_recompression_description">Choisissez comment les textures ASTC sont recompressées pour améliorer la compatibilité et les performances. Activer cette option économise la VRAM mais peut réduire la qualité des textures.</string>
|
||||
|
||||
<string name="sync_memory_operations">Synchroniser les opérations mémoire</string>
|
||||
<string name="sync_memory_operations_description">Garantit la cohérence des données entre les opérations de calcul et de mémoire. Cette option devrait résoudre les problèmes dans certains jeux, mais peut réduire les performances dans certains cas. Les jeux utilisant Unreal Engine 4 semblent être les plus affectés.</string>
|
||||
|
|
@ -485,10 +483,6 @@
|
|||
<string name="disabled">Désactivé</string>
|
||||
<string name="vertex_input_dynamic_state">État dynamique d\'entrée de sommet</string>
|
||||
<string name="vertex_input_dynamic_state_description">Active la fonctionnalité d\'état dynamique des entrées de sommets pour une meilleure qualité et de meilleures performances.</string>
|
||||
<string name="provoking_vertex">Provoque des Vertex</string>
|
||||
<string name="provoking_vertex_description">Améliore l`éclairage et la gestion des vertex dans certains jeux. Pris en charge uniquement par les GPU Vulkan 1.0+.</string>
|
||||
<string name="descriptor_indexing">Indexation des descripteurs</string>
|
||||
<string name="descriptor_indexing_description">Améliore la gestion des textures et des tampons, ainsi que la couche de traduction Maxwell. Pris en charge par certains GPU Vulkan 1.1 et tous les GPU Vulkan 1.2+.</string>
|
||||
<string name="display">Affichage</string>
|
||||
|
||||
<string name="renderer_screen_layout">Orientation</string>
|
||||
|
|
@ -864,9 +858,6 @@
|
|||
<string name="dma_accuracy_unsafe">Dangereux</string>
|
||||
<string name="dma_accuracy_safe">Sûr</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Non compressé</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Conservateur</string>
|
||||
<string name="vram_usage_aggressive">Agressif</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -373,8 +373,6 @@
|
|||
<string name="vram_usage_mode_description">שליטה בקצב הקצאת ושחרור זיכרון GPU</string>
|
||||
<string name="accelerate_astc">שיטת פענוח ASTC</string>
|
||||
<string name="accelerate_astc_description">בחר כיצד לפרק את הטקסטורות הדחוסות ב-ASTC עבור רינדור: CPU (איטי, בטוח), GPU (מהיר, מומלץ) או CPU Async (ללא קפיצות, עלול לגרום לבעיות)</string>
|
||||
<string name="astc_recompression">שיטת דחיסת ASTC</string>
|
||||
<string name="astc_recompression_description">בחר כיצד דחיסה מחדש של טקסטורות ASTC משפרת תאימות וביצועים. הפעלת אפשרות זו חוסכת VRAM אך עלולה להוריד את איכות הטקסטורה.</string>
|
||||
|
||||
<string name="sync_memory_operations">סנכרון פעולות זיכרון</string>
|
||||
<string name="sync_memory_operations_description">מבטיח עקביות נתונים בין פעולות חישוב וזיכרון. אפשרות זו אמורה לתקן בעיות במשחקים מסוימים, אך עלולה להפחית ביצועים במקרים מסוימים. נראה שהמשחקים עם Unreal Engine 4 הם המושפעים ביותר.</string>
|
||||
|
|
@ -390,10 +388,6 @@
|
|||
<string name="renderer_asynchronous_shaders_description">מקמפל שיידרים באופן אסינכרוני. זה עשוי להפחית קפיצות אך גם עלול לגרום לתקלות גרפיות.</string>
|
||||
<string name="dyna_state">מצב דינמי מורחב</string>
|
||||
<string name="disabled">מושבת</string>
|
||||
<string name="provoking_vertex">קודקוד מעורר</string>
|
||||
<string name="provoking_vertex_description">משפר תאורה וטיפול בקודקודים במשחקים מסוימים. נתמך רק בכרטיסי מסך עם Vulkan 1.0+.</string>
|
||||
<string name="descriptor_indexing">אינדוקס תיאורים</string>
|
||||
<string name="descriptor_indexing_description">משפר טיפול במרקמים ומאגרים, כמו גם בשכבת התרגום של Maxwell. נתמך בחלק מכרטיסי ה-Vulkan 1.1 ובכל כרטיסי ה-Vulkan 1.2+.</string>
|
||||
<string name="display">תצוגה</string>
|
||||
|
||||
<string name="renderer_screen_layout">כיוון</string>
|
||||
|
|
@ -622,9 +616,6 @@
|
|||
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">ברירת מחדל</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">לא דחוס</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">שמרני</string>
|
||||
<string name="vram_usage_aggressive">אגרסיבי</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -362,8 +362,6 @@
|
|||
<string name="vram_usage_mode_description">GPU memória kezelésének módja</string>
|
||||
<string name="accelerate_astc">ASTC dekódolási módszer</string>
|
||||
<string name="accelerate_astc_description">Válassza ki, hogyan legyenek dekódolva az ASTC tömörített textúrák a rendereléshez: CPU (lassú, biztonságos), GPU (gyors, ajánlott) vagy CPU Async (nincs megakadás, de problémákat okozhat)</string>
|
||||
<string name="astc_recompression">ASTC újratömörítési módszer</string>
|
||||
<string name="astc_recompression_description">Válassza ki, hogyan történik az ASTC textúrák újratömörítése a kompatibilitás és a teljesítmény javításáért. Ez az opció VRAM-ot takarít meg, de csökkentheti a textúra minőségét.</string>
|
||||
|
||||
<string name="sync_memory_operations">Memória-műveletek szinkronizálása</string>
|
||||
<string name="sync_memory_operations_description">Biztosítja az adatok konzisztenciáját a számítási és memória-műveletek között. Ez az opciónak javítania kell néhány játékban előforduló problémát, de bizonyos esetekben csökkentheti a teljesítményt. Az Unreal Engine 4-et használó játékok látszanak a legérintettebbek.</string>
|
||||
|
|
@ -379,10 +377,6 @@
|
|||
<string name="renderer_asynchronous_shaders_description">A shaderek aszinkron fordítása. Csökkentheti a belassulásokat, de hibákat is okozhat.</string>
|
||||
<string name="dyna_state">Kiterjesztett Dinamikus Állapot</string>
|
||||
<string name="disabled">Letiltva</string>
|
||||
<string name="provoking_vertex">Provokáló csúcs</string>
|
||||
<string name="provoking_vertex_description">Javítja a világítást és a csúcskezelést bizonyos játékokban. Csak Vulkan 1.0+ GPU-kon támogatott.</string>
|
||||
<string name="descriptor_indexing">Deskriptor Indexelés</string>
|
||||
<string name="descriptor_indexing_description">Javítja a textúrák és pufferek kezelését, valamint a Maxwell fordítási réteget. Néhány Vulkan 1.1 GPU és minden Vulkan 1.2+ GPU támogatja.</string>
|
||||
<string name="display">Kijelző</string>
|
||||
|
||||
<string name="renderer_screen_layout">Orientáció</string>
|
||||
|
|
@ -711,9 +705,6 @@
|
|||
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">Alapértelmezett</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Tömörítetlen</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Konzervatív</string>
|
||||
<string name="vram_usage_aggressive">Aggresszív</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -394,8 +394,6 @@
|
|||
<string name="vram_usage_mode_description">Kontrol seberapa agresif emulator mengalokasikan dan membebaskan memori GPU.</string>
|
||||
<string name="accelerate_astc">Metode Dekoding ASTC</string>
|
||||
<string name="accelerate_astc_description">Pilih cara tekstur terkompresi ASTC didekode untuk rendering: CPU (lambat, aman), GPU (cepat, direkomendasikan), atau CPU Async (tanpa lag, mungkin menyebabkan masalah)</string>
|
||||
<string name="astc_recompression">Metode Rekompresi ASTC</string>
|
||||
<string name="astc_recompression_description">Pilih cara tekstur ASTC dikompresi ulang untuk meningkatkan kompatibilitas dan performa. Mengaktifkan opsi ini menghemat VRAM tetapi dapat menurunkan kualitas tekstur.</string>
|
||||
|
||||
<string name="sync_memory_operations">Sinkronisasi Operasi Memori</string>
|
||||
<string name="sync_memory_operations_description">Memastikan konsistensi data antara operasi komputasi dan memori. Opsi ini seharusnya memperbaiki masalah di beberapa game, tetapi mungkin mengurangi performa dalam beberapa kasus. Game dengan Unreal Engine 4 tampaknya yang paling terpengaruh.</string>
|
||||
|
|
@ -411,10 +409,6 @@
|
|||
<string name="renderer_asynchronous_shaders_description">Kompilasi shader secara asinkron. Ini dapat mengurangi lag tetapi juga dapat menyebabkan glitch.</string>
|
||||
<string name="dyna_state">Status Dinamis Ekstensi</string>
|
||||
<string name="disabled">Dinonaktifkan</string>
|
||||
<string name="provoking_vertex">Vertex Provokasi</string>
|
||||
<string name="provoking_vertex_description">Meningkatkan pencahayaan dan penanganan vertex di beberapa game. Hanya didukung di GPU Vulkan 1.0+.</string>
|
||||
<string name="descriptor_indexing">Pengindeks Deskriptor</string>
|
||||
<string name="descriptor_indexing_description">Meningkatkan penanganan tekstur dan buffer, serta lapisan terjemahan Maxwell. Didukung oleh beberapa GPU Vulkan 1.1 dan semua GPU Vulkan 1.2+.</string>
|
||||
<string name="display">Tampilan</string>
|
||||
|
||||
<string name="renderer_screen_layout">Orientasi</string>
|
||||
|
|
@ -757,9 +751,6 @@
|
|||
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">Bawaan</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Tidak Dikompresi</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Konservatif</string>
|
||||
<string name="vram_usage_aggressive">Agresif</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -401,8 +401,6 @@
|
|||
<string name="vram_usage_mode_description">Controlla l`allocazione della memoria GPU</string>
|
||||
<string name="accelerate_astc">Metodo decodifica ASTC</string>
|
||||
<string name="accelerate_astc_description">Scegli come decodificare le texture compresse ASTC per il rendering: CPU (lento, sicuro), GPU (veloce, consigliato) o CPU Async (senza stuttering, può causare problemi)</string>
|
||||
<string name="astc_recompression">Metodo ricompressione ASTC</string>
|
||||
<string name="astc_recompression_description">Scegli come ricomprimere le texture ASTC per migliorare compatibilità e prestazioni. Abilitare questa opzione salva VRAM ma può ridurre la qualità delle texture.</string>
|
||||
|
||||
<string name="sync_memory_operations">Sincronizza operazioni di memoria</string>
|
||||
<string name="sync_memory_operations_description">Garantisce la coerenza dei dati tra le operazioni di calcolo e memoria. Questa opzione dovrebbe risolvere problemi in alcuni giochi, ma potrebbe ridurre le prestazioni in alcuni casi. I giochi con Unreal Engine 4 sembrano essere i più colpiti.</string>
|
||||
|
|
@ -418,10 +416,6 @@
|
|||
<string name="renderer_asynchronous_shaders_description">Compila gli shader in modo asincrono. Può ridurre gli scatti, ma può anche causare glitch grafici.</string>
|
||||
<string name="dyna_state">Stato dinamico esteso</string>
|
||||
<string name="disabled">Disabilitato</string>
|
||||
<string name="provoking_vertex">Vertice provocante</string>
|
||||
<string name="provoking_vertex_description">Migliora illuminazione e gestione dei vertici in alcuni giochi. Supportato solo su GPU Vulkan 1.0+.</string>
|
||||
<string name="descriptor_indexing">Indicizzazione descrittori</string>
|
||||
<string name="descriptor_indexing_description">Migliora la gestione di texture e buffer, nonché il livello di traduzione Maxwell. Supportato da alcune GPU Vulkan 1.1 e tutte le GPU Vulkan 1.2+.</string>
|
||||
<string name="display">Schermo</string>
|
||||
|
||||
<string name="renderer_screen_layout">Orientamento</string>
|
||||
|
|
@ -797,9 +791,6 @@
|
|||
<string name="dma_accuracy_unsafe">Non sicura</string>
|
||||
<string name="dma_accuracy_safe">Sicura</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Non compresso</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Conservativa</string>
|
||||
<string name="vram_usage_aggressive">Aggressiva</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -360,8 +360,6 @@
|
|||
<string name="vram_usage_mode_description">VRAMの使用効率を設定</string>
|
||||
<string name="accelerate_astc">ASTCデコード方法</string>
|
||||
<string name="accelerate_astc_description">ASTC圧縮テクスチャのデコード方法を選択: CPU (低速、安全)、GPU (高速、推奨)、またはCPU非同期 (カクつきなし、問題が発生する可能性あり)</string>
|
||||
<string name="astc_recompression">ASTC再圧縮方法</string>
|
||||
<string name="astc_recompression_description">ASTCテクスチャの再圧縮方法を選択して互換性とパフォーマンスを向上させます。このオプションを有効にするとVRAMを節約できますが、テクスチャ品質が低下する可能性があります。</string>
|
||||
|
||||
<string name="sync_memory_operations">メモリ操作の同期</string>
|
||||
<string name="sync_memory_operations_description">計算処理とメモリ操作間のデータ一貫性を保証します。 このオプションは一部のゲームの問題を修正しますが、場合によってはパフォーマンスが低下する可能性があります。 Unreal Engine 4のゲームが最も影響を受けるようです。</string>
|
||||
|
|
@ -377,10 +375,6 @@
|
|||
<string name="renderer_asynchronous_shaders_description">シェーダーを非同期でコンパイルします。これによりカクつきが減る可能性がありますが、グラフィックの不具合が発生する場合もあります。</string>
|
||||
<string name="dyna_state">拡張ダイナミックステート</string>
|
||||
<string name="disabled">無効</string>
|
||||
<string name="provoking_vertex">プロボーキング頂点</string>
|
||||
<string name="provoking_vertex_description">特定のゲームで照明と頂点処理を改善します。Vulkan 1.0+ GPUでのみサポートされています。</string>
|
||||
<string name="descriptor_indexing">ディスクリプタインデキシング</string>
|
||||
<string name="descriptor_indexing_description">テクスチャとバッファの処理、およびMaxwell翻訳レイヤーを改善します。一部のVulkan 1.1 GPUとすべてのVulkan 1.2+ GPUでサポートされています。</string>
|
||||
<string name="display">ディスプレイ</string>
|
||||
|
||||
<string name="renderer_screen_layout">画面の向き</string>
|
||||
|
|
@ -618,9 +612,6 @@
|
|||
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">デフォルト</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">非圧縮</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">保守的</string>
|
||||
<string name="vram_usage_aggressive">積極的</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -360,8 +360,6 @@
|
|||
<string name="vram_usage_mode_description">GPU 메모리 할당/해제 방식 선택</string>
|
||||
<string name="accelerate_astc">ASTC 디코딩 방법</string>
|
||||
<string name="accelerate_astc_description">ASTC 압축 텍스처의 디코딩 방식을 선택하세요: CPU (느림, 안전), GPU (빠름, 권장), 또는 CPU 비동기 (끊김 없음, 문제 발생 가능)</string>
|
||||
<string name="astc_recompression">ASTC 재압축 방법</string>
|
||||
<string name="astc_recompression_description">ASTC 텍스처의 재압축 방식을 선택하여 호환성과 성능을 향상시킵니다. 이 옵션을 활성화하면 VRAM을 절약할 수 있지만 텍스처 품질이 저하될 수 있습니다.</string>
|
||||
|
||||
<string name="sync_memory_operations">메모리 작업 동기화</string>
|
||||
<string name="sync_memory_operations_description">컴퓨팅 및 메모리 작업 간 데이터 일관성을 보장합니다. 이 옵션은 일부 게임의 문제를 해결할 수 있지만 경우에 따라 성능이 저하될 수 있습니다. Unreal Engine 4 게임이 가장 큰 영향을 받는 것으로 보입니다.</string>
|
||||
|
|
@ -377,10 +375,6 @@
|
|||
<string name="renderer_asynchronous_shaders_description">셰이더를 비동기적으로 컴파일합니다. 이로 인해 끊김 현상이 줄어들 수 있지만 그래픽 오류가 발생할 수도 있습니다.</string>
|
||||
<string name="dyna_state">확장 동적 상태</string>
|
||||
<string name="disabled">비활성화됨</string>
|
||||
<string name="provoking_vertex">프로보킹 버텍스</string>
|
||||
<string name="provoking_vertex_description">일부 게임에서 조명과 버텍스 처리를 개선합니다. Vulkan 1.0+ GPU에서만 지원됩니다.</string>
|
||||
<string name="descriptor_indexing">디스크립터 인덱싱</string>
|
||||
<string name="descriptor_indexing_description">텍스처 및 버퍼 처리와 Maxwell 변환 레이어를 개선합니다. 일부 Vulkan 1.1 GPU 및 모든 Vulkan 1.2+ GPU에서 지원됩니다.</string>
|
||||
<string name="display">디스플레이</string>
|
||||
|
||||
<string name="renderer_screen_layout">화면 방향</string>
|
||||
|
|
@ -670,9 +664,6 @@
|
|||
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">기본값</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">비압축</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">보수적</string>
|
||||
<string name="vram_usage_aggressive">적극적</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -343,8 +343,6 @@
|
|||
<string name="vram_usage_mode_description">Kontroller minnetildeling for GPU</string>
|
||||
<string name="accelerate_astc">ASTC-dekoding</string>
|
||||
<string name="accelerate_astc_description">Velg hvordan ASTC-komprimerte teksturer skal dekodes for rendering: CPU (tregt, sikkert), GPU (raskt, anbefalt) eller CPU Async (ingen stuttering, kan forårsake problemer)</string>
|
||||
<string name="astc_recompression">ASTC-komprimering</string>
|
||||
<string name="astc_recompression_description">Velg hvordan ASTC-teksturer komprimeres på nytt for å forbedre kompatibilitet og ytelse. Å aktivere dette alternativet sparer VRAM, men kan redusere teksturkvaliteten.</string>
|
||||
|
||||
<string name="sync_memory_operations">Synkroniser minneoperasjoner</string>
|
||||
<string name="sync_memory_operations_description">Sikrer datakonsistens mellom beregnings- og minneoperasjoner. Dette alternativet bør fikse problemer i noen spill, men kan redusere ytelsen i noen tilfeller. Spill med Unreal Engine 4 ser ut til å være de mest berørte.</string>
|
||||
|
|
@ -360,10 +358,6 @@
|
|||
<string name="renderer_asynchronous_shaders_description">Kompilerer shadere asynkront. Dette kan redusere rykk, men kan også forårsake grafiske feil.</string>
|
||||
<string name="dyna_state">Utvidet dynamisk tilstand</string>
|
||||
<string name="disabled">Deaktivert</string>
|
||||
<string name="provoking_vertex">Provoserende vertex</string>
|
||||
<string name="provoking_vertex_description">Forbedrer belysning og vertexhåndtering i enkelte spill. Støttes kun på Vulkan 1.0+ GPU-er.</string>
|
||||
<string name="descriptor_indexing">Beskrivelsesindeksering</string>
|
||||
<string name="descriptor_indexing_description">Forbedrer tekstur- og bufferhåndtering, samt Maxwell-oversettelseslaget. Støttes av noen Vulkan 1.1 GPU-er og alle Vulkan 1.2+ GPU-er.</string>
|
||||
<string name="display">Skjerm</string>
|
||||
|
||||
<string name="renderer_screen_layout">Orientering</string>
|
||||
|
|
@ -590,9 +584,6 @@
|
|||
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">Standard</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Ukomprimert</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Konservativ</string>
|
||||
<string name="vram_usage_aggressive">Aggressiv</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -458,8 +458,6 @@
|
|||
<string name="vram_usage_mode_description">Kontroluj alokację i zwalnianie pamięci GPU.</string>
|
||||
<string name="accelerate_astc">Metoda dekodowania ASTC</string>
|
||||
<string name="accelerate_astc_description">Wybierz sposób dekodowania tekstur skompresowanych w formacie ASTC do renderowania: CPU (wolne, bezpieczne), GPU (szybkie, zalecane) lub CPU Async (bez zacięć, może powodować problemy)</string>
|
||||
<string name="astc_recompression">Metoda rekompresji ASTC</string>
|
||||
<string name="astc_recompression_description">Wybierz sposób ponownej kompresji tekstur ASTC w celu poprawy zgodności i wydajności. Włączenie tej opcji oszczędza VRAM, ale może obniżyć jakość tekstur.</string>
|
||||
|
||||
<string name="sync_memory_operations">Synchronizuj operacje pamięci</string>
|
||||
<string name="sync_memory_operations_description">Zapewnia spójność danych między operacjami obliczeniowymi i pamięciowymi. Ta opcja powinna naprawiać problemy w niektórych grach, ale może zmniejszyć wydajność w niektórych przypadkach. Gry z Unreal Engine 4 wydają się być najbardziej dotknięte.</string>
|
||||
|
|
@ -484,10 +482,6 @@
|
|||
<string name="disabled">Wyłączone</string>
|
||||
<string name="vertex_input_dynamic_state">Dynamiczny stan wejścia wierzchołków</string>
|
||||
<string name="vertex_input_dynamic_state_description">Włącza funkcję dynamicznego stanu wejścia wierzchołków, poprawiając jakość i wydajność.</string>
|
||||
<string name="provoking_vertex">Wierzchołek prowokujący</string>
|
||||
<string name="provoking_vertex_description">Poprawia oświetlenie i obsługę wierzchołków w niektórych grach. Obsługiwane tylko przez GPU Vulkan 1.0+.</string>
|
||||
<string name="descriptor_indexing">Indeksowanie deskryptorów</string>
|
||||
<string name="descriptor_indexing_description">Poprawia obsługę tekstur i buforów oraz warstwę tłumaczenia Maxwell. Obsługiwane przez niektóre GPU Vulkan 1.1 i wszystkie GPU Vulkan 1.2+.</string>
|
||||
<string name="sample_shading_fraction">Cieniowanie próbkowane</string>
|
||||
<string name="sample_shading_fraction_description">Pozwala uruchamiać shader fragmentów dla każdej próbki w wielopróbkowanym fragmencie zamiast raz na fragment. Poprawia jakość grafiki kosztem części wydajności.</string>
|
||||
|
||||
|
|
@ -913,9 +907,6 @@
|
|||
<string name="dma_accuracy_unsafe">Niezalecane</string>
|
||||
<string name="dma_accuracy_safe">Bezpieczne</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Bez kompresji</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Oszczędny</string>
|
||||
<string name="vram_usage_aggressive">Agresywny</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -446,8 +446,6 @@
|
|||
<string name="vram_usage_mode_description">Controla a alocação de memória GPU</string>
|
||||
<string name="accelerate_astc">Método de decodificação ASTC</string>
|
||||
<string name="accelerate_astc_description">Escolha como as texturas comprimidas em ASTC são decodificadas para renderização: CPU (lenta, segura), GPU (rápida, recomendada) ou CPU Assíncrona (sem travamentos, mas pode causar problemas).</string>
|
||||
<string name="astc_recompression">Método de recompressão ASTC</string>
|
||||
<string name="astc_recompression_description">Escolha como as texturas ASTC são recompactadas para melhorar a compatibilidade e o desempenho. Ativar esta opção economiza VRAM, mas pode reduzir a qualidade da textura.</string>
|
||||
|
||||
<string name="sync_memory_operations">Sincronizar Operações de Memória</string>
|
||||
<string name="sync_memory_operations_description">Garante a consistência de dados entre operações de computação e memória. Esta opção pode corrigir problemas em alguns jogos, mas também pode reduzir o desempenho, sendo os jogos da Unreal Engine 4 os mais afetados.</string>
|
||||
|
|
@ -467,10 +465,6 @@
|
|||
<string name="disabled">Desativado</string>
|
||||
<string name="vertex_input_dynamic_state">Vertex Input Dynamic State</string>
|
||||
<string name="vertex_input_dynamic_state_description">Ativa o recurso de vertex input dynamic state para melhor qualidade e desempenho.</string>
|
||||
<string name="provoking_vertex">Provoking Vertex</string>
|
||||
<string name="provoking_vertex_description">Vértice Provocante: Melhora a iluminação e o processamento de vértices em certos jogos. Suportado apenas em GPUs com Vulkan 1.0 ou superior.</string>
|
||||
<string name="descriptor_indexing">Descriptor Indexing</string>
|
||||
<string name="descriptor_indexing_description">Indexação de Descritores: Melhora o processamento de texturas e buffers, assim como a camada de tradução Maxwell. Suportado por algumas GPUs Vulkan 1.1 e todas as GPUs Vulkan 1.2 ou superiores.</string>
|
||||
<string name="display">Tela</string>
|
||||
|
||||
<string name="renderer_screen_layout">Orientação</string>
|
||||
|
|
@ -858,9 +852,6 @@
|
|||
<string name="dma_accuracy_unsafe">Insegura</string>
|
||||
<string name="dma_accuracy_safe">Segura</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Não comprimido</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Conservador</string>
|
||||
<string name="vram_usage_aggressive">Agressivo</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -366,8 +366,6 @@
|
|||
<string name="vram_usage_mode_description">Controla alocação de memória GPU.</string>
|
||||
<string name="accelerate_astc">Método ASTC</string>
|
||||
<string name="accelerate_astc_description">Escolha como as texturas comprimidas em ASTC são descodificadas para renderização: CPU (lento, seguro), GPU (rápido, recomendado) ou CPU Async (sem engasgos, pode causar problemas)</string>
|
||||
<string name="astc_recompression">Recompressão ASTC</string>
|
||||
<string name="astc_recompression_description">Escolha como as texturas ASTC são recomprimidas para melhorar a compatibilidade e o desempenho. Ativar esta opção poupa VRAM, mas pode reduzir a qualidade da textura.</string>
|
||||
|
||||
<string name="sync_memory_operations">Sincronizar Operações de Memória</string>
|
||||
<string name="sync_memory_operations_description">Garante a consistência dos dados entre operações de computação e memória. Esta opção deve corrigir problemas em alguns jogos, mas pode reduzir o desempenho nalguns casos. Os jogos com Unreal Engine 4 parecem ser os mais afectados.</string>
|
||||
|
|
@ -383,10 +381,6 @@
|
|||
<string name="renderer_asynchronous_shaders_description">Compila shaders de forma assíncrona. Isto pode reduzir engasgadelas, mas também pode introduzir falhas gráficas.</string>
|
||||
<string name="dyna_state">Estado Dinâmico Estendido</string>
|
||||
<string name="disabled">Desativado</string>
|
||||
<string name="provoking_vertex">Vértice provocante</string>
|
||||
<string name="provoking_vertex_description">Melhora a iluminação e o tratamento de vértices em certos jogos. Suportado apenas em GPUs Vulkan 1.0+.</string>
|
||||
<string name="descriptor_indexing">Indexação de descritores</string>
|
||||
<string name="descriptor_indexing_description">Melhora o tratamento de texturas e buffers, assim como a camada de tradução Maxwell. Suportado por algumas GPUs Vulkan 1.1 e todas Vulkan 1.2+.</string>
|
||||
<string name="display">Ecrã</string>
|
||||
|
||||
<string name="renderer_screen_layout">Oriantação</string>
|
||||
|
|
@ -723,9 +717,6 @@ uma tentativa de mapeamento automático</string>
|
|||
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">Predefinido</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Não Comprimido</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Conservador</string>
|
||||
<string name="vram_usage_aggressive">Agressivo</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -475,8 +475,6 @@
|
|||
<string name="vram_usage_mode_description">Стратегия управления видеопамятью</string>
|
||||
<string name="accelerate_astc">Метод декодирования ASTC</string>
|
||||
<string name="accelerate_astc_description">Выберите способ декодирования сжатых текстур ASTC для рендеринга: ЦП (медленно, безопасно), ГПУ (быстро, рекомендуется) или ЦП асинхронно (без заиканий, могут возникнуть проблемы)</string>
|
||||
<string name="astc_recompression">Метод пережатия ASTC</string>
|
||||
<string name="astc_recompression_description">Выберите способ пересжатия текстур ASTC для улучшения совместимости и производительности. Включение этой опции экономит VRAM, но может снизить качество текстур.</string>
|
||||
|
||||
<string name="sync_memory_operations">Синхронизация операций с памятью</string>
|
||||
<string name="sync_memory_operations_description">Обеспечивает согласованность данных между вычислительными операциями и операциями с памятью. Эта опция должна исправлять проблемы в некоторых играх, но может снижать производительность в некоторых случаях. Наиболее сильно это затрагивает игры на Unreal Engine 4.</string>
|
||||
|
|
@ -521,10 +519,6 @@
|
|||
<string name="disabled">Отключено</string>
|
||||
<string name="vertex_input_dynamic_state">Динамическое состояние ввода вершин</string>
|
||||
<string name="vertex_input_dynamic_state_description">Включает функцию динамического состояния ввода вершин для повышения качества и производительности</string>
|
||||
<string name="provoking_vertex">Определяющая вершина</string>
|
||||
<string name="provoking_vertex_description">Улучшает освещение и обработку вершин в некоторых играх. Поддерживается только ГПУ с Vulkan 1.0+.</string>
|
||||
<string name="descriptor_indexing">Индексирование дескрипторов</string>
|
||||
<string name="descriptor_indexing_description">Улучшает обработку текстур и буферов, а также слой перевода Maxwell. Поддерживается некоторыми ГПУ Vulkan 1.1 и всеми ГПУ Vulkan 1.2+.</string>
|
||||
<string name="sample_shading_fraction">Сэмпловое затенение</string>
|
||||
<string name="sample_shading_fraction_description">Позволяет шейдеру фрагментов выполняться для каждого сэмпла в многосэмпловом фрагменте, а не один раз на фрагмент. Улучшает качество графики ценой некоторого падения производительности.</string>
|
||||
|
||||
|
|
@ -993,9 +987,6 @@
|
|||
<string name="dma_accuracy_unsafe">Небезопасно</string>
|
||||
<string name="dma_accuracy_safe">Безопасный</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Без сжатия</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Консервативный</string>
|
||||
<string name="vram_usage_aggressive">Агрессивный</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -365,8 +365,6 @@
|
|||
<string name="vram_usage_mode_description">Контролишите колико агресивно емулатор додељује и ослобађа ГПУ меморију.</string>
|
||||
<string name="accelerate_astc">АСТЦ метода декодирања</string>
|
||||
<string name="accelerate_astc_description">Изаберите како су текстуре са компримираним текстовима декодиране за приказивање: ЦПУ (споро, сигуран), ГПУ (Фаст, Препоручи) или ЦПУ АСИНЦ (без затезача, могу да изазове питања)</string>
|
||||
<string name="astc_recompression">Метода рекомпресије АСТЦ-а</string>
|
||||
<string name="astc_recompression_description">Изаберите како се текстуре АСТЦ препоручују да би се побољшале компатибилност и перформансе. Омогућавање ове опције штеди ВРАМ, али може смањити квалитет текстуре.</string>
|
||||
|
||||
<string name="sync_memory_operations">Синхронизација меморијских операција</string>
|
||||
<string name="sync_memory_operations_description">Осигурава конзистентност података између рачунских и меморијских операција. Ова опција би требало да поправи проблеме у неким играма, али може смањити перформансе у неким случајевима. Чини се да су игре са Unreal Engine 4 највише погођене.</string>
|
||||
|
|
@ -382,10 +380,6 @@
|
|||
<string name="renderer_asynchronous_shaders_description">Саставља схадера асинхроно. Ово може умањити затезаче, али могу такође да уведе пропусте.</string>
|
||||
<string name="dyna_state">Проширена динамичка држава</string>
|
||||
<string name="disabled">Искључено</string>
|
||||
<string name="provoking_vertex">Провоцирајући врх</string>
|
||||
<string name="provoking_vertex_description">Побољшава осветљење и вертификат руковања у одређеним играма. Подржан само на Вулкану 1.0+ ГПУ-у.</string>
|
||||
<string name="descriptor_indexing">Индексирање дескриптора</string>
|
||||
<string name="descriptor_indexing_description">Побољшава текстуру и руковање међуспремника, као и преводилачки слој Маквелл. Подржани од стране неких Вулкана 1.1 ГПУ-а и сви Вулкан 1.2+ ГПУ.</string>
|
||||
<string name="display">Приказ</string>
|
||||
|
||||
<string name="renderer_screen_layout">Оријентација</string>
|
||||
|
|
@ -720,9 +714,6 @@
|
|||
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">Подразумевано</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Некомпримован</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Конзервативан</string>
|
||||
<string name="vram_usage_aggressive">Агресиван</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -475,8 +475,6 @@
|
|||
<string name="vram_usage_mode_description">Налаштування виділення пам`яті GPU</string>
|
||||
<string name="accelerate_astc">Метод декодування ASTC</string>
|
||||
<string name="accelerate_astc_description">Виберіть спосіб декодування стиснених текстур ASTC для рендерингу: CPU (повільно, безпечно), GPU (швидко, рекомендовано) або CPU Async (без затримок, можуть виникнути несправності)</string>
|
||||
<string name="astc_recompression">Метод перестиснення ASTC</string>
|
||||
<string name="astc_recompression_description">Виберіть спосіб перестиснення текстур ASTC для покращення сумісності та продуктивності. Увімкнення цієї опції зберігає VRAM, але може знизити якість текстур.</string>
|
||||
|
||||
<string name="sync_memory_operations">Синхронізація операцій з пам\'яттю</string>
|
||||
<string name="sync_memory_operations_description">Забезпечує узгодженість даних між обчислювальними операціями та операціями з пам\'яттю. Ця опція має виправляти проблеми в деяких іграх, але може знижувати продуктивність у деяких випадках. Ігри на Unreal Engine 4, здається, найбільш постраждалі.</string>
|
||||
|
|
@ -521,10 +519,6 @@
|
|||
<string name="disabled">Вимкнено</string>
|
||||
<string name="vertex_input_dynamic_state">Динамічний стан введення вершин</string>
|
||||
<string name="vertex_input_dynamic_state_description">Вмикає можливість динамічного стану введення вершин для кращих якості й продуктивності.</string>
|
||||
<string name="provoking_vertex">Провокативна вершина</string>
|
||||
<string name="provoking_vertex_description">Покращує освітлення та взаємодію з вершинами у деяких іграх. Лише для ГП з підтримкою Vulkan 1.0+.</string>
|
||||
<string name="descriptor_indexing">Індексація дескрипторів</string>
|
||||
<string name="descriptor_indexing_description">Покращує обробку текстур та буферів, а також шар перекладу Maxwell. Підтримується деякими GPU Vulkan 1.1 та всіма GPU Vulkan 1.2+.</string>
|
||||
<string name="sample_shading_fraction">Простий шейдинг</string>
|
||||
<string name="sample_shading_fraction_description">Дозволяє виконувати фрагмент шейдера для кожного зразка в багатозразковому фрагменті замість одного разу для кожного фрагмента. Покращує якість графікі ціною втрати продуктивності.</string>
|
||||
|
||||
|
|
@ -993,9 +987,6 @@
|
|||
<string name="dma_accuracy_unsafe">Небезпечно</string>
|
||||
<string name="dma_accuracy_safe">Безпечно</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Без стиснення</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Консервативний</string>
|
||||
<string name="vram_usage_aggressive">Агресивний</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -341,8 +341,6 @@
|
|||
<string name="vram_usage_mode_description">Kiểm soát cách cấp phát bộ nhớ GPU</string>
|
||||
<string name="accelerate_astc">Phương thức giải mã ASTC</string>
|
||||
<string name="accelerate_astc_description">Chọn cách giải mã texture nén ASTC để kết xuất: CPU (chậm, an toàn), GPU (nhanh, khuyên dùng) hoặc CPU Async (không giật, có thể gây ra sự cố)</string>
|
||||
<string name="astc_recompression">Phương thức nén lại ASTC</string>
|
||||
<string name="astc_recompression_description">Chọn cách nén lại texture ASTC để cải thiện khả năng tương thích và hiệu suất. Bật tùy chọn này tiết kiệm VRAM nhưng có thể làm giảm chất lượng texture.</string>
|
||||
|
||||
<string name="sync_memory_operations">Đồng bộ hoá thao tác bộ nhớ</string>
|
||||
<string name="sync_memory_operations_description">Đảm bảo tính nhất quán dữ liệu giữa các thao tác tính toán và bộ nhớ. Tùy chọn này nên khắc phục sự cố trong một số trò chơi, nhưng có thể làm giảm hiệu suất trong một số trường hợp. Các trò chơi với Unreal Engine 4 có vẻ bị ảnh hưởng nhiều nhất.</string>
|
||||
|
|
@ -358,10 +356,6 @@
|
|||
<string name="renderer_asynchronous_shaders_description">Biên dịch shader không đồng bộ. Điều này có thể giảm giật lag nhưng cũng có thể gây ra lỗi đồ họa.</string>
|
||||
<string name="dyna_state">Trạng thái động mở rộng</string>
|
||||
<string name="disabled">Đã tắt</string>
|
||||
<string name="provoking_vertex">Đỉnh kích hoạt</string>
|
||||
<string name="provoking_vertex_description">Cải thiện ánh sáng và xử lý đỉnh trong một số trò chơi. Chỉ được hỗ trợ trên GPU Vulkan 1.0+.</string>
|
||||
<string name="descriptor_indexing">Lập chỉ mục bộ mô tả</string>
|
||||
<string name="descriptor_indexing_description">Cải thiện xử lý kết cấu và bộ đệm, cũng như lớp dịch Maxwell. Được hỗ trợ bởi một số GPU Vulkan 1.1 và tất cả GPU Vulkan 1.2+.</string>
|
||||
<string name="display">Hiển thị</string>
|
||||
|
||||
<string name="renderer_screen_layout">Hướng màn hình</string>
|
||||
|
|
@ -586,9 +580,6 @@
|
|||
|
||||
<!-- DMA Accuracy -->
|
||||
<string name="dma_accuracy_default">Mặc định</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Không nén</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Bảo thủ</string>
|
||||
<string name="vram_usage_aggressive">Mạnh</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -469,8 +469,6 @@
|
|||
<string name="vram_usage_mode_description">控制显存分配策略</string>
|
||||
<string name="accelerate_astc">ASTC解码方式</string>
|
||||
<string name="accelerate_astc_description">选择ASTC压缩纹理的解码方式:CPU(慢速、安全)、GPU(快速、推荐)或CPU异步(无卡顿,可能导致问题)</string>
|
||||
<string name="astc_recompression">ASTC重压缩方式</string>
|
||||
<string name="astc_recompression_description">选择ASTC纹理的重新压缩方式以提高兼容性和性能。启用此选项可节省VRAM,但可能会降低纹理质量。</string>
|
||||
|
||||
<string name="sync_memory_operations">同步内存操作</string>
|
||||
<string name="sync_memory_operations_description">确保计算和内存操作之间的数据一致性。 此选项应能修复某些游戏中的问题,但在某些情况下可能会降低性能。 使用Unreal Engine 4的游戏似乎受影响最大。</string>
|
||||
|
|
@ -515,10 +513,6 @@
|
|||
<string name="disabled">已禁用</string>
|
||||
<string name="vertex_input_dynamic_state">顶点输入动态状态</string>
|
||||
<string name="vertex_input_dynamic_state_description">开启顶点输入动态状态功能来获得更好的质量和性能。</string>
|
||||
<string name="provoking_vertex">引发顶点</string>
|
||||
<string name="provoking_vertex_description">改善某些游戏中的光照和顶点处理。仅支持Vulkan 1.0+ GPU。</string>
|
||||
<string name="descriptor_indexing">描述符索引</string>
|
||||
<string name="descriptor_indexing_description">改进纹理和缓冲区处理以及Maxwell转换层。部分Vulkan 1.1 GPU和所有Vulkan 1.2+ GPU支持。</string>
|
||||
<string name="sample_shading_fraction">采样着色</string>
|
||||
<string name="sample_shading_fraction_description">允许片段着色器在多采样片段中每个样本执行一次,而不是每个片段执行一次。以提高性能为代价改善图形质量。</string>
|
||||
|
||||
|
|
@ -987,9 +981,6 @@
|
|||
<string name="dma_accuracy_unsafe">不安全</string>
|
||||
<string name="dma_accuracy_safe">安全</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">不压缩</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">保守模式</string>
|
||||
<string name="vram_usage_aggressive">激进模式</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -451,8 +451,6 @@
|
|||
<string name="vram_usage_mode_description">控制GPU記憶體的分配與釋放策略</string>
|
||||
<string name="accelerate_astc">ASTC解碼方式</string>
|
||||
<string name="accelerate_astc_description">選擇ASTC壓縮紋理的解碼方式:CPU(慢速、安全)、GPU(快速、推薦)或CPU非同步(無卡頓,可能導致問題)</string>
|
||||
<string name="astc_recompression">ASTC重新壓縮方式</string>
|
||||
<string name="astc_recompression_description">選擇ASTC紋理的重新壓縮方式以提高相容性和效能。啟用此選項可節省VRAM,但可能會降低紋理品質。</string>
|
||||
|
||||
<string name="sync_memory_operations">同步記憶體操作</string>
|
||||
<string name="sync_memory_operations_description">確保計算和記憶體操作之間的資料一致性。 此選項應能修復某些遊戲中的問題,但在某些情況下可能會降低效能。 使用Unreal Engine 4的遊戲似乎受影響最大。</string>
|
||||
|
|
@ -470,10 +468,6 @@
|
|||
<string name="disabled">已停用</string>
|
||||
<string name="vertex_input_dynamic_state">頂點輸入動態狀態</string>
|
||||
<string name="vertex_input_dynamic_state_description">啟用頂點輸入動態狀態以取得更佳的品質及性能</string>
|
||||
<string name="provoking_vertex">引發頂點</string>
|
||||
<string name="provoking_vertex_description">改善某些遊戲中的光照和頂點處理。僅支援Vulkan 1.0+ GPU。</string>
|
||||
<string name="descriptor_indexing">描述符索引</string>
|
||||
<string name="descriptor_indexing_description">改進紋理和緩衝區處理以及Maxwell轉換層。部分Vulkan 1.1 GPU和所有Vulkan 1.2+ GPU支援。</string>
|
||||
<string name="display">顯示</string>
|
||||
|
||||
<string name="renderer_screen_layout">方向</string>
|
||||
|
|
@ -861,9 +855,6 @@
|
|||
<string name="dma_accuracy_unsafe">不安全</string>
|
||||
<string name="dma_accuracy_safe">安全</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">未壓縮</string>
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">保守</string>
|
||||
<string name="vram_usage_aggressive">積極</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -138,21 +138,6 @@
|
|||
<item>1</item> <!-- GPU -->
|
||||
<item>2</item> <!-- CPU Asynchronously -->
|
||||
</integer-array>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string-array name="astcRecompressionMethodNames">
|
||||
<item>@string/astc_recompression_uncompressed</item>
|
||||
<item>@string/astc_recompression_bc1</item>
|
||||
<item>@string/astc_recompression_bc3</item>
|
||||
</string-array>
|
||||
|
||||
<!-- ASTC Recompression Method Values -->
|
||||
<integer-array name="astcRecompressionMethodValues">
|
||||
<item>0</item> <!-- Uncompressed -->
|
||||
<item>1</item> <!-- BC1 -->
|
||||
<item>2</item> <!-- BC3 -->
|
||||
</integer-array>
|
||||
|
||||
<!-- NVDEC Emulation Choices -->
|
||||
<string-array name="rendererNvdecNames">
|
||||
<item>@string/nvdec_emulation_none</item> <!-- Off -->
|
||||
|
|
|
|||
|
|
@ -485,8 +485,6 @@
|
|||
<string name="vram_usage_mode_description">Control how aggressively the emulator allocates and frees GPU memory.</string>
|
||||
<string name="accelerate_astc">ASTC Decoding Method</string>
|
||||
<string name="accelerate_astc_description">Pick how ASTC-compressed textures are decoded for rendering: CPU (slow, safe), GPU (fast, recommended), or CPU Async (no stutters, may cause issues)</string>
|
||||
<string name="astc_recompression">ASTC Recompression Method</string>
|
||||
<string name="astc_recompression_description">Choose how ASTC textures are recompressed to improve compatibility and performance. Enabling this option saves VRAM but may lower texture quality.</string>
|
||||
|
||||
<string name="sync_memory_operations">Sync Memory Operations</string>
|
||||
<string name="sync_memory_operations_description">Ensures data consistency between compute and memory operations. This option should fix issues in some games, but may also reduce performance in some cases. Unreal Engine 4 games often see the most significant changes thereof.</string>
|
||||
|
|
@ -494,6 +492,10 @@
|
|||
<string name="use_disk_shader_cache_description">Reduces stuttering by locally storing and loading generated shaders.</string>
|
||||
<string name="renderer_force_max_clock">Force maximum clocks (Adreno only)</string>
|
||||
<string name="renderer_force_max_clock_description">Forces the GPU to run at the maximum possible clocks (thermal constraints will still be applied).</string>
|
||||
<string name="renderer_asynchronous_gpu_emulation">GPU async emulation</string>
|
||||
<string name="renderer_asynchronous_gpu_emulation_description">Runs GPU emulation asynchronously to reduce CPU stalls and improve throughput. Disable this only if you run into timing-related issues.</string>
|
||||
<string name="renderer_async_presentation">Asynchronous presentation</string>
|
||||
<string name="renderer_async_presentation_description">Slightly improves performance by moving presentation to a separate CPU thread.</string>
|
||||
<string name="renderer_reactive_flushing">Use reactive flushing</string>
|
||||
<string name="renderer_reactive_flushing_description">Improves rendering accuracy in some games at the cost of performance.</string>
|
||||
<string name="enable_buffer_history">Enable buffer history</string>
|
||||
|
|
@ -531,10 +533,6 @@
|
|||
<string name="disabled">Disabled</string>
|
||||
<string name="vertex_input_dynamic_state">Vertex Input Dynamic State</string>
|
||||
<string name="vertex_input_dynamic_state_description">Enables vertex input dynamic state feature for better quality and performance.</string>
|
||||
<string name="provoking_vertex">Provoking Vertex</string>
|
||||
<string name="provoking_vertex_description">Improves lighting and vertex handling in certain games. Only supported on Vulkan 1.0+ GPUs.</string>
|
||||
<string name="descriptor_indexing">Descriptor Indexing</string>
|
||||
<string name="descriptor_indexing_description">Improves texture and buffer handling, as well as the Maxwell translation layer. Supported by some Vulkan 1.1 GPUs and all Vulkan 1.2+ GPUs.</string>
|
||||
<string name="sample_shading_fraction">Sample Shading</string>
|
||||
<string name="sample_shading_fraction_description">Allows the fragment shader to execute per sample in a multi-sampled fragment instead once per fragment. Improves graphics quality at the cost of some performance.</string>
|
||||
|
||||
|
|
@ -1041,12 +1039,7 @@
|
|||
<string name="accelerate_astc_gpu" translatable="false">GPU</string>
|
||||
<string name="accelerate_astc_async" translatable="false">CPU Async</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="astc_recompression_uncompressed">Uncompressed</string>
|
||||
<string name="astc_recompression_bc1" translatable="false">BC1</string>
|
||||
<string name="astc_recompression_bc3" translatable="false">BC3</string>
|
||||
|
||||
<!-- ASTC Recompression Method Choices -->
|
||||
<string name="vram_usage_conservative">Conservative</string>
|
||||
<string name="vram_usage_aggressive">Aggressive</string>
|
||||
|
||||
|
|
|
|||
|
|
@ -359,7 +359,11 @@ struct Values {
|
|||
true,
|
||||
true};
|
||||
SwitchableSetting<int, true> fsr_sharpening_slider{linkage,
|
||||
#ifdef ANDROID
|
||||
0,
|
||||
#else
|
||||
25,
|
||||
#endif
|
||||
0,
|
||||
200,
|
||||
"fsr_sharpening_slider",
|
||||
|
|
@ -450,11 +454,7 @@ struct Values {
|
|||
"max_anisotropy",
|
||||
Category::RendererAdvanced};
|
||||
SwitchableSetting<AstcDecodeMode, true> accelerate_astc{linkage,
|
||||
#ifdef ANDROID
|
||||
AstcDecodeMode::Cpu,
|
||||
#else
|
||||
AstcDecodeMode::Gpu,
|
||||
#endif
|
||||
"accelerate_astc",
|
||||
Category::RendererAdvanced};
|
||||
|
||||
|
|
@ -583,7 +583,9 @@ struct Values {
|
|||
Category::RendererHacks};
|
||||
|
||||
SwitchableSetting<ExtendedDynamicState> dyna_state{linkage,
|
||||
#if defined (ANDROID) || defined (__APPLE__)
|
||||
#if defined(ANDROID)
|
||||
ExtendedDynamicState::EDS1,
|
||||
#elif defined(__APPLE__)
|
||||
ExtendedDynamicState::Disabled,
|
||||
#else
|
||||
ExtendedDynamicState::EDS2,
|
||||
|
|
@ -606,8 +608,6 @@ struct Values {
|
|||
true,
|
||||
#endif
|
||||
"vertex_input_dynamic_state", Category::RendererExtensions};
|
||||
SwitchableSetting<bool> provoking_vertex{linkage, false, "provoking_vertex", Category::RendererExtensions};
|
||||
SwitchableSetting<bool> descriptor_indexing{linkage, false, "descriptor_indexing", Category::RendererExtensions};
|
||||
|
||||
Setting<bool> renderer_debug{linkage, false, "debug", Category::RendererDebug};
|
||||
Setting<bool> renderer_shader_feedback{linkage, false, "shader_feedback",
|
||||
|
|
|
|||
|
|
@ -286,14 +286,6 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QObject* parent) {
|
|||
INSERT(Settings, vertex_input_dynamic_state, tr("Vertex Input Dynamic State"),
|
||||
tr("Enables vertex input dynamic state feature for better quality and performance."));
|
||||
|
||||
INSERT(Settings, provoking_vertex, tr("Provoking Vertex"),
|
||||
tr("Improves lighting and vertex handling in some games.\n"
|
||||
"Only Vulkan 1.0+ devices support this extension."));
|
||||
|
||||
INSERT(Settings, descriptor_indexing, tr("Descriptor Indexing"),
|
||||
tr("Improves texture & buffer handling and the Maxwell translation layer.\n"
|
||||
"Some Vulkan 1.1+ and all 1.2+ devices support this extension."));
|
||||
|
||||
INSERT(
|
||||
Settings, sample_shading, tr("Sample Shading"),
|
||||
tr("Allows the fragment shader to execute per sample in a multi-sampled fragment "
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
|
||||
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
// SPDX-FileCopyrightText: Copyright 2019 yuzu Emulator Project
|
||||
|
|
@ -83,7 +83,29 @@ void FixedPipelineState::Refresh(Tegra::Engines::Maxwell3D& maxwell3d, DynamicFe
|
|||
depth_enabled.Assign(regs.zeta_enable != 0 ? 1 : 0);
|
||||
depth_format.Assign(static_cast<u32>(regs.zeta.format));
|
||||
y_negate.Assign(regs.window_origin.mode != Maxwell::WindowOrigin::Mode::UpperLeft ? 1 : 0);
|
||||
provoking_vertex_last.Assign(regs.provoking_vertex == Maxwell::ProvokingVertex::Last ? 1 : 0);
|
||||
|
||||
bool use_last_provoking_vertex = false;
|
||||
const bool provoking_vertex_available = features.has_provoking_vertex;
|
||||
const bool supports_first_mode = features.has_provoking_vertex_first_mode;
|
||||
const bool supports_last_mode = features.has_provoking_vertex_last_mode;
|
||||
const bool transform_feedback_active = regs.transform_feedback_enabled != 0;
|
||||
const bool tf_preserves_provoking_vertex = features.has_provoking_vertex_tf_preserve;
|
||||
|
||||
if (provoking_vertex_available && (supports_first_mode || supports_last_mode)) {
|
||||
use_last_provoking_vertex = regs.provoking_vertex == Maxwell::ProvokingVertex::Last;
|
||||
|
||||
if (transform_feedback_active && !tf_preserves_provoking_vertex) {
|
||||
use_last_provoking_vertex = false;
|
||||
}
|
||||
|
||||
if (use_last_provoking_vertex && !supports_last_mode) {
|
||||
use_last_provoking_vertex = false;
|
||||
} else if (!use_last_provoking_vertex && !supports_first_mode) {
|
||||
use_last_provoking_vertex = true;
|
||||
}
|
||||
}
|
||||
|
||||
provoking_vertex_last.Assign(use_last_provoking_vertex ? 1 : 0);
|
||||
conservative_raster_enable.Assign(regs.conservative_raster_enable != 0 ? 1 : 0);
|
||||
smooth_lines.Assign(regs.line_anti_alias_enable != 0 ? 1 : 0);
|
||||
alpha_to_coverage_enabled.Assign(regs.anti_alias_alpha_control.alpha_to_coverage != 0 ? 1 : 0);
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
|
||||
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
// SPDX-FileCopyrightText: Copyright 2019 yuzu Emulator Project
|
||||
|
|
@ -28,6 +28,10 @@ struct DynamicFeatures {
|
|||
bool has_extended_dynamic_state_3_blend;
|
||||
bool has_extended_dynamic_state_3_enables;
|
||||
bool has_dynamic_vertex_input;
|
||||
bool has_provoking_vertex;
|
||||
bool has_provoking_vertex_first_mode;
|
||||
bool has_provoking_vertex_last_mode;
|
||||
bool has_provoking_vertex_tf_preserve;
|
||||
};
|
||||
|
||||
struct FixedPipelineState {
|
||||
|
|
|
|||
|
|
@ -749,12 +749,19 @@ void GraphicsPipeline::MakePipeline(VkRenderPass render_pass) {
|
|||
: VK_CONSERVATIVE_RASTERIZATION_MODE_DISABLED_EXT,
|
||||
.extraPrimitiveOverestimationSize = 0.0f,
|
||||
};
|
||||
const bool supports_provoking_first_mode = device.SupportsProvokingVertexFirstMode();
|
||||
const bool supports_provoking_last_mode = device.SupportsProvokingVertexLastMode();
|
||||
const bool requested_provoking_last_mode = key.state.provoking_vertex_last != 0;
|
||||
const VkProvokingVertexModeEXT provoking_vertex_mode =
|
||||
requested_provoking_last_mode
|
||||
? (supports_provoking_last_mode ? VK_PROVOKING_VERTEX_MODE_LAST_VERTEX_EXT
|
||||
: VK_PROVOKING_VERTEX_MODE_FIRST_VERTEX_EXT)
|
||||
: (supports_provoking_first_mode ? VK_PROVOKING_VERTEX_MODE_FIRST_VERTEX_EXT
|
||||
: VK_PROVOKING_VERTEX_MODE_LAST_VERTEX_EXT);
|
||||
VkPipelineRasterizationProvokingVertexStateCreateInfoEXT provoking_vertex{
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_PROVOKING_VERTEX_STATE_CREATE_INFO_EXT,
|
||||
.pNext = nullptr,
|
||||
.provokingVertexMode = key.state.provoking_vertex_last != 0
|
||||
? VK_PROVOKING_VERTEX_MODE_LAST_VERTEX_EXT
|
||||
: VK_PROVOKING_VERTEX_MODE_FIRST_VERTEX_EXT,
|
||||
.provokingVertexMode = provoking_vertex_mode,
|
||||
};
|
||||
|
||||
if (IsLine(input_assembly_topology) && device.IsExtLineRasterizationSupported()) {
|
||||
|
|
@ -763,7 +770,7 @@ void GraphicsPipeline::MakePipeline(VkRenderPass render_pass) {
|
|||
if (device.IsExtConservativeRasterizationSupported()) {
|
||||
conservative_raster.pNext = std::exchange(rasterization_ci.pNext, &conservative_raster);
|
||||
}
|
||||
if (device.IsExtProvokingVertexSupported() && Settings::values.provoking_vertex.GetValue()) {
|
||||
if (device.IsExtProvokingVertexSupported()) {
|
||||
provoking_vertex.pNext = std::exchange(rasterization_ci.pNext, &provoking_vertex);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -490,6 +490,14 @@ PipelineCache::PipelineCache(Tegra::MaxwellDeviceMemoryManager& device_memory_,
|
|||
dynamic_features.has_dynamic_vertex_input =
|
||||
device.IsExtVertexInputDynamicStateSupported() &&
|
||||
Settings::values.vertex_input_dynamic_state.GetValue();
|
||||
|
||||
dynamic_features.has_provoking_vertex = device.IsExtProvokingVertexSupported();
|
||||
dynamic_features.has_provoking_vertex_first_mode =
|
||||
device.SupportsProvokingVertexFirstMode();
|
||||
dynamic_features.has_provoking_vertex_last_mode =
|
||||
device.SupportsProvokingVertexLastMode();
|
||||
dynamic_features.has_provoking_vertex_tf_preserve =
|
||||
device.SupportsTransformFeedbackProvokingVertexPreservation();
|
||||
}
|
||||
|
||||
PipelineCache::~PipelineCache() {
|
||||
|
|
@ -603,6 +611,18 @@ void PipelineCache::LoadDiskResources(u64 title_id, std::stop_token stop_loading
|
|||
(key.state.dynamic_vertex_input != 0) != dynamic_features.has_dynamic_vertex_input) {
|
||||
return;
|
||||
}
|
||||
|
||||
const bool key_requests_provoking_last = key.state.provoking_vertex_last != 0;
|
||||
if (key_requests_provoking_last && !dynamic_features.has_provoking_vertex_last_mode) {
|
||||
return;
|
||||
}
|
||||
|
||||
const bool key_uses_transform_feedback = key.state.xfb_enabled != 0;
|
||||
if (key_uses_transform_feedback && key_requests_provoking_last &&
|
||||
!dynamic_features.has_provoking_vertex_tf_preserve) {
|
||||
return;
|
||||
}
|
||||
|
||||
workers.QueueWork([this, key, envs_ = std::move(envs), &state, &callback]() mutable {
|
||||
ShaderPools pools;
|
||||
boost::container::static_vector<Shader::Environment*, 5> env_ptrs;
|
||||
|
|
|
|||
|
|
@ -200,11 +200,6 @@ RasterizerVulkan::RasterizerVulkan(Core::Frontend::EmuWindow& emu_window_, Tegra
|
|||
fence_manager(*this, gpu, texture_cache, buffer_cache, query_cache, device, scheduler),
|
||||
wfi_event(device.GetLogical().CreateEvent()) {
|
||||
scheduler.SetQueryCache(query_cache);
|
||||
|
||||
// Log multi-draw support
|
||||
if (device.IsExtMultiDrawSupported()) {
|
||||
LOG_INFO(Render_Vulkan, "VK_EXT_multi_draw is enabled for optimized draw calls");
|
||||
}
|
||||
}
|
||||
|
||||
RasterizerVulkan::~RasterizerVulkan() = default;
|
||||
|
|
@ -243,43 +238,16 @@ void RasterizerVulkan::Draw(bool is_indexed, u32 instance_count) {
|
|||
const u32 num_instances{instance_count};
|
||||
const DrawParams draw_params{MakeDrawParams(draw_state, num_instances, is_indexed)};
|
||||
|
||||
// Use VK_EXT_multi_draw if available (single draw becomes multi-draw with count=1)
|
||||
if (device.IsExtMultiDrawSupported()) {
|
||||
scheduler.Record([draw_params](vk::CommandBuffer cmdbuf) {
|
||||
if (draw_params.is_indexed) {
|
||||
// Use multi-draw indexed with single draw
|
||||
const VkMultiDrawIndexedInfoEXT multi_draw_info{
|
||||
.firstIndex = draw_params.first_index,
|
||||
.indexCount = draw_params.num_vertices,
|
||||
};
|
||||
const int32_t vertex_offset = static_cast<int32_t>(draw_params.base_vertex);
|
||||
cmdbuf.DrawMultiIndexedEXT(1, &multi_draw_info, draw_params.num_instances,
|
||||
draw_params.base_instance,
|
||||
sizeof(VkMultiDrawIndexedInfoEXT), &vertex_offset);
|
||||
} else {
|
||||
// Use multi-draw with single draw
|
||||
const VkMultiDrawInfoEXT multi_draw_info{
|
||||
.firstVertex = draw_params.base_vertex,
|
||||
.vertexCount = draw_params.num_vertices,
|
||||
};
|
||||
cmdbuf.DrawMultiEXT(1, &multi_draw_info, draw_params.num_instances,
|
||||
draw_params.base_instance,
|
||||
sizeof(VkMultiDrawInfoEXT));
|
||||
}
|
||||
});
|
||||
} else {
|
||||
// Fallback to standard draw calls
|
||||
scheduler.Record([draw_params](vk::CommandBuffer cmdbuf) {
|
||||
if (draw_params.is_indexed) {
|
||||
cmdbuf.DrawIndexed(draw_params.num_vertices, draw_params.num_instances,
|
||||
draw_params.first_index, draw_params.base_vertex,
|
||||
draw_params.base_instance);
|
||||
} else {
|
||||
cmdbuf.Draw(draw_params.num_vertices, draw_params.num_instances,
|
||||
draw_params.base_vertex, draw_params.base_instance);
|
||||
}
|
||||
});
|
||||
}
|
||||
scheduler.Record([draw_params](vk::CommandBuffer cmdbuf) {
|
||||
if (draw_params.is_indexed) {
|
||||
cmdbuf.DrawIndexed(draw_params.num_vertices, draw_params.num_instances,
|
||||
draw_params.first_index, draw_params.base_vertex,
|
||||
draw_params.base_instance);
|
||||
} else {
|
||||
cmdbuf.Draw(draw_params.num_vertices, draw_params.num_instances,
|
||||
draw_params.base_vertex, draw_params.base_instance);
|
||||
}
|
||||
});
|
||||
|
||||
// Log draw call
|
||||
if (Settings::values.gpu_logging_enabled.GetValue() &&
|
||||
|
|
|
|||
|
|
@ -275,6 +275,19 @@ constexpr VkBorderColor ConvertBorderColor(const std::array<float, 4>& color) {
|
|||
return VK_COMPONENT_SWIZZLE_ZERO;
|
||||
}
|
||||
|
||||
void SanitizeDepthStencilSwizzle(std::array<SwizzleSource, 4>& swizzle,
|
||||
bool supports_depth_stencil_swizzle_one) {
|
||||
if (supports_depth_stencil_swizzle_one) {
|
||||
return;
|
||||
}
|
||||
std::replace_if(swizzle.begin(), swizzle.end(),
|
||||
[](SwizzleSource value) {
|
||||
return value == SwizzleSource::OneFloat ||
|
||||
value == SwizzleSource::OneInt;
|
||||
},
|
||||
SwizzleSource::Zero);
|
||||
}
|
||||
|
||||
[[nodiscard]] VkImageViewType ImageViewType(Shader::TextureType type) {
|
||||
switch (type) {
|
||||
case Shader::TextureType::Color1D:
|
||||
|
|
@ -2109,6 +2122,7 @@ ImageView::ImageView(TextureCacheRuntime& runtime, const VideoCommon::ImageViewI
|
|||
!device->IsExt4444FormatsSupported());
|
||||
if ((aspect_mask & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)) != 0) {
|
||||
std::ranges::transform(swizzle, swizzle.begin(), ConvertGreenRed);
|
||||
SanitizeDepthStencilSwizzle(swizzle, device->SupportsDepthStencilSwizzleOne());
|
||||
}
|
||||
}
|
||||
const auto format_info = MaxwellToVK::SurfaceFormat(*device, FormatType::Optimal, true, format);
|
||||
|
|
|
|||
|
|
@ -22,16 +22,13 @@
|
|||
|
||||
#include <vulkan/vulkan.h>
|
||||
|
||||
// Define maintenance 7-9 extension names (not yet in official Vulkan headers)
|
||||
// Define maintenance 7-8 extension names (not yet in official Vulkan headers)
|
||||
#ifndef VK_KHR_MAINTENANCE_7_EXTENSION_NAME
|
||||
#define VK_KHR_MAINTENANCE_7_EXTENSION_NAME "VK_KHR_maintenance7"
|
||||
#endif
|
||||
#ifndef VK_KHR_MAINTENANCE_8_EXTENSION_NAME
|
||||
#define VK_KHR_MAINTENANCE_8_EXTENSION_NAME "VK_KHR_maintenance8"
|
||||
#endif
|
||||
#ifndef VK_KHR_MAINTENANCE_9_EXTENSION_NAME
|
||||
#define VK_KHR_MAINTENANCE_9_EXTENSION_NAME "VK_KHR_maintenance9"
|
||||
#endif
|
||||
|
||||
// Sanitize macros
|
||||
#undef CreateEvent
|
||||
|
|
|
|||
|
|
@ -465,18 +465,6 @@ Device::Device(VkInstance instance_, vk::PhysicalDevice physical_, VkSurfaceKHR
|
|||
first_next = &diagnostics_nv;
|
||||
}
|
||||
|
||||
VkPhysicalDeviceDescriptorIndexingFeaturesEXT descriptor_indexing{
|
||||
.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DESCRIPTOR_INDEXING_FEATURES_EXT,
|
||||
.pNext = use_diagnostics_nv ? static_cast<void*>(&diagnostics_nv) : static_cast<void*>(&features2),
|
||||
.shaderSampledImageArrayNonUniformIndexing = VK_TRUE,
|
||||
.descriptorBindingPartiallyBound = VK_TRUE,
|
||||
.descriptorBindingVariableDescriptorCount = VK_TRUE,
|
||||
};
|
||||
|
||||
if (extensions.descriptor_indexing && Settings::values.descriptor_indexing.GetValue()) {
|
||||
first_next = &descriptor_indexing;
|
||||
}
|
||||
|
||||
is_blit_depth24_stencil8_supported = TestDepthStencilBlits(VK_FORMAT_D24_UNORM_S8_UINT);
|
||||
is_blit_depth32_stencil8_supported = TestDepthStencilBlits(VK_FORMAT_D32_SFLOAT_S8_UINT);
|
||||
is_optimal_astc_supported = ComputeIsOptimalAstcSupported();
|
||||
|
|
@ -1078,11 +1066,6 @@ bool Device::GetSuitability(bool requires_swapchain) {
|
|||
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MAINTENANCE_5_PROPERTIES_KHR;
|
||||
SetNext(next, properties.maintenance5);
|
||||
}
|
||||
if (extensions.multi_draw) {
|
||||
properties.multi_draw.sType =
|
||||
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTI_DRAW_PROPERTIES_EXT;
|
||||
SetNext(next, properties.multi_draw);
|
||||
}
|
||||
|
||||
// Perform the property fetch.
|
||||
physical.GetProperties2(properties2);
|
||||
|
|
@ -1196,7 +1179,7 @@ void Device::RemoveUnsuitableExtensions() {
|
|||
RemoveExtensionFeatureIfUnsuitable(extensions.depth_clip_control, features.depth_clip_control,
|
||||
VK_EXT_DEPTH_CLIP_CONTROL_EXTENSION_NAME);
|
||||
|
||||
/* */ // VK_EXT_extended_dynamic_state
|
||||
// VK_EXT_extended_dynamic_state
|
||||
extensions.extended_dynamic_state = features.extended_dynamic_state.extendedDynamicState;
|
||||
RemoveExtensionFeatureIfUnsuitable(extensions.extended_dynamic_state,
|
||||
features.extended_dynamic_state,
|
||||
|
|
@ -1268,7 +1251,6 @@ void Device::RemoveUnsuitableExtensions() {
|
|||
VK_EXT_EXTENDED_DYNAMIC_STATE_3_EXTENSION_NAME);
|
||||
|
||||
// VK_EXT_robustness2
|
||||
// Enable if at least one robustness2 feature is available
|
||||
extensions.robustness_2 = features.robustness2.robustBufferAccess2 ||
|
||||
features.robustness2.robustImageAccess2 ||
|
||||
features.robustness2.nullDescriptor;
|
||||
|
|
@ -1277,25 +1259,10 @@ void Device::RemoveUnsuitableExtensions() {
|
|||
VK_EXT_ROBUSTNESS_2_EXTENSION_NAME);
|
||||
|
||||
// VK_EXT_image_robustness
|
||||
// Enable if robustImageAccess is available
|
||||
extensions.image_robustness = features.image_robustness.robustImageAccess;
|
||||
RemoveExtensionFeatureIfUnsuitable(extensions.image_robustness, features.image_robustness,
|
||||
VK_EXT_IMAGE_ROBUSTNESS_EXTENSION_NAME);
|
||||
|
||||
// VK_EXT_provoking_vertex
|
||||
if (Settings::values.provoking_vertex.GetValue()) {
|
||||
extensions.provoking_vertex = features.provoking_vertex.provokingVertexLast
|
||||
&& features.provoking_vertex
|
||||
.transformFeedbackPreservesProvokingVertex;
|
||||
RemoveExtensionFeatureIfUnsuitable(extensions.provoking_vertex,
|
||||
features.provoking_vertex,
|
||||
VK_EXT_PROVOKING_VERTEX_EXTENSION_NAME);
|
||||
} else {
|
||||
RemoveExtensionFeature(extensions.provoking_vertex,
|
||||
features.provoking_vertex,
|
||||
VK_EXT_PROVOKING_VERTEX_EXTENSION_NAME);
|
||||
}
|
||||
|
||||
// VK_KHR_shader_atomic_int64
|
||||
extensions.shader_atomic_int64 = features.shader_atomic_int64.shaderBufferInt64Atomics &&
|
||||
features.shader_atomic_int64.shaderSharedInt64Atomics;
|
||||
|
|
@ -1319,21 +1286,12 @@ void Device::RemoveUnsuitableExtensions() {
|
|||
VK_EXT_SUBGROUP_SIZE_CONTROL_EXTENSION_NAME);
|
||||
|
||||
// VK_EXT_transform_feedback
|
||||
// We only require the basic transformFeedback feature and at least
|
||||
// one transform feedback buffer. We keep transformFeedbackQueries as it's used by
|
||||
// the streaming byte count implementation. GeometryStreams and multiple streams
|
||||
// are not strictly required since we currently support only stream 0.
|
||||
extensions.transform_feedback =
|
||||
features.transform_feedback.transformFeedback &&
|
||||
properties.transform_feedback.maxTransformFeedbackBuffers > 0 &&
|
||||
properties.transform_feedback.transformFeedbackQueries;
|
||||
RemoveExtensionFeatureIfUnsuitable(extensions.transform_feedback, features.transform_feedback,
|
||||
VK_EXT_TRANSFORM_FEEDBACK_EXTENSION_NAME);
|
||||
if (extensions.transform_feedback) {
|
||||
LOG_INFO(Render_Vulkan, "VK_EXT_transform_feedback enabled (buffers={}, queries={})",
|
||||
properties.transform_feedback.maxTransformFeedbackBuffers,
|
||||
properties.transform_feedback.transformFeedbackQueries);
|
||||
}
|
||||
|
||||
// VK_EXT_vertex_input_dynamic_state
|
||||
extensions.vertex_input_dynamic_state =
|
||||
|
|
@ -1342,17 +1300,6 @@ void Device::RemoveUnsuitableExtensions() {
|
|||
features.vertex_input_dynamic_state,
|
||||
VK_EXT_VERTEX_INPUT_DYNAMIC_STATE_EXTENSION_NAME);
|
||||
|
||||
// VK_EXT_multi_draw
|
||||
extensions.multi_draw = features.multi_draw.multiDraw;
|
||||
|
||||
if (extensions.multi_draw) {
|
||||
LOG_INFO(Render_Vulkan, "VK_EXT_multi_draw: maxMultiDrawCount={}",
|
||||
properties.multi_draw.maxMultiDrawCount);
|
||||
}
|
||||
|
||||
RemoveExtensionFeatureIfUnsuitable(extensions.multi_draw, features.multi_draw,
|
||||
VK_EXT_MULTI_DRAW_EXTENSION_NAME);
|
||||
|
||||
// VK_KHR_pipeline_executable_properties
|
||||
if (Settings::values.renderer_shader_feedback.GetValue()) {
|
||||
extensions.pipeline_executable_properties =
|
||||
|
|
@ -1377,35 +1324,15 @@ void Device::RemoveUnsuitableExtensions() {
|
|||
features.workgroup_memory_explicit_layout,
|
||||
VK_KHR_WORKGROUP_MEMORY_EXPLICIT_LAYOUT_EXTENSION_NAME);
|
||||
|
||||
// VK_EXT_swapchain_maintenance1 (extension only, has features)
|
||||
// Requires VK_EXT_surface_maintenance1 instance extension
|
||||
extensions.swapchain_maintenance1 = features.swapchain_maintenance1.swapchainMaintenance1;
|
||||
if (extensions.swapchain_maintenance1) {
|
||||
// Check if VK_EXT_surface_maintenance1 instance extension is available
|
||||
const auto instance_extensions = vk::EnumerateInstanceExtensionProperties(dld);
|
||||
const bool has_surface_maintenance1 = instance_extensions && std::ranges::any_of(*instance_extensions,
|
||||
[](const VkExtensionProperties& prop) {
|
||||
return std::strcmp(prop.extensionName, VK_EXT_SURFACE_MAINTENANCE_1_EXTENSION_NAME) == 0;
|
||||
});
|
||||
if (!has_surface_maintenance1) {
|
||||
LOG_WARNING(Render_Vulkan,
|
||||
"VK_EXT_swapchain_maintenance1 requires VK_EXT_surface_maintenance1, disabling");
|
||||
extensions.swapchain_maintenance1 = false;
|
||||
features.swapchain_maintenance1.swapchainMaintenance1 = false;
|
||||
}
|
||||
}
|
||||
RemoveExtensionFeatureIfUnsuitable(extensions.swapchain_maintenance1, features.swapchain_maintenance1,
|
||||
VK_EXT_SWAPCHAIN_MAINTENANCE_1_EXTENSION_NAME);
|
||||
|
||||
// VK_KHR_maintenance1 (core in Vulkan 1.1, no features)
|
||||
// VK_KHR_maintenance1
|
||||
extensions.maintenance1 = loaded_extensions.contains(VK_KHR_MAINTENANCE_1_EXTENSION_NAME);
|
||||
RemoveExtensionIfUnsuitable(extensions.maintenance1, VK_KHR_MAINTENANCE_1_EXTENSION_NAME);
|
||||
|
||||
// VK_KHR_maintenance2 (core in Vulkan 1.1, no features)
|
||||
// VK_KHR_maintenance2
|
||||
extensions.maintenance2 = loaded_extensions.contains(VK_KHR_MAINTENANCE_2_EXTENSION_NAME);
|
||||
RemoveExtensionIfUnsuitable(extensions.maintenance2, VK_KHR_MAINTENANCE_2_EXTENSION_NAME);
|
||||
|
||||
// VK_KHR_maintenance3 (core in Vulkan 1.1, no features)
|
||||
// VK_KHR_maintenance3
|
||||
extensions.maintenance3 = loaded_extensions.contains(VK_KHR_MAINTENANCE_3_EXTENSION_NAME);
|
||||
RemoveExtensionIfUnsuitable(extensions.maintenance3, VK_KHR_MAINTENANCE_3_EXTENSION_NAME);
|
||||
|
||||
|
|
@ -1416,17 +1343,6 @@ void Device::RemoveUnsuitableExtensions() {
|
|||
|
||||
// VK_KHR_maintenance5
|
||||
extensions.maintenance5 = features.maintenance5.maintenance5;
|
||||
|
||||
if (extensions.maintenance5) {
|
||||
LOG_INFO(Render_Vulkan, "VK_KHR_maintenance5 properties: polygonModePointSize={} "
|
||||
"depthStencilSwizzleOne={} earlyFragmentTests={} nonStrictWideLines={}",
|
||||
properties.maintenance5.polygonModePointSize,
|
||||
properties.maintenance5.depthStencilSwizzleOneSupport,
|
||||
properties.maintenance5.earlyFragmentMultisampleCoverageAfterSampleCounting &&
|
||||
properties.maintenance5.earlyFragmentSampleMaskTestBeforeSampleCounting,
|
||||
properties.maintenance5.nonStrictWideLinesUseParallelogram);
|
||||
}
|
||||
|
||||
RemoveExtensionFeatureIfUnsuitable(extensions.maintenance5, features.maintenance5,
|
||||
VK_KHR_MAINTENANCE_5_EXTENSION_NAME);
|
||||
|
||||
|
|
@ -1435,17 +1351,13 @@ void Device::RemoveUnsuitableExtensions() {
|
|||
RemoveExtensionFeatureIfUnsuitable(extensions.maintenance6, features.maintenance6,
|
||||
VK_KHR_MAINTENANCE_6_EXTENSION_NAME);
|
||||
|
||||
// VK_KHR_maintenance7 (proposed for Vulkan 1.4, no features)
|
||||
// VK_KHR_maintenance7
|
||||
extensions.maintenance7 = loaded_extensions.contains(VK_KHR_MAINTENANCE_7_EXTENSION_NAME);
|
||||
RemoveExtensionIfUnsuitable(extensions.maintenance7, VK_KHR_MAINTENANCE_7_EXTENSION_NAME);
|
||||
|
||||
// VK_KHR_maintenance8 (proposed for Vulkan 1.4, no features)
|
||||
// VK_KHR_maintenance8
|
||||
extensions.maintenance8 = loaded_extensions.contains(VK_KHR_MAINTENANCE_8_EXTENSION_NAME);
|
||||
RemoveExtensionIfUnsuitable(extensions.maintenance8, VK_KHR_MAINTENANCE_8_EXTENSION_NAME);
|
||||
|
||||
// VK_KHR_maintenance9 (proposed for Vulkan 1.4, no features)
|
||||
extensions.maintenance9 = loaded_extensions.contains(VK_KHR_MAINTENANCE_9_EXTENSION_NAME);
|
||||
RemoveExtensionIfUnsuitable(extensions.maintenance9, VK_KHR_MAINTENANCE_9_EXTENSION_NAME);
|
||||
}
|
||||
|
||||
void Device::SetupFamilies(VkSurfaceKHR surface) {
|
||||
|
|
|
|||
|
|
@ -57,14 +57,12 @@ VK_DEFINE_HANDLE(VmaAllocator)
|
|||
FEATURE(EXT, 4444Formats, 4444_FORMATS, format_a4b4g4r4) \
|
||||
FEATURE(EXT, IndexTypeUint8, INDEX_TYPE_UINT8, index_type_uint8) \
|
||||
FEATURE(EXT, LineRasterization, LINE_RASTERIZATION, line_rasterization) \
|
||||
FEATURE(EXT, MultiDraw, MULTI_DRAW, multi_draw) \
|
||||
FEATURE(EXT, PrimitiveTopologyListRestart, PRIMITIVE_TOPOLOGY_LIST_RESTART, \
|
||||
primitive_topology_list_restart) \
|
||||
FEATURE(EXT, ProvokingVertex, PROVOKING_VERTEX, provoking_vertex) \
|
||||
FEATURE(EXT, Robustness2, ROBUSTNESS_2, robustness2) \
|
||||
FEATURE(EXT, TransformFeedback, TRANSFORM_FEEDBACK, transform_feedback) \
|
||||
FEATURE(EXT, VertexInputDynamicState, VERTEX_INPUT_DYNAMIC_STATE, vertex_input_dynamic_state) \
|
||||
FEATURE(EXT, SwapchainMaintenance1, SWAPCHAIN_MAINTENANCE_1, swapchain_maintenance1) \
|
||||
FEATURE(KHR, Maintenance5, MAINTENANCE_5, maintenance5) \
|
||||
FEATURE(KHR, Maintenance6, MAINTENANCE_6, maintenance6) \
|
||||
FEATURE(KHR, PipelineExecutableProperties, PIPELINE_EXECUTABLE_PROPERTIES, \
|
||||
|
|
@ -100,12 +98,10 @@ VK_DEFINE_HANDLE(VmaAllocator)
|
|||
EXTENSION(KHR, MAINTENANCE_3, maintenance3) \
|
||||
EXTENSION(KHR, MAINTENANCE_7, maintenance7) \
|
||||
EXTENSION(KHR, MAINTENANCE_8, maintenance8) \
|
||||
EXTENSION(KHR, MAINTENANCE_9, maintenance9) \
|
||||
EXTENSION(NV, DEVICE_DIAGNOSTICS_CONFIG, device_diagnostics_config) \
|
||||
EXTENSION(NV, GEOMETRY_SHADER_PASSTHROUGH, geometry_shader_passthrough) \
|
||||
EXTENSION(NV, VIEWPORT_ARRAY2, viewport_array2) \
|
||||
EXTENSION(NV, VIEWPORT_SWIZZLE, viewport_swizzle) \
|
||||
EXTENSION(EXT, DESCRIPTOR_INDEXING, descriptor_indexing) \
|
||||
EXTENSION(EXT, FILTER_CUBIC, filter_cubic) \
|
||||
EXTENSION(IMG, FILTER_CUBIC, filter_cubic_img) \
|
||||
EXTENSION(QCOM, FILTER_CUBIC_WEIGHTS, filter_cubic_weights)
|
||||
|
|
@ -443,11 +439,6 @@ public:
|
|||
return extensions.viewport_array2;
|
||||
}
|
||||
|
||||
/// Returns true if the device supporst VK_EXT_DESCRIPTOR_INDEXING
|
||||
bool isExtDescriptorIndexingSupported() const {
|
||||
return extensions.descriptor_indexing;
|
||||
}
|
||||
|
||||
/// Returns true if the device supports VK_NV_geometry_shader_passthrough.
|
||||
bool IsNvGeometryShaderPassthroughSupported() const {
|
||||
return extensions.geometry_shader_passthrough;
|
||||
|
|
@ -473,11 +464,6 @@ public:
|
|||
return extensions.swapchain_mutable_format;
|
||||
}
|
||||
|
||||
/// Returns true if VK_EXT_swapchain_maintenance1 is enabled.
|
||||
bool IsExtSwapchainMaintenance1Enabled() const {
|
||||
return extensions.swapchain_maintenance1;
|
||||
}
|
||||
|
||||
/// Returns true if VK_KHR_shader_float_controls is enabled.
|
||||
bool IsKhrShaderFloatControlsSupported() const {
|
||||
return extensions.shader_float_controls;
|
||||
|
|
@ -719,6 +705,22 @@ public:
|
|||
return extensions.provoking_vertex;
|
||||
}
|
||||
|
||||
/// Returns true if first vertex provoking mode can be used.
|
||||
bool SupportsProvokingVertexFirstMode() const {
|
||||
return extensions.provoking_vertex;
|
||||
}
|
||||
|
||||
/// Returns true if last vertex provoking mode can be used.
|
||||
bool SupportsProvokingVertexLastMode() const {
|
||||
return extensions.provoking_vertex && features.provoking_vertex.provokingVertexLast;
|
||||
}
|
||||
|
||||
/// Returns true if transform feedback preserves provoking vertex mode semantics.
|
||||
bool SupportsTransformFeedbackProvokingVertexPreservation() const {
|
||||
return extensions.provoking_vertex &&
|
||||
features.provoking_vertex.transformFeedbackPreservesProvokingVertex;
|
||||
}
|
||||
|
||||
/// Returns true if the device supports VK_KHR_shader_atomic_int64.
|
||||
bool IsExtShaderAtomicInt64Supported() const {
|
||||
return extensions.shader_atomic_int64;
|
||||
|
|
@ -878,11 +880,6 @@ public:
|
|||
return extensions.maintenance6;
|
||||
}
|
||||
|
||||
/// Returns true if the device supports VK_EXT_multi_draw.
|
||||
bool IsExtMultiDrawSupported() const {
|
||||
return extensions.multi_draw;
|
||||
}
|
||||
|
||||
/// Returns true if the device supports VK_KHR_maintenance7.
|
||||
bool IsKhrMaintenance7Supported() const {
|
||||
return extensions.maintenance7;
|
||||
|
|
@ -893,11 +890,6 @@ public:
|
|||
return extensions.maintenance8;
|
||||
}
|
||||
|
||||
/// Returns true if the device supports VK_KHR_maintenance9.
|
||||
bool IsKhrMaintenance9Supported() const {
|
||||
return extensions.maintenance9;
|
||||
}
|
||||
|
||||
/// Returns true if the device supports UINT8 index buffer conversion via compute shader.
|
||||
bool SupportsUint8Indices() const {
|
||||
return features.bit8_storage.storageBuffer8BitAccess &&
|
||||
|
|
@ -1025,7 +1017,6 @@ private:
|
|||
VkPhysicalDeviceSubgroupSizeControlProperties subgroup_size_control{};
|
||||
VkPhysicalDeviceTransformFeedbackPropertiesEXT transform_feedback{};
|
||||
VkPhysicalDeviceMaintenance5PropertiesKHR maintenance5{};
|
||||
VkPhysicalDeviceMultiDrawPropertiesEXT multi_draw{};
|
||||
|
||||
VkPhysicalDeviceProperties properties{};
|
||||
};
|
||||
|
|
|
|||
|
|
@ -81,14 +81,6 @@ namespace {
|
|||
#endif
|
||||
if (enable_validation && AreExtensionsSupported(dld, *properties, std::array{VK_EXT_DEBUG_UTILS_EXTENSION_NAME}))
|
||||
extensions.push_back(VK_EXT_DEBUG_UTILS_EXTENSION_NAME);
|
||||
// VK_EXT_surface_maintenance1 is required for VK_EXT_swapchain_maintenance1
|
||||
if (window_type != Core::Frontend::WindowSystemType::Headless && AreExtensionsSupported(dld, *properties, std::array{VK_EXT_SURFACE_MAINTENANCE_1_EXTENSION_NAME})) {
|
||||
extensions.push_back(VK_EXT_SURFACE_MAINTENANCE_1_EXTENSION_NAME);
|
||||
// Some(which?) drivers dont like being told to load this extension(why?)
|
||||
// NVIDIA on FreeBSD is totally fine with this through
|
||||
if (AreExtensionsSupported(dld, *properties, std::array{VK_KHR_GET_SURFACE_CAPABILITIES_2_EXTENSION_NAME}))
|
||||
extensions.push_back(VK_KHR_GET_SURFACE_CAPABILITIES_2_EXTENSION_NAME);
|
||||
}
|
||||
}
|
||||
return extensions;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -116,8 +116,6 @@ void Load(VkDevice device, DeviceDispatch& dld) noexcept {
|
|||
X(vkCmdDrawIndirectCount);
|
||||
X(vkCmdDrawIndexedIndirectCount);
|
||||
X(vkCmdDrawIndirectByteCountEXT);
|
||||
X(vkCmdDrawMultiEXT);
|
||||
X(vkCmdDrawMultiIndexedEXT);
|
||||
X(vkCmdEndConditionalRenderingEXT);
|
||||
X(vkCmdEndQuery);
|
||||
X(vkCmdEndRenderPass);
|
||||
|
|
|
|||
|
|
@ -218,8 +218,6 @@ struct DeviceDispatch : InstanceDispatch {
|
|||
PFN_vkCmdDrawIndirectCount vkCmdDrawIndirectCount{};
|
||||
PFN_vkCmdDrawIndexedIndirectCount vkCmdDrawIndexedIndirectCount{};
|
||||
PFN_vkCmdDrawIndirectByteCountEXT vkCmdDrawIndirectByteCountEXT{};
|
||||
PFN_vkCmdDrawMultiEXT vkCmdDrawMultiEXT{};
|
||||
PFN_vkCmdDrawMultiIndexedEXT vkCmdDrawMultiIndexedEXT{};
|
||||
PFN_vkCmdEndConditionalRenderingEXT vkCmdEndConditionalRenderingEXT{};
|
||||
PFN_vkCmdEndDebugUtilsLabelEXT vkCmdEndDebugUtilsLabelEXT{};
|
||||
PFN_vkCmdEndQuery vkCmdEndQuery{};
|
||||
|
|
@ -1241,19 +1239,6 @@ public:
|
|||
counter_buffer_offset, counter_offset, stride);
|
||||
}
|
||||
|
||||
void DrawMultiEXT(u32 draw_count, const VkMultiDrawInfoEXT* vertex_info,
|
||||
u32 instance_count, u32 first_instance, u32 stride) const noexcept {
|
||||
dld->vkCmdDrawMultiEXT(handle, draw_count, vertex_info, instance_count, first_instance,
|
||||
stride);
|
||||
}
|
||||
|
||||
void DrawMultiIndexedEXT(u32 draw_count, const VkMultiDrawIndexedInfoEXT* index_info,
|
||||
u32 instance_count, u32 first_instance, u32 stride,
|
||||
const int32_t* vertex_offset) const noexcept {
|
||||
dld->vkCmdDrawMultiIndexedEXT(handle, draw_count, index_info, instance_count,
|
||||
first_instance, stride, vertex_offset);
|
||||
}
|
||||
|
||||
void ClearAttachments(Span<VkClearAttachment> attachments,
|
||||
Span<VkClearRect> rects) const noexcept {
|
||||
dld->vkCmdClearAttachments(handle, attachments.size(), attachments.data(), rects.size(),
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue