switch dynamic state to a slider
Signed-off-by: swurl <swurl@swurl.xyz>
This commit is contained in:
parent
c140529a75
commit
83cf9774e1
5 changed files with 17 additions and 149 deletions
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@ -445,16 +445,13 @@ struct Values {
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SwitchableSetting<bool> barrier_feedback_loops{linkage, true, "barrier_feedback_loops",
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SwitchableSetting<bool> barrier_feedback_loops{linkage, true, "barrier_feedback_loops",
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Category::RendererAdvanced};
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Category::RendererAdvanced};
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SwitchableSetting<bool> use_dyna_state_1{linkage, true, "use_dyna_state_1",
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SwitchableSetting<u8, true> dyna_state{linkage,
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Category::RendererExtensions};
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0,
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SwitchableSetting<bool> use_dyna_state_2{linkage, true, "use_dyna_state_2",
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0,
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Category::RendererExtensions};
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3,
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SwitchableSetting<bool> use_dyna_state_2_extras{linkage, true, "use_dyna_state_2_extras",
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"dyna_state",
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Category::RendererExtensions};
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Category::RendererExtensions,
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SwitchableSetting<bool> use_dyna_state_3{linkage, false, "use_dyna_state_3",
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Specialization::Scalar};
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Category::RendererExtensions};
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SwitchableSetting<bool> use_dyna_state_3_blend{linkage, false, "use_dyna_state_3_blend",
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Category::RendererExtensions};
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Setting<bool> renderer_debug{linkage, false, "debug", Category::RendererDebug};
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Setting<bool> renderer_debug{linkage, false, "debug", Category::RendererDebug};
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Setting<bool> renderer_shader_feedback{linkage, false, "shader_feedback",
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Setting<bool> renderer_shader_feedback{linkage, false, "shader_feedback",
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@ -427,12 +427,13 @@ PipelineCache::PipelineCache(Tegra::MaxwellDeviceMemoryManager& device_memory_,
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device.GetMaxVertexInputBindings(), Maxwell::NumVertexArrays);
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device.GetMaxVertexInputBindings(), Maxwell::NumVertexArrays);
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}
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}
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const u8 dynamic_state = Settings::values.dyna_state.GetValue();
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dynamic_features = DynamicFeatures{
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dynamic_features = DynamicFeatures{
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.has_extended_dynamic_state = Settings::values.use_dyna_state_1.GetValue(),
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.has_extended_dynamic_state = dynamic_state > 0,
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.has_extended_dynamic_state_2 = Settings::values.use_dyna_state_2.GetValue(),
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.has_extended_dynamic_state_2 = dynamic_state > 1,
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.has_extended_dynamic_state_2_extra = Settings::values.use_dyna_state_2_extras.GetValue(),
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.has_extended_dynamic_state_2_extra = dynamic_state > 1,
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.has_extended_dynamic_state_3_blend = Settings::values.use_dyna_state_3_blend.GetValue(),
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.has_extended_dynamic_state_3_blend = dynamic_state > 2,
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.has_extended_dynamic_state_3_enables = Settings::values.use_dyna_state_3.GetValue(),
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.has_extended_dynamic_state_3_enables = dynamic_state > 2,
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.has_dynamic_vertex_input = device.IsExtVertexInputDynamicStateSupported(),
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.has_dynamic_vertex_input = device.IsExtVertexInputDynamicStateSupported(),
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};
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};
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}
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}
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@ -32,13 +32,6 @@ void ConfigureGraphicsExtensions::SetConfiguration() {}
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void ConfigureGraphicsExtensions::Setup(const ConfigurationShared::Builder& builder) {
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void ConfigureGraphicsExtensions::Setup(const ConfigurationShared::Builder& builder) {
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auto& layout = *ui->populate_target->layout();
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auto& layout = *ui->populate_target->layout();
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std::map<u32, QWidget*> hold{}; // A map will sort the data for us
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std::map<u32, QWidget*> hold{}; // A map will sort the data for us
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QCheckBox *dyna_state_1_box = nullptr;
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QCheckBox *dyna_state_2_box = nullptr;
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QCheckBox *dyna_state_2_extras_box = nullptr;
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QCheckBox *dyna_state_3_box = nullptr;
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QCheckBox *dyna_state_3_blend_box = nullptr;
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for (auto setting :
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for (auto setting :
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Settings::values.linkage.by_category[Settings::Category::RendererExtensions]) {
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Settings::values.linkage.by_category[Settings::Category::RendererExtensions]) {
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ConfigurationShared::Widget* widget = builder.BuildWidget(setting, apply_funcs);
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ConfigurationShared::Widget* widget = builder.BuildWidget(setting, apply_funcs);
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@ -52,118 +45,11 @@ void ConfigureGraphicsExtensions::Setup(const ConfigurationShared::Builder& buil
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}
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}
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hold.emplace(setting->Id(), widget);
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hold.emplace(setting->Id(), widget);
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#define CHECKBOX(state) if (setting->Id() == Settings::values.use_dyna_state_##state.Id()) { \
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dyna_state_##state##_box = widget->checkbox; \
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} else
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CHECKBOX(1)
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CHECKBOX(2)
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CHECKBOX(2_extras)
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CHECKBOX(3)
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CHECKBOX(3_blend)
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{} // else
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}
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}
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for (const auto& [id, widget] : hold) {
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for (const auto& [id, widget] : hold) {
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layout.addWidget(widget);
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layout.addWidget(widget);
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}
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}
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// I hate everything about this
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auto state_1_check = [=](int state) {
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bool checked = state == (int) Qt::CheckState::Checked;
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if (!checked) dyna_state_2_box->setChecked(false);
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dyna_state_2_box->setEnabled(checked);
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};
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connect(dyna_state_1_box, &QCheckBox::stateChanged, this, state_1_check);
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auto state_2_check = [=](int state) {
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bool checked = state == (int) Qt::CheckState::Checked;
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bool valid = dyna_state_1_box->isChecked();
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if (!valid) {
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// THIS IS SO BAD
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if (!checked) {
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emit dyna_state_2_box->clicked();
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} else {
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checked = false;
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dyna_state_2_box->setChecked(false);
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return;
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}
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}
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if (!checked) {
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dyna_state_2_extras_box->setChecked(false);
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dyna_state_3_box->setChecked(false);
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}
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dyna_state_2_extras_box->setEnabled(checked);
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dyna_state_3_box->setEnabled(checked);
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};
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connect(dyna_state_2_box, &QCheckBox::stateChanged, this, state_2_check);
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auto state_3_check = [=](int state) {
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bool checked = state == (int) Qt::CheckState::Checked;
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bool valid = dyna_state_2_box->isChecked();
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if (!valid) {
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if (!checked) {
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emit dyna_state_3_box->clicked();
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} else {
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checked = false;
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dyna_state_3_box->setChecked(false);
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return;
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}
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}
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if (!checked) dyna_state_3_blend_box->setChecked(false);
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dyna_state_3_blend_box->setEnabled(checked);
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};
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connect(dyna_state_3_box, &QCheckBox::stateChanged, this, state_3_check);
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auto state_2_extras_check = [=](int state) {
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bool checked = state == (int) Qt::CheckState::Checked;
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bool valid = dyna_state_2_box->isChecked();
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if (!valid) {
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if (!checked) {
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emit dyna_state_2_extras_box->clicked();
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} else {
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checked = false;
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dyna_state_2_extras_box->setChecked(false);
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return;
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}
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}
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};
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connect(dyna_state_2_extras_box, &QCheckBox::stateChanged, this, state_2_extras_check);
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auto state_3_blend_check = [=](int state) {
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bool checked = state == (int) Qt::CheckState::Checked;
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bool valid = dyna_state_3_box->isChecked();
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if (!valid) {
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if (!checked) {
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emit dyna_state_3_blend_box->clicked();
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} else {
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checked = false;
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dyna_state_3_blend_box->setChecked(false);
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return;
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}
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}
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};
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connect(dyna_state_3_blend_box, &QCheckBox::stateChanged, this, state_3_blend_check);
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state_1_check((int) dyna_state_1_box->checkState());
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state_2_check((int) dyna_state_2_box->checkState());
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state_2_extras_check((int) dyna_state_2_extras_box->checkState());
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state_3_check((int) dyna_state_3_box->checkState());
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state_3_blend_check((int) dyna_state_3_blend_box->checkState());
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}
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}
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void ConfigureGraphicsExtensions::ApplyConfiguration() {
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void ConfigureGraphicsExtensions::ApplyConfiguration() {
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@ -28,7 +28,7 @@
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<item>
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<item>
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<widget class="QLabel" name="label">
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<widget class="QLabel" name="label">
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<property name="text">
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<property name="text">
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<string>While all dynamic state extensions are recommended, some games or systems may not function with Dynamic State 3, or will perform far better with only State 1 or State 2 enabled.</string>
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<string>While it's recommended to use state 3, some games may perform better on lower states. Additionally, some older devices and drivers will not work properly with state 3.</string>
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</property>
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</property>
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<property name="wordWrap">
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<property name="wordWrap">
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<bool>true</bool>
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<bool>true</bool>
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@ -231,25 +231,9 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QWidget* parent) {
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tr("Improves rendering of transparency effects in specific games."));
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tr("Improves rendering of transparency effects in specific games."));
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// Renderer (Extensions)
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// Renderer (Extensions)
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INSERT(Settings, use_dyna_state_1, tr("Enable Extended Dynamic State 1"),
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INSERT(Settings, dyna_state, tr("Extended Dynamic State"),
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tr("Enables the VkExtendedDynamicState1 extension.\nThis setting may improve performance, "
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tr("Enables the VkExtendedDynamicState* extensions.\nHigher dynamic states will generally improve "
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"but may also cause games to break on some systems."));
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"performance, but may cause issues on certain games or devices."));
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INSERT(Settings, use_dyna_state_2, tr("Enable Extended Dynamic State 2"),
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tr("Enables the VkExtendedDynamicState2 extension.\nThis setting may improve performance, "
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"but may also cause games to break on some systems."));
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INSERT(Settings, use_dyna_state_2_extras, tr("Enable Extended Dynamic State 2 Extras"),
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tr("Enables the VkExtendedDynamicState2Extras extension.\nThis setting may improve performance, "
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"but may also cause games to break on some systems."));
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INSERT(Settings, use_dyna_state_3, tr("Enable Extended Dynamic State 3"),
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tr("Enables the VkExtendedDynamicState3 extension.\nThis setting may improve performance, "
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"but may also cause games to break on some systems."));
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INSERT(Settings, use_dyna_state_3_blend, tr("Enable Extended Dynamic State 3 Blending"),
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tr("Enables the VkExtendedDynamicState3Blending extension.\nThis setting may improve performance, "
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"but may also cause games to break on some systems."));
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// Renderer (Debug)
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// Renderer (Debug)
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