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Merge pull request #17224 from hrydgard/integer-scaling
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Add support for integer scale factor for display
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unknownbrackets authored Apr 2, 2023
2 parents f1165bd + c08c711 commit ecfd475
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Showing 52 changed files with 78 additions and 17 deletions.
1 change: 1 addition & 0 deletions Core/Config.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -870,6 +870,7 @@ static const ConfigSetting graphicsSettings[] = {
ConfigSetting("DisplayOffsetX", &g_Config.fDisplayOffsetX, 0.5f, true, true),
ConfigSetting("DisplayOffsetY", &g_Config.fDisplayOffsetY, 0.5f, true, true),
ConfigSetting("DisplayScale", &g_Config.fDisplayScale, 1.0f, true, true),
ConfigSetting("DisplayIntegerScale", &g_Config.bDisplayIntegerScale, false, true, true),
ConfigSetting("DisplayAspectRatio", &g_Config.fDisplayAspectRatio, 1.0f, true, true),
ConfigSetting("DisplayStretch", &g_Config.bDisplayStretch, false, true, true),

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1 change: 1 addition & 0 deletions Core/Config.h
Original file line number Diff line number Diff line change
Expand Up @@ -174,6 +174,7 @@ struct Config {
float fDisplayOffsetX;
float fDisplayOffsetY;
float fDisplayScale; // Relative to the most constraining axis (x or y).
bool bDisplayIntegerScale; // Snaps scaling to integer scale factors in raw pixels.
float fDisplayAspectRatio; // Stored relative to the PSP's native ratio, so 1.0 is the normal pixel aspect ratio.

bool bImmersiveMode; // Mode on Android Kitkat 4.4 and later that hides the back button etc.
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2 changes: 1 addition & 1 deletion Core/HLE/sceIo.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2046,7 +2046,7 @@ static u32 sceIoDevctl(const char *name, int cmd, u32 argAddr, int argLen, u32 o
return 0;
case EMULATOR_DEVCTL__GET_ASPECT_RATIO:
if (Memory::IsValidAddress(outPtr)) {
// TODO: Share code with CenterDisplayOutputRect to take a few more things into account.
// TODO: Share code with CalculateDisplayOutputRect to take a few more things into account.
// I have a planned further refactoring.
float ar;
if (g_Config.bDisplayStretch) {
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2 changes: 1 addition & 1 deletion GPU/Common/FramebufferManagerCommon.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1192,7 +1192,7 @@ void FramebufferManagerCommon::DrawPixels(VirtualFramebuffer *vfb, int dstX, int
flags = flags | DRAWTEX_TO_BACKBUFFER;
FRect frame = GetScreenFrame(pixelWidth_, pixelHeight_);
FRect rc;
CenterDisplayOutputRect(&rc, 480.0f, 272.0f, frame, ROTATION_LOCKED_HORIZONTAL);
CalculateDisplayOutputRect(&rc, 480.0f, 272.0f, frame, ROTATION_LOCKED_HORIZONTAL);
SetViewport2D(rc.x, rc.y, rc.w, rc.h);
draw_->SetScissorRect(0, 0, pixelWidth_, pixelHeight_);
}
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2 changes: 1 addition & 1 deletion GPU/Common/GPUStateUtils.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -583,7 +583,7 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo
float pixelH = PSP_CoreParameter().pixelHeight;
FRect frame = GetScreenFrame(pixelW, pixelH);
FRect rc;
CenterDisplayOutputRect(&rc, 480, 272, frame, ROTATION_LOCKED_HORIZONTAL);
CalculateDisplayOutputRect(&rc, 480, 272, frame, ROTATION_LOCKED_HORIZONTAL);
displayOffsetX = rc.x;
displayOffsetY = rc.y;
renderWidth = rc.w;
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19 changes: 14 additions & 5 deletions GPU/Common/PresentationCommon.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -68,13 +68,13 @@ FRect GetScreenFrame(float pixelWidth, float pixelHeight) {
return rc;
}

void CenterDisplayOutputRect(FRect *rc, float origW, float origH, const FRect &frame, int rotation) {
void CalculateDisplayOutputRect(FRect *rc, float origW, float origH, const FRect &frame, int rotation) {
float outW;
float outH;

bool rotated = rotation == ROTATION_LOCKED_VERTICAL || rotation == ROTATION_LOCKED_VERTICAL180;

bool stretch = g_Config.bDisplayStretch;
bool stretch = g_Config.bDisplayStretch && !g_Config.bDisplayIntegerScale;

float offsetX = g_Config.fDisplayOffsetX;
float offsetY = g_Config.fDisplayOffsetY;
Expand All @@ -87,7 +87,7 @@ void CenterDisplayOutputRect(FRect *rc, float origW, float origH, const FRect &f

// Ye olde 1080p hack, new version: If everything is setup to exactly cover the screen (defaults), and the screen display aspect ratio is 16:9,
// stretch the PSP's aspect ratio veeery slightly to fill it completely.
if (scale == 1.0f && offsetX == 0.5f && offsetY == 0.5f && aspectRatioAdjust == 1.0f) {
if (scale == 1.0f && offsetX == 0.5f && offsetY == 0.5f && aspectRatioAdjust == 1.0f && !g_Config.bDisplayIntegerScale) {
if (fabsf(frame.w / frame.h - 16.0f / 9.0f) < 0.0001f) {
aspectRatioAdjust = (frame.w / frame.h) / (480.0f / 272.0f);
}
Expand Down Expand Up @@ -122,6 +122,15 @@ void CenterDisplayOutputRect(FRect *rc, float origW, float origH, const FRect &f
outH = scaledHeight;
}

if (g_Config.bDisplayIntegerScale) {
float wDim = 480.0f;
if (rotated) {
wDim = 272.0f;
}
outW = std::max(1.0f, floorf(outW / wDim)) * wDim;
outH = outW / origRatio;
}

if (IsVREnabled()) {
rc->x = 0;
rc->y = 0;
Expand Down Expand Up @@ -363,7 +372,7 @@ bool PresentationCommon::BuildPostShader(const ShaderInfo * shaderInfo, const Sh
// If the current shader uses output res (not next), we will use output res for it.
FRect rc;
FRect frame = GetScreenFrame((float)pixelWidth_, (float)pixelHeight_);
CenterDisplayOutputRect(&rc, 480.0f, 272.0f, frame, g_Config.iInternalScreenRotation);
CalculateDisplayOutputRect(&rc, 480.0f, 272.0f, frame, g_Config.iInternalScreenRotation);
nextWidth = (int)rc.w;
nextHeight = (int)rc.h;
}
Expand Down Expand Up @@ -639,7 +648,7 @@ void PresentationCommon::CopyToOutput(OutputFlags flags, int uvRotation, float u
pixelWidth /= 2;
}
FRect rc;
CenterDisplayOutputRect(&rc, 480.0f, 272.0f, frame, uvRotation);
CalculateDisplayOutputRect(&rc, 480.0f, 272.0f, frame, uvRotation);

if (GetGPUBackend() == GPUBackend::DIRECT3D9) {
rc.x -= 0.5f;
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2 changes: 1 addition & 1 deletion GPU/Common/PresentationCommon.h
Original file line number Diff line number Diff line change
Expand Up @@ -48,7 +48,7 @@ struct FRect {
};

FRect GetScreenFrame(float pixelWidth, float pixelHeight);
void CenterDisplayOutputRect(FRect *rc, float origW, float origH, const FRect &frame, int rotation);
void CalculateDisplayOutputRect(FRect *rc, float origW, float origH, const FRect &frame, int rotation);

namespace Draw {
class Buffer;
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8 changes: 4 additions & 4 deletions Tools/langtool/Cargo.lock

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15 changes: 11 additions & 4 deletions UI/DisplayLayoutScreen.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -134,7 +134,7 @@ void DisplayLayoutScreen::DrawBackground(UIContext &dc) {
// TODO: Clean this up a bit, this GetScreenFrame/CenterDisplay combo is too common.
FRect screenFrame = GetScreenFrame(g_display.pixel_xres, g_display.pixel_yres);
FRect rc;
CenterDisplayOutputRect(&rc, 480.0f, 272.0f, screenFrame, g_Config.iInternalScreenRotation);
CalculateDisplayOutputRect(&rc, 480.0f, 272.0f, screenFrame, g_Config.iInternalScreenRotation);

dc.Flush();
ImageID bg = ImageID("I_PSP_DISPLAY");
Expand Down Expand Up @@ -241,14 +241,19 @@ void DisplayLayoutScreen::CreateViews() {

if (!IsVREnabled()) {
auto stretch = new CheckBox(&g_Config.bDisplayStretch, gr->T("Stretch"));
stretch->SetDisabledPtr(&g_Config.bDisplayIntegerScale);
rightColumn->Add(stretch);

PopupSliderChoiceFloat *aspectRatio = new PopupSliderChoiceFloat(&g_Config.fDisplayAspectRatio, 0.5f, 2.0f, gr->T("Aspect Ratio"), screenManager());
rightColumn->Add(aspectRatio);
aspectRatio->SetDisabledPtr(&g_Config.bDisplayStretch);
aspectRatio->SetEnabledFunc([]() {
return !g_Config.bDisplayStretch && !g_Config.bDisplayIntegerScale;
});
aspectRatio->SetHasDropShadow(false);
aspectRatio->SetLiveUpdate(true);

rightColumn->Add(new CheckBox(&g_Config.bDisplayIntegerScale, gr->T("Integer scale factor")));

#if PPSSPP_PLATFORM(ANDROID)
// Hide insets option if no insets, or OS too old.
if (System_GetPropertyInt(SYSPROP_SYSTEMVERSION) >= 28 &&
Expand Down Expand Up @@ -295,8 +300,10 @@ void DisplayLayoutScreen::CreateViews() {
leftColumn->Add(new Spacer(24.0f));
}

static const char *bufFilters[] = { "Linear", "Nearest", };
leftColumn->Add(new PopupMultiChoice(&g_Config.iBufFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gr->GetName(), screenManager()));
if (!IsVREnabled()) {
static const char *bufFilters[] = { "Linear", "Nearest", };
leftColumn->Add(new PopupMultiChoice(&g_Config.iBufFilter, gr->T("Screen Scaling Filter"), bufFilters, 1, ARRAY_SIZE(bufFilters), gr->GetName(), screenManager()));
}

Draw::DrawContext *draw = screenManager()->getDrawContext();

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1 change: 1 addition & 0 deletions assets/lang/ar_AE.ini
Original file line number Diff line number Diff line change
Expand Up @@ -509,6 +509,7 @@ High = ‎عالي
Hybrid = ‎هجين
Hybrid + Bicubic = ‎هجين + تكعيب
Ignore camera notch when centering = Ignore camera notch when centering
Integer scale factor = Integer scale factor
Internal Resolution = Internal resolution
Lazy texture caching = Lazy texture caching (speedup)
Lazy texture caching Tip = Faster, but can cause text problems in a few games
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1 change: 1 addition & 0 deletions assets/lang/az_AZ.ini
Original file line number Diff line number Diff line change
Expand Up @@ -501,6 +501,7 @@ High = High
Hybrid = Hybrid
Hybrid + Bicubic = Hybrid + Bicubic
Ignore camera notch when centering = Ignore camera notch when centering
Integer scale factor = Integer scale factor
Internal Resolution = Internal resolution
Lazy texture caching = Lazy texture caching (speedup)
Lazy texture caching Tip = Faster, but can cause text problems in a few games
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1 change: 1 addition & 0 deletions assets/lang/bg_BG.ini
Original file line number Diff line number Diff line change
Expand Up @@ -501,6 +501,7 @@ High = High
Hybrid = Hybrid
Hybrid + Bicubic = Hybrid + Bicubic
Ignore camera notch when centering = Ignore camera notch when centering
Integer scale factor = Integer scale factor
Internal Resolution = Вътрешна резолюция
Lazy texture caching = Мързеливо текстурно кеширане (ускорява)
Lazy texture caching Tip = Faster, but can cause text problems in a few games
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1 change: 1 addition & 0 deletions assets/lang/ca_ES.ini
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Expand Up @@ -501,6 +501,7 @@ High = Alta
Hybrid = Híbrid
Hybrid + Bicubic = Híbrid i bicúbic
Ignore camera notch when centering = Ignora la notch de la càmera usant el centre d'imatge.
Integer scale factor = Integer scale factor
Internal Resolution = Resolució interna
Lazy texture caching = Memòria cau de textures diferit (ràpid)
Lazy texture caching Tip = Ràpid, però puc provocar problemes als textos d'alguns jocs
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1 change: 1 addition & 0 deletions assets/lang/cz_CZ.ini
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Expand Up @@ -501,6 +501,7 @@ High = Vysoká
Hybrid = Hybridní
Hybrid + Bicubic = Hybridní + Bikubická
Ignore camera notch when centering = Ignore camera notch when centering
Integer scale factor = Integer scale factor
Internal Resolution = Vnitřní rozlišení
Lazy texture caching = Líné ukládání textur do mezipaměti (zrychlení)
Lazy texture caching Tip = Faster, but can cause text problems in a few games
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1 change: 1 addition & 0 deletions assets/lang/da_DK.ini
Original file line number Diff line number Diff line change
Expand Up @@ -500,6 +500,7 @@ High = Høj
Hybrid = Hybrid
Hybrid + Bicubic = Hybrid + Bicubisk
Ignore camera notch when centering = Ignore camera notch when centering
Integer scale factor = Integer scale factor
Internal Resolution = Intern opløsning
Lazy texture caching = Træg textur caching (hurtigere)
Lazy texture caching Tip = Faster, but can cause text problems in a few games
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1 change: 1 addition & 0 deletions assets/lang/de_DE.ini
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Expand Up @@ -500,6 +500,7 @@ High = Hoch
Hybrid = Hybrid
Hybrid + Bicubic = Hybrid + Bikubisch
Ignore camera notch when centering = Ignore camera notch when centering
Integer scale factor = Integer scale factor
Internal Resolution = Interne Auflösung
Lazy texture caching = Träges Textur-Caching (schneller)
Lazy texture caching Tip = Faster, but can cause text problems in a few games
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1 change: 1 addition & 0 deletions assets/lang/dr_ID.ini
Original file line number Diff line number Diff line change
Expand Up @@ -501,6 +501,7 @@ High = High
Hybrid = Hybrid
Hybrid + Bicubic = Hybrid + Bicubic
Ignore camera notch when centering = Ignore camera notch when centering
Integer scale factor = Integer scale factor
Internal Resolution = Internal resolution
Lazy texture caching = Lazy texture caching (speedup)
Lazy texture caching Tip = Faster, but can cause text problems in a few games
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1 change: 1 addition & 0 deletions assets/lang/en_US.ini
Original file line number Diff line number Diff line change
Expand Up @@ -525,6 +525,7 @@ High = High
Hybrid = Hybrid
Hybrid + Bicubic = Hybrid + Bicubic
Ignore camera notch when centering = Ignore camera notch when centering
Integer scale factor = Integer scale factor
Internal Resolution = Internal resolution
Lazy texture caching = Lazy texture caching (speedup)
Lazy texture caching Tip = Faster, but can cause text problems in a few games
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1 change: 1 addition & 0 deletions assets/lang/es_ES.ini
Original file line number Diff line number Diff line change
Expand Up @@ -500,6 +500,7 @@ High = Alta
Hybrid = Híbrido
Hybrid + Bicubic = Híbrido y bicúbico
Ignore camera notch when centering = Ignorar notch de la cámara usando centrado de imagen.
Integer scale factor = Integer scale factor
Internal Resolution = Resolución interna
Lazy texture caching = Caché de texturas diferido (rápido)
Lazy texture caching Tip = Rápido, pero puedo provocar problemas en los textos de algunos juegos
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1 change: 1 addition & 0 deletions assets/lang/es_LA.ini
Original file line number Diff line number Diff line change
Expand Up @@ -500,6 +500,7 @@ High = Alta
Hybrid = Híbrido
Hybrid + Bicubic = Híbrido + bicúbico
Ignore camera notch when centering = Ignorar muesca de la cámara al centrar
Integer scale factor = Integer scale factor
Internal Resolution = Resolución interna
Lazy texture caching = Caché de texturas diferido (rápido)
Lazy texture caching Tip = Faster, but can cause text problems in a few games
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1 change: 1 addition & 0 deletions assets/lang/fa_IR.ini
Original file line number Diff line number Diff line change
Expand Up @@ -500,6 +500,7 @@ High = ‎زیاد
Hybrid = ‎Hybrid (ترکیبی)
Hybrid + Bicubic = Hybrid + Bicubic
Ignore camera notch when centering = Ignore camera notch when centering
Integer scale factor = Integer scale factor
Internal Resolution = ‎رزولوشن داخلی
Lazy texture caching = ‎کش کردن تکسچر های ماندگار (افزایش سرعت)
Lazy texture caching Tip = Faster, but can cause text problems in a few games
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1 change: 1 addition & 0 deletions assets/lang/fi_FI.ini
Original file line number Diff line number Diff line change
Expand Up @@ -501,6 +501,7 @@ High = High
Hybrid = Hybridi
Hybrid + Bicubic = Hybrid + Bicubic
Ignore camera notch when centering = Ignore camera notch when centering
Integer scale factor = Integer scale factor
Internal Resolution = Internal resolution
Lazy texture caching = Lazy texture caching (speedup)
Lazy texture caching Tip = Faster, but can cause text problems in a few games
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1 change: 1 addition & 0 deletions assets/lang/fr_FR.ini
Original file line number Diff line number Diff line change
Expand Up @@ -501,6 +501,7 @@ High = Haute
Hybrid = Hybride
Hybrid + Bicubic = Hybride + Bicubique
Ignore camera notch when centering = Ignorer l'encoche de la caméra lors du centrage
Integer scale factor = Integer scale factor
Internal Resolution = Définition interne
Lazy texture caching = Mise en cache paresseuse des textures (gain de vitesse)
Lazy texture caching Tip = Faster, but can cause text problems in a few games
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1 change: 1 addition & 0 deletions assets/lang/gl_ES.ini
Original file line number Diff line number Diff line change
Expand Up @@ -501,6 +501,7 @@ High = Alta
Hybrid = Híbrido
Hybrid + Bicubic = Híbrido + Bicúbico
Ignore camera notch when centering = Ignore camera notch when centering
Integer scale factor = Integer scale factor
Internal Resolution = Resolución interna
Lazy texture caching = Caché de texturas diferido (rápido)
Lazy texture caching Tip = Faster, but can cause text problems in a few games
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1 change: 1 addition & 0 deletions assets/lang/gr_EL.ini
Original file line number Diff line number Diff line change
Expand Up @@ -501,6 +501,7 @@ High = Υψηλή
Hybrid = Υβριδική
Hybrid + Bicubic = Υβριδική + Διακυβική
Ignore camera notch when centering = Ignore camera notch when centering
Integer scale factor = Integer scale factor
Internal Resolution = Εσωτερική Ανάλυση
Lazy texture caching = Τεμπέλικη προσωρινή μνήμη υφών (ταχύτερο)
Lazy texture caching Tip = Faster, but can cause text problems in a few games
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1 change: 1 addition & 0 deletions assets/lang/he_IL.ini
Original file line number Diff line number Diff line change
Expand Up @@ -501,6 +501,7 @@ High = High
Hybrid = היברידי
Hybrid + Bicubic = היברידי + Bicubic
Ignore camera notch when centering = Ignore camera notch when centering
Integer scale factor = Integer scale factor
Internal Resolution = Internal resolution
Lazy texture caching = Lazy texture caching (speedup)
Lazy texture caching Tip = Faster, but can cause text problems in a few games
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1 change: 1 addition & 0 deletions assets/lang/he_IL_invert.ini
Original file line number Diff line number Diff line change
Expand Up @@ -501,6 +501,7 @@ High = High
Hybrid = ידירביה
Hybrid + Bicubic = ידירביה + Bicubic
Ignore camera notch when centering = Ignore camera notch when centering
Integer scale factor = Integer scale factor
Internal Resolution = Internal resolution
Lazy texture caching = Lazy texture caching (speedup)
Lazy texture caching Tip = Faster, but can cause text problems in a few games
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1 change: 1 addition & 0 deletions assets/lang/hr_HR.ini
Original file line number Diff line number Diff line change
Expand Up @@ -501,6 +501,7 @@ High = Visoko
Hybrid = Hibrid
Hybrid + Bicubic = Hibrid + Bikubični
Ignore camera notch when centering = Ignore camera notch when centering
Integer scale factor = Integer scale factor
Internal Resolution = Unutarnja rezolucija
Lazy texture caching = Lijeno teksturno predmemoriranje (ubrzanje)
Lazy texture caching Tip = Faster, but can cause text problems in a few games
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1 change: 1 addition & 0 deletions assets/lang/hu_HU.ini
Original file line number Diff line number Diff line change
Expand Up @@ -501,6 +501,7 @@ High = Magas
Hybrid = Hibrid
Hybrid + Bicubic = Hibrid + Bicubic
Ignore camera notch when centering = Ignore camera notch when centering
Integer scale factor = Integer scale factor
Internal Resolution = Belső felbontás
Lazy texture caching = Lusta textúra gyorsítótárazás (gyorsítás)
Lazy texture caching Tip = Faster, but can cause text problems in a few games
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1 change: 1 addition & 0 deletions assets/lang/id_ID.ini
Original file line number Diff line number Diff line change
Expand Up @@ -501,6 +501,7 @@ High = Tinggi
Hybrid = Hibrida
Hybrid + Bicubic = Hibrida + Bikubik
Ignore camera notch when centering = Abaikan pandangan kamera saat sedang fokus
Integer scale factor = Integer scale factor
Internal Resolution = Resolusi internal
Lazy texture caching = Perlambatan penembolokan tekstur (mempercepat)
Lazy texture caching Tip = Faster, but can cause text problems in a few games
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1 change: 1 addition & 0 deletions assets/lang/it_IT.ini
Original file line number Diff line number Diff line change
Expand Up @@ -502,6 +502,7 @@ High = Alta
Hybrid = Ibrido
Hybrid + Bicubic = Ibrido + Bicubico
Ignore camera notch when centering = Ignora il notch della foto camera durante il centramento
Integer scale factor = Integer scale factor
Internal Resolution = Risoluzione Interna
Lazy texture caching = Caching lenta delle texture (velocizza)
Lazy texture caching Tip = Veloce, ma può causare problemi di testo in alcuni giochi
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1 change: 1 addition & 0 deletions assets/lang/ja_JP.ini
Original file line number Diff line number Diff line change
Expand Up @@ -501,6 +501,7 @@ High = 高
Hybrid = Hybrid
Hybrid + Bicubic = Hybrid + Bicubic
Ignore camera notch when centering = インカメラ液晶部分を画面センタリング領域に含めない
Integer scale factor = Integer scale factor
Internal Resolution = 内部解像度
Lazy texture caching = テクスチャキャッシュを遅延させる (高速化)
Lazy texture caching Tip = 高速化するが いくつかのゲームでテキスト表示が崩れる場合があります
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1 change: 1 addition & 0 deletions assets/lang/jv_ID.ini
Original file line number Diff line number Diff line change
Expand Up @@ -500,6 +500,7 @@ High = Dhuwur
Hybrid = Hybrid
Hybrid + Bicubic = Hybrid + Bicubic
Ignore camera notch when centering = Ignore camera notch when centering
Integer scale factor = Integer scale factor
Internal Resolution = Resolusi internal
Lazy texture caching = Caching tektur puguh (Luwih cepet)
Lazy texture caching Tip = Faster, but can cause text problems in a few games
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1 change: 1 addition & 0 deletions assets/lang/ko_KR.ini
Original file line number Diff line number Diff line change
Expand Up @@ -498,6 +498,7 @@ High = 높음
Hybrid = 혼합
Hybrid + Bicubic = 혼합 + 고등차수보간
Ignore camera notch when centering = 센터링 시 카메라 노치 무시
Integer scale factor = Integer scale factor
Internal Resolution = 내부 해상도
Lazy texture caching = 레이지 텍스처 캐싱 (속도 상승)
Lazy texture caching Tip = 더 빠르지만 몇몇 게임에서 텍스트 문제를 일으킬 수 있음
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1 change: 1 addition & 0 deletions assets/lang/lo_LA.ini
Original file line number Diff line number Diff line change
Expand Up @@ -500,6 +500,7 @@ High = ສູງ
Hybrid = Hybrid
Hybrid + Bicubic = Hybrid + Bicubic
Ignore camera notch when centering = Ignore camera notch when centering
Integer scale factor = Integer scale factor
Internal Resolution = ຄວາມລະອຽດພາຍໃນ
Lazy texture caching = ແຄດພື້ນຜິວແບບຫຍາບ (ໄວຂຶ້ນ)
Lazy texture caching Tip = Faster, but can cause text problems in a few games
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1 change: 1 addition & 0 deletions assets/lang/lt-LT.ini
Original file line number Diff line number Diff line change
Expand Up @@ -501,6 +501,7 @@ High = Aukšta
Hybrid = Hybridas
Hybrid + Bicubic = Hybridas + "Bicubic"
Ignore camera notch when centering = Ignore camera notch when centering
Integer scale factor = Integer scale factor
Internal Resolution = Vidinė rezoliucija
Lazy texture caching = "Tingus" tekstūrų spartinimas (greičio didintojas)
Lazy texture caching Tip = Faster, but can cause text problems in a few games
Expand Down
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