frontend: Fix missing persistence for texture sampling setting. (#7305)
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36db566428
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@ -146,6 +146,7 @@ void Config::ReadValues() {
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ReadSetting("Renderer", Settings::values.use_disk_shader_cache);
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ReadSetting("Renderer", Settings::values.use_disk_shader_cache);
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ReadSetting("Renderer", Settings::values.use_vsync_new);
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ReadSetting("Renderer", Settings::values.use_vsync_new);
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ReadSetting("Renderer", Settings::values.texture_filter);
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ReadSetting("Renderer", Settings::values.texture_filter);
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ReadSetting("Renderer", Settings::values.texture_sampling);
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// Work around to map Android setting for enabling the frame limiter to the format Citra expects
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// Work around to map Android setting for enabling the frame limiter to the format Citra expects
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if (sdl2_config->GetBoolean("Renderer", "use_frame_limit", true)) {
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if (sdl2_config->GetBoolean("Renderer", "use_frame_limit", true)) {
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@ -146,6 +146,7 @@ void Config::ReadValues() {
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ReadSetting("Renderer", Settings::values.frame_limit);
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ReadSetting("Renderer", Settings::values.frame_limit);
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ReadSetting("Renderer", Settings::values.use_vsync_new);
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ReadSetting("Renderer", Settings::values.use_vsync_new);
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ReadSetting("Renderer", Settings::values.texture_filter);
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ReadSetting("Renderer", Settings::values.texture_filter);
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ReadSetting("Renderer", Settings::values.texture_sampling);
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ReadSetting("Renderer", Settings::values.mono_render_option);
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ReadSetting("Renderer", Settings::values.mono_render_option);
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ReadSetting("Renderer", Settings::values.render_3d);
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ReadSetting("Renderer", Settings::values.render_3d);
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@ -645,6 +645,7 @@ void Config::ReadRendererValues() {
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ReadGlobalSetting(Settings::values.bg_blue);
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ReadGlobalSetting(Settings::values.bg_blue);
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ReadGlobalSetting(Settings::values.texture_filter);
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ReadGlobalSetting(Settings::values.texture_filter);
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ReadGlobalSetting(Settings::values.texture_sampling);
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if (global) {
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if (global) {
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ReadBasicSetting(Settings::values.use_shader_jit);
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ReadBasicSetting(Settings::values.use_shader_jit);
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@ -1130,6 +1131,7 @@ void Config::SaveRendererValues() {
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WriteGlobalSetting(Settings::values.bg_blue);
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WriteGlobalSetting(Settings::values.bg_blue);
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WriteGlobalSetting(Settings::values.texture_filter);
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WriteGlobalSetting(Settings::values.texture_filter);
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WriteGlobalSetting(Settings::values.texture_sampling);
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if (global) {
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if (global) {
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WriteSetting(QStringLiteral("use_shader_jit"), Settings::values.use_shader_jit.GetValue(),
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WriteSetting(QStringLiteral("use_shader_jit"), Settings::values.use_shader_jit.GetValue(),
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