Settings: Add anti-aliasing method setting
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@ -49,6 +49,7 @@ void LogSettings() {
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log_setting("CPU_Accuracy", values.cpu_accuracy.GetValue());
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log_setting("CPU_Accuracy", values.cpu_accuracy.GetValue());
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log_setting("Renderer_UseResolutionScaling", values.resolution_setup.GetValue());
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log_setting("Renderer_UseResolutionScaling", values.resolution_setup.GetValue());
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log_setting("Renderer_ScalingFilter", values.scaling_filter.GetValue());
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log_setting("Renderer_ScalingFilter", values.scaling_filter.GetValue());
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log_setting("Renderer_AntiAliasing", values.anti_aliasing.GetValue());
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log_setting("Renderer_UseSpeedLimit", values.use_speed_limit.GetValue());
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log_setting("Renderer_UseSpeedLimit", values.use_speed_limit.GetValue());
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log_setting("Renderer_SpeedLimit", values.speed_limit.GetValue());
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log_setting("Renderer_SpeedLimit", values.speed_limit.GetValue());
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log_setting("Renderer_UseDiskShaderCache", values.use_disk_shader_cache.GetValue());
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log_setting("Renderer_UseDiskShaderCache", values.use_disk_shader_cache.GetValue());
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@ -73,6 +73,11 @@ enum class ScalingFilter : u32 {
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LastFilter = Fsr,
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LastFilter = Fsr,
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};
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};
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enum class AntiAliasing : u32 {
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None = 0,
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Fxaa = 1,
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};
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struct ResolutionScalingInfo {
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struct ResolutionScalingInfo {
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u32 up_scale{1};
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u32 up_scale{1};
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u32 down_shift{0};
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u32 down_shift{0};
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@ -498,6 +503,7 @@ struct Values {
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ResolutionScalingInfo resolution_info{};
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ResolutionScalingInfo resolution_info{};
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Setting<ResolutionSetup> resolution_setup{ResolutionSetup::Res1X, "resolution_setup"};
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Setting<ResolutionSetup> resolution_setup{ResolutionSetup::Res1X, "resolution_setup"};
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Setting<ScalingFilter> scaling_filter{ScalingFilter::Bilinear, "scaling_filter"};
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Setting<ScalingFilter> scaling_filter{ScalingFilter::Bilinear, "scaling_filter"};
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Setting<AntiAliasing> anti_aliasing{AntiAliasing::None, "anti_aliasing"};
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// *nix platforms may have issues with the borderless windowed fullscreen mode.
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// *nix platforms may have issues with the borderless windowed fullscreen mode.
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// Default to exclusive fullscreen on these platforms for now.
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// Default to exclusive fullscreen on these platforms for now.
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RangedSetting<FullscreenMode> fullscreen_mode{
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RangedSetting<FullscreenMode> fullscreen_mode{
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