Remove shaderMulAccuracy "min" option

It's less accurate and it doesn't actually perform better on most hardware.
This commit is contained in:
Exzap 2023-03-12 10:30:53 +01:00
parent 040cc27a40
commit 504e0488a8
5 changed files with 16 additions and 22 deletions

View file

@ -118,7 +118,7 @@ GameProfileWindow::GameProfileWindow(wxWindow* parent, uint64_t title_id)
first_row->Add(new wxStaticText(panel, wxID_ANY, _("Shader multiplication accuracy")), 0, wxALIGN_CENTER_VERTICAL | wxALL, 5);
wxString mul_values[] = { _("false"), _("true"), _("minimal") };
wxString mul_values[] = { _("false"), _("true")};
m_shader_mul_accuracy = new wxChoice(panel, wxID_ANY, wxDefaultPosition, wxDefaultSize, (int)std::size(mul_values), mul_values);
m_shader_mul_accuracy->SetToolTip(_("EXPERT OPTION\nControls the accuracy of floating point multiplication in shaders.\n\nRecommended: true"));
first_row->Add(m_shader_mul_accuracy, 0, wxALL, 5);
@ -268,10 +268,7 @@ void GameProfileWindow::ApplyProfile()
m_graphic_api->SetSelection(0); // selecting ""
else
m_graphic_api->SetSelection(1 + m_game_profile.m_graphics_api.value()); // "", OpenGL, Vulkan
//m_extended_texture_readback->SetValue(m_game_profile.m_extendedTextureReadback);
//m_precompiled->SetSelection((int)m_game_profile.m_precompiledShaders.value());
m_shader_mul_accuracy->SetSelection((int)m_game_profile.m_accurateShaderMul);
//m_cache_accuracy->SetSelection((int)m_game_profile.m_gpuBufferCacheAccuracy.value());
//// audio
//m_disable_audio->Set3StateValue(GetCheckboxState(m_game_profile.disableAudio));
@ -331,6 +328,9 @@ void GameProfileWindow::SaveProfile()
// gpu
m_game_profile.m_accurateShaderMul = (AccurateShaderMulOption)m_shader_mul_accuracy->GetSelection();
if (m_game_profile.m_accurateShaderMul != AccurateShaderMulOption::False && m_game_profile.m_accurateShaderMul != AccurateShaderMulOption::True)
m_game_profile.m_accurateShaderMul = AccurateShaderMulOption::True; // force a legal value
if (m_graphic_api->GetSelection() == 0)
m_game_profile.m_graphics_api = {};
else