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GPU: Make perspective-correct color interpolation toggleable
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@ -3448,21 +3448,24 @@ void FullscreenUI::DrawDisplaySettingsPage()
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const bool pgxp_enabled = GetEffectiveBoolSetting(bsi, "GPU", "PGXPEnable", false);
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const bool texture_correction_enabled = GetEffectiveBoolSetting(bsi, "GPU", "PGXPTextureCorrection", true);
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DrawToggleSetting(bsi, "PGXP Texture Correction",
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"Uses perspective-correct interpolation for texture coordinates and colors, straightening out "
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"warped textures.",
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"GPU", "PGXPTextureCorrection", true, pgxp_enabled);
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DrawToggleSetting(bsi, "PGXP Culling Correction",
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DrawToggleSetting(
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bsi, "Perspective Correct Textures",
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"Uses perspective-correct interpolation for texture coordinates, straightening out warped textures.", "GPU",
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"PGXPTextureCorrection", true, pgxp_enabled);
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DrawToggleSetting(bsi, "Perspective Correct Colors",
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"Uses perspective-correct interpolation for colors, which can improve visuals in some games.",
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"GPU", "PGXPColorCorrection", false, pgxp_enabled);
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DrawToggleSetting(bsi, "Culling Correction",
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"Increases the precision of polygon culling, reducing the number of holes in geometry.", "GPU",
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"PGXPCulling", true, pgxp_enabled);
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DrawToggleSetting(bsi, "PGXP Preserve Projection Precision",
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DrawToggleSetting(bsi, "Preserve Projection Precision",
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"Adds additional precision to PGXP data post-projection. May improve visuals in some games.", "GPU",
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"PGXPPreserveProjFP", false, pgxp_enabled);
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DrawToggleSetting(bsi, "PGXP Depth Buffer",
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DrawToggleSetting(bsi, "Depth Buffer",
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"Reduces polygon Z-fighting through depth testing. Low compatibility with games.", "GPU",
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"PGXPDepthBuffer", false, pgxp_enabled && texture_correction_enabled);
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DrawToggleSetting(bsi, "PGXP CPU Mode", "Uses PGXP for all instructions, not just memory operations.", "GPU",
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"PGXPCPU", false, pgxp_enabled);
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DrawToggleSetting(bsi, "CPU Mode", "Uses PGXP for all instructions, not just memory operations.", "GPU", "PGXPCPU",
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false, pgxp_enabled);
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MenuHeading("Texture Replacements");
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@ -292,6 +292,8 @@ void ImGuiManager::DrawEnhancementsOverlay()
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text.AppendString("/Cull");
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if (g_settings.gpu_pgxp_texture_correction)
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text.AppendString("/Tex");
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if (g_settings.gpu_pgxp_color_correction)
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text.AppendString("/Col");
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if (g_settings.gpu_pgxp_vertex_cache)
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text.AppendString("/VC");
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if (g_settings.gpu_pgxp_cpu)
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