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Correct typos in video configuration dialog
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HTCPCPS committed Oct 21, 2021
1 parent 7bb1062 commit 8617732
Showing 1 changed file with 56 additions and 55 deletions.
111 changes: 56 additions & 55 deletions Source/Core/DolphinWX/VideoConfigDiag.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -135,13 +135,13 @@ static wxString ar_desc =
"analog TV.\nStretch to Window: Stretch the picture to the window size.\n\nIf unsure, select "
"Auto.");
static wxString ws_hack_desc =
_("Force the game to output graphics for widescreen resolutions.\nCauses graphical glitches is "
_("Force the game to output graphics for widescreen resolutions.\nCauses graphical glitches in "
"some games.\n\nIf unsure, leave this unchecked.");
static wxString vsync_desc =
_("Wait for vertical blanks in order to reduce tearing.\nDecreases performance if emulation "
"speed is below 100%.\n\nIf unsure, leave this unchecked.");
static wxString bfi_desc =
_("Insert black frames to reduce motion blur in 120hz monitors");
_("Insert black frames to reduce motion blur in 120hz monitors.");
static wxString af_desc =
_("Enable anisotropic filtering.\nEnhances visual quality of textures that are at oblique "
"viewing angles.\nMight cause issues in a small number of games.\n\nIf unsure, select 1x.");
Expand All @@ -150,28 +150,28 @@ static wxString aa_desc =
"picture look less blocky.\nHeavily decreases emulation speed and sometimes causes "
"issues.\n\nIf unsure, select None.");
static wxString scaled_efb_copy_desc = _(
"Greatly increases quality of textures generated using render to texture effects.\nRaising the "
"Greatly increases quality of textures generated using render-to-texture effects.\nRaising the "
"internal resolution will improve the effect of this setting.\nSlightly decreases performance "
"and possibly causes issues (although unlikely).\n\nIf unsure, leave this checked.");
static wxString pixel_lighting_desc =
_("Calculate lighting of 3D graphics per-pixel rather than per vertex.\nDecreases emulation "
_("Calculate lighting of 3D graphics per-pixel rather than per-vertex.\nDecreases emulation "
"speed by some percent (depending on your GPU).\nThis usually is a safe enhancement, but "
"might cause issues sometimes.\n\nIf unsure, leave this unchecked.");
static wxString phong_lighting_desc = _("Use Phong specular model when pixel lighting is enabled.");
static wxString phong_intensity_desc = _("Controls Global intensity of specular reflection.");
static wxString rim_intensity_desc = _("Controls Intensity of rim effect.");
static wxString phong_intensity_desc = _("Controls global intensity of specular reflection.");
static wxString rim_intensity_desc = _("Controls intensity of rim effect.");
static wxString rim_power_desc = _("Controls exponent of rim effect.");
static wxString rim_base_desc = _("Controls minimum rim color.");
static wxString bump_desc = _("Enable generation of bumpmaps to improve lighting effects.");
static wxString bump_strength_desc = _("Controls strength of simulated bumpmaps. Needs to be "
"adjusted per game to acheive better quality");
static wxString bump_desc = _("Enable generation of bump maps to improve lighting effects.");
static wxString bump_strength_desc = _("Controls strength of simulated bump maps. Needs to be "
"adjusted per game to achieve better quality.");
static wxString bump_detail_frequency_desc =
_("Controls detail bumpmap frequency. This will change the size of the noise pattern.");
_("Controls detail bump map frequency. This will change the size of the noise pattern.");
static wxString bump_detail_blend_desc =
_("Controls the detail bumpmap strength. Detail bump will add noise to existing textures.");
_("Controls the detail bump map strength. Detail bump will add noise to existing textures.");
static wxString bump_threshold_desc =
_("Controls simulated bumpmap detail detection threshold. Big values can detect more details "
"as bumps but can cause glitches");
_("Controls simulated bump map detail detection threshold. Big values can detect more details "
"as bumps but can cause glitches.");
static wxString hacked_buffer_upload_desc =
_("Uses unsafe operations to speed up vertex streaming in OpenGL. There are no known problems "
"on supported GPUs, but it will cause severe stability and graphical issues otherwise.\n\nIf "
Expand All @@ -180,7 +180,7 @@ static wxString fast_depth_calc_desc =
_("Use a less accurate algorithm to calculate depth values.\nCauses issues in a few games but "
"might give a decent speedup.\n\nIf unsure, leave this checked.");
static wxString Use_Scaling_filter_desc =
_("Use filtering when efb scaled size is larger than the target resolution.");
_("Use filtering when EFB scaled size is larger than the target resolution.");
static wxString borderless_fullscreen_desc =
_("Implement fullscreen mode with a borderless window spanning the whole screen instead of "
"using exclusive mode.\nAllows for faster transitions between fullscreen and windowed mode, "
Expand All @@ -199,14 +199,15 @@ static wxString efb_access_desc =
"some games, but might disable some gameplay-related features or graphical effects.\n\nIf "
"unsure, leave this unchecked.");
static wxString efb_fast_access_desc =
_("Use a fast efb caching method to speed up access. This method is inaccurate but will make "
"games run faster and efb reads and writes will still work.");
_("Use a faster EFB caching method to speed up access. This method is inaccurate but will make "
"games run faster while still allowing EFB reads and writes to work.\n\nIf unsure, leave this "
"checked.");
static wxString efb_emulate_format_changes_desc =
_("Ignore any changes to the EFB format.\nImproves performance in many games without any "
"negative effect. Causes graphical defects in a small number of other games though.\n\nIf "
"unsure, leave this checked.");
static wxString viewport_correction_desc =
_("Some games uses viewport values that are not compatible with D3D backends, to solve issues "
_("Some games use viewport values that are not compatible with D3D backends, to solve issues "
"on those games check this.\n\nIf unsure, leave this unchecked.");
static wxString skip_efb_copy_to_ram_desc =
_("Stores EFB Copies exclusively on the GPU, bypassing system memory. Causes graphical defects "
Expand All @@ -232,7 +233,7 @@ static wxString dithering_desc =
"can cause small graphical issues.\n\n\nIf unsure, leave this unchecked.");
static wxString hp_frame_buffer_desc =
_("Forces the game to render using high precision color textures to increase graphic quality "
"while using post procesing shaders, "
"while using post-processing shaders, "
"can cause small graphical issues.\n\n\nIf unsure, leave this unchecked.");
static wxString hdr_output_desc = _("If hardware supports it, it will use HDR display capabilities.");
static wxString disable_dstalpha_desc =
Expand Down Expand Up @@ -267,30 +268,30 @@ static wxString xfb_virtual_desc =
"lot of other games (especially homebrew applications).\n\nIf unsure, leave this checked.");
static wxString xfb_hybrid_desc =
_("Emulate XFBs accurately.\nSlows down emulation a lot and prohibits high-resolution "
"rendering if the game uses the cpu to change the framebuffer but is necessary to emulate a "
"rendering if the game uses the CPU to change the framebuffer but is necessary to emulate a "
"number of games properly.\n\nIf unsure, check virtual XFB emulation instead.");
static wxString dump_textures_desc =
_("Dump decoded game textures to User/Dump/Textures/<game_id>/\n\nIf unsure, leave this "
"unchecked.");
static wxString dump_VertexTranslators_desc =
_("Dump Vertex translator code to User/Dump/\n\nIf unsure, leave this unchecked.");
static wxString fullAsyncShaderCompilation_desc =
_("Make shader compilation proccess fully asynchronous. This can cause glitches but will give "
_("Make shader compilation process fully asynchronous. This can cause glitches but will give "
"a smooth game experience.");
static wxString compute_texture_decoding_desc =
_("Decode Textures using compute shaders. Can Increase Performance in some scenarios.");
_("Decode textures using compute shaders. Can improve performance in some scenarios.");
static wxString Compute_texture_encoding_desc =
_("Encode Textures using compute shaders. Can Increase Performance in some scenarios.");
_("Encode textures using compute shaders. Can improve performance in some scenarios.");
static wxString waitforshadercompilation_desc =
_("Wait for shader compilation in the cpu to avoid fifo problems. This option prevents loops "
"in F-Zero, Metroid Prime fifo resets and others.");
_("Wait for shader compilation in the CPU to avoid FIFO problems. This option prevents loops "
"in F-Zero, Metroid Prime FIFO resets and others.");
static wxString predictiveFifo_desc =
_("Generate a secondary fifo to predict resource usage and improve loading time.");
_("Generate a secondary FIFO to predict resource usage and improve loading time.");
static wxString load_hires_textures_desc = _(
"Load custom textures from User/Load/Textures/<game_id>/\n\nIf unsure, leave this unchecked.");
static wxString load_hires_material_maps_desc =
_("Load custom material maps from User/Load/Textures/<game_id>/\nNeeded to Enable Advanced "
"lighting, requires Pixel Lighting and Hires Textures Enabled\nIf unsure, leave this "
_("Load custom material maps from User/Load/Textures/<game_id>/.\nNeeded to enable advanced "
"lighting and requires per-pixel Lighting and Hires Textures to be enabled.\nIf unsure, leave this "
"unchecked.");
static wxString cache_hires_textures_desc =
_("Cache custom textures to system RAM on startup.\nThis can require exponentially more RAM "
Expand Down Expand Up @@ -320,9 +321,9 @@ static wxString free_look_desc =
"faster and SHIFT+9 to move slower). Press SHIFT+R to reset the camera.\n\nIf unsure, leave "
"this unchecked.");
static wxString shader_precompile_desc =
_("If a database of shader for the current game exists, precompile all known shaders to void "
"issues and stutering during gameplay. This option will increase startup time but will "
"improve gaming experience. Warning: with a clean shader cache dx9 can have up to 20 minutes "
_("If a database of shaders for the current game exists, precompile all known shaders to void "
"issues and stuttering during gameplay. This option will increase startup time but will "
"improve gaming experience. Warning: with a clean shader cache DX9 can have up to 20 minutes "
"shader compilation time in some games.");
static wxString crop_desc = _("Crop the picture from its native aspect ratio to 4:3 or 16:9.\n\nIf "
"unsure, leave this unchecked.");
Expand All @@ -335,35 +336,35 @@ static wxString pptrigger_desc =
_("Determines when to apply post-processing.\nOn Swap will apply post-processing before "
"presenting to the screen. On Projection applies post-processing before the game draws 2D "
"elements on the screen. However, this may not work with all games. On EFB Copy applies "
"post-processing when an EFB copy of a perspective scene is requested. This may work for for "
"other games. After blit will apply post processing after bliting reducing gpu usage when "
"using High efb scales.\n\nIf unsure, select On Swap.");
"post-processing when an EFB copy of a perspective scene is requested. This may work for "
"other games. After Blit will apply post-processing after blitting reducing GPU usage when "
"using high EFB scales.\n\nIf unsure, select On Swap.");
static wxString ppshader_list_desc =
_("Applies post-processing effects when the trigger chosen in the occurs, by default this is "
_("Applies post-processing effects when the trigger chosen occurs. By default this is "
"at the end of a frame.\n\nPost-processing is performed at the selected internal "
"resolution.\n\nIf unsure, leave the list empty.");
static wxString ppshader_options_desc =
_("Some effects offer user-tweakable options. This will open a dialog where you can change the "
"values of these options.");
static wxString ppefb_resolution_percent_min_desc =
_("Only EFB copies that copy, at minimum, this percentage of the target resolution will be "
"considered for post processing. Setting this higher max fix issues where EFB copy may only "
"effect part of the screen, or is run multiple times. \n\n(Default: 65%)");
"considered for post-processing. Setting this higher may fix issues where EFB copy may only "
"affect part of the screen, or is run multiple times. \n\n(Default: 65%)");
static wxString ppefb_aspect_desc =
_("If enabled, only EFB copies with the exact aspect ratio of the target resolution will be "
"considered for post processing. Turning this on may fix issues where EFB copy may only "
"considered for post-processing. Turning this on may fix issues where EFB copy may only "
"effect part of the screen. \n\n(Default: Off)");
static wxString ppefb_failsafe_desc =
_("On: If no valid EFB copies are found, apply postprocessing on swap instead.\nOff: If no "
"valid EFB copies are found, postprocessing will be skipped.\n\n(Default: Enabled)");
_("On: If no valid EFB copies are found, apply post-processing on swap instead.\nOff: If no "
"valid EFB copies are found, post-processing will be skipped.\n\n(Default: Enabled)");
static wxString ppefb_perspective_desc =
_("If enabled, only EFB copies of a perspective camera will be used. This is useful for "
"excluding 2D elements. \n\n(Default: On)");
static wxString ppefbindex_desc =
_("Applies post processing to only a specific efb copy each frame. Fixes issues where "
"postprocessing is applied two or more times. Check if results seem more postprocessed than "
_("Applies post-processing to only a specific EFB copy each frame. Fixes issues where "
"post-processing is applied two or more times. Check if results seem more post-processed than "
"with 'On Swap' or 'After blit' to see if this is needed. If no valid copies are found or "
"the index is set too high, postprocessing will be applied at the end of the frame. \n\n"
"the index is set too high, post-processing will be applied at the end of the frame. \n\n"
"(Default: All Valid Copies)");
static wxString efb_scale_exclude_min_desc =
_("EFBs will only be scaled if above this value, or below the other value. EFBs in between "
Expand All @@ -387,13 +388,13 @@ static wxString shader_errors_desc =
static wxString stereo_3d_desc =
_("Select the stereoscopic 3D mode, stereoscopy allows you to get a better feeling of depth "
"if you have the necessary hardware.\nSide-by-Side and Top-and-Bottom are used by most 3D "
"TVs.\nAnaglyph is used for Red-Cyan colored glasses.\nHeavily decreases emulation speed and "
"TVs.\nAnaglyph is used for red/cyan colored glasses.\nHeavily decreases emulation speed and "
"sometimes causes issues.\n\nIf unsure, select Off.");
static wxString stereo_separation_desc =
_("Control the separation distance, this is the distance between the virtual cameras.\nA "
"higher value creates a stronger feeling of depth while a lower value is more comfortable.");
static wxString stereo_convergence_desc = _(
"Control the convergence distance, this controls the apparant distance of virtual objects.\nA "
"Control the convergence distance, this controls the apparent distance of virtual objects.\nA "
"higher value creates stronger out-of-screen effects while a lower value is more comfortable.");
static wxString stereo_swap_desc =
_("Swap the left and right eye, mostly useful if you want to view side-by-side "
Expand All @@ -405,7 +406,7 @@ static wxString Tessellation_desc =
_("Apply the selected Tessellation levels to increase geometry detail.");
static wxString Tessellation_forced_lights_desc = _("Force Lighting in all 3d elements.");
static wxString Tessellation_early_culling_desc =
_("Remove surfaces outside the viewport before Tessellation to increase performance. Can cause "
_("Remove surfaces outside the viewport before Tessellation to improve performance. Can cause "
"glitches if the camera is near a surface.");
static wxString Tessellation_distance_desc =
_("Decay of Tessellation level in the distance. High values reduce tesselation amounts "
Expand All @@ -420,11 +421,11 @@ static wxString Tessellation_displacement_desc =
_("Select the intensity of the displacement effect when using custom materials.");
static wxString scaling_factor_desc = _("Multiplier applied to the texture size.");
static wxString texture_deposterize_desc =
_("Decrease some gradient's artifacts caused by scaling.");
_("Decrease some gradient artifacts caused by scaling.");
static wxString stereoshader_desc =
_("Selects which shader will be used to transform the two images when stereoscopy is enabled.");
_("Select which shader will be used to transform the two images when stereoscopy is enabled.");
static wxString forcedLogivOp_desc =
_("Force Logic blending support.\nBy default dx11/12 supports logic op blending only on UINT "
_("Force Logic blending support.\nBy default DX11/12 supports logic op blending only on UINT "
"formats, but in some drivers UNORM is also supported but is not detectable.\nThis option "
"will allow you to test if your driver really supports logic blending, but it will crash the "
"emulator if enabled in a platform that does not support it.\n\nIf unsure, leave this "
Expand Down Expand Up @@ -453,19 +454,19 @@ static wxString ubershader_desc =
static wxString filteringmode_desc = wxTRANSLATE(
"Disabled: Filtering is disabled.\n\n"
"Accurate: Try to respect native resolution filtering to avoid issues.\n\n"
"Normal: Apply filtering as configured by the game but with enchanged efb resolution as the "
"Normal: Apply filtering as configured by the game but with set EFB resolution as the "
"target quality.\n\n"
"Forced: Apply filtering even if the game has it disabled. Can cause issues in some games.");

static wxString cullmode_desc = wxTRANSLATE(
"Native: Culling is applyed as configured by the game.\n\n"
"Native: Culling is applied as configured by the game.\n\n"
"Disabled: Culling is disabled.\n\n"
"Disabled Except ALL: Disable culling exept in the case that the game completly discards "
"Disabled Except ALL: Disable culling except in the case that the game completely discards "
"geometry.\n\n"
"Front No Blending: Apply front face culling when the game has no blending enabled.\n\n"
"Front: Apply front face culling.\n\n"
"Back No Blending: Apply back face culling when the game has no blending enabled.\n\n"
"Back: Apply back face culling.");
"Front No Blending: Apply front-face culling when the game has no blending enabled.\n\n"
"Front: Apply front-face culling.\n\n"
"Back No Blending: Apply back-face culling when the game has no blending enabled.\n\n"
"Back: Apply back-face culling.");

VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string& title)
: wxDialog(parent, wxID_ANY,
Expand Down

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