Add "Output Resampling" option (#1541)

Adds an Output Resampling option to the Video tab to allow choosing between the old Bilinear sampler and a new Area sampler. Area sampling produces a much cleaner, softer image when downscaling, and a significantly sharper image when upscaling. This can also serve as a halfway decent anti-aliasing substitute until we have a more proper implementation.
This commit is contained in:
Irastris
2026-05-17 22:26:10 -04:00
committed by GitHub
parent 7919c6110d
commit c516b91476
8 changed files with 64 additions and 1 deletions
+11
View File
@@ -357,6 +357,8 @@ const Rml::String kInternalResolutionHelpText =
const Rml::String kShadowResolutionHelpText =
"Configure the shadow-map resolution. Higher values improve shadow quality but increase GPU "
"and memory usage.";
const Rml::String kResamplerHelpText =
"Configure the sampling method used when scaling the internal resolution for final presentation.";
const Rml::String kBloomHelpText =
"Configure the post-processing bloom effect. Classic uses the original bloom pass; Dusklight uses "
"a higher-quality bloom pass.";
@@ -805,6 +807,15 @@ SettingsWindow::SettingsWindow(bool prelaunch) : mPrelaunch(prelaunch) {
.valueMax = 8,
.defaultValue = 1,
}, mPrelaunch);
graphics_tuner_control(*this, leftPane, rightPane, getSettings().game.resampler,
GraphicsTunerProps{
.option = GraphicsOption::Resampler,
.title = "Output Resampling",
.helpText = kResamplerHelpText,
.valueMin = static_cast<int>(Resampler::Bilinear),
.valueMax = static_cast<int>(Resampler::Area),
.defaultValue = static_cast<int>(Resampler::Bilinear),
}, mPrelaunch);
leftPane.add_section("Post-Processing");
graphics_tuner_control(*this, leftPane, rightPane, getSettings().game.bloomMode,