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authorRyan Meredith <rwm@udel.edu>2018-07-10 12:22:21 -0400
committerRyan Meredith <rwm@udel.edu>2018-07-10 12:22:21 -0400
commitaffd5689ff5ef5f2c8cbd5f92b785d9b620a5374 (patch)
treedeb117fc87bdd55e7068bafba105f03fb0d1d525 /Source/Core
parentb9960777a72c66f3b217669b554254ce6ddb3664 (diff)
Qt: Clarify Synchronous (Ubershaders) name
Diffstat (limited to 'Source/Core')
-rw-r--r--Source/Core/DolphinQt/Config/Graphics/GeneralWidget.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/Source/Core/DolphinQt/Config/Graphics/GeneralWidget.cpp b/Source/Core/DolphinQt/Config/Graphics/GeneralWidget.cpp
index 43c4edfb3b..ff37193288 100644
--- a/Source/Core/DolphinQt/Config/Graphics/GeneralWidget.cpp
+++ b/Source/Core/DolphinQt/Config/Graphics/GeneralWidget.cpp
@@ -258,7 +258,7 @@ void GeneralWidget::AddDescriptions()
QT_TR_NOOP("Ubershaders are never used. Stuttering will occur during shader "
"compilation, but GPU demands are low. Recommended for low-end hardware.\n\nIf "
"unsure, select this mode.");
- static const char TR_SHADER_COMPILE_UBER_ONLY_DESCRIPTION[] = QT_TR_NOOP(
+ static const char TR_SHADER_COMPILE_SYNC_UBER_DESCRIPTION[] = QT_TR_NOOP(
"Ubershaders will always be used. Provides a near stutter-free experience at the cost of "
"high GPU performance requirements. Only recommended for high-end systems.");
static const char TR_SHADER_COMPILE_ASYNC_UBER_DESCRIPTION[] =
@@ -289,7 +289,7 @@ void GeneralWidget::AddDescriptions()
AddDescription(m_show_messages, TR_SHOW_NETPLAY_MESSAGES_DESCRIPTION);
AddDescription(m_render_main_window, TR_RENDER_TO_MAINWINDOW_DESCRIPTION);
AddDescription(m_shader_compilation_mode[0], TR_SHADER_COMPILE_SYNC_DESCRIPTION);
- AddDescription(m_shader_compilation_mode[1], TR_SHADER_COMPILE_UBER_ONLY_DESCRIPTION);
+ AddDescription(m_shader_compilation_mode[1], TR_SHADER_COMPILE_SYNC_UBER_DESCRIPTION);
AddDescription(m_shader_compilation_mode[2], TR_SHADER_COMPILE_ASYNC_UBER_DESCRIPTION);
AddDescription(m_shader_compilation_mode[3], TR_SHADER_COMPILE_ASYNC_SKIP_DESCRIPTION);
AddDescription(m_wait_for_shaders, TR_SHADER_COMPILE_BEFORE_START_DESCRIPTION);