Hide the generic DLSSG controls when using DLSSG as input or output

This commit is contained in:
FakeMichau
2026-06-08 00:35:21 +02:00
parent 30c7062dc2
commit 37adc28343
+6 -3
View File
@@ -3600,10 +3600,13 @@ bool MenuCommon::RenderMenu()
ImGui::Spacing();
}
const bool dlssgInputOrOutput = state.activeFgOutput == FGOutput::DLSSG ||
state.activeFgOutput == FGOutput::DLSSGWithNvngx ||
state.activeFgInput != FGInput::DLSSG;
ImGui::BeginDisabled(state.dlssgGameDMFGSupported &&
config->FGDLSSGOverrideForceDMFG.value_or_default());
if (state.dlssgMfgMax.has_value() && state.dlssgMfgMax.value() >= 1 &&
state.activeFgInput != FGInput::DLSSG)
if (state.dlssgMfgMax.has_value() && state.dlssgMfgMax.value() >= 1 && !dlssgInputOrOutput)
{
auto maxInterpolationCount = state.dlssgMfgMax.value();
@@ -3655,7 +3658,7 @@ bool MenuCommon::RenderMenu()
ImGui::EndDisabled();
if (state.dlssgGameDMFGSupported)
if (state.dlssgGameDMFGSupported && !dlssgInputOrOutput)
{
ImGui::SameLine(0.0f, 16.0f);