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Move VSync setting key from use_vsync_new to use_vsync
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This resets the VSync setting for all existing user configurations. Note in changelog.
This commit is contained in:
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04b6c69083
commit
4574b91561
@ -44,7 +44,7 @@ enum class BooleanSetting(
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CPU_JIT("use_cpu_jit", Settings.SECTION_CORE, true),
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HW_SHADER("use_hw_shader", Settings.SECTION_RENDERER, true),
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SHADER_JIT("use_shader_jit", Settings.SECTION_RENDERER, true),
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VSYNC("use_vsync_new", Settings.SECTION_RENDERER, false),
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VSYNC("use_vsync", Settings.SECTION_RENDERER, false),
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USE_FRAME_LIMIT("use_frame_limit", Settings.SECTION_RENDERER, true),
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DEBUG_RENDERER("renderer_debug", Settings.SECTION_DEBUG, false),
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DISABLE_RIGHT_EYE_RENDER("disable_right_eye_render", Settings.SECTION_RENDERER, false),
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@ -147,7 +147,7 @@ void Config::ReadValues() {
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ReadSetting("Renderer", Settings::values.use_shader_jit);
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ReadSetting("Renderer", Settings::values.resolution_factor);
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ReadSetting("Renderer", Settings::values.use_disk_shader_cache);
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ReadSetting("Renderer", Settings::values.use_vsync_new);
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ReadSetting("Renderer", Settings::values.use_vsync);
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ReadSetting("Renderer", Settings::values.texture_filter);
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ReadSetting("Renderer", Settings::values.texture_sampling);
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ReadSetting("Renderer", Settings::values.turbo_limit);
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@ -137,7 +137,7 @@ texture_sampling =
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# Forces VSync on the display thread. Can cause input delay, so only turn this on
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# if you have screen tearing, which is unusual on Android
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# 0 (default): Off, 1: On
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use_vsync_new =
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use_vsync =
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# Reduce stuttering by storing and loading generated shaders to disk
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# 0: Off, 1 (default. On)
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@ -148,10 +148,6 @@ use_disk_shader_cache =
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# factor for the 3DS resolution
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resolution_factor =
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# Whether to enable V-Sync (caps the framerate at 60FPS) or not.
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# 0 (default): Off, 1: On
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vsync_enabled =
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# Turns on the frame limiter, which will limit frames output to the target game speed
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# 0: Off, 1: On (default)
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use_frame_limit =
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@ -122,7 +122,7 @@ EmuWindow_Android_OpenGL::EmuWindow_Android_OpenGL(Core::System& system_, ANativ
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LOG_CRITICAL(Frontend, "gladLoadGLES2Loader() failed");
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return;
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}
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if (!eglSwapInterval(egl_display, Settings::values.use_vsync_new ? 1 : 0)) {
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if (!eglSwapInterval(egl_display, Settings::values.use_vsync ? 1 : 0)) {
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LOG_CRITICAL(Frontend, "eglSwapInterval() failed");
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return;
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}
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@ -218,7 +218,7 @@ void EmuWindow_Android_OpenGL::TryPresenting() {
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}
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eglMakeCurrent(egl_display, egl_surface, egl_surface, egl_context);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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eglSwapInterval(egl_display, Settings::values.use_vsync_new ? 1 : 0);
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eglSwapInterval(egl_display, Settings::values.use_vsync ? 1 : 0);
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system.GPU().Renderer().TryPresent(0, is_secondary);
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eglSwapBuffers(egl_display, egl_surface);
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}
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@ -754,7 +754,7 @@ bool GRenderWindow::InitializeOpenGL() {
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child->SetContext(std::move(child_context));
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auto format = child_widget->windowHandle()->format();
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format.setSwapInterval(Settings::values.use_vsync_new.GetValue());
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format.setSwapInterval(Settings::values.use_vsync.GetValue());
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child_widget->windowHandle()->setFormat(format);
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return true;
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@ -685,7 +685,7 @@ void QtConfig::ReadRendererValues() {
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ReadGlobalSetting(Settings::values.use_hw_shader);
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ReadGlobalSetting(Settings::values.shaders_accurate_mul);
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ReadGlobalSetting(Settings::values.use_disk_shader_cache);
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ReadGlobalSetting(Settings::values.use_vsync_new);
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ReadGlobalSetting(Settings::values.use_vsync);
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ReadGlobalSetting(Settings::values.resolution_factor);
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ReadGlobalSetting(Settings::values.frame_limit);
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ReadGlobalSetting(Settings::values.turbo_limit);
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@ -1216,7 +1216,7 @@ void QtConfig::SaveRendererValues() {
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WriteGlobalSetting(Settings::values.use_hw_shader);
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WriteGlobalSetting(Settings::values.shaders_accurate_mul);
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WriteGlobalSetting(Settings::values.use_disk_shader_cache);
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WriteGlobalSetting(Settings::values.use_vsync_new);
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WriteGlobalSetting(Settings::values.use_vsync);
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WriteGlobalSetting(Settings::values.resolution_factor);
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WriteGlobalSetting(Settings::values.frame_limit);
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WriteGlobalSetting(Settings::values.turbo_limit);
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@ -142,7 +142,7 @@ void ConfigureGraphics::SetConfiguration() {
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ui->toggle_hw_shader->setChecked(Settings::values.use_hw_shader.GetValue());
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ui->toggle_accurate_mul->setChecked(Settings::values.shaders_accurate_mul.GetValue());
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ui->toggle_disk_shader_cache->setChecked(Settings::values.use_disk_shader_cache.GetValue());
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ui->toggle_vsync_new->setChecked(Settings::values.use_vsync_new.GetValue());
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ui->toggle_vsync->setChecked(Settings::values.use_vsync.GetValue());
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ui->spirv_shader_gen->setChecked(Settings::values.spirv_shader_gen.GetValue());
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ui->disable_spirv_optimizer->setChecked(Settings::values.disable_spirv_optimizer.GetValue());
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ui->toggle_async_shaders->setChecked(Settings::values.async_shader_compilation.GetValue());
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@ -174,8 +174,8 @@ void ConfigureGraphics::ApplyConfiguration() {
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ui->texture_sampling_combobox);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_disk_shader_cache,
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ui->toggle_disk_shader_cache, use_disk_shader_cache);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync_new, ui->toggle_vsync_new,
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use_vsync_new);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->toggle_vsync,
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use_vsync);
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ConfigurationShared::ApplyPerGameSetting(
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&Settings::values.delay_game_render_thread_us, ui->delay_render_combo,
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[this](s32) { return ui->delay_render_slider->value(); });
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@ -197,8 +197,8 @@ void ConfigureGraphics::SetupPerGameUI() {
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ui->toggle_accurate_mul->setEnabled(Settings::values.shaders_accurate_mul.UsingGlobal());
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ui->toggle_disk_shader_cache->setEnabled(
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Settings::values.use_disk_shader_cache.UsingGlobal());
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ui->toggle_vsync_new->setEnabled(ui->toggle_vsync_new->isEnabled() &&
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Settings::values.use_vsync_new.UsingGlobal());
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ui->toggle_vsync->setEnabled(ui->toggle_vsync->isEnabled() &&
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Settings::values.use_vsync.UsingGlobal());
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ui->toggle_async_shaders->setEnabled(
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Settings::values.async_shader_compilation.UsingGlobal());
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ui->widget_texture_sampling->setEnabled(Settings::values.texture_sampling.UsingGlobal());
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@ -236,8 +236,8 @@ void ConfigureGraphics::SetupPerGameUI() {
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ConfigurationShared::SetColoredTristate(ui->toggle_disk_shader_cache,
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Settings::values.use_disk_shader_cache,
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use_disk_shader_cache);
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ConfigurationShared::SetColoredTristate(ui->toggle_vsync_new, Settings::values.use_vsync_new,
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use_vsync_new);
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ConfigurationShared::SetColoredTristate(ui->toggle_vsync, Settings::values.use_vsync,
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use_vsync);
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ConfigurationShared::SetColoredTristate(ui->toggle_async_shaders,
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Settings::values.async_shader_compilation,
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async_shader_compilation);
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@ -38,7 +38,7 @@ private:
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ConfigurationShared::CheckState use_hw_shader;
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ConfigurationShared::CheckState shaders_accurate_mul;
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ConfigurationShared::CheckState use_disk_shader_cache;
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ConfigurationShared::CheckState use_vsync_new;
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ConfigurationShared::CheckState use_vsync;
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ConfigurationShared::CheckState async_shader_compilation;
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ConfigurationShared::CheckState async_presentation;
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ConfigurationShared::CheckState spirv_shader_gen;
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@ -308,7 +308,7 @@
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="toggle_vsync_new">
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<widget class="QCheckBox" name="toggle_vsync">
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<property name="toolTip">
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<string>VSync prevents the screen from tearing, but some graphics cards have lower performance with VSync enabled. Keep it enabled if you don't notice a performance difference.</string>
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</property>
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@ -416,7 +416,7 @@
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<tabstop>toggle_accurate_mul</tabstop>
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<tabstop>toggle_shader_jit</tabstop>
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<tabstop>toggle_disk_shader_cache</tabstop>
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<tabstop>toggle_vsync_new</tabstop>
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<tabstop>toggle_vsync</tabstop>
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</tabstops>
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<resources/>
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<connections/>
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@ -145,7 +145,7 @@ void SdlConfig::ReadValues() {
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ReadSetting("Renderer", Settings::values.resolution_factor);
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ReadSetting("Renderer", Settings::values.use_disk_shader_cache);
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ReadSetting("Renderer", Settings::values.frame_limit);
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ReadSetting("Renderer", Settings::values.use_vsync_new);
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ReadSetting("Renderer", Settings::values.use_vsync);
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ReadSetting("Renderer", Settings::values.texture_filter);
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ReadSetting("Renderer", Settings::values.texture_sampling);
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ReadSetting("Renderer", Settings::values.delay_game_render_thread_us);
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@ -121,7 +121,7 @@ use_shader_jit =
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# Forces VSync on the display thread. Usually doesn't impact performance, but on some drivers it can
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# so only turn this off if you notice a speed difference.
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# 0: Off, 1 (default): On
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use_vsync_new =
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use_vsync =
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# Reduce stuttering by storing and loading generated shaders to disk
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# 0: Off, 1 (default. On)
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@ -98,7 +98,7 @@ void LogSettings() {
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log_setting("Renderer_UseShaderJit", values.use_shader_jit.GetValue());
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log_setting("Renderer_UseResolutionFactor", values.resolution_factor.GetValue());
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log_setting("Renderer_FrameLimit", values.frame_limit.GetValue());
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log_setting("Renderer_VSyncNew", values.use_vsync_new.GetValue());
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log_setting("Renderer_VSyncNew", values.use_vsync.GetValue());
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log_setting("Renderer_PostProcessingShader", values.pp_shader_name.GetValue());
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log_setting("Renderer_FilterMode", values.filter_mode.GetValue());
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log_setting("Renderer_TextureFilter", GetTextureFilterName(values.texture_filter.GetValue()));
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@ -200,7 +200,7 @@ void RestoreGlobalState(bool is_powered_on) {
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values.use_hw_shader.SetGlobal(true);
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values.use_disk_shader_cache.SetGlobal(true);
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values.shaders_accurate_mul.SetGlobal(true);
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values.use_vsync_new.SetGlobal(true);
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values.use_vsync.SetGlobal(true);
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values.resolution_factor.SetGlobal(true);
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values.frame_limit.SetGlobal(true);
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values.texture_filter.SetGlobal(true);
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@ -506,7 +506,7 @@ struct Values {
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SwitchableSetting<bool> use_hw_shader{true, "use_hw_shader"};
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SwitchableSetting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"};
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SwitchableSetting<bool> shaders_accurate_mul{true, "shaders_accurate_mul"};
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SwitchableSetting<bool> use_vsync_new{true, "use_vsync_new"};
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SwitchableSetting<bool> use_vsync{true, "use_vsync"};
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Setting<bool> use_shader_jit{true, "use_shader_jit"};
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SwitchableSetting<u32, true> resolution_factor{1, 0, 10, "resolution_factor"};
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SwitchableSetting<double, true> frame_limit{100, 0, 1000, "frame_limit"};
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@ -105,7 +105,7 @@ PresentWindow::PresentWindow(Frontend::EmuWindow& emu_window_, const Instance& i
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swapchain{instance, emu_window.GetFramebufferLayout().width,
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emu_window.GetFramebufferLayout().height, surface, low_refresh_rate_},
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graphics_queue{instance.GetGraphicsQueue()}, present_renderpass{CreateRenderpass()},
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vsync_enabled{Settings::values.use_vsync_new.GetValue()},
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vsync_enabled{Settings::values.use_vsync.GetValue()},
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blit_supported{
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CanBlitToSwapchain(instance.GetPhysicalDevice(), swapchain.GetSurfaceFormat().format)},
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use_present_thread{Settings::values.async_presentation.GetValue()},
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@ -360,7 +360,7 @@ void PresentWindow::CopyToSwapchain(Frame* frame) {
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};
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#ifndef ANDROID
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const bool use_vsync = Settings::values.use_vsync_new.GetValue();
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const bool use_vsync = Settings::values.use_vsync.GetValue();
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const bool size_changed =
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swapchain.GetWidth() != frame->width || swapchain.GetHeight() != frame->height;
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const bool vsync_changed = vsync_enabled != use_vsync;
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@ -161,7 +161,7 @@ void Swapchain::FindPresentFormat() {
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void Swapchain::SetPresentMode() {
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const auto modes = instance.GetPhysicalDevice().getSurfacePresentModesKHR(surface);
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const bool use_vsync = Settings::values.use_vsync_new.GetValue();
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const bool use_vsync = Settings::values.use_vsync.GetValue();
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const auto find_mode = [&modes](vk::PresentModeKHR requested) {
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const auto it =
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std::find_if(modes.begin(), modes.end(),
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