Settings: Remove 'Increase Timer Resolution' option
It's no longer needed since I switched to high-resolution waitable timers, which are supported on Win10 1803+.
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fee5f760ad
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4132b5ef3d
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@ -135,7 +135,7 @@ void Timer::SleepUntil(Value value, bool exact)
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}
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// falling back to sleep... bad.
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Sleep(static_cast<DWORD>(static_cast<u64>(diff) / 1000000));
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Sleep(static_cast<DWORD>(ConvertValueToMilliseconds(diff)));
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}
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}
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@ -5121,12 +5121,6 @@ void FullscreenUI::DrawAdvancedSettingsPage()
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FSUI_CSTR("Enable debugging when supported by the host's renderer API. Only for developer use."),
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"GPU", "UseDebugDevice", false);
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#ifdef _WIN32
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DrawToggleSetting(bsi, FSUI_CSTR("Increase Timer Resolution"),
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FSUI_CSTR("Enables more precise frame pacing at the cost of battery life."), "Main",
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"IncreaseTimerResolution", true);
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#endif
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DrawToggleSetting(bsi, FSUI_CSTR("Allow Booting Without SBI File"),
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FSUI_CSTR("Allows loading protected games without subchannel information."), "CDROM",
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"AllowBootingWithoutSBIFile", false);
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@ -7259,9 +7253,6 @@ TRANSLATE_NOOP("FullscreenUI", "Contributor List");
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TRANSLATE_NOOP("FullscreenUI", "Controller Port {}");
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TRANSLATE_NOOP("FullscreenUI", "Controller Port {} Macros");
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TRANSLATE_NOOP("FullscreenUI", "Controller Port {} Settings");
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TRANSLATE_NOOP("FullscreenUI", "Controller Port {}{}");
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TRANSLATE_NOOP("FullscreenUI", "Controller Port {}{} Macros");
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TRANSLATE_NOOP("FullscreenUI", "Controller Port {}{} Settings");
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TRANSLATE_NOOP("FullscreenUI", "Controller Settings");
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TRANSLATE_NOOP("FullscreenUI", "Controller Type");
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TRANSLATE_NOOP("FullscreenUI", "Controller settings reset to default.");
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@ -7354,7 +7345,6 @@ TRANSLATE_NOOP("FullscreenUI", "Enable/Disable the Player LED on DualSense contr
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TRANSLATE_NOOP("FullscreenUI", "Enables alignment and bus exceptions. Not needed for any known games.");
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TRANSLATE_NOOP("FullscreenUI", "Enables an additional 6MB of RAM to obtain a total of 2+6 = 8MB, usually present on dev consoles.");
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TRANSLATE_NOOP("FullscreenUI", "Enables an additional three controller slots on each port. Not supported in all games.");
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TRANSLATE_NOOP("FullscreenUI", "Enables more precise frame pacing at the cost of battery life.");
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TRANSLATE_NOOP("FullscreenUI", "Enables smooth scrolling of menus in Big Picture UI.");
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TRANSLATE_NOOP("FullscreenUI", "Enables the older, less accurate MDEC decoding routines. May be required for old replacement backgrounds to match/load.");
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TRANSLATE_NOOP("FullscreenUI", "Enables the replacement of background textures in supported games.");
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@ -7427,7 +7417,6 @@ TRANSLATE_NOOP("FullscreenUI", "How many saves will be kept for rewinding. Highe
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TRANSLATE_NOOP("FullscreenUI", "How often a rewind state will be created. Higher frequencies have greater system requirements.");
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TRANSLATE_NOOP("FullscreenUI", "Identifies any new files added to the game directories.");
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TRANSLATE_NOOP("FullscreenUI", "If not enabled, the current post processing chain will be ignored.");
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TRANSLATE_NOOP("FullscreenUI", "Increase Timer Resolution");
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TRANSLATE_NOOP("FullscreenUI", "Increases the field of view from 4:3 to the chosen display aspect ratio in 3D games.");
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TRANSLATE_NOOP("FullscreenUI", "Increases the precision of polygon culling, reducing the number of holes in geometry.");
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TRANSLATE_NOOP("FullscreenUI", "Infinite/Instantaneous");
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@ -148,7 +148,6 @@ void Settings::Load(SettingsInterface& si, SettingsInterface& controller_si)
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fast_forward_speed = si.GetFloatValue("Main", "FastForwardSpeed", 0.0f);
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turbo_speed = si.GetFloatValue("Main", "TurboSpeed", 0.0f);
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sync_to_host_refresh_rate = si.GetBoolValue("Main", "SyncToHostRefreshRate", false);
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increase_timer_resolution = si.GetBoolValue("Main", "IncreaseTimerResolution", true);
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inhibit_screensaver = si.GetBoolValue("Main", "InhibitScreensaver", true);
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start_paused = si.GetBoolValue("Main", "StartPaused", false);
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start_fullscreen = si.GetBoolValue("Main", "StartFullscreen", false);
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@ -464,7 +463,6 @@ void Settings::Save(SettingsInterface& si, bool ignore_base) const
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if (!ignore_base)
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{
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si.SetBoolValue("Main", "SyncToHostRefreshRate", sync_to_host_refresh_rate);
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si.SetBoolValue("Main", "IncreaseTimerResolution", increase_timer_resolution);
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si.SetBoolValue("Main", "InhibitScreensaver", inhibit_screensaver);
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si.SetBoolValue("Main", "StartPaused", start_paused);
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si.SetBoolValue("Main", "StartFullscreen", start_fullscreen);
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@ -77,7 +77,6 @@ struct Settings
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float fast_forward_speed = 0.0f;
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float turbo_speed = 0.0f;
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bool sync_to_host_refresh_rate : 1 = false;
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bool increase_timer_resolution : 1 = true;
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bool inhibit_screensaver : 1 = true;
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bool start_paused : 1 = false;
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bool start_fullscreen : 1 = false;
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@ -85,8 +85,6 @@ LOG_CHANNEL(System);
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#ifdef _WIN32
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#include "common/windows_headers.h"
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#include <Objbase.h>
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#include <mmsystem.h>
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#include <objbase.h>
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#endif
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#ifndef __ANDROID__
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@ -223,8 +221,6 @@ static bool DoRunahead();
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static void UpdateSessionTime(const std::string& prev_serial);
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static void SetTimerResolutionIncreased(bool enabled);
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#ifdef ENABLE_DISCORD_PRESENCE
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static void InitializeDiscordPresence();
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static void ShutdownDiscordPresence();
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@ -1969,8 +1965,6 @@ void System::DestroySystem()
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if (g_settings.inhibit_screensaver)
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PlatformMisc::ResumeScreensaver();
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SetTimerResolutionIncreased(false);
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s_cpu_thread_usage = {};
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ClearMemorySaveStates();
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@ -2323,10 +2317,14 @@ void System::Throttle(Common::Timer::Value current_time)
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#endif
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#if 0
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DEV_LOG("Asked for {:.2f} ms, slept for {:.2f} ms, {:.2f} ms late",
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const Common::Timer::Value time_after_sleep = Common::Timer::GetCurrentValue();
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DEV_LOG("Asked for {:.2f} ms, slept for {:.2f} ms, {:.2f} ms {}",
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Common::Timer::ConvertValueToMilliseconds(s_next_frame_time - current_time),
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Common::Timer::ConvertValueToMilliseconds(Common::Timer::GetCurrentValue() - current_time),
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Common::Timer::ConvertValueToMilliseconds(Common::Timer::GetCurrentValue() - s_next_frame_time));
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Common::Timer::ConvertValueToMilliseconds(time_after_sleep - current_time),
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Common::Timer::ConvertValueToMilliseconds((time_after_sleep < s_next_frame_time) ?
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(s_next_frame_time - time_after_sleep) :
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(time_after_sleep - s_next_frame_time)),
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(time_after_sleep < s_next_frame_time) ? "early" : "late");
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#endif
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s_next_frame_time += s_frame_period;
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@ -3437,9 +3435,6 @@ void System::UpdateSpeedLimiterState()
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ResetThrottler();
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UpdateDisplayVSync();
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if (g_settings.increase_timer_resolution)
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SetTimerResolutionIncreased(s_throttler_enabled);
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#ifdef __APPLE__
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// To get any resemblence of consistent frame times on MacOS, we need to tell the scheduler how often we need to run.
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// Assume a maximum of 7ms for running a frame. It'll be much lower than that, Apple Silicon is fast.
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@ -4468,7 +4463,6 @@ void System::CheckForSettingsChanges(const Settings& old_settings)
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}
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if (g_settings.audio_backend != old_settings.audio_backend ||
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g_settings.increase_timer_resolution != old_settings.increase_timer_resolution ||
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g_settings.emulation_speed != old_settings.emulation_speed ||
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g_settings.fast_forward_speed != old_settings.fast_forward_speed ||
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g_settings.display_optimal_frame_pacing != old_settings.display_optimal_frame_pacing ||
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@ -5841,22 +5835,6 @@ void System::InvalidateDisplay()
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g_gpu->RestoreDeviceContext();
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}
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void System::SetTimerResolutionIncreased(bool enabled)
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{
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#if defined(_WIN32)
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static bool current_state = false;
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if (current_state == enabled)
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return;
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current_state = enabled;
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if (enabled)
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timeBeginPeriod(1);
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else
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timeEndPeriod(1);
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#endif
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}
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void System::UpdateSessionTime(const std::string& prev_serial)
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{
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const u64 ctime = Common::Timer::GetCurrentValue();
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@ -218,8 +218,6 @@ void AdvancedSettingsWidget::addTweakOptions()
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addBooleanTweakOption(m_dialog, m_ui.tweakOptionTable, tr("Apply Compatibility Settings"), "Main",
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"ApplyCompatibilitySettings", true);
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addBooleanTweakOption(m_dialog, m_ui.tweakOptionTable, tr("Increase Timer Resolution"), "Main",
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"IncreaseTimerResolution", true);
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addBooleanTweakOption(m_dialog, m_ui.tweakOptionTable, tr("Load Devices From Save States"), "Main",
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"LoadDevicesFromSaveStates", false);
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addChoiceTweakOption(m_dialog, m_ui.tweakOptionTable, tr("Save State Compression"), "Main", "SaveStateCompression",
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@ -281,7 +279,6 @@ void AdvancedSettingsWidget::onResetToDefaultClicked()
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setBooleanTweakOption(m_ui.tweakOptionTable, i++, true); // Apply Game Settings
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setBooleanTweakOption(m_ui.tweakOptionTable, i++, true); // Apply compatibility settings
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setBooleanTweakOption(m_ui.tweakOptionTable, i++, true); // Increase Timer Resolution
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setBooleanTweakOption(m_ui.tweakOptionTable, i++, false); // Load Devices From Save States
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setChoiceTweakOption(m_ui.tweakOptionTable, i++,
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Settings::DEFAULT_SAVE_STATE_COMPRESSION_MODE); // Save State Compression
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@ -312,7 +309,6 @@ void AdvancedSettingsWidget::onResetToDefaultClicked()
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// for per-game it's easier to just clear and recreate
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SettingsInterface* sif = m_dialog->getSettingsInterface();
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sif->DeleteValue("Main", "ApplyCompatibilitySettings");
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sif->DeleteValue("Main", "IncreaseTimerResolution");
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sif->DeleteValue("Main", "LoadDevicesFromSaveStates");
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sif->DeleteValue("Main", "CompressSaveStates");
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sif->DeleteValue("Display", "ActiveStartOffset");
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