FullscreenUI: Fix incorrect vsync state on unpause
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c2f4b7e7b8
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6386004b2c
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@ -2192,11 +2192,10 @@ void System::UpdateSpeedLimiterState()
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}
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}
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const bool is_non_standard_speed = (std::abs(target_speed - 1.0f) > 0.05f);
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const bool is_non_standard_speed = IsRunningAtNonStandardSpeed();
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const bool audio_sync_enabled =
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!IsRunning() || (m_throttler_enabled && g_settings.audio_sync_enabled && !is_non_standard_speed);
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const bool video_sync_enabled =
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!IsRunning() || (m_throttler_enabled && g_settings.video_sync_enabled && !is_non_standard_speed);
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const bool video_sync_enabled = ShouldUseVSync();
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const float max_display_fps = (!IsRunning() || m_throttler_enabled) ? 0.0f : g_settings.display_max_fps;
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Log_InfoPrintf("Target speed: %f%%", target_speed * 100.0f);
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Log_InfoPrintf("Syncing to %s%s", audio_sync_enabled ? "audio" : "",
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@ -2241,6 +2240,11 @@ void System::UpdateSpeedLimiterState()
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}
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}
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bool System::ShouldUseVSync()
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{
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return (!IsRunning() || (m_throttler_enabled && g_settings.video_sync_enabled && !IsRunningAtNonStandardSpeed()));
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}
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bool System::IsFastForwardEnabled()
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{
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return m_fast_forward_enabled;
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@ -400,6 +400,9 @@ void ToggleWidescreen();
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/// Returns true if fast forwarding or slow motion is currently active.
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bool IsRunningAtNonStandardSpeed();
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/// Returns true if vsync should be used.
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bool ShouldUseVSync();
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/// Quick switch between software and hardware rendering.
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void ToggleSoftwareRendering();
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@ -870,12 +870,18 @@ bool EmuThread::acquireHostDisplay(HostDisplay::RenderAPI api)
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m_is_exclusive_fullscreen = g_host_display->IsFullscreen();
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if (m_run_fullscreen_ui && !FullscreenUI::Initialize())
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if (m_run_fullscreen_ui)
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{
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Log_ErrorPrint("Failed to initialize fullscreen UI");
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releaseHostDisplay();
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m_run_fullscreen_ui = false;
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return false;
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if (!FullscreenUI::Initialize())
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{
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Log_ErrorPrint("Failed to initialize fullscreen UI");
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releaseHostDisplay();
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m_run_fullscreen_ui = false;
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return false;
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}
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// start with vsync on
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g_host_display->SetVSync(true);
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}
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return true;
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@ -166,7 +166,6 @@ static std::string TimeToPrintableString(time_t t);
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//////////////////////////////////////////////////////////////////////////
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// Main
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//////////////////////////////////////////////////////////////////////////
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static void UpdateForcedVsync(bool should_force);
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static void PauseForMenuOpen();
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static void ClosePauseMenu();
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static void OpenPauseSubMenu(PauseSubMenu submenu);
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@ -440,10 +439,6 @@ bool FullscreenUI::Initialize()
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if (!System::IsValid())
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SwitchToLanding();
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// force vsync on so we don't run at thousands of fps
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// Initialize is called on the GS thread, so we can access the display directly.
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UpdateForcedVsync(System::GetState() != System::State::Running);
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return true;
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}
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@ -458,13 +453,6 @@ bool FullscreenUI::HasActiveWindow()
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ImGuiFullscreen::IsChoiceDialogOpen() || ImGuiFullscreen::IsFileSelectorOpen());
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}
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void FullscreenUI::UpdateForcedVsync(bool should_force)
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{
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// force vsync on so we don't run at thousands of fps
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// toss it through regardless of the mode, because options can change it
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g_host_display->SetVSync((should_force && !g_settings.video_sync_enabled) ? true : false);
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}
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void FullscreenUI::OnSystemStarted()
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{
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if (!IsInitialized())
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@ -479,7 +467,7 @@ void FullscreenUI::OnSystemPaused()
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if (!IsInitialized())
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return;
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UpdateForcedVsync(true);
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g_host_display->SetVSync(true);
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}
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void FullscreenUI::OnSystemResumed()
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@ -487,7 +475,7 @@ void FullscreenUI::OnSystemResumed()
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if (!IsInitialized())
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return;
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UpdateForcedVsync(false);
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g_host_display->SetVSync(System::ShouldUseVSync());
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}
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void FullscreenUI::OnSystemDestroyed()
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@ -495,9 +483,9 @@ void FullscreenUI::OnSystemDestroyed()
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if (!IsInitialized())
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return;
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g_host_display->SetVSync(true);
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s_pause_menu_was_open = false;
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SwitchToLanding();
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UpdateForcedVsync(true);
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}
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void FullscreenUI::OnRunningGameChanged()
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