mirror of https://github.com/PCSX2/pcsx2.git
Qt: Expose Threaded Presentation setting
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@ -244,6 +244,7 @@ GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsDialog* dialog, QWidget*
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.useBlitSwapChain, "EmuCore/GS", "UseBlitSwapChain", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.useBlitSwapChain, "EmuCore/GS", "UseBlitSwapChain", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.useDebugDevice, "EmuCore/GS", "UseDebugDevice", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.useDebugDevice, "EmuCore/GS", "UseDebugDevice", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.skipPresentingDuplicateFrames, "EmuCore/GS", "SkipDuplicateFrames", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.skipPresentingDuplicateFrames, "EmuCore/GS", "SkipDuplicateFrames", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.threadedPresentation, "EmuCore/GS", "ThreadedPresentation", false);
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.overrideTextureBarriers, "EmuCore/GS", "OverrideTextureBarriers", -1, -1);
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.overrideTextureBarriers, "EmuCore/GS", "OverrideTextureBarriers", -1, -1);
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.overrideGeometryShader, "EmuCore/GS", "OverrideGeometryShaders", -1, -1);
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.overrideGeometryShader, "EmuCore/GS", "OverrideGeometryShaders", -1, -1);
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.gsDumpCompression, "EmuCore/GS", "GSDumpCompression", static_cast<int>(GSDumpCompressionMethod::Zstandard));
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.gsDumpCompression, "EmuCore/GS", "GSDumpCompression", static_cast<int>(GSDumpCompressionMethod::Zstandard));
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@ -623,6 +624,10 @@ GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsDialog* dialog, QWidget*
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"the GPU has more time to complete it (this is NOT frame skipping). Can smooth our frame time fluctuations when the CPU/GPU are near maximum "
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"the GPU has more time to complete it (this is NOT frame skipping). Can smooth our frame time fluctuations when the CPU/GPU are near maximum "
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"utilization, but makes frame pacing more inconsistent and can increase input lag."));
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"utilization, but makes frame pacing more inconsistent and can increase input lag."));
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dialog->registerWidgetHelp(m_ui.threadedPresentation, tr("Threaded Presentation"), tr("Unchecked"),
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tr("Presents frames on a worker thread, instead of on the GS thread. Can improve frame times on some systems, at the cost of "
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"potentially worse frame pacing. Only applies to the Vulkan renderer."));
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dialog->registerWidgetHelp(m_ui.gsDownloadMode, tr("GS Download Mode"), tr("Accurate"),
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dialog->registerWidgetHelp(m_ui.gsDownloadMode, tr("GS Download Mode"), tr("Accurate"),
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tr("Skips synchronizing with the GS thread and host GPU for GS downloads. "
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tr("Skips synchronizing with the GS thread and host GPU for GS downloads. "
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"Can result in a large speed boost on slower systems, at the cost of many broken graphical effects. "
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"Can result in a large speed boost on slower systems, at the cost of many broken graphical effects. "
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@ -1693,6 +1693,13 @@
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</item>
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</item>
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<item row="3" column="0" colspan="2">
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<item row="3" column="0" colspan="2">
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<layout class="QGridLayout" name="gridLayout_9">
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<layout class="QGridLayout" name="gridLayout_9">
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<item row="0" column="1">
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<widget class="QCheckBox" name="skipPresentingDuplicateFrames">
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<property name="text">
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<string>Skip Presenting Duplicate Frames</string>
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</property>
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</widget>
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</item>
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<item row="0" column="0">
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<item row="0" column="0">
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<widget class="QCheckBox" name="useBlitSwapChain">
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<widget class="QCheckBox" name="useBlitSwapChain">
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<property name="text">
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<property name="text">
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@ -1700,10 +1707,10 @@
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</property>
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</property>
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</widget>
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</widget>
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</item>
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</item>
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<item row="0" column="1">
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<item row="1" column="0">
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<widget class="QCheckBox" name="skipPresentingDuplicateFrames">
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<widget class="QCheckBox" name="threadedPresentation">
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<property name="text">
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<property name="text">
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<string>Skip Presenting Duplicate Frames</string>
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<string>Threaded Presentation</string>
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</property>
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</property>
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</widget>
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</widget>
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</item>
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</item>
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@ -3289,6 +3289,9 @@ void FullscreenUI::DrawGraphicsSettingsPage()
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DrawToggleSetting(bsi, "Skip Presenting Duplicate Frames",
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DrawToggleSetting(bsi, "Skip Presenting Duplicate Frames",
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"Skips displaying frames that don't change in 25/30fps games. Can improve speed but increase input lag/make frame pacing worse.",
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"Skips displaying frames that don't change in 25/30fps games. Can improve speed but increase input lag/make frame pacing worse.",
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"EmuCore/GS", "SkipDuplicateFrames", false);
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"EmuCore/GS", "SkipDuplicateFrames", false);
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DrawToggleSetting(bsi, "Threaded Presentation",
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"Presents frames on a worker thread, instead of on the GS thread. Can improve frame times on some systems, at the cost of "
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"potentially worse frame pacing.", "EmuCore/GS", "ThreadedPresentation", false);
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DrawIntListSetting(bsi, "Override Texture Barriers", "Forces texture barrier functionality to the specified value.", "EmuCore/GS",
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DrawIntListSetting(bsi, "Override Texture Barriers", "Forces texture barrier functionality to the specified value.", "EmuCore/GS",
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"OverrideTextureBarriers", -1, s_generic_options, std::size(s_generic_options), -1);
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"OverrideTextureBarriers", -1, s_generic_options, std::size(s_generic_options), -1);
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DrawIntListSetting(bsi, "Override Geometry Shaders", "Forces geometry shader functionality to the specified value.", "EmuCore/GS",
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DrawIntListSetting(bsi, "Override Geometry Shaders", "Forces geometry shader functionality to the specified value.", "EmuCore/GS",
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