forked from ShuriZma/suyu
nvflinger: Add toggle to disable buffer swap interval limits
Enabling this setting will allow some titles to present more frames to the screen as they become available in the nvflinger buffer queue.
This commit is contained in:
parent
abb0124b84
commit
3522fc019c
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@ -149,6 +149,7 @@ struct Values {
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Setting<bool> use_nvdec_emulation;
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Setting<bool> use_nvdec_emulation;
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Setting<bool> accelerate_astc;
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Setting<bool> accelerate_astc;
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Setting<bool> use_vsync;
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Setting<bool> use_vsync;
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Setting<bool> disable_fps_limit;
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Setting<bool> use_assembly_shaders;
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Setting<bool> use_assembly_shaders;
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Setting<bool> use_asynchronous_shaders;
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Setting<bool> use_asynchronous_shaders;
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Setting<bool> use_fast_gpu_time;
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Setting<bool> use_fast_gpu_time;
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@ -307,6 +307,9 @@ void NVFlinger::Compose() {
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}
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}
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s64 NVFlinger::GetNextTicks() const {
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s64 NVFlinger::GetNextTicks() const {
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if (Settings::values.disable_fps_limit.GetValue()) {
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return 0;
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}
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constexpr s64 max_hertz = 120LL;
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constexpr s64 max_hertz = 120LL;
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return (1000000000 * (1LL << swap_interval)) / max_hertz;
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return (1000000000 * (1LL << swap_interval)) / max_hertz;
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}
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}
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@ -811,6 +811,8 @@ void Config::ReadRendererValues() {
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true);
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true);
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ReadSettingGlobal(Settings::values.accelerate_astc, QStringLiteral("accelerate_astc"), true);
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ReadSettingGlobal(Settings::values.accelerate_astc, QStringLiteral("accelerate_astc"), true);
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ReadSettingGlobal(Settings::values.use_vsync, QStringLiteral("use_vsync"), true);
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ReadSettingGlobal(Settings::values.use_vsync, QStringLiteral("use_vsync"), true);
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ReadSettingGlobal(Settings::values.disable_fps_limit, QStringLiteral("disable_fps_limit"),
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false);
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ReadSettingGlobal(Settings::values.use_assembly_shaders, QStringLiteral("use_assembly_shaders"),
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ReadSettingGlobal(Settings::values.use_assembly_shaders, QStringLiteral("use_assembly_shaders"),
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false);
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false);
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ReadSettingGlobal(Settings::values.use_asynchronous_shaders,
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ReadSettingGlobal(Settings::values.use_asynchronous_shaders,
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@ -1395,6 +1397,8 @@ void Config::SaveRendererValues() {
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true);
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true);
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WriteSettingGlobal(QStringLiteral("accelerate_astc"), Settings::values.accelerate_astc, true);
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WriteSettingGlobal(QStringLiteral("accelerate_astc"), Settings::values.accelerate_astc, true);
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WriteSettingGlobal(QStringLiteral("use_vsync"), Settings::values.use_vsync, true);
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WriteSettingGlobal(QStringLiteral("use_vsync"), Settings::values.use_vsync, true);
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WriteSettingGlobal(QStringLiteral("disable_fps_limit"), Settings::values.disable_fps_limit,
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false);
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WriteSettingGlobal(QStringLiteral("use_assembly_shaders"),
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WriteSettingGlobal(QStringLiteral("use_assembly_shaders"),
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Settings::values.use_assembly_shaders, false);
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Settings::values.use_assembly_shaders, false);
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WriteSettingGlobal(QStringLiteral("use_asynchronous_shaders"),
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WriteSettingGlobal(QStringLiteral("use_asynchronous_shaders"),
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@ -28,6 +28,7 @@ void ConfigureGraphicsAdvanced::SetConfiguration() {
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ui->anisotropic_filtering_combobox->setEnabled(runtime_lock);
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ui->anisotropic_filtering_combobox->setEnabled(runtime_lock);
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ui->use_vsync->setChecked(Settings::values.use_vsync.GetValue());
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ui->use_vsync->setChecked(Settings::values.use_vsync.GetValue());
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ui->disable_fps_limit->setChecked(Settings::values.disable_fps_limit.GetValue());
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ui->use_assembly_shaders->setChecked(Settings::values.use_assembly_shaders.GetValue());
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ui->use_assembly_shaders->setChecked(Settings::values.use_assembly_shaders.GetValue());
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ui->use_asynchronous_shaders->setChecked(Settings::values.use_asynchronous_shaders.GetValue());
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ui->use_asynchronous_shaders->setChecked(Settings::values.use_asynchronous_shaders.GetValue());
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ui->use_fast_gpu_time->setChecked(Settings::values.use_fast_gpu_time.GetValue());
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ui->use_fast_gpu_time->setChecked(Settings::values.use_fast_gpu_time.GetValue());
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@ -57,6 +58,8 @@ void ConfigureGraphicsAdvanced::ApplyConfiguration() {
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy,
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy,
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ui->anisotropic_filtering_combobox);
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ui->anisotropic_filtering_combobox);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync, use_vsync);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync, use_vsync);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.disable_fps_limit,
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ui->disable_fps_limit, disable_fps_limit);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_assembly_shaders,
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_assembly_shaders,
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ui->use_assembly_shaders, use_assembly_shaders);
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ui->use_assembly_shaders, use_assembly_shaders);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders,
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders,
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@ -97,6 +100,7 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
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if (Settings::IsConfiguringGlobal()) {
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if (Settings::IsConfiguringGlobal()) {
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ui->gpu_accuracy->setEnabled(Settings::values.gpu_accuracy.UsingGlobal());
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ui->gpu_accuracy->setEnabled(Settings::values.gpu_accuracy.UsingGlobal());
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ui->use_vsync->setEnabled(Settings::values.use_vsync.UsingGlobal());
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ui->use_vsync->setEnabled(Settings::values.use_vsync.UsingGlobal());
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ui->disable_fps_limit->setEnabled(Settings::values.disable_fps_limit.UsingGlobal());
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ui->use_assembly_shaders->setEnabled(Settings::values.use_assembly_shaders.UsingGlobal());
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ui->use_assembly_shaders->setEnabled(Settings::values.use_assembly_shaders.UsingGlobal());
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ui->use_asynchronous_shaders->setEnabled(
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ui->use_asynchronous_shaders->setEnabled(
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Settings::values.use_asynchronous_shaders.UsingGlobal());
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Settings::values.use_asynchronous_shaders.UsingGlobal());
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@ -108,6 +112,8 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
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}
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}
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ConfigurationShared::SetColoredTristate(ui->use_vsync, Settings::values.use_vsync, use_vsync);
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ConfigurationShared::SetColoredTristate(ui->use_vsync, Settings::values.use_vsync, use_vsync);
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ConfigurationShared::SetColoredTristate(ui->disable_fps_limit,
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Settings::values.disable_fps_limit, disable_fps_limit);
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ConfigurationShared::SetColoredTristate(
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ConfigurationShared::SetColoredTristate(
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ui->use_assembly_shaders, Settings::values.use_assembly_shaders, use_assembly_shaders);
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ui->use_assembly_shaders, Settings::values.use_assembly_shaders, use_assembly_shaders);
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ConfigurationShared::SetColoredTristate(ui->use_asynchronous_shaders,
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ConfigurationShared::SetColoredTristate(ui->use_asynchronous_shaders,
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@ -35,6 +35,7 @@ private:
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std::unique_ptr<Ui::ConfigureGraphicsAdvanced> ui;
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std::unique_ptr<Ui::ConfigureGraphicsAdvanced> ui;
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ConfigurationShared::CheckState use_vsync;
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ConfigurationShared::CheckState use_vsync;
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ConfigurationShared::CheckState disable_fps_limit;
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ConfigurationShared::CheckState use_assembly_shaders;
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ConfigurationShared::CheckState use_assembly_shaders;
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ConfigurationShared::CheckState use_asynchronous_shaders;
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ConfigurationShared::CheckState use_asynchronous_shaders;
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ConfigurationShared::CheckState use_fast_gpu_time;
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ConfigurationShared::CheckState use_fast_gpu_time;
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@ -76,6 +76,24 @@
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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>
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<widget class="QCheckBox" name="disable_fps_limit">
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<property name="enabled">
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<bool>true</bool>
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</property>
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<property name="toolTip">
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<string>
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<html><head/><body>
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<p>Presents guest frames as they become available, disabling the FPS limit in most titles.</p>
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<p>NOTE: Will cause instabilities.</p>
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</body></html>
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</string>
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</property>
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<property name="text">
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<string>Disable framerate limit (experimental)</string>
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</property>
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</widget>
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</item>
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<item>
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<item>
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<widget class="QCheckBox" name="use_assembly_shaders">
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<widget class="QCheckBox" name="use_assembly_shaders">
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<property name="toolTip">
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<property name="toolTip">
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@ -443,6 +443,8 @@ void Config::ReadValues() {
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sdl2_config->GetBoolean("Renderer", "use_asynchronous_gpu_emulation", true));
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sdl2_config->GetBoolean("Renderer", "use_asynchronous_gpu_emulation", true));
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Settings::values.use_vsync.SetValue(
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Settings::values.use_vsync.SetValue(
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static_cast<u16>(sdl2_config->GetInteger("Renderer", "use_vsync", 1)));
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static_cast<u16>(sdl2_config->GetInteger("Renderer", "use_vsync", 1)));
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Settings::values.disable_fps_limit.SetValue(
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sdl2_config->GetBoolean("Renderer", "disable_fps_limit", false));
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Settings::values.use_assembly_shaders.SetValue(
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Settings::values.use_assembly_shaders.SetValue(
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sdl2_config->GetBoolean("Renderer", "use_assembly_shaders", true));
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sdl2_config->GetBoolean("Renderer", "use_assembly_shaders", true));
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Settings::values.use_asynchronous_shaders.SetValue(
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Settings::values.use_asynchronous_shaders.SetValue(
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@ -362,6 +362,9 @@ use_debug_asserts =
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use_auto_stub =
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use_auto_stub =
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# Enables/Disables the macro JIT compiler
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# Enables/Disables the macro JIT compiler
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disable_macro_jit=false
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disable_macro_jit=false
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# Presents guest frames as they become available. Experimental.
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# false: Disabled (default), true: Enabled
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disable_fps_limit=false
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[WebService]
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[WebService]
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# Whether or not to enable telemetry
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# Whether or not to enable telemetry
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