forked from ShuriZma/suyu
Port #3353 from Citra
This commit is contained in:
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028d90eb79
commit
ba8ff096fd
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@ -78,20 +78,29 @@ void FrameLimiter::DoFrameLimiting(microseconds current_system_time_us) {
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// values increase the time needed to recover and limit framerate again after spikes.
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constexpr microseconds MAX_LAG_TIME_US = 25us;
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if (!Settings::values.toggle_framelimit) {
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if (!Settings::values.use_frame_limit) {
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return;
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}
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auto now = Clock::now();
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frame_limiting_delta_err += current_system_time_us - previous_system_time_us;
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const double sleep_scale = Settings::values.frame_limit / 100.0;
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// Max lag caused by slow frames. Shouldn't be more than the length of a frame at the current
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// speed percent or it will clamp too much and prevent this from properly limiting to that
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// percent. High values means it'll take longer after a slow frame to recover and start
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// limiting
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const microseconds max_lag_time_us = duration_cast<microseconds>(
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std::chrono::duration<double, std::chrono::microseconds::period>(25ms / sleep_scale));
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frame_limiting_delta_err += duration_cast<microseconds>(
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std::chrono::duration<double, std::chrono::microseconds::period>(
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(current_system_time_us - previous_system_time_us) / sleep_scale));
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frame_limiting_delta_err -= duration_cast<microseconds>(now - previous_walltime);
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frame_limiting_delta_err =
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std::clamp(frame_limiting_delta_err, -MAX_LAG_TIME_US, MAX_LAG_TIME_US);
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std::clamp(frame_limiting_delta_err, -max_lag_time_us, max_lag_time_us);
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if (frame_limiting_delta_err > microseconds::zero()) {
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std::this_thread::sleep_for(frame_limiting_delta_err);
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auto now_after_sleep = Clock::now();
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frame_limiting_delta_err -= duration_cast<microseconds>(now_after_sleep - now);
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now = now_after_sleep;
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@ -130,7 +130,8 @@ struct Values {
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// Renderer
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float resolution_factor;
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bool toggle_framelimit;
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bool use_frame_limit;
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u16 frame_limit;
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bool use_accurate_framebuffers;
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float bg_red;
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@ -161,8 +161,9 @@ TelemetrySession::TelemetrySession() {
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Settings::values.use_multi_core);
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AddField(Telemetry::FieldType::UserConfig, "Renderer_ResolutionFactor",
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Settings::values.resolution_factor);
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AddField(Telemetry::FieldType::UserConfig, "Renderer_ToggleFramelimit",
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Settings::values.toggle_framelimit);
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AddField(Telemetry::FieldType::UserConfig, "Renderer_UseFrameLimit",
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Settings::values.use_frame_limit);
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AddField(Telemetry::FieldType::UserConfig, "Renderer_FrameLimit", Settings::values.frame_limit);
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AddField(Telemetry::FieldType::UserConfig, "Renderer_UseAccurateFramebuffers",
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Settings::values.use_accurate_framebuffers);
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AddField(Telemetry::FieldType::UserConfig, "System_UseDockedMode",
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@ -20,7 +20,7 @@ void RendererBase::RefreshBaseSettings() {
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RefreshRasterizerSetting();
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UpdateCurrentFramebufferLayout();
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renderer_settings.use_framelimiter = Settings::values.toggle_framelimit;
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renderer_settings.use_framelimiter = Settings::values.use_frame_limit;
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}
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void RendererBase::RefreshRasterizerSetting() {
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@ -83,7 +83,8 @@ void Config::ReadValues() {
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qt_config->beginGroup("Renderer");
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Settings::values.resolution_factor = qt_config->value("resolution_factor", 1.0).toFloat();
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Settings::values.toggle_framelimit = qt_config->value("toggle_framelimit", true).toBool();
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Settings::values.use_frame_limit = qt_config->value("use_frame_limit", true).toBool();
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Settings::values.frame_limit = qt_config->value("frame_limit", 100).toInt();
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Settings::values.use_accurate_framebuffers =
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qt_config->value("use_accurate_framebuffers", false).toBool();
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@ -203,7 +204,8 @@ void Config::SaveValues() {
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qt_config->beginGroup("Renderer");
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qt_config->setValue("resolution_factor", (double)Settings::values.resolution_factor);
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qt_config->setValue("toggle_framelimit", Settings::values.toggle_framelimit);
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qt_config->setValue("use_frame_limit", Settings::values.use_frame_limit);
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qt_config->setValue("frame_limit", Settings::values.frame_limit);
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qt_config->setValue("use_accurate_framebuffers", Settings::values.use_accurate_framebuffers);
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// Cast to double because Qt's written float values are not human-readable
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@ -12,6 +12,10 @@ ConfigureGraphics::ConfigureGraphics(QWidget* parent)
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ui->setupUi(this);
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this->setConfiguration();
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ui->frame_limit->setEnabled(Settings::values.use_frame_limit);
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connect(ui->toggle_frame_limit, &QCheckBox::stateChanged, ui->frame_limit,
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&QSpinBox::setEnabled);
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}
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ConfigureGraphics::~ConfigureGraphics() = default;
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@ -58,13 +62,15 @@ Resolution FromResolutionFactor(float factor) {
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void ConfigureGraphics::setConfiguration() {
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ui->resolution_factor_combobox->setCurrentIndex(
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static_cast<int>(FromResolutionFactor(Settings::values.resolution_factor)));
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ui->toggle_framelimit->setChecked(Settings::values.toggle_framelimit);
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ui->toggle_frame_limit->setChecked(Settings::values.use_frame_limit);
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ui->frame_limit->setValue(Settings::values.frame_limit);
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ui->use_accurate_framebuffers->setChecked(Settings::values.use_accurate_framebuffers);
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}
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void ConfigureGraphics::applyConfiguration() {
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Settings::values.resolution_factor =
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ToResolutionFactor(static_cast<Resolution>(ui->resolution_factor_combobox->currentIndex()));
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Settings::values.toggle_framelimit = ui->toggle_framelimit->isChecked();
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Settings::values.use_frame_limit = ui->toggle_frame_limit->isChecked();
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Settings::values.frame_limit = ui->frame_limit->value();
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Settings::values.use_accurate_framebuffers = ui->use_accurate_framebuffers->isChecked();
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}
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@ -23,11 +23,31 @@
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</property>
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<layout class="QVBoxLayout" name="verticalLayout_2">
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<item>
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<widget class="QCheckBox" name="toggle_framelimit">
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<property name="text">
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<string>Limit framerate</string>
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</property>
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</widget>
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<layout class="QHBoxLayout" name="horizontalLayout_2">
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<item>
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<widget class="QCheckBox" name="toggle_frame_limit">
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<property name="text">
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<string>Limit Speed Percent</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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<widget class="QSpinBox" name="frame_limit">
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<property name="suffix">
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<string>%</string>
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</property>
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<property name="minimum">
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<number>1</number>
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</property>
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<property name="maximum">
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<number>9999</number>
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</property>
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<property name="value">
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<number>100</number>
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</property>
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</widget>
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</item>
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</layout>
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</item>
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<item>
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<widget class="QCheckBox" name="use_accurate_framebuffers">
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@ -226,6 +226,10 @@ void GMainWindow::InitializeHotkeys() {
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Qt::ApplicationShortcut);
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hotkey_registry.RegisterHotkey("Main Window", "Toggle Speed Limit", QKeySequence("CTRL+Z"),
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Qt::ApplicationShortcut);
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hotkey_registry.RegisterHotkey("Main Window", "Increase Speed Limit", QKeySequence("+"),
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Qt::ApplicationShortcut);
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hotkey_registry.RegisterHotkey("Main Window", "Decrease Speed Limit", QKeySequence("-"),
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Qt::ApplicationShortcut);
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hotkey_registry.LoadHotkeys();
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connect(hotkey_registry.GetHotkey("Main Window", "Load File", this), &QShortcut::activated,
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@ -255,9 +259,24 @@ void GMainWindow::InitializeHotkeys() {
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});
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connect(hotkey_registry.GetHotkey("Main Window", "Toggle Speed Limit", this),
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&QShortcut::activated, this, [&] {
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Settings::values.toggle_framelimit = !Settings::values.toggle_framelimit;
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Settings::values.use_frame_limit = !Settings::values.use_frame_limit;
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UpdateStatusBar();
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});
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constexpr u16 SPEED_LIMIT_STEP = 5;
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connect(hotkey_registry.GetHotkey("Main Window", "Increase Speed Limit", this),
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&QShortcut::activated, this, [&] {
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if (Settings::values.frame_limit < 9999 - SPEED_LIMIT_STEP) {
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Settings::values.frame_limit += SPEED_LIMIT_STEP;
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UpdateStatusBar();
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}
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});
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connect(hotkey_registry.GetHotkey("Main Window", "Decrease Speed Limit", this),
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&QShortcut::activated, this, [&] {
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if (Settings::values.frame_limit > SPEED_LIMIT_STEP) {
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Settings::values.frame_limit -= SPEED_LIMIT_STEP;
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UpdateStatusBar();
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}
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});
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}
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void GMainWindow::SetDefaultUIGeometry() {
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@ -910,7 +929,13 @@ void GMainWindow::UpdateStatusBar() {
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auto results = Core::System::GetInstance().GetAndResetPerfStats();
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emu_speed_label->setText(tr("Speed: %1%").arg(results.emulation_speed * 100.0, 0, 'f', 0));
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if (Settings::values.use_frame_limit) {
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emu_speed_label->setText(tr("Speed: %1% / %2%")
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.arg(results.emulation_speed * 100.0, 0, 'f', 0)
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.arg(Settings::values.frame_limit));
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} else {
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emu_speed_label->setText(tr("Speed: %1%").arg(results.emulation_speed * 100.0, 0, 'f', 0));
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}
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game_fps_label->setText(tr("Game: %1 FPS").arg(results.game_fps, 0, 'f', 0));
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emu_frametime_label->setText(tr("Frame: %1 ms").arg(results.frametime * 1000.0, 0, 'f', 2));
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@ -96,8 +96,9 @@ void Config::ReadValues() {
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// Renderer
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Settings::values.resolution_factor =
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(float)sdl2_config->GetReal("Renderer", "resolution_factor", 1.0);
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Settings::values.toggle_framelimit =
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sdl2_config->GetBoolean("Renderer", "toggle_framelimit", true);
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Settings::values.use_frame_limit = sdl2_config->GetBoolean("Renderer", "use_frame_limit", true);
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Settings::values.frame_limit =
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static_cast<u16>(sdl2_config->GetInteger("Renderer", "frame_limit", 100));
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Settings::values.use_accurate_framebuffers =
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sdl2_config->GetBoolean("Renderer", "use_accurate_framebuffers", false);
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@ -102,6 +102,14 @@ resolution_factor =
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# 0 (default): Off, 1: On
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use_vsync =
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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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# Limits the speed of the game to run no faster than this value as a percentage of target speed
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# 1 - 9999: Speed limit as a percentage of target game speed. 100 (default)
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frame_limit =
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# Whether to use accurate framebuffers
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# 0 (default): Off (fast), 1 : On (slow)
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use_accurate_framebuffers =
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@ -132,10 +140,6 @@ custom_bottom_top =
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custom_bottom_right =
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custom_bottom_bottom =
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# Whether to toggle frame limiter on or off.
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# 0: Off, 1 (default): On
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toggle_framelimit =
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# Swaps the prominent screen with the other screen.
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# For example, if Single Screen is chosen, setting this to 1 will display the bottom screen instead of the top screen.
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# 0 (default): Top Screen is prominent, 1: Bottom Screen is prominent
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