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Add PostShader option to force 60fps for animated effects
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@ -52,6 +52,7 @@
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#include "GPU/GPUState.h"
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#include "GPU/GPUInterface.h"
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#include "GPU/Common/FramebufferCommon.h"
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#include "GPU/Common/PostShader.h"
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struct FrameBufferState {
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u32 topaddr;
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@ -627,8 +628,13 @@ void hleEnterVblank(u64 userdata, int cyclesLate) {
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// some work.
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// But, let's flip at least once every 10 vblanks, to update fps, etc.
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const bool noRecentFlip = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE && numVBlanksSinceFlip >= 10;
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// Also let's always flip for animated shaders
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const ShaderInfo *shaderInfo = GetPostShaderInfo(g_Config.sPostShaderName);
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bool postEffectRequiresFlip = false;
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if (shaderInfo)
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postEffectRequiresFlip = g_Config.sPostShaderName != "Off" && shaderInfo->requires60fps;
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const bool fbDirty = gpu->FramebufferDirty();
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if (fbDirty || noRecentFlip) {
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if (fbDirty || noRecentFlip || postEffectRequiresFlip) {
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if (g_Config.iShowFPSCounter && g_Config.iShowFPSCounter < 4) {
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CalculateFPS();
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}
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@ -636,7 +642,7 @@ void hleEnterVblank(u64 userdata, int cyclesLate) {
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// Setting CORE_NEXTFRAME causes a swap.
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// Check first though, might've just quit / been paused.
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const bool fbReallyDirty = gpu->FramebufferReallyDirty();
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if (fbReallyDirty || noRecentFlip) {
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if (fbReallyDirty || noRecentFlip || postEffectRequiresFlip) {
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if (coreState == CORE_RUNNING) {
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coreState = CORE_NEXTFRAME;
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gpu->CopyDisplayToOutput();
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@ -42,6 +42,7 @@ void LoadPostShaderInfo(std::vector<std::string> directories) {
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off.section = "Off";
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off.outputResolution = false;
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off.isUpscalingFilter = false;
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off.requires60fps = false;
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shaderInfo.push_back(off);
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for (size_t d = 0; d < directories.size(); d++) {
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@ -86,6 +87,7 @@ void LoadPostShaderInfo(std::vector<std::string> directories) {
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info.vertexShaderFile = path + "/" + temp;
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section.Get("OutputResolution", &info.outputResolution, false);
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section.Get("Upscaling", &info.isUpscalingFilter, false);
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section.Get("60fps", &info.requires60fps, false);
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// Let's ignore shaders we can't support. TODO: Not a very good check
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if (gl_extensions.IsGLES && !gl_extensions.GLES3) {
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@ -36,6 +36,8 @@ struct ShaderInfo {
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bool outputResolution;
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// Use x1 rendering res + nearest screen scaling filter
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bool isUpscalingFilter;
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// Force constant/max refresh for animated filters
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bool requires60fps;
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// TODO: Add support for all kinds of fun options like mapping the depth buffer,
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// SRGB texture reads, multiple shaders chained, etc.
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@ -9,6 +9,7 @@ Name=CRT Scanlines
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Author=KillaMaaki
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Fragment=crt.fsh
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Vertex=fxaa.vsh
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60fps=True
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[Natural]
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Name=Natural Colors
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Fragment=natural.fsh
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