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settings: Disable FPS unlimit setting between title launches
Some titles crash if the FPS limit is disabled when launching. This change ensures that titles launch with the limit in-place to avoid issues. In order to simplify the change, the UI toggle was removed as it will always be overridden at launch to be disabled. The setting can still be toggled during gameplay with the hotkey, and indicated by the fps label in the status bar.
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5edc96f4a4
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58219d1f36
@ -327,7 +327,7 @@ struct Values {
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Setting<bool> use_nvdec_emulation{true, "use_nvdec_emulation"};
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Setting<bool> accelerate_astc{true, "accelerate_astc"};
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Setting<bool> use_vsync{true, "use_vsync"};
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Setting<bool> disable_fps_limit{false, "disable_fps_limit"};
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BasicSetting<bool> disable_fps_limit{false, "disable_fps_limit"};
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Setting<bool> use_assembly_shaders{false, "use_assembly_shaders"};
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Setting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"};
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Setting<bool> use_fast_gpu_time{true, "use_fast_gpu_time"};
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@ -833,7 +833,6 @@ void Config::ReadRendererValues() {
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ReadGlobalSetting(Settings::values.use_nvdec_emulation);
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ReadGlobalSetting(Settings::values.accelerate_astc);
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ReadGlobalSetting(Settings::values.use_vsync);
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ReadGlobalSetting(Settings::values.disable_fps_limit);
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ReadGlobalSetting(Settings::values.use_assembly_shaders);
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ReadGlobalSetting(Settings::values.use_asynchronous_shaders);
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ReadGlobalSetting(Settings::values.use_fast_gpu_time);
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@ -1358,7 +1357,6 @@ void Config::SaveRendererValues() {
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WriteGlobalSetting(Settings::values.use_nvdec_emulation);
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WriteGlobalSetting(Settings::values.accelerate_astc);
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WriteGlobalSetting(Settings::values.use_vsync);
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WriteGlobalSetting(Settings::values.disable_fps_limit);
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WriteGlobalSetting(Settings::values.use_assembly_shaders);
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WriteGlobalSetting(Settings::values.use_asynchronous_shaders);
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WriteGlobalSetting(Settings::values.use_fast_gpu_time);
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@ -28,7 +28,6 @@ void ConfigureGraphicsAdvanced::SetConfiguration() {
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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->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_asynchronous_shaders->setChecked(Settings::values.use_asynchronous_shaders.GetValue());
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ui->use_caches_gc->setChecked(Settings::values.use_caches_gc.GetValue());
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@ -59,8 +58,6 @@ void ConfigureGraphicsAdvanced::ApplyConfiguration() {
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy,
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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.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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ui->use_assembly_shaders, use_assembly_shaders);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders,
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@ -103,7 +100,6 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
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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->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_asynchronous_shaders->setEnabled(
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Settings::values.use_asynchronous_shaders.UsingGlobal());
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@ -116,8 +112,6 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
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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->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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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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@ -35,7 +35,6 @@ private:
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std::unique_ptr<Ui::ConfigureGraphicsAdvanced> ui;
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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_asynchronous_shaders;
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ConfigurationShared::CheckState use_fast_gpu_time;
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@ -76,24 +76,6 @@
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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="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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<widget class="QCheckBox" name="use_assembly_shaders">
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<property name="toolTip">
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@ -1355,6 +1355,9 @@ void GMainWindow::BootGame(const QString& filename, std::size_t program_index, S
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ConfigureVibration::SetAllVibrationDevices();
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// Disable fps limit toggle when booting a new title
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Settings::values.disable_fps_limit.SetValue(false);
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// Save configurations
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UpdateUISettings();
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game_list->SaveInterfaceLayout();
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@ -2913,7 +2916,12 @@ void GMainWindow::UpdateStatusBar() {
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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.average_game_fps, 0, 'f', 0));
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if (Settings::values.disable_fps_limit) {
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game_fps_label->setText(
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tr("Game: %1 FPS (Limit off)").arg(results.average_game_fps, 0, 'f', 0));
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} else {
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game_fps_label->setText(tr("Game: %1 FPS").arg(results.average_game_fps, 0, 'f', 0));
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}
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emu_frametime_label->setText(tr("Frame: %1 ms").arg(results.frametime * 1000.0, 0, 'f', 2));
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emu_speed_label->setVisible(!Settings::values.use_multi_core.GetValue());
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