mirror of
https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-13 13:35:14 +01:00
Reintroduce a vsync option for people with really bad drivers
This commit is contained in:
parent
65613cce81
commit
36c5058d66
@ -123,6 +123,8 @@ void Config::ReadValues() {
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Settings::values.use_frame_limit = sdl2_config->GetBoolean("Renderer", "use_frame_limit", 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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Settings::values.frame_limit =
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static_cast<u16>(sdl2_config->GetInteger("Renderer", "frame_limit", 100));
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static_cast<u16>(sdl2_config->GetInteger("Renderer", "frame_limit", 100));
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Settings::values.use_vsync_new =
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static_cast<u16>(sdl2_config->GetInteger("Renderer", "use_vsync_new", 1));
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Settings::values.render_3d = static_cast<Settings::StereoRenderOption>(
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Settings::values.render_3d = static_cast<Settings::StereoRenderOption>(
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sdl2_config->GetInteger("Renderer", "render_3d", 0));
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sdl2_config->GetInteger("Renderer", "render_3d", 0));
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@ -112,6 +112,11 @@ shaders_accurate_mul =
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# 0: Interpreter (slow), 1 (default): JIT (fast)
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# 0: Interpreter (slow), 1 (default): JIT (fast)
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use_shader_jit =
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use_shader_jit =
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# Forces VSync on the display thread. Usually doesn't impact performance, but on some drivers it can
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# so only turn this off if you notice a speed difference.
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# 0: Off, 1 (default): On
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use_vsync_new =
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# Resolution scale factor
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# Resolution scale factor
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# 0: Auto (scales resolution to window size), 1: Native 3DS screen resolution, Otherwise a scale
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# 0: Auto (scales resolution to window size), 1: Native 3DS screen resolution, Otherwise a scale
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# factor for the 3DS resolution
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# factor for the 3DS resolution
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@ -96,11 +96,22 @@ void EmuThread::run() {
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OpenGLWindow::OpenGLWindow(QWindow* parent, QWidget* event_handler, QOpenGLContext* shared_context)
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OpenGLWindow::OpenGLWindow(QWindow* parent, QWidget* event_handler, QOpenGLContext* shared_context)
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: QWindow(parent), event_handler(event_handler),
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: QWindow(parent), event_handler(event_handler),
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context(new QOpenGLContext(shared_context->parent())) {
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context(new QOpenGLContext(shared_context->parent())) {
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// disable vsync for any shared contexts
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auto format = shared_context->format();
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format.setSwapInterval(Settings::values.use_vsync_new ? 1 : 0);
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this->setFormat(format);
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context->setShareContext(shared_context);
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context->setShareContext(shared_context);
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context->setScreen(this->screen());
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context->setScreen(this->screen());
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context->setFormat(shared_context->format());
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context->setFormat(format);
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context->create();
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context->create();
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LOG_WARNING(Frontend, "OpenGLWindow context format Interval {}",
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context->format().swapInterval());
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LOG_WARNING(Frontend, "OpenGLWindow surface format interval {}", this->format().swapInterval());
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setSurfaceType(QWindow::OpenGLSurface);
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setSurfaceType(QWindow::OpenGLSurface);
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// TODO: One of these flags might be interesting: WA_OpaquePaintEvent, WA_NoBackground,
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// TODO: One of these flags might be interesting: WA_OpaquePaintEvent, WA_NoBackground,
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@ -409,10 +420,16 @@ std::unique_ptr<Frontend::GraphicsContext> GRenderWindow::CreateSharedContext()
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GLContext::GLContext(QOpenGLContext* shared_context)
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GLContext::GLContext(QOpenGLContext* shared_context)
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: context(new QOpenGLContext(shared_context->parent())),
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: context(new QOpenGLContext(shared_context->parent())),
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surface(new QOffscreenSurface(nullptr)) {
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surface(new QOffscreenSurface(nullptr)) {
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// disable vsync for any shared contexts
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auto format = shared_context->format();
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format.setSwapInterval(0);
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context->setShareContext(shared_context);
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context->setShareContext(shared_context);
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context->setFormat(format);
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context->create();
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context->create();
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surface->setParent(shared_context->parent());
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surface->setParent(shared_context->parent());
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surface->setFormat(shared_context->format());
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surface->setFormat(format);
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surface->create();
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surface->create();
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}
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}
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@ -428,6 +428,7 @@ void Config::ReadRendererValues() {
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Settings::values.shaders_accurate_mul =
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Settings::values.shaders_accurate_mul =
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ReadSetting(QStringLiteral("shaders_accurate_mul"), false).toBool();
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ReadSetting(QStringLiteral("shaders_accurate_mul"), false).toBool();
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Settings::values.use_shader_jit = ReadSetting(QStringLiteral("use_shader_jit"), true).toBool();
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Settings::values.use_shader_jit = ReadSetting(QStringLiteral("use_shader_jit"), true).toBool();
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Settings::values.use_vsync_new = ReadSetting(QStringLiteral("use_vsync_new"), true).toBool();
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Settings::values.resolution_factor =
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Settings::values.resolution_factor =
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static_cast<u16>(ReadSetting(QStringLiteral("resolution_factor"), 1).toInt());
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static_cast<u16>(ReadSetting(QStringLiteral("resolution_factor"), 1).toInt());
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Settings::values.use_frame_limit =
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Settings::values.use_frame_limit =
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@ -855,6 +856,7 @@ void Config::SaveRendererValues() {
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WriteSetting(QStringLiteral("shaders_accurate_mul"), Settings::values.shaders_accurate_mul,
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WriteSetting(QStringLiteral("shaders_accurate_mul"), Settings::values.shaders_accurate_mul,
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false);
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false);
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WriteSetting(QStringLiteral("use_shader_jit"), Settings::values.use_shader_jit, true);
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WriteSetting(QStringLiteral("use_shader_jit"), Settings::values.use_shader_jit, true);
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WriteSetting(QStringLiteral("use_vsync_new"), Settings::values.use_vsync_new, true);
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WriteSetting(QStringLiteral("resolution_factor"), Settings::values.resolution_factor, 1);
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WriteSetting(QStringLiteral("resolution_factor"), Settings::values.resolution_factor, 1);
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WriteSetting(QStringLiteral("use_frame_limit"), Settings::values.use_frame_limit, true);
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WriteSetting(QStringLiteral("use_frame_limit"), Settings::values.use_frame_limit, true);
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WriteSetting(QStringLiteral("frame_limit"), Settings::values.frame_limit, 100);
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WriteSetting(QStringLiteral("frame_limit"), Settings::values.frame_limit, 100);
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@ -18,6 +18,8 @@ ConfigureGraphics::ConfigureGraphics(QWidget* parent)
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SetConfiguration();
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SetConfiguration();
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ui->hw_renderer_group->setEnabled(ui->toggle_hw_renderer->isChecked());
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ui->hw_renderer_group->setEnabled(ui->toggle_hw_renderer->isChecked());
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ui->toggle_vsync_new->setEnabled(!Core::System::GetInstance().IsPoweredOn());
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connect(ui->toggle_hw_renderer, &QCheckBox::toggled, this, [this] {
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connect(ui->toggle_hw_renderer, &QCheckBox::toggled, this, [this] {
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auto checked = ui->toggle_hw_renderer->isChecked();
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auto checked = ui->toggle_hw_renderer->isChecked();
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ui->hw_renderer_group->setEnabled(checked);
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ui->hw_renderer_group->setEnabled(checked);
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@ -46,6 +48,7 @@ void ConfigureGraphics::SetConfiguration() {
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ui->toggle_hw_shader->setChecked(Settings::values.use_hw_shader);
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ui->toggle_hw_shader->setChecked(Settings::values.use_hw_shader);
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ui->toggle_accurate_mul->setChecked(Settings::values.shaders_accurate_mul);
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ui->toggle_accurate_mul->setChecked(Settings::values.shaders_accurate_mul);
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ui->toggle_shader_jit->setChecked(Settings::values.use_shader_jit);
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ui->toggle_shader_jit->setChecked(Settings::values.use_shader_jit);
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ui->toggle_vsync_new->setChecked(Settings::values.use_vsync_new);
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}
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}
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void ConfigureGraphics::ApplyConfiguration() {
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void ConfigureGraphics::ApplyConfiguration() {
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@ -53,6 +56,7 @@ void ConfigureGraphics::ApplyConfiguration() {
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Settings::values.use_hw_shader = ui->toggle_hw_shader->isChecked();
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Settings::values.use_hw_shader = ui->toggle_hw_shader->isChecked();
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Settings::values.shaders_accurate_mul = ui->toggle_accurate_mul->isChecked();
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Settings::values.shaders_accurate_mul = ui->toggle_accurate_mul->isChecked();
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Settings::values.use_shader_jit = ui->toggle_shader_jit->isChecked();
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Settings::values.use_shader_jit = ui->toggle_shader_jit->isChecked();
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Settings::values.use_vsync_new = ui->toggle_vsync_new->isChecked();
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}
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}
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void ConfigureGraphics::RetranslateUI() {
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void ConfigureGraphics::RetranslateUI() {
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@ -105,6 +105,25 @@
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</layout>
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</layout>
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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="QGroupBox" name="groupBox">
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<property name="title">
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<string>Advanced</string>
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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_vsync_new">
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<property name="toolTip">
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<string>VSync prevents the screen from tearing, but some graphics cards have lower performance with VSync enabled. Keep it enabled if you don't notice a performance difference.</string>
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</property>
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<property name="text">
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<string>Enable VSync</string>
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</property>
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</widget>
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</item>
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</layout>
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</widget>
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</item>
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<item>
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<item>
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<spacer name="verticalSpacer">
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<spacer name="verticalSpacer">
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<property name="orientation">
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<property name="orientation">
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@ -2075,7 +2075,7 @@ int main(int argc, char* argv[]) {
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QSurfaceFormat format;
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QSurfaceFormat format;
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format.setVersion(3, 3);
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format.setVersion(3, 3);
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format.setProfile(QSurfaceFormat::CoreProfile);
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format.setProfile(QSurfaceFormat::CoreProfile);
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format.setSwapInterval(1);
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format.setSwapInterval(0);
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// TODO: expose a setting for buffer value (ie default/single/double/triple)
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// TODO: expose a setting for buffer value (ie default/single/double/triple)
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format.setSwapBehavior(QSurfaceFormat::DefaultSwapBehavior);
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format.setSwapBehavior(QSurfaceFormat::DefaultSwapBehavior);
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QSurfaceFormat::setDefaultFormat(format);
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QSurfaceFormat::setDefaultFormat(format);
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@ -173,6 +173,8 @@ struct Values {
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bool custom_textures;
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bool custom_textures;
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bool preload_textures;
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bool preload_textures;
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bool use_vsync_new;
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// Audio
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// Audio
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bool enable_dsp_lle;
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bool enable_dsp_lle;
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bool enable_dsp_lle_multithread;
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bool enable_dsp_lle_multithread;
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