mirror of
https://github.com/yuzu-mirror/yuzu.git
synced 2024-11-16 18:49:59 +00:00
Merge pull request #6696 from ameerj/speed-limit-rename
general: Rename "Frame Limit" references to "Speed Limit"
This commit is contained in:
commit
d6c799494c
18 changed files with 80 additions and 88 deletions
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@ -48,8 +48,8 @@ void LogSettings() {
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log_setting("Core_UseMultiCore", values.use_multi_core.GetValue());
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log_setting("CPU_Accuracy", values.cpu_accuracy.GetValue());
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log_setting("Renderer_UseResolutionFactor", values.resolution_factor.GetValue());
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log_setting("Renderer_UseFrameLimit", values.use_frame_limit.GetValue());
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log_setting("Renderer_FrameLimit", values.frame_limit.GetValue());
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log_setting("Renderer_UseSpeedLimit", values.use_speed_limit.GetValue());
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log_setting("Renderer_SpeedLimit", values.speed_limit.GetValue());
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log_setting("Renderer_UseDiskShaderCache", values.use_disk_shader_cache.GetValue());
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log_setting("Renderer_GPUAccuracyLevel", values.gpu_accuracy.GetValue());
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log_setting("Renderer_UseAsynchronousGpuEmulation",
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@ -132,8 +132,8 @@ void RestoreGlobalState(bool is_powered_on) {
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values.vulkan_device.SetGlobal(true);
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values.aspect_ratio.SetGlobal(true);
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values.max_anisotropy.SetGlobal(true);
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values.use_frame_limit.SetGlobal(true);
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values.frame_limit.SetGlobal(true);
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values.use_speed_limit.SetGlobal(true);
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values.speed_limit.SetGlobal(true);
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values.use_disk_shader_cache.SetGlobal(true);
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values.gpu_accuracy.SetGlobal(true);
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values.use_asynchronous_gpu_emulation.SetGlobal(true);
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@ -331,8 +331,8 @@ struct Values {
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"fullscreen_mode"};
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Setting<int> aspect_ratio{0, "aspect_ratio"};
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Setting<int> max_anisotropy{0, "max_anisotropy"};
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Setting<bool> use_frame_limit{true, "use_frame_limit"};
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Setting<u16> frame_limit{100, "frame_limit"};
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Setting<bool> use_speed_limit{true, "use_speed_limit"};
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Setting<u16> speed_limit{100, "speed_limit"};
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Setting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"};
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Setting<GPUAccuracy> gpu_accuracy{GPUAccuracy::High, "gpu_accuracy"};
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Setting<bool> use_asynchronous_gpu_emulation{true, "use_asynchronous_gpu_emulation"};
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@ -411,7 +411,7 @@ struct System::Impl {
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std::string status_details = "";
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std::unique_ptr<Core::PerfStats> perf_stats;
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Core::FrameLimiter frame_limiter;
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Core::SpeedLimiter speed_limiter;
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bool is_multicore{};
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bool is_async_gpu{};
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@ -606,12 +606,12 @@ const Core::PerfStats& System::GetPerfStats() const {
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return *impl->perf_stats;
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}
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Core::FrameLimiter& System::FrameLimiter() {
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return impl->frame_limiter;
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Core::SpeedLimiter& System::SpeedLimiter() {
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return impl->speed_limiter;
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}
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const Core::FrameLimiter& System::FrameLimiter() const {
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return impl->frame_limiter;
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const Core::SpeedLimiter& System::SpeedLimiter() const {
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return impl->speed_limiter;
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}
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Loader::ResultStatus System::GetGameName(std::string& out) const {
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@ -94,7 +94,7 @@ class ARM_Interface;
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class CpuManager;
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class DeviceMemory;
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class ExclusiveMonitor;
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class FrameLimiter;
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class SpeedLimiter;
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class PerfStats;
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class Reporter;
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class TelemetrySession;
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@ -292,11 +292,11 @@ public:
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/// Provides a constant reference to the internal PerfStats instance.
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[[nodiscard]] const Core::PerfStats& GetPerfStats() const;
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/// Provides a reference to the frame limiter;
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[[nodiscard]] Core::FrameLimiter& FrameLimiter();
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/// Provides a reference to the speed limiter;
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[[nodiscard]] Core::SpeedLimiter& SpeedLimiter();
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/// Provides a constant referent to the frame limiter
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[[nodiscard]] const Core::FrameLimiter& FrameLimiter() const;
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/// Provides a constant reference to the speed limiter
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[[nodiscard]] const Core::SpeedLimiter& SpeedLimiter() const;
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/// Gets the name of the current game
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[[nodiscard]] Loader::ResultStatus GetGameName(std::string& out) const;
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@ -54,7 +54,7 @@ void nvdisp_disp0::flip(u32 buffer_handle, u32 offset, u32 format, u32 width, u3
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system.GetPerfStats().EndSystemFrame();
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system.GPU().SwapBuffers(&framebuffer);
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system.FrameLimiter().DoFrameLimiting(system.CoreTiming().GetGlobalTimeUs());
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system.SpeedLimiter().DoSpeedLimiting(system.CoreTiming().GetGlobalTimeUs());
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system.GetPerfStats().BeginSystemFrame();
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}
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@ -127,15 +127,15 @@ double PerfStats::GetLastFrameTimeScale() const {
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return duration_cast<DoubleSecs>(previous_frame_length).count() / FRAME_LENGTH;
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}
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void FrameLimiter::DoFrameLimiting(microseconds current_system_time_us) {
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if (!Settings::values.use_frame_limit.GetValue() ||
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void SpeedLimiter::DoSpeedLimiting(microseconds current_system_time_us) {
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if (!Settings::values.use_speed_limit.GetValue() ||
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Settings::values.use_multi_core.GetValue()) {
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return;
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}
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auto now = Clock::now();
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const double sleep_scale = Settings::values.frame_limit.GetValue() / 100.0;
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const double sleep_scale = Settings::values.speed_limit.GetValue() / 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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@ -143,17 +143,17 @@ void FrameLimiter::DoFrameLimiting(microseconds current_system_time_us) {
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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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speed_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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speed_limiting_delta_err -= duration_cast<microseconds>(now - previous_walltime);
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speed_limiting_delta_err =
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std::clamp(speed_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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if (speed_limiting_delta_err > microseconds::zero()) {
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std::this_thread::sleep_for(speed_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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speed_limiting_delta_err -= duration_cast<microseconds>(now_after_sleep - now);
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now = now_after_sleep;
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}
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@ -85,11 +85,11 @@ private:
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double previous_fps = 0;
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};
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class FrameLimiter {
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class SpeedLimiter {
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public:
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using Clock = std::chrono::high_resolution_clock;
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void DoFrameLimiting(std::chrono::microseconds current_system_time_us);
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void DoSpeedLimiting(std::chrono::microseconds current_system_time_us);
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private:
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/// Emulated system time (in microseconds) at the last limiter invocation
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@ -98,7 +98,7 @@ private:
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Clock::time_point previous_walltime = Clock::now();
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/// Accumulated difference between walltime and emulated time
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std::chrono::microseconds frame_limiting_delta_err{0};
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std::chrono::microseconds speed_limiting_delta_err{0};
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};
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} // namespace Core
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@ -221,8 +221,8 @@ void TelemetrySession::AddInitialInfo(Loader::AppLoader& app_loader,
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TranslateRenderer(Settings::values.renderer_backend.GetValue()));
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AddField(field_type, "Renderer_ResolutionFactor",
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Settings::values.resolution_factor.GetValue());
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AddField(field_type, "Renderer_UseFrameLimit", Settings::values.use_frame_limit.GetValue());
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AddField(field_type, "Renderer_FrameLimit", Settings::values.frame_limit.GetValue());
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AddField(field_type, "Renderer_UseSpeedLimit", Settings::values.use_speed_limit.GetValue());
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AddField(field_type, "Renderer_SpeedLimit", Settings::values.speed_limit.GetValue());
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AddField(field_type, "Renderer_UseDiskShaderCache",
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Settings::values.use_disk_shader_cache.GetValue());
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AddField(field_type, "Renderer_GPUAccuracyLevel",
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@ -19,9 +19,6 @@ RendererBase::~RendererBase() = default;
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void RendererBase::RefreshBaseSettings() {
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UpdateCurrentFramebufferLayout();
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renderer_settings.use_framelimiter = Settings::values.use_frame_limit.GetValue();
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renderer_settings.set_background_color = true;
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}
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void RendererBase::UpdateCurrentFramebufferLayout() {
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@ -21,9 +21,6 @@ class GraphicsContext;
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namespace VideoCore {
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struct RendererSettings {
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std::atomic_bool use_framelimiter{false};
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std::atomic_bool set_background_color{false};
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// Screenshot
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std::atomic<bool> screenshot_requested{false};
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void* screenshot_bits{};
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@ -328,12 +328,10 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
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}
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void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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if (renderer_settings.set_background_color) {
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// Update background color before drawing
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glClearColor(Settings::values.bg_red.GetValue() / 255.0f,
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Settings::values.bg_green.GetValue() / 255.0f,
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Settings::values.bg_blue.GetValue() / 255.0f, 1.0f);
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}
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// Update background color before drawing
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glClearColor(Settings::values.bg_red.GetValue() / 255.0f,
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Settings::values.bg_green.GetValue() / 255.0f,
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Settings::values.bg_blue.GetValue() / 255.0f, 1.0f);
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// Set projection matrix
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const std::array ortho_matrix =
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@ -806,8 +806,8 @@ void Config::ReadRendererValues() {
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ReadGlobalSetting(Settings::values.fullscreen_mode);
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ReadGlobalSetting(Settings::values.aspect_ratio);
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ReadGlobalSetting(Settings::values.max_anisotropy);
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ReadGlobalSetting(Settings::values.use_frame_limit);
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ReadGlobalSetting(Settings::values.frame_limit);
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ReadGlobalSetting(Settings::values.use_speed_limit);
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ReadGlobalSetting(Settings::values.speed_limit);
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ReadGlobalSetting(Settings::values.use_disk_shader_cache);
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ReadGlobalSetting(Settings::values.gpu_accuracy);
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ReadGlobalSetting(Settings::values.use_asynchronous_gpu_emulation);
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@ -1335,8 +1335,8 @@ void Config::SaveRendererValues() {
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WriteGlobalSetting(Settings::values.fullscreen_mode);
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WriteGlobalSetting(Settings::values.aspect_ratio);
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WriteGlobalSetting(Settings::values.max_anisotropy);
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WriteGlobalSetting(Settings::values.use_frame_limit);
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WriteGlobalSetting(Settings::values.frame_limit);
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WriteGlobalSetting(Settings::values.use_speed_limit);
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WriteGlobalSetting(Settings::values.speed_limit);
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WriteGlobalSetting(Settings::values.use_disk_shader_cache);
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WriteSetting(QString::fromStdString(Settings::values.gpu_accuracy.GetLabel()),
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static_cast<u32>(Settings::values.gpu_accuracy.GetValue(global)),
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@ -24,8 +24,8 @@ ConfigureGeneral::ConfigureGeneral(QWidget* parent)
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SetConfiguration();
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if (Settings::IsConfiguringGlobal()) {
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connect(ui->toggle_frame_limit, &QCheckBox::clicked, ui->frame_limit,
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[this]() { ui->frame_limit->setEnabled(ui->toggle_frame_limit->isChecked()); });
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connect(ui->toggle_speed_limit, &QCheckBox::clicked, ui->speed_limit,
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[this]() { ui->speed_limit->setEnabled(ui->toggle_speed_limit->isChecked()); });
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}
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connect(ui->button_reset_defaults, &QPushButton::clicked, this,
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@ -45,18 +45,18 @@ void ConfigureGeneral::SetConfiguration() {
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ui->toggle_background_pause->setChecked(UISettings::values.pause_when_in_background.GetValue());
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ui->toggle_hide_mouse->setChecked(UISettings::values.hide_mouse.GetValue());
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ui->toggle_frame_limit->setChecked(Settings::values.use_frame_limit.GetValue());
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ui->frame_limit->setValue(Settings::values.frame_limit.GetValue());
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ui->toggle_speed_limit->setChecked(Settings::values.use_speed_limit.GetValue());
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ui->speed_limit->setValue(Settings::values.speed_limit.GetValue());
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ui->fps_cap->setValue(Settings::values.fps_cap.GetValue());
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ui->button_reset_defaults->setEnabled(runtime_lock);
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if (Settings::IsConfiguringGlobal()) {
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ui->frame_limit->setEnabled(Settings::values.use_frame_limit.GetValue());
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ui->speed_limit->setEnabled(Settings::values.use_speed_limit.GetValue());
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} else {
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ui->frame_limit->setEnabled(Settings::values.use_frame_limit.GetValue() &&
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use_frame_limit != ConfigurationShared::CheckState::Global);
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ui->speed_limit->setEnabled(Settings::values.use_speed_limit.GetValue() &&
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use_speed_limit != ConfigurationShared::CheckState::Global);
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}
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}
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@ -92,19 +92,19 @@ void ConfigureGeneral::ApplyConfiguration() {
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Settings::values.fps_cap.SetValue(ui->fps_cap->value());
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// Guard if during game and set to game-specific value
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if (Settings::values.use_frame_limit.UsingGlobal()) {
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Settings::values.use_frame_limit.SetValue(ui->toggle_frame_limit->checkState() ==
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if (Settings::values.use_speed_limit.UsingGlobal()) {
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Settings::values.use_speed_limit.SetValue(ui->toggle_speed_limit->checkState() ==
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Qt::Checked);
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Settings::values.frame_limit.SetValue(ui->frame_limit->value());
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Settings::values.speed_limit.SetValue(ui->speed_limit->value());
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}
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} else {
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bool global_frame_limit = use_frame_limit == ConfigurationShared::CheckState::Global;
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Settings::values.use_frame_limit.SetGlobal(global_frame_limit);
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Settings::values.frame_limit.SetGlobal(global_frame_limit);
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if (!global_frame_limit) {
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Settings::values.use_frame_limit.SetValue(ui->toggle_frame_limit->checkState() ==
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bool global_speed_limit = use_speed_limit == ConfigurationShared::CheckState::Global;
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Settings::values.use_speed_limit.SetGlobal(global_speed_limit);
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Settings::values.speed_limit.SetGlobal(global_speed_limit);
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if (!global_speed_limit) {
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Settings::values.use_speed_limit.SetValue(ui->toggle_speed_limit->checkState() ==
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Qt::Checked);
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Settings::values.frame_limit.SetValue(ui->frame_limit->value());
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Settings::values.speed_limit.SetValue(ui->speed_limit->value());
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}
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}
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}
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@ -126,8 +126,8 @@ void ConfigureGeneral::SetupPerGameUI() {
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// Disables each setting if:
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// - A game is running (thus settings in use), and
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// - A non-global setting is applied.
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ui->toggle_frame_limit->setEnabled(Settings::values.use_frame_limit.UsingGlobal());
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ui->frame_limit->setEnabled(Settings::values.frame_limit.UsingGlobal());
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ui->toggle_speed_limit->setEnabled(Settings::values.use_speed_limit.UsingGlobal());
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ui->speed_limit->setEnabled(Settings::values.speed_limit.UsingGlobal());
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return;
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}
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@ -139,13 +139,13 @@ void ConfigureGeneral::SetupPerGameUI() {
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ui->button_reset_defaults->setVisible(false);
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ConfigurationShared::SetColoredTristate(ui->toggle_frame_limit,
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Settings::values.use_frame_limit, use_frame_limit);
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ConfigurationShared::SetColoredTristate(ui->toggle_speed_limit,
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Settings::values.use_speed_limit, use_speed_limit);
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ConfigurationShared::SetColoredTristate(ui->use_multi_core, Settings::values.use_multi_core,
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use_multi_core);
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connect(ui->toggle_frame_limit, &QCheckBox::clicked, ui->frame_limit, [this]() {
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ui->frame_limit->setEnabled(ui->toggle_frame_limit->isChecked() &&
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(use_frame_limit != ConfigurationShared::CheckState::Global));
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connect(ui->toggle_speed_limit, &QCheckBox::clicked, ui->speed_limit, [this]() {
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ui->speed_limit->setEnabled(ui->toggle_speed_limit->isChecked() &&
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(use_speed_limit != ConfigurationShared::CheckState::Global));
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});
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}
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@ -43,6 +43,6 @@ private:
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std::unique_ptr<Ui::ConfigureGeneral> ui;
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ConfigurationShared::CheckState use_frame_limit;
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ConfigurationShared::CheckState use_speed_limit;
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ConfigurationShared::CheckState use_multi_core;
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};
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@ -27,14 +27,14 @@
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<item>
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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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<widget class="QCheckBox" name="toggle_speed_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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<widget class="QSpinBox" name="speed_limit">
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<property name="suffix">
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<string>%</string>
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</property>
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@ -972,23 +972,23 @@ void GMainWindow::InitializeHotkeys() {
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});
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connect(hotkey_registry.GetHotkey(main_window, QStringLiteral("Toggle Speed Limit"), this),
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&QShortcut::activated, this, [&] {
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Settings::values.use_frame_limit.SetValue(
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!Settings::values.use_frame_limit.GetValue());
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Settings::values.use_speed_limit.SetValue(
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!Settings::values.use_speed_limit.GetValue());
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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, QStringLiteral("Increase Speed Limit"), this),
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&QShortcut::activated, this, [&] {
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if (Settings::values.frame_limit.GetValue() < 9999 - SPEED_LIMIT_STEP) {
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Settings::values.frame_limit.SetValue(SPEED_LIMIT_STEP +
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Settings::values.frame_limit.GetValue());
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if (Settings::values.speed_limit.GetValue() < 9999 - SPEED_LIMIT_STEP) {
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Settings::values.speed_limit.SetValue(SPEED_LIMIT_STEP +
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Settings::values.speed_limit.GetValue());
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UpdateStatusBar();
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}
|
||||
});
|
||||
connect(hotkey_registry.GetHotkey(main_window, QStringLiteral("Decrease Speed Limit"), this),
|
||||
&QShortcut::activated, this, [&] {
|
||||
if (Settings::values.frame_limit.GetValue() > SPEED_LIMIT_STEP) {
|
||||
Settings::values.frame_limit.SetValue(Settings::values.frame_limit.GetValue() -
|
||||
if (Settings::values.speed_limit.GetValue() > SPEED_LIMIT_STEP) {
|
||||
Settings::values.speed_limit.SetValue(Settings::values.speed_limit.GetValue() -
|
||||
SPEED_LIMIT_STEP);
|
||||
UpdateStatusBar();
|
||||
}
|
||||
|
@ -2910,10 +2910,10 @@ void GMainWindow::UpdateStatusBar() {
|
|||
shader_building_label->setVisible(false);
|
||||
}
|
||||
|
||||
if (Settings::values.use_frame_limit.GetValue()) {
|
||||
if (Settings::values.use_speed_limit.GetValue()) {
|
||||
emu_speed_label->setText(tr("Speed: %1% / %2%")
|
||||
.arg(results.emulation_speed * 100.0, 0, 'f', 0)
|
||||
.arg(Settings::values.frame_limit.GetValue()));
|
||||
.arg(Settings::values.speed_limit.GetValue()));
|
||||
} else {
|
||||
emu_speed_label->setText(tr("Speed: %1%").arg(results.emulation_speed * 100.0, 0, 'f', 0));
|
||||
}
|
||||
|
|
|
@ -451,8 +451,8 @@ void Config::ReadValues() {
|
|||
ReadSetting("Renderer", Settings::values.fullscreen_mode);
|
||||
ReadSetting("Renderer", Settings::values.aspect_ratio);
|
||||
ReadSetting("Renderer", Settings::values.max_anisotropy);
|
||||
ReadSetting("Renderer", Settings::values.use_frame_limit);
|
||||
ReadSetting("Renderer", Settings::values.frame_limit);
|
||||
ReadSetting("Renderer", Settings::values.use_speed_limit);
|
||||
ReadSetting("Renderer", Settings::values.speed_limit);
|
||||
ReadSetting("Renderer", Settings::values.use_disk_shader_cache);
|
||||
ReadSetting("Renderer", Settings::values.gpu_accuracy);
|
||||
ReadSetting("Renderer", Settings::values.use_asynchronous_gpu_emulation);
|
||||
|
|
|
@ -265,13 +265,13 @@ use_nvdec_emulation =
|
|||
# 0: Off, 1 (default): On
|
||||
accelerate_astc =
|
||||
|
||||
# Turns on the frame limiter, which will limit frames output to the target game speed
|
||||
# Turns on the speed limiter, which will limit the emulation speed to the desired speed limit value
|
||||
# 0: Off, 1: On (default)
|
||||
use_frame_limit =
|
||||
use_speed_limit =
|
||||
|
||||
# Limits the speed of the game to run no faster than this value as a percentage of target speed
|
||||
# 1 - 9999: Speed limit as a percentage of target game speed. 100 (default)
|
||||
frame_limit =
|
||||
speed_limit =
|
||||
|
||||
# Whether to use disk based shader cache
|
||||
# 0: Off, 1 (default): On
|
||||
|
|
Loading…
Reference in a new issue