Merge pull request #6576 from ameerj/unlock-fps-setting

settings: Disable FPS unlimit setting between title launches
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Morph 2021-07-11 13:59:06 -04:00 committed by GitHub
commit 1bfe950acb
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GPG key ID: 4AEE18F83AFDEB23
6 changed files with 10 additions and 29 deletions

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@ -330,7 +330,7 @@ struct Values {
Setting<bool> use_nvdec_emulation{true, "use_nvdec_emulation"};
Setting<bool> accelerate_astc{true, "accelerate_astc"};
Setting<bool> use_vsync{true, "use_vsync"};
Setting<bool> disable_fps_limit{false, "disable_fps_limit"};
BasicSetting<bool> disable_fps_limit{false, "disable_fps_limit"};
Setting<bool> use_assembly_shaders{false, "use_assembly_shaders"};
Setting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"};
Setting<bool> use_fast_gpu_time{true, "use_fast_gpu_time"};

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@ -839,7 +839,6 @@ void Config::ReadRendererValues() {
ReadGlobalSetting(Settings::values.use_nvdec_emulation);
ReadGlobalSetting(Settings::values.accelerate_astc);
ReadGlobalSetting(Settings::values.use_vsync);
ReadGlobalSetting(Settings::values.disable_fps_limit);
ReadGlobalSetting(Settings::values.use_assembly_shaders);
ReadGlobalSetting(Settings::values.use_asynchronous_shaders);
ReadGlobalSetting(Settings::values.use_fast_gpu_time);
@ -1369,7 +1368,6 @@ void Config::SaveRendererValues() {
WriteGlobalSetting(Settings::values.use_nvdec_emulation);
WriteGlobalSetting(Settings::values.accelerate_astc);
WriteGlobalSetting(Settings::values.use_vsync);
WriteGlobalSetting(Settings::values.disable_fps_limit);
WriteGlobalSetting(Settings::values.use_assembly_shaders);
WriteGlobalSetting(Settings::values.use_asynchronous_shaders);
WriteGlobalSetting(Settings::values.use_fast_gpu_time);

View file

@ -28,7 +28,6 @@ void ConfigureGraphicsAdvanced::SetConfiguration() {
ui->anisotropic_filtering_combobox->setEnabled(runtime_lock);
ui->use_vsync->setChecked(Settings::values.use_vsync.GetValue());
ui->disable_fps_limit->setChecked(Settings::values.disable_fps_limit.GetValue());
ui->use_assembly_shaders->setChecked(Settings::values.use_assembly_shaders.GetValue());
ui->use_asynchronous_shaders->setChecked(Settings::values.use_asynchronous_shaders.GetValue());
ui->use_caches_gc->setChecked(Settings::values.use_caches_gc.GetValue());
@ -59,8 +58,6 @@ void ConfigureGraphicsAdvanced::ApplyConfiguration() {
ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy,
ui->anisotropic_filtering_combobox);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync, use_vsync);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.disable_fps_limit,
ui->disable_fps_limit, disable_fps_limit);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_assembly_shaders,
ui->use_assembly_shaders, use_assembly_shaders);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders,
@ -103,7 +100,6 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
if (Settings::IsConfiguringGlobal()) {
ui->gpu_accuracy->setEnabled(Settings::values.gpu_accuracy.UsingGlobal());
ui->use_vsync->setEnabled(Settings::values.use_vsync.UsingGlobal());
ui->disable_fps_limit->setEnabled(Settings::values.disable_fps_limit.UsingGlobal());
ui->use_assembly_shaders->setEnabled(Settings::values.use_assembly_shaders.UsingGlobal());
ui->use_asynchronous_shaders->setEnabled(
Settings::values.use_asynchronous_shaders.UsingGlobal());
@ -116,8 +112,6 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
}
ConfigurationShared::SetColoredTristate(ui->use_vsync, Settings::values.use_vsync, use_vsync);
ConfigurationShared::SetColoredTristate(ui->disable_fps_limit,
Settings::values.disable_fps_limit, disable_fps_limit);
ConfigurationShared::SetColoredTristate(
ui->use_assembly_shaders, Settings::values.use_assembly_shaders, use_assembly_shaders);
ConfigurationShared::SetColoredTristate(ui->use_asynchronous_shaders,

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@ -35,7 +35,6 @@ private:
std::unique_ptr<Ui::ConfigureGraphicsAdvanced> ui;
ConfigurationShared::CheckState use_vsync;
ConfigurationShared::CheckState disable_fps_limit;
ConfigurationShared::CheckState use_assembly_shaders;
ConfigurationShared::CheckState use_asynchronous_shaders;
ConfigurationShared::CheckState use_fast_gpu_time;

View file

@ -76,24 +76,6 @@
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="disable_fps_limit">
<property name="enabled">
<bool>true</bool>
</property>
<property name="toolTip">
<string>
&lt;html&gt;&lt;head/&gt;&lt;body&gt;
&lt;p&gt;Presents guest frames as they become available, disabling the FPS limit in most titles.&lt;/p&gt;
&lt;p&gt;NOTE: Will cause instabilities.&lt;/p&gt;
&lt;/body&gt;&lt;/html&gt;
</string>
</property>
<property name="text">
<string>Disable framerate limit (experimental)</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="use_assembly_shaders">
<property name="toolTip">

View file

@ -1355,6 +1355,9 @@ void GMainWindow::BootGame(const QString& filename, std::size_t program_index, S
ConfigureVibration::SetAllVibrationDevices();
// Disable fps limit toggle when booting a new title
Settings::values.disable_fps_limit.SetValue(false);
// Save configurations
UpdateUISettings();
game_list->SaveInterfaceLayout();
@ -2913,7 +2916,12 @@ void GMainWindow::UpdateStatusBar() {
} else {
emu_speed_label->setText(tr("Speed: %1%").arg(results.emulation_speed * 100.0, 0, 'f', 0));
}
if (Settings::values.disable_fps_limit) {
game_fps_label->setText(
tr("Game: %1 FPS (Limit off)").arg(results.average_game_fps, 0, 'f', 0));
} else {
game_fps_label->setText(tr("Game: %1 FPS").arg(results.average_game_fps, 0, 'f', 0));
}
emu_frametime_label->setText(tr("Frame: %1 ms").arg(results.frametime * 1000.0, 0, 'f', 2));
emu_speed_label->setVisible(!Settings::values.use_multi_core.GetValue());