config, nvflinger: Add FPS cap setting
Allows finer tuning of the FPS limit.
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db46f8a70c
commit
2c6e274b39
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@ -330,6 +330,7 @@ struct Values {
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Setting<bool> use_nvdec_emulation{true, "use_nvdec_emulation"};
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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> accelerate_astc{true, "accelerate_astc"};
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Setting<bool> use_vsync{true, "use_vsync"};
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Setting<bool> use_vsync{true, "use_vsync"};
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BasicSetting<u16> fps_cap{1000, "fps_cap"};
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BasicSetting<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_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_asynchronous_shaders{false, "use_asynchronous_shaders"};
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@ -307,11 +307,12 @@ void NVFlinger::Compose() {
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}
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}
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s64 NVFlinger::GetNextTicks() const {
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s64 NVFlinger::GetNextTicks() const {
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if (Settings::values.disable_fps_limit.GetValue()) {
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static constexpr s64 max_hertz = 120LL;
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return 0;
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}
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const auto& settings = Settings::values;
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constexpr s64 max_hertz = 120LL;
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const bool unlocked_fps = settings.disable_fps_limit.GetValue();
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return (1000000000 * (1LL << swap_interval)) / max_hertz;
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const s64 fps_cap = unlocked_fps ? static_cast<s64>(settings.fps_cap.GetValue()) : 1;
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return (1000000000 * (1LL << swap_interval)) / (max_hertz * fps_cap);
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}
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}
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} // namespace Service::NVFlinger
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} // namespace Service::NVFlinger
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@ -823,6 +823,7 @@ void Config::ReadRendererValues() {
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ReadGlobalSetting(Settings::values.bg_blue);
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ReadGlobalSetting(Settings::values.bg_blue);
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if (global) {
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if (global) {
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ReadBasicSetting(Settings::values.fps_cap);
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ReadBasicSetting(Settings::values.renderer_debug);
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ReadBasicSetting(Settings::values.renderer_debug);
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}
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}
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@ -1352,6 +1353,7 @@ void Config::SaveRendererValues() {
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WriteGlobalSetting(Settings::values.bg_blue);
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WriteGlobalSetting(Settings::values.bg_blue);
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if (global) {
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if (global) {
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WriteBasicSetting(Settings::values.fps_cap);
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WriteBasicSetting(Settings::values.renderer_debug);
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WriteBasicSetting(Settings::values.renderer_debug);
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}
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}
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@ -48,6 +48,8 @@ void ConfigureGeneral::SetConfiguration() {
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ui->toggle_frame_limit->setChecked(Settings::values.use_frame_limit.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->frame_limit->setValue(Settings::values.frame_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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ui->button_reset_defaults->setEnabled(runtime_lock);
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if (Settings::IsConfiguringGlobal()) {
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if (Settings::IsConfiguringGlobal()) {
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@ -87,6 +89,8 @@ void ConfigureGeneral::ApplyConfiguration() {
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UISettings::values.pause_when_in_background = ui->toggle_background_pause->isChecked();
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UISettings::values.pause_when_in_background = ui->toggle_background_pause->isChecked();
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UISettings::values.hide_mouse = ui->toggle_hide_mouse->isChecked();
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UISettings::values.hide_mouse = ui->toggle_hide_mouse->isChecked();
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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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// 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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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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Settings::values.use_frame_limit.SetValue(ui->toggle_frame_limit->checkState() ==
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@ -51,6 +51,36 @@
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</item>
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</item>
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</layout>
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</layout>
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</item>
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</item>
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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="QLabel" name="fps_cap_label">
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<property name="text">
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<string>Framerate Cap</string>
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</property>
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<property name="toolTip">
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<string>Requires the use of the FPS Limiter Toggle hotkey to take effect.</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="fps_cap">
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<property name="suffix">
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<string>x</string>
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</property>
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<property name="minimum">
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<number>1</number>
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</property>
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<property name="maximum">
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<number>1000</number>
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</property>
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<property name="value">
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<number>500</number>
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</property>
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</widget>
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</item>
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</layout>
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</item>
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<item>
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<item>
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<widget class="QCheckBox" name="use_multi_core">
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<widget class="QCheckBox" name="use_multi_core">
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<property name="text">
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<property name="text">
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@ -2921,7 +2921,7 @@ void GMainWindow::UpdateStatusBar() {
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}
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}
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if (Settings::values.disable_fps_limit) {
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if (Settings::values.disable_fps_limit) {
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game_fps_label->setText(
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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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tr("Game: %1 FPS (Unlocked)").arg(results.average_game_fps, 0, 'f', 0));
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} else {
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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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game_fps_label->setText(tr("Game: %1 FPS").arg(results.average_game_fps, 0, 'f', 0));
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}
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}
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@ -455,6 +455,7 @@ void Config::ReadValues() {
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ReadSetting("Renderer", Settings::values.gpu_accuracy);
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ReadSetting("Renderer", Settings::values.gpu_accuracy);
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ReadSetting("Renderer", Settings::values.use_asynchronous_gpu_emulation);
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ReadSetting("Renderer", Settings::values.use_asynchronous_gpu_emulation);
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ReadSetting("Renderer", Settings::values.use_vsync);
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ReadSetting("Renderer", Settings::values.use_vsync);
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ReadSetting("Renderer", Settings::values.fps_cap);
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ReadSetting("Renderer", Settings::values.disable_fps_limit);
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ReadSetting("Renderer", Settings::values.disable_fps_limit);
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ReadSetting("Renderer", Settings::values.use_assembly_shaders);
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ReadSetting("Renderer", Settings::values.use_assembly_shaders);
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ReadSetting("Renderer", Settings::values.use_asynchronous_shaders);
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ReadSetting("Renderer", Settings::values.use_asynchronous_shaders);
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@ -290,6 +290,10 @@ bg_red =
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bg_blue =
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bg_blue =
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bg_green =
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bg_green =
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# Caps the unlocked framerate to a multiple of the title's target FPS.
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# 1 - 1000: Target FPS multiple cap. 1000 (default)
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fps_cap =
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[Audio]
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[Audio]
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# Which audio output engine to use.
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# Which audio output engine to use.
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# auto (default): Auto-select
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# auto (default): Auto-select
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