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https://github.com/yuzu-emu/yuzu-android.git
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config: Rename use_accurate_framebuffers -> use_accurate_gpu_emulation.
- This will be used as a catch-all for slow-but-accurate GPU emulation paths.
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91602de7f2
commit
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@ -136,7 +136,7 @@ struct Values {
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float resolution_factor;
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float resolution_factor;
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bool use_frame_limit;
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bool use_frame_limit;
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u16 frame_limit;
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u16 frame_limit;
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bool use_accurate_framebuffers;
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bool use_accurate_gpu_emulation;
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float bg_red;
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float bg_red;
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float bg_green;
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float bg_green;
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@ -163,8 +163,8 @@ TelemetrySession::TelemetrySession() {
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AddField(Telemetry::FieldType::UserConfig, "Renderer_UseFrameLimit",
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AddField(Telemetry::FieldType::UserConfig, "Renderer_UseFrameLimit",
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Settings::values.use_frame_limit);
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Settings::values.use_frame_limit);
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AddField(Telemetry::FieldType::UserConfig, "Renderer_FrameLimit", Settings::values.frame_limit);
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AddField(Telemetry::FieldType::UserConfig, "Renderer_FrameLimit", Settings::values.frame_limit);
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AddField(Telemetry::FieldType::UserConfig, "Renderer_UseAccurateFramebuffers",
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AddField(Telemetry::FieldType::UserConfig, "Renderer_UseAccurateGpuEmulation",
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Settings::values.use_accurate_framebuffers);
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Settings::values.use_accurate_gpu_emulation);
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AddField(Telemetry::FieldType::UserConfig, "System_UseDockedMode",
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AddField(Telemetry::FieldType::UserConfig, "System_UseDockedMode",
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Settings::values.use_docked_mode);
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Settings::values.use_docked_mode);
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}
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}
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@ -119,8 +119,8 @@ protected:
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auto& rasterizer = Core::System::GetInstance().Renderer().Rasterizer();
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auto& rasterizer = Core::System::GetInstance().Renderer().Rasterizer();
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rasterizer.UpdatePagesCachedCount(object->GetAddr(), object->GetSizeInBytes(), -1);
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rasterizer.UpdatePagesCachedCount(object->GetAddr(), object->GetSizeInBytes(), -1);
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// Only flush if use_accurate_framebuffers is enabled, as it incurs a performance hit
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// Only flush if use_accurate_gpu_emulation is enabled, as it incurs a performance hit
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if (Settings::values.use_accurate_framebuffers) {
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if (Settings::values.use_accurate_gpu_emulation) {
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FlushObject(object);
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FlushObject(object);
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}
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}
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@ -638,8 +638,8 @@ void RasterizerOpenGL::FlushAll() {}
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void RasterizerOpenGL::FlushRegion(VAddr addr, u64 size) {
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void RasterizerOpenGL::FlushRegion(VAddr addr, u64 size) {
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MICROPROFILE_SCOPE(OpenGL_CacheManagement);
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MICROPROFILE_SCOPE(OpenGL_CacheManagement);
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if (Settings::values.use_accurate_framebuffers) {
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if (Settings::values.use_accurate_gpu_emulation) {
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// Only flush if use_accurate_framebuffers is enabled, as it incurs a performance hit
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// Only flush if use_accurate_gpu_emulation is enabled, as it incurs a performance hit
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res_cache.FlushRegion(addr, size);
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res_cache.FlushRegion(addr, size);
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}
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}
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}
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}
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@ -1197,11 +1197,11 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& old_surface,
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// If the format is the same, just do a framebuffer blit. This is significantly faster than
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// If the format is the same, just do a framebuffer blit. This is significantly faster than
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// using PBOs. The is also likely less accurate, as textures will be converted rather than
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// using PBOs. The is also likely less accurate, as textures will be converted rather than
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// reinterpreted. When use_accurate_framebuffers setting is enabled, perform a more accurate
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// reinterpreted. When use_accurate_gpu_emulation setting is enabled, perform a more accurate
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// surface copy, where pixels are reinterpreted as a new format (without conversion). This
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// surface copy, where pixels are reinterpreted as a new format (without conversion). This
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// code path uses OpenGL PBOs and is quite slow.
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// code path uses OpenGL PBOs and is quite slow.
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const bool is_blit{old_params.pixel_format == new_params.pixel_format ||
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const bool is_blit{old_params.pixel_format == new_params.pixel_format ||
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!Settings::values.use_accurate_framebuffers};
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!Settings::values.use_accurate_gpu_emulation};
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switch (new_params.target) {
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switch (new_params.target) {
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case SurfaceParams::SurfaceTarget::Texture2D:
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case SurfaceParams::SurfaceTarget::Texture2D:
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@ -85,8 +85,8 @@ void Config::ReadValues() {
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Settings::values.resolution_factor = qt_config->value("resolution_factor", 1.0).toFloat();
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Settings::values.resolution_factor = qt_config->value("resolution_factor", 1.0).toFloat();
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Settings::values.use_frame_limit = qt_config->value("use_frame_limit", true).toBool();
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Settings::values.use_frame_limit = qt_config->value("use_frame_limit", true).toBool();
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Settings::values.frame_limit = qt_config->value("frame_limit", 100).toInt();
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Settings::values.frame_limit = qt_config->value("frame_limit", 100).toInt();
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Settings::values.use_accurate_framebuffers =
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Settings::values.use_accurate_gpu_emulation =
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qt_config->value("use_accurate_framebuffers", false).toBool();
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qt_config->value("use_accurate_gpu_emulation", false).toBool();
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Settings::values.bg_red = qt_config->value("bg_red", 0.0).toFloat();
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Settings::values.bg_red = qt_config->value("bg_red", 0.0).toFloat();
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Settings::values.bg_green = qt_config->value("bg_green", 0.0).toFloat();
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Settings::values.bg_green = qt_config->value("bg_green", 0.0).toFloat();
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@ -233,7 +233,7 @@ void Config::SaveValues() {
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qt_config->setValue("resolution_factor", (double)Settings::values.resolution_factor);
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qt_config->setValue("resolution_factor", (double)Settings::values.resolution_factor);
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qt_config->setValue("use_frame_limit", Settings::values.use_frame_limit);
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qt_config->setValue("use_frame_limit", Settings::values.use_frame_limit);
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qt_config->setValue("frame_limit", Settings::values.frame_limit);
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qt_config->setValue("frame_limit", Settings::values.frame_limit);
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qt_config->setValue("use_accurate_framebuffers", Settings::values.use_accurate_framebuffers);
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qt_config->setValue("use_accurate_gpu_emulation", Settings::values.use_accurate_gpu_emulation);
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// Cast to double because Qt's written float values are not human-readable
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// Cast to double because Qt's written float values are not human-readable
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qt_config->setValue("bg_red", (double)Settings::values.bg_red);
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qt_config->setValue("bg_red", (double)Settings::values.bg_red);
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@ -75,7 +75,7 @@ void ConfigureGraphics::setConfiguration() {
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static_cast<int>(FromResolutionFactor(Settings::values.resolution_factor)));
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static_cast<int>(FromResolutionFactor(Settings::values.resolution_factor)));
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ui->toggle_frame_limit->setChecked(Settings::values.use_frame_limit);
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ui->toggle_frame_limit->setChecked(Settings::values.use_frame_limit);
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ui->frame_limit->setValue(Settings::values.frame_limit);
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ui->frame_limit->setValue(Settings::values.frame_limit);
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ui->use_accurate_framebuffers->setChecked(Settings::values.use_accurate_framebuffers);
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ui->use_accurate_gpu_emulation->setChecked(Settings::values.use_accurate_gpu_emulation);
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bg_color = QColor::fromRgbF(Settings::values.bg_red, Settings::values.bg_green,
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bg_color = QColor::fromRgbF(Settings::values.bg_red, Settings::values.bg_green,
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Settings::values.bg_blue);
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Settings::values.bg_blue);
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ui->bg_button->setStyleSheet(
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ui->bg_button->setStyleSheet(
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@ -87,7 +87,7 @@ void ConfigureGraphics::applyConfiguration() {
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ToResolutionFactor(static_cast<Resolution>(ui->resolution_factor_combobox->currentIndex()));
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ToResolutionFactor(static_cast<Resolution>(ui->resolution_factor_combobox->currentIndex()));
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Settings::values.use_frame_limit = ui->toggle_frame_limit->isChecked();
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Settings::values.use_frame_limit = ui->toggle_frame_limit->isChecked();
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Settings::values.frame_limit = ui->frame_limit->value();
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Settings::values.frame_limit = ui->frame_limit->value();
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Settings::values.use_accurate_framebuffers = ui->use_accurate_framebuffers->isChecked();
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Settings::values.use_accurate_gpu_emulation = ui->use_accurate_gpu_emulation->isChecked();
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Settings::values.bg_red = static_cast<float>(bg_color.redF());
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Settings::values.bg_red = static_cast<float>(bg_color.redF());
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Settings::values.bg_green = static_cast<float>(bg_color.greenF());
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Settings::values.bg_green = static_cast<float>(bg_color.greenF());
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Settings::values.bg_blue = static_cast<float>(bg_color.blueF());
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Settings::values.bg_blue = static_cast<float>(bg_color.blueF());
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@ -50,9 +50,9 @@
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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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<item>
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<widget class="QCheckBox" name="use_accurate_framebuffers">
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<widget class="QCheckBox" name="use_accurate_gpu_emulation">
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<property name="text">
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<property name="text">
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<string>Use accurate framebuffers (slow)</string>
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<string>Use accurate GPU emulation (slow)</string>
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</property>
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</property>
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</widget>
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</widget>
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</item>
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</item>
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@ -99,8 +99,8 @@ 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_accurate_framebuffers =
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Settings::values.use_accurate_gpu_emulation =
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sdl2_config->GetBoolean("Renderer", "use_accurate_framebuffers", false);
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sdl2_config->GetBoolean("Renderer", "use_accurate_gpu_emulation", false);
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Settings::values.bg_red = (float)sdl2_config->GetReal("Renderer", "bg_red", 0.0);
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Settings::values.bg_red = (float)sdl2_config->GetReal("Renderer", "bg_red", 0.0);
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Settings::values.bg_green = (float)sdl2_config->GetReal("Renderer", "bg_green", 0.0);
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Settings::values.bg_green = (float)sdl2_config->GetReal("Renderer", "bg_green", 0.0);
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@ -110,9 +110,9 @@ use_frame_limit =
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# 1 - 9999: Speed limit as a percentage of target game speed. 100 (default)
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# 1 - 9999: Speed limit as a percentage of target game speed. 100 (default)
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frame_limit =
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frame_limit =
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# Whether to use accurate framebuffers
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# Whether to use accurate GPU emulation
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# 0 (default): Off (fast), 1 : On (slow)
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# 0 (default): Off (fast), 1 : On (slow)
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use_accurate_framebuffers =
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use_accurate_gpu_emulation =
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# The clear color for the renderer. What shows up on the sides of the bottom screen.
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# The clear color for the renderer. What shows up on the sides of the bottom screen.
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# Must be in range of 0.0-1.0. Defaults to 1.0 for all.
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# Must be in range of 0.0-1.0. Defaults to 1.0 for all.
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