Remove vsync setting
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fcbe5e1acd
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@ -120,7 +120,6 @@ void Config::ReadValues() {
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Settings::values.use_shader_jit = sdl2_config->GetBoolean("Renderer", "use_shader_jit", true);
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Settings::values.resolution_factor =
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static_cast<u16>(sdl2_config->GetInteger("Renderer", "resolution_factor", 1));
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Settings::values.vsync_enabled = sdl2_config->GetBoolean("Renderer", "vsync_enabled", false);
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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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static_cast<u16>(sdl2_config->GetInteger("Renderer", "frame_limit", 100));
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@ -117,10 +117,6 @@ use_shader_jit =
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# factor for the 3DS resolution
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resolution_factor =
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# Whether to enable V-Sync (caps the framerate at 60FPS) or not.
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# 0 (default): Off, 1: On
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vsync_enabled =
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# Turns on the frame limiter, which will limit frames output to the target game speed
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# 0: Off, 1: On (default)
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use_frame_limit =
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@ -430,7 +430,6 @@ void Config::ReadRendererValues() {
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Settings::values.use_shader_jit = ReadSetting(QStringLiteral("use_shader_jit"), true).toBool();
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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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Settings::values.vsync_enabled = ReadSetting(QStringLiteral("vsync_enabled"), false).toBool();
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Settings::values.use_frame_limit =
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ReadSetting(QStringLiteral("use_frame_limit"), true).toBool();
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Settings::values.frame_limit = ReadSetting(QStringLiteral("frame_limit"), 100).toInt();
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@ -857,7 +856,6 @@ void Config::SaveRendererValues() {
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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("resolution_factor"), Settings::values.resolution_factor, 1);
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WriteSetting(QStringLiteral("vsync_enabled"), Settings::values.vsync_enabled, false);
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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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@ -78,7 +78,6 @@ void LogSettings() {
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LogSetting("Renderer_ShadersAccurateMul", Settings::values.shaders_accurate_mul);
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LogSetting("Renderer_UseShaderJit", Settings::values.use_shader_jit);
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LogSetting("Renderer_UseResolutionFactor", Settings::values.resolution_factor);
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LogSetting("Renderer_VsyncEnabled", Settings::values.vsync_enabled);
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LogSetting("Renderer_UseFrameLimit", Settings::values.use_frame_limit);
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LogSetting("Renderer_FrameLimit", Settings::values.frame_limit);
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LogSetting("Renderer_PostProcessingShader", Settings::values.pp_shader_name);
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@ -144,7 +144,6 @@ struct Values {
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bool shaders_accurate_mul;
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bool use_shader_jit;
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u16 resolution_factor;
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bool vsync_enabled;
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bool use_frame_limit;
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u16 frame_limit;
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@ -192,7 +192,6 @@ void TelemetrySession::AddInitialInfo(Loader::AppLoader& app_loader) {
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Settings::values.shaders_accurate_mul);
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AddField(Telemetry::FieldType::UserConfig, "Renderer_UseShaderJit",
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Settings::values.use_shader_jit);
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AddField(Telemetry::FieldType::UserConfig, "Renderer_UseVsync", Settings::values.vsync_enabled);
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AddField(Telemetry::FieldType::UserConfig, "Renderer_FilterMode", Settings::values.filter_mode);
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AddField(Telemetry::FieldType::UserConfig, "Renderer_Render3d",
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static_cast<int>(Settings::values.render_3d));
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