config, nvflinger: Add FPS cap setting
Allows finer tuning of the FPS limit.
This commit is contained in:
		| @@ -330,6 +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"}; | ||||
|     BasicSetting<u16> fps_cap{1000, "fps_cap"}; | ||||
|     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"}; | ||||
|   | ||||
| @@ -307,11 +307,12 @@ void NVFlinger::Compose() { | ||||
| } | ||||
|  | ||||
| s64 NVFlinger::GetNextTicks() const { | ||||
|     if (Settings::values.disable_fps_limit.GetValue()) { | ||||
|         return 0; | ||||
|     } | ||||
|     constexpr s64 max_hertz = 120LL; | ||||
|     return (1000000000 * (1LL << swap_interval)) / max_hertz; | ||||
|     static constexpr s64 max_hertz = 120LL; | ||||
|  | ||||
|     const auto& settings = Settings::values; | ||||
|     const bool unlocked_fps = settings.disable_fps_limit.GetValue(); | ||||
|     const s64 fps_cap = unlocked_fps ? static_cast<s64>(settings.fps_cap.GetValue()) : 1; | ||||
|     return (1000000000 * (1LL << swap_interval)) / (max_hertz * fps_cap); | ||||
| } | ||||
|  | ||||
| } // namespace Service::NVFlinger | ||||
|   | ||||
| @@ -823,6 +823,7 @@ void Config::ReadRendererValues() { | ||||
|     ReadGlobalSetting(Settings::values.bg_blue); | ||||
|  | ||||
|     if (global) { | ||||
|         ReadBasicSetting(Settings::values.fps_cap); | ||||
|         ReadBasicSetting(Settings::values.renderer_debug); | ||||
|     } | ||||
|  | ||||
| @@ -1352,6 +1353,7 @@ void Config::SaveRendererValues() { | ||||
|     WriteGlobalSetting(Settings::values.bg_blue); | ||||
|  | ||||
|     if (global) { | ||||
|         WriteBasicSetting(Settings::values.fps_cap); | ||||
|         WriteBasicSetting(Settings::values.renderer_debug); | ||||
|     } | ||||
|  | ||||
|   | ||||
| @@ -48,6 +48,8 @@ void ConfigureGeneral::SetConfiguration() { | ||||
|     ui->toggle_frame_limit->setChecked(Settings::values.use_frame_limit.GetValue()); | ||||
|     ui->frame_limit->setValue(Settings::values.frame_limit.GetValue()); | ||||
|  | ||||
|     ui->fps_cap->setValue(Settings::values.fps_cap.GetValue()); | ||||
|  | ||||
|     ui->button_reset_defaults->setEnabled(runtime_lock); | ||||
|  | ||||
|     if (Settings::IsConfiguringGlobal()) { | ||||
| @@ -87,6 +89,8 @@ void ConfigureGeneral::ApplyConfiguration() { | ||||
|         UISettings::values.pause_when_in_background = ui->toggle_background_pause->isChecked(); | ||||
|         UISettings::values.hide_mouse = ui->toggle_hide_mouse->isChecked(); | ||||
|  | ||||
|         Settings::values.fps_cap.SetValue(ui->fps_cap->value()); | ||||
|  | ||||
|         // Guard if during game and set to game-specific value | ||||
|         if (Settings::values.use_frame_limit.UsingGlobal()) { | ||||
|             Settings::values.use_frame_limit.SetValue(ui->toggle_frame_limit->checkState() == | ||||
|   | ||||
| @@ -51,6 +51,36 @@ | ||||
|             </item> | ||||
|            </layout> | ||||
|           </item> | ||||
|           <item> | ||||
|            <layout class="QHBoxLayout" name="horizontalLayout_2"> | ||||
|             <item> | ||||
|              <widget class="QLabel" name="fps_cap_label"> | ||||
|               <property name="text"> | ||||
|                <string>Framerate Cap</string> | ||||
|               </property> | ||||
|               <property name="toolTip"> | ||||
|                 <string>Requires the use of the FPS Limiter Toggle hotkey to take effect.</string> | ||||
|               </property> | ||||
|              </widget> | ||||
|             </item> | ||||
|             <item> | ||||
|              <widget class="QSpinBox" name="fps_cap"> | ||||
|               <property name="suffix"> | ||||
|                <string>x</string> | ||||
|               </property> | ||||
|               <property name="minimum"> | ||||
|                <number>1</number> | ||||
|               </property> | ||||
|               <property name="maximum"> | ||||
|                <number>1000</number> | ||||
|               </property> | ||||
|               <property name="value"> | ||||
|                <number>500</number> | ||||
|               </property> | ||||
|              </widget> | ||||
|             </item> | ||||
|            </layout> | ||||
|           </item> | ||||
|           <item> | ||||
|            <widget class="QCheckBox" name="use_multi_core"> | ||||
|             <property name="text"> | ||||
|   | ||||
| @@ -2921,7 +2921,7 @@ void GMainWindow::UpdateStatusBar() { | ||||
|     } | ||||
|     if (Settings::values.disable_fps_limit) { | ||||
|         game_fps_label->setText( | ||||
|             tr("Game: %1 FPS (Limit off)").arg(results.average_game_fps, 0, 'f', 0)); | ||||
|             tr("Game: %1 FPS (Unlocked)").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)); | ||||
|     } | ||||
|   | ||||
| @@ -455,6 +455,7 @@ void Config::ReadValues() { | ||||
|     ReadSetting("Renderer", Settings::values.gpu_accuracy); | ||||
|     ReadSetting("Renderer", Settings::values.use_asynchronous_gpu_emulation); | ||||
|     ReadSetting("Renderer", Settings::values.use_vsync); | ||||
|     ReadSetting("Renderer", Settings::values.fps_cap); | ||||
|     ReadSetting("Renderer", Settings::values.disable_fps_limit); | ||||
|     ReadSetting("Renderer", Settings::values.use_assembly_shaders); | ||||
|     ReadSetting("Renderer", Settings::values.use_asynchronous_shaders); | ||||
|   | ||||
| @@ -290,6 +290,10 @@ bg_red = | ||||
| bg_blue = | ||||
| bg_green = | ||||
|  | ||||
| # Caps the unlocked framerate to a multiple of the title's target FPS. | ||||
| # 1 - 1000: Target FPS multiple cap. 1000 (default) | ||||
| fps_cap = | ||||
|  | ||||
| [Audio] | ||||
| # Which audio output engine to use. | ||||
| # auto (default): Auto-select | ||||
|   | ||||
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