Files
ryujinx-ryubing/src/Ryujinx.Graphics.GAL/Multithreading/ThreadedWindow.cs
Keaton 2e6794e69b Add custom refresh rate mode to VSync option (#238)
Rebased @jcm93's refreshinterval branch:
https://github.com/jcm93/Ryujinx/tree/refreshinterval

The option is placed under System/Hacks. Disabled, it's the default
Ryujinx behavior. Enabled, the behavior is shown in the attached
screenshots. If a framerate is too high or low, you can adjust the value
where you normally toggle VSync on and off. It will also cycle through
the default on/off toggles.

Also, in order to reduce clutter, I made an adjustment to remove the
target FPS and only show the percentage.

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Co-authored-by: jcm <6864788+jcm93@users.noreply.github.com>
2024-11-25 13:39:09 -06:00

45 lines
1.5 KiB
C#

using Ryujinx.Graphics.GAL.Multithreading.Commands.Window;
using Ryujinx.Graphics.GAL.Multithreading.Model;
using Ryujinx.Graphics.GAL.Multithreading.Resources;
using System;
namespace Ryujinx.Graphics.GAL.Multithreading
{
public class ThreadedWindow : IWindow
{
private readonly ThreadedRenderer _renderer;
private readonly IRenderer _impl;
public ThreadedWindow(ThreadedRenderer renderer, IRenderer impl)
{
_renderer = renderer;
_impl = impl;
}
public void Present(ITexture texture, ImageCrop crop, Action swapBuffersCallback)
{
// If there's already a frame in the pipeline, wait for it to be presented first.
// This is a multithread rate limit - we can't be more than one frame behind the command queue.
_renderer.WaitForFrame();
_renderer.New<WindowPresentCommand>().Set(new TableRef<ThreadedTexture>(_renderer, texture as ThreadedTexture), crop, new TableRef<Action>(_renderer, swapBuffersCallback));
_renderer.QueueCommand();
}
public void SetSize(int width, int height)
{
_impl.Window.SetSize(width, height);
}
public void ChangeVSyncMode(VSyncMode vSyncMode) { }
public void SetAntiAliasing(AntiAliasing effect) { }
public void SetScalingFilter(ScalingFilter type) { }
public void SetScalingFilterLevel(float level) { }
public void SetColorSpacePassthrough(bool colorSpacePassthroughEnabled) { }
}
}