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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. --------- Co-authored-by: jcm <6864788+jcm93@users.noreply.github.com>
45 lines
1.5 KiB
C#
45 lines
1.5 KiB
C#
using Ryujinx.Graphics.GAL.Multithreading.Commands.Window;
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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using System;
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namespace Ryujinx.Graphics.GAL.Multithreading
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{
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public class ThreadedWindow : IWindow
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{
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private readonly ThreadedRenderer _renderer;
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private readonly IRenderer _impl;
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public ThreadedWindow(ThreadedRenderer renderer, IRenderer impl)
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{
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_renderer = renderer;
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_impl = impl;
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}
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public void Present(ITexture texture, ImageCrop crop, Action swapBuffersCallback)
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{
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// If there's already a frame in the pipeline, wait for it to be presented first.
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// This is a multithread rate limit - we can't be more than one frame behind the command queue.
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_renderer.WaitForFrame();
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_renderer.New<WindowPresentCommand>().Set(new TableRef<ThreadedTexture>(_renderer, texture as ThreadedTexture), crop, new TableRef<Action>(_renderer, swapBuffersCallback));
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_renderer.QueueCommand();
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}
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public void SetSize(int width, int height)
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{
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_impl.Window.SetSize(width, height);
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}
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public void ChangeVSyncMode(VSyncMode vSyncMode) { }
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public void SetAntiAliasing(AntiAliasing effect) { }
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public void SetScalingFilter(ScalingFilter type) { }
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public void SetScalingFilterLevel(float level) { }
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public void SetColorSpacePassthrough(bool colorSpacePassthroughEnabled) { }
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}
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}
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