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remove-unu
...
interval-z
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4dcbc1c03c |
@@ -53,6 +53,7 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
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SOC_OVERLAY_BACKGROUND("soc_overlay_background"),
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ENABLE_INPUT_OVERLAY_AUTO_HIDE("enable_input_overlay_auto_hide"),
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RESPECT_PRESENT_INTERVAL_ZERO("respect_present_interval_zero"),
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PERF_OVERLAY_BACKGROUND("perf_overlay_background"),
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SHOW_PERFORMANCE_OVERLAY("show_performance_overlay"),
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@@ -237,6 +237,13 @@ abstract class SettingsItem(
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override fun reset() = BooleanSetting.USE_DOCKED_MODE.reset()
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}
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put(
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SwitchSetting(
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BooleanSetting.RESPECT_PRESENT_INTERVAL_ZERO,
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titleId = R.string.respect_present_interval_zero,
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descriptionId = R.string.respect_present_interval_zero_description
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)
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)
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put(
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SwitchSetting(
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dockedModeSetting,
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@@ -460,6 +460,7 @@ class SettingsFragmentPresenter(
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add(IntSetting.RENDERER_SAMPLE_SHADING_FRACTION.key)
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add(HeaderSetting(R.string.veil_renderer))
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add(BooleanSetting.RESPECT_PRESENT_INTERVAL_ZERO.key)
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add(BooleanSetting.RENDERER_EARLY_RELEASE_FENCES.key)
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add(IntSetting.DMA_ACCURACY.key)
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add(BooleanSetting.BUFFER_REORDER_DISABLE.key)
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@@ -105,6 +105,8 @@
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<string name="sample_shading_fraction_description">The intensity of the sample shading pass. Higher values improve quality more but also reduce performance to a greater extent.</string>
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<string name="veil_renderer">Renderer</string>
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<string name="respect_present_interval_zero">Respect present interval 0 for unlocked FPS</string>
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<string name="respect_present_interval_zero_description">When enabled, present interval 0 will be used for games requesting unlocked FPS. This matches console behavior more closely, but may cause higher battery usage and frame pacing issues. When disabled (default), present interval 0 is capped at 120FPS to conserve battery.</string>
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<string name="renderer_early_release_fences">Release Fences Early</string>
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<string name="renderer_early_release_fences_description">Helps fix 0 FPS in games like DKCR:HD, Subnautica Below Zero and Ori 2, but may break loading or performance in Unreal Engine games.</string>
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<string name="sync_memory_operations">Sync Memory Operations</string>
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@@ -342,6 +342,9 @@ struct Values {
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Category::Renderer};
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SwitchableSetting<bool> use_asynchronous_gpu_emulation{
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linkage, true, "use_asynchronous_gpu_emulation", Category::Renderer};
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SwitchableSetting<bool> respect_present_interval_zero{
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linkage, false, "respect_present_interval_zero", Category::Renderer};
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SwitchableSetting<AstcDecodeMode, true> accelerate_astc{linkage,
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#ifdef ANDROID
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AstcDecodeMode::Cpu,
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@@ -8,6 +8,8 @@
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#include <boost/container/small_vector.hpp>
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#include "common/settings.h"
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#include "core/hle/service/nvdrv/devices/nvdisp_disp0.h"
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#include "core/hle/service/nvnflinger/buffer_item.h"
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#include "core/hle/service/nvnflinger/buffer_item_consumer.h"
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@@ -21,6 +23,14 @@ namespace {
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s32 NormalizeSwapInterval(f32* out_speed_scale, s32 swap_interval) {
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if (swap_interval <= 0) {
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// If swap_interval is 0 and setting enabled, respect it as unlocked FPS
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if (swap_interval == 0 && Settings::values.respect_present_interval_zero.GetValue()) {
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if (out_speed_scale) {
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*out_speed_scale = 1.0f;
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}
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return 0;
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}
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// As an extension, treat nonpositive swap interval as speed multiplier.
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if (out_speed_scale) {
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*out_speed_scale = 2.f * static_cast<f32>(1 - swap_interval);
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@@ -213,6 +213,11 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QObject* parent)
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use_asynchronous_gpu_emulation,
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tr("Use asynchronous GPU emulation"),
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tr("Uses an extra CPU thread for rendering.\nThis option should always remain enabled."));
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INSERT(
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Settings, respect_present_interval_zero, tr("Respect present interval 0 for unlocked FPS"),
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tr("When enabled, present interval 0 will be used for games requesting unlocked FPS.\n"
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"This matches console behavior more closely, but may cause higher battery usage and frame pacing issues.\n"
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"When disabled (default), present interval 0 is capped at 120FPS to conserve battery."));
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INSERT(Settings,
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nvdec_emulation,
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tr("NVDEC emulation:"),
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