common: add setting for renderer clock workaround
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301e9bbc03
commit
a4269c285a
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@ -185,6 +185,7 @@ void RestoreGlobalState(bool is_powered_on) {
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// Renderer
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values.fsr_sharpening_slider.SetGlobal(true);
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values.renderer_backend.SetGlobal(true);
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values.renderer_force_max_clock.SetGlobal(true);
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values.vulkan_device.SetGlobal(true);
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values.aspect_ratio.SetGlobal(true);
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values.max_anisotropy.SetGlobal(true);
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@ -415,6 +415,7 @@ struct Values {
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// Renderer
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SwitchableSetting<RendererBackend, true> renderer_backend{
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RendererBackend::Vulkan, RendererBackend::OpenGL, RendererBackend::Null, "backend"};
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SwitchableSetting<bool> renderer_force_max_clock{true, "force_max_clock"};
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Setting<bool> renderer_debug{false, "debug"};
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Setting<bool> renderer_shader_feedback{false, "shader_feedback"};
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Setting<bool> enable_nsight_aftermath{false, "nsight_aftermath"};
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@ -110,7 +110,9 @@ RendererVulkan::RendererVulkan(Core::TelemetrySession& telemetry_session_,
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screen_info),
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rasterizer(render_window, gpu, cpu_memory, screen_info, device, memory_allocator,
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state_tracker, scheduler) {
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if (Settings::values.renderer_force_max_clock.GetValue()) {
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turbo_mode.emplace(instance, dld);
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}
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Report();
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} catch (const vk::Exception& exception) {
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LOG_ERROR(Render_Vulkan, "Vulkan initialization failed with error: {}", exception.what());
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@ -690,6 +690,7 @@ void Config::ReadRendererValues() {
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qt_config->beginGroup(QStringLiteral("Renderer"));
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ReadGlobalSetting(Settings::values.renderer_backend);
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ReadGlobalSetting(Settings::values.renderer_force_max_clock);
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ReadGlobalSetting(Settings::values.vulkan_device);
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ReadGlobalSetting(Settings::values.fullscreen_mode);
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ReadGlobalSetting(Settings::values.aspect_ratio);
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@ -1305,6 +1306,9 @@ void Config::SaveRendererValues() {
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static_cast<u32>(Settings::values.renderer_backend.GetValue(global)),
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static_cast<u32>(Settings::values.renderer_backend.GetDefault()),
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Settings::values.renderer_backend.UsingGlobal());
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WriteSetting(QString::fromStdString(Settings::values.renderer_force_max_clock.GetLabel()),
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static_cast<u32>(Settings::values.renderer_force_max_clock.GetValue(global)),
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static_cast<u32>(Settings::values.renderer_force_max_clock.GetDefault()));
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WriteGlobalSetting(Settings::values.vulkan_device);
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WriteSetting(QString::fromStdString(Settings::values.fullscreen_mode.GetLabel()),
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static_cast<u32>(Settings::values.fullscreen_mode.GetValue(global)),
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@ -25,6 +25,7 @@ void ConfigureGraphicsAdvanced::SetConfiguration() {
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ui->use_asynchronous_shaders->setEnabled(runtime_lock);
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ui->anisotropic_filtering_combobox->setEnabled(runtime_lock);
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ui->renderer_force_max_clock->setChecked(Settings::values.renderer_force_max_clock.GetValue());
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ui->use_vsync->setChecked(Settings::values.use_vsync.GetValue());
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ui->use_asynchronous_shaders->setChecked(Settings::values.use_asynchronous_shaders.GetValue());
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ui->use_fast_gpu_time->setChecked(Settings::values.use_fast_gpu_time.GetValue());
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@ -37,6 +38,8 @@ void ConfigureGraphicsAdvanced::SetConfiguration() {
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Settings::values.max_anisotropy.GetValue());
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} else {
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ConfigurationShared::SetPerGameSetting(ui->gpu_accuracy, &Settings::values.gpu_accuracy);
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ConfigurationShared::SetPerGameSetting(ui->renderer_force_max_clock,
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&Settings::values.renderer_force_max_clock);
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ConfigurationShared::SetPerGameSetting(ui->anisotropic_filtering_combobox,
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&Settings::values.max_anisotropy);
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ConfigurationShared::SetHighlight(ui->label_gpu_accuracy,
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@ -48,6 +51,9 @@ void ConfigureGraphicsAdvanced::SetConfiguration() {
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void ConfigureGraphicsAdvanced::ApplyConfiguration() {
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.gpu_accuracy, ui->gpu_accuracy);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.renderer_force_max_clock,
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ui->renderer_force_max_clock,
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renderer_force_max_clock);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy,
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ui->anisotropic_filtering_combobox);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync, use_vsync);
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@ -76,6 +82,8 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
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// Disable if not global (only happens during game)
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if (Settings::IsConfiguringGlobal()) {
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ui->gpu_accuracy->setEnabled(Settings::values.gpu_accuracy.UsingGlobal());
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ui->renderer_force_max_clock->setEnabled(
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Settings::values.renderer_force_max_clock.UsingGlobal());
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ui->use_vsync->setEnabled(Settings::values.use_vsync.UsingGlobal());
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ui->use_asynchronous_shaders->setEnabled(
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Settings::values.use_asynchronous_shaders.UsingGlobal());
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@ -88,6 +96,9 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
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return;
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}
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ConfigurationShared::SetColoredTristate(ui->renderer_force_max_clock,
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Settings::values.renderer_force_max_clock,
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renderer_force_max_clock);
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ConfigurationShared::SetColoredTristate(ui->use_vsync, Settings::values.use_vsync, use_vsync);
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ConfigurationShared::SetColoredTristate(ui->use_asynchronous_shaders,
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Settings::values.use_asynchronous_shaders,
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@ -36,6 +36,7 @@ private:
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std::unique_ptr<Ui::ConfigureGraphicsAdvanced> ui;
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ConfigurationShared::CheckState renderer_force_max_clock;
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ConfigurationShared::CheckState use_vsync;
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ConfigurationShared::CheckState use_asynchronous_shaders;
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ConfigurationShared::CheckState use_fast_gpu_time;
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@ -69,6 +69,16 @@
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</layout>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="renderer_force_max_clock">
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<property name="toolTip">
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<string>Runs work in the background while waiting for graphics commands to keep the GPU from lowering its clock speed.</string>
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</property>
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<property name="text">
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<string>Force maximum clocks (Vulkan only)</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="use_vsync">
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<property name="toolTip">
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@ -296,6 +296,7 @@ void Config::ReadValues() {
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// Renderer
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ReadSetting("Renderer", Settings::values.renderer_backend);
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ReadSetting("Renderer", Settings::values.renderer_force_max_clock);
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ReadSetting("Renderer", Settings::values.renderer_debug);
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ReadSetting("Renderer", Settings::values.renderer_shader_feedback);
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ReadSetting("Renderer", Settings::values.enable_nsight_aftermath);
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