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authorGravatar lat9nq2023-04-30 15:39:00 -0400
committerGravatar lat9nq2023-05-02 21:51:29 -0400
commit6f0929df82be77f116988cf16cde4ebbc5f978dc (patch)
treeb12668b13bce18dc9b628cf77b2d935ca0ab4f71 /src/common/settings.cpp
parentMerge pull request #9973 from GPUCode/async-present (diff)
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configuration: Expose separate swap present modes
Previously, yuzu would try and guess which vsync mode to use given different scenarios, but apparently we didn't always get it right. This exposes the separate modes in a drop-down the user can select. If a mode isn't available in Vulkan, it defaults to FIFO.
Diffstat (limited to 'src/common/settings.cpp')
-rw-r--r--src/common/settings.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/common/settings.cpp b/src/common/settings.cpp
index 77ff21128..92794f4a2 100644
--- a/src/common/settings.cpp
+++ b/src/common/settings.cpp
@@ -60,7 +60,7 @@ void LogSettings() {
60 log_setting("Renderer_NvdecEmulation", values.nvdec_emulation.GetValue()); 60 log_setting("Renderer_NvdecEmulation", values.nvdec_emulation.GetValue());
61 log_setting("Renderer_AccelerateASTC", values.accelerate_astc.GetValue()); 61 log_setting("Renderer_AccelerateASTC", values.accelerate_astc.GetValue());
62 log_setting("Renderer_AsyncASTC", values.async_astc.GetValue()); 62 log_setting("Renderer_AsyncASTC", values.async_astc.GetValue());
63 log_setting("Renderer_UseVsync", values.use_vsync.GetValue()); 63 log_setting("Renderer_UseVsync", values.vsync_mode.GetValue());
64 log_setting("Renderer_ShaderBackend", values.shader_backend.GetValue()); 64 log_setting("Renderer_ShaderBackend", values.shader_backend.GetValue());
65 log_setting("Renderer_UseAsynchronousShaders", values.use_asynchronous_shaders.GetValue()); 65 log_setting("Renderer_UseAsynchronousShaders", values.use_asynchronous_shaders.GetValue());
66 log_setting("Renderer_AnisotropicFilteringLevel", values.max_anisotropy.GetValue()); 66 log_setting("Renderer_AnisotropicFilteringLevel", values.max_anisotropy.GetValue());
@@ -222,7 +222,6 @@ void RestoreGlobalState(bool is_powered_on) {
222 values.nvdec_emulation.SetGlobal(true); 222 values.nvdec_emulation.SetGlobal(true);
223 values.accelerate_astc.SetGlobal(true); 223 values.accelerate_astc.SetGlobal(true);
224 values.async_astc.SetGlobal(true); 224 values.async_astc.SetGlobal(true);
225 values.use_vsync.SetGlobal(true);
226 values.shader_backend.SetGlobal(true); 225 values.shader_backend.SetGlobal(true);
227 values.use_asynchronous_shaders.SetGlobal(true); 226 values.use_asynchronous_shaders.SetGlobal(true);
228 values.use_fast_gpu_time.SetGlobal(true); 227 values.use_fast_gpu_time.SetGlobal(true);