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android: settings: Add reactive flushing as a default-disabled setting.
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parent
306ad012c8
commit
f8a33f85ef
@ -33,6 +33,11 @@ enum class IntSetting(
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Settings.SECTION_RENDERER,
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Settings.SECTION_RENDERER,
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0
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0
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),
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),
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RENDERER_REACTIVE_FLUSHING(
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"use_reactive_flushing",
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Settings.SECTION_RENDERER,
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0
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),
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RENDERER_DEBUG(
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RENDERER_DEBUG(
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"debug",
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"debug",
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Settings.SECTION_RENDERER,
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Settings.SECTION_RENDERER,
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@ -321,6 +321,15 @@ class SettingsFragmentPresenter(private val fragmentView: SettingsFragmentView)
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IntSetting.RENDERER_ASYNCHRONOUS_SHADERS.defaultValue
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IntSetting.RENDERER_ASYNCHRONOUS_SHADERS.defaultValue
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)
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)
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)
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)
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add(
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SwitchSetting(
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IntSetting.RENDERER_REACTIVE_FLUSHING,
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R.string.renderer_reactive_flushing,
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R.string.renderer_reactive_flushing_description,
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IntSetting.RENDERER_REACTIVE_FLUSHING.key,
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IntSetting.RENDERER_REACTIVE_FLUSHING.defaultValue
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)
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)
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}
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}
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}
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}
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@ -239,6 +239,10 @@ void Config::ReadValues() {
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Settings::values.renderer_force_max_clock =
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Settings::values.renderer_force_max_clock =
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config->GetBoolean("Renderer", "force_max_clock", true);
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config->GetBoolean("Renderer", "force_max_clock", true);
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// Disable use_reactive_flushing by default on Android
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Settings::values.use_reactive_flushing =
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config->GetBoolean("Renderer", "use_reactive_flushing", false);
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// Audio
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// Audio
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ReadSetting("Audio", Settings::values.sink_id);
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ReadSetting("Audio", Settings::values.sink_id);
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ReadSetting("Audio", Settings::values.audio_output_device_id);
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ReadSetting("Audio", Settings::values.audio_output_device_id);
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@ -328,6 +328,10 @@ shader_backend =
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# 0 (default): Off, 1: On
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# 0 (default): Off, 1: On
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use_asynchronous_shaders =
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use_asynchronous_shaders =
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# Uses reactive flushing instead of predictive flushing. Allowing a more accurate syncing of memory.
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# 0 (default): Off, 1: On
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use_reactive_flushing =
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# NVDEC emulation.
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# NVDEC emulation.
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# 0: Disabled, 1: CPU Decoding, 2 (default): GPU Decoding
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# 0: Disabled, 1: CPU Decoding, 2 (default): GPU Decoding
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nvdec_emulation =
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nvdec_emulation =
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@ -169,6 +169,8 @@
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<string name="renderer_force_max_clock_description">Forces the GPU to run at the maximum possible clocks (thermal constraints will still be applied).</string>
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<string name="renderer_force_max_clock_description">Forces the GPU to run at the maximum possible clocks (thermal constraints will still be applied).</string>
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<string name="renderer_asynchronous_shaders">Use asynchronous shaders</string>
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<string name="renderer_asynchronous_shaders">Use asynchronous shaders</string>
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<string name="renderer_asynchronous_shaders_description">Compiles shaders asynchronously, reducing stutter but may introduce glitches.</string>
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<string name="renderer_asynchronous_shaders_description">Compiles shaders asynchronously, reducing stutter but may introduce glitches.</string>
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<string name="renderer_reactive_flushing">Use reactive flushing</string>
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<string name="renderer_reactive_flushing_description">Improves rendering accuracy in some games at the cost of performance.</string>
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<string name="renderer_debug">Graphics debugging</string>
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<string name="renderer_debug">Graphics debugging</string>
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<string name="renderer_debug_description">Sets the graphics API to a slow debugging mode.</string>
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<string name="renderer_debug_description">Sets the graphics API to a slow debugging mode.</string>
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<string name="use_disk_shader_cache">Disk shader cache</string>
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<string name="use_disk_shader_cache">Disk shader cache</string>
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