Merge pull request #6696 from ameerj/speed-limit-rename

general: Rename "Frame Limit" references to "Speed Limit"
This commit is contained in:
bunnei 2021-07-26 18:51:00 -07:00 committed by GitHub
commit d6c799494c
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GPG key ID: 4AEE18F83AFDEB23
18 changed files with 80 additions and 88 deletions

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@ -48,8 +48,8 @@ void LogSettings() {
log_setting("Core_UseMultiCore", values.use_multi_core.GetValue()); log_setting("Core_UseMultiCore", values.use_multi_core.GetValue());
log_setting("CPU_Accuracy", values.cpu_accuracy.GetValue()); log_setting("CPU_Accuracy", values.cpu_accuracy.GetValue());
log_setting("Renderer_UseResolutionFactor", values.resolution_factor.GetValue()); log_setting("Renderer_UseResolutionFactor", values.resolution_factor.GetValue());
log_setting("Renderer_UseFrameLimit", values.use_frame_limit.GetValue()); log_setting("Renderer_UseSpeedLimit", values.use_speed_limit.GetValue());
log_setting("Renderer_FrameLimit", values.frame_limit.GetValue()); log_setting("Renderer_SpeedLimit", values.speed_limit.GetValue());
log_setting("Renderer_UseDiskShaderCache", values.use_disk_shader_cache.GetValue()); log_setting("Renderer_UseDiskShaderCache", values.use_disk_shader_cache.GetValue());
log_setting("Renderer_GPUAccuracyLevel", values.gpu_accuracy.GetValue()); log_setting("Renderer_GPUAccuracyLevel", values.gpu_accuracy.GetValue());
log_setting("Renderer_UseAsynchronousGpuEmulation", log_setting("Renderer_UseAsynchronousGpuEmulation",
@ -132,8 +132,8 @@ void RestoreGlobalState(bool is_powered_on) {
values.vulkan_device.SetGlobal(true); values.vulkan_device.SetGlobal(true);
values.aspect_ratio.SetGlobal(true); values.aspect_ratio.SetGlobal(true);
values.max_anisotropy.SetGlobal(true); values.max_anisotropy.SetGlobal(true);
values.use_frame_limit.SetGlobal(true); values.use_speed_limit.SetGlobal(true);
values.frame_limit.SetGlobal(true); values.speed_limit.SetGlobal(true);
values.use_disk_shader_cache.SetGlobal(true); values.use_disk_shader_cache.SetGlobal(true);
values.gpu_accuracy.SetGlobal(true); values.gpu_accuracy.SetGlobal(true);
values.use_asynchronous_gpu_emulation.SetGlobal(true); values.use_asynchronous_gpu_emulation.SetGlobal(true);

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@ -331,8 +331,8 @@ struct Values {
"fullscreen_mode"}; "fullscreen_mode"};
Setting<int> aspect_ratio{0, "aspect_ratio"}; Setting<int> aspect_ratio{0, "aspect_ratio"};
Setting<int> max_anisotropy{0, "max_anisotropy"}; Setting<int> max_anisotropy{0, "max_anisotropy"};
Setting<bool> use_frame_limit{true, "use_frame_limit"}; Setting<bool> use_speed_limit{true, "use_speed_limit"};
Setting<u16> frame_limit{100, "frame_limit"}; Setting<u16> speed_limit{100, "speed_limit"};
Setting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"}; Setting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"};
Setting<GPUAccuracy> gpu_accuracy{GPUAccuracy::High, "gpu_accuracy"}; Setting<GPUAccuracy> gpu_accuracy{GPUAccuracy::High, "gpu_accuracy"};
Setting<bool> use_asynchronous_gpu_emulation{true, "use_asynchronous_gpu_emulation"}; Setting<bool> use_asynchronous_gpu_emulation{true, "use_asynchronous_gpu_emulation"};

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@ -411,7 +411,7 @@ struct System::Impl {
std::string status_details = ""; std::string status_details = "";
std::unique_ptr<Core::PerfStats> perf_stats; std::unique_ptr<Core::PerfStats> perf_stats;
Core::FrameLimiter frame_limiter; Core::SpeedLimiter speed_limiter;
bool is_multicore{}; bool is_multicore{};
bool is_async_gpu{}; bool is_async_gpu{};
@ -606,12 +606,12 @@ const Core::PerfStats& System::GetPerfStats() const {
return *impl->perf_stats; return *impl->perf_stats;
} }
Core::FrameLimiter& System::FrameLimiter() { Core::SpeedLimiter& System::SpeedLimiter() {
return impl->frame_limiter; return impl->speed_limiter;
} }
const Core::FrameLimiter& System::FrameLimiter() const { const Core::SpeedLimiter& System::SpeedLimiter() const {
return impl->frame_limiter; return impl->speed_limiter;
} }
Loader::ResultStatus System::GetGameName(std::string& out) const { Loader::ResultStatus System::GetGameName(std::string& out) const {

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@ -94,7 +94,7 @@ class ARM_Interface;
class CpuManager; class CpuManager;
class DeviceMemory; class DeviceMemory;
class ExclusiveMonitor; class ExclusiveMonitor;
class FrameLimiter; class SpeedLimiter;
class PerfStats; class PerfStats;
class Reporter; class Reporter;
class TelemetrySession; class TelemetrySession;
@ -292,11 +292,11 @@ public:
/// Provides a constant reference to the internal PerfStats instance. /// Provides a constant reference to the internal PerfStats instance.
[[nodiscard]] const Core::PerfStats& GetPerfStats() const; [[nodiscard]] const Core::PerfStats& GetPerfStats() const;
/// Provides a reference to the frame limiter; /// Provides a reference to the speed limiter;
[[nodiscard]] Core::FrameLimiter& FrameLimiter(); [[nodiscard]] Core::SpeedLimiter& SpeedLimiter();
/// Provides a constant referent to the frame limiter /// Provides a constant reference to the speed limiter
[[nodiscard]] const Core::FrameLimiter& FrameLimiter() const; [[nodiscard]] const Core::SpeedLimiter& SpeedLimiter() const;
/// Gets the name of the current game /// Gets the name of the current game
[[nodiscard]] Loader::ResultStatus GetGameName(std::string& out) const; [[nodiscard]] Loader::ResultStatus GetGameName(std::string& out) const;

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@ -54,7 +54,7 @@ void nvdisp_disp0::flip(u32 buffer_handle, u32 offset, u32 format, u32 width, u3
system.GetPerfStats().EndSystemFrame(); system.GetPerfStats().EndSystemFrame();
system.GPU().SwapBuffers(&framebuffer); system.GPU().SwapBuffers(&framebuffer);
system.FrameLimiter().DoFrameLimiting(system.CoreTiming().GetGlobalTimeUs()); system.SpeedLimiter().DoSpeedLimiting(system.CoreTiming().GetGlobalTimeUs());
system.GetPerfStats().BeginSystemFrame(); system.GetPerfStats().BeginSystemFrame();
} }

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@ -127,15 +127,15 @@ double PerfStats::GetLastFrameTimeScale() const {
return duration_cast<DoubleSecs>(previous_frame_length).count() / FRAME_LENGTH; return duration_cast<DoubleSecs>(previous_frame_length).count() / FRAME_LENGTH;
} }
void FrameLimiter::DoFrameLimiting(microseconds current_system_time_us) { void SpeedLimiter::DoSpeedLimiting(microseconds current_system_time_us) {
if (!Settings::values.use_frame_limit.GetValue() || if (!Settings::values.use_speed_limit.GetValue() ||
Settings::values.use_multi_core.GetValue()) { Settings::values.use_multi_core.GetValue()) {
return; return;
} }
auto now = Clock::now(); auto now = Clock::now();
const double sleep_scale = Settings::values.frame_limit.GetValue() / 100.0; const double sleep_scale = Settings::values.speed_limit.GetValue() / 100.0;
// Max lag caused by slow frames. Shouldn't be more than the length of a frame at the current // Max lag caused by slow frames. Shouldn't be more than the length of a frame at the current
// speed percent or it will clamp too much and prevent this from properly limiting to that // speed percent or it will clamp too much and prevent this from properly limiting to that
@ -143,17 +143,17 @@ void FrameLimiter::DoFrameLimiting(microseconds current_system_time_us) {
// limiting // limiting
const microseconds max_lag_time_us = duration_cast<microseconds>( const microseconds max_lag_time_us = duration_cast<microseconds>(
std::chrono::duration<double, std::chrono::microseconds::period>(25ms / sleep_scale)); std::chrono::duration<double, std::chrono::microseconds::period>(25ms / sleep_scale));
frame_limiting_delta_err += duration_cast<microseconds>( speed_limiting_delta_err += duration_cast<microseconds>(
std::chrono::duration<double, std::chrono::microseconds::period>( std::chrono::duration<double, std::chrono::microseconds::period>(
(current_system_time_us - previous_system_time_us) / sleep_scale)); (current_system_time_us - previous_system_time_us) / sleep_scale));
frame_limiting_delta_err -= duration_cast<microseconds>(now - previous_walltime); speed_limiting_delta_err -= duration_cast<microseconds>(now - previous_walltime);
frame_limiting_delta_err = speed_limiting_delta_err =
std::clamp(frame_limiting_delta_err, -max_lag_time_us, max_lag_time_us); std::clamp(speed_limiting_delta_err, -max_lag_time_us, max_lag_time_us);
if (frame_limiting_delta_err > microseconds::zero()) { if (speed_limiting_delta_err > microseconds::zero()) {
std::this_thread::sleep_for(frame_limiting_delta_err); std::this_thread::sleep_for(speed_limiting_delta_err);
auto now_after_sleep = Clock::now(); auto now_after_sleep = Clock::now();
frame_limiting_delta_err -= duration_cast<microseconds>(now_after_sleep - now); speed_limiting_delta_err -= duration_cast<microseconds>(now_after_sleep - now);
now = now_after_sleep; now = now_after_sleep;
} }

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@ -85,11 +85,11 @@ private:
double previous_fps = 0; double previous_fps = 0;
}; };
class FrameLimiter { class SpeedLimiter {
public: public:
using Clock = std::chrono::high_resolution_clock; using Clock = std::chrono::high_resolution_clock;
void DoFrameLimiting(std::chrono::microseconds current_system_time_us); void DoSpeedLimiting(std::chrono::microseconds current_system_time_us);
private: private:
/// Emulated system time (in microseconds) at the last limiter invocation /// Emulated system time (in microseconds) at the last limiter invocation
@ -98,7 +98,7 @@ private:
Clock::time_point previous_walltime = Clock::now(); Clock::time_point previous_walltime = Clock::now();
/// Accumulated difference between walltime and emulated time /// Accumulated difference between walltime and emulated time
std::chrono::microseconds frame_limiting_delta_err{0}; std::chrono::microseconds speed_limiting_delta_err{0};
}; };
} // namespace Core } // namespace Core

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@ -221,8 +221,8 @@ void TelemetrySession::AddInitialInfo(Loader::AppLoader& app_loader,
TranslateRenderer(Settings::values.renderer_backend.GetValue())); TranslateRenderer(Settings::values.renderer_backend.GetValue()));
AddField(field_type, "Renderer_ResolutionFactor", AddField(field_type, "Renderer_ResolutionFactor",
Settings::values.resolution_factor.GetValue()); Settings::values.resolution_factor.GetValue());
AddField(field_type, "Renderer_UseFrameLimit", Settings::values.use_frame_limit.GetValue()); AddField(field_type, "Renderer_UseSpeedLimit", Settings::values.use_speed_limit.GetValue());
AddField(field_type, "Renderer_FrameLimit", Settings::values.frame_limit.GetValue()); AddField(field_type, "Renderer_SpeedLimit", Settings::values.speed_limit.GetValue());
AddField(field_type, "Renderer_UseDiskShaderCache", AddField(field_type, "Renderer_UseDiskShaderCache",
Settings::values.use_disk_shader_cache.GetValue()); Settings::values.use_disk_shader_cache.GetValue());
AddField(field_type, "Renderer_GPUAccuracyLevel", AddField(field_type, "Renderer_GPUAccuracyLevel",

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@ -19,9 +19,6 @@ RendererBase::~RendererBase() = default;
void RendererBase::RefreshBaseSettings() { void RendererBase::RefreshBaseSettings() {
UpdateCurrentFramebufferLayout(); UpdateCurrentFramebufferLayout();
renderer_settings.use_framelimiter = Settings::values.use_frame_limit.GetValue();
renderer_settings.set_background_color = true;
} }
void RendererBase::UpdateCurrentFramebufferLayout() { void RendererBase::UpdateCurrentFramebufferLayout() {

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@ -21,9 +21,6 @@ class GraphicsContext;
namespace VideoCore { namespace VideoCore {
struct RendererSettings { struct RendererSettings {
std::atomic_bool use_framelimiter{false};
std::atomic_bool set_background_color{false};
// Screenshot // Screenshot
std::atomic<bool> screenshot_requested{false}; std::atomic<bool> screenshot_requested{false};
void* screenshot_bits{}; void* screenshot_bits{};

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@ -328,12 +328,10 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
} }
void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) { void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
if (renderer_settings.set_background_color) {
// Update background color before drawing // Update background color before drawing
glClearColor(Settings::values.bg_red.GetValue() / 255.0f, glClearColor(Settings::values.bg_red.GetValue() / 255.0f,
Settings::values.bg_green.GetValue() / 255.0f, Settings::values.bg_green.GetValue() / 255.0f,
Settings::values.bg_blue.GetValue() / 255.0f, 1.0f); Settings::values.bg_blue.GetValue() / 255.0f, 1.0f);
}
// Set projection matrix // Set projection matrix
const std::array ortho_matrix = const std::array ortho_matrix =

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@ -806,8 +806,8 @@ void Config::ReadRendererValues() {
ReadGlobalSetting(Settings::values.fullscreen_mode); ReadGlobalSetting(Settings::values.fullscreen_mode);
ReadGlobalSetting(Settings::values.aspect_ratio); ReadGlobalSetting(Settings::values.aspect_ratio);
ReadGlobalSetting(Settings::values.max_anisotropy); ReadGlobalSetting(Settings::values.max_anisotropy);
ReadGlobalSetting(Settings::values.use_frame_limit); ReadGlobalSetting(Settings::values.use_speed_limit);
ReadGlobalSetting(Settings::values.frame_limit); ReadGlobalSetting(Settings::values.speed_limit);
ReadGlobalSetting(Settings::values.use_disk_shader_cache); ReadGlobalSetting(Settings::values.use_disk_shader_cache);
ReadGlobalSetting(Settings::values.gpu_accuracy); ReadGlobalSetting(Settings::values.gpu_accuracy);
ReadGlobalSetting(Settings::values.use_asynchronous_gpu_emulation); ReadGlobalSetting(Settings::values.use_asynchronous_gpu_emulation);
@ -1335,8 +1335,8 @@ void Config::SaveRendererValues() {
WriteGlobalSetting(Settings::values.fullscreen_mode); WriteGlobalSetting(Settings::values.fullscreen_mode);
WriteGlobalSetting(Settings::values.aspect_ratio); WriteGlobalSetting(Settings::values.aspect_ratio);
WriteGlobalSetting(Settings::values.max_anisotropy); WriteGlobalSetting(Settings::values.max_anisotropy);
WriteGlobalSetting(Settings::values.use_frame_limit); WriteGlobalSetting(Settings::values.use_speed_limit);
WriteGlobalSetting(Settings::values.frame_limit); WriteGlobalSetting(Settings::values.speed_limit);
WriteGlobalSetting(Settings::values.use_disk_shader_cache); WriteGlobalSetting(Settings::values.use_disk_shader_cache);
WriteSetting(QString::fromStdString(Settings::values.gpu_accuracy.GetLabel()), WriteSetting(QString::fromStdString(Settings::values.gpu_accuracy.GetLabel()),
static_cast<u32>(Settings::values.gpu_accuracy.GetValue(global)), static_cast<u32>(Settings::values.gpu_accuracy.GetValue(global)),

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@ -24,8 +24,8 @@ ConfigureGeneral::ConfigureGeneral(QWidget* parent)
SetConfiguration(); SetConfiguration();
if (Settings::IsConfiguringGlobal()) { if (Settings::IsConfiguringGlobal()) {
connect(ui->toggle_frame_limit, &QCheckBox::clicked, ui->frame_limit, connect(ui->toggle_speed_limit, &QCheckBox::clicked, ui->speed_limit,
[this]() { ui->frame_limit->setEnabled(ui->toggle_frame_limit->isChecked()); }); [this]() { ui->speed_limit->setEnabled(ui->toggle_speed_limit->isChecked()); });
} }
connect(ui->button_reset_defaults, &QPushButton::clicked, this, connect(ui->button_reset_defaults, &QPushButton::clicked, this,
@ -45,18 +45,18 @@ void ConfigureGeneral::SetConfiguration() {
ui->toggle_background_pause->setChecked(UISettings::values.pause_when_in_background.GetValue()); ui->toggle_background_pause->setChecked(UISettings::values.pause_when_in_background.GetValue());
ui->toggle_hide_mouse->setChecked(UISettings::values.hide_mouse.GetValue()); ui->toggle_hide_mouse->setChecked(UISettings::values.hide_mouse.GetValue());
ui->toggle_frame_limit->setChecked(Settings::values.use_frame_limit.GetValue()); ui->toggle_speed_limit->setChecked(Settings::values.use_speed_limit.GetValue());
ui->frame_limit->setValue(Settings::values.frame_limit.GetValue()); ui->speed_limit->setValue(Settings::values.speed_limit.GetValue());
ui->fps_cap->setValue(Settings::values.fps_cap.GetValue()); ui->fps_cap->setValue(Settings::values.fps_cap.GetValue());
ui->button_reset_defaults->setEnabled(runtime_lock); ui->button_reset_defaults->setEnabled(runtime_lock);
if (Settings::IsConfiguringGlobal()) { if (Settings::IsConfiguringGlobal()) {
ui->frame_limit->setEnabled(Settings::values.use_frame_limit.GetValue()); ui->speed_limit->setEnabled(Settings::values.use_speed_limit.GetValue());
} else { } else {
ui->frame_limit->setEnabled(Settings::values.use_frame_limit.GetValue() && ui->speed_limit->setEnabled(Settings::values.use_speed_limit.GetValue() &&
use_frame_limit != ConfigurationShared::CheckState::Global); use_speed_limit != ConfigurationShared::CheckState::Global);
} }
} }
@ -92,19 +92,19 @@ void ConfigureGeneral::ApplyConfiguration() {
Settings::values.fps_cap.SetValue(ui->fps_cap->value()); Settings::values.fps_cap.SetValue(ui->fps_cap->value());
// Guard if during game and set to game-specific value // Guard if during game and set to game-specific value
if (Settings::values.use_frame_limit.UsingGlobal()) { if (Settings::values.use_speed_limit.UsingGlobal()) {
Settings::values.use_frame_limit.SetValue(ui->toggle_frame_limit->checkState() == Settings::values.use_speed_limit.SetValue(ui->toggle_speed_limit->checkState() ==
Qt::Checked); Qt::Checked);
Settings::values.frame_limit.SetValue(ui->frame_limit->value()); Settings::values.speed_limit.SetValue(ui->speed_limit->value());
} }
} else { } else {
bool global_frame_limit = use_frame_limit == ConfigurationShared::CheckState::Global; bool global_speed_limit = use_speed_limit == ConfigurationShared::CheckState::Global;
Settings::values.use_frame_limit.SetGlobal(global_frame_limit); Settings::values.use_speed_limit.SetGlobal(global_speed_limit);
Settings::values.frame_limit.SetGlobal(global_frame_limit); Settings::values.speed_limit.SetGlobal(global_speed_limit);
if (!global_frame_limit) { if (!global_speed_limit) {
Settings::values.use_frame_limit.SetValue(ui->toggle_frame_limit->checkState() == Settings::values.use_speed_limit.SetValue(ui->toggle_speed_limit->checkState() ==
Qt::Checked); Qt::Checked);
Settings::values.frame_limit.SetValue(ui->frame_limit->value()); Settings::values.speed_limit.SetValue(ui->speed_limit->value());
} }
} }
} }
@ -126,8 +126,8 @@ void ConfigureGeneral::SetupPerGameUI() {
// Disables each setting if: // Disables each setting if:
// - A game is running (thus settings in use), and // - A game is running (thus settings in use), and
// - A non-global setting is applied. // - A non-global setting is applied.
ui->toggle_frame_limit->setEnabled(Settings::values.use_frame_limit.UsingGlobal()); ui->toggle_speed_limit->setEnabled(Settings::values.use_speed_limit.UsingGlobal());
ui->frame_limit->setEnabled(Settings::values.frame_limit.UsingGlobal()); ui->speed_limit->setEnabled(Settings::values.speed_limit.UsingGlobal());
return; return;
} }
@ -139,13 +139,13 @@ void ConfigureGeneral::SetupPerGameUI() {
ui->button_reset_defaults->setVisible(false); ui->button_reset_defaults->setVisible(false);
ConfigurationShared::SetColoredTristate(ui->toggle_frame_limit, ConfigurationShared::SetColoredTristate(ui->toggle_speed_limit,
Settings::values.use_frame_limit, use_frame_limit); Settings::values.use_speed_limit, use_speed_limit);
ConfigurationShared::SetColoredTristate(ui->use_multi_core, Settings::values.use_multi_core, ConfigurationShared::SetColoredTristate(ui->use_multi_core, Settings::values.use_multi_core,
use_multi_core); use_multi_core);
connect(ui->toggle_frame_limit, &QCheckBox::clicked, ui->frame_limit, [this]() { connect(ui->toggle_speed_limit, &QCheckBox::clicked, ui->speed_limit, [this]() {
ui->frame_limit->setEnabled(ui->toggle_frame_limit->isChecked() && ui->speed_limit->setEnabled(ui->toggle_speed_limit->isChecked() &&
(use_frame_limit != ConfigurationShared::CheckState::Global)); (use_speed_limit != ConfigurationShared::CheckState::Global));
}); });
} }

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@ -43,6 +43,6 @@ private:
std::unique_ptr<Ui::ConfigureGeneral> ui; std::unique_ptr<Ui::ConfigureGeneral> ui;
ConfigurationShared::CheckState use_frame_limit; ConfigurationShared::CheckState use_speed_limit;
ConfigurationShared::CheckState use_multi_core; ConfigurationShared::CheckState use_multi_core;
}; };

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@ -27,14 +27,14 @@
<item> <item>
<layout class="QHBoxLayout" name="horizontalLayout_2"> <layout class="QHBoxLayout" name="horizontalLayout_2">
<item> <item>
<widget class="QCheckBox" name="toggle_frame_limit"> <widget class="QCheckBox" name="toggle_speed_limit">
<property name="text"> <property name="text">
<string>Limit Speed Percent</string> <string>Limit Speed Percent</string>
</property> </property>
</widget> </widget>
</item> </item>
<item> <item>
<widget class="QSpinBox" name="frame_limit"> <widget class="QSpinBox" name="speed_limit">
<property name="suffix"> <property name="suffix">
<string>%</string> <string>%</string>
</property> </property>

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@ -972,23 +972,23 @@ void GMainWindow::InitializeHotkeys() {
}); });
connect(hotkey_registry.GetHotkey(main_window, QStringLiteral("Toggle Speed Limit"), this), connect(hotkey_registry.GetHotkey(main_window, QStringLiteral("Toggle Speed Limit"), this),
&QShortcut::activated, this, [&] { &QShortcut::activated, this, [&] {
Settings::values.use_frame_limit.SetValue( Settings::values.use_speed_limit.SetValue(
!Settings::values.use_frame_limit.GetValue()); !Settings::values.use_speed_limit.GetValue());
UpdateStatusBar(); UpdateStatusBar();
}); });
constexpr u16 SPEED_LIMIT_STEP = 5; constexpr u16 SPEED_LIMIT_STEP = 5;
connect(hotkey_registry.GetHotkey(main_window, QStringLiteral("Increase Speed Limit"), this), connect(hotkey_registry.GetHotkey(main_window, QStringLiteral("Increase Speed Limit"), this),
&QShortcut::activated, this, [&] { &QShortcut::activated, this, [&] {
if (Settings::values.frame_limit.GetValue() < 9999 - SPEED_LIMIT_STEP) { if (Settings::values.speed_limit.GetValue() < 9999 - SPEED_LIMIT_STEP) {
Settings::values.frame_limit.SetValue(SPEED_LIMIT_STEP + Settings::values.speed_limit.SetValue(SPEED_LIMIT_STEP +
Settings::values.frame_limit.GetValue()); Settings::values.speed_limit.GetValue());
UpdateStatusBar(); UpdateStatusBar();
} }
}); });
connect(hotkey_registry.GetHotkey(main_window, QStringLiteral("Decrease Speed Limit"), this), connect(hotkey_registry.GetHotkey(main_window, QStringLiteral("Decrease Speed Limit"), this),
&QShortcut::activated, this, [&] { &QShortcut::activated, this, [&] {
if (Settings::values.frame_limit.GetValue() > SPEED_LIMIT_STEP) { if (Settings::values.speed_limit.GetValue() > SPEED_LIMIT_STEP) {
Settings::values.frame_limit.SetValue(Settings::values.frame_limit.GetValue() - Settings::values.speed_limit.SetValue(Settings::values.speed_limit.GetValue() -
SPEED_LIMIT_STEP); SPEED_LIMIT_STEP);
UpdateStatusBar(); UpdateStatusBar();
} }
@ -2910,10 +2910,10 @@ void GMainWindow::UpdateStatusBar() {
shader_building_label->setVisible(false); shader_building_label->setVisible(false);
} }
if (Settings::values.use_frame_limit.GetValue()) { if (Settings::values.use_speed_limit.GetValue()) {
emu_speed_label->setText(tr("Speed: %1% / %2%") emu_speed_label->setText(tr("Speed: %1% / %2%")
.arg(results.emulation_speed * 100.0, 0, 'f', 0) .arg(results.emulation_speed * 100.0, 0, 'f', 0)
.arg(Settings::values.frame_limit.GetValue())); .arg(Settings::values.speed_limit.GetValue()));
} else { } else {
emu_speed_label->setText(tr("Speed: %1%").arg(results.emulation_speed * 100.0, 0, 'f', 0)); emu_speed_label->setText(tr("Speed: %1%").arg(results.emulation_speed * 100.0, 0, 'f', 0));
} }

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@ -451,8 +451,8 @@ void Config::ReadValues() {
ReadSetting("Renderer", Settings::values.fullscreen_mode); ReadSetting("Renderer", Settings::values.fullscreen_mode);
ReadSetting("Renderer", Settings::values.aspect_ratio); ReadSetting("Renderer", Settings::values.aspect_ratio);
ReadSetting("Renderer", Settings::values.max_anisotropy); ReadSetting("Renderer", Settings::values.max_anisotropy);
ReadSetting("Renderer", Settings::values.use_frame_limit); ReadSetting("Renderer", Settings::values.use_speed_limit);
ReadSetting("Renderer", Settings::values.frame_limit); ReadSetting("Renderer", Settings::values.speed_limit);
ReadSetting("Renderer", Settings::values.use_disk_shader_cache); ReadSetting("Renderer", Settings::values.use_disk_shader_cache);
ReadSetting("Renderer", Settings::values.gpu_accuracy); ReadSetting("Renderer", Settings::values.gpu_accuracy);
ReadSetting("Renderer", Settings::values.use_asynchronous_gpu_emulation); ReadSetting("Renderer", Settings::values.use_asynchronous_gpu_emulation);

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@ -265,13 +265,13 @@ use_nvdec_emulation =
# 0: Off, 1 (default): On # 0: Off, 1 (default): On
accelerate_astc = accelerate_astc =
# Turns on the frame limiter, which will limit frames output to the target game speed # Turns on the speed limiter, which will limit the emulation speed to the desired speed limit value
# 0: Off, 1: On (default) # 0: Off, 1: On (default)
use_frame_limit = use_speed_limit =
# Limits the speed of the game to run no faster than this value as a percentage of target speed # Limits the speed of the game to run no faster than this value as a percentage of target speed
# 1 - 9999: Speed limit as a percentage of target game speed. 100 (default) # 1 - 9999: Speed limit as a percentage of target game speed. 100 (default)
frame_limit = speed_limit =
# Whether to use disk based shader cache # Whether to use disk based shader cache
# 0: Off, 1 (default): On # 0: Off, 1 (default): On