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https://github.com/yuzu-emu/yuzu-android.git
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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.
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@ -6,6 +6,7 @@
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#include <QSettings>
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#include "common/fs/fs.h"
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#include "common/fs/path_util.h"
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#include "common/settings.h"
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#include "core/core.h"
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#include "core/hle/service/acc/profile_manager.h"
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#include "core/hle/service/hid/controllers/npad.h"
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@ -709,7 +710,6 @@ void Config::ReadRendererValues() {
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ReadGlobalSetting(Settings::values.nvdec_emulation);
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ReadGlobalSetting(Settings::values.accelerate_astc);
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ReadGlobalSetting(Settings::values.async_astc);
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ReadGlobalSetting(Settings::values.use_vsync);
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ReadGlobalSetting(Settings::values.shader_backend);
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ReadGlobalSetting(Settings::values.use_asynchronous_shaders);
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ReadGlobalSetting(Settings::values.use_fast_gpu_time);
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@ -720,6 +720,10 @@ void Config::ReadRendererValues() {
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ReadGlobalSetting(Settings::values.bg_blue);
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if (global) {
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Settings::values.vsync_mode.SetValue(static_cast<Settings::VSyncMode>(
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ReadSetting(QString::fromStdString(Settings::values.vsync_mode.GetLabel()),
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static_cast<u32>(Settings::values.vsync_mode.GetDefault()))
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.value<u32>()));
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ReadBasicSetting(Settings::values.renderer_debug);
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ReadBasicSetting(Settings::values.renderer_shader_feedback);
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ReadBasicSetting(Settings::values.enable_nsight_aftermath);
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@ -1352,7 +1356,6 @@ void Config::SaveRendererValues() {
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Settings::values.nvdec_emulation.UsingGlobal());
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WriteGlobalSetting(Settings::values.accelerate_astc);
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WriteGlobalSetting(Settings::values.async_astc);
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WriteGlobalSetting(Settings::values.use_vsync);
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WriteSetting(QString::fromStdString(Settings::values.shader_backend.GetLabel()),
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static_cast<u32>(Settings::values.shader_backend.GetValue(global)),
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static_cast<u32>(Settings::values.shader_backend.GetDefault()),
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@ -1366,6 +1369,9 @@ void Config::SaveRendererValues() {
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WriteGlobalSetting(Settings::values.bg_blue);
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if (global) {
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WriteSetting(QString::fromStdString(Settings::values.vsync_mode.GetLabel()),
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static_cast<u32>(Settings::values.vsync_mode.GetValue()),
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static_cast<u32>(Settings::values.vsync_mode.GetDefault()));
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WriteBasicSetting(Settings::values.renderer_debug);
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WriteBasicSetting(Settings::values.renderer_shader_feedback);
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WriteBasicSetting(Settings::values.enable_nsight_aftermath);
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