UI: add a VRR VSync mode using the FifoRelaxed present mode
Add a new VSyncMode.Vrr that selects the FifoRelaxed Vulkan present mode, letting the display's variable refresh rate (G-Sync/FreeSync) drive the refresh in fullscreen and smoothing a fluctuating frame rate without tearing. Reachable by cycling the status-bar VSync button; shown in green. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -4,7 +4,8 @@ namespace Ryujinx.Common.Configuration
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{
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{
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Switch,
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Switch,
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Unbounded,
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Unbounded,
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Custom
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Custom,
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Vrr
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}
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}
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public static class VSyncModeExtensions
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public static class VSyncModeExtensions
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@@ -13,8 +14,9 @@ namespace Ryujinx.Common.Configuration
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vsync switch
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vsync switch
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{
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{
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VSyncMode.Switch => customEnabled ? VSyncMode.Custom : VSyncMode.Unbounded,
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VSyncMode.Switch => customEnabled ? VSyncMode.Custom : VSyncMode.Unbounded,
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VSyncMode.Unbounded => VSyncMode.Switch,
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VSyncMode.Custom => VSyncMode.Unbounded,
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VSyncMode.Custom => VSyncMode.Unbounded,
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VSyncMode.Unbounded => VSyncMode.Vrr,
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VSyncMode.Vrr => VSyncMode.Switch,
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_ => VSyncMode.Switch
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_ => VSyncMode.Switch
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};
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};
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}
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}
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@@ -282,7 +282,14 @@ namespace Ryujinx.Graphics.Vulkan
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private static PresentModeKHR ChooseSwapPresentMode(PresentModeKHR[] availablePresentModes, VSyncMode vSyncMode)
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private static PresentModeKHR ChooseSwapPresentMode(PresentModeKHR[] availablePresentModes, VSyncMode vSyncMode)
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{
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{
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if (vSyncMode == VSyncMode.Unbounded && availablePresentModes.Contains(PresentModeKHR.ImmediateKhr))
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// VRR: FifoRelaxed lets the display's variable refresh rate (G-Sync/FreeSync) drive the refresh
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// in fullscreen, smoothing a fluctuating frame rate without tearing. Immediate (full VSync off)
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// was tried first but could hang the GPU under load, so FifoRelaxed is used instead.
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if (vSyncMode == VSyncMode.Vrr && availablePresentModes.Contains(PresentModeKHR.FifoRelaxedKhr))
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{
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return PresentModeKHR.FifoRelaxedKhr;
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}
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else if (vSyncMode == VSyncMode.Unbounded && availablePresentModes.Contains(PresentModeKHR.ImmediateKhr))
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{
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{
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return PresentModeKHR.ImmediateKhr;
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return PresentModeKHR.ImmediateKhr;
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}
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}
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@@ -18,6 +18,7 @@
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<Color x:Key="Switch">#FF2EEAC9</Color>
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<Color x:Key="Switch">#FF2EEAC9</Color>
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<Color x:Key="Unbounded">#FFFF4554</Color>
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<Color x:Key="Unbounded">#FFFF4554</Color>
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<Color x:Key="Custom">#6483F5</Color>
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<Color x:Key="Custom">#6483F5</Color>
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<Color x:Key="Vrr">#FF4CD964</Color>
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<Color x:Key="Warning">#800080</Color>
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<Color x:Key="Warning">#800080</Color>
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<Color x:Key="CustomConfig">#00B5B8</Color>
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<Color x:Key="CustomConfig">#00B5B8</Color>
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</ResourceDictionary>
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</ResourceDictionary>
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@@ -38,6 +39,7 @@
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<Color x:Key="Switch">#13c3a4</Color>
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<Color x:Key="Switch">#13c3a4</Color>
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<Color x:Key="Unbounded">#FFFF4554</Color>
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<Color x:Key="Unbounded">#FFFF4554</Color>
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<Color x:Key="Custom">#6483F5</Color>
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<Color x:Key="Custom">#6483F5</Color>
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<Color x:Key="Vrr">#FF4CD964</Color>
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<Color x:Key="Warning">#800080</Color>
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<Color x:Key="Warning">#800080</Color>
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<Color x:Key="CustomConfig">#00B5B8</Color>
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<Color x:Key="CustomConfig">#00B5B8</Color>
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</ResourceDictionary>
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</ResourceDictionary>
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@@ -58,6 +60,7 @@
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<Color x:Key="Switch">#FF2EEAC9</Color>
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<Color x:Key="Switch">#FF2EEAC9</Color>
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<Color x:Key="Unbounded">#FFFF4554</Color>
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<Color x:Key="Unbounded">#FFFF4554</Color>
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<Color x:Key="Custom">#6483F5</Color>
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<Color x:Key="Custom">#6483F5</Color>
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<Color x:Key="Vrr">#FF4CD964</Color>
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<Color x:Key="Warning">#FFA500</Color>
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<Color x:Key="Warning">#FFA500</Color>
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<Color x:Key="CustomConfig">#00B5B8</Color>
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<Color x:Key="CustomConfig">#00B5B8</Color>
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</ResourceDictionary>
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</ResourceDictionary>
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@@ -1369,7 +1369,12 @@ namespace Ryujinx.Ava.UI.ViewModels
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VSyncModeColor = new SolidColorBrush(clr);
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VSyncModeColor = new SolidColorBrush(clr);
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}
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}
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VSyncModeText = args.VSyncMode == "Custom" ? "Custom" : "VSync";
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VSyncModeText = args.VSyncMode switch
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{
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"Custom" => "Custom",
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"Vrr" => "VRR",
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_ => "VSync"
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};
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DockedStatusText = args.DockedMode;
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DockedStatusText = args.DockedMode;
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AspectRatioStatusText = args.AspectRatio;
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AspectRatioStatusText = args.AspectRatio;
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GameStatusText = args.GameStatus;
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GameStatusText = args.GameStatus;
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