winamp/src/duckstation-qt/emulationsettingswidget.cpp
Stenzek 5b4f74122c
System: Add "Skip Duplicate Frame Display" option
Skips the presentation/display of frames that are not unique.
Can be combined with driver-level frame generation to increase
perceptible frame rate. Can result in worse frame pacing, and is
not compatible with syncing to host refresh.
2024-05-20 01:12:32 +10:00

275 lines
14 KiB
C++

// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#include "emulationsettingswidget.h"
#include "core/system.h"
#include "qtutils.h"
#include "settingswindow.h"
#include "settingwidgetbinder.h"
#include <QtWidgets/QMessageBox>
#include <limits>
EmulationSettingsWidget::EmulationSettingsWidget(SettingsWindow* dialog, QWidget* parent)
: QWidget(parent), m_dialog(dialog)
{
SettingsInterface* sif = dialog->getSettingsInterface();
m_ui.setupUi(this);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.vsync, "Display", "VSync", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.syncToHostRefreshRate, "Main", "SyncToHostRefreshRate", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.optimalFramePacing, "Display", "OptimalFramePacing", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.preFrameSleep, "Display", "PreFrameSleep", false);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.skipPresentingDuplicateFrames, "Display",
"SkipPresentingDuplicateFrames", false);
SettingWidgetBinder::BindWidgetToFloatSetting(sif, m_ui.preFrameSleepBuffer, "Display", "PreFrameSleepBuffer",
Settings::DEFAULT_DISPLAY_PRE_FRAME_SLEEP_BUFFER);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.rewindEnable, "Main", "RewindEnable", false);
SettingWidgetBinder::BindWidgetToFloatSetting(sif, m_ui.rewindSaveFrequency, "Main", "RewindFrequency", 10.0f);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.rewindSaveSlots, "Main", "RewindSaveSlots", 10);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.runaheadFrames, "Main", "RunaheadFrameCount", 0);
const float effective_emulation_speed = m_dialog->getEffectiveFloatValue("Main", "EmulationSpeed", 1.0f);
fillComboBoxWithEmulationSpeeds(m_ui.emulationSpeed, effective_emulation_speed);
if (m_dialog->isPerGameSettings() && !m_dialog->getFloatValue("Main", "EmulationSpeed", std::nullopt).has_value())
{
m_ui.emulationSpeed->setCurrentIndex(0);
}
else
{
const int emulation_speed_index = m_ui.emulationSpeed->findData(QVariant(effective_emulation_speed));
if (emulation_speed_index >= 0)
m_ui.emulationSpeed->setCurrentIndex(emulation_speed_index);
}
connect(m_ui.emulationSpeed, QOverload<int>::of(&QComboBox::currentIndexChanged), this,
&EmulationSettingsWidget::onEmulationSpeedIndexChanged);
const float effective_fast_forward_speed = m_dialog->getEffectiveFloatValue("Main", "FastForwardSpeed", 0.0f);
fillComboBoxWithEmulationSpeeds(m_ui.fastForwardSpeed, effective_fast_forward_speed);
if (m_dialog->isPerGameSettings() && !m_dialog->getFloatValue("Main", "FastForwardSpeed", std::nullopt).has_value())
{
m_ui.emulationSpeed->setCurrentIndex(0);
}
else
{
const int fast_forward_speed_index = m_ui.fastForwardSpeed->findData(QVariant(effective_fast_forward_speed));
if (fast_forward_speed_index >= 0)
m_ui.fastForwardSpeed->setCurrentIndex(fast_forward_speed_index);
}
connect(m_ui.fastForwardSpeed, QOverload<int>::of(&QComboBox::currentIndexChanged), this,
&EmulationSettingsWidget::onFastForwardSpeedIndexChanged);
const float effective_turbo_speed = m_dialog->getEffectiveFloatValue("Main", "TurboSpeed", 0.0f);
fillComboBoxWithEmulationSpeeds(m_ui.turboSpeed, effective_turbo_speed);
if (m_dialog->isPerGameSettings() && !m_dialog->getFloatValue("Main", "TurboSpeed", std::nullopt).has_value())
{
m_ui.emulationSpeed->setCurrentIndex(0);
}
else
{
const int turbo_speed_index = m_ui.turboSpeed->findData(QVariant(effective_turbo_speed));
if (turbo_speed_index >= 0)
m_ui.turboSpeed->setCurrentIndex(turbo_speed_index);
}
connect(m_ui.turboSpeed, QOverload<int>::of(&QComboBox::currentIndexChanged), this,
&EmulationSettingsWidget::onTurboSpeedIndexChanged);
connect(m_ui.vsync, &QCheckBox::checkStateChanged, this, &EmulationSettingsWidget::updateSkipDuplicateFramesEnabled);
connect(m_ui.syncToHostRefreshRate, &QCheckBox::checkStateChanged, this,
&EmulationSettingsWidget::updateSkipDuplicateFramesEnabled);
connect(m_ui.optimalFramePacing, &QCheckBox::checkStateChanged, this,
&EmulationSettingsWidget::onOptimalFramePacingChanged);
connect(m_ui.preFrameSleep, &QCheckBox::checkStateChanged, this, &EmulationSettingsWidget::onPreFrameSleepChanged);
connect(m_ui.rewindEnable, &QCheckBox::checkStateChanged, this, &EmulationSettingsWidget::updateRewind);
connect(m_ui.rewindSaveFrequency, QOverload<double>::of(&QDoubleSpinBox::valueChanged), this,
&EmulationSettingsWidget::updateRewind);
connect(m_ui.rewindSaveSlots, QOverload<int>::of(&QSpinBox::valueChanged), this,
&EmulationSettingsWidget::updateRewind);
connect(m_ui.runaheadFrames, QOverload<int>::of(&QComboBox::currentIndexChanged), this,
&EmulationSettingsWidget::updateRewind);
dialog->registerWidgetHelp(
m_ui.emulationSpeed, tr("Emulation Speed"), "100%",
tr("Sets the target emulation speed. It is not guaranteed that this speed will be reached, "
"and if not, the emulator will run as fast as it can manage."));
dialog->registerWidgetHelp(
m_ui.fastForwardSpeed, tr("Fast Forward Speed"), tr("User Preference"),
tr("Sets the fast forward speed. This speed will be used when the fast forward hotkey is pressed/toggled."));
dialog->registerWidgetHelp(
m_ui.turboSpeed, tr("Turbo Speed"), tr("User Preference"),
tr("Sets the turbo speed. This speed will be used when the turbo hotkey is pressed/toggled. Turboing will take "
"priority over fast forwarding if both hotkeys are pressed/toggled."));
dialog->registerWidgetHelp(
m_ui.vsync, tr("Vertical Sync (VSync)"), tr("Unchecked"),
tr("Synchronizes presentation of the console's frames to the host. Enabling may result in smoother animations, at "
"the cost of increased input lag. <strong>GSync/FreeSync users should enable Optimal Frame Pacing "
"instead.</strong>"));
dialog->registerWidgetHelp(
m_ui.syncToHostRefreshRate, tr("Sync To Host Refresh Rate"), tr("Unchecked"),
tr(
"Adjusts the emulation speed so the console's refresh rate matches the host's refresh rate when VSync is "
"enabled. This results in the smoothest animations possible, at the cost of potentially increasing the emulation "
"speed by less than 1%. Sync To Host Refresh Rate will not take effect if the console's refresh rate is too far "
"from the host's refresh rate. Users with variable refresh rate displays should disable this option."));
dialog->registerWidgetHelp(
m_ui.optimalFramePacing, tr("Optimal Frame Pacing"), tr("Unchecked"),
tr("Enabling this option will ensure every frame the console renders is displayed to the screen, at a consistent "
"rate, for optimal frame pacing. If you have a GSync/FreeSync display, enable this option. If you are having "
"difficulties maintaining full speed, or are getting audio glitches, try disabling this option."));
dialog->registerWidgetHelp(
m_ui.preFrameSleep, tr("Reduce Input Latency"), tr("Unchecked"),
tr("Reduces input latency by delaying the start of frame until closer to the presentation time. This may cause "
"dropped frames on slower systems with higher frame time variance, if the buffer size is not sufficient."));
dialog->registerWidgetHelp(m_ui.preFrameSleepBuffer, tr("Frame Time Buffer"),
tr("%1 ms").arg(Settings::DEFAULT_DISPLAY_PRE_FRAME_SLEEP_BUFFER),
tr("Specifies the amount of buffer time added, which reduces the additional sleep time "
"introduced. Higher values increase input latency, but decrease the risk of overrun, "
"or missed frames. Lower values require faster hardware."));
dialog->registerWidgetHelp(
m_ui.skipPresentingDuplicateFrames, tr("Skip Duplicate Frame Display"), tr("Unchecked"),
tr("Skips the presentation/display of frames that are not unique. Can be combined with driver-level frame "
"generation to increase perceptible frame rate. Can result in worse frame pacing, and is not compatible with "
"syncing to host refresh."));
dialog->registerWidgetHelp(
m_ui.rewindEnable, tr("Rewinding"), tr("Unchecked"),
tr("<b>Enable Rewinding:</b> Saves state periodically so you can rewind any mistakes while playing.<br> "
"<b>Rewind Save Frequency:</b> How often a rewind state will be created. Higher frequencies have greater system "
"requirements.<br> "
"<b>Rewind Buffer Size:</b> How many saves will be kept for rewinding. Higher values have greater memory "
"requirements."));
dialog->registerWidgetHelp(
m_ui.runaheadFrames, tr("Runahead"), tr("Disabled"),
tr(
"Simulates the system ahead of time and rolls back/replays to reduce input lag. Very high system requirements."));
onOptimalFramePacingChanged();
updateSkipDuplicateFramesEnabled();
updateRewind();
}
EmulationSettingsWidget::~EmulationSettingsWidget() = default;
void EmulationSettingsWidget::fillComboBoxWithEmulationSpeeds(QComboBox* cb, float global_value)
{
if (m_dialog->isPerGameSettings())
{
if (global_value == 0.0f)
cb->addItem(tr("Use Global Setting [Unlimited]"));
else
cb->addItem(tr("Use Global Setting [%1%]").arg(static_cast<u32>(global_value * 100.0f)));
}
cb->addItem(tr("Unlimited"), QVariant(0.0f));
static constexpr const std::array speeds = {10, 20, 30, 40, 50, 60, 70, 80, 90, 100, 125, 150, 175,
200, 250, 300, 350, 400, 450, 500, 600, 700, 800, 900, 1000};
for (const int speed : speeds)
{
cb->addItem(tr("%1% [%2 FPS (NTSC) / %3 FPS (PAL)]").arg(speed).arg((60 * speed) / 100).arg((50 * speed) / 100),
QVariant(static_cast<float>(speed) / 100.0f));
}
}
void EmulationSettingsWidget::onEmulationSpeedIndexChanged(int index)
{
if (m_dialog->isPerGameSettings() && index == 0)
{
m_dialog->removeSettingValue("Main", "EmulationSpeed");
return;
}
bool okay;
const float value = m_ui.emulationSpeed->currentData().toFloat(&okay);
m_dialog->setFloatSettingValue("Main", "EmulationSpeed", okay ? value : 1.0f);
}
void EmulationSettingsWidget::onFastForwardSpeedIndexChanged(int index)
{
if (m_dialog->isPerGameSettings() && index == 0)
{
m_dialog->removeSettingValue("Main", "FastForwardSpeed");
return;
}
bool okay;
const float value = m_ui.fastForwardSpeed->currentData().toFloat(&okay);
m_dialog->setFloatSettingValue("Main", "FastForwardSpeed", okay ? value : 0.0f);
}
void EmulationSettingsWidget::onTurboSpeedIndexChanged(int index)
{
if (m_dialog->isPerGameSettings() && index == 0)
{
m_dialog->removeSettingValue("Main", "TurboSpeed");
return;
}
bool okay;
const float value = m_ui.turboSpeed->currentData().toFloat(&okay);
m_dialog->setFloatSettingValue("Main", "TurboSpeed", okay ? value : 0.0f);
}
void EmulationSettingsWidget::onOptimalFramePacingChanged()
{
const bool optimal_frame_pacing_enabled = m_dialog->getEffectiveBoolValue("Display", "OptimalFramePacing", false);
m_ui.preFrameSleep->setEnabled(optimal_frame_pacing_enabled);
onPreFrameSleepChanged();
}
void EmulationSettingsWidget::onPreFrameSleepChanged()
{
const bool pre_frame_sleep_enabled = m_dialog->getEffectiveBoolValue("Display", "PreFrameSleep", false);
const bool show_buffer_size = (m_ui.preFrameSleep->isEnabled() && pre_frame_sleep_enabled);
m_ui.preFrameSleepBuffer->setVisible(show_buffer_size);
m_ui.preFrameSleepBufferLabel->setVisible(show_buffer_size);
}
void EmulationSettingsWidget::updateSkipDuplicateFramesEnabled()
{
const bool vsync = m_dialog->getEffectiveBoolValue("Display", "VSync", false);
const bool sync_to_host = m_dialog->getEffectiveBoolValue("Main", "SyncToHostRefreshRate", false) && vsync;
m_ui.skipPresentingDuplicateFrames->setEnabled(!sync_to_host);
}
void EmulationSettingsWidget::updateRewind()
{
const bool rewind_enabled = m_dialog->getEffectiveBoolValue("Main", "RewindEnable", false);
const bool runahead_enabled = m_dialog->getIntValue("Main", "RunaheadFrameCount", 0) > 0;
m_ui.rewindEnable->setEnabled(!runahead_enabled);
if (!runahead_enabled && rewind_enabled)
{
const u32 resolution_scale = static_cast<u32>(m_dialog->getEffectiveIntValue("GPU", "ResolutionScale", 1));
const u32 frames = static_cast<u32>(m_ui.rewindSaveSlots->value());
const float frequency = static_cast<float>(m_ui.rewindSaveFrequency->value());
const float duration =
((frequency <= std::numeric_limits<float>::epsilon()) ? (1.0f / 60.0f) : frequency) * static_cast<float>(frames);
u64 ram_usage, vram_usage;
System::CalculateRewindMemoryUsage(frames, resolution_scale, &ram_usage, &vram_usage);
m_ui.rewindSummary->setText(
tr("Rewind for %n frame(s), lasting %1 second(s) will require up to %2MB of RAM and %3MB of VRAM.", "", frames)
.arg(duration)
.arg(ram_usage / 1048576)
.arg(vram_usage / 1048576));
m_ui.rewindSaveFrequency->setEnabled(true);
m_ui.rewindSaveSlots->setEnabled(true);
}
else
{
if (runahead_enabled)
{
m_ui.rewindSummary->setText(tr(
"Rewind is disabled because runahead is enabled. Runahead will significantly increase system requirements."));
}
else
{
m_ui.rewindSummary->setText(
tr("Rewind is not enabled. Please note that enabling rewind may significantly increase system requirements."));
}
m_ui.rewindSaveFrequency->setEnabled(false);
m_ui.rewindSaveSlots->setEnabled(false);
}
}