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author | Fernando Sahmkow <fsahmkow27@gmail.com> | 2023-05-04 02:34:49 +0200 |
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committer | Fernando Sahmkow <fsahmkow27@gmail.com> | 2023-05-07 23:46:12 +0200 |
commit | 92da86290c5ea657ae918bfe36071bdf7ac15075 (patch) | |
tree | 54579c5be80dde28aabe68cd2467281036ef807a /src/common | |
parent | Texture cache: sync the first flush. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/common/settings.cpp | 2 | ||||
-rw-r--r-- | src/common/settings.h | 1 |
2 files changed, 3 insertions, 0 deletions
diff --git a/src/common/settings.cpp b/src/common/settings.cpp index f1ee42ab2..db1774c71 100644 --- a/src/common/settings.cpp +++ b/src/common/settings.cpp @@ -62,6 +62,7 @@ void LogSettings() { log_setting("Renderer_AccelerateASTC", values.accelerate_astc.GetValue()); log_setting("Renderer_AsyncASTC", values.async_astc.GetValue()); log_setting("Renderer_UseVsync", values.vsync_mode.GetValue()); + log_setting("Renderer_UseReactiveFlushing", values.use_reactive_flushing.GetValue()); log_setting("Renderer_ShaderBackend", values.shader_backend.GetValue()); log_setting("Renderer_UseAsynchronousShaders", values.use_asynchronous_shaders.GetValue()); log_setting("Renderer_AnisotropicFilteringLevel", values.max_anisotropy.GetValue()); @@ -223,6 +224,7 @@ void RestoreGlobalState(bool is_powered_on) { values.nvdec_emulation.SetGlobal(true); values.accelerate_astc.SetGlobal(true); values.async_astc.SetGlobal(true); + values.use_reactive_flushing.SetGlobal(true); values.shader_backend.SetGlobal(true); values.use_asynchronous_shaders.SetGlobal(true); values.use_fast_gpu_time.SetGlobal(true); diff --git a/src/common/settings.h b/src/common/settings.h index 2bf191cef..f4eb4e3cd 100644 --- a/src/common/settings.h +++ b/src/common/settings.h @@ -465,6 +465,7 @@ struct Values { SwitchableSetting<bool> async_astc{false, "async_astc"}; Setting<VSyncMode, true> vsync_mode{VSyncMode::FIFO, VSyncMode::Immediate, VSyncMode::FIFORelaxed, "use_vsync"}; + SwitchableSetting<bool> use_reactive_flushing{true, "use_reactive_flushing"}; SwitchableSetting<ShaderBackend, true> shader_backend{ShaderBackend::GLSL, ShaderBackend::GLSL, ShaderBackend::SPIRV, "shader_backend"}; SwitchableSetting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"}; |