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[vk,fence_manager] improvement for antiflicker showed bad for some games, so it was removed from balanced/accurate and kept for antiflicker toggle only (#4010)
in short: unrelated to the toggle, we found a missing piece that improved antiflicker and shader issues in some games, and we integrated it to balanced/accurate. now testers confirmed side effects in some other games, so we reverted the integration. the toggle itself is innocent. and the missing piece was kept for the toggle. now, when the toggle is off, things are as they were before it. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4010 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: Lizzie <lizzie@eden-emu.dev>
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1 changed files with 5 additions and 2 deletions
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@ -76,9 +76,12 @@ public:
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TryReleasePendingFences<false>();
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}
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const bool should_flush = ShouldFlush();
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const bool delay_fence = Settings::values.antiflicker.GetValue() || !Settings::IsGPULevelLow();
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const bool antiflicker_toggled = Settings::values.antiflicker.GetValue();
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const bool delay_fence = Settings::IsGPULevelHigh() ||
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(Settings::IsGPULevelMedium() && should_flush) ||
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antiflicker_toggled;
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CommitAsyncFlushes();
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TFence new_fence = CreateFence(!should_flush && !delay_fence);
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TFence new_fence = CreateFence(!should_flush && !antiflicker_toggled);
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if constexpr (can_async_check) {
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guard.lock();
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}
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