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Ava UI: Prevent Status Bar Backend Update (#6506)
* Prevent Status Bar Backend Update * Make it a switch
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parent
0652813b0f
commit
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@ -112,6 +112,7 @@ namespace Ryujinx.Ava
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private readonly object _lockObject = new();
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public event EventHandler AppExit;
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public event EventHandler<StatusInitEventArgs> StatusInitEvent;
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public event EventHandler<StatusUpdatedEventArgs> StatusUpdatedEvent;
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public VirtualFileSystem VirtualFileSystem { get; }
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@ -947,6 +948,7 @@ namespace Ryujinx.Ava
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{
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_renderingStarted = true;
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_viewModel.SwitchToRenderer(false);
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InitStatus();
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}
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Device.PresentFrame(() => (RendererHost.EmbeddedWindow as EmbeddedWindowOpenGL)?.SwapBuffers());
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@ -970,6 +972,18 @@ namespace Ryujinx.Ava
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(RendererHost.EmbeddedWindow as EmbeddedWindowOpenGL)?.MakeCurrent(true);
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}
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public void InitStatus()
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{
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StatusInitEvent?.Invoke(this, new StatusInitEventArgs(
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ConfigurationState.Instance.Graphics.GraphicsBackend.Value switch
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{
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GraphicsBackend.Vulkan => "Vulkan",
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GraphicsBackend.OpenGl => "OpenGL",
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_ => throw new NotImplementedException()
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},
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$"GPU: {_renderer.GetHardwareInfo().GpuDriver}"));
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}
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public void UpdateStatus()
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{
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// Run a status update only when a frame is to be drawn. This prevents from updating the ui and wasting a render when no frame is queued.
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@ -983,12 +997,10 @@ namespace Ryujinx.Ava
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StatusUpdatedEvent?.Invoke(this, new StatusUpdatedEventArgs(
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Device.EnableDeviceVsync,
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LocaleManager.Instance[LocaleKeys.VolumeShort] + $": {(int)(Device.GetVolume() * 100)}%",
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ConfigurationState.Instance.Graphics.GraphicsBackend.Value == GraphicsBackend.Vulkan ? "Vulkan" : "OpenGL",
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dockedMode,
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ConfigurationState.Instance.Graphics.AspectRatio.Value.ToText(),
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LocaleManager.Instance[LocaleKeys.Game] + $": {Device.Statistics.GetGameFrameRate():00.00} FPS ({Device.Statistics.GetGameFrameTime():00.00} ms)",
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$"FIFO: {Device.Statistics.GetFifoPercent():00.00} %",
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$"GPU: {_renderer.GetHardwareInfo().GpuDriver}"));
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$"FIFO: {Device.Statistics.GetFifoPercent():00.00} %"));
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}
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public async Task ShowExitPrompt()
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16
src/Ryujinx/UI/Models/StatusInitEventArgs.cs
Normal file
16
src/Ryujinx/UI/Models/StatusInitEventArgs.cs
Normal file
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@ -0,0 +1,16 @@
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using System;
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namespace Ryujinx.Ava.UI.Models
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{
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internal class StatusInitEventArgs : EventArgs
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{
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public string GpuBackend { get; }
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public string GpuName { get; }
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public StatusInitEventArgs(string gpuBackend, string gpuName)
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{
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GpuBackend = gpuBackend;
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GpuName = gpuName;
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}
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}
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}
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@ -6,23 +6,19 @@ namespace Ryujinx.Ava.UI.Models
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{
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public bool VSyncEnabled { get; }
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public string VolumeStatus { get; }
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public string GpuBackend { get; }
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public string AspectRatio { get; }
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public string DockedMode { get; }
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public string FifoStatus { get; }
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public string GameStatus { get; }
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public string GpuName { get; }
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public StatusUpdatedEventArgs(bool vSyncEnabled, string volumeStatus, string gpuBackend, string dockedMode, string aspectRatio, string gameStatus, string fifoStatus, string gpuName)
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public StatusUpdatedEventArgs(bool vSyncEnabled, string volumeStatus, string dockedMode, string aspectRatio, string gameStatus, string fifoStatus)
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{
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VSyncEnabled = vSyncEnabled;
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VolumeStatus = volumeStatus;
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GpuBackend = gpuBackend;
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DockedMode = dockedMode;
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AspectRatio = aspectRatio;
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GameStatus = gameStatus;
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FifoStatus = fifoStatus;
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GpuName = gpuName;
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}
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}
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}
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@ -1172,6 +1172,7 @@ namespace Ryujinx.Ava.UI.ViewModels
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{
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RendererHostControl.WindowCreated += RendererHost_Created;
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AppHost.StatusInitEvent += Init_StatusBar;
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AppHost.StatusUpdatedEvent += Update_StatusBar;
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AppHost.AppExit += AppHost_AppExit;
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@ -1198,6 +1199,18 @@ namespace Ryujinx.Ava.UI.ViewModels
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}
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}
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private void Init_StatusBar(object sender, StatusInitEventArgs args)
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{
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if (ShowMenuAndStatusBar && !ShowLoadProgress)
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{
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Dispatcher.UIThread.InvokeAsync(() =>
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{
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GpuNameText = args.GpuName;
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BackendText = args.GpuBackend;
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});
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}
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}
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private void Update_StatusBar(object sender, StatusUpdatedEventArgs args)
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{
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if (ShowMenuAndStatusBar && !ShowLoadProgress)
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@ -1220,8 +1233,6 @@ namespace Ryujinx.Ava.UI.ViewModels
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GameStatusText = args.GameStatus;
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VolumeStatusText = args.VolumeStatus;
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FifoStatusText = args.FifoStatus;
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GpuNameText = args.GpuName;
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BackendText = args.GpuBackend;
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ShowStatusSeparator = true;
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});
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