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synced 2024-11-15 01:25:25 +00:00
Replace Host FPS with GPU command queue load ("Fifo %") (#1585)
* Replace Host FPS with FIFO% * Change measurement order. Improve calculation. Now at 100% when FIFO is blocking game exectution, rather than "0". * Address feedback (1) * Remove Host FPS * FIFO rather than Fifo * Address Ac_k feedback * Rebase
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@ -1,4 +1,5 @@
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using System.Diagnostics;
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using Ryujinx.Common;
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using System.Diagnostics;
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using System.Timers;
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namespace Ryujinx.HLE
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@ -7,36 +8,44 @@ namespace Ryujinx.HLE
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{
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private const double FrameRateWeight = 0.5;
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private const int FrameTypeSystem = 0;
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private const int FrameTypeGame = 1;
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private const int FrameTypeGame = 0;
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private const int PercentTypeFifo = 0;
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private double[] _averageFrameRate;
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private double[] _accumulatedFrameTime;
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private double[] _previousFrameTime;
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private double[] _averagePercent;
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private double[] _accumulatedPercent;
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private double[] _percentLastEndTime;
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private double[] _percentStartTime;
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private long[] _framesRendered;
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private long[] _percentCount;
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private object[] _frameLock;
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private object[] _percentLock;
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private double _ticksToSeconds;
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private Stopwatch _executionTime;
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private Timer _resetTimer;
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public PerformanceStatistics()
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{
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_averageFrameRate = new double[2];
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_accumulatedFrameTime = new double[2];
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_previousFrameTime = new double[2];
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_averageFrameRate = new double[1];
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_accumulatedFrameTime = new double[1];
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_previousFrameTime = new double[1];
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_framesRendered = new long[2];
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_averagePercent = new double[1];
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_accumulatedPercent = new double[1];
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_percentLastEndTime = new double[1];
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_percentStartTime = new double[1];
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_frameLock = new object[] { new object(), new object() };
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_framesRendered = new long[1];
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_percentCount = new long[1];
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_executionTime = new Stopwatch();
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_executionTime.Start();
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_frameLock = new object[] { new object() };
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_percentLock = new object[] { new object() };
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_resetTimer = new Timer(1000);
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@ -46,26 +55,26 @@ namespace Ryujinx.HLE
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_resetTimer.Start();
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_ticksToSeconds = 1.0 / Stopwatch.Frequency;
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_ticksToSeconds = 1.0 / PerformanceCounter.TicksPerSecond;
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}
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private void ResetTimerElapsed(object sender, ElapsedEventArgs e)
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{
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CalculateAverageFrameRate(FrameTypeSystem);
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CalculateAverageFrameRate(FrameTypeGame);
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CalculateAveragePercent(PercentTypeFifo);
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}
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private void CalculateAverageFrameRate(int frameType)
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{
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double frameRate = 0;
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if (_accumulatedFrameTime[frameType] > 0)
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{
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frameRate = _framesRendered[frameType] / _accumulatedFrameTime[frameType];
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}
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lock (_frameLock[frameType])
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{
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if (_accumulatedFrameTime[frameType] > 0)
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{
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frameRate = _framesRendered[frameType] / _accumulatedFrameTime[frameType];
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}
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_averageFrameRate[frameType] = LinearInterpolate(_averageFrameRate[frameType], frameRate);
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_framesRendered[frameType] = 0;
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@ -74,14 +83,30 @@ namespace Ryujinx.HLE
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}
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}
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private double LinearInterpolate(double old, double New)
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private void CalculateAveragePercent(int percentType)
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{
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return old * (1.0 - FrameRateWeight) + New * FrameRateWeight;
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// If start time is non-zero, a percent reading is still being measured.
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// If there aren't any readings, the default should be 100% if still being measured, or 0% if not.
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double percent = (_percentStartTime[percentType] == 0) ? 0 : 100;
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lock (_percentLock[percentType])
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{
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if (_percentCount[percentType] > 0)
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{
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percent = _accumulatedPercent[percentType] / _percentCount[percentType];
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}
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_averagePercent[percentType] = percent;
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_percentCount[percentType] = 0;
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_accumulatedPercent[percentType] = 0;
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}
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}
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public void RecordSystemFrameTime()
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private double LinearInterpolate(double lhs, double rhs)
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{
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RecordFrameTime(FrameTypeSystem);
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return lhs * (1.0 - FrameRateWeight) + rhs * FrameRateWeight;
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}
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public void RecordGameFrameTime()
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@ -89,9 +114,46 @@ namespace Ryujinx.HLE
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RecordFrameTime(FrameTypeGame);
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}
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public void RecordFifoStart()
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{
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StartPercentTime(PercentTypeFifo);
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}
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public void RecordFifoEnd()
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{
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EndPercentTime(PercentTypeFifo);
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}
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private void StartPercentTime(int percentType)
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{
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double currentTime = PerformanceCounter.ElapsedTicks * _ticksToSeconds;
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_percentStartTime[percentType] = currentTime;
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}
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private void EndPercentTime(int percentType)
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{
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double currentTime = PerformanceCounter.ElapsedTicks * _ticksToSeconds;
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double elapsedTime = currentTime - _percentLastEndTime[percentType];
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double elapsedActiveTime = currentTime - _percentStartTime[percentType];
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double percentActive = (elapsedActiveTime / elapsedTime) * 100;
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lock (_percentLock[percentType])
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{
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_accumulatedPercent[percentType] += percentActive;
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_percentCount[percentType]++;
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}
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_percentLastEndTime[percentType] = currentTime;
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_percentStartTime[percentType] = 0;
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}
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private void RecordFrameTime(int frameType)
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{
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double currentFrameTime = _executionTime.ElapsedTicks * _ticksToSeconds;
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double currentFrameTime = PerformanceCounter.ElapsedTicks * _ticksToSeconds;
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double elapsedFrameTime = currentFrameTime - _previousFrameTime[frameType];
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@ -105,14 +167,14 @@ namespace Ryujinx.HLE
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}
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}
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public double GetSystemFrameRate()
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{
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return _averageFrameRate[FrameTypeSystem];
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}
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public double GetGameFrameRate()
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{
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return _averageFrameRate[FrameTypeGame];
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}
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public double GetFifoPercent()
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{
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return _averagePercent[PercentTypeFifo];
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}
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}
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}
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@ -339,7 +339,9 @@ namespace Ryujinx.Ui
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if (_device.WaitFifo())
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{
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_device.Statistics.RecordFifoStart();
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_device.ProcessFrame();
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_device.Statistics.RecordFifoEnd();
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}
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string dockedMode = ConfigurationState.Instance.System.EnableDockedMode ? "Docked" : "Handheld";
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@ -353,13 +355,11 @@ namespace Ryujinx.Ui
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{
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_device.PresentFrame(SwapBuffers);
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_device.Statistics.RecordSystemFrameTime();
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StatusUpdatedEvent?.Invoke(this, new StatusUpdatedEventArgs(
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_device.EnableDeviceVsync,
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dockedMode,
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$"Host: {_device.Statistics.GetSystemFrameRate():00.00} FPS",
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$"Game: {_device.Statistics.GetGameFrameRate():00.00} FPS",
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$"FIFO: {_device.Statistics.GetFifoPercent():0.00} %",
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$"GPU: {_renderer.GpuVendor}"));
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_ticks = Math.Min(_ticks - _ticksPerFrame, _ticksPerFrame);
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@ -59,7 +59,7 @@ namespace Ryujinx.Ui
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[GUI] CheckMenuItem _favToggle;
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[GUI] MenuItem _firmwareInstallDirectory;
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[GUI] MenuItem _firmwareInstallFile;
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[GUI] Label _hostStatus;
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[GUI] Label _fifoStatus;
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[GUI] CheckMenuItem _iconToggle;
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[GUI] CheckMenuItem _developerToggle;
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[GUI] CheckMenuItem _appToggle;
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@ -792,8 +792,8 @@ namespace Ryujinx.Ui
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{
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Application.Invoke(delegate
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{
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_hostStatus.Text = args.HostStatus;
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_gameStatus.Text = args.GameStatus;
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_fifoStatus.Text = args.FifoStatus;
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_gpuName.Text = args.GpuName;
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_dockedMode.Text = args.DockedMode;
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</packing>
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</child>
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<child>
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<object class="GtkLabel" id="_hostStatus">
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<object class="GtkLabel" id="_gameStatus">
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<property name="visible">True</property>
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<property name="can_focus">False</property>
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<property name="halign">start</property>
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</packing>
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</child>
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<child>
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<object class="GtkLabel" id="_gameStatus">
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<object class="GtkLabel" id="_fifoStatus">
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<property name="visible">True</property>
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<property name="can_focus">False</property>
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<property name="halign">start</property>
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@ -6,16 +6,16 @@ namespace Ryujinx.Ui
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{
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public bool VSyncEnabled;
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public string DockedMode;
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public string HostStatus;
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public string GameStatus;
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public string FifoStatus;
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public string GpuName;
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public StatusUpdatedEventArgs(bool vSyncEnabled, string dockedMode, string hostStatus, string gameStatus, string gpuName)
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public StatusUpdatedEventArgs(bool vSyncEnabled, string dockedMode, string gameStatus, string fifoStatus, string gpuName)
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{
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VSyncEnabled = vSyncEnabled;
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DockedMode = dockedMode;
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HostStatus = hostStatus;
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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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