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Ava UI: Prevent Status Bar Backend Update (#6506)

* Prevent Status Bar Backend Update

* Make it a switch
This commit is contained in:
Isaac Marovitz 2024-04-10 22:40:17 +01:00 committed by GitHub
parent 0652813b0f
commit 9480e5c5ce
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
4 changed files with 45 additions and 10 deletions

View file

@ -112,6 +112,7 @@ namespace Ryujinx.Ava
private readonly object _lockObject = new(); private readonly object _lockObject = new();
public event EventHandler AppExit; public event EventHandler AppExit;
public event EventHandler<StatusInitEventArgs> StatusInitEvent;
public event EventHandler<StatusUpdatedEventArgs> StatusUpdatedEvent; public event EventHandler<StatusUpdatedEventArgs> StatusUpdatedEvent;
public VirtualFileSystem VirtualFileSystem { get; } public VirtualFileSystem VirtualFileSystem { get; }
@ -947,6 +948,7 @@ namespace Ryujinx.Ava
{ {
_renderingStarted = true; _renderingStarted = true;
_viewModel.SwitchToRenderer(false); _viewModel.SwitchToRenderer(false);
InitStatus();
} }
Device.PresentFrame(() => (RendererHost.EmbeddedWindow as EmbeddedWindowOpenGL)?.SwapBuffers()); Device.PresentFrame(() => (RendererHost.EmbeddedWindow as EmbeddedWindowOpenGL)?.SwapBuffers());
@ -970,6 +972,18 @@ namespace Ryujinx.Ava
(RendererHost.EmbeddedWindow as EmbeddedWindowOpenGL)?.MakeCurrent(true); (RendererHost.EmbeddedWindow as EmbeddedWindowOpenGL)?.MakeCurrent(true);
} }
public void InitStatus()
{
StatusInitEvent?.Invoke(this, new StatusInitEventArgs(
ConfigurationState.Instance.Graphics.GraphicsBackend.Value switch
{
GraphicsBackend.Vulkan => "Vulkan",
GraphicsBackend.OpenGl => "OpenGL",
_ => throw new NotImplementedException()
},
$"GPU: {_renderer.GetHardwareInfo().GpuDriver}"));
}
public void UpdateStatus() public void UpdateStatus()
{ {
// 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. // 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.
@ -983,12 +997,10 @@ namespace Ryujinx.Ava
StatusUpdatedEvent?.Invoke(this, new StatusUpdatedEventArgs( StatusUpdatedEvent?.Invoke(this, new StatusUpdatedEventArgs(
Device.EnableDeviceVsync, Device.EnableDeviceVsync,
LocaleManager.Instance[LocaleKeys.VolumeShort] + $": {(int)(Device.GetVolume() * 100)}%", LocaleManager.Instance[LocaleKeys.VolumeShort] + $": {(int)(Device.GetVolume() * 100)}%",
ConfigurationState.Instance.Graphics.GraphicsBackend.Value == GraphicsBackend.Vulkan ? "Vulkan" : "OpenGL",
dockedMode, dockedMode,
ConfigurationState.Instance.Graphics.AspectRatio.Value.ToText(), ConfigurationState.Instance.Graphics.AspectRatio.Value.ToText(),
LocaleManager.Instance[LocaleKeys.Game] + $": {Device.Statistics.GetGameFrameRate():00.00} FPS ({Device.Statistics.GetGameFrameTime():00.00} ms)", LocaleManager.Instance[LocaleKeys.Game] + $": {Device.Statistics.GetGameFrameRate():00.00} FPS ({Device.Statistics.GetGameFrameTime():00.00} ms)",
$"FIFO: {Device.Statistics.GetFifoPercent():00.00} %", $"FIFO: {Device.Statistics.GetFifoPercent():00.00} %"));
$"GPU: {_renderer.GetHardwareInfo().GpuDriver}"));
} }
public async Task ShowExitPrompt() public async Task ShowExitPrompt()

View file

@ -0,0 +1,16 @@
using System;
namespace Ryujinx.Ava.UI.Models
{
internal class StatusInitEventArgs : EventArgs
{
public string GpuBackend { get; }
public string GpuName { get; }
public StatusInitEventArgs(string gpuBackend, string gpuName)
{
GpuBackend = gpuBackend;
GpuName = gpuName;
}
}
}

View file

@ -6,23 +6,19 @@ namespace Ryujinx.Ava.UI.Models
{ {
public bool VSyncEnabled { get; } public bool VSyncEnabled { get; }
public string VolumeStatus { get; } public string VolumeStatus { get; }
public string GpuBackend { get; }
public string AspectRatio { get; } public string AspectRatio { get; }
public string DockedMode { get; } public string DockedMode { get; }
public string FifoStatus { get; } public string FifoStatus { get; }
public string GameStatus { get; } public string GameStatus { get; }
public string GpuName { get; }
public StatusUpdatedEventArgs(bool vSyncEnabled, string volumeStatus, string gpuBackend, string dockedMode, string aspectRatio, string gameStatus, string fifoStatus, string gpuName) public StatusUpdatedEventArgs(bool vSyncEnabled, string volumeStatus, string dockedMode, string aspectRatio, string gameStatus, string fifoStatus)
{ {
VSyncEnabled = vSyncEnabled; VSyncEnabled = vSyncEnabled;
VolumeStatus = volumeStatus; VolumeStatus = volumeStatus;
GpuBackend = gpuBackend;
DockedMode = dockedMode; DockedMode = dockedMode;
AspectRatio = aspectRatio; AspectRatio = aspectRatio;
GameStatus = gameStatus; GameStatus = gameStatus;
FifoStatus = fifoStatus; FifoStatus = fifoStatus;
GpuName = gpuName;
} }
} }
} }

View file

@ -1172,6 +1172,7 @@ namespace Ryujinx.Ava.UI.ViewModels
{ {
RendererHostControl.WindowCreated += RendererHost_Created; RendererHostControl.WindowCreated += RendererHost_Created;
AppHost.StatusInitEvent += Init_StatusBar;
AppHost.StatusUpdatedEvent += Update_StatusBar; AppHost.StatusUpdatedEvent += Update_StatusBar;
AppHost.AppExit += AppHost_AppExit; AppHost.AppExit += AppHost_AppExit;
@ -1198,6 +1199,18 @@ namespace Ryujinx.Ava.UI.ViewModels
} }
} }
private void Init_StatusBar(object sender, StatusInitEventArgs args)
{
if (ShowMenuAndStatusBar && !ShowLoadProgress)
{
Dispatcher.UIThread.InvokeAsync(() =>
{
GpuNameText = args.GpuName;
BackendText = args.GpuBackend;
});
}
}
private void Update_StatusBar(object sender, StatusUpdatedEventArgs args) private void Update_StatusBar(object sender, StatusUpdatedEventArgs args)
{ {
if (ShowMenuAndStatusBar && !ShowLoadProgress) if (ShowMenuAndStatusBar && !ShowLoadProgress)
@ -1220,8 +1233,6 @@ namespace Ryujinx.Ava.UI.ViewModels
GameStatusText = args.GameStatus; GameStatusText = args.GameStatus;
VolumeStatusText = args.VolumeStatus; VolumeStatusText = args.VolumeStatus;
FifoStatusText = args.FifoStatus; FifoStatusText = args.FifoStatus;
GpuNameText = args.GpuName;
BackendText = args.GpuBackend;
ShowStatusSeparator = true; ShowStatusSeparator = true;
}); });