mirror of
https://github.com/smartcmd/MinecraftConsoles.git
synced 2026-08-20 09:57:09 +00:00
Fixed framerate limit and vsync logic
This commit is contained in:
parent
86c7b57272
commit
320e4eac44
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@ -67,6 +67,8 @@ typedef struct
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unsigned char ucInterfaceOpacity;
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unsigned char ucPad02; // 1 byte padding
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unsigned char ucFov;
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unsigned char ucFpsCap;
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unsigned char ucVSync;
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// Adding another bitmask flag for more settings for 1.8.2
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unsigned int uiBitmaskValues; // 0x00000001 - eGameSetting_Clouds - on
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@ -771,6 +771,7 @@ static void Win64_GetSettingsPath(char *outPath, DWORD size)
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static void Win64_SaveSettings(GAME_SETTINGS *gs)
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{
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if (!gs) return;
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printf("[DEBUG] Win64_SaveSettings: VSync=%d before save\n", gs->ucVSync);
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char filePath[MAX_PATH] = {};
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Win64_GetSettingsPath(filePath, MAX_PATH);
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FILE *f = nullptr;
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@ -778,6 +779,11 @@ static void Win64_SaveSettings(GAME_SETTINGS *gs)
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{
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fwrite(gs, sizeof(GAME_SETTINGS), 1, f);
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fclose(f);
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printf("[DEBUG] Win64_SaveSettings: Settings saved to %s\n", filePath);
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}
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else
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{
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printf("[DEBUG] Win64_SaveSettings: Failed to open file %s\n", filePath);
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}
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}
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static void Win64_LoadSettings(GAME_SETTINGS *gs)
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@ -790,8 +796,16 @@ static void Win64_LoadSettings(GAME_SETTINGS *gs)
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{
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GAME_SETTINGS temp = {};
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if (fread(&temp, sizeof(GAME_SETTINGS), 1, f) == 1)
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{
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memcpy(gs, &temp, sizeof(GAME_SETTINGS));
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printf("[DEBUG] Win64_LoadSettings: VSync=%d after load\n", gs->ucVSync);
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}
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fclose(f);
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printf("[DEBUG] Win64_LoadSettings: Settings loaded from %s\n", filePath);
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}
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else
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{
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printf("[DEBUG] Win64_LoadSettings: Failed to open file %s, using defaults\n", filePath);
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}
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}
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#endif
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@ -838,6 +852,9 @@ int CMinecraftApp::SetDefaultOptions(C_4JProfile::PROFILESETTINGS *pSettings,con
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SetGameSettings(iPad,eGameSetting_RenderDistance,16);
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SetGameSettings(iPad,eGameSetting_Gamma,50);
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SetGameSettings(iPad,eGameSetting_FOV,0);
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SetGameSettings(iPad,eGameSetting_FpsCap,1);
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SetGameSettings(iPad,eGameSetting_VSync,0);
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printf("[DEBUG] VSync initialized to OFF (0) for pad %d\n", iPad);
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// 4J-PB - Don't reset the difficult level if we're in-game
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if(Minecraft::GetInstance()->level==nullptr)
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@ -1411,6 +1428,10 @@ void CMinecraftApp::ActionGameSettings(int iPad,eGameSetting eVal)
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pMinecraft->options->set(Options::Option::FOV, (float)GameSettingsA[iPad]->ucFov / 100.0f);
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}
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break;
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case eGameSetting_FpsCap:
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break;
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case eGameSetting_VSync:
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break;
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case eGameSetting_Difficulty:
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if(iPad==ProfileManager.GetPrimaryPad())
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{
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@ -1890,6 +1911,22 @@ void CMinecraftApp::SetGameSettings(int iPad,eGameSetting eVal,unsigned char ucV
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GameSettingsA[iPad]->bSettingsChanged=true;
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}
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break;
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case eGameSetting_FpsCap:
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if(GameSettingsA[iPad]->ucFpsCap!=ucVal)
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{
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GameSettingsA[iPad]->ucFpsCap=ucVal;
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GameSettingsA[iPad]->bSettingsChanged=true;
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}
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break;
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case eGameSetting_VSync:
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printf("[DEBUG] SetGameSettings VSync: pad=%d, old=%d, new=%d\n", iPad, GameSettingsA[iPad]->ucVSync, ucVal);
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if(GameSettingsA[iPad]->ucVSync!=ucVal)
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{
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GameSettingsA[iPad]->ucVSync=ucVal;
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GameSettingsA[iPad]->bSettingsChanged=true;
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printf("[DEBUG] VSync setting updated to: %d\n", ucVal);
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}
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break;
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case eGameSetting_Difficulty:
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if((GameSettingsA[iPad]->usBitmaskValues&0x03)!=(ucVal&0x03))
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{
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@ -2442,6 +2479,13 @@ unsigned char CMinecraftApp::GetGameSettings(int iPad,eGameSetting eVal)
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case eGameSetting_PSVita_NetworkModeAdhoc:
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return (GameSettingsA[iPad]->uiBitmaskValues&GAMESETTING_PSVITANETWORKMODEADHOC)>>17;
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case eGameSetting_FpsCap:
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return GameSettingsA[iPad]->ucFpsCap;
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case eGameSetting_VSync:
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printf("[DEBUG] GetGameSettings VSync: pad=%d, value=%d\n", iPad, GameSettingsA[iPad]->ucVSync);
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return GameSettingsA[iPad]->ucVSync;
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}
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return 0;
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}
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@ -954,70 +954,91 @@ float GameRenderer::ComputeGammaFromSlider(float slider0to100)
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void GameRenderer::CachePlayerGammas()
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{
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const float slider = app.GetGameSettings(ProfileManager.GetPrimaryPad(), eGameSetting_Gamma);
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const float gamma = ComputeGammaFromSlider(slider);
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for (int j = 0; j < XUSER_MAX_COUNT && j < NUM_LIGHT_TEXTURES; ++j)
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m_cachedGammaPerPlayer[j] = gamma;
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{
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std::shared_ptr<MultiplayerLocalPlayer> player = Minecraft::GetInstance()->localplayers[j];
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if (!player)
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{
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m_cachedGammaPerPlayer[j] = 1.0f;
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continue;
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}
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const float slider = app.GetGameSettings(j, eGameSetting_Gamma); // 0..100
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m_cachedGammaPerPlayer[j] = ComputeGammaFromSlider(slider);
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}
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}
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bool GameRenderer::ComputeViewportForPlayer(int j, D3D11_VIEWPORT &outViewport) const
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{
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// Use the actual backbuffer dimensions so viewports adapt to window resize.
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extern int g_rScreenWidth;
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extern int g_rScreenHeight;
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std::shared_ptr<MultiplayerLocalPlayer> player = Minecraft::GetInstance()->localplayers[j];
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if (!player)
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int active = 0;
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int indexMap[NUM_LIGHT_TEXTURES] = {-1, -1, -1, -1};
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for (int i = 0; i < XUSER_MAX_COUNT && i < NUM_LIGHT_TEXTURES; ++i)
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{
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if (Minecraft::GetInstance()->localplayers[i])
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indexMap[active++] = i;
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}
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if (active <= 1)
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{
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outViewport.TopLeftX = 0.0f;
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outViewport.TopLeftY = 0.0f;
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outViewport.Width = static_cast<FLOAT>(g_rScreenWidth);
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outViewport.Height = static_cast<FLOAT>(g_rScreenHeight);
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outViewport.MinDepth = 0.0f;
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outViewport.MaxDepth = 1.0f;
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return true;
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}
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int k = -1;
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for (int ord = 0; ord < active; ++ord)
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if (indexMap[ord] == j)
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{
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k = ord;
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break;
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}
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if (k < 0)
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return false;
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const float w = static_cast<float>(g_rScreenWidth);
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const float h = static_cast<float>(g_rScreenHeight);
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const float halfW = w * 0.5f;
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const float halfH = h * 0.5f;
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const float width = static_cast<float>(g_rScreenWidth);
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const float height = static_cast<float>(g_rScreenHeight);
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outViewport.MinDepth = 0.0f;
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outViewport.MaxDepth = 1.0f;
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switch (static_cast<C4JRender::eViewportType>(player->m_iScreenSection))
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if (active == 2)
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{
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case C4JRender::VIEWPORT_TYPE_SPLIT_TOP:
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outViewport.TopLeftX = 0; outViewport.TopLeftY = 0;
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outViewport.Width = w; outViewport.Height = halfH;
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break;
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case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM:
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outViewport.TopLeftX = 0; outViewport.TopLeftY = halfH;
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outViewport.Width = w; outViewport.Height = halfH;
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break;
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case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT:
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outViewport.TopLeftX = 0; outViewport.TopLeftY = 0;
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outViewport.Width = halfW; outViewport.Height = h;
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break;
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case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT:
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outViewport.TopLeftX = halfW; outViewport.TopLeftY = 0;
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outViewport.Width = halfW; outViewport.Height = h;
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break;
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case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT:
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outViewport.TopLeftX = 0; outViewport.TopLeftY = 0;
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outViewport.Width = halfW; outViewport.Height = halfH;
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break;
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case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT:
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outViewport.TopLeftX = halfW; outViewport.TopLeftY = 0;
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outViewport.Width = halfW; outViewport.Height = halfH;
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break;
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case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT:
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outViewport.TopLeftX = 0; outViewport.TopLeftY = halfH;
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outViewport.Width = halfW; outViewport.Height = halfH;
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break;
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case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT:
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outViewport.TopLeftX = halfW; outViewport.TopLeftY = halfH;
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outViewport.Width = halfW; outViewport.Height = halfH;
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break;
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default:
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outViewport.TopLeftX = 0; outViewport.TopLeftY = 0;
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outViewport.Width = w; outViewport.Height = h;
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break;
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const float halfH = height * 0.5f;
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outViewport.TopLeftX = 0.0f;
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outViewport.Width = width;
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outViewport.MinDepth = 0.0f;
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outViewport.MaxDepth = 1.0f;
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if (k == 0)
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{
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outViewport.TopLeftY = 0.0f;
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outViewport.Height = halfH;
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}
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else
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{
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outViewport.TopLeftY = halfH;
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outViewport.Height = halfH;
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}
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return true;
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}
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else
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{
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const float halfW = width * 0.5f;
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const float halfH = height * 0.5f;
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const int row = (k >= 2) ? 1 : 0;
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const int col = (k % 2);
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outViewport.TopLeftX = col ? halfW : 0.0f;
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outViewport.TopLeftY = row ? halfH : 0.0f;
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outViewport.Width = halfW;
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outViewport.Height = halfH;
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outViewport.MinDepth = 0.0f;
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outViewport.MaxDepth = 1.0f;
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return true;
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}
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return true;
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}
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uint32_t GameRenderer::BuildPlayerViewports(D3D11_VIEWPORT *outViewports, float *outGammas, UINT maxCount) const
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@ -1169,19 +1190,11 @@ void GameRenderer::render(float a, bool bFirst)
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const int xMouse = Mouse::getX() * screenWidth / mc->width;
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const int yMouse = screenHeight - Mouse::getY() * screenHeight / mc->height - 1;
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const int maxFps = getFpsCap(mc->options->framerateLimit);
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const int maxFps = getFpsCap(app.GetGameSettings(0, eGameSetting_FpsCap));
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if (mc->level != nullptr)
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{
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if (mc->options->framerateLimit == 0)
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{
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renderLevel(a, 0);
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}
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else
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{
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renderLevel(a, lastNsTime + 1000000000 / maxFps);
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}
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renderLevel(a, 0);
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lastNsTime = System::nanoTime();
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if (!mc->options->hideGui || mc->screen != nullptr)
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@ -2240,10 +2253,9 @@ FloatBuffer *GameRenderer::getBuffer(float a, float b, float c, float d)
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int GameRenderer::getFpsCap(int option)
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{
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int maxFps = 200;
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if (option == 1) maxFps = 120;
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if (option == 2) maxFps = 35;
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return maxFps;
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static const int fpsCaps[] = {30, 60, 120, 0};
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if (option < 0 || option > 3) return 0;
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return fpsCaps[option];
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}
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void GameRenderer::updateAllChunks()
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@ -163,8 +163,8 @@ private:
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void setupFog(int i, float alpha);
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FloatBuffer *getBuffer(float a, float b, float c, float d);
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static int getFpsCap(int option);
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public:
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static int getFpsCap(int option);
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void updateAllChunks();
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#ifdef MULTITHREAD_ENABLE
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@ -1959,8 +1959,29 @@ int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,
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RenderManager.Set_matrixDirty();
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#endif
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{
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int maxFps = GameRenderer::getFpsCap(app.GetGameSettings(0, eGameSetting_FpsCap));
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if (maxFps > 0)
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{
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static LONGLONG lastTime = 0;
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LARGE_INTEGER freq, now;
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QueryPerformanceFrequency(&freq);
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QueryPerformanceCounter(&now);
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LONGLONG targetInterval = freq.QuadPart / maxFps;
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LONGLONG elapsed = now.QuadPart - lastTime;
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if (elapsed < targetInterval)
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{
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DWORD sleepMs = (DWORD)((targetInterval - elapsed) * 1000 / freq.QuadPart);
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if (sleepMs > 0) Sleep(sleepMs);
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}
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QueryPerformanceCounter(&now);
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lastTime = now.QuadPart;
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}
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}
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// Present the frame.
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RenderManager.Present();
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int vsyncSetting = app.GetGameSettings(ProfileManager.GetPrimaryPad(), eGameSetting_VSync);
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printf("[DEBUG] VSync setting: %d (0=OFF, 1=ON)\n", vsyncSetting);
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g_pSwapChain->Present(vsyncSetting ? 1 : 0, 0);
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ui.CheckMenuDisplayed();
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