Fixed framerate limit and vsync logic

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HARMSTONE 2026-03-09 22:48:44 +01:00 committed by GitHub
parent 86c7b57272
commit 320e4eac44
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GPG key ID: B5690EEEBB952194
5 changed files with 146 additions and 67 deletions

View file

@ -67,6 +67,8 @@ typedef struct
unsigned char ucInterfaceOpacity;
unsigned char ucPad02; // 1 byte padding
unsigned char ucFov;
unsigned char ucFpsCap;
unsigned char ucVSync;
// Adding another bitmask flag for more settings for 1.8.2
unsigned int uiBitmaskValues; // 0x00000001 - eGameSetting_Clouds - on

View file

@ -771,6 +771,7 @@ static void Win64_GetSettingsPath(char *outPath, DWORD size)
static void Win64_SaveSettings(GAME_SETTINGS *gs)
{
if (!gs) return;
printf("[DEBUG] Win64_SaveSettings: VSync=%d before save\n", gs->ucVSync);
char filePath[MAX_PATH] = {};
Win64_GetSettingsPath(filePath, MAX_PATH);
FILE *f = nullptr;
@ -778,6 +779,11 @@ static void Win64_SaveSettings(GAME_SETTINGS *gs)
{
fwrite(gs, sizeof(GAME_SETTINGS), 1, f);
fclose(f);
printf("[DEBUG] Win64_SaveSettings: Settings saved to %s\n", filePath);
}
else
{
printf("[DEBUG] Win64_SaveSettings: Failed to open file %s\n", filePath);
}
}
static void Win64_LoadSettings(GAME_SETTINGS *gs)
@ -790,8 +796,16 @@ static void Win64_LoadSettings(GAME_SETTINGS *gs)
{
GAME_SETTINGS temp = {};
if (fread(&temp, sizeof(GAME_SETTINGS), 1, f) == 1)
{
memcpy(gs, &temp, sizeof(GAME_SETTINGS));
printf("[DEBUG] Win64_LoadSettings: VSync=%d after load\n", gs->ucVSync);
}
fclose(f);
printf("[DEBUG] Win64_LoadSettings: Settings loaded from %s\n", filePath);
}
else
{
printf("[DEBUG] Win64_LoadSettings: Failed to open file %s, using defaults\n", filePath);
}
}
#endif
@ -838,6 +852,9 @@ int CMinecraftApp::SetDefaultOptions(C_4JProfile::PROFILESETTINGS *pSettings,con
SetGameSettings(iPad,eGameSetting_RenderDistance,16);
SetGameSettings(iPad,eGameSetting_Gamma,50);
SetGameSettings(iPad,eGameSetting_FOV,0);
SetGameSettings(iPad,eGameSetting_FpsCap,1);
SetGameSettings(iPad,eGameSetting_VSync,0);
printf("[DEBUG] VSync initialized to OFF (0) for pad %d\n", iPad);
// 4J-PB - Don't reset the difficult level if we're in-game
if(Minecraft::GetInstance()->level==nullptr)
@ -1411,6 +1428,10 @@ void CMinecraftApp::ActionGameSettings(int iPad,eGameSetting eVal)
pMinecraft->options->set(Options::Option::FOV, (float)GameSettingsA[iPad]->ucFov / 100.0f);
}
break;
case eGameSetting_FpsCap:
break;
case eGameSetting_VSync:
break;
case eGameSetting_Difficulty:
if(iPad==ProfileManager.GetPrimaryPad())
{
@ -1890,6 +1911,22 @@ void CMinecraftApp::SetGameSettings(int iPad,eGameSetting eVal,unsigned char ucV
GameSettingsA[iPad]->bSettingsChanged=true;
}
break;
case eGameSetting_FpsCap:
if(GameSettingsA[iPad]->ucFpsCap!=ucVal)
{
GameSettingsA[iPad]->ucFpsCap=ucVal;
GameSettingsA[iPad]->bSettingsChanged=true;
}
break;
case eGameSetting_VSync:
printf("[DEBUG] SetGameSettings VSync: pad=%d, old=%d, new=%d\n", iPad, GameSettingsA[iPad]->ucVSync, ucVal);
if(GameSettingsA[iPad]->ucVSync!=ucVal)
{
GameSettingsA[iPad]->ucVSync=ucVal;
GameSettingsA[iPad]->bSettingsChanged=true;
printf("[DEBUG] VSync setting updated to: %d\n", ucVal);
}
break;
case eGameSetting_Difficulty:
if((GameSettingsA[iPad]->usBitmaskValues&0x03)!=(ucVal&0x03))
{
@ -2442,6 +2479,13 @@ unsigned char CMinecraftApp::GetGameSettings(int iPad,eGameSetting eVal)
case eGameSetting_PSVita_NetworkModeAdhoc:
return (GameSettingsA[iPad]->uiBitmaskValues&GAMESETTING_PSVITANETWORKMODEADHOC)>>17;
case eGameSetting_FpsCap:
return GameSettingsA[iPad]->ucFpsCap;
case eGameSetting_VSync:
printf("[DEBUG] GetGameSettings VSync: pad=%d, value=%d\n", iPad, GameSettingsA[iPad]->ucVSync);
return GameSettingsA[iPad]->ucVSync;
}
return 0;
}

View file

@ -954,70 +954,91 @@ float GameRenderer::ComputeGammaFromSlider(float slider0to100)
void GameRenderer::CachePlayerGammas()
{
const float slider = app.GetGameSettings(ProfileManager.GetPrimaryPad(), eGameSetting_Gamma);
const float gamma = ComputeGammaFromSlider(slider);
for (int j = 0; j < XUSER_MAX_COUNT && j < NUM_LIGHT_TEXTURES; ++j)
m_cachedGammaPerPlayer[j] = gamma;
{
std::shared_ptr<MultiplayerLocalPlayer> player = Minecraft::GetInstance()->localplayers[j];
if (!player)
{
m_cachedGammaPerPlayer[j] = 1.0f;
continue;
}
const float slider = app.GetGameSettings(j, eGameSetting_Gamma); // 0..100
m_cachedGammaPerPlayer[j] = ComputeGammaFromSlider(slider);
}
}
bool GameRenderer::ComputeViewportForPlayer(int j, D3D11_VIEWPORT &outViewport) const
{
// Use the actual backbuffer dimensions so viewports adapt to window resize.
extern int g_rScreenWidth;
extern int g_rScreenHeight;
std::shared_ptr<MultiplayerLocalPlayer> player = Minecraft::GetInstance()->localplayers[j];
if (!player)
int active = 0;
int indexMap[NUM_LIGHT_TEXTURES] = {-1, -1, -1, -1};
for (int i = 0; i < XUSER_MAX_COUNT && i < NUM_LIGHT_TEXTURES; ++i)
{
if (Minecraft::GetInstance()->localplayers[i])
indexMap[active++] = i;
}
if (active <= 1)
{
outViewport.TopLeftX = 0.0f;
outViewport.TopLeftY = 0.0f;
outViewport.Width = static_cast<FLOAT>(g_rScreenWidth);
outViewport.Height = static_cast<FLOAT>(g_rScreenHeight);
outViewport.MinDepth = 0.0f;
outViewport.MaxDepth = 1.0f;
return true;
}
int k = -1;
for (int ord = 0; ord < active; ++ord)
if (indexMap[ord] == j)
{
k = ord;
break;
}
if (k < 0)
return false;
const float w = static_cast<float>(g_rScreenWidth);
const float h = static_cast<float>(g_rScreenHeight);
const float halfW = w * 0.5f;
const float halfH = h * 0.5f;
const float width = static_cast<float>(g_rScreenWidth);
const float height = static_cast<float>(g_rScreenHeight);
outViewport.MinDepth = 0.0f;
outViewport.MaxDepth = 1.0f;
switch (static_cast<C4JRender::eViewportType>(player->m_iScreenSection))
if (active == 2)
{
case C4JRender::VIEWPORT_TYPE_SPLIT_TOP:
outViewport.TopLeftX = 0; outViewport.TopLeftY = 0;
outViewport.Width = w; outViewport.Height = halfH;
break;
case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM:
outViewport.TopLeftX = 0; outViewport.TopLeftY = halfH;
outViewport.Width = w; outViewport.Height = halfH;
break;
case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT:
outViewport.TopLeftX = 0; outViewport.TopLeftY = 0;
outViewport.Width = halfW; outViewport.Height = h;
break;
case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT:
outViewport.TopLeftX = halfW; outViewport.TopLeftY = 0;
outViewport.Width = halfW; outViewport.Height = h;
break;
case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT:
outViewport.TopLeftX = 0; outViewport.TopLeftY = 0;
outViewport.Width = halfW; outViewport.Height = halfH;
break;
case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT:
outViewport.TopLeftX = halfW; outViewport.TopLeftY = 0;
outViewport.Width = halfW; outViewport.Height = halfH;
break;
case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT:
outViewport.TopLeftX = 0; outViewport.TopLeftY = halfH;
outViewport.Width = halfW; outViewport.Height = halfH;
break;
case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT:
outViewport.TopLeftX = halfW; outViewport.TopLeftY = halfH;
outViewport.Width = halfW; outViewport.Height = halfH;
break;
default:
outViewport.TopLeftX = 0; outViewport.TopLeftY = 0;
outViewport.Width = w; outViewport.Height = h;
break;
const float halfH = height * 0.5f;
outViewport.TopLeftX = 0.0f;
outViewport.Width = width;
outViewport.MinDepth = 0.0f;
outViewport.MaxDepth = 1.0f;
if (k == 0)
{
outViewport.TopLeftY = 0.0f;
outViewport.Height = halfH;
}
else
{
outViewport.TopLeftY = halfH;
outViewport.Height = halfH;
}
return true;
}
else
{
const float halfW = width * 0.5f;
const float halfH = height * 0.5f;
const int row = (k >= 2) ? 1 : 0;
const int col = (k % 2);
outViewport.TopLeftX = col ? halfW : 0.0f;
outViewport.TopLeftY = row ? halfH : 0.0f;
outViewport.Width = halfW;
outViewport.Height = halfH;
outViewport.MinDepth = 0.0f;
outViewport.MaxDepth = 1.0f;
return true;
}
return true;
}
uint32_t GameRenderer::BuildPlayerViewports(D3D11_VIEWPORT *outViewports, float *outGammas, UINT maxCount) const
@ -1169,19 +1190,11 @@ void GameRenderer::render(float a, bool bFirst)
const int xMouse = Mouse::getX() * screenWidth / mc->width;
const int yMouse = screenHeight - Mouse::getY() * screenHeight / mc->height - 1;
const int maxFps = getFpsCap(mc->options->framerateLimit);
const int maxFps = getFpsCap(app.GetGameSettings(0, eGameSetting_FpsCap));
if (mc->level != nullptr)
{
if (mc->options->framerateLimit == 0)
{
renderLevel(a, 0);
}
else
{
renderLevel(a, lastNsTime + 1000000000 / maxFps);
}
renderLevel(a, 0);
lastNsTime = System::nanoTime();
if (!mc->options->hideGui || mc->screen != nullptr)
@ -2240,10 +2253,9 @@ FloatBuffer *GameRenderer::getBuffer(float a, float b, float c, float d)
int GameRenderer::getFpsCap(int option)
{
int maxFps = 200;
if (option == 1) maxFps = 120;
if (option == 2) maxFps = 35;
return maxFps;
static const int fpsCaps[] = {30, 60, 120, 0};
if (option < 0 || option > 3) return 0;
return fpsCaps[option];
}
void GameRenderer::updateAllChunks()

View file

@ -163,8 +163,8 @@ private:
void setupFog(int i, float alpha);
FloatBuffer *getBuffer(float a, float b, float c, float d);
static int getFpsCap(int option);
public:
static int getFpsCap(int option);
void updateAllChunks();
#ifdef MULTITHREAD_ENABLE

View file

@ -1959,8 +1959,29 @@ int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,
RenderManager.Set_matrixDirty();
#endif
{
int maxFps = GameRenderer::getFpsCap(app.GetGameSettings(0, eGameSetting_FpsCap));
if (maxFps > 0)
{
static LONGLONG lastTime = 0;
LARGE_INTEGER freq, now;
QueryPerformanceFrequency(&freq);
QueryPerformanceCounter(&now);
LONGLONG targetInterval = freq.QuadPart / maxFps;
LONGLONG elapsed = now.QuadPart - lastTime;
if (elapsed < targetInterval)
{
DWORD sleepMs = (DWORD)((targetInterval - elapsed) * 1000 / freq.QuadPart);
if (sleepMs > 0) Sleep(sleepMs);
}
QueryPerformanceCounter(&now);
lastTime = now.QuadPart;
}
}
// Present the frame.
RenderManager.Present();
int vsyncSetting = app.GetGameSettings(ProfileManager.GetPrimaryPad(), eGameSetting_VSync);
printf("[DEBUG] VSync setting: %d (0=OFF, 1=ON)\n", vsyncSetting);
g_pSwapChain->Present(vsyncSetting ? 1 : 0, 0);
ui.CheckMenuDisplayed();