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authorPavelBARABANOV <pavelbarabanov94@gmail.com>2026-10-08 19:02:48 +0200
committercrueter <crueter@eden-emu.dev>2026-10-08 19:02:48 +0200
commit3cdd2ce141224079ce1dc8bfb4be7edc113aca02 (patch)
treef544b148018a5080ba809e33d5e9e01f9f113d8c /src/video_core/renderer_vulkan/renderer_vulkan.cpp
parent10bcd2d849843b146a79c61a21df615e1bdcfcde (diff)
[android, renderer_vulkan] Сhange default settings (#4509)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions). - [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md) - [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability. ------------------- Airplane mode: On - needed to launch many games. Nvdec: CPU - fixes most issues in cutscenes. AudioEngine: Sdl3 (only Android) - "Auto" includes Cubeb on Android, but SDL3 works better. Async GPU: On - In most games, this provides a 30% boost in performance. Async presentation: On (Remove async presentation toggle from Android, It is no longer needed). Co-authored-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4509 Reviewed-by: Maufeat <sahyno1996@gmail.com> Reviewed-by: lizzie <lizzie@eden-emu.dev>
Diffstat (limited to 'src/video_core/renderer_vulkan/renderer_vulkan.cpp')
-rw-r--r--src/video_core/renderer_vulkan/renderer_vulkan.cpp6
1 files changed, 4 insertions, 2 deletions
diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.cpp b/src/video_core/renderer_vulkan/renderer_vulkan.cpp
index 4fd4c0233b..27ca531186 100644
--- a/src/video_core/renderer_vulkan/renderer_vulkan.cpp
+++ b/src/video_core/renderer_vulkan/renderer_vulkan.cpp
@@ -217,13 +217,15 @@ void RendererVulkan::Composite(std::span<const Tegra::FramebufferConfig> framebu
scheduler.RequestOutsideRenderPassOperationContext();
blit_swapchain.DrawToFrame(device, rasterizer, frame, framebuffers,
- render_window.GetFramebufferLayout(), swapchain.GetImageCount(),
+ render_window.GetFramebufferLayout(),
+ present_manager.SwapchainImageCount(),
swapchain.GetImageViewFormat());
#ifdef HAS_LSFG
void(frame_gen.WantedGenerations(present_manager.MaxExtraFrames()));
- frame_gen.Process(device, frame, swapchain.GetImageFormat(), GuestExtent(framebuffers));
+ frame_gen.Process(device, frame, present_manager.SwapchainImageFormat(),
+ GuestExtent(framebuffers));
const size_t generated_frames = frame_gen.GeneratedFrameCount();
for (size_t generation = 0; generation < generated_frames; ++generation) {