some more formatting fixes and proper rename
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@@ -257,7 +257,7 @@ void RestoreGlobalState(bool is_powered_on) {
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// this function only makes sense with integrated devices
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u64 RamPercentToBytes(u8 percent) {
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u64 RamPercentageToBytes(u8 percent) {
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// total RAM in bytes
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u64 total_ram = Common::GetMemInfo().TotalPhysicalMemory;
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@@ -615,6 +615,6 @@ void UpdateRescalingInfo();
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// Restore the global state of all applicable settings in the Values struct
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void RestoreGlobalState(bool is_powered_on);
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u64 RamPercentToBytes(u8 percent);
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u64 RamPercentageToBytes(u8 percent);
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} // namespace Settings
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@@ -292,7 +292,7 @@ u64 Device::GetTotalDedicatedVideoMemory() const {
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if (Settings::values.use_vram_percentage.GetValue()) {
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u8 percent = Settings::values.vram_percentage.GetValue();
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return Settings::RamPercentToBytes(percent);
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return Settings::RamPercentageToBytes(percent);
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} else {
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// this is according to both former settings in the gl_buffer_cache
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// and gl_texture_cache, regarding device_access_memory
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@@ -1042,7 +1042,7 @@ void Device::CollectPhysicalMemoryInfo() {
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const u8 percent = Settings::values.vram_percentage.GetValue();
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const s64 available_memory = static_cast<s64>(device_access_memory - device_initial_usage);
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const s64 limit = Settings::values.use_vram_percentage.GetValue()
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? Settings::RamPercentToBytes(percent)
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? Settings::RamPercentageToBytes(percent)
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: 4_GiB;
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device_access_memory = static_cast<u64>(std::max<s64>(
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std::min<s64>(available_memory - 8_GiB, 4_GiB), std::min<s64>(local_memory, limit)));
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@@ -180,8 +180,9 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
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ui->use_vram_percentage, Settings::values.use_vram_percentage, use_vram_percentage);
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connect(ui->use_vram_percentage, &QCheckBox::clicked, ui->vram_percentage, [this]() {
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ui->vram_percentage->setEnabled(ui->use_vram_percentage->isChecked() &&
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(use_vram_percentage != ConfigurationShared::CheckState::Global));
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ui->vram_percentage->setEnabled(
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ui->use_vram_percentage->isChecked() &&
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(use_vram_percentage != ConfigurationShared::CheckState::Global));
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});
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}
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