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Show the frame generation input and output rate on the Mango HUD - #705

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maxjivi05 merged 1 commit into
WinNative-Emu:mainfrom
maxjivi05:fix/mango-hub-fg
Aug 27, 2026
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Show the frame generation input and output rate on the Mango HUD#705
maxjivi05 merged 1 commit into
WinNative-Emu:mainfrom
maxjivi05:fix/mango-hub-fg

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FrameRating has shown "30 → 60" since frame generation landed, but the Mango Style HUD only ever showed the game's own rate, so turning frame generation on left its FPS row reading 30 while the panel was presenting 60.

Sample the renderer's presented and generated counters the same way FrameRating does, over the same one second window with the same quarter second minimum span, and reuse FrameRating.OutputFrameSource so XServerDisplayActivity hands both HUDs the same source. syncFrameGenerationHud now feeds whichever of the two exists, and runs again when a HUD is created so one turned on mid-session is wired up too.

The row keeps the HUD's table layout: the input rate is a right-aligned four-character cell followed by a divider glyph, and the output rate stays in the existing FPS cell, tinted with the same accent FrameRating uses for generated frames. The prefix width is reserved in computeLayoutLocked only while frame generation is producing frames, so columns stay aligned and the panel does not resize per tick. DroidSansMono has no U+2192, so the glyph falls back to "->" when the mono face cannot render the arrow.

FrameRating has shown "30 → 60" since frame generation landed, but the Mango
Style HUD only ever showed the game's own rate, so turning frame generation on
left its FPS row reading 30 while the panel was presenting 60.
Sample the renderer's presented and generated counters the same way
FrameRating does, over the same one second window with the same quarter second
minimum span, and reuse FrameRating.OutputFrameSource so XServerDisplayActivity
hands both HUDs the same source. syncFrameGenerationHud now feeds whichever of
the two exists, and runs again when a HUD is created so one turned on
mid-session is wired up too.
The row keeps the HUD's table layout: the input rate is a right-aligned
four-character cell followed by a divider glyph, and the output rate stays in
the existing FPS cell, tinted with the same accent FrameRating uses for
generated frames. The prefix width is reserved in computeLayoutLocked only
while frame generation is producing frames, so columns stay aligned and the
panel does not resize per tick. DroidSansMono has no U+2192, so the glyph falls
back to "->" when the mono face cannot render the arrow.
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@maxjivi05
maxjivi05 merged commit 58e6c10 into WinNative-Emu:mainAug 27, 2026
@maxjivi05
maxjivi05 deleted the fix/mango-hub-fg branch August 27, 2026 18:02
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