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GPU sliders fix
This commit is contained in:
21
app/Fans.cs
21
app/Fans.cs
@@ -83,8 +83,8 @@ namespace GHelper
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trackCPU.Maximum = AsusACPI.MaxCPU;
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trackCPU.Minimum = AsusACPI.MinCPU;
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trackAPU.Maximum = AsusACPI.MaxCPU;
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trackAPU.Minimum = AsusACPI.MinCPU;
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trackAPU.Maximum = AsusACPI.MaxTotal;
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trackAPU.Minimum = AsusACPI.MinTotal;
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trackAPU.Scroll += TrackPower_Scroll;
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trackCPU.Scroll += TrackPower_Scroll;
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@@ -145,6 +145,15 @@ namespace GHelper
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public void InitGPU(bool readClocks = false)
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{
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if (Program.acpi.DeviceGet(AsusACPI.GPUEco) == 1)
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{
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gpuVisible = panelGPU.Visible = false;
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return;
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}
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if (HardwareControl.GpuControl is null) HardwareControl.RecreateGpuControl();
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if (HardwareControl.GpuControl is not null && HardwareControl.GpuControl.IsNvidia)
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{
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nvControl = (NvidiaGpuControl)HardwareControl.GpuControl;
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@@ -444,11 +453,9 @@ namespace GHelper
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if (limit_cpu < AsusACPI.MinCPU) limit_cpu = AsusACPI.MinCPU;
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if (limit_cpu > limit_total) limit_cpu = limit_total;
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if (limit_apu < 0) limit_apu = AsusACPI.DefaultCPU;
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if (limit_apu > AsusACPI.MaxCPU) limit_apu = AsusACPI.MaxCPU;
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if (limit_apu < AsusACPI.MinCPU) limit_apu = AsusACPI.MinCPU;
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if (limit_apu > limit_total) limit_apu = limit_total;
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if (limit_apu < 0) limit_apu = AsusACPI.DefaultTotal;
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if (limit_apu > AsusACPI.MaxTotal) limit_apu = AsusACPI.MaxTotal;
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if (limit_apu < AsusACPI.MinTotal) limit_apu = AsusACPI.MinTotal;
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trackTotal.Value = limit_total;
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trackCPU.Value = limit_cpu;
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