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https://github.com/yuzu-emu/yuzu.git
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Merge pull request #4273 from ogniK5377/async-shaders-prod
video_core: Add asynchronous shader decompilation and compilation
This commit is contained in:
commit
90cbcaa44a
24 changed files with 660 additions and 64 deletions
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@ -115,6 +115,7 @@ void LogSettings() {
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values.use_asynchronous_gpu_emulation.GetValue());
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log_setting("Renderer_UseVsync", values.use_vsync.GetValue());
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log_setting("Renderer_UseAssemblyShaders", values.use_assembly_shaders.GetValue());
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log_setting("Renderer_UseAsynchronousShaders", values.use_asynchronous_shaders.GetValue());
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log_setting("Renderer_AnisotropicFilteringLevel", values.max_anisotropy.GetValue());
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log_setting("Audio_OutputEngine", values.sink_id);
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log_setting("Audio_EnableAudioStretching", values.enable_audio_stretching.GetValue());
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@ -170,6 +171,7 @@ void RestoreGlobalState() {
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values.use_asynchronous_gpu_emulation.SetGlobal(true);
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values.use_vsync.SetGlobal(true);
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values.use_assembly_shaders.SetGlobal(true);
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values.use_asynchronous_shaders.SetGlobal(true);
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values.use_fast_gpu_time.SetGlobal(true);
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values.force_30fps_mode.SetGlobal(true);
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values.bg_red.SetGlobal(true);
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@ -434,6 +434,7 @@ struct Values {
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Setting<bool> use_asynchronous_gpu_emulation;
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Setting<bool> use_vsync;
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Setting<bool> use_assembly_shaders;
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Setting<bool> use_asynchronous_shaders;
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Setting<bool> force_30fps_mode;
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Setting<bool> use_fast_gpu_time;
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@ -207,6 +207,8 @@ void TelemetrySession::AddInitialInfo(Loader::AppLoader& app_loader) {
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AddField(field_type, "Renderer_UseVsync", Settings::values.use_vsync.GetValue());
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AddField(field_type, "Renderer_UseAssemblyShaders",
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Settings::values.use_assembly_shaders.GetValue());
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AddField(field_type, "Renderer_UseAsynchronousShaders",
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Settings::values.use_asynchronous_shaders.GetValue());
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AddField(field_type, "System_UseDockedMode", Settings::values.use_docked_mode);
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}
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@ -98,6 +98,8 @@ add_library(video_core STATIC
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sampler_cache.cpp
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sampler_cache.h
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shader_cache.h
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shader_notify.cpp
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shader_notify.h
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shader/decode/arithmetic.cpp
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shader/decode/arithmetic_immediate.cpp
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shader/decode/bfe.cpp
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@ -128,6 +130,8 @@ add_library(video_core STATIC
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shader/decode/other.cpp
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shader/ast.cpp
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shader/ast.h
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shader/async_shaders.cpp
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shader/async_shaders.h
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shader/compiler_settings.cpp
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shader/compiler_settings.h
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shader/control_flow.cpp
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@ -20,6 +20,7 @@
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#include "video_core/gpu.h"
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#include "video_core/memory_manager.h"
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#include "video_core/renderer_base.h"
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#include "video_core/shader_notify.h"
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#include "video_core/video_core.h"
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namespace Tegra {
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@ -36,6 +37,7 @@ GPU::GPU(Core::System& system, std::unique_ptr<VideoCore::RendererBase>&& render
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kepler_compute = std::make_unique<Engines::KeplerCompute>(system, rasterizer, *memory_manager);
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maxwell_dma = std::make_unique<Engines::MaxwellDMA>(system, *memory_manager);
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kepler_memory = std::make_unique<Engines::KeplerMemory>(system, *memory_manager);
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shader_notify = std::make_unique<VideoCore::ShaderNotify>();
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}
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GPU::~GPU() = default;
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@ -33,6 +33,7 @@ class System;
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namespace VideoCore {
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class RendererBase;
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class ShaderNotify;
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} // namespace VideoCore
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namespace Tegra {
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@ -207,6 +208,14 @@ public:
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return *renderer;
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}
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VideoCore::ShaderNotify& ShaderNotify() {
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return *shader_notify;
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}
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const VideoCore::ShaderNotify& ShaderNotify() const {
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return *shader_notify;
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}
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// Waits for the GPU to finish working
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virtual void WaitIdle() const = 0;
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@ -347,6 +356,8 @@ private:
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std::unique_ptr<Engines::MaxwellDMA> maxwell_dma;
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/// Inline memory engine
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std::unique_ptr<Engines::KeplerMemory> kepler_memory;
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/// Shader build notifier
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std::unique_ptr<VideoCore::ShaderNotify> shader_notify;
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std::array<std::atomic<u32>, Service::Nvidia::MaxSyncPoints> syncpoints{};
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@ -233,6 +233,8 @@ Device::Device()
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GLAD_GL_NV_gpu_program5 && GLAD_GL_NV_compute_program5 &&
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GLAD_GL_NV_transform_feedback && GLAD_GL_NV_transform_feedback2;
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use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue();
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LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi);
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LOG_INFO(Render_OpenGL, "Renderer_ComponentIndexingBug: {}", has_component_indexing_bug);
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LOG_INFO(Render_OpenGL, "Renderer_PreciseBug: {}", has_precise_bug);
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@ -104,6 +104,10 @@ public:
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return use_assembly_shaders;
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}
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bool UseAsynchronousShaders() const {
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return use_asynchronous_shaders;
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}
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private:
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static bool TestVariableAoffi();
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static bool TestPreciseBug();
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@ -127,6 +131,7 @@ private:
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bool has_fast_buffer_sub_data{};
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bool has_nv_viewport_array2{};
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bool use_assembly_shaders{};
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bool use_asynchronous_shaders{};
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};
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} // namespace OpenGL
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@ -149,7 +149,8 @@ RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWind
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shader_cache{*this, system, emu_window, device}, query_cache{system, *this},
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buffer_cache{*this, system, device, STREAM_BUFFER_SIZE},
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fence_manager{system, *this, texture_cache, buffer_cache, query_cache}, system{system},
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screen_info{info}, program_manager{program_manager}, state_tracker{state_tracker} {
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screen_info{info}, program_manager{program_manager}, state_tracker{state_tracker},
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async_shaders{emu_window} {
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CheckExtensions();
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unified_uniform_buffer.Create();
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@ -162,6 +163,23 @@ RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWind
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nullptr, 0);
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}
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}
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if (device.UseAsynchronousShaders()) {
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// Max worker threads we should allow
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constexpr auto MAX_THREADS = 2u;
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// Amount of threads we should reserve for other parts of yuzu
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constexpr auto RESERVED_THREADS = 6u;
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// Get the amount of threads we can use(this can return zero)
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const auto cpu_thread_count =
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std::max(RESERVED_THREADS, std::thread::hardware_concurrency());
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// Deduce how many "extra" threads we have to use.
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const auto max_threads_unused = cpu_thread_count - RESERVED_THREADS;
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// Always allow at least 1 thread regardless of our settings
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const auto max_worker_count = std::max(1u, max_threads_unused);
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// Don't use more than MAX_THREADS
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const auto worker_count = std::min(max_worker_count, MAX_THREADS);
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async_shaders.AllocateWorkers(worker_count);
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}
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}
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RasterizerOpenGL::~RasterizerOpenGL() {
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@ -336,7 +354,7 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
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continue;
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}
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Shader* const shader = shader_cache.GetStageProgram(program);
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Shader* shader = shader_cache.GetStageProgram(program, async_shaders);
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if (device.UseAssemblyShaders()) {
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// Check for ARB limitation. We only have 16 SSBOs per context state. To workaround this
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@ -353,7 +371,7 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
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SetupDrawTextures(stage, shader);
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SetupDrawImages(stage, shader);
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const GLuint program_handle = shader->GetHandle();
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const GLuint program_handle = shader->IsBuilt() ? shader->GetHandle() : 0;
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switch (program) {
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case Maxwell::ShaderProgram::VertexA:
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case Maxwell::ShaderProgram::VertexB:
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@ -33,6 +33,7 @@
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#include "video_core/renderer_opengl/gl_state_tracker.h"
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#include "video_core/renderer_opengl/gl_texture_cache.h"
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#include "video_core/renderer_opengl/utils.h"
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#include "video_core/shader/async_shaders.h"
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#include "video_core/textures/texture.h"
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namespace Core {
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@ -91,6 +92,14 @@ public:
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return num_queued_commands > 0;
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}
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VideoCommon::Shader::AsyncShaders& GetAsyncShaders() {
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return async_shaders;
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}
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const VideoCommon::Shader::AsyncShaders& GetAsyncShaders() const {
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return async_shaders;
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}
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private:
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/// Configures the color and depth framebuffer states.
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void ConfigureFramebuffers();
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@ -242,6 +251,7 @@ private:
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ScreenInfo& screen_info;
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ProgramManager& program_manager;
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StateTracker& state_tracker;
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VideoCommon::Shader::AsyncShaders async_shaders;
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static constexpr std::size_t STREAM_BUFFER_SIZE = 128 * 1024 * 1024;
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@ -177,6 +177,12 @@ public:
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Release();
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}
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OGLAssemblyProgram& operator=(OGLAssemblyProgram&& o) noexcept {
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Release();
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handle = std::exchange(o.handle, 0);
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return *this;
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}
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/// Deletes the internal OpenGL resource
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void Release();
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@ -31,6 +31,7 @@
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#include "video_core/shader/registry.h"
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#include "video_core/shader/shader_ir.h"
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#include "video_core/shader_cache.h"
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#include "video_core/shader_notify.h"
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namespace OpenGL {
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@ -140,9 +141,24 @@ std::shared_ptr<Registry> MakeRegistry(const ShaderDiskCacheEntry& entry) {
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return registry;
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}
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std::unordered_set<GLenum> GetSupportedFormats() {
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GLint num_formats;
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glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &num_formats);
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std::vector<GLint> formats(num_formats);
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glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, formats.data());
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std::unordered_set<GLenum> supported_formats;
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for (const GLint format : formats) {
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supported_formats.insert(static_cast<GLenum>(format));
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}
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return supported_formats;
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}
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} // Anonymous namespace
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ProgramSharedPtr BuildShader(const Device& device, ShaderType shader_type, u64 unique_identifier,
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const ShaderIR& ir, const Registry& registry,
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bool hint_retrievable = false) {
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const ShaderIR& ir, const Registry& registry, bool hint_retrievable) {
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const std::string shader_id = MakeShaderID(unique_identifier, shader_type);
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LOG_INFO(Render_OpenGL, "{}", shader_id);
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@ -181,31 +197,18 @@ ProgramSharedPtr BuildShader(const Device& device, ShaderType shader_type, u64 u
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return program;
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}
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std::unordered_set<GLenum> GetSupportedFormats() {
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GLint num_formats;
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glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &num_formats);
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std::vector<GLint> formats(num_formats);
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glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, formats.data());
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std::unordered_set<GLenum> supported_formats;
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for (const GLint format : formats) {
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supported_formats.insert(static_cast<GLenum>(format));
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}
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return supported_formats;
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}
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} // Anonymous namespace
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Shader::Shader(std::shared_ptr<VideoCommon::Shader::Registry> registry_, ShaderEntries entries_,
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ProgramSharedPtr program_)
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: registry{std::move(registry_)}, entries{std::move(entries_)}, program{std::move(program_)} {
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ProgramSharedPtr program_, bool is_built)
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: registry{std::move(registry_)}, entries{std::move(entries_)}, program{std::move(program_)},
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is_built(is_built) {
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handle = program->assembly_program.handle;
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if (handle == 0) {
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handle = program->source_program.handle;
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}
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if (is_built) {
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ASSERT(handle != 0);
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}
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}
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Shader::~Shader() = default;
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@ -214,21 +217,42 @@ GLuint Shader::GetHandle() const {
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return handle;
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}
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std::unique_ptr<Shader> Shader::CreateStageFromMemory(const ShaderParameters& params,
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Maxwell::ShaderProgram program_type,
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ProgramCode code, ProgramCode code_b) {
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bool Shader::IsBuilt() const {
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return is_built;
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}
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void Shader::AsyncOpenGLBuilt(OGLProgram new_program) {
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program->source_program = std::move(new_program);
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handle = program->source_program.handle;
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is_built = true;
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}
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void Shader::AsyncGLASMBuilt(OGLAssemblyProgram new_program) {
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program->assembly_program = std::move(new_program);
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handle = program->assembly_program.handle;
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is_built = true;
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}
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std::unique_ptr<Shader> Shader::CreateStageFromMemory(
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const ShaderParameters& params, Maxwell::ShaderProgram program_type, ProgramCode code,
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ProgramCode code_b, VideoCommon::Shader::AsyncShaders& async_shaders, VAddr cpu_addr) {
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const auto shader_type = GetShaderType(program_type);
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const std::size_t size_in_bytes = code.size() * sizeof(u64);
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auto registry = std::make_shared<Registry>(shader_type, params.system.GPU().Maxwell3D());
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auto& gpu = params.system.GPU();
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gpu.ShaderNotify().MarkSharderBuilding();
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auto registry = std::make_shared<Registry>(shader_type, gpu.Maxwell3D());
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if (!async_shaders.IsShaderAsync(params.system.GPU()) ||
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!params.device.UseAsynchronousShaders()) {
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const ShaderIR ir(code, STAGE_MAIN_OFFSET, COMPILER_SETTINGS, *registry);
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// TODO(Rodrigo): Handle VertexA shaders
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// std::optional<ShaderIR> ir_b;
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// if (!code_b.empty()) {
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// ir_b.emplace(code_b, STAGE_MAIN_OFFSET);
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// }
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auto program = BuildShader(params.device, shader_type, params.unique_identifier, ir, *registry);
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auto program =
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BuildShader(params.device, shader_type, params.unique_identifier, ir, *registry);
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ShaderDiskCacheEntry entry;
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entry.type = shader_type;
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entry.code = std::move(code);
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@ -241,15 +265,34 @@ std::unique_ptr<Shader> Shader::CreateStageFromMemory(const ShaderParameters& pa
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entry.bindless_samplers = registry->GetBindlessSamplers();
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params.disk_cache.SaveEntry(std::move(entry));
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return std::unique_ptr<Shader>(new Shader(
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std::move(registry), MakeEntries(params.device, ir, shader_type), std::move(program)));
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gpu.ShaderNotify().MarkShaderComplete();
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return std::unique_ptr<Shader>(new Shader(std::move(registry),
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MakeEntries(params.device, ir, shader_type),
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std::move(program), true));
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} else {
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// Required for entries
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const ShaderIR ir(code, STAGE_MAIN_OFFSET, COMPILER_SETTINGS, *registry);
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auto entries = MakeEntries(params.device, ir, shader_type);
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async_shaders.QueueOpenGLShader(params.device, shader_type, params.unique_identifier,
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std::move(code), std::move(code_b), STAGE_MAIN_OFFSET,
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COMPILER_SETTINGS, *registry, cpu_addr);
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auto program = std::make_shared<ProgramHandle>();
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return std::unique_ptr<Shader>(
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new Shader(std::move(registry), std::move(entries), std::move(program), false));
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}
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}
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std::unique_ptr<Shader> Shader::CreateKernelFromMemory(const ShaderParameters& params,
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ProgramCode code) {
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const std::size_t size_in_bytes = code.size() * sizeof(u64);
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auto& engine = params.system.GPU().KeplerCompute();
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auto& gpu = params.system.GPU();
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gpu.ShaderNotify().MarkSharderBuilding();
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auto& engine = gpu.KeplerCompute();
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auto registry = std::make_shared<Registry>(ShaderType::Compute, engine);
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const ShaderIR ir(code, KERNEL_MAIN_OFFSET, COMPILER_SETTINGS, *registry);
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const u64 uid = params.unique_identifier;
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@ -266,6 +309,8 @@ std::unique_ptr<Shader> Shader::CreateKernelFromMemory(const ShaderParameters& p
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entry.bindless_samplers = registry->GetBindlessSamplers();
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params.disk_cache.SaveEntry(std::move(entry));
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gpu.ShaderNotify().MarkShaderComplete();
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return std::unique_ptr<Shader>(new Shader(std::move(registry),
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MakeEntries(params.device, ir, ShaderType::Compute),
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std::move(program)));
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@ -436,14 +481,51 @@ ProgramSharedPtr ShaderCacheOpenGL::GeneratePrecompiledProgram(
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return program;
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}
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Shader* ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program) {
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Shader* ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program,
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VideoCommon::Shader::AsyncShaders& async_shaders) {
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if (!system.GPU().Maxwell3D().dirty.flags[Dirty::Shaders]) {
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return last_shaders[static_cast<std::size_t>(program)];
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auto* last_shader = last_shaders[static_cast<std::size_t>(program)];
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if (last_shader->IsBuilt()) {
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return last_shader;
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}
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}
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auto& memory_manager{system.GPU().MemoryManager()};
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const GPUVAddr address{GetShaderAddress(system, program)};
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if (device.UseAsynchronousShaders() && async_shaders.HasCompletedWork()) {
|
||||
auto completed_work = async_shaders.GetCompletedWork();
|
||||
for (auto& work : completed_work) {
|
||||
Shader* shader = TryGet(work.cpu_address);
|
||||
auto& gpu = system.GPU();
|
||||
gpu.ShaderNotify().MarkShaderComplete();
|
||||
if (shader == nullptr) {
|
||||
continue;
|
||||
}
|
||||
using namespace VideoCommon::Shader;
|
||||
if (work.backend == AsyncShaders::Backend::OpenGL) {
|
||||
shader->AsyncOpenGLBuilt(std::move(work.program.opengl));
|
||||
} else if (work.backend == AsyncShaders::Backend::GLASM) {
|
||||
shader->AsyncGLASMBuilt(std::move(work.program.glasm));
|
||||
}
|
||||
|
||||
ShaderDiskCacheEntry entry;
|
||||
entry.type = work.shader_type;
|
||||
entry.code = std::move(work.code);
|
||||
entry.code_b = std::move(work.code_b);
|
||||
entry.unique_identifier = work.uid;
|
||||
|
||||
auto& registry = shader->GetRegistry();
|
||||
|
||||
entry.bound_buffer = registry.GetBoundBuffer();
|
||||
entry.graphics_info = registry.GetGraphicsInfo();
|
||||
entry.keys = registry.GetKeys();
|
||||
entry.bound_samplers = registry.GetBoundSamplers();
|
||||
entry.bindless_samplers = registry.GetBindlessSamplers();
|
||||
disk_cache.SaveEntry(std::move(entry));
|
||||
}
|
||||
}
|
||||
|
||||
// Look up shader in the cache based on address
|
||||
const auto cpu_addr{memory_manager.GpuToCpuAddress(address)};
|
||||
if (Shader* const shader{cpu_addr ? TryGet(*cpu_addr) : null_shader.get()}) {
|
||||
|
@ -471,7 +553,8 @@ Shader* ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program) {
|
|||
std::unique_ptr<Shader> shader;
|
||||
const auto found = runtime_cache.find(unique_identifier);
|
||||
if (found == runtime_cache.end()) {
|
||||
shader = Shader::CreateStageFromMemory(params, program, std::move(code), std::move(code_b));
|
||||
shader = Shader::CreateStageFromMemory(params, program, std::move(code), std::move(code_b),
|
||||
async_shaders, cpu_addr.value_or(0));
|
||||
} else {
|
||||
shader = Shader::CreateFromCache(params, found->second);
|
||||
}
|
||||
|
|
|
@ -33,6 +33,10 @@ namespace Core::Frontend {
|
|||
class EmuWindow;
|
||||
}
|
||||
|
||||
namespace VideoCommon::Shader {
|
||||
class AsyncShaders;
|
||||
}
|
||||
|
||||
namespace OpenGL {
|
||||
|
||||
class Device;
|
||||
|
@ -61,6 +65,11 @@ struct ShaderParameters {
|
|||
u64 unique_identifier;
|
||||
};
|
||||
|
||||
ProgramSharedPtr BuildShader(const Device& device, Tegra::Engines::ShaderType shader_type,
|
||||
u64 unique_identifier, const VideoCommon::Shader::ShaderIR& ir,
|
||||
const VideoCommon::Shader::Registry& registry,
|
||||
bool hint_retrievable = false);
|
||||
|
||||
class Shader final {
|
||||
public:
|
||||
~Shader();
|
||||
|
@ -68,15 +77,28 @@ public:
|
|||
/// Gets the GL program handle for the shader
|
||||
GLuint GetHandle() const;
|
||||
|
||||
bool IsBuilt() const;
|
||||
|
||||
/// Gets the shader entries for the shader
|
||||
const ShaderEntries& GetEntries() const {
|
||||
return entries;
|
||||
}
|
||||
|
||||
static std::unique_ptr<Shader> CreateStageFromMemory(const ShaderParameters& params,
|
||||
Maxwell::ShaderProgram program_type,
|
||||
ProgramCode program_code,
|
||||
ProgramCode program_code_b);
|
||||
const VideoCommon::Shader::Registry& GetRegistry() const {
|
||||
return *registry;
|
||||
}
|
||||
|
||||
/// Mark a OpenGL shader as built
|
||||
void AsyncOpenGLBuilt(OGLProgram new_program);
|
||||
|
||||
/// Mark a GLASM shader as built
|
||||
void AsyncGLASMBuilt(OGLAssemblyProgram new_program);
|
||||
|
||||
static std::unique_ptr<Shader> CreateStageFromMemory(
|
||||
const ShaderParameters& params, Maxwell::ShaderProgram program_type,
|
||||
ProgramCode program_code, ProgramCode program_code_b,
|
||||
VideoCommon::Shader::AsyncShaders& async_shaders, VAddr cpu_addr);
|
||||
|
||||
static std::unique_ptr<Shader> CreateKernelFromMemory(const ShaderParameters& params,
|
||||
ProgramCode code);
|
||||
|
||||
|
@ -85,12 +107,13 @@ public:
|
|||
|
||||
private:
|
||||
explicit Shader(std::shared_ptr<VideoCommon::Shader::Registry> registry, ShaderEntries entries,
|
||||
ProgramSharedPtr program);
|
||||
ProgramSharedPtr program, bool is_built = true);
|
||||
|
||||
std::shared_ptr<VideoCommon::Shader::Registry> registry;
|
||||
ShaderEntries entries;
|
||||
ProgramSharedPtr program;
|
||||
GLuint handle = 0;
|
||||
bool is_built{};
|
||||
};
|
||||
|
||||
class ShaderCacheOpenGL final : public VideoCommon::ShaderCache<Shader> {
|
||||
|
@ -104,7 +127,8 @@ public:
|
|||
const VideoCore::DiskResourceLoadCallback& callback);
|
||||
|
||||
/// Gets the current specified shader stage program
|
||||
Shader* GetStageProgram(Maxwell::ShaderProgram program);
|
||||
Shader* GetStageProgram(Maxwell::ShaderProgram program,
|
||||
VideoCommon::Shader::AsyncShaders& async_shaders);
|
||||
|
||||
/// Gets a compute kernel in the passed address
|
||||
Shader* GetComputeKernel(GPUVAddr code_addr);
|
||||
|
|
181
src/video_core/shader/async_shaders.cpp
Normal file
181
src/video_core/shader/async_shaders.cpp
Normal file
|
@ -0,0 +1,181 @@
|
|||
// Copyright 2020 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include <chrono>
|
||||
#include <condition_variable>
|
||||
#include <mutex>
|
||||
#include <thread>
|
||||
#include <vector>
|
||||
#include "video_core/engines/maxwell_3d.h"
|
||||
#include "video_core/renderer_base.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_cache.h"
|
||||
#include "video_core/shader/async_shaders.h"
|
||||
|
||||
namespace VideoCommon::Shader {
|
||||
|
||||
AsyncShaders::AsyncShaders(Core::Frontend::EmuWindow& emu_window) : emu_window(emu_window) {}
|
||||
|
||||
AsyncShaders::~AsyncShaders() {
|
||||
KillWorkers();
|
||||
}
|
||||
|
||||
void AsyncShaders::AllocateWorkers(std::size_t num_workers) {
|
||||
// If we're already have workers queued or don't want to queue workers, ignore
|
||||
if (num_workers == worker_threads.size() || num_workers == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
// If workers already exist, clear them
|
||||
if (!worker_threads.empty()) {
|
||||
FreeWorkers();
|
||||
}
|
||||
|
||||
// Create workers
|
||||
for (std::size_t i = 0; i < num_workers; i++) {
|
||||
context_list.push_back(emu_window.CreateSharedContext());
|
||||
worker_threads.push_back(std::move(
|
||||
std::thread(&AsyncShaders::ShaderCompilerThread, this, context_list[i].get())));
|
||||
}
|
||||
}
|
||||
|
||||
void AsyncShaders::FreeWorkers() {
|
||||
// Mark all threads to quit
|
||||
is_thread_exiting.store(true);
|
||||
cv.notify_all();
|
||||
for (auto& thread : worker_threads) {
|
||||
thread.join();
|
||||
}
|
||||
// Clear our shared contexts
|
||||
context_list.clear();
|
||||
|
||||
// Clear our worker threads
|
||||
worker_threads.clear();
|
||||
}
|
||||
|
||||
void AsyncShaders::KillWorkers() {
|
||||
is_thread_exiting.store(true);
|
||||
for (auto& thread : worker_threads) {
|
||||
thread.detach();
|
||||
}
|
||||
// Clear our shared contexts
|
||||
context_list.clear();
|
||||
|
||||
// Clear our worker threads
|
||||
worker_threads.clear();
|
||||
}
|
||||
|
||||
bool AsyncShaders::HasWorkQueued() {
|
||||
return !pending_queue.empty();
|
||||
}
|
||||
|
||||
bool AsyncShaders::HasCompletedWork() {
|
||||
std::shared_lock lock{completed_mutex};
|
||||
return !finished_work.empty();
|
||||
}
|
||||
|
||||
bool AsyncShaders::IsShaderAsync(const Tegra::GPU& gpu) const {
|
||||
const auto& regs = gpu.Maxwell3D().regs;
|
||||
|
||||
// If something is using depth, we can assume that games are not rendering anything which will
|
||||
// be used one time.
|
||||
if (regs.zeta_enable) {
|
||||
return true;
|
||||
}
|
||||
|
||||
// If games are using a small index count, we can assume these are full screen quads. Usually
|
||||
// these shaders are only used once for building textures so we can assume they can't be built
|
||||
// async
|
||||
if (regs.index_array.count <= 6 || regs.vertex_buffer.count <= 6) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
std::vector<AsyncShaders::Result> AsyncShaders::GetCompletedWork() {
|
||||
std::vector<AsyncShaders::Result> results;
|
||||
{
|
||||
std::unique_lock lock{completed_mutex};
|
||||
results.assign(std::make_move_iterator(finished_work.begin()),
|
||||
std::make_move_iterator(finished_work.end()));
|
||||
finished_work.clear();
|
||||
}
|
||||
return results;
|
||||
}
|
||||
|
||||
void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
|
||||
Tegra::Engines::ShaderType shader_type, u64 uid,
|
||||
std::vector<u64> code, std::vector<u64> code_b,
|
||||
u32 main_offset,
|
||||
VideoCommon::Shader::CompilerSettings compiler_settings,
|
||||
const VideoCommon::Shader::Registry& registry,
|
||||
VAddr cpu_addr) {
|
||||
WorkerParams params{device.UseAssemblyShaders() ? AsyncShaders::Backend::GLASM
|
||||
: AsyncShaders::Backend::OpenGL,
|
||||
device,
|
||||
shader_type,
|
||||
uid,
|
||||
std::move(code),
|
||||
std::move(code_b),
|
||||
main_offset,
|
||||
compiler_settings,
|
||||
registry,
|
||||
cpu_addr};
|
||||
std::unique_lock lock(queue_mutex);
|
||||
pending_queue.push_back(std::move(params));
|
||||
cv.notify_one();
|
||||
}
|
||||
|
||||
void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context) {
|
||||
using namespace std::chrono_literals;
|
||||
while (!is_thread_exiting.load(std::memory_order_relaxed)) {
|
||||
std::unique_lock lock{queue_mutex};
|
||||
cv.wait(lock, [this] { return HasWorkQueued() || is_thread_exiting; });
|
||||
if (is_thread_exiting) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Partial lock to allow all threads to read at the same time
|
||||
if (!HasWorkQueued()) {
|
||||
continue;
|
||||
}
|
||||
// Another thread beat us, just unlock and wait for the next load
|
||||
if (pending_queue.empty()) {
|
||||
continue;
|
||||
}
|
||||
// Pull work from queue
|
||||
WorkerParams work = std::move(pending_queue.front());
|
||||
pending_queue.pop_front();
|
||||
|
||||
lock.unlock();
|
||||
|
||||
if (work.backend == AsyncShaders::Backend::OpenGL ||
|
||||
work.backend == AsyncShaders::Backend::GLASM) {
|
||||
const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, work.registry);
|
||||
const auto scope = context->Acquire();
|
||||
auto program =
|
||||
OpenGL::BuildShader(work.device, work.shader_type, work.uid, ir, work.registry);
|
||||
Result result{};
|
||||
result.backend = work.backend;
|
||||
result.cpu_address = work.cpu_address;
|
||||
result.uid = work.uid;
|
||||
result.code = std::move(work.code);
|
||||
result.code_b = std::move(work.code_b);
|
||||
result.shader_type = work.shader_type;
|
||||
|
||||
if (work.backend == AsyncShaders::Backend::OpenGL) {
|
||||
result.program.opengl = std::move(program->source_program);
|
||||
} else if (work.backend == AsyncShaders::Backend::GLASM) {
|
||||
result.program.glasm = std::move(program->assembly_program);
|
||||
}
|
||||
|
||||
{
|
||||
std::unique_lock complete_lock(completed_mutex);
|
||||
finished_work.push_back(std::move(result));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace VideoCommon::Shader
|
109
src/video_core/shader/async_shaders.h
Normal file
109
src/video_core/shader/async_shaders.h
Normal file
|
@ -0,0 +1,109 @@
|
|||
// Copyright 2020 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <condition_variable>
|
||||
#include <deque>
|
||||
#include <memory>
|
||||
#include <shared_mutex>
|
||||
#include <thread>
|
||||
#include "common/bit_field.h"
|
||||
#include "common/common_types.h"
|
||||
#include "video_core/renderer_opengl/gl_device.h"
|
||||
#include "video_core/renderer_opengl/gl_resource_manager.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_decompiler.h"
|
||||
|
||||
namespace Core::Frontend {
|
||||
class EmuWindow;
|
||||
class GraphicsContext;
|
||||
} // namespace Core::Frontend
|
||||
|
||||
namespace Tegra {
|
||||
class GPU;
|
||||
}
|
||||
|
||||
namespace VideoCommon::Shader {
|
||||
|
||||
class AsyncShaders {
|
||||
public:
|
||||
enum class Backend {
|
||||
OpenGL,
|
||||
GLASM,
|
||||
};
|
||||
|
||||
struct ResultPrograms {
|
||||
OpenGL::OGLProgram opengl;
|
||||
OpenGL::OGLAssemblyProgram glasm;
|
||||
};
|
||||
|
||||
struct Result {
|
||||
u64 uid;
|
||||
VAddr cpu_address;
|
||||
Backend backend;
|
||||
ResultPrograms program;
|
||||
std::vector<u64> code;
|
||||
std::vector<u64> code_b;
|
||||
Tegra::Engines::ShaderType shader_type;
|
||||
};
|
||||
|
||||
explicit AsyncShaders(Core::Frontend::EmuWindow& emu_window);
|
||||
~AsyncShaders();
|
||||
|
||||
/// Start up shader worker threads
|
||||
void AllocateWorkers(std::size_t num_workers);
|
||||
|
||||
/// Clear the shader queue and kill all worker threads
|
||||
void FreeWorkers();
|
||||
|
||||
// Force end all threads
|
||||
void KillWorkers();
|
||||
|
||||
/// Check to see if any shaders have actually been compiled
|
||||
bool HasCompletedWork();
|
||||
|
||||
/// Deduce if a shader can be build on another thread of MUST be built in sync. We cannot build
|
||||
/// every shader async as some shaders are only built and executed once. We try to "guess" which
|
||||
/// shader would be used only once
|
||||
bool IsShaderAsync(const Tegra::GPU& gpu) const;
|
||||
|
||||
/// Pulls completed compiled shaders
|
||||
std::vector<Result> GetCompletedWork();
|
||||
|
||||
void QueueOpenGLShader(const OpenGL::Device& device, Tegra::Engines::ShaderType shader_type,
|
||||
u64 uid, std::vector<u64> code, std::vector<u64> code_b, u32 main_offset,
|
||||
VideoCommon::Shader::CompilerSettings compiler_settings,
|
||||
const VideoCommon::Shader::Registry& registry, VAddr cpu_addr);
|
||||
|
||||
private:
|
||||
void ShaderCompilerThread(Core::Frontend::GraphicsContext* context);
|
||||
|
||||
/// Check our worker queue to see if we have any work queued already
|
||||
bool HasWorkQueued();
|
||||
|
||||
struct WorkerParams {
|
||||
AsyncShaders::Backend backend;
|
||||
OpenGL::Device device;
|
||||
Tegra::Engines::ShaderType shader_type;
|
||||
u64 uid;
|
||||
std::vector<u64> code;
|
||||
std::vector<u64> code_b;
|
||||
u32 main_offset;
|
||||
VideoCommon::Shader::CompilerSettings compiler_settings;
|
||||
VideoCommon::Shader::Registry registry;
|
||||
VAddr cpu_address;
|
||||
};
|
||||
|
||||
std::condition_variable cv;
|
||||
std::mutex queue_mutex;
|
||||
std::shared_mutex completed_mutex;
|
||||
std::atomic<bool> is_thread_exiting{};
|
||||
std::vector<std::unique_ptr<Core::Frontend::GraphicsContext>> context_list;
|
||||
std::vector<std::thread> worker_threads;
|
||||
std::deque<WorkerParams> pending_queue;
|
||||
std::vector<AsyncShaders::Result> finished_work;
|
||||
Core::Frontend::EmuWindow& emu_window;
|
||||
};
|
||||
|
||||
} // namespace VideoCommon::Shader
|
42
src/video_core/shader_notify.cpp
Normal file
42
src/video_core/shader_notify.cpp
Normal file
|
@ -0,0 +1,42 @@
|
|||
// Copyright 2020 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "video_core/shader_notify.h"
|
||||
|
||||
using namespace std::chrono_literals;
|
||||
|
||||
namespace VideoCore {
|
||||
namespace {
|
||||
constexpr auto UPDATE_TICK = 32ms;
|
||||
}
|
||||
|
||||
ShaderNotify::ShaderNotify() = default;
|
||||
ShaderNotify::~ShaderNotify() = default;
|
||||
|
||||
std::size_t ShaderNotify::GetShadersBuilding() {
|
||||
const auto now = std::chrono::high_resolution_clock::now();
|
||||
const auto diff = now - last_update;
|
||||
if (diff > UPDATE_TICK) {
|
||||
std::shared_lock lock(mutex);
|
||||
last_updated_count = accurate_count;
|
||||
}
|
||||
return last_updated_count;
|
||||
}
|
||||
|
||||
std::size_t ShaderNotify::GetShadersBuildingAccurate() {
|
||||
std::shared_lock lock{mutex};
|
||||
return accurate_count;
|
||||
}
|
||||
|
||||
void ShaderNotify::MarkShaderComplete() {
|
||||
std::unique_lock lock{mutex};
|
||||
accurate_count--;
|
||||
}
|
||||
|
||||
void ShaderNotify::MarkSharderBuilding() {
|
||||
std::unique_lock lock{mutex};
|
||||
accurate_count++;
|
||||
}
|
||||
|
||||
} // namespace VideoCore
|
29
src/video_core/shader_notify.h
Normal file
29
src/video_core/shader_notify.h
Normal file
|
@ -0,0 +1,29 @@
|
|||
// Copyright 2020 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <chrono>
|
||||
#include <shared_mutex>
|
||||
#include "common/common_types.h"
|
||||
|
||||
namespace VideoCore {
|
||||
class ShaderNotify {
|
||||
public:
|
||||
ShaderNotify();
|
||||
~ShaderNotify();
|
||||
|
||||
std::size_t GetShadersBuilding();
|
||||
std::size_t GetShadersBuildingAccurate();
|
||||
|
||||
void MarkShaderComplete();
|
||||
void MarkSharderBuilding();
|
||||
|
||||
private:
|
||||
std::size_t last_updated_count{};
|
||||
std::size_t accurate_count{};
|
||||
std::shared_mutex mutex;
|
||||
std::chrono::high_resolution_clock::time_point last_update{};
|
||||
};
|
||||
} // namespace VideoCore
|
|
@ -661,6 +661,8 @@ void Config::ReadRendererValues() {
|
|||
ReadSettingGlobal(Settings::values.use_vsync, QStringLiteral("use_vsync"), true);
|
||||
ReadSettingGlobal(Settings::values.use_assembly_shaders, QStringLiteral("use_assembly_shaders"),
|
||||
false);
|
||||
ReadSettingGlobal(Settings::values.use_asynchronous_shaders,
|
||||
QStringLiteral("use_asynchronous_shaders"), false);
|
||||
ReadSettingGlobal(Settings::values.use_fast_gpu_time, QStringLiteral("use_fast_gpu_time"),
|
||||
true);
|
||||
ReadSettingGlobal(Settings::values.force_30fps_mode, QStringLiteral("force_30fps_mode"), false);
|
||||
|
@ -1145,6 +1147,8 @@ void Config::SaveRendererValues() {
|
|||
WriteSettingGlobal(QStringLiteral("use_vsync"), Settings::values.use_vsync, true);
|
||||
WriteSettingGlobal(QStringLiteral("use_assembly_shaders"),
|
||||
Settings::values.use_assembly_shaders, false);
|
||||
WriteSettingGlobal(QStringLiteral("use_asynchronous_shaders"),
|
||||
Settings::values.use_asynchronous_shaders, false);
|
||||
WriteSettingGlobal(QStringLiteral("use_fast_gpu_time"), Settings::values.use_fast_gpu_time,
|
||||
true);
|
||||
WriteSettingGlobal(QStringLiteral("force_30fps_mode"), Settings::values.force_30fps_mode,
|
||||
|
|
|
@ -24,6 +24,7 @@ void ConfigureGraphicsAdvanced::SetConfiguration() {
|
|||
const bool runtime_lock = !Core::System::GetInstance().IsPoweredOn();
|
||||
ui->use_vsync->setEnabled(runtime_lock);
|
||||
ui->use_assembly_shaders->setEnabled(runtime_lock);
|
||||
ui->use_asynchronous_shaders->setEnabled(runtime_lock);
|
||||
ui->force_30fps_mode->setEnabled(runtime_lock);
|
||||
ui->anisotropic_filtering_combobox->setEnabled(runtime_lock);
|
||||
|
||||
|
@ -32,6 +33,8 @@ void ConfigureGraphicsAdvanced::SetConfiguration() {
|
|||
static_cast<int>(Settings::values.gpu_accuracy.GetValue()));
|
||||
ui->use_vsync->setChecked(Settings::values.use_vsync.GetValue());
|
||||
ui->use_assembly_shaders->setChecked(Settings::values.use_assembly_shaders.GetValue());
|
||||
ui->use_asynchronous_shaders->setChecked(
|
||||
Settings::values.use_asynchronous_shaders.GetValue());
|
||||
ui->use_fast_gpu_time->setChecked(Settings::values.use_fast_gpu_time.GetValue());
|
||||
ui->force_30fps_mode->setChecked(Settings::values.force_30fps_mode.GetValue());
|
||||
ui->anisotropic_filtering_combobox->setCurrentIndex(
|
||||
|
@ -41,6 +44,10 @@ void ConfigureGraphicsAdvanced::SetConfiguration() {
|
|||
ConfigurationShared::SetPerGameSetting(ui->use_vsync, &Settings::values.use_vsync);
|
||||
ConfigurationShared::SetPerGameSetting(ui->use_assembly_shaders,
|
||||
&Settings::values.use_assembly_shaders);
|
||||
ConfigurationShared::SetPerGameSetting(ui->use_asynchronous_shaders,
|
||||
&Settings::values.use_asynchronous_shaders);
|
||||
ConfigurationShared::SetPerGameSetting(ui->use_asynchronous_shaders,
|
||||
&Settings::values.use_asynchronous_shaders);
|
||||
ConfigurationShared::SetPerGameSetting(ui->use_fast_gpu_time,
|
||||
&Settings::values.use_fast_gpu_time);
|
||||
ConfigurationShared::SetPerGameSetting(ui->force_30fps_mode,
|
||||
|
@ -67,6 +74,14 @@ void ConfigureGraphicsAdvanced::ApplyConfiguration() {
|
|||
if (Settings::values.use_assembly_shaders.UsingGlobal()) {
|
||||
Settings::values.use_assembly_shaders.SetValue(ui->use_assembly_shaders->isChecked());
|
||||
}
|
||||
if (Settings::values.use_asynchronous_shaders.UsingGlobal()) {
|
||||
Settings::values.use_asynchronous_shaders.SetValue(
|
||||
ui->use_asynchronous_shaders->isChecked());
|
||||
}
|
||||
if (Settings::values.use_asynchronous_shaders.UsingGlobal()) {
|
||||
Settings::values.use_asynchronous_shaders.SetValue(
|
||||
ui->use_asynchronous_shaders->isChecked());
|
||||
}
|
||||
if (Settings::values.use_fast_gpu_time.UsingGlobal()) {
|
||||
Settings::values.use_fast_gpu_time.SetValue(ui->use_fast_gpu_time->isChecked());
|
||||
}
|
||||
|
@ -83,6 +98,10 @@ void ConfigureGraphicsAdvanced::ApplyConfiguration() {
|
|||
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync);
|
||||
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_assembly_shaders,
|
||||
ui->use_assembly_shaders);
|
||||
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders,
|
||||
ui->use_asynchronous_shaders);
|
||||
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders,
|
||||
ui->use_asynchronous_shaders);
|
||||
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_fast_gpu_time,
|
||||
ui->use_fast_gpu_time);
|
||||
ConfigurationShared::ApplyPerGameSetting(&Settings::values.force_30fps_mode,
|
||||
|
@ -117,6 +136,8 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
|
|||
ui->gpu_accuracy->setEnabled(Settings::values.gpu_accuracy.UsingGlobal());
|
||||
ui->use_vsync->setEnabled(Settings::values.use_vsync.UsingGlobal());
|
||||
ui->use_assembly_shaders->setEnabled(Settings::values.use_assembly_shaders.UsingGlobal());
|
||||
ui->use_asynchronous_shaders->setEnabled(
|
||||
Settings::values.use_asynchronous_shaders.UsingGlobal());
|
||||
ui->use_fast_gpu_time->setEnabled(Settings::values.use_fast_gpu_time.UsingGlobal());
|
||||
ui->force_30fps_mode->setEnabled(Settings::values.force_30fps_mode.UsingGlobal());
|
||||
ui->anisotropic_filtering_combobox->setEnabled(
|
||||
|
@ -128,6 +149,7 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
|
|||
ConfigurationShared::InsertGlobalItem(ui->gpu_accuracy);
|
||||
ui->use_vsync->setTristate(true);
|
||||
ui->use_assembly_shaders->setTristate(true);
|
||||
ui->use_asynchronous_shaders->setTristate(true);
|
||||
ui->use_fast_gpu_time->setTristate(true);
|
||||
ui->force_30fps_mode->setTristate(true);
|
||||
ConfigurationShared::InsertGlobalItem(ui->anisotropic_filtering_combobox);
|
||||
|
|
|
@ -72,6 +72,16 @@
|
|||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QCheckBox" name="use_asynchronous_shaders">
|
||||
<property name="toolTip">
|
||||
<string>Enables asynchronous shader compilation, which may reduce shader stutter. This feature is experimental.</string>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Use asynchronous shader building (experimental, OpenGL or Assembly shaders only)</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QCheckBox" name="force_30fps_mode">
|
||||
<property name="text">
|
||||
|
|
|
@ -94,6 +94,8 @@ static FileSys::VirtualFile VfsDirectoryCreateFileWrapper(const FileSys::Virtual
|
|||
#include "core/perf_stats.h"
|
||||
#include "core/settings.h"
|
||||
#include "core/telemetry_session.h"
|
||||
#include "video_core/gpu.h"
|
||||
#include "video_core/shader_notify.h"
|
||||
#include "yuzu/about_dialog.h"
|
||||
#include "yuzu/bootmanager.h"
|
||||
#include "yuzu/compatdb.h"
|
||||
|
@ -498,6 +500,8 @@ void GMainWindow::InitializeWidgets() {
|
|||
message_label->setAlignment(Qt::AlignLeft);
|
||||
statusBar()->addPermanentWidget(message_label, 1);
|
||||
|
||||
shader_building_label = new QLabel();
|
||||
shader_building_label->setToolTip(tr("The amount of shaders currently being built"));
|
||||
emu_speed_label = new QLabel();
|
||||
emu_speed_label->setToolTip(
|
||||
tr("Current emulation speed. Values higher or lower than 100% "
|
||||
|
@ -510,7 +514,8 @@ void GMainWindow::InitializeWidgets() {
|
|||
tr("Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For "
|
||||
"full-speed emulation this should be at most 16.67 ms."));
|
||||
|
||||
for (auto& label : {emu_speed_label, game_fps_label, emu_frametime_label}) {
|
||||
for (auto& label :
|
||||
{shader_building_label, emu_speed_label, game_fps_label, emu_frametime_label}) {
|
||||
label->setVisible(false);
|
||||
label->setFrameStyle(QFrame::NoFrame);
|
||||
label->setContentsMargins(4, 0, 4, 0);
|
||||
|
@ -1176,6 +1181,7 @@ void GMainWindow::ShutdownGame() {
|
|||
|
||||
// Disable status bar updates
|
||||
status_bar_update_timer.stop();
|
||||
shader_building_label->setVisible(false);
|
||||
emu_speed_label->setVisible(false);
|
||||
game_fps_label->setVisible(false);
|
||||
emu_frametime_label->setVisible(false);
|
||||
|
@ -2186,6 +2192,17 @@ void GMainWindow::UpdateStatusBar() {
|
|||
}
|
||||
|
||||
auto results = Core::System::GetInstance().GetAndResetPerfStats();
|
||||
auto& shader_notify = Core::System::GetInstance().GPU().ShaderNotify();
|
||||
const auto shaders_building = shader_notify.GetShadersBuilding();
|
||||
|
||||
if (shaders_building != 0) {
|
||||
shader_building_label->setText(
|
||||
tr("Building: %1 shader").arg(shaders_building) +
|
||||
(shaders_building != 1 ? QString::fromStdString("s") : QString::fromStdString("")));
|
||||
shader_building_label->setVisible(true);
|
||||
} else {
|
||||
shader_building_label->setVisible(false);
|
||||
}
|
||||
|
||||
if (Settings::values.use_frame_limit.GetValue()) {
|
||||
emu_speed_label->setText(tr("Speed: %1% / %2%")
|
||||
|
@ -2315,9 +2332,12 @@ void GMainWindow::OnReinitializeKeys(ReinitializeKeyBehavior behavior) {
|
|||
if (behavior == ReinitializeKeyBehavior::Warning) {
|
||||
const auto res = QMessageBox::information(
|
||||
this, tr("Confirm Key Rederivation"),
|
||||
tr("You are about to force rederive all of your keys. \nIf you do not know what this "
|
||||
"means or what you are doing, \nthis is a potentially destructive action. \nPlease "
|
||||
"make sure this is what you want \nand optionally make backups.\n\nThis will delete "
|
||||
tr("You are about to force rederive all of your keys. \nIf you do not know what "
|
||||
"this "
|
||||
"means or what you are doing, \nthis is a potentially destructive action. "
|
||||
"\nPlease "
|
||||
"make sure this is what you want \nand optionally make backups.\n\nThis will "
|
||||
"delete "
|
||||
"your autogenerated key files and re-run the key derivation module."),
|
||||
QMessageBox::StandardButtons{QMessageBox::Ok, QMessageBox::Cancel});
|
||||
|
||||
|
@ -2628,8 +2648,8 @@ int main(int argc, char* argv[]) {
|
|||
|
||||
#ifdef __APPLE__
|
||||
// If you start a bundle (binary) on OSX without the Terminal, the working directory is "/".
|
||||
// But since we require the working directory to be the executable path for the location of the
|
||||
// user folder in the Qt Frontend, we need to cd into that working directory
|
||||
// But since we require the working directory to be the executable path for the location of
|
||||
// the user folder in the Qt Frontend, we need to cd into that working directory
|
||||
const std::string bin_path = FileUtil::GetBundleDirectory() + DIR_SEP + "..";
|
||||
chdir(bin_path.c_str());
|
||||
#endif
|
||||
|
|
|
@ -248,6 +248,7 @@ private:
|
|||
|
||||
// Status bar elements
|
||||
QLabel* message_label = nullptr;
|
||||
QLabel* shader_building_label = nullptr;
|
||||
QLabel* emu_speed_label = nullptr;
|
||||
QLabel* game_fps_label = nullptr;
|
||||
QLabel* emu_frametime_label = nullptr;
|
||||
|
|
|
@ -394,6 +394,10 @@ void Config::ReadValues() {
|
|||
static_cast<u16>(sdl2_config->GetInteger("Renderer", "use_vsync", 1)));
|
||||
Settings::values.use_assembly_shaders.SetValue(
|
||||
sdl2_config->GetBoolean("Renderer", "use_assembly_shaders", false));
|
||||
Settings::values.use_asynchronous_shaders.SetValue(
|
||||
sdl2_config->GetBoolean("Renderer", "use_asynchronous_shaders", false));
|
||||
Settings::values.use_asynchronous_shaders.SetValue(
|
||||
sdl2_config->GetBoolean("Renderer", "use_asynchronous_shaders", false));
|
||||
Settings::values.use_fast_gpu_time.SetValue(
|
||||
sdl2_config->GetBoolean("Renderer", "use_fast_gpu_time", true));
|
||||
|
||||
|
|
|
@ -166,6 +166,10 @@ use_vsync =
|
|||
# 0 (default): Off, 1: On
|
||||
use_assembly_shaders =
|
||||
|
||||
# Whether to allow asynchronous shader building.
|
||||
# 0 (default): Off, 1: On
|
||||
use_asynchronous_shaders =
|
||||
|
||||
# Turns on the frame limiter, which will limit frames output to the target game speed
|
||||
# 0: Off, 1: On (default)
|
||||
use_frame_limit =
|
||||
|
|
Loading…
Reference in a new issue