add an option to use the host memory instead of buffer cache

This commit is contained in:
Samuliak 2024-11-03 12:09:47 +01:00
parent ab41de4f9f
commit 03d4e86b61
No known key found for this signature in database
6 changed files with 26 additions and 9 deletions

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@ -258,6 +258,7 @@ void InfoLog_PrintActiveSettings()
{ {
cemuLog_log(LogType::Force, "Async compile: {}", GetConfig().async_compile.GetValue() ? "true" : "false"); cemuLog_log(LogType::Force, "Async compile: {}", GetConfig().async_compile.GetValue() ? "true" : "false");
cemuLog_log(LogType::Force, "Fast math: {}", GetConfig().fast_math.GetValue() ? "true" : "false"); cemuLog_log(LogType::Force, "Fast math: {}", GetConfig().fast_math.GetValue() ? "true" : "false");
cemuLog_log(LogType::Force, "Use host memory for cache: {}", g_current_game_profile->UseHostMemForCache() ? "true" : "false");
if (!GetConfig().vk_accurate_barriers.GetValue()) if (!GetConfig().vk_accurate_barriers.GetValue())
cemuLog_log(LogType::Force, "Accurate barriers are disabled!"); cemuLog_log(LogType::Force, "Accurate barriers are disabled!");
} }

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@ -226,6 +226,7 @@ bool GameProfile::Load(uint64_t title_id)
m_graphics_api = (GraphicAPI)graphicsApi.value; m_graphics_api = (GraphicAPI)graphicsApi.value;
gameProfile_loadEnumOption(iniParser, "accurateShaderMul", m_accurateShaderMul); gameProfile_loadEnumOption(iniParser, "accurateShaderMul", m_accurateShaderMul);
gameProfile_loadBooleanOption2(iniParser, "useHostMemForCache", m_useHostMemForCache);
// legacy support // legacy support
auto option_precompiledShaders = iniParser.FindOption("precompiledShaders"); auto option_precompiledShaders = iniParser.FindOption("precompiledShaders");
@ -308,6 +309,7 @@ void GameProfile::Save(uint64_t title_id)
fs->writeLine("[Graphics]"); fs->writeLine("[Graphics]");
WRITE_ENTRY(accurateShaderMul); WRITE_ENTRY(accurateShaderMul);
WRITE_ENTRY(useHostMemForCache);
WRITE_OPTIONAL_ENTRY(precompiledShaders); WRITE_OPTIONAL_ENTRY(precompiledShaders);
WRITE_OPTIONAL_ENTRY(graphics_api); WRITE_OPTIONAL_ENTRY(graphics_api);
fs->writeLine(""); fs->writeLine("");
@ -337,6 +339,7 @@ void GameProfile::ResetOptional()
// graphic settings // graphic settings
m_accurateShaderMul = AccurateShaderMulOption::True; m_accurateShaderMul = AccurateShaderMulOption::True;
m_useHostMemForCache = false;
// cpu settings // cpu settings
m_threadQuantum = kThreadQuantumDefault; m_threadQuantum = kThreadQuantumDefault;
m_cpuMode.reset(); // CPUModeOption::kSingleCoreRecompiler; m_cpuMode.reset(); // CPUModeOption::kSingleCoreRecompiler;
@ -357,6 +360,7 @@ void GameProfile::Reset()
// graphic settings // graphic settings
m_accurateShaderMul = AccurateShaderMulOption::True; m_accurateShaderMul = AccurateShaderMulOption::True;
m_useHostMemForCache = false;
m_precompiledShaders = PrecompiledShaderOption::Auto; m_precompiledShaders = PrecompiledShaderOption::Auto;
// cpu settings // cpu settings
m_threadQuantum = kThreadQuantumDefault; m_threadQuantum = kThreadQuantumDefault;

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@ -31,6 +31,7 @@ public:
[[nodiscard]] const std::optional<GraphicAPI>& GetGraphicsAPI() const { return m_graphics_api; } [[nodiscard]] const std::optional<GraphicAPI>& GetGraphicsAPI() const { return m_graphics_api; }
[[nodiscard]] const AccurateShaderMulOption& GetAccurateShaderMul() const { return m_accurateShaderMul; } [[nodiscard]] const AccurateShaderMulOption& GetAccurateShaderMul() const { return m_accurateShaderMul; }
[[nodiscard]] bool UseHostMemForCache() const { return m_useHostMemForCache; }
[[nodiscard]] const std::optional<PrecompiledShaderOption>& GetPrecompiledShadersState() const { return m_precompiledShaders; } [[nodiscard]] const std::optional<PrecompiledShaderOption>& GetPrecompiledShadersState() const { return m_precompiledShaders; }
[[nodiscard]] uint32 GetThreadQuantum() const { return m_threadQuantum; } [[nodiscard]] uint32 GetThreadQuantum() const { return m_threadQuantum; }
@ -54,6 +55,7 @@ private:
// graphic settings // graphic settings
std::optional<GraphicAPI> m_graphics_api{}; std::optional<GraphicAPI> m_graphics_api{};
AccurateShaderMulOption m_accurateShaderMul = AccurateShaderMulOption::True; AccurateShaderMulOption m_accurateShaderMul = AccurateShaderMulOption::True;
bool m_useHostMemForCache = false;
std::optional<PrecompiledShaderOption> m_precompiledShaders{}; std::optional<PrecompiledShaderOption> m_precompiledShaders{};
// cpu settings // cpu settings
uint32 m_threadQuantum = kThreadQuantumDefault; // values: 20000 45000 60000 80000 100000 uint32 m_threadQuantum = kThreadQuantumDefault; // values: 20000 45000 60000 80000 100000

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@ -1,8 +1,10 @@
#include "Cafe/HW/Latte/Renderer/Metal/MetalCommon.h" #include "Cafe/HW/Latte/Renderer/Metal/MetalCommon.h"
#include "Cafe/HW/Latte/Renderer/Metal/MetalMemoryManager.h" #include "Cafe/HW/Latte/Renderer/Metal/MetalMemoryManager.h"
#include "Cafe/HW/Latte/Renderer/Metal/MetalVoidVertexPipeline.h" #include "Cafe/HW/Latte/Renderer/Metal/MetalVoidVertexPipeline.h"
#include "Cemu/Logging/CemuLogging.h" #include "Cemu/Logging/CemuLogging.h"
#include "Common/precompiled.h" #include "Common/precompiled.h"
#include "GameProfile/GameProfile.h"
/* /*
MetalVertexBufferCache::~MetalVertexBufferCache() MetalVertexBufferCache::~MetalVertexBufferCache()
@ -117,8 +119,7 @@ void MetalMemoryManager::InitBufferCache(size_t size)
cemu_assert_debug(!m_bufferCache); cemu_assert_debug(!m_bufferCache);
// First, try to import the host memory as a buffer // First, try to import the host memory as a buffer
// TODO: only import if the option is ticked in game profile if (g_current_game_profile->UseHostMemForCache() && m_mtlr->IsAppleGPU())
if (m_mtlr->IsAppleGPU())
{ {
m_importedMemBaseAddress = 0x10000000; m_importedMemBaseAddress = 0x10000000;
size_t hostAllocationSize = 0x40000000ull; size_t hostAllocationSize = 0x40000000ull;
@ -165,7 +166,6 @@ void MetalMemoryManager::UploadToBufferCache(const void* data, size_t offset, si
void MetalMemoryManager::CopyBufferCache(size_t srcOffset, size_t dstOffset, size_t size) void MetalMemoryManager::CopyBufferCache(size_t srcOffset, size_t dstOffset, size_t size)
{ {
cemu_assert_debug(!m_useHostMemoryForCache);
cemu_assert_debug(m_bufferCache); cemu_assert_debug(m_bufferCache);
m_mtlr->CopyBufferToBuffer(m_bufferCache, srcOffset, m_bufferCache, dstOffset, size, ALL_MTL_RENDER_STAGES, ALL_MTL_RENDER_STAGES); m_mtlr->CopyBufferToBuffer(m_bufferCache, srcOffset, m_bufferCache, dstOffset, size, ALL_MTL_RENDER_STAGES, ALL_MTL_RENDER_STAGES);

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@ -127,6 +127,13 @@ GameProfileWindow::GameProfileWindow(wxWindow* parent, uint64_t title_id)
m_shader_mul_accuracy->SetToolTip(_("EXPERT OPTION\nControls the accuracy of floating point multiplication in shaders.\n\nRecommended: true")); m_shader_mul_accuracy->SetToolTip(_("EXPERT OPTION\nControls the accuracy of floating point multiplication in shaders.\n\nRecommended: true"));
first_row->Add(m_shader_mul_accuracy, 0, wxALL, 5); first_row->Add(m_shader_mul_accuracy, 0, wxALL, 5);
first_row->Add(new wxStaticText(panel, wxID_ANY, _("Use host memory for cache")), 0, wxALIGN_CENTER_VERTICAL | wxALL, 5);
wxString mem_values[] = { _("false"), _("true")};
m_use_host_mem_for_cache = new wxChoice(panel, wxID_ANY, wxDefaultPosition, wxDefaultSize, (int)std::size(mem_values), mem_values);
m_use_host_mem_for_cache->SetToolTip(_("EXPERT OPTION\nAllows the GPU to access data directly without the need for an intermediate cache. May increase performance and reduce memory usage, but can also cause flickering.\n\nMetal only\n\nRecommended: false"));
first_row->Add(m_use_host_mem_for_cache, 0, wxALL, 5);
/*first_row->Add(new wxStaticText(panel, wxID_ANY, _("GPU buffer cache accuracy")), 0, wxALIGN_CENTER_VERTICAL | wxALL, 5); /*first_row->Add(new wxStaticText(panel, wxID_ANY, _("GPU buffer cache accuracy")), 0, wxALIGN_CENTER_VERTICAL | wxALL, 5);
wxString accuarcy_values[] = { _("high"), _("medium"), _("low") }; wxString accuarcy_values[] = { _("high"), _("medium"), _("low") };
m_cache_accuracy = new wxChoice(panel, wxID_ANY, wxDefaultPosition, wxDefaultSize, (int)std::size(accuarcy_values), accuarcy_values); m_cache_accuracy = new wxChoice(panel, wxID_ANY, wxDefaultPosition, wxDefaultSize, (int)std::size(accuarcy_values), accuarcy_values);
@ -273,6 +280,7 @@ void GameProfileWindow::ApplyProfile()
else else
m_graphic_api->SetSelection(1 + m_game_profile.m_graphics_api.value()); // "", OpenGL, Vulkan, Metal m_graphic_api->SetSelection(1 + m_game_profile.m_graphics_api.value()); // "", OpenGL, Vulkan, Metal
m_shader_mul_accuracy->SetSelection((int)m_game_profile.m_accurateShaderMul); m_shader_mul_accuracy->SetSelection((int)m_game_profile.m_accurateShaderMul);
m_use_host_mem_for_cache->SetSelection((int)m_game_profile.m_useHostMemForCache);
//// audio //// audio
//m_disable_audio->Set3StateValue(GetCheckboxState(m_game_profile.disableAudio)); //m_disable_audio->Set3StateValue(GetCheckboxState(m_game_profile.disableAudio));
@ -332,6 +340,7 @@ void GameProfileWindow::SaveProfile()
// gpu // gpu
m_game_profile.m_accurateShaderMul = (AccurateShaderMulOption)m_shader_mul_accuracy->GetSelection(); m_game_profile.m_accurateShaderMul = (AccurateShaderMulOption)m_shader_mul_accuracy->GetSelection();
m_game_profile.m_useHostMemForCache = (bool)m_use_host_mem_for_cache->GetSelection();
if (m_game_profile.m_accurateShaderMul != AccurateShaderMulOption::False && m_game_profile.m_accurateShaderMul != AccurateShaderMulOption::True) if (m_game_profile.m_accurateShaderMul != AccurateShaderMulOption::False && m_game_profile.m_accurateShaderMul != AccurateShaderMulOption::True)
m_game_profile.m_accurateShaderMul = AccurateShaderMulOption::True; // force a legal value m_game_profile.m_accurateShaderMul = AccurateShaderMulOption::True; // force a legal value

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@ -40,6 +40,7 @@ private:
wxChoice* m_graphic_api; wxChoice* m_graphic_api;
wxChoice* m_shader_mul_accuracy; wxChoice* m_shader_mul_accuracy;
wxChoice* m_use_host_mem_for_cache;
//wxChoice* m_cache_accuracy; //wxChoice* m_cache_accuracy;
// audio // audio