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https://github.com/cemu-project/Cemu.git
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add an option to use the host memory instead of buffer cache
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@ -258,6 +258,7 @@ void InfoLog_PrintActiveSettings()
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{
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cemuLog_log(LogType::Force, "Async compile: {}", GetConfig().async_compile.GetValue() ? "true" : "false");
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cemuLog_log(LogType::Force, "Fast math: {}", GetConfig().fast_math.GetValue() ? "true" : "false");
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cemuLog_log(LogType::Force, "Use host memory for cache: {}", g_current_game_profile->UseHostMemForCache() ? "true" : "false");
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if (!GetConfig().vk_accurate_barriers.GetValue())
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cemuLog_log(LogType::Force, "Accurate barriers are disabled!");
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}
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@ -226,6 +226,7 @@ bool GameProfile::Load(uint64_t title_id)
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m_graphics_api = (GraphicAPI)graphicsApi.value;
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gameProfile_loadEnumOption(iniParser, "accurateShaderMul", m_accurateShaderMul);
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gameProfile_loadBooleanOption2(iniParser, "useHostMemForCache", m_useHostMemForCache);
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// legacy support
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auto option_precompiledShaders = iniParser.FindOption("precompiledShaders");
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@ -308,6 +309,7 @@ void GameProfile::Save(uint64_t title_id)
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fs->writeLine("[Graphics]");
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WRITE_ENTRY(accurateShaderMul);
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WRITE_ENTRY(useHostMemForCache);
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WRITE_OPTIONAL_ENTRY(precompiledShaders);
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WRITE_OPTIONAL_ENTRY(graphics_api);
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fs->writeLine("");
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@ -337,6 +339,7 @@ void GameProfile::ResetOptional()
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// graphic settings
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m_accurateShaderMul = AccurateShaderMulOption::True;
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m_useHostMemForCache = false;
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// cpu settings
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m_threadQuantum = kThreadQuantumDefault;
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m_cpuMode.reset(); // CPUModeOption::kSingleCoreRecompiler;
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@ -357,6 +360,7 @@ void GameProfile::Reset()
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// graphic settings
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m_accurateShaderMul = AccurateShaderMulOption::True;
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m_useHostMemForCache = false;
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m_precompiledShaders = PrecompiledShaderOption::Auto;
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// cpu settings
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m_threadQuantum = kThreadQuantumDefault;
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@ -31,6 +31,7 @@ public:
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[[nodiscard]] const std::optional<GraphicAPI>& GetGraphicsAPI() const { return m_graphics_api; }
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[[nodiscard]] const AccurateShaderMulOption& GetAccurateShaderMul() const { return m_accurateShaderMul; }
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[[nodiscard]] bool UseHostMemForCache() const { return m_useHostMemForCache; }
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[[nodiscard]] const std::optional<PrecompiledShaderOption>& GetPrecompiledShadersState() const { return m_precompiledShaders; }
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[[nodiscard]] uint32 GetThreadQuantum() const { return m_threadQuantum; }
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@ -54,6 +55,7 @@ private:
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// graphic settings
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std::optional<GraphicAPI> m_graphics_api{};
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AccurateShaderMulOption m_accurateShaderMul = AccurateShaderMulOption::True;
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bool m_useHostMemForCache = false;
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std::optional<PrecompiledShaderOption> m_precompiledShaders{};
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// cpu settings
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uint32 m_threadQuantum = kThreadQuantumDefault; // values: 20000 45000 60000 80000 100000
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@ -1,8 +1,10 @@
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#include "Cafe/HW/Latte/Renderer/Metal/MetalCommon.h"
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#include "Cafe/HW/Latte/Renderer/Metal/MetalMemoryManager.h"
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#include "Cafe/HW/Latte/Renderer/Metal/MetalVoidVertexPipeline.h"
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#include "Cemu/Logging/CemuLogging.h"
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#include "Common/precompiled.h"
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#include "GameProfile/GameProfile.h"
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/*
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MetalVertexBufferCache::~MetalVertexBufferCache()
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@ -117,8 +119,7 @@ void MetalMemoryManager::InitBufferCache(size_t size)
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cemu_assert_debug(!m_bufferCache);
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// First, try to import the host memory as a buffer
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// TODO: only import if the option is ticked in game profile
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if (m_mtlr->IsAppleGPU())
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if (g_current_game_profile->UseHostMemForCache() && m_mtlr->IsAppleGPU())
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{
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m_importedMemBaseAddress = 0x10000000;
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size_t hostAllocationSize = 0x40000000ull;
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@ -165,7 +166,6 @@ void MetalMemoryManager::UploadToBufferCache(const void* data, size_t offset, si
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void MetalMemoryManager::CopyBufferCache(size_t srcOffset, size_t dstOffset, size_t size)
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{
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cemu_assert_debug(!m_useHostMemoryForCache);
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cemu_assert_debug(m_bufferCache);
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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)
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m_shader_mul_accuracy->SetToolTip(_("EXPERT OPTION\nControls the accuracy of floating point multiplication in shaders.\n\nRecommended: true"));
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first_row->Add(m_shader_mul_accuracy, 0, wxALL, 5);
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first_row->Add(new wxStaticText(panel, wxID_ANY, _("Use host memory for cache")), 0, wxALIGN_CENTER_VERTICAL | wxALL, 5);
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wxString mem_values[] = { _("false"), _("true")};
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m_use_host_mem_for_cache = new wxChoice(panel, wxID_ANY, wxDefaultPosition, wxDefaultSize, (int)std::size(mem_values), mem_values);
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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"));
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first_row->Add(m_use_host_mem_for_cache, 0, wxALL, 5);
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/*first_row->Add(new wxStaticText(panel, wxID_ANY, _("GPU buffer cache accuracy")), 0, wxALIGN_CENTER_VERTICAL | wxALL, 5);
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wxString accuarcy_values[] = { _("high"), _("medium"), _("low") };
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m_cache_accuracy = new wxChoice(panel, wxID_ANY, wxDefaultPosition, wxDefaultSize, (int)std::size(accuarcy_values), accuarcy_values);
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@ -273,6 +280,7 @@ void GameProfileWindow::ApplyProfile()
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else
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m_graphic_api->SetSelection(1 + m_game_profile.m_graphics_api.value()); // "", OpenGL, Vulkan, Metal
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m_shader_mul_accuracy->SetSelection((int)m_game_profile.m_accurateShaderMul);
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m_use_host_mem_for_cache->SetSelection((int)m_game_profile.m_useHostMemForCache);
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//// audio
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//m_disable_audio->Set3StateValue(GetCheckboxState(m_game_profile.disableAudio));
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@ -332,6 +340,7 @@ void GameProfileWindow::SaveProfile()
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// gpu
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m_game_profile.m_accurateShaderMul = (AccurateShaderMulOption)m_shader_mul_accuracy->GetSelection();
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m_game_profile.m_useHostMemForCache = (bool)m_use_host_mem_for_cache->GetSelection();
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if (m_game_profile.m_accurateShaderMul != AccurateShaderMulOption::False && m_game_profile.m_accurateShaderMul != AccurateShaderMulOption::True)
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m_game_profile.m_accurateShaderMul = AccurateShaderMulOption::True; // force a legal value
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@ -40,6 +40,7 @@ private:
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wxChoice* m_graphic_api;
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wxChoice* m_shader_mul_accuracy;
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wxChoice* m_use_host_mem_for_cache;
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//wxChoice* m_cache_accuracy;
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// audio
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