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Android: remove async GPU until it is fixed on desktop
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3adc278965
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5681e91cf7
@ -353,7 +353,6 @@ public final class SettingsFragmentPresenter {
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SettingSection rendererSection = mSettings.getSection(Settings.SECTION_RENDERER);
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Setting resolutionFactor = rendererSection.getSetting(SettingsFile.KEY_RESOLUTION_FACTOR);
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Setting filterMode = rendererSection.getSetting(SettingsFile.KEY_FILTER_MODE);
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Setting useAsynchronousGpuEmulation = rendererSection.getSetting(SettingsFile.KEY_USE_ASYNCHRONOUS_GPU_EMULATION);
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Setting shadersAccurateMul = rendererSection.getSetting(SettingsFile.KEY_SHADERS_ACCURATE_MUL);
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Setting render3dMode = rendererSection.getSetting(SettingsFile.KEY_RENDER_3D);
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Setting factor3d = rendererSection.getSetting(SettingsFile.KEY_FACTOR_3D);
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@ -367,7 +366,6 @@ public final class SettingsFragmentPresenter {
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sl.add(new HeaderSetting(null, null, R.string.renderer, 0));
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sl.add(new SliderSetting(SettingsFile.KEY_RESOLUTION_FACTOR, Settings.SECTION_RENDERER, R.string.internal_resolution, R.string.internal_resolution_description, 1, 4, "x", 1, resolutionFactor));
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sl.add(new CheckBoxSetting(SettingsFile.KEY_FILTER_MODE, Settings.SECTION_RENDERER, R.string.linear_filtering, R.string.linear_filtering_description, true, filterMode));
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sl.add(new CheckBoxSetting(SettingsFile.KEY_USE_ASYNCHRONOUS_GPU_EMULATION, Settings.SECTION_RENDERER, R.string.asynchronous_gpu, R.string.asynchronous_gpu_description, true, useAsynchronousGpuEmulation));
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sl.add(new CheckBoxSetting(SettingsFile.KEY_SHADERS_ACCURATE_MUL, Settings.SECTION_RENDERER, R.string.shaders_accurate_mul, R.string.shaders_accurate_mul_description, false, shadersAccurateMul));
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sl.add(new CheckBoxSetting(SettingsFile.KEY_USE_DISK_SHADER_CACHE, Settings.SECTION_RENDERER, R.string.use_disk_shader_cache, R.string.use_disk_shader_cache_description, true, useDiskShaderCache));
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@ -118,8 +118,6 @@ void Config::ReadValues() {
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Settings::values.use_hw_shader = sdl2_config->GetBoolean("Renderer", "use_hw_shader", true);
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Settings::values.shaders_accurate_mul =
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sdl2_config->GetBoolean("Renderer", "shaders_accurate_mul", false);
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Settings::values.use_asynchronous_gpu_emulation =
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sdl2_config->GetBoolean("Renderer", "use_asynchronous_gpu_emulation", true);
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Settings::values.use_shader_jit = sdl2_config->GetBoolean("Renderer", "use_shader_jit", true);
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Settings::values.resolution_factor =
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static_cast<u16>(sdl2_config->GetInteger("Renderer", "resolution_factor", 1));
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@ -7,25 +7,7 @@
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namespace GameSettings {
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void LoadOverrides(u64 program_id) {
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Settings::values.gpu_timing_mode_submit_list = Settings::GpuTimingMode::Asynch_1ms;
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Settings::values.gpu_timing_mode_swap_buffers = Settings::GpuTimingMode::Asynch_8ms;
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Settings::values.gpu_timing_mode_memory_fill = Settings::GpuTimingMode::Asynch_2ms;
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Settings::values.gpu_timing_mode_display_transfer = Settings::GpuTimingMode::Synch;
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Settings::values.gpu_timing_mode_flush = Settings::GpuTimingMode::Skip;
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Settings::values.gpu_timing_mode_flush_and_invalidate = Settings::GpuTimingMode::Asynch;
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Settings::values.gpu_timing_mode_invalidate = Settings::GpuTimingMode::Synch;
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switch (program_id) {
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// JAP / Dragon Quest VII: Fragments of the Forgotten Past
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case 0x0004000000065E00:
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// USA / Dragon Quest VII: Fragments of the Forgotten Past
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case 0x000400000018EF00:
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// EUR / Dragon Quest VII: Fragments of the Forgotten Past
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case 0x000400000018F000:
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// This game is currently broken with asynchronous GPU
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Settings::values.use_asynchronous_gpu_emulation = false;
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break;
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// JAP / The Legend of Zelda: Ocarina of Time 3D
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case 0x0004000000033400:
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// USA / The Legend of Zelda: Ocarina of Time 3D
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@ -38,24 +20,6 @@ void LoadOverrides(u64 program_id) {
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case 0x000400000008F900:
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// This game requires accurate multiplication to render properly
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Settings::values.shaders_accurate_mul = true;
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Settings::values.gpu_timing_mode_submit_list = Settings::GpuTimingMode::Asynch_1ms;
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Settings::values.gpu_timing_mode_swap_buffers = Settings::GpuTimingMode::Asynch_4ms;
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Settings::values.gpu_timing_mode_memory_fill = Settings::GpuTimingMode::Asynch;
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Settings::values.gpu_timing_mode_display_transfer = Settings::GpuTimingMode::Asynch;
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Settings::values.gpu_timing_mode_flush = Settings::GpuTimingMode::Skip;
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Settings::values.gpu_timing_mode_flush_and_invalidate = Settings::GpuTimingMode::Skip;
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break;
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// JAP / Super Mario 3D Land
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case 0x0004000000054100:
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// USA / Super Mario 3D Land
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case 0x0004000000054000:
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// EUR / Super Mario 3D Land
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case 0x0004000000053F00:
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// KOR / Super Mario 3D Land
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case 0x0004000000089D00:
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// This game has very sensitive timings with asynchronous GPU
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Settings::values.gpu_timing_mode_submit_list = Settings::GpuTimingMode::Synch;
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break;
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// USA / Mario & Luigi: Superstar Saga + Bowsers Minions
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@ -204,18 +204,8 @@ static Core::System::ResultStatus RunCitra(const std::string& filepath) {
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LoadDiskCacheProgress(VideoCore::LoadCallbackStage::Prepare, 0, 0);
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std::unique_ptr<Frontend::GraphicsContext> cpu_context;
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if (Settings::values.use_asynchronous_gpu_emulation) {
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cpu_context = window->CreateSharedContext();
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cpu_context->MakeCurrent();
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}
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system.Renderer().Rasterizer()->LoadDiskResources(stop_run, &LoadDiskCacheProgress);
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if (Settings::values.use_asynchronous_gpu_emulation) {
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cpu_context->DoneCurrent();
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cpu_context.reset();
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}
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LoadDiskCacheProgress(VideoCore::LoadCallbackStage::Complete, 0, 0);
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SCOPE_EXIT({ TryShutdown(); });
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