Merge pull request #6443 from stenzek/skip-ubershader-mode

Implement "Skip" ubershader mode
This commit is contained in:
Pierre Bourdon 2018-03-26 02:16:58 +02:00 committed by GitHub
commit 69addc680d
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
22 changed files with 292 additions and 127 deletions

View File

@ -259,10 +259,14 @@ public final class SettingsFragmentPresenter
{
IntSetting videoBackend = new IntSetting(SettingsFile.KEY_VIDEO_BACKEND_INDEX, SettingsFile.SECTION_CORE, SettingsFile.SETTINGS_DOLPHIN, getVideoBackendValue());
Setting showFps = null;
Setting shaderCompilationMode = null;
Setting waitForShaders = null;
if (!mSettings.get(SettingsFile.SETTINGS_GFX).isEmpty())
{
showFps = mSettings.get(SettingsFile.SETTINGS_GFX).get(SettingsFile.SECTION_GFX_SETTINGS).getSetting(SettingsFile.KEY_SHOW_FPS);
shaderCompilationMode = mSettings.get(SettingsFile.SETTINGS_GFX).get(SettingsFile.SECTION_GFX_SETTINGS).getSetting(SettingsFile.KEY_SHADER_COMPILATION_MODE);
waitForShaders = mSettings.get(SettingsFile.SETTINGS_GFX).get(SettingsFile.SECTION_GFX_SETTINGS).getSetting(SettingsFile.KEY_WAIT_FOR_SHADERS);
}
else
{
@ -276,6 +280,8 @@ public final class SettingsFragmentPresenter
sl.add(new SingleChoiceSetting(SettingsFile.KEY_VIDEO_BACKEND_INDEX, SettingsFile.SECTION_CORE, SettingsFile.SETTINGS_DOLPHIN, R.string.video_backend, R.string.video_backend_descrip, R.array.videoBackendEntries, R.array.videoBackendValues, 0, videoBackend));
sl.add(new CheckBoxSetting(SettingsFile.KEY_SHOW_FPS, SettingsFile.SECTION_GFX_SETTINGS, SettingsFile.SETTINGS_GFX, R.string.show_fps, 0, false, showFps));
sl.add(new SingleChoiceSetting(SettingsFile.KEY_SHADER_COMPILATION_MODE, SettingsFile.SECTION_GFX_SETTINGS, SettingsFile.SETTINGS_GFX, R.string.shader_compilation_mode, R.string.shader_compilation_mode_descrip, R.array.shaderCompilationModeEntries, R.array.shaderCompilationModeValues, 0, shaderCompilationMode));
sl.add(new CheckBoxSetting(SettingsFile.KEY_WAIT_FOR_SHADERS, SettingsFile.SECTION_GFX_SETTINGS, SettingsFile.SETTINGS_GFX, R.string.wait_for_shaders, 0, false, waitForShaders));
sl.add(new SubmenuSetting(null, null, R.string.enhancements, 0, SettingsFile.SECTION_GFX_ENHANCEMENTS));
sl.add(new SubmenuSetting(null, null, R.string.hacks, 0, SettingsFile.SECTION_GFX_HACKS));
@ -290,7 +296,8 @@ public final class SettingsFragmentPresenter
Setting perPixel = mSettings.get(SettingsFile.SETTINGS_GFX).get(SettingsFile.SECTION_GFX_SETTINGS).getSetting(SettingsFile.KEY_PER_PIXEL);
Setting forceFilter = mSettings.get(SettingsFile.SETTINGS_GFX).get(SettingsFile.SECTION_GFX_ENHANCEMENTS).getSetting(SettingsFile.KEY_FORCE_FILTERING);
Setting disableFog = mSettings.get(SettingsFile.SETTINGS_GFX).get(SettingsFile.SECTION_GFX_SETTINGS).getSetting(SettingsFile.KEY_DISABLE_FOG);
Setting uberShaderMode = mSettings.get(SettingsFile.SETTINGS_GFX).get(SettingsFile.SECTION_GFX_SETTINGS).getSetting(SettingsFile.KEY_UBERSHADER_MODE);
Setting shaderCompilationMode = mSettings.get(SettingsFile.SETTINGS_GFX).get(SettingsFile.SECTION_GFX_SETTINGS).getSetting(SettingsFile.KEY_SHADER_COMPILATION_MODE);
Setting waitForShaders = mSettings.get(SettingsFile.SETTINGS_GFX).get(SettingsFile.SECTION_GFX_SETTINGS).getSetting(SettingsFile.KEY_WAIT_FOR_SHADERS);
sl.add(new SingleChoiceSetting(SettingsFile.KEY_INTERNAL_RES, SettingsFile.SECTION_GFX_SETTINGS, SettingsFile.SETTINGS_GFX, R.string.internal_resolution, R.string.internal_resolution_descrip, R.array.internalResolutionEntries, R.array.internalResolutionValues, 0, resolution));
sl.add(new SingleChoiceSetting(SettingsFile.KEY_FSAA, SettingsFile.SECTION_GFX_SETTINGS, SettingsFile.SETTINGS_GFX, R.string.FSAA, R.string.FSAA_descrip, R.array.FSAAEntries, R.array.FSAAValues, 0, fsaa));
@ -304,7 +311,6 @@ public final class SettingsFragmentPresenter
sl.add(new CheckBoxSetting(SettingsFile.KEY_PER_PIXEL, SettingsFile.SECTION_GFX_SETTINGS, SettingsFile.SETTINGS_GFX, R.string.per_pixel_lighting, R.string.per_pixel_lighting_descrip, false, perPixel));
sl.add(new CheckBoxSetting(SettingsFile.KEY_FORCE_FILTERING, SettingsFile.SECTION_GFX_ENHANCEMENTS, SettingsFile.SETTINGS_GFX, R.string.force_texture_filtering, R.string.force_texture_filtering_descrip, false, forceFilter));
sl.add(new CheckBoxSetting(SettingsFile.KEY_DISABLE_FOG, SettingsFile.SECTION_GFX_SETTINGS, SettingsFile.SETTINGS_GFX, R.string.disable_fog, R.string.disable_fog_descrip, false, disableFog));
sl.add(new SingleChoiceSetting(SettingsFile.KEY_UBERSHADER_MODE, SettingsFile.SECTION_GFX_SETTINGS, SettingsFile.SETTINGS_GFX, R.string.ubershader_mode, R.string.ubershader_mode_descrip, R.array.uberShaderModeEntries, R.array.uberShaderModeValues, 0, uberShaderMode));
/*
Check if we support stereo

View File

@ -107,7 +107,8 @@ public final class SettingsFile
public static final String KEY_IMMEDIATE_XFB = "ImmediateXFBEnable";
public static final String KEY_FAST_DEPTH = "FastDepthCalc";
public static final String KEY_ASPECT_RATIO = "AspectRatio";
public static final String KEY_UBERSHADER_MODE = "UberShaderMode";
public static final String KEY_SHADER_COMPILATION_MODE = "ShaderCompilationMode";
public static final String KEY_WAIT_FOR_SHADERS = "WaitForShadersBeforeStarting";
public static final String KEY_GCPAD_TYPE = "SIDevice";

View File

@ -92,15 +92,17 @@
</integer-array>
<!-- Ubershader Mode Preference -->
<string-array name="uberShaderModeEntries" translatable="false">
<item>Disabled</item>
<item>Hybrid</item>
<item>Exclusive</item>
<string-array name="shaderCompilationModeEntries" translatable="false">
<item>Synchronous</item>
<item>Synchronous (Ubershaders)</item>
<item>Asynchronous (Ubershaders)</item>
<item>Asynchronous (Skip Drawing)</item>
</string-array>
<integer-array name="uberShaderModeValues" translatable="false">
<integer-array name="shaderCompilationModeValues" translatable="false">
<item>0</item>
<item>1</item>
<item>2</item>
<item>3</item>
</integer-array>
<!-- Internal Resolution Preference -->

View File

@ -184,8 +184,9 @@
<string name="fast_depth_calculation_descrip">Uses a less accurate algorithm to calculate depth values.</string>
<string name="aspect_ratio">Aspect Ratio</string>
<string name="aspect_ratio_descrip">Select what aspect ratio to use when rendering</string>
<string name="ubershader_mode">Ubershader Mode</string>
<string name="ubershader_mode_descrip">Specifies when to use Ubershaders. Disabled - Never, Hybrid - Use ubershaders while compiling specialized shaders. Exclusive - Use only ubershaders, largest performance impact.</string>
<string name="shader_compilation_mode">Shader Compilation Mode</string>
<string name="shader_compilation_mode_descrip">Specifies when to use Ubershaders. Disabled - Never, Hybrid - Use ubershaders while compiling specialized shaders. Exclusive - Use only ubershaders, largest performance impact. Skip Drawing - Do not draw objects while shaders are compiling, will cause broken effects.</string>
<string name="wait_for_shaders">Compile Shaders Before Starting</string>
<!-- Miscellaneous -->
<string name="yes">Yes</string>

View File

@ -178,17 +178,19 @@ void DolphinAnalytics::MakeBaseBuilder()
m_base_builder = builder;
}
static const char* GetUbershaderMode(const VideoConfig& video_config)
static const char* GetShaderCompilationMode(const VideoConfig& video_config)
{
switch (video_config.iUberShaderMode)
switch (video_config.iShaderCompilationMode)
{
case UberShaderMode::Exclusive:
return "exclusive";
case UberShaderMode::Hybrid:
return "hybrid";
case UberShaderMode::Disabled:
case ShaderCompilationMode::AsynchronousUberShaders:
return "async-ubershaders";
case ShaderCompilationMode::AsynchronousSkipRendering:
return "async-skip-rendering";
case ShaderCompilationMode::SynchronousUberShaders:
return "sync-ubershaders";
case ShaderCompilationMode::Synchronous:
default:
return "disabled";
return "sync";
}
}
@ -234,7 +236,8 @@ void DolphinAnalytics::MakePerGameBuilder()
builder.AddData("cfg-gfx-tc-samples", g_Config.iSafeTextureCache_ColorSamples);
builder.AddData("cfg-gfx-stereo-mode", static_cast<int>(g_Config.stereo_mode));
builder.AddData("cfg-gfx-per-pixel-lighting", g_Config.bEnablePixelLighting);
builder.AddData("cfg-gfx-ubershader-mode", GetUbershaderMode(g_Config));
builder.AddData("cfg-gfx-shader-compilation-mode", GetShaderCompilationMode(g_Config));
builder.AddData("cfg-gfx-wait-for-shaders", g_Config.bWaitForShadersBeforeStarting);
builder.AddData("cfg-gfx-fast-depth", g_Config.bFastDepthCalc);
builder.AddData("cfg-gfx-vertex-rounding", g_Config.UseVertexRounding());

View File

@ -78,8 +78,9 @@ const ConfigInfo<int> GFX_COMMAND_BUFFER_EXECUTE_INTERVAL{
const ConfigInfo<bool> GFX_SHADER_CACHE{{System::GFX, "Settings", "ShaderCache"}, true};
const ConfigInfo<bool> GFX_WAIT_FOR_SHADERS_BEFORE_STARTING{
{System::GFX, "Settings", "WaitForShadersBeforeStarting"}, false};
const ConfigInfo<int> GFX_UBERSHADER_MODE{{System::GFX, "Settings", "UberShaderMode"},
static_cast<int>(UberShaderMode::Disabled)};
const ConfigInfo<int> GFX_SHADER_COMPILATION_MODE{
{System::GFX, "Settings", "ShaderCompilationMode"},
static_cast<int>(ShaderCompilationMode::Synchronous)};
const ConfigInfo<int> GFX_SHADER_COMPILER_THREADS{
{System::GFX, "Settings", "ShaderCompilerThreads"}, 1};
const ConfigInfo<int> GFX_SHADER_PRECOMPILER_THREADS{

View File

@ -60,7 +60,7 @@ extern const ConfigInfo<bool> GFX_BACKEND_MULTITHREADING;
extern const ConfigInfo<int> GFX_COMMAND_BUFFER_EXECUTE_INTERVAL;
extern const ConfigInfo<bool> GFX_SHADER_CACHE;
extern const ConfigInfo<bool> GFX_WAIT_FOR_SHADERS_BEFORE_STARTING;
extern const ConfigInfo<int> GFX_UBERSHADER_MODE;
extern const ConfigInfo<int> GFX_SHADER_COMPILATION_MODE;
extern const ConfigInfo<int> GFX_SHADER_COMPILER_THREADS;
extern const ConfigInfo<int> GFX_SHADER_PRECOMPILER_THREADS;

View File

@ -46,8 +46,9 @@ bool IsSettingSaveable(const Config::ConfigLocation& config_location)
Config::GFX_DISABLE_FOG.location, Config::GFX_BORDERLESS_FULLSCREEN.location,
Config::GFX_ENABLE_VALIDATION_LAYER.location, Config::GFX_BACKEND_MULTITHREADING.location,
Config::GFX_COMMAND_BUFFER_EXECUTE_INTERVAL.location, Config::GFX_SHADER_CACHE.location,
Config::GFX_WAIT_FOR_SHADERS_BEFORE_STARTING.location, Config::GFX_UBERSHADER_MODE.location,
Config::GFX_SHADER_COMPILER_THREADS.location, Config::GFX_SHADER_PRECOMPILER_THREADS.location,
Config::GFX_WAIT_FOR_SHADERS_BEFORE_STARTING.location,
Config::GFX_SHADER_COMPILATION_MODE.location, Config::GFX_SHADER_COMPILER_THREADS.location,
Config::GFX_SHADER_PRECOMPILER_THREADS.location,
Config::GFX_SW_ZCOMPLOC.location, Config::GFX_SW_ZFREEZE.location,
Config::GFX_SW_DUMP_OBJECTS.location, Config::GFX_SW_DUMP_TEV_STAGES.location,

View File

@ -45,6 +45,7 @@ set(SRCS
Config/Graphics/HacksWidget.cpp
Config/Graphics/GraphicsBool.cpp
Config/Graphics/GraphicsChoice.cpp
Config/Graphics/GraphicsRadio.cpp
Config/Graphics/GraphicsSlider.cpp
Config/Graphics/GraphicsWidget.cpp
Config/Graphics/GraphicsWindow.cpp

View File

@ -63,9 +63,6 @@ void EnhancementsWidget::CreateWidgets()
m_af_combo = new GraphicsChoice({tr("1x"), tr("2x"), tr("4x"), tr("8x"), tr("16x")},
Config::GFX_ENHANCE_MAX_ANISOTROPY);
m_ubershader_combo = new GraphicsChoice({tr("Disabled"), tr("Hybrid"), tr("Exclusive")},
Config::GFX_UBERSHADER_MODE);
m_pp_effect = new QComboBox();
m_configure_pp_effect = new QPushButton(tr("Configure"));
m_scaled_efb_copy = new GraphicsBool(tr("Scaled EFB Copy"), Config::GFX_HACK_COPY_EFB_SCALED);
@ -85,9 +82,6 @@ void EnhancementsWidget::CreateWidgets()
enhancements_layout->addWidget(new QLabel(tr("Anisotropic Filtering:")), 2, 0);
enhancements_layout->addWidget(m_af_combo, 2, 1, 1, -1);
enhancements_layout->addWidget(new QLabel(tr("Ubershaders:")), 3, 0);
enhancements_layout->addWidget(m_ubershader_combo, 3, 1, 1, -1);
enhancements_layout->addWidget(new QLabel(tr("Post-Processing Effect:")), 4, 0);
enhancements_layout->addWidget(m_pp_effect, 4, 1);
enhancements_layout->addWidget(m_configure_pp_effect, 4, 2);
@ -243,15 +237,6 @@ void EnhancementsWidget::AddDescriptions()
"Enable anisotropic filtering.\nEnhances visual quality of textures that are at oblique "
"viewing angles.\nMight cause issues in a small number of games.\n\nIf unsure, select 1x.");
static const char* TR_UBERSHADER_DESCRIPTION =
QT_TR_NOOP("Disabled: Ubershaders are never used. Stuttering will occur during shader "
"compilation, but GPU demands are low. Recommended for low-end hardware.\n\n"
"Hybrid: Ubershaders will be used to prevent stuttering during shader "
"compilation, but traditional shaders will be used when they will not cause "
"stuttering. Balances performance and smoothness.\n\n"
"Exclusive: Ubershaders will always be used. Only recommended for high-end "
"systems.");
static const char* TR_POSTPROCESSING_DESCRIPTION = QT_TR_NOOP(
"Apply a post-processing effect after finishing a frame.\n\nIf unsure, select (off).");
@ -303,7 +288,6 @@ void EnhancementsWidget::AddDescriptions()
AddDescription(m_ir_combo, TR_INTERNAL_RESOLUTION_DESCRIPTION);
AddDescription(m_aa_combo, TR_ANTIALIAS_DESCRIPTION);
AddDescription(m_af_combo, TR_ANISOTROPIC_FILTERING_DESCRIPTION);
AddDescription(m_ubershader_combo, TR_UBERSHADER_DESCRIPTION);
AddDescription(m_pp_effect, TR_POSTPROCESSING_DESCRIPTION);
AddDescription(m_scaled_efb_copy, TR_SCALED_EFB_COPY_DESCRIPTION);
AddDescription(m_per_pixel_lighting, TR_PER_PIXEL_LIGHTING_DESCRIPTION);

View File

@ -30,7 +30,6 @@ private:
QComboBox* m_ir_combo;
QComboBox* m_aa_combo;
QComboBox* m_af_combo;
QComboBox* m_ubershader_combo;
QComboBox* m_pp_effect;
QPushButton* m_configure_pp_effect;
QCheckBox* m_scaled_efb_copy;

View File

@ -11,6 +11,7 @@
#include <QHBoxLayout>
#include <QLabel>
#include <QMessageBox>
#include <QRadioButton>
#include <QVBoxLayout>
#include "Core/Config/GraphicsSettings.h"
@ -18,6 +19,7 @@
#include "Core/Core.h"
#include "DolphinQt2/Config/Graphics/GraphicsBool.h"
#include "DolphinQt2/Config/Graphics/GraphicsChoice.h"
#include "DolphinQt2/Config/Graphics/GraphicsRadio.h"
#include "DolphinQt2/Config/Graphics/GraphicsWindow.h"
#include "DolphinQt2/Settings.h"
#include "UICommon/VideoUtils.h"
@ -87,8 +89,6 @@ void GeneralWidget::CreateWidgets()
m_keep_window_top = new QCheckBox(tr("Keep Window on Top"));
m_hide_cursor = new QCheckBox(tr("Hide Mouse Cursor"));
m_render_main_window = new QCheckBox(tr("Render to Main Window"));
m_wait_for_shaders = new GraphicsBool(tr("Immediately Compile Shaders"),
Config::GFX_WAIT_FOR_SHADERS_BEFORE_STARTING);
m_options_box->setLayout(m_options_layout);
@ -103,10 +103,30 @@ void GeneralWidget::CreateWidgets()
m_options_layout->addWidget(m_hide_cursor, 3, 0);
m_options_layout->addWidget(m_render_main_window, 3, 1);
m_options_layout->addWidget(m_wait_for_shaders, 4, 0);
// Other
auto* shader_compilation_box = new QGroupBox(tr("Shader Compilation"));
auto* shader_compilation_layout = new QGridLayout();
const std::array<const char*, 4> modes = {{
"Synchronous", "Synchronous (Ubershaders)", "Asynchronous (Ubershaders)",
"Asynchronous (Skip Drawing)",
}};
for (size_t i = 0; i < modes.size(); i++)
{
m_shader_compilation_mode[i] = new GraphicsRadioInt(
tr(modes[i]), Config::GFX_SHADER_COMPILATION_MODE, static_cast<int>(i));
shader_compilation_layout->addWidget(m_shader_compilation_mode[i], static_cast<int>(i / 2),
static_cast<int>(i % 2));
}
m_wait_for_shaders = new GraphicsBool(tr("Compile Shaders Before Starting"),
Config::GFX_WAIT_FOR_SHADERS_BEFORE_STARTING);
shader_compilation_layout->addWidget(m_wait_for_shaders);
shader_compilation_box->setLayout(shader_compilation_layout);
main_layout->addWidget(m_video_box);
main_layout->addWidget(m_options_box);
main_layout->addWidget(shader_compilation_box);
main_layout->addStretch();
setLayout(main_layout);
@ -268,12 +288,27 @@ void GeneralWidget::AddDescriptions()
static const char* TR_SHOW_NETPLAY_MESSAGES_DESCRIPTION =
QT_TR_NOOP("When playing on NetPlay, show chat messages, buffer changes and "
"desync alerts.\n\nIf unsure, leave this unchecked.");
static const char* TR_WAIT_FOR_SHADERS_DESCRIPTION = QT_TR_NOOP(
"Waits for all shaders to finish compiling before starting a game. Enabling this "
"option may reduce stuttering or hitching for a short time after the game is "
"started, at the cost of a longer delay before the game starts.\n\nFor systems "
"with two or fewer cores, it is recommended to enable this option, as a large "
"shader queue may reduce frame rates. Otherwise, if unsure, leave this unchecked.");
static const char* TR_SHADER_COMPILE_SYNC_DESCRIPTION =
QT_TR_NOOP("Ubershaders are never used. Stuttering will occur during shader "
"compilation, but GPU demands are low. Recommended for low-end hardware.\n\nIf "
"unsure, select this mode.");
static const char* TR_SHADER_COMPILE_UBER_ONLY_DESCRIPTION =
QT_TR_NOOP("Ubershaders will always be used. Provides a near stutter-free experience at the "
"cost of high GPU requirements. Only recommended for high-end systems.");
static const char* TR_SHADER_COMPILE_ASYNC_UBER_DESCRIPTION =
QT_TR_NOOP("Ubershaders will be used to prevent stuttering during shader compilation, but "
"specialized shaders will be used when they will not cause stuttering.");
static const char* TR_SHADER_COMPILE_ASYNC_SKIP_DESCRIPTION =
QT_TR_NOOP("Instead of using ubershaders during shader compilation, objects which use these "
"shaders will be not be rendered. This can further reduce stuttering and "
"performance requirements, compared to ubershaders, at the cost of introducing "
"visual glitches and broken effects. Not recommended.");
static const char* TR_SHADER_COMPILE_BEFORE_START_DESCRIPTION =
QT_TR_NOOP("Waits for all shaders to finish compiling before starting a game. Enabling this "
"option may reduce stuttering or hitching for a short time after the game is "
"started, at the cost of a longer delay before the game starts. For systems with "
"two or fewer cores, it is recommended to enable this option, as a large shader "
"queue may reduce frame rates. Otherwise, if unsure, leave this unchecked.");
AddDescription(m_backend_combo, TR_BACKEND_DESCRIPTION);
#ifdef _WIN32
@ -291,7 +326,11 @@ void GeneralWidget::AddDescriptions()
AddDescription(m_show_messages, TR_SHOW_FPS_DESCRIPTION);
AddDescription(m_keep_window_top, TR_KEEP_WINDOW_ON_TOP_DESCRIPTION);
AddDescription(m_show_messages, TR_SHOW_NETPLAY_MESSAGES_DESCRIPTION);
AddDescription(m_wait_for_shaders, TR_WAIT_FOR_SHADERS_DESCRIPTION);
AddDescription(m_shader_compilation_mode[0], TR_SHADER_COMPILE_SYNC_DESCRIPTION);
AddDescription(m_shader_compilation_mode[1], TR_SHADER_COMPILE_UBER_ONLY_DESCRIPTION);
AddDescription(m_shader_compilation_mode[2], TR_SHADER_COMPILE_ASYNC_UBER_DESCRIPTION);
AddDescription(m_shader_compilation_mode[3], TR_SHADER_COMPILE_ASYNC_SKIP_DESCRIPTION);
AddDescription(m_wait_for_shaders, TR_SHADER_COMPILE_BEFORE_START_DESCRIPTION);
}
void GeneralWidget::OnBackendChanged(const QString& backend_name)
{

View File

@ -4,11 +4,13 @@
#pragma once
#include <array>
#include "DolphinQt2/Config/Graphics/GraphicsWidget.h"
class GraphicsWindow;
class QCheckBox;
class QComboBox;
class QRadioButton;
class QGridLayout;
namespace X11Utils
@ -52,6 +54,7 @@ private:
QCheckBox* m_keep_window_top;
QCheckBox* m_hide_cursor;
QCheckBox* m_render_main_window;
std::array<QRadioButton*, 4> m_shader_compilation_mode{};
QCheckBox* m_wait_for_shaders;
X11Utils::XRRConfiguration* m_xrr_config;

View File

@ -0,0 +1,24 @@
// Copyright 2018 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "DolphinQt2/Config/Graphics/GraphicsRadio.h"
#include "Common/Config/Config.h"
#include "DolphinQt2/Settings.h"
GraphicsRadioInt::GraphicsRadioInt(const QString& label, const Config::ConfigInfo<int>& setting,
int value)
: QRadioButton(label), m_setting(setting), m_value(value)
{
setChecked(Config::Get(m_setting) == m_value);
connect(this, &QRadioButton::toggled, this, &GraphicsRadioInt::Update);
}
void GraphicsRadioInt::Update()
{
if (!isChecked())
return;
Config::SetBaseOrCurrent(m_setting, m_value);
}

View File

@ -0,0 +1,26 @@
// Copyright 2018 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <QRadioButton>
namespace Config
{
template <typename T>
struct ConfigInfo;
}
class GraphicsRadioInt : public QRadioButton
{
Q_OBJECT
public:
GraphicsRadioInt(const QString& label, const Config::ConfigInfo<int>& setting, int value);
private:
void Update();
const Config::ConfigInfo<int>& m_setting;
int m_value;
};

View File

@ -79,6 +79,7 @@
<QtMoc Include="Config\Graphics\GeneralWidget.h" />
<QtMoc Include="Config\Graphics\GraphicsBool.h" />
<QtMoc Include="Config\Graphics\GraphicsChoice.h" />
<QtMoc Include="Config\Graphics\GraphicsRadio.h" />
<QtMoc Include="Config\Graphics\GraphicsSlider.h" />
<QtMoc Include="Config\Graphics\GraphicsWidget.h" />
<QtMoc Include="Config\Graphics\GraphicsWindow.h" />
@ -161,6 +162,7 @@
<ClCompile Include="$(QtMocOutPrefix)GeneralWidget.cpp" />
<ClCompile Include="$(QtMocOutPrefix)GraphicsBool.cpp" />
<ClCompile Include="$(QtMocOutPrefix)GraphicsChoice.cpp" />
<ClCompile Include="$(QtMocOutPrefix)GraphicsRadio.cpp" />
<ClCompile Include="$(QtMocOutPrefix)GraphicsSlider.cpp" />
<ClCompile Include="$(QtMocOutPrefix)GraphicsWidget.cpp" />
<ClCompile Include="$(QtMocOutPrefix)GraphicsWindow.cpp" />
@ -212,6 +214,7 @@
<ClCompile Include="Config\Graphics\GeneralWidget.cpp" />
<ClCompile Include="Config\Graphics\GraphicsBool.cpp" />
<ClCompile Include="Config\Graphics\GraphicsChoice.cpp" />
<ClCompile Include="Config\Graphics\GraphicsRadio.cpp" />
<ClCompile Include="Config\Graphics\GraphicsSlider.cpp" />
<ClCompile Include="Config\Graphics\GraphicsWidget.cpp" />
<ClCompile Include="Config\Graphics\GraphicsWindow.cpp" />

View File

@ -44,7 +44,6 @@
// template instantiation
template class BoolSetting<wxCheckBox>;
template class BoolSetting<wxRadioButton>;
template <>
SettingCheckBox::BoolSetting(wxWindow* parent, const wxString& label, const wxString& tooltip,
@ -59,19 +58,6 @@ SettingCheckBox::BoolSetting(wxWindow* parent, const wxString& label, const wxSt
Bind(wxEVT_CHECKBOX, &SettingCheckBox::UpdateValue, this);
}
template <>
SettingRadioButton::BoolSetting(wxWindow* parent, const wxString& label, const wxString& tooltip,
const Config::ConfigInfo<bool>& setting, bool reverse, long style)
: wxRadioButton(parent, wxID_ANY, label, wxDefaultPosition, wxDefaultSize, style),
m_setting(setting), m_reverse(reverse)
{
SetToolTip(tooltip);
SetValue(Config::Get(m_setting) ^ m_reverse);
if (Config::GetActiveLayerForConfig(m_setting) != Config::LayerType::Base)
SetFont(GetFont().MakeBold());
Bind(wxEVT_RADIOBUTTON, &SettingRadioButton::UpdateValue, this);
}
template <>
RefBoolSetting<wxCheckBox>::RefBoolSetting(wxWindow* parent, const wxString& label,
const wxString& tooltip, bool& setting, bool reverse,
@ -311,18 +297,35 @@ static wxString gpu_texture_decoding_desc =
"bottleneck.\n\nIf unsure, leave this unchecked.");
static wxString ubershader_desc =
wxTRANSLATE("Disabled: Ubershaders are never used. Stuttering will occur during shader "
"compilation, but GPU demands are low. Recommended for low-end hardware.\n\n"
"compilation, but GPU demands are low. Recommended for low-end hardware.\n"
"Hybrid: Ubershaders will be used to prevent stuttering during shader "
"compilation, but traditional shaders will be used when they will not cause "
"stuttering. Balances performance and smoothness.\n\n"
"stuttering. Balances performance and smoothness.\n"
"Exclusive: Ubershaders will always be used. Only recommended for high-end "
"systems.");
static wxString wait_for_shaders_desc =
"systems.\n"
"Skip Drawing: Does not draw objects during shader compilation. Reduces "
"stuttering at the cost of missing objects, or broken effects.");
static wxString shader_compile_sync_desc =
wxTRANSLATE("Ubershaders are never used. Stuttering will occur during shader "
"compilation, but GPU demands are low. Recommended for low-end hardware.\n\nIf "
"unsure, select this mode.");
static wxString shader_compile_uber_only_desc =
wxTRANSLATE("Ubershaders will always be used. Provides a near stutter-free experience at the "
"cost of high GPU requirements. Only recommended for high-end systems.");
static wxString shader_compile_async_uber_desc =
wxTRANSLATE("Ubershaders will be used to prevent stuttering during shader compilation, but "
"specialized shaders will be used when they will not cause stuttering.");
static wxString shader_compile_async_skip_desc =
wxTRANSLATE("Instead of using ubershaders during shader compilation, objects which use these "
"shaders will be not be rendered. This can further reduce stuttering and "
"performance requirements, compared to ubershaders, at the cost of introducing "
"visual glitches and broken effects. Not recommended.");
static wxString shader_compile_before_start_desc =
wxTRANSLATE("Waits for all shaders to finish compiling before starting a game. Enabling this "
"option may reduce stuttering or hitching for a short time after the game is "
"started, at the cost of a longer delay before the game starts.\n\nFor systems "
"with two or fewer cores, it is recommended to enable this option, as a large "
"shader queue may reduce frame rates. Otherwise, if unsure, leave this unchecked.");
"started, at the cost of a longer delay before the game starts. For systems with "
"two or fewer cores, it is recommended to enable this option, as a large shader "
"queue may reduce frame rates. Otherwise, if unsure, leave this unchecked.");
VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string& title)
: wxDialog(parent, wxID_ANY, wxString::Format(_("Dolphin %s Graphics Configuration"),
@ -448,10 +451,29 @@ VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string& title)
wxGetTranslation(backend_multithreading_desc),
Config::GFX_BACKEND_MULTITHREADING));
}
}
szr_other->Add(CreateCheckBox(page_general, _("Immediately Compile Shaders"),
wxGetTranslation(wait_for_shaders_desc),
Config::GFX_WAIT_FOR_SHADERS_BEFORE_STARTING));
// - shader compilation
wxGridBagSizer* const szr_shader_compilation = new wxGridBagSizer(space5, space5);
{
const std::array<std::pair<wxString, wxString>, 4> modes = {
{{_("Synchronous"), wxGetTranslation(shader_compile_sync_desc)},
{_("Synchronous (Ubershaders)"), wxGetTranslation(shader_compile_uber_only_desc)},
{_("Asynchronous (Ubershaders)"), wxGetTranslation(shader_compile_async_uber_desc)},
{_("Asynchronous (Skip Drawing)"), wxGetTranslation(shader_compile_async_skip_desc)}}};
for (size_t i = 0; i < modes.size(); i++)
{
szr_shader_compilation->Add(
CreateRadioButton(page_general, modes[i].first, modes[i].second,
Config::GFX_SHADER_COMPILATION_MODE, static_cast<int>(i)),
wxGBPosition(static_cast<int>(i / 2), static_cast<int>(i % 2)), wxDefaultSpan,
wxALIGN_CENTER_VERTICAL);
}
szr_shader_compilation->Add(
CreateCheckBox(page_general, _("Compile Shaders Before Starting"),
wxGetTranslation(shader_compile_before_start_desc),
Config::GFX_WAIT_FOR_SHADERS_BEFORE_STARTING),
wxGBPosition(2, 0), wxGBSpan(1, 2));
}
wxStaticBoxSizer* const group_basic =
@ -469,12 +491,19 @@ VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string& title)
group_other->Add(szr_other, 1, wxEXPAND | wxLEFT | wxRIGHT, space5);
group_other->AddSpacer(space5);
wxStaticBoxSizer* const group_shader_compilation =
new wxStaticBoxSizer(wxVERTICAL, page_general, _("Shader Compilation"));
group_shader_compilation->Add(szr_shader_compilation, 1, wxEXPAND | wxLEFT | wxRIGHT, space5);
group_shader_compilation->AddSpacer(space5);
szr_general->AddSpacer(space5);
szr_general->Add(group_basic, 0, wxEXPAND | wxLEFT | wxRIGHT, space5);
szr_general->AddSpacer(space5);
szr_general->Add(group_display, 0, wxEXPAND | wxLEFT | wxRIGHT, space5);
szr_general->AddSpacer(space5);
szr_general->Add(group_other, 0, wxEXPAND | wxLEFT | wxRIGHT, space5);
szr_general->AddSpacer(space5);
szr_general->Add(group_shader_compilation, 0, wxEXPAND | wxLEFT | wxRIGHT, space5);
}
szr_general->AddSpacer(space5);
@ -541,18 +570,6 @@ VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string& title)
row += 1;
}
// ubershaders
{
const std::array<wxString, 3> mode_choices = {{_("Disabled"), _("Hybrid"), _("Exclusive")}};
szr_enh->Add(new wxStaticText(page_enh, wxID_ANY, _("Ubershaders:")), wxGBPosition(row, 0),
wxDefaultSpan, wxALIGN_CENTER_VERTICAL);
szr_enh->Add(CreateChoice(page_enh, Config::GFX_UBERSHADER_MODE,
wxGetTranslation(ubershader_desc), mode_choices.size(),
mode_choices.data()),
wxGBPosition(row, 1), span2, wxALIGN_CENTER_VERTICAL);
row += 1;
}
// postproc shader
if (vconfig.backend_info.bSupportsPostProcessing)
{
@ -1111,17 +1128,6 @@ SettingChoice* VideoConfigDiag::CreateChoice(wxWindow* parent,
return ch;
}
SettingRadioButton* VideoConfigDiag::CreateRadioButton(wxWindow* parent, const wxString& label,
const wxString& description,
const Config::ConfigInfo<bool>& setting,
bool reverse, long style)
{
SettingRadioButton* const rb =
new SettingRadioButton(parent, label, wxString(), setting, reverse, style);
RegisterControl(rb, description);
return rb;
}
/* Use this to register descriptions for controls which have NOT been created using the Create*
* functions from above */
wxControl* VideoConfigDiag::RegisterControl(wxControl* const control, const wxString& description)

View File

@ -64,7 +64,6 @@ private:
};
typedef BoolSetting<wxCheckBox> SettingCheckBox;
typedef BoolSetting<wxRadioButton> SettingRadioButton;
class IntegerSetting : public wxSpinCtrl
{
@ -93,6 +92,33 @@ private:
Config::ConfigInfo<int> m_setting;
};
template <typename ValueType>
class SettingRadioButton : public wxRadioButton
{
public:
SettingRadioButton(wxWindow* parent, const wxString& label, const wxString& tooltip,
const Config::ConfigInfo<ValueType>& setting, const ValueType& value,
long style = 0)
: wxRadioButton(parent, wxID_ANY, label, wxDefaultPosition, wxDefaultSize, style),
m_setting(setting), m_value(value)
{
SetToolTip(tooltip);
SetValue(Config::Get(m_setting) == m_value);
Bind(wxEVT_RADIOBUTTON, &SettingRadioButton::UpdateValue, this);
}
void UpdateValue(wxCommandEvent& ev)
{
if (ev.IsChecked())
Config::SetBaseOrCurrent(m_setting, m_value);
ev.Skip();
}
private:
Config::ConfigInfo<ValueType> m_setting;
ValueType m_value;
};
class VideoConfigDiag : public wxDialog
{
public:
@ -125,10 +151,17 @@ protected:
SettingChoice* CreateChoice(wxWindow* parent, const Config::ConfigInfo<int>& setting,
const wxString& description, int num = 0,
const wxString choices[] = nullptr, long style = 0);
SettingRadioButton* CreateRadioButton(wxWindow* parent, const wxString& label,
const wxString& description,
const Config::ConfigInfo<bool>& setting,
bool reverse = false, long style = 0);
template <typename ValueType>
SettingRadioButton<ValueType>* CreateRadioButton(wxWindow* parent, const wxString& label,
const wxString& description,
const Config::ConfigInfo<ValueType>& setting,
const ValueType& value, long style = 0)
{
auto* const rb =
new SettingRadioButton<ValueType>(parent, label, wxString(), setting, value, style);
RegisterControl(rb, description);
return rb;
}
// Same as above but only connects enter/leave window events
wxControl* RegisterControl(wxControl* const control, const wxString& description);
@ -157,9 +190,6 @@ protected:
SettingCheckBox* borderless_fullscreen;
RefBoolSetting<wxCheckBox>* render_to_main_checkbox;
SettingRadioButton* virtual_xfb;
SettingRadioButton* real_xfb;
SettingCheckBox* cache_hires_textures;
wxCheckBox* progressive_scan_checkbox;

View File

@ -166,16 +166,19 @@ void VertexManager::vFlush()
}
// Bind all pending state to the command buffer
g_renderer->SetPipeline(m_current_pipeline_object);
if (!StateTracker::GetInstance()->Bind())
if (m_current_pipeline_object)
{
WARN_LOG(VIDEO, "Skipped draw of %u indices", index_count);
return;
}
g_renderer->SetPipeline(m_current_pipeline_object);
if (!StateTracker::GetInstance()->Bind())
{
WARN_LOG(VIDEO, "Skipped draw of %u indices", index_count);
return;
}
// Execute the draw
vkCmdDrawIndexed(g_command_buffer_mgr->GetCurrentCommandBuffer(), index_count, 1,
m_current_draw_base_index, m_current_draw_base_vertex, 0);
// Execute the draw
vkCmdDrawIndexed(g_command_buffer_mgr->GetCurrentCommandBuffer(), index_count, 1,
m_current_draw_base_index, m_current_draw_base_vertex, 0);
}
StateTracker::GetInstance()->OnDraw();
}

View File

@ -566,13 +566,25 @@ void VertexManagerBase::UpdatePipelineObject()
m_current_pipeline_object = nullptr;
m_pipeline_config_changed = false;
if (g_ActiveConfig.iUberShaderMode == UberShaderMode::Disabled)
switch (g_ActiveConfig.iShaderCompilationMode)
{
case ShaderCompilationMode::Synchronous:
{
// Ubershaders disabled? Block and compile the specialized shader.
m_current_pipeline_object = g_shader_cache->GetPipelineForUid(m_current_pipeline_config);
return;
}
else if (g_ActiveConfig.iUberShaderMode == UberShaderMode::Hybrid)
break;
case ShaderCompilationMode::SynchronousUberShaders:
{
// Exclusive ubershader mode, always use ubershaders.
m_current_pipeline_object =
g_shader_cache->GetUberPipelineForUid(m_current_uber_pipeline_config);
}
break;
case ShaderCompilationMode::AsynchronousUberShaders:
case ShaderCompilationMode::AsynchronousSkipRendering:
{
// Can we background compile shaders? If so, get the pipeline asynchronously.
auto res = g_shader_cache->GetPipelineForUidAsync(m_current_pipeline_config);
@ -582,8 +594,20 @@ void VertexManagerBase::UpdatePipelineObject()
m_current_pipeline_object = *res;
return;
}
}
// Exclusive ubershader mode, or hybrid and shaders are still compiling.
m_current_pipeline_object = g_shader_cache->GetUberPipelineForUid(m_current_uber_pipeline_config);
if (g_ActiveConfig.iShaderCompilationMode == ShaderCompilationMode::AsynchronousUberShaders)
{
// Specialized shaders not ready, use the ubershaders.
m_current_pipeline_object =
g_shader_cache->GetUberPipelineForUid(m_current_uber_pipeline_config);
}
else
{
// Ensure we try again next draw. Otherwise, if no registers change between frames, the
// object will never be drawn, even when the shader is ready.
m_pipeline_config_changed = true;
}
}
break;
}
}

View File

@ -103,7 +103,8 @@ void VideoConfig::Refresh()
iCommandBufferExecuteInterval = Config::Get(Config::GFX_COMMAND_BUFFER_EXECUTE_INTERVAL);
bShaderCache = Config::Get(Config::GFX_SHADER_CACHE);
bWaitForShadersBeforeStarting = Config::Get(Config::GFX_WAIT_FOR_SHADERS_BEFORE_STARTING);
iUberShaderMode = static_cast<UberShaderMode>(Config::Get(Config::GFX_UBERSHADER_MODE));
iShaderCompilationMode =
static_cast<ShaderCompilationMode>(Config::Get(Config::GFX_SHADER_COMPILATION_MODE));
iShaderCompilerThreads = Config::Get(Config::GFX_SHADER_COMPILER_THREADS);
iShaderPrecompilerThreads = Config::Get(Config::GFX_SHADER_PRECOMPILER_THREADS);
@ -178,6 +179,12 @@ bool VideoConfig::IsVSync() const
return bVSync && !Core::GetIsThrottlerTempDisabled();
}
bool VideoConfig::UsingUberShaders() const
{
return iShaderCompilationMode == ShaderCompilationMode::SynchronousUberShaders ||
iShaderCompilationMode == ShaderCompilationMode::AsynchronousUberShaders;
}
static u32 GetNumAutoShaderCompilerThreads()
{
// Automatic number. We use clamp(cpus - 3, 1, 4).

View File

@ -42,11 +42,12 @@ enum class StereoMode : int
Nvidia3DVision
};
enum class UberShaderMode : int
enum class ShaderCompilationMode : int
{
Disabled,
Hybrid,
Exclusive
Synchronous,
SynchronousUberShaders,
AsynchronousUberShaders,
AsynchronousSkipRendering
};
struct ProjectionHackConfig final
@ -170,7 +171,7 @@ struct VideoConfig final
// Shader compilation settings.
bool bWaitForShadersBeforeStarting;
UberShaderMode iUberShaderMode;
ShaderCompilationMode iShaderCompilationMode;
// Number of shader compiler threads.
// 0 disables background compilation.
@ -238,7 +239,7 @@ struct VideoConfig final
return backend_info.bSupportsGPUTextureDecoding && bEnableGPUTextureDecoding;
}
bool UseVertexRounding() const { return bVertexRounding && iEFBScale != 1; }
bool UsingUberShaders() const { return iUberShaderMode != UberShaderMode::Disabled; }
bool UsingUberShaders() const;
u32 GetShaderCompilerThreads() const;
u32 GetShaderPrecompilerThreads() const;
};