mirror of
https://github.com/yuzu-emu/yuzu-android.git
synced 2024-11-22 22:35:39 +01:00
Settings: add option to enable / disable reactive flushing
This commit is contained in:
parent
0f4f18265f
commit
92da86290c
@ -62,6 +62,7 @@ void LogSettings() {
|
||||
log_setting("Renderer_AccelerateASTC", values.accelerate_astc.GetValue());
|
||||
log_setting("Renderer_AsyncASTC", values.async_astc.GetValue());
|
||||
log_setting("Renderer_UseVsync", values.vsync_mode.GetValue());
|
||||
log_setting("Renderer_UseReactiveFlushing", values.use_reactive_flushing.GetValue());
|
||||
log_setting("Renderer_ShaderBackend", values.shader_backend.GetValue());
|
||||
log_setting("Renderer_UseAsynchronousShaders", values.use_asynchronous_shaders.GetValue());
|
||||
log_setting("Renderer_AnisotropicFilteringLevel", values.max_anisotropy.GetValue());
|
||||
@ -223,6 +224,7 @@ void RestoreGlobalState(bool is_powered_on) {
|
||||
values.nvdec_emulation.SetGlobal(true);
|
||||
values.accelerate_astc.SetGlobal(true);
|
||||
values.async_astc.SetGlobal(true);
|
||||
values.use_reactive_flushing.SetGlobal(true);
|
||||
values.shader_backend.SetGlobal(true);
|
||||
values.use_asynchronous_shaders.SetGlobal(true);
|
||||
values.use_fast_gpu_time.SetGlobal(true);
|
||||
|
@ -465,6 +465,7 @@ struct Values {
|
||||
SwitchableSetting<bool> async_astc{false, "async_astc"};
|
||||
Setting<VSyncMode, true> vsync_mode{VSyncMode::FIFO, VSyncMode::Immediate,
|
||||
VSyncMode::FIFORelaxed, "use_vsync"};
|
||||
SwitchableSetting<bool> use_reactive_flushing{true, "use_reactive_flushing"};
|
||||
SwitchableSetting<ShaderBackend, true> shader_backend{ShaderBackend::GLSL, ShaderBackend::GLSL,
|
||||
ShaderBackend::SPIRV, "shader_backend"};
|
||||
SwitchableSetting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"};
|
||||
|
@ -465,7 +465,8 @@ struct Memory::Impl {
|
||||
}
|
||||
|
||||
if (Settings::IsFastmemEnabled()) {
|
||||
system.DeviceMemory().buffer.Protect(vaddr, size, !cached, !cached);
|
||||
const bool is_read_enable = !Settings::values.use_reactive_flushing.GetValue() || !cached;
|
||||
system.DeviceMemory().buffer.Protect(vaddr, size, is_read_enable, !cached);
|
||||
}
|
||||
|
||||
// Iterate over a contiguous CPU address space, which corresponds to the specified GPU
|
||||
|
@ -126,7 +126,8 @@ std::optional<VideoCore::RasterizerDownloadArea> BufferCache<P>::GetFlushArea(VA
|
||||
area->preemtive = true;
|
||||
return area;
|
||||
};
|
||||
memory_tracker.MarkRegionAsPreflushable(cpu_addr_start_aligned, cpu_addr_end_aligned - cpu_addr_start_aligned);
|
||||
memory_tracker.MarkRegionAsPreflushable(cpu_addr_start_aligned,
|
||||
cpu_addr_end_aligned - cpu_addr_start_aligned);
|
||||
area->preemtive = !IsRegionGpuModified(cpu_addr, size);
|
||||
return area;
|
||||
}
|
||||
@ -206,7 +207,8 @@ bool BufferCache<P>::DMACopy(GPUVAddr src_address, GPUVAddr dest_address, u64 am
|
||||
const VAddr new_base_address = *cpu_dest_address + diff;
|
||||
const IntervalType add_interval{new_base_address, new_base_address + size};
|
||||
tmp_intervals.push_back(add_interval);
|
||||
if (memory_tracker.IsRegionPreflushable(new_base_address, new_base_address + size)) {
|
||||
if (!Settings::values.use_reactive_flushing.GetValue() ||
|
||||
memory_tracker.IsRegionPreflushable(new_base_address, new_base_address + size)) {
|
||||
uncommitted_ranges.add(add_interval);
|
||||
pending_ranges.add(add_interval);
|
||||
}
|
||||
@ -1236,7 +1238,8 @@ void BufferCache<P>::MarkWrittenBuffer(BufferId buffer_id, VAddr cpu_addr, u32 s
|
||||
|
||||
const IntervalType base_interval{cpu_addr, cpu_addr + size};
|
||||
common_ranges.add(base_interval);
|
||||
if (!memory_tracker.IsRegionPreflushable(cpu_addr, cpu_addr + size)) {
|
||||
if (Settings::values.use_reactive_flushing.GetValue() &&
|
||||
!memory_tracker.IsRegionPreflushable(cpu_addr, cpu_addr + size)) {
|
||||
return;
|
||||
}
|
||||
uncommitted_ranges.add(base_interval);
|
||||
|
@ -26,7 +26,8 @@ ImageViewBase::ImageViewBase(const ImageViewInfo& info, const ImageInfo& image_i
|
||||
ASSERT_MSG(VideoCore::Surface::IsViewCompatible(image_info.format, info.format, false, true),
|
||||
"Image view format {} is incompatible with image format {}", info.format,
|
||||
image_info.format);
|
||||
if (image_info.forced_flushed) {
|
||||
const bool preemptive = !Settings::values.use_reactive_flushing.GetValue() && image_info.type == ImageType::Linear;
|
||||
if (image_info.forced_flushed || preemptive) {
|
||||
flags |= ImageViewFlagBits::PreemtiveDownload;
|
||||
}
|
||||
if (image_info.type == ImageType::e3D && info.type != ImageViewType::e3D) {
|
||||
|
@ -710,6 +710,7 @@ void Config::ReadRendererValues() {
|
||||
ReadGlobalSetting(Settings::values.nvdec_emulation);
|
||||
ReadGlobalSetting(Settings::values.accelerate_astc);
|
||||
ReadGlobalSetting(Settings::values.async_astc);
|
||||
ReadGlobalSetting(Settings::values.use_reactive_flushing);
|
||||
ReadGlobalSetting(Settings::values.shader_backend);
|
||||
ReadGlobalSetting(Settings::values.use_asynchronous_shaders);
|
||||
ReadGlobalSetting(Settings::values.use_fast_gpu_time);
|
||||
@ -1355,6 +1356,7 @@ void Config::SaveRendererValues() {
|
||||
Settings::values.nvdec_emulation.UsingGlobal());
|
||||
WriteGlobalSetting(Settings::values.accelerate_astc);
|
||||
WriteGlobalSetting(Settings::values.async_astc);
|
||||
WriteGlobalSetting(Settings::values.use_reactive_flushing);
|
||||
WriteSetting(QString::fromStdString(Settings::values.shader_backend.GetLabel()),
|
||||
static_cast<u32>(Settings::values.shader_backend.GetValue(global)),
|
||||
static_cast<u32>(Settings::values.shader_backend.GetDefault()),
|
||||
|
@ -21,6 +21,7 @@ ConfigureGraphicsAdvanced::~ConfigureGraphicsAdvanced() = default;
|
||||
|
||||
void ConfigureGraphicsAdvanced::SetConfiguration() {
|
||||
const bool runtime_lock = !system.IsPoweredOn();
|
||||
ui->use_reactive_flushing->setEnabled(runtime_lock);
|
||||
ui->async_present->setEnabled(runtime_lock);
|
||||
ui->renderer_force_max_clock->setEnabled(runtime_lock);
|
||||
ui->async_astc->setEnabled(runtime_lock);
|
||||
@ -29,6 +30,7 @@ void ConfigureGraphicsAdvanced::SetConfiguration() {
|
||||
|
||||
ui->async_present->setChecked(Settings::values.async_presentation.GetValue());
|
||||
ui->renderer_force_max_clock->setChecked(Settings::values.renderer_force_max_clock.GetValue());
|
||||
ui->use_reactive_flushing->setChecked(Settings::values.use_reactive_flushing.GetValue());
|
||||
ui->async_astc->setChecked(Settings::values.async_astc.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());
|
||||
@ -60,6 +62,8 @@ void ConfigureGraphicsAdvanced::ApplyConfiguration() {
|
||||
renderer_force_max_clock);
|
||||
ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy,
|
||||
ui->anisotropic_filtering_combobox);
|
||||
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_reactive_flushing,
|
||||
ui->use_reactive_flushing, use_reactive_flushing);
|
||||
ConfigurationShared::ApplyPerGameSetting(&Settings::values.async_astc, ui->async_astc,
|
||||
async_astc);
|
||||
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders,
|
||||
@ -91,6 +95,7 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
|
||||
ui->async_present->setEnabled(Settings::values.async_presentation.UsingGlobal());
|
||||
ui->renderer_force_max_clock->setEnabled(
|
||||
Settings::values.renderer_force_max_clock.UsingGlobal());
|
||||
ui->use_reactive_flushing->setEnabled(Settings::values.use_reactive_flushing.UsingGlobal());
|
||||
ui->async_astc->setEnabled(Settings::values.async_astc.UsingGlobal());
|
||||
ui->use_asynchronous_shaders->setEnabled(
|
||||
Settings::values.use_asynchronous_shaders.UsingGlobal());
|
||||
@ -108,6 +113,8 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
|
||||
ConfigurationShared::SetColoredTristate(ui->renderer_force_max_clock,
|
||||
Settings::values.renderer_force_max_clock,
|
||||
renderer_force_max_clock);
|
||||
ConfigurationShared::SetColoredTristate(
|
||||
ui->use_reactive_flushing, Settings::values.use_reactive_flushing, use_reactive_flushing);
|
||||
ConfigurationShared::SetColoredTristate(ui->async_astc, Settings::values.async_astc,
|
||||
async_astc);
|
||||
ConfigurationShared::SetColoredTristate(ui->use_asynchronous_shaders,
|
||||
|
@ -40,6 +40,7 @@ private:
|
||||
ConfigurationShared::CheckState renderer_force_max_clock;
|
||||
ConfigurationShared::CheckState use_vsync;
|
||||
ConfigurationShared::CheckState async_astc;
|
||||
ConfigurationShared::CheckState use_reactive_flushing;
|
||||
ConfigurationShared::CheckState use_asynchronous_shaders;
|
||||
ConfigurationShared::CheckState use_fast_gpu_time;
|
||||
ConfigurationShared::CheckState use_vulkan_driver_pipeline_cache;
|
||||
|
@ -96,6 +96,16 @@
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QCheckBox" name="use_reactive_flushing">
|
||||
<property name="toolTip">
|
||||
<string>Uses reactive flushing instead of predictive flushing. Allowing a more accurate syncing of memory.</string>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Enable Reactive Flushing</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QCheckBox" name="use_asynchronous_shaders">
|
||||
<property name="toolTip">
|
||||
|
@ -312,6 +312,7 @@ void Config::ReadValues() {
|
||||
ReadSetting("Renderer", Settings::values.use_asynchronous_gpu_emulation);
|
||||
ReadSetting("Renderer", Settings::values.vsync_mode);
|
||||
ReadSetting("Renderer", Settings::values.shader_backend);
|
||||
ReadSetting("Renderer", Settings::values.use_reactive_flushing);
|
||||
ReadSetting("Renderer", Settings::values.use_asynchronous_shaders);
|
||||
ReadSetting("Renderer", Settings::values.nvdec_emulation);
|
||||
ReadSetting("Renderer", Settings::values.accelerate_astc);
|
||||
|
@ -340,6 +340,10 @@ use_vsync =
|
||||
# 0: GLSL, 1 (default): GLASM, 2: SPIR-V
|
||||
shader_backend =
|
||||
|
||||
# Uses reactive flushing instead of predictive flushing. Allowing a more accurate syncing of memory.
|
||||
# 0: Off, 1 (default): On
|
||||
use_reactive_flushing =
|
||||
|
||||
# Whether to allow asynchronous shader building.
|
||||
# 0 (default): Off, 1: On
|
||||
use_asynchronous_shaders =
|
||||
|
Loading…
Reference in New Issue
Block a user