configuration: Add async ASTC decode setting

This commit is contained in:
ameerj 2023-02-22 00:48:12 -05:00
parent 090bc588e5
commit b5bcd8c71b
12 changed files with 49 additions and 8 deletions

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@ -59,6 +59,7 @@ void LogSettings() {
values.use_asynchronous_gpu_emulation.GetValue()); values.use_asynchronous_gpu_emulation.GetValue());
log_setting("Renderer_NvdecEmulation", values.nvdec_emulation.GetValue()); log_setting("Renderer_NvdecEmulation", values.nvdec_emulation.GetValue());
log_setting("Renderer_AccelerateASTC", values.accelerate_astc.GetValue()); log_setting("Renderer_AccelerateASTC", values.accelerate_astc.GetValue());
log_setting("Renderer_AsyncASTC", values.async_astc.GetValue());
log_setting("Renderer_UseVsync", values.use_vsync.GetValue()); log_setting("Renderer_UseVsync", values.use_vsync.GetValue());
log_setting("Renderer_ShaderBackend", values.shader_backend.GetValue()); log_setting("Renderer_ShaderBackend", values.shader_backend.GetValue());
log_setting("Renderer_UseAsynchronousShaders", values.use_asynchronous_shaders.GetValue()); log_setting("Renderer_UseAsynchronousShaders", values.use_asynchronous_shaders.GetValue());
@ -212,6 +213,7 @@ void RestoreGlobalState(bool is_powered_on) {
values.use_asynchronous_gpu_emulation.SetGlobal(true); values.use_asynchronous_gpu_emulation.SetGlobal(true);
values.nvdec_emulation.SetGlobal(true); values.nvdec_emulation.SetGlobal(true);
values.accelerate_astc.SetGlobal(true); values.accelerate_astc.SetGlobal(true);
values.async_astc.SetGlobal(true);
values.use_vsync.SetGlobal(true); values.use_vsync.SetGlobal(true);
values.shader_backend.SetGlobal(true); values.shader_backend.SetGlobal(true);
values.use_asynchronous_shaders.SetGlobal(true); values.use_asynchronous_shaders.SetGlobal(true);

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@ -453,6 +453,7 @@ struct Values {
SwitchableSetting<bool> use_asynchronous_gpu_emulation{true, "use_asynchronous_gpu_emulation"}; SwitchableSetting<bool> use_asynchronous_gpu_emulation{true, "use_asynchronous_gpu_emulation"};
SwitchableSetting<NvdecEmulation> nvdec_emulation{NvdecEmulation::GPU, "nvdec_emulation"}; SwitchableSetting<NvdecEmulation> nvdec_emulation{NvdecEmulation::GPU, "nvdec_emulation"};
SwitchableSetting<bool> accelerate_astc{true, "accelerate_astc"}; SwitchableSetting<bool> accelerate_astc{true, "accelerate_astc"};
SwitchableSetting<bool> async_astc{false, "async_astc"};
SwitchableSetting<bool> use_vsync{true, "use_vsync"}; SwitchableSetting<bool> use_vsync{true, "use_vsync"};
SwitchableSetting<ShaderBackend, true> shader_backend{ShaderBackend::GLSL, ShaderBackend::GLSL, SwitchableSetting<ShaderBackend, true> shader_backend{ShaderBackend::GLSL, ShaderBackend::GLSL,
ShaderBackend::SPIRV, "shader_backend"}; ShaderBackend::SPIRV, "shader_backend"};

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@ -228,8 +228,9 @@ void ApplySwizzle(GLuint handle, PixelFormat format, std::array<SwizzleSource, 4
[[nodiscard]] bool CanBeAccelerated(const TextureCacheRuntime& runtime, [[nodiscard]] bool CanBeAccelerated(const TextureCacheRuntime& runtime,
const VideoCommon::ImageInfo& info) { const VideoCommon::ImageInfo& info) {
if (IsPixelFormatASTC(info.format)) { if (IsPixelFormatASTC(info.format) && !runtime.HasNativeASTC()) {
return !runtime.HasNativeASTC() && Settings::values.accelerate_astc.GetValue(); return Settings::values.accelerate_astc.GetValue() &&
!Settings::values.async_astc.GetValue();
} }
// Disable other accelerated uploads for now as they don't implement swizzled uploads // Disable other accelerated uploads for now as they don't implement swizzled uploads
return false; return false;
@ -258,6 +259,14 @@ void ApplySwizzle(GLuint handle, PixelFormat format, std::array<SwizzleSource, 4
return format_info.compatibility_class == store_class; return format_info.compatibility_class == store_class;
} }
[[nodiscard]] bool CanBeDecodedAsync(const TextureCacheRuntime& runtime,
const VideoCommon::ImageInfo& info) {
if (IsPixelFormatASTC(info.format) && !runtime.HasNativeASTC()) {
return Settings::values.async_astc.GetValue();
}
return false;
}
[[nodiscard]] CopyOrigin MakeCopyOrigin(VideoCommon::Offset3D offset, [[nodiscard]] CopyOrigin MakeCopyOrigin(VideoCommon::Offset3D offset,
VideoCommon::SubresourceLayers subresource, GLenum target) { VideoCommon::SubresourceLayers subresource, GLenum target) {
switch (target) { switch (target) {
@ -721,7 +730,9 @@ std::optional<size_t> TextureCacheRuntime::StagingBuffers::FindBuffer(size_t req
Image::Image(TextureCacheRuntime& runtime_, const VideoCommon::ImageInfo& info_, GPUVAddr gpu_addr_, Image::Image(TextureCacheRuntime& runtime_, const VideoCommon::ImageInfo& info_, GPUVAddr gpu_addr_,
VAddr cpu_addr_) VAddr cpu_addr_)
: VideoCommon::ImageBase(info_, gpu_addr_, cpu_addr_), runtime{&runtime_} { : VideoCommon::ImageBase(info_, gpu_addr_, cpu_addr_), runtime{&runtime_} {
if (CanBeAccelerated(*runtime, info)) { if (CanBeDecodedAsync(*runtime, info)) {
flags |= ImageFlagBits::AsynchronousDecode;
} else if (CanBeAccelerated(*runtime, info)) {
flags |= ImageFlagBits::AcceleratedUpload; flags |= ImageFlagBits::AcceleratedUpload;
} }
if (IsConverted(runtime->device, info.format, info.type)) { if (IsConverted(runtime->device, info.format, info.type)) {

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@ -1256,11 +1256,12 @@ Image::Image(TextureCacheRuntime& runtime_, const ImageInfo& info_, GPUVAddr gpu
commit(runtime_.memory_allocator.Commit(original_image, MemoryUsage::DeviceLocal)), commit(runtime_.memory_allocator.Commit(original_image, MemoryUsage::DeviceLocal)),
aspect_mask(ImageAspectMask(info.format)) { aspect_mask(ImageAspectMask(info.format)) {
if (IsPixelFormatASTC(info.format) && !runtime->device.IsOptimalAstcSupported()) { if (IsPixelFormatASTC(info.format) && !runtime->device.IsOptimalAstcSupported()) {
if (Settings::values.accelerate_astc.GetValue()) { if (Settings::values.async_astc.GetValue()) {
flags |= VideoCommon::ImageFlagBits::AsynchronousDecode;
} else if (Settings::values.accelerate_astc.GetValue()) {
flags |= VideoCommon::ImageFlagBits::AcceleratedUpload; flags |= VideoCommon::ImageFlagBits::AcceleratedUpload;
} else {
flags |= VideoCommon::ImageFlagBits::Converted;
} }
flags |= VideoCommon::ImageFlagBits::Converted;
flags |= VideoCommon::ImageFlagBits::CostlyLoad; flags |= VideoCommon::ImageFlagBits::CostlyLoad;
} }
if (runtime->device.HasDebuggingToolAttached()) { if (runtime->device.HasDebuggingToolAttached()) {

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@ -1003,6 +1003,7 @@ u64 TextureCache<P>::GetScaledImageSizeBytes(const ImageBase& image) {
template <class P> template <class P>
void TextureCache<P>::QueueAsyncDecode(Image& image, ImageId image_id) { void TextureCache<P>::QueueAsyncDecode(Image& image, ImageId image_id) {
UNIMPLEMENTED_IF(False(image.flags & ImageFlagBits::Converted)); UNIMPLEMENTED_IF(False(image.flags & ImageFlagBits::Converted));
LOG_INFO(HW_GPU, "Queuing async texture decode");
image.flags |= ImageFlagBits::IsDecoding; image.flags |= ImageFlagBits::IsDecoding;
auto decode = std::make_unique<AsyncDecodeContext>(); auto decode = std::make_unique<AsyncDecodeContext>();

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@ -1656,7 +1656,7 @@ void Decompress(std::span<const uint8_t> data, uint32_t width, uint32_t height,
const u32 rows = Common::DivideUp(height, block_height); const u32 rows = Common::DivideUp(height, block_height);
const u32 cols = Common::DivideUp(width, block_width); const u32 cols = Common::DivideUp(width, block_width);
Common::ThreadWorker workers{std::max(std::thread::hardware_concurrency(), 2U) / 2, static Common::ThreadWorker workers{std::max(std::thread::hardware_concurrency(), 2U) / 2,
"ASTCDecompress"}; "ASTCDecompress"};
for (u32 z = 0; z < depth; ++z) { for (u32 z = 0; z < depth; ++z) {

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@ -707,6 +707,7 @@ void Config::ReadRendererValues() {
ReadGlobalSetting(Settings::values.use_asynchronous_gpu_emulation); ReadGlobalSetting(Settings::values.use_asynchronous_gpu_emulation);
ReadGlobalSetting(Settings::values.nvdec_emulation); ReadGlobalSetting(Settings::values.nvdec_emulation);
ReadGlobalSetting(Settings::values.accelerate_astc); ReadGlobalSetting(Settings::values.accelerate_astc);
ReadGlobalSetting(Settings::values.async_astc);
ReadGlobalSetting(Settings::values.use_vsync); ReadGlobalSetting(Settings::values.use_vsync);
ReadGlobalSetting(Settings::values.shader_backend); ReadGlobalSetting(Settings::values.shader_backend);
ReadGlobalSetting(Settings::values.use_asynchronous_shaders); ReadGlobalSetting(Settings::values.use_asynchronous_shaders);
@ -1350,6 +1351,7 @@ void Config::SaveRendererValues() {
static_cast<u32>(Settings::values.nvdec_emulation.GetDefault()), static_cast<u32>(Settings::values.nvdec_emulation.GetDefault()),
Settings::values.nvdec_emulation.UsingGlobal()); Settings::values.nvdec_emulation.UsingGlobal());
WriteGlobalSetting(Settings::values.accelerate_astc); WriteGlobalSetting(Settings::values.accelerate_astc);
WriteGlobalSetting(Settings::values.async_astc);
WriteGlobalSetting(Settings::values.use_vsync); WriteGlobalSetting(Settings::values.use_vsync);
WriteSetting(QString::fromStdString(Settings::values.shader_backend.GetLabel()), WriteSetting(QString::fromStdString(Settings::values.shader_backend.GetLabel()),
static_cast<u32>(Settings::values.shader_backend.GetValue(global)), static_cast<u32>(Settings::values.shader_backend.GetValue(global)),

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@ -23,11 +23,13 @@ void ConfigureGraphicsAdvanced::SetConfiguration() {
const bool runtime_lock = !system.IsPoweredOn(); const bool runtime_lock = !system.IsPoweredOn();
ui->use_vsync->setEnabled(runtime_lock); ui->use_vsync->setEnabled(runtime_lock);
ui->renderer_force_max_clock->setEnabled(runtime_lock); ui->renderer_force_max_clock->setEnabled(runtime_lock);
ui->async_astc->setEnabled(runtime_lock);
ui->use_asynchronous_shaders->setEnabled(runtime_lock); ui->use_asynchronous_shaders->setEnabled(runtime_lock);
ui->anisotropic_filtering_combobox->setEnabled(runtime_lock); ui->anisotropic_filtering_combobox->setEnabled(runtime_lock);
ui->renderer_force_max_clock->setChecked(Settings::values.renderer_force_max_clock.GetValue()); ui->renderer_force_max_clock->setChecked(Settings::values.renderer_force_max_clock.GetValue());
ui->use_vsync->setChecked(Settings::values.use_vsync.GetValue()); ui->use_vsync->setChecked(Settings::values.use_vsync.GetValue());
ui->async_astc->setChecked(Settings::values.async_astc.GetValue());
ui->use_asynchronous_shaders->setChecked(Settings::values.use_asynchronous_shaders.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()); ui->use_fast_gpu_time->setChecked(Settings::values.use_fast_gpu_time.GetValue());
ui->use_pessimistic_flushes->setChecked(Settings::values.use_pessimistic_flushes.GetValue()); ui->use_pessimistic_flushes->setChecked(Settings::values.use_pessimistic_flushes.GetValue());
@ -60,6 +62,8 @@ void ConfigureGraphicsAdvanced::ApplyConfiguration() {
ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy, ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy,
ui->anisotropic_filtering_combobox); ui->anisotropic_filtering_combobox);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync, use_vsync); ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync, use_vsync);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.async_astc, ui->async_astc,
async_astc);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders, ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders,
ui->use_asynchronous_shaders, ui->use_asynchronous_shaders,
use_asynchronous_shaders); use_asynchronous_shaders);
@ -91,6 +95,7 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
ui->renderer_force_max_clock->setEnabled( ui->renderer_force_max_clock->setEnabled(
Settings::values.renderer_force_max_clock.UsingGlobal()); Settings::values.renderer_force_max_clock.UsingGlobal());
ui->use_vsync->setEnabled(Settings::values.use_vsync.UsingGlobal()); ui->use_vsync->setEnabled(Settings::values.use_vsync.UsingGlobal());
ui->async_astc->setEnabled(Settings::values.async_astc.UsingGlobal());
ui->use_asynchronous_shaders->setEnabled( ui->use_asynchronous_shaders->setEnabled(
Settings::values.use_asynchronous_shaders.UsingGlobal()); Settings::values.use_asynchronous_shaders.UsingGlobal());
ui->use_fast_gpu_time->setEnabled(Settings::values.use_fast_gpu_time.UsingGlobal()); ui->use_fast_gpu_time->setEnabled(Settings::values.use_fast_gpu_time.UsingGlobal());
@ -108,6 +113,8 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
Settings::values.renderer_force_max_clock, Settings::values.renderer_force_max_clock,
renderer_force_max_clock); renderer_force_max_clock);
ConfigurationShared::SetColoredTristate(ui->use_vsync, Settings::values.use_vsync, use_vsync); ConfigurationShared::SetColoredTristate(ui->use_vsync, Settings::values.use_vsync, use_vsync);
ConfigurationShared::SetColoredTristate(ui->async_astc, Settings::values.async_astc,
async_astc);
ConfigurationShared::SetColoredTristate(ui->use_asynchronous_shaders, ConfigurationShared::SetColoredTristate(ui->use_asynchronous_shaders,
Settings::values.use_asynchronous_shaders, Settings::values.use_asynchronous_shaders,
use_asynchronous_shaders); use_asynchronous_shaders);

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@ -38,6 +38,7 @@ private:
ConfigurationShared::CheckState renderer_force_max_clock; ConfigurationShared::CheckState renderer_force_max_clock;
ConfigurationShared::CheckState use_vsync; ConfigurationShared::CheckState use_vsync;
ConfigurationShared::CheckState async_astc;
ConfigurationShared::CheckState use_asynchronous_shaders; ConfigurationShared::CheckState use_asynchronous_shaders;
ConfigurationShared::CheckState use_fast_gpu_time; ConfigurationShared::CheckState use_fast_gpu_time;
ConfigurationShared::CheckState use_pessimistic_flushes; ConfigurationShared::CheckState use_pessimistic_flushes;

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@ -89,6 +89,16 @@
</property> </property>
</widget> </widget>
</item> </item>
<item>
<widget class="QCheckBox" name="async_astc">
<property name="toolTip">
<string>Enables asynchronous ASTC texture decoding, which may reduce load time stutter. This feature is experimental.</string>
</property>
<property name="text">
<string>Decode ASTC textures asynchronously (Hack)</string>
</property>
</widget>
</item>
<item> <item>
<widget class="QCheckBox" name="use_asynchronous_shaders"> <widget class="QCheckBox" name="use_asynchronous_shaders">
<property name="toolTip"> <property name="toolTip">

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@ -324,6 +324,7 @@ void Config::ReadValues() {
ReadSetting("Renderer", Settings::values.use_asynchronous_shaders); ReadSetting("Renderer", Settings::values.use_asynchronous_shaders);
ReadSetting("Renderer", Settings::values.nvdec_emulation); ReadSetting("Renderer", Settings::values.nvdec_emulation);
ReadSetting("Renderer", Settings::values.accelerate_astc); ReadSetting("Renderer", Settings::values.accelerate_astc);
ReadSetting("Renderer", Settings::values.async_astc);
ReadSetting("Renderer", Settings::values.use_fast_gpu_time); ReadSetting("Renderer", Settings::values.use_fast_gpu_time);
ReadSetting("Renderer", Settings::values.use_pessimistic_flushes); ReadSetting("Renderer", Settings::values.use_pessimistic_flushes);
ReadSetting("Renderer", Settings::values.use_vulkan_driver_pipeline_cache); ReadSetting("Renderer", Settings::values.use_vulkan_driver_pipeline_cache);

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@ -342,6 +342,10 @@ nvdec_emulation =
# 0: Off, 1 (default): On # 0: Off, 1 (default): On
accelerate_astc = accelerate_astc =
# Decode ASTC textures asynchronously.
# 0 (default): Off, 1: On
async_astc =
# Turns on the speed limiter, which will limit the emulation speed to the desired speed limit value # Turns on the speed limiter, which will limit the emulation speed to the desired speed limit value
# 0: Off, 1: On (default) # 0: Off, 1: On (default)
use_speed_limit = use_speed_limit =