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Settings: add option to enable / disable reactive flushing

This commit is contained in:
Fernando Sahmkow 2023-05-04 02:34:49 +02:00
parent 0f4f18265f
commit 92da86290c
11 changed files with 38 additions and 5 deletions

View File

@ -62,6 +62,7 @@ void LogSettings() {
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_AsyncASTC", values.async_astc.GetValue());
log_setting("Renderer_UseVsync", values.vsync_mode.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_ShaderBackend", values.shader_backend.GetValue());
log_setting("Renderer_UseAsynchronousShaders", values.use_asynchronous_shaders.GetValue()); log_setting("Renderer_UseAsynchronousShaders", values.use_asynchronous_shaders.GetValue());
log_setting("Renderer_AnisotropicFilteringLevel", values.max_anisotropy.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.nvdec_emulation.SetGlobal(true);
values.accelerate_astc.SetGlobal(true); values.accelerate_astc.SetGlobal(true);
values.async_astc.SetGlobal(true); values.async_astc.SetGlobal(true);
values.use_reactive_flushing.SetGlobal(true);
values.shader_backend.SetGlobal(true); values.shader_backend.SetGlobal(true);
values.use_asynchronous_shaders.SetGlobal(true); values.use_asynchronous_shaders.SetGlobal(true);
values.use_fast_gpu_time.SetGlobal(true); values.use_fast_gpu_time.SetGlobal(true);

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@ -465,6 +465,7 @@ struct Values {
SwitchableSetting<bool> async_astc{false, "async_astc"}; SwitchableSetting<bool> async_astc{false, "async_astc"};
Setting<VSyncMode, true> vsync_mode{VSyncMode::FIFO, VSyncMode::Immediate, Setting<VSyncMode, true> vsync_mode{VSyncMode::FIFO, VSyncMode::Immediate,
VSyncMode::FIFORelaxed, "use_vsync"}; VSyncMode::FIFORelaxed, "use_vsync"};
SwitchableSetting<bool> use_reactive_flushing{true, "use_reactive_flushing"};
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"};
SwitchableSetting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"}; SwitchableSetting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"};

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@ -465,7 +465,8 @@ struct Memory::Impl {
} }
if (Settings::IsFastmemEnabled()) { 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 // Iterate over a contiguous CPU address space, which corresponds to the specified GPU

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@ -126,7 +126,8 @@ std::optional<VideoCore::RasterizerDownloadArea> BufferCache<P>::GetFlushArea(VA
area->preemtive = true; area->preemtive = true;
return area; 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); area->preemtive = !IsRegionGpuModified(cpu_addr, size);
return area; 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 VAddr new_base_address = *cpu_dest_address + diff;
const IntervalType add_interval{new_base_address, new_base_address + size}; const IntervalType add_interval{new_base_address, new_base_address + size};
tmp_intervals.push_back(add_interval); 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); uncommitted_ranges.add(add_interval);
pending_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}; const IntervalType base_interval{cpu_addr, cpu_addr + size};
common_ranges.add(base_interval); 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; return;
} }
uncommitted_ranges.add(base_interval); uncommitted_ranges.add(base_interval);

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@ -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), ASSERT_MSG(VideoCore::Surface::IsViewCompatible(image_info.format, info.format, false, true),
"Image view format {} is incompatible with image format {}", info.format, "Image view format {} is incompatible with image format {}", info.format,
image_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; flags |= ImageViewFlagBits::PreemtiveDownload;
} }
if (image_info.type == ImageType::e3D && info.type != ImageViewType::e3D) { if (image_info.type == ImageType::e3D && info.type != ImageViewType::e3D) {

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@ -710,6 +710,7 @@ void Config::ReadRendererValues() {
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.async_astc);
ReadGlobalSetting(Settings::values.use_reactive_flushing);
ReadGlobalSetting(Settings::values.shader_backend); ReadGlobalSetting(Settings::values.shader_backend);
ReadGlobalSetting(Settings::values.use_asynchronous_shaders); ReadGlobalSetting(Settings::values.use_asynchronous_shaders);
ReadGlobalSetting(Settings::values.use_fast_gpu_time); ReadGlobalSetting(Settings::values.use_fast_gpu_time);
@ -1355,6 +1356,7 @@ void Config::SaveRendererValues() {
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.async_astc);
WriteGlobalSetting(Settings::values.use_reactive_flushing);
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)),
static_cast<u32>(Settings::values.shader_backend.GetDefault()), static_cast<u32>(Settings::values.shader_backend.GetDefault()),

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@ -21,6 +21,7 @@ ConfigureGraphicsAdvanced::~ConfigureGraphicsAdvanced() = default;
void ConfigureGraphicsAdvanced::SetConfiguration() { void ConfigureGraphicsAdvanced::SetConfiguration() {
const bool runtime_lock = !system.IsPoweredOn(); const bool runtime_lock = !system.IsPoweredOn();
ui->use_reactive_flushing->setEnabled(runtime_lock);
ui->async_present->setEnabled(runtime_lock); ui->async_present->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->async_astc->setEnabled(runtime_lock);
@ -29,6 +30,7 @@ void ConfigureGraphicsAdvanced::SetConfiguration() {
ui->async_present->setChecked(Settings::values.async_presentation.GetValue()); ui->async_present->setChecked(Settings::values.async_presentation.GetValue());
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_reactive_flushing->setChecked(Settings::values.use_reactive_flushing.GetValue());
ui->async_astc->setChecked(Settings::values.async_astc.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());
@ -60,6 +62,8 @@ void ConfigureGraphicsAdvanced::ApplyConfiguration() {
renderer_force_max_clock); renderer_force_max_clock);
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_reactive_flushing,
ui->use_reactive_flushing, use_reactive_flushing);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.async_astc, ui->async_astc, ConfigurationShared::ApplyPerGameSetting(&Settings::values.async_astc, ui->async_astc,
async_astc); async_astc);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders, ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders,
@ -91,6 +95,7 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
ui->async_present->setEnabled(Settings::values.async_presentation.UsingGlobal()); ui->async_present->setEnabled(Settings::values.async_presentation.UsingGlobal());
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_reactive_flushing->setEnabled(Settings::values.use_reactive_flushing.UsingGlobal());
ui->async_astc->setEnabled(Settings::values.async_astc.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());
@ -108,6 +113,8 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
ConfigurationShared::SetColoredTristate(ui->renderer_force_max_clock, ConfigurationShared::SetColoredTristate(ui->renderer_force_max_clock,
Settings::values.renderer_force_max_clock, Settings::values.renderer_force_max_clock,
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, ConfigurationShared::SetColoredTristate(ui->async_astc, Settings::values.async_astc,
async_astc); async_astc);
ConfigurationShared::SetColoredTristate(ui->use_asynchronous_shaders, ConfigurationShared::SetColoredTristate(ui->use_asynchronous_shaders,

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@ -40,6 +40,7 @@ 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 async_astc;
ConfigurationShared::CheckState use_reactive_flushing;
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_vulkan_driver_pipeline_cache; ConfigurationShared::CheckState use_vulkan_driver_pipeline_cache;

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@ -96,6 +96,16 @@
</property> </property>
</widget> </widget>
</item> </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> <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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@ -312,6 +312,7 @@ void Config::ReadValues() {
ReadSetting("Renderer", Settings::values.use_asynchronous_gpu_emulation); ReadSetting("Renderer", Settings::values.use_asynchronous_gpu_emulation);
ReadSetting("Renderer", Settings::values.vsync_mode); ReadSetting("Renderer", Settings::values.vsync_mode);
ReadSetting("Renderer", Settings::values.shader_backend); ReadSetting("Renderer", Settings::values.shader_backend);
ReadSetting("Renderer", Settings::values.use_reactive_flushing);
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);

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@ -340,6 +340,10 @@ use_vsync =
# 0: GLSL, 1 (default): GLASM, 2: SPIR-V # 0: GLSL, 1 (default): GLASM, 2: SPIR-V
shader_backend = 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. # Whether to allow asynchronous shader building.
# 0 (default): Off, 1: On # 0 (default): Off, 1: On
use_asynchronous_shaders = use_asynchronous_shaders =