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settings: Hide shader cache behind a setting

This commit is contained in:
ReinUsesLisp 2019-01-14 02:14:27 -03:00
parent be4641c43f
commit e78da8dc1f
8 changed files with 42 additions and 0 deletions

View File

@ -391,6 +391,7 @@ struct Values {
float resolution_factor; float resolution_factor;
bool use_frame_limit; bool use_frame_limit;
u16 frame_limit; u16 frame_limit;
bool use_disk_shader_cache;
bool use_accurate_gpu_emulation; bool use_accurate_gpu_emulation;
float bg_red; float bg_red;

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@ -158,6 +158,8 @@ TelemetrySession::TelemetrySession() {
AddField(Telemetry::FieldType::UserConfig, "Renderer_UseFrameLimit", AddField(Telemetry::FieldType::UserConfig, "Renderer_UseFrameLimit",
Settings::values.use_frame_limit); Settings::values.use_frame_limit);
AddField(Telemetry::FieldType::UserConfig, "Renderer_FrameLimit", Settings::values.frame_limit); AddField(Telemetry::FieldType::UserConfig, "Renderer_FrameLimit", Settings::values.frame_limit);
AddField(Telemetry::FieldType::UserConfig, "Renderer_UseDiskShaderCache",
Settings::values.use_disk_shader_cache);
AddField(Telemetry::FieldType::UserConfig, "Renderer_UseAccurateGpuEmulation", AddField(Telemetry::FieldType::UserConfig, "Renderer_UseAccurateGpuEmulation",
Settings::values.use_accurate_gpu_emulation); Settings::values.use_accurate_gpu_emulation);
AddField(Telemetry::FieldType::UserConfig, "System_UseDockedMode", AddField(Telemetry::FieldType::UserConfig, "System_UseDockedMode",

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@ -17,6 +17,7 @@
#include "core/core.h" #include "core/core.h"
#include "core/hle/kernel/process.h" #include "core/hle/kernel/process.h"
#include "core/settings.h"
#include "video_core/renderer_opengl/gl_shader_cache.h" #include "video_core/renderer_opengl/gl_shader_cache.h"
#include "video_core/renderer_opengl/gl_shader_disk_cache.h" #include "video_core/renderer_opengl/gl_shader_disk_cache.h"
@ -78,6 +79,10 @@ void ShaderDiskCacheRaw::Save(FileUtil::IOFile& file) const {
bool ShaderDiskCacheOpenGL::LoadTransferable(std::vector<ShaderDiskCacheRaw>& raws, bool ShaderDiskCacheOpenGL::LoadTransferable(std::vector<ShaderDiskCacheRaw>& raws,
std::vector<ShaderDiskCacheUsage>& usages) { std::vector<ShaderDiskCacheUsage>& usages) {
if (!Settings::values.use_disk_shader_cache) {
return false;
}
FileUtil::IOFile file(GetTransferablePath(), "rb"); FileUtil::IOFile file(GetTransferablePath(), "rb");
if (!file.IsOpen()) { if (!file.IsOpen()) {
LOG_INFO(Render_OpenGL, "No transferable shader cache found for game with title id={}", LOG_INFO(Render_OpenGL, "No transferable shader cache found for game with title id={}",
@ -129,6 +134,10 @@ bool ShaderDiskCacheOpenGL::LoadTransferable(std::vector<ShaderDiskCacheRaw>& ra
} }
std::vector<ShaderDiskCachePrecompiledEntry> ShaderDiskCacheOpenGL::LoadPrecompiled() { std::vector<ShaderDiskCachePrecompiledEntry> ShaderDiskCacheOpenGL::LoadPrecompiled() {
if (!Settings::values.use_disk_shader_cache) {
return {};
}
FileUtil::IOFile file(GetPrecompiledPath(), "rb"); FileUtil::IOFile file(GetPrecompiledPath(), "rb");
if (!file.IsOpen()) { if (!file.IsOpen()) {
LOG_INFO(Render_OpenGL, "No precompiled shader cache found for game with title id={}", LOG_INFO(Render_OpenGL, "No precompiled shader cache found for game with title id={}",
@ -173,6 +182,10 @@ void ShaderDiskCacheOpenGL::InvalidatePrecompiled() const {
} }
void ShaderDiskCacheOpenGL::SaveRaw(const ShaderDiskCacheRaw& entry) { void ShaderDiskCacheOpenGL::SaveRaw(const ShaderDiskCacheRaw& entry) {
if (!Settings::values.use_disk_shader_cache) {
return;
}
const u64 id = entry.GetUniqueIdentifier(); const u64 id = entry.GetUniqueIdentifier();
if (transferable.find(id) != transferable.end()) { if (transferable.find(id) != transferable.end()) {
// The shader already exists // The shader already exists
@ -190,6 +203,10 @@ void ShaderDiskCacheOpenGL::SaveRaw(const ShaderDiskCacheRaw& entry) {
} }
void ShaderDiskCacheOpenGL::SaveUsage(const ShaderDiskCacheUsage& usage) { void ShaderDiskCacheOpenGL::SaveUsage(const ShaderDiskCacheUsage& usage) {
if (!Settings::values.use_disk_shader_cache) {
return;
}
const auto it = transferable.find(usage.unique_identifier); const auto it = transferable.find(usage.unique_identifier);
if (it == transferable.end()) { if (it == transferable.end()) {
LOG_CRITICAL(Render_OpenGL, "Saving shader usage without storing raw previously"); LOG_CRITICAL(Render_OpenGL, "Saving shader usage without storing raw previously");
@ -208,6 +225,10 @@ void ShaderDiskCacheOpenGL::SaveUsage(const ShaderDiskCacheUsage& usage) {
} }
void ShaderDiskCacheOpenGL::SavePrecompiled(const ShaderDiskCacheUsage& usage, GLuint program) { void ShaderDiskCacheOpenGL::SavePrecompiled(const ShaderDiskCacheUsage& usage, GLuint program) {
if (!Settings::values.use_disk_shader_cache) {
return;
}
FileUtil::IOFile file = AppendPrecompiledFile(); FileUtil::IOFile file = AppendPrecompiledFile();
if (!file.IsOpen()) { if (!file.IsOpen()) {
return; return;

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@ -370,6 +370,8 @@ void Config::ReadValues() {
Settings::values.resolution_factor = qt_config->value("resolution_factor", 1.0).toFloat(); Settings::values.resolution_factor = qt_config->value("resolution_factor", 1.0).toFloat();
Settings::values.use_frame_limit = qt_config->value("use_frame_limit", true).toBool(); Settings::values.use_frame_limit = qt_config->value("use_frame_limit", true).toBool();
Settings::values.frame_limit = qt_config->value("frame_limit", 100).toInt(); Settings::values.frame_limit = qt_config->value("frame_limit", 100).toInt();
Settings::values.use_disk_shader_cache =
qt_config->value("use_disk_shader_cache", false).toBool();
Settings::values.use_accurate_gpu_emulation = Settings::values.use_accurate_gpu_emulation =
qt_config->value("use_accurate_gpu_emulation", false).toBool(); qt_config->value("use_accurate_gpu_emulation", false).toBool();
@ -629,6 +631,7 @@ void Config::SaveValues() {
qt_config->setValue("resolution_factor", (double)Settings::values.resolution_factor); qt_config->setValue("resolution_factor", (double)Settings::values.resolution_factor);
qt_config->setValue("use_frame_limit", Settings::values.use_frame_limit); qt_config->setValue("use_frame_limit", Settings::values.use_frame_limit);
qt_config->setValue("frame_limit", Settings::values.frame_limit); qt_config->setValue("frame_limit", Settings::values.frame_limit);
qt_config->setValue("use_disk_shader_cache", Settings::values.use_disk_shader_cache);
qt_config->setValue("use_accurate_gpu_emulation", Settings::values.use_accurate_gpu_emulation); qt_config->setValue("use_accurate_gpu_emulation", Settings::values.use_accurate_gpu_emulation);
// Cast to double because Qt's written float values are not human-readable // Cast to double because Qt's written float values are not human-readable

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@ -73,6 +73,7 @@ void ConfigureGraphics::setConfiguration() {
static_cast<int>(FromResolutionFactor(Settings::values.resolution_factor))); static_cast<int>(FromResolutionFactor(Settings::values.resolution_factor)));
ui->toggle_frame_limit->setChecked(Settings::values.use_frame_limit); ui->toggle_frame_limit->setChecked(Settings::values.use_frame_limit);
ui->frame_limit->setValue(Settings::values.frame_limit); ui->frame_limit->setValue(Settings::values.frame_limit);
ui->use_disk_shader_cache->setChecked(Settings::values.use_disk_shader_cache);
ui->use_accurate_gpu_emulation->setChecked(Settings::values.use_accurate_gpu_emulation); ui->use_accurate_gpu_emulation->setChecked(Settings::values.use_accurate_gpu_emulation);
UpdateBackgroundColorButton(QColor::fromRgbF(Settings::values.bg_red, Settings::values.bg_green, UpdateBackgroundColorButton(QColor::fromRgbF(Settings::values.bg_red, Settings::values.bg_green,
Settings::values.bg_blue)); Settings::values.bg_blue));
@ -83,6 +84,7 @@ void ConfigureGraphics::applyConfiguration() {
ToResolutionFactor(static_cast<Resolution>(ui->resolution_factor_combobox->currentIndex())); ToResolutionFactor(static_cast<Resolution>(ui->resolution_factor_combobox->currentIndex()));
Settings::values.use_frame_limit = ui->toggle_frame_limit->isChecked(); Settings::values.use_frame_limit = ui->toggle_frame_limit->isChecked();
Settings::values.frame_limit = ui->frame_limit->value(); Settings::values.frame_limit = ui->frame_limit->value();
Settings::values.use_disk_shader_cache = ui->use_disk_shader_cache->isChecked();
Settings::values.use_accurate_gpu_emulation = ui->use_accurate_gpu_emulation->isChecked(); Settings::values.use_accurate_gpu_emulation = ui->use_accurate_gpu_emulation->isChecked();
Settings::values.bg_red = static_cast<float>(bg_color.redF()); Settings::values.bg_red = static_cast<float>(bg_color.redF());
Settings::values.bg_green = static_cast<float>(bg_color.greenF()); Settings::values.bg_green = static_cast<float>(bg_color.greenF());

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@ -49,6 +49,13 @@
</item> </item>
</layout> </layout>
</item> </item>
<item>
<widget class="QCheckBox" name="use_disk_shader_cache">
<property name="text">
<string>Use disk shader cache</string>
</property>
</widget>
</item>
<item> <item>
<widget class="QCheckBox" name="use_accurate_gpu_emulation"> <widget class="QCheckBox" name="use_accurate_gpu_emulation">
<property name="text"> <property name="text">

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@ -350,6 +350,8 @@ void Config::ReadValues() {
Settings::values.use_frame_limit = sdl2_config->GetBoolean("Renderer", "use_frame_limit", true); Settings::values.use_frame_limit = sdl2_config->GetBoolean("Renderer", "use_frame_limit", true);
Settings::values.frame_limit = Settings::values.frame_limit =
static_cast<u16>(sdl2_config->GetInteger("Renderer", "frame_limit", 100)); static_cast<u16>(sdl2_config->GetInteger("Renderer", "frame_limit", 100));
Settings::values.use_disk_shader_cache =
sdl2_config->GetBoolean("Renderer", "use_disk_shader_cache", false);
Settings::values.use_accurate_gpu_emulation = Settings::values.use_accurate_gpu_emulation =
sdl2_config->GetBoolean("Renderer", "use_accurate_gpu_emulation", false); sdl2_config->GetBoolean("Renderer", "use_accurate_gpu_emulation", false);

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@ -110,6 +110,10 @@ use_frame_limit =
# 1 - 9999: Speed limit as a percentage of target game speed. 100 (default) # 1 - 9999: Speed limit as a percentage of target game speed. 100 (default)
frame_limit = frame_limit =
# Whether to use disk based shader cache
# 0 (default): Off, 1 : On
use_disk_shader_cache =
# Whether to use accurate GPU emulation # Whether to use accurate GPU emulation
# 0 (default): Off (fast), 1 : On (slow) # 0 (default): Off (fast), 1 : On (slow)
use_accurate_gpu_emulation = use_accurate_gpu_emulation =