UI: Replasce accurate GPU option for GPU Accuracy Level
This commit is contained in:
parent
d64290884a
commit
084ceb925a
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@ -92,7 +92,7 @@ void LogSettings() {
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LogSetting("Renderer_UseFrameLimit", Settings::values.use_frame_limit);
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LogSetting("Renderer_UseFrameLimit", Settings::values.use_frame_limit);
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LogSetting("Renderer_FrameLimit", Settings::values.frame_limit);
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LogSetting("Renderer_FrameLimit", Settings::values.frame_limit);
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LogSetting("Renderer_UseDiskShaderCache", Settings::values.use_disk_shader_cache);
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LogSetting("Renderer_UseDiskShaderCache", Settings::values.use_disk_shader_cache);
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LogSetting("Renderer_UseAccurateGpuEmulation", Settings::values.use_accurate_gpu_emulation);
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LogSetting("Renderer_GPUAccuracyLevel", Settings::values.gpu_accuracy);
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LogSetting("Renderer_UseAsynchronousGpuEmulation",
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LogSetting("Renderer_UseAsynchronousGpuEmulation",
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Settings::values.use_asynchronous_gpu_emulation);
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Settings::values.use_asynchronous_gpu_emulation);
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LogSetting("Renderer_UseVsync", Settings::values.use_vsync);
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LogSetting("Renderer_UseVsync", Settings::values.use_vsync);
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@ -376,6 +376,12 @@ enum class RendererBackend {
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Vulkan = 1,
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Vulkan = 1,
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};
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};
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enum class GPUAccuracy : u32 {
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Normal = 0,
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High = 1,
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Extreme = 2,
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};
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struct Values {
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struct Values {
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// System
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// System
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bool use_docked_mode;
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bool use_docked_mode;
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@ -436,7 +442,7 @@ struct Values {
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bool use_frame_limit;
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bool use_frame_limit;
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u16 frame_limit;
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u16 frame_limit;
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bool use_disk_shader_cache;
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bool use_disk_shader_cache;
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bool use_accurate_gpu_emulation;
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GPUAccuracy gpu_accuracy;
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bool use_asynchronous_gpu_emulation;
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bool use_asynchronous_gpu_emulation;
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bool use_vsync;
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bool use_vsync;
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bool force_30fps_mode;
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bool force_30fps_mode;
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@ -480,6 +486,14 @@ struct Values {
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std::map<u64, std::vector<std::string>> disabled_addons;
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std::map<u64, std::vector<std::string>> disabled_addons;
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} extern values;
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} extern values;
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constexpr bool IsGPULevelExtreme() {
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return values.gpu_accuracy == GPUAccuracy::Extreme;
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}
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constexpr bool IsGPULevelHigh() {
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return values.gpu_accuracy == GPUAccuracy::Extreme || values.gpu_accuracy == GPUAccuracy::High;
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}
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void Apply();
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void Apply();
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void LogSettings();
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void LogSettings();
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} // namespace Settings
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} // namespace Settings
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@ -56,6 +56,18 @@ static const char* TranslateRenderer(Settings::RendererBackend backend) {
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return "Unknown";
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return "Unknown";
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}
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}
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static const char* TranslateGPUAccuracyLevel(Settings::GPUAccuracy backend) {
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switch (backend) {
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case Settings::GPUAccuracy::Normal:
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return "Normal";
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case Settings::GPUAccuracy::High:
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return "High";
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case Settings::GPUAccuracy::Extreme:
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return "Extreme";
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}
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return "Unknown";
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}
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u64 GetTelemetryId() {
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u64 GetTelemetryId() {
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u64 telemetry_id{};
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u64 telemetry_id{};
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const std::string filename{FileUtil::GetUserPath(FileUtil::UserPath::ConfigDir) +
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const std::string filename{FileUtil::GetUserPath(FileUtil::UserPath::ConfigDir) +
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@ -184,8 +196,8 @@ void TelemetrySession::AddInitialInfo(Loader::AppLoader& app_loader) {
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AddField(field_type, "Renderer_UseFrameLimit", Settings::values.use_frame_limit);
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AddField(field_type, "Renderer_UseFrameLimit", Settings::values.use_frame_limit);
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AddField(field_type, "Renderer_FrameLimit", Settings::values.frame_limit);
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AddField(field_type, "Renderer_FrameLimit", Settings::values.frame_limit);
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AddField(field_type, "Renderer_UseDiskShaderCache", Settings::values.use_disk_shader_cache);
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AddField(field_type, "Renderer_UseDiskShaderCache", Settings::values.use_disk_shader_cache);
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AddField(field_type, "Renderer_UseAccurateGpuEmulation",
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AddField(field_type, "Renderer_GPUAccuracyLevel",
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Settings::values.use_accurate_gpu_emulation);
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TranslateGPUAccuracyLevel(Settings::values.gpu_accuracy));
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AddField(field_type, "Renderer_UseAsynchronousGpuEmulation",
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AddField(field_type, "Renderer_UseAsynchronousGpuEmulation",
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Settings::values.use_asynchronous_gpu_emulation);
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Settings::values.use_asynchronous_gpu_emulation);
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AddField(field_type, "Renderer_UseVsync", Settings::values.use_vsync);
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AddField(field_type, "Renderer_UseVsync", Settings::values.use_vsync);
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@ -136,7 +136,7 @@ void MaxwellDMA::HandleCopy() {
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write_buffer.resize(dst_size);
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write_buffer.resize(dst_size);
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}
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}
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if (Settings::values.use_accurate_gpu_emulation) {
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if (Settings::IsGPULevelExtreme()) {
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memory_manager.ReadBlock(source, read_buffer.data(), src_size);
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memory_manager.ReadBlock(source, read_buffer.data(), src_size);
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memory_manager.ReadBlock(dest, write_buffer.data(), dst_size);
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memory_manager.ReadBlock(dest, write_buffer.data(), dst_size);
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} else {
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} else {
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@ -661,7 +661,7 @@ void RasterizerOpenGL::InvalidateRegion(VAddr addr, u64 size) {
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}
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}
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void RasterizerOpenGL::FlushAndInvalidateRegion(VAddr addr, u64 size) {
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void RasterizerOpenGL::FlushAndInvalidateRegion(VAddr addr, u64 size) {
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if (Settings::values.use_accurate_gpu_emulation) {
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if (Settings::IsGPULevelExtreme()) {
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FlushRegion(addr, size);
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FlushRegion(addr, size);
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}
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}
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InvalidateRegion(addr, size);
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InvalidateRegion(addr, size);
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@ -417,7 +417,7 @@ private:
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**/
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**/
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RecycleStrategy PickStrategy(std::vector<TSurface>& overlaps, const SurfaceParams& params,
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RecycleStrategy PickStrategy(std::vector<TSurface>& overlaps, const SurfaceParams& params,
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const GPUVAddr gpu_addr, const MatchTopologyResult untopological) {
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const GPUVAddr gpu_addr, const MatchTopologyResult untopological) {
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if (Settings::values.use_accurate_gpu_emulation) {
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if (Settings::IsGPULevelExtreme()) {
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return RecycleStrategy::Flush;
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return RecycleStrategy::Flush;
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}
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}
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// 3D Textures decision
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// 3D Textures decision
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@ -461,7 +461,7 @@ private:
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}
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}
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switch (PickStrategy(overlaps, params, gpu_addr, untopological)) {
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switch (PickStrategy(overlaps, params, gpu_addr, untopological)) {
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case RecycleStrategy::Ignore: {
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case RecycleStrategy::Ignore: {
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return InitializeSurface(gpu_addr, params, Settings::values.use_accurate_gpu_emulation);
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return InitializeSurface(gpu_addr, params, Settings::IsGPULevelExtreme());
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}
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}
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case RecycleStrategy::Flush: {
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case RecycleStrategy::Flush: {
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std::sort(overlaps.begin(), overlaps.end(),
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std::sort(overlaps.begin(), overlaps.end(),
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@ -598,7 +598,7 @@ private:
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if (passed_tests == 0) {
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if (passed_tests == 0) {
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return {};
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return {};
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// In Accurate GPU all tests should pass, else we recycle
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// In Accurate GPU all tests should pass, else we recycle
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} else if (Settings::values.use_accurate_gpu_emulation && passed_tests != overlaps.size()) {
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} else if (Settings::IsGPULevelExtreme() && passed_tests != overlaps.size()) {
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return {};
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return {};
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}
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}
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for (const auto& surface : overlaps) {
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for (const auto& surface : overlaps) {
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@ -668,7 +668,7 @@ private:
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for (const auto& surface : overlaps) {
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for (const auto& surface : overlaps) {
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if (!surface->MatchTarget(params.target)) {
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if (!surface->MatchTarget(params.target)) {
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if (overlaps.size() == 1 && surface->GetCpuAddr() == cpu_addr) {
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if (overlaps.size() == 1 && surface->GetCpuAddr() == cpu_addr) {
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if (Settings::values.use_accurate_gpu_emulation) {
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if (Settings::IsGPULevelExtreme()) {
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return std::nullopt;
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return std::nullopt;
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}
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}
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Unregister(surface);
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Unregister(surface);
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@ -639,8 +639,8 @@ void Config::ReadRendererValues() {
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Settings::values.frame_limit = ReadSetting(QStringLiteral("frame_limit"), 100).toInt();
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Settings::values.frame_limit = ReadSetting(QStringLiteral("frame_limit"), 100).toInt();
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Settings::values.use_disk_shader_cache =
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Settings::values.use_disk_shader_cache =
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ReadSetting(QStringLiteral("use_disk_shader_cache"), true).toBool();
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ReadSetting(QStringLiteral("use_disk_shader_cache"), true).toBool();
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Settings::values.use_accurate_gpu_emulation =
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const int gpu_accuracy_level = ReadSetting(QStringLiteral("gpu_accuracy"), 0).toInt();
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ReadSetting(QStringLiteral("use_accurate_gpu_emulation"), false).toBool();
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Settings::values.gpu_accuracy = static_cast<Settings::GPUAccuracy>(gpu_accuracy_level);
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Settings::values.use_asynchronous_gpu_emulation =
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Settings::values.use_asynchronous_gpu_emulation =
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ReadSetting(QStringLiteral("use_asynchronous_gpu_emulation"), false).toBool();
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ReadSetting(QStringLiteral("use_asynchronous_gpu_emulation"), false).toBool();
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Settings::values.use_vsync = ReadSetting(QStringLiteral("use_vsync"), true).toBool();
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Settings::values.use_vsync = ReadSetting(QStringLiteral("use_vsync"), true).toBool();
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@ -1080,8 +1080,7 @@ void Config::SaveRendererValues() {
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WriteSetting(QStringLiteral("frame_limit"), Settings::values.frame_limit, 100);
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WriteSetting(QStringLiteral("frame_limit"), Settings::values.frame_limit, 100);
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WriteSetting(QStringLiteral("use_disk_shader_cache"), Settings::values.use_disk_shader_cache,
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WriteSetting(QStringLiteral("use_disk_shader_cache"), Settings::values.use_disk_shader_cache,
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true);
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true);
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WriteSetting(QStringLiteral("use_accurate_gpu_emulation"),
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WriteSetting(QStringLiteral("gpu_accuracy"), static_cast<int>(Settings::values.gpu_accuracy), 0);
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Settings::values.use_accurate_gpu_emulation, false);
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WriteSetting(QStringLiteral("use_asynchronous_gpu_emulation"),
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WriteSetting(QStringLiteral("use_asynchronous_gpu_emulation"),
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Settings::values.use_asynchronous_gpu_emulation, false);
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Settings::values.use_asynchronous_gpu_emulation, false);
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WriteSetting(QStringLiteral("use_vsync"), Settings::values.use_vsync, true);
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WriteSetting(QStringLiteral("use_vsync"), Settings::values.use_vsync, true);
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@ -19,7 +19,7 @@ ConfigureGraphicsAdvanced::~ConfigureGraphicsAdvanced() = default;
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void ConfigureGraphicsAdvanced::SetConfiguration() {
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void ConfigureGraphicsAdvanced::SetConfiguration() {
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const bool runtime_lock = !Core::System::GetInstance().IsPoweredOn();
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const bool runtime_lock = !Core::System::GetInstance().IsPoweredOn();
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ui->use_accurate_gpu_emulation->setChecked(Settings::values.use_accurate_gpu_emulation);
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ui->gpu_accuracy->setCurrentIndex(static_cast<int>(Settings::values.gpu_accuracy));
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ui->use_vsync->setEnabled(runtime_lock);
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ui->use_vsync->setEnabled(runtime_lock);
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ui->use_vsync->setChecked(Settings::values.use_vsync);
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ui->use_vsync->setChecked(Settings::values.use_vsync);
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ui->force_30fps_mode->setEnabled(runtime_lock);
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ui->force_30fps_mode->setEnabled(runtime_lock);
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@ -29,7 +29,8 @@ void ConfigureGraphicsAdvanced::SetConfiguration() {
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}
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}
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void ConfigureGraphicsAdvanced::ApplyConfiguration() {
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void ConfigureGraphicsAdvanced::ApplyConfiguration() {
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Settings::values.use_accurate_gpu_emulation = ui->use_accurate_gpu_emulation->isChecked();
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auto gpu_accuracy = static_cast<Settings::GPUAccuracy>(ui->gpu_accuracy->currentIndex());
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Settings::values.gpu_accuracy = gpu_accuracy;
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Settings::values.use_vsync = ui->use_vsync->isChecked();
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Settings::values.use_vsync = ui->use_vsync->isChecked();
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Settings::values.force_30fps_mode = ui->force_30fps_mode->isChecked();
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Settings::values.force_30fps_mode = ui->force_30fps_mode->isChecked();
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Settings::values.max_anisotropy = ui->anisotropic_filtering_combobox->currentIndex();
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Settings::values.max_anisotropy = ui->anisotropic_filtering_combobox->currentIndex();
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@ -23,11 +23,34 @@
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</property>
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</property>
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<layout class="QVBoxLayout" name="verticalLayout_3">
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<layout class="QVBoxLayout" name="verticalLayout_3">
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<item>
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<item>
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<widget class="QCheckBox" name="use_accurate_gpu_emulation">
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<layout class="QHBoxLayout" name="horizontalLayout_2">
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<property name="text">
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<item>
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<string>Use accurate GPU emulation (slow)</string>
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<widget class="QLabel" name="label_gpu_accuracy">
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</property>
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<property name="text">
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</widget>
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<string>Accuracy Level:</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QComboBox" name="gpu_accuracy">
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<item>
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<property name="text">
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<string notr="true">Normal</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string notr="true">High</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string notr="true">Extreme(very slow)</string>
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</property>
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</item>
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</widget>
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</item>
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</layout>
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</item>
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</item>
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<item>
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<item>
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<widget class="QCheckBox" name="use_vsync">
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<widget class="QCheckBox" name="use_vsync">
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@ -388,8 +388,8 @@ void Config::ReadValues() {
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static_cast<u16>(sdl2_config->GetInteger("Renderer", "frame_limit", 100));
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static_cast<u16>(sdl2_config->GetInteger("Renderer", "frame_limit", 100));
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Settings::values.use_disk_shader_cache =
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Settings::values.use_disk_shader_cache =
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sdl2_config->GetBoolean("Renderer", "use_disk_shader_cache", false);
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sdl2_config->GetBoolean("Renderer", "use_disk_shader_cache", false);
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Settings::values.use_accurate_gpu_emulation =
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const int gpu_accuracy_level = sdl2_config->GetInteger("Renderer", "gpu_accuracy", 0);
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sdl2_config->GetBoolean("Renderer", "use_accurate_gpu_emulation", false);
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Settings::values.gpu_accuracy = static_cast<Settings::GPUAccuracy>(gpu_accuracy_level);
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Settings::values.use_asynchronous_gpu_emulation =
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Settings::values.use_asynchronous_gpu_emulation =
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sdl2_config->GetBoolean("Renderer", "use_asynchronous_gpu_emulation", false);
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sdl2_config->GetBoolean("Renderer", "use_asynchronous_gpu_emulation", false);
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Settings::values.use_vsync =
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Settings::values.use_vsync =
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@ -146,9 +146,9 @@ frame_limit =
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# 0 (default): Off, 1 : On
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# 0 (default): Off, 1 : On
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use_disk_shader_cache =
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use_disk_shader_cache =
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# Whether to use accurate GPU emulation
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# Which gpu accuracy level to use
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# 0 (default): Off (fast), 1 : On (slow)
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# 0 (Normal), 1 (High), 2 (Extreme)
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use_accurate_gpu_emulation =
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gpu_accuracy =
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# Whether to use asynchronous GPU emulation
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# Whether to use asynchronous GPU emulation
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# 0 : Off (slow), 1 (default): On (fast)
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# 0 : Off (slow), 1 (default): On (fast)
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@ -126,8 +126,8 @@ void Config::ReadValues() {
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Settings::values.frame_limit = 100;
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Settings::values.frame_limit = 100;
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Settings::values.use_disk_shader_cache =
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Settings::values.use_disk_shader_cache =
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sdl2_config->GetBoolean("Renderer", "use_disk_shader_cache", false);
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sdl2_config->GetBoolean("Renderer", "use_disk_shader_cache", false);
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Settings::values.use_accurate_gpu_emulation =
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const int gpu_accuracy_level = sdl2_config->GetInteger("Renderer", "gpu_accuracy", 0);
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sdl2_config->GetBoolean("Renderer", "use_accurate_gpu_emulation", false);
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Settings::values.gpu_accuracy = static_cast<Settings::GPUAccuracy>(gpu_accuracy_level);
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Settings::values.use_asynchronous_gpu_emulation =
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Settings::values.use_asynchronous_gpu_emulation =
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sdl2_config->GetBoolean("Renderer", "use_asynchronous_gpu_emulation", false);
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sdl2_config->GetBoolean("Renderer", "use_asynchronous_gpu_emulation", false);
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