Merge pull request #9849 from ameerj/async-astc
texture_cache: Add asynchronous ASTC texture decoding
This commit is contained in:
commit
26c1edf2f0
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@ -23,6 +23,7 @@ public:
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buffer{Common::make_unique_for_overwrite<T[]>(initial_capacity)} {}
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~ScratchBuffer() = default;
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ScratchBuffer(ScratchBuffer&&) = default;
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/// This will only grow the buffer's capacity if size is greater than the current capacity.
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/// The previously held data will remain intact.
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@ -59,6 +59,7 @@ void LogSettings() {
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values.use_asynchronous_gpu_emulation.GetValue());
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log_setting("Renderer_NvdecEmulation", values.nvdec_emulation.GetValue());
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log_setting("Renderer_AccelerateASTC", values.accelerate_astc.GetValue());
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log_setting("Renderer_AsyncASTC", values.async_astc.GetValue());
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log_setting("Renderer_UseVsync", values.use_vsync.GetValue());
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log_setting("Renderer_ShaderBackend", values.shader_backend.GetValue());
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log_setting("Renderer_UseAsynchronousShaders", values.use_asynchronous_shaders.GetValue());
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@ -219,6 +220,7 @@ void RestoreGlobalState(bool is_powered_on) {
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values.use_asynchronous_gpu_emulation.SetGlobal(true);
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values.nvdec_emulation.SetGlobal(true);
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values.accelerate_astc.SetGlobal(true);
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values.async_astc.SetGlobal(true);
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values.use_vsync.SetGlobal(true);
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values.shader_backend.SetGlobal(true);
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values.use_asynchronous_shaders.SetGlobal(true);
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@ -453,6 +453,7 @@ struct Values {
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SwitchableSetting<bool> use_asynchronous_gpu_emulation{true, "use_asynchronous_gpu_emulation"};
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SwitchableSetting<NvdecEmulation> nvdec_emulation{NvdecEmulation::GPU, "nvdec_emulation"};
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SwitchableSetting<bool> accelerate_astc{true, "accelerate_astc"};
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SwitchableSetting<bool> async_astc{false, "async_astc"};
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SwitchableSetting<bool> use_vsync{true, "use_vsync"};
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SwitchableSetting<ShaderBackend, true> shader_backend{ShaderBackend::GLSL, ShaderBackend::GLSL,
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ShaderBackend::SPIRV, "shader_backend"};
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@ -228,8 +228,9 @@ void ApplySwizzle(GLuint handle, PixelFormat format, std::array<SwizzleSource, 4
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[[nodiscard]] bool CanBeAccelerated(const TextureCacheRuntime& runtime,
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const VideoCommon::ImageInfo& info) {
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if (IsPixelFormatASTC(info.format)) {
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return !runtime.HasNativeASTC() && Settings::values.accelerate_astc.GetValue();
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if (IsPixelFormatASTC(info.format) && !runtime.HasNativeASTC()) {
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return Settings::values.accelerate_astc.GetValue() &&
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!Settings::values.async_astc.GetValue();
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}
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// Disable other accelerated uploads for now as they don't implement swizzled uploads
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return false;
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@ -258,6 +259,14 @@ void ApplySwizzle(GLuint handle, PixelFormat format, std::array<SwizzleSource, 4
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return format_info.compatibility_class == store_class;
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}
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[[nodiscard]] bool CanBeDecodedAsync(const TextureCacheRuntime& runtime,
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const VideoCommon::ImageInfo& info) {
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if (IsPixelFormatASTC(info.format) && !runtime.HasNativeASTC()) {
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return Settings::values.async_astc.GetValue();
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}
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return false;
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}
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[[nodiscard]] CopyOrigin MakeCopyOrigin(VideoCommon::Offset3D offset,
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VideoCommon::SubresourceLayers subresource, GLenum target) {
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switch (target) {
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@ -721,7 +730,9 @@ std::optional<size_t> TextureCacheRuntime::StagingBuffers::FindBuffer(size_t req
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Image::Image(TextureCacheRuntime& runtime_, const VideoCommon::ImageInfo& info_, GPUVAddr gpu_addr_,
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VAddr cpu_addr_)
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: VideoCommon::ImageBase(info_, gpu_addr_, cpu_addr_), runtime{&runtime_} {
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if (CanBeAccelerated(*runtime, info)) {
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if (CanBeDecodedAsync(*runtime, info)) {
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flags |= ImageFlagBits::AsynchronousDecode;
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} else if (CanBeAccelerated(*runtime, info)) {
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flags |= ImageFlagBits::AcceleratedUpload;
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}
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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
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commit(runtime_.memory_allocator.Commit(original_image, MemoryUsage::DeviceLocal)),
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aspect_mask(ImageAspectMask(info.format)) {
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if (IsPixelFormatASTC(info.format) && !runtime->device.IsOptimalAstcSupported()) {
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if (Settings::values.accelerate_astc.GetValue()) {
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if (Settings::values.async_astc.GetValue()) {
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flags |= VideoCommon::ImageFlagBits::AsynchronousDecode;
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} else if (Settings::values.accelerate_astc.GetValue()) {
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flags |= VideoCommon::ImageFlagBits::AcceleratedUpload;
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} else {
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flags |= VideoCommon::ImageFlagBits::Converted;
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}
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flags |= VideoCommon::ImageFlagBits::Converted;
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flags |= VideoCommon::ImageFlagBits::CostlyLoad;
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}
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if (runtime->device.HasDebuggingToolAttached()) {
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@ -38,6 +38,9 @@ enum class ImageFlagBits : u32 {
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Rescaled = 1 << 13,
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CheckingRescalable = 1 << 14,
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IsRescalable = 1 << 15,
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AsynchronousDecode = 1 << 16,
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IsDecoding = 1 << 17, ///< Is currently being decoded asynchornously.
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};
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DECLARE_ENUM_FLAG_OPERATORS(ImageFlagBits)
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@ -85,6 +85,11 @@ void TextureCache<P>::RunGarbageCollector() {
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}
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--num_iterations;
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auto& image = slot_images[image_id];
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if (True(image.flags & ImageFlagBits::IsDecoding)) {
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// This image is still being decoded, deleting it will invalidate the slot
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// used by the async decoder thread.
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return false;
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}
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const bool must_download =
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image.IsSafeDownload() && False(image.flags & ImageFlagBits::BadOverlap);
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if (!high_priority_mode &&
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@ -133,6 +138,8 @@ void TextureCache<P>::TickFrame() {
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sentenced_images.Tick();
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sentenced_framebuffers.Tick();
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sentenced_image_view.Tick();
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TickAsyncDecode();
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runtime.TickFrame();
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critical_gc = 0;
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++frame_tick;
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@ -777,6 +784,10 @@ void TextureCache<P>::RefreshContents(Image& image, ImageId image_id) {
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LOG_WARNING(HW_GPU, "MSAA image uploads are not implemented");
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return;
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}
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if (True(image.flags & ImageFlagBits::AsynchronousDecode)) {
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QueueAsyncDecode(image, image_id);
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return;
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}
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auto staging = runtime.UploadStagingBuffer(MapSizeBytes(image));
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UploadImageContents(image, staging);
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runtime.InsertUploadMemoryBarrier();
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@ -989,6 +1000,65 @@ u64 TextureCache<P>::GetScaledImageSizeBytes(const ImageBase& image) {
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return fitted_size;
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}
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template <class P>
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void TextureCache<P>::QueueAsyncDecode(Image& image, ImageId image_id) {
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UNIMPLEMENTED_IF(False(image.flags & ImageFlagBits::Converted));
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LOG_INFO(HW_GPU, "Queuing async texture decode");
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image.flags |= ImageFlagBits::IsDecoding;
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auto decode = std::make_unique<AsyncDecodeContext>();
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auto* decode_ptr = decode.get();
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decode->image_id = image_id;
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async_decodes.push_back(std::move(decode));
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Common::ScratchBuffer<u8> local_unswizzle_data_buffer(image.unswizzled_size_bytes);
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const size_t guest_size_bytes = image.guest_size_bytes;
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swizzle_data_buffer.resize_destructive(guest_size_bytes);
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gpu_memory->ReadBlockUnsafe(image.gpu_addr, swizzle_data_buffer.data(), guest_size_bytes);
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auto copies = UnswizzleImage(*gpu_memory, image.gpu_addr, image.info, swizzle_data_buffer,
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local_unswizzle_data_buffer);
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const size_t out_size = MapSizeBytes(image);
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auto func = [out_size, copies, info = image.info,
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input = std::move(local_unswizzle_data_buffer),
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async_decode = decode_ptr]() mutable {
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async_decode->decoded_data.resize_destructive(out_size);
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std::span copies_span{copies.data(), copies.size()};
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ConvertImage(input, info, async_decode->decoded_data, copies_span);
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// TODO: Do we need this lock?
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std::unique_lock lock{async_decode->mutex};
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async_decode->copies = std::move(copies);
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async_decode->complete = true;
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};
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texture_decode_worker.QueueWork(std::move(func));
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}
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template <class P>
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void TextureCache<P>::TickAsyncDecode() {
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bool has_uploads{};
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auto i = async_decodes.begin();
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while (i != async_decodes.end()) {
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auto* async_decode = i->get();
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std::unique_lock lock{async_decode->mutex};
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if (!async_decode->complete) {
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++i;
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continue;
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}
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Image& image = slot_images[async_decode->image_id];
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auto staging = runtime.UploadStagingBuffer(MapSizeBytes(image));
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std::memcpy(staging.mapped_span.data(), async_decode->decoded_data.data(),
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async_decode->decoded_data.size());
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image.UploadMemory(staging, async_decode->copies);
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image.flags &= ~ImageFlagBits::IsDecoding;
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has_uploads = true;
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i = async_decodes.erase(i);
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}
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if (has_uploads) {
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runtime.InsertUploadMemoryBarrier();
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}
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}
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template <class P>
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bool TextureCache<P>::ScaleUp(Image& image) {
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const bool has_copy = image.HasScaled();
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@ -3,6 +3,7 @@
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#pragma once
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#include <atomic>
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#include <deque>
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#include <limits>
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#include <mutex>
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@ -18,6 +19,7 @@
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#include "common/lru_cache.h"
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#include "common/polyfill_ranges.h"
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#include "common/scratch_buffer.h"
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#include "common/thread_worker.h"
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#include "video_core/compatible_formats.h"
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#include "video_core/control/channel_state_cache.h"
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#include "video_core/delayed_destruction_ring.h"
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@ -54,6 +56,14 @@ struct ImageViewInOut {
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ImageViewId id{};
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};
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struct AsyncDecodeContext {
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ImageId image_id;
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Common::ScratchBuffer<u8> decoded_data;
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std::vector<BufferImageCopy> copies;
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std::mutex mutex;
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std::atomic_bool complete;
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};
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using TextureCacheGPUMap = std::unordered_map<u64, std::vector<ImageId>, Common::IdentityHash<u64>>;
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class TextureCacheChannelInfo : public ChannelInfo {
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@ -377,6 +387,9 @@ private:
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bool ScaleDown(Image& image);
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u64 GetScaledImageSizeBytes(const ImageBase& image);
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void QueueAsyncDecode(Image& image, ImageId image_id);
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void TickAsyncDecode();
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Runtime& runtime;
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VideoCore::RasterizerInterface& rasterizer;
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@ -430,6 +443,9 @@ private:
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u64 modification_tick = 0;
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u64 frame_tick = 0;
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Common::ThreadWorker texture_decode_worker{1, "TextureDecoder"};
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std::vector<std::unique_ptr<AsyncDecodeContext>> async_decodes;
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};
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} // namespace VideoCommon
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@ -1656,7 +1656,7 @@ void Decompress(std::span<const uint8_t> data, uint32_t width, uint32_t height,
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const u32 rows = Common::DivideUp(height, block_height);
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const u32 cols = Common::DivideUp(width, block_width);
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Common::ThreadWorker workers{std::max(std::thread::hardware_concurrency(), 2U) / 2,
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static Common::ThreadWorker workers{std::max(std::thread::hardware_concurrency(), 2U) / 2,
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"ASTCDecompress"};
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for (u32 z = 0; z < depth; ++z) {
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@ -702,6 +702,7 @@ void Config::ReadRendererValues() {
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ReadGlobalSetting(Settings::values.use_asynchronous_gpu_emulation);
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ReadGlobalSetting(Settings::values.nvdec_emulation);
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ReadGlobalSetting(Settings::values.accelerate_astc);
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ReadGlobalSetting(Settings::values.async_astc);
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ReadGlobalSetting(Settings::values.use_vsync);
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ReadGlobalSetting(Settings::values.shader_backend);
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ReadGlobalSetting(Settings::values.use_asynchronous_shaders);
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@ -1343,6 +1344,7 @@ void Config::SaveRendererValues() {
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static_cast<u32>(Settings::values.nvdec_emulation.GetDefault()),
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Settings::values.nvdec_emulation.UsingGlobal());
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WriteGlobalSetting(Settings::values.accelerate_astc);
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WriteGlobalSetting(Settings::values.async_astc);
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WriteGlobalSetting(Settings::values.use_vsync);
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WriteSetting(QString::fromStdString(Settings::values.shader_backend.GetLabel()),
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static_cast<u32>(Settings::values.shader_backend.GetValue(global)),
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@ -23,11 +23,13 @@ void ConfigureGraphicsAdvanced::SetConfiguration() {
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const bool runtime_lock = !system.IsPoweredOn();
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ui->use_vsync->setEnabled(runtime_lock);
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ui->renderer_force_max_clock->setEnabled(runtime_lock);
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ui->async_astc->setEnabled(runtime_lock);
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ui->use_asynchronous_shaders->setEnabled(runtime_lock);
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ui->anisotropic_filtering_combobox->setEnabled(runtime_lock);
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ui->renderer_force_max_clock->setChecked(Settings::values.renderer_force_max_clock.GetValue());
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ui->use_vsync->setChecked(Settings::values.use_vsync.GetValue());
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ui->async_astc->setChecked(Settings::values.async_astc.GetValue());
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ui->use_asynchronous_shaders->setChecked(Settings::values.use_asynchronous_shaders.GetValue());
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ui->use_fast_gpu_time->setChecked(Settings::values.use_fast_gpu_time.GetValue());
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ui->use_pessimistic_flushes->setChecked(Settings::values.use_pessimistic_flushes.GetValue());
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@ -58,6 +60,8 @@ void ConfigureGraphicsAdvanced::ApplyConfiguration() {
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy,
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ui->anisotropic_filtering_combobox);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync, use_vsync);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.async_astc, ui->async_astc,
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async_astc);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders,
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ui->use_asynchronous_shaders,
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use_asynchronous_shaders);
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@ -89,6 +93,7 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
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ui->renderer_force_max_clock->setEnabled(
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Settings::values.renderer_force_max_clock.UsingGlobal());
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ui->use_vsync->setEnabled(Settings::values.use_vsync.UsingGlobal());
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ui->async_astc->setEnabled(Settings::values.async_astc.UsingGlobal());
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ui->use_asynchronous_shaders->setEnabled(
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Settings::values.use_asynchronous_shaders.UsingGlobal());
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ui->use_fast_gpu_time->setEnabled(Settings::values.use_fast_gpu_time.UsingGlobal());
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@ -106,6 +111,8 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
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Settings::values.renderer_force_max_clock,
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renderer_force_max_clock);
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ConfigurationShared::SetColoredTristate(ui->use_vsync, Settings::values.use_vsync, use_vsync);
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ConfigurationShared::SetColoredTristate(ui->async_astc, Settings::values.async_astc,
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async_astc);
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ConfigurationShared::SetColoredTristate(ui->use_asynchronous_shaders,
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Settings::values.use_asynchronous_shaders,
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use_asynchronous_shaders);
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@ -38,6 +38,7 @@ private:
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ConfigurationShared::CheckState renderer_force_max_clock;
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ConfigurationShared::CheckState use_vsync;
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ConfigurationShared::CheckState async_astc;
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ConfigurationShared::CheckState use_asynchronous_shaders;
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ConfigurationShared::CheckState use_fast_gpu_time;
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ConfigurationShared::CheckState use_pessimistic_flushes;
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@ -89,6 +89,16 @@
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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="QCheckBox" name="async_astc">
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<property name="toolTip">
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<string>Enables asynchronous ASTC texture decoding, which may reduce load time stutter. This feature is experimental.</string>
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</property>
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<property name="text">
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<string>Decode ASTC textures asynchronously (Hack)</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="QCheckBox" name="use_asynchronous_shaders">
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<property name="toolTip">
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@ -324,6 +324,7 @@ void Config::ReadValues() {
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ReadSetting("Renderer", Settings::values.use_asynchronous_shaders);
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ReadSetting("Renderer", Settings::values.nvdec_emulation);
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ReadSetting("Renderer", Settings::values.accelerate_astc);
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ReadSetting("Renderer", Settings::values.async_astc);
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ReadSetting("Renderer", Settings::values.use_fast_gpu_time);
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ReadSetting("Renderer", Settings::values.use_pessimistic_flushes);
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ReadSetting("Renderer", Settings::values.use_vulkan_driver_pipeline_cache);
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@ -342,6 +342,10 @@ nvdec_emulation =
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# 0: Off, 1 (default): On
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accelerate_astc =
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# Decode ASTC textures asynchronously.
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# 0 (default): Off, 1: On
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async_astc =
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# Turns on the speed limiter, which will limit the emulation speed to the desired speed limit value
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# 0: Off, 1: On (default)
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use_speed_limit =
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