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yuzu: Add frontend settings for assembly shaders

Add settings for assembly shaders. Currently hidden to avoid users from
accidentally enabled them.
This commit is contained in:
ReinUsesLisp 2020-05-17 21:06:32 -03:00
parent 65010607b7
commit 47a7c4f4fe
8 changed files with 29 additions and 0 deletions

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@ -112,6 +112,7 @@ void LogSettings() {
LogSetting("Renderer_UseAsynchronousGpuEmulation", LogSetting("Renderer_UseAsynchronousGpuEmulation",
Settings::values.use_asynchronous_gpu_emulation); Settings::values.use_asynchronous_gpu_emulation);
LogSetting("Renderer_UseVsync", Settings::values.use_vsync); LogSetting("Renderer_UseVsync", Settings::values.use_vsync);
LogSetting("Renderer_UseAssemblyShaders", Settings::values.use_assembly_shaders);
LogSetting("Renderer_AnisotropicFilteringLevel", Settings::values.max_anisotropy); LogSetting("Renderer_AnisotropicFilteringLevel", Settings::values.max_anisotropy);
LogSetting("Audio_OutputEngine", Settings::values.sink_id); LogSetting("Audio_OutputEngine", Settings::values.sink_id);
LogSetting("Audio_EnableAudioStretching", Settings::values.enable_audio_stretching); LogSetting("Audio_EnableAudioStretching", Settings::values.enable_audio_stretching);

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@ -446,6 +446,7 @@ struct Values {
GPUAccuracy gpu_accuracy; GPUAccuracy gpu_accuracy;
bool use_asynchronous_gpu_emulation; bool use_asynchronous_gpu_emulation;
bool use_vsync; bool use_vsync;
bool use_assembly_shaders;
bool force_30fps_mode; bool force_30fps_mode;
bool use_fast_gpu_time; bool use_fast_gpu_time;

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@ -201,6 +201,7 @@ void TelemetrySession::AddInitialInfo(Loader::AppLoader& app_loader) {
AddField(field_type, "Renderer_UseAsynchronousGpuEmulation", AddField(field_type, "Renderer_UseAsynchronousGpuEmulation",
Settings::values.use_asynchronous_gpu_emulation); Settings::values.use_asynchronous_gpu_emulation);
AddField(field_type, "Renderer_UseVsync", Settings::values.use_vsync); AddField(field_type, "Renderer_UseVsync", Settings::values.use_vsync);
AddField(field_type, "Renderer_UseAssemblyShaders", Settings::values.use_assembly_shaders);
AddField(field_type, "System_UseDockedMode", Settings::values.use_docked_mode); AddField(field_type, "System_UseDockedMode", Settings::values.use_docked_mode);
} }

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@ -643,6 +643,8 @@ void Config::ReadRendererValues() {
Settings::values.use_asynchronous_gpu_emulation = Settings::values.use_asynchronous_gpu_emulation =
ReadSetting(QStringLiteral("use_asynchronous_gpu_emulation"), false).toBool(); ReadSetting(QStringLiteral("use_asynchronous_gpu_emulation"), false).toBool();
Settings::values.use_vsync = ReadSetting(QStringLiteral("use_vsync"), true).toBool(); Settings::values.use_vsync = ReadSetting(QStringLiteral("use_vsync"), true).toBool();
Settings::values.use_assembly_shaders =
ReadSetting(QStringLiteral("use_assembly_shaders"), false).toBool();
Settings::values.use_fast_gpu_time = Settings::values.use_fast_gpu_time =
ReadSetting(QStringLiteral("use_fast_gpu_time"), true).toBool(); ReadSetting(QStringLiteral("use_fast_gpu_time"), true).toBool();
Settings::values.force_30fps_mode = Settings::values.force_30fps_mode =
@ -1090,6 +1092,8 @@ void Config::SaveRendererValues() {
WriteSetting(QStringLiteral("use_asynchronous_gpu_emulation"), WriteSetting(QStringLiteral("use_asynchronous_gpu_emulation"),
Settings::values.use_asynchronous_gpu_emulation, false); Settings::values.use_asynchronous_gpu_emulation, false);
WriteSetting(QStringLiteral("use_vsync"), Settings::values.use_vsync, true); WriteSetting(QStringLiteral("use_vsync"), Settings::values.use_vsync, true);
WriteSetting(QStringLiteral("use_assembly_shaders"), Settings::values.use_assembly_shaders,
false);
WriteSetting(QStringLiteral("use_fast_gpu_time"), Settings::values.use_fast_gpu_time, true); WriteSetting(QStringLiteral("use_fast_gpu_time"), Settings::values.use_fast_gpu_time, true);
WriteSetting(QStringLiteral("force_30fps_mode"), Settings::values.force_30fps_mode, false); WriteSetting(QStringLiteral("force_30fps_mode"), Settings::values.force_30fps_mode, false);

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@ -12,6 +12,9 @@ ConfigureGraphicsAdvanced::ConfigureGraphicsAdvanced(QWidget* parent)
ui->setupUi(this); ui->setupUi(this);
// TODO: Remove this after assembly shaders are fully integrated
ui->use_assembly_shaders->setVisible(false);
SetConfiguration(); SetConfiguration();
} }
@ -22,6 +25,8 @@ void ConfigureGraphicsAdvanced::SetConfiguration() {
ui->gpu_accuracy->setCurrentIndex(static_cast<int>(Settings::values.gpu_accuracy)); ui->gpu_accuracy->setCurrentIndex(static_cast<int>(Settings::values.gpu_accuracy));
ui->use_vsync->setEnabled(runtime_lock); ui->use_vsync->setEnabled(runtime_lock);
ui->use_vsync->setChecked(Settings::values.use_vsync); ui->use_vsync->setChecked(Settings::values.use_vsync);
ui->use_assembly_shaders->setEnabled(runtime_lock);
ui->use_assembly_shaders->setChecked(Settings::values.use_assembly_shaders);
ui->use_fast_gpu_time->setChecked(Settings::values.use_fast_gpu_time); ui->use_fast_gpu_time->setChecked(Settings::values.use_fast_gpu_time);
ui->force_30fps_mode->setEnabled(runtime_lock); ui->force_30fps_mode->setEnabled(runtime_lock);
ui->force_30fps_mode->setChecked(Settings::values.force_30fps_mode); ui->force_30fps_mode->setChecked(Settings::values.force_30fps_mode);
@ -33,6 +38,7 @@ void ConfigureGraphicsAdvanced::ApplyConfiguration() {
auto gpu_accuracy = static_cast<Settings::GPUAccuracy>(ui->gpu_accuracy->currentIndex()); auto gpu_accuracy = static_cast<Settings::GPUAccuracy>(ui->gpu_accuracy->currentIndex());
Settings::values.gpu_accuracy = gpu_accuracy; Settings::values.gpu_accuracy = gpu_accuracy;
Settings::values.use_vsync = ui->use_vsync->isChecked(); Settings::values.use_vsync = ui->use_vsync->isChecked();
Settings::values.use_assembly_shaders = ui->use_assembly_shaders->isChecked();
Settings::values.use_fast_gpu_time = ui->use_fast_gpu_time->isChecked(); Settings::values.use_fast_gpu_time = ui->use_fast_gpu_time->isChecked();
Settings::values.force_30fps_mode = ui->force_30fps_mode->isChecked(); Settings::values.force_30fps_mode = ui->force_30fps_mode->isChecked();
Settings::values.max_anisotropy = ui->anisotropic_filtering_combobox->currentIndex(); Settings::values.max_anisotropy = ui->anisotropic_filtering_combobox->currentIndex();

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@ -62,6 +62,16 @@
</property> </property>
</widget> </widget>
</item> </item>
<item>
<widget class="QCheckBox" name="use_assembly_shaders">
<property name="toolTip">
<string>Enabling this reduces shader stutter. Enables OpenGL assembly shaders on supported Nvidia devices (NV_gpu_program5 is required). This feature is experimental.</string>
</property>
<property name="text">
<string>Use assembly shaders (experimental, Nvidia OpenGL only)</string>
</property>
</widget>
</item>
<item> <item>
<widget class="QCheckBox" name="force_30fps_mode"> <widget class="QCheckBox" name="force_30fps_mode">
<property name="text"> <property name="text">

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@ -397,6 +397,8 @@ void Config::ReadValues() {
sdl2_config->GetBoolean("Renderer", "use_asynchronous_gpu_emulation", false); sdl2_config->GetBoolean("Renderer", "use_asynchronous_gpu_emulation", false);
Settings::values.use_vsync = Settings::values.use_vsync =
static_cast<u16>(sdl2_config->GetInteger("Renderer", "use_vsync", 1)); static_cast<u16>(sdl2_config->GetInteger("Renderer", "use_vsync", 1));
Settings::values.use_assembly_shaders =
sdl2_config->GetBoolean("Renderer", "use_assembly_shaders", false);
Settings::values.use_fast_gpu_time = Settings::values.use_fast_gpu_time =
sdl2_config->GetBoolean("Renderer", "use_fast_gpu_time", true); sdl2_config->GetBoolean("Renderer", "use_fast_gpu_time", true);

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@ -134,6 +134,10 @@ max_anisotropy =
# 0 (default): Off, 1: On # 0 (default): Off, 1: On
use_vsync = use_vsync =
# Whether to use OpenGL assembly shaders or not. NV_gpu_program5 is required.
# 0 (default): Off, 1: On
use_assembly_shaders =
# Turns on the frame limiter, which will limit frames output to the target game speed # Turns on the frame limiter, which will limit frames output to the target game speed
# 0: Off, 1: On (default) # 0: Off, 1: On (default)
use_frame_limit = use_frame_limit =