Merge pull request #9972 from Pokechu22/validation-layer

Recompile shaders when 'Enable API Validation Layers' is toggled
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Tilka 2021-07-31 10:16:47 +01:00 committed by GitHub
commit 0470be5884
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5 changed files with 43 additions and 51 deletions

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@ -199,12 +199,12 @@ void AdvancedWidget::AddDescriptions()
"leave this unchecked.</dolphin_emphasis>");
static const char TR_TEXTURE_FORMAT_DESCRIPTION[] =
QT_TR_NOOP("Modifies textures to show the format they're encoded in.<br><br>May require "
"an emulation "
"reset to apply.<br><br><dolphin_emphasis>If unsure, leave this "
"an emulation reset to apply.<br><br><dolphin_emphasis>If unsure, leave this "
"unchecked.</dolphin_emphasis>");
static const char TR_VALIDATION_LAYER_DESCRIPTION[] =
QT_TR_NOOP("Enables validation of API calls made by the video backend, which may assist in "
"debugging graphical issues.<br><br><dolphin_emphasis>If unsure, leave this "
"debugging graphical issues. On D3D backends, this also enables debug symbols "
"for the compiled shaders.<br><br><dolphin_emphasis>If unsure, leave this "
"unchecked.</dolphin_emphasis>");
static const char TR_DUMP_TEXTURE_DESCRIPTION[] =
QT_TR_NOOP("Dumps decoded game textures based on the other flags to "
@ -213,9 +213,8 @@ void AdvancedWidget::AddDescriptions()
static const char TR_DUMP_MIP_TEXTURE_DESCRIPTION[] = QT_TR_NOOP(
"Whether to dump mipmapped game textures to "
"User/Dump/Textures/&lt;game_id&gt;/. This includes arbitrary mipmapped textures if "
"'Arbitrary "
"Mipmap Detection' is enabled in Enhancements.<br><br><dolphin_emphasis>If unsure, leave "
"this checked.</dolphin_emphasis>");
"'Arbitrary Mipmap Detection' is enabled in Enhancements.<br><br>"
"<dolphin_emphasis>If unsure, leave this checked.</dolphin_emphasis>");
static const char TR_DUMP_BASE_TEXTURE_DESCRIPTION[] = QT_TR_NOOP(
"Whether to dump base game textures to "
"User/Dump/Textures/&lt;game_id&gt;/. This includes arbitrary base textures if 'Arbitrary "
@ -224,31 +223,26 @@ void AdvancedWidget::AddDescriptions()
static const char TR_LOAD_CUSTOM_TEXTURE_DESCRIPTION[] =
QT_TR_NOOP("Loads custom textures from User/Load/Textures/&lt;game_id&gt;/ and "
"User/Load/DynamicInputTextures/&lt;game_id&gt;/.<br><br><dolphin_emphasis>If "
"unsure, leave this "
"unchecked.</dolphin_emphasis>");
"unsure, leave this unchecked.</dolphin_emphasis>");
static const char TR_CACHE_CUSTOM_TEXTURE_DESCRIPTION[] = QT_TR_NOOP(
"Caches custom textures to system RAM on startup.<br><br>This can require exponentially "
"more RAM but fixes possible stuttering.<br><br><dolphin_emphasis>If unsure, leave this "
"unchecked.</dolphin_emphasis>");
static const char TR_DUMP_EFB_DESCRIPTION[] =
QT_TR_NOOP("Dumps the contents of EFB copies to User/Dump/Textures/.<br><br "
"/><dolphin_emphasis>If unsure, leave this "
"unchecked.</dolphin_emphasis>");
QT_TR_NOOP("Dumps the contents of EFB copies to User/Dump/Textures/.<br><br>"
"<dolphin_emphasis>If unsure, leave this unchecked.</dolphin_emphasis>");
static const char TR_DUMP_XFB_DESCRIPTION[] =
QT_TR_NOOP("Dumps the contents of XFB copies to User/Dump/Textures/.<br><br "
"/><dolphin_emphasis>If unsure, leave this "
"unchecked.</dolphin_emphasis>");
QT_TR_NOOP("Dumps the contents of XFB copies to User/Dump/Textures/.<br><br>"
"<dolphin_emphasis>If unsure, leave this unchecked.</dolphin_emphasis>");
static const char TR_DISABLE_VRAM_COPIES_DESCRIPTION[] =
QT_TR_NOOP("Disables the VRAM copy of the EFB, forcing a round-trip to RAM. Inhibits all "
"upscaling.<br><br><dolphin_emphasis>If unsure, leave this "
"unchecked.</dolphin_emphasis>");
static const char TR_INTERNAL_RESOLUTION_FRAME_DUMPING_DESCRIPTION[] = QT_TR_NOOP(
"Creates frame dumps and screenshots at the internal resolution of the renderer, rather than "
"the size of the window it is displayed within.<br><br>If the aspect ratio is "
"widescreen, the "
"output image will be scaled horizontally to preserve the vertical resolution.<br><br "
"/><dolphin_emphasis>If "
"unsure, leave this unchecked.</dolphin_emphasis>");
"the size of the window it is displayed within.<br><br>If the aspect ratio is widescreen, "
"the output image will be scaled horizontally to preserve the vertical resolution.<br><br>"
"<dolphin_emphasis>If unsure, leave this unchecked.</dolphin_emphasis>");
#if defined(HAVE_FFMPEG)
static const char TR_USE_FFV1_DESCRIPTION[] =
QT_TR_NOOP("Encodes frame dumps using the FFV1 codec.<br><br><dolphin_emphasis>If "
@ -264,9 +258,8 @@ void AdvancedWidget::AddDescriptions()
static const char TR_BACKEND_MULTITHREADING_DESCRIPTION[] =
QT_TR_NOOP("Enables multithreaded command submission in backends where supported. Enabling "
"this option may result in a performance improvement on systems with more than "
"two CPU cores. Currently, this is limited to the Vulkan backend.<br><br "
"/><dolphin_emphasis>If unsure, "
"leave this checked.</dolphin_emphasis>");
"two CPU cores. Currently, this is limited to the Vulkan backend.<br><br>"
"<dolphin_emphasis>If unsure, leave this checked.</dolphin_emphasis>");
static const char TR_DEFER_EFB_ACCESS_INVALIDATION_DESCRIPTION[] = QT_TR_NOOP(
"Defers invalidation of the EFB access cache until a GPU synchronization command "
"is executed. If disabled, the cache will be invalidated with every draw call. "

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@ -35,7 +35,7 @@ ShaderCache::~ShaderCache()
bool ShaderCache::Initialize()
{
m_api_type = g_ActiveConfig.backend_info.api_type;
m_host_config = ShaderHostConfig::GetCurrent();
m_host_config.bits = ShaderHostConfig::GetCurrent().bits;
if (!CompileSharedPipelines())
return false;

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@ -53,7 +53,7 @@ public:
void InitializeShaderCache();
// Changes the shader host config. Shaders should be reloaded afterwards.
void SetHostConfig(const ShaderHostConfig& host_config) { m_host_config = host_config; }
void SetHostConfig(const ShaderHostConfig& host_config) { m_host_config.bits = host_config.bits; }
// Reloads/recreates all shaders and pipelines.
void Reload();

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@ -38,6 +38,7 @@ ShaderHostConfig ShaderHostConfig::GetCurrent()
bits.backend_shader_framebuffer_fetch = g_ActiveConfig.backend_info.bSupportsFramebufferFetch;
bits.backend_logic_op = g_ActiveConfig.backend_info.bSupportsLogicOp;
bits.backend_palette_conversion = g_ActiveConfig.backend_info.bSupportsPaletteConversion;
bits.enable_validation_layer = g_ActiveConfig.bEnableValidationLayer;
return bits;
}

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@ -11,6 +11,7 @@
#include <fmt/format.h>
#include "Common/BitField.h"
#include "Common/CommonTypes.h"
#include "Common/StringUtil.h"
@ -143,33 +144,30 @@ union ShaderHostConfig
{
u32 bits;
struct
{
u32 msaa : 1;
u32 ssaa : 1;
u32 stereo : 1;
u32 wireframe : 1;
u32 per_pixel_lighting : 1;
u32 vertex_rounding : 1;
u32 fast_depth_calc : 1;
u32 bounding_box : 1;
u32 backend_dual_source_blend : 1;
u32 backend_geometry_shaders : 1;
u32 backend_early_z : 1;
u32 backend_bbox : 1;
u32 backend_gs_instancing : 1;
u32 backend_clip_control : 1;
u32 backend_ssaa : 1;
u32 backend_atomics : 1;
u32 backend_depth_clamp : 1;
u32 backend_reversed_depth_range : 1;
u32 backend_bitfield : 1;
u32 backend_dynamic_sampler_indexing : 1;
u32 backend_shader_framebuffer_fetch : 1;
u32 backend_logic_op : 1;
u32 backend_palette_conversion : 1;
u32 pad : 9;
};
BitField<0, 1, bool, u32> msaa;
BitField<1, 1, bool, u32> ssaa;
BitField<2, 1, bool, u32> stereo;
BitField<3, 1, bool, u32> wireframe;
BitField<4, 1, bool, u32> per_pixel_lighting;
BitField<5, 1, bool, u32> vertex_rounding;
BitField<6, 1, bool, u32> fast_depth_calc;
BitField<7, 1, bool, u32> bounding_box;
BitField<8, 1, bool, u32> backend_dual_source_blend;
BitField<9, 1, bool, u32> backend_geometry_shaders;
BitField<10, 1, bool, u32> backend_early_z;
BitField<11, 1, bool, u32> backend_bbox;
BitField<12, 1, bool, u32> backend_gs_instancing;
BitField<13, 1, bool, u32> backend_clip_control;
BitField<14, 1, bool, u32> backend_ssaa;
BitField<15, 1, bool, u32> backend_atomics;
BitField<16, 1, bool, u32> backend_depth_clamp;
BitField<17, 1, bool, u32> backend_reversed_depth_range;
BitField<18, 1, bool, u32> backend_bitfield;
BitField<19, 1, bool, u32> backend_dynamic_sampler_indexing;
BitField<20, 1, bool, u32> backend_shader_framebuffer_fetch;
BitField<21, 1, bool, u32> backend_logic_op;
BitField<22, 1, bool, u32> backend_palette_conversion;
BitField<23, 1, bool, u32> enable_validation_layer;
static ShaderHostConfig GetCurrent();
};