Implement "Skip" ubershader mode

Skip ubershader mode works the same as hybrid ubershaders in that the
shaders are compiled asynchronously. However, instead of using the
ubershader to draw the object, it skips it entirely until the
specialized shader is made available.

This mode will likely result in broken effects where a game creates an
EFB copy, and does not redraw it every frame. Therefore, it is not a
recommended option, however, it may result in better performance on
low-end systems.
This commit is contained in:
Stenzek
2018-03-16 23:10:22 +10:00
parent 5c83e18fbd
commit 2f1a7cbee1
22 changed files with 292 additions and 127 deletions

View File

@ -259,10 +259,14 @@ public final class SettingsFragmentPresenter
{
IntSetting videoBackend = new IntSetting(SettingsFile.KEY_VIDEO_BACKEND_INDEX, SettingsFile.SECTION_CORE, SettingsFile.SETTINGS_DOLPHIN, getVideoBackendValue());
Setting showFps = null;
Setting shaderCompilationMode = null;
Setting waitForShaders = null;
if (!mSettings.get(SettingsFile.SETTINGS_GFX).isEmpty())
{
showFps = mSettings.get(SettingsFile.SETTINGS_GFX).get(SettingsFile.SECTION_GFX_SETTINGS).getSetting(SettingsFile.KEY_SHOW_FPS);
shaderCompilationMode = mSettings.get(SettingsFile.SETTINGS_GFX).get(SettingsFile.SECTION_GFX_SETTINGS).getSetting(SettingsFile.KEY_SHADER_COMPILATION_MODE);
waitForShaders = mSettings.get(SettingsFile.SETTINGS_GFX).get(SettingsFile.SECTION_GFX_SETTINGS).getSetting(SettingsFile.KEY_WAIT_FOR_SHADERS);
}
else
{
@ -276,6 +280,8 @@ public final class SettingsFragmentPresenter
sl.add(new SingleChoiceSetting(SettingsFile.KEY_VIDEO_BACKEND_INDEX, SettingsFile.SECTION_CORE, SettingsFile.SETTINGS_DOLPHIN, R.string.video_backend, R.string.video_backend_descrip, R.array.videoBackendEntries, R.array.videoBackendValues, 0, videoBackend));
sl.add(new CheckBoxSetting(SettingsFile.KEY_SHOW_FPS, SettingsFile.SECTION_GFX_SETTINGS, SettingsFile.SETTINGS_GFX, R.string.show_fps, 0, false, showFps));
sl.add(new SingleChoiceSetting(SettingsFile.KEY_SHADER_COMPILATION_MODE, SettingsFile.SECTION_GFX_SETTINGS, SettingsFile.SETTINGS_GFX, R.string.shader_compilation_mode, R.string.shader_compilation_mode_descrip, R.array.shaderCompilationModeEntries, R.array.shaderCompilationModeValues, 0, shaderCompilationMode));
sl.add(new CheckBoxSetting(SettingsFile.KEY_WAIT_FOR_SHADERS, SettingsFile.SECTION_GFX_SETTINGS, SettingsFile.SETTINGS_GFX, R.string.wait_for_shaders, 0, false, waitForShaders));
sl.add(new SubmenuSetting(null, null, R.string.enhancements, 0, SettingsFile.SECTION_GFX_ENHANCEMENTS));
sl.add(new SubmenuSetting(null, null, R.string.hacks, 0, SettingsFile.SECTION_GFX_HACKS));
@ -290,7 +296,8 @@ public final class SettingsFragmentPresenter
Setting perPixel = mSettings.get(SettingsFile.SETTINGS_GFX).get(SettingsFile.SECTION_GFX_SETTINGS).getSetting(SettingsFile.KEY_PER_PIXEL);
Setting forceFilter = mSettings.get(SettingsFile.SETTINGS_GFX).get(SettingsFile.SECTION_GFX_ENHANCEMENTS).getSetting(SettingsFile.KEY_FORCE_FILTERING);
Setting disableFog = mSettings.get(SettingsFile.SETTINGS_GFX).get(SettingsFile.SECTION_GFX_SETTINGS).getSetting(SettingsFile.KEY_DISABLE_FOG);
Setting uberShaderMode = mSettings.get(SettingsFile.SETTINGS_GFX).get(SettingsFile.SECTION_GFX_SETTINGS).getSetting(SettingsFile.KEY_UBERSHADER_MODE);
Setting shaderCompilationMode = mSettings.get(SettingsFile.SETTINGS_GFX).get(SettingsFile.SECTION_GFX_SETTINGS).getSetting(SettingsFile.KEY_SHADER_COMPILATION_MODE);
Setting waitForShaders = mSettings.get(SettingsFile.SETTINGS_GFX).get(SettingsFile.SECTION_GFX_SETTINGS).getSetting(SettingsFile.KEY_WAIT_FOR_SHADERS);
sl.add(new SingleChoiceSetting(SettingsFile.KEY_INTERNAL_RES, SettingsFile.SECTION_GFX_SETTINGS, SettingsFile.SETTINGS_GFX, R.string.internal_resolution, R.string.internal_resolution_descrip, R.array.internalResolutionEntries, R.array.internalResolutionValues, 0, resolution));
sl.add(new SingleChoiceSetting(SettingsFile.KEY_FSAA, SettingsFile.SECTION_GFX_SETTINGS, SettingsFile.SETTINGS_GFX, R.string.FSAA, R.string.FSAA_descrip, R.array.FSAAEntries, R.array.FSAAValues, 0, fsaa));
@ -304,7 +311,6 @@ public final class SettingsFragmentPresenter
sl.add(new CheckBoxSetting(SettingsFile.KEY_PER_PIXEL, SettingsFile.SECTION_GFX_SETTINGS, SettingsFile.SETTINGS_GFX, R.string.per_pixel_lighting, R.string.per_pixel_lighting_descrip, false, perPixel));
sl.add(new CheckBoxSetting(SettingsFile.KEY_FORCE_FILTERING, SettingsFile.SECTION_GFX_ENHANCEMENTS, SettingsFile.SETTINGS_GFX, R.string.force_texture_filtering, R.string.force_texture_filtering_descrip, false, forceFilter));
sl.add(new CheckBoxSetting(SettingsFile.KEY_DISABLE_FOG, SettingsFile.SECTION_GFX_SETTINGS, SettingsFile.SETTINGS_GFX, R.string.disable_fog, R.string.disable_fog_descrip, false, disableFog));
sl.add(new SingleChoiceSetting(SettingsFile.KEY_UBERSHADER_MODE, SettingsFile.SECTION_GFX_SETTINGS, SettingsFile.SETTINGS_GFX, R.string.ubershader_mode, R.string.ubershader_mode_descrip, R.array.uberShaderModeEntries, R.array.uberShaderModeValues, 0, uberShaderMode));
/*
Check if we support stereo

View File

@ -107,7 +107,8 @@ public final class SettingsFile
public static final String KEY_IMMEDIATE_XFB = "ImmediateXFBEnable";
public static final String KEY_FAST_DEPTH = "FastDepthCalc";
public static final String KEY_ASPECT_RATIO = "AspectRatio";
public static final String KEY_UBERSHADER_MODE = "UberShaderMode";
public static final String KEY_SHADER_COMPILATION_MODE = "ShaderCompilationMode";
public static final String KEY_WAIT_FOR_SHADERS = "WaitForShadersBeforeStarting";
public static final String KEY_GCPAD_TYPE = "SIDevice";

View File

@ -92,15 +92,17 @@
</integer-array>
<!-- Ubershader Mode Preference -->
<string-array name="uberShaderModeEntries" translatable="false">
<item>Disabled</item>
<item>Hybrid</item>
<item>Exclusive</item>
<string-array name="shaderCompilationModeEntries" translatable="false">
<item>Synchronous</item>
<item>Synchronous (Ubershaders)</item>
<item>Asynchronous (Ubershaders)</item>
<item>Asynchronous (Skip Drawing)</item>
</string-array>
<integer-array name="uberShaderModeValues" translatable="false">
<integer-array name="shaderCompilationModeValues" translatable="false">
<item>0</item>
<item>1</item>
<item>2</item>
<item>3</item>
</integer-array>
<!-- Internal Resolution Preference -->

View File

@ -184,8 +184,9 @@
<string name="fast_depth_calculation_descrip">Uses a less accurate algorithm to calculate depth values.</string>
<string name="aspect_ratio">Aspect Ratio</string>
<string name="aspect_ratio_descrip">Select what aspect ratio to use when rendering</string>
<string name="ubershader_mode">Ubershader Mode</string>
<string name="ubershader_mode_descrip">Specifies when to use Ubershaders. Disabled - Never, Hybrid - Use ubershaders while compiling specialized shaders. Exclusive - Use only ubershaders, largest performance impact.</string>
<string name="shader_compilation_mode">Shader Compilation Mode</string>
<string name="shader_compilation_mode_descrip">Specifies when to use Ubershaders. Disabled - Never, Hybrid - Use ubershaders while compiling specialized shaders. Exclusive - Use only ubershaders, largest performance impact. Skip Drawing - Do not draw objects while shaders are compiling, will cause broken effects.</string>
<string name="wait_for_shaders">Compile Shaders Before Starting</string>
<!-- Miscellaneous -->
<string name="yes">Yes</string>