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

@ -566,13 +566,25 @@ void VertexManagerBase::UpdatePipelineObject()
m_current_pipeline_object = nullptr;
m_pipeline_config_changed = false;
if (g_ActiveConfig.iUberShaderMode == UberShaderMode::Disabled)
switch (g_ActiveConfig.iShaderCompilationMode)
{
case ShaderCompilationMode::Synchronous:
{
// Ubershaders disabled? Block and compile the specialized shader.
m_current_pipeline_object = g_shader_cache->GetPipelineForUid(m_current_pipeline_config);
return;
}
else if (g_ActiveConfig.iUberShaderMode == UberShaderMode::Hybrid)
break;
case ShaderCompilationMode::SynchronousUberShaders:
{
// Exclusive ubershader mode, always use ubershaders.
m_current_pipeline_object =
g_shader_cache->GetUberPipelineForUid(m_current_uber_pipeline_config);
}
break;
case ShaderCompilationMode::AsynchronousUberShaders:
case ShaderCompilationMode::AsynchronousSkipRendering:
{
// Can we background compile shaders? If so, get the pipeline asynchronously.
auto res = g_shader_cache->GetPipelineForUidAsync(m_current_pipeline_config);
@ -582,8 +594,20 @@ void VertexManagerBase::UpdatePipelineObject()
m_current_pipeline_object = *res;
return;
}
}
// Exclusive ubershader mode, or hybrid and shaders are still compiling.
m_current_pipeline_object = g_shader_cache->GetUberPipelineForUid(m_current_uber_pipeline_config);
if (g_ActiveConfig.iShaderCompilationMode == ShaderCompilationMode::AsynchronousUberShaders)
{
// Specialized shaders not ready, use the ubershaders.
m_current_pipeline_object =
g_shader_cache->GetUberPipelineForUid(m_current_uber_pipeline_config);
}
else
{
// Ensure we try again next draw. Otherwise, if no registers change between frames, the
// object will never be drawn, even when the shader is ready.
m_pipeline_config_changed = true;
}
}
break;
}
}