ShaderCache: Use imgui for shader compilation dialog

This commit is contained in:
Stenzek 2018-11-28 23:36:39 +10:00
parent e4b205c769
commit 78588ce79d
2 changed files with 23 additions and 5 deletions

View File

@ -77,7 +77,7 @@ void AsyncShaderCompiler::WaitUntilCompletion(
// Wait a second before opening a progress dialog. // Wait a second before opening a progress dialog.
// This way, if the operation completes quickly, we don't annoy the user. // This way, if the operation completes quickly, we don't annoy the user.
constexpr u32 CHECK_INTERVAL_MS = 50; constexpr u32 CHECK_INTERVAL_MS = 1000 / 30;
constexpr auto CHECK_INTERVAL = std::chrono::milliseconds(CHECK_INTERVAL_MS); constexpr auto CHECK_INTERVAL = std::chrono::milliseconds(CHECK_INTERVAL_MS);
for (u32 i = 0; i < (1000 / CHECK_INTERVAL_MS); i++) for (u32 i = 0; i < (1000 / CHECK_INTERVAL_MS); i++)
{ {

View File

@ -8,7 +8,6 @@
#include "Common/FileUtil.h" #include "Common/FileUtil.h"
#include "Common/MsgHandler.h" #include "Common/MsgHandler.h"
#include "Core/ConfigManager.h" #include "Core/ConfigManager.h"
#include "Core/Host.h"
#include "VideoCommon/FramebufferManagerBase.h" #include "VideoCommon/FramebufferManagerBase.h"
#include "VideoCommon/RenderBase.h" #include "VideoCommon/RenderBase.h"
@ -16,6 +15,8 @@
#include "VideoCommon/VertexLoaderManager.h" #include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexManagerBase.h" #include "VideoCommon/VertexManagerBase.h"
#include "imgui.h"
std::unique_ptr<VideoCommon::ShaderCache> g_shader_cache; std::unique_ptr<VideoCommon::ShaderCache> g_shader_cache;
namespace VideoCommon namespace VideoCommon
@ -153,12 +154,29 @@ void ShaderCache::WaitForAsyncCompiler()
while (m_async_shader_compiler->HasPendingWork() || m_async_shader_compiler->HasCompletedWork()) while (m_async_shader_compiler->HasPendingWork() || m_async_shader_compiler->HasCompletedWork())
{ {
m_async_shader_compiler->WaitUntilCompletion([](size_t completed, size_t total) { m_async_shader_compiler->WaitUntilCompletion([](size_t completed, size_t total) {
Host_UpdateProgressDialog(GetStringT("Compiling shaders...").c_str(), g_renderer->BeginUIFrame();
static_cast<int>(completed), static_cast<int>(total));
const float scale = ImGui::GetIO().DisplayFramebufferScale.x;
ImGui::SetNextWindowSize(ImVec2(400.0f * scale, 50.0f * scale), ImGuiCond_Always);
ImGui::SetNextWindowPosCenter(ImGuiCond_Always);
if (ImGui::Begin(GetStringT("Compiling Shaders").c_str(), nullptr,
ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs |
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings |
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoNav |
ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoFocusOnAppearing))
{
ImGui::Text("Compiling shaders: %zu/%zu", completed, total);
ImGui::ProgressBar(static_cast<float>(completed) /
static_cast<float>(std::max(total, static_cast<size_t>(1))),
ImVec2(-1.0f, 0.0f), "");
}
ImGui::End();
g_renderer->EndUIFrame();
}); });
m_async_shader_compiler->RetrieveWorkItems(); m_async_shader_compiler->RetrieveWorkItems();
} }
Host_UpdateProgressDialog("", -1, -1);
} }
template <ShaderStage stage, typename K, typename T> template <ShaderStage stage, typename K, typename T>