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VideoConfig: Collapse ubershader configuration fields to a single value
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@ -38,7 +38,7 @@ bool ShaderCache::Initialize()
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}
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// Queue ubershader precompiling if required.
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if (g_ActiveConfig.CanPrecompileUberShaders())
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if (g_ActiveConfig.UsingUberShaders())
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PrecompileUberShaders();
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// Compile all known UIDs.
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@ -566,27 +566,24 @@ void VertexManagerBase::UpdatePipelineObject()
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m_current_pipeline_object = nullptr;
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m_pipeline_config_changed = false;
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// Try for specialized shaders.
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if (!g_ActiveConfig.bDisableSpecializedShaders)
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if (g_ActiveConfig.iUberShaderMode == UberShaderMode::Disabled)
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{
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// Ubershaders disabled? Block and compile the specialized shader.
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m_current_pipeline_object = g_shader_cache->GetPipelineForUid(m_current_pipeline_config);
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return;
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}
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else if (g_ActiveConfig.iUberShaderMode == UberShaderMode::Hybrid)
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{
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// Can we background compile shaders? If so, get the pipeline asynchronously.
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if (g_ActiveConfig.bBackgroundShaderCompiling)
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auto res = g_shader_cache->GetPipelineForUidAsync(m_current_pipeline_config);
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if (res)
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{
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auto res = g_shader_cache->GetPipelineForUidAsync(m_current_pipeline_config);
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if (res)
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{
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// Specialized shaders are ready.
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m_current_pipeline_object = *res;
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return;
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}
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}
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else
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{
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m_current_pipeline_object = g_shader_cache->GetPipelineForUid(m_current_pipeline_config);
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// Specialized shaders are ready, prefer these.
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m_current_pipeline_object = *res;
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return;
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}
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}
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// Fallback to ubershaders.
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// Exclusive ubershader mode, or hybrid and shaders are still compiling.
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m_current_pipeline_object = g_shader_cache->GetUberPipelineForUid(m_current_uber_pipeline_config);
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}
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@ -102,9 +102,7 @@ void VideoConfig::Refresh()
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bBackendMultithreading = Config::Get(Config::GFX_BACKEND_MULTITHREADING);
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iCommandBufferExecuteInterval = Config::Get(Config::GFX_COMMAND_BUFFER_EXECUTE_INTERVAL);
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bShaderCache = Config::Get(Config::GFX_SHADER_CACHE);
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bBackgroundShaderCompiling = Config::Get(Config::GFX_BACKGROUND_SHADER_COMPILING);
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bDisableSpecializedShaders = Config::Get(Config::GFX_DISABLE_SPECIALIZED_SHADERS);
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bPrecompileUberShaders = Config::Get(Config::GFX_PRECOMPILE_UBER_SHADERS);
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iUberShaderMode = static_cast<UberShaderMode>(Config::Get(Config::GFX_UBERSHADER_MODE));
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iShaderCompilerThreads = Config::Get(Config::GFX_SHADER_COMPILER_THREADS);
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iShaderPrecompilerThreads = Config::Get(Config::GFX_SHADER_PRECOMPILER_THREADS);
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@ -206,15 +204,3 @@ u32 VideoConfig::GetShaderPrecompilerThreads() const
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else
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return GetNumAutoShaderCompilerThreads();
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}
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bool VideoConfig::CanPrecompileUberShaders() const
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{
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// We don't want to precompile ubershaders if they're never going to be used.
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return bPrecompileUberShaders && (bBackgroundShaderCompiling || bDisableSpecializedShaders);
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}
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bool VideoConfig::CanBackgroundCompileShaders() const
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{
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// We require precompiled ubershaders to background compile shaders.
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return bBackgroundShaderCompiling && bPrecompileUberShaders;
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}
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@ -42,6 +42,13 @@ enum class StereoMode : int
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Nvidia3DVision
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};
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enum class UberShaderMode : int
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{
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Disabled,
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Hybrid,
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Exclusive
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};
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struct ProjectionHackConfig final
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{
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bool m_enable;
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@ -161,25 +168,8 @@ struct VideoConfig final
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// Currently only supported with Vulkan.
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int iCommandBufferExecuteInterval;
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// The following options determine the ubershader mode:
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// No ubershaders:
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// - bBackgroundShaderCompiling = false
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// - bDisableSpecializedShaders = false
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// Hybrid/background compiling:
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// - bBackgroundShaderCompiling = true
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// - bDisableSpecializedShaders = false
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// Ubershaders only:
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// - bBackgroundShaderCompiling = false
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// - bDisableSpecializedShaders = true
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// Enable background shader compiling, use ubershaders while waiting.
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bool bBackgroundShaderCompiling;
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// Use ubershaders only, don't compile specialized shaders.
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bool bDisableSpecializedShaders;
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// Precompile ubershader variants at boot/config reload time.
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bool bPrecompileUberShaders;
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// Shader compilation settings.
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UberShaderMode iUberShaderMode;
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// Number of shader compiler threads.
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// 0 disables background compilation.
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@ -247,10 +237,9 @@ struct VideoConfig final
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return backend_info.bSupportsGPUTextureDecoding && bEnableGPUTextureDecoding;
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}
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bool UseVertexRounding() const { return bVertexRounding && iEFBScale != 1; }
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bool UsingUberShaders() const { return iUberShaderMode != UberShaderMode::Disabled; }
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u32 GetShaderCompilerThreads() const;
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u32 GetShaderPrecompilerThreads() const;
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bool CanPrecompileUberShaders() const;
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bool CanBackgroundCompileShaders() const;
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};
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extern VideoConfig g_Config;
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