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ShaderCache: Implement background shader compilation
This enables shaders to be compiled while the game is starting, instead of blocking startup. If a shader is needed before it is compiled, emulation will block.
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@ -317,6 +317,12 @@ static wxString ubershader_desc =
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"stuttering. Balances performance and smoothness.\n\n"
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"Exclusive: Ubershaders will always be used. Only recommended for high-end "
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"systems.");
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static wxString wait_for_shaders_desc =
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wxTRANSLATE("Waits for all shaders to finish compiling before starting a game. Enabling this "
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"option may reduce stuttering or hitching for a short time after the game is "
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"started, at the cost of a longer delay before the game starts.\n\nFor systems "
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"with two or fewer cores, it is recommended to enable this option, as a large "
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"shader queue may reduce frame rates. Otherwise, if unsure, leave this unchecked.");
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VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string& title)
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: wxDialog(parent, wxID_ANY, wxString::Format(_("Dolphin %s Graphics Configuration"),
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@ -442,6 +448,10 @@ VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string& title)
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wxGetTranslation(backend_multithreading_desc),
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Config::GFX_BACKEND_MULTITHREADING));
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}
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szr_other->Add(CreateCheckBox(page_general, _("Immediately Compile Shaders"),
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wxGetTranslation(wait_for_shaders_desc),
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Config::GFX_WAIT_FOR_SHADERS_BEFORE_STARTING));
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}
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wxStaticBoxSizer* const group_basic =
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