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2f1a7cbee1
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.
219 lines
9.0 KiB
C++
219 lines
9.0 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <algorithm>
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#include "Common/CPUDetect.h"
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#include "Common/CommonTypes.h"
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#include "Common/StringUtil.h"
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#include "Core/Config/GraphicsSettings.h"
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#include "Core/Core.h"
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#include "Core/Movie.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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VideoConfig g_Config;
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VideoConfig g_ActiveConfig;
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static bool s_has_registered_callback = false;
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void UpdateActiveConfig()
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{
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if (Movie::IsPlayingInput() && Movie::IsConfigSaved())
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Movie::SetGraphicsConfig();
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g_ActiveConfig = g_Config;
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}
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VideoConfig::VideoConfig()
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{
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// Needed for the first frame, I think
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fAspectRatioHackW = 1;
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fAspectRatioHackH = 1;
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// disable all features by default
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backend_info.api_type = APIType::Nothing;
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backend_info.MaxTextureSize = 16384;
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backend_info.bSupportsExclusiveFullscreen = false;
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backend_info.bSupportsMultithreading = false;
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backend_info.bSupportsST3CTextures = false;
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backend_info.bSupportsBPTCTextures = false;
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bEnableValidationLayer = false;
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bBackendMultithreading = true;
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}
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void VideoConfig::Refresh()
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{
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if (!s_has_registered_callback)
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{
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// There was a race condition between the video thread and the host thread here, if
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// corrections need to be made by VerifyValidity(). Briefly, the config will contain
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// invalid values. Instead, pause emulation first, which will flush the video thread,
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// update the config and correct it, then resume emulation, after which the video
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// thread will detect the config has changed and act accordingly.
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Config::AddConfigChangedCallback([]() { Core::RunAsCPUThread([]() { g_Config.Refresh(); }); });
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s_has_registered_callback = true;
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}
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bVSync = Config::Get(Config::GFX_VSYNC);
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iAdapter = Config::Get(Config::GFX_ADAPTER);
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bWidescreenHack = Config::Get(Config::GFX_WIDESCREEN_HACK);
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const auto config_aspect_mode = static_cast<AspectMode>(Config::Get(Config::GFX_ASPECT_RATIO));
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if (config_aspect_mode == AspectMode::Auto)
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aspect_mode = static_cast<AspectMode>(Config::Get(Config::GFX_SUGGESTED_ASPECT_RATIO));
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else
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aspect_mode = config_aspect_mode;
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bCrop = Config::Get(Config::GFX_CROP);
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iSafeTextureCache_ColorSamples = Config::Get(Config::GFX_SAFE_TEXTURE_CACHE_COLOR_SAMPLES);
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bShowFPS = Config::Get(Config::GFX_SHOW_FPS);
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bShowNetPlayPing = Config::Get(Config::GFX_SHOW_NETPLAY_PING);
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bShowNetPlayMessages = Config::Get(Config::GFX_SHOW_NETPLAY_MESSAGES);
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bLogRenderTimeToFile = Config::Get(Config::GFX_LOG_RENDER_TIME_TO_FILE);
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bOverlayStats = Config::Get(Config::GFX_OVERLAY_STATS);
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bOverlayProjStats = Config::Get(Config::GFX_OVERLAY_PROJ_STATS);
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bDumpTextures = Config::Get(Config::GFX_DUMP_TEXTURES);
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bHiresTextures = Config::Get(Config::GFX_HIRES_TEXTURES);
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bCacheHiresTextures = Config::Get(Config::GFX_CACHE_HIRES_TEXTURES);
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bDumpEFBTarget = Config::Get(Config::GFX_DUMP_EFB_TARGET);
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bDumpXFBTarget = Config::Get(Config::GFX_DUMP_XFB_TARGET);
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bDumpFramesAsImages = Config::Get(Config::GFX_DUMP_FRAMES_AS_IMAGES);
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bFreeLook = Config::Get(Config::GFX_FREE_LOOK);
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bUseFFV1 = Config::Get(Config::GFX_USE_FFV1);
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sDumpFormat = Config::Get(Config::GFX_DUMP_FORMAT);
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sDumpCodec = Config::Get(Config::GFX_DUMP_CODEC);
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sDumpEncoder = Config::Get(Config::GFX_DUMP_ENCODER);
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sDumpPath = Config::Get(Config::GFX_DUMP_PATH);
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iBitrateKbps = Config::Get(Config::GFX_BITRATE_KBPS);
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bInternalResolutionFrameDumps = Config::Get(Config::GFX_INTERNAL_RESOLUTION_FRAME_DUMPS);
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bEnableGPUTextureDecoding = Config::Get(Config::GFX_ENABLE_GPU_TEXTURE_DECODING);
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bEnablePixelLighting = Config::Get(Config::GFX_ENABLE_PIXEL_LIGHTING);
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bFastDepthCalc = Config::Get(Config::GFX_FAST_DEPTH_CALC);
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iMultisamples = Config::Get(Config::GFX_MSAA);
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bSSAA = Config::Get(Config::GFX_SSAA);
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iEFBScale = Config::Get(Config::GFX_EFB_SCALE);
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bTexFmtOverlayEnable = Config::Get(Config::GFX_TEXFMT_OVERLAY_ENABLE);
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bTexFmtOverlayCenter = Config::Get(Config::GFX_TEXFMT_OVERLAY_CENTER);
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bWireFrame = Config::Get(Config::GFX_ENABLE_WIREFRAME);
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bDisableFog = Config::Get(Config::GFX_DISABLE_FOG);
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bBorderlessFullscreen = Config::Get(Config::GFX_BORDERLESS_FULLSCREEN);
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bEnableValidationLayer = Config::Get(Config::GFX_ENABLE_VALIDATION_LAYER);
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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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bWaitForShadersBeforeStarting = Config::Get(Config::GFX_WAIT_FOR_SHADERS_BEFORE_STARTING);
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iShaderCompilationMode =
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static_cast<ShaderCompilationMode>(Config::Get(Config::GFX_SHADER_COMPILATION_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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bZComploc = Config::Get(Config::GFX_SW_ZCOMPLOC);
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bZFreeze = Config::Get(Config::GFX_SW_ZFREEZE);
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bDumpObjects = Config::Get(Config::GFX_SW_DUMP_OBJECTS);
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bDumpTevStages = Config::Get(Config::GFX_SW_DUMP_TEV_STAGES);
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bDumpTevTextureFetches = Config::Get(Config::GFX_SW_DUMP_TEV_TEX_FETCHES);
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drawStart = Config::Get(Config::GFX_SW_DRAW_START);
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drawEnd = Config::Get(Config::GFX_SW_DRAW_END);
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bForceFiltering = Config::Get(Config::GFX_ENHANCE_FORCE_FILTERING);
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iMaxAnisotropy = Config::Get(Config::GFX_ENHANCE_MAX_ANISOTROPY);
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sPostProcessingShader = Config::Get(Config::GFX_ENHANCE_POST_SHADER);
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bForceTrueColor = Config::Get(Config::GFX_ENHANCE_FORCE_TRUE_COLOR);
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stereo_mode = static_cast<StereoMode>(Config::Get(Config::GFX_STEREO_MODE));
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iStereoDepth = Config::Get(Config::GFX_STEREO_DEPTH);
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iStereoConvergencePercentage = Config::Get(Config::GFX_STEREO_CONVERGENCE_PERCENTAGE);
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bStereoSwapEyes = Config::Get(Config::GFX_STEREO_SWAP_EYES);
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iStereoConvergence = Config::Get(Config::GFX_STEREO_CONVERGENCE);
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bStereoEFBMonoDepth = Config::Get(Config::GFX_STEREO_EFB_MONO_DEPTH);
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iStereoDepthPercentage = Config::Get(Config::GFX_STEREO_DEPTH_PERCENTAGE);
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bEFBAccessEnable = Config::Get(Config::GFX_HACK_EFB_ACCESS_ENABLE);
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bBBoxEnable = Config::Get(Config::GFX_HACK_BBOX_ENABLE);
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bBBoxPreferStencilImplementation =
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Config::Get(Config::GFX_HACK_BBOX_PREFER_STENCIL_IMPLEMENTATION);
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bForceProgressive = Config::Get(Config::GFX_HACK_FORCE_PROGRESSIVE);
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bSkipEFBCopyToRam = Config::Get(Config::GFX_HACK_SKIP_EFB_COPY_TO_RAM);
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bSkipXFBCopyToRam = Config::Get(Config::GFX_HACK_SKIP_XFB_COPY_TO_RAM);
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bDisableCopyToVRAM = Config::Get(Config::GFX_HACK_DISABLE_COPY_TO_VRAM);
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bImmediateXFB = Config::Get(Config::GFX_HACK_IMMEDIATE_XFB);
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bCopyEFBScaled = Config::Get(Config::GFX_HACK_COPY_EFB_SCALED);
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bEFBEmulateFormatChanges = Config::Get(Config::GFX_HACK_EFB_EMULATE_FORMAT_CHANGES);
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bVertexRounding = Config::Get(Config::GFX_HACK_VERTEX_ROUDING);
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phack.m_enable = Config::Get(Config::GFX_PROJECTION_HACK) == 1;
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phack.m_sznear = Config::Get(Config::GFX_PROJECTION_HACK_SZNEAR) == 1;
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phack.m_szfar = Config::Get(Config::GFX_PROJECTION_HACK_SZFAR) == 1;
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phack.m_znear = Config::Get(Config::GFX_PROJECTION_HACK_ZNEAR);
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phack.m_zfar = Config::Get(Config::GFX_PROJECTION_HACK_ZFAR);
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bPerfQueriesEnable = Config::Get(Config::GFX_PERF_QUERIES_ENABLE);
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VerifyValidity();
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}
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void VideoConfig::VerifyValidity()
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{
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// TODO: Check iMaxAnisotropy value
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if (iAdapter < 0 || iAdapter > ((int)backend_info.Adapters.size() - 1))
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iAdapter = 0;
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if (std::find(backend_info.AAModes.begin(), backend_info.AAModes.end(), iMultisamples) ==
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backend_info.AAModes.end())
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iMultisamples = 1;
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if (stereo_mode != StereoMode::Off)
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{
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if (!backend_info.bSupportsGeometryShaders)
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{
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OSD::AddMessage(
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"Stereoscopic 3D isn't supported by your GPU, support for OpenGL 3.2 is required.",
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10000);
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stereo_mode = StereoMode::Off;
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}
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}
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}
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bool VideoConfig::IsVSync() const
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{
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return bVSync && !Core::GetIsThrottlerTempDisabled();
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}
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bool VideoConfig::UsingUberShaders() const
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{
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return iShaderCompilationMode == ShaderCompilationMode::SynchronousUberShaders ||
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iShaderCompilationMode == ShaderCompilationMode::AsynchronousUberShaders;
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}
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static u32 GetNumAutoShaderCompilerThreads()
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{
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// Automatic number. We use clamp(cpus - 3, 1, 4).
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return static_cast<u32>(std::min(std::max(cpu_info.num_cores - 3, 1), 4));
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}
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u32 VideoConfig::GetShaderCompilerThreads() const
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{
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if (!backend_info.bSupportsBackgroundCompiling)
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return 0;
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if (iShaderCompilerThreads >= 0)
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return static_cast<u32>(iShaderCompilerThreads);
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else
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return GetNumAutoShaderCompilerThreads();
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}
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u32 VideoConfig::GetShaderPrecompilerThreads() const
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{
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// When using background compilation, always keep the same thread count.
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if (!bWaitForShadersBeforeStarting)
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return GetShaderCompilerThreads();
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if (!backend_info.bSupportsBackgroundCompiling)
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return 0;
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if (iShaderPrecompilerThreads >= 0)
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return static_cast<u32>(iShaderPrecompilerThreads);
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else
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return GetNumAutoShaderCompilerThreads();
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}
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