configuration: Add async ASTC decode setting
This commit is contained in:
parent
090bc588e5
commit
b5bcd8c71b
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@ -59,6 +59,7 @@ void LogSettings() {
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values.use_asynchronous_gpu_emulation.GetValue());
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values.use_asynchronous_gpu_emulation.GetValue());
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log_setting("Renderer_NvdecEmulation", values.nvdec_emulation.GetValue());
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log_setting("Renderer_NvdecEmulation", values.nvdec_emulation.GetValue());
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log_setting("Renderer_AccelerateASTC", values.accelerate_astc.GetValue());
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log_setting("Renderer_AccelerateASTC", values.accelerate_astc.GetValue());
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log_setting("Renderer_AsyncASTC", values.async_astc.GetValue());
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log_setting("Renderer_UseVsync", values.use_vsync.GetValue());
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log_setting("Renderer_UseVsync", values.use_vsync.GetValue());
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log_setting("Renderer_ShaderBackend", values.shader_backend.GetValue());
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log_setting("Renderer_ShaderBackend", values.shader_backend.GetValue());
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log_setting("Renderer_UseAsynchronousShaders", values.use_asynchronous_shaders.GetValue());
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log_setting("Renderer_UseAsynchronousShaders", values.use_asynchronous_shaders.GetValue());
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@ -212,6 +213,7 @@ void RestoreGlobalState(bool is_powered_on) {
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values.use_asynchronous_gpu_emulation.SetGlobal(true);
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values.use_asynchronous_gpu_emulation.SetGlobal(true);
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values.nvdec_emulation.SetGlobal(true);
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values.nvdec_emulation.SetGlobal(true);
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values.accelerate_astc.SetGlobal(true);
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values.accelerate_astc.SetGlobal(true);
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values.async_astc.SetGlobal(true);
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values.use_vsync.SetGlobal(true);
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values.use_vsync.SetGlobal(true);
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values.shader_backend.SetGlobal(true);
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values.shader_backend.SetGlobal(true);
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values.use_asynchronous_shaders.SetGlobal(true);
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values.use_asynchronous_shaders.SetGlobal(true);
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@ -453,6 +453,7 @@ struct Values {
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SwitchableSetting<bool> use_asynchronous_gpu_emulation{true, "use_asynchronous_gpu_emulation"};
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SwitchableSetting<bool> use_asynchronous_gpu_emulation{true, "use_asynchronous_gpu_emulation"};
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SwitchableSetting<NvdecEmulation> nvdec_emulation{NvdecEmulation::GPU, "nvdec_emulation"};
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SwitchableSetting<NvdecEmulation> nvdec_emulation{NvdecEmulation::GPU, "nvdec_emulation"};
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SwitchableSetting<bool> accelerate_astc{true, "accelerate_astc"};
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SwitchableSetting<bool> accelerate_astc{true, "accelerate_astc"};
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SwitchableSetting<bool> async_astc{false, "async_astc"};
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SwitchableSetting<bool> use_vsync{true, "use_vsync"};
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SwitchableSetting<bool> use_vsync{true, "use_vsync"};
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SwitchableSetting<ShaderBackend, true> shader_backend{ShaderBackend::GLSL, ShaderBackend::GLSL,
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SwitchableSetting<ShaderBackend, true> shader_backend{ShaderBackend::GLSL, ShaderBackend::GLSL,
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ShaderBackend::SPIRV, "shader_backend"};
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ShaderBackend::SPIRV, "shader_backend"};
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@ -228,8 +228,9 @@ void ApplySwizzle(GLuint handle, PixelFormat format, std::array<SwizzleSource, 4
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[[nodiscard]] bool CanBeAccelerated(const TextureCacheRuntime& runtime,
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[[nodiscard]] bool CanBeAccelerated(const TextureCacheRuntime& runtime,
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const VideoCommon::ImageInfo& info) {
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const VideoCommon::ImageInfo& info) {
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if (IsPixelFormatASTC(info.format)) {
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if (IsPixelFormatASTC(info.format) && !runtime.HasNativeASTC()) {
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return !runtime.HasNativeASTC() && Settings::values.accelerate_astc.GetValue();
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return Settings::values.accelerate_astc.GetValue() &&
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!Settings::values.async_astc.GetValue();
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}
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}
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// Disable other accelerated uploads for now as they don't implement swizzled uploads
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// Disable other accelerated uploads for now as they don't implement swizzled uploads
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return false;
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return false;
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@ -258,6 +259,14 @@ void ApplySwizzle(GLuint handle, PixelFormat format, std::array<SwizzleSource, 4
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return format_info.compatibility_class == store_class;
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return format_info.compatibility_class == store_class;
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}
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}
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[[nodiscard]] bool CanBeDecodedAsync(const TextureCacheRuntime& runtime,
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const VideoCommon::ImageInfo& info) {
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if (IsPixelFormatASTC(info.format) && !runtime.HasNativeASTC()) {
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return Settings::values.async_astc.GetValue();
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}
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return false;
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}
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[[nodiscard]] CopyOrigin MakeCopyOrigin(VideoCommon::Offset3D offset,
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[[nodiscard]] CopyOrigin MakeCopyOrigin(VideoCommon::Offset3D offset,
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VideoCommon::SubresourceLayers subresource, GLenum target) {
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VideoCommon::SubresourceLayers subresource, GLenum target) {
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switch (target) {
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switch (target) {
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@ -721,7 +730,9 @@ std::optional<size_t> TextureCacheRuntime::StagingBuffers::FindBuffer(size_t req
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Image::Image(TextureCacheRuntime& runtime_, const VideoCommon::ImageInfo& info_, GPUVAddr gpu_addr_,
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Image::Image(TextureCacheRuntime& runtime_, const VideoCommon::ImageInfo& info_, GPUVAddr gpu_addr_,
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VAddr cpu_addr_)
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VAddr cpu_addr_)
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: VideoCommon::ImageBase(info_, gpu_addr_, cpu_addr_), runtime{&runtime_} {
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: VideoCommon::ImageBase(info_, gpu_addr_, cpu_addr_), runtime{&runtime_} {
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if (CanBeAccelerated(*runtime, info)) {
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if (CanBeDecodedAsync(*runtime, info)) {
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flags |= ImageFlagBits::AsynchronousDecode;
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} else if (CanBeAccelerated(*runtime, info)) {
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flags |= ImageFlagBits::AcceleratedUpload;
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flags |= ImageFlagBits::AcceleratedUpload;
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}
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}
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if (IsConverted(runtime->device, info.format, info.type)) {
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if (IsConverted(runtime->device, info.format, info.type)) {
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@ -1256,11 +1256,12 @@ Image::Image(TextureCacheRuntime& runtime_, const ImageInfo& info_, GPUVAddr gpu
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commit(runtime_.memory_allocator.Commit(original_image, MemoryUsage::DeviceLocal)),
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commit(runtime_.memory_allocator.Commit(original_image, MemoryUsage::DeviceLocal)),
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aspect_mask(ImageAspectMask(info.format)) {
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aspect_mask(ImageAspectMask(info.format)) {
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if (IsPixelFormatASTC(info.format) && !runtime->device.IsOptimalAstcSupported()) {
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if (IsPixelFormatASTC(info.format) && !runtime->device.IsOptimalAstcSupported()) {
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if (Settings::values.accelerate_astc.GetValue()) {
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if (Settings::values.async_astc.GetValue()) {
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flags |= VideoCommon::ImageFlagBits::AsynchronousDecode;
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} else if (Settings::values.accelerate_astc.GetValue()) {
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flags |= VideoCommon::ImageFlagBits::AcceleratedUpload;
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flags |= VideoCommon::ImageFlagBits::AcceleratedUpload;
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} else {
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flags |= VideoCommon::ImageFlagBits::Converted;
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}
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}
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flags |= VideoCommon::ImageFlagBits::Converted;
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flags |= VideoCommon::ImageFlagBits::CostlyLoad;
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flags |= VideoCommon::ImageFlagBits::CostlyLoad;
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}
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}
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if (runtime->device.HasDebuggingToolAttached()) {
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if (runtime->device.HasDebuggingToolAttached()) {
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@ -1003,6 +1003,7 @@ u64 TextureCache<P>::GetScaledImageSizeBytes(const ImageBase& image) {
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template <class P>
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template <class P>
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void TextureCache<P>::QueueAsyncDecode(Image& image, ImageId image_id) {
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void TextureCache<P>::QueueAsyncDecode(Image& image, ImageId image_id) {
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UNIMPLEMENTED_IF(False(image.flags & ImageFlagBits::Converted));
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UNIMPLEMENTED_IF(False(image.flags & ImageFlagBits::Converted));
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LOG_INFO(HW_GPU, "Queuing async texture decode");
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image.flags |= ImageFlagBits::IsDecoding;
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image.flags |= ImageFlagBits::IsDecoding;
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auto decode = std::make_unique<AsyncDecodeContext>();
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auto decode = std::make_unique<AsyncDecodeContext>();
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@ -1656,8 +1656,8 @@ void Decompress(std::span<const uint8_t> data, uint32_t width, uint32_t height,
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const u32 rows = Common::DivideUp(height, block_height);
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const u32 rows = Common::DivideUp(height, block_height);
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const u32 cols = Common::DivideUp(width, block_width);
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const u32 cols = Common::DivideUp(width, block_width);
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Common::ThreadWorker workers{std::max(std::thread::hardware_concurrency(), 2U) / 2,
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static Common::ThreadWorker workers{std::max(std::thread::hardware_concurrency(), 2U) / 2,
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"ASTCDecompress"};
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"ASTCDecompress"};
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for (u32 z = 0; z < depth; ++z) {
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for (u32 z = 0; z < depth; ++z) {
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const u32 depth_offset = z * height * width * 4;
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const u32 depth_offset = z * height * width * 4;
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@ -707,6 +707,7 @@ void Config::ReadRendererValues() {
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ReadGlobalSetting(Settings::values.use_asynchronous_gpu_emulation);
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ReadGlobalSetting(Settings::values.use_asynchronous_gpu_emulation);
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ReadGlobalSetting(Settings::values.nvdec_emulation);
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ReadGlobalSetting(Settings::values.nvdec_emulation);
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ReadGlobalSetting(Settings::values.accelerate_astc);
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ReadGlobalSetting(Settings::values.accelerate_astc);
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ReadGlobalSetting(Settings::values.async_astc);
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ReadGlobalSetting(Settings::values.use_vsync);
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ReadGlobalSetting(Settings::values.use_vsync);
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ReadGlobalSetting(Settings::values.shader_backend);
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ReadGlobalSetting(Settings::values.shader_backend);
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ReadGlobalSetting(Settings::values.use_asynchronous_shaders);
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ReadGlobalSetting(Settings::values.use_asynchronous_shaders);
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@ -1350,6 +1351,7 @@ void Config::SaveRendererValues() {
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static_cast<u32>(Settings::values.nvdec_emulation.GetDefault()),
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static_cast<u32>(Settings::values.nvdec_emulation.GetDefault()),
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Settings::values.nvdec_emulation.UsingGlobal());
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Settings::values.nvdec_emulation.UsingGlobal());
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WriteGlobalSetting(Settings::values.accelerate_astc);
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WriteGlobalSetting(Settings::values.accelerate_astc);
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WriteGlobalSetting(Settings::values.async_astc);
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WriteGlobalSetting(Settings::values.use_vsync);
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WriteGlobalSetting(Settings::values.use_vsync);
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WriteSetting(QString::fromStdString(Settings::values.shader_backend.GetLabel()),
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WriteSetting(QString::fromStdString(Settings::values.shader_backend.GetLabel()),
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static_cast<u32>(Settings::values.shader_backend.GetValue(global)),
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static_cast<u32>(Settings::values.shader_backend.GetValue(global)),
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@ -23,11 +23,13 @@ void ConfigureGraphicsAdvanced::SetConfiguration() {
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const bool runtime_lock = !system.IsPoweredOn();
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const bool runtime_lock = !system.IsPoweredOn();
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ui->use_vsync->setEnabled(runtime_lock);
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ui->use_vsync->setEnabled(runtime_lock);
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ui->renderer_force_max_clock->setEnabled(runtime_lock);
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ui->renderer_force_max_clock->setEnabled(runtime_lock);
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ui->async_astc->setEnabled(runtime_lock);
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ui->use_asynchronous_shaders->setEnabled(runtime_lock);
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ui->use_asynchronous_shaders->setEnabled(runtime_lock);
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ui->anisotropic_filtering_combobox->setEnabled(runtime_lock);
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ui->anisotropic_filtering_combobox->setEnabled(runtime_lock);
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ui->renderer_force_max_clock->setChecked(Settings::values.renderer_force_max_clock.GetValue());
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ui->renderer_force_max_clock->setChecked(Settings::values.renderer_force_max_clock.GetValue());
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ui->use_vsync->setChecked(Settings::values.use_vsync.GetValue());
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ui->use_vsync->setChecked(Settings::values.use_vsync.GetValue());
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ui->async_astc->setChecked(Settings::values.async_astc.GetValue());
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ui->use_asynchronous_shaders->setChecked(Settings::values.use_asynchronous_shaders.GetValue());
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ui->use_asynchronous_shaders->setChecked(Settings::values.use_asynchronous_shaders.GetValue());
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ui->use_fast_gpu_time->setChecked(Settings::values.use_fast_gpu_time.GetValue());
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ui->use_fast_gpu_time->setChecked(Settings::values.use_fast_gpu_time.GetValue());
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ui->use_pessimistic_flushes->setChecked(Settings::values.use_pessimistic_flushes.GetValue());
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ui->use_pessimistic_flushes->setChecked(Settings::values.use_pessimistic_flushes.GetValue());
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@ -60,6 +62,8 @@ void ConfigureGraphicsAdvanced::ApplyConfiguration() {
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy,
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.max_anisotropy,
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ui->anisotropic_filtering_combobox);
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ui->anisotropic_filtering_combobox);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync, use_vsync);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_vsync, ui->use_vsync, use_vsync);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.async_astc, ui->async_astc,
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async_astc);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders,
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_asynchronous_shaders,
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ui->use_asynchronous_shaders,
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ui->use_asynchronous_shaders,
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use_asynchronous_shaders);
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use_asynchronous_shaders);
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@ -91,6 +95,7 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
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ui->renderer_force_max_clock->setEnabled(
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ui->renderer_force_max_clock->setEnabled(
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Settings::values.renderer_force_max_clock.UsingGlobal());
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Settings::values.renderer_force_max_clock.UsingGlobal());
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ui->use_vsync->setEnabled(Settings::values.use_vsync.UsingGlobal());
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ui->use_vsync->setEnabled(Settings::values.use_vsync.UsingGlobal());
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ui->async_astc->setEnabled(Settings::values.async_astc.UsingGlobal());
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ui->use_asynchronous_shaders->setEnabled(
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ui->use_asynchronous_shaders->setEnabled(
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Settings::values.use_asynchronous_shaders.UsingGlobal());
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Settings::values.use_asynchronous_shaders.UsingGlobal());
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ui->use_fast_gpu_time->setEnabled(Settings::values.use_fast_gpu_time.UsingGlobal());
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ui->use_fast_gpu_time->setEnabled(Settings::values.use_fast_gpu_time.UsingGlobal());
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@ -108,6 +113,8 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
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Settings::values.renderer_force_max_clock,
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Settings::values.renderer_force_max_clock,
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renderer_force_max_clock);
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renderer_force_max_clock);
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ConfigurationShared::SetColoredTristate(ui->use_vsync, Settings::values.use_vsync, use_vsync);
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ConfigurationShared::SetColoredTristate(ui->use_vsync, Settings::values.use_vsync, use_vsync);
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ConfigurationShared::SetColoredTristate(ui->async_astc, Settings::values.async_astc,
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async_astc);
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ConfigurationShared::SetColoredTristate(ui->use_asynchronous_shaders,
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ConfigurationShared::SetColoredTristate(ui->use_asynchronous_shaders,
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Settings::values.use_asynchronous_shaders,
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Settings::values.use_asynchronous_shaders,
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use_asynchronous_shaders);
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use_asynchronous_shaders);
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@ -38,6 +38,7 @@ private:
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ConfigurationShared::CheckState renderer_force_max_clock;
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ConfigurationShared::CheckState renderer_force_max_clock;
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ConfigurationShared::CheckState use_vsync;
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ConfigurationShared::CheckState use_vsync;
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ConfigurationShared::CheckState async_astc;
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ConfigurationShared::CheckState use_asynchronous_shaders;
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ConfigurationShared::CheckState use_asynchronous_shaders;
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ConfigurationShared::CheckState use_fast_gpu_time;
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ConfigurationShared::CheckState use_fast_gpu_time;
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ConfigurationShared::CheckState use_pessimistic_flushes;
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ConfigurationShared::CheckState use_pessimistic_flushes;
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@ -89,6 +89,16 @@
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</property>
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</property>
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</widget>
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</widget>
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</item>
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</item>
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<item>
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<widget class="QCheckBox" name="async_astc">
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<property name="toolTip">
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<string>Enables asynchronous ASTC texture decoding, which may reduce load time stutter. This feature is experimental.</string>
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</property>
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<property name="text">
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<string>Decode ASTC textures asynchronously (Hack)</string>
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</property>
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</widget>
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</item>
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<item>
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<item>
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<widget class="QCheckBox" name="use_asynchronous_shaders">
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<widget class="QCheckBox" name="use_asynchronous_shaders">
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<property name="toolTip">
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<property name="toolTip">
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@ -324,6 +324,7 @@ void Config::ReadValues() {
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ReadSetting("Renderer", Settings::values.use_asynchronous_shaders);
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ReadSetting("Renderer", Settings::values.use_asynchronous_shaders);
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ReadSetting("Renderer", Settings::values.nvdec_emulation);
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ReadSetting("Renderer", Settings::values.nvdec_emulation);
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ReadSetting("Renderer", Settings::values.accelerate_astc);
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ReadSetting("Renderer", Settings::values.accelerate_astc);
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ReadSetting("Renderer", Settings::values.async_astc);
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ReadSetting("Renderer", Settings::values.use_fast_gpu_time);
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ReadSetting("Renderer", Settings::values.use_fast_gpu_time);
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ReadSetting("Renderer", Settings::values.use_pessimistic_flushes);
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ReadSetting("Renderer", Settings::values.use_pessimistic_flushes);
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ReadSetting("Renderer", Settings::values.use_vulkan_driver_pipeline_cache);
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ReadSetting("Renderer", Settings::values.use_vulkan_driver_pipeline_cache);
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@ -342,6 +342,10 @@ nvdec_emulation =
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# 0: Off, 1 (default): On
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# 0: Off, 1 (default): On
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accelerate_astc =
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accelerate_astc =
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# Decode ASTC textures asynchronously.
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# 0 (default): Off, 1: On
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async_astc =
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# Turns on the speed limiter, which will limit the emulation speed to the desired speed limit value
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# Turns on the speed limiter, which will limit the emulation speed to the desired speed limit value
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# 0: Off, 1: On (default)
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# 0: Off, 1: On (default)
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use_speed_limit =
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use_speed_limit =
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