Settings: add option to enable / disable reactive flushing
This commit is contained in:
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0f4f18265f
commit
92da86290c
@ -62,6 +62,7 @@ void LogSettings() {
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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_AsyncASTC", values.async_astc.GetValue());
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log_setting("Renderer_UseVsync", values.vsync_mode.GetValue());
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log_setting("Renderer_UseVsync", values.vsync_mode.GetValue());
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log_setting("Renderer_UseReactiveFlushing", values.use_reactive_flushing.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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log_setting("Renderer_AnisotropicFilteringLevel", values.max_anisotropy.GetValue());
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log_setting("Renderer_AnisotropicFilteringLevel", values.max_anisotropy.GetValue());
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@ -223,6 +224,7 @@ void RestoreGlobalState(bool is_powered_on) {
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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.async_astc.SetGlobal(true);
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values.use_reactive_flushing.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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values.use_fast_gpu_time.SetGlobal(true);
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values.use_fast_gpu_time.SetGlobal(true);
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@ -465,6 +465,7 @@ struct Values {
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SwitchableSetting<bool> async_astc{false, "async_astc"};
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SwitchableSetting<bool> async_astc{false, "async_astc"};
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Setting<VSyncMode, true> vsync_mode{VSyncMode::FIFO, VSyncMode::Immediate,
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Setting<VSyncMode, true> vsync_mode{VSyncMode::FIFO, VSyncMode::Immediate,
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VSyncMode::FIFORelaxed, "use_vsync"};
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VSyncMode::FIFORelaxed, "use_vsync"};
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SwitchableSetting<bool> use_reactive_flushing{true, "use_reactive_flushing"};
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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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SwitchableSetting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"};
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SwitchableSetting<bool> use_asynchronous_shaders{false, "use_asynchronous_shaders"};
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@ -465,7 +465,8 @@ struct Memory::Impl {
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}
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}
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if (Settings::IsFastmemEnabled()) {
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if (Settings::IsFastmemEnabled()) {
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system.DeviceMemory().buffer.Protect(vaddr, size, !cached, !cached);
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const bool is_read_enable = !Settings::values.use_reactive_flushing.GetValue() || !cached;
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system.DeviceMemory().buffer.Protect(vaddr, size, is_read_enable, !cached);
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}
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}
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// Iterate over a contiguous CPU address space, which corresponds to the specified GPU
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// Iterate over a contiguous CPU address space, which corresponds to the specified GPU
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@ -126,7 +126,8 @@ std::optional<VideoCore::RasterizerDownloadArea> BufferCache<P>::GetFlushArea(VA
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area->preemtive = true;
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area->preemtive = true;
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return area;
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return area;
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};
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};
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memory_tracker.MarkRegionAsPreflushable(cpu_addr_start_aligned, cpu_addr_end_aligned - cpu_addr_start_aligned);
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memory_tracker.MarkRegionAsPreflushable(cpu_addr_start_aligned,
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cpu_addr_end_aligned - cpu_addr_start_aligned);
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area->preemtive = !IsRegionGpuModified(cpu_addr, size);
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area->preemtive = !IsRegionGpuModified(cpu_addr, size);
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return area;
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return area;
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}
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}
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@ -206,7 +207,8 @@ bool BufferCache<P>::DMACopy(GPUVAddr src_address, GPUVAddr dest_address, u64 am
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const VAddr new_base_address = *cpu_dest_address + diff;
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const VAddr new_base_address = *cpu_dest_address + diff;
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const IntervalType add_interval{new_base_address, new_base_address + size};
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const IntervalType add_interval{new_base_address, new_base_address + size};
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tmp_intervals.push_back(add_interval);
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tmp_intervals.push_back(add_interval);
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if (memory_tracker.IsRegionPreflushable(new_base_address, new_base_address + size)) {
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if (!Settings::values.use_reactive_flushing.GetValue() ||
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memory_tracker.IsRegionPreflushable(new_base_address, new_base_address + size)) {
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uncommitted_ranges.add(add_interval);
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uncommitted_ranges.add(add_interval);
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pending_ranges.add(add_interval);
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pending_ranges.add(add_interval);
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}
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}
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@ -1236,7 +1238,8 @@ void BufferCache<P>::MarkWrittenBuffer(BufferId buffer_id, VAddr cpu_addr, u32 s
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const IntervalType base_interval{cpu_addr, cpu_addr + size};
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const IntervalType base_interval{cpu_addr, cpu_addr + size};
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common_ranges.add(base_interval);
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common_ranges.add(base_interval);
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if (!memory_tracker.IsRegionPreflushable(cpu_addr, cpu_addr + size)) {
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if (Settings::values.use_reactive_flushing.GetValue() &&
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!memory_tracker.IsRegionPreflushable(cpu_addr, cpu_addr + size)) {
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return;
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return;
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}
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}
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uncommitted_ranges.add(base_interval);
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uncommitted_ranges.add(base_interval);
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@ -26,7 +26,8 @@ ImageViewBase::ImageViewBase(const ImageViewInfo& info, const ImageInfo& image_i
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ASSERT_MSG(VideoCore::Surface::IsViewCompatible(image_info.format, info.format, false, true),
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ASSERT_MSG(VideoCore::Surface::IsViewCompatible(image_info.format, info.format, false, true),
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"Image view format {} is incompatible with image format {}", info.format,
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"Image view format {} is incompatible with image format {}", info.format,
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image_info.format);
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image_info.format);
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if (image_info.forced_flushed) {
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const bool preemptive = !Settings::values.use_reactive_flushing.GetValue() && image_info.type == ImageType::Linear;
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if (image_info.forced_flushed || preemptive) {
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flags |= ImageViewFlagBits::PreemtiveDownload;
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flags |= ImageViewFlagBits::PreemtiveDownload;
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}
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}
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if (image_info.type == ImageType::e3D && info.type != ImageViewType::e3D) {
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if (image_info.type == ImageType::e3D && info.type != ImageViewType::e3D) {
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@ -710,6 +710,7 @@ void Config::ReadRendererValues() {
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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.async_astc);
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ReadGlobalSetting(Settings::values.use_reactive_flushing);
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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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ReadGlobalSetting(Settings::values.use_fast_gpu_time);
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ReadGlobalSetting(Settings::values.use_fast_gpu_time);
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@ -1355,6 +1356,7 @@ void Config::SaveRendererValues() {
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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.async_astc);
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WriteGlobalSetting(Settings::values.use_reactive_flushing);
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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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static_cast<u32>(Settings::values.shader_backend.GetDefault()),
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static_cast<u32>(Settings::values.shader_backend.GetDefault()),
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@ -21,6 +21,7 @@ ConfigureGraphicsAdvanced::~ConfigureGraphicsAdvanced() = default;
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void ConfigureGraphicsAdvanced::SetConfiguration() {
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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_reactive_flushing->setEnabled(runtime_lock);
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ui->async_present->setEnabled(runtime_lock);
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ui->async_present->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->async_astc->setEnabled(runtime_lock);
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@ -29,6 +30,7 @@ void ConfigureGraphicsAdvanced::SetConfiguration() {
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ui->async_present->setChecked(Settings::values.async_presentation.GetValue());
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ui->async_present->setChecked(Settings::values.async_presentation.GetValue());
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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_reactive_flushing->setChecked(Settings::values.use_reactive_flushing.GetValue());
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ui->async_astc->setChecked(Settings::values.async_astc.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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@ -60,6 +62,8 @@ void ConfigureGraphicsAdvanced::ApplyConfiguration() {
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renderer_force_max_clock);
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renderer_force_max_clock);
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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_reactive_flushing,
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ui->use_reactive_flushing, use_reactive_flushing);
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.async_astc, ui->async_astc,
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ConfigurationShared::ApplyPerGameSetting(&Settings::values.async_astc, ui->async_astc,
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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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@ -91,6 +95,7 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
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ui->async_present->setEnabled(Settings::values.async_presentation.UsingGlobal());
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ui->async_present->setEnabled(Settings::values.async_presentation.UsingGlobal());
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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_reactive_flushing->setEnabled(Settings::values.use_reactive_flushing.UsingGlobal());
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ui->async_astc->setEnabled(Settings::values.async_astc.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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@ -108,6 +113,8 @@ void ConfigureGraphicsAdvanced::SetupPerGameUI() {
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ConfigurationShared::SetColoredTristate(ui->renderer_force_max_clock,
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ConfigurationShared::SetColoredTristate(ui->renderer_force_max_clock,
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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(
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ui->use_reactive_flushing, Settings::values.use_reactive_flushing, use_reactive_flushing);
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ConfigurationShared::SetColoredTristate(ui->async_astc, Settings::values.async_astc,
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ConfigurationShared::SetColoredTristate(ui->async_astc, Settings::values.async_astc,
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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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@ -40,6 +40,7 @@ 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 async_astc;
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ConfigurationShared::CheckState use_reactive_flushing;
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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_vulkan_driver_pipeline_cache;
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ConfigurationShared::CheckState use_vulkan_driver_pipeline_cache;
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@ -96,6 +96,16 @@
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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="use_reactive_flushing">
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<property name="toolTip">
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<string>Uses reactive flushing instead of predictive flushing. Allowing a more accurate syncing of memory.</string>
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</property>
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<property name="text">
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<string>Enable Reactive Flushing</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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@ -312,6 +312,7 @@ void Config::ReadValues() {
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ReadSetting("Renderer", Settings::values.use_asynchronous_gpu_emulation);
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ReadSetting("Renderer", Settings::values.use_asynchronous_gpu_emulation);
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ReadSetting("Renderer", Settings::values.vsync_mode);
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ReadSetting("Renderer", Settings::values.vsync_mode);
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ReadSetting("Renderer", Settings::values.shader_backend);
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ReadSetting("Renderer", Settings::values.shader_backend);
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ReadSetting("Renderer", Settings::values.use_reactive_flushing);
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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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@ -340,6 +340,10 @@ use_vsync =
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# 0: GLSL, 1 (default): GLASM, 2: SPIR-V
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# 0: GLSL, 1 (default): GLASM, 2: SPIR-V
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shader_backend =
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shader_backend =
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# Uses reactive flushing instead of predictive flushing. Allowing a more accurate syncing of memory.
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# 0: Off, 1 (default): On
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use_reactive_flushing =
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# Whether to allow asynchronous shader building.
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# Whether to allow asynchronous shader building.
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# 0 (default): Off, 1: On
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# 0 (default): Off, 1: On
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use_asynchronous_shaders =
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use_asynchronous_shaders =
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