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.
- In D3D, shaders could be compiled on the main thread, blocking
startup.
- Reduced the latency between a pipeline being requested and used in all
backends in hybrid ubershader mode, when no shader stages were present.
- Fixed a case where async compilation could cause the same UID to be
appended multiple times to the UID cache.
- Fix incorrect number of threads being used when immediately compile
shaders was enabled.
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.
The option is named DisableCopyToVRAM under the Hacks section in
GFX.ini. It is intentionally not exposed to the GUI, as users should not
need to use it under normal circumstances. The main use is debugging
issues in the EFB-to-RAM shaders.
There was a race condition between the video thread and the host thread,
if corrections need to be made by VerifyValidity(). Briefly, the config
will contain invalid values. Instead, pause emulation first, which will
flush the video thread, update the config and correct it, then resume
emulation, after which the video thread will detect the config has
changed and act accordingly.
This was mainly included for debugging, but could end up being confusing
for users, as well as polluting the GL program cache with a mix of uber
and specialized shaders if the option was changed.
This code hadn't been touched since 2010. Nowadays, the panic alert
setting is loaded by ConfigManager and applied in UICommon.
VideoConfig has no business messing with it.
This stops the virtual method call from within the Renderer constructor.
The initialization here for GL had to be moved to VideoBackend, as the
Renderer constructor will not have been executed before the value is
required.